The game "The Legend of Demon Suppressing" is not friendly to novice players. If you want to play it, you need some skills. First of all, it takes action to play the cards of the Legend of Demon Suppressing. After entering the battle, the default action is the current action power limit, that is, 5 full points, and naturally reply to two points at the beginning of each subsequent round.
How to play the novelist of Demon Suppressing Demons
Action Power Description
It takes action to play the cards of the Demon Suppression Story. After entering the battle, the default action is the upper limit of the current action, that is, 5 full points, and will naturally reply to two points at the beginning of each subsequent round.
A big problem facing novices is lack of action, but compared with the Killing Spire, I made the following table to compare the amount of natural action power acquisition under standard circumstances.
From the table, it can be seen that the amount of action power obtained in the first three rounds of Demon Suppression Sect is not lower than that of the Killing Spire, and Demon Sect can quickly stack states through the basic action power provided by the battle start in the first round or directly deal high damage.
Since you have two points per round, to achieve the full action power in your hands at the beginning of the next round, you need to control your remaining action power at the end of this round at three points, which means that in an ideal state, you use two points of action power in one round to defend or attack to retain action power for key actions.
Give some examples of the cost you need to accumulate
1. The battle cannot be ended in one or two rounds, and the shuffle card will be drawn in the next round. Without leaving any fees, it will result in only one one-cost card and shuffle card in the next round. The high-cost card drawn in this round cannot be played. If you choose not to play the shuffle card, there will be a more serious situation like only one shuffle card in your hand with a draw of 3 in the next round.
2. The enemy is charging up power or taking special actions. The next round will cause high attack damage, and multiple defenses are required to block the attack.
3. The cards in your hand are all low-yield cards, and the high-yield cards are all in the deck. If you don’t leave any fees, it will cause all the high-yield cards to be wasted and unable to be played when you get started.
Monsters have different intentions in each turn. The basic idea of reducing combat losses is to defend when the opponent attacks, but pay special attention to excessive defense and inefficient attacks.
Overdefense, your armor is often not equal to the enemy's damage, so to avoid damage completely, you usually have to make your armor higher than the enemy's damage, which will directly cause your armor to overflow.
However, it is too wasteful to play a card that consumes action power when the enemy's damage is only one or two points higher than your armor. This will often cause your action power to cause enough damage to the enemy and cause a long turn number, which will win more action opportunities for the enemy. Therefore, it is wise to choose not to play armor cards to save your movements. By weighing the pros and cons, taking a little damage can gain more advantages for yourself.
Inefficient attack. If the enemy's intention to act is "weak", then consider overdrawing the next round's action power in advance in this round to deal damage, and try to avoid outputting while reducing the attack.
Deck cycle instructions
Reshuffle mechanism—reorganize XX
Reorganization posture, bag reorganization, reforming ceremony
Although the names are different, the mechanism is the same. Draw 3 cards with 1 action force and shuffle them. The following text is commonly called a shuffle card
A shuffle card seems to be a purely negative effect, but in fact it is not. It can even make the deck construction more stable.
The worst case of getting a shuffle card is that only the shuffle card is drawn at the beginning of the turn, which we should try to avoid.
The default number of cards is five, so the number of decks controlled by players should not be multiples of 11, 16, 21, 26, 31, etc. plus 1. This is easier said than done. After all, it is impossible not to get a good card, and the event of deleting cards is unstable.
At this time, the "draw card" card needs to play an important role. If the number of deck draw piles is multiples of 6, 11, 16, etc., plus 1, you can play a deck draw card to destroy the order of the card.
Note that if your number of cards is 6, the number you need to be wary of is a multiple of 6 such as 7, 13, 19, 25, 31, etc. plus 1, and so on in other situations
In the non-combat state, you don’t need to spend too much effort to calculate cards that affect the number of decks, such as nothingness, consumption, removal, etc., just look at the current status of the deck draw pile when you get the deck draw card in the game.
In addition to the minimalist structure after forming, it is recommended to keep more than ten cards in the deck to avoid frequent use of the card shuffle. But don’t blindly expand the deck because you are afraid of shuffling cards. The circular deck is conducive to repeated use of high-quality cards.
Note that the boss's incense burner in Chapter 3 has a special state, which will consume the first ten cards you play. In the progress bar of Chapter 3, you can see that the boss at the bottom is vertical pupil and the king. If your deck is very simple, please pay attention to stuffing cards into the deck in Chapter 3 to let the incense burner burn. It is best to have an armor card to facilitate one stage. In addition to using the card to consume the number of burning cards, the number of burning cards in the Incense Burner will also decrease by 1 every round, and the number of burning cards will be reduced to 2 stages.