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Heishishan New Card Group Hit Longsha School to Share.
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Different from the previous issues, the deck of this issue was not completely original by me, but copied halfway and fine-tuned many times later (the actual combat effect of the original version was very unsatisfactory). If I remember correctly, this dragon brake was first studied and used by Master Wang. Later, I saw this idea in the live broadcast in autumn, and my spirit was refreshed. Then I let down my vigilance and immediately tried Longsha.

Of course, the initial exploration cost is very painful, from level 4 to near level 7. After tossing for a long time, after riding back to level 3 with the retro king and the alert god, I changed back to the revised Longsha many times, using more than 20 discs, which made a legend.

/kloc-screenshot of legend No.0/5

The idea of Beat first appeared in the game king. The full name of Beat is "Beat down", which means pure hand-to-hand combat. In the game king, it means that there is no special killing method, relying on the successful monster (follower) to output the opponent stably in each round to defeat the opponent, that is to say, the card has an early stall shot and a light double shot. Playing the card group has an obvious feature, that is, it has a strong suppression when it has advantages, and it also has a strong ability and rhythm to earn cards. When its creatures successfully occupy the site, they use various spells to constantly clean up the creatures in the opponent's scene to create the output environment, create gaps, earn rhythm, and then finally win by constantly suppressing the accumulated advantages.

So why should I name this Ronsabet? Because when I added two cards, the ace and the black knight, in an improvement, I found that the shaman who was teased repeatedly because of the poor cards actually earned the bad cards through the quality of the cards, grabbed the rhythm and kept up with the situation, and the bad cards often crushed the opponents and then won the game by snowballing. These distinctive features are completely in line with the beat genre of the game king! And this is one of the strongest shaman schools I have tried so far (including traditional control flow and mechanical flow).

There are two main ways for Beat to gain an advantage. The first is to earn cards. In this shaman suit, fire element, black wing corruptor, ace hunter, black knight and blue dragon all belong to this type.

The other one only earns rhythm, witchcraft, lightning arrow, serial explosion and lightning storm all belong to this type.

In fact, in addition to Blue Dragon, several followers who earn cards have strong ability to earn rhythm, which can be said to be both card earning ability and rhythm.

This set of dragon sand was originally designed for the popular Dragon Warrior, Slave War, Druid and King Martial Arts Group, so it joined the traditional shaman's general trump card and black riding, which can be said to be a dead card group. Of course, we can still guarantee 55% exchange for card sets such as mechanical method and zoo. As for T7 hunting, we should have the consciousness of shooting every second if T7 doesn't start well. Fortunately, there are not many hunters on the legendary road, and half of them are against shamans.

Fine-tuning details

(1) First Edition Master Wang Autumn → My First Trial Edition

-Two gnome inventors

-1 Guardian of argus

+1 blood mage sarnos

+1 ace hunter

+1 old therapeutic robot

Because I knew most soldiers within level 5 at that time, druids and mechanical methods, I joined the trump card to enhance my control ability. The second old driver and blood mage are personal styles (I chose to control the field in the early days)

(2) The first major adjustment

-1 meat zombie

-1 lightning arrow

+1 Black Knight

+1 warlock

When I was tired, I lost to Tuhao and Roaring De once each. I began to re-examine the late side effects of the two cards, namely, the Mana Tide Totem and the Meat Zombie, and finally decided to replace 1 the Meat Zombie with a wild warlock, taking into account the aoe startup rate, which is the most critical to zoos and mechanical laws. In the game, I found that the prevalence of warriors and druids made the black knight adapt to the environment again, so I replaced the lightning arrow that was easy to lose my card with the black knight. Later, in actual combat, the Black Knight repeatedly made great achievements, which I think is the most successful change.

(2) the last major fine-tuning

-1 Chromaggus

-1 mana tide totem

-1 old therapeutic robot

+1 Dr. Bang Bang

+2 flame thrower

After losing the game in advance because I met my opponent, I finally chose to give up the combination of Chromaggus and Mana Tide Totem-because the shaman has a strong ability to replenish cards, but there are very few creatures with good figure, which is easy to be solved. 554 Black Wing Corruptor and 665 Fire Element are the key points in the whole deck. Once it is solved in the next second, the output will naturally be insufficient. After carefully considering Chromaggus's expectation of card drawing and the difficulty of cooperation (including the trigger of Black Wing Corruptor), I changed to two flame expellers. After actual combat, I found that the direction is excellent-the downwind suppression is obviously increased, and it is rare to see that it is difficult to kill an opponent after earning cards and rhythm.

After tasting the sweetness, I replaced the second old driver with Bang Bang according to the same idea. I used this final version to eat late cards and attack quickly, which eventually became a legend.

Single card discussion

Ghost Crawler-Ghost Crawler looks very embarrassed in the current version of the Slave War Summit. In fact, it is the best early follower of shaman. Relieve the pressure in the early stage and help mend the knife in the middle and late stage. As for slave wars and priests, you can choose to stay up late or not.

Petrochemical weapons-because Al'akir and Doomsday Hammer have been abandoned, and there are many powerful lightning arrows in the deck, it is natural not to use too attractive petrochemical weapons.

Spider eggs-unlike the 44 spider eggs hatched in the zoo in the early stage, they can exert great pressure. Even if the shaman hatches spider eggs, it will be consumed after two rounds of followers exchange, not to mention the special cooperation of spider eggs. After removing petrochemical weapons, you will naturally not choose.

Wolf Soul-The intensity of single card is too low and the rhythm is seriously insufficient. Under the prevailing environment of mechanical laws, 23' s figure is full of shortcomings, so a shaman who is not a fast break should have given up the wolf soul long ago.

Manned Harvester-In the previous versions of this deck, the cost of 4 was quite imaginary, so I have been considering whether to join the harvester or the hungry dragon. After realizing that he lacks the ability to snatch blood more than the biological quality, he finally chose the new card flame expeller.

Free elements/puppets in the wheat field-only 1 Zombie 2 spider's early fast-break career seems difficult to deal with. In fact, I tried the idea of weaving zombies with wheat fields, and found that although these low-cost creatures are much more comfortable to play fast break, the key to fast break has always been lightning storm. These low-cost creatures are not enough for you to find once and for all without worrying about the early stage, so in order to ensure the stability of the later career, I replaced them.

The curve of silt sprayer -5 fee is too tight, and for shamans, Agus is often more useful than Master Dong when he really needs to protect his face. If you think you can't get rid of Argus without a scene, Master Dong Can can't save you at this time.

Power Hammer-Why do you want to mention this card? Because I think for the shaman who controls the flow, even if there is no machine that can't trigger death, the power hammer has excellent ability to earn cards and make up for the knife, which can alleviate the early stage and make up for the shaman's hard injury. Actually, we have an old driver (Xiaoyu also recommended it, so you can try to bring 1 card).

Card group competition

soldier

Dragon Warrior/Traditional Local Warrior Fighting 73

Don't need to explain too much. Shake a totem in one round (I often 1 coin totem). If you lose your cards in the early stage, you should also clear your opponent's low-priced biological totem.

Electric shock, lightning, arrow, serial explosion, etc. Leave it to the pain, hold the trump card, ride the old driver in black, and there are no more than two monsters on the field to prevent the next fight.

In the name of the soldier, I voted for the biggest win across the street, or called Dad Company 2 at the Red Dragon.

Slave War 64

There will be more creatures in the early days of the slave war, and it is likely to seize the scene in the early days. However, the shaman's powerful storm can also clean up the slave war shop perfectly. There are many followers of this Faqiang, so it's easy to leave Faqiang+Storm, and then you can cheat a wave of slave owners with the following two attacks.

It can be said that slave owners playing shaman is gambling, and the slave war will still be beheaded by Berserker (at least 80% of the games I lost in the slave war were beheaded by Berserker).

Generally speaking, shaman is still an advantage, just remember the following points: the law is strong and the storm is strong; At the beginning of 5 fees, try not to attack creatures below 2, and find opportunities to give away existing creatures below 2; Control the number of followers on the field to prevent Berserker. Sometimes you don't have to shake the totem.

Druidism

Roaring de 64

In fact, there are 73 cards that can't beat the sky. Those with big mouths can keep one card, which can effectively prevent the activation from receiving fees. Witchcraft, black wing corruptor, fire element, black knight and so on are all cards to restrain druids, and they can always solve druids' creatures while occupying the territory. Shamans are not afraid of jumping fees at all. As long as their opponents don't even draw the knowledge tree, they are easily defeated by the card difference (especially using multiple cards to activate growth).

By the way, it was the decepticon druids who won the Du Jie War.

hunter

Medium speed hunting 64

The medium-speed hunting did not break out, and the high biological quality was the main reason for his victory, but this set of Longsa has a large number of high-quality biological cards, harvesters-fire elements, and black wing corruptors; Master Dong-black knight, black magic; Lion-black magic; Dr. awesome, dark magic. In other words, as long as the shaman's cards are in good order, no matter what cards come, the middle speed hunting can't hold up.

However, the trap of middle-speed hunting for rhythm, whether frozen or poisonous snakes, was restrained by the shaman, and neither victory point could gain an advantage. (Few medium-speed hunting belts have exploded now. )

T7 Hunting 28 Open

As a shaman, you should have the consciousness of casting seconds when you see T7! (But I seem to have a winning percentage of around 40. Especially often used to expel people by fire to win. )

grasp

Mechanical method 55

The battery life of the mechanical method is very poor, basically there is electricity, and the opposite side will GG. Even if there is no electricity, as long as it is not Hu's power, lightning arrows will burst in series and kill the spider tank harvester. At the 5-fee rhythm, you will start punching cards, and you will find that mechanical method is the most likely occupation to be punched and snowballed.

No thunderstorm was killed. Admit it.

Rhythm Method/Fire Demon Method 64 on

There are very few followers of this kind of mage. After the low-cost creatures are consumed, they basically wait for the screws to bang in the middle and late stages. As long as you don't have too much blood before 5 fees, it's easy to find the situation and start snowballing after entering your own rhythm.

knight

Ride 46 at medium speed.

Shaman's heroic skills are a headache. Both lightning storms and inflammatory warlocks feel that aoe is not enough, so once they can't stand the game, they will be particularly uncomfortable. Black wing corruptors and fire elements will also be solved by real silver swords, and a few high-attack followers, such as flame expellers, will be managed by urban management. Fortunately, Brother Knight can hardly get down.

Dragon knight 73 open

A temporarily interesting deck of cards.

alchemist

Zoo/Medium Speed Devil Garden is open at 46.

It is basically the same as the mechanical method. Aoe or not determines the outcome.

King Skill/Dragon Skill/Demon 73 is on.

There is a trump card, black riding, two quacks, and five seconds to solve. As long as it is not ranked badly, it is difficult to lose.

pastor

Enzem 55 Kay

Enzemu's idea of buff was only restrained by the shaman, but because the priest was naturally restrained by other professional cards, he was still able to play Longsha 55 on the whole.

Huanmu /kolento Mu 37 Kai

Just like shamans used to graze animals all over the world, shamans can't stand the field and easily export enough.

There are too few thieves and shamans. I really haven't met them.

I was hit by a serial explosion, three lightning storms in a row, two holes in a row and six knees in a row. At that time, several friends watching the game laughed that I was not suitable for shaman, and shaman was not suitable for ladder. Fortunately, I finally insisted on fighting back.