Traditional Culture Encyclopedia - Traditional festivals - I will fulfill your wishes LOE Lamp God Shepherd deck sharing

I will fulfill your wishes LOE Lamp God Shepherd deck sharing

Adventure mode announced 12 cards in the first week, immediately there are all kinds of new decks were born, no matter whether it is the Adventure Hat or the old Torch, more and more new cards appeared in the ladder of battle.

The new card, West Wind Lamplighter, aroused a lot of imagination, and the feature of copying buffs can be very well used in the Heartfire Priest deck, which is mainly based on buff minions, and so, after the actual combat improvement, I formed this Lamplighter Priest deck.

The deck is as follows:

Tactical thinking:

The deck has a very clear style in the early stages, with low-cost and high-blooded minions standing on the field in the early stages, high-quality minions suppressing in the middle stages, and large minions controlling the field in the late stages. In order to be able to save lives, two meat stiffs and two death lords were added. As long as these low-cost, high-blooded minions can stand for a turn, the next buff cards can help you replace your opponent's minions of the same cost, thus achieving the goal of controlling the field. Since it is a mid speed deck, the effect of field control must be played out, whether it is to protect the Northshire draw or BUFF follower to exchange less for more or not, playing the card difference is the ultimate combat idea of the priest deck.

Single Card Detailed Explanation:

West Wind Lamp God - 6 blood figure in the premise of our field of minions, this card on the field is like a druid on the wild Germany, the opponent needs a mid-cost solution card to solve the problem. Because of its size, it doesn't have to be played with any spell cards, so it's okay to just tap it to the field. Although the Lamp God also enjoys the BUFF effect, it doesn't mean that you need to save cards for the Lamp God when both BUFF cards and the Lamp God are in your hand, and it's perfectly fine to put all your BUFF resources into low-cost creatures.

It's worth mentioning that if the Lamp God is on the field and isn't resolved, doubling the heart fire of another 5 blood or more minions can cause more than 22 points of damage, which can easily decimate the opponent, and players who aren't familiar with it are likely to miss the decimation. In fact, the most practical point of the Lamp God is the presence of a shield can touch two cards, easy to realize and good effect, two minions plus 4 blood cap, touch two cards as long as 1 fee, super value is self-evident.

Dark Evil Envoy Aetis - This card was added to replace Darkist, so if you don't have this card, you can replace it with Light Evil Envoy, or just swap it out for Darkist.

Dark Evil Envoy BUFF hit 3 effect is still more powerful, its own body is also good, 3 costs out of the field can replace most of the 2-cost minions, but also with the Shield and Enchantment to deal damage. The author of the actual battle seems, this card can not be like the flying knife to achieve the effect of clearing the field, just can be used as the icing on the cake of the 3-cost minion, because it will hit the face can not be used as a stable solution to the field of cards to use. There are a lot of spells that can be buffed with this card, but if you just want to do 3 points of damage and force it to buff, it seems a bit of an end-around, so just think of it as a good 3-cost minion.

Dragon Wizard - a very powerful card, the naked on the 35 body is not easy to be solved, add a shield can become 48 body, the price is comparable to the Twilight Mosquito. It is worth noting that the Dragon Wizard is first triggered by the effect of adding 11 and then add spell buffs, that is, the fire of the mind can create 66 Dragon Wizard, after the Holy Spirit will become 4 attack 12 blood, after the grace will become a 6/10 figure. With Lamp God present you can create two 4 attack 12 blood or 6/10 minions on the field, and the show is explosive.

Summarizing the Dragon Wizard's ability to stand on the field when there is a combination of spells together is extremely strong, if you do not have the field advantage, it is recommended not to bare the Dragon Wizard.

Sacred Warrior - The effect is very powerful, no matter what profession you are facing, Sacred Warrior will be solved in seconds. The strongest part of this card is that as long as the priest adds blood energy you can add 2 attacks, either to milk minions or to milk the priest himself. Because this card taunt effect is too strong, it is difficult to survive on the field until the next turn, the players who do not like it can use the reaper instead, to further enhance the ability to stand on the field.

Matchup details:

Slow decks - Slow decks are exemplified by Roaring Virtue and Defense Warfare. Warrior's vulnerable period is in the midgame, Lamp God Shepherd's 4-cost creature Warrior can't be cut directly with a weapon, and Master Dong is a good card for consuming weapons. Any low cost creature that is enchanted can consume a chop, so just try to save the enchantments for Northshire and Flesh Rigor, and don't let the Lord of Mischief get chopped. The field will change to the Priest's side in the mid-game when Silt and Lamplighter come into play, so try to play to your advantage in this time frame. Priests playing warriors is originally the advantage of the duel, this set of lamp god pastor BUFF ability is very strong, warriors in the middle of the shield woman and other minions can rely on BUFF our minions to solve, so that extinguish the warriors can be saved down and fight the late stage. Against the defense should always be ready to play fatigue, pay more attention to the number of cards remaining in the card slot, need to leave the card to play fatigue as far as possible do not play cards, at any time to stay in the card to avoid being chaotic turnover.

Smaller Germany has been the biggest rival of the pastor, and the good thing is that this set of cards is more restrained fast attack, only the roaring Germany is more difficult to deal with. Since Roaring Der is now faster, it is recommended to keep a Pain to untap Leopard Knight in the early stages. The low cost creatures plus enchantments are also very effective against Roaring Deity's midrange minions, and it's good to know that the set's 4 cards at 4 cost can help us deal with Roaring Deity's Harvester and Bearded a little bit. Although the Roaring Deity is more restrained priests, but it is not completely unplayable, as long as the opposite small Germany does not day hu, this set of priests is completely have a fighting chance.

Fast attack decks - Priests Northshire, meat stiffs, Lord of Death with the combination of Shield, Sacred Spirit, Enchantment is never restrained fast attack, as long as the opponent is a fast attack profession, you need to do is to pray that the dealer to give the start of the low-cost creatures, do not start a set of 4567 royal flush.

No matter what fast attack you're up against, you don't want to keep a shield in your first hand, and you don't want to keep an AOE in your second hand. not only does keeping a shield in your first hand waste a chance at a low-cost minion that might be grabbed, but without a Meat Stiffs starter Shield is pretty much stuck in your hand. Even if you play Northshire, with Shield, it's only a 15 minion, so you can't do anything with it. Now the fast attack does not care whether you North County over the cards, the first face to say, add blood to the North County and then over the less than grace will be very hurt. The first hand is not a meat stiff, if you leave the shield is a must, strongly recommended first hand abandoned shield.

The backhanded AOE does not solve the problem of laying field followers, not to mention that there is no dead minion on the field or 3 blood minion A is not A clean relationship, is a person know in the 5 cost of the anti-priest a hand of holy nova, the backhanded coin nova as long as it is not a big profit is almost always a loss. This set of cards have enough means to deal with fast attack, meat stiffs and death lord can be very good defense against fast attack, BUFF Northshire not only restrain fast attack can also pass cards. So don't think about relying on AOE to beat fast attack, BUFF follower to big eat small is the right way.

Fine-tuning:

1, crazy alchemist

Replaceable card: Temple Executioner

The new card disorientation can also achieve the effect of the alchemist, but the whole field of blood may cause the other side of the wildly hit thanks to you, in order to be more stable or to choose the crazy alchemist to change the attack and defense. This set of cards can be heart fire minions is very much, relative to the role of the alchemist is no longer to change the opponent's blood to solve the field, more is used to change their own minions blood, more Woking for blood and then use the alchemist to change the attack and defense and other fancy way to play. In short, the Alchemist's use here is very flexible, when you don't have a lot of cards, you can solve the field, and when you don't have a lot of minions, you can protect your minions.

2, Isla

Replaceable card: Silver Magus Paltress

Sister Shirin this card as a priest control deck standard, for the priest late ability to improve quite huge. However, although most of the orange cards are supermodels in size or effect, there will still be Zhou Zhuo, fishing king and other amusing cards appear, compared to Isla's high blood setting seems to be more in line with the positioning of this set of cards. Although Isla can also support the priest's late, but Isla 9 cost to let off a turn, if not the card 9 cost out of the opponent is likely to be decapitated. This version and the priest can play to 9 costs of the profession is also the warrior and small Germany, unless the priest advantage is very great, or Isla out of the game will be solved in seconds.

On the other hand, Chi-Ling Sister's appearance is also 9 fees, the orange card is likely to be a must-solve card, plus Chi-Ling Sister herself is a must-solve card, will give the opposite side of the great pressure, the actual combat effect is still stronger than Isla.

Summary:

This Lamp God Shepherd set adopts the old Heartfire Shepherd's formula, and adds a new card, Lamp God, to enhance the whole set of cards' ability to stand on the field. In practice, it seems to be very good against fast attackers who don't have a bad start, and it's a little tricky against medium-speed professionals, but it's not completely unplayable. Overall, it's a moderately strong deck. Although it is difficult to compete with the ladder of popular decks, to use the entertainment strength is still very high, especially the next turn of the Lamp God, the heart of a set of fire can play a very high kill, it is easy to kill the opponent a surprise.