php editor Xiaoxin recommends Hearthstone’s field control deck to you. The field control deck has strong control capabilities and a steady rhythm to win in the game. It is a favorite choice of many players. This article will give you a detailed introduction to the construction ideas, card combinations and tactical skills of the control deck to help you better use this deck to win. Let’s take a look!
Control rhythm method:
Deck code:
AAECAf0EDIoB0ALFBO0FvwiIwQKgzgLCzgKb0wLy0wK38QLF8wIJTckD4QfsB5vCApbHAtXhAtfhApbkAgA=
Single card analysis:
Arcane Craftsman:
In this deck, it is the main means of recovery in the early and mid-term (and of course Apple Tree), because Red Dragon and DK, both of which are related to blood recovery, cost 9 fees and above. They can’t help much in the early and mid-term, so we can only rely on Arcane Craftsman. Fortunately, this card has a relatively low cost and can be used in conjunction with The spell will not slow down the rhythm too much, and in most cases the recovery value is ≥ 4, which is quite impressive. It is more important when playing against fast breaks, and his contribution is needed in the later stages.
Stone Hill Defender:
The only 3-cost minion that stands on the field. Although the figure is not great, from our perspective, it is enough. Qiu blocks 4 points of damage for the hero, and replaces 1-2 of the opponent's creatures with 1 health, which facilitates subsequent AOE clearing. Moreover, Shiqiu also has a back-up, which can be used to find taunting followers. The 4- and 5-cost taunts can be used in the next round or next round. In the round, continue to spread the field to protect your face. When there is no AOE, this wave of continuous taunts is very critical, and it is a life-saving method.
Transformation:
##Manbian is also helpless. What kind of wall magic, magic block magic, demon magic, and even heart fire pastoralism and recruitment are in the environment? A deck like Hunter has a so-called core, and the number is more than 1. If we want to win, we must have a countermeasure. Fortunately, we have sheep. The opponent has 2 cores, and we also have 2 sheep. Just wait. The opponent's core has been transformed by him. He can handle everything from big spiders, 3/9 lords, Devilsaur, and magic cubes to one sheep. Passionate Explorer: 4 fee 3/4 is a loss of 1 fee, but the card that comes with it is what we need. It also restores its 1-cost value. The main purpose of bringing this card is to pursue a dream, praying to draw big brothers such as Red Dragon, DK or Lich King, and Garton. Then it becomes 5-cost and you can play it directly in the next round. If you draw Mountain Giant may or may not be played directly for 0 fee, but its ability to grab rhythm is soaring. This is why our elder brother brings so many 6 in the later stage. Wandering Evil Ghost: You may wonder why you bring this target card and who is it running towards. The answer is Wall Druid, because Wall Germany just relies on the big spider. As long as we destroy the balance with wandering evil spirits, then when the druid plays the big spider, one croak can directly win the game. In addition, this card also has power against other professions. Inner Fire, Arcane Missile, Spell Stone, Arcane Shot, etc. are all cards that can be seen in the current environment. Their effects are not small, and destroying them is not a loss. mountain giant: We are not warlocks, and our ability to hold down cards is naturally limited, so it is still too difficult to get down the mountain with 4 fees, so the role of bringing the mountain is Is it? One mentioned above is to cooperate with enthusiastic explorers to achieve zero-fee suppression. The other is that we have the existence of Dragon’s Wrath. If we cooperate with the mountains, the clearing ability will explode. Battle analysis:Against fast attack, start with Doomsday, Crow Demon Servant, Stone Hill Defender, Enthusiastic Explorer, and the important AOE----Wrath of the Dragon. With the later Meteorite and Flame Storm, you can rely on card drawing. Get started, starting hand is not required; just try to have monsters in the battle, force the opponent to solve it a little, and relieve the pressure on the hero's blood volume. It is unrealistic to rely on followers to grab the fast break scene. The function is only to delay time, and wait until AOE clears the field. 5 fees, then there will be 6 waves of AOE slowly cleared. The opponent's creatures are simply not dead enough. Finally, the resources are exhausted and there is no way to fight anymore, GG.
When playing against a control deck, start by looking for cards with outfill cards such as Stone Hill, Blood Mage, and Explorer, as well as DK. When playing a control deck, the goal is to get the DK as quickly as possible. , rely on the water element and the opponent to fight for resources. After all, the other big brothers have limited combat power. As soon as they die, the function will end. Only DK is permanent and has the strongest combat power, so just start with a follower. As for removing AOE, draw cards There will be some in the process. When playing a control deck, there is no rush to clear the field in the early stage, so instead of looking for AOE, it is better to find followers to stand on the field! The real battle will not start until DK.
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