"hearthstone legend" in the current ladder environment, the fast attack card group flooded, the druid is also dominated by roaring. The following system is a small series to share a foreign service Druidka group, I hope to help everyone.
This set of mechanical virtues is the deck that I will use to attack the legend. I have been on the sneak peek for the first three seasons, and this season I will use this set of cards to achieve. You are not mistaken, this is a set of mechanical virtues. Don't think that this deck doesn't work as I did before. In fact, this deck is very easy to use, I have played 13 wins and 2 losses. Why is this deck very easy to use? First of all, this deck integrates the features of many other decks, both to survive the fast break and to have a fast enough pace to beat the control deck. Generally speaking, hunters, mages and warlocks are not what Druids don't want to encounter, but they are different for this set of cards. I can guarantee this! At the same time, this set is very cheap and contains only one orange. Card, or a doctor with a hand. Getting started Making the most of the decks we have to keep gear masters, activations, noisy robots and mechanical jumpers. Some other cards are selected to stay depending on the game: Angry: Dealing with fast breaks, such as face hunting, god riding, mechanical sa, mechanical law, etc. Sweeping: Dealing with the Paladin, although not required, I usually go looking for it. The opponent is the Paladin. Many times, the four-fee round feels that you need to solve something. Jungle Guardian: Stay in the face of a fast break, especially when the backhand or activation. Ancient knowledge trees: especially rare, can be left when you get coins + activation or double activation. Spider Tank: When the one or two fees are available, you can leave the spider tank. For example: Gear Master > Noisy Robots > Spider Tanks or Coins + Mechanical Jumpers > Spider Tanks. Craftsman Town Technician: Similar to a spider tank. Card Group Play This set of cards either wins through a series of combo results, or wins by allowing the opponent to unlock the scene. In the first six rounds, you need to focus on the control field and let your own attendants occupy the field. At the same time give the opponent hero some damage. 7-9 rounds should focus on face, especially when you grab some combo in your hand. If you haven't won by the 10th round, you may still be able to make up the knife through the magical fire, the power of nature, the barbaric roar, the druid and the sweep. Card Change #1: Remove a wild mark and add a force of nature. Many people feel that having two natural forces will make the deck more reliable. Although the wild mark is very suitable for this set of cards, the natural force may be better. #2: Remove a craftsman town technician and add a ghost crawler. There are a lot of fast breaks now, and I need more low-cost followers. The little spiders have a strong ability to occupy the field, and the death can also match the power of roaring and wildness. I am still thinking about changing a harvester to a Kozan sorcerer, because half of the enemies I met were hunters and mages.