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The wizard's recommendation of Kuntnam Burst Card Group

Although the latest version of the wizard's Kunte brand has undergone a magical renewal similar to the Squirrel Party, it was cut down after becoming the strongest, but the formation of Nannifugadka has not been too hot. In fact, this deck has a set of explosive cards, which is very easy to use. Let's see how to set up the Nevergard explosion card.

Card deck composition

The wizard's Kuntnam Boka Group

Core strategy

Give up the strategy of belittling Abalako and repeatedly attacking Abalako, and concentrate on "attacking" the remaining copper cards in the opponent's library with a limited number of "explosive cards"-once the opponent no longer has the remaining copper cards, Magney Division can make a profit as after blasting the opponent's library.

The cards used to realize this strategy are:

The obvious advantage of using this new strategy is that the whole set of cards no longer has "zero rhythm" or "negative rhythm", which greatly reduces the cost of winning the first or second game. Moreover, this makes this deck not necessarily rely on the "open library" confrontation mode, but may win in the normal point competition.

After the handcuffs are removed, the overall points of the deck and the cards are changed better, and the stability of the deck is greatly improved.

Actually, I'm not sure if the configuration other than the core card above is the best. I will briefly explain the reasons for using it, but users can make changes according to their own understanding, preferences and environment.

golden

Freshness-most of the time I want to use it to revive Abala. However, when you are in urgent need of speed, it is a good choice to resurrect Regis or Ye Wei. When you resurrect Regis, there is often an extra function to help you detect your opponent's library and several bronze units (but you can't see any special bronze cards, so be careful). Master Wei can also achieve the investigation effect through certain reasoning (counting the bronze medals exposed by the other party).

It is not recommended to replace freshmen because the three gold units of this card are of high value.

Possible alternatives include Tibor Edgar Blagi (Brother 23), Golden Weather (Terminal War, Drought), Stevens Cullen, and plotting against him.

The problem with Tibor is that the popularity of hail storms makes it less valuable. The problem with golden weather is that the popularity of golden weather makes the opponent's deck clear. If there are many spy empires in the environment, it may be a good choice to plot against them.

silver

Abelich-very traditional burst card configuration. Theoretically, his potential is an extra card gap. The cards caught by the opponent revealed the status, which gave Swire more information and goals. However, this card should probably be replaced because it prevents double cross-calling.

Azur Call-The primary goal is Taikoo, because Taikoo is not only a very important card, but also a card with decreasing value. Generally speaking, I need to call as soon as possible, so I used a double fork to find him. Abelich is the second 9-force unit. The next order is the Alba spearmen (8 troops).

Van Hema-Against more and more golden weather. If the opponent's four gold medals have been exposed, put down a frost as soon as possible in a long game or use excessive rhythm when necessary. (Remember to do some reasoning, for example, the North Carolina team will hardly abandon Nisha and Dipper, so opponents can bet that there is no golden weather after Natalie and Asgore are exposed. In the current environment, it is not recommended to change this card.

Doregaray-mainly activates the "newborn" to prevent the gold unit from getting started and the newborn becomes a dead card. After eliminating this risk, it is very valuable to call a bear at the beginning of a long game, eat high-powered units that have become spies in their own field, eat the bodies of cattle, and save people by water ghosts.

Plastic seal deformation is a doubtful choice.

I believe many people will choose hail storm. I chose transfiguration mainly to fight against Nannick. Remember to do some reasoning, for example, the North will hardly abandon Prince Stannis, so after the other five silver coins of the opponent are exposed, we can consider the deformed troll that Nisha began to resurrect in the third game or a siege support from Coldevin.

Unused but potential silver cards include operator, oak tree and summoning array.

The problem of operators is that they are suspected of "win-win". This deck has never lost a game after exposing its opponent, so I don't really want to use operators. In addition, if the operator copies Magney Division, it will make the deck grab a card. If he wants to use it, the operator should remove a puppet or replace Double Cross/Oberlich.

Oaks is very similar to the summoning circle. First of all, the summoning circle loses the value of copying spies, because spies may be reduced to sending cards in card games. This leaves the silver lock unit as the main target worth copying. If there are a lot of engine cards in the environment (gains with the number of rounds), Oaks/Call Array may be worth using.

copper

Manis is the core of the strategy of breaking cards, which is irreplaceable.

The rhythm and compressed library provided by the imperial colossus are extremely valuable, but it is indeed possible to get rid of the colossus and change the leader to make Taikoo worse and maintain the overall strategy.

Alba spearmen can provide good points, and at the same time, they don't rely much on combo with other cards. They can be used as "sacrifice" cards in the game you want to give up. It can be replaced, but to be honest, the choice of the empire is limited.

Nevergard's standard bearer (7+2, each soldier +2) is average. This is a card that relies heavily on combo. Generally speaking, you don't want to die in a short game. It can be replaced, but to be honest, the choice of the empire is really limited.

The flag bearer of Nausicaa Brigade (6+3, weather list, soldiers) is equipped with two pieces to cope with the two kinds of fog that are popular at present. Sometimes when attacked by golden weather, you can save your life without catching Van Hema. Actually, it's good to cooperate with the flag bearer of Nevergard. I suggest keeping it.

Arba armored cavalry is a problematic card, sometimes reduced to 3 troops; But before Swire in the first game or Magney in the third game, invaluable information can often be provided. Good rhythm. Maybe we should increase the number of this card. I'm mainly afraid of the risk of being stuck.

Among the unused bronze medals, scout is a card that I am very interested in. The main advantage of scouts is that they can provide points without much preparation. Simply put, it is a high rhythm, which is commendable.

Typical opening and key points of the game

Changing cards takes precedence over the blacklist of imperial golems, followed by Magney Division, and then two kinds of flag bearers (depending on whether the opponent has the possibility of weather). Even if the opponent has a gold game (such as jumping squirrel) and has a Magney division in his hand, the third card change will blacklist the bronze medal (spearman or Nevergard flag bearer), increasing Van Hema's chances of getting started.

After changing cards, the length potential of the first game is evaluated according to the hand (no Abala/Abala/Abala+newborn+Doregui), which affects the value of the engine card (Nevergard flag bearer, Alba spear soldier), so we can further evaluate the power of the hand in the first game, whether it can win or give up-so as to play. The advantage is that the upper limit of the length of the first game is hidden information for the opponent.

It's never too wrong to have a leader look at the opponent's four hands in the first hand.

For "Tintin Car" North (Blue Scout+Broken City Hammer Edition): Swire's goal should be to put broken city hammers and heavy cavalry, and try to let the opponent's blue scouts and iron guards (and some Thai Moglia infantry) play, because they are low-value bronze cards. This version of Nannick has a high probability. If you can lose two cards to win the first game, you should still oppress the first Nannick of the opponent as much as possible.

For Witch Hunters+Barnard Tutor Edition North: This card compresses itself very hard, so it is an advantage game. The only thing that may need attention is that when the opponent's Thunder potion is hidden in the library, Regis can't see it, and Ye Wei can burn it.

North of Henset: Henset's large number of engine cards is the main threat, but its own large compression is the advantage of exploder. The drummer is a poor engine, and the drummer who takes the lead is often the bait. Don't pay too much attention to it. Taikoo can concentrate on siege support, tintin cars and heavy cavalry. In this game, information is extremely valuable. If time permits, it is excellent to spy on information again with armored cavalry or Regis before Taikoo.

For Dagongtun: Although the evil spirits are self-pressing, from the integral point of view, it is absolutely worthwhile for Taigu to abandon the evil spirits. The second target should be the person who laid the eggs. Some public female nightmares are very threatening. If Ye Wei has run out, then Gray Rui should be the last solution for the duo. Arrange a piece of ice if possible, otherwise it is the last solution to vacate a drainage ghost in advance.

Jerboa: The sharpshooter is the core of the opponent. In addition, the dwarf copied by the dwarf instigator is also a good target of Swire, followed by Van Hurd's guard (Sunshine Boy). If you are not sure whether your opponent is equipped with drought+terminal at the same time, you should be prepared to force out one of them, Fan Hema and the other-you can't hold Fan Hema into the third game and think it is perfect. The jumping squirrel itself is not particularly large, and the deformation or Ye Wei can be decisively placed on the marksman who started in the third year, or the marksman who is ready to play with the length of 1, without waiting for the giant official to appear.

Well, this is the wizard's recommendation of Kuntnam explosive card. I hope the above introduction will help you. Interested players should try to score points in qualifying with this deck.