red and blue prophecy
Current version of real god
Let’s take a look at the current rankings first. In the top ten there are 6 red and blue prophecies, a clearing shooter, two action mages, and a green and purple big brother set. This shows the gold content of the red and blue prophecies.
I put together a set with the mentality of giving it a try, and ended up winning three games in a row without any pressure. It was really strong, so I took a look at the rankings, and sure enough, it was true.
1. Why are red and blue prophecies so powerful?
First of all, Red-Blue Prophecy is an aggro deck.
Secondly, except for green and blue, there is a lack of direct tipping in the front and middle to clear the field.
There are two lines in this game, and the defense will be scattered, making it easy to attack and difficult to defend. So there are a lot of fast breaks.
Rune card drawing complements this aspect of the game, which is a double-edged sword. The wanton attack of fast break may sometimes be the basis for the enemy's comeback.
But what happens if you combine aggro and oracle draw into one?
It's like having the sharpest spear and the strongest shield combined into one.
The prophecy mechanism can play cards for free, and the unit cards played at the same time can attack in their own turn, and the rhythm is first-rate. Not to mention direct damage spells that cost a lot to play directly. Even if the units are wiped out due to their weak unit quality in the mid-to-late stage, the opponent will have to slap him in the face if they want to attack. As long as they are not killed at once, there is a chance that they will draw out the sharpshooter and electric shock to make a comeback in the opponent's turn.
For a fast break, it's great to play free cards and attack on the ground. This is why other aggro can't play prophecy aggro, and exchanging blood for prophecy makes too much money.
2. What are you afraid of with red and blue prophecies? How to fight red and blue prophecies?
In all the card games I play, aggro is afraid of removal decks, late-game decks with strong defense or blood recovery.
At the same time, because of the characteristics of prophecy, I am also afraid that the opponent will not attack the player, and I am even more afraid of raising monsters while not attacking. These are the four people other than red and blue in the top ten of the rankings.
3. How to play the red and blue prophecies and how to deal with some enemies
The best of fast-break attacks: in the early stage, you can shoot monsters without any brains and ride on the face, and in the mid-term, you can use no brains to throw direct damage and kill them.
The opponent can completely switch lines to attack by taunting and sucking blood. If the opponent wants to recover blood through the vampire monster, he must attack the player, which instead allows the prophecy to come into play.
When encountering a shooter, if you have enough mage relief, if you have good card luck and can hold the bloodline in the early stage, or if you have enough green, purple, yellow, and purple brothers to recover in the mid-term, just run away.
4.Main structure
You will find that the top six decks in the rankings are all different, which shows that the construction of Red and Blue Prophecy is very flexible and can be changed according to your own preferences.
The picture below shows the main component cards I compiled. None of these cards are required. Make your own choice.
code here
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Because this game wants to export the deck code, the deck must have 40 of them, so I removed the cards I didn’t have and added three one-cost little devils.
So poor (crying loudly)
5. Some single cards that can be selected
Direct injury
You can slap your face without having to slap it (weird), almost a must-have, highly recommended
Direct damage is unstable, but when you don't know who to replace the opposite unit, just let it come. Highly recommended
Direct injury and check, highly recommended
Two points hurt. At the same time, you can slap yourself in the face to trigger the prophecy. Highly recommended.
Direct injuries that can be stacked. Use this card if you have it.
buff class
The barrier can give the crispy creatures the ability to exchange blood, and it is also a rhythm. You can also create a barrier for yourself, which is very useful. Highly recommended
The buff is delayed and unstable, but it is quite tempting and not highly recommended.
It is equivalent to charging when there are other units that can attack. Generally recommended
Equipment (it is not recommended to bring equipment)
Used to cross the wall. Highly recommended
The enchantment is the same as above, recommended
An option to consider, the cost is too high, not recommended
Kryptonian or European
Neutral cards can be inserted into any deck. Charge, grow and unlimited resources. However, returning to the card library resulted in instability. Maybe he can charge and kill in his second or third appearance. Generally recommended.
More considerations
Checks and damage. It's equal to free prostitution. Highly recommended
Take her just for the charge. Sometimes it may be used to kill the little girl the opponent is hiding. Not very recommended
Summon two 5/3 penetrations, hitting the face with 4 points. Powerful beheading. But the cost is really high, and if the fast attack is not fast, it means failure. Not recommended.
Targeted card selection
1 Civil War
It has limitations, so be careful when using it to replace offline monsters. Generally recommended.
Can hit them all. Generally recommended.
It is also a prophecy card, which can only clear one front but does more damage. Highly recommended.
2 against big brother
Timing is very important. Quite a powerful speed limiter.
Please choose these cards carefully. Bringing too many non-prophetic cards will affect your prophecy efficiency.
Of course, those basic components cards don’t need to be fully equipped. You can delete it according to your preference. No cards are required. It is generally recommended that the total number of cards be controlled at around 45. up to you.
PS
As your rank gets higher, your opponents start to stop hitting you in the face. Maybe you should choose more self-harm methods to trigger the prophecy yourself. Self-mutilation may be a negative for other routines, but it is a benefit for prophecy. Even without triggering the prophecy, the rune draw is still valuable for resource-poor aggro.
Enjoy the pleasure of licking blood with the tip of the knife.
The single card in your deck is too weak. If others don't attack you, they will clear your field and expand the field at the same time. Once it's full, it will kill you instantly in one or two turns.
Thanks to the original poster for sharing, but I don’t quite understand the Shadow Nightmare card. It’s just a charge. It has no other attributes. If you ignore it, you won’t be reborn. The damage is only 1 point. Even if you reborn, the cost will increase by 33. 3, I don’t understand where the strength lies? I don’t feel it’s great after using it. The poster said this is a super model. Can you elaborate on it?
In other words, when the players start the server and their understanding is not high, they can play it. After they know how to play, it will be much easier.
Very flexible. For slow defense, bring the sledgehammer and the 4-cost enchantment mage. There is also a small solution that costs 3 to hit all 1.
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The pure purple deck can defeat the opponent without getting stuck.
Tried it, it’s faster than t7 hunting
It should be easy to attack but difficult to defend
sofa