Chapter 688: Theoretical Limit Perfection!

The kill line exceeds the maximum health, and it is completed with the consumption of 8 mana crystals on the premise of the empty field of the team.

What is this concept?

The more radical arguments are:

In the face of slave warfare, you have no safe bloodline at all!

What about full blood?

As long as you hear the voice of "go forward", you are basically a dead person.

Slave Wars is a near-perfect deck with an interesting evolutionary process.

The original version was just an entertainment type of card deck, relying on a large number of mitotic breeding of [Horror Slave Owner], 3 attacks and 3 attacks to kick the opposite side;

In this system, there is no doubt that except for the [Warsong Commander] to provide a charge that needs to occupy a follower slot, the kill line under normal circumstances is about 18 to 30 points, and the effect is not stable.

After a large number of actual combat tests, some players finally discovered a simple and crude fact:

"No matter how many [terrifying slave owners] you raise, it's better to concentrate your efforts and let them cooperate to raise a [Riot Berserker] father!"

As a result, the originally inefficient tactics have been improved, and the slave owner no longer provides the output of the hero's body, but instead becomes a buff machine for [Berserker].

Proliferating through follower exchanges, [Whirlwind Slash], etc., the [Slave Master] that was originally sacrificed indirectly provides 2 damage to enemy heroes.

The addition of [Berserker] to the deck has made a qualitative leap in the slashing explosive ability of slave warfare, and the damage output has been instantly increased from the originally unstable and difficult to kill stage to the output of a guaranteed slash that exceeds the hero's maximum health.

……

In the Hearthstone version of Su Ming's original world, after the peak of the slave war, there was a ruthless single-card correction.

The effect of [Warsong Commander] has been completely reworked, and the description of the new version is: "Your minion with charge gains +1 attack damage"

This update can be summed up in one sentence:

"Slash and slash."

[Warsong Commander] has fallen, and the ability to burst into the void of slave warfare has been completely removed.

……

Of course, although [Terrible Slave Owner] is no longer in the rivers and lakes, there are still his legends on the rivers and lakes, and in the post-slave war era, there is a set of OTK decks with similar construction and slightly similar slashing ideas:

"Werewolf War!"

If you take apart the slashing system of the entire Werewolf War, the deck construction will be simple and clear in an instant:

[Thorrisen the Great] fee reduction, providing the necessary preconditions for OTK, so that the required cards can be played in 10 mana crystals.

The main slashing method is [Raging Werewolf], the main reason is that it has the effect of wind rage, and all additional attack buffs can get double benefits;

[Raging Werewolf], to put it simply, is equivalent to a low-profile version of [Riot Berserker].

The component that replaces [Warsong Commander] is the special spell of the warrior class - [Charge].

[Charge], 3 mana, grants +2 attack damage and charge to an allied follower

As the name suggests, this spell card that requires 3 mana crystals can also increase the ability to directly output followers, which can replace [Warsong Commander] in a sense.

In addition, buff-type cards such as [Berserk], [Furious], and [Severe Overwatch] have replaced the position of [Terrifying Slave Owner] in the original peak slave war.

Through these one-time means, the damage of [Angry Werewolf] is stacked, and finally the [Faceless Replicator] is used to increase the attack power to 4 times the benefit.

……

Comparing the two sets of OTK decks before and after, it can be clearly seen that the killing system of Werewolf War is more than one grade lower than Slave War in all senses.

The vehicle used for slashing is the [Enraged Werewolf], and the biggest drawbacks of this retinue are:

Can and can only be played while slashing.

In other rounds, you must hold it in your hand, which is equivalent to the natural "hand limit minus one".

In addition, the final slash damage of the werewolf battle is actually two [Angry Werewolves] using the 4 downstrokes of Wind Fury to the face, with a limit of 60 outputs.

Players who understand this point only need a little targeting, and they can make the entire set of werewolf battles never be able to be killed.

The easiest way to do this is to stack taunt followers.

Werewolf Battles have only one chance to kill, and as long as the opponent's field is full of taunting creatures, then [Enraged Werewolf] will never be able to impact the opponent's hero body.

It is for this reason that the wall German system can be described as the natural enemy of werewolf warfare, and after activating the infinitely high wall of [Hadonox], with the clearing ability of werewolf warfare, there is almost no possibility of crossing the wall.

Of course, slave warfare is far more adaptable in this regard than werewolf warfare!

Because his slashing round is actually a process of constantly exchanging followers.

Or to put it more clearly, the more followers the opponent has on the field, the higher the killing line of the slave war!

[Horror Slaver] uses follower swapping and mitosis to clear the opponent's scene while stacking damage to [Berserker] until all taunt obstacles are cleared, and finally kill in one hit.

Any set of OTK decks has a chance to do it, but an empty slash like Slave Wars, which ignores any scene that the opponent has and ignores taunts, is definitely out of reach of the Werewolf Wars kind of low-level decks!

……

In addition to the absolute superiority in slashing, how to persist from the beginning to the slashing round, slave warfare also has a wide variety of methods:

AOE effects such as [Whirlwind Slash], [Bite of the Dead], and [Waddling Ghoul] can be used to split the slave owner, or they can be handed over early to act as a clearing spell.

[Severe Overwatch], [Burning with Rage] and other additional attack spells, the same is true;

[Acolyte of Pain], [Berserker], and even [Armorcaster] are also perfectly suited to the low-damage AOE system of slave warfare.

Finally, with the addition of panacea boosters such as [Battle Fury], [Slash], [Shield Block], and [Blazing Battle Axe], the whole deck is perfectly formed.

Check, stack, damage integration!

Compared to other OTK-type decks, you need to save up a bunch of components at every turn, and you can't play it out, and if you eat a [Demon Plan] or [Despicable Dirty Rat], you may be finished.

Slave warfare is completely free of this kind of trouble!

In the whole deck, except for [Thorrison the Great], you need to choose a suitable time to summon.

Any other card, including the Slave Master of the Horror and the three key creatures of Warsong Commander and Berserker, can be played when needed!

Even with this almost "blind" mode of operation, slave fighters often find that they seem to be killed while fighting!

That's that exaggerated!

……