On December 8th, Beijing time, the last version of "Year of the Mammoth" "Kobolds and the Underworld" was launched. The game content that attracted the most attention was the new PVE mode, a dungeon challenge with rogue-like elements. The traditional self-constructed deck in the adventure mode has been cancelled, and instead a pre-selected deck is used. After defeating the boss, rewards are given to players to optimize their deck for the next adventure. The original single gameplay of beating the boss dungeon has been well enriched. There are as many as 60 permutations and combinations of different bosses. With different professions and rewards, there is basically no duplication, which greatly increases the playability. At the same time, the game has become more difficult. I will also share some of my experiences with you.
The decks of each profession are fixed. The characteristics of the initial deck is that it is relatively complex. Basically, all the cards related to the unique gameplay of each profession are stuffed into it. This results in the overall quality of the deck being average, but for subsequent cards The improvement of the deck has a certain impact. Here is a list of the initial decks for each profession.
Mysterious code:
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Mysterious code: AAEBAQcK4w+
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Mysterious code: AAEBAaoICvkD9QT+BcDBAvAH0AeGBvsFvQHABwAA
Mysterious code: AAEBAZICCrazAqTCAuoW+A3ZBNwVtAX3A+kVQAAA
Mysterious code: AAECAf0ECrQElgXtBLsCyQOVA+YEighzDFoAAA==
Mysterious code:
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Mysterious code:
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Mysterious code:
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Mysterious code:
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Some treasures will provide passive gain effects. I currently count about 14 types of special effects:
Vitality Potion - Double health
A very good effect. The intensity of the early boss battle is not high, and the threat to your health is very small. However, as the level progresses, the effect of the vitality potion will be particularly obvious. On the one hand, this is because your initial blood volume will increase with the level. On the other hand, the strength of the boss in the later period will always increase. More blood volume can increase the fault tolerance rate, making it easier to survive the hand-stuck stage, and at the same time, you can merge with the fusion giant. , Reno Jackson and other cards to form a coordination.
Crystallized Gem - adds one cost at the beginning
Not bad, a general-purpose aura, you can choose it if you don’t have a specific high-yield aura. ,
Ring of the Judge - Basic skill upgrade for only 1 fee
The strengthening effect of the skill is consistent with the battle cry of Judge Tuhart. The benefits are very average, so it is not recommended. Followers related to motivation have been eliminated by the game environment very early, and it will also lower the overall deck strength in dungeons.
Summoning Scepter - Minions of 5 or more cost only 5 costs
I personally like the aura very much. It is suitable for decks based on high-quality creatures, especially for druids. After the cost is increased, it can shoot the big monster.
Small Backpack - Start with two more cards in your hand
It is also a more general effect. If you are a deck with a lot of linkage between cards, such as Dragon Priest or Elemental Shaman, you can choose this aura to reduce the probability of card players. Other decks can also choose to widen the card gap and increase the draw. The probability of getting the key card.
Grommash's Armguards - Weapon card for only 1 cost
I have never chosen Funny Aura. The proportion of weapon cards in the deck is too small. Unless there are several artifacts, the benefits will be very low.
Khadgar's Divination Orb - Reduces the cost of spell cards by 1
A halo that can be used by spell professions, but I personally think that dungeons are more focused on creatures, and the benefits related to spells are relatively limited.
Mage Robe - Spell Damage +3
In the early stage, you can grab the damage and kill the boss, but in the later stage, when the boss has too much HP, it is not realistic to directly kill the boss with spell damage. You should strengthen the AOE spell clearing ability in the deck, so it's just so-so.
Capture the flag - your followers +1/+1
A very strong effect. Players who have played the Second Prince deck should understand the role of the follower group buff, and this is effective for all derivatives.
Glyph of Ward - Enemy minions cost +1
Because it is an aura given to the opponent, the intuitive feeling is not obvious. If the boss relies on followers, the rhythm will be slightly blocked.
Invisibility Cloak - All your followers gain permanent stealth.
Personally, I feel that it is the strongest aura, which can protect followers. Cards such as Tundra Rhino and Elephant can protect it. If the warlock has two kings or the mage has cards such as Resurrection Armor, it can become invisible and invincible. Cards such as Sword Oil and other cards that rely on followers can The effect of the card can also be guaranteed, which is a very useful halo.
Mysterious tome - 3 secrets are randomly hung at the beginning
The secret is random, so the stability is very poor. If there are few low-cost followers, you can choose this to ensure the early rhythm.
Totem of the Dead - your own deathrattle triggers twice
The halo that is only aimed at Deathrattle decks has a lot of benefits, but it has great limitations.
Battle Totem - your own battle cry triggers twice
It feels like there are more battle cry minions than deathrattles. This one is a little easier to use than the one above, especially in Jade and C'Thun decks, which are very strong.
Treasure Card
In addition to the passive treasure buffs, there are also some treasure cards that will be shuffled into the card library. Although they are also treasures, these active cards have less chance of appearing, and they need to be drawn before they can be activated, so they have a greater impact on clearing the level. Much smaller. The chances of obtaining these cards are not as high as those of passive halos, and there are many types, so it is not easy to count. I will simply list some that I think are more fun:
Wish: 10 mana, fills your board with legendary minions. Restore your life to fullness.
God card, the effect is incredible.
Staff of Rebirth : 4 costs, evolve a friendly follower. Every time you defeat a Boss in this game, you will evolve again.
In the later stage, it can provide a strong follower buff.
Necklace of Dominance : 2 costs, gains control of an enemy minion and shuffles it into the deck.
The 2-cost precise control can also optimize the card library.
Hourglass of Time : 7 mana, gets an extra turn. This card reduces the cost by 1 for every Boss defeated in this game.
Being able to have one more round is also a very good effect.
Boss
The main difficulty level of the boss is in levels 7 and 8. The bosses I have passed are all the Lord of Darkness and the Devourer.
Lord of Darkness: 0-cost move 55, but it will give you 3 0-cost board clears, and the boss's deck construction is mainly based on card draw and settlement. This boss's skills and deck construction determine that his field has always been very strong. If he doesn't have stealth, it is difficult to kill him directly with a quick attack. I prefer to rely on quality creatures to dominate the field. He has very few quality creatures. As long as he can use 0-cost ones It's easier to play by sweeping the field and grabbing the scene. You need to be careful not to play out all the cards in your hand to prevent Psychic Scream.
Devourer : Tear you 2 cards every round. This boss feels relatively simple. Anyway, I have basically encountered it safely. His skills are not completely side effects. Sometimes he will tear out many cards you don’t want for you. . If you can beat the last boss, the quality of the deck will not be too bad. Just kill him before he tears up your deck.
Clearance strategy: I personally think that it is better for players to experience dungeons on their own, and there is no optimal solution. For example, I played as a warrior and used high-quality creatures to dominate the field. It was very simple. My friend used group sneaking + a large number of pirates to steal blood to clear the level. Yes, it is easy to pass. In fact, there are many ways to pass the level. If I forcefully recommend one or two routines, it will deprive players of the fun of the game. Here are some suggestions. In the end, I hope everyone can experience the game for themselves.
Boss battle strategy : If the rewards given in the first boss battle are not particularly good, you can give up directly. Don’t waste unnecessary time. Don’t give up easily on subsequent boss battles. Many of the sure-to-lose rounds are not sure whether they are bugs or AI judgment problems. Boss All kinds of stupidity still allowed me to win. Anyway, don't admit defeat until you are beaten to death.
In addition, don’t be too anxious to pass the first few bosses, because these bosses may appear in the later levels when you play a dungeon next time. Although the intensity will increase, the characteristics of the bosses will not change. Pay attention to the boss’s combat ideas when you fight. , helpful for fighting the boss later.
Card deck optimization
The optimization of the deck needs to be holistic and try to maintain a system, such as pirates, elements, sapphire, etc., and the passive effects should be related to them as much as possible. Both professions and existing gains must be taken into consideration. Specific bonuses are not absolutely good or bad. I will summarize some of the strategies for clearing levels that I have seen so far.
Warrior : I used the big monster to clear it all over again. The pirate system can also be used, and there are also people who have used the dirty hand buff.
Hunter : It feels like the most difficult one. I didn’t pass it, and the ones who passed it relied on DK.
Shaman : Both Jade and Elemental can be used, and the gains related to field expansion and battle cry are very high.
Rogue : The double battle cry aura can be passed directly by C'Thun (C'Thun is a system that can be used by all professions, as long as there is a double battle cry aura), and Jade and Pirate can also pass it.
Mage : There are many tricks, some rely on elements and DK to pass, some rely on stealth + armor invisibility to become invincible, and some use cosmic spells to bring a bunch of miscellaneous cards to kill the boss. The most bizarre one is to rely on the magic damage bonus to directly use direct damage. Beaten to death.
Druid : Jade Druid can do whatever he wants, and the trick of recruiting big monsters is also feasible.
Knight : Like the warrior, I passed by relying on high-quality creatures and spells, and some friends also passed by relying on reports to pave the way.
Priest : There are many tricks, including Heartfire Priest, Dragon Priest, and Dirty Priest. I think Quest Priest is weak, but some people have beaten it with the quest Jak'el'Thuzad.
Warlock : I just used demon magic + dk to go through it. There were some invincible routines using stealth and two kings, and there were also those that passed the discard mission system.