Fortune Telling Collection - Comprehensive fortune-telling - 2047 Island Timebook Beginners Introduction 1
2047 Island Timebook Beginners Introduction 1
2047 Island Timebook Beginners Introduction 1
Explore the island's instantaneous gameplay and optimization. Please correct me if you have any questions.
Island time, (format, format, captain, cloud synchronization, cloud synchronization, black shark, black shark, gel ray, gel ray, hurricane, hurricane, golden finger, full-time hacker, huge wave, huge wave, illegal login, clown, clown, shark, shark, kayak, full-time hacker.
Dian pang Dao ju
The best set of discount cards in the store is analyzed in detail below.
Huge wave ×2 and hurricane ×2 constitute a system of station, solution and blood repair with kayak ×2 as the fulcrum.
Black shark ×2, full-time hacker ×2 and fierce shark ×2 built an extremely powerful blood-enriching system with gel ray ×2 as the fulcrum.
These two systems are highly compatible with each other.
Other positions are mounted with Captain+Golden Finger, Clown ×2+ Illegal Landing×2, two powerful combo, two single card formats× 2, and cloud synchronization× 2.
Canoe; canoeing
3-4, when entering the site, the terrain becomes an island, and then the island +2.
It looks like 3-4, but it's actually 3-6. If you trigger the entry effect in sequence, you will give yourself +2, and you will lose the model as much as possible.
Islands with changing terrain can be seen as hidden benefits. At present, there are not many decks that change the terrain, and cashing is a matter of drawing cards.
Only used to repair blood loss.
The first kayak went downhill as far as possible.
If you don't cooperate carefully in the civil war, can your kayak shake the other side again?
You can get it at the beginning, but you probably won't need it later.
Canoeing+any strange island, getting off the strange, getting off the canoe, eating blood to make up the effect, changing the terrain.
Increase the advantage of bedding, and it is easier to pull the battlefield to the island.
If the opponent spends less than 4 yuan on 6+downhill, it is difficult to give play to the advantages of kayaking.
The first hand monster suggests taking 4-9, and the third card takes the solution. In the first round, the monster landed on the island, and the other side solved the big monster. At least the other party has not lost money in solving the island monster, fearing that the other party's small monster+low-cost blood repair will increase the strength by more than 2, thus solving the loss, wasting understanding and losing all the way.
After the start, the opponent was passive, and it was hard for him to go downhill or 4-9+.
Kayak for two+anything strange.
The first monster on the island, two kayaks in a row, 6 fees for one stop, 8 force and 6 force, island monster +4, plains and mountains turned into islands, earning blood.
The kayak that got off first was finally 8-powered.
This kind of combo cost is high, so we should pay attention to the difference between the enemy and ourselves, use it carefully, and use the third line to exert pressure. If it is not used well, it is easy to lose money or even die suddenly.
Take the black shark in the third game of the opening game, and the black shark will go off the island in the first round, fearing 5+ high-intensity monsters.
After the start, the hand was passive, fearing that the opponent would be 9+ under the mountain and 7+ under the island.
turbulent
2- method, make another island -4, another plain -2.
One reason why the main battlefield is on the island as much as possible.
If the damage can be repaired, just use it directly.
Civil war is one of the reasons why kayaking is punished. Try not to fight civil war on the island.
It is not recommended to shoot at the beginning, and the backhand is likely to be useless or incomplete.
Canoe+huge waves
Canoeing will turn mountains and plains into islands, lift restrictions and play more -4.
Why the first kayak tried to go downhill.
Usually, you can play two kinds of injuries, and there is no need to force the full amount. Neither way will lose money.
You can split up, you don't have to hit it in one round.
The first hand and the third card took the monster and it went down to the island. At that time, all the cards in that deck were 4-9 and below, so I was afraid of 6+, a monster with higher strength.
It's easy to eat kayak blood after you start.
Try to be the main battlefield of the civil war.
hurricane
4- French, neutral, put the island monster back on the master's deck.
Hardware decoding, the easier it is to use in the early stage, the worse the effect in the later stage, and even the opposite. Fortunately, this deck is medium speed, and it is rarely delayed until the later stage.
The main reason why the main battlefield is on the island as far as possible.
When holding a license, if conditions permit, a blood-repairing battle can be staged appropriately. When the other party piles up to send him home, pay attention to the difference in fees and try to ensure that even if the two sides throw cards at each other, they will not lose money.
Some civil war fighters can play on the island, but not as far away as possible.
It is not recommended to start. Most of the first few games will not be big monsters on the island, and there is no need to solve the blood loss of small monsters.
Canoe+hurricane
In kayaking, the opposite monster should be solved, and the hurricane should be solved. Generally, it is necessary to deal with the big monster, and 7 stations and 6 forces should be used to solve the other monster.
The third open card monster = kayak+arbitrary monster.
Gel torpedo
2-3, skills, make the specified strange-1. Each matrix card can be reused.
The first sentence is skill, and the second sentence is card description.
Usage is to refresh skills with low-priced matrix cards and earn 0-1. The more skills are used, the higher the income, that is, the more matrix cards in the deck, the higher the income.
A typical extreme card with extremely poor figure, extremely cooperative and extremely effective, single = free.
The figure is too thin, and there are not many means to add this deck. Subsequent players often use counterattack. The risk of first hand is too great, and it is easy to be solved by small spells. When you decide to torpedo a set, try to be the first one.
When there are torpedoes on the field, get into the habit of using torpedo skills once before each card is used to prevent missing cards, brain pumping and Aauto Quicker.
You can start.
make inroads/incursions into
1- method, making a strange -3.
Violent card reduction
You need to pay attention to the number of cards in your hand, or I will blow myself up.
Although I didn't bring one, it was the hidden boss in this deck. The whole torpedo system, that is, the intrusion system, brings fierce sharks, black sharks and full-time hackers because it can provide intrusion.
Rayon+invasion
Using invasion to refresh torpedo skills, 1 cost -4, the cost is earned, the damage is divided carefully, the use is flexible, and the income is the highest.
You can hoard the invasion in moderation, cooperate with torpedoes, and kill the key monsters of the other side at one time.
black shark
2-5, when entering the site, get the invasion.
Lack of molds, few orders.
It seems that 2-5, plus an invasion given by the effect, can press 7 tops and 8 tops.
If you are thin, you will die suddenly in the first hand.
You can take one at the beginning.
Gaga+Black Shark
Black shark and invasion refresh torpedo skills, 5 costs -6, a 3 force and a 5 force in the station, and the damage division is detailed.
Strike first, choose the monster in the third picture, otherwise the black shark will be scrapped-1, and the torpedo will be easy.
After getting started, although a little overqualified, it is very easy to use.
Double black shark cycle
Black sharks replace black sharks and use them to invade if necessary.
Fierce shark
4-9, threatened, replaced, got two invasions.
It is a loss to just stand without causing intimidation.
After painting, you can put it in your hand and save the scene with threats.
Triggers are replaced by intrusions.
When you are in hand, you can properly let the monsters with small strength enter the point. Threaten to go back, 1 for invasion ×2.
When you are on the court, don't forget that you can get an invasion by being replaced, and you can save the game if you have to.
You can take one at first, but generally you don't need it.
At first, you can put Du Yuesheng in your hand, and then threaten to invade X2 with your hand, for fear that the other party will push 16 force+, which is rare.
Shark+black shark
When the fierce shark is on the court, it will be replaced by a black shark, and 2 will compensate for the invasion ×3.
When the hand is short of monsters and the fierce shark is about to be killed, you can use the black shark as the body double (sacrifice) of the fierce shark, and use the effects of both to stop the loss.
Full-time hacker
6- 18, your turn is over -3, get invaded.
Supermodels standing on the ground can provide many invasions.
Very suitable for the scene, especially the mode of "one person, one point, three points".
Remember -3 at the end of your turn. When operating the hacker's power, develop the habit of default power -3 to prevent leakage, brain pumping and quick hands.
Even if the cost of the next two hackers is enough, it is difficult to stand up because of the reasons described in the card, and it will be very difficult to repair blood.
Try not to fight civil war first, the other hacker can fight, and the next one will invade.
It's useless to get the first hand, and there's no choice in getting the second round. You may get stuck and be afraid of getting stuck.
You can take it after you start, you may get stuck, and you are afraid of releasing it.
clown
6- 14, this place gets a ghost card when it comes into play.
Model monster, strong effect.
Never leave the civil war in your hands. If the other party doesn't leave, then don't leave. It's a ghost card when you plug it in, and it's probably two when you come back.
It's useless to get the first hand at the beginning, so you don't have to choose to use it in the second round. You may get stuck and be afraid of getting stuck.
You can use it to cover 4 fees after you start, and it's not that expensive to open a card. The cards that opponents can deal with are likely to be locked by ghost cards, and they are also likely to appear. After the opponent plays the ghost card, the cost is not enough, so he can only give up this road.
Clowns; Joker
1- method, release the opponent's hand; Do not use adjacent hands.
Clown effect derivative, soft control fee
The default position is on the far right.
As a matrix magic card, it can trigger skills such as torpedoes and eagle tanks, which needs attention.
If you can keep the ghost card that was blocked in the civil war, you can deter the other party from hitting the clown, and then throw it back with a clown.
Double ghost card
When two adjacent ghost cards interlock, you can lock two adjacent cards, lock two cards, and pollute the opponent's hand to occupy four cards. It is more comfortable to lock the key card.
If you need to give it to your opponent continuously, you can play it through clown+clown or ghost card+clown.
If the other person's ghost card stays in his hand and he doesn't play, then don't give him a second ghost card. It would be too happy to be called back by others.
Don't deliberately be a double ghost, the cost of a clown is too high, and the cost of simply being a double ghost is very high.
Illegal login
2- method, make an opponent blame -4, and every time the opponent uses a matrix card, he consumes -2 energy.
Ordinary blood repair card
Inner god of war, 0 -4, the sooner you get it, the better.
Opening is not recommended.
Illegal login+ghost card
Give the other party a ghost card. When the other party uses the ghost card, the illegal login will become zero fee and earn a fee.
You can start first, because you can't afford a clown first, and the opening effect is still ok. With fewer hands, it is easier to lock the ghost card to the card you want to use, and the opponent has a high probability of playing the ghost card and is easy to play.
captain
4-7, skill, +2, move to your random open field.
Lose the pattern, grow up and be flexible.
It is said to be a random empty venue, with three venues in total. If you don't want to go to the venue, you can specify the venue.
You need an open field to cooperate, otherwise you can't change lanes and +2 won't trigger.
Develop the habit of thinking about the results before using skills to prevent brain tonic and quick hands.
Get into the habit of checking the captain's skills before the end of each round to prevent leaks.
Civil war comes first.
The captain can take the lead at first. No matter whether he takes the lead or not, 80% of the solution is also a loss to the other party, fearing soft solution, especially ink.
golden finger
4-9, neutrality, skill, use the last skill.
Wei Xiao, the "vice captain" of this deck.
Goldfinger will appear on this deck and cooperate fully with the captain.
In addition to cooperating with your own hands, you can use your opponent's skills when appropriate.
Develop the habit of using the skills behind the golden finger to prevent the golden finger from copying the skills used by the opponent in the last round, wasting time, preventing leakage, brain pumping and Aauto Quicker.
It is not recommended to take it from the beginning, and it is useless and wasteful to place an order.
Captain+Goldfinger
Goldfinger copied the captain's skills. Captain, they jumped together, which is the strongest attack point on this deck.
If you remove the captain, only the golden finger is left on the field. You should use the torpedo carefully and pay attention to the skill use of the other side.
You must hold it first, it will be a day.
The back hand also has certain advantages and is afraid of fast break.
Goldfinger+torpedo
Not many people specialize in this set, but more are standing on the court to catch two cards, and the golden finger is once-1.
Because the skill of refreshing the matrix card is the description of the torpedo card surface, the golden finger can only be copied once-1, so it has little effect and is not commonly used.
Using torpedo skills will wash away the skills copied by the golden finger, so you must think it over before using it, otherwise I will understand it myself and be careful.
It is not recommended to take it at the beginning.
Cloud synchronization
1- method, be a monster +2, and move to the same random site.
You can also add +2 when the venue is full.
The effect is average, mainly used for changing roads and raiding, running to protect themselves.
Opening is not recommended.
Cloud Synchronization+Captain (Golden Finger)
Cloud mainly serves the captain. When the captain can't change lanes, cloud+skill, position unchanged, strength +4.
Cloud synchronization+fierce shark
Other venues can trigger threats, and when big monsters are needed to replace fierce sharks, you can find ways to move with clouds, which is less used.
Format:
5- Rule, destroy a monster.
Hardware decoding
It is not recommended to choose from the beginning. When the opponent is a strange camp, there are not many cards to be reduced. You can consider keeping one, wasting it at will, and not using a card.
When holding a license, if conditions permit, a blood-repairing battle can be staged appropriately. When the other side sends him home after stacking, there is no need to continue repairing blood in that round, so it is not easy to lose even if the two sides throw cards at each other.
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