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Recommended combination of heterochromatic edge mechanical Green card deck

Dec 05 2024

The Mechanical Grimm deck in Edge of Color is a relatively popular genre. It is an attacking genre with a relatively fast overall tempo and a very good overall experience. The following is an introduction to the heterochromatic edge mechanical Grimm deck, I hope it will be helpful to my friends.

The Mechanical Grimm deck in Edge of Color is a relatively popular genre. It is an attacking genre with a relatively fast overall tempo and a very good overall experience. The following is an introduction to the heterochromatic edge mechanical Grimm deck, I hope it will be helpful to my friends.

Heterochromatic Edge Mechanical Grimm deck guide

Rounds 1-3: early stage

Leadership skills: Pay attention to the details to control the use method, do not make the main use strategy, and use it in appropriate combinations.

Recommended combination of heterochromatic edge mechanical Green deck

Card introduction:

Recommended combination of heterochromatic edge mechanical Green deck

The above is a one-cost card:

Self-destructing spider: a cheap one-cost, practical two-attack, very suitable for suppressing the enemy's health in the early stage

Green advancement: Since the voice of the heart brings about Green unity, it is recommended to cooperate with other Green card systems for output

Note: It can be modified according to the environment. For example, in the early stage of alienation, spider eggs (which will self-destruct when attacking) are of little use and can be replaced by self-propelled shooters.

Recommended combination of heterochromatic edge mechanical Green deck

The above is a two-cost card:

Green Stun: Noble damage on the field, allowing it to take a step closer to output when facing shielded subordinates.

Green Catching Net: With one attack and two blood, it is destined to be used to protect the output of the main mechanical force.

Green Buoy: It can fly and attack directly, just like the self-destructing spider, it is a character that needs to be exchanged in the early stage.

Recommended combination of heterochromatic edge mechanical Green deck

The above is a three-cost card:

Pulse Cannon: The only card in this deck that clears the board, so be careful when using it.

Push Car: The important main output of Green Start. It is recommended to put it in the second round and use Green Start in the third round. The band's ambition is to attack in a directional manner, which can be used to clear the output obstacles of other lanes.

Rounds 3-5: mid-term

Leader introduction: The normal recommendation is the second and third team at level 2, which is the Green supplement.

Card introduction:

Recommended combination of heterochromatic edge mechanical Green deck

The above are all 5-cost cards, which are actually very practical in the early stage. Everything depends on the situation:

Core combination: Watt-Green start. If you have Green start, you must use Green start. If the push in the second round can come out, with the leader's 2 skills and three branches, you can immediately get 5/5, 5/5, 5/5 The scene is just a random rush and that's it.

Single-band C4: C4 is the only endurance card in the machine, so you must bring Reconstruction. The magic card, with three form options after reconstruction, effectively solves Green's relative weakness in the later stage.

5+ rounds: late stage

Leader Skill: It is recommended to tap three branches to increase battery life.

Playing ideas: The current deck will have blood rebates after playing. The Green School is not very good at maintaining the output in the later period. It relies entirely on the use of the three C4 reincarnations and gadgets to achieve strong battery life.

In the later stage, the main method is to wait until the cards are refreshed. The main output method is to fly C4 to steal damage, and to use the remaining cards that have not been played to carry out suppression measures. According to what Ice Cream said: I have basically never had an empty deck. Most of them were caused by being blocked or blocked in the early stage.