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What if 2047 always loses?

What if 2047 always loses? Why am I always the only one who loses? Is it not suitable for playing this game? Many newcomers always lose when they first arrive in into the pit, because they don't know enough about the game. Bian Xiao, let's introduce it to the athletes!

What if 2047 always loses?

First, card group restraint

Card group restraint (also known as dominance game). Before discussing this reason, we should remember one truth: 2047 has never had a deck advantage over any deck of cards. Whether it is the ancient time state, the peak mixed-axis island, or the first mate of t0 overnight, a round of immigration machinery. No matter how strong this deck is, there will always be inferior decks.

Example: 1, time bees vs carnival state.

If you often play time bees or carnivals during this period, you will find it difficult for the former to beat the latter. This is because the carnival state is a card that can cover at least six powerful creatures in only two rounds at most, and it is accompanied by a large number of group buff in the subsequent rounds, emphasizing three-way attacks.

The time bee, on the other hand, is a card that pays attention to gradual attack, and the attack order is a stronghold and a stronghold. In the absence of the secret police, the subsequent time bees have no chance to suppress the two roads in the first round, and as a result they will lose a stronghold. And there is little time for bee fans. When the power of carnival exceeds the limit of time bee, it will become a scene that even the wild flower protector can't save.

In addition, there is also a gap (though not big) between the winning percentage of the two decks. The winning round of time bees is usually from the fourth round to 10. The winning rounds in the carnival state are concentrated in the second to fifth rounds. Occasionally, "time bees can regain their advantage by enriching blood after the third round, but the cost is insufficient or the opponent wins first".

2. Controlling the country vs Saidi

Saidi is the deck recommended by the store last time, which is a fast break just like the carnival state, but the carnival state takes off instantly by carnival, and Saidi draws supermodel cards by competition, otherwise the whole set of cards will not break out, and it is easy to keep up with the rhythm or run out of cards (not to mention losing a card in the competition).

The control state is the ancient deck, and the blood is cut with giant tongs or frisbee, and the mammoth and blackmail are used to make up the knife. The advantage of this card is that it has a high killing line for creatures and many efficient engines.

If you have ever tried to align the line with the competition emperor and the giant pliers, it will definitely be a headache. Moreover, the effect of mammoth stepping on 6 can kill most of the creatures of the competitive emperor, so it can be said that controlling the state has great advantages for the competitive emperor.

Second, the construction error

For most players, everyone likes to copy decks, because the copied decks have been polished by predecessors. But there are also players who like to set up their own cards, and I respect this kind of player very much. But we must pay attention to some mistakes that we can't make in the group card group, otherwise there will be great mistakes in actual combat.

Example: 1, carrying a weak card.

This really can't find a pattern. For example, you brought two intermissions at the pirate moment.

2. Use contradictory single cards.

The effects of some cards are inherently contradictory, such as: Blackstone reaper and law enforcer.

3. Carrying one card will invalidate another card.

For example, the time bee hatches, and the city zoo with mechanical wings for self-mutilation.

4. Use a card that is extremely difficult to trigger.

This means that this card is extremely difficult to trigger the effect in this deck, such as the Babel on the island (when there is no 1 fee).

5. The proportion of magical creatures is unbalanced.

Each deck of cards has its own biological spell ratio, so we should find the law slowly.

Generally, when you can't make up your mind, I will choose the group method of "1 1 biology, 9 blood repairs, 4 changes".

Among them, the changeable components include: extra biology or blood repair, environmental special cards (such as the latest popular ink), and the adjustment of library thickness.

Third, environmental mobility.

Because everyone's hobbies are different, coupled with the emergence of cards, the environment is constantly changing. The environment is human, and it will change with people. Adapting to the flowing environment of card games is the maintenance of game experience.

Fourth, the operation idea is wrong.

Every deck of cards has its basic idea. For example, the island moment is to accumulate advantages on the island, and the lazy bee is to be the big brother. If you violate the fighting idea that a deck of cards should have, you lose the original upper limit of the deck.

As for the specific ideas of each deck, this post does not elaborate. As a player, you may get familiar with it step by step.

Fifth, the card was left wrong.

This may be a hidden level for every card game to test players' skills (provided that there is no big problem with your cards). Leaving cards is mainly reflected in leaving different cards for different enemies.

For example: control the state to keep the mammoth in the battle, keep the state to keep the mammoth from fighting against spies, keep the bees to blackmail during the war, keep the pilot in the wild one to fight against the war, and keep people on the war island (provided you take it).

Six, luck

This is the last reason to consider the failure, and everyone will have bad luck.

Winners find ways, losers make excuses.

Wash your face and let's meet the next game!

I firmly believe that every time we lose a game, we will make a mistake. Vegetables are original sin.

If you give 2047 a star at tap, because you always lose, maybe you have a big temper in a rage. But if not, then I suggest you give up the card game quickly. You can bid farewell to this game with this mentality.