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How to match the cards in Hearthstone Legends
There are four main categories: fast attack, medium speed, control and special.

One,

Fast Attack:

As the name suggests, the efficiency deck that aims to quickly blow up the face of the opposite hero. The obvious features of the deck are the curve pulling forward, low cost, direct damage, and the majority of the punch type cards. It is the best choice to rush points before level 5, and after level 5, it can still have a good combat power.

There are two main types:

1, laying the field of fast attack:

Representative decks: Zoo, Fish Art, Divine Mercy Riding, T6 Thief

It should be noted that the representative of the decks may be more subjective, so please forgive me for the difference in opinion.

This type of fast attack tends to break down the enemy by quickly building up field advantage, and this type of deck relatively lacks the means to instantly explode, but the overall advancement ability is very strong. After the opponent's bloodline is halfway down, depending on the hand situation, it will start to switch to the blood grabbing phase, making such as Doomguard, Machine Gun, Old Blind Eye, etc. to end the game.

Passing cards is a problem that must be solved for these decks that consume a lot of cards. Solutions include the Warlock's stable Life Diversion, and the Knight's instant return of Divine Grace.

The disadvantage is that it is easy to be beaten by Aoe, and it is also very powerless to face the wall in the mid to late game. Therefore group buffs to pull up the bloodline, as well as how to get past the wall are all things to consider.

This type of deck invests more in buffing creatures and standing creatures than charging creatures. (Of course, this ratio is schedulable, for example, in the traditional zoo is gradually being targeted now, in the deck to add the AoE, the cost of power class to increase the burst is feasible.

2, face fast attack

Representative decks: face war, T7 hunter, face method

Compared with the above kind of fast attack, this kind of fast attack is more similar to the brainless face (not that do not need to solve the field, just compared to the former), because they have more direct damage ability.

Often, in the early stage of the blood line, in the middle of even if the opposite side of the set up 7 Buddha, they have a way to kill each other (such as Ice Arrow Ice Guns combo, double fireballs, kill order, death blow, etc., or simple silence, the use of Aojin valiant blow, the King of Train put the dog, etc. powerful burst of end)

This kind of fast attack in the speed of the former is more speedy, and opponents are tired of

But this type of deck is very weak against decks with a lot of milk cards. Compared to the pavement-shaped fast attack, these decks have high short-term damage, but the damage is fixed, and once the opposite side of the blood exceeds 30 +, you may face an embarrassing scene of insufficient damage. The former can basically ignore the opposite side of the milk card after having the field advantage.

Two,

Mid-speed:

In fact, mid-speed is the most common type of deck in this game, and it's also a kind of play style advocated by Blizzard. After Daddy Hunt was cut and the environment slowed down quite a bit, tons of decks were resurrected and are active on the ladder today.

They have a strong sense of tempo, utilizing well-proportioned curves and a reasonable distribution of creatures and spells, often holding fast attacks while winning matches before getting caught up in the tempo of late-game decks.

1, medium-speed explosion

Representative decks: Wind Fury, Miracle Thief, Divine Shepherd, SST

In my personal opinion, medium-speed explosion is a pretty good type of deck in the current environment.

They have the ability to control the field in the middle of the game, so they can quickly turn an advantage into a victory by bursting into the late game, and at the same time, in the face of the crazy face of the fast attackers, they have a line of burst to kill the opportunity (such as against the hunter's various shaman of the highest rate of victory in the wind fury of the hunter's shaman, the use of the hammer of destruction with the face of the hunter's ability to hit the hunter).

These decks are mid-dense and have several core cards. These core cards can be combined into a very strong kill ability, such as (Blessed Windfury Petrified Train, Shadowstep Train Coldblooded, doubled doubled Heartfire, Charge Force Generation Faceless, etc.)

Naturally, in the control of the field, the opposing side of the blood into the kill line at the same time, this kind of deck needs to be strong (or very strong) over the ability to ensure that the outbreak of combo of the rate of hands. The Miracle Thief is a great example of a deck that has a lot of cards to play with.

2. Medium speed followers

Representative decks: Follower Thief, Just Rider, Medium Speed Hunt, Violet Virtue, Ring Shepherd

As a friend of mine wrote in a Thief tech post, the Follower X deck is similar to an arena deck in the sense that it uses high quality creatures to stand on the field, and then uses buffs, weapons, and spells to remove the opposing side's followers and protect its own followers to gain the upper hand. The idea is to use quality creatures, buffs, weapons, and spells to remove and protect your own, and roll up the advantage to win.

But the ladder is the ladder, and even with traditional follower X, there are still some combo's that don't have instant kill, so they're not explosive, but they have a variety of functions. (Such as Orkini Ring, Violet Wild Force, Vulture/Coyote Release Dog, etc.)

While decks such as Follower Thief tend to be more in the fast-attack category, Ring Herder is much slower.

The term medium speed just means that they are not that extreme, and as I said at the beginning, the categorization of decks doesn't need to be that clear. For example, Violet Virtue is a faster variant of Roaring Virtue, while Blue Dragon Thief in Miracle Thief is a slower variant, more like Stored Blast Control.

Three.

Control:

Control sets are often the last sets that newbies want to encounter. The newcomers in the deck is not complete, can only put together a similar mid-speed but the idea is not clear (or immature) of the set, encountered the control system of the set will often produce this phenomenon: paralyzed old me big advantage, the opposite side of a XX (such as screws, Israe, the old cow, the queen and other newcomers at a loss of words card) orange card on the flopped me. It's just a game of dirt!

Well, I know not all newbies are like that

But control decks, like the word control, have a strong grip on the big picture. You may be overwhelmed in the early stages, you may be on the verge of death, but with a step-by-step operation, aoe cleansing and then the big brothers taking turns, the enemy is often so unexplained GG.

These decks are characterized by abundant aoe resolution, a backward curve, and a relatively large number of big brothers (not necessarily orange cards). They are the kings of late-game Hearthstone Legends; the control set matchups are also some of the most entertaining matchups in the tournament.

But times have changed again, and even with the environment slowing down, the massive rise of mid-speed sets has forced these late-game decks to speed up on the ladder, which isn't a tournament after all, but that's all for later. Let's take a look at the traditional control decks first.

1, the storage explosion control

Representative decks: roaring German, defense, ice law, dark law, blue dragon thieves, heart burst pastor (heart burst pastor is my handwriting)

Storage explosion control and the medium-speed outbreak of a similar place, or just medium-speed outbreak of the speed of the version of the downgrade is just. They are relatively later in the game, but they are also more consistent, and they tend to get that little bit of field advantage later in the game, and then they can play a gorgeous combo that will decimate the other side of the field just like a fast attack. The first thing you need to do is to get your hands on a few more cards.

But no matter how much I mythologize them, they're really quite embarrassing on the ladder right now. Because they are almost always beaten by Miracle Thief, which is a medium-speed burst set, and there is no way to fight back, (the variant of Vaporize is a perfect counter to that, and the Defense Warfare can be countered if the hand is smooth enough to pile up enough armor). So if you are using a control set to rush the ladder, it is necessary to adjust your deck for different segments of the environment.

2, pure control

Representative decks: the Great Wall Germany, milk rider, please add!

This is the product of the monstrosity that is Milk Rider and Great Wall Deity, but monstrosity doesn't mean they're weak. These decks are pretty boring from a certain point of view, kind of like the Wiseman school of Marvel (I don't remember if that's the name)

Simply put, it's all about neutralizing all of your opponent's offense by consistently, solidly, and thoroughly controlling, clearing, and removing. When your opponent's entire set is depleted of all exportable cards, your opponent naturally loses the game in utter despair.

This should be the slowest set of cards in Hearthstone, the Great Wall of Germany compared to the Milk Riding, in the collapse of the opposite side of the attack has a strong biological battlefield, the opposite side of the loss to lose is not so painful is to look at those who can not be turned over to the big tree, look at the face of the Marfa residue by the face of the big tree shot to die just.

And a successful milk riding can let you put put watch skeletons die, as the milk riding user is naturally very acidic, and the opposite is not so good.

In short, a pure control deck is one that naturally wins when the opponent's offense runs out of steam by playing absolute defense while not having to rely on any burst. Of course, there are some combo's to these control sets, such as a certain orange card from Wild Force then Faceless, City Manager Kodo, etc.

Sounds cool doesn't it? But they're not the mainstay of the ladder, because absolute defense isn't as easy as it is in Marvel - after all, "taunt" is a skill, not a rule, in this game, and the attacker often has a huge advantage.

Fourth,

Special:

Representative decks: Giant Art, Explosive Card Thief, please add

These kinds of decks can be categorized, for example, Giant Art is a bit similar to the medium-speed follower, but those big things are said to be the follower of the always feel that there is something not right, and the late-game ability of Giant Art, which has a big king, can not be underestimated, and the giant Art also has a super high kill line. The fact that it has a very high kill line...how to say it is very strange, or all-around right?

Blast card thieves are similar to mid-speed bursts. As a shaman I've never won against an Explosive Thief, and I personally don't think it's your cards that hit the Explosive Thief, it's the blow you get when you see your Trainwreck Windfury and all that stuff get burned.

I hope to adopt!