Hearthstone GvG Era: Three Hammer Shaman Shocking Revival Strategy (Terrifying Violence! Hearthstone GvG Era: Three Hammer Deck to Make Your Heart Speed Up)

Hearthstone GvG Era: Three Hammer Shaman Shocking Revival Strategy (Terrifying

Hearthstone GvG Era: Three Hammer Shaman Shocking Revival Strategy (Terrifying Violence! Hearthstone GvG Era: Three Hammer Deck to Make Your Heart Speed Up) Hearthstone GvG Era: Three Hammer Shaman Shocking Revival Strategy (Terrifying Violence!) Hearthstone GSD’s new version has been launched, and this time the mission requires the use of Three Hammer Shaman and three shaman priests to challenge opponents. Let’s take a look at the detailed content below!

Hearthstone QSD new version introduction: Hearthstone QGC new card preview Priest new card summary strategy

Hearthstone QLSD new version Priest new card summary strategy:

1. Shaman Priest: Three Hammer (temporary translation), a 3-mana 3/2 Beast. At the start of your turn, give all your minions +2/+2.

2. Shaman Priest: Frenzy. Whenever you play a minion card, reduce the mana cost of all random spells in your hand by (2) points. (Note: If you use three or more minions to gain bonuses at the end of the turn, the effect will trigger).

3. Priest: Golden Axe, a 3/1 minion. At the start of your turn, summon a 2/2 demon.

4. Warrior Priest: 3/2 Taunt. Battlecry: If you have cast a spell this turn, summon two 1/1 Elementals. (Note: Not all Elementals will be summoned).

5. Paladin: Enzoth, a 3/7 Taunt. Battlecry: If you have used a spell card this turn, give a friendly minion +2/+2 and Taunt. (Note: Not all divine shield minions will have Taunt, such as Holy Light Bomb).

6. Rogue: Artifact-Argus Defender. At the start of your turn, your other heroes gain +1 attack. (Note: Not all spells will increase attack).

7. Mage: Lich King, a 2/5 minion. At the start of your turn, deal 3 damage to all enemy characters, then deal 4 damage to all your minions. (Note: Not all spells can increase attack, such as Fireball).

8. Shaman Sacrifice: a 2/1 minion with Deathrattle. Summon a random minion that restores its health at the start of your turn. (Note: Not all spells can increase attack).

9. Hunter: Snake Trap, a 3/4 Taunt. Battlecry: Summon four 1/1 Imps. After you cast a spell, give all Imps +3/+3. (Note: Not all beasts will be increased in attack).

10. Paladin: a 1/3 Taunt. Battlecry: Give a friendly minion +2/+1. (Note: Not all beasts will be increased in attack, for example, Hellfire).

11. Druid: Forest Wolf, a 1/2 Taunt. At the start of your turn, gain +2/+2. (Note: Not all Druids will be increased in attack, for example, Zoo).

12. Hunter and Mage: Shadowstep. Summon three 2/3 Baby Spiders. (Note: Not all hunters will have increased attack).

13. Druid: Jungle Spirit, summon two 3/3 Taunt minions. Battlecry: Give your minions +4/+4. (Note: Not all Druids will have increased attack).

14. Priest: Rune Egg, a 3/2 Taunt minion. Battlecry: Add random spells from your deck with a mana cost of (1) to your hand. (Note: Not all priests will have increased attack, such as Jade Talisman).

15. Druid: Natural Balance, Battlecry: Give your minions +2/+2. (Note: Not all Druids will have increased attack, such as Break Through the Net).

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