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Let me talk about the conclusion first: This game is about playing cards on the surface, but it is essentially a numerical problem of resource management and positional games. The developer Xiamen Chunyou Interactive Technology has done a very detailed job this time. There are many hidden mechanisms that you cannot detect at first time. When you take a look at the data, you will find that "every step is calculated."
We mainly talk about three dimensions: the growth curve of unit attributes, the position benefits of multi-layered battlefields, and the numerical synergy of the deck genre.
What's most easily overlooked is the unit's "cost/size" ratio. Many novices only look at the attack power on the panel and think that the higher the value, the stronger. In fact, you have to calculate the cost together with the number of levels and positions on the vertical battlefield. For example, if you throw a 2-cost, 5-attack "Immortal" on the first floor alone, the cost-effectiveness is low; but if you put a "blood-burning" buff spell on the second floor, stack it with +3 attack, and the same 2-fee, the actual benefit becomes 8 attack, which is much more flexible than if you just suppress a 4-cost, 8-attack unit. This is the "low-cost growth" channel left by numerical planning.
Let's talk about the distribution of guards from the second to third floors. Don't rush to fill it up in the early stage. You have to remember that the judgment of the monster train being blown up is based on the blood volume of the bottom layer returning to zero. Many times you pile all the output on the top floor, leaving the middle and bottom floors empty, and then directly send a shadow assassin from the opposite side to jump to the floor and steal the car, and it will be gone in one wave. The optimal allocation is "stack the armor in the front row, spread it out in the middle row, and keep the Aegis units on the bottom floor." Because the bottom layer has the highest fault tolerance, even if it is broken, you can use the Aegis to block a fatal injury.
In terms of genre values, the idea I recommend is the growth system of "Underworld Soldiers + Prison Forging". The core logic is: use the low-cost strengthening spells of Forge to increase the number of attacks and extra blood volume for the underworld soldiers, and use it with the "death recovery" passive to form a buying and selling cycle. The numerical expansion of this genre is geometric - it costs 5 fees to make two waves of attacks each round, and the dead units can not only trigger the last word bonus of the upper-level units, but also restore health to the front of the car. According to actual measurements after level 30, the stable output of this set every round is about 40% more damage than the opponent's deck. The premise is that you don't want to overwhelm the field and have to spend money to farm spells.
Some people also ask how to grasp the rhythm of the real-time competitive mode in version 5.0? That is, don't always think about playing big combos in the late stage. In the battle environment, armor and status clearing are all over the place. You have piled up units for a long time in the first 5 rounds, and the opponent clears them all with one hand to correct the chaos for you. The optimal strategy is to "control the field in the first 8 rounds and grab the bloodline to suppress it." For example, if you have "Molten Seer" in your starting hand, you can directly cooperate with low-cost spells to reduce the HP gap, forcing the opponent to defend, and the rhythm will be controlled by you. The winner of many games is gradually determined through the exchange of values ​​between the third and fifth rounds of the game.
Here's another tip: after defeating a layer of elite monsters, don't rush to choose a reward. Observe the average cost and spell ratio of your current deck. If the cost of the card library is too high, give priority to the rewards of "removing cards" or "reducing costs". The benefits of this implicit card order adjustment are much higher than taking a fairy orange card. The deck rotation rate is the most core winning indicator under the infinite replay mechanism.
Summarize the optimal strategy cycle: Overcalculate the cost ratio → Control the low-level defense → Choose a genre whose growth system income is greater than the quality of a single card → Grab the rhythm in the early and mid-term and snowball. Each game of this game is a new round of numerical derivation, and you can discover new details every time you play it. It is truly playable.
You are welcome to leave a message below to discuss your favorite genres. If anyone has a more counter-intuitive and high-yield build, please come and throw it at me📊🔧