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Hello and welcome back to Illumination, the Disney Lurcana podcast.

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My name is Max.

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And I'm Sam.

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And we are here to take some advantage of having this podcast.

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Some card advantage.

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If you're still listening, thank you so much.

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Appreciate you hanging in through that pun.

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If you haven't listened this your first time, welcome on in and thank you for listening

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as well.

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Really appreciate everybody being here and the fantastically welcoming reception we

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got with our first two initial episodes.

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So this particular episode, as I alluded to, is going to be all about card advantage.

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And what that means, this is a term you will hear thrown around a ton when it comes to

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trading card gains.

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And I'm not just talking about Lurkana, every trading card game typically has some form

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of card advantage and decks seek out trying to take some advantage of said card advantage.

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Sam, what is card advantage?

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Card advantage is drawing cards, making sure you pretty much consistently have more cards

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in hand than your opponent.

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That's a very good and I think kind of bog standard definition that someone would give

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to that question.

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What we're here to do is expand on that a little bit and explain a little bit and give

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you some examples of what we're talking about so you can learn hopefully how to deck build

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a little bit more consistently and increase your playability if you're playing a deck

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that wishes to seek out, taking some card advantage.

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So card advantage simply put is having more access to cards, access to cards than your

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opponent.

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And there are a few ways that trading card games accomplish this.

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The first one is the most obvious and Sam named that one already.

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And there's kind of a card I imagine that typifies this Sam.

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What is the first card you think of when I say card advantage?

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Friends on the other side.

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I kind of figured you'd say that.

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And I think that Lurkana has done a really nice job of not making cards go too crazy

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with no difficulty, no barrier to drawing cards.

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Friends on the other side, probably one of the strongest examples of card draw.

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Otherwise, it's usually what we can refer to as a can trip, which is draw a card attached

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to an effect to see this on improvise or nothing to hide or stapled onto a character body.

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When it comes into play, you draw a card.

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We see this on Maleficent and Merlin rabbit.

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Some other ways to take advantage of cards, cards that bounce other cards back to your

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hand.

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We've seen this with the Madame Mim cards, Madame Mim Snake, Madame Mim Fox.

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They bounce the cards back to your hand and they generate access to more cards through

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cards like Maleficent and Merlin.

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Now that is a form of card draw as well, of course, but this bounce can also let you repeat

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other effects to take advantage of seeing more cards in other ways too.

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We see this with repeating Lady Tremaine's things like that.

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And one of the new ways we're getting is going to be self mill.

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We're getting our first real big payoff with into the ink lands by way of the card Chernobog.

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So we actually have a reason to put a bunch of characters into the discard pile, which

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is really exciting to see.

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So you can actually do something more than just draw card and discard a card and steal.

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And of course, another one that may seem a little out of whack is discard because that's

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kind of the opposite of drawing a card isn't it?

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It's making your opponent get rid of cards.

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But these are all examples of card advantage.

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One other word you're going to hear flung around a lot and I'm going to just touch on

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it very, very briefly to delineate the difference is something called tempo.

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Tempo is cards that are already in play and on the board.

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We're talking about characters, locations, we're talking about items, things that are

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already on the board and generating you advantage by them being on the board, not so much in

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your hand.

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So gaining a tempo advantage would be playing a cheap character that quests for a lot.

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You are Lilo, you're Pinocchio.

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Those things are considered to be tempo advantage.

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Tempo is anything on the board or in play that is generating an advantage to keep you

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ahead of your opponent.

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We are talking about card advantage, which is just simply access to more cards, not

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getting ahead in the game or progressing towards winning the game, which is what tempo is trying

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to do.

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There will be an episode on tempo advantage at some point, I promise you.

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That is not this episode and I don't want to bog down the episode any further.

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This is already a heavy topic.

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What kind of decks care about card advantage in Lurkana?

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It's going to be the control deck.

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The mid-range deck can also do this and gain flexibility.

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I will talk more about that towards the end of the podcast.

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Also in other games, less so in Lurkana, but combo decks care a lot about drawing cards

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because they are trying to execute some kind of a synergy and the way they do that is through

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cards.

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We see this a lot with SteelSongSile decks, that their game plan is another closest thing

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we get to a combo is these heavy synergy decks.

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So that's what the decks that care about card advantage tend to look like.

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It's not so much the aggressive decks that are looking to just win the game very quickly

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with limited access to cards.

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The tempo decks, the aggro decks are trying to win fast to stop the control and the combo

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decks from taking time to seek out card advantage.

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Make sense, right?

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Sam, what are the benefits of card advantage?

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What do you think?

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When you think of card advantage, you love playing card advantage decks.

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So what are the benefits?

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If you're trying to sell somebody on, you want to play a deck that generates card advantage.

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What are you telling them?

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What are the benefits of it?

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Well, you get to see more of your deck so you get to your good cards quicker.

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You have more options for what's in your hands that you want to play.

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Depending on what the opponent's doing, you have that flexibility of deciding what you

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want to do because you have more cards in your hand.

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I think that's pretty well said.

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I have it as flexibility, options, and consistency are all the things that cards can offer.

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Flexibility obviously allows you to adjust your game plan accordingly.

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We see this very, very precisely in the Ruby Amethyst decks of the current time.

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This would be the rise of the Floodborne meta.

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The decks are very accustomed to being able to go, okay, I'm going to be the aggressor

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or whoa, I got to slow this game way, way, way, way down almost to a snail's pace so

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that I can then overwhelm.

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It can do that because it has access to so many cards.

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Options, same thing for the most part is flexibility.

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It's not so much focused on changing your role, but giving you the ability to make the

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optimal plays each and every turn.

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You're always inking and not feeling the pain of a small hand.

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You get to do a lot and it gives you a lot of options and that's why more experienced

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trading card game players tend to lean toward card advantage based decks because it gives

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them more choices they have to make and gives them more inflection points typically in the

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game.

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Then of course, consistency, right?

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This is what the combo decks are looking for is if I need these two cards to be in

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play to win me the game, I got to find them every game.

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That's my goal and I need to get them out and that consistency is offered by way of

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card advantage.

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This card does this in the opposite direction, right?

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What you're looking to do is you're gaining advantage over your opponent by whittling

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away their options, whittling away their flexibility and whittling away that consistency.

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You're taking all of those fantastic things and robbing them of that while keeping more

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cards in your hand.

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This is why the Prince John card is so key to the discard decks because while you're making

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your opponent run out of cards, you're compounding that card advantage for yourself by drawing

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even more cards so you can really make this spiral out of control very easily for your

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opponent through the strong discard engine that Prince John can generate.

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That's the way that we're trying to benefit ourselves with a controlling style deck.

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Sam, what do you have gripes about when you're playing a controlling style deck?

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What are the weaknesses of these card advantage control style decks?

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It's slow.

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You're not getting off to a quick start.

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Actually, my biggest complaint about the card advantage decks is when you don't get your

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card advantage, you kind of falls apart.

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You're not going to win if you don't draw cards because it's not the way the deck wins.

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That's very valid.

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Also, I have exactly that slow to respond.

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Opponent plays Lilo on turn one, turn two.

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They play Pinocchio and you're just like, uh-oh.

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I have four friends on the other side in my hand and some other cards that cost six and

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seven.

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It's going to be really hard for you to win that game.

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Turn spin on card draw is another problem.

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You're not adding to the board.

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You're not adding to any kind of tempo.

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The random number generator, good old RNG, doesn't so much help you out with those wrong

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cards and characters that the controlling decks or the synergy card advantage cards

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tend to play are typically on the underwhelming side of the stat block.

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When it comes to pure numbers, they're not doing too much.

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Like Maleficent is a great example, Maleficent is a 2-2 for three that when it comes into

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play, you draw a card.

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I can name a million 2-2s for one in this game in every color.

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They don't draw you a card when they come in.

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So you are paying a premium here of two additional ink to have the benefit of a 2-2 that drew

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you a card.

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Obviously, there are compounding pieces of advantage here because Maleficent can sing

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songs like the aforementioned friends on the other side, which makes that very, very powerful,

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not just in and of itself, but looking at those cards side by side.

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2-2s that quest for one cost one in this game.

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Maleficent is not.

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It's an understated card on board, but drawing a card and replacing itself means that if

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it challenges and has to trade with another opposing character, you don't care because

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you already replaced Maleficent.

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You didn't lose a card.

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They did.

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She done her thing.

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There are some inherent weaknesses there too, along with the benefits.

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There was all upside.

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There'd only be one good deck in the game, and it wouldn't be a very good game.

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So moving away from weaknesses, benefits, things like that, now that we've talked about

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card advantage and kind of how it works, I want to give you some quick examples and then

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get into more specific cards.

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But some cards, in addition to Maleficent that help, are these bounce characters that

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we've seen in Rise of the Floodborne, these Madame Mim based cards that really help keep

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consistency up and make sure you can do things.

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Just very strong, powerful, dense threats on the board can be a way to leverage card advantage

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in certain aspects because you get to just spend time.

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If I have a surfing mini-out and she's just doing her thing, my opponent is trying every

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way they can to answer it or trying to spew cards out while I can just build up a board,

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build up a board.

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If I really attempt to race by assembling four or five creatures, I can kind of slow

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the game down at that point because I've had the benefit of just being able to chill and

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draw cards and use one card to keep pressure can drop down mini and use all of this card

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advantage to just let her surf and serve and she doesn't care, she's just all surfing.

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And doing her thing and your opponent has to dig and try to find threats or find a specific

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card that has a vasive to be able to answer, it can be a lot of hoops they have to jump

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through.

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And by that time, they may have given up a couple of cards or inked some cards that might

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have been way better in the late game because they needed to get down something very fast

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on that turn.

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So you're squeezing them on the benefits, right?

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You're taking away that option and flexibility the same way a discard deck does.

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So card advantage on the whole, you can see where it's just like, oh, you never really

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had to try sometimes.

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You can look at your opponent and be like, they just had cards in their hand the whole

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time.

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They're lowest.

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They had five or six cards.

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The rest of the time, they just had a big giant hand of cards and you can see why decks

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like this tend to lean on cards previously in the first chapter meta was magic mirror.

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And if you were in the red purple face off, you leaned on your magic mirrors to just who

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could magic mirror more.

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And I know Sam got annoyed with me during the first chapter meta when she would get

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excited to play a card and back, no, no, no, just draw off magic mirror.

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And she's like, I don't understand why you just keep drawing off magic mirror.

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It's funny you're bringing that up and I forgot about that card because we don't see it anymore.

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Right.

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So it's really interesting to see, but the first chapter meta was so clunky and slow

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that it really did matter.

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Yeah.

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Like to the point where you were using brooms and befuddles and using broom to sweep your

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befuddles back into your deck so you could befuddle your broom back to not mill out because

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that was a way that you could lose that game very realistically was to mill out because

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it was so common for the first chapter, red purple decks to end up going to time in time

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events because they were just very slow and card advantage was critical.

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It was everything to that deck success.

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So you can see it inherent, especially in that particular build at that particular moment

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in time with the game.

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Moving into some non obvious examples of card advantage.

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One card that does this that I mentioned lightly, but didn't name specifically is be prepared.

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If you're not familiar with be prepared is a seven cost song in the ruby color that

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allows you to banish all the characters in play.

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That's what it does.

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Pay seven or sing it for seven and banish all the characters in play.

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This card can generate you card advantage in the way that you get to leverage your cards

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at a different point.

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It doesn't give you tempo advantage because it sets the board back to zero.

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It's tempo neutral, but your opponent played out three or four cards and you got to answer

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it with one.

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And now you get to deploy more cards that you can use to a more specific advantage.

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Now this isn't directly card advantage, right?

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This is something that's a little bit higher on the card quality scale, but the way it

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plays in Lorcan is a little different than the way it affects like this play in other

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games and actually can grant you a form of card advantage because while your opponent

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had access to these cards, right, you had access to maybe the same amount of cards,

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they didn't get to leverage these characters in a way that they were hoping to.

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They didn't get to quest with them.

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They didn't get to use them to challenge.

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They didn't get to take advantage, true advantage of leveraging their abilities.

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So you got to take advantage with a nice well placed board wipe.

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Right.

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In Ruby Amethyst, you could have rabbits out or coos goes out that is going to draw

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you cards when you do it as well.

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Right.

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You can use that here and disadvantage to gain an advantage, which is really, really

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important.

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And the other card, one of the more difficult cards to explain to a new player, which blew

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me away the first time I saw this.

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And I think there was that line of people who saw this card and were like, Oh my God,

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this is the most one of the most powerful cards I've ever seen in a trading card game.

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And other people who are like, I do not understand why you people think this is good.

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And that is a whole new world.

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A whole new world is a five cost song in the steel color that can be sung, obviously.

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And when you do each player discards their hand of current cards, however many it is,

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be it 19 or be it zero, and then draws seven cards.

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Everyone does this.

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And now you can say, well, Max, that's, you're both at seven.

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That's the same number.

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There's no advantage here.

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The way you use a whole new world, the most effectively in Luricana at the point of recording,

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which again is right before Inklans comes out, is you deploy a bunch of threats or create

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a lot of ink resource before your opponent has a chance to do that.

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And then while your opponent's stuck with maybe like five or six cards in their hand,

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you maybe have one, two or three.

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So on your discarding cards, you had access to four or five, six cards.

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They had access to two, because remember, it's about access to cards.

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That's why I said it's going to come up later in the discussion.

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Access to cards is a big part of this particular card.

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It's the access to the cards.

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What are you doing with the cards you see?

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Sam, I know you particularly have a disdain for a whole new world being a control player.

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I just have trouble with that card because it always catches me.

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I want to say off guard, but not really.

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I know it's coming.

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And there's just nothing I can do about it because of what I mentioned earlier.

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Right now I'm playing Ruby Amethyst and I just can't get things down quick enough.

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So on turn three or four, when I get played a whole new world against me, it kind of just

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wrecks me.

283
00:15:39,280 --> 00:15:40,280
Right.

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It doesn't give you time to ink out your small characters that you're bouncing back to your

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hand with Madam Mims because you bounce them back to your hand or you do the really

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cool like play Lady Tremaine, the red Lady Tremaine that makes them sacrifice a character.

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And then you pick it back up and then you're like, I'm going to do that again next turn.

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Then your opponent goes whole new world and you're like, oh no.

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Or you have two or three be prepared in your hand that you've been saving and now they're

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gone.

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Yes.

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So being able to whole new world means that I have tried to play cheaper, more aggressive

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cards on board to gain the tempo advantage.

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And then I'm going to neutralize that by making us both have the same amount of cards

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again.

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So now I'm having access to more cards than my opponent who's just merely discarding

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them.

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So unless they're on like a mill, like a self mill strategy, they're getting no value

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out of their cards.

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So that is a huge card advantage.

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Right?

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I'm taking advantage of my cards better than my opponent.

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00:16:36,440 --> 00:16:40,800
So when you're building a deck and if you're thinking that the deck predicates itself on

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being able to have access to cards, especially to win the game, be it by a combo or slowly

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controlling the game over time, being able to keep your options, your flexibility and

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your consistency up, you need to make sure that you understand cards that really give

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you trouble and you understand how to wrestle back and to keep your opponent low on advantage

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00:17:02,080 --> 00:17:06,520
or as low as you can on their advantage while maintaining as much advantage as you can be

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it by a board wipe, something that resets like a whole new world or just pure card draw.

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Right?

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Like Rapunzel is a great example of a card that can draw a bunch of cards.

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Right?

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00:17:16,440 --> 00:17:18,960
There's a reason it was the most expensive card in the first chapter initially because

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there was nothing like it.

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00:17:19,960 --> 00:17:27,440
It added a serious threat to the board with tempo while replacing cards and healing someone.

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00:17:27,440 --> 00:17:28,440
Yes.

317
00:17:28,440 --> 00:17:29,440
Exactly.

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00:17:29,440 --> 00:17:34,000
So, you have cards on board better and replaced itself by adding cards back into your hand,

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which is just so, so powerful.

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00:17:36,120 --> 00:17:41,320
So that's kind of a brief primer on card advantage, what it means to different decks

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00:17:41,320 --> 00:17:45,280
and how you can eke out a card advantage yourself.

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00:17:45,280 --> 00:17:49,280
So, Sam is there any other cards you want to call out in this card advantage discussion?

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00:17:49,280 --> 00:17:51,360
No, I don't think so.

324
00:17:51,360 --> 00:17:52,360
Good.

325
00:17:52,360 --> 00:17:54,440
Well, that means we covered a good swath of them.

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00:17:54,440 --> 00:17:56,000
If you need to reach out to us for any...

327
00:17:56,000 --> 00:17:57,000
I do have one more.

328
00:17:57,000 --> 00:17:58,000
Oh, she has one more.

329
00:17:58,000 --> 00:18:00,000
I have one more.

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00:18:00,000 --> 00:18:01,000
High room, Flavisham.

331
00:18:01,000 --> 00:18:03,000
Flavisham is the keynote speaker at the Popsicles party.

332
00:18:03,000 --> 00:18:04,000
He's my favorite.

333
00:18:04,000 --> 00:18:05,000
Yeah.

334
00:18:05,000 --> 00:18:06,000
So, I'm surprised I forgot about him.

335
00:18:06,000 --> 00:18:07,000
Yes.

336
00:18:07,000 --> 00:18:08,000
Very, very powerful and consistent.

337
00:18:08,000 --> 00:18:10,840
He is a card draw engine in and of himself, right?

338
00:18:10,840 --> 00:18:15,240
He generates by him, well, not by himself completely, but with items that also like Popsicles give

339
00:18:15,240 --> 00:18:18,360
you card advantage can further escalate your card advantage.

340
00:18:18,360 --> 00:18:21,640
And the more cards you see, the more likely you are to find more items to be able to continue

341
00:18:21,640 --> 00:18:22,640
to draw more cards.

342
00:18:22,640 --> 00:18:24,400
It's a self-fulfilling engine.

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00:18:24,400 --> 00:18:29,240
So, it is extremely powerful and not a surprise that it was the most popular deck coming out

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00:18:29,240 --> 00:18:33,920
of the initial meta for Rise of the Floodborne because it's just a powerhouse onto itself.

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00:18:33,920 --> 00:18:36,080
So, yeah, those are great call outs.

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00:18:36,080 --> 00:18:40,640
And I think a really good way for you to take advantage of getting a bunch of cards in your

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00:18:40,640 --> 00:18:45,360
hand or trying to figure out how you can make an advantage with the cards that you've played,

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00:18:45,360 --> 00:18:47,120
feel free to reach out to us.

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00:18:47,120 --> 00:18:49,400
The best way to do it, probably on YouTube.

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00:18:49,400 --> 00:18:54,000
You can hit us up on our landing page for the website, anything you need to just reach

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00:18:54,000 --> 00:18:55,000
out to us.

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00:18:55,000 --> 00:18:56,840
We're communicating super-illuminal entertainment.

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00:18:56,840 --> 00:19:01,080
The best way to do that and keep it out for Illumination Podcast on your socials as well

354
00:19:01,080 --> 00:19:03,640
as we expand the Illumination Empire.

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00:19:03,640 --> 00:19:24,160
Sam, keep questing.

