
The main concern of virtually every match is to gain mana advantage as this lets you hold bridges or inflict Tower damage. Mana Advantage: (Your minions on field + your mana) – (Enemy minions on field + enemy mana). I have some gameplay terminology that I will be referring to, but may not necessarily be the standard terms because I don’t read other guides or forum posts.īridge Control: Playing cards with main intent to capture and hold bridges.Īggression: Playing cards with main intent to damage the enemy Tower. I’m going to a*sume you already know how the game works and is played. Therefore it is important to pick well-rounded cards that are useful in many situations. However, some cards are only good at specific combos that you are unlikely to achieve in Draft. Almost every single card is usable somewhere. I believe that BetaDwarf has done an altogether good job at card balance. For example, with clever minion placement, it is possible to defeat an enemy minion that would have otherwise steamrolled through your forces easily. I prefer to see cards as fulfilling certain roles on the field rather than worrying about specific health or DPS numbers as such. Therefore I am able to offer a unique perspective based on my own hundreds of hours of play. I generally do not read other Minion Masters guides or discuss any card theory with other players. In this guide, I will outline my personal strategy for Draft mode and provide a brief an*lysis of every possible Draft card.

This guide was last updated February 5, 2021.


Master and Card an*lysis regarding Draft mode only.
