Author: NGA - Despicable Gu Ge
Hello everyone, I'm sitting alone in dusk, a player who specializes in thieves. After the patch, the environment of the Red Dragon Thief is relatively healthy, I have been using the Red Dragon Thief to maintain the top 20 after the patch, the highest hit to the 8th, in the live broadcast has been trying to reach the top, but has not completed the long-cherished wish. Since the Red Dragon Thief is a set of high-choice decks, I saw that my hometown lacked such a guide to talk about this deck, so I specially wrote my experience to provide references for players who like thieves.
Here are the results as of the beginning of the writing:

Here are the decks I use:
Deck analysis This set of cards belongs to one of the mainstream Red Dragon Thief constructions, in addition to the construction of a single flick single protection modifier and the construction of removing the old qian xiao fan and replacing it with a scorpion broom.
1. The difference with the construction of the pen: the main uses of the pen are: small-scale cleaning of 1 blood frequency, such as the Red Dragon Thief Civil War to clean up 121, play knights to break the holy shield, etc.; can ensure that the octopus must reduce the fee after the card library is worn, and it is very practical when the game needs to use the OTK idea of card making up;
You can swipe your cards at any time after touching the field contact, so you can be allowed to sell the components that cooperate with the brushing in the early stage. The use of the protective modifier is mainly to protect their own scenes, and the rhythm ability is strong.
Therefore, with a flick pen can better target the rhythm deck and the card deck that needs OTK to win, in the current environment, it is better to throw the pen against raid battles, saint riders, rhythm riding, medium speed hunting, red dragon thief, and control.
Since I was in an environment where I was more blind and controlling the pasture and vampire, I adopted a protective modifier with better control effects.
2. Compare the construction of the Scorpion Broom: This construction is more extreme against the rhythm deck than the single flick single protection modifier, and the effect of the raid battle is better than that of other Red Dragon Thieves, but the lack of the old thousand offensive confrontation spells, blood sucking blind and other card sets will be very weak, and I personally think that it is not suitable for the environment after the patch.
Analysis of ideas
Overall idea:
The Red Dragon Thief is a rhythm deck, and since the class itself does not have the particularity of efficient clearance means, the rhythm is especially important for thieves, and this deck always revolves around making/cleaning up scenes and replenishing resources. This deck is generally divided into two ideas: the counter-rhythm deck and the counter-control deck.
Against the Rhythm Deck, you need to compete with your opponents, plan your hand, and try to generate the most scene value with the least amount of money. If the scene advantage, can calculate the damage enough to kill the opponent when giving up the scene to hit the face, with the killing card two turns to end the game; if the scene is inferior, can not be in a hurry, you can sell blood appropriately, choose a suitable time to use the prize marauder to efficiently solve the game.
Against the control deck, you need to plan your hand, create a scene, and try to dispatch as many cards as possible to find Kazakus in the early stage. When the scene is enough to eat AOE, the excess cost is used to replenish resources in preparation for the next wave of scenes.
It's important to note that don't make slaying a card as the primary idea against control decks, as almost all control decks have punishments for not standing in the face of thieves (such as blood-sucking blind slashes, warproof egg shields, priests' heartbreakers, warlock ogres, and Maricia).
The kill should be a backup when you judge that your scene will not continue to provide output in the future.
Due to excessive cards in the early stages, the game was pressed by Malicia and could not return for a while, and as a result, the warlock used the 688 tear card without pressure. ...
Here are the ideas and details of the fight against the mainstream deck after the patch:
Fight against the Civil War:
The first hand tries to dispatch as many cards as possible to find the octopus, because the civil war has a big difference in whether there is an octopus or not, there are old thousands or Mancoric can also stay to protect the bottom; the back hand can also find fish, and can leave the prize and the wilderness to return at any time, if there is a shadow step and prizes at the same time, you can stay all, and cooperate with the thief or xiao Fan to stab the opponent's 4 blood octopus.
Don't worry if your opponent hasn't reduced the fee before 5 fees. Due to the strong ability of both sides to return to the field, if the opponent does not play too much scene pressure and force the field to start, it is likely to be pushed to death by the opponent's backhand start, so it is important to choose the right round to start, and the following uses a game with my friend to illustrate.
The backhand opponent left an octopus on the coin, indicating that there must be a big rhythm point, and I have an octopus in my hand, in order to ensure that I reduce the fee, here I need to return to the old thousand, and then shoot the octopus, although there is still a risk of being solved by the opponent (he may point his own rage and then the prize hits 4, but the probability is not high and there is 0 fees in the hand Even if the octopus is not reduced to the fee, you can play it)
Unsurprisingly, he can only collide with octopus to reduce the cost for himself, while shooting two pagan shadow steps octopus to suppress the rhythm, we have 2 fees of cold wisdom can be reduced to 0 fees by the old thousand, it seems that it can be started, but it is not a good start time.
Once the swipe does not reach the prize, his octopus can reduce the fee again, and after being counter-activated by the opponent, he will not be able to return to the field and will be crushed by the opponent's rhythm.
So here I choose to stab 32, and at the same time 13 to give 32 to ensure that the opponent octopus can not rage. (Later, it was found that the turn knife +13 solution 32 was good, but because it was also beneficial to use glow thorns and did not start the general direction correctly, it had little effect).)
The opponent may be too poor in hand, the empty field hard start, naturally to create the best conditions for us to start, directly reverse the start to achieve the solution + pressure monster, follow-up through the snowball to win.
Counter Control Pastoral:
There was not much difference in the successive hand retention cards, all looking for The Old Thousand, Octopus, Mancoric and Kaza. Memorize and beware of opponents' draws and fees. Don't think that the priest is weak on the battlefield and invest too much to get resources instead of consolidating the scene.
When you judge that your opponent has broken down after the heartbreaker, use it as soon as possible to play its value, unless you are inferior enough to keep it back.
Here's an example of how to undo a card:
Here we already have a certain scene, Barov is a rhythmic play but not a suitable way to play (did not use Zerera), the correct way to play is the wilderness deception card, Barov can achieve explosive paving after the opposite clearance.
Here choose to use the protection modifier point 32 to prevent crime and punishment. (Although the point shield and the wilderness are a common combination, what I want to emphasize here is that the shield point gives the 32 figure instead of the 33 body, because the 33 body eats the 2 level of crime and does not die, and does not need the protection of the point shield)
Although Barov was tempted by the earth element, I still chose the illusion to give the earth element, and the hui stabbed the 66 protection scene, because the opponent had just handed over the level 3 penalty last round, and the frenzy and extinction were not used, and the mist to 44 would lose directly as long as he ate one of the solution cards.
In addition, another example is given to illustrate when it is possible to prevent the cracker and when not to prevent it, and the countermeasures after the cracker:
This place first uses the old Qian Xiaofan to get the opponent's Dragon Clan study, I initially wanted to use the Shadow Step to get one more Dragon Clan study, but considering that the thief uses the Dragon Clan Study and does not have too strong rhythm effect, if you use the Shadow Step, although it prevents the Cracker, but because the Shadow Step is not used to play the rhythm, I take the initiative to put myself at a disadvantage as soon as I start, then my Anti-CrackEr is a loss-proof, so I did not use the Shadow Step.
There are really heartbreakers on the other side, but I think it's much more important to get his hand card information than to lose shadow steps and coins.
So here should have been a shield + cold-blooded + cheating, because I already knew that he had a soul eater in his hand, so I gave up the idea and chose the channel to find octopus or gaza.
Here I also chose to cold-blooded paste 21 instead of sticking to 23, so that if the other party plays a clear card, the penalty + soul eater disease will be minimized.
In the end, the victory was won by virtue of the information advantage given by the Heartbreaker.
The 8-fee round of this round was a brushing round, due to lack of time, intuition thought that it was necessary to prevent the sword saint to suck blood, so he chose to hang the mysterious turning knife and did not hand over the double glow thorn, but afterwards found that it was wrong to play like this.
This place I have a great advantage, is the need to prevent the cracker, the first reason is that the sword saint blood sucking is two cards combo, the probability of being in the hand is lower, the second reason is that even if the sword saint sucks blood, my hand can still play Tengwu + Barov's combo strong stand, not necessarily lost, but here because he did not play double glow thorns by his criminal punishment +313 directly collapsed and lost.
The priest on the opposite side of this round used Marigos 7 to pass 6 cards, and the card was only consumed a little, and we had already used up the double cold wisdom double prize, so I forward-looked at the shadow step to use up the female bar to prevent the cracker is a very low winning style.
Because the scene was no longer consumed by the priest, I decided not to prevent the heartbreaker, and the 30 blood slash of The Tenwu + Shadow Step + Red Dragon + Glow Thorn, using the wilderness + passage round to pass through the card bank. (As a result, this channel touched the red dragon + octopus + glow thorn, all of which can not brush the field of cards, resulting in the card library not being worn and losing, but losing does not mean that this idea is wrong)
Fight vampire blindness:
Gaza is at the heart of the game, trying to dispatch as many cards as possible to find it. Don't affect your rhythm in order to pursue the magic card head, such as the first 2 fees to do nothing to do the sealing magic can also provide a good threat. When you have Kaza or Barov on your hand, Kaza/Golem/Barov will be your best return object.
Here's an example of how to play vampire blindness with a brilliant game:
This starter I chose to stay with Barov to keep the bottom.
This round is an octopus, so the octopus + prize triggers rage, so that the 4-fee round can directly jump Barov to give pressure.
There is no good card in the direct opening channel here except for Kaza, if the channel does not find Kaza, the next wave will not give pressure after the scene is cleared, so choose the wilderness line to deceive the card.
Due to the abundance of cards, I decided to return to the octopus and use the cold wisdom to trigger the octopus rage, reducing the red dragon to 7 fees and increasing the killing line for the next few rounds.
This place I channeled out octopus before, fortunately the opponent can not play 4 to solve, and I clearly know that the 8 cards in the card library and a shadow step and Tengwu, then this wave of fee reduction after the wilderness swipe is very likely to pass through the shadow step or Tengwu, if it passes through Tengwu, I will use the channel back to the octopus to stand again.
In this way, if the octopus can be reduced to the fee, I will have 5 fei red dragon, 1 fei tengwu and two 0 fei hui thorn to achieve 24 kills; if I pass the shadow step, I will return to the octopus and then stand, next round I will have 5 fei red dragon two 0 fei hui stab, and then cooperate with the passage to find 2 fei teng wu can also 24 chops.
As a result, I crossed the Shadow Step first, so I directly shot the turn passage to find Tengwu, and at the same time, the two 4 bloods separated the anti-evil roar, and the opponent used the double eye edge to solve the eight claws here, but it was not a loss.
So I sealed the magic + xiao fan to solve the field plus stand, but I made a mistake and did not play 1 fei hui thorn, and the next round red dragon + Tengwu wanted 9 fees to play without cost.
The opponent eventually slid to dodge and kill, but was still crushed to death by the pressure of my scene.
Against Super-Virtue:
In the early stage, try to find octopus and sealing demons, if the sealing demons can stand, you can find the hand through the channel to obtain a continuous sealing demon, and under the premise of a certain field attack in the early stage, boldly naked prizes to obtain higher field attacks, half of the games won in this game are crushed by the early battlefield.
Here 2 fei slapped the sealing demon, because of the fear of the thief's return hand, no matter what, it can be exchanged for the lunar eclipse on the hands of Chao Shengde, and the opponent in this round has exposed no lunar eclipse, I can play the wilderness + point shield more confidently this round, and the wilderness riding face wins, which shows the importance of the sealing demon.
Against Bodyguard De:
There is less experience in the game, but I think the spell is still a very important card, whether it is the blood grab in the early stage of card growth, or the survival of the fittest is very useful.
Confrontation Spells:
Successive hands can keep the Seal Demon, Point Shield, Mancoric, Old Thousand, Octopus, and Kaza. In the early stage, if you ensure that your biological energy can jam the opponent's rhythm, you will bravely sell, this game mainly relies on the amount of blood in the early stage, and the late kill wins. If necessary, the Red Dragon sprays itself to survive, and the 88 figure is a great threat to the non-fool mage.
The first hand played the prize, giving the attack pressure, and the opponent chose to open the torrent hard.
2 fees can pile up 6 field attacks, the other options for thieves are void portals and wildfires, and I chose more stable non-fairness.
Due to the early pressure of the field, the advantage established by the unfair white touch of 3 more cards was too great, and in the end, the mage with the torrent was still tired of solving the hand and consuming all the losses.
Against Medium Speed Hunting:
Early scene snatching is the key to victory or defeat, using octopus and prizes to fight backhands, good luck can make the hunter almost no damage in the early stage. At the same time, there should be enough understanding of the damage that the hunter can cause at the rated cost to avoid blind solution.
Facing the hunter's thorny head riding face, such a hand does not need to top octopus, because the probability of being eaten by buff to 4 attacks is very high, I chose to turn the knife to cut 12 first to endure a round, because there is a channel, the next round can throw the rest of the hands all back to the field.
As shown in the figure, the 3-fee round hunter directly can't understand it.
Against the Sacred Riders:
The first hand tries to take the initiative to shoot the monster attack, and the back hand leaves the prize at any time to hit the backhand, usually the thief can win the scene in the middle of the game, but pay attention to beware of the sword saint.
Against Rhythm Riding:
Pay attention to the same things as the Holy Covenant, pay attention to the timing of the return, and don't blindly harden in the face of many mysteries. Direct damage is usually the hammer's 3 points and the red dragon's 8 points, the amount of health can not panic, even if it is below 8 blood points is safe, as long as you can find a way to kill the opponent before the 9th turn.
Here's an example to illustrate how to return to the mid-game:
As shown in the figure, the knight backhand new student enrollment direct coin ghost, then because of the existence of +2 + 2 if you shoot octopus will be eaten in vain, so this round to mix, but does not mean that the knife is empty, you need to exchange naked Tengwu and the little ghost, even if +2 + 2 kick face we can also use Tengwu + protection modifier 1 wound to solve.
The opposite side used a broom to untie Tengwu, this round has nothing to say, eight claws + point shield minus a wave fee.
The opposite side hung out the mysterious knife, we drew a small fan, but obviously this is not the turn started by the wilderness, because the eight claws in our hands can be reduced to the fee (from the opposite side of the broom before the broom can be judged to be Enzos riding, so it is impossible for Rom to eat in vain, the mainstream construction of the knight does not have revenge to consider, then the 13 on his field can stably trigger the wrath of the octopus)
The knight hung up 3 mysteries, but I clearly knew that they were liquidation, ancient gods and ponies, so I first used the wilderness Xiaofan, using the stolen knight mysteries to break the ancient gods, and then brushed the cold wisdom, using it to solve the scorpion, using the prize to solve the pony, and then using the field to solve the 13 magic strength to achieve the return.
Once this kind of knight is returned by a wave of thieves, it is difficult to turn over, and basically wins.
Fight against raids:
Keep Octopus, Old Thousand, Mancoric, and Gaza in the first hand, and consider keeping prizes and fields in the back hand. After training, you can't just shoot your octopus casually, and you may find 454 or 444 to eat for free.
The battle against the raid is a bad match, it is easy to lose because of the bad card order, the difference between the first hand and the absence of Kaza is very large, because the two golems on time at 5 costs will cause great pressure on the warrior, and the backhand is more likely to get octopus and the wilderness to fight backhand than to rely on Kaza to win. The following uses a ladder match to explain the ideas and details of the game.
The hand here is very awkward, there is a wilderness shadow step, but there is no octopus and prizes, plus now jumping Gaza can not come out of the golem next turn, so I chose the wilderness shadow step, equivalent to this round storage fee.
The opponent was frightened by my operation and did not dare to continue to blame, so I went to Kaza and luckily printed the Raid Replica Golem. The next situation is obvious: the opponent's fitness station, I first use the golem for the first wave of return, so the opponent hits the enhanced surprise attack to return:
Immediately after that, I started the return with a two-fee deduction:
Here's a detail where one of my thieves took the mirror image, and the mirror image can jam his rhythm before the warrior 8 fee, because usually the warrior will play all the rhythm cards before the 8 fee, and the 8 fee is on time for the student.
As shown in the figure, students mirrored to the problem can directly declare victory.
Against Defense:
The main idea is to stand on the field pressure and find opportunities to pass the card at the same time. The advantage of fighting a defensive battle is that you don't need to invest too much at once, so you have a lot of expenses to spend on the card, and eventually all the damage is killed. However, be careful not to give up the scene completely before the egg shield is handed over. The following will use a typical example to illustrate how to fight a defensive war.
There is a 0 fee channel in hand here, so the correct choice is the channel to find Gaza, rather than the rhythm of deception, the channel of this bureau found the Gaza Shadow Step.
Kaza printed a Holy Shield Draw 2, but in fact, I would like to find a copy, because the opponent has used the sword blade storm for 3 fee rounds, looking at the second octopus in my hand and the sufficient amount of cards, I basically determined that this game is based on the card, supplemented by the output of the entourage, as long as the card is fast enough, the warrior's stacked armor can not catch up with my damage.
The opposite side uses the Eye of Cthun to solve the field, then I can take the opportunity to steal it and wait until the opponent hangs the egg shield to target.
Here the golem is stealth draw 2, in order to speed up the card, you can eight-clawed cold wisdom fee reduction and then on the golem, the warrior's recovery means is stacked armor, so the damage is divided into several rounds to play out and one round to fight out is no difference, there is no need to pursue the cost of octopus to reduce the damage card.
The two 36 water elements +12 in this place are more uncomfortable for warriors than Barov, as Barov can be cleaned up by warriors of various AOEs.
The warrior was forced to fight + scorpion, and here I did not choose Barov pressure field, this is because I spent too much money in the early stage, the warrior hoarded a bunch of cards useless, so at this time Barov can not cause output.
And I know that the 3 cards in the card library have a shadow step, so this round I choose the wilderness over two, and then use the cold wisdom + Cthun Eye to play damage, so I can stabilize the shadow step, the next turn can be red dragon spray + glow, and then return to get the red dragon of 7 fees, and then the next round of red dragon Tengwu 16, successfully achieve 3 rounds of all the damage in the hand, and finally I won the victory.
Adversarial Control:
The warlock's early cards are weaker, and use this to press enough scenes in the early stages to prevent the opposite ogre or Marycia from directly crushing your rhythm. Remember that the warlock's serial disaster corroded several times, and quickly crossed the card while pressing the rhythm to kill and take away. Due to the fewer matches after the patch and the obvious advantages are not an example.
The above is my personal experience of the Red Dragon Thief, this set of cards is still very dependent on proficiency, need to play more and think more to master, if you start to play when you lose, you have to learn through the game you lost.