diff --git a/Drafting-and-Deck-Building-in-Tower-Rush.md b/Drafting-and-Deck-Building-in-Tower-Rush.md
new file mode 100644
index 0000000..713bae4
--- /dev/null
+++ b/Drafting-and-Deck-Building-in-Tower-Rush.md
@@ -0,0 +1,13 @@
+
In a Draft match, you do not bring your own deck; instead, you build it on the fly by choosing between pairs of random cards.
+
You cannot rely on overleveled cards or muscle memory from playing the same deck for two years.
+Drafting Priorities
+
If you reach the end of the draft and your deck has no reliable way to damage the enemy tower, you have already lost the match.
+
Secondly, you must prioritize heavy removal spells like Poison, Fireball, or Lightning.
+Deny them synergy.Always take the versatile, cheap cycle cards.Clog their hand with heavy, useless units.
+Sabotaging the Opponent
+
Drafting is not just about building a good deck for yourself; it is equally about constructing a terrible deck for your opponent.
+
Their average elixir cost will skyrocket, their hand will be completely clogged, and they will be unable to defend your cheap, fast attacks.
+Bad DraftingThe ConsequenceDrafting purely for synergy while ignoring the opponent's cardsYou might build a great Golem deck, but you accidentally gave them an Inferno Tower and a P.E.K. If you loved this short article and you would like to receive details with regards to [tower rush](https://video.gictafrica.com/@gabriellap5617?page=about) assure visit the web site. K.A, rendering your Golem uselessForgetting to draft any spellsYou will have absolutely no way to finish off a tower with 100 hitpoints remaining in overtime
+Embracing the Chaos
+
The winner of a draft match is the player who can identify their bizarre new win condition fastest.
+
Draft modes force you out of your comfort zone, teaching you how to use cards you normally ignore.
\ No newline at end of file