Introduction of mechanical card set
Card group comes from: a grain of rice
The popularity of this deck is mainly attributed to Tars and Meati. These two players, who have always been partial to OTK, brought this unfamiliar deck in last week's European service qualifiers, and both of them tied for ninth place with a score of 5-2. Although it did not enter the final round, everyone knew the power of Keju afterwards. Last week, in the preliminary contest of American Service, eight people brought the skills of drama, and Nobleaux German players successfully advanced to the semi-finals and qualified for the finals. By this week's Asian clothing pre-selection, among the 79 players, as many as 2 1 have gram skills. Monday has become one of the new mainstream decks.
In the player's words, Shunk is a "fate can be in your own hands" card. The existence of a large number of low-cost cards and warlocks' drawing skills makes the whole card very smooth, and the number of cards is relatively small, so it is called the most stable otk card in the current version by the foreign service.
This kind of card is not only very suitable for the competition environment, but also has high strength on the ladder. Most of my own data are matched by friends, which may not conform to the ladder environment, so here is the ladder data of my teammate's spring. Chun Xin had been playing at the top of Asian clothing before this month. Two days ago, I started to play near 5000 national clothes, and went all the way to 100, with a winning rate of 68%.
Mechanical Sun Ke usually wins in two steps:
1 hit two electrified robots under the condition of mechanical C 'Thun, which reduced the mechanical C 'Thun to 8 fees.
2 After withdrawing from the library, the blood volume is more than 4, so play the combo of mechanical C 'Thun+Bloody Bloom+Cataclysm.
Some special victory situations, such as the mechanical C 'Thun was forced to hand over the Cataclysm in advance when it sank, and then shot C 'Thun naked and kicked his opponent to death. These situations are very rare and will not be mentioned in the raiders. I can only hope that everyone can use their imagination in the process of playing ~
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Game description:
All the games will leave the dog head librarian, and it is very comfortable to take this card for a fee. After our discussion, we feel that Amethyst should stay except when facing a particularly slow career. Because one amethyst card will not affect the fluency of the whole deck of cards, and it may not be upgraded if it is drawn later, nor will it be a good single solution and blood return. If you play a slow game, such as knight, priest, warlock, etc. You can leave a mechanical C 'Thun, so that you won't be stuck in your hand by an electrified robot. These three cards will not be described in detail later.
Pastor: Grazing, Nuclear Ammunition and Grazing Control Exhibition. Playing the priest is a small and inferior game. The disadvantage is that the priest can stall our turn with the scream of the mind until we get together and kill the component. According to the difficulty of assembly and killing of components, control grazing is the best, exhibition grazing is the second, and nuclear ammunition grazing is the worst. Always remember, don't scream when you hit the priest. You can get rid of your useless scenes with blasphemy, Godfrey and naughty ankle-biting animals. Empirically, it takes 3-6 squares of blasphemy and pain to keep up with the average starting round of the priest, so you should always calculate your hand limit, make a blasphemy scene in the first round, and then prepare for blasphemy.
Knight: The legendary segments are usually Yuan Qi Riding and Tianyuan Riding, and there are a few odd riding and even riding. Playing knight is an advantage game. Hands can leave death behind. Empirically, Yuan Qi Qi needs an average of 65,438+02-65,438+04 rounds to kill 25. The winning method of Apocalypse needs more rounds because it needs to draw dk. And the average round we started was 12- 13. We downplay the feeling that Yuan Qi often needs to be played when there are 3-5 cards left, and the opponent can only play 25 directly. Like the priest, the blasphemy+pain assistant monk is an accelerator for card search, so you should always calculate the upper limit of the card. I have a trick of riding, that is, leaving coins in the back hand. In this way, when there are three cards left in the library, you can play Morrigan's spirit world+opening, forcing your opponent to lay the Master of Magic Crystal when there are three cards left in his library. In this way, you can avoid fatigue.
Warrior: odd-numbered warfare and odd-numbered mission warfare. Dominant game. Needless to say, you can win an odd-numbered battle if you check normally. Strange mission warfare can only bring us pressure if it is fired at 89% cost, but this situation is very unusual. The upgraded jade and other means of returning blood can also help us drag on for one or two rounds.
Hunter: It's an inferior game to play medium speed hunting. In the face of the rhythm of the explosion in the early stage of middle speed hunting, Shunk was easily wiped off a lot of blood and entered the killing line. Blasphemy and borneol are the key cards for fast hunting, and they must stay in the fast attack card group. As a powerful defensive follower, the body snatcher should also stay. Engineer apprentices can also stay. When playing fast break, it is better to check cards with cost than with heroic skills. If you brought voodoo doll, you should stay. This is the only way for us to deal with coyotes three or even five years ago. Playing mystery hunting is our advantage. Although mystery hunting also has the form of a tiger, compared with medium-speed novelty hunting, the previous rhythm is often not so explosive. Usually, the scene+blasphemy or corpse grabbing is used to block the early stage, and he will have a rest in the middle. Godfrey and blasphemy can deal with cucumbers well.
Thief: Ladders are usually strange thieves. Playing strange thieves is a game that is close to 50-50, and the specific gameplay is similar to playing hunters. The difference is that strange thieves have a slightly lower probability of opening cards, and their ability to make up their hands is far less than that of hunters, and they often run out of cards after playing.
Druid: Hitting Haka is a big disadvantage. As long as Haka dies, the mechanical C 'Thun will never be triggered. Playing blue dragon for Germany and other card groups at home is not easy to play in Germany, and the natural balance can cause us great trouble whenever we play, let alone our own development, which is difficult for us to deal with. Fortunately, there are few druids on the ladder now, which is one of the reasons for the high environmental intensity of this deck.
Warlock: Most of them are civil wars, and a few are magic blocks, even numbers. Doll counting is a very inferior game. We have no good way to face the monster, even the numbers will have the magic crystal master. The magic block technology is inferior. I don't play much, but I think the key lies in whether my opponent has a giant sword in the early stage. Fighting civil war to see who is going fast is almost as slow as fighting other things that need attention.
Single card replacement:
At present, the main difference of the card position is whether the 3-fee card position is voodoo doll or gluttonous ooze monster. Voodoo doll is a single solution, and there is no single solution in the early stage of this deck. Greedy ooze monsters can attack weapons professions such as knights and hunters. My favorite player DacRyvius replaced the apprentice of the second machine with hellfire in the preliminary round of Asian service, and it is also a good choice to improve the winning rate of fast break at the expense of fluency Other card positions are temporarily determined.
Some tips:
1 After all components are drawn, you can explode the cards in the deck at will and empty the card library to win.
Sometimes, if you have to, for example, there are not enough rounds or the current fatal situation can't be solved, you have to play Morrigan's mental examination without arranging the components. Hearthstone legend says that playing cards depends on the winning rate. If you don't play, the winning rate is close to zero. Although you play, you may lose the components directly, but the winning rate is at least higher than that of not playing. You should play. As for how to judge the winning rate of the current choice, it is the embodiment of the player's technology.
I suggest you start playing this deck with a poker player. This kind of otk deck requires high planning ability of players, so remember every card left in the deck.
I think others, including myself, will make a mistake when playing poker at first, that is, drawing cards at random. In fact, the last few rounds can often save one or two cigarettes. For example, there are two cards left in the end, one is a check and the other is a component. At this time, you can consider not pumping this round. In the next round, if you draw a card, you will directly play the component. If you draw a component, you will play the component first, and no more cards will be played. Don't underestimate these two costs and two drops of blood. If you lose too much, you will find that one or two drops of blood will often flow in the end. If you find it again, you will have a chance to dig it up.
Shunk is a very complicated card. I hope this strategy can give you a general idea. So this strategy ends here. See you in the next issue ~ For more new information, please remember to pay attention to the legend area of hearthstone in deep space!