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I haven't played for a long time Is there any good deck in this version of Hearthstone Legend?
From the beginning of the new version, the strange thieves strengthened by high-quality single card are more powerful. The author continues to use this construction idea and obtains a good legendary ranking (standard 42, wild 16). Among them, the standard mode directly entered the top 50 from the 1 10,000 people who were close to the bottom in a week, and used strange thieves throughout, with a winning rate close to 70%. This time, the author will bring you the strange thief raiders of the standard model of the state plan.

Construct ideas

The strange thieves originated from the witch forest, but their construction idea was much earlier than that of the witch forest. As early as ancient times, the champion thief relied on low-quality creatures such as silver attendants to rely on the field, and used heroic skills to turn the knife to grasp the rhythm of backstab and the seventh control field of the army. The followers kept wiping their faces, and finally the coach Wang finished the slaying in cold blood. Similar ideas, including Garkison's Fenjie Fisherman Thief, eventually became a short-lived card group due to lack of stability.

The wheel of history is rolling forward. The phrase "no one lives" by Baccus Serpent opens a chapter in the witch forest, and the concept of following the champion thief has always been the most precious stability enhancement. Baku's effect took effect at the beginning of the battle. You don't need to draw and play like a specific card (on the contrary, as a strange thief, you don't want to touch Baku most of the time), and you can get exactly the same income every game-yes, this is a knife and two strikes.

Seeing off the witch and welcoming Dr. Bang Bang, among the many forms of tile Anabel, the strange thief is undoubtedly the best. In the face of the new version, the idea of creating a strange thief does not need to be changed, just add a high-intensity inventor who takes pleasure in new cards and an orange method "Myra's unstable element" that conforms to the idea of strange thief. In addition, because the Happy Inventor is widely used by a large number of card groups, it is also a good choice to join Blood Knight for positioning.

Here, we need to explain the orange method in particular, and the characteristics of its overdraft library are very consistent with the thieves. Because thieves generally don't empty the library, using the orange method only allows you to draw a few rounds of cards in advance, and the cards that are exploded are directly regarded as heavy cards. The negative effects of fatigue are completely negligible for thieves. The only thing to consider is that the orange method consumes five precious mana crystals, and the use in the middle and early stages will definitely lead to the loss of rhythm. The most suitable time to use is when there is a lot of expense redundancy and there is an urgent need to find a chopping card after 8 expenses (at this time, there is no need to worry about how many hands there are, so long as the two factors of expense redundancy and urgent need to chop are met, even if there are 4 or 5 hands, the orange method can be directly opened). In other words, when using the orange method, we need to pay more attention to whether the cost is worth it, rather than how many cards we can draw and how many cards we will explode.

The following is a screenshot and code of the card group used by the author. It is worth noting that based on the above construction ideas, the specific single card selection is not unique, and it can be flexibly fine-tuned according to the environment.

Code: aaecaaihck8enq2fwglkwlkywl96gke+AlN+giljalla9qf9qxdcihcauvchathawaqbaul4aga =

Single card selection

Combined with the above construction ideas, the author divides the single card selection of strange thieves into the following categories.

Necessary cards: I think a set of necessary cornerstone cards that form a strange thief, which implements the construction idea of this deck of cards.

Silver squire X2, Plague Mole X2 and Quillfire Elf X2. 1 is the representative of mass-consuming organisms. They provide the most basic standing ability for thieves. By taking the lead in standing, they snowballed step by step with two attack knives to complete the exchange and face rubbing.

Thorn monster X2, fierce young dragon X 1, mushroom warlock X2, deep blue blade scale dragon X 1. The representative of medium-quality creatures is the backbone of odd-numbered thieves' sabotage. In the witch forest version, the young dragon and the blue dragon are all edited. Because the new Pop plan has brought some excellent single cards, their card positions have been squeezed. Even so, the author thinks that in the standard mode, both the young dragon and the blue dragon people deserve to bring at least 1 good cards, and they can also be compiled in full if the environment is suitable.

South China Sea boatman X2, Army Seven X2. It is also an important victory point in the fast-break civil war to grab the rhythm card in the early stage and complete the solution and add stations at a very low cost.

Assassinate the flower X2. Mid-term large-scale rhythm score will help you win in the fast-break civil war, and there is no reason to be dissatisfied with the slow card group.

Cold-blooded X2, King of Trains X 1. Represents the killing ability of strange thieves, in which the cold-blooded cost is flexible and can be used to solve the early problems in the fast-breaking civil war. In the face of slow cards, it is often labeled as robbing blood directly in the early stage.

Happy inventor X2, Myra's unstable element X 1. The high-quality single card supplement of "Bang Bang Plan", 52 1 Happy Inventor can provide three attack frequencies and resist four attack frequencies. There are two people in the fast, medium and slow card groups. We have no reason to be dissatisfied. The orange rule provides the odd-numbered thieves with the super-efficient ability to check the cards in the last fight, and the cards blown out can be regarded as sinking, and the negative impact brought by fatigue can be completely ignored for the odd-numbered thieves.

Baku X 1.

Optional card: In my opinion, under the current version, it is suitable as an effective auxiliary card for odd-numbered thief cards, which may be aimed at mainstream cards in the environment or play a miraculous role in some games. During the construction process, you can choose an appropriate number to join the card group.

X 1 or X2 poison. Grasp the rhythm in the early stage, increase direct damage in the middle and late stage, and perform well in the fast-break civil war.

The second is a ferocious young dragon, and the second is a dark blue blade scale dragon. An organism of medium quality, but it plays a slow role.

Mukra, Captain Green. They are also medium-quality creatures, and generally have immediate effects when they play, but as quality creatures, they also have the same cumbersome shortcomings as the above-mentioned young dragons and blue dragons. It is worth noting that Mukra and Captain Green are both orange cards. For Meng Xin, who lacks dust, Mukra can be replaced by 334 Zamao Mysticism, and the captain's green skin can be replaced by the second dark blue blade scale dragon.

Tar X 1 or X2. It is mainly used for fast-breaking civil war, as a key creature protected by the city wall with up to 5 blood in the early stage, forming an advantage exchange. In the witch forest version, at least 1 is used, and the happy inventor of 52 1 in the new version of Pop plan can also realize its function to a certain extent, so tar is changed from a required card to an optional card.

Vanity Ripper, Blood Knight, Owl. Function cards suitable for thieves, you can choose 1 to 2 cards to join the deck. The void ripper is suitable for druids and can be used flexibly in other games (changing attacks to form an advantage exchange, or beheading); Blood Knight mainly has two hands for the above 52 1 inventor, whether it is fast break, medium speed or slow speed; Owls are mainly aimed at slow-moving wizards. Usually, for the strange thief, there is no target that must be silent except the 939 void Lord.

No card: There may be other odd thieves in the construction, but I don't think the current version is suitable for carrying cards.

Knife fan: Knife fan is mainly used for odd riding. It is really good for aoe to hit 1 to face strange riding, but the effect of hitting 1 pumping 1 is very tasteless. The high cost makes it impossible for knife fans to go to back in the game, and the next round will still face almost the same scene. If you really want to aim at strange riding, I recommend 32 1 Austrian egg dog head instead of knife fan, but there are not many strange riding in the current environment, so neither is recommended.

Flash fox: It is very common in mainstream stolen cards. Whether it is the witch forest version or the new pop plan version, many strange thieves and civil war opponents I met in the first 100 stages of Legend carried this card. However, I strongly recommend this card. Although getting a professional card at random can make the game full of dreams, thieves need a stable station more than illusory dreams, and exchange their excellent bodies for snowballing again and again. The flash fox only has 3 blood, so it can't escape the scope of mainstream aoe (such as Hellfire and Dawn Dragon), and it is not dominant in the exchange of a large number of followers of 3 attacks.

Wolf Cavalry and Shadow Attack: As the cooperation of Orange Method, Wolf Cavalry and Shadow Attack are indeed one of the few means of direct injury and hand unloading in the standard mode, which the author once carried at the beginning of the new version. But the quality of these two cards is too low, especially compared with the rusty water thief and silver rider in the wild mode, it is a complete explosion. In the standard mode, most thieves win by snowballing on the spot, so in the end, the author gave up the idea of carrying a wolf cavalry shadow attack and returned the card position to a medium-quality creature.

Guardian of Stone Mountain: a good way to make up the card. For the strange thief, the biggest dream is the Lich King. I once met my opponent in the first hundred stages of the legendary thief civil war. When this card can work wonders, we usually face the slow deck, and we are still at a disadvantage. However, for the strange thief whose current version is at the forefront of t 1, instead of slowly fighting against several unknown disadvantages, it is better to steadily bring enough high-quality creatures to play an advantage and have a good balance. To sum up, the author also does not recommend that strange thieves carry stone piers to defend the army.

Matching details

Warlock: Antagonistic Treatment Garden 64, even operation 73, less module operation and control operation. It is worth noting that in the Witch Forest version, the strange thief can only call 55-64 in the treatment garden and even one, but in the Pop version, some treatment gardens have replaced 545 fear demons with soul perfusion and twin kids, and even one even gave up 223 beetles and replaced them with powerful vampires or demons. Therefore, in the new version, the strange thief is better than the Wulin version when facing two mainstream warlocks.

Confrontation warlocks play cards according to the healing garden by default. First of all, they leave 1 for creatures with 1 and 3/for creatures with 1 to 2. In both cases, they can leave the poison and the boatman. Leave 1 to 2 creatures with a fee of 1 and 1 to 2 creatures with a fee of 3 in the back hand. If the hand is ideal, you can leave Qi Jun and assassinate Hua. (1 For the definitions of fee organisms and 3 fee organisms, please refer to the single card selection above. )

When facing the treatment garden, 1 fee biological silver attendant >: Mole > Quillfire Elf; 3. feed quality organism mob > Mukra > juvenile dragon; 5 quality biological mushroom > dragon man. (note: between creatures: ">". This relationship indicates its priority. For example, "a>B" means that there are both A and B in hand. When only 1 sheet is left, A is given priority; Moreover, when you need to type at the same time and the scene is suitable for typing, choose A first. The same below)

If you know in advance that your opponent is even, or even-numbered pieces are more than the healing garden, you can play according to this: whether you keep 1 piece 1 creature in succession, you can keep cold blood on the premise of having 1 creature; If you leave a blank space to tear, as well as 3-fee creatures from/kloc-0 to 2, you must leave a tattoo on the back hand, and the ideal hand can leave 5-fee creatures from/kloc-0 (note that there is no order to leave the seventh army).

In the face of even-numbered operations, 1 is the silver follower of the public >: Mole > Quillfire Elf; 3 fee-paying creature single-handed thug > Mukala > young dragon, young dragon > Mukala > thug; 5 Philippine biological dragon > mushroom.

Thieves: odd thieves are 55 to 64, miracle thieves are 73, and the number of thieves in other forms is small, but whether facing kingslayer, task thief or dead thief, we odd thieves have a huge advantage of at least 82. For the strange thief civil war, the quality biological station >: low-cost direct injury and blood grabbing > With the thick battery life, we take the route of the ultimate quality biological station, so we can often play a small but excellent effect in the civil war.

In the face of thieves, it is the default to play cards according to the odd number of civil war thieves: first, only 1 creature is left, and the cost is1; Third, leave only thugs and tar (if tar is brought); Poison and boatman can leave 1 block; Leave 1 to 2 pieces 1- the creature is in the back, 3- the creature only has 1 piece of poison and boatman, but the poison and boatman 1 piece, and when the hand is good, 52 1 piece of happy inventor (but these two pieces are at most 1)

Civil War of Thieves, 1, Quillfire Elf > Silver Attendant > Mole, Silver Attendant of Successor > Mole > Quillfire Elf (Why? Because by default, according to the biological fee of 1 of both parties, the first-hand feather elf can change to the coin of the subsequent hand to turn the knife, or when the subsequent hand is facing the silver follower or the mole, the Quillfire elf can rub each other's creatures in vain, and then the subsequent hand is also facing the fire feather elf, and the first-hand 2 fee can be directly cut off); 3 fee-paying creature single-handed thug > Mukala > young dragon, thug > young dragon > Mukala; 5. the priority of expensive creatures in the civil war is very low, among which mushrooms >: dragon people.

In the civil war of odd thieves, the first-hand advantage is huge. As a last resort, how to use coins is the most important thing. For the successful player, we must have a clear analysis of the war situation from the very beginning according to our own hand structure: "What did I win in this game, which was the advantage of paving the way for more low-cost creatures to form the attack frequency, or was it solved by thorns?" If it is the former, coins will be used for more low-cost creatures as soon as possible; If it is the latter, it will take 4 hours to hold the money to complete the return.

If you know in advance that your opponent is a miracle thief or other thieves, you can remain cold-blooded with 1 Fei creature. 1 Fei creature is a silver follower >: Mole > Quillfire Elf, and 3 Fei creature is a thug > Mukra > Young Dragon.

Druid: Langlund, Huangard, Chaoshengde are all 46 carats, and Bede is 55 to 64 carats. In the witch forest version, the wall virtue is the main form of druids, but in the new version, the wall virtue that does not spread the plague is greatly reduced, while the blue dragon virtue and the family virtue that spreads the plague are springing up, so in the new version, the comprehensive winning rate of strange thieves against druids is not as good as that of witch forest.

In the face of druids, the default is to play cards according to the spread of the plague: in no particular order, at most, only 1 creature of quality is left, and in the case of 1 creature of quality, cold blood is left, leaving the poisonous boatman army seven; When the hand is ideal, leave 1 to two 3-fee creatures; when the hand is ideal, leave the void ripper and 1 5-fee creatures; when the hand is ideal, leave the orange method (notably, this is one of the only two games that may leave the orange method), leaving neither assassination flowers nor happy inventors.

In the face of the spreading plague, 1 fee biological silver attendant >: mole > Quillfire elf; 3 Mukra, pioneer of quality creatures > thug > young dragon, Mukra > young dragon > thug; 5 Fei-quality creatures have higher priority in this game, among which Dragon Man >: Mushroom.

If you know in advance that your opponent is Wall Germany (not Germany spreading the plague), the priority of tattooing will be greatly increased, while the priority of void ripper and orange method will be reduced. That is to say, the assassination flower must be left in the back hand, or it can be left when the other hands in the front hand are in an ideal state. The orange method will not leave it at all.

Spreading plague is the biggest bitter hand of strange thieves in this game, but the offensive pressure on the battlefield is still the first. In other words, keep high pressure on druids first, and then pay attention to the number of monsters to prevent the spread of the plague; Once there is a contradiction between the two, we must not be afraid to spread the plague and dare not blame it.

Hunters: Magic Hunting 37, Mystery Hunting 46, Recruitment Hunting 73, Death Hunting 64. There are many forms of hunters, which can be roughly divided into mystery department and station department. The strange thief puzzle system is bad, and the recruitment system is small and refined. Generally speaking, the winning rate of hunters is small and poor.

In the face of hunters, they leave their cards by default according to the recruitment system (why? Although the number of the two is almost the same, the mystery system may be slightly more than the recruitment system, but the fluctuation of the winning rate of the recruitment system is more affected by the retention of cards.): No matter whether you have 1/kloc-0 and 1 to 2/3 fee-paying creatures in your hand, you can keep cold blood when you have 1 fee-paying creatures, and you can keep/kloc when you want.

When facing the hunter 1, it is usually the silver follower >: Mole > Quillfire Elf, but if the hunter raises the candle bow first, Mole >; Quillfire Elf > Silver Attendant. 3 Fei-quality creature single-handed thug > Mukra > young dragon, Mukra > thug > young dragon. Fee-based creatures have low priority, so they are not as good as functional assassins and inventors in this game.

Hunting eggs at the cost of 3 is a common picture in this game. Those who have the ability to handle 55 in the next round or the next round must solve the eggs. On the other hand, if the hunter lays eggs or other dead creatures in the middle and late stage (after 6 fees), calculate the damage and go as far as possible under the condition of proper prevention and killing.

If you know in advance that your opponent is a spell hunter, the priority of void ripper and assassination flower will be reduced, and the priority of poison and boatman will be increased.

Mage: Mystery Method 73, Control Method 55 to 64. Different from the control method of the witch forest edition, the mysterious method of pop plan turns over to be the master and carries the banner of the mage. This is good news for odd-numbered thieves. We play mystery with great superiority and control with little superiority. Generally speaking, facing the mage is better than facing the Wulin version.

When facing the mage, the mysterious method is used by default: 1 1 creature first, then 1 to 2 1 creature; The first player only needs to spend thugs and tar (if with tar), and the second player can stay in the Seventh Army on this basis. Regardless of the hand, 1 poison or boatman can stay if the hand is in good condition.

Facing the mystery method 1, the creatures that consume the group are all silver attendants >: Quillfire Elf > Mole; 3. feed quality organism mob > Mukra > juvenile dragon; 5 quality biological mushroom > dragon man.

If you know in advance that your opponent is the control method, then no matter how many 1 1 creatures remain in succession, you must leave the void ripper, even if there are 1 creatures in cold blood. Face control method 1 cost public creature Mole >: Silver Attendant > Quillfire Elf (because there is no ice arrow in the control method, you can only order your 1 creature in the early stage), but the silver attendant should be kept as long as possible after 4 fees, especially when there are dragons or mushrooms in your hand.

Knight: There are more and more odd-numbered knights. It is suggested to change other card points.

In the face of knights, the default is to ride an odd number of cards: no matter how many creatures have 1 in hand, if there are 1 creatures with quality, creatures with a fee of 3 can keep thugs or tar (if there is tar). When the backhand and hand conditions are ideal, you can leave 1 Zhang Jun VII or the boatman; Backhand In the case of an ideal hand, 5 yuan can raise a mushroom warlock (but not at the same time as the boatman of the Seventh Army mentioned above).

Facing odd riding 1, Quillfire Elf >: Mole > Silver Attendant; Mob > Mukra > juvenile dragon (with tar, tar has the highest priority); 5 high-quality biological mushrooms > dragon people.

In the face of strange riding, the scene takes precedence and the attack frequency is the most important (because of this, strange riding is our biggest nemesis). In this game, there is a big gap between the first hand and the second hand. Our first hand can smooth out the disadvantage to some extent, but our second hand is more difficult to win. No matter what you do first, try to get as many monsters as possible, and pay attention to keeping the number of creatures rather than the blood volume in the exchange. Riding on a strange bike costs 3 to recruit a hammer, 5 to upgrade the level, 7 to bayonet, and climbing the passage at low cost at any time, all of which are rhythm points. We can only try our best to resign ourselves to fate and pray that the details above are done and the other party will not touch these cards.

Shaman, priest, warrior: the number is small, and all cards are left by default according to the later card group. Fighting and shouting even numbers are 55 to 64; Controlling Long Mu 46, all kinds of acrobatic grazing have great advantages, at least 82; Mission warfare 46, defensive warfare 37.