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

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You got Max here this week.

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Sam is here.

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She's sitting across from me producing, but she is under the weather and has a bit of

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a sinus infection.

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So we're going to spare you the guttural sounds of mucus for this episode.

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The good news is you don't have to deal with that.

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The bad news is you are stuck with me.

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Just want to take a minute before I get into the episode to really thank everybody who

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has been supporting the podcast through the first three episodes and our first ever set

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review.

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Really can't thank everyone enough.

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The feedback, the encouragement, the support means everything to us over here at Illumination

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and it is awesome and really heartening to see.

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We appreciate all of you immensely, whether you just watched and didn't say anything or

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you are an active participant and sent us some feedback.

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We really, really appreciate it.

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And I'll take a quick moment to call out our Facebook, which you can find at Illumination

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podcast, of course, and we are happy to interact with you there if you are social and we're

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working on expanding our social network.

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So let's start talking about the topic this week.

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The topic is passive lore generation.

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What the heck does that mean?

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So to get it started, passive lore is pretty straightforward.

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What's passive lore generation?

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Well, it's generally lore you get for not having to do anything.

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You get to be passive, you gain lore anyway.

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You're doing something the deck's already doing and you're getting lore by doing it.

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Pretty straightforward, right?

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The opposite of this would be, you guessed it, active lore generation.

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Again, pretty straightforward.

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You are actively generating lore.

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You are actively working to move toward the end game and close out a game of Lurkana.

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Some examples of active lore generation, I feel like this is the easier of the two to

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help really hammer the point home.

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The most obvious and probably the one you're already like, yeah, yeah, yeah, I know, is

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questing.

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That is the most obvious way to actively generate lore in Disney Lurkana.

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Pretty straightforward.

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Everybody quests for a certain amount.

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Some don't, though.

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You got your mawis in there, but others quest for many and that can help you close out a

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game faster.

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So when you're building a deck, when you're designing your game plan, following your play

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patterns, you generally will win maybe with a few big characters that quest for a lot.

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Maybe you win with a lot of small characters that can also quest ahead of schedule, like

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your lelos and your maleficents.

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There are a lot of ways to actively gain lore in this game.

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Spellbook, another very popular example coming out of the Rise of the Floodborne meta.

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Other examples would include the extra lore you may get from someone like Arthur or the

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lore you get if you somehow ready, or Christopher Robin.

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There's exhaust to gain abilities, right?

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Like you can exhaust or challenge with your Robin Hood to actively gain lore by banishing

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a character.

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You can do the same thing with good old Big Aladdin and you'll be able to banish a character,

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have them lose two, you gain two.

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So there's all different sorts of ways that you can actively gain lore.

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The green queen from Rise of the Floodborne, discard a character from your hand to gain

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lore.

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All of these things are active ways to gain lore.

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What about passive ways to gain lore?

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I think the most obvious one at this point, you've probably like, all right, all right,

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you've pushed it long enough.

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We understand you're trying to talk about locations.

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And in a way I am.

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But I also want to talk about passive lore generation because I feel like we started

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to see popular strategies with it during Rise of the Floodborne.

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So some examples of this would be something like Sleepy's Flute.

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The new Grammatala.

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The new Jafar.

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Merlin Goat, everybody's favorite.

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And the new Baloo.

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So the reason these are passive is because they gain you lore simply by doing some other

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game action or simply by taking your turn in the case of locations as long as they're

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there.

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Well, you pay one time, you get to play the location.

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It may provide an additional benefit.

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It also just passively gains you lore during your set step of your turn, right?

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The ready, set, draw.

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So that's when you would gain your lore with the locations.

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The same thing goes with Grammatala, the new Grammatala.

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Ocean Spirit, something like that.

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What she does is whenever you ink a card, you get to gain a lore.

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Again, passively gaining by taking a game action that you would normally already take.

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The new Jafar Striking Illusionist.

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If he's exhausted, whenever you would draw a card, you get to gain a lore as well.

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So we've seen a lot of people rushing to get him to sing A Whole New World, right?

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So you can gain your lore while he's exhausted or exerted is more accurate.

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I think that these are pretty valid strategies and they've already reared their head in the

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game by way of cards like Sleepy's Flute, Merlin Goat.

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We've seen this a lot, right?

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This isn't new school by any fashion, but the locations kind of typify it because it's

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literally the least we've had to do to gain lore.

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So that is kind of the difference when it comes to active versus passive lore generation.

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One, you're working to achieve the lore, whether it's by questing, whether it's by challenging

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and gaining lore as a result, versus your passive lore generation, which is you're taking

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a game action and the card that you have is gaining you lore as a result of that.

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One of the new cards we've seen with this kind of seemingly, and the term that we use

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in the trading card game community is kind of stapled onto the card, is the Boss is on

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a Roll, which lets you look at the top five, put any number on top or bottom in any order

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you so choose, and then gain one lore.

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So this is a passive effect, right?

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Like you're actually playing the card, but if you're interested in the Boss is on a Roll,

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you're most likely interested in looking at the top five cards, trying to find an important

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card or trying to arrange your draws in a specific way.

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The game one lore is just icing on the cake, so it's a very passive way to gain lore.

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We've seen Merlin Goat leverage tremendously effectively in the red purple decks, being

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able to just come in and then get picked up a little later by the Madam Mim package and

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gain you some lore.

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It can definitely go from like 15 to wins the game very quickly, uncomfortably quickly

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if you're playing against it.

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So there are a lot of ways that passive lore has already impacted the game.

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And I remember early in chapter one meta, Big Aladdin was very scary.

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I mean, we were playing White Rabbit's Pocket Watch to be able to give that card rush in

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the early Ruby and Amethyst control decks, right?

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That was a very, very valid and very scary line that you could take.

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Once your opponent was on 8 ink, it was like, yeah, they could just play Aladdin without

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shifting it and then use the Pocket Watch to give it rush and just completely blow up

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my character.

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And that felt like a game ending effect back then.

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Now that doesn't seem so bad.

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Big Aladdin is played very rarely anymore because he's fine, but he's not great.

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So it shows you how the game has shifted quite a bit since the first chapter meta as a result

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of more impact like these passive lore generators.

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So it's pretty neat to see even a deck like Steel Song has gone pretty massive changes

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from first chapter into Rise of the Floodborne by way of Sleepy's Flute.

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We're already doing a whole bunch of songs.

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Why not just gain a lore every turn that we have a song?

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It's pretty neat.

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It ended up being pretty darn effective in terms of results.

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The Flute deck was kind of the definitively more well performing version of the Amber

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Steel Song decks.

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So it was really neat and really encouraging to see that these passive lore cards had such

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an impact on the game.

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Everybody who was playing Steel started playing Benja so they could answer the Flute faster.

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You also could answer the Spellbooks too, right?

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There was some flexibility there, but we also saw Judy Hopps coming down because even though

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you give your opponent a card, they're not gaining lore every turn of the game.

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Just about.

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It felt that way, certainly.

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And if, goodness forbid, if you got two or three flutes out, the game ended really quickly

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in a lot of cases.

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So you can see how these passive lore generators impacted the game.

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And now we have a whole collective group.

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Every single ink got their own location cards.

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They all got three of them and they're all pretty different.

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I wanted each rarity and they all do different things.

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This is very early into the Inklands meta.

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So the predominance of what we're seeing are the ones that everybody just on the spot

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were like, well, this is completely insane.

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Or the ones that cost one and can come out immediately on term one.

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So those are the ones I kind of want to talk about a little bit more.

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The reason being those strip out all the other reasons locations are good, right?

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We're not dealing with a very complex location like RLS Legacy.

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I'm talking about something as simple as Devil Manor.

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These are just a willpower, a movement cost, and some number of lore that you would gain

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each term.

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We've seen this on Neverland with the Mermaid Lagoon.

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That's been a very popular early in the meta.

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We've also seen Bayou being played for a number of reasons.

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Chief among them, I think, is some of the early lore generation.

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One of the big roles it can play is that.

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We've also got, of course, the Forbidden Mountain, which is one of the least played because purple

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doesn't seem to be quite as interested in this effect as some of the other colors.

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But my goodness, we've seen a whole bunch of them.

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The reason is very simple and it's because if I play this on my first turn, especially

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if I'm on the play, I pass to my opponent, what in the heck are you going to play on

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your first turn that's going to stop my 1-4 location that's going to gain me a lure?

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Probably nothing.

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I'm almost guaranteed to gain it.

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That gives me a big jump start to the game passively gaining lore.

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It also requires your opponent to be able to answer several different things.

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So if I then follow up my first turn to Devil Manor with a Flynn Rider, now I'm threatening

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to go up three lore.

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And that is a very big concern if I'm playing against that, that the lore gain is going

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to get out of control.

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So now I'm going to start to try to manage either Flynn Rider or the location.

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Well, what the heck is going to do that for me?

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So we started seeing a transformation and adaptation of the meta game.

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So we go back to Rise of the Floodborn.

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We barely played 2-2s unless they were very important shift targets on one.

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Like the queen is a standout example.

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Stitch new dog has been game long staple of the 2-2 for one that can shift into something

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very oppressive.

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Instead of that, we didn't see a lot because the card teeth and ambitions started to kind

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of come to the forefront.

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Madam Mim Snake started to come to the forefront.

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So now all of a sudden 1-3 stat lines became really, really important.

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Those were kind of the key stats to have on your one drops in the Rise of the Floodborn

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meta because you could survive the two damage and you could try to do something with them

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a little later in the game.

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Something like Flynn Rider shifting into the Flynn Rider is own biggest fan is a great

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example of this.

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We started to see the game shift and now it's shifting back.

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Cards like Captain Hook, we're seeing Captain Hook again because you need to be able to

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respond to these locations out of the gate both for that reason and because something

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like Captain Hook can hit DeVille Manor, hit Flynn Rider, go back in and hit DeVille Manor

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again if you want to.

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So you can get your full value out of Captain Hook and you couldn't in the Rise of the

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Floodborn meta.

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You would play Captain Hook and go, okay, I'm going to challenge your 1-3 and they go,

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oh, that's a funny story about that, I'm going to turn it into a 3-3 or I'm going to teeth

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and ambitions your Captain Hook and not lose any character quest and then on the following

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turn I'm going to pick it up with a Madden Mim Snake or Fox and then be able to turn

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it into ink or subsequently replay it on a later turn which just generated a ton of value.

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So now this passive lore game has gotten to the point where you have to respect it so

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you do have to have an early game that is not completely anemic.

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In the Red Purple Mirrors towards the end of the Floodborn meta, we were seeing no teeth

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and ambitions in Lists.

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That was not uncommon because you're just like, you know what, nobody's on aggro anymore.

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I'm just going to get greedy and try to next level the field and go, you know what, if

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it's all Red Purple control decks, I'm going to build the Red Purple control deck that

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leverages the best advantage against the Red Purple control decks.

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And that is a pretty valid strategy.

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So it did a really good job of being able to fight but now it's just way too slow because

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you can't just sit for 3-4 turns and not be able to handle an oncoming location from the

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opponent.

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It's just not something that's going to realistically win you a game, seemingly at least at this

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point into the Inklands meta.

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There are a lot of things that are really interesting about how these have been warping

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the game, ways that you can take to leverage an advantage against these locations.

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So playing them early is effective.

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Playing a character that has early game stats is also quite effective at dealing with these

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particular locations have given rise to cards that have to specifically deal with locations,

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things like, and along came Zeus.

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I've even seen a few lists tinkering with Rise of the Titans to be able to banish a

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location because it requires a lot and even just the location surviving one time can be

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the difference between winning and losing a game.

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So it is really pivotal that you have to not sit on it and I think one of the decks that

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came out early in the meta, I don't know if it's going to continue to be a deck, but one

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of the decks we got to see immediately come out of the gate with a strong swing is the

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red steel pirates list that leveraged pretty much every location in those two different

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ink colors.

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They really did a strong job of using pirates plus the Jolly Roger to give them rush to

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defend the location.

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Like, hey, you can, yeah, you can challenge my location if you want, but my three pirates

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are going to absolutely have their way with your character as soon as you do.

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So it's a really scary thing.

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You're like, I can't just walk into that meat grinder without thinking this through a little

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bit more carefully.

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So that is totally valid.

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Another strategy we've seen spring up is the blue red decks, which were like the popsicle

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style control decks have started leveraging these early to mid game locations, playing

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them a little late.

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Well, for blue, a little late, right?

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They are ramping ahead of time, but they're playing them a quote unquote on time and still

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having the ability because of their ramp to get down the sweeping removal effects of something

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like a be prepared or the classic blue answer to one particular threat being Hades.

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They can answer just the same way popsicles did while sitting back and gaining between

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two and four lore every turn just for taking another turn, which was exactly the problem

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that deck had in the rise of the flood born meta was closing out a game.

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It could answer things wonderfully, but eventually you'd run out of gas and you wouldn't be able

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to push your way through because you were missing eight ish lore.

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Well, boy, oh boy, Agrabah and McDuck Manor certainly change that by just letting you

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sit there.

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If it's a term where you just go, I'm not going to do anything.

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I'm just going to pass to you.

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That's a hugely powerful turn because as soon as you are able to set up a board that can

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answer those locations, the red blue deck can just go and you don't have any more characters

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out.

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So it's very, very disheartening to play watching them gain lore and you can't stop it.

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So we've seen a lot of this kind of passive lore be able to really leverage some of these

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strategies out of the gate and start to take advantage and other colors are even playing

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with them to see what can they do?

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How can they spread things out?

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It was already difficult in Lorcanna sometimes to just go back and forth character to character.

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Well, now there's a whole nother card type that makes you spread your resources even

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thinner.

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That's so rough.

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It has the same effect as the planeswalker cards tend to in magic where I really need

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to take care of this or else it's going to take over the game.

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A great example of a location like this is the Queen's Castle where it can draw them

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a ton of cards.

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It gains them lore.

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It draws them cards.

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It can almost single-handedly win them the game.

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So we've seen this evolution of the actual game itself, not even in deck building, just

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we're talking about the card and this is a great example of this.

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Lady Tremaine, the red shift Lady Tremaine, the big one that lets you opponent banish

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a character of their choice.

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That card's not good anymore because I have to have early game characters to answer locations.

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So as we move from the early game into the mid game, what happens is I probably have

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one or two of these little chuckle heads left over.

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Lady Tremaine is getting captain hooks and like small little two cost characters, Razzles

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and Mr. Smeez.

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These characters don't amount to really much at all.

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An unshifted tutu, worthless characters to be trading six ink for.

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So we've seen the rise of a card like Madame Medusa because while some of the other stronger

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cards, well, they only have three strength so we can take out the beast.

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We can take out cards like that because we have the opportunity to do so.

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We can trade with their Hades.

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We can do all of those things because Madame Medusa lets you pick the character of your

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choice, which Lady Tremaine doesn't give you that value.

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So we've even seen the game evolve in such a way that the play patterns have become impacted

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in a small way because of this passive lure.

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So you need to be able to get this character on the ground.

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Madame Medusa also importantly trading one Lurian for one strength, which makes her a

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little bit better at challenging these locations and taking them off the board.

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Let me tell you about a card that stocks has never been higher and that's Maui.

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This card is phenomenal being able to crack in for six.

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They just have a location sitting around.

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You can get their location, maybe one or two characters turning Maui, which was typically

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a two for one into a three for one in some cases, maybe even more if he's left uncontested.

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It's really been surprising to see.

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We've seen Challenger go up in stock.

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I know people have been monkeying around with support to try to handle dealing with these

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locations because they simply come down and go, well, we can both sit here and do nothing,

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but now I have a way to win the game doing it.

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And that makes it much more powerful than people who are actively trying to gain the

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lure because we're already ready and equipped to deal with that.

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But we're not so equipped to deal with the fact that on top of that, they also are just

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gaining lore at the start of every single turn.

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I just want you to think about passive and active lure as you're considering your strategies.

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There's a million things now that the average Lurkana deck has to answer.

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A million different archetypes of deck and now location just as a card type has completely

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blown the lid off of things.

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Thought it'd be a great opportunity to talk over different ways to generate a resource

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we really didn't talk about in our card advantage episode, and that is a lure.

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So that will do it for this episode.

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Thank you all so much for hanging out with me.

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Really appreciate you all being here again.

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Feel free, give us any feedback you'd like.

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We now have that Facebook page.

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You can interact with us directly on social media.

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We'd be happy to have you.

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And of course, we're always sharing when we go up and stream.

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When we put up a new YouTube video, all that great Lurkana content can be found.

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YouTube.com slash Superliminal Films, our parent company, or Twitch.tv slash Superliminal

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Films.

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Give us a follow there because we are streaming every single week.

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Sometimes more than that if we need to do testing.

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Until next time, as Sam would say if she were here in a state where she didn't keep questing.

