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Reflections on the characteristics of five camps of card-to-card confrontation and the construction of card groups

What are the characteristics of the five camps? How to create a pair of cards?

There are five camps in card showdown, namely, order, mystery, wildness, fear and purgatory. So what are the characteristics of these five camps, and how to build a deck? Today, Bian Xiao will introduce the characteristics of card-to-card confrontation against the five camps and the thinking of card group construction.

Reflections on the characteristics of five camps of card-to-card confrontation and the construction of card groups

This strategy will make a simple and effective analysis of the five camps in the game-order, mystery, wildness, fear and purgatory, summarize the key words of each camp, and put forward the mainstream thinking of the current environment of this camp. Due to the large number of cards, it is impossible to list them one by one, and some ethnic minority cards are really strong, so this time the focus is on the common characteristics of most cards in this camp, and some ethnic minority cards will be mentioned slightly. Please try it yourself ~

Before it's too late, let's get to the point-

First, the order camp

Key words: acupoint addition, field control, resurrection

First of all, explain the concepts of plus points and minus points: the last Raiders mentioned that each card will have a four-dimensional value (some devices/places only have durability), plus points means adding a value to all four dimensions of the card, and minus points means reducing the four-dimensional value of the card. So is durability.

Order camp is a simple and rude camp. The simplicity mentioned here is not the simplicity of playing, but the fancy skills of order cards are less than those of other camps. For example, there is no card with devouring effect in the whole battalion (remove the attacked creature and add 1 card), instead, there are more bonus points and skill effects to stabilize the situation.

Representative cards, sun gods, assault teams, market vendors and so on.

At the same time, in the current environment, the order camp has also strengthened the cards that limit the effectiveness of the enemy's effects, such as the fairy of command and the arbiter of the celestial world. The defensive effect led by Hongqiao also makes the ability in the field of order dependence more stable.

The last keyword, resurrection, not only refers to the resurrection effect of the angel of redemption, but also refers to the return of the heroic warrior and the return effect of several knights. In the final analysis, it is the recovery of friendly troops who are about to turn over or have already turned over, avoiding the embarrassment of insufficient resources in the long-term battle of the order camp.

Generally speaking, the idea of building an order brand is-I don't play gaudy, and I forbid you to play, so that we can compete with each other to decide who wins and who loses. Excluding those means, the rapid increase in orders allows players to win games with high points.

Second, the mysterious camp

Key words: supplement, discard and release.

If there is no fancy power confrontation in the order camp, then the mysterious camp undoubtedly represents the other extreme-scheming magicians. There are many special effects in the mysterious camp, including card replacement, card abandonment, field release, field stop and so on. A skilled mystery player can deal with various situations with a rich number of cards. As the price of many advantages, the four-dimensional points of the mysterious camp are generally not high, and the means of increasing or decreasing points are relatively lacking, which needs runes to supplement. After all, the effect of a considerable number of cards still needs point comparison to take effect.

Here are a few core key cards as examples, such as the god of fraud at the core of the discard stream, tornado:

Another example is the excellent solution card, three kinds of marine animals:

Finally, bring a similar snow-shaping mage who spreads the plague instantly:

To sum up, the idea of building a mysterious camp usually revolves around resources, rather than simply returning to the field. By means of excellent card replenishment, card discard and card clearing, the opponent's cards can't play their due value. For example, cards such as the god of fraud, tornado and hunting animals are the most effective means to reduce the quality of enemy cards. Drag the game into the mysterious rhythm, and eventually the enemy's hand resources are exhausted, while the mysterious side has sufficient hand resources, thus winning the final victory.

Third, the field camp.

Keywords: bonus points, bid, stop sign.

Camping is a camp with excellent standing ability. By summoning advantages to achieve rapid arrangement, relying on extra points to ensure that the scene can stand firm, the scoring efficiency is very good, the winning rate is high, the average time is short, and the early arrangement is strongly suppressed.

Take the wolf barking flow as an example. Key card is the leader of the cracked tooth, the god of the forest, Vera, direwolf, etc.

After finding a suitable corner to give birth, the Chief Cleft Tooth will use Vera to ensure the strength of the subsequent admission card, and at the same time, the Chief Cleft Tooth will prevent the wolves from being overturned and maintain the scene in a favorable situation. Another giant orange wolf, Finrich, enjoys the anti-rollover effect of the cracked tooth leader, but the single card is far less functional than the forest god, and the passive trigger mode is also easy to be evaded by the other party, so he chooses the orange card forest god under the only rule. Tamir, another goddess of orange card hunting, is not very similar to this set, so I won't go into details.

After last week's update, the probability of the birth of the cracked tooth leader dropped from 40% to 30%, which weakened the strength of this pair of cards to some extent, but it still belongs to the level of playability. Another key card, Red Moth, can carry more cards and has a more flexible structure. Even if the bidding conditions are relatively harsh, the upper limit of the deck is slightly lower than that of wolves.

Fourth, the fear camp.

Keywords: minus points, turning over, summoning

The fear camp can be seen from the painting style of cards, and it is a camp that favors the undead style. The fear card group is good at using terms such as gnawing, withering and saprophy to limit the number of units and hands in the enemy's territory. When the number of points is reduced to four dimensions and all are zero, it will automatically move out of the territory, and the removed hands will be treated equally, wasting a shooting opportunity. But the dropped cards can't give enough pressure to the scene and eventually lose the scene, which is the winning point of reducing fear. The key cards to reduce point flow are: nidhogg, Blood Marsh Tree, Declining Flower, Necromancer, etc.

Another idea of fear is forced flipping, that is, randomly flipping cards on the field through effects rather than point competition (not limited to flipping enemies). The representative cards that have been forced to flop are dementors, black merchants and so on. Often used with death. Because black businessmen can't flip death with divine effect, they can flip it in Bai Piao. When the black businessman turns over to other teammates, it will also directly trigger the effect of summoning the dead skeleton. Skull can also provide exchange ammunition for black businessmen, and then leave a clearing:

The third key word of the fear card group is summoning, which creates scene advantages by summoning skeletons. Heimleia, the goddess of the underworld of the key orange card, summons the skeleton, strengthens the attribute, and restricts the position of the opponent's card through the kingship effect after forming the scene advantage in the early stage, while the tomb-robbing giant and the talking undead warlock can also help the fearful party to quickly pave the way in the early stage.

Contrary to the above advantages, the fear camp is inferior in supplementing the hand resources, so it is necessary to supplement the cards in the rune through past lives and expropriation. When building a fear card set, one of the above three ideas is often chosen to implement. All five cards are important components, so they are not suitable for making impulsive runes.

Five, purgatory camp

Keywords: reduction, sacrifice, turning over

The picture style of purgatory camp is close to the devil in our cognition, and we adopt the way of sacrifice to get more benefits by paying a certain price (chaotic devil: I am crazy to fight for everyone! )。 Representative cards of this kind of thought, such as doomsday leaders, bloody believers, vein elements, etc. Usually, it is not the main card for the final decision, but it can quickly achieve the dual effects of restricting the opponent and gaining us in the early stage. Finally, the main players with high output, such as Flame Giant, can complete the transformation from superiority to victory.

As a representative of chaos and evil, reduction is also one of the construction directions of purgatory camp. Purgatory cards with reduced point flow are usually built around doomsday lords and Vulcan. Trigger a 20% chance to dissolve the Doomsday Lord by reducing points, so as to achieve the effect of forcibly turning over. In the worst case, the enemy cards that have been reduced in the field can be suppressed by supplementary cards after the reduction:

There are also cards in the purgatory camp that force a comeback to win. At the same time, like Chaos Devil, Berserker is also an excellent bonus BUFF machine. It can be said that there are relatively many high-quality single cards in the purgatory camp, and it is also a camp that is more suitable for impulsive runes.