Traditional Culture Encyclopedia - Weather forecast - How does Wizard 3 play the wild game Kuntka?
How does Wizard 3 play the wild game Kuntka?
Deal some simple different cards.
monster
Half of the monster's leadership ability is to bring twice the melee attack power, generally melee (calling friends) and remote (calling friends) (that is, siege vehicles).
Countermeasures: take advantage of the freezing weather and destroy the neutral card (destroy the card with the highest value on the field! Hero card ignores the effect of this card. Destruction is effective for both parties) and rainy day card (auxiliary)
How to use the destruction card: If the opening is the opposite melee card, you can throw one or two cards to the melee, and the opponent will throw the melee for 2-3 rounds in a row. The probability of summoning friends is high, and you can vote for freezing in the second round. If he loses three rounds, he can throw out all the destruction cards and destroy them! ! ! This can cheat cards! ! Throw it remotely. Ditto.
Freezing can make melee series cards reply to 1 (hero cards ignore this effect), and remote (that is, siege vehicles and trains) reply to 1 in rainy days (hero cards ignore this effect). )
Elf kingdom
Next is the Elf Kingdom (Squirrel Party): ordinary archers (summoning type: you can summon your own garbage piles) and melee (calling friends).
Countermeasures: freezing weather, smog weather fans. Elf is a simple to medium type. Note that archers and remote players in the elf kingdom have cards that can be called to discard cards, so it is important to note that spy cards should be placed in the first or last game as far as possible to prevent being called by the opposite side.
Nica state
Niagara xx country (spy country): melee, bow and arrow, long range (note that the value of melee spies and archers is very high, generally 10 points). Leadership can offset our leadership, or draw a card from our waste pile (this is a common leadership)
Countermeasure: Take bait to exchange our spies on the field and let them pass to us. (The spy will be placed in the opponent's field, and the system will send you two cards in your deck), foggy weather, freezing weather, rainy weather (you can choose whether or not).
the north
Often used as a spy country, there are at most two or none spy types. Focus on remote, summon remote. Leadership is to pull out the fog of the weather card and use the sun (knowing all the weather effects on the field) or double the number of remote ability points.
Countermeasures: In rainy days (other weather is casual), spy series can be used. I wish I had my own card.
Novice recommendation
In the northern countries, the reason is that the points of each card are very balanced, which can be close to the bow and arrow or long range. Collecting spy cards can strengthen their fighting ability. Bow and arrow, long-range and melee all have the power of brotherhood (if the card is 4 points, put two cards with the same name, and the number of cards will double. Turn it into two 8 points (which can be used as a killer). If you have a hand on the card, you will gain the strength of your compatriots.
Spy countries also have the power of compatriots, and other countries are friends (you can call a card with the same name to the scene, provided that your deck has a card with the same name, if not, it will only have the effect of that card. )
It is easy for northern countries to collect good cards, from spy countries to monster countries and elf countries.
Northern countries are suitable for development in many ways. Spy countries make their fortune by spies, and elves rely on sea tactics, but there are few spies, few strange ones and few famous brands, so the north is the best place for beginners to get started.
Wizard 3: wild hunt Integration 16DLC+ Heart of Stone+Chinese Cracked Version of Blood and Wine v 1.2 1
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