There may be many Hearthstone friends who want to know the introduction of the new version of Hearthstone. Here is the "Introduction to the new version of Hearthstone" written by the editor of Source Code.com. Interested users can take a look below. I hope it can help. Come to everyone.
Holy relics are the new system of Demon Hunter in the new version. The core of this system is that the more times the holy relics are played, the stronger the effect will be. It is somewhat similar to the Sapphire system. For the sacred object system, the sacred object warehouse is equivalent to the Bronze Beard, which allows the sacred object to be cast repeatedly. Hitting it once is equivalent to hitting it twice, which quickly increases the intensity. Although the sacred object system has not been put into actual combat yet, based on the exaggerated cost reduction effect of the dimensional sacred objects, it should not be weak. As the core of the sacred object warehouse, its strength is definitely up to standard.
The Druid's hedge maze can directly trigger the deathrattle of friendly followers. Although the new version does not have a particularly complete deathrattle system, it can be expected in the future. You can also use it to create a lot of coordination in wild mode. The simplest one is to cooperate with Hadronox to spread the field. If it is more difficult, you can create two hedge mazes in advance, then use magic blocks to damage the followers, and then trigger the magic twice. Block's deathrattle, directly summon 4 spell-damaged followers, and manually create a big blue dragon. Even the extremely unpopular secret deathrattle can be used to add buffs multiple times and coordinate with the charge to kill.
Similar to the Demon Hunter's Relic Warehouse, the Mage's Night Hermit Sanctuary is also the core card of the Mage's new skeleton system. It can continuously summon skeletons to pave the way for Kel'Thuzad's appearance, improving the field setting and killing capabilities. At the same time, it also has the ability to freeze the field, which can help the mage delay the opponent's attack. I feel that even if you don't play Skeleton Mage, Night Hermit Sanctuary is a good card.
Knight's Hall is a simple and unpretentious soft solution. After it is played, as long as the opponent does not have a demolition repairman, the big brother's follower will either remain stuck in his hand, or it will be turned into a 3-3 minor and be directly removed as soon as it comes out. . And, you know what? It has the same cost and the same effect as the Frozen Throne version of Dark Judgment, but it can be used twice more for free, which is simply outrageous!
Seeing the priest's check card, Wu Nao said it was strong, not to mention that the Church of Atonement can also add buffs? Moreover, it can also be used against enemy minions in order to draw cards when necessary, and can even be used in conjunction with Shadow Word Destruction.
Miracle Rogue is one of the most classic decks in the history of Hearthstone. If Miracle Rogue can return, no Rogue player can refuse it, right? Although the growth rate of the derivatives in the Sin Monument Cemetery is not as fast as that of Dafan, they are better because they can be summoned at 0 cost, so they have more money to spend to farm cards. It also comes with stealth, which can be used with Buff spells to further grow and stabilize output. Apart from anything else, if it cooperates with the new version of Dafan to fight for luck, the program will definitely be effective.
Mutation Shaman often has nothing to do at 1 cost. The emergence of Silt Land has changed this situation. Throw it out directly at 1 cost and use it whenever you need it. Moreover, for only 1 fee, the Silt Land can provide 3 mutations. It can also be used with credible camouflage and Tide of Origin to allow designated followers to mutate multiple times, quickly increasing the strength, being flexible and stable.
The Warlock's Evil Library can add Buffs to the designated followers according to the number of imps. In conjunction with the Warlock's Imps spreading spells, the effect is outstanding. Although the Evil Library itself is stuck in a grid, the upper limit is +7+7. The imp system in the standard environment may not be easy to use, but in the wild mode, there are cards such as Galakrond and Imp Explosion, which can quickly summon imps, and the coordination effect should be good.
The warrior's Crimson Abyss is as simple and unpretentious as the knight's hall. It can be used to advance, attack, retreat or defend. You can use it to last hits or coordinate kills, or you can actively trigger the rage effect of your own followers. The battle cry of the new warrior orange card Slaughterer is that the more injured minions on the field, the more powerful it becomes. Crimson Abyss is equivalent to stably giving it +1+1. Moreover, the new cards that will follow the new version may have more matching cards. After all, the Warriors only announced 4 cards.
Finally, there is the hunter’s castle kennel, the most hip-cutting landmark. It's not that it's really weak or unusable, it's just too plain and unpretentious, and really plain. If nothing else, compare it with the priest's landmark, and it will be blown to pieces. If you ask me, it would be better to simply change it to give a follower +2 attack power and a surprise attack. If the target is a beast, the surprise attack will be changed to a charge. At present, the castle kennel may be used to match the spirit species, but it is still difficult to picture it.