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Hello and welcome to the Illumination Podcast.

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My name is Max.

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And I'm Sam.

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And we are coming at you for the very first episode of this podcast.

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So therefore we have to do a bunch of the first episode of podcast business.

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First and foremost, thank you so much for listening to this.

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Really appreciate you all being here.

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We are going to quickly run through who the heck are we.

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So if you're listening to us talk about this game, you probably should know who you're

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listening to.

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My name is Max.

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As I said in the intro, I have been playing card games of various sorts for like 20 plus

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years now, probably closer to 30 years.

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I started off with the Pokemon creating card game as a lot of people my age did.

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From there, I moved into Magic the Gathering in and about high school.

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I've been playing Magic for a very long time.

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I've played Lurkana since right before it came out.

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We printed up some starter decks and started jamming.

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Since then we've played in leagues and tournaments since the game has come out.

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So that's pretty much where my viewpoint is going to come from the grizzled trading card

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game veteran.

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I've tried a bunch of them.

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I didn't like most of them.

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I will be kind of the voice of experience, hopefully, maybe just a curmudgeon.

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Most likely there is you Sam, who has a bit of a different background.

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I'm like the complete opposite.

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I'm more of a novice to the trading card game world.

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I started Magic 2021.

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Yep.

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Slowly learned Magic and I got all right at it.

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And then when we heard that Lurkana was coming out, I was really excited about it because

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I was really starting to enjoy the trading card games.

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We kind of don't play much Magic anymore and we play a lot of Lurkana.

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Yes.

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Magic has definitely taken a backseat to Lurkana.

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So we both have a different perspective.

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Sam definitely the new kid on the block when it comes to trading card games, but has been

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playing quite a lot of Lurkana herself.

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So she is no slouch.

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I will be taking you on the perspective of the longer, more seasoned player.

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So that is kind of what we're trying to do here is attack the game from two different

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perspectives.

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Sam has not been ruined by playing a lot of different card games for a long time and being

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used to, well, this is normally a good strategy.

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She doesn't have any of that blindness to the game.

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So Sam has a willingness to try different things and the ability to just kind of ignore

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what is otherwise possibly conventional wisdom, which sometimes doesn't translate across

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different games.

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So we're hoping between our two perspectives on various topics that we can hopefully maybe

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shed some light on some things you didn't know, or at least make you raise an eyebrow

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a little bit, go, oh, I didn't think about it that way.

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So that's what we're trying to do here.

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Every episode of illumination.

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Thanks again for joining us here for our flagship episode.

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What about this game?

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What have we been doing with this game?

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We've been talking about playing this game.

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What are we playing?

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What do we like?

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What don't we like?

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I will start, I suppose, unless you want to try to go first on this one.

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You're good.

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I figured you would say that my thought on the game is I am impressed.

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I thought for sure when this game was coming out, it was going to just be a cash grab.

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There is going to be very little game behind it and far more collecting behind it.

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I did not expect and I'm pleasantly surprised to say that this game is actually really fun

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to play.

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It has a lot of depth and strategy.

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The rules are very easy to understand, but very hard to master, which is the hallmark

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of a great game.

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I feel like I can teach somebody who's played even board games loosely, a little bit more

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than maybe the Monopoly.

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I could teach them Lurekana probably inside of 30 minutes and I think they'd be able to

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play it reasonably without making a ton of mistakes at that point.

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But I think they could spend a lot of time unpacking the depth and strategy that Lurekana

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offers, which I think is awesome.

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I thought for sure it was just going to be we're going to grab screen caps, throw them

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on a card, write the name of the card and move on from there and take your money.

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This is so opposite the case.

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The artwork is awesome.

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The story they're building that ties Lurekana and makes it Lurekana and not just Disney

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movies on a card is very thoughtful.

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The game designers are experienced and have come up with a game that takes elements of

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the best of different games and puts them together while leaving the shabby stuff to

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the side, at least so far that's where we're at.

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So I'm really impressed and really happy to report that I have been enjoying the game

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immensely.

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I've been drawn to the more flexible mid-range strategies so far.

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I like being able to have the ability to become the beat down very quickly and then shift

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gears if I need to and take a more controlling approach to the game.

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I find the straight control decks to be a little slow and clunky, especially like first

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chapter meta Ruby Amethyst was extraordinarily clunky, where now I think things have smoothed

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out with a lot of the Merlin Mim cards introduced in Rise of the Floodborne.

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So I like those decks.

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I've just been liking Amber Steel style decks a little bit more when they're able to be

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played in the meta.

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So that's kind of a run down of my perspective on the game.

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Sam, what is your take on Lurekana?

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Well, I mean, as soon as you told me that there was a Disney trading card game out,

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I was in because I was a Disney kid to a lesser extent a Disney adult, but I think it's still

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there.

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So I was excited about it.

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I feel the same as you do.

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It's a really fun game.

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It's not just a cash grab.

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The art is awesome.

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I've been big on playing the control styles, especially with Rise of the Floodborne.

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I love Popsicles.

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I wanted to make, I really wanted to make a red blue deck during the first chapter and

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it just didn't come together.

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I tried many Sapphire, please.

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I'm sorry.

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Ruby Sapphire deck.

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I tried many variations and it just didn't work.

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I loved Bell.

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So I really wanted to play Bell.

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I got all four of them really wanted to play it.

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It just didn't work out.

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But with the addition of Rise of the Floodborne, I was able to make a good Ruby Sapphire deck

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with the Popsicles deck.

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And that's what I've been playing ever since.

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Sam likes long games and she's playing Popsicles, which is the longest of the long game, sharing

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lots of card advantage and very quickly ramping its ink in order to start playing very, very

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strong cards to the board way ahead of schedule and reliably find them with the immense card

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draw engine that is Popsicles and Hyrum Flavorship.

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It's fun to play.

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It is a lot of decisions to make.

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It can definitely be rewarding and infuriating when you are playing a control style deck.

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So that's kind of what we've been doing.

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I've experimented with a ton of decks in Rise of the Floodborne.

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Sam was scattered in chapter one meta and not able to find a deck she really could cling

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on to until Popsicles came out.

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And now I'm kind of the opposite where I think the, I loved the Amber Steel Song deck in

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the chapter one meta.

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I thought the deck was awesome.

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I played the slightly bigger, bulkier version of it and I really did well with it.

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It jived with my play style.

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And since then, I feel like the Amber Steel Song decks have gotten more flute oriented

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are a little bit too nickel and dimey for my take.

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I don't love the lines, but I still really appreciate how deep the decision making is

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in the decks and it's still an awesome deck, but I've been experimenting with that deck

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with the various Mufasa builds.

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I've been playing various versions of disc card.

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I've been trying to attack the format in different ways.

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I've of course been playing some red purple in there, just trying to find something that

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I really like, whether it's hyper aggro, whatever I've tried.

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We've built probably a dozen different decks between us for this format, Blue Steel, a

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bunch of different things to try to find something that we really like or to diversify a little

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bit in your case, because you've just been trying to play a deck and I go, man, I don't

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like as much Popsicles and playing Popsicles.

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I did adjust it slightly from the original bill I had just based on my likes.

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Other than that, I'm sticking with Popsicles for now.

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Yeah.

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I think it's a good way to do it.

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There's a lot of approaches to playing in a more tournament style or going to your local

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league.

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It could be playing a new deck every week because you think that's fun and interesting,

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but it can be expensive because you have to have all these different cards to do it.

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There's also something to be said about learning a deck that's already quite good and quite

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established and making small micro changes and learning the very tiny granular decisions

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and play patterns, things you need to do to succeed with each deck.

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Because you can win with a deck.

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Doesn't mean you did particularly well, right?

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Sometimes we all had that game where it's like, whoo, good thing I drew that or I would

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have lost or, oh man, I would have won that game if my opponent hadn't drawn that.

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I think it gets deeper than that.

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It's, oh, if I had sequenced this turn a little bit better, it would have put me in a position

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two turns later to do a little bit more because I wouldn't have had that card still lingering

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in my hand.

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It would have actually been played out on the table and it could have done something

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more dramatic for me.

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It's recognizing those things and taking those steps you need to make yourself better and

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better and better.

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That will take you from a very good player to a great player.

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No matter where you're coming from, how you're coming from this game, you're here.

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You're listening to the podcast, which we appreciate, but it means what I would like

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to kind of and what I'll constantly try to champion as my tagline through this, not for

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the podcast, but for me personally, is don't dismiss anything.

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Don't just dismiss something outright.

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There's no reason to.

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You could always try to do something, even if it fails, even if you're playing something

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totally absurd and ridiculous, even if it's like, no, this in fact was bad and I can confirm

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tell you that it is bad.

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That's okay.

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There's nothing wrong with taking that card that looks awful and playing it.

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I saw a deck.

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It was like a green blue Alice Pete style deck that's playing vicious betrayal, which

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is a card I would have earmarked as absolutely unplayable.

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Despite the fact it constantly upset me in the beginning in the starter deck tournaments,

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there are decks with that card in it because they realize that there is some value in playing

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that card in this deck, right?

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With Pete, it pumps him for three strength.

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That's valuable.

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That is really, really the kind of thing that I just don't want you to dismiss something

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because, oh, nobody's playing it.

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That doesn't mean anything or everybody's playing it and they're just all copycats and

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that decking is stupid and stupid people do it.

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That's also not a good way to think about the game.

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Don't be dismissive.

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Don't be reductive.

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Try everything.

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Put your hands on it.

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Give it a go.

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Worst case scenario, you play it, you owe three at your league, you owe four at your

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league, feel terrible on pixel born for a 15 or 20 card, 20 game run.

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You play with your friend dozens and dozens of games and you realize that the decision

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was stupid and you're not doing it.

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That's okay.

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That's not time wasted.

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That's time invested.

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That's what it's all about.

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You're investing your money in the game.

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Obviously, you're doing it because you enjoy it.

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You're listening to this.

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So, clearly, you enjoy Lurkana maybe a little bit more than the average bear.

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You want to invest your time.

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That's what it's all about.

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That's really a good hallmark, I think, and why I wanted to kind of introduce you not

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only to us, but also introduce you to our takes on the game.

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So speaking of our takes, Sam, I'm going to let you go first because you haven't talked

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in a couple of minutes.

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What's the game doing really well?

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When you think of Lurkana, you're like, man, this part of Lurkana has really impressed

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me.

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It doesn't matter what it is.

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I like the way that the cards all go together.

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I like that each color has its own thing, if that makes sense.

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Color identity is what it's referred to in Magic.

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Okay.

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The color identity, I think, is really strong.

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I think that's what is the coolest part about it is just the color identity and the fact

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that each color does its own thing.

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Another thing, it's separate from that, but I enjoy the mechanics of the game.

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I enjoy the mulligan process after playing Magic and just having to completely throw

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away your hands if they're not right for you.

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I really like that you can just draw your seven, put back what you don't want, and draw

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whatever you put back.

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So I think the mechanics and the fact that each of the colors do something unique is

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what I like the best.

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That makes a lot of sense.

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And yeah, there's no point in having six different ink types if they're not doing something

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individual.

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I agree with you 100%.

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My favorite part, I think the really smart thing they did is they put everything, they

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took everything and went and seemed to challenge every convention.

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When it comes to most trading card games, most trading card games are played through

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what are known as phases of the game.

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So Lore kind of has it to an extent because you have ready, set, draw, then you have the

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main phase of your turn.

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But you can do anything you want in any order in that phase.

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I think that's amazing.

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I love that.

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I love that I don't have to just play all of my cards, do my challenging, and then maybe

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get to play some more cards post-challenging.

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I can do a challenge, I can play a card, I can draw cards, I can challenge again, I can

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shift and then challenge again.

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Anything I want in any order I want outside of ready, set, draw, I am able to do.

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And I feel like the game's done a nice job of going, how much chuff can we eliminate

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to not make the game unapproachable?

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So they've made the game approachable and easy to understand and have focused on the

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things that really matter in a trading card game and aren't getting bogged down with phases

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and timing and things like that for the sake of making a more complex game.

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They seem to be making a more elegant game and they seem to be focusing more on the game

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experience and less of making what little micro edges can are really competitive or

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really top tier players eke out.

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That seems to be the last thing on their mind is how is the game experience fun for the

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highly competitive finals of a high level tournament?

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How is the game fun for two people who are just cracking open a starter deck for the

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first time?

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And I really think they've gotten a nice harmony there.

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Yeah, I agree with that too.

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I really think it makes you have to think a lot too about your ordering, what you're

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doing.

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You can do anything in any time so you don't have to worry about the order, but you do

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in a sense because the way you play your turn can really be completely different depending

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on your ordering.

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Definitely.

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So we've identified what we think they're doing right.

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Is there anything that the game has not yet approached that you would like to see them

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maybe try to experiment with or maybe see something lightly introduced?

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Could be anything from specific movie or Pixar or Star Wars or Kingdom Hearts added to the

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game or is it something more game forward facing?

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Is there anything you'd like to see?

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Oh, I'd really like to see this.

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There's nothing specific like mechanic wise or anything like that that stood out, but

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I definitely can't wait to see more movies get introduced.

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I would be for Pixar movies.

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I'm not for more going into Marvel and Star Wars, things like that.

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For me, it's just, I can't wait to see what other movies they introduce the new art.

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It's been really exciting to see everything they did introduce in this next set.

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They're going to have Saturday morning cartoons, the Saturday afternoon cartoons, Disney afternoon

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cartoons.

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Yeah.

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Like tales and the tales.

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I don't think I have anything like, man, I really wish the game will do this.

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Like, I don't want to see them change things.

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I'm cool with there not being a sideboard and competitive Lurkana because it makes your

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deck have to do more.

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I think that the answers for aggressive decks are very, very potent and strong in the game

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already.

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And I think them designing cards to answer specific things is a really elegant way for

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them to approach the subject.

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Like right now I don't feel like a hyper aggro deck is just the best deck in the format,

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but there's plenty of answers, right?

305
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Grab Your Sword is a ridiculously powerful card.

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I've gotten like six and sevens for one with Grab Your Swords.

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And that card I don't feel is overpowered either because in other matches it does absolutely

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nothing and I can't wait to draw, use a steel card to make any draw, draw a card so I can

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discard it.

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I think it's very well balanced and fair and I just want to see them continue that fine

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line that they are walking.

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We'll close it out here with hope.

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Wish Upon A Star, right?

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Very thematic for a Disney based podcast and game.

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What do you hope that the game does not do or a misstep that you're hoping that the game

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avoids?

317
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Because so far it's done pretty good of walking a tightrope.

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I hope they don't introduce doing anything on your opponent's turn.

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Instant speed effects as we refer to them in Magic or timing effects as they're referred

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to in Yu-Gi-Oh!

321
00:15:58,720 --> 00:15:59,920
I think it makes things a lot more difficult.

322
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I like the simplicity of the game and I just don't really think it's needed.

323
00:16:04,520 --> 00:16:05,520
I agree.

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I think a sweeping change like that too would make potentially cards that already have come

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out worse.

326
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And I agree with you.

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I think one thing I want to see the game be weary of is constantly introducing new things.

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In Magic, every set they introduce at least one to two new mechanics, typically two and

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then reintroduce older mechanics.

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There's also something referred to as evergreen mechanics and Lurkana does have that.

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Things like evasive and support and bodyguard are cards that have, they don't have the fancy

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00:16:34,920 --> 00:16:38,300
little text box around them with the cool little name like Fui.

333
00:16:38,300 --> 00:16:40,960
They just have simply that word in bold print.

334
00:16:40,960 --> 00:16:43,680
That's an evergreen mechanic, something we will see in every set.

335
00:16:43,680 --> 00:16:47,200
Resist now has that and we've only seen that since Rise of the Floodborne.

336
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They're not afraid to go, you know what?

337
00:16:48,360 --> 00:16:52,720
We actually didn't introduce any new mechanics outside of the little funny keyworded name

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ones for each individual card.

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We introduced no old lettered cards or new card types or anything because we simply feel

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like we're in a good place for the next couple of sets.

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And then we will when we feel like we need to because I don't want the game design team

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to get bogged down and then end up making mistakes that will result in one of my least

343
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favorite things which is band lists and like format changes.

344
00:17:16,440 --> 00:17:20,880
Like there's not a legacy format where you can play these specific cards and there's

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the always rotating format where they keep an ever expanding band list because I feel

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00:17:25,320 --> 00:17:26,840
like that pushes players away.

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00:17:26,840 --> 00:17:30,080
I can't come sit down and play a game with the deck I built because you can't play with

348
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that card.

349
00:17:31,080 --> 00:17:32,080
It's on the band list.

350
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I didn't know that.

351
00:17:33,440 --> 00:17:36,120
I didn't know I was supposed to look at the band list before I came today.

352
00:17:36,120 --> 00:17:37,640
Like these are the only cards I have.

353
00:17:37,640 --> 00:17:42,400
So that immediately undoes so many things they tried to do which is make the game approachable

354
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at every level.

355
00:17:43,400 --> 00:17:45,840
So I really hope that they are cautious with their game design.

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00:17:45,840 --> 00:17:50,400
And so far I have to say I've been very, very impressed with everything that they've been

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00:17:50,400 --> 00:17:51,520
putting out there.

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00:17:51,520 --> 00:17:56,840
Sam, anything in closing other than what you're hoping that does not come to be?

359
00:17:56,840 --> 00:17:59,240
No, I mean, I agree with you on that too.

360
00:17:59,240 --> 00:18:02,200
Like I don't want to see any cards that I have not be able to be used.

361
00:18:02,200 --> 00:18:03,800
No, I don't have anything else.

362
00:18:03,800 --> 00:18:04,800
Okay.

363
00:18:04,800 --> 00:18:08,560
I also have nothing else to contribute for this first episode.

364
00:18:08,560 --> 00:18:13,120
Thank you all so much for hanging out with us in this first maiden voyage of illumination.

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00:18:13,120 --> 00:18:17,960
We will be back with you with a brand new episode when next you hear us.

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We'll be there.

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00:18:18,960 --> 00:18:19,960
That's how that works.

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It's a podcast.

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Bye everybody.

