What I bring to you today is an introduction to the score of controlling gods:
watchdog
Big dog: T 1
As one of the most powerful control gods in the current environment, Big Dog's powerful ability of group injury and repeated casting spells in countdown make him the pillar of the countdown deck. In the middle and late period, the suppression power of big dogs is almost unparalleled. Who can resist one or two feather storms in one round?
Blade of Kuroha: 3.5/5
Kuroha Blade is a simple and clear front card, which can give the big dog a spell to put first, and it can also play a very good role in God's front exchange. But in the later period, this card became a player when the big dog was already casting good spells.
Fengshen Fan: 4/5
Fengshen fan is similar to the positioning of the blade of black feather, except that the instant effect is replaced by the effect of bouncing the enemy's Taoist god back to the preparation area. For the countdown deck, the early use of jack-o'-lantern is not compact, and the immediate effect is actually not that important. The effect of bouncing back to the preparation area can help you gain the initiative in the battle area without being injured, which is why Big Dog recently joined the fast break.
Storm Shield: 1.5/5
Regardless of whether other shields will be changed to single-wheel effect, storm shield is the younger brother of one shield. Casting spells in an opponent's turn may not necessarily protect the gods. Its own turn is not as good as the ancient dust shield, and it is still a random target after repeated casting. Anyway, it feels very weak.
King of the Storm: 5/5
Just one word apart, the scores of the two cards are quite different. The Lord of the storm is one of the most important cards of Tengu, which can greatly enhance the lethality of Tengu's wind disaster in the medium term. It can be said that the Tengu storm with the master of the storm and the Tengu storm without the master of the storm are worlds apart. In the later stage, cooperating with the feather blade storm can also enhance its damage, which is definitely worthy of full marks.
Tengu Wind Chaos: 4/5
Tengu storm is an important AOE in the middle period of Tengu. Although there will always be disappointment, if you can't play once, you can play again. The existence of the Lord of the Storm has also raised its lower limit a lot. Of course, if you have to do it, I suggest you change the deck.
Feather storm: 4.5/5
One of the important sources of dog's late repression, the three-point mass injury itself is not very severe, but it can't be seen after two or three rounds of fighting. If you successfully kill all the opposing gods, there will be two rounds of free attacks to kill your opponents. Even if not, playing once in a round is enough to make the opponent exhausted.
Awakening big dog: 5/5
Not only can you cast spells immediately when you count down to 1, but you can also change the repeated casting every two rounds to each round, which is too strong to match the big AOE of the upwelling storm. Even more frightening is that this effect will not disappear with the death of the big dog, so even if the big dog dies, as long as you survive two rounds, he can still return with this effect and continue to give his opponent a nightmare experience.
I am Justice: 2/5
Generally, after the big dog casts the 10 spell, we have won directly. Why do we need this card?
feel
Sleep: T3
The effect of perception is unique in the game. The vision and limitation of the opponent's hand make this baseball girl one of the most interesting gods. After checking her opponent's hand cards, she can impose various restrictions on them, and even pay a certain price when scheduling, clicking, killing, and even letting her opponent use these cards. However, due to the lack of sorting skills, she can only appear in the deck as an auxiliary god. I think the intensity of sleep is enough to rank T2, but at present, she has not appeared in the strong card group, so at present, she can only rank T3.
Mind reading: 3/5
Without showing any cards in the early stage, mind-reading can speed up the process of uncovering the secrets in the hands of opponents. It is also often used with baseball bombs to determine the formula for killing opponents by clicking. However, when there are few opponents in the early stage, this card often becomes "fart", so there are some requirements for the player's predictive ability and luck. But in the middle and late stage, especially after awakening, this card is useless, so generally only one card will be brought.
Baseball Bomb: 4.5/5
A single point damage removal card of Gouyu is very rare in the game. Only a baseball bomb can really remove the opponent's god in a Gouyu period. At present, there are many four blood gods in the environment, especially the fast break deck, which are basically four blood gods. As long as a card is exposed, it can be cleared with a baseball bomb. In the later stage, this card is still an excellent removal, and the damage of this card will increase accordingly after the opponent's hand increases.
Imitation: 3/5
Imitation is a very interesting card, but it is a bit inconsistent with the control idea of perception. Moreover, in the face of the fast break of the combat card, we prefer to have armor. On the other hand, in the face of the control card group with more spell cards, we tend to increase attacks to improve the killing, so this card becomes a bit embarrassing, but it can still be played in the medium-speed card group.
Robust cable: 3.5/5
This card is a losing card, because you used one of your hands, and the opponent doesn't need to consume his hand. But this card can work well in some situations, because it is the only way you can influence your opponent's hand. Apart from this card, you can only look at your opponent's hand. You can kill God according to it, or punish your opponent when he plays. But seeing such a card, if you don't force it, you can only tell your fortune as if you know how to die. So in a way, this card is like a solution card, which can deal with threats in the hands of opponents in time and prevent them before they happen.
Second vision: 4/5
After the attack power is increased from 2 to 5, plus the effect of restoring 2 health points, diplopia becomes a powerful card in the medium term. In the face of fast break, the recovery effect can play a certain role, and the cooperation with Fang Qing's boss is also very interesting. 5/5 figure makes her more effective.
Bear grudges: 2.5/5
The card used for your god may not be easy for the caster himself, but it will certainly be useful for you. Moreover, there are not many designated spells for enemies in the current card pool, so it is not easy to trigger this card.
Labyrinth of the mind: 4.5/5
This card plays a very powerful role in the later stage, which has a strong restrictive effect on the opponent's play, and often forces the opponent to either attack or play cards. This card, which can break the opponent's normal rhythm and cooperate with various cards, is almost a perfect card except that it has no finishing ability and cannot limit the opponent's single card.
Awakening: 4/5
The consciousness awakening card has a more significant effect on the improvement of combat effectiveness, and its immediate effect can also be regarded as the equal improvement of other cards. Baseball bombs will become a powerful solution, imitation will have much higher value, the information of coercion will be more complete, diplopia and mental maze will become 7/7.
Assistant to the local governor (in Tang and Song Dynasties)
Judge: T2
Judges can shine brilliantly in the balance test, and their application in fast break was not predicted before. He has excellent ability to continuously weaken and remove, and the unique ability to extend the number of opponents' resurrection rounds in the game, which has appeared in many different decks. From the fast break to the control of the card library, we can all see that this life-and-death judge determines the outcome of the card game. In addition to being the fourth trump card in other decks, the judge himself has special winning conditions, so he also has the potential to become the core of the deck. It is worth mentioning that although the judge's skills seem to have little influence, they have a good affinity with the green workshop owner, just like the second vision.
Pen and ink seize the soul: 5/5
Pen and ink is one of the most influential cards in the early stage and a necessary card for judges. Because its effect can not be alleviated except death, in the face of fast break, relying on the medium speed of the scene (such as raising a dog), only one Zhang Mo trick is needed to seize the soul and weaken the opponent's play, either giving up or losing the rhythm. For example, Shan Tong, Demon Sword Ji, Goose Bird, Dog God and Ichimoku Ren are all frequent visitors to the Pen Club. This card makes the judge a good fast break player, and also makes the judge be used for fast break. A quick attack with a judge can often give full play to the advantages of pen and ink in civil war and dog fighting.
Hook formula: 3/5
Compared with the omnipotence of pen and ink, the use conditions of hook tactic are much higher. Although its effect is also very powerful, especially to destroy a powerful god in the middle of the opponent's transition, the conditions below 2 attacks are really harsh. Many fast breaks may use four 3/4-sized gods, so that there will be no two attacks on the following gods in a whole game (it is better to nourish the gods after grabbing the souls with pen and ink than to destroy them). So many times we only bring one card.
Life and death are impermanent: 2/5
The effect of this card seems to be somewhat lacking. Even if you can replace a powerful god with a god of low value, it seems that it is not a very cost-effective thing to waste a round of rhythm. Of course, this card can provide a considerable number of destruction times with killing as the core in the deck.
Ruthless: 4/5
Excellent figure and unique skills make heartlessness a very popular card. Making the enemy's style gods angry can greatly increase the benefits of killing the enemy and greatly help their own rhythm. In the public beta, the figure of this card was weakened from 6/5 to 4/5, which reduced its offensive in the fast attack card group and was more in line with the positioning of the judges.
Awakening judge: 2.5/5
No matter how many times you deal 1 damage, the effect can be very limited by restoring 1 health. There seems to be no other function except to cooperate with the owner of the green workshop.
Mortality rate: 3.5/5
The effect of beheading itself is very good, which can be purely used as a card-breaking, especially in the fast break that does not require the judge to survive all the time. And its enhanced effect can be used to kill enemy players. However, it is not easy to destroy the God of 10, and it is even more difficult to complete it after replacing it with the God of 13. If you can really destroy such a multi-modal god, you should have already won, so as a special victory condition card, you are not very qualified, and you can't build a strong card around it.
Declare death: 4.5/5
At present, many finishing techniques in the stage of "Three Dogs and Fish" are supermodels. For example, when the snow melts, MengMeng is just, Ibaraki is the capital, and the demon knife is full of flowers, all of which are tough "Three Dogs and Fish" cards, which will face great disadvantages if they are not dealt with immediately. In this case, declaring death is a simple and clear card that can be directly eliminated, so that you don't have to be too upset when facing the above termination techniques.
Judgment: 3.5/5
The crime of interrupting the public beta has greatly increased, from 3/6 to 4/8. With the increase of blood volume, criminal judgment, as a finishing skill, has stronger fighting ability. In the early stage of three pike fish, if you outsource a set of medium-speed decks, this card can generally reach about 8/8. And if you are a solution-oriented card set, it can reach about 10/8. Although it is much better than before, as a whiteboard with no special effects, it is still a bit common in the period of three hooks and jade.
Qing Ji
Ito: T3
As the core of sunder armor system, Qing Ji's current stability and strength are not ideal. Armor piercing is a damage effect that requires other damage to trigger. In fact, it is much weaker than the injury itself. Due to the need for extra movements, the rhythm of armor-piercing deck is generally slow. Only the armor-breaking effect of automatic application like Snake Ji and Owl can really break out without losing the card. However, this effect is still too small and limited. In the public beta, Qing Ji has changed a lot. In the past, the armor piercing effect and injury effect were completely separated, but now it has become a combination of armor piercing without armor piercing and armor piercing with injury, which greatly improves the stability, but repeated armor piercing can not be broken. At present, the routine of armor-piercing projectile still has certain potential. Maybe after we accumulate more cards, further develop and find a suitable structure, the strength of armor-piercing routine can be improved a lot.
Snakebite: 4.5/5
Snake Attack is one of Qing Ji's core cards, which has the characteristics of repeated rebirth. This feature allows Qing Ji to trigger sunder armor repeatedly without losing cards or rhythm. Therefore, whether Qing Ji gild the lily or not has a great influence on the whole game. But when using it, you should also be careful not to abuse the card that plays the role of armor piercing in order to raise this card.
Poisoning: 3.5/5
This card can play the role of "sunder armor" and "sunder armor" at the same time. In the early stage, it can have a good effect with snake attack, and in the later stage, it can have a good AOE effect with the fire of burning the body, kissing the snake with fire, or jumping elder brother's poisonous gas fountain and ptomaine system.
Poison shield: 4/5
All shields have become one round! Xi big Ben! Now the effect of this card is basically equivalent to a reaction combat card with 3 attacks and 2 protections. The armor-piercing effect will be broken directly during the attack, and its value is very good. If you wait until the snake kisses the fire, you can still reduce your opponent's attack power, but this obviously won't happen too much.
Giant snake lady: 4/5
This card is the most threatening card in Qing Ji. After using this card, Qing Ji's side will gain a great advantage in the battlefield. When the opponent puts the style god into the battle zone, he needs to be afraid of the effect brought by this card and whether it will kill his own style god. If we make good use of it, it will give Qing Ji the initiative in the medium term.
Unknown poison: 3/5
Usually, the core strategy of breaking armor cards is to solve the problem. In this case, the unknown poison of projection is not ideal. But if it is a more aggressive deck, this card will play a very good role. Either help yourself capture the war zone or turn into a face injury.
Burning our flame: 3.5/5
After the revision of Qing Ji, the strength was improved a lot with the fire of burning us and AOE of quenching armor. If you can successfully play this cooperation, you can play 5 against the enemy, and it is not bad to cooperate with Tiaoge's armor-piercing projectile AOE.
Wake up Qing Ji: 4/5
The effect of awakening Qing Ji changes the opponent from acute poisoning to chronic poisoning, and it is not necessary to complete the cooperation required for armor-piercing in one round. You can accumulate armor-piercing value in the first round and break it in the next round, which is much better than breaking two actions by applying armor-piercing value in a single round.
Snakes with a kiss of fire: 4.5/5
The strength of this card itself is very good, which can weaken the opponent's attack power and blood capacity, make your fighting capacity stronger, and can play a final blow in the face of the less strong fast break and medium speed during the Three Kingdoms period. And if you can cooperate with the awakening Kiki, this card can continue to weaken the opponent every round, making the opponent's god weak and weak. In addition, this is also a sunder armor AOE, which can be matched with cards such as burning fire and quenching poison.
Mongolian hare
Tu Shan: T 1
I love and hate mountain rabbits ... I really can't bear to write. I have been making a metaphor recently, that is to say, "the skill of the mountain rabbit is like I made a bet with my friend." Every morning, I get up and throw dice. He didn't throw 6, so he gave me a dollar and threw it to me 10. " This experience made the players in Tu Shan only pray for six shots all day, while the opponents in Tu Shan felt lucky when Tu Shan didn't shoot, so they had to accept their fate. I think this mechanism deprives players of the game experience of playing with each other, making and constantly adjusting the game plan, and makes both sides lose this experience. Moreover, in this balance test, the number of cards related to the dice-throwing results of the mountain rabbit has further increased, which makes the dice-throwing results in the whole game have a greater influence on the game results than before and become a dice-throwing game. Moreover, due to the large increase of wealth cards, the germination of buff in the later period is just right, and the intensity is even more outrageous.
Who is still disobedient: 4.5/5
Similar to the blade of black feather, whoever disobeys is also a qualified injury card in the early stage, which can help Shantuka Group to get through the early stage more smoothly. Because the effect is enhanced, after MengMeng's later period is justice, this card can easily be converted into more than ten direct injuries. God blocks killing God and Buddha blocks killing Buddha. The price of disobedience is really a bit high.
Send blessings: 3.5/5
Even if it is weakened a little and its application in fast break is reduced, this card is still a good buff card, and it can get stronger in the medium term-if you are lucky enough.
To protect me: 4/5
In contrast, the effect of protecting me is not as strong as the previous immune damage, but its 6/6 figure is still not to be underestimated. At present, it is more used as a mid-term transition card, so that the mountain rabbit can safely reach the moment when it can be cute and just.
Awakening mountain rabbit: 5/5
The effect of this card counting down to -2 is equivalent to a one-third chance of playing peach blossoms in each round. Now it has become-1, and its strength has not exploded that much, that is, it has dropped from 10 to 5 points.
Fun lasso: 5/5
This card allows you to ignore any figure and effect of the God in the opponent's battle zone and directly become a paper man, killing seconds. Even the strongest enemy can get it at the cost of only 3 or even 0 points of blood in the later period. Do you feel strong?
Come and hit me: 4/5
Before the balance test is updated, this card is very rare and can affect the enemy's preparation area. But with this version of Ghost Hand, Tianxiang Crane Chop and more directional damage cards, the uniqueness of this card is not so obvious. But even so, it is still a very good card.
MengMeng is justice: 10/5
Look at every 6-point enhancement card thrown in front of me, look at the awakened mountain rabbit, and then look at the wealth effect of frog porcelain and boys. How do you rate this card?
I won: 4.5/5.
The effect of so many dice rolls, coupled with cuteness, is justice. It is easy and enjoyable to throw 10 times, but it is difficult to lose after 6 o'clock, regardless of whether this card is available or not. This card provides more protection, but perhaps its cardholder's attribute is more serious than this protection.
Yuki Onna
Snow Girl: T2
Snow girl is a typical control god, and the effect of vertigo itself is born for control. Compared with Xuetong's aggressiveness, Xuenv pays more attention to limiting the enemy through all kinds of dizziness. In addition, she also has an interesting mechanism of snowball, which can be used to make up for the damage in the early stage, and can cooperate with awakening to realize infinite dizziness in the later stage. However, because this version adds cards to the preparation area, Snow Girl can no longer stay in the preparation area and do whatever she wants, so it is reasonable for her status to decline.
Ice shield: 4/5
This card can play a very good role when used alone, which is equivalent to adding an ice wall effect to a style god. If you cooperate with Xuetong, you can also make him immune to combat damage, which can be said to be a very good card in double snow.
Snow blowing: 3.5/5
Blowing snow has been slightly damaged in the public beta, which greatly increases the influence of this card in the early stage, so that the double snow that is often empty in the early stage can better drag the game to the later stage.
Ice wall: 3/5
The ice wall can summon a 0/2 in the combat area, so that the enemy who attacks it can get a stun call, which seems to be a very strong card. Because you can stop each other's pace, if you want to cross this wall, you must sacrifice some injuries first and then faint. However, in the current environment, there are still some cards that A Gouyu plays 2, which basically does not play any role in the later period.
Snowfall: 3.5/5
Sometimes, it is better to destroy a god than to stun him. Vertigo itself is a mechanism similar to the elimination effect, which makes the other person's style god lose his action. However, we should know that annihilation means that after three rounds, when the opponent God is resurrected, one round will have the opportunity to do whatever he wants. And dizziness, as long as you have the means, you can always faint. Therefore, it is not necessary to destroy a dizzy god in many cases, but when the means of dizziness are not so rich and need to be eliminated to earn rhythm, snowfall is still a very good card.
Ice storm: 4.5/5
As the only appearance card in Bai Wen brand that is worse than the original picture, you must believe that its effect must be extraordinary. The effect of the ice storm is really worth losing your figure, which greatly limits your opponent's attack. In the face of the ice storm, every attack of the opponent will make the deity dizzy, and he is likely to be the prey of Xuetong. After the number of cards in the preparation area increased in this version, the ice storm also increased 1 attack power and 1 blood. If opponents expect to solve the ice storm with cards such as waterspouts or ink stains, it will be more difficult for them now.
Heart in winter: 4/5
It can not only replenish hands, but also have permanent and lasting benefits. As long as you have the opportunity to play this card, it will bring you considerable benefits later. At the same time, it is also very important to supplement snowballs for the snow girl who is about to wake up in Sangouyu.
Awakening Snow Girl: 5/5
Snow Girl's awakening made all her snowballs dizzy. I don't know if there are any stones in the snowball. At the same time, the previous effect still exists, that is to say, a snowball can stun an enemy god until he dies. If you have more snowballs, you can control multiple enemies at the same time and drag them into a slow death.
Liu Shuo: 2/5
Except for an instant, it is an unstable version of declaring death. Besides, where did you get so many snowballs that you can use this card to waste them? ......
Yao Qin Shi
Yao Qin Shi: T2
In fact, the difference between control and assistance is sometimes really difficult to define, because control is mainly to limit opponents, while assistance is mainly to provide resources for oneself. However, there are always some gods who stay on two types of boundaries, and Yao Qin Shi is one of them. Yao Qin Shi has a unique wake-up card-centered mechanism. Through the mutual replacement of awakening cards, different skills are constantly triggered. In addition, he also has a close relationship with the countdown. It is because of his outstanding performance on the countdown deck that Yao Qin Shi can rank in T2.
Awakening into the Battle Hymn: 3.5/5
It is difficult for a reluctant card to trigger skills many times in the early stage, and it can't be used to replace powerful skills in the later stage, but it does have a good effect in the early transition, and permanent blood growth is also very useful, so people often fall into the entanglement of several cards in their belts.
Vibrating string: 4.5/5
Due to the existence of cards, the countdown deck has become much smoother. In addition to self-production, this card can also be used to shorten the countdown of Big Dog or Ichimoku Ren, which often produces very good results, especially in the middle and late period. It is a matching card that does not depend much on a specific scene or other cards.
Grand Ensemble: 3.5/5
Generally speaking, an ensemble must have at least two or three effects to qualify, so if you don't draw too many Yao Qin Shi cards in a game, this card will become quite handy.
Awakening divine comedy: 5/5
This card has an enhanced version of the mountain rabbit effect, with the prefix changed from "Lucky 6" to "Countdown 3". With the cooperation of Jing Xian, the countdown can be refreshed quickly and the countdown process can be accelerated briefly. At the same time, the effect of+1+1is also very impressive, which can improve the combat effectiveness of friendly gods a lot.
Crazy Devil's Heart: 3.5/5
If all your gods are killed by your opponents, you must be utterly confused while waiting for resurrection. At this time, if your opponent plays a crazy piano and refreshes the countdown to the resurrection of all your gods, you will definitely be angry. From this point of view, you must think this card is a very strong card. Indeed, if this card can prevent the resurrection of the enemy's powerful god, it can often lay the foundation for a game of victory. However, the use of this card is very limited. You need to gain a certain advantage before you can use this card to turn your advantage into victory. But what this card can't do is reverse the scene when it is at a disadvantage.
Magic sound disturbs the heart: 3.5/5
This card is the most unique card in the game at present, and can be directly exchanged for the enemy's next card. However, due to the predictability of the response card, the enemy can protect the key card in his hand from being played when guessing that you have this card. Of course, you can also just use this card to cheat your opponent by leaving a ghost fire and affect his game plan.
Song of the Awakening Soul: 3.5/5
Later, this card can provide you with some endurance, and a jack-o'-lantern can also make you turn your hand into a scene as soon as possible. However, compared with other three-hook jade cards, this kind of card can only trigger the basic skills that were awakened before, which is often equivalent to using three-hook jade with others with one-hook jade or two-hook jade skills, which naturally seems to be somewhat weak.
Aftersound: 4/5
This card can quickly revive your fallen god or create a huge scene with the music of God. With soul songs, you can supplement your hands and let you have many ghosts in this round.
The above are the scores of all the gods in Bai Wen brands at present! Control God is the most unique design type of God in Bai Wen brand, and each God has unique skills and characteristics. When you set a deck of cards, you can refer to the evaluation in the article to choose the combination of God cards.
Ingredients needed to cut small potatoes
Small potatoes with ordinary sauce
750g of clean potatoes, 1 5g of onion, ginger slices, garlic,1seasoning packa