'Hearthstone' Lamp Thief Deck Matching Guide

王林
Release: 2024-08-22 17:04:39
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Lamp-burning Thief: Hearthstone's fast attack directly damages the rising star. The "Resort Adventure" version of Hearthstone brings a new deck construction - Lamp-burning Thief. Based on the core card "Lamp Element", Lamp Thief is a fast-break direct damage deck that is good at winning by stealing the opponent's life points. In order to gain an in-depth understanding of how to play Lantern Thief well, PHP editor Baicao has brought a detailed deck matching guide. This article will introduce the key cards, construction ideas and practical skills of the Lantern Thief to help players master this powerful new deck.

Hearthstone Lamp Thief Deck Matching Guide

"Hearthstone" Lantern Thief deck matching guide:

1. Deck introduction

[Burning Elemental Lamp Thief]

This set is a set of Burning Elements for foreign server professional players MC to reach the top 100 of legends The build of the light elemental thief.

Deck code: AAECAZzWBgTuwwXHpAaKqAazqQYN9p8E958E38MFv/cF054G7p4GlqAGzKIGracGtrUGqM4GltMG7eYGAAED9rMGx6QG97MGx6QG6t4Gx6QGAAA

Hearthstone Lamp Thief Deck Matching Guide

2. Deck Interpretation

In the early stage, rely on low-cost elements to gain blood and renew the element chain, and rely on card drawing components to quickly advance to the Lantern element, Shadow Step, and Street Dance. Take off, Sonia, Dance the Whole House and other components, use the Shadow Step and Dance the Whole House to return the 1-cost Lantern Element, and cooperate with Sonia to repeatedly use the Lantern Element to kill the opponent. A Sandbox Bully has been added to the deck, so even if there is no Shadow Step, using Sonya and Miniatures to play 2 Miniatures and 2 Burning Lanterns and then dancing the whole field to recover them can produce 6 Burning Lanterns in one round.

Hearthstone Lamp Thief Deck Matching Guide

Due to the terrifying direct damage in the mid-term, the Lantern Rogue prefers to open most slow decks. The current environment is too fast, and Dirty Rats are almost uncarried. The average number of rounds for the Dirty Rogue to kill is At about 7 mana, the slow speed can hardly prevent direct damage to the face.

In the face of fast attacks, pay more attention to the interaction of minions. Because it carries low-cost elements, it is not particularly weak in the early stage. It is also capable of fighting against fast attacks such as Pirate Blind. Burning Lantern can be used to clear the field when necessary. Another fast-break self-mutilation spell is almost 91, because the opponent will very considerately reduce the blood volume to our killing line, and sometimes even 4 charges can steal the chicken.

Leave 1 or 2-fee elements in your starting hand to ensure elemental chains. If your hand is good, leave fast ore hoe, suspicious transactions, mining treasures and other cards to ensure stamina. As an otk deck, it is also difficult to get started. Those who are eager to score can give priority to Pirates and wait for fast attacks.

The following are some formulas, please do not copy them mechanically, just provide an idea:

Miniature Sandbox Bully (Sand), Water Dancer Sonia (Cable), Lantern Element (Lamp), Shadow Step (Dark), Street Dance Jump (street), dancing the whole place (dance). Here we only consider the situation of one light, rope and sand.

1 One Dark: Sand + Rope + Light + Dark -> Light + Light + Light = 3 lights for 6 fees

2 Double Dark: Sand + Rope + Light + Dark -> Light + Dark -> Light + Light + lamp = 7 costs, 5 lights

3, one dark and one street: cable + sand + light + dark -> light + light + light + street -> light + sand + light = 7 costs, 4 lights + street (0 Fee)

4 One Dance: Cable + Sand + Light + Sand + Dance + Cable + Light + Light = 7 Fees and 3 Lights

5 One Dance and One Dark: Cable + Sand + Light + Dark ->Light + Light + Sand + Dance + Rope + Lamp + Lamp + Lamp + Lamp = 9 Fees, 6 Lamps

6 One Dance and One Street: Sand + Rope + Street -> Sand + Sand + Lamp + Sand + Dance + Rope + Lamp + Lamp = 6-fee 3 lights + 0-fee street

7 second street: cable + sand + lamp + street-> lamp + sand + lamp + street-> light = 7-fee 2 lights + second street (0-fee) next turn Then operate

For each additional shadow step, you can cast two more lights by 1 extra cost according to the above formula.

The above is the detailed content of 'Hearthstone' Lamp Thief Deck Matching Guide. For more information, please follow other related articles on the PHP Chinese website!

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source:3dmgame.com
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