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Hearthstone | Meter reversal - wildfire Naga method

author:Brigade Mage Camp

Hello everyone, I am the | of the Long Song of the Beacon Night Rollo, today I would like to share with you a set of entertainment decks: Wildfire Nagafa.

I use this set of cards when 4w5, from silver 5 to play the legendary goalkeeper, the quality of the game may not be high, but I believe that this set of cards is capable of uploading words, here only to do bricks and jade, the newcomer's first post hopes that you will be more inclusive.

Record:

Hearthstone | Meter reversal - wildfire Naga method

Deck Construction:

Hearthstone | Meter reversal - wildfire Naga method

Deck code: AAECAcz6AwbY7AP0/AOgigTtsQSW1ASp3gQM1OoD0OwD0+wD1uwDrvcD/J4EhLIEiLIEvLIE3LkE4bkEssEEAA==

Deck Construction:

Hearthstone | Meter reversal - wildfire Naga method

The Evil Whip Kraken, the mage's black eye, works with the deck's low-fee spells and low-fee Naga to achieve the effect of inverting the meter;

Components of the fee return:

Hearthstone | Meter reversal - wildfire Naga method

Deck Ideas:

1. The evil whip Siren shop erupts;

2. Fire Eye system killing;

My understanding of this deck is that the combination of spell + Naga is left as much as possible, and only the spell + Naga hand can keep running continuously. The advantage of this deck is that there are two waves of burst paving, 3 cards that stand apart, and the endurance is almost continuous; the disadvantage is that there is no reply.

Waiver of single card:

Multi-lineage spellcasters, although the deck has three factions of spells, but the cards are already very sufficient, draw three easy to burst cards, and itself is not a Naga, the whip may be broken when paving;

School Teachers:

Because my pass level is not at level 75, I did not open queen Aisara, so I did not. It should be better to bring it, of course, it is ok to change to other target cards or fireball ignition;

Queen Isara: The cost is too high, which increases the chance of clipping (mostly I don't.)

Starting to keep the cards:

First of all wildfire, evil whip siren, fierce slippery spear Naga, rune orb will stay;

Against slow-paced classes, you can stay in Sivara, and if you have a morning hug, you must stay;

When playing against the Quick Attack class, only cards with less than 4 fees are left;

Try to follow the spell + Naga combination when keeping cards.

OC Analysis:

druid:

The balance of power to the small excellent, in the case of ensuring that the additional effect of triggering the Naga, according to the fee to shoot the monster, spells and Naga should be used, you can leave a 1.2 fee naga and other vicious whips on the hand, but generally useless, mainly to disturb the rhythm of the opposite, forcing the opposite side to use scales or tuanben to solve the field; the second stage summons the giant to freeze with an ice storm, waiting for the opportunity to use the fire eye to unravel / transform the blood after the blood repair with a reckless apprentice. Some druids will bring starfish, and they need to pay attention to their own blood line, but they can't prevent it, and they still have to freeze.

Try to put pressure on the opposite side, not let the opposite side easily use the gadza, once the opposite side uses the kaza. In short, this game mainly relies on the upgrade skills after the transformation to steal chickens, and the skill of morning embrace is the guarantee of playing druids.

thief:

Bad, this set of cards has no reply at all, the thief's swordfish damage is very high, sneaking 4 wolves are not easy to understand, it is easy to be rubbed into blood. In short, pray to start Tianhu, only 5 fees are full to have a chance to win.

Shaman: Too little data on the match

Mage: Balance of power. Most of them are mechanical methods, mainly dealing with mechanical sharks, both sides have similar resources and super-expansion speeds, we have reckless apprentices and flames, and there are unknown number of Gaia on the opposite side.

Pastor: Great bad. Scallop Mu is not afraid of freezing, there are many spells to solve, and the otk speed is also relatively fast. You can only count on stealing chickens after the transformation or finding a flock of sheep.

Warlock: Curse is inferior, and mineplay is evenly balanced. Warlocks and priests have many means of solving the field, our meter reversal is basically no threat, the curse magic solution field is more stable, the cursed direct wound kills us more than enough, and it will also explode. The speed of the water thunder technique is a little slow, the solution is not strong enough, and it is possible to be paved.

Warrior: Xiao You. It's basically all pirate wars. We have a small spell control field in the early stage, and a large wave of warriors in the middle stage can't understand it. However, because there is no reply, it is possible to be killed by a heavy punch.

Knight: Great bad. Encounters are all milk riding, it is basically impossible to steal chickens, the shop is useless, and it will be rushed to death by the heavy punches of the buff after the transformation.

Hunter: Disadvantages. Hunter's 2 33s are difficult to handle and straight injuries are plentiful.

Blind: Advantage. The blind were hard to deal with, and a bunch of 11s of the early students were perfectly restrained by reckless apprentices.