Fortune Telling Collection - Ziwei fortune-telling - Hearthstone Legend Fallen City Version Standard Mode Task Anti-war Card Group Introduction

Hearthstone Legend Fallen City Version Standard Mode Task Anti-war Card Group Introduction

Hearthstone legend has now released a version of the sunken city. How do soldiers build decks in Fallen City? Let's take a look at Hearthstone Legend Fallen City Edition Standard Mode Task Anti-war Card Group Raiders.

1 preface

Then I'll talk about why I think the anti-piracy version is the answer to the anti-piracy version. First of all, there are many similarities between the requirements of pirates and war prevention of soldiers: quick inspection (222,546 raids, and continuous inspection after the first-stage mission passes the knife), overlapping armor (324), finding key cards and resolving cards (32 dips), and clearing the scene (two-stage pirate guns, 546 raids are only followers who solve the same cost in the environment, including druids140). Secondly, the pirate ship, as the final means, is a powerful infinite resources, which gives people the pressure of standing and direct injury in each turn, and can also pull fatigue (the standard weapon pool is shallow, 1/6 Trident washes a card), and there is no pressure to play other resources in the later stage. Playing fast break and medium speed card can control the scene in one boat, without waiting for bronze whiskers, and the rhythm is the first; In the later stage, the card group needs two ships with bronze beards.

Why is it better than Kazakh system and charging system? 1. Facing the exchange of small creatures in the early stage of fast break, it is less dependent on the solution of cards, and at the same time it can stabilize pirates and advance tomahawk, and the check is more stable. 2. More aggressive, facing druids and priest warlocks, you can give pressure instead of waiting for death. 3. Have the ability to actively prevent eating hands and hands, and will not crash because of eating key cards. 4. The toll collection system needs too many key cards, sacrificing a lot of card positions, and there is no advantage in playing fast break (mainly blind people). 5. It is more active to control the civil war and can control the scene. So my conclusion is: two pirate ships

2. Knife and 546 must pass the card. When there is a big wall or a giant on the opposite side, 546+ chopping shield will just solve the problem of 324+ 99+ 88 with the knife in hand.

3. Combine monsters and giants, and find that the neutral 455 pirates can take it. In the fourth stage, you can judge the situation by looking at the treasure opposite, and take the treasure. For example, cracking this good card is very useful to us;

4. Eat starfish with high probability. Unless the scene and solution card are particularly rich, solve it yourself. Otherwise, if you can't stop them, you should get off. Or you can shoot it and take the king of the forest with you. This starfish, in turn, is even worse. It's not bad to cheat starfish, next;

5. The opposite library passes by a giant, which can be counted as a follower who has crossed, surrounded by ice and snow+eating hand-to-hand combat and eating Kazakhstan. If there is a starfish on the other side, it may break the ice and take us a few seconds, but if the giant eats the starfish, don't worry;

6. If you start to judge that you will be tired in the third stage, try not to check it, because the trident can pull you tired;

7. If the rhythm of pirate warfare in the early stage is particularly smooth, and the opposite blood volume is reduced, you can turn to knocking on the opposite brother to steal chickens;

8. The king of the forest tried to solve the problem with chaos. Unless he had to, he raised starfish to Jie Bao.

Playing Fan Chao Virtue is even more disadvantageous, because it is almost impossible for us to complete the task before Fan Chao, so after Fan Chao, we can only mix cards manually and then look at the treasure of 1 opposite. But it is not without benefits, because the cost of unlocking the card is also small after the supernormal. Eating and fighting is 1, as long as there is armor to crack the shield is 0. If you operate properly, you can win.

2. Devil Hunter

Legend has it that there were a large number of demon hunters before 1000, and our cards were built to catch the demon hunters. If you accumulate enmity, leave any one of 2+0, and leave a little pirate to check. Just put the cards in place and cooperate with the stacking instinct to win. If the blood line is not high in the middle and late stage (below 15 blood), it is not urgent to sail if you can pile up more armor first, and it is not urgent to sail until the last outbreak. First, use the accumulation of hatred to deal with the evil dogs, cavemen and 22 cubs in the early stage, and then use 546 to raid, shield crack and chaos to deal with the war horn and hero card. If there is a 13 knife hanging on the opposite side, 24 heavy armor pirates and shields take priority. Anyway, they will be hurt by free play, and the shield can also look up the cards to find a solution. If the opponent is evil-eyed, read whether Jess is in his hand through the opposite operation, and then eat his hand. Because the outbreak of Jess is particularly high, adding 4- 10 armor may not be effective, so it is more reasonable to eat hands than adding armor at this time.

Step 3 master

Naga method and mechanical method in ignition form are excellent, and Naga method in wildfire form is 55. Similarly, leave either 2+0 at hand, and then leave Chaos, Striker Tomahawk, 546. Teacher Naga, who handles 454 in 546, is very comfortable. The archer's tomahawk can cut off most creatures. Watching the Naga start-up operation with 2+0 in hand is just like watching the circus clown show ... Pay attention to finding the method, and you can take the test first if you have the conditions. The Naga method in the form of wildfire is more difficult to fight, because the damage is superimposed after transformation, and there are two fireballs and explosions in one round. Who can stand it? Therefore, the mage who plays this form should try to do the task as quickly as possible to beat the rhythm and be pushed to death by the ship. The mage didn't reply, and every knife was firmly cut in the face, which soon became unbearable.

4. Jazz

Knights in the first 1000 paragraph are all Naiqi. I laugh every time I go to Naichi, because going to Naichi equals getting points. If Naichi is not particularly confused, the scenes ahead are under our firm control, and both 546 and striker Tomahawk can check the cards. At the cost of 7 -8, the task is only one step ahead, leave a pirate in your hand 1 or 2, and then clean up your hands. Here comes the bronze beard. 10 will cost you 2: pirate+bronze beard+hang up after sailing to win. Because it is almost impossible for the opponent to grasp the initiative of the scene, we can only scrape 2 faces of blood each round, but we have a lot of overlapping armor. After the transformation, our skills returned to 4 armor per round, which just offset his punch, so his punch will only get farther and farther away from killing us ... What's more, we still have food to eat, and there are only a few followers in the Naichika group. After eating it all, people who eat it can still dissuade us. The only possible losers are bronze beard sinking (and not the last three), eating hands, Woking and ourselves blowing up our pirate ship, which can be avoided by operation: let bronze beard just get started in the round of completing the task, and directly fight bronze beard+pirates+pirate ship to prevent eating hands; No wonder the open stope will hinder the mining. It is really helpless for bronze whiskers to sink to the bottom. If you can't wait, you can sail and then the bronze whiskers cooperate with each other. So it is 10-0 after playing Naiqi proficiency.

Buff mechanical riding, I have met several times before, as long as there is little pressure on the opposite side, it belongs to a small game. However, it is possible to crack the buff of the crazy five people across the street if it is a big brother.

5. Soldiers

The earliest 1000 pirate war was extinct, because it was fought by blind people on the ground, so it was basically a defensive war. Like Naiqi, the offensive nature of defense is weak. If it is otk type, we can stack the upper limit of beheading on the opposite side at will, and we can also persuade them. If it is Kazan type, just play around, because the treasure with a cost of only 10 poses no threat to our two ships. I can use the card to solve the druid's 20 fees and treasures. Soldiers only have a 10 fee. Is it a threat to play treasure? However, one thing is likely to lose, that is, one knife and one big fireball can handle our scene in each round and then the fireball hits the face, so it is really not necessarily possible to rob the injury.

The Pirate War begins at 55. This game mainly depends on whether the early stage starts 2+0 and whether the mid-stage hero card is in place. If the previous scene can be handled well and the blood pressure is not very high, it is no problem to sail two rounds later than the opposite side. After the two sides sail, the hero cards can be superimposed with 10 armor in time and provide a stable reply, so that the advantages can be slowly recovered.

6.the hunter

Task hunting is also our disadvantage, mainly because we are not fast enough to do the task, two rounds of scenes to complete the task and blood pressure. If it is confirmed that it is a mission hunting, I will start to eat my hands and keep quiet in the early stage. There is still a chance to break the ice when the opposite side tries to keep the schedule. In addition to the task reward, the cards are neat, a lot of armor is stacked, and the opposite cards are broken, and there is also a chance to win. It is useless to accumulate hatred in this game. In the middle and late stage, you can get rid of your two blood thieves and avoid being the target of the other side's dragon killing shooting. If the opposite side is transformed in the second stage, it has some advantages, because the direct injury is transformed into a scene, and we have a strong ability to deal with the scene. The animal partner happens to be 4 blood and 2 blood. Use the ship gun, hate accumulation and transformation skills to remove the overlapping armor, and then the weapon may take the opposite side away first.

7. Pastor

Pastors are mainly pigs and scallops. Beating pigs is 55%, and beating scallops is a game of imprisonment, which is not good.

Pigs eat grass fast, and the average cost is 8-9. We sail on 8-9 for a smooth card, so before lifting the knife opposite, we should make the following preparations: at least one boat; More than 45 blood. After he raised his knife, there was nothing left. Every time we hit our faces with guns and knives, we have to eat fatigue on the opposite side, which is basically our advantage. If the cards are not in good order and the task cannot be completed, hurry up. You may not believe it. I can still win with four knives. This is the only set of cards I can make.

Scallop grazing is difficult to win, because our early offensive is limited, and we can't ignore that scallops must be removed to prevent copying, so it is difficult to kill the opposite side without using bronze whiskers. We will probably pass the 10- 14 card in the anti-transformation. If he copies less, we still have armor to resist * *, and taking a boat may work miracles. If it's a bronze beard, you can't live.

8. Tracker

Playing pirates is a game of disadvantage, because the earlier creatures and knives on the opposite side grab blood too fast and have a high amount of heavy punches, which is generally difficult to resist. 2+0 is very important in this game. If you can achieve 5-6 2+0 and then the pirates return to the scene, then you can get back to the rhythm. Now the thief is slow to investigate. If they resist the resources in their opponents' hands, then a pirate ship is enough to win.

I also met the universe thief twice and had a fancy time. Unfortunately, he took 10 shield from my library, which was useless to him. He killed both my bronze beards and boats. Be careful not to leave the task in your hand and steal it from the dog.

9. monks

Legend has it that the previous period has been completely extinct, but I have encountered one before. It's a routine of laying the floor and then bioluminescence. I don't know how to lose, but the advantage may be greater than playing knight. One boat can win, but the other side can't be paved at all. Shields fought fiercely against snow parrots, and then folded casually, which exceeded the opposite killing limit.

10. warlock

Fortunately, warlocks are hidden. In fact, scallops are also our big bad game, or the kind that is imprisoned than scallops. Because once you start, you will die after 28 pictures, and there is no possibility of fatigue killing the opposite side.

This curse is great. After sailing, the 10 card hangs up and you win. ...