Traditional Culture Encyclopedia - Traditional festivals - Recommended matching of Hearthstone legend master and civilian master card set
Recommended matching of Hearthstone legend master and civilian master card set
The mage has always been Blizzard's favorite profession (daughter), and her love for the mage has never weakened. Faye. The name resounded through Azeroth. From the bread machine to the killing machine on the battlefield, to the output madman in the copy, Faye's transcendental position is all reflected. But in the hearthstone, the mage is still powerful, whether you are a novice who has just stepped into a pub or a veteran who has fought many battles. Faye. Will be your constant choice. She can quickly destroy her opponent through terrible spells, or she can play with her opponent with control. In short, she is a very comprehensive career, and you can't go wrong in choosing her! Today, I will bring you a set of civilian mage cards with pure basic cards:
Novice mage card group
If more expert cards can be added to make the card set stronger, it is suggested that the master's professional cards should be combined in the order of unstable portal >; Snow Crusher Robot > Golini Tishi >: Mana Dragon > Mirror Entity
Single card analysis
After reading this deck, let's analyze the main points of each card in this deck:
Arcane Missile: 1 The effect of cost can cast 3 spells. Although the goal is random, the effect is also very good. Followers who are mainly used to replenish the opponent's 1~2 blood can stay at the beginning.
Ice Arrow/Fireball Skill: These two cards can damage all targets (including the opponent's face). The usage of these two cards is flexible, which can be used to directly hit each other in the face or to clear each other's entourage. The timing of use depends on the scene. In most cases, they are reserved for your opponent's entourage, unless your spell can kill your opponent's hero.
Firestorm: the most powerful total damage spell, the mage's killer. All opponents will be afraid of the flame storm in Faye's hand when facing her. But remember that although it is extremely destructive, it still needs to pay a high fee of 7 points, so before using it, you should carefully consider whether to use it on the blade, and don't be easily cheated by your opponent's kitten and puppy.
Arcane wisdom/loot hoarder: I generally hope to draw them in the middle and late stages to help me get the cards I need faster.
Transfiguration: The mage is the most powerful control spell. I generally hope to draw it in the middle and late stages to help me get rid of those really troublesome enemy followers.
Water element: one of the most terrible followers of the mage, with strong control ability and super-standard figure, always gives opponents a headache whenever they appear, especially when they fight against some professions with weapons, which can make them obey? Did I tell you to go away? ? ╮(╯▽╰)╭
Start and leave cards.
You should leave low-cost cards such as arcane missiles, ice arrows, trophies, and soft mud monsters to ensure that there are both followers and field-solving spells in the early stage. Flame storm is good, but I know I didn't have a chance to use it before seven rounds. I hope I can draw it in the middle.
Control scene
When the opponent hits the follower, try to get rid of it. Don't leave too many followers in your opponent's scene. Don't be stingy with ice arrows and fireballs. If there are more than three followers on the opponent's court, you can consider using AOE skills to clear the field (of course, if the scene allows, you can also endure a round to trick your opponent into getting more followers).
When there is an attendant who makes you quite headache at the scene, let the metamorphosis be called a man.
Open the card gap
Card difference is the comparison of the number of hands between you and your opponent. You have more cards than your opponent, the bigger the difference between you. The reason for this is simple. The more cards you have, the more followers you have on the court, and the more spells you have. On the contrary, with fewer hands, there are no more followers or spells to threaten us. This is the importance of the so-called card opening difference.
There are two best ways to open the gap. One is to let your opponent reduce his hand, for example, to force his opponent to use two spells to get rid of one of your followers and get a gap by exchanging one for more (the same is true of Firestorm). The second is to increase the number of hands. The method is relatively simple. Bring some followers or spells that have the effect of drawing cards, such as loot hoarders and arcane wisdom in the deck.
abstract
In the novice game, the core idea is:
In the early stage, under the premise of not rushing to hit the face and not letting the opponent leave anything on the court, let yourself stand on the court as many followers as possible.
In the middle and late stage, when the scene is dominant, under the premise of giving priority to clearing the opponent, I began to pull my face. Don't try to hit your face when you are at a disadvantage, weaken your opponent's scene as much as possible, find the flame storm with arcane wisdom, and then seize the opportunity? Make a fortune? Go back to the scene.
Matters needing attention
1, I won't do anything that hurts! Sometimes I would rather use two rounds of flame impact (heroic skill) than hit a 2-blood follower with a fireball.
2. Always pay attention to the damage of followers and spells. Don't miss the chance to kill your opponent. It is also common for a round to cause 20 points of damage.
3, think more before playing cards, no matter whether the field is the most advantageous or not, always choose the best plan, and the lion fights the rabbit with its strengths!
4. You can use heroic skills to actively trigger the attack effect of Gulbash Berserker.
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