Sorry, But I Never Rely On Luck When Playing Cards
Chapter 1226 - 479: Mountain and Sea Mixed Cards_2
That is to say, before, the A-level [Prairie Fire] came with [Ignition], which couldn’t enable [Hanzel Yellow] to perform [Pursuit].
But now, the S-rank [Prairie Fire] also comes with [Ignition] and can enable [Hanzel Yellow] to perform [Pursuit], except this [Pursuit] wouldn’t trigger a new [Ignition].
This back and forth essentially changes [Hanzel Yellow]’s standard attack from 30 to two instances of damage, 30+10.
Then, they eliminated the previous term that increased maximum life value and added two active terms.
One can be used to hit the back row, the other to heal oneself.
At first glance, S-rank Zack Yellow doesn’t seem as spectacular as the previous Shu general cards.
But its pursuit mechanism at A-level was already very strong, making it the card among the Shu generals that fits best when slotted into a non-Shu general card deck, cooperating with other cards.
Among the Five Tiger Generals, it also has the theoretically highest instant AOE burst.
Given enough control, negative effects, and such things, it could continuously launch many attacks.
The last Shu general card is [Ethan Collins].
This card, Ree Shil deliberately left to browse last.
[Ethan Collins]
Listening to the Wind, 30 points, S
Attack 0, 100/100, 0/6
[Hidden Dragon – Passive]: Ethan Collins automatically recovers 0.5→1 energy point every round
[Sky City – Passive]: Ethan Collins cannot be targeted when his energy is 0
[Eight Trigrams Formation – Passive]: +30 points to Ethan Collins’ score, reduces attack damage received from revealing cards by 10 when on the field
[The Fire at Red Cliffs – 4 Energy Points]: Ethan Collins applies [Ignition] to all enemy revealed cards
[Wooden Ox and Flowing Horse – 2 Energy Points]: Ethan Collins causes 1 of his own cards to [Move] one grid or cause 2 adjacent friendly cards to [Replace]
The changes to this card are not significant, the core mechanism still exists.
But in terms of numerical strength alone, there is a significant improvement.
Firstly, the charging efficiency of [Hidden Dragon] has doubled, equating to 2 energy points recovered every round when at a standstill.
Two energy points are enough for using [Wooden Ox and Flowing Horse].
That means, according to this pace, every two rounds, there is one round where [Ethan Collins] can’t be targeted.
No, it should be every 1.5 rounds.
In the current round with 0 energy, he can’t be targeted.
In the first half of the round with 2 energy, he can be attacked, but after using [Wooden Ox and Flowing Horse] on T3, he can’t be targeted on T4.
Then on the third round, he starts with 0 energy again.
According to this rhythm, [Ethan Collins] would only be vulnerable to attacks from Stage 2 during the first 1.5 rounds.
As for [The Fire at Red Cliffs], this beloved skill of [Hanzel Yellow], it also indirectly received an enhancement.
Before, [Ethan Collins] needed at least three rounds to recover to 4.5 energy points.
After using the skill, 0.5 energy points would remain, preventing [Sky City] from triggering.
Now, the energy cycle has become quite perfect.
Exactly two rounds to fully charge, a whole round faster than the A-level version.
And after spending the energy in the third round, it can drain to a fraction of a point, triggering [Sky City].
[Ethan Collins]’s survival mechanism is very similar to the [Exile] tactics that Ree Shil encountered on the card table before.
That is, [Exile] not only immunes itself but also performs a T2 attack, completely immune to T4 attacks.
The rank of [Ethan Collins] is a bit higher than this tactic, with a higher immunity coverage rate.
However, there’s a trade-off, as [Sky City] is ineffective against AOE.
Essentially there has been no change in the card’s mechanism.
But the key is that it has gained a very sharp passive ability.
Damage reduction of 10 points for all revealed cards, what’s the concept here?
Assuming in a 9+1 card game the opponent’s cards are all revealed and not present on the field, normally the combined attack power is 300 points.
Facing a universal 10-point damage reduction, it’s as if whenever those 10 cards attack anyone, they will have 10 points of damage subtracted.
That’s equivalent to reducing the opponents’ output by 100 points.
Of course, that is just an ideal scenario.
In a real card game, it’s unlikely to let an opponent reduce 100 points of output, which would be rather exaggerated.
This term might look intimidating, but in reality, the 10-point damage reduction is only significant against outer cards.
Very few cards have the ability to attack through a row.
The ones that can generally belong to [Penetration], and since [Penetration] is an effect and not a direct attack, [Eight Trigrams Formation] is ineffective against it.
Alternatively, even something like "Flawless Galaxy" with "Fixed Damage," the "Eight Trigrams Formation" is ineffective.
But even so, the term "Eight Trigrams Formation" is still very top-notch.
Keep in mind that "Dragon Flag Master" only grants 10 points of damage reduction to a single Kung Fu card or Dragon card.
By comparison, the damage reduction effect that "Ethan Collins" brings is more than 3 times that of "Dragon Flag Master."
With it in play, every card on one’s own side can take on the role of an Injury Card.
Paying a cost of 30 points for this, Ree Shil believed it was worth it.
After looking through all the Shu General cards, they are all very nice S-rank cards.
Once he steps back into the Test Field world, he definitely wants to search for the related materials for these cards.
Apart from the Scene Card "Mountain and Sea" in the big gift package, there are three other cards.
One is "Three-legged Golden Crow," and the other two are somewhat significant.
Ree Shil wasn’t sure if he missed something or if the box could spit out cards, but he later found two additional cards.
Missing one card might be forgivable.
But two cards, that’s a bit strange.
This made him wonder if the box in his hand was some kind of magic box that could periodically or sporadically produce cards.
These two cards are "Elite Guard" and "Flesh-Eye," both from "Mountain and Sea."
"Elite Guard" needs no introduction; the legend of the Elite Guard’s sea-filling is well-known.
Its projection looks somewhat like a crow, with graduated blue and green feathers, a white head with a red beak and claws, and an elegant form.
"Flesh-Eye," on the other hand, is also known as "Meat Ganoderma" and "Great Year."
Its projection is a piece of stone-like flesh.
All three cards are not Mountain and Sea Dragon cards, Ree Shil calls them Mountain and Sea miscellaneous cards.
Leaving the other two aside for now, let’s take a look at the S-level version of "Three-legged Golden Crow."
"Three-legged Golden Crow"
Wither/Chasing the Wind, 0 Points, S.
Attack 0, 100/100, 0/3
"Great Drought - Passive": When the "Three-legged Golden Crow" is Revealed, it renders the opponent’s Scene Card ineffective for 3 to 5 rounds.
"Blazing Sun - Passive": The "Three-legged Golden Crow" at the end of each round causes the adjacent enemy Reveal Card to take 10 points of [Ignition].
"Flying Fire - 3 Point Energy": The "Three-legged Golden Crow" [Moves] to any empty card position, and triggers [Blazing Sun] again.
"The Sun Never Sets - Passive": For each [Ignition] status on the field, the "Three-legged Golden Crow" gains 5 [First Aid] points.
"Falling Flame - 2 Point Energy": The "Three-legged Golden Crow" targets any 1 regular card grid to inflict 30 points of [Fixed Damage], and if the target exits this round, the [Flying Fire] is triggered at no cost.
The enhancement this card received is quite significant.
Firstly, in terms of card mechanism, it adds Chasing the Wind besides Wither.
This makes it easier to use active skills.
Moreover, the invalidation of the scene card increased from 3 rounds to 5 rounds, which is a straight enhancement of numerical strength.
Having the scene card invalidated for 5 rounds is enough to significantly influence the battlefield.
Then, the card went from a 30 point card to a 0 point card, meaning it lost the ability to deal damage through normal attacks.
But its skill "Falling Flame" creates a perfect tactical loop within its system.
Normally, the tactical use of "Three-legged Golden Crow" relies on other cards to create an opening, then it swoops in.
Now it has become capable of making its own opening and then swooping in.
And as mentioned before, few cards have the ability to obstruct across the field, but now "Three-legged Golden Crow" showcases that capability.
However, Ree Shil still says the same thing, this card is definitely strong, but it requires a good environment to prove its worth.
Under normal circumstances, it’s probably not as practical as other S-rank cards in actual combat.
The material cards for "Three-legged Golden Crow" are marked as none for the moment.
But the promotion mission is relatively easy.
After simplification, it just requires achieving 100 victories on the card table with "Three-legged Golden Crow" using its [Ignition] damage.
As long as it plays and [Ignition] deals damage, that will suffice.
After looking at "Three-legged Golden Crow," the remaining "Mountain and Sea" cards are "Elite Guard" and "Flesh-Eye."
Having already reviewed their A-level version, Ree Shil immediately looked at their S-level versions.
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