Hearthstone legend TGT high play Longdeka group experience sharing

  
The following system Daquan Xiaobian brings you a set of Longdeka group shared by the goddess of the gods, set ridicule, treatment, dragon, mind control effect, jump in one, It is a very flexible deck and I hope to help players.
































And the early followers in the deck are not many, so the activation + growth is still used as the pre-excess. In the face of the control deck, we must focus on the snatch scene. Once you have the scene, you can make a favorable exchange or use the magic to remove the spell. In the face of the fast break, the rhythm is the main factor. The only treatment for this deck comes from the knowledge of ancient trees, so you need to make reasonable use of taunts to ensure blood volume, so that knowledge trees can be used to draw cards. Hunters are the most difficult fast-breaking decks because they have a lot of wall-to-wall and damage spells. [Single card analysis] I will not say more about the common Druid single card, such as anger, sweeping, jungle guardian, claw Druid, knowledge tree and so on. I want to briefly introduce some neutral single cards. First, there must be a certain dragon in the deck to support the Black Wing Corroser and the Black Wing Technician. The Twilight Guardian and the Blue Dragon are both powerful mid-term followers, 3/6 taunts can block the momentum of the fast break, and the fifth round can still pick up a claw Druid to stabilize the situation. And the blue-blue baby dragon does not lose money, but also allows you to have more choices for your anger and sweep. The mind control technician can effectively complement the Druid without AOE. The Paladin and the zoo will be heavily paved, and the utilization rate of the mental control technician is actually very high. If you need more clearance, you can only use the ninth round of the blue dragon + sweeping combo, and the ice throat also has a sweep effect. Although both methods are slow, it is always good to leave a thought. In addition, I also added the wing of death, which can complete the clearance. If your opponents vacate their hands without hesitation, you can punish their recklessness. And this card is still a dragon, which means that all cards that require a dragon in your hand before this can trigger additional effects. Nefarian is another Blackstone single card I like very much. It also gives you two spells in the 8/8 standard body. Many professional spells are strong, and these extra spells don't consume your library, which is very important in long-term games. No matter what kind of game you start with wild growth or activation, if you have either, you can leave the jungle guardian, black wing technician or Twilight Guardian. Even black-wing corroders are fine if activated. Because there are a lot of dragons in your deck, you don't have to worry about whether there is a dragon in your hand. [Playing against various professions] VS Paladin's new Wanfo Chaozong ride is very strong recently, but Longde is an advantage against the Paladin. Paladins are hard to cross the wall, and sweeping and mental control technicians can restrain the opponent's small followers. If the opponent has a mysterious challenger, then revenge and lofty sacrifice will be drawn, so the 6/6 mystery challenger will easily enter the range of the ace hunter. If you are hitting a medium speed ride, then keep the Jungle Guardian silent Silvanas Windrunner. Sweeping, anger, jungle guardians, and flappers in this game are great. Dealing with flying knife jugglers early is the key to the game. VS Shaman's new Totem Sa shop is very fast, and you have to do something very simple: snatch the scene. You need to get rid of a key single card like the Thunder Bluff Warrior. Finding a smooth start is the key to this game. VS Hunter If you encounter a lot of hunters, bring a single card like a healing touch. Try to eat as little damage as possible, and because there is no natural power of combo, it is difficult to kill your opponent. You need to use ridicule, treatment to exhaust your opponent's hand. Start with as many cards as you can in the previous period. If you don't have it, don't leave four or more cards. VS warlock warlocks are not very common recently, and the recent high exposure is small equestrian. As far as starting up, it is only necessary to follow the same principles as Shaman. The VS Warrior Slavery is one of the strongest decks on the ladder, and you need to deal damage to your opponent as much as possible in this game. It is important to hit your opponent to a very low blood line at an early stage. Sweeping in this game can't do anything, because it will never clear slave owners. You need to find a ice throat or a wing of death to solve these dwarves. Remember that if you use a mental control technician to steal a follower who has been charged by the war song commander, it will always have a charge effect. Against the war is also a game that should not be too long. Druid lacks hard solutions, so in the late Orange Card Wars, the fighters must have an advantage, paving the way as much as possible and causing damage to the other hero. If the other party uses the king of the tile, you can use the wing of death to solve the problem. VS Master If you encounter Fire Demon or Ice, the game will be much simpler. By removing your opponent's wizard apprentices and fire demon, you can stabilize the situation and put pressure on your opponent. The mechanical method is relatively difficult. I have a mechanical record of 1-5, because mechanical over-expansion is a disaster for the Druid. We should try our best to find early threats and grab the scene to stabilize the situation.
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