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Hello and welcome to Illumination, the Disney Lurkana podcast.

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My name is Max and I'm Sam and we are here to talk to you today about something that

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a lot of Lurkana players will hopefully get a chance to experience and that is the store

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slash set championships.

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We wanted to go over a little bit.

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What does the metagame look like right now for Into the Inclands set slash store championships?

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Our goal here is to kind of help you figure out what you need to do, how you need to navigate

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through this rather diverse and if you go back to episode five and listen to our metagame

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episode, healthy metagame.

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So Sam, what do you think is important about knowing what's going to be out there?

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What are the key advantages for knowing what decks are popular, what decks are good?

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I think the main advantage of knowing what other decks are most likely going to be played

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is knowing what to play around and knowing what might happen to your board as well as

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what the opponent may play.

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Yeah, we need to know what our opponents are doing.

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This is a big part of Lurkana.

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In other games, there are ways to kind of interact with your opponent's plays.

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While they're taking their turn, you can kind of interrupt their game actions and that's

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a way for you to fight back and deal with the things the opponents are doing.

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In Lurkana, you do not have that benefit.

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It is much more chess-like in the concept of taking your turn, setting up attacks and

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counter attacks and defending and protecting and being the aggressor and being the defender.

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It's imagine chess, but you didn't know what your opponent's pieces were doing.

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That's a lot harder, but knowing that there were certain sets of chess pieces that they

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could use, that makes things a lot more approachable and that's what understanding this concept

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of a metagame really helps you out going into a set championship, a store championship,

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something a little bit higher than maybe your locals where you're just playing things you

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want to play for fun or testing out cool little interactions and strategies.

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We're trying to win.

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We want that enchanted rock star stitch in the playmat.

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I want the playmat that does not say champion on it.

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Correct.

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I want to come in second place.

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Second place would be ideal.

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We're going to talk about the tiers of deck.

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Now what is tiers?

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And if you get into trading card games, you're going to hear about this a lot and it's become

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kind of a ranking system that a lot of different things have adopted.

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That's what I typically refer to as tier one, tier 1.5 maybe or tier two.

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Just to tell you why are the tiers important, it's not really an important thing.

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It's what decks are being deemed to be the strongest right now against most of the other

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decks that are available.

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And the reason the tiers are there more than not is to tell you what you're commonly going

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to see.

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And when you see it, how strong is that current deck?

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We have things like pixel born.

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We have tournament data that gets shared almost immediately after a tournament is done.

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So we can start to assemble lots and lots of pieces and start to see what are the things

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that overlap in these different decks and what makes them strong.

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What decks are consistently being listed out as top eight or top 16 deck choices that you

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can make.

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Those are the things that start to identify and break down into tiers.

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So it's really important to know that this is a tier one deck.

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So I'm going to see it a lot and it has probably been played very frequently by many, many

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different people and refined each card choice within the deck is going to be specifically

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picked out to serve a purpose.

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It's going to be fine tuned.

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It's going to be polished.

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It's not going to be a, I know a lot of these cards do one thing.

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I got to figure out what the other 20 cards in my deck really are and how they're serving

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the main purpose.

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All that's been figured out.

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This is like you have room maybe to make between one and four card changes to tune it to your

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play style, but the core engines of the deck have been refined.

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The numbers have been pretty fine tuned.

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So a lot of this is what are you going to see?

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What are the key cards?

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How do you deal with them based on their approach and their role in the game?

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So I think it best to probably start with something like the tier one decks, which are

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going to be the most common ones, right?

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These are going to be the things you see the most.

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So Sam, I'll let you describe the first deck on my list here.

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That is Ruby Amethyst Control.

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What is it doing outside of control?

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What is it doing in the early game?

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What's it doing in the mid game?

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And what are some cards to keep an eye out for?

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I think Ruby Amethyst's main goal is to draw a lot of cards and control the board.

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You're doing a lot of playing characters that give you some sort of advantage and then bouncing

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them to get more advantage.

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Can wipe the board with be prepared.

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So that's one you really have to watch out for.

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And this one of the hallmark, the Madam Mim and Merlin package plus be prepared are kind

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of the hallmarks of this deck.

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If you're playing a Ruby Amethyst deck, things you need to watch out for is that be prepared.

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Make sure you're paying attention to how much ink your opponent has and don't play into

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the key cards that could potentially lose you the game.

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I think another big one in that deck is Maui and any red deck, Maui.

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So you don't want to when they're on for ink, you don't want to quest with a character

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that could just get taken out by Maui.

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I think we'll talk a lot about the Amethyst package of the Madam Mim and Merlin.

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And I think Ruby has kind of adopted a package of its own with be prepared, Maui, and then

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some number of like Lady Tremains and Madam Medusa's.

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It's become the standard Ruby package.

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You still see some different things tacked on here and there.

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You'll see a scar, you'll see a dragon fire.

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You'll see a few things that kind of accompany that overarching strategy out of Ruby.

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And that's Ruby's role in a lot of these high tier, well refined deck lists.

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Now keep in mind, Ruby Amethyst control also has the more controlling style where they're

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not going to play Minnie Mouse, Stylish Surfer.

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They're not going to play the location package with Jim Hawkins.

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Then you're going to have other versions that are accelerated a little bit that are playing

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Jim Hawkins and up to six copies of various locations.

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You're going to see them playing Minnie Mouse as well.

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So not only within each of these things I'll name, there are often going to be variations

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in there as well.

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So it is worth knowing that just because you've identified, okay, this is definitely a Ruby

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Amethyst control deck.

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It's not an aggro deck and I need to figure out still more layers I'm peeling back to

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figure it out.

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So it is definitely important in this game to pay attention and know directly what you're

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dealing with.

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You really want to know what to play around.

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And so I think that's what's important about knowing each one of these decks.

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Amethyst Emerald.

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This is a tempo style deck.

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It also plays the Madam Mim Merlin package.

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It also is jockeying hard for board position.

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So one of its key cards in addition to the Madam Mim and Merlin package is the Ursula

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package coming out of Emerald of two drop Ursula Deceiver and three drop Ursula Deceiver

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of all in order to get advantage by singing Mother Knows Best and Friends on the Other

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Side two times instead of just one with the three drop Ursula and two drop Ursula Deceiver

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being able to snatch out those key cards, like be prepared before they happen.

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So that is really the role of the deck is trying to get on board and it's trying to

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quest not as aggressively as an aggro deck, not kind of at all costs.

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But what it's trying to do is stay front footed.

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It wants to remain the deck that is questing more than the opponent.

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That's its goal in this to retain enough resources that it's stopping the opponent as needed,

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which something like Madam Mim Fox and Merlin Crab are very good at doing.

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It also is very good at then going on the aggressive with cards like Cursed Murfolk

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and Flynn Rider Charming Rogue card in there.

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Yeah, it can be.

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Yeah.

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The Cursed Murfolk and Flynn Rider package slow the opponent down by stripping out cards

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at a faster rate, even if they're being challenged.

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Obviously a key weakness to this deck would be steel, right?

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You can deal damage to all these cheap characters with cheap pieces of interaction like Baboom

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or Fire the Cannons or a little bit later in the game, you can use stronger cards like

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Grab Your Sword to deal to everything.

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So understanding that this deck wants to end the game quickly and maintain an advantage

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in play versus in the hand, as opposed to Ruby Amethyst control, which is very good

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at maintaining an advantage in the hand and doing what it needs to do on the board in

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order to maintain as many options as possible in your hand.

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So card advantage versus board advantage.

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Moving on from that one, I'll let you talk about this next one, Sam.

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This is way more in your wheelhouse than mine.

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We're talking about Ruby Sapphire.

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Tell us about it.

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It's another control deck.

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It's my favorite color combination that unfortunately I will not be taking to set slash store championship,

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but I love this deck.

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I just can't get it to work for myself.

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Anyway, the key cards in this deck, again, it's Hyrum, it's Popsicle, it's Be Prepared,

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Fishbone Quill I think is the number one card in this deck.

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You want Fishbone on three or Mickey at very minimum, but you need that ramp.

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Some lists play one jump ahead or the two drop Gramatala to ramp.

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Some decks play some number of a lot of those.

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Right.

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So this deck is basically ramping to play big stuff very quickly.

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Yeah.

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We talked about that Ruby package of interactive cards and those come with a price.

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When you're stapling, deal with a character in some way onto a character itself, they're

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going to cost six plus ink.

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So it's really, really important to make sure that you can get to that number quickly.

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So I think the big plan for this deck is to play Tamatoa and Lucky Dime very quickly.

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Or Gaston Lucky Dime.

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Gaston Lucky Dime.

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Lucky Dime is kind of the wing condition of this deck.

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So once your opponent has nine ink, they can easily slam down Lucky Dime, turn it and get

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whatever character they have on board, the lore that they have.

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Bell is another one that could potentially be in there, some builds.

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Absolutely.

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It's really disheartening when your opponent is at 12 and you have out Gaston Lucky Dime

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and you go, okay, they can quest with Gaston Lucky Dime.

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They're only at 18 and then they play Bell.

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And then all of a sudden you've lost the game on the spot.

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They can, the reach this deck is able to attain is huge, but it cannot do it without the ink

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advantage that it gains through the ramp pieces of the deck.

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The early part of this game is extremely soft.

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Its only interaction is typically Teeth and Ambitions or the Red Rush Queen.

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Sometimes you get the Cruella, the 3-2 that can gain evasive.

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There's a sprinkling of cards and that's most of them.

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Predominantly, your bread and butter is just ramping through the early stages of the game.

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So I think if you're playing against this deck, if you can, if you have the ability

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to blow up a Fishbone Quill, do it.

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Right.

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This deck you want to attack your Amethyst Emerald.

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This is where you want as many copies of Curse of Merfolk and Flynnrider as you can get down

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because those will quest so fast.

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Generally your Sapphire Ruby opponent will not be able to deal with it.

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They're not able to catch up.

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So all you need is a couple characters or some goat bounce in the late game to cheer

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it up where if you're playing something like Ruby Amethyst control, it gets a little bit

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trickier because you're both trying to jockey for position, but the Ruby Amethyst decks are

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going to do it from a position of a lot less ink.

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So that's where the card advantage comes in.

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Trying to disincentivize them or punish them for playing things like Flavisham via a Madam

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Medusa or a Maui to mitigate how many times that they can activate Flavisham's questing

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ability is really, really critical to the deck's success.

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And not too dissimilar from that is the Sapphire Steel deck, which is kind of a ramp mid-range

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style deck, more than a straight flat control deck in a lot of cases.

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But I would say it's mid-range definitely puts it in the position of being a control

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deck more than an aggro deck.

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But sometimes you just have like three Mr. Smee's in your hand and you can just go ham.

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This deck does, unlike the Ruby Sapphire deck, actually have an early game.

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It can do what it needs to do.

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It's not worried about playing one jump ahead because Mr. Smee is a solid two drop for this

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deck.

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Popsicle, Captain Hook, and Develop Your Brain are solid one drops for this deck.

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It looks really good on the one drop.

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It's two drop, I think, is one of its weakest with just Mr. Smee, I think, occupying the

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bulk of the two drop.

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And then moving into the three drop, you still have your Detective Mickey and your Fishbone

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Quills.

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So you have a lot of things you can do and then you still set up that same Flavisham

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Popsicle engine.

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You're still using Lucky Dime to achieve victory with a heavy questing character like Gaston.

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It's just very good.

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It's very flexible and unlike the Ruby Sapphire builds, this Steel Sapphire build actually

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can deal with characters that drop quickly, which makes it a much more robust threat.

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It also is very good because of the ramp elements at just completely dumping its hand and then

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using a whole new world to refill its hand.

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That's something that the Ruby Sapphire decks tend to miss out on.

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I know in that matchup, the Ruby Sapphire players tend to count on the Steel Sapphire

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players to refill their hand.

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Yeah, like please just give me seven more cards, just please.

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You can see kind of how that works a little bit differently.

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Both decks have a specific difference.

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Obviously, key cards for the Sapphire Steel deck include more like Whole New World and

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Cogsworth Grandfather Clock.

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Cogsworth is messed up.

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It is Cogsworth in a lot of the Steel matchups, whether it's some of the other ones we'll

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describe later or the Mirror match.

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It's generally a race for Cogsworth.

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A lot of cases it boils down to that.

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It is a key card, no doubt.

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There are not many of them in these decks, but those ones, it's definitely worth a call

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out and we're going to continue on the Steel Train with my favorite deck, probably of the

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ones listed here, which is the Amber Steel Song deck.

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This is a deck that I've been playing since chapter one.

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If you listen to the podcast, you know I'm a big fan of this.

242
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It's definitely a mid-range style deck.

243
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There are three current different but very similar versions.

244
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There is the Lantern version, which tends to play higher end things like Tinkerbell

245
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and Stitch Carefree Surfer.

246
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There is the Flute build, Sleepy Flute.

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Sleepy Flute generally is paired with smaller characters who can quest more aggressively

248
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and then Shift.

249
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You'll often see Queen, you'll often see Robin Hood, you'll see Cinderella Shift, and sometimes

250
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you'll even get Rockstar Stitch Shift in here.

251
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Then the third version is the Pride Lands version, which is kind of the newest version

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of the deck, which is leveraging Simbas, the one-cost Simba from Steel, Future King, I

253
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believe, to loot and find things and then move over to Pride Lands to get your characters

254
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more willpower and also make them cheaper so that with Rockstar Stitch out, you can

255
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just start drawing a ton of cards and flood the board out of nowhere.

256
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Really cool, interesting deck there.

257
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Key cards in that matchup, obviously a whole new world is a major player for them.

258
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Ariel, Spectacular Singer is in every version of the deck.

259
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Robin Hood, the one drop, Robin Hood the five drop appears in every version of the deck.

260
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These are really key cards.

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Spare Necessities is a great new song addition to the decks.

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It can strip out fishbone quills, it can strip out grab your swords, it can strip out be

263
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prepared, it can do a lot of heavy lifting in these decks and I think people are finally

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starting to catch on that these are really, really powerful cards that have taken a little

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while in a metagame to settle a little bit to be chosen.

266
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So moving on to kind of like tier 1.5, I guess I should call it, because they're kind of

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in-betweens, would be the first Ruby Amber Mufasa.

268
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One of my favorite decks in the game.

269
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This is an aggro deck that is also kind of really a mid-range deck.

270
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It can be built in a couple different fashions, like a lot of these decks you can season it

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to taste.

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This deck is trying to leverage cards like the four drop Yellow Tinkerbell, Mufasa, Pongo,

273
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in order to gain card advantage and then play either fast characters and use Perdita to

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recur them in the late game or they're using big comes into play effects like Maleficent

275
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and Stitch Carefree Surfer to gain you an advantage when they come in.

276
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The kind of key cards I'd say that really make this deck hum are the Mother Gothel,

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Rapunzel lines.

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Mother Gothel on two comes in with three damage and then Rapunzel comes in on four and is

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able to heal Mother Gothel and draw three cards.

280
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So be aware of that synergy.

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The other one on this list is the Emerald Steel deck.

282
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I think these decks are varied and also very potent.

283
00:15:32,900 --> 00:15:37,120
These are generally mid-range versions of the deck and there's a few different variations

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in there.

285
00:15:38,120 --> 00:15:41,480
You can get the discard style decks that are playing Bucky and Floodborns.

286
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You can get the new specimen style decks that are also discard but they're a little bit

287
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more traditional leveraging new card Friar Tuck and some of the past discard options

288
00:15:49,920 --> 00:15:54,400
like using three drop Ursula Deceiver of All to sing Sudden Chill and make you discard

289
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two cards.

290
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Some use Lucifer, some do not.

291
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All of them tend to carry the same mid-range package.

292
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This build you'll see a lot of the card morph because they want to try to shift a surprise

293
00:16:04,600 --> 00:16:10,640
Floodborn or do the very fast line of Morph on two, Beast Tragic Hero on three.

294
00:16:10,640 --> 00:16:14,920
So definitely key cards to watch out for as this deck grinds you down and makes you discard

295
00:16:14,920 --> 00:16:20,280
your hand while it's adding board presence by way of these Floodborn characters.

296
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Ones you will see most likely but may not see completely.

297
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Some are a little bit more popular in Pixelborn than they are in paper.

298
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So I wanted to knock them down a peg to kind of a tier 1.5.

299
00:16:29,120 --> 00:16:33,000
And then to send us home here at the end we have a few more decks to cover.

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There is Amethyst Steel.

301
00:16:34,400 --> 00:16:36,920
This is a control style deck for the most part.

302
00:16:36,920 --> 00:16:41,960
Also has kind of a combo flourish if they're playing Jafar which is the striking illusionist

303
00:16:41,960 --> 00:16:46,100
that lets you gain lore whenever you draw a card so long as he's exerted.

304
00:16:46,100 --> 00:16:50,040
So they use him to sing a whole new world and gain seven lore out of nowhere.

305
00:16:50,040 --> 00:16:53,480
Even more sometimes if you can follow it up with cards like Friends on the other side.

306
00:16:53,480 --> 00:16:57,480
There are a lot of ways in purple we all know to draw a lot of cards and this deck leverages

307
00:16:57,480 --> 00:16:58,480
those.

308
00:16:58,480 --> 00:17:02,320
A lot of the times you'll see Blue Fairy because so many cards in this deck are steel cards

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which we just noted shift a lot.

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So there are a lot of floodborns and they use the Blue Fairy evasive to gain themselves

311
00:17:08,520 --> 00:17:13,560
a little bit of lore as well as draw a bunch of cards as they play these floodborn characters

312
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for no cost.

313
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This one caught me off guard at SCGCon.

314
00:17:16,560 --> 00:17:20,800
This is a tough deck to play sometimes especially if you're not ready for it out of the gate.

315
00:17:20,800 --> 00:17:27,100
Then there is the Amber Amethyst or we're seeing some Amethyst Emerald Hyper Agro builds.

316
00:17:27,100 --> 00:17:28,340
These decks are very very simple.

317
00:17:28,340 --> 00:17:32,100
They are aggressive decks that are trying to win the game as fast as possible.

318
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Your key cards here are going to be Leelos, they're going to be the Maleficent Biding

319
00:17:35,720 --> 00:17:39,900
Her Time, they're going to be Curse Murfolk, then you're going to start using things like

320
00:17:39,900 --> 00:17:42,840
Arthur to start to pick up those characters, put them back down.

321
00:17:42,840 --> 00:17:47,840
Two Drop on Incable Pinocchio is a common card to see in a lot of these builds.

322
00:17:47,840 --> 00:17:51,760
They're trying to close out the game as hard as they can early and then use a finisher

323
00:17:51,760 --> 00:17:57,620
that's either evasive like Pascal or using the Madam Mim and Merlin Goat bounce package

324
00:17:57,620 --> 00:18:02,280
to close out the last three to five lore that they need to end the game before the opponent

325
00:18:02,280 --> 00:18:04,920
can really get started and get their engines turning.

326
00:18:04,920 --> 00:18:10,340
And then the last one here is the Amethyst Sapphire decks, also affectionately known

327
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as Blurple.

328
00:18:11,660 --> 00:18:14,320
They are a ramp deck pretty much exclusively.

329
00:18:14,320 --> 00:18:18,140
They're not really a control deck so much as a ramp deck trying to make board presence

330
00:18:18,140 --> 00:18:22,800
and leverage some of the strong purple board cards like Elsa, Spirit of Winter, using that

331
00:18:22,800 --> 00:18:27,600
to exert some of the characters and quest for a whole bunch of big numbers before the

332
00:18:27,600 --> 00:18:30,520
opponent can really stop them by way of utilizing the ramp.

333
00:18:30,520 --> 00:18:34,760
So opposed to ramping to use a lot of cards with whole new worlds and empty your hand

334
00:18:34,760 --> 00:18:40,160
and leverage that or ramping to use powerful Ruby removal, they're ramping to use powerful

335
00:18:40,160 --> 00:18:45,660
purple board presence cards and continue to quest for a lot of lore right away.

336
00:18:45,660 --> 00:18:50,040
So I think that's the rundown of a lot of the decks that you're going to see as you

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00:18:50,040 --> 00:18:51,040
go around.

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00:18:51,040 --> 00:18:54,320
So if you want to build your own deck as they call it, make a rogue deck, I think even if

339
00:18:54,320 --> 00:18:57,560
your plan is that you have to know what these decks are doing because you can't go in

340
00:18:57,560 --> 00:19:00,400
with a deck that's not able to deal with some number of this.

341
00:19:00,400 --> 00:19:03,120
You're not going to find a deck, most likely if you do this, you've accomplished a heck

342
00:19:03,120 --> 00:19:06,080
of a goal nobody else has been able to find a deck that beats them all.

343
00:19:06,080 --> 00:19:11,560
But you're going to want to find a deck that can navigate at least a reasonable win percentage

344
00:19:11,560 --> 00:19:13,720
across most of these decks.

345
00:19:13,720 --> 00:19:18,280
And all the decks I named tier one tends to do that the best where the tier 1.5 and the

346
00:19:18,280 --> 00:19:22,080
tier two decks do have some matchups where they're like, oh no, not this one.

347
00:19:22,080 --> 00:19:23,200
There's no auto wins.

348
00:19:23,200 --> 00:19:25,700
There are definitely favorable matchups.

349
00:19:25,700 --> 00:19:27,440
Some decks get that more so than others.

350
00:19:27,440 --> 00:19:29,680
Some people would rather leverage the great example.

351
00:19:29,680 --> 00:19:31,660
This is the Emerald Steel discard decks.

352
00:19:31,660 --> 00:19:35,080
Some games I'm just going to get Bucky Bucky and completely win the game.

353
00:19:35,080 --> 00:19:36,080
Like it's not going to be a game.

354
00:19:36,080 --> 00:19:37,960
I'm just going to completely wreck my opponent.

355
00:19:37,960 --> 00:19:41,760
There are going to be other times where I struggle to gain two lore over the course of

356
00:19:41,760 --> 00:19:44,800
the game because I cannot keep up with what my opponent is doing.

357
00:19:44,800 --> 00:19:49,720
Other people would rather go and grind every round as hard as they can using decks like

358
00:19:49,720 --> 00:19:54,800
Ruby Amethyst where it's I want every decision to matter and I want to make sure I can leverage

359
00:19:54,800 --> 00:19:59,120
any mistake I made by using the deck strength to pull me back into a game.

360
00:19:59,120 --> 00:20:02,600
So there's a lot of variation and a lot of choices to be made.

361
00:20:02,600 --> 00:20:06,880
So definitely worth thinking over what you're going to see across the table from you.

362
00:20:06,880 --> 00:20:09,280
Do yourself a favor and do some research.

363
00:20:09,280 --> 00:20:14,160
Watch some Twitch, watch some YouTube videos, play some Pixelborn or with a friend, you

364
00:20:14,160 --> 00:20:16,800
know, in paper and just practice against these different decks.

365
00:20:16,800 --> 00:20:17,800
Yes.

366
00:20:17,800 --> 00:20:21,480
If you want to do well in these store championships, do yourself a favor and learn the decks.

367
00:20:21,480 --> 00:20:22,480
Yeah.

368
00:20:22,480 --> 00:20:24,720
You have to know even if you don't want to play against them, even if you don't like

369
00:20:24,720 --> 00:20:28,000
the style and there are many on this list, I don't care for the way they play.

370
00:20:28,000 --> 00:20:30,440
I'm looking at you Sapphire and that's okay.

371
00:20:30,440 --> 00:20:34,280
You still need to know how they function and ask your play test partner.

372
00:20:34,280 --> 00:20:36,120
What's the worst thing I could do to you right now?

373
00:20:36,120 --> 00:20:37,640
What's the nightmare scenario?

374
00:20:37,640 --> 00:20:41,440
Remember testing games are a lot different than you guys just jamming games, right?

375
00:20:41,440 --> 00:20:44,400
Like testing games are wait, let me try that a different way now.

376
00:20:44,400 --> 00:20:45,400
Help the other person out.

377
00:20:45,400 --> 00:20:46,900
Go wait, do this instead now.

378
00:20:46,900 --> 00:20:48,400
See how much better that is.

379
00:20:48,400 --> 00:20:49,400
Yeah.

380
00:20:49,400 --> 00:20:52,800
No, it just knowing what is what the worst thing that can happen to you if you make a

381
00:20:52,800 --> 00:20:54,920
decision is going to help you in the long run.

382
00:20:54,920 --> 00:20:55,920
Absolutely.

383
00:20:55,920 --> 00:20:57,400
You're not just being aware of what your opponent's doing.

384
00:20:57,400 --> 00:21:01,840
It's also fine tuning and understanding if you sequence something a little bit differently,

385
00:21:01,840 --> 00:21:06,520
like, Hey, I actually draw a card if I do it this way or Hey, if I do this, if I damage

386
00:21:06,520 --> 00:21:10,400
a character and then challenge them with Robin Hood, I get to gain two lore.

387
00:21:10,400 --> 00:21:14,400
Take out Prince Eric before you play your character that you want to survive.

388
00:21:14,400 --> 00:21:15,400
Right.

389
00:21:15,400 --> 00:21:19,920
And this comes to something that I learned when I was playing Android Netrunner a lot,

390
00:21:19,920 --> 00:21:23,080
which is plan your entire turnout.

391
00:21:23,080 --> 00:21:26,200
If I'm going to leave you with any piece of advice outside of what we're talking about,

392
00:21:26,200 --> 00:21:27,680
cause this is close to unrelated.

393
00:21:27,680 --> 00:21:30,200
I want to give you this advice going into set championships.

394
00:21:30,200 --> 00:21:31,560
Please think out your turn.

395
00:21:31,560 --> 00:21:32,820
You know, you're going to do these things.

396
00:21:32,820 --> 00:21:33,820
Set the card face down.

397
00:21:33,820 --> 00:21:34,820
Okay.

398
00:21:34,820 --> 00:21:37,360
I know this one first, this one second, this one third, and I know I'm going to quest now

399
00:21:37,360 --> 00:21:39,720
sit there and go, okay, I know I want to do these four things.

400
00:21:39,720 --> 00:21:41,560
What is the right order to do them in?

401
00:21:41,560 --> 00:21:42,640
Cause it does matter.

402
00:21:42,640 --> 00:21:43,640
It matters.

403
00:21:43,640 --> 00:21:45,920
Maybe, but most of the turns it matters.

404
00:21:45,920 --> 00:21:46,920
Yes.

405
00:21:46,920 --> 00:21:52,520
It's so pivotal that you learn those fine choices, those micro decisions help you win

406
00:21:52,520 --> 00:21:53,520
or lose a game.

407
00:21:53,520 --> 00:21:57,200
And then the next step is exactly what we've been talking about for the past like 20 ish

408
00:21:57,200 --> 00:22:01,640
minutes, which is knowing what your opponent's doing and how you counter that based on the

409
00:22:01,640 --> 00:22:04,840
cards in your deck so that you can achieve victory.

410
00:22:04,840 --> 00:22:06,080
Well, let's be honest.

411
00:22:06,080 --> 00:22:20,640
The simplest way to win a game of Lorcan is to keep questing.

