Hearthstone Legend Wail Cave Edition Super Life Dika Group Raiders Standard Mode Peak Card Group Sharing

Hearthstone legend Super Life Deco is a classic deck structure of Druids. How to build a crying hole version of Super Life Deke Group? Let's share with you the Hearthstone Legend Wail Cave Edition Super Life Dika Group Raiders.

Hearthstone Legend Wail Cave Edition Super Decca Group Introduction

Not much to say, first on the card group:

AAECAZICBI/ka 66 fbnefbblmgba 3 lug pvugp 5 zaobzgpw 1 aoj 4 aok 4 apr 4 qok 5 aom 5 AOT 7 aoz 7 apznwqa

The cards used were published in the June 10 newspaper, and one card has not been changed. Because there are too many environmental priests before 100 (so many that there are almost no non-priest players in the front row), I think Chao Shengde is famous for his fast and unbreakable martial arts, but it is best to have a steady stream of toughness at the same time in order to be as fast as the wind and as tough as bamboo. Therefore, I chose to supplement the soul guide and guess the weight of my hand, and accordingly gave up that lovely thing and a card that activated this rhythm but lost its value. Next, I will introduce the construction ideas and game ideas of this deck in detail.

Building ideas:

Thunder blooms, noisy monsters, natural learning (learning costs three fees, fireflies four fees, simple operation is commonly used), solar eclipse, lunar eclipse, wild power, mushroom treasure, swarms of fireflies, tree growth will not be described in detail. These core cards of the spell shop system have been used since the last version, and they are all very practical.

Soul guide, guess the weight:

As mentioned above, there are many priests in my environment. In this game, I prefer to draw a card that can supplement the quality of the hand, so as to form a high-frequency and high-quality shop. So it seems that half of these two cards are not very useful.

In fact, I find soul guidance very useful. Occasionally, I will get high-quality cards such as fireflies growing in groups, and occasionally I will give cards such as survival of the fittest and senario enchantment. Generally, I can give cards such as Tiemu Bark and Jungle Soul, which can be used at will. Of course there is a small probability. The function of soul guidance is to make fireflies swarm or make noise more frequently.

Moreover, with guidance, one fee for studying, two fees for guessing the weight, and one fee for vacancy can also be spent. Sometimes it's quite comfortable to get two cards for one fee and play another card for two fees.

Thorn protection:

Instead of guarding the road of dreams as in the past, it is a stop sign spell with two frequencies and two fees, and at the same time provides a certain defense ability for fast break cards. Fully compiled.

Meng Yang went on strike;

Similarly, you can recruit two frequencies at a cost of 2, or you can recruit one frequency at a cost of 1, but there is a fatal disadvantage, that is, you must have other stations to use it. It's an easy card. You can only take one card or not. I abandoned this card because of its low value.

Activate:

Many people think that activation is a card that Chaoshengde must complete, but I don't like this card very much, so I only brought one (I didn't even bring the last version). The biggest function of this card is to get it when needed, such as getting activation and firefly from Junbao first to provide the lubrication ability of the card set (this lubrication ability can be provided in many cases through thunder bloom, natural learning and free pocket), but this card is very valuable and is unnecessary in most cases.

Feel free to put it in your pocket:

It's very easy to use. It's all good after use. The most commonly used change fee is equivalent to extra flowering or activation in the deck, but it can also provide value when it is expensive. The card I am looking for among various expenses:

0 cost: Thunder bloom, activation, flight, 0 cost 1- 1 creature.

2 fee: after 223, blow yourself up (it's hard to find a beat in one game)

4 fee: Violet teacher (4 fee noisy), 446 stickers.

Cost: New Moon, teacher's pet, Greb, 556 wild boar man (violent attack on random enemies, this is easier to get out)

Cost: Cenarius (it's easy to get out, so you can jump into your pocket confidently to find it), the boundary of senario.

Fees: Easy salad (easy to pay), Onyxia and Red Dragon.

Flying:

In order to avoid injury, I will give myself more rounds. I will bring one to the early monsters who occasionally come to t7 to hunt, slap in the face and attack thieves repeatedly. The most important thing is for the newborn thorn head of t7 hunting. Imagine that the hunter is basically a newborn who won the game for one fee and two fees for an eclipse.

The anger of the lion, the soul of the jungle:

Pride is a card that can give more pressure, and it is a card that can keep the scene better for the priest in the first few charges. Against t7 hunting, dumb language, face-beating, surprise attack and other rhythm card groups, the lion is also a better card, so choose two lions and a jungle soul (four 4-fee graphics card players).

Game creativity:

Thinking about leaving a card:

This card can't be won by scattered shops. No matter what game it is, it must be the core: noisy monsters or fireflies. So the noisy monster must stay, and the firefly will stay in the back. Only when the first hand has a secondary card and blooms will fireflies be considered. If Noisy didn't leave fireflies in the first hand, the others changed their cards and these two cores. You must keep the mushroom treasure. Guess the weight first.

There will be swoops and eclipses when playing fast-paced card sets such as t7 Hunting Element Sa Assault on Thieves, and there will be eclipses when playing priests (I cast a shadow over the old Chinese doctor, and Setek must die).

I like studying and staying. If there are noisy monsters, I will remain wild. If there are noisy monsters and flowers, I will stay above 4 buff. If there is a noisy monster, leave 0 in your hand. For example, if there is no check, the buff store is not big, so leave zero and pocket, and if there is a check or buff, leave zero and pocket.

Say to the priest:

Even the small disadvantage of the game. 46 to 55 years old.

At present, the mainstream pastor is Enzos pastoral, and the old Chinese medicine is made of 325 and streamer talent, not including craftsmen and 455 pirates, but also Enzos pastoral. Akemi Homura created a group of corrupt shepherds, but I have never met her.

I used to think that druids beating priests was a very bad game (from the memory of previous versions).

In fact, after losing the warlock, this version of the priest has an obvious weakness: there is no aoe (four of the first two blood in five fees (four fees for timely milk and Zerella are basically ignored). This means that if the druid hits a wave of two blood monsters before the priest's five fees, the druid has the opportunity to push the priest away directly.

Of course, to be precise, before the five fees, priests basically had no aoe, so even if they can't make a fuss directly, they may not be able to solve it, because only one crime and one blade master can solve it. Of course, if a priest brings two punishments or even nova to super-life, or why don't you study, then I am honored, at least not yet. If the priest finds scorpions or palms or revivals, he is terrible. This probability is not high, so if there is no buff in the noisy hand, I will lay it directly according to the cost of the hand.

The druid directly laid the floor before the priest paid the five fees, but the priest couldn't cope, and then snowballed and won. There are not many such games, but there are many, about a quarter.

In most of the remaining games, the druid and the priest still have to fight a tug-of-war repeatedly after reaching high cost, to see whether the priest breaks the rhythm first or the druid breaks the rhythm first and is pushed back by the priest's scene. Druids are undoubtedly a disadvantage in such a game, because resources will crush druids when priests arrive at high cost. The druid's winning rate in this game is about one third (if there is no guidance, this winning rate will be lower).

Occasionally there are some games (10% or so), and the priest will share your thoughts. If the druid has a flowering hand at this time, the druid may collapse. If the druid has nothing, it may be a priest, because the priest is equivalent to showing you the solution.

To sum up, my winning rate of hitting the priest is about 50-50.

The druid's idea of hitting the priest was either pushed away by Hu Jiahua, or repeatedly tug-of-war in batches until the priest broke up.

The priest who needs to be guarded releases the card:

5. The following round: 1 Attacking the blade master, one penalty for one crime.

Fei LUN: Two crimes combined with punishment, restoration+Zerella (if possible, nothing can be prevented, nothing can be done). The priest needs a punch in the face. The priest can come back to life, shed his own blood, and won't waste harm because of Zerella.

Round above 5 yuan: If conditions permit, sticking to the Lion Group can prevent double punishment, but it can't prevent 0+ Zerella, and sticking to the soul of the jungle can't prevent 0+Zerella's double punishment. 0+ Zerella is very difficult, and it is also very difficult to solve two layers in one round. I still don't understand this.

Six rounds of palm reading or more than seven rounds of palm reading: the blade master sucks blood and the mirror of the soul.

Of course, sometimes it is impossible to prevent, and the shop still needs to be paved. Sometimes the priest just pushes it away and doesn't solve it.

Ps: Fenqi can't prevent victory, because the penalty must be buff, and 22buff is a surprise attack. Brush it out and it will be awesome.

For soldiers:

Advantages of the game, seven, three.

/kloc-there are many surprise attacks in the top 0/00 environment, and even honest people love to play defense. So the prevention of war will not be analyzed. The priest is blind and still playing war prevention. Why can't he let him?

A surprise attack is similar to a conventional fast-break civil war. Try to make a big scene to win.

Leave the eclipse to the follower 223, the gang core and Lokala.

Pay attention to the blade master:

1. A surprise attack on fitness costs two or three yuan. By default, there are two attacks on the blade master.

2. The surprise charge is saved before the charge 4, and there may be three attacks on the blade master in the charge 5.

3. Six fees and three attacks on the blade master.

4. Calculate the number of attacks by buff, the king of Rensak, on the blade master.

There are also cases that cannot be prevented. Shops still have to be paved, and it is still very painful to break the rhythm of the raid.

Komeiji Satori's surprise attack brought Baron Garton's, but I only met him once.

Say to the hunter:

Advantages of the game, seven, three. The druid is the first hunter, and the second hunter is * * (because the hunter has the burst rhythm of Caucasian+1 spell).

The idea is still to lay a big scene to win, and try to replace the soul of the jungle with a lion. One is that Koukal is prone to bleeding, and the other is that rhinoceros is harmful.

When you leave the card, you should leave both the swoop and the eclipse, the swoop for the freshmen and the eclipse for the exam card.

To the knight:

To the mage:

The advantage is against the game.

Now the mage can't solve the problem at all, except the heinous fool. Just throw two waves and you win. What you should guard against is burning and flame storm. Pay attention to calculate the cost according to the flood.

For warlocks:

For druids:

Default civil war, spread first and buff wins.

Try to find a noisy monster. Use it first. If Noisy is attacked by the opponent first, but there is no buff, if you don't have buff, just bet Noisy that he doesn't have buff. There is really no way but to find a self-destructive sheep to turn over.

If there are fireflies on the backhand, it is still the rhythm of playing fireflies (because the first hand is noisy and difficult to spread).

To shaman:

The default element pizza, now the element pizza basically doesn't get the aoe of two fees, so it's 70-30.

Leave the eclipse and rush to deal with the early mobs. Don't open the turtle when the elements are on the opposite side. The elements will be solved by the wind, and the idea is to lay a big scene to win.

Pay attention to the number of rounds. If you have a wave of fireflies in your hand, you can sell them first to absorb the damage, but you can't eat too much damage.

To thieves:

The combo thief and the knife thief are almost seventy or thirty, and the blacksmith version is * *. Default combo thief.

Keep cards such as fox cheats, small races, swoops, and eclipse contacts, and eat less damage. After Kazakhstan, pay attention to the opposite frequency defense +2+2 as much as possible. It is suggested that the eight-claw robot should not bite if the thief has many hands before paving. Theoretically, if the thief is attacked repeatedly, the druid will stand several times and then two rounds of small colored cloth can be directly pushed away. You still have to put on a big scene to win.

Knife thieves should pay attention to leaving the tortoise's grid to hide and kill after the key round of face grabbing. It's totally worth it to play normally

To the demon hunter:

Deadline is blind by default, about 80-20. It's 50-50 to fight vampire blindness. The last version was about 46-60. There are two more lions in this version, and the winning rate of anger is slightly improved.

It is meaningless to fight to the death, because it is meaningless to solve the doll. If it is covered with a wave of blood, it will be difficult to deal with it (unless it is a double-attack snake). Just scratch your face when your blood volume is healthy. Super-life is usually an attacker. If conditions permit, take the anti-double-attack snake a2 directly. I suggest that the doll monster is puzzled except that 1 1 is replaced by 3 1, otherwise it is equivalent to helping the opposite side make money.

If you are blind, you will cheat the aura first, and then you will be crushed to death by a wave of ecliptic lions. Try not to go in all before you cheat out the halo, because it is difficult for him to have 224 and 2 13.

Summary:

Apart from being a little afraid of priests and preventing wars, Super Shengde is basically an advantage game, which is very suitable for scoring cards. My intuitive feeling during the two-day summit is that all priests are experienced babies. If I lose, it's either a deck or a hand. It's totally worth hitting the priest (it's countless times more comfortable than the previous version). Since I'm only afraid of priests, I'd better specialize in the construction of priests, which is why I have this super-life virtue. Because there is no statistics on the whole process of using mobile phones, this strategy is basically my personal understanding. If I can help my friends who like druids and need to be targeted at them (it is very simple for them, the priest can remove the involution component and bring aoe), then I am honored.