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

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My name is Max and I'm Sam and we are here in episode 12 to talk about something that

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has never really occurred to me early on in my career of playing card games, career in

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air quotes, but is something that once I heard the term and the ideology behind it really

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began to impact in a positive way how much better I was doing in card games.

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So a quick shout out to professional magic player Paul Rietzel for putting the term on

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my individual radar during some Magic the Gathering coverage probably a million years

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ago now.

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The term is an inflection point.

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This is typically used in mathematics, particularly when it comes to curves and it is the position

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in a curve where it begins to change.

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So if there's a line and it starts to go down, that's an inflection point.

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Then it starts to come back up.

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That's another inflection point where those things that change in direction starts to

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happen.

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This term, doing a little bit of research for all of you, was first coined with concern

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to card games for the game of poker, as a lot of things about card games often are,

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and it was coined in the book Harrington and Holden, volume two, and an inflection point

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is the point or points in a game that require you to change the way you are playing or require

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you to play the game differently.

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So if you're doing something and then an event occurs, an opponent plays a card or

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deals with a card you had out that was winning you the game, now you're in a position where

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you may have to change what your initial tactic was.

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And there are a couple ways to kind of break this down.

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What does all that mean?

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And I know it's a little nebulous, right?

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Like this is a broad topic we're talking about.

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Like a lot of the foundational episodes that we have here, the good news is these big topics

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we can explore again and more in depth in the future, but I want to make sure everybody

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knows what I'm talking about when I talk about inflection points.

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What does it mean?

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Well, basically it's the point of the game, something really bad or something really good

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has happened and that will change how you are going to play the game.

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Sam, what are some cards, individual cards in the game that might change the way the

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game is working both for you and against you?

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Cards off the top of your head.

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The first card that comes to mind is be prepared.

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That is a certainly important one.

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Grab your swords.

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Yes.

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Diablo.

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Would you say Diablo counts?

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I think Diablo is kind of defining the very first and first or second inflection point,

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depending on if Bucky's down or not in that particular deck.

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Certainly.

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Yeah, Bucky's definitely won locations.

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Locations certainly can cause you to have to change tactic.

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No question about it.

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Whole new world.

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Whole new world is a great example.

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So these are exactly cards that are huge defining cards and it doesn't have to just be one individual

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card that causes an inflection point.

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It could be a series of cards, a board state.

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A good example of this would be like Lilo on one, bodyguard Simba on two or Pinocchio

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on two and then a bodyguard or they pick up their quick quest or with a Merlin or a madam

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Mim snake or a madam Mim Fox.

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Those are the things and you go, Oh, they're creating a very wide board state and they're

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intending to win the game very quickly.

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That is something that will create an inflection point, right?

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When you see a one drop that quest for two come down, some decks play that some different

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versions of decks can play those.

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But then when you see it followed up by a two cost character that quest for three, now

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things look a little bit different.

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Now you're starting to get a fuller picture of what you're playing against.

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You know, it's aggro deck.

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And you know that that's going to create an inflection point where you're going to have

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to deal with these fast characters quickly.

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Your game plan changes.

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That's really important.

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So if you are a fellow aggro deck, you may go, Oh, I don't have any of my madam Mim Foxes

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or anything like that.

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I just have very low static characters who quest really high.

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So I'm going to need to race this particular opponent right now.

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Or maybe it's different.

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Maybe you draw that madam Mim Fox.

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Okay.

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Maybe I need to pump the brakes a little bit and see if I can control the board this turn

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and then get back to questing the turn after.

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So that's some examples of what does this mean?

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It dictates when you need to be aggressive and change to being defensive.

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When you need to play to the board, when you need to play more conservatively, it can change

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things or it can solidify those choices.

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And you go, Oh no, absolutely.

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I got to keep racing.

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I drew another Pinocchio.

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So we're just pressing on the gas as hard as we can.

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Or okay, good.

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I drew the be prepared so I don't have to try to challenge the board away.

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I can quest and then just go ahead and wipe the board here.

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Those things constantly change.

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And that's why players who have played trading card games for a long time tend to gravitate

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towards decks that create a lot of inflection points.

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So some good examples of this would be the Ruby Sapphire style decks, right?

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The steel Sapphire style decks.

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These decks draw a lot of cards and give the player access to a lot of options.

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So a great card that encapsulates the concept of this would be something like develop your

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brain.

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Look at two cards.

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Which one do you need more right now based on the situation?

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Do you need something inkable or do you need a board wipe because your opponent starting

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to pull ahead or do you need a Tamatoa so you can wrap the game up?

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Those are questions that require constantly changing answers, right?

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The game evolves.

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The game's going to change as more turns are taken, as more resources are put down.

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These decks that get favored by more seasoned players tend to generate a lot of inflection

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points in the game as opposed to our example of an aggro deck generally causes one large

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one, right?

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It's right at the beginning of the game.

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And that's important to know as well is that inflection points can happen a number of times

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during the game.

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There's no finite.

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There are three in every game that is inaccurate.

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There could be as many as who knows in a longer mirror, something like a Sapphire Ruby mirror

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match tons, tons of different inflection points where in a shorter game of two aggro decks

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just pressing on the gas as hard as possible, there may be only one or two before the game

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ends.

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And that's really, really important to understand.

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Here's an example of one of these things.

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And Sam, I'll let you kind of jump on answering this question and I'll walk you through some

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other answers or if you have a counter question, let me know.

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So you are playing a deck that is more mid range.

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Let's just pretend it's like a Mufasa and I am playing a red deck that is more controlling

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and you know, I'm most likely on a be prepared or four.

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It's going into where I'm going to have seven ink, but you could potentially put down characters

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and win the game.

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If you put down characters and pressure me.

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What are you more likely to do?

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Play the characters and try to just make me have the be prepared or are you going to play

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more conservatively and go, you know what?

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I have enough on the board that they're probably going to need to be prepared anyway.

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So I'm going to pump the brakes.

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And if it's not obvious, what are the decisions you're thinking of when you're tackling a

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scenario like that?

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I think you need to look to see how many be prepared, safe played, how many are in their

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graveyard.

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I think it's very important because if there are four in there, then I'm just going to

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play these characters to win me the game.

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Absolutely.

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If there's three in there and you still have half your deck or so, I might take the chance,

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but I also want to make sure that I have enough characters left in my hand that if you do

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play the be prepared, I'm not completely screwed for the next turn.

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Absolutely.

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Cause that's what I'm trying to do, right?

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Most likely you're identifying the inflection point is you're going to push to winning the

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game by questing and you can either accelerate that or you can continue on the pace you're

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at and force me to come up with a response.

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Right?

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Cause you have to think if you can get away with not playing extra characters and they

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have to take their entire turn to be prepared.

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If you did not play out all your characters, now you have what?

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Two, three characters in your hand that you can just play the next turn and possibly just

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win anyway.

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And you can see why cards that gather information about what the opponents game plan is are

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really impactful.

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Cards like the new one drop Diablo, that's Emerald, two drop Emerald Ursula, cards like

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bear necessities are really important.

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You can also see why it's unique that Lorcan has chosen a method of not allowing notes

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so that you have to remember that's part of the game.

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It's a mental back and forth, right?

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It's kind of in this case, more like a mental tennis match where I'm lobbing some kind of

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threat and then you're volleying back with some kind of answer or a more big impactful

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threat than what I've put down, right?

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Like I could put down a smaller character that maybe doesn't quest as hard and then

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you go, okay, well I have Tamatowa and I have six other items out right now.

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So you better figure it out or I'm going to win now and go, oh crap.

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Well, I was going to win in two turns, but now you're going to win next turn.

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What do I do?

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That's how inflection points work and they progress throughout the game depending on

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again what you're doing and what your opponent's doing.

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So another way you may have heard this phrased out there is what beats you versus what can't

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you play around?

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Things like Sam had mentioned, what beats me in this scenario?

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Be prepared, right?

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I have a bunch of characters out.

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Be prepared is what gets them back.

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I know there are other cards in this scenario, right?

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Big see Sue, things like that.

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But in this particular scenario, that's the big one.

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That's the big scary one that can be played is be prepared.

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What beats you is that card.

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Can you afford to play around it is the opposite side of the coin.

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In the beginning, if you're in the lead or just at any point in the game, you have a

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healthy advantage.

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You should always in the back of your mind think, is there a card or a play pattern that

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would take that lead away from me?

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So we saw this a lot with newer players and I'm sure all of you who have found us probably

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have social media and have looked at either Reddit posts or Facebook groups, things like

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that for Lorcan and can see newer players like I don't understand how this card is

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legal.

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And every trading card game has a destroy all of a character, creature, unit, whatever

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it may be.

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You just have to learn how to play around it.

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Absolutely.

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And that is step one to this.

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And the question is then you have some characters out, your opponent has none and you're on

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the path to victory.

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What beat you?

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All your characters going away.

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So in your head, you have to go, well, what cards do that to me?

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Always that precarious situation.

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We've had this come up before where it's like, if I play one character, they could

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Lady Tremaine my character or now be King undisputed my character.

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So maybe I play two, but then the problem is if they use a be prepared, I lose both

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of my characters.

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So you have to really kind of do these mental gymnastics.

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How many be prepared are in the discard pile?

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How many Lady Tremaine's are in the discard pile from your knowledge and research?

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How many of these cards get played?

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I was just about to say, and depending on if you're playing in a competitive setting

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where they're playing meta decks right now, we know while recording that the red purple

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deck typically only plays two right now.

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If you have one to two in your discard pile, there's less chance that you're going to

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see another one.

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Absolutely.

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Their faith in be prepared specifically is down a little bit right now because Ursula

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bear necessities, things can come in and interact with the hand to take it away and you want

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to mitigate how little that can happen.

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So we've seen options like the eight drop Sisu come into play and become a bit more

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impactful because they don't get stripped out of your hand.

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Some copies of Scar for the same reason.

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Absolutely.

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It's important at the beginning in a lead situation to know what takes that away.

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And then on the other side of the coin, the farther you go, the more inflection points

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that have passed, the more maybe negative or less favorable interactions for you.

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In this case, the closer you get to a different style of thinking and that's simply, what

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can I not afford to play around anymore?

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Now things are looking grim.

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Maybe it's been a long game and your opponents got to be prepared in their discard pile and

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you're just like out of gas.

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I have nothing left.

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I know I'm light on characters.

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I have to put these two characters down.

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I'm at 18.

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These two characters, each quest for one.

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I'm going to pass it back to my opponent and hope that they can't stop me here.

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Or maybe you put down three.

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So you play around that Lady Tremaine or be King Undisputed you haven't seen any of.

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I've already seen two be prepared.

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What are the odds that you're going to see three or four that might not even exist in

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the deck?

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Like Sam said, especially right now at time of recording versus, but if I only play one

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and they Lady Tremaine me or I play two and they Lady Tremaine me, I give them a whole

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nother turn to draw on a more important card again.

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And then generating cards is what's going to beat me.

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So you really have to go, okay, listen, I'm going to put all three characters down.

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I just can't afford to play around the third or even fourth or whatever it may be, be prepared.

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I just have to hope that they don't have it.

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In this case, you may have heard that phrase uttered from streamers and other players.

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You got to hope they don't have it or I'm going to make them have it because it's the

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only way you can win is for them to simply not.

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And there's no guarantee, right?

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Four out of 60 is what any card is allowed to be unless it's Domination Puppy Tailwagger.

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You just got to hope that that is not the case where it's, you know what?

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Maybe they haven't drawn a lot of cards in the past couple of turns.

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I saw their hand four turns ago.

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They didn't have it.

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They've only drawn for turns since then.

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I got to hope those top four cards, one of them was not the third or fourth.

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Be prepared.

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That's okay.

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The closer you get to what can I afford to play around?

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That's when you're going to take bigger swings in the game is when you get more in that ethos

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of I got to play this.

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I just can't beat it or I got to hope that they don't have it.

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Ryan Murphy did a great Yu-Gi-Oh article in 2008.

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Yes, this is how deep I've gone on my research where he identifies different zones of the

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game that are tied to inflection points.

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He starts at the highest being green.

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You're in the lead.

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Everything's looking great, right?

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You got the green light to proceed with your deck's game plan.

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The opposite being dead, meaning you are on death's door.

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You are about to be finished off in the game.

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You have almost no hope of winning.

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In between, we go from green to yellow to orange to red, then to that dead.

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What's really interesting to think about, and this does actually apply pretty well to

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Lorcanah, is you're moving back and forth and you can go up on the scale.

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You can make a big play that gets you way back into the game.

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Like, whoa, I just four for one my opponent.

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That's why we play cards like be prepared.

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It's why we play cards like a whole new world.

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I didn't have a hand.

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I just top deck seven cards.

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That's pretty good in a lot of cases.

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It can totally swing the game back in your favor where your opponent goes, oh no, I had

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six cards in my hand.

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My opponent had none.

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Now we both have seven.

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It's a level playing field now.

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That is a really big swing.

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So I think that those things really end up mattering in Lorcanah the same way they matter

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in this article about inflection points written by Ryan Murphy quite a long time ago for a

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completely different game.

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And you can see those and it's all about that progressing from, I have the luxury of being

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able to play around some cards or some things that this deck commonly does down to, oh crap,

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I just got to hope that they don't have this.

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And everything else in between is the road from how you get from point A to point B.

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Where are you in there?

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Are you, I'm about mid road.

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Like it's an even game.

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Something could definitely break this game open, but neither of us have that option right

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now.

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So this is where really tight play and a lot of practice and the player who understands

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the matchup is going to do the best on the other side of the coin.

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Sometimes you have to just make a big swingy play and you go, Hey, neither of us have cards

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in hand, but I know you're going to win.

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So I'm just going to go ahead and whole new world right now and hope that my seven cards

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are just better than your seven cards.

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Cause I can't win with the way things are right now that happens from time to time.

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As a steel song player, I can tell you what happens a lot.

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And that's okay.

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That's part of the game is giving yourself the optimal chance to win, which would change

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things from what can I play around to?

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I got to hope I do this big move and just hope that they don't have the answer.

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That's really the key, especially in this game, because there's no quote instant speed

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interaction, right?

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You cannot interrupt a player's turn during their turn in Lurkana.

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You get your turn.

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Now other things can trigger that is even more reason to understand what inflection

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points occurred, what were the cards, what were the play patterns and what got you here

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in the situation you're in.

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And are you at that comfortable side of things where it's like, Hey, listen, I can play around

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this.

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I can play around that.

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I'm so far ahead.

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As long as I'm just dumped my hand on the board and they be prepared, I'm going to win

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no matter what.

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And then the other thing I do on the other side of it's just like, Oh man, I really have

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to play this really big card and just hope beyond hope that it's good enough that the

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opponent does not have it in their hand.

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Cause if they have it, I lose and I can't afford to play around it.

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So that's really where you're moving through.

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And these inflection points are the big moments of the game that cause something to change.

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So that's what the idea of inflection points are.

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That's breaking them down.

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So hopefully this gives you some food for thought.

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The next time you're playing where you go, Oh, that was actually a really important part

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00:16:00,680 --> 00:16:02,860
of the game or this decision is actually huge.

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This hinges on whether I'm ahead or behind right now, that is an inflection point in

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the game.

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And like I said, there's no hard, fast rule on how many you're going to have or how many

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is going to occur in the course of a game of Lurkana or any trading card game.

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But there is always one absolute when it comes to Disney Lurkana.

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And that is that you have to keep questing.

