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"Wild Top 100" Giants Overload Sa - Advanced Chapter

Today I bring you the advanced chapter of the overloaded Sa Raiders. The author started from 13,000 players, used overloaded Sa, double knife edge and other card sets to mix points in 5 days, and hit the highest to 17 places, of which the record of the overloaded Sa single card group was 57.7% of the 312 games, which shows the strength of this deck:

"Wild Top 100" Giants Overload Sa - Advanced Chapter

Before we start teaching, I would like to ask you a question: What kind of deck is overloaded sass?

A set of otc card sets?

A giant-type fast attack with a frog spirit as the core?

A defensive counter-attack deck that combines the ability to solve and pave the field, and has both the Fish Flow Heaven and Earth Counter and the Seeb Giant?

.......

These are all true, but the author defines it as: Overload Sa is a set of scene decks.

What to bring and when to hand over the cards depends on our dynamic analysis of the opponent's scene;

What to bring against the cards, and when to hand over a few giants, depends on our understanding of both decks.

Compared to the ghost thief, the machine is equivalent to the ottk card set, we do not dodge, cloak and other single cards that delay the number of rounds, nor can we ignore the opponent's scene to directly hit the damage in the face, which is the disadvantage of overloaded Sa. But at the same time, because we are not the whole deck serving one or two cards, we can freely choose to carry more targeted cards/Gou huo cards to cope with the environment, and the overall quick attack resistance and adaptability to the environment of the card deck will be more excellent, which is also impossible for the ghost thieves and the like. Finally, because we are a scene deck, when we use the cards to win the number of rounds for ourselves, the opponent can also have more space to counter our scenes, which gives the game unlimited variables and fun.

There are variables that can be described as a catastrophic blow to the deck itself. After all, a high threshold is doomed to high and low; but on the other hand, such a deck is a great blessing for raiders and players who love to play. Well, less gossip, let's get started formally.

1.1 Talk about the general environment after the patch

With the exception of a very small number of decks, our judgment of decks is always inseparable from the environment in which they are located. Overload sa is no exception. Given that mini-packs do not have a big impact on the wild environment, the author is accustomed to using the wild patch as the boundary, and refers to the current environment as the "post-ignition era". Because in the January patch, the ignition method that occupies the wild half, odd number hunting, and pirate warfare are weakened, which directly affects the medium and slow card groups represented by the Druids, and other scene-type fast attacks that are restrained by the odd number hunt. The weakening of pirate warfare is relatively innocuous, but warriors are rarely seen in the high segments. In this case, the environment shows obvious polarization, on the one hand, the extreme fast attack represented by the baby garden, the dark shepherd, and the odd thief; on the other hand, the extraordinary change of home, the machine keshu, the defense of virtue, the three dragons and the war roar; there are occasionally some ghost spirit thieves and heart fire shepherds.

In such an environment, all medium-slow decks must consider two questions if they want to survive: 1. Whether I can cope with the output of the extreme fast attack, 2. Whether I am resistant in front of the dirty rat/sebe and other cards of the roaring, and whether I have the ability to deal with the snowfall. Just do these two things to be able to score in the current environment, but if I want to go further, the question to consider is whether I can spare the ability to target other types of otc decks.

With such harsh conditions, is there really a deck that can do it? There really is, and even numbering is an example. However, the cost of carrying more card slots into the anti-quick card is that the puppeteer must abandon the target cards originally carried by the frontier outpost, pagan low priests, etc. So, now let's summarize the environment:

Extreme Fast Attack increases - 1 Blood Monster in the environment becomes more - Bottled Lightning Strength Increases - Overload Sa has more ability to deal with Extreme Fast Attack;

Increase in medium and slow card sets - more dirty rats in the environment / Sebu - not afraid of dirty rats, starting rounds earlier than the overload Sa of The Sebu snow falling has the ability to cope;

Otk decks are lowered, the average turn start is increased - overloading Sa has more chances and win rates increase when facing such decks;

The number of cards has been reduced.

It can be said that Overload Sa is definitely the biggest winner of this wild patch. In the current environment, few decks can target it, but it can be built to target any one or more decks in the environment by changing. So if you want to take advantage of the chaos, there is definitely no more suitable deck than it.

1.2 How to choose a structure that adapts to the environment

The wild environment itself, after 7 years of version changes, the card pool can already be said to be very diverse. Any deck, or even any card, it's not hard for you to find the target card. But for overloaded Sa, when we choose a function card, we must face a problem: cost.

Overload Sa has 3 suitable function cards: the first is to protect giants, cards that solidify our scenes, such as Seb, Spore. There are two requirements for such a card, one of which is that you always have to be a giant to play its effect, and our start has its fixed rhythm: 3 frogs 4 starts / 4 cars 5 starts. This means that this type of function card is best not to exceed 5 fees, and second, this card is best not to interfere with the regular activation of overloaded Sa (such as Ancestral Souls and Soul Echoes).

The second category is cards that interfere with the opponent's rhythm and dilute the opponent's scene, such as the outpost, eternal fire. The cost of these cards is fixed at 1-2 fees, because the rhythm they delay must be transformed into a victory through the frog spirit, and if their fee conflicts with the frog spirit, it is completely equivalent to the ghost smoke in the case of frogs, and they cannot be used to win without the frog spirit.

The last category is a substitute for frogs in a certain situation, or cards with draw abilities, such as blood law, royal librarian, and meat grinder. The elder brother with a heart may find that the author deliberately avoids the original, both because of the conflict with the cost of the frog spirit, but also because of the timing of the use of cards such as Thebu, and because it does not have the ability to draw frogs or become a substitute for the frog spirit.

Overload Saco has so many cards to choose from, so in a practical situation, how should I choose to form a card group that is suitable for the environment? In the actual battle of hundreds of players, I found that the position of the 27 cards of the overloaded sa is relatively fixed, and the remaining 3 cards can be constructed according to the "1+1+1" policy.

1.3 "1+1+1" construction policy

The 3 1s described below each assume different roles, and if you want to explain them simply, they are:

Functional cards for cards + resource cards + no loss hands

The first two cards are easier to understand, generally speaking, they can be regarded as Sebga spores, but there are 2 solutions to the function cards that do not lose the hand, one is the 3 fee cards that can be retrieved by the frog spirit, such as the soul echo/healing rain, and the other is the transaction card such as the royal librarian. The premise of choosing these three cards is that they can theoretically target all decks in the current environment with the guarantee of drawing two of them.

For example, under the condition of 4 fee frog activation, the administrator of 5 fees and 6 fees can target the ghost thief who starts the same 5 fees, and restrain the war roar and the heart fire herd. The Royal Librarian is a very restrained card, because our Lightning Arrow Enhancement Line overdraft can hit 14, and only need to stand a giant on the scene to take away the opposite side. Therefore, Looseb + live spore + administrator is the first general solution that the author wants to give.

However, the effect of Sebu only gave us the first hand. But for most of today's decks, there aren't many spells that can unravel giants, and there aren't many otc decks that are restrained by Sebu. In contrast, gun-wielding bullies who can restrain Renault Snowfall may sometimes be a better option.

Well, the second general solution here is: gun-wielding bully + living spores + healing rain.

In addition to this, there are many ways of thinking, such as:

Gun Bully + Eternal Fire + Soul Echo (Extreme Resistance)

Eternal Fire + Healing Rain + Soul Echo (Construction of The Sixth Heavenly Death)

Gun Bully + Marvel Geoffreys + Soul Echo (Hit and Slow Deck)

......

We might even wish to diverge our minds and make some more revolutionary breakthroughs while continuing the spell chain ratio, such as:

- [Ice Fishing, Fire Poison], + [Eternal Fire, Broom, Soul Echo] (a very successful version in personal tests, but because no absolute evidence was found to prove that it was stronger than fire poison, it was only discussed and will not be repeated)

-[Wind Rage, Ice and Fire Poison], + [Refreshment Ice, Eternal Fire, Brother-in-law] (The conclusion is a failed change, but the Refreshing Cold Card still has the potential to be tapped)

- [Giants, Meat Grinders, Ice Poison, etc.], + [Drayktal, Souls of the Ancestors, Mutations, Charge Summons, etc.] (Almost abandons the Druid game change, but the win rate against fast attack and paving classes will be improved. Overall, the combination of Charge Summoning + Ancestral Soul + Wind Fury is worth a try)

There are many similar ideas, and there are countless ideas and playing styles that are extended. But the change is not far from its origin, just keep in mind the word cost, calculate what kind of rhythm each fee can play with these cards, and you can also build a reasonable set of overload card sets.

Second, the deck gameplay

Having introduced the construction before, let's turn our attention back to the playing style itself. In this chapter, I will take you back to all the principles and terms involved in the previous guide, which is both an indispensable cornerstone for playing the overload game and the basic content of this guide.

Regarding the playing style of overload sa, it can be simply summarized as 3 boot modes, 2 boot cycles and 4 boot sequences. It can be briefly summarized as "324".

2.1 General boot sequence and three different boot modes

The first thing I will explain is the general startup sequence of overloaded sa. It should be emphasized that, without specific instructions, all of the following boot modes are generally started in the order of "01021". Specifically:

First of all, all 0 fees are played first, and the order order is: bottle flash > ancestor treatment > bloom, where the bloom is greater than or equal to 4 time-consuming does not hit (0),

Then play the lightning arrow in turn, the investment opportunity, and the 0 fee card drawn by the investment opportunity (1+0), and finally if the remaining even fee is selected, the ancestor is selected, the transaction, the overdraft, and the odd fee is directly played against the ancestor plus overdraft (2+1).

Summed up in this way, we can use "01021" to easily refer to the specific operation we want to play. In the following article, the author will directly use different combinations of numbers to express other different operational methods, such as "201021" and "0102101", because they are basically several variations of the "01021" order, and will not be specifically expanded for the time being.

[About "positive sequence start" and "reverse order start"]: positive order start, refers to the 3 fee round naked frog spirit does not move, 4 fee start mode; reverse order start is the 4 fee round when the turn shoots the frog spirit plus play most of the operation mode. Compared with the former, the latter's anti-interference ability is significantly stronger (not afraid of sealing the demon), and it will not cause the start clip because of the opponent's unpaid card, but because the reverse order start violates the general principle of overloading Sa "even fee start, odd fee end", there will be a greater probability of being cut off due to investment opportunities in actual combat. The three cards that specifically affected were: Note Master, Lightning Arrow, and Ancestral Knowledge.

eg: [About the first hand + reverse order start] Suppose we choose 4 fee naked kai (at this time there is 1 fee left), there is 1 bloom in the hand, then the only thing we can cooperate with the note master is: "Play the bloom and other 0 fee spells - play the first investment opportunity and pass the second bloom" This possibility; however, because we did not choose to play the lightning arrow early to extract the ancestral knowledge, and even the 0 fee spell may not pass the lightning arrow, the probability of drawing the bloom at this time will be because of the lightning arrow in the card library. Ancestral knowledge and bottle lightning have become lower, so in the vast majority of cases, the master of notes can only rot in the hand. On the other hand, the first hand + reverse order start form requires 2 overdrafts, that is, a total of 9 fees (5 1 fees plus 2 2 fee overloads), and in the case of only a single bloom we only have a total of 8 fees, which means that we are likely to give up playing one of the lightning arrows/ancestors.

And this will bring a series of chain reactions: according to the fee formula, in the "ideal case", as long as there is 1 card of 0 fee overload cards in the hand, you can play 11 overload through the investment opportunity, and the giant will be played in the round. But now:

Reverse order start - the probability of drawing 0 fee overload cards becomes lower - Giants and Note Master Card Players - Ancestor Knowledge Burst - The probability of drawing 0 fee overload cards is further reduced.

This is a vicious circle that will never occur when the positive sequence is started, after all, under normal circumstances, the note master only needs 1 bloom to play, and the giant will become a 0 fee card and easily unload. But when starting in reverse order, it is easy for us to have a situation where the giants can't go down, and the hand is highly expensive, and the 5 or even 6 fees can't be played. Therefore, under normal circumstances, the author recommends that the reverse order start be considered in the following two situations:

1.2 Fee round overload /lucky coins in hand (can make up an even amount of money)

2. Have 2 or more 0 fee overloads in your hand (post-hand notes) and do not card giants.

[About the backhand + positive order start]: If you only talk about the operation, the positive order of the back hand and the reverse order start of the first hand are both in the form of odd fee start, and even the problems faced are similar. However, in fact, there are 3 different starting templates for the positive start of the backhand, which are suitable for different games, specifically:

The opponent is a medium-speed card deck that starts to exert pressure on 3-4 fees such as even numbers - when the round does not move;

The opponent does not have too big a scene, and may solve the problem of solving the frog spirit - playing 0 non-overload cards and lucky coins, and finally ending with lightning arrows/investment opportunities;

The opponent is the Extreme Shop Quick Attack, or at least one bloom in our hand - all the 0s and 1s in the hand are played in the order of lightning arrows> investment > overdraft, and finally the overdraft ends.

Here's a third case: When we're facing an extreme fast attack, there are two things we need to do: we can undo the opponent's small scenes at 3-time rounds and play giants at 4-time rounds. At this time, if we play 7 points and above in the 3 fee overload (that is, there is 1 card in the hand 0 fee overload), 4 fee can directly play the double ancestor knowledge to reduce the giant to 0 fee, and at the same time in the 5 fee with overdraft and wind anger to kill the opponent. The advantage of this form of startup is that it does not rely on double blooms at all, and does not even require a note-taking expert. However, there are also certain requirements for card order, so it is best used against extreme fast attacks.

【About super-sequence startup】: Super-sequence startup is a mode of forced start under the premise of existing overload. Specifically, it relies on the Thunder Bloom and forced overdraft of two cards, and is generally used in the case of the first group card when the turn car starts/2 fees. Given that both cards are mandatory cards for the start, there are many games that can be applied in actual combat. But:

This start mode has higher requirements for opponent cards and card order;

There is no essential difference between the super-order start of 3 fees and the reverse order start of 4 fees, and there is even the possibility of frog spirit being solved and the negative return of less than two cards, so it is generally only given priority when facing decks such as Dark Mu and Heart Fire Mu.

Finally, regarding the case of "first hand + positive order" and "back hand + reverse order", because it is more conventional and satisfies the general starting rules of "even fee start, odd fee end", I will not repeat it here. The only thing to note is that the first hand plus positive order to start up to a maximum of 8 fees, so it is best to strictly follow the order of 01021 to expand; but the back hand plus reverse order can have a maximum of 11 fees, far more than the cost of starting! At this time, we are more likely to be able to apply the "principle of draw maximization", which is also one of the contents to be explained later.

2.2 Fee formulas and three different boot sequences

When it comes to the cost formula, it is impossible not to mention the two initiation cycles of a mouth overloaded Sa. After all, it is because of the unique abilities of the Frog Spirit, the Investment Opportunity and the Forced Overdraft of these three cards that our fee formula has room for negotiation.

【About "Investment Cycle"】: The Frog Spirit has two powers, the first of which is clearly written on its card surface: "When you use a spell, draw a spell from the deck for more than 1 fee", which is also the one that receives the most attention. But what I care more about is its second mechanism, which is almost the most special mechanism in All Hearthstone: "The settlement of the Frog Spirit takes precedence over the spell itself", when you use the investment opportunity, the Frog Spirit will first draw a 2-fee card from the deck, and then trigger the effect of the investment opportunity. This also gives us the opportunity to make a fuss about construction.

So how? Assuming that the 2 fees of our card library are only 2 pieces of ancestral knowledge, then in the case of first playing the lightning arrow and then playing the investment opportunity, we will be able to filter the high-cost overload cards in the card library, so as to retrieve the bottle flash/bloom of 0 fees in a directional manner. If we only have 1 bottle of lightning in our hands at this time, we will also pass 1 bloom, of which there is a 1/3 probability of double bloom (the probability of drawing another one in the case of a single bloom is 2/3).

This also means that under the premise of being able to stabilize the filter of high-cost overload cards, counting the natural draw, card change and filter draw, we have a very high probability of being able to draw a double bloom in the game (according to manual statistics of more than 80%), and there is almost no bloom. However, carrying only 2 cards and 2 fees is too extreme, whether it is the ancestor or the extra carrying spells have the possibility of natural access, so now, there is a question in front of us: what kind of spell chain matching, can ensure the quality at the same time, the maximum filter of high-cost overload cards?

Admittedly, this is by no means a question that can be determined by imagination or brain test alone, and no matter what kind of answer is wanted, it needs to be confirmed by a large number of game samples. The author tried a variety of different matches in thousands of matches, and finally decided on the "654" plan.

The so-called "predecessors planted trees, posterity cool", now you do not need to repeat the road that the author originally walked, just need to remember the conclusion about "investment cycle" can be easily played: first play 0 fee spells to draw lightning arrows and investment opportunities, and then play in the order of first lightning arrows, and then invest in good opportunities, and then draw 0 fee spells can participate in the cycle, draw investment opportunities, and thus achieve the cycle. It should be noted that except for the case of first hand + positive order, all other startup modes can play an overdraft before investing in a good opportunity to maximize the ancestral knowledge in the draw library (011021). In addition, the first overdraft can assume the following functions:

Anna Theron who untied her opponent when facing even numbers;

4510 to undo the opponent when facing the Druid;

When facing the heart fire, he walked in the face with high damage, and finally left 4 points of overload to untie his frog spirit...

As the name suggests, trading cycle is a way to trade +0 spells multiple times during the turn to maximize the pass. Its essence solves the problem of overloading the cost of Sa's redundancy and plays a role in adjusting the hand. Under normal circumstances, in addition to the positive order + first hand, several other starting forms will have up to 1, 2, and 3 fees left respectively. And if we count the situation where the car start and overload cards are consumed in advance before starting, our remaining costs will only be more, (for example, in some bad games, we may even have 5 fees left to play Looseb after starting 5 fees) and trading cycle is one of the ways to solve this problem. The specific action is "0102101". However, because the conditions for trading cycles are more demanding (0 fees in the hand > 1 fee in the deck), and most of the time there are ice fishing techniques, healing rain, etc. as better alternatives. So at some point, we can also choose to play one less bloom to save more money for the pressure of the next round.

["Deposit Theory"] Because of the existence of lightning arrows and forced overdrafts, in most cases, we only need to ensure that the giant does not die in the next round, and the next turn can be stably killed. (11 + 3 + 8x2 = 30) and the deposit theory can reserve more sufficient costs for our killing, so as to complete the solution + return + seal at the same time, so as to directly kill the opponent.

Common combinations in general: 5 fees - Wind Fury Plus Sebb (for Druids and other medium slow card decks)

--Fire Poison Plus Spores (versus Shop Class)

6 fees - Seb / gun plus echo (slow); fire poison plus sebe / gun (to shop);

Fire Poison Plus Note Echo (Unlimited)

7 Fees --Sealing Demons plus Spores; Fire Poison plus Notes Spores; Wind Rage Brother-in-Law Doubled (Killed)

8 fees - Sebu holds a gun and double seals

Of course, all of these actions depend on which target cards you choose to carry. The author has listed here only a few that are relatively exemplary. In fact, if you choose to carry your brother-in-law's construction, there are many things that can be done with the remaining cost, and even if you carry cold condensation, we will be able to save more occasions, but limited to space, I will not repeat it here.

[About the "cost formula"] First of all, I would like to remind you that the cost formula is the most important content of this article, which is not only the basic knowledge of the new entry overload sa, but also the thing that the veteran of the overload sa wants to advance, and must understand and think. Therefore, it is recommended that you must read carefully, memorize and even memorize the theories related to the cost formula, I believe that you will gain something.

Okay, let's get started. Because the author has already written about the relevant derivation process in detail above, we will only quote the conclusion here: in an ideal case, the number of overload cards that need to be drawn with the knowledge of the ancestors in order to play the Snow Fury Giant will be set as L; the 0-cost spell that needs to be passed by the knowledge of the ancestors in order to play the Arcane Giant will be set as n, which can be obtained from the cost formula:

L=1-(0 number of overload cards)

n=4 - (0 spell cards in the hand)

Why use the 0 fee card drawn by the ancestral knowledge as a variable? Because in fact, this deck has a total of 13 cards with a 0 fee and a 1 fee, but as long as you draw about 3 of them, you can already guarantee that there will be no other starting problems: after all, the 0 fee cards in our hand will almost always pass the lightning arrow, and the lightning arrow and the first investment can basically draw at least 1 piece of ancestral knowledge (investment cycle), not to mention the 011021 start method. At this time, what we need to think about most is the timing of playing the knowledge of our ancestors. Because the Frog Spirit will stably filter the spell cards in the card library, the probability of being able to draw the specific card you want will increase/decrease at different times. Specifically, it can be divided into four cases:

I want to make the probability of drawing a giant the highest - playing the ancestor at the end of the launch - the principle of giant maximization ("01021")

My hands have bloomed, and I want to draw as many notes as possible - first 0 fees (lightning arrows when there are lucky coins), and 4 time to play ancestors - overload maximization principle ("021021")

I have less than 3 starters (0+1) in my hand and want to be as successful as possible - the principle of maximizing success rate ("201021")

My startup cost overflows a lot and I want to draw as many cards as possible - first play lightning arrows and ancestral knowledge - the principle of card maximization ("120102101")

So when should I choose the startup order? There are two benchmarks for judging: one is our startup mode, and whether we choose segmented startup. This part is a formulaic content, because the previous article has already been covered, and the branches involved are very wide, so I will not go into detail here (the word 1w is omitted here). The second part is the specific form of the opponent in the game, and our different hand structures. First of all, when facing giants and various forms of druids, we will almost always need more than 2 giants to exert pressure, in which case we will generally choose the first or fourth launch order (depending on the remaining cost at the time of launching); in the face of dark shepherds and other extreme fast attacks, the opposite. As for the latter, although it is often ignored by the vast majority of people, in fact, judging the hand structure, it is possible to calculate the maximum number of remaining hands at the time of unfolding, the overload and even the remaining amount of cards in the deck. The cost formula gives us a powerful analytical tool.

2.3 Hand structure and segmentation under the fee formula

eg1 [Judging hand structure]: Overload Sa's cards are divided into three categories: spell cards, high-cost function cards, and giants. Most of these spell cards will be played before the end of the activation, but only the forced overdraft, ice fishing, wind rage, and 3-fee spells (i.e. 3-4 cards) that may be carried; the high-cost function cards are cards that can never be removed at startup, including frog spirit/meat grinder, fire poison, plus three cards (a total of 9 cards) selected by you according to the "1+1+1" principle; as for the giant, although it can generally shoot at 0 costs at the end of the start, it does not occupy the hand, but this is after playing the first/second ancestor knowledge. From this, you should be able to guess what the author is going to say next:

In a hand structure with more spell cards, we generally don't need to worry about blowouts (because whether your hand has 3, 5, or 7 spells, the remaining spells are completely fixed after activation). Conversely, the pick-up rate of Sebb or Giant may be a more troubling problem, when we may be more inclined to the start order of Giant Maximization or Pass Maximization (depending on the specific hand structure);

When faced with a hand structure with more function cards, we need to be cautious. Because the activation of the overloaded Sa will draw nearly 2/3 of the cards in the deck, there is a high probability that the 3-4 spells and the function cards that are drawn in the hand will cause the activation to break/explode the key components. At this point, the order of start with overload maximization, or success maximization, may be a better choice (depending on the specific hand structure);

Finally, there are giants to mention. As mentioned earlier, if the function and spell cards at startup are relatively fixed, then the giant is the variable that is relatively best adjusted. But also because of the Giant's "card player" attribute, the most likely time point for overloading Sa to burst is when playing the first/second ancestor knowledge, for example:

Suppose we choose to start in the order of 01021, and L=-1 (snow fury giants that can lay 0 fees just by typing the first ancestor knowledge). At this time, when playing the Ancestral Knowledge, the remaining spell cards in the hand are:

2 photos of forced overdraft, 1 piece of ancestral knowledge, 1 piece of ice fishing and one piece of wind rage (5 photos in total);

Ancestor Knowledge will draw 2-3 cards (7-8 in total);

If you carry 3-fee spells, out of the 12 feature cards plus giants, as long as you draw 3 of them before launching, there will be a burst card; if you don't choose to carry 3 fees, it will be 4 cards.

When L=0, we have to play the second Ancestor Knowledge to reduce the Snow Fury Giant to 0 fees, and because of the "01021" order, we can almost default that the first Ancestor Knowledge can only draw function cards and Giants, so:

Of the 12 feature cards, we only need to draw 2/3 of them before starting up!

Now, we may be able to draw two conclusions from the previous article: First, we need the flexibility to formulate different start sequences based on the specific number of overload cards, function cards and giants in the hand. If the wrong start order is selected, there is a good chance that there will be a burst/start clip or a loss due to a problem with the key card not being played. Second, we need to flexibly judge the hand structure through the fee formula, and then deduce whether our existing hands will be a burst. If you are a novice who has just played Overload Sa, the author still recommends using the order of "01021" as much as possible, so please keep in mind the specific numbers that appeared in the previous article, and apply it to the actual battle to determine whether the current hand will explode.

eg2 [Segment expansion]:

Q: How much does overload sa need to spare all the component spells?

A: 2-3 o'clock.

In fact, the full function of the frog spirit is only to draw 0 fees to extract 1 fee, and to use 1 fee spell to extract ancestral knowledge, and the ancestral knowledge that consumes the most cost can be completely separated from the frog spirit. Therefore, under the premise of having 1 or more Thunder Blooms, the launch of overloaded Sa is not afraid of any unsealing cards, but needs to follow a special retention and launch order. Therefore, the author named this unique operation method as segmented development.

Take the lowest cost of the first hand plus positive order as an example, and L = -1, the overload card in the hand is bloom + bottle flash:

3 fee rounds: 0 fee spells are played, the first investment opportunity and the 0 fee spells drawn, and finally the overdraft is closed;

4 fee rounds: play the second investment opportunity, bloom, 2 pieces of ancestral knowledge, and finally overdraft to close (at this time 13 overload).

5 Fee Rounds: Giant Gaseb/Gun.

This activation formula is a general solution to the various forms of druids, battle roars, and jiks, which have the ability to solve the frog spirit, even if they hand over the cards, we can win steadily. Finally, regarding the start itself, it should be mentioned that L = 0 plus single bloom can be started, but the probability of 5 fees to press down on the sebu will drop to 2/3 (see the principle above).

Q: So what do you need to meet in order to do it in segments?

A: Once the issue of expenses is involved, it must be discussed separately according to the positive and reverse order, first hand and then hand. However, we will not extend so much here, but only look at the number of crystals we can use in the turn, and the 0 and 1 spells in the hand.

To achieve segmented expansion, you need:

0 fee spells in the hand> = 1 fee spell in the deck;

The number of free mana crystals > = two spells in the deck.

Because of this activation method, we need to draw all 5 1-cost spells, and at least two ancestors in the card library (it is best to draw them all). Therefore, in the retention card, we can leave some 1 fee and 2 fee spells as appropriate according to the order of the hand. Examples of later hand-added positive order:

The remaining 0 spells are n+2, so we can choose to leave 2 or so 0 and 1 spells, and we can also change them all when they are not blooming;

The remaining mana crystal is 3 points, that is, we can leave 1 2-cost spell unconditionally, and the order when there is a frog spirit is the ancestor > ice fishing > wind anger.

The content of the second chapter ends here, let's make a little summary:

All the content about the frog spirit actually needs to be looked at as a whole. Therefore, although the author has talked about many bits and pieces of knowledge, in actual combat, we need to make all the decisions, judgments and operations in just one or two rounds and tens of seconds, which is a very difficult thing.

And another thing to say, although these contents have a great impact on the winning percentage. But if you don't review the game, and don't count the winning percentages in a large sample of games, it is even difficult to be obviously aware of your own operational errors, but blame your luck or other factors. After all:

Even if the ancestral knowledge is played before the start, there is still a probability of drawing giants after the second half of the start, although the probability of the latter is 2 times that of the former;

Even if the Ancestor Knowledge is played at the end of the launch, there is still a 2,30 chance of drawing 0 spells, although the probability of drawing them before the launch is 70 or more.

The reverse is actually the same, after all, in the face of probability, the operation can be done in the end; if you go to the pursuit of victory rate, overload Sa is not necessarily more advantageous than dark pasture, pirate warfare. However, through in-depth review, learning and summarization, the winning rate is increased from 40 to close to 60; through continuous reflection and construction, the overloaded Sa is gradually brought from no one to the current legend of the second, legend 17, the happiness and satisfaction of which is also impossible for ordinary people to understand.

The author has witnessed the growth of this deck of cards and has at least two years of experience in raider writing. No matter which side you stand from, you want to present to you thousands of experiences that you have summed up. I also hope that you can learn from today's explanation, if someone can throw themselves into the arms of overloaded sa because of this, it would be very good.

Perhaps one day, overloaded Sa will be like many short-lived decks, hastily lost in the long river of time.

But, at least for now, I want to use my persistence and love to make it last a little longer, a little longer...

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