Author from Brigade Mage Camp: Flying White Collar Man
Today, I would like to share with you a set of silent structures of my tomb, and give you the ideas and reasons for construction, hoping to give you some inspiration, or get inspiration from you.

Below I will give my understanding of some of the details of this set of construction for your reference and discussion.
Q: Is there a difference between 20 tombs, 30 tombs and 2x tombs? Why do you use 20 sheets to guard the tomb?
A: Compared with 20, 30 tomb keepers have two significant advantages, one is that the winning rate is greatly improved when facing the card deck, and the other is to slightly reduce the probability of silent LV8 getting started and reduce the possibility of scrapping the hand. On the other hand, the decisive advantage of 20 tomb keepers is that the probability of key cards being used is high, and the probability of making a perfect unfold is greater. In addition, 20 shots can slightly reduce the possibility of extreme starting. Given the current environment where card cutting is almost dead, I think 20 tombs are a more reasonable choice.
Q: Why take true silence instead of choosing pure tomb keeping?
A: There are two serious problems with the pure tomb keeping, one is the scarcity of summons points, and the other is the dependence on the inquisitor and the high priest, and the silent pendant can perfectly alleviate these two problems. In fact, true silence, as a simple card with excessive strength in the current dl environment, has no reason not to join under the premise that its own system fits the tomb, and it exists as a key card.
Q: You have 1 card set with 2 cards and 3 cards, why do these cards have this number, instead of one more or one less?
A: For a card set with a large number of searches such as the tomb keeper, the number of cards carried by a certain card can be roughly judged by the following criteria:
1 piece - do not want to get it
2 shots - It's not bad to get it at first, but it will be a bit embarrassing to come to two
3 cards - Starting with it will significantly improve the quality of the hand
By this standard, summoners, true silence (jade seats too, but I only have two cards) belong to the card deck core; scouts (civil war is stronger than emissaries, the rest is similar), chestnut balls, and séancers belong to the hands, but two cards will be awkward; LV8, inquisitor, high priest, last descendant, stone slab, messenger (starting to get it is ok, but the civil war is awkward) belong to the undesirable to get.
Q: Will your chain of last words of the 2 Reconnaissance 1 Messengers be interrupted in the second and third waves? 30 Tomb Keeper 3 Scout 3 Messenger is not this problem.
A: The author experimented with this set of cards for about 50 sets, and the "third wave of last word chain" did not appear once, and before that, all of them were won or lost; the second wave of last word chain never lost the game because the card group had no reconnaissance/messenger pull (but there were other pulls).
Q: At present, the heavy pit guard of fellow travelers and explosive armor is also very hot, which one is reasonable for your set of less pits?
A: I don't say that the heavy pit is unreasonable, I only say that my set of less pits is also reasonable. In the current environment, the galactic whirlwind has a large amount of investment (the author ranks fourth in the whole card when writing), and the deck's gag cards have only two séances (not afraid of the galactic wind), which has the opportunity to make the opponent's wind become a dead card. The advantage of one more card is very large in dl, see weakened cuff hidden card is still one of the mech's preferred skills. At the same time, the construction of less pits, or only the use of hand pits, is also in good line with the real silence of the core of the deck.
Q: I see that some of the wild road sub-tomb keepers with remote controls/dimensional magic/greedy bottles/tomb keepers (and so on) are also very interesting, can increase the upper limit / for some ideas, what do you think?
A: I don't think it's very reasonable. In my opinion, if you want to build an efficient upper deck, the first thing is to strengthen the deck spindle, increase the core combo achievement rate, and reduce all the card holders and unfavorable unfolding factors as much as possible to pull up the lower limit. The vast majority of wild road sub-cards do not match the idea of the deck spindle and will lower the lower limit of the deck.