Chapter 1184: Chapter 458: Seeking the Landlord_2
[Cold Storage Vitality - Passive]: When the Huge Ice Worm King is revealed, it gains 3 Energy points.
[Hot Blood Vitality - Passive]: When the Huge Ice Worm King has insufficient energy, it can use 20 Health points to replace 1 Energy point.
[Deep Cold Hurricane-2 Energy points]: The Huge Ice Worm King attacks one target and puts them into [Exile].
Museum Director Phoenix: "You know, there really is something about the Huge Ice Worm King that reminds me of âViscount Void.â
This Huge Ice Worm King is practically equivalent to a double-feature card of Chasing the Wind + Wisdom.
But thatâs almost like no targeting at all.
Because itâs not just Chasing the Wind + Wisdom, itâs Chasing the Wind + Wisdom + Berserk, a triple-feature card. ]
Hunchback Woman: "But this card, aside from having a tidy 100 Attack, doesnât seem to have any other special uses, right?"]
Museum Director Phoenix: "On the contrary, thatâs where youâre wrong.
Compared to the 100 Attack, its skill is far more useful this game. ]
Hunchback Woman: "Are you referring to the skill... [Exile]?
What use could that control have?
Oh! I see now! ]
The two of them had mentioned earlier in their analysis that the Tree-Disked Spiritâs Giant God Step was quite awkward.
Because its 320 Attack was spread across 4 cards, it couldnât instantly take out anyone.
But now itâs different.
After exiling one card, there will only be 3 cards left in the original 2x2 card grid area.
points divided among 3 cards is perfect.
Although itâs not a clean division, the damage each card takes will definitely exceed 100 points.
So, you could say that the Huge Ice Worm Kingâs [Exile] is the final piece of the puzzle for the Tree-Disked Spirit.
It perfectly makes up for its shortcomings.
And [Exile] is not even considered a negative effect; neither [Coating] nor [Domineering Body] can do anything about it.
In other words, the combination of Tree-Disked Spirit + Huge Ice Worm King is an unstoppable force for the peasants.
Once one card is taken out and a gap is created,
The Tree-Disked Spirit can use that gap as a breakthrough, stomping down with each foot without the need for [Exile] in the later stages.
Of course, despite how strong this deck is, a regular card game wonât even have so many points to play with.
Just the Tree-Disked Spirit card alone is already over the limit.
Museum Director Phoenix: "This game should be over by now. ]
Hunchback Woman: "Ah? ]
Museum Director Phoenix: "Now that the Tree-Disked Spirit has the ability to wipe out groups, its strategic significance has skyrocketed. ]
Hunchback Woman: "Er... I understand what you mean now.
The opposing side has revealed a total of 12 cards so far: 6 first row cards, 5 next line cards, and 1 end row card.
And the Tree-Disked Spirit has a total of 4 attack directions.
That is to attack the 2x2 cards in the left+middle columns or the right+middle columns on the side of Determination Number 7.
Itâs the same on Chasing the Wind Number 7âs side.
Any one card that doesnât [Defense] could potentially be taken out in one hit.
But to [Defense] means to be hit for free and also gives the Lost Demon Knight more survival time.
To defend or not to defend is a huge contradiction either way. ]
Museum Director Phoenix: "Exactly.
The key is which card to protect and which card to act with, itâs very difficult to make decisions.
After all, the opponent has a 2x2 Area Of Effect, not a single kill, so the coverage is too high.
This loss, that gainâthe peasant side has now completely fallen into passivity. ]
Indeed, the following card game proceeded just as Museum Director Phoenix had predicted.
Ree Shil kept the pressure on the other side, and avoided most of their [Defense] areas.
With each stomp from the Tree-Disked Spirit, at least two regular cards were taken out.
Then, when the other side had too many [Defense], he could recover and sustain through the fist.
Moreover, the Huge Ice Worm King, even without using control, actually had quite an impressive attack power of 100, which also instantly eliminated several of the opponentâs full-blood cards.
Eventually, Ree Shil was the first to reveal the opponentâs King Card.
The opposing side had two King Cards facing one Huge Ice Worm King.
After taking out the Huge Ice Worm King, you could say there were only about 1.2 cards left.
In the position of the King Card, the card Ree Shil revealed was quite ordinary.
Going second, he had fully calculated the result.
He didnât even need to bring out the high-scoring 50-point King of Ghost Fire that he had prepared beforehand.
"Just send up the [Soul Dragon], and finish off the opposite team with a basic attack," Ree Shil said.
As King Card, the [Soul Dragon]has 20 Health Points and can withstand attacks 20 times.
It has Attack Power of 30 points on its own. With 20 Health Points, it could easily outlast the other partyâs King Card without even using a skill.
So after Listening to the Wind Representative Teamâs sightseeing round, he became the second landlord to claim victory so far.
However, it wasnât long before the Balance Representative Team was targeted for a snipe.
To be more precise, it was Ree Shil that was sniped.
Each player only had up to three chances to play; as the teamâs frontline, he was bound to exhaust all his opportunities.
The two rounds following his were both peasant rounds, according to the battle plan formulated earlier.
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But he lost both rounds.
The first game was a direct betrayal by his teammate; there was nothing that could be done about that.
In the second game, he encountered a teammate from the Wisdom Representative Team, known for their crafty schemes.
After calculating the scores of all the teams, the Wisdom Representative Team, incredibly, chose to side with the landlordâs Determined Representative Team to sandwich Ree Shil, who was also a peasant.
No matter how good Ree Shilâs card deck was, he couldnât beat a 9+1 set worth 300 points and a 9+1 set worth 700 points.
The two peasants were not united at heart to begin with, so this kind of scenario was quite likely to occur.
It even happened later than the organizers had predicted.
Setting aside victory and defeat, the state of the card faces was a standard for judging the score.
For example, in the same game, if farmer Aâs cards exited later than farmer Bâs, or if Aâs cards dealt more DPS, took more Damage, etc., all these factors would lead to a higher score than B.
So, in that round, the Wisdom Representative Team aimed to surpass Ree Shil in score to boost their own ranking.
And in that round, since the landlordâs Determined Representative Team already had the lowest score, letting them win was not a big deal.
For the Wisdom Representative Team, winning the card game yet scoring fewer points than their Balance Representative Teammates would be a loss.
This was the peasantsâ infighting.
It could be considered a hidden condition set by the organizers.
It was a clause seemingly disadvantageous to the landlords, yet actually quite beneficial for them.
As expected, once the Wisdom Representative Team led the way, all the other teams started adopting the same strategy.
When playing as peasants, first check which representative team your partner is from.
If the current roundâs score is significantly different from yours, then both sides should sincerely cooperate.
Overthrow the landlord and become the master themselves.
If it is a team with a score close to yours in the current round, then just turn into the landlordâs hound.
No hesitationâstraight up betray your teammate.
And when two peasants started fighting each other, the role and importance of the landlord subtly changed.
Whomever he wanted to help would surely win.
The two peasants were well aware of this. They didnât even ask for the landlordâs help; they just hoped he wouldnât interfere.
Therefore, the well-structured game changed from fighting against the landlord to appealing to the landlord.
The card game, losing its original purpose, made many audience members curse the instigators from the Wisdom Representative Team.
But some found it even more interesting and engrossing.
In the chaos of battle, the teamsâ scores were extremely turbulent and alternately rising.
The outcome was startling.
Playing the game, the once at-the-brink Determined Representative Team actually climbed to fourth place.
This meant they were not eliminated.
No, itâs more accurate to say, they were not completely eliminated.
They still had one Number 1 player left, standing alone like a pole in command.
According to past yearsâ precedents, when a teamâs numbers dwindled to this point, the organizers wouldnât be inclined to offer much help.
If you have five or six people, thatâs one thing, but when youâre down to one person, why should a team of a dozen or so accommodate you?
As for the first place in this round, it went to Listening to the Wind Representative Team, who had a winning start as the landlord.
Thanks to Grace Springâs victory as a landlord too, they gained a relatively high score, securing second place.
This result was acceptable for the Balance Representative Team.
After all, itâs impossible to be first every round.
With this round over, it was time for a break in the tournament.
After two days of rest and preparation, Ree Shil was ready to challenge the trials of the "Listening" again.
Despite several previous failures, this time he was quite confident.
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