Very strong addicted blood card group

Source: Internet
Author: User
Keywords Hearthstone card group
Tags addicted basic basics class create game get group

And we met again! Welcome to the second chapter of the Deck Basic Series. As everyone's request, the second article is about highly competitive addicted blood card group.

Although I have seen some powerful shaman players in the legendary class using bloodthirsty as a killer, this card is not yet at the heart of the deck. Therefore, I (and some of you) feel that there is some untapped potential for bloodthirsty bloodthirsty.

To sum it up quickly, the first article in the Deck of Foundations series covers the basics of deck building, including motivation, limitations, initial brainstorming, initial testing, and tuning.

The previous address

Motivation As mentioned in the previous article, this addict card was created for the sky ladder. In addition, my own condition is that this card group does not include orange card does not include purple card. This guideline allows readers to participate more actively through feedback and comments, thus giving more people a chance to try out this deck.

Initial brainstorming

★ Mathematics

One of the questions that any cautious player will ask about this deck is, "Why do I play this deck instead of playing Super Marriage?" This is a critical issue that ultimately affects how the dexterity deck is designed.

Savage roaring consumes 3 mana (2 less than Bloodthirst) and can even increase the hero's attack power. The only advantage of bloodthirsty is that each field attendant increased attack to 1 more. So if there are 2 followers in the field, the Savage Roar adds a total of 6 damage (including heroes), the same as a bloodthirsty.

However, every time a friendly follower on the court raises the value of bloodthirsty. So if three followers, bloodthirsty attack plus 1 more than the brutal roar. When taking into account the bloodthirsty consumption of 2 mana more, this injury and savage roar still a little worse.

So I believe the minimum number of oblations required for a strong enough bloodthirsty is 4. Although it sounds a bit weak, but at least theoretically spend 2 more mana can cause 2 more damage. This ratio and brave blow, inflammation and other cards is the same.

In order to maximize the bloodthirsty injury, the best field can put 5-7 followers. For the sake of convenience, I posted the following form, so that we can see the bloodthirsty and savage roar as the number of changes in the field attendant damage value. Please note that this form does not take into account each of the followers of their own attack.

Therefore, the total damage is each attack with attack plus bloodthirsty damage. This means you can inflict 1 * 7 + 21 = 28 damage if you have 7 1/1 followers on the floor to attack.

★ in-depth study

The main objection is that if there are 4+ attendants on the court, the shop is too fast. As you all know, the worst thing you can do is put all your hands on the floor. The result is that the opponent gets a devastating clearance that takes place, such as a Flamestrike.

This unnecessary over-aggressive play is the quickest way to lose to a field card set. So when the election card is necessary to give a deadly bloodthirsty enough to provide followers, but also can not run out of all the cards in the hands of a person.

Fortunately, the shaman is able to keep going on the field by summoning the totem. Bloodthirsty is an advantage over savage roar at this point as this card set does not require as many cards as you can to get enough marriages to play in the field.

Heroic skills can also work with the entourage who draws cards when entering or leaving the battlefield. This allows the player to keep playing if their opponents hit a clearing skill since they have taken advantage of some of the value of the card. In addition, it is helpful to keep generating followers' cards because they only need the investment of one card.

★ the reason of failure

When setting up a card team, the player always has to evaluate what happens if he does not get the necessary card. If the answer is "lost," then the draw should be maximized to ensure that the key cards are drawn as the game progresses.

In addition to the draw, in the event that something is not proceeding as planned, another countermeasure at a time when the key card (which in this case is bloodthirsty) can not be pumped is a backup plan. Even now the most popular miracle thief in the mainstream, there are plans to play a large Fancliff.

In general, having more attacking angles allows players to be more agile in actual combat and have the opportunity to avoid problematic field conditions. In addition, if the card is non-linear and can attack the opponent with a different weapon, it is unlikely that the opponent will be able to estimate your hand (that is, predict your next move)

Card selection

★ strokes part

Bloodthirst: The advantage of bloodthirsty is that you only need this card does not need to fight the same card at the same time. However, in order to be efficient it requires a specific on-court status.

This state requires multiple friendly attendants in the field but does not require any one of them to be particularly good. If there are multiple followers on the court bloodthirsty will be able to meet the expected value of mana consumption. Luckily there are many ways to shop. In addition, heroic skills can also help create a suitable scene, because it is always usable, as long as 2 mana.

Berserk Summoner: Berserk Summoner brings a lot of problems to the controller field card set. Because this card can be paved the characteristics of the opponent had to solve it as soon as possible. Even if your opponent uses a kill on it right away, you still have a 1/1 on the court.

In addition, opponents are less willing to waste a clearing skill on it because it is still 1-for-1. Shaman skills can be better with the little Summoner is the treatment of totem. If the opponent does not solve the devil summoner's treatment of totem can make it endless summon 1/1 kid. Remember to call the demon summoner to summon the totem first. At the end of the turn this allows the Bomber Summoner to take the first damage (to create a kid) and then to be treated.

Violet Teacher: Although it takes a little later than the Kid Summoner, it takes some preparation, but the Violet teacher has two more important roles in the deck besides being a card to followers.

First of all, the Violet teacher fills the gap in the fees in the card group, becoming the bridge between the many 3 bonus followers, spells and 5 fee bloodthirsty.

However, it is usually not wrong to remember to keep it with a spell that will get you immediate access to it.

Second, it can produce multiple followers in a turn, so that your bloodthirsty will not become a waste card because too little follow. Summoned by the little devil's words is very difficult to do.

★ pumping ability

Mana tide Totem: Each card team need to draw the ability to get even part of each move. For this card group, mana tide totem is a non-stop effective pumping machine.

Because this deck has a lot of cheap spell removal and sarcastic followers, protecting the tide of mana allows it to survive for more than a few rounds. In addition, it guarantees that you can draw at least one card while your opponent uses a relatively advanced removal spell to solve it. So it is the worst 2 for 1.

Blue Drake: Blue Drake in the eyes of many people in the game is the best 5 card. Its two features also play a role in this deck. Similar to its role in traditional mid-shaman packs, the Blue Drake offers the pumping power we need while increasing spell damage like the Earth Shock, Lightning Bolt and Lightning Storm. This is useful when dealing with nasty fast-break cards, helping to hit the face straight.

★ remove the card

Earth Shock: Earth Shock is a must-have card for all Shaman cards because of its versatility. It can kill a blood follower or silent threatening follower. Sometimes it does two things, like dealing with Twilight Drakes.

Lightning Bolt: The Lightning Bolt is a low-cost 1-mana removal abilities that can kill almost any first two rounds of attendance except the silver attendants and shield guards. In addition, it can cause extra damage if there is an Air Fury Totem.

However, the next round of 1 mana overload effect so be careful. In some cases Lightning Bolt can be used to cross the face of mockery followers, causing the last few fatal injuries.

Petrochemical weapons: petrochemical weapons act like lightning bolts without overloading effects. It has the same damage as a Lightning Bolt (no spell damage bonus), but requires you or a friendly berealer to deal damage. As expected, most of the time you'll kill your opponents with yourself, as it is paramount to keep the game on the court for bloodthirsty waves.

Witchcraft: Witchcraft is another efficient point removal spell in this deck, which is included in all shaman cards. It acts as a universal solution to solve any earthquakes, lightning and petrochemical weapons can not solve the things (such as Ragnaros).

Lightning Storm: Similar to the medium-term shaman card group, this card group has problems with very aggressive card sets such as zoo and fish. Lightning Storm is therefore a must card that can help regain and maintain control of the field.

Unlike a miracle thief, the control field is very important for this deck. While cards like the mana tide and the blue skate do not expect them to put a lot of pressure on their opponents, it remains important to keep them on the field preparing for bloodthirsty.

★ support card group followers

Silver Attendants: In my opinion silver attendants are the best 1 fee neutrals in the game. Divine Shield effect to help her in the early immune most remove spells (except the earthquakes). In addition, many players would tire of killing her because they would have lost too much if they solved her with two removal effects.

Flame Totem: Flame Totem is an evolutionary version of the wolf striker. If there are two other entrants in the field, its physique equals to 4/3. However, it provides more explosive damage than a wolverine forward because it produces 4 damage instead of 2 during its debut turn.

In addition, after each adjacent entourage, it will re-create a +2 attack on the edge, so the exchange chain made of flaming totem has more potential than the wolves forward. However, keep in mind that if you leave it alone on the field it will be vulnerable because the attack is 0 at this point, so protect it.

Wild wolf soul: As a spell card, wild wolf soul is actually 2 mocking follower, can be against the fast-break card group is a solid scene also help bloodthirsty. However, be sure to discard it at the beginning because the 2-point overload was a bit unbearable in the previous period.

Unbridled elements: Overload card in this card group than the traditional shaman medium-term card group to be less, because there is no mine cast tomahawk and lava burst. However, there are six overload cards (Lightning Bolt, Lightning Storm and Wild Wolf Soul) uninhibited elements can still grow at least once.

Doing so has made it an efficient investment, often attracting opponents' removal skills. Because often will attract the removal of skills, 4 blood and can grow to make uninhibited elements more resistant to fight a little.

Fire elements: there is always no bloodthirsty pumping. In this case the fire element is a better plan B. If your opponents use their removal skills to solve your cards that generate followers or protect their entourages, it is quite possible that they will not be able to solve them when the fire element comes on stage. Most of the time, I will try my best to stay in my hands to find a time to maximize the value of the roar.

★ may be used orange card

Blood Mage Sarnos: If you consider orange card with the blood of Master Sarnos is a must. Its effect is the extra pumping effect plus an additional +1 spell damage. Similar to the Blue Drake, the Blood Mage Sarnos can help check while boosting the power of the Earth Shock, Lightning Bolt and Lightning Storm.

Hogg: Hogg is very useful when dealing with fast-break cards, as you taunt you to slow your opponent's footsteps. Non-stop manufacturing is also virtually invisible card advantage, at the same time contribute to the outbreak of bloodthirsty.

Onyxia: This card can completely reverse the situation later. As the opponent is likely to use up the clearance skills in the medium term, Onyxia will be able to repackage the field with a single card. This often kills opponents on a turn as you are likely to have had bloodthirsty hands at this time.

★ initial test and adjustment

As usual, some cards look strong in theory, but are disappointing in preliminary tests. It is worth noting that there are apprentice engineers, boot lovers and jugglers excluded. Apprentice apprentices and trophies depositors all help to prepare for bloodthirsty by licensing extra cards while offering a follower on the floor.

However, in actual combat, apprentice engineers are too easy to die, while looters are only slightly injured when they are dead. During the test, I often had to have the looter depositors directly attack each other's team to speed up the check.

Flyers are often killed in the early stages (as we expected), while later use is less effective. Often I feel that using a heroes skills to create an entourage (not to consume cards) can be more effective use of my mana.

This can easily put opponents in trouble. He will either waste his removal skills on a free totem that has already created value in the form of other entourage, or run the risk of being beaten by bloodthirsty waves.

[Earthquake] x2 [petrochemical weapons] x2 [Lightning Bolt] x2 [Flame Totem] x2 [witchcraft] x2 [Wild Wolf Spirit] x2 [Lightning Storm] x2 [Unbridled Elements] x2 [Bloodthirsty] x2 [fire Elemental] x2 [Silver Patern] x2 [Alien Summoner] x2 [Violet Teacher] x2 [Blue Drake] x2

to sum up

Please provide valuable suggestions, because I may have missed something in the group. I realized that I used a lot of cards in the traditional mid-term shaman card group.

Although this is not my original intention, I believe those must bring professional cards to make this card more flexible (do not have to be drawn to the bloodthirsty), but also continue to use even strokes threat opponents. Ideally this would force opponents to wipe out the dots and wipe off spells prematurely out of fear of bloodthirsty.

I've played with many legendary players (from the back of the card), so the sky ladder can well consider this card group. I expect everyone will be able to tell me how well this card group will perform the rest of the season.

I hope this article can be intuitive to show how I set up the deck. There are a lot of problems with setting up a new set of cards. This article only captures the superficial phenomenon because the main focus of the article is around a single set of cards.

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