Chapter 185: Jumping all the way, the gods are unstoppable!

When I woke up from a trance and many viewers just realized it, I was a little ...... Didn't react.

The warrior's side has just 4 mana crystals, and according to the normal rhythm of the battle, that is, the time when the two sides have just entered the middle stage, and the two sides are pressing each other to grab the rhythm.

As a result, on the side of the god of fate, it was obviously a backhand, but on the crystal, it was a full three ahead!

In other words, when it's the turn of the Druid Hero of Fate, he will start directly from 7 mana!

It's not as simple as a hand difference, it's the kind of cost difference that can directly push the situation into an advantage or even a win!

……

Encountering such a situation, the young lady struggled for a while, but still chose to summon another [Pain Acolyte] station that she had just touched.

Acolyte of Pain, 3 mana, 1/3, draw a card whenever that follower takes damage

As long as you shoot it, you can draw almost one steadily, and there is a chance to evolve into a soft taunt retinue of "Paste Bar Pain", and continue to draw cards for the Werewolf War she is playing, looking for more resources.

Of course, the series of mana crystals beside the god of fate opposite her was indeed very worrying.

……

On Su Ming's side, although he only started 4 rounds, relying on the druid profession he chose in this game and using the most unique "technology" mechanism, he has actually achieved a great advantage.

You know, in Hearthstone Battle, what is the concept of 3 mana crystals per round ahead of the opponent?

Even if the two sides have been mirroring, Su Ming's side can come up with an extra resource worth 3 per round!

And this gap will continue from the 4 mana of the trance to the 4 mana of the warrior player, and then the druid will lose the lead.

Exactly 6 rounds!

In other words, as long as Su Ming's hand resources are sufficient, it will be a real crush!

Moreover, Su Ming in this game is by no means just as simple as leading 3 mana crystals.

At the beginning of the round, you will naturally draw a [Witchcraft Hour] and leave it in your hand as usual, and the second [Nourishment] will be recharged!

Another choice, continue to climb technology!

The druid, who originally possessed 7 mana crystals, condensed two crystals full of energy in his own turn! The fee jumps straight to 9 fees!

The remaining 4 crystals are just enough to make up the cost of [Fork in the Road], and they will be played immediately.

[Fork in the road], 4 fees, choose twice: draw a card; Gain +1 attack damage to all your followers; Or gain 6 armor.

Su Ming didn't say a word, and chose the leftmost option twice in a row - "eat the mushroom"!

Because it is facing werewolf battles, there is no concept of "scene pressure", so it doesn't make much sense to stack armor;

As for adding offense to his entourage, it's even more nonsense, Su Ming's side has been jumping fees since the beginning, and there is no entourage on the field at all!

This flexible single card gave Su Ming the opportunity to draw two cards in a row, and the [Call of the Oak Tree] and [Ironwood Golem] that he captured from his library were also a supplement to the cards he had used to climb the technology before.

The cost of jumping to 9 points in the first 4 rounds was finished, and Su Ming ended the round with satisfaction.

As he said earlier, if the druid got off to a good start, it really was...... I can't stop the peep screen and report the card!

……

When I woke up in a trance dream, when I saw that fate was another [nourishment], I couldn't help but immediately get up.

Although she didn't know why fate was climbing the technology so "rapidly", she felt that something was going to happen when she thought about it!

In contrast, the werewolf battle she used was tiring for a long time, and the crystals slowly rose to 5, barely half of the upper limit, and it looked pitiful.

And what about the god of fate? I casually handed over three cards and went out...... The crystal is full?!

This time it's not 3 ahead, this is especially double her!

Double the resource difference, and it's still in the early stages of the battle!

It feels like ...... She's just starting the game, and the druid on the other side is ready to start slashing!

……

The panicked trance waking up can't care about anything else, not to mention that her slashing component is not enough, even if she draws the component through a large number of checks, the mana crystal cost is not enough for her to finish the COMBO!

In any case, this set of combo skill slashes has to be delayed until about a 10 mana round before she has a chance to reduce the cost through [Sorison the Great] and then take it away, but the question she has to consider now is no longer whether she can pass the components, but whether she will not survive for 10 mana at all!

Looking at the posture of the god of fate, the crazy climbing technology directly jumps the mana crystal full, and he is definitely holding back some big move!

Fortunately, the [Acolyteer of Pain] who woke up in a trance dream and summoned to the field last round is still alive, which at least ensures that she can maintain sufficient card resources by using the follower effect.

Nervously hand over the only [Slam] card in the deck first, and the target is selected as his follower, and continue to complete the check.

Slam, 2 mana, deals 2 damage to a follower, and if it is still alive, draws a card

The special effects of both the spell and the [Acolyte of Pain] are triggered at the same time, and two cards are grabbed in succession!

With 3 costs left, summon a sturdy and powerful attendant!

[Tyrannical Ghoul], 3 mana, 3/3, Warcry: Deal 1 damage to all other followers

The battle cry took effect, and the last 1 health of the young lady's [Acolyte of Pain] was burned, leaving the last special effect on her death, and the 4th card of the round was drawn!

……

The sense of steadiness that comes from drawing several cards in a row for 5 rounds makes Trance wake up a little more relaxed, not as nervous as it was when I first saw that Fate had jumped to 10 crystals.

After all, although the druid's "technological suppression" is indeed very scary, on the contrary, the "god of fate" did not summon any followers for the entire 5 rounds of the opening game, and has been jumping quickly and jumping again, so in fact, the pressure of the young lady's scene is completely zero!

There's no need to think about solving the game early on, and it's also a smooth rhythm for the Werewolf Wars deck, as more resources can be put on the checks and key cards can be collected earlier.

Moreover, there are no solution cards played, so that in the hand that wakes up in a trance, [Slash], [Wild Flame Warlock], [Command Roar] and other various group solution and single solution cards are also readily available.

It should be said that it is a level that can be used to solve the scene created by the opponent at any time.

Of course, the young lady who has been practicing the werewolf battle deck for a while is also aware of this, coupled with the information that she inadvertently saw from the barrage, such as "the great god only has 1 or 2 follower cards in his hand", which made her regain some confidence.

"As long as you can survive to 10 mana, such a smooth opening of a lot of checks, it doesn't look like there is no chance!"

……