At the end of these two days, I met a lot of pirate war points of the old brother is really a bit fierce, was cut ten times in a row fell to 3,000 changed a set of control Sa special kill fast attack, not to mention the instant better, play pirate war basically 7/3 open, start not black if 10/0 is quite a crushing deck. If there is any brother who is eating the pain of pirate warfare, you can take a look at the set of cards I play, simply say the gameplay of the card deck and the idea of war as a reference, not the top 200 big guys in the month before the month, please spray lightly~

This set is my recent play of the control of Sa, the start of the hand to stay cards can be casually some pirate war words as far as possible when the opposite is the advantage to start playing, the solution of the card can be handed over, do not blindly confident otherwise it is easy to die violently.
The tarpaulin element given by the new card pack this time is still very cattle, the war roar to a cold wind can ensure that our card frequency will not be too low, and a pirate on the opposite side of the freeze can also pass a card is simply beautiful. The entourage can be exchanged with the opposite side and the opposite side is returned, and it is key not to let the pirates shop up.
Most of the pirate wars are 3 to 4 blood pirates, so the Eternal Fire and the Lightning Storm are good solution cards, and the early opposite side can only smoke a dozen, so if you are a little sinister, you can first sell blood when the front is not very painful, and then a lightning storm is all destroyed.
There are also cards in this deck that do not rush to the field, circus doctors and canal slowers are cards to keep a hand, circus doctors can return blood can also fight blood, so we first according to the opponent to start and the development of pirates to determine the effect is better, according to the fee to shoot monsters is not suitable for this deck.
Canal slow walker yyds, raid blood sucking 6/4, pirates see the head are big, good luck to guarantee the bottom back to 6, a little back to 12, in the 6 fee shoot with 2 fee card expansion is the best choice.
Because the deck is playing control, to fight the control to the end, so the Wasteland Watcher and Fish Raz are both wanted. The core of these two cards is to repair blood, through the lightning chain and other cards to make up for the damage, and then with these two cards directly a wave of clearing the field is really fragrant, basically even clear two waves of large scenes and the opposite task has not been completed, then the pirate war can basically run directly, the late Yaxu extreme pressure field pull monster a wave of damage is still very impressive, pirates do not have AOE, this wave of high probability can directly crush the opposite side.
The difficulty of this set of card deck operation is also relatively low, not as high as the requirements for the operation of the armor stacking technique I saw in these two days, the diamond is completely able to fight when it meets the pirate war on the legend, and it is very top to push a wave of this deck in the legend or a few threshold segments to fight the pirate war!