In Hearthstone, Lamp Thief is a deck built around Lamp Oil and the Rogue (Rogue) class card. The Lantern Thief is known for its fast pace and efficient scene suppression capabilities. The following is basic information and matching suggestions about the Lantern Thief deck:
1. Card group introduction
[Burning element lamp thief]
This set is the build of the Lantern elemental thief who was ranked among the top 100 legends by the foreign server professional player MC.
Card group code: AAECAZzWBgTuwwXHpAaKqAazqQYN9p8E958E38MFv/cF054G7p4GlqAGzKIGracGtrUGqM4GltMG7eYGAAED9rMGx6QG97MGx6QG6t4Gx6QGAAA
2. Card group interpretation
In the early stage, rely on low-cost elements to gain blood and continue the element chain. Rely on card drawing components to quickly get to the Lantern element, Shadow Step, Hip-hop Jump, Sonya, Dance the Whole House and other components. Use Shadow Step and Dance the Whole House to counterattack 1 Fei's burning lamp element, and then cooperated with Sonia to kill the opponent with the burning lamp element many times. A Sandbox Bully has been added to the deck, so even if there is no Shadow Step, using Sonya and Miniature to play 2 Miniatures and 2 Burning Lanterns and then dancing across the field to recover them can produce 6 Burning Lanterns in one round.
Due to the terrifying direct damage in the mid-term, the Lantern Thief is preferred to open most slow decks. The current environment is too fast, and there are almost no one carrying Dirty Rats. The average number of rounds for the Lantern Thief to kill is about 7. Speed is almost impossible to prevent direct injuries from being slapped in the face.
When facing fast attacks, pay more attention to follower interaction. Because it carries low-cost elements, it is not particularly weak in the early stage. It is also capable of fighting against fast attacks such as Pirate Blind. Burning Lantern can be used to clear the field when necessary. Another fast-break self-mutilation spell is almost 91, because the opponent will very considerately reduce the blood volume to our killing line, and sometimes even 4 charges can steal the chicken.
Leave 1 or 2-cost elements in your starting hand to ensure the element chain. If your hand is good, leave the fast ore hoe, suspicious transactions, mining treasures and other cards to ensure the stamina. As an otk deck, it is also difficult to get started. Those who are eager to score can give priority to Pirates and wait for fast attacks.
Here are some formulas, please don’t copy them mechanically, they just provide an idea:
Miniature sandbox bully (sand), water dancer Sonia (cord), burning element (light), shadow step (dark), hip-hop jump (street), dancing the whole place (dance). Here we only consider the situation of one light, rope and sand.
1-Dark: Sand + Rope + Light + Dark -> Light + Light + Light = 6 Fees, 3 Lights
2 pairs of darkness: Sand + Rope + Light + Dark -> Light + Dark -> Light + Light + Light = 7 fees, 5 lights
3. One Dark and One Street: Cable + Sand + Light + Dark -> Light + Light + Light + Street -> Light + Sand + Light = 7 Fees, 4 Lights + Street (0 Fees)
4 One Dance: Rope + Sand + Lamp + Sand + Dance + Rope + Lamp + Lamp = 7 Fees, 3 Lamps
5 One Dance and One Dark: Cable + Sand + Light + Dark -> Light + Light + Sand + Dance + Cable + Light + Light + Light + Light = 9 Fees, 6 Lights
6 One Dance and One Street: Sand + Cable + Street -> Sand + Sand + Lamp + Sand + Dance + Cable + Lamp + Lamp = 6 Fees, 3 Lights + 0 Fees Street
7 Second Street: Cable + Sand + Light + Street -> Light + Sand + Light + Street -> Light = 7 Fees, 2 Lights + Second Street (0 Fee), do it next round
For each additional Shadow Step, you can cast two more lights for 1 more cost according to the above formula.
The above is all about how to match the Lamp Thief deck in "Hearthstone". For more game strategies, please click the source code website.