How to match the strongest lineup of Time Travelers? There are many schools and lineups in Space-Time Planeswalkers, and many players don’t know which one is the strongest lineup. Here is a recommended strategy for the strongest lineup of Space-Time Planeswalkers, hoping it can help everyone.
1. Core card supplement: Curious Sphinx
This card has always been a purple card that has been ignored by everyone, but a thousand people have a thousand Hamlets. What I want to say is that this card is very good as a first-hand draw card, and it can fill up a card. Keeping the card full, it also comes with a Boshi Shield that can occupy the field, and the subsequent mysterious multi-replenishing cards can also block the opponent's hand skills many times. It can be said to be extremely versatile.
The enchantment I have is that at the end of the round, if there are more enemy units, a shield will be placed on teammates, with a CD of 4 rounds. Sphinx's excellent field-occupying ability can naturally exert the effect of this skill many times. The timing of the trigger is not too difficult either.
2. The core of the field-occupying card: Camel Island Giant Turtle
If you haven’t fully agreed with the previous hand of playing Sphinx, then you will fully understand here, because it needs to be matched with the turtle’s enchantment skills. Can achieve perfect COMBO effect.
Because after Sphinx's exploration and refilling of cards, we still have five cards in our hand. In this way, after using the turtle to turn over the first card played by the opponent, we can understand that the enchantment skill will be triggered to move, causing it to move as our unit. Re-entering the battlefield, this is not the coolest thing. The most cool thing is that it can immediately trigger the turtle's reinforcement skill to instantly add a card, so that I have a full card again.
It can be said that the combination of this enchantment skill and the turtle's reinforcement skill can achieve a perfect combo effect. The turtle's powerful four-dimensionality is also the core foundation for being able to turn over enemies. Even if the above is not mentioned, the turtle's powerful ability to occupy the field with a shield, protect people, and replenish cards all prove the strength and status of the turtle in the current version.
3. The core of the interference card: Poseidon Pauline
You may be wondering, how can my Poseidon become an interference card or an interference core? Can't Poseidon only save people?
Here I have to mention what I consider to be the most powerful and most suitable enchanting skill in the entire server.
Counterattack: Every time we attack the enemy, the opponent discards a card. Just understand it this way, because the negative skill of Rebellion is to turn yourself over, and Poseidon will not be turned over because of its sacred existence, so it can be used all the time and has no CD. A truly perfect fit for enchantment. If you use cards such as combos or flips to attack twice in one turn, your opponent will also discard two cards. It can be said that once Poseidon comes up, the opponent's hand cards are not guaranteed. No matter 11 or 22, they are invincible.
Of course, Poseidon's ability to stand still depends on whether the first two hands will be dealt with. Unfortunately, our first two hands are the shielded sphinx and the shielded four-dimensional turtle. How do you solve the problem on the other side? The Poseidon placed it next to the turtle to make up one first, and get one for free.
Then Poseidon can take care of himself and save a teammate every four rounds. How can he lose?
4. The core of solution: experienced fishermen
Regardless of just the green card, piercing and hooks can solve most cards. There is also the neutral cannon that scares everyone these days. As long as you pull out a piercing, it will be gone. It can also solve disgusting cards such as curtain and psychedelic. Card.
Of course his enchantment is the main reason I take him.
You can understand it like this: when the enemy attacks a teammate, if you don't have an adjacent enemy (most likely there won't be, you can just hide in a corner), then the enemy's card will become your own re-enter. 6 round CD
It can be said that as long as the fisherman hides in a corner, this card can effectively prevent and delay the opponent's attack.
It can truly advance, attack, retreat and defend. If you have the right time and location, place it next to the turtle. If it is turned over and can still be beaten by the turtle, then return and continue using it.
5. Functional Core: Time Mystic
Excellent functional card, suitable for dealing with various emergencies. It is recommended to place it next to the turtle. When you make up a card, you can also make yourself regret a turn. For example, if the Sphinx or the Turtle is instantly turned over, you can play it according to the situation, then return to your teammates and find another opportunity.
The enchantment also gives it a powerful protective effect. Even if it is turned over, it doesn't feel bad. After all, it is just a functional card and can be used again through Poseidon's return.
6. Overall, this is a very versatile lineup with extremely high strength at 11. 22 can be said to be unparalleled in the world, because all five cards can be coordinated with teammates. The large number of supplementary cards increases the upper limit of the strength of this deck, and the stable four-dimensional ability also stabilizes the lower limit of the strength of the deck. Poseidon's enchantment and Turtle's positioning as a hexagonal warrior give this set of cards a whole new life.