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Gadgetzan Lancer Help Me Legend Totem Saka Group Sharing

Deck details

Before the new version, I got to 5. After the new version, it took two days. Finally, I went 11-1 to legend on a computer without a box, and the winning rate was just over 7. It's so cute.

The Walrus Totemist Totem Golem is simply the Shardless Agent in Magic: The Gathering. Pulling out a Mana Tide Totem is almost like summoning a henchman or ancestor. Two of them White card allows you to experience orgasmic pleasure.

Differences from other Totem Shamans

1. Gadgetzan Lancer: This thing replaces Zombie. The previous script Sea Giant Shaman used Zombie, Feng Shui Control Shaman also uses Stiffness, so most players (including me at the beginning) pre-made Totem Shaman also used Stiffness. But the problem is that this deck does not have Al'Akir's 12-health combo, nor does it have high-attack minions like Sea Giant. The health is lost bit by bit. I really can't kill an opponent with 40 health.

I thought the Gadgetzan Lancer was funny at first glance, but if I think about it carefully, when you need him to be 23 (against T7, Baotou Cavalry, etc.) there is a good chance that he will be a 23; When you don't need him (Trench Warfare, Dragon Priest, Druid), he is a villain with no side effects, just convenient for swapping monsters with Firetongue. For example, if you use the Gadgetzan Lancer for 1 fee, you can chop it with an ax in the trench battle. In fact, it will hit you with 1 more blood than the Stiff Warrior.

. Moreover, fighting points can indeed judge the opponent's form to a certain extent, but the opponent can also see yours.

2. Fencing instructor: This thing is very good, but it is very difficult to bring two people. The main function is to use 3-4 fees to save a hero skill. In the 5th round, it can be used with Thunder Bluff Warriors/Mukla Knights to directly force a wave. The effect is very shocking. When you have enough money, you can shake the totem first and then go to the fencing instructor to save money for the next round. In addition, if you are playing a game like T7 and Baotou Cavalry, you can just shake out the totem for 3 fees, which is equivalent to 22 people for 1 fee.

3. Mukla's Warrior: This thing is used as a replacement for Bloodthirsty, or the third Thunder Bluff Warrior, but it feels better than those two cards when played, because it costs 43 for 5 fees. It seems to be easy to solve, but when it comes out, the opponent's short removal must have been handed over to things like Walrus Totemist/Mana Tide Totem. The 43 body is actually very strong. Thunder Bluff Warriors can usually BUFF 1 active totem, but Mukla's Warriors are the same 1 1 and can benefit bombs, little spiders, etc. Moreover, 1+1 can withstand a wave of Holy Nova/Holy Light Bomb, and the actual test is very good.

Others are similar to other Totem Shamans, except that there are relatively few Silences. Remember to give them to Ice Throat. This orange is really a bit _.

Personally, I feel that the ability to inspire has been corrected by Thunder Bluff Warriors/Mukla's Warriors/Murloc Knight. This cheap creature that can win the game on its own is so useful.

Finally, regarding Mistcaller, I think that if you want to build a deck around Mistcaller, you should add a large number of cycling creatures and low-cost high-quality solutions (preferably biological ones, such as Yelling Sergeant and Ace) , ensuring enough cards in hand to support Mistcaller. The test group is as follows, still testing.