
Author: Goku, Yur Yimo
Recently my friend recommended a house changer with his record. Personally, I think this routine is still very powerful, although it is a bit of black technology, but the winning rate is not bad. This friend likes to study interesting decks, plays a lot of riot routines and finally finds that the winning rate of home change is very high, reaching 64.52%! Before the balance patch was launched, the deck was still very powerful:
Mystery code: aaecaf0gdjme8gxbboohxaix0wkd4glq5gl96wka7glf8wkc+aijigg2b8kh58sc8tac+nacinic/ouc6occaa==
Construct ideas
The construction aspect is based on the control technique and the partial defense can be changed in the later stages of the combo. In this way, many players will feel that playing fast attack may be stuck, in fact, the components of changing houses can be disassembled in the face of fast attack decks, because we do not have to change houses to win when playing fast attacks. Secondly, the addition of an apple tree and a beetle enhances the recovery ability of the first and middle periods, which is also an adjustment to the current environment.
As you can see from the figure, the warlock win rate is high, other classes are a bit low but not the point (before trying the mage and thief trick results rolled from level 2 4 stars to level 5 0 stars). )
We face most classes that are advantageous, except for arcane methods, even number riding and other decks with very strong blood-grabbing endurance. Because of the problem of components, there is a probability of a card player facing a quick attack, but because it is the framework of control, our resistance to the fast attack deck itself is relatively good.
Black technology changes homes
Changing House Preparation Cards:
Introduction: We use the method of copying portals to minimize the cost of kings and soul thieves. In this way, you can play the routine of replacing the opponent's deck and copying the opponent's hand ransom in one turn, as long as the opponent beats the ransom and we follow, the card bank is really replaced.
In parentheses are the costs after subtracting 2 fees from portal consumption.
(1) Routine: first go down the first portal (4 fees), add three princes to copy the portal (3-2=1 fee), plus the second summon portal (4-2-2 = guarantee 1 fee), plus the king (8-2-2-2 =2 fee), plus the soul stealer (7-2-2=1 fee), =4+1+1+1+2+1 A total of 9 fees We use the three princes to complete the home change. Hand copying of opponent hand gets a ransom.
(2) Routine: First go down the first portal (4 fees), plus the second summon portal (4-2=2 fee), plus the faceless portal (5-2-2=guaranteed 1 fee) plus the king (8-2-2-2=2 fee), plus the soul stealer (7-2-2=1 fee), =4+2+2+1+2+1.1. This is just 10 fees, and we use no noodles to complete the change of home. Hand copying of opponent hand gets a ransom.
Tip: We should note that the lower the cost of copying the second portal (e.g. the Three Princes), we can only reserve more than the cost later.
Single-card analysis
Many times the soul stealer does not necessarily have to cooperate with the king to take the ransom. We have a lot of times where the slow deck is also very fast, so we have a low gain with the king. You can use up all the key and useful cards in the hand, and then directly cooperate with the soul stealer to change the cards, which is also a way to increase the card difference.
【Game Analysis】
Quick Attack Match Idea: We don't actually need to use the idea of changing homes when we face a fast attack deck. Just like control, we set out to find aoe and low-fee retinues and 522s that could be exchanged. In this way, the cards of the light fast attack are solved, and we dk a wave of slowly recovering from the opponent's natural failure to play and retreat.
Retention Cards: Doomsday, Doghead Librarian, Dead Stalk (only fight the Knight Thieves Stay), Beetle, Soft Mud Monster (see the occupation stay basically except for the priest and the little virtue), Blasphemy, Hellfire, 522
Slow game idea: If we face a pure slow class, we still have to give priority to the accumulation of components, if we can use dk to transform first, we can achieve a certain balance on the amount of health and the scene, otherwise there is no dk or it is not good to drag fatigue. Secondly, we can change houses as soon as possible to interrupt the rhythm of the opponent or make the key cards on the opposite side untouchable. In short, the slow game is almost fatigue, and the change of home is also to let the opponent enter the fatigue first.
Retention card: It is generally not clear whether the opponent's form will still go to the dog-headed man, 522, soft mud monster, dk, which is a must stay. Secondly, if we know that the opponent is a non-offensive deck such as wall germany and defense, we can leave the components of the house.
Conclusion
The routine of changing houses is still very powerful, and we can use the idea of control to win by playing fast attack. Playing slow can be won by changing homes or directly using cards such as Soul Thief to win fatigue.