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The card set construction and game idea sharing of the warlock's black-eyed garden in Hearthstone Legend 19.6
Hearthstone legend The Black Eye Garden is a strong card set of 19.6 version. How to match the card in the black-eyed garden? How to play against other decks? Here, I will bring you the construction of the black-eyed garden deck of Hearthstone 19.6 and share the ideas of the game.

The card set construction and game idea sharing of the warlock's black-eyed garden in Hearthstone Legend 19.6

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In this version, the black-eyed garden is full of rhythm in the early stage, there are many low-cost creatures in the deck, and Gourdain's hand is constantly checked in the middle stage. There is an advantage against the fast attack card group, and the rockfall person has high blood volume. Tough for slow-moving players, often playing more than a dozen cards, it has advantages for soldiers, druids, mages and priests, and it has the power to fight against thieves, knights and devil hunter.

Structure and single card analysis

The construction of the black-eyed garden is similar to that of others. The main difference is that the flexible card positions of soul fire, stealth fear demon, expired commodity dealer (later called 22 1) and pagan low-level priest (Little Saibu) have been adjusted. Usually play fast break, pursue rhythm first, play your own rhythm, and finally adjust to the above construction.

Black Eye: This deck is named after it. Although black eyes are not as important as wild ones in the core role of standards, they are also very strong in low-cost expansion scenes. You must keep your hands. With the three cards of Flame Boy, Tour Guide and Resurrection of the Dead, you can lose a follower fee many times. When there are tour guides and black eyes in the first hand, blind tour guides don't need to draw cards for one fee, and you can get followers with the second fee for another fee.

Gourdain's Hand: The most important part of this deck, the key to horse speed, can give the opponent a steady stream of pressure. A zoo with hands and a zoo without hands are completely two decks of cards. You must keep your hands, but one card is enough. If you can lose the hand at 22 1 in the early stage, the game will be fully revitalized, but it is best not to lose the first card with 455 to prevent the subsequent hands from falling behind.

Halasad Eberlock: The existence of another core of this deck, the warlock's ultimate followers, gives this deck another possibility. You must keep your hands. There are a lot of low-cost demons in the deck, and they can play empty-handed cards at the same time. The ultimate follower of the dead language can increase the thickness of the deck. If you play slowly, you can even throw it out and shoot many times. However, you should pay attention to the eight-fee supreme card and plan reasonably.

Delivery staff of expired goods: 22 1 The usage is diverse and flexible. It can be used flexibly when entering and leaving, and the thickness of the card set can be increased for the slow card set, so I brought two cards.

Subtle fear of demons or pagan priests: I have both cards. At first, I took two little Saibs with me. Later, in actual combat, it was found that although the small race step will have a miraculous effect when playing certain rounds of a specific game and getting started stably, the scene suppression caused by using two points alone for the fast attack deck is very small. On the other hand, the demon's creeping fear, as an attack deck, is basically ours, with 2 points of damage in turn and a figure of 43. Buff's eating for free or 1 13' s eating opponent's 32 is very rhythmic, which is the strong rhythm of second-hand money chasing demons. After careful consideration, remove the small steps, strengthen the rhythm of your own deck, and don't over-target your opponent. Similarly, the three-fee 33 demon troublemakers have the same effect.

Game thinking analysis

Guard against thieves

Thieves once became the most competitive profession in the environment after harvesting knife oil. There are a lot of combo thieves and stealth knife thieves in the ladder. These two games are not our advantages, but we can make up for them through some experience. If we win 50%, we can score steadily in the environment.

Among them, the ability of combo thieves to solve small monsters is excellent. Even if decepticon throws an empty hand, he may not win. We should take this game step by step, and the hand of Gourdain is the key for us to win this game. The combo thief is not very aggressive. We need to pass the card quickly, even if it is returned by the other side, we can return to the game through a wave of brooms to suppress the quality with the other side. After winning the giant, you need to prevent the other side from flying, exchange with the giant, and don't blindly hit the face.

But we need to stand in front of the knife thief quickly, which is an outrageous explosion damage card, because the opponent's scene is weak. This is the key to the game against falling rocks and void walkers. In order to ensure that we can suck blood at the critical moment, we must plan ahead and stand up enough demon followers on the court (I made several mistakes on this point and haven't changed it yet). As the only mocking follower in our cards, Voidwalkers can often be used to resist each other's weapons for a long time.

Against the druids

Among several forms of druids, such as magic morality, Shu Ren morality, guard morality and universal morality, it is unfavorable for us to only play guard morality. Any eight-fee bodyguard can take a few photos of Hercules plus 535 and get back on the court quickly. We can only play our own rhythm, guard against the crazy tomahawk, and pray that our opponents will not be confused, but the good news is that the ethics of environmental protection bodyguards have basically disappeared. On the contrary, there are many universal virtues that are our real food. The druid's early ability to solve the field is really worrying. As long as we play our own rhythm, we basically win. Against Magic Germany or Shu Ren Germany, all we have to do is exchange scenes and eat the followers on the opposite side for free. As long as the opposite side is not particularly stupid, there is no big problem.

Against the mage

The forms of wizards in the ladder are mainly duel method, universe method, element method, and a small amount of miracle method. Except for the element method, which is difficult to play, we are all expert games.

In the duel method, opponents are all mixed up in the first five rounds, so what we need to do is to do the highest damage in each round and reduce the opponent's blood line, and after six rounds, we should make good use of the broom to return to the field and clear the field over the wall.

What we need to do to fight against the laws of the universe is to strengthen the scene and shoot the giant as soon as possible, because the laws of the universe can't solve the big monster and a group of miscellaneous hairs, which will make the opponent feel bad. The sooner the giant takes photos, he basically wins the competition, mainly by guessing the other side's mystery, fire barrier and six Ferreno.

The element method is difficult to fight, mainly because it has a powerful magic explosion and is very restrained. There is really no particularly good way to deal with it. However, there are still some skills to talk about when there are many games. First of all, pile up high-flow followers and don't sell blood for every follower. Thirdly, after the opponent has passed the elemental ally, hold the broom in his hand, don't allin, take the strange broom back to the field quickly after the powerful magic explosion, and arrange the giant early. this

In fact, the idea of playing miracle method is similar to that of strong method against element method, except that there is no magic explosion and the expanded scene can be quickly won. However, I summed up some experience in the lost game, so I should keep a good sweeper to prevent the opposite side from crying and freezing completely and swiping the card back to kill. The only tricks in front of the national costume are to strengthen the wall and clear the field. I just lost to him in the first set without knowing the shape, and then ranked fourth and won.

Against the priest.

Cosmic Animal Husbandry, Long Mu Animal Husbandry and Magic Animal Husbandry have all strengthened the crazy card, so we need to consider more things when playing games. But as long as we pay attention to this game, there will still be an advantage game. First, after the rapid preparation in the early stage, we need to quickly raise our followers to more than three blood at three expenses and four expenses, so as to prevent our opponents from breathing forever and being sacred. Secondly, if we have enough scenes, don't shoot giants, just give our opponents enough pressure to prevent crazy giants.

Against the demon hunter

Against vampire blind us, the opponent's ability to solve the field is excellent. What we need to do is to quickly pave the field for self-harm, get rid of the giant as soon as possible, and continue to exert pressure with the help of Gourdain. Followers should be separated and let opponents hand over components continuously. When the solution is broken, it is the day of victory. Remember to leave a broom to clear the field and prevent the other craftsman from standing on the field after being cleared. There is still a great chance of winning.

This is a great game against magic steel blindness. Magic steel blindness can't solve all kinds of hair, relying too much on the head and starting too slowly. However, it is necessary to pay attention to selling blood, and the blood volume cannot be too low. It is necessary to use the rockfall to return blood in time to prevent being cut off by high injury and sudden death.

Against soldiers

I personally think that fighting soldiers, whether it is angry war, weapon war or bomb war, is a master game. In these two months, I only lost to decepticon's high-attack weapons war.

There are many things to pay attention to in the fight against anger. First of all, don't be greedy and hurt others. All the followers on the other side should be cleaned up to control the other side's check. Secondly, don't leave too many followers with residual blood. This needs to be planned by ourselves. A bloody man is not afraid to stand on the field and stop the other team leader from doing a set of 758; To learn to cook frogs in warm water, the pressure in the middle stage is enough. Don't let Alin shoot the giant casually, leave a set of broom giants waiting to return to the field. Only captain Barov has a big solution in the fierce battle. Wait until the opponent hands over Barov before pressing the field, and at the same time pay attention to your blood line to prevent theft.

Rebound is easier, as long as the scene is enough, the opponent's card clearance is limited. Don't let Alin eat chaos or barov, bombs can also reduce the cost for giants.

The weapons war has disappeared recently. If we fight a fast-breaking civil war, there is no solution, so we can only exchange with our followers or cut with a knife to control the blood line.

Against the Cavaliers

When playing professionally with Ballauff, remember not to leave Alin to giants and other followers when the pressure on the scene is great enough. This is my bloody lesson many times. Let's fight and see which side has a good rhythm. Don't leave a scene for each other.

Confrontation warlock

Tearing cards has never happened, and there are few civil wars in Black Eye Garden.

The key to the civil war in Black Eye Garden is its long duration. Seeing who has Gourdain's hand, Hu will be quick, and often a wave of things will return the broom. Exchange followers and don't be greedy.

As long as we can prevent the dark sky and the whole game from playing 2, the opposite 432 is basically ineffective for us, so we just need to control the court as much as possible, and we don't want allin to prevent one hand from twisting the void.

Against the hunter shaman, both hidden professions are expert games, and basically it is enough to flatten them. There is nothing to say here, nothing to say.