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Hearthstone legend, strength analysis of Outlak's broken legend card

Hearthstone legend has released a new information piece, The Breaking of Outland. What are the legendary followers of Olankkabao that deserve to be integrated? Let's take a look at the strength analysis of Hearthstone legend Olank's broken legend card.

Standard 3.9 Wild 4

This card looks strong, but it actually needs special construction. On the one hand, compared with the previous betrayal of me by the holy light, it can effectively solve the problem, and this card only triggers death, so this card may be used for beheading, and the cost of 8 fees is true, which is a bit high. It may be a little more rigid than you think.

Greeting card suggestion: I believe that the party must be alloy, and the rest are cautious. The priest's winning rate is very low

Standard 4, Wild 4.5.

To tell the truth, but look at the effect of this skill, as long as it is dragged on, basically no one can beat the mage, so the most critical problem of this type of mage at present is that it can't live far behind, and the effect of this mage's battle roar is actually how to live, so there is no opposite scene when you shoot this card. If the new horse speeds up, then this card may be silent.

Advice on receiving cards: Be careful about receiving cards. The mage thinks that players must alloy.

Standard 3, wild 4.

This card can be used for fast break. To be honest, I think giving a soldier is beating. In fact, this card really benefits from wildness. It can only be said that it is either supernatural or supernatural, and it feels a bit like a turtle, with or without it.

Card suggestion: soldiers think that players must cooperate and the rest need to be considered.

Standard 5, wild 4.

To tell the truth and play shaman, you should have a basic hand this time. This card is more stable and better than Hagasa the witch. This unpretentious strong evaluation is much better than other occupations. The lower limit is very high, and the upper limit is like that.

Heka suggested that the combination of shaman fighting is right.

Standard 3.9, Wild 3.

Of course, this card is not as good as the previous DK. The only combination that can be thought of by current standards is perfume. Personally, I don't recommend it because the design of this card is slightly mediocre compared with the previous one. It may be useful to plug the bomb with another skill, otherwise it will be as stupid as the reward of the soldier's mission design.

Card suggestion: Warlocks believe that players cooperate, and others need to be considered.

Standard version 5, wild version 5.

Boy, I have a hunch that this card will be cut, and the skill of 0 fee is estimated to be changed to two fees. You know it costs 6 to disappear this single card at first, so how much does it cost to remove it? You can imagine how much this card will cost to become a supermodel. Single card is really strong, but it's hard to say what a thief says. This is the real thief.

Card combination suggestion: it must be combined.

Standard version 5, wild version 5.

To tell the truth, I don't want to give 5 points to this card itself, but if you look closely, it is really worth 5 points. First of all, you get a mana crystal for 3 fees, 1.5 fees for card drawing, and 0.5 fees for folding 5 armor to earn money. What do you think of this card is a supermodel, and this effect is basically suitable for all types of druids, good cards.

Comprehensive suggestion: it must be combined

Standard 3.9 Wild 3

I like this card very much. After all, it's also a pleasure to watch yourself go fast and die. Skills can be ignored here. I believe that most players will definitely not bring this card because of this skill, but this weapon. If it is mainly fast break, you will definitely bring this card, which is not strong in itself.

Card suggestion: turn off the fast break if you feel bored.

Standard 3 Fenye 1 Fenarena 5 points

Let's think it over. In fact, what happened when it cost 2,3/3,11holy shield,11ridicule,11raid? There was obvious blood loss. His only advantage may be that he can do a lot, but in fact this is what we call a white card. This card is probably impossible to build.

Checkpoint suggestion: if it is closed, it will be given for nothing.

Wild 4 points, 2 points, arena 5 points and 4.5 points.

This card has no features, and the standards seem to be really uncoordinated. The only possibility is wild, such as what mage changed dk back to 16 blood, self-mutilation.

Card combination suggestion: along the edge,

Standard 0, Wild 0, Arena 0

The biggest, biggest, biggest, biggest, biggest, biggest, biggest, biggest, biggest, biggest and last piece of ice cream. Faults: Full of faults. In this fast-paced version, it looks so unpretentious. Compared with the mage's dragon mother, this card can't occupy the field, and it is small in size, so it is difficult to put pressure on the opponent. The only possibility is to drag, drag hard, and then otk takes it away in a wave. Tell a joke: ice cream can finally be played.

Heka suggested: believe in the combination of ice cream!

Standard 3 Wild 3

If all hunters use oranges, it is for the blind.

Because there is no stream in the blind, it is a fast break or a bloodsucking blind, so this card is dispensable.

Card combination suggestion: None.

Standard 4 Wild 4

The design of this card is very interesting, playable and has potential. If you cooperate with robots, you can have amazing results. After all, there is less silence in the current standard. I like this card very much.

Card suggestion: find it interesting or play with artists.

Standard 3.5, wild 3.5.

This Galen is actually similar to a self-propelled gun, but not very strong. If the official pushes buff to ride, this card must be brought. It seems that only buff riders will bring it.

Card advice: hit buff and ride it.

Standard 4, wild 4.

This card should be regarded as an important card for the blind. First of all, it is worthwhile to be able to solve the problem and face the surprise entourage. Skill is an upgrade skill, which combines the powerful skills of pastor dk and Baccus. The key is only 1. Not surprisingly, the new version of the blind monk must be based on this card.

Level suggestion: blind core card, play blind clearance.

Standard 4 Wild 3.9

To be honest, this card itself is out of rhythm. After all, the effect of the war roar is only worth 4 yuan, while this card costs 6 yuan. And this skill seems to be chicken ribs, which is equivalent to having an animal partner that you can use every round. But don't forget, the hunter is playing fast break. In a sense, this fast break belt card is very strong and is a typical unpretentious hunter card. Hunters use this in the Civil War.

Card recommendation: the hunter player is close, and the standard can be used.

Standard 3 Wild 3.8

In fact, this card has a high upper limit and a low lower limit. If you want to bring this card, you will bring a lot of expensive spells and customize your own construction, which makes this card very limited. This kind of fee can't play magic cards, but wild cards are more useful. After all, 10 consumes more spells and can be better coordinated. This is a card that looks fancy but hardly works.

Card suggestion: the mage believes in player combinations.

Standard 3.5, wild 3.9.

This card is actually designed in a clumsy way. Generally speaking, this kind of card is designed for fast break, but if you want to fold armor, you have to bring some armor-piercing cards, so the armor-piercing cards of fast break will not wither. A Tyrannosaurus rex with 6 yuan is very strong, but a deck with weak attack will lose its value.

Checkpoint suggestion: be cautious and easy to eat ash.

Standard 4, Wild 4 and Arena 5.

I found that designers like to design this kind of 4-fee card for priests. Do you feel strong? I can say that it is strong but not strong. For example, you said that the anonymous person was very strong, very strong. But does anyone bring it? No. I can only say that this card is better than the anonymous one.

Card suggestion: Compared with priest dk, priest players are closer.

Standard 3, wild 3, arena 4.5.

A typical entertainment card, although a bit like a mage's education card, is actually completely different and a bit like throwing darkness into the light. Why is it destined to be an entertainment card? Because followers are weaker than spells, and magic is stronger because its spells can be matched and can be drawn for free, but followers can't. If you want to reduce more, you must bring more followers. However, if you bring more followers, you will find that the intensity becomes lower. It is useless to find the thief's 5-fee card, such as the previous one.

Card suggestion: like entertainment.

Standard 1 minute Joker 1 minute Arena 2

Super tall figure is doomed to be unsuitable for hunters. What should be done to make hunters weak? Just design some expensive cards.

Hecka suggested: try to die.