Fortune Telling Collection - Free divination - Kunte brand 7.0 northern four-sided attack school card group playing strategy

Kunte brand 7.0 northern four-sided attack school card group playing strategy

Kunte, a PVP card game, has launched a new expansion of Mirror Master, and new cards have been added to the new version. Here, we will bring you a set of northern four-sided attack genre cards suitable for version 7.0.

The first is a set of cards that I don't think are very mature. When the version first came out, it was the first set of northern cards in my group. This little drummer camp is 6p, so it exceeds 2 resource points. At that time, the new environment began with a waterway and several high-quality small copper trucks. At that time, the feel gave me a feeling of the north. The small engines were laid one by one, and the big rhythm of the waterway made the r 1 in the north fierce, almost never lost, and even won in a tie. Later, there was more damage, especially when developing islands. The frigate is a whiteboard without the protection of the channel, and the other small engines are a little behind. In addition, the epidemic situation 10 is only in Faribault, and it is particularly weak after delivery. It can be said that it was still too small to be attacked on all sides, and the waterway meant that it could not be carried.

After playing for a day or two, I changed the farmer's north, thinking that the north still needs to be purified, but the displacement is useless, but 5p doesn't have a good engine, so I still brought two displacements to Mr. Magney, so I abandoned another card with great potential in the north-4P Chicheng 3 Milk 4, but the game with the islands is basically r3. This set has not changed much, but the frigate can't save it. Even if r 1 wins, r2 will not push hard, and r3 points will not catch up. It can only be said that the upper and lower limits of the islands are not comparable, and we can only expect to sink gold on the opposite side.

Later, it was found that the tactical advantage of the north was also strengthened, and the protection ability was by going up one flight of stairs. Then when I was defeated by the sound card and the islands, I began to specialize in the islands. Then it can be directly said that it is a winning streak. I set foot on the island from r3. Because I play two or three days a week, many of them are for mission season games, and the screenshots are a bit messy. I tried my best to cut off all the lost islands, and it seems that the cards of the alchemy mission were arranged directly without changing, because my version started with the weather monster that I thought was super handsome at that time, and I tried various leadership routines to try to save it. As a result, I was disgusted, and I could only win in the civil war (maybe not deeply tied to the monster), and I have been playing in the north ever since.

My game can be said to have won easily because of poor information. Personally, I feel that I am afraid of controlling the Darcy Empire, because all my cards are spies.

Then I'll introduce you to the idea of this deck.

Waterway-god card. 100 is because there is only 100. Pulling out the engine is self-protection. For example, Anna, the drummer, can even pull the infantry without first hand. You can win the Lacorde Knight when chasing points, and you will end up with a single card with 12 points, which will definitely kill him. R 1, if I hang out with you in the back, I can kill myself instantly. Anyway, this card makes every card's points explode. My last escalator in r3 is also 1 1 min. And the green word is scattered, and the point of fear on the other side can't catch up with me.

Retia-Either cooperate with the prince, but I will play a few more rounds with my hands first, and then save an engine. It can only be said that an engine is a good engine only if it can stand.

Engines-Leonard, Anna, drummer, infantry, displacement, you can see that there are not many engines in my deck, because I realized from the game with the islands that only those who can survive from playing 6 or 5 are good engines. R 1 You play a 4p bronze card first, and then play the Royal Guard if you don't understand the other side, or you move. If you can beat the drummer with water, you can beat the drummer with water, and then you beat Anna, and the engines protect each other. Each card is out of the range of the hammer, and the two hammers on the opposite side hit 6. It can be said that it can never be solved. Anna playing the fourth card is basically invincible. The same is true in r3, that is, first hit the protection card or cheat the card, and then hit Leonard, just a buff. His role is to eat six, and then your Anna will be invincible. If you can't solve Leonard, then every card after you is invincible.

Everyone found that there was no boat, mainly because the leader was too small to fit in. The secondary reason is that in the discussion about the engine above, you found that the first few hands didn't get off the boat before. The psychic teacher said that the core of the machine is inorganic, and my core is no boat. First, I liberated myself to tidy up, and I lost one to protect. Moreover, I saw that the opposite hand had been playing for 10,000 years, and he had been waiting for my boat, which made my drummer drum several times. You can change Vincent's boat if you want, but you will find that if you keep this, you can't keep anything else. Vincent had better eat a whiteboard at 8 o'clock and get 9 points.

Remove the card-remove everything except the engine and the 4p card. Filipa Falip is a hard number in r3. He can get rid of the self-mutilation warrior directly without transformation, and he is a monster. Just like my argument, standing is a good engine, and nothing can stop at once. This mechanism makes me sick of the preview of the new card. What I can't get rid of in the first round is the engine that rises a little each round (the north is unlocked or impossible to bring), so this card is also the reason why I firmly go to Philippa. I don't know if playing nothingness in the first hand is a double kill. I don't know if anyone will guard against me after posting this post. I slowed down with my other hand and won 3 points for the northern players (even if you don't take Philippa). If Leonard stops, the prince will dial 5 directly. If he doesn't stop, he can play buff card with the leader or directly play Prince Lei Lei (remember that the leader plays the northern card, so the leader will play the prince and get another card. ) Faribault eats self-mutilation fighters, and his own points are also big. Viseykidd can cooperate with Faribo to make up the profit, or lead Philiba to make up the knife. In short, as long as you want to remove it, nothing is antagonistic. Bombers can also be changed in 5p Cary, but they are basically anti-island, so I didn't change them. The 5p card can be changed at will.

Squirrel-if you take it out alone, it's definitely not a 4p card. If it becomes 5p, I may still bring it. It was originally aimed at the resurrection area of the islands. Before Dajian was exiled by Dajian, now you can exile Hamdo or something. It is useful to say that r 1 often fights with the opposite side or banishes the opposite side when r2 forces the card. I often change my card now, so I don't change my card because I have all the gold in my hand. You'll know when you use it. The premise is that you are sure that your advantage is enough to make up for a four-point rhythm, and my confidence is given by water.

Game thinking

R 1, the first hand, it is best to keep or cheat, and then the water comes out of the engine and is handed over to the small engine, so that the basic r 1 wins and the buff is also distributed. Anna had better avoid hitting 6 and hammer, especially if the opposite side will leave the cards to your boat, so she may miss the chance to solve your small engine with 4. R 1 Basically, you won (anyway, I often win the island with a draw), which is also the advantage of fewer engines. After that, each card is a real number of points, and the backhand can be firmly bitten. The guarantee of first-hand tactical advantage makes it easier to convince opponents. Islands veterans and historical changes doomed him not to play in r 1. And I often add drums to the infantry and put them directly in the middle. You don't need to score two points in each round, let the engine gain a foothold and convince the opponent directly. Four points per round is enough.

R2 always draws a few cards, and sometimes pushes out obscene things like ign on the other side. As long as you have Lei Lei, you won't lose this card. Plus the little prince, you can play as deep as you want, and you can even wear it for the leader. Personally, the leader is the biggest in r2, which is equal to having more gold cards than the other side. As you can see, I played several games directly at 2:0.

By the way, when the leader went out of the waterway and got another big gold on the deck. Take the card that the leader fished first, and then take the card that you played with water. Remember! Otherwise, your leader will arrive at 2 o'clock, Vincent, and the waterway will not catch up with the baron! ! I have made this mistake several times, you must remember it! !

R3 is going to fight hard with the islands. The rest of your gold cards are all gold starting at 8: 00, and the waterway 10 starts. Besides, the waterway basically helped you mix a lot of bronze medals in the early stage, so r3 is difficult to draw. I finally won the islands, without ups and downs.

In addition, I thought the waterway was so strong that r 1 was particularly fierce. So I r3 these four greedy villains are invincible, aren't they? Five times, the record is as follows. It is dangerous to develop the deck.

I hope everyone can discover the strength of this leader and the potential of waterway cards. It can be said that the waterway perfectly makes up for the softness in the north, especially in Kalanddze. Compared with shops, it gives r 1 or r2 almost 6 points, so you can leave more gold to r3. And if you don't draw a waterway, the opposite side is likely to be forced by r2. At that time, the waterway led by you will definitely not lose money, and you can basically get the card difference. R3 will add an extra waterway card. At the same time, it's better for r3 to leave a dispatch, because I added a knight who painted a whiteboard at 4 o'clock for the outbreak of 12. I was unlucky, and I took it every time I wanted to be greedy. You can also change the leader to Jackie Chan, like my first two sets, and you may even get stuck. There may be more points, but there is less sense of oppression. You solve the opposite, and you lay down an engine on the points, isn't it similar? Moreover, this deck is not the upper limit of the previous version, but exceeds the lower limit of other mainstream decks, and the points are enough for you to win. Compared with my last version, this card is r 1 with waterway support, r2 does not pull the crotch, and r3 is still explosive.

Of course, it is not easy to fight against the empire.