Recommended field control decks in Hearthstone

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Release: 2024-03-28 15:07:46
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php editor Xiaoxin today recommends a classic field control deck-Hearthstone. This deck has won the favor of many players with its powerful field control capabilities and flexible operations in the game. By cleverly using card combinations and strategies, you can effectively control the situation and achieve victory. If you want to improve your strength in Hearthstone, you might as well try this field control deck. I believe it will give you a whole new gaming experience!

Hearthstone Field Control deck recommendation

Recommended field control decks in Hearthstone

When fighting against slow decks, even if you only have one of the above cards, It should be activated immediately.

When playing against warriors, it is recommended to leave coin selection to Death Roulette.

This deck requires a lot of skill from the players, especially the timing of starting the Death Roulette and the operation of the initial strategy, which requires constant practice.

Therefore, I hope you will choose carefully to use this deck to quickly increase your score.

Advantages and Disadvantages Game:

Against warriors, the universe deck performs well. All starting hands are replaced with death roulette. There is no need to deliberately pursue 3, 4 and Luo in the early stage. I'm willing to find the combo that the demon can use to suppress the scene. Universe decks rarely suffer from too much board pressure.

Keep Hydraulic Fracturing, Elementium Cluster, Death Roulette, Loken, and Yogg-Saron's Guard in your starting hand.

It is slightly inferior against the current popular aggro decks such as Halo Paladin. Although the construction can establish a board advantage in the early stage, it may be killed by Windfury Leeroy in the middle and late stages.

When facing the knight, you can reserve 1 to 2 elimination cards, and give priority to using table flipping.

At the same time, using the combo of Forge of Will and Majestic Anubis or Dark Alley Contract, you can keep it if there is a removal card.

The mentality is to compete with the opponent, use landmarks to crush the opponent as much as possible in the mid-term, and if possible, use as many taunts as possible. Titan prioritizes taunting.

Slight disadvantage against DK: In the current version, some Rainbow DK builds already include Hela.

Facing these two mainstream DKs, the strategy is still to use death roulette to win, rather than being complacent about the field advantage.

We can keep the death roulette at the beginning. Most DKs will play mine boss Leska in the mid-term, which will make it difficult for us to win with the advantage of the field.

Therefore, you must try your best to check the cards and use the combination of Raynor, Symphony of Sin and Demon God to suppress the scene. Even if it is taken away by the boss, you can activate Raynor to clear the field, and the disease can use Symphony to replenish the card library.

A slight advantage against Miracle decks: This type of deck starts quickly, and we can take advantage of the board in the early stage.

Such as card thief, knife thief, open-door animal husbandry, magic strong shaman, etc. Start by keeping the Origin Crystal Cluster, the Forge of Will, the Dark Alley Contract, and Loken. The multi-system method is slow to start, so you can consider retaining the death roulette.

Replaceable Cards:

Rusty Viper: Can be used to counter the virtues of the painter of Halo Cavalry.

Doomsday Owl Beast: The performance is unstable. It can only perform well under certain circumstances, such as roulette civil war.

Discarding this card can allow Loken to discover the Demon God more stably and avoid the situation where the Owlmon is stuck in the fast break situation.

Dark Alley Pact, Majestic Anubis: Perform well in fast attack matchups, but are "silly" against slow decks.

If there are many slow and otk decks in the environment, you can consider replacing two despicable Dirty Rats and Pagan low-level priests to deal with the slow Miracle deck.

Notes:

The giant generated by the landmark is always on the right side of the landmark. We can use this feature to separate the followers to prevent them from being killed by the opposite dwarf pilot Nolia. untie.

Although Death Roulette describes the destruction of enemy heroes after five rounds, in fact the opponent can only perform four rounds of operations.

Unless the player actively chooses to end the game, the game progress will not be reduced. Proficient use of this deck will be a very good choice to increase points.

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