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Hello and welcome to Illumination, the Disney Lurkana podcast.

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My name is Max.

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I'm Sam.

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And we are here to take you through episode two.

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And this one's kind of like a foundational episode, less so like specific to any moment

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in time.

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I really want to try to hit some of these like core foundation special episodes that

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we can kind of highlight and be like, these are ones you should go visit in the beginning

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when you're new to the podcast or if you're new to Lurkana.

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This episode is about card evaluation and we are right on the precipice of Into the

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Inklands coming out.

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I thought it'd be a good time to talk about how the heck do you see a card and be able

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to make a determination if you think it's a good card or not.

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So I wanted to give a quick primer about people on the internet who say cards are good or

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not.

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I want to just remind everybody very quickly that this is one to a small group of people

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speculating and testing.

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There's no way they can test out an entire 204 card set immediately upon cards being

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shown.

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It's going to take time for cards to be seen as playable or unplayable.

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Will there certainly be a two, two for one?

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I almost guarantee it, but that's the nature of also being able to serve limited in terms

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of booster draft and sealed.

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Just know that no one really has time to go through every single card and really give

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it the time and thought it needs.

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While it is a good idea to listen to people and start to hear, oh, okay, everybody's saying

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this card's pretty good, so I bet you this is a good place to test.

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I think it is very warranted that you proceed with caution.

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And if you doubt something, again, like we kept repeating in the first episode, don't

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be dismissive of anything.

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Test it out.

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Hey, there might be a very good reason that this exists, right?

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There are cards we play that are less than great because they are very niche to the moment

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in time where the meta is a great example.

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This is Hercules, the six, three resist to Hercules.

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No one was playing this card at the start of the set.

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And now because the format has evolved in such a way where we need to be able to hit

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different characters and take them out immediately and hopefully a repeatable basis, we've seen

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a rise in how much Hercules is being played.

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So I think it is worth mentioning that cards will become playable and unplayable as the

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meta evolves and simply evaluating a card.

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No one person or small group of people can do that very well.

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Even entire design teams for games have admitted that they've messed up designs of cards and

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didn't realize how powerful those cards truly were, resulting in things like emergency bans.

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Don't be jaded by the fact that you listen to this person.

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This includes Sam and I as well.

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We may be like, this card may just say, pay zero ink, draw seven cards.

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Maybe it's good.

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It likely is.

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But it may not be the best card ever.

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There may be a certain deck that like somehow doesn't play that card.

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So just don't put a ton of stock into any one or two people's evaluation of any particular

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card or cluster of cards.

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Does that make sense to you?

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Does.

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Okay.

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So I will table that for now and we'll start talking about how you can begin to evaluate

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a card, a single Lorikana card.

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The first way to do it is in fact by looking at it as a single Lorikana card.

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If I were to tell you that they made a one, one for one that quested for one.

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Sam, do you think that would be a good card?

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It would be outright terrible.

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Thank you for following me and helping me.

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Now on its own, terrible card.

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Now what if I told you there was an awesome card that shifted for zero that could be shifted

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onto that one, one for one that only quests for one.

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Now it makes it a heck of a lot different of a scenario, right?

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So you have to start with the card on its own.

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You compare it across the board, right?

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So in my little scenario there, my made up one, one for which can quest for one is not

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good on its own because I can look over at Lilo.

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I can look over at purple Maleficent and go, well, those are one ones for one that quest

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for two.

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So this card quests for half as much.

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And then I can look over and go, well, and there's a whole bunch of two twos for a single

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one, multiple in each color almost at this point.

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I can also look and go, there are one threes for one.

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What's going on here?

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Why is this card so bad on its own?

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It doesn't evaluate well.

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That's step one.

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Does it evaluate well on its own merit?

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How does it evaluate a card?

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I think that is very good example is a real card.

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Not one I've made up is one that I think everybody saw on me.

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It was like, this card's crazy.

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And that is the Maleficent Dragon card.

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When we saw that the stats are enormous at quest for two and it's inkable.

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And when it comes in, it just banishes any character outright, obviously ward not withstanding

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that card's absurd.

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If it continues to be absurd, it'll probably always be pretty darn absurd.

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But there's a balance there, right?

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It costs nine.

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Yeah.

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Not every deck wants that card.

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Not every red deck wants that card.

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That is a card though on its own merits reads as a crazy powerful card.

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And I think pretty much everybody looked at it and objectively went, this is a powerful

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Lurkana card.

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And I think they're right.

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Very powerful card.

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So then after we've evaluated on its own, we know it's not maybe not a stone cold bomb,

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but now we need to try to look at how does it synergize with other cards?

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I think a really cool example of this card is Ariel, spectacular singer on her own.

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Maybe she finds a song for you.

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It's pretty good.

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Some of the songs are pretty good.

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Some of them aren't so good, but she replaces herself with another card, which is powerful,

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right?

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Cause this is a game where you have to play the cards from your hand, not just to the

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table, but you also have to ink them and turn them into resources.

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So you go through cards in your hand very fast in this game.

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It's not restricted by different numerical sets like in Yu-Gi-Oh, like, oh, I can play

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this cause it's four or less stars or this is a land.

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So I just play it as my land for turn in magic in Lurkana.

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You're using cards to balance both adding to the board as threats and ways to balance

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your opponents and answer your opponent's threats.

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You're also using them as resources to continue your game.

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So cards that replace themselves are powerful.

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So you can look at Ariel on her own and go, she's pretty good.

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But then you start to look at the singer five on the three costs.

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So ahead of schedule, she starts to do very powerful things.

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And then you see the songs that she can sing.

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And now comparing it alongside of card she synergizes with, you realize Ariel is crazy

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good.

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And she was an example of a card that came out and she was a couple of bucks, two bucks,

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three bucks when she came out.

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And then there was a point where in the first chapter meta, the demand for steel song cards

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got so high, she went up to close to $15 because she's that good.

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Again, maybe not directly on her own.

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She looks a little anemic.

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She's not Maleficent.

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But when you realize, oh man, look at the synergies here.

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Look at the overlap.

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Look at the crazy song she can sing on five.

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That's when you go, okay, now we're talking about something pretty crazy.

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Sets in now.

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This is going to be the third set.

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We're going to have to look at ink land cards, not only on their own, not only with the kind

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of cards they synergize with, but also do they work with anything from the older sets?

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That's really important.

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Or are they just role players maybe that make an old deck a little bit better?

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Is Cinderella ballroom sensation?

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She costs one and she is a one, two, and she just has singer three.

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Awesome card on her own.

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She looks pretty powerful because we saw what something like Ariel did.

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So we go, yeah, that's a strong ability.

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And then on top of that, we look at cards she synergizes with, which she synergizes

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with this crazy seven drop called Cinderella stout hearted that can come down and just

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end the game and also synergizes with songs, which that particular Cinderella happens to

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be able to sing pretty well.

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Right there.

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It works really well.

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Small Cinderella goes in as this role player.

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It fits into this old deck with some of these cards that it works pretty well with.

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She doesn't work great with a lot of the older songs because there wasn't any great songs

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on three to be sung.

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But then all of a sudden with the newer cards alongside of her, let the storm rage on and

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strength of a raging fire.

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She's singing some crazy powerful songs as early as turn two for you.

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Turning up on Cinderella, getting to take your next turn and being able to let the storm

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rage on there two, two for one that they played feels incredible.

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And the reason the meta in terms of a lot of the more controlling style decks have moved

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to one, three characters to be able to survive that second turn sequence because it's just

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that strong.

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Cause again, storm rage on replaces itself.

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So on its own, it's strong.

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And then you give a character that can sing it as early as turn two, that is alarmingly

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powerful.

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So there's a lot of good things that that card can do.

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The lubrication to make an old deck a little bit better or the little cog that fits into

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the machine a little bit more perfectly.

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Is it a card maybe that a whole deck could be made around where maybe there was a deck

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looming in the background that was almost there, but not quite good enough.

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And then all of a sudden it pops into view.

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One of your favorites, the popsicles deck kind of put Tamatoa on the map.

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Yeah.

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Tamatoa was a fan favorite in chapter one meta.

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I mean, there was a ton of people trying to like play these terrible items with like Ariel,

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who's at collectors and Tamatoa is to try to win with.

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And now items have just gotten so much better with the new set.

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Yes.

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Tons and tons better.

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The items themselves have gotten better and the enablers have gotten better.

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And it looks like things are just going to continue down that path for, especially in

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the blue color, seeing some item, great items in purple, some great items in red as well.

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But blue, especially is kind of cleaned up on a lot of items popsicle alongside Hiram

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Plavisham ended up being a combination of cards that were so synergistic and so powerful

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that it created a whole new archetype or a whole new way to play control, which popsicles

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was the control deck coming out of the rise of the flood born meta.

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It destroyed the old red purple deck.

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It seemed unbeatable for the first several weeks of the format seemed unbeatable.

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Like there was to the point where I knew other game designers who were just baffled with

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how powerful they're like.

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I cannot believe they let an engine this powerful into the game.

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Here we are many weeks later and popsicles is falling off.

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You know what I mean?

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There's a tier two deck that not even a lot of sees a lot of play in tier two.

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Don't say that.

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I mean, looking at tournament reports and pixel born data, of course, but it's kind

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of ebbed away because people started to realize, speaking of synergies, how powerful the Merlin

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and madam Mim cards ended up being.

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And I think that was one that a lot of people earmarked as very powerful out of the gate.

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For sure.

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And so tons of thought can go into this and there's so many ways to evaluate cards.

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I don't want to scare you off of being able to try to use your intuition or your gut.

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You should take some time and think about how many things need to be gone over and mold

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over.

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And then there may be something really cool that comes out that just doesn't fit in the

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meta where it's like, this is a cool deck, but it just kind of doesn't work because the

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meta answers it so easily.

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I think a card that was on a lot of people's radar as a really cool card was see Sue and

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see Sue suffers from what I'm going to call the madam Mim Fox problem in that I don't

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know why she's a dragon and doesn't have evasive, but she doesn't.

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And therefore madam Mim Fox can eat her alive and madam Mim Fox having that for power being

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the kind of the Rafiki replacement for strength instead of the three strength that Rafiki

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had means that not only do they have a character that lets me pick up another character, then

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replay it for value, IE like a Maleficent, but it also gives me the reach to take down

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these much higher end characters.

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We see a lot of characters like big Gaston six drop.

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That's a four four Fox will take that one down.

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We see a lot of two fours that have a cool ability.

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Fox will take them down.

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And some of those even cost as much as six ink to be able to play.

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Fox will take those down.

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It's an impressive card that has held down a lot of other cards simply because it exists

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lots of things to think about and lots of ways to evaluate.

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Cause I wouldn't have about, I would have said see Sue will definitely be played in

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a blue deck.

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I was not thinking that Madam and Fox would come out and just completely wreck see Sue.

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I hadn't thought about that.

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And a four cost on inkable that immediately gets answered by a three drop inkable that

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gives my opponent value means that I should not be playing see Sue right now, which stinks

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because her ability only gives you something if you quest.

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So that opens her up to be susceptible to the Fox really sucks, but that's how it goes.

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And I know a lot of people thought see Sue was going to be awesome out of the gate.

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Great card.

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I'm fortunate that Madam and Fox just completely wrecks it.

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But that's a lot of what I think people weren't thinking about because I don't think everybody's

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just like, no, no, no.

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Everybody's been playing these Madam M cards.

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Everybody.

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I thought a lot of people were like, no, these are good.

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I don't think they put it as far as to this card is going to make a lot of cards unplayable

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because of its existence, which it kind of ended up doing leads me into testing with

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cards.

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And that's two ways to do it.

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It's pretty easy, right?

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Like right now there's an electronic way with pixel born or tabletop simulator or whatever

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your preferred method is and or printing out a piece of paper, printing out a picture

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of the card, writing it down on a little sticky note and sticking it in your sleeve and playing

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with what's called a proxy.

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One of those two ways to test a card.

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So Sam, when you're testing out things, how do you like to test?

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What do you like to do?

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I think for us both, typically we do the print out the proxies or write it down on a piece

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of paper and play it in person.

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That's my preferred way.

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Right now that's not saying I won't go on pixel born and make a deck just to see if

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it works, but I definitely prefer the paper route.

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I like the paper route because we can talk over, like, and stop you, like don't do that

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because that's not good.

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Undo it and do this instead and see if that works so we can talk through ways to change

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things.

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You can't really do that on pixel born.

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I think for us, it's very much been a step one paper step to pixel born or test it out

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in a league or something to see if it holds water.

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And I think that that's a nice way to do it because you can fiddle around.

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This game doesn't lend itself so much to what's called gold fishing and that's where you play

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the deck out against no opponent and just see what it can do completely uninterrupted.

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It's possible you could gold fish, like maybe just pretend your opponent's playing a Lilo

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every turn or something and just see if you can beat them.

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But that's what you want to start to think about is if the deck doesn't function within

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itself or the thing you want to test doesn't really work that well on its own, then you

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need to step it back a little bit or maybe it isn't such a good change.

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But you can always test and test and test and until you get those reps under your belt,

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you're not going to know for sure.

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And that's why I keep saying, don't dismiss anything.

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Try it.

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Try everything.

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It doesn't matter if it works or doesn't work.

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You're investing time.

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It's a step you need to take to find the right answer.

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That's okay to do it wrong.

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No worries there.

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Don't be afraid of it.

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To wrap up our discussion and point us towards the end of the episode, I want to talk about

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some of our triumphs and some of our failures.

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Let's start with our failures first.

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Sam, tell me a little bit about a card or two that ended up not doing anything and that

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you had earmarked to be a big player in Lurkana.

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Like, no, this card's what's up and people are going to find out.

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And then you're like, never mind.

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I found out I was wrong about that.

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Specifically in chapter one was Belle.

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I wanted her to work so bad.

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Strange but special.

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Yes.

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I wanted her to work so bad and just it wasn't there.

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It was too slow.

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Yeah.

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From a magic perspective, this is a card that ramped you and was your payoff for ramping.

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Right.

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I was like, well, this card's insane.

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Yeah.

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She was too slow.

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She got removed by the time it was time to quest for five.

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That being said, I do think that in The Rise of the Floodborn, I've kind of slipped two

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of her into my popsicle stack and I've been really enjoying it so far.

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Part of that testing that we were talking about.

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I've been testing it for about a week or two now and it's working well and she's a better

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payoff because I can kind of hold her until I get to right before she's going to quest

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for five and it's a little harder for your opponent to remove her.

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00:15:34,120 --> 00:15:39,280
Another card that I thought would be really busted would be Beast Relentless.

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The green beast.

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00:15:40,280 --> 00:15:41,280
Yes.

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He seemed like he'd be crazy and we're just not even really seeing any of him.

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Nope.

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00:15:45,080 --> 00:15:49,400
Saw maybe a little bit in initial people testing with like steel decks to deal incremental

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00:15:49,400 --> 00:15:53,360
little pieces of damage like with Robin Hood and things like that and then use the beast

321
00:15:53,360 --> 00:15:55,240
to kind of quest a bunch of times.

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Just hasn't come to fruition yet.

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00:15:57,240 --> 00:15:59,400
I totally agree with you there.

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I think one card that I mentioned earlier that definitely didn't stand out to me was

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Ariel.

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00:16:05,880 --> 00:16:08,240
I thought it was a cool card and I was like, there's not enough songs yet for her to be

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good and then didn't realize in the first chapter meta that there were plenty.

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Like I didn't even mind the probably half a dozen times total I sang Hakuna Matata.

329
00:16:16,680 --> 00:16:17,680
Didn't even mind it.

330
00:16:17,680 --> 00:16:20,480
Loved finding that card and being able to know I was going to ink something without

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00:16:20,480 --> 00:16:22,480
having to think about it the following turn.

332
00:16:22,480 --> 00:16:26,680
There's a lot of things to like about her and I didn't realize any of them initially.

333
00:16:26,680 --> 00:16:30,360
So she was one that kind of flew under my radar for sure.

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00:16:30,360 --> 00:16:33,760
And one of the cards that I thought was going to be pretty awesome that ended up not being

335
00:16:33,760 --> 00:16:37,860
very good at all was the steel legendary takeoff from first chapter.

336
00:16:37,860 --> 00:16:39,560
I thought it was going to be a really oppressive card.

337
00:16:39,560 --> 00:16:40,560
It had great stats.

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00:16:40,560 --> 00:16:44,600
It had an ability that gains you lore and that just kind of didn't end up mattering

339
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too much.

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00:16:45,600 --> 00:16:51,080
Is there any card that you think that you can now play like you didn't realize how ridiculous

341
00:16:51,080 --> 00:16:53,600
that card was when you saw it?

342
00:16:53,600 --> 00:16:54,600
Definitely flourish him.

343
00:16:54,600 --> 00:16:55,600
Yeah, without a doubt.

344
00:16:55,600 --> 00:17:00,800
I when we were looking at all the cards, I didn't peg that for being a good card or

345
00:17:00,800 --> 00:17:04,240
I didn't think that I would ever be playing like an item deck because it just wasn't I

346
00:17:04,240 --> 00:17:05,880
didn't think it was my style.

347
00:17:05,880 --> 00:17:08,840
But him with popsicle is just crazy.

348
00:17:08,840 --> 00:17:09,840
Yeah.

349
00:17:09,840 --> 00:17:13,680
And then print Nick Wilde to be able to get the popsicle back after you get rid of it

350
00:17:13,680 --> 00:17:16,760
and be able to just go ahead and quest with him and draw more cards.

351
00:17:16,760 --> 00:17:20,040
And the card that you drew off the popsicle never loses you a card.

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00:17:20,040 --> 00:17:25,240
It's another card that I couldn't stand in the first chapter, but now I love having it

353
00:17:25,240 --> 00:17:26,240
is one jump ahead.

354
00:17:26,240 --> 00:17:30,680
Yeah, I love having it in the first few turns.

355
00:17:30,680 --> 00:17:35,320
You love having it when the time is appropriate to have it correct for me.

356
00:17:35,320 --> 00:17:42,200
I think a card that kind of came out of nowhere that was a bit of a sleeper or like looked

357
00:17:42,200 --> 00:17:45,600
like a bit of a sleeper was Minnie Mouse surfer.

358
00:17:45,600 --> 00:17:48,200
She is an absolute bomb.

359
00:17:48,200 --> 00:17:53,040
Like there are very few decks that are red that are not playing four of her.

360
00:17:53,040 --> 00:17:59,440
She's just so hard to answer to the tune of decks playing pretty bad three to evasive

361
00:17:59,440 --> 00:18:04,500
characters to be able to make sure that they can't let their opponent just quest with Minnie

362
00:18:04,500 --> 00:18:08,960
with impunity like fidget and Peter Pan and things like that to be able to just take her

363
00:18:08,960 --> 00:18:09,960
off the board.

364
00:18:09,960 --> 00:18:13,120
If she comes down, it's crazy how impactful she is in the meta.

365
00:18:13,120 --> 00:18:17,520
Now I knew she'd be like a pretty good choice, but I think every red deck under the sun would

366
00:18:17,520 --> 00:18:19,120
be playing Minnie Mouse surfer.

367
00:18:19,120 --> 00:18:23,800
It's crazy how good she is and how oppressive she can be when you're stuck underneath of

368
00:18:23,800 --> 00:18:24,800
her surfboard.

369
00:18:24,800 --> 00:18:27,520
She's just riding that wave to victory.

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00:18:27,520 --> 00:18:33,800
So that is a lot of information to throw in to one episode, but it is, I think, a good

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00:18:33,800 --> 00:18:38,800
idea to things to ponder as you're listening to set reviews, things to ponder as you're

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00:18:38,800 --> 00:18:42,840
getting inundated with spoilers as the new sets getting, getting ready to come out, things

373
00:18:42,840 --> 00:18:47,240
to think about as you approach the new set coming out, what decks do you want to play,

374
00:18:47,240 --> 00:18:48,240
things like that.

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00:18:48,240 --> 00:18:51,640
So you hopefully save yourself a little bit of money and don't kind of run down the wrong

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00:18:51,640 --> 00:18:52,880
rabbit hole.

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00:18:52,880 --> 00:18:56,120
So I think this will be a topic that'll come up a few more times during the life of the

378
00:18:56,120 --> 00:18:59,760
podcast without a doubt, just because it is such a deep topic.

379
00:18:59,760 --> 00:19:04,280
I can talk about everything we talked about in a macro sense and a very micro sense for

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00:19:04,280 --> 00:19:06,800
an episode without a doubt.

381
00:19:06,800 --> 00:19:11,520
Definitely approach anything that you hear on the internet with caution as always.

382
00:19:11,520 --> 00:19:15,840
Don't be dismissive and try everything is all very important.

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00:19:15,840 --> 00:19:16,840
Sam,

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Are you listening?

