However, the Ghost Thief's skill level is extremely high, and it requires a lot of experience in the game, as well as a certain degree of adaptability and flexibility, so much so that it's been jokingly referred to as a "pig-brain overloaded thief".
But at the same time, this deck is full of operation, after skillful wave of overcard/strike/kill, such as the flow of water like a sound, agile and elegant, gorgeous and versatile, is a very interesting deck.
Ahem, too much nonsense, back to the topic, in short, let's take a look at the deck:
### ### Ghost Spirit Ta
## ### Occupation: Stalker
### Mode: Wild Mode
##
## 2x (0) Counterfeit Lucky Coins
## 2x (0) Waiting for an Opportunity to Spark
## 2x (0) Shadowstep
# 2x (0) Backstab
# 1x (1) Scourge of Madness
# 1x (2) "Red Smoke" Tengwu
# 1x (2) Stinging Bone
# 2x (2) Poison Blade
# 2x (2) Foxman's Cheaters
# 2x (2) Deception
# 2x (3) Cloak of Shadows
# 2x (3) Curtain of Lurking
# 1x (4) Potion of Illusion
# 1x (4) Scarabs Blade Oil
# 2x (4) Elven Chantor
# 2x (4) Shark Spirit
# 1x (6) Sprint
# 2x (6) Ghost Bandit
#
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#
# To use this deck, copy it to the clipboard, then paste it into the game by clicking "New Deck".
This is the deck I'm using, and I think I can attest to its strength as I've made it to the top 10 nationally with this deck. After hitting top 10 I stopped for a while and set out to write this massive guide to share my experience with you.
After I finish writing this guide, I'll try to get a higher ranking if I have time to play Hearthstone.
General idea: This is an OTK-type deck, mixing in the early stages, trying to survive and take care of passing cards, and playing a series of actions to decapitate your opponent when you judge that you can decapitate.
It's not a surprise to see a 4-cost kill when you're up and running, but usually, in a winnable game, it's mostly a 5-7 cost kill, so the reality is more variable.
It's very difficult to get started, and the margin for error is very low. Although you may feel that it's not that hard to get started after you've become proficient at it, sometimes when you come across some unconventional situations that require you to be flexible,
it's possible that you may have a short-circuit or accidentally play the wrong sequence of cards and end up with a full set of losers. If you are confident in your skills, you are welcome to try it out.
If you're asking me what the overall strength of this deck is, I'd say it's T2. It's better suited to the high end of the ladder, and it might be good if it's limited to the high end of the ladder, but there's a lot of Fishersaurus and Mystic decks in the lower part of the ladder and the Ghost Thief is at a disadvantage to play against them.
So I don't really recommend using Ghost Thief to score in the lower parts of the ladder, it's less efficient. Even if I play in a low bracket environment, the win rate may not be higher than the high bracket.
First, a picture to get a feel for the outrageousness.
Difficulty Analysis:
The difficulty of this deck in operation can be divided into two main points:
1. Determine whether or not you can decimate in the current turn.
2. Correctly playing the sequence of cards needed to decimate.
Let's start with point 2, and we'll get to point 1 later.
The deck is a **** of ten attachments: 2 Foxmen, 2 Chant, 2 Sharks, 2 Ghosts, Knife Oil, and Tengwu
These ten cards are the core components of the deck.
There are two types of OTK (one-turn kill) and TTK (two-turn kill), so let's talk about OTK first.
There are two types of OTK starts, one starts with Shark's Spirit, and the other starts with Shark's Spirit or Knife's Oil. starts with Foxman or Knife Oil.
First, the one that starts with Shark, which is the most common way.
(When we talk about the order of cards below, all the numbers before the text represent the cost, and the numbers after the text represent the damage, a represents the follower that Shadow Step returns to hand, t represents the follower that Tengwu returns to hand, and h represents the follower that Hallucinatory Potion duplicates)
A. The first scenario:
There are all the components of the hand
Overall order of cards:
4 Sharks→2 Foxes→0 Knives and oils→0 Any card with 6 costs or less→0 Tengwu Knives cards below → 0 Tengwu Knife Oil → 1t Knife Oil → 0 Ghost Spirit 6*2 → 0 Ghost Spirit 7*2 → → → 7 cost 26 damage
(not enough damage for 30, waiting for a coin or something like that in your hand can be used as a supplement)
B. The second scenario:
There are Sharks, Foxes, Aria, and Shadow Steps in your hand, and you can pass the Knife Oil and the double Ghost Spirit
Card sequence: 4 Sharks→2 Foxes→0 Aria→0 Shadow Step Foxes→0a Foxes→0 Knife Oil→0 Ghost Spirit 6*2→0 Ghost Spirit 7*2→→→6 charges for 26 damage
(not enough for 30, can be supplemented with waiting coins, etc.)
C. Third Scenario:
Three-piece suit, Aria, and Tengwu can be passed in hand, and double Ghost Spirit
Token sequence:
4 Sharks→2 Foxman → 0 knife oil → 0 aria → 0 Tengwu knife oil → 1t knife oil → 0 ghost spirit 6*2 → 0 ghost spirit 7*2 → → → 7 cost 26 damage
(not enough 30, can be used to wait for a coin and so on to supplement) (equivalent to aria replacement of any card in the A)
The above three cases are the most typical and most conventional way of starting the Ghost Thief. However, in reality, there are many different scenarios, and only a few of them follow the above process. We'll talk more about the non-conventional scenarios below.
For now, let's move on to the Foxman or Blade and Oil startup:
The Foxman or Blade and Oil startup can be broken down into two categories: Foxman startup, and 0-cost card + Blade and Oil startup. I don't want to make it too complicated, so I'll just refer to them collectively as fox/knife starters.
Fox/Knife starters need to have Tengwu in their hand, here are three typical examples:
A. The first scenario:
There are components in the hand
Card sequence: 2 Foxes→2 Knife Oil→1 Shark→0 Tengwu Knife Oil→1t Knife Oil→0 Ghosts5*2→0 Ghosts6*2→→6 Costs22 Damage
( If you don't have 30, you can use waiting coins to supplement)
B. Second scenario:
Three sets, Tengwu, Aria, and Shadowstep are in your hand, and you are short of Ghost Spirit
Card sequence: 2 Foxman → 2 Knife Oil → 1 Shark → 0 Tengwu Knife Oil → 0 Shadowstep Foxman → 0a Foxman → 0 Aria → 1t Knife Oil → 0 Ghost Spirit 8*2 → 0 Ghost Spirit 9*2 → → → 6 costs and 34 damage
C. Second scenario:
The second scenario:
When you have a three set, Tengwu, Aria, and Shadowstep, you are short of Ghost Spirit.
C. Third scenario:
There are components in the hand, and Shadow Step
Card sequence: 2 Foxman→0 Dark Step Foxman→0a Foxman→0 Knife Oil→1 Shark→0 Tengwu Knife Oil→1t Knife Oil→0 Ghost Spirit 7*2→0 Ghost Spirit 8*2→→→4 charges and 30 damage
Above is the example of the Foxman starter, and let's compare it to the first scenario with the Shark starter. scenario, we can see that with the same hand and both using Tengwar, the Foxman starter saves 1 cost, but plays 1 less any card.
If you don't have a Foxman in your hand, then you can play a 0-cost card + Knife Oil to achieve a similar effect, i.e., a Knife Oil start.
In practice, most cases still use Shark to start, but there is no shortage of situations where you can only use Fox/Knife to start, such as using Foxman to start against Explosive Rune, or for example, the cost is just 1 difference and the damage isn't, so try to master them all.
And then TTK:
TTTK starts by tapping Shark's Spirit on the first turn, and since Shark's Spirit is sneaky, it's not a good idea to resolve it. As long as the opposite side can not be resolved, then there is more room for maneuvering in the second round can be decapitated.
But there are actually quite a few instances where the opponent is able to untap, so if there are two Shark Spirits in your hand, then you can indeed tap boldly. But if there is only 1, it depends on your opponent's occupation and may require a gamble.
If the opponent is an Odd Rider, then he basically can't be solved; if the opponent is a Battle Cry, then the probability of being solved will be higher. The following are some of the specifics of the matchups.
It is not uncommon to see a 4-cost shot of Shark's Spirit and a 5-cost kill in real life, but judging when to shoot boldly, and when not to shoot, requires a certain amount of experience in the game.
(The population of Ghost Thief on the ladder now is not much, no one to target, in case the Ghost Thief later heat, more targeting sets, the survival rate of Shark's Spirit may be even lower, right.)
After Shark Spirit survives, the decimation process on the second turn is equivalent to the Shark starter in OTK, with 4 more costs but 1 less card to play (affecting the amount of damage). Just note these two differences, without going into specific card sequences.
The next part of the puzzle is how to determine if you can kill on your current turn.
There are a few things you need to know to determine whether or not you can be killed:
A. Damage
B. Cost
C. Attendant grid
D. Passing related
A. Damage:
Damage caused by ghosts is the result of the number of cards used in front of them, excluding the ghosts themselves. In the case of a regular double ghost spirit, 7 cards dealing 7788 damage can hit 30 blood, Shadow Step counts as 2 cards, Tengwu counts as 2 cards, and Shadow Step collecting Tengwu counts as 3 cards. Every time you lose 1 card, you lose 4 points of damage. Please memorize the numbers "26" and "22". 6677 hits 26, 5566 hits 22. If the opponent's blood level is lower than these two numbers before killing, then the requirement for the hand will be smaller. (
There are four common ways of counting damage:
1. Counting from 1: This applies to a regular double ghost situation. If you use x cards in front of you, the first ghost spirit will play x*2, and the second ghost spirit +1, without counting the ghost spirit itself.
2. Counting from 0: Applies to all battle situations. Count from 0 on the first card, and play the ghost spirit itself until it is a few.
3. Fast counting method: my most common algorithm: applicable to the regular double ghosts battle situation. The three-piece suit is fixed to count three cards, so you only need to play four more cards if you want to hit the full 30 blood. Look at your hand to see if you have 4 cards to play, Shadow Step counts as 2 cards, and Tengwu counts as 2 cards. Each time you lose 1 card, you lose 4 blood damage. in the case of TTK, since sharks don't count, you need to play 5 more cards to get to 30. don't count TTK as OTK, you'll end up with a 4 mistake.
4. Not counting: Tied with the above, this is the algorithm I use the most. After more experience in the game, you will know that you can chop, simply do not count. (Use this with caution)
B. Cost:
Note on Tengwu: The follower that Tengwu returns to your hand is a fixed 1-cost for the turn and cannot be reduced to 0. So every time you use Tengwu (or any other follower), it will cost you 1 to play. So every time you use Tengwu (Dark Step to collect Tengwu) it is bound to cost 1 more (unless the follower you return to your hand doesn't need to be played again). Tengwu costs 3 if you don't use it under Oil and Blade, and 1 if you use it under Oil and Blade.
The followers copied by Potion of Illusion are reducible to 0 cost.
C. Attendant Grid
Three piece set + Double Ghost Spirit is 5 squares here, usually with Chant and Tengwu added. That makes 7 squares. Unless there is a Backstab or Stab to untap your own follower. Be careful not to play two foxmen. If you need to play two Foxmen, you either don't need Chant, don't need Tengwu, or have a single Ghost Spirit + Tengwu to collect the Ghost Spirit + then play the Ghost Spirit.
In cases where you need to play an illusion potion, pay particular attention to the grid.
D. Passing related
Elf Chanting is a fixed pass follower, don't ask why my chanting doesn't pass the card (dreaming back to the Dogman's version)
One **** ten follower, Shark after the chanting can only pass 4, it is very likely to fail to pass the kill component. For example, it is very common to see double ghosts sinking to the bottom, knife oil sinking to the bottom, and so on. If you can't get past the kill component, how do you decide whether to wait for the next turn, or rely on other cards in your hand to force a wave of startups, please make your own decision based on the actual battle situation.
In other words, if you have less than 4 attachments left in your library, you can get through and start a wave. So be sure to keep an eye on the number of attachments in your library.
Also the new card, Lurking Curtain, is a fixed pass to followers.
Matchup Breakdown
After the hard part, let's talk about the specific matchups. This part is also a key point of the whole article, so please don't skip it. Let's start with a more conventional scenario:
One
The opposite side is a Warlock, and there is not much pressure on the field in the early rounds, so we'll just untap the opposite side's little stragglers and comfortably pass. By the time we get to the kill turn, the components are in place. Calculating the damage with a quick calculation, Coin 1 Poisoned Blade 1 Tengwu 2, counting 4 cards, Ghost Spirit can cut 30 blood.
Played in the usual order of cards:
4 Sharks → +1 Coin → 2 Foxes → 0 Knife Oil → 0 Poison Blade → 0 Tengwu Knife Oil → 1t Knife Oil → 0 Ghosts 7*2 → 0 Ghosts 8*2
Completing the decimation
Regular battle I'm going to talk about a game enough. When gradually getting up to speed with Ghost Thief, the regular battle situations are not that difficult because we are already familiar with the regular ideas. Next, I've prepared 4 games of unconventional scenarios to explain. These unconventional scenarios are where the real difficulty lies for the Ghost Thief.
Two
The opposite side is a Knight, we have already tapped the Shark in the last turn, the field pressure is relatively high in this turn, the opposite side is likely to play Quartermaster or Double Conviction in the next turn or Pressure Seibu card us. We don't have enough cards in hand to decimate, we need to gamble on the Sprint in hand.
After playing Sprint as shown in the picture over to Shark, Tengwu, Waiting for a chance, Stinging Bone, enough to decimate, play the following card sequence:
+1 Coin→2 Foxman→0 Knife Oil→0 Sprint→0 Tengwu Knife Oil→0 Waiting for a chance→0 Stinging Bone 4→0 Backstabbing randomly→0 Dark Step Tengwu→1t Knife Oil→0 Deceit (assuming that the cards over are not useful)→0 Ghost Spirit 11*2→0a Tengwu Ghost Spirit→0a Tengwu Ghost Spirit. 1t Ghost Spirit 13*2
This is a typical scenario where Sprint can be used to play 0-cost Sprint under Knife Oil to win the cap when the hand isn't enough to decimate.
Three
The opponent is a Priest, and the opponent has broken our tempo with Heartbreaker and Dirty Rat in the early game and abducted Knife Oil. We need to decimate without knife oil.
I've been trying to hold on as long as I can after the oil was abducted, and I'm at the end of my rope, even though my opponent's offense isn't very good. I glance at my hand, to decimate I must a Shadow Step from my library, I can only gamble on line deception this turn.
Luckily, Backstab Deception finally got past the Shadow Step I've been waiting for, and I can start the decapitation, playing the following card sequence:
0 Backstab → 2 Deception → +1 Coin → 4 Sharks → 2 Foxes → 0 Shadow Step Foxes → 0a Foxes → 0 Ghosts Spirit 7*2 → 2 Tengwu Ghosts Spirit → 1t Ghosts Spirit 9*2
Wrecking
Opposite side is a Priest in the early stage, the opposite side relies on Heartbreaker and Dirty Rats. Opposite side abducted our two sharks by Heartbreaker and Dirty Rat. We need to decimate without sharks. It's hard to decimate without sharks, but there's still hope that the opposite side is unbloodied. I specifically used a Potion of Illusion in the previous turn to hand back 1 Foxman, 1 Blade Oil, and 1 Ghost Spirit to prepare for the decapitation, and then I just waited for my chance to do it. When I finally decided to kill, I played the following sequence:
1 Foxman→+1 Coin→2 Dodge→0 Backstabbing Foxman→1 Blade Oil→0 Shadow Cloak→3 Ghost Spirit6→2 Tengwu Ghost Spirit→1h Ghost Spirit8→1t Ghost Spirit9
(Incidentally, I had Dodge with me in my hand when I was playing this game, but I decided that it wasn't very good, so I've already replaced it, and I'm now playing a deck without Dodge). There is no evasion in the deck.)
Woo. Cost is tight at only 6. Can you all figure out the correct sequence of cards? This question is left as a thought exercise. If you can come up with the correct play order before the end of rope-burning time in real life, then I declare that you have thoroughly grasped the essence of Ghost Thief. The answer is written at the end of the article.
There are all sorts of unconventional scenarios, and the four I've prepared above are the ones I've picked up from recent gameplay footage since I started writing this guide. In the real world, we will face many more unconventional situations, and this is where the Ghost Thief's skill and thinking will be tested the most. Some of these situations are even comparable to puzzle-killing. If you only master the conventional thinking, encountered a variety of unconventional situation is helpless, then the Ghost Thief's win rate will never go up. I'm sorry I can't explain too many of the unconventional situations, but this is something you need to think about on your own.
Single card analysis:
If you want to do a single card replacement, it is not recommended to add attachments, which will affect the Elven Chantor and Shadow Curtain to retrieve the core attachments. Core card ten followers: foxman, chant, shark, ghost spirit, knife oil, tengwu. If you really want to include attachments, as a targeting card or as a True Love Dude, add 1 and no more.
Shadow Step: Shadow Step is most often used to return to Foxman, followed by Tengwu, and in a few cases, Knife Oil, and in rare cases, Ghost Spirit. Of course, when you need to pass, you can return to Chant.
Forged Lucky Coin: A good card to increase your horse's speed, but sometimes getting stuck with a hand of 0-cost cards can be frustrating.
Waiting for a chance, Deception, Lurking Curtain: not much to say.
Backstab: In addition to being used to untap, another important thing it does is untap its own followers to avoid taking up space.
Spine Bone: serves to untap the field, hit the face to replenish damage, untap your own followers, and can be cost reduced by Foxmane. When the damage is 6677, it can replenish exactly 4 points of face damage.
Calamity of Madness: commonly known as Top Blade. The main role is to solve the field, occasionally top the opposite side of the knife, occasional occasional Er supplement face damage, and is also used to do the 3 cost of cheating combo source. The downside is that you need to sell your blood to solve the problem, but also send the opposite side of the 4 points of damage. I added it to my deck when Soulstealer was popular, and I think it's pretty good all the way around, but some people might not like it because of the side effects. You can replace it if you don't like it, and the second Stinging Bone, Icy Wisdom, etc. are sort of optional.
Poison Blade: Compresses the library and fills the 2-drop curve. Some may look down on Poison Blade, and yes, I don't think it's strong either. But really, there's no better option. 2 cost to play 1 draw 1 is barely enough, and my feeling all the way through is, use it! Don't change it.
Cloak of Shadows: Cloak of Shadows is a good defense, except for Fire Demon and Arcane Shadow Attack. However, with the amount of disruptive cards in the wild environment, Cloak should never be equated to a fixed turn. If you hide for a turn, your opponent may see the opportunity to play disruption cards, such as Squeeze Seppuku, play Heartbreaker, and so on. Incidentally, attacking after using Cloak of Shadows breaks concealment, so use Cloak of Shadows after you've attacked with Dagger first.
By the way, the advantage of evasion is that it costs 1 less, and the difference between 2 and 3 costs is too great. 2 costs is 0 cost for the front-loaded waiter, and 2+4 for the critical 6-cost turn, etc. This is the advantage of evasion, but it's not the best way to get the most out of it. That's the advantage of Dodge, but the defense of Dodge is still too low, and I ended up discarding it.
Sprint: In the game breakdown above I showed a typical use of Sprint. With Shark activated and Tengu in play, you can play an at-will card, and aside from Chant, Sprint is the best choice for this at-will slot. It's very common to see Sprint out of Miracle, but it can sometimes jam your hand is all. Replacement is not recommended.
Potion of Illusion: Ghost Thief is a difficult deck to get into. Which is the single card that tests thinking the most? I think it's the Potion of Illusion. I've played so many games of Ghosts, and the only time I still refer to the Excel sheet is when it comes to Potion of Illusion. For one, there's a lot to be said about which attachments you copy into your hand. Secondly, Phantasmal Potion is extremely easy to get stuck in the grid, potentially requiring the first Ghost Spirit to resolve Foxman. Then again, Phantasmal Potion copies followers that can be reduced to 0 unlike Tengwu's fixed 1 cost, so Phantasmal Potion offers a lot more possibilities. Especially with all three of Phantom Elixir + Darkstep + Tengwu at the same time, there are so many possible choices that it's really a very brain-burning single card.
In addition to using Phantom Elixir on the kill turn, non-kill turns can also be used to recycle some attachments into 1-costs for the kill turn, or even to lay down a wave and then play Phantom Elixir with the field available.
While there are so many points related to Potion of Illusion. But in fact, the illusion of potion can not bring, difficult to use, I do not bring on the line, after all, the illusion of potion is also possible to card your hand. But in order to activate the brain cells, it is strongly recommended to bring!
The Ghost Thief card position is actually relatively abundant, in addition to the core card and part of the important auxiliary cards (dark step, backstabbing, deception, curtain), the other minor auxiliary cards can be replaced. However, there are not many replaceable options; attachments are not recommended to begin with, and spells and weapons don't have many good options left.
Secret Passage: The Passage card is really strong in other decks, but it really doesn't fit Ghost Thief. Channeling compared to Poison Blade makes me root hard for Poison Blade.
Evil Schemes: I don't think it's good, but this card is useful, it depends on personal preference, and it's not impossible to add what you like.
Bulk Knowledge:
Write whatever comes to mind in this paragraph.
Starting hand to keep cards:
Keep Elven Chantor; Lurking Curtain; Deception; Poison Blade; Shark; Foxman.
Cards you can consider keeping but don't necessarily have to: Knife Oil; Shadowstep; Backstab, Calamity when you may need to untap; Counterfeit Coin when you have Chant in your first hand; Ghostly Spirit when you have Curtain; Waiting for the Day when you have Deception.
Don't keep Blade Oil or Shadow Step against Priest.
Pre-existing with both passing and surviving:
Decimation is the hard part of this deck, pre-existing and surviving are not hard but important. However, the reasoning behind the pre-existing and surviving aspect is similar to other OTK-type decks.
Standing related:
Sometimes the hand can not be full of blood to kill each other, the opposite side of the mountain of pressure, may need to be flexible, with the ghosts to solve the field and pave a wave of the field, if the opponent is a return to the field of difficult decks such as pirate battle, no fire fish fish fishman Sa, and so on. Maybe you'll be paved to death. Use it with caution, unless Phantom Potion returns, we'll just have to lay down a wave and lose if we get cleaned out.
Early Foxman:
Play Foxman in the first few turns and use Shadow Step to get a 0-cost Foxman. The upside is that it costs 2 less to activate on the following turn. The downside is that a Shadow Step counts as two cards on a regular basis, which equates to 8 points less damage. Use with caution unless you're sure the damage is manageable. This method is somehow anti-Seb.
Seb-related:
This deck is afraid of Seb, but not completely afraid of Seb; our starting core is all attachments, and Seb can't be overwhelmed. But need to use spells to pad enough damage, the opposite side of the pressure Sebu we damage is likely to be insufficient. In the case of single Seb, 0 cost spells become 5 cost, it is possible to 0 cost under knife oil. It is worth mentioning that when Shadow Step collects Knife Oil, Knife Oil→Dark Step collects Knife Oil→Knife Oil, it must be out in a row, or Knife Oil becomes 2 cost.
Dirty rats and other related:
We are not too afraid of single dirty rats, but more than two dirty rats are still afraid. If it's a priest's Dirty Rat, you're afraid of Reanimation of the Dead if you untie it, or you're afraid of Psychic if you don't untie it, so it's not a good idea to go through it anyway. Heartbreaker is basically undefendable, a good priest knows how to play Heartbreaker the turn before you are about to start. All we can do is use up Shadow Step to prevent a little white whoring.
Refrigerator related:
Currently, there are more OTK type mages in the high scores, and very few mystic spells. Mage's fridge is very restraining to us. We must start faster than the other side, if you can, try to calculate the damage of the ghost spirit plus the skill knife a blood to break the ice, this calculation will be more difficult, for example, the first knife to the face to 27 blood, and then hit 6677, and then make up for the knife, this should be based on the actual situation, sometimes it is just completely out of the way to break the ice in one blood, it does not matter, break and then say. Then also requires us to have a shadow cloak in hand to counteract the refrigerator. But the opposite side of the refrigerator has the ancient mystery retrieval, we shadow cloak is likely not on the hand. In short, it's a bad matchup.
This game, I broke the ice with one blood and then used the cloak to hide, the opposite side of the two fridges ran out, and I got lucky to win, but usually it's still a bad matchup.