Chapter 1181 A blunt knife cuts meat
Kane and the Four Winds Divine Deer fought the method, and the North Wind started, although he lost before the means could be launched, but it also gave the other three Divine Deer a glimpse of Kane's core methods.
But Kane, on the other hand, has also gained something. Or rather, the speculation is confirmed.
He had estimated in advance that the Four Winds Divine Deer was a mixed stream of black and green. As a result, the land cards used by the north wind, as well as the summoning beasts and support methods, all prove this.
The lost North Wind, bound by the laws of the ring, is directly sealed in the Divine Power Crystal, and if there is no external force to save it, it will continue like this until the heavens and the earth fall and the universe is destroyed.
Next up is the South Wind.
This time, it was Kane's turn to take the lead.
Kane put a blue land card, then a Ring of the Sun, and then an artifact card called Max Sapphire.
This card is a land card, and the advantage is that it can break the foundation that only one land card can be placed per round, and the disadvantage is that artifact cards are easy to target.
With three cards in a row, Kane has 1 water and 2 none, for a total of 3 energy points available.
Then Kane used the fourth card, Thopters.
When it shows its face, it looks funny and a little funny. It resembles a turtle with vertical fins on its back close to its tail, while replacing its limbs with rows.
However, this row of oars is not independent, but is connected by canvas like a wing bone, forming a folding fan-like wing.
So, the name is not wrong, this is a flying machine, it belongs to an artifact, attack 0 defense 2. The best thing about it is not that it is a flying unit, but that it has zero cost to appear.
This is a shield that mainly acts on the initial stage, and can be defended in heaven and on earth.
The south wind couldn't help but be a little nervous.
After all, judging from Kane's performance in the last round, he doesn't like to play in the late game. This time, he had the advantage of being the first move, and he should have other intentions to make this kind of summon.
Sure enough, the next fifth card was a blue (usually support) sorcery card.
The card is called 'Crafting' and costs 3 points, 1 of which is designated as a blue land. The effect is 'Sacrifice an artifact, then search for any artifact card from your library, then shuffle the deck'.
Nanfeng and his two brothers had their pupils constricted. Nan Fengxin said: "I'll go, change the routine to the Taixuan oven!?"
The consumption of the Taixuan Oven is 9, and in this way, although it suffers a little bit in terms of energy, only 4 points, instead of 9 points, it can be made to appear in the first round, and the consumption of the hand has also changed from a total of 6 to a total of 5, because the Taixuan Oven is exchanged for the sacrifice of the thopter.
As a result, Nanfeng guessed wrong, and Kane swapped out of the library for a Xuangang Giant that cost as much as 11, 11 offense and defense, and had the talent to trample and has its own indestructible ability!
"......" Nanfeng felt like a bucket at that time.
And when Kane actually released another thopter. is even more empty-eyed, wanting to cry without tears.
He has learned the lesson of the north wind and is ready to play the immortal life exchange fast battle polishing stream.
This genre is very targeted.
It doesn't seek to suck blood, but focuses on low-end hob meat that can quickly debut.
For example, creeping corpses.
Only 1 point of black, attack 2 defense 1, the disadvantage is that it cannot be intercepted and blocked, and the stunt is that as long as the owner controls the zombie, it can consume 1 point of black energy, from the grave back to the battlefield.
With the tomb covenant, it can play stalking, death and death, and it can also reduce the opponent's personnel, and it can't ignore it.
Although Kane's Vikarama + Molding Ritual can be replicated, as an existence with a derivative label, there are some limitations, such as disappearing directly after death and not entering the grave in the form of a corpse.
For another example, if you are subjected to a seal-type magic seal, it will also dissipate directly, instead of breaking the seal, and then return to the battlefield alive.
And Kane isn't a zombie, he doesn't have black cards, and even if there are any special cards that can get cards from his library, grave, or hand, they can't use his talent like he does.
In addition, in order to deal with Kane, he also prepared a sacrificial card.
For example, black sorcery cards, innocent blood.
It only costs 1 black energy, and the effect is a summon in each sacrifice field on both sides.
This card is especially good for playing against your opponent's elite in the early game.
So, if Kane hadn't made a second thopter on the scene. When it was his turn to move, all he had to do was sacrifice this card, and Kane would have to sacrifice the Darksteel Troll.
Sacrifice isn't annihilation, it's a selective, must-enforce rule that applies to players.
But if there is only one card in the opponent's field, then it becomes no choice, no matter how invincible and excellent, it can only be sacrificed.
That's why what Southwind hates the most right now is that he doesn't have the artifact Max set in his library!
Black Jade Make is a black land substitute that can break the shackles of only one land card in a round. With just one, he can cast two innocent blood in a row, causing the Xuangang troll to roll like a calf.
However there is no if. When it was his turn, he put the black land card and used the Innocent Blood, the black sorcery card.
And Kane also sacrificed the thopter, and then ordered the Xuangang Troll to directly cut off his 11 health, and if there was another one, he would be finished!
The next step was actually a gamble, and he was ready to use two more innocent blood in the next round. And if Kane can make two summons appear in this round, then he loses.
Kane has a hand at this point, and he can draw one.
Kane dropped a white land card and used a white sorcery card called Wandering Soul.
The Wandering Soul costs 3 energy, 1 of which must be a white land card, and the effect is to place two white Spirit tokens with 1 attack and defense into the venue, and the Wandering Soul spell card can be used a second time from the graveyard in a 'flashback' method, after which the card will be completely banished and will not exist in the grave (the number of cards in the graveyard can also be used as an attack and defense bonus for some summons, as well as be used by special spell cards).
When Nanfeng saw this scene, he was immediately depressed.
He has a couple of very sharp cards.
For example, it costs 2 energy points, 1 of which must be a black soul wall.
The Wall of Souls' offense is zero, but it has up to 4 defense, and when it takes damage, it deals the same amount of damage to the opponent.
Then the Xuangang Troll is indestructible, even if it suffers 11 damage and its defense is cleared, it will not enter the grave, and it will be alive and well in the next round.
What's more, the Troll's trampling ability allows it to slash an additional 7 health even if it is blocked by the Wall of Souls.
And those two-headed flying spirits with 1 attack and defense are exactly 2 points of replenishment, and together with the 11 points of damage created by the previous round of trolls, 1 point is no more than 1 point and no less than 20 points of total health are killed to zero!
He also has a sharp card, called Shenmu Shackles, which consumes 1 white, 1 black, 1 free, and is a gold-grade card, once attached to the target summon, the target can neither attack nor be used for defense, and cannot take the initiative to enter the grave to be reused, which is equivalent to being wasted.
But this time it was Kane who took the lead, and he had good cards, and it was in vain if he didn't use them.
"It's so embarrassing!" Nanfeng could only sigh in the end, and lost the game helplessly.
In fact, Kane also has a risky element in it, although this kind of fast battle is very powerful, but it is also unstable, once it is predicted and targeted by the opponent in advance and frustrated, it is basically weak.
Kane also thought about it again and again, including analyzing what cards the Four Winds Deer had, and analyzing its thinking from a psychological point of view, before deciding on such a strategy.
It can be said that after two rounds of high-risk play, Kane has basically won the game. Because these two rounds were fast and efficient enough, although he showed some brilliant cards, he did not expose his mastery of the family.
In the last two rounds, you can use the other two new and completely different modes to kneel the opponent.
In the third game, Kane was behind.
Kane pondered, if the four winds are inside the deer, there are also upper slacks, middle stalks, and lower scars.
Then the initial arrangement is about middle, bottom, middle, and upper.
This strategy, at best, allows you to get a better understanding of his style and Hyogo even if the first one doesn't win.
In this way, even if it is a lower game in the second game, it can be rotated for longer and exposed more. After all, their brothers are a shared arsenal, a precious but rare trump card, to be used on the blade.
However, the first game was too ugly.
Their strategy was roughly adjusted to be middle, middle, lower, and upper.
The core is still that, try to get Kane's information. Accumulate and pave the way for the next.
As long as the second game can be performed, then the third game can also learn a lesson and entangle.
But the second game was lost faster. The third game uses the lower donkey.,It's also a simple send when you go up.。
So it was changed to middle, middle, upper, and lower.
If he is still as reckless as before, hoping for a wave of victories, then there is a high probability that Shangsi will teach him to be a man.
Even if he is stable enough in this game, Shangxi can make him show enough dry goods. So because of the sharing of the Hyogo, the lower donkey will concentrate the better cards that are not exposed in the middle of the donkey, and then combine them into a routine in a targeted manner, at least you can become another middle horse, and you still have the power to fight.
Based on such considerations, Kane started late in the third game, but he refused to force a fast fight like he did in the first two games.
Even the cards were completely changed.
The west wind, who played the game, was quite scheming and only put a black land card to end the first round.
As a result, Kane only threw a land card, which ended the first round, and it was still a green land card, so he couldn't help but curse secretly.
This is obviously a complete change of routine. He didn't stand alone.
On his side, he is ready to shoot and has to send it, otherwise the prepared means of fast to fast will not be able to play a role, and it will invisibly become a loss.
So in the second round, after he drew a card to make up for it, he played seven cards in his hand and directly released a green land card first.
Then, at the cost of 1 free and 1 black, he summoned a stealing rat demon with only 1 attack and defense.
The Rat Stealer enters, and the ability is cast, forcing the opponent to throw a card.
Kane tosses a land card.
This wasn't what Zephyr wanted to see, but it was expected, and he still had five cards in his hand, two of which were innocent blood, in order to play fast against Kane.
Now these two cards are half-dead, and there are three cards left, one called the Heart of Ygtrasil, which is an artifact made from a portion of the World Tree's heart. Can be used as an artifact like the Emerald Mako.
There's also the Eye of Nidhogg, which is the left eye of Nidhogg, the desperate dragon who gnaws on the World Tree for a living.
This eyeball was obtained by the Four Winds God Deer Fire during the Ragnarok Period, or the period of internal brawl in the Dark HP Universe version.
Due to the lack of materials, it has not been made into an artifact, but it can also be temporarily used as an artifact similar to the black jade Make at the cost of several times the loss.
That way, along with the other Stealer that he just picked out of his library, Kane could throw another card.
Innocent blood, combined with the Stealing Ratdemon, plus the doubling rate of land cards, and the advantage of the first move, if Kane still uses the speed explosion, then whether it is a high-end fighter quickly or a large array to establish a strong advantage, he will be interrupted by him as soon as possible.
And as long as he interrupts Kane's actions in one go, he has a chance to destroy the system that has only been formed in one breath, or a powerful fighter who has not yet used his powerful attack power.
It's a pity that Kane is a steady path this time, but even so, Kane lost two cards in a row, and it is definitely not comfortable.
Kane followed a black land card and then threw a green card with Emerald Marco.
Zephyr's face became gloomy, and he said in his heart: "Okay, since you are reluctant to throw the functional cards in your hand, then I will continue to play the characteristics of the first move and multi-resource cards, and play a small climax!"
So he ended the second round. Wait for Kane's performance in the second round.
As a result, Kane put down a green land card and a black jade mace in the second round, and Zephyr felt that the egg hurt.
Even throw away,Before and after it turned out to be 5 land cards! You must know that even if it is a late hair,The second round of even drawing cards is only a total of 9 cards,There are five lands,This is really ready to pave the way slowly,Steady and steady!
Wait until Kane summons the Druid Elder to the field at the cost of 1 free and 2 green. Suddenly, the egg hurt even more.
Elder Druid, 2 offenses and 1 defense, the cost of appearing is decent, and the offense and defense are so unbearable, naturally because of his special abilities.
There are two special abilities:
1. As soon as the Druid Elder enters the graveyard, the owner will start by drawing any two land cards from the library and then shuffle the cards.
2. If the Druid Elder actively consumes 2 energy to sacrifice himself, then not only can he draw any two land cards when entering the graveyard, but he can also start with one card from the library.
To put it bluntly, no matter how druid dies, he can start with at least two lands.
The land card is also a card, and at this moment, it will make up for most of the losses caused by his stealing rat demon.
In the third round, Zephyr chose the Blood Clan Sword Master to appear.
The prototype of this card is an artificial Juggernaut cultivated by the four brothers through a series of means, in a ratio of 1 out of 100, based on the Blood Prince.
What is this concept?
To cultivate a blood prince, you have to sacrifice at least 10,000 ordinary humans with high-quality souls and strong bodies.
And a hundred blood princes are naturally equal to a million carefully selected young men and women, which is equivalent to almost exterminating the young generation of a large region, such as the entire European era, in the Middle Ages, when the total population of the world was just over 100 million!
Even if the whole project is stretched out and completed in decades, or even hundreds of years. It's definitely sensational.
This is why the Holy See's witch hunt began.
All in all, the Blood Clan Sword Saint was not easy to come by, and it was indeed sharp.
One of the sharpness points is that it is known as having no upper limit, as long as the blood of a powerful life is sacrificed, the attack and defense can be continuously improved.
It is precisely because this talent is so strong that if you want to use it as a suitable Hyogo combat power, you need to make concessions in other aspects.
As a result of the discussion between the Four Winds Deer, the Blood Clan Sword Master appeared in a starvation dying state with 1 attack and defense.
Even so, the cost is 2 free and 1 black for a total of 3 energy.
After all, the sacrifice of the Blood Clan Sword Saint can be carried out at any time regardless of whether it is moved by oneself or the enemy, and as long as the conditions are met, the sacrifice can be made as many times as one time, and there is no such thing as a horizontal position.
Such characteristics make it not only able to kill and grow, but also to become a regulator.
For example, if you have four war beasts of the same species and the same name in the field, it is the turn of the opponent, and the opponent uses the same frequency vibration killing technique, theoretically as long as it hits, the four war beasts will hang.
However, at this time, because it is the opponent's turn, and your own instant spell or ability has priority, then you can use this to make the Blood Sword Master sacrifice the war beast that was locked by the same frequency vibration.
In this way, the same frequency vibration kill failed, the other three war beasts were saved, and the Blood Clan Sword Saint lived to have a sacrifice point, plus 1 for attack and defense.
Therefore, although the Bloodline Juggernaut does not have high offense and defense when it appears, it is a very useful unit to regulate the overall situation, and it grows unlimitedly.
After Zephyr put this card, he directly commanded the attack of the Stealing Rat Demon.
Kane commanded the Druid Elders in battle.
Zephyr then chose to have the Bloodclan Sword Saint sacrifice to the Spell Stealer that the Druid had targeted.
In this way, the druid struck the air, and the other stealer demon succeeded in knocking out the main body with one health.
The abacus of the west wind clanged. He didn't want to see his own Witch Stealer trade his life for his other's Druid Elders.
Because in addition to this method, if the Druid Elder wants to die, he has to sacrifice himself, and although he can get an extra card, it costs 2 resources.
Now Kane's total resources are 3, even if he puts another land card later, it's only 4, and after spending 2, there are two points left, what sharp units can be summoned?
This is tantamount to a round of delay.
This delay is beneficial to Him, after all, his first choice is to fight quickly, and the two innocent blood in his hand cannot be used, just like unspent money, which cannot create value.
And this disadvantage can be made up for little by little by procrastinating.
When it was Kane's turn to play the third round, after drawing a card, Kane did not place the land card first, but let the Druid Elder attack.
After thinking about it, Zephyr finally chose to let the Blood Clan Sword Saint fight.
At this time, the Blood Clan Sword Master is 2 offensive and defensive, and there is also a Dharma-stealing Rat Demon that is tapped because of the previous attack, which cannot be blocked.
The Druid Elder is attacking 2 and defending 1, and he could have died with the Blood Sword Saint, but after the Blood Sword Saint chose to face the battle, he directly sacrificed the rat demon that was placed horizontally, and it became an offensive and defensive 3, successfully killed the Druid Elder and retreated with injuries. Just the next round, and the status will be fully restored.
With the death of the Druid Elder, Kane freely acquired two lands, five for the one he had drawn, and then placed a black land into the room.
At this time, both sides are 4 tiles, and both are two green and two black.
The difference is that Zephyr has two artifact lands, while Kane has one.
In addition, Kane has 1 land + 3 other cards in his hand, while Zephyr is two innocent bloods, plus 3 offensive and defensive Blood Juggernauts in the field.
Kane then spends 1 free 2 green for a total of 3 energy to cast the Hunter.
Senro Hunter, Attack 2 Defense 1, Special Ability, Pull any card from the graveyard back into the owner's hand.
Therefore, the Druid Elder in the graveyard returned to Kane's hands, and the Senro Hunter entered the battlefield, and Kane's cards were still 1 land + 3 other cards.
Zephyr wants to scold his mother!
There are summons in this Nima battlefield to deal with the enemy, and the distribution of land cards has not been delayed, and the hand can still be kept healthy, and it is on the premise of forcing the loss of two cards, which is really a dog.
What to do?
Zephyr realizes that he now has two paths.
1, insist on going your own way, continue to strengthen the Blood Clan Sword Saint, and let it slash and slash. Kill Kane's beasts, or drain their health.
2. Return to stability, learn from Kane, and make your hand number healthy.
After deliberation, in the fourth round, Zephyr chose the Uke golem from his library.
The Yuke golem is made from the branches of the World Tree, and it requires 2 black and 1 free energy point to appear, 1 offensive and 1 defensive, and the characteristics are similar to Kane's Druid Elders, and they can also sacrifice themselves, but the land cards obtained cannot be picked, and can only be black.
That's the difference between like-for-like and effective cards, good and rare.
Most of the time, though, it's not enough to decide a winner.
After Zephyr summoned the Yuke puppet, he directly asked the Blood Sword Saint to sacrifice it, so that he obtained two black land cards, and placed one of them in the entrance, avoiding the empty placement of land cards in this round, and at the same time allowing the Blood Sword Master's attack and defense to add 1 each.
Then let the Blood Clan Juggernaut attack.
Kane commanded the Hunters to carry it, and then abolished Kane's only summoned beast currently present.
Don't carry, change blood, the blood hunter attacks 4, the Senluo hunter attacks 2, he changes it.
Kane chose to let the Hunter carry it.
So Zephyr ended the fourth round with 1 Black Land + 2 Innocent Blood and Blood Hunter tapped.
In Kane's fourth round, he put the land cards, bringing the total number of land cards to 5, and then put the Druid Elder who was pulled back into his hand by the Senro Hunter before. Finish the fourth round with 3 cards in hand.
In this round that has just appeared, due to the side effects of the summoning ceremony, it is not possible to attack.
In the fifth round of the west wind, another black land card is placed, and the land card totals 6, and then a trump card that has just been drawn from the Curry, the Wooden Crown Youhou, is placed.
The appearance cost of the Wood Crown Marquis is 6, and it must be 3 black and 2 wood, and only 1 point can be freely selected energy.
With such a big expense and such a demanding requirement, the offense and defense of itself are only 2 each.
But its abilities and talents are bull-broken.
Talent: All of your black summoned beasts gain +1 attack and defense. All allied green Summoned Beasts gain +1 Attack and Defense.
At the beginning of each round, a Vine Token with 1 offense and 1 defense and black and green attributes is born.
With the bonus of the Wooden Crown Youhou, the black Blood Clan Sword Saint, the offense and defense are at 5.
There's nothing to say, the Blood Clan Sword Master is attacking!
Kane commands the Druid Elders to resist.
As a result, when the Bloodline Blademaster was about to kill the Druid Elder, Kane let the Druid Elder die. There were 5 land cards before, and the Druid Elder appeared to cost 3, and there were 2, which was just enough for the Druid Elder to launch the Self-Sacrifice Ritual.
The Blood Juggernaut slash misses and ends in tapping.
Kane, who had 3 lands, was again free to choose two lands and 1 random other card. Suffice it to say, Kane is now short of neither lands nor other cards.
Kane's fifth round, place a land card, then spend 1 free and 1 black to summon the Blood Painter into the field, and then use the 2 free 2 black spell card to destroy the darkness.
In reality, this technique is a twelve-level divine art, involving darkness, the core law that Kane excels at. Powerful, no one discriminates between friend and foe.
So Zephyr watched as the Blood Clan Sword Saint and the Wooden Crown Marquis were torn to pieces.
I want to cry without tears!
Whether it's the Sword Saint or the Youhou, it's very distressing!
Youhou can produce rattan beetles in this round, with the blessing of Youhou's talent, the dual-attribute rattan python is an offensive and defensive 3 unit, a very good fighter, and it is rare that one can be made in each round, which is quite cost-effective.
And the Sword Master is needless to say, it is also very compatible with Youhou and Fuji Python. If the enemy summons the beast to be strong, you can let the vine beeper go up first, and then the sword master will sacrifice it at the critical moment, so that the opponent is stopped, and the vine snake will not die in vain, but it will be replaced by the sword master's attack and defense +1 again.
Now it's a nest!
Although the blood painter on Kane's side also hung up, a total of 3 creatures died, and the painter directly drew three HP points of Zephyr to replenish Kane.
As a result, Zephyr's health has increased from 20 to 17, and Kane has risen from 19 (previously exploited by a magic rat) to 22.
At this point, Kane's hand is 1 land + 2 other cards, and a land card is 6.
End of the fifth round.
In the sixth round, Zephyr had 6 lands, two pieces of innocent blood in his hand (almost rotten in his hand, and he couldn't use it for half a day), and he grabbed a Yuke puppet and put it in the field, which cost 3. Then take the initiative to sacrifice, costing 2. Get two black lands plus a random card.
As a result, the Doom Penalty comes into play, and a random land card is placed.
Place a land to enter, ending with 2 lands + 2 innocent blood in your hand, and land card 7.
Kane put a piece of land, then played a second Sen Luo Hunter and pulled the Sen Luo Hunter of the Graveyard back into his hand.
After that, he used the first Hunter of Senro to pull the Druid Elder back into his hand in the graveyard.
In this way, the sixth round ends with 3 cards, 7 lands, and two Senro hunters in the field.
Zephyr was speechless.
After thinking about it, I think it's time to dump the innocent blood that has never been able to be used.
So in the seventh round, he used two innocent blood in a row, allowing Kane to sacrifice all two Senro hunters.
Originally, there were no summoned beasts in my field, and the background you have, using innocent blood is very cheap. After all, I am empty, there is no sacrifice, but you have, the necessary sacrifice.
But Kane's combination of graveyards, hands, battlefields, and libraries greatly reduces this cheap positive effect.
After placing a land, draw a card and end with 1 land + 1 other card in your hand, for a total of 8 power slots.
It's Kane's turn to summon the Druid Elder and sacrifice it in exchange for two lands, one random.
Place a land, a total of 3 lands are available at this time, use Senluo Hunter No. 3 again, pull the graveyard's dependent Senluo Hunter back into his hand, with 1 land + 3 other cards, a Senluo Hunter in the field, 8 energy gauges, and complete the seventh round.
It is obvious that Kane is in better shape than Zephyr now, and it can even be said that he has a certain advantage.
Zephyr suppressed the impatience in his heart, grabbed the Yuke puppet in the eighth round, and placed him in the entrance.
This is already his third uk puppet.
The other two are in the graveyard, and he doesn't have a graveyard pull character like Senro Hunter in his library system. To be dead is to be dead and cannot be reused.
However, this time, Zephyr did not rush to sacrifice, but after putting a land card, he ended the round with a other card in his hand, and the upper limit of the energy gauge was 9.
Sure enough, it was Kane's turn, and Kane chose to let Senro Hunter attack first. And Zephyr allows the Uke puppet to intercept and sacrifice itself at a critical moment.
This avoids reducing health by two and leaves the hand with 2 black tiles + 2 other cards.
Kane places a Mori Hunter, pulls Sen Hunter 1 back from the Graveyard, and then places a land.
At this time, he has 6 energy, 1 Sen Luo Hunter + 3 other cards.
Since he's already used the Druid Elder's self-sacrifice twice, two of the other three cards are random and one is new.
Kane looked at the situation in the game and decided to use a card that didn't quite fit his mind. This card is called the Beacon of Restlessness.
Consumes 5 points, 2 of which must be black, and the effect is to pull artifacts and creatures from the graveyard directly into the battlefield, and it can be pulled from the graveyard of friends and foes.
Another thing that the Constant Beacon has is that once it's in normal use, it doesn't go into the graveyard and is reshuffled into the library.
Combined with the sensaric use of the Senro Hunter, the Constant Beacon can ensure the health of the library to a considerable extent, which is very beneficial for fierce battles.
The ability to take advantage of local graveyards greatly expands the player's available tactics.
This time, Kane and Zephyr are black-green vs. black-green, so using each other's cards, the gap is very small.
Kane chose the Marquis of Woodcrown.
This made Zephyr feel a pain in his eyes.
The Wooden Crown Youhou must be killed, otherwise it will create a vine worm in each round, and it can give the black attribute and green attribute summons +1 attack and defense, which is too sassy.
So on the ninth round, Zephyr was only able to grab a poison pact from the library, which was with the new black land put in, and his total energy had come to 10.
The Poison Pact cost 3 to place, and Zephyr ended the round with 1 black tile and 2 other cards.
You must know that one of the points where he is more depressed than Kane at this time is that he has used three Yuke puppets in a row. One of the sacrifices goes to the ground, and the remaining two sacrifices go to the other cards.
In other words, the two other cards in his hand were not selected from the library by himself, but came immediately.
In addition, his current energy pool crystal attributes are also unbalanced, except for a green space at the beginning and an artifact green space in the second round, the others are all black grounds. After all, the lands were drawn by the Yuk golem, and the Yuk golem could not choose the land cards freely like the Druid Elder did, but could only be black. So it's all the way dark.
8 black and 2 green, this structure is obviously unhealthy, once there are more than two cards that have mandatory green land, even if the total energy is enough, it will not be able to make them enter.
To make matters worse, he'll have to dismantle the artifact green.
Because the effect of the poison pact is all non-land permanents that cost X to kill. X is a one-time injection of energy.
As for the artifact green, it doesn't require any energy when placed to enter, which means that even if it is a poison contract with X zero, it will definitely be able to kill this kind of artifact.
However, Zephyr had to do it again, after all, now it was Kane's turn to move.
In the Kane field, there are not only the Wooden Crown Marquis who was pulled into the field by the Endless Beacon, but also two Senro Hunters. This round has lifted the influence of summoning afterglow.,It's time to attack.,Knock out 6 health points in one round.,It's quite painful.。
Zeun chose to activate the poison pact when Kane moved, in order to dig a small pit for Kane to see if he would be negligent.
If Kane chooses to let the summon go first, then he may be trapped by the poison pact.
Kane naturally did not make such a low-level mistake and chose to attack first.
It is impossible for Zephyr to sit idly by and watch 6 HP being knocked out, only to activate the poison contract.
So the Wood-crowned Youhou, the two Senluo hunters, together with a newly-born vine worm, and a black jade Make, were all swept into the grave, among which the Wood-crowned Youhou was still returning to the tomb of the Paiku of the West Wind.
And Zephyr also paid the price of 2 artifact lands, becoming 1 green and 7 black.
Kane's lands are more evenly proportioned, and he drew a new land from his library and made it up to 6 green and 3 black.
His side has higher requirements for green, whether it is a Druid Elder or a Senluo Hunter, it is 2 Green + 1 Freedom.
At this time, use the Sen Luo Hunter to pull the grave again, and then the second Sen Luo Hunter also pulls the grave, and the hand is now 1 Sen Luo Hunter + 2 others.
Kane chose Druid Elder No. 2 out of 2 other cards and put it in the middle of the field. Just use up the last 2 green and 1 black energy.
Entering the tenth round, Zephyr was already a little speechless.
Kane just relied on a not-so-sharp set of cards and a set of not very clever linkages, mixed with some other cards, to widen the gap between them little by little.
Now in the battlefield, there are three combat units in Kane's camp, with a total attack of 6. What should he do?
The problem is that it doesn't help.
Although Kane's second Druid Elder was prevented from offering sacrifices, he freely chose to draw two land cards, and Kane's land cards were not short for the time being.
And he is bound to miss another round of landing, and he has only two random non-land cards in his hand.
It's simply a soaking buffalo tendon binding method, the more you struggle, the tighter it gets!
So Zephyr didn't intend to continue to sink deeper and deeper into such a rhythm of slow suicide, he wanted to seek a breakthrough, and for this, he smashed a trump card, the Rancid Ooze Monster.
Costing 1 green, 4 black, and 1 free, for a total of 6 energy, the summon is 4 offensive and 4 defensive.
Its only talent is death splitting.
Once it dies, it splits into two secondary putrid ooze monsters with 2 offense and defense, and when the secondary ooze monster dies again, it is again divided into two putrid ooze monsters with 1 attack and 1 defense.
To tell the truth, the putrid soft mud monster and the wooden crown are very good partners, the bigger the former, the more the latter, the latter can continue to increase attack and defense and give birth to babies, and when the total number of putrid soft mud monsters becomes 4, the total attack doubles, and the number is large, and it is easy to pile up the amount.
And the putrid soft mud monster alone is still a defensive weapon, and the more you fight, the more you fight, you can block the enemy's attack and give yourself a chance to breathe. After all, sending one is equivalent to sending seven.
In addition, this kind of play is based on quantity, and it would be very comfortable if there was a dead man who could suck blood, such as the Death Mage.
One of Zephyr's two random cards is a mage.
After making the putrid ooze monster appear, there are exactly two more points of energy, both of which are black.
So I wish the mage of death to play.
In this way, he will not be afraid to fight a bad battle.
1 Green, 7 Black, with a total of 8 energy caps, and a random card in hand, Zephyr completed his tenth round of deployment.
In Kane's tenth round, Kane's card at this time was 9 energy, 1 Senluo Hunter, and a card that was randomly received before, but was relatively satisfactory.
When it was his turn to draw a card, he directly drew a white ground and put it in the field.
As soon as Zephyr saw this, he vaguely felt ominous.
Generally speaking, Hyogo Battle two-color mash-ups are relatively common, which not only ensures that a strong enough ace can calmly appear, but also has a wealth of tactical options.
Above three colors, it is relatively rare, and there is a suspicion of being mixed and not refined, and relying too much on tactics, but the third color is a colorless artifact card, which is a different matter.
The artifact cards are very compelling, self-contained, and don't match the other five colors, but they all match, depending on how they are used and how the cards are used.
Like the previous two games, Kane is dominated by artifact cards, supplemented by white and blue. Sharp indeed.
And in this game, the artifact card is a smart little assistant, and both sides have (artifact land).
But Kane actually came out with a third color, and it was white compared to black. Zephyr couldn't believe it was.
On the contrary, he had a hunch that this might be a hidden trick for Kane.
In fact, this judgment of Zephyr is accurate.
The killing moves of the west wind, or the four winds divine deer, are more dependent on trump cards, relying on cost-effective trump cards to turn the situation around at critical moments, or crush the lore.
Kane has jumped out of the loop.
It's not that he has a high realm, but that he doesn't lack trump cards.
As soon as there are more things, they are not too rare, and gradually they pay more attention to usage, that is, tactics.
Then there was a richer way of playing, and gradually developed a strong interest in the inconspicuous ordinary small cards.
Kane naturally remembers that one of the sayings of mutual restraint in his hometown has a certain element of joke is that the strongest elephant restrains it from the seemingly weakest rat.
Therefore, the big cards are strong with the big cards, and the small cards are wonderful with the small cards, and the key is the usage.
In this round, Kane taught Zephyr such a lesson.
As soon as he saw Zephyr summon a putrid ooze monster, he understood Zephyr's intentions.
So when it was his turn, he grabbed a white field and used the random card in his hand that he was more satisfied with, except for the hunter of Senro.
Forge a sword into a plow!
Cost, 1 white, effect, causes the target minion to completely die, does not enter the graveyard, and returns health equal to the attack power of the extinct minion to the owner.
Kane loved the subtext of the card: take it first.
The flip side: Am I the owner who is short of that health? I'm short of the key card that sets the game!
The putrid soft mud monster is the key card of Zephyr's current tactics.
1 top 7 cards, stalking, let the west wind take a breath at the same time, can be more calm on the last few cards.
Kane could even easily think of Zephyr's next strategy.
One more Blood Sword Master, so that you can complete the field control.
Even more extremely, after the Blood Clan Sword Master comes on the field, he directly and completely sacrifices the Rancid Soft Mud, which can not only raise the attack and defense of the Blood Sword Master to 8 in one go, but also help draw 7 health points to the card owner.
It's a pity that this set of tactics was dismantled with the advent of 'forging swords into ploughshares'.
There is no chance of splitting, and it is directly turned into 4 health points to replenish the card owner.
Kane then commanded two Senro hunters and a druid elder to attack with impunity. These three are all attacking 2 and defending 1, and they can knock out 6 in one round of attack.
Of course, Zephyr could let the Death Mage block one of them. And through the blood draw that you die but will still activate, you can reduce the loss of this round by 3 points, plus the sword that was previously forged as a plow, you can also save 1 point.
But what about the next? The days are over? The use of the mage as a shield is a great loss.
What's even more depressing is that the forged sword is a plow, which is equivalent to scrapping the other three rotten ooze monsters in the Zephyr library, and the corresponding tactics are also scrapped.
This is where the formation strategy tests people, not that there are no big cards in the library, but that you have to consider that the big cards will be countered by the opponent at a small cost. If it is a random card, you can also bet on luck, free to draw cards, basically no chance.
Zephyr wasn't without that in mind, he just didn't expect Kane to have a spell card from the White Attribute set.
Black-attribute spell cards, such as Dark Annihilation or something, are straightforward killing cards, no matter how powerful they are, they are also surgical, and the putrid ooze monster is not afraid.
But the white spell card, either a seal banishment, or like a sword for a plowshare, conservation feedback, or simply a defense, looks tepid, but in fact it is quite yin damage.
Zephyr originally had several powerful cards in his hand, such as the Vampire Queen, who could cast spells on the summons in the field by consuming land cards, killing enemies at the same time, and temporarily increasing their attack power.
Blessed with agility effect, you can attack on the field, and it is a flying unit, directly through overflow casting (for example, the enemy in the field has only one summoned beast with 2 attack and defense, but the overflow use of 12, then the vampire queen's temporary attack will be +12, plus its own original 4, one time is 16) In the late stage, both players have a less healthy health, and there is a chance to KO the opponent.
Another example is the Mind Dealer, who can consume 1 black land to obtain a rebirth effect, and as long as there is a black land available, it can be repeatedly blessed and almost immortal.
Its attack and defense start at 6, and as long as it engages the enemy, it will gain +1 each.
It can also change its color attribute by consuming 1 green space, making spell cards that cannot target the same attribute invalidate.
But no matter how good these cards are, in front of the sword as a plowshare, they can only drink hatred. Even if it is marked as indestructible and indestructible, it is still useless. Only if the curtain effect is blessed can it not be targeted by spells, but it can still be destroyed, such as liquidation spells, poison deeds (poison deeds cannot clear cards that are blessed without destroying characteristics).
Zephyr is frustrated to find that he lacks an effective strategy against Kane's tactics, and defeat seems to be beckoning to him.