The winning percentage of the master is rising. The mainstream winning idea.
Every profession has its winning idea. For example, the mage can rely on the single brush of the cave sleepwalker (2 13), the knight can rely on the buff of the silver sword, and the warrior can rely on the magic stone. But to sum up, it is nothing more than the following two ideas:
Infinite resources Stream: There are a lot of ways to make up hands, mainly based on consumption, and winning by card difference.
Explosion stream: It has the ability to explode in a certain round, and the scene expands very quickly. The other side is often a tricycle chasing the car, chasing farther and farther.
PS: infinite resources is just a generalization, which means that you don't usually play empty-handed cards before the game is over. Please don't be serious
Infinite resources Liu's mainstream career and ideas are as follows.
Mage: infinite resources, with the magic net controller as combo, combined with small magic ruby, surging steam, bonfire elements, space-time deformable body (222) and other elements. And the infinite resources flow with the magic net controller as the core, supplemented by the core cave sleepwalkers (2 13), ancient and modern, white-boned young dragons, wilderness explorers (555), etc.
Priest: infinite resources Stream, centering on rambler (563), holy water and some stolen cards.
Warlock: infinite resources with heroic skills as the core. If you are worried about fatigue, you can choose an infinite fisherman. Warlock seems to be the only available profession.
The mainstream occupations and ideas of explosive point flow are as follows
Shaman: The explosion stream centered on the master of reality (657). When the master of reality is present, the scene expands very quickly, leaving only one round of processing time for the other party.
Knight: The explosion stream with the silver sword as the core. When hanging the silver sword, the scene expands very quickly. The other side is also difficult to deal with.
Warrior: Seven factions of traditional weapons and magic stones cost 3.55 yuan, which can usually be called two rounds of killing each other.
Before talking about how to fight against the mage, I want to correct a fatal mistake in dealing with the cave sleepwalker (2 13). Many players died while fighting against the mage. Sleepwalkers often don't pay enough attention to him, but because you pay too much attention to him Pay attention to sacrificing the rhythm of the future to deal with him. For example, in the absence of other 4 fees, a priest jumped dawn dragon just to kill a 2 13 on the opponent's court. The scene got out of hand. In fact, there is more than one way for a mage to win, and the cave sleepwalker is just a key card for her. Wouldn't it be ridiculous if you destroyed the other side's way of winning by card difference at the expense of the future rhythm, but put yourself at the risk of being killed by the other side?
By the way, I want to talk to you about another wrong way to use the card in the new version: Unlimited Running Wolf (455). Many people like to spend 4 yuan to buy a 2-fee follower and then wash it into the warehouse. This is very stupid. If I am a 4-fee player and have no other hands to play, then after I hit 455, I will choose to hang up and suppress the most common opportunity seeker of my opponent's 4-fee (445) instead of trading with 2~3-fee players. Remember, hunters can't lose their rhythm about anything, so 455 usually only attacks followers above 4 yuan, otherwise they would rather hang up and wait for the opportunity.
How to fight against the mage
As a representative occupation of infinite resources Liu, the biggest difficulty lies in the existence of explosion traps and explosions. Even if we choose a lot of endurance to fight against her, if we are kicked in the face by the opponent's high-attack creatures, our blood will be hard to support until all the mage's hands are consumed.
Warlock: The Flame Kid is a very good 1 fee, which can effectively destroy the possibility of the mage's first-hand 2 13 or second-hand 2 13. At the same time, because of heroic skills, we generally don't need to worry that the card difference can't beat the other side, so don't make a stupid move to force 2 13 at the expense of future rhythm.
Thief & Hunter: Some people may ask, a thief can also achieve infinite resources, so why not join her queue of punching in? Maybe you haven't noticed that the number of card breaks by high-quality thieves is obviously less (such as thorn flowers and juice). Plus, they often come out together, so the thief will catch less easy solutions. Without high-quality card release, even with unlimited resources, you can't support the blood volume until your opponent's hand is completely smashed. So I still put thieves and hunters together as a rhythmic blood grabbing profession. The biggest problem of these two professions is that the mage's 2 13 threatens them too much! The low-priced card given by 2 13 may be irrelevant to the poor profession of priests, but it is fatal to the rhythm flow of thieves and hunters, because the characteristic of low-priced cards is to lose cards and grab rhythm. Many times, the master left a 2 13 in the early stage, which is undoubtedly a problem for thieves and hunters: I don't understand that the rhythm spell given by 2 13 can easily make the master transition to the later stage smoothly. How do thieves and hunters fight against masters in the later period? Come on, if you lose your rhythm, you can make the mage smoothly transition to the later stage and have healthy blood volume. I haven't thought of any other good solution except choosing 232 of Xianlong. If you have your own unique opinions, you can also analyze them in the comments section.
Priest: Take life-support cards such as Time Wanderer (563), Holy Water, Stealing Heart and Devouring Will as the core. With solutions such as argot, soul flogging and soul screaming (live card). It is enough to keep up with the card difference, and at the same time, the heroic skill can make our blood support enough to consume all the hands of the mage. As long as you are careful not to be so superstitious about 2 13 that you lose your rhythm, let the mage stand up as a high-energy monster and kick you to death, the priest still has certain advantages over other professions.
Shaman & Knight & Warrior: The representative of the explosion, again, don't be superstitious about 2 13, and play your own rhythm. Although the mage has an advantage in card difference, there are not many cards that the mage can grab the rhythm. Even 2 13 can supplement some low-cost spells. But because most magic supermodels don't have many points. (If the consumption of 2 points is biting, the value will be around 3 points, not to mention there are still many spells that cannot be used). At 7 o'clock, the warrior's third-level magic stone costs about14 ~15; Master Reality (657) scored 2 points for supermodel, and then scored 4~6 points for supermodel in each round; Knight's silver sword can also be supermodel around 2~4 o'clock each round. Once the spell doesn't recover the supermodel's points with high-efficiency spells such as meteorites, or if it doesn't change the sheep's stop loss, 2 13 or other auxiliary spells are not enough to return to the scene.
other
Recommended occupation for catching mage: priest, recommended neutral card: wilderness explorer, white bone baby dragon.
How to fight against shaman
Shaman's winning method is much easier to sum up than that of a mage, so it is easier to deal with. Let's first look at the shaman's winning way:
The scene master can't solve it, and the scene is out of control in 2~3 rounds (general)
After paving the site, he was killed by bloodthirsty (accident)
Volcanic eruption+card changing means, winning by card difference (small probability)
First of all, at present, many professions have the means to replenish their cards, and neutral quality cards also include wilderness explorers and white bones young dragons. Therefore, when we fight against shaman, we can destroy this winning way of shaman as long as we are careful not to let aoe such as volcanic eruption consume too many hands.
The other two winning ways need scene support. However, if there are no two masters in hand, as the most important means for shaman to win, the other side generally hopes to let it play in a safe environment. On the contrary, it gives us many opportunities. As long as we keep a certain offensive, even if the other side is naked, we can't solve it. Usually, the other party is not willing to take this risk. Of course, we should also try our best to save the attack at around 7 o'clock after 8 fees, or we can get rid of 657 with field attack and hand. For example, as a mage, you should try to leave a fireball to deal with 657, and as a thief, you should try to ensure that the attack+bite/dark shadow blade can solve 657. As long as the 657 response work is done well in advance, the shaman's victory can generally be killed in the cradle.
How to make good use of shaman with the greatly underestimated shaman core card
Because most players know that the main idea of shaman is to rely on the current owner to win, supplemented by bloodthirsty stealing chickens. Therefore, as long as the scene is controlled in your own hands, the role of the scene owner is limited, and bloodthirsty is useless. Because of this, they will pay special attention to the control of the scene when facing the shaman. However, the shaman himself has no cards to grab the rhythm, so once the scene is controlled by the other side, it is very difficult to get it back.
If you think shaman is very powerful, but you can't play shaman well, please choose the card according to my idea first. In the process of trying, your understanding and thinking about shaman will become clearer and clearer! Here I give you a business card, the power of the earth!
Why do I use the diagram of the power of the earth as a representative figure instead of the diagram of the master of the status quo? Just as many people think that the spiritual scream of a priest is invincible, the spiritual scream is invincible not only because of its own ability. More importantly, escaping from danger, mind control, devouring will, etc. give the priest unparalleled late ability, which makes the soul scream particularly hard. I would like to ask, if you give the cry of your heart to hunters, thieves and other professions with weak ability in the later stage, do you still think it is a BUG? A priest who is weak in the later stage of the card group, or meets an opponent who is thicker than the priest's hand, the role of mental screaming is very limited.
So is the power of the earth. The special effect of +2+2 allows Shaman Bai to eat an opponent's followers in a certain turn and not die, leaving a high-attack creature to be dealt with by the opponent. It consumed the rhythm of the other two rounds at once, thus mastering the initiative of the scene. Let our present owner have a safer environment, so he won. And its extra special effects are also very suitable for shamans. Why? Because when we choose the card, we win by default through the current owner or bloodthirsty. Low-cost minions cooperate with the current owner and bloodthirsty. For example, 1/2, a small element given by the Quillfire Elf, and the fire rock element can be well matched with the current owner or bloodthirsty. So I will improve their grasp. 1 Fei Huo Fish Elf can effectively suppress the 2 13 of the mage's early stage, and at the same time make up their hands, which is simply wonderful. In the medium term, if a follower who has +2+2buff can cheat a card, it will undoubtedly improve the room for the current owner to play. And if the force of the earth can give a good element, it can also play the role of consuming the other hand. You know, shaman's ability to replenish cards is not strong, and at the same time, in order to give the status quo owner a good space to play, he will not choose many expensive big brothers, so it is easy to have no cards to play, and he is forced to play the status quo owner in an unsafe environment. Therefore, the effect of the power of the earth is exactly what the shaman needs. To say the least, even if totem is added, it will at least play the role of totem, and 2/4 will also have certain fighting capacity. I hope everyone will pay attention to this card.
abstract
Quillfire Elf, the power of the earth is the core of the early stage, but the present master, bloodthirsty and mutation are the means of ending.