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Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Foreign service anchor QuasarHS recently shared a set of "Extraordinary Change" decks, he used this deck to hit the Legend 66 at the beginning of the month, drill three to the Legend to play 9 consecutive wins, 30 games of the win rate is 80%. QuasarHS believes that changing houses has a good strength, although it is a bit difficult to get started, once the player is familiar with the deck playing style, it is still easy to play the legend.

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Card group code

AAEBAZICBv3rApruAsX9AuTuA4mLBK6fBAygzQKHzgKE5gKP9gLbpQOEtgPw1AOJ4APA7APG+QOvgATanwQA

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Gameplay

The most important thing that all combination decks must consider is how to survive. This means you need to think ahead about what happens after 2 to 3 rounds, and the speed of the combo.

The king and you let you exchange decks with your opponent, but if the opponent changes back, you are working in vain. Therefore, we often need the soul thief to copy the ransom in the opponent's hand, so that even if the opponent changes back to the deck, you can play the ransom and exchange it. This deck can reach 15 fees through Guf, which you can complete in one turn.

But this is Wild Mode, and we have a better and faster means of starting, and that's the Extraordinary Alliance. This card can turn both sides' mana crystals into 0 points, and then the cost of both hands and deck cards becomes 1 point, thus achieving some cool combos. In this case, you can easily steal your opponent's deck and then leave them with no chance to fight back.

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Battle ideas

Finding the key cards is also a very important part of the combination skill deck. Usually when you start a turn, you have a magic bladed leopard on your field. After you hit the Extraordinary Alliance, use the Magic Blade Leopard to attack, then give you 1 mana. Ideally, if you want to get more mana, the first card played is usually a bioprogram, thunder bloom, or nourishment, unless you have Anna. Anna will further reduce the cost of your natural spells, the jump card mentioned above is a natural spell, so it will be turned into 0 fee by Anna. If you have Anna in your hand, take the lead in filming after the extraordinary settlement.

This is followed by the ability to draw cards from the deck, which is somewhat complicated and requires more practice. The faster you can operate, the more cards you'll be able to catch, and the primary goal of the draw is to find the king and the soul stealer, and then go find more passes until your deck is free of cards. But pay attention to the number of cards in your hand to prevent you from exploding key cards or eating too much fatigue damage. Then, we'll pay attention to our own scenes, you can only allow up to 5 units on your own square, because you also have to free up the grid to shoot the king and the soul stealer. Sometimes I use the Ultimate Infection or Lunar Eclipse to untie my minions to make sure I have a place to photograph the King and the Soul Reaper.

Finally, sometimes you don't need to copy the king's ransom with the Soul Thief, and you can win a lot of matches. The starting idea of the combo skill round is the same, but the order of the cards needs to be paid attention to. Because the ransom is a 5-fee card, this means that if you use the Extraordinary Alliance to turn the opponent's mana points into 0 fees, and then play the king, the opponent will not be able to play the ransom until it reaches 5 mana points to get back to the deck. Therefore, we only need to use the Extraordinary Alliance before playing the king, and don't be foolish to turn the ransom into 1 fee. In addition, in subsequent rounds, generally do not use the mob plan to give the opponent more mana, or consider finding a soul stealer to copy the ransom when the opponent has 4 fees.

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Extra tips

Completing combos in one turn and then beating your opponent is a good thing to avoid getting out of the ordinary, but sometimes we need more rounds to win. Sometimes I would fight the Extraordinary Alliance without the Magic Blade Leopard, in order to prevent the mission hunter from successfully shooting the mission reward. Or maybe I've already filmed the Spreading Plague during the battle against pirates, there are a lot of mockery units on the field, and I'm not life-threatening in the next round, then I'll play the Extraordinary Alliance. If I feel that I have enough health to prevent the Dark Shepherd from killing me quickly, then in order to move better in the subsequent rounds, I will also use the Extraordinary Alliance directly. With a lot of practice, you'll be able to understand what the winning points are in different matches.

In some cases, you can also rely on Magic Slime to gain extra mana, usually activated at 9 hours, first playing Magic Slime and then settling the Extraordinary Alliance, which requires you to stand with a minion in the last round, or have a Jackal in your hand this round, and after settling the Extraordinary Alliance, the Rainbow Noble will become 0 fees. You can get mana points by killing enemy minions or sending away your own minions, and when we often have 1 mana, we can successfully hit other jump cards to start the combo.

Decks have plenty of skipping devices to speed up the game and get us to the key late game rounds as quickly as possible. The deck has only one lunar eclipse to fight early threats, and your defense is to spread the plague with higher costs but higher health. Therefore, the lunar eclipse and the spread of the plague should be used when it is time to use it, and in addition to surviving and dissolving the scene, it will arrive at the unfolding round as soon as possible.

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Retention strategy

The idea of retaining cards for extraordinary family morality is very simple.

Priority is given to finding the Summoning of the Oak Tree, which is a must-stay card, and most of the time you need the presence of the Magic Blade Leopard to activate with the Extraordinary Alliance. Both can be kept.

Guf is also a must stay, and the draw and jump fee are very important.

The Mob Plan can be kept when you have Oak, Guf, or the required High Fee Card, or if you have something to do on a later turn and your opponent is not a deck that can take full advantage of the extra mana, you can also use it directly for 1 Ticket.

The significance of retaining the Moonlight Guide is to find the above cards or the Extraordinary Alliance.

If your opponent is a quick-attack deck or has an early high-threat unit, you can save a lunar eclipse.

When there are oaks or gufs in the hand, they can be activated, which can speed up the earlier round.

It is recommended not to leave the Thunder Bloom, the early overload is too deadly, unless the hand is really very good, there is a bunch of cards and gufs.

In the case of coins, the Extraordinary Alliance is the second priority card left, because some matches are that you have not caught the Extraordinary Alliance until you reach the 8 fee, which is very uncomfortable. In addition to Oak Pull Magic Blade Leopard, playing the Extraordinary Alliance on time is the second key to this deck.

Outer costume legend 66 extraordinary change of family morality, 80% win rate uploaded experience to share

Other content

Since the change of family, QuasarHS has played a lot of this deck, and he didn't know how to play at first, but he could play a lot of fun and get a lot of fun from playing more. Therefore, don't be discouraged when you lose some games with this deck in the early stage, and you can successfully control it with more practice.

This deck has been optimized very well, and he doesn't think there are many card slots that can be adjusted. If he had to change it, he might add 1 poisoned seed. Magic Slime works well with this card, and the Poison Seed also plays well against quick-attack decks or even numbers.

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