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

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My name is Max.

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And I'm Sam.

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And this episode, we're looking at Shimmering Skies.

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We got eyes in the skies for this episode.

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And we want to talk about how we decide and make an evaluation if a card is going to be

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playable or how competitive a card might be.

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So I wanted to get a quick disclaimer in there before I start going through our process.

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Also an announcement before the disclaimer.

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Announcement, we will be doing our usual set review coming up on this coming Sunday.

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If you're hearing this at the time of release, that would be August 4th of 2024.

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We will be doing that at 8 o'clock Eastern over on our Twitch channel.

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If you want to watch it is twitch.tv slash Supra Liminal Films.

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All one word Supra Liminal Films.

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If you can spell it, you can find it.

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And of course, we'll be in the Disney channel.

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If you go to Twitch and look under Disney, we'll be there as well.

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Doing that review as always, we will release a recap here for you beloved viewers who listen

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to our long set reviews.

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And we wanted to give you some background information.

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We haven't done this yet.

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And since we're going to be evaluating another big load of cards, it would be a good time

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to probably give you some insight onto how we evaluate cards, how the testing group we

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work with evaluate cards.

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And I think in general, how a lot of people tend to come to a decision on cards, especially

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sight unseen, right?

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Like these are generally untested or the first card you want to target to start testing.

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Now we're going to play with our paper proxies and our testing versions of cards to try to

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see if these cards are in fact as good as we think they are, or where does this very

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good card have a home if at all.

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So now that I've done that announcement, disclaimer, not every powerful card is going

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to be a playable card.

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We're discussing playability in core constructed for Lurkana.

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That is the sole evaluation we are making.

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We're not talking about limited.

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We're not talking about multiplayer.

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We might mention them as that might be a possible home for a card every now and again, because

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everybody gets to play this game the way they wish, which is very important.

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But our evaluations and the way we look at cards is specifically through the lens of

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core constructed.

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Now that being said, not every card that looks underpowered is going to be unplayable either.

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There may be cards that look a little like what is this card doing here, but it serves

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an important part of a deck.

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We see this from time to time with cards that now in this day and age of almost five sets

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in at time of recording, and we still see people playing cards that are stats.

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We saw this with the red yellow location deck that Towelman Purple made popular playing

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card soldiers.

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We saw this especially towards the very end at the Challenger event with purple steel

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making a big breakout event.

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And that was on the back of big boy Chen Po.

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Argus, 4-1 that's shutting off Flynn Rider got pretty popular at the end of the set.

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Right at the end of set championships meta.

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Yeah, 4-1 for two inkable Titan just shut down a lot of Flynn Rider shenanigans out

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of the gate and trades up pretty effectively with that four strength.

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So yes, great call out there as well.

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So we're going to try our best to determine what is good, what's different, what is going

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to be playable.

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And I just don't want anybody to be like, well, this card's crazy powerful.

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And you may be right, but there may be reasons why it does not get core constructed play.

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And goodness knows we'll probably miss some because none of us would have put Argus on

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the very playable side except for maybe Steadfast who was playing it with weight set like right

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out of the gate.

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So shout out to Steadfast for being so far ahead of the curve that he was at the end

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of the meta at the beginning.

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Well done.

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So let's first talk about one of the things we look at.

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I think it's one of the easiest ways to evaluate the cards or most obvious I should say.

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And that is when a card comes out that fulfills a need in a pre-existing archetype.

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And when I say archetype, I mean a strategy.

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So for example, a couple versions of an archetype might be the blue item based strategy.

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So we see this a lot with blue steel.

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We see this a lot with Ruby Sapphire.

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These are the decks where their strategy is to ramp up in ink very quickly, generate a

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whole bunch of ink and start playing very powerful, expensive cards way ahead of schedule.

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Another archetype, Sam?

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Agro.

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So you're talking about cheap and aggressively statted characters, perhaps.

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Yes.

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Things that give us the ability to come back from behind.

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Things like Arthur is a good example of something that helped the aggro decks along, especially

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the quote unquote hyper aggro style decks.

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Yes.

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Or like Piglet was a good one for the aggro.

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A great one.

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Yes.

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Pooh Pirate Captain, one of my all time favorites.

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There are also tempo style decks.

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We see this a lot with the very popular green purple and a little bit more controlling with

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the Ruby Amethyst style deck.

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So there are a bunch of different strategies.

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What does this card fill a need in one of those?

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So for example, blue decks in chapter one were struggling immensely.

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Blue wasn't a super playable color.

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We also saw the potential in cards like Tamatella and one jump ahead.

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But until a little item that came out in cost one was printed in Rise of the Floodborne,

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the color struggled pretty badly.

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And that card was popsicle and it definitely filled a need that that deck had.

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It put a cheap item on the board.

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It also refilled your hand by replacing itself, which was excellent.

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And the card is an absolute staple of the color at this point.

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Right.

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And I think Hyrum goes right along with that.

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It really does.

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We're going to call out that particular card several times during this.

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Does it fill a need?

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Does it improve over an existing card?

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I think we saw one of the biggest improvements possible when in the first chapter meta, especially

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in the Ruby Amethyst decks, we're playing the three cost uninkable Rafiki.

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So three three for three uninkable with rush, quested for one.

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Then in Rise of the Floodborne, we got one of the most defining cards of the entire game

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of Lurkana.

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And that was the three cost uninkable for three rush, Madam Mim Fox, which is an absolute

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contender for one of the if not the best card printed in the game up to this point.

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This card is extraordinarily format and game defining.

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And that was an extreme upgrade over Rafiki.

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And finally, when you're looking at filling a need, does this card help the deck win the

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game?

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I think that we got another big up for Sapphire in into the Inklans when we got a little item

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by little.

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I mean, gigantic.

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It's a little item, really, if you think about it, though, it's a dime, but it costs seven

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because it's so darn lucky.

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And that card ended up really defining how these decks won the game.

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Now it wasn't long and grindy and they just exhausted everything and won with a couple

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cards in deck that can still happen.

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But now with the redundancy of Tamate and the ability to play Lucky Dime and activate

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Lucky Dime when your Tamate can casually add six or seven lore to your lore total, that

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card became a win condition.

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And we saw similar with the Queen's Castle, which is now how the Ruby Amethyst decks tend

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to win the game if they're not just goading, which is another thing that helps that deck

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win the game.

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That's gotten a lot of tools, it seems like over time.

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And it's definitely changed in the first chapter.

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Tamate or Ruby Amethyst was a straight up long game control deck.

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You played Magic Mirrors.

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You went to time.

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Time decked out.

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Literally the tech was befuddling your magic brooms so that you didn't mill yourself out.

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That's how long and grindy these games were.

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Cut to now, the preferred line of play is Flynn Rider, friend of me on two, Sisu and

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Bulban Warrior on three, Queen's Castle on four to try to close the game out in a couple

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of turns.

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Right.

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Explosive power like we hadn't seen previously.

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Quite a bit different.

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All the cards we just talked about fill a different need.

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And I think that's an important step in evaluating a card.

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And it's obviously easier to do or at least more obvious to spot because a lot of times

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you're playing the deck, you're going to go, oh, if only I had a card that did this.

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Oh, if only this card did this.

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And then they print that card for you and it's like, oh, my prayers have been answered.

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This is exactly what the deck needed.

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Yeah.

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My hope is that we'll get a good Ruby or Amethyst item removal.

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Yes.

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I know we got some bounce to set, but.

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Yeah, it definitely knocks them off tempo when they play lucky dime too fast.

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That's usually how the game spirals out of control for Ruby Amethyst when they're playing

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against the blue decks, because then they just get value every time they play something

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before you can be prepared.

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And that makes it very hard to win.

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So if it's not filling a need in a current deck, then maybe it's a card that'll make

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a whole new archetype or fill in parts to create a strategy that was a fringe playable

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strategy.

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One of the most obvious examples of this would be, again, going from Tamatoa to Popsicle,

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right?

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We knew Tamatoa was going to be awesome.

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We knew this card was going to be very powerful.

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Right.

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But in the set one, there was nothing.

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There was nothing to do.

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Right.

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So is this card opening the gate for something brand new?

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So is it something crazy powerful?

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We saw this in our most recent set at time of recording, which was Ursula's Return,

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a little three cost birdie called Diablo.

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This card completely warped the metagame.

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It made it to where one could argue it was a major contributor to Bucky being errata-t-t-t-t-t-t-t-t

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and changed over to the point where it might most likely not be playable anymore because

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Diablo is just so darn powerful.

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Hiram Flavisham completely created what seemed like an unbeatable archetype for the first

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four to six weeks of flood-borne core constructed.

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It was extraordinarily powerful.

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It was baffling that a card that powerful could be printed levels of baffling.

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I was concerned about the game's health when I saw that card.

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It seems like when a new set releases, we definitely have that one deck

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that just beats everything for the first couple of weeks.

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And in Public Enemy number one, that is definitely we talked about that

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in our metagames episode, so a good call out there as well.

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For sure. There's one strategy is just like, oh, this is real good now.

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And then takes us a few weeks to figure out how to beat it.

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Green Steel was the bully of the format up until very, very recently,

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probably like second to third week into set champs.

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We started to see finally a bit of a decline there.

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If it's doing something new, does it allow a deck maybe to play around

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things that are in the meta or get an edge in these cards?

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So, for example, Ursula, Deceiver, Bear Necessities, two cards

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that kept the control decks down because they were so much faster

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than Be Prepared.

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But we got a huge boost when Sisu came out, the big legendary Sisu.

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Wow. Now we have a way to play something on eight that's untouchable

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in our hand, unless just purely discarded or conversely shifted on six.

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So it can even come out ahead of schedule and very ahead of schedule sometimes.

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Or if you do Sisu on three, ramp again and then you can get the big Sisu

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down as early as turn four or five. It's very, very oppressive.

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So that really helped and became such a playable card because it played around

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a lot of the hand disruption that was very, very popular,

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especially at the beginning of the Ursula's Return meta game.

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So that's making something new.

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Same as any other card you want to call out in the making something new category.

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Just making sure I didn't overlook anything.

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The only thing I can think of is maybe like locations.

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We did see some location control decks. Absolutely.

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We did see a few of those, again, Tauman Purple coming up

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and making some cards like Tiana's Palace and the Underworld.

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All of a sudden, very scary. Brought back Jim Hawkins and the card

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that was somehow very good in that deck that I don't think is very good

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just in time. It was just very powerful, very quick to the ground

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and just created a lore advantage.

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Ruby Amethyst ended up kind of replicating in a lot of ways.

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Yeah, that deck, if you get caught off guard with it, nothing you can really do.

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Some other things to keep in mind that don't really like fill out

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an entire category on their own.

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The major contributor, I would say, above all else, is the cost.

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Cost is everything.

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The sooner you can do something, the more powerful it is.

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We saw this with Diablo, the big play pattern for Emerald Steel.

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We talked about it a lot on the podcast is turn one Diablo,

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check their hand, coast is clear. Turn two Bucky,

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shift Diablo and then sing something.

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The Lemon Lime decks really take pretty obnoxious advantage of this

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because you replace Bucky with Ursula, strip out their song removal

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and then sing Bear Necessities with the shifted Diablo

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and then strip out like their baboom.

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00:12:16,720 --> 00:12:20,000
I've just beaten Green Steel several games where it's just like,

236
00:12:20,000 --> 00:12:22,880
I've taken all your removal now, so I'm going to have Diablo out

237
00:12:22,880 --> 00:12:24,440
for the next multiple turns.

238
00:12:24,440 --> 00:12:26,880
It's very, very oppressive against Ruby Amethyst.

239
00:12:26,880 --> 00:12:30,440
You get to strip out their brawls and then it just you guarantee it sticks around.

240
00:12:30,440 --> 00:12:33,960
The cost is everything in a lot of cases.

241
00:12:33,960 --> 00:12:36,560
A good example of this when it comes to flexibility,

242
00:12:36,560 --> 00:12:38,640
especially we're talking about ink ability.

243
00:12:38,640 --> 00:12:40,960
We're talking about options on the card.

244
00:12:40,960 --> 00:12:42,200
These are very important.

245
00:12:42,200 --> 00:12:45,080
So cost and flexibility really are the hallmarks.

246
00:12:45,080 --> 00:12:50,520
The new Pete, Pete game referee is really quite a bit different.

247
00:12:50,520 --> 00:12:54,880
He's a three, three, one for three inkable that when he comes into play

248
00:12:54,880 --> 00:12:58,480
until the start of your next turn, your opponent can't play actions.

249
00:12:58,480 --> 00:13:00,360
That is absolutely insane.

250
00:13:00,360 --> 00:13:03,640
And it's very similar to a card we had previously, which was Tiana,

251
00:13:03,640 --> 00:13:07,360
the four cost uninkable that required you to have no cards in hand

252
00:13:07,360 --> 00:13:08,560
and her to be exerted.

253
00:13:08,560 --> 00:13:13,480
So you can see the cost and the flexibility are so much less for Tiana

254
00:13:13,480 --> 00:13:14,400
than they are for Pete.

255
00:13:14,400 --> 00:13:16,760
Pete, if it's not going to be useful, I ink it.

256
00:13:16,760 --> 00:13:18,440
Tiana stuck in my hand.

257
00:13:18,440 --> 00:13:21,560
If I draw two Tianas and I can't play them, it's going to be even harder

258
00:13:21,560 --> 00:13:23,040
for the first Tiana to go off.

259
00:13:23,040 --> 00:13:24,560
Pete doesn't have that problem.

260
00:13:24,560 --> 00:13:27,640
Pete can play with Madam Mim very well because you pick it up, put it back down.

261
00:13:27,640 --> 00:13:29,200
Tiana, not so much.

262
00:13:29,200 --> 00:13:30,760
No actions turn after turn.

263
00:13:30,760 --> 00:13:32,960
Right. You can see kind of the flexibility

264
00:13:32,960 --> 00:13:35,160
and the positives and negatives.

265
00:13:35,160 --> 00:13:39,400
Another example of cost being a major factor is sometimes we see an effect

266
00:13:39,400 --> 00:13:42,280
that's big and grandiose, but it's expensive.

267
00:13:42,320 --> 00:13:45,320
So we'll see this usually attached to like rares or super rares

268
00:13:45,320 --> 00:13:48,400
where like a very stripped down version will be on a common.

269
00:13:48,400 --> 00:13:54,160
So a good example of this, two very playable cards would be Elsa versus Pinocchio.

270
00:13:54,840 --> 00:13:58,280
Pinocchio is all two drop that's uninkable that comes in and just exerts.

271
00:13:58,280 --> 00:14:01,320
It doesn't freeze or keep something exerted, just exerts.

272
00:14:01,320 --> 00:14:04,960
But on the other hand, we have Elsa, who's a gigantic eight drop

273
00:14:04,960 --> 00:14:06,800
that's uninkable at quests for a lot.

274
00:14:06,800 --> 00:14:10,200
And it comes down and it exerts two characters and keeps them exerted.

275
00:14:10,240 --> 00:14:12,200
Huge difference in what you're getting.

276
00:14:12,200 --> 00:14:13,640
Huge difference in cost.

277
00:14:13,640 --> 00:14:16,320
Cards that are typically on the Elsa side of the spectrum

278
00:14:16,320 --> 00:14:18,320
are the ones that tend to be less playable.

279
00:14:18,320 --> 00:14:21,960
A good call out to represent this would be a card like Friends on the Other Side,

280
00:14:21,960 --> 00:14:25,160
which is probably one of the most defining cards in Purple,

281
00:14:25,160 --> 00:14:30,200
versus Second Star to the Right, which is extraordinarily expensive card.

282
00:14:30,200 --> 00:14:32,880
It draws over double the amount of cards,

283
00:14:32,880 --> 00:14:35,280
two and a half times the amount of cards as Friends on the Other Side.

284
00:14:35,280 --> 00:14:37,640
It also costs over three times more.

285
00:14:37,640 --> 00:14:41,560
It can be sung, but there's just so little going on over here.

286
00:14:41,560 --> 00:14:42,440
It's not uninkable.

287
00:14:42,440 --> 00:14:45,720
It just doesn't check enough boxes to see play.

288
00:14:45,720 --> 00:14:50,360
And it only saw fringe play in certain Jafar style decks,

289
00:14:50,360 --> 00:14:53,720
where Friends on the Other Side, if you're playing Amethyst,

290
00:14:53,720 --> 00:14:57,520
probably one of the reasons you are is because of Friends on the Other Side.

291
00:14:57,520 --> 00:14:59,280
So that's kind of the difference there.

292
00:14:59,280 --> 00:15:04,120
Another good indicator of if a card can be playable in core construct,

293
00:15:04,120 --> 00:15:08,280
is it an effect that's stapled onto a character card?

294
00:15:08,280 --> 00:15:12,480
What I mean by that is, is it an effect that takes an entire card,

295
00:15:12,480 --> 00:15:14,880
or is it part of the card?

296
00:15:14,880 --> 00:15:17,800
I'm going to, again, go to an example that I made a little bit earlier

297
00:15:17,800 --> 00:15:20,640
with one of the cards, and that was the two-drop Pinocchio

298
00:15:20,640 --> 00:15:23,000
that exerts a character when he comes into play.

299
00:15:23,000 --> 00:15:26,640
Compare that to first chapter action, Freeze.

300
00:15:26,640 --> 00:15:28,960
Pinocchio is not uninkable, Freeze is.

301
00:15:28,960 --> 00:15:30,880
They both exert a character.

302
00:15:30,880 --> 00:15:32,560
Freeze keeps it exerted.

303
00:15:32,560 --> 00:15:33,840
Pinocchio does not.

304
00:15:33,840 --> 00:15:37,680
But Pinocchio is a 1-1-1, so he can quest for one.

305
00:15:37,680 --> 00:15:39,760
He has one strength and one willpower.

306
00:15:39,760 --> 00:15:43,000
Pinocchio saw infinitely more play than Freeze.

307
00:15:43,000 --> 00:15:44,640
Yeah, you can pick him up and do it again.

308
00:15:44,640 --> 00:15:46,120
Repeatable effects, right?

309
00:15:46,120 --> 00:15:47,760
We talked about Madam Mim already.

310
00:15:47,760 --> 00:15:50,400
There's a whole plethora of cards, and we're getting a new one,

311
00:15:50,400 --> 00:15:53,040
a new Madam Mim in the upcoming Shimmering Skies.

312
00:15:53,040 --> 00:15:54,600
Picking things up and putting them back down

313
00:15:54,600 --> 00:15:57,600
is going to be a color identity thing for Purple.

314
00:15:57,600 --> 00:15:59,320
Like, that's what Amethyst wants to do,

315
00:15:59,320 --> 00:16:01,440
is pick things up and put them back down.

316
00:16:01,440 --> 00:16:05,800
That is extremely powerful with comes-into-play style effects,

317
00:16:05,800 --> 00:16:10,280
wherein one-time use actions, you're using an entire card.

318
00:16:10,280 --> 00:16:12,400
Pinocchio, I'm using part of a card.

319
00:16:12,400 --> 00:16:14,640
Now, imagine Freeze said, gain three lore.

320
00:16:14,640 --> 00:16:16,480
All of a sudden, that's a lot more powerful of a card.

321
00:16:16,480 --> 00:16:17,840
Pinocchio can kind of do that.

322
00:16:17,840 --> 00:16:19,600
Pinocchio can trade with something.

323
00:16:19,600 --> 00:16:22,280
Pinocchio can get buffed and smack into something.

324
00:16:22,280 --> 00:16:23,800
Pinocchio can quest for the win.

325
00:16:23,800 --> 00:16:25,160
Freeze can't do any of that.

326
00:16:25,160 --> 00:16:26,880
It's always one-for-one in a card.

327
00:16:26,880 --> 00:16:29,200
Pinocchio can be one-half for one,

328
00:16:29,200 --> 00:16:30,560
and that's a huge difference.

329
00:16:30,560 --> 00:16:32,040
When we're talking about cost of cards,

330
00:16:32,040 --> 00:16:35,920
the biggest increase in a game is from zero to one,

331
00:16:35,920 --> 00:16:37,440
nothing to something.

332
00:16:37,440 --> 00:16:39,400
Something that costs one is way worse

333
00:16:39,400 --> 00:16:41,000
than something that costs nothing.

334
00:16:41,000 --> 00:16:44,120
The next biggest jump is two, from one to two, right?

335
00:16:44,120 --> 00:16:46,400
Because two is twice as much as one.

336
00:16:46,400 --> 00:16:48,560
Two to three, that's not twice as much.

337
00:16:48,560 --> 00:16:50,800
Zero to one is infinitely more.

338
00:16:50,800 --> 00:16:52,520
One to two is twice as much.

339
00:16:52,520 --> 00:16:54,840
They're the two biggest costs in a game.

340
00:16:54,840 --> 00:16:56,240
So when you're evaluating cards,

341
00:16:56,240 --> 00:16:57,840
a card that costs three or four

342
00:16:57,840 --> 00:17:00,720
and a card that costs one or zero or two,

343
00:17:00,720 --> 00:17:02,840
there's a lot different evaluations going on.

344
00:17:02,840 --> 00:17:05,600
So cost, the ability to be stapled onto a card

345
00:17:05,600 --> 00:17:08,720
and do something essentially as part of a card is huge.

346
00:17:08,720 --> 00:17:10,680
Multipurpose is another thing

347
00:17:10,680 --> 00:17:13,000
that makes a card very playable in Core Constructed.

348
00:17:13,000 --> 00:17:14,680
A card that we're hemming and hauling about

349
00:17:14,680 --> 00:17:17,400
on our set review for Into the Inklands

350
00:17:17,400 --> 00:17:18,840
was Rise of the Titans.

351
00:17:18,840 --> 00:17:20,640
How important are locations gonna be?

352
00:17:20,640 --> 00:17:22,800
We didn't think Lucky Dime was gonna be as impactful

353
00:17:22,800 --> 00:17:23,720
as it ended up being,

354
00:17:23,720 --> 00:17:25,720
and it ended up, because of the combination of things

355
00:17:25,720 --> 00:17:28,080
like McDuck Manor, Queens Castle, and Lucky Dime,

356
00:17:28,080 --> 00:17:30,840
Rise of the Titans was insanely playable.

357
00:17:30,840 --> 00:17:32,480
It had technically three modes

358
00:17:32,480 --> 00:17:35,160
because it was inkable on top of destroying a location

359
00:17:35,160 --> 00:17:36,000
or an item.

360
00:17:36,000 --> 00:17:37,360
Banish things or ink it.

361
00:17:37,360 --> 00:17:39,880
Perfect, you don't play items or locations,

362
00:17:39,880 --> 00:17:40,720
we're inking it.

363
00:17:40,720 --> 00:17:41,840
I play the third mode.

364
00:17:41,840 --> 00:17:43,200
Same with like Baboom,

365
00:17:43,200 --> 00:17:45,320
with it being able to target a location

366
00:17:45,320 --> 00:17:46,640
as well as a character.

367
00:17:46,640 --> 00:17:47,720
Absolutely, or being.

368
00:17:47,720 --> 00:17:48,560
Yeah.

369
00:17:48,560 --> 00:17:49,600
Three modes, we love it.

370
00:17:49,600 --> 00:17:51,520
That makes it very, very playable.

371
00:17:51,520 --> 00:17:53,960
What makes a card hard to evaluate

372
00:17:53,960 --> 00:17:55,440
is how I wanna close this out

373
00:17:55,440 --> 00:17:58,360
because I think it is worth calling out for sure.

374
00:17:58,360 --> 00:18:00,520
Is it a brand new card?

375
00:18:00,520 --> 00:18:03,040
Is it something we've never seen before?

376
00:18:03,040 --> 00:18:03,880
This happened to us,

377
00:18:03,880 --> 00:18:06,680
and into the Inklands, when locations were introduced,

378
00:18:06,680 --> 00:18:11,040
we had no idea if they were gonna be playable.

379
00:18:11,040 --> 00:18:12,880
How important was it that they were inkable?

380
00:18:12,880 --> 00:18:16,560
How important was the actual willpower of a location?

381
00:18:16,560 --> 00:18:20,320
How important was the cost to move to a location?

382
00:18:20,320 --> 00:18:22,640
How important was how much lore it generates?

383
00:18:22,640 --> 00:18:25,280
All questions that we're still asking to some extent

384
00:18:25,280 --> 00:18:26,680
today, we're starting to learn things.

385
00:18:26,680 --> 00:18:28,520
We know like some baselines now.

386
00:18:28,520 --> 00:18:30,000
If it has seven willpower,

387
00:18:30,000 --> 00:18:31,760
it means it can't be one-shotted by Maui,

388
00:18:31,760 --> 00:18:33,280
so that's very important.

389
00:18:33,280 --> 00:18:35,800
We've seen cards like Hercules start to come to the forefront

390
00:18:35,800 --> 00:18:37,280
to answer cards like this.

391
00:18:37,280 --> 00:18:39,000
That's another card that's just stats.

392
00:18:39,000 --> 00:18:40,040
Never in a million years,

393
00:18:40,040 --> 00:18:42,160
where I thought that a bad looking Maui

394
00:18:42,160 --> 00:18:45,320
that was uninkable and only had three willpower

395
00:18:45,320 --> 00:18:46,520
ever be played,

396
00:18:46,520 --> 00:18:48,960
but it was being played like a Bad Rise of the Titans

397
00:18:48,960 --> 00:18:51,440
in the Ruby Sapphire decks towards the end of Set Champs

398
00:18:51,440 --> 00:18:52,280
because it's like,

399
00:18:52,280 --> 00:18:54,280
I just need something that can one-shot a Queen's Castle.

400
00:18:54,280 --> 00:18:56,720
I need something that can be vitalisfeared

401
00:18:56,720 --> 00:18:58,800
and smack into an answer a McDuck Manor.

402
00:18:58,800 --> 00:19:00,320
I need something like that,

403
00:19:00,320 --> 00:19:02,320
which is really, really surprising.

404
00:19:02,320 --> 00:19:05,040
And that's what makes these cards hard to evaluate.

405
00:19:05,040 --> 00:19:06,680
There's brand new cards.

406
00:19:06,680 --> 00:19:09,560
There's maybe a new effect that we've never seen before.

407
00:19:09,560 --> 00:19:12,600
This set has a legendary card, it's Sapphire Merlin,

408
00:19:12,600 --> 00:19:14,160
that actually lets you search through your deck

409
00:19:14,160 --> 00:19:15,640
for any card you want.

410
00:19:15,640 --> 00:19:17,320
We have never seen that in Lurkana.

411
00:19:17,320 --> 00:19:18,160
That's brand new.

412
00:19:18,160 --> 00:19:19,480
Searching your deck is not something

413
00:19:19,480 --> 00:19:21,840
that's commonly done in Lurkana, period.

414
00:19:21,840 --> 00:19:24,840
That is uncharted territory for us.

415
00:19:24,840 --> 00:19:26,600
So maybe it's gonna be really good.

416
00:19:26,600 --> 00:19:28,320
Maybe it's too slow and clunky.

417
00:19:28,320 --> 00:19:30,040
Maybe we have to wait for the cheaper version

418
00:19:30,040 --> 00:19:32,040
of the legendary Merlin to come out.

419
00:19:32,040 --> 00:19:34,560
And then of course, there is the powerful,

420
00:19:34,560 --> 00:19:37,680
but expensive aspect to a card.

421
00:19:37,680 --> 00:19:39,360
We saw this with Jafar.

422
00:19:39,360 --> 00:19:40,960
It was very expensive to play,

423
00:19:40,960 --> 00:19:43,200
but the ability could win you the game.

424
00:19:43,200 --> 00:19:44,440
So there's other things like that.

425
00:19:44,440 --> 00:19:45,920
And in tandem with Jafar,

426
00:19:45,920 --> 00:19:48,480
is it reliant on other cards to be good?

427
00:19:48,480 --> 00:19:50,280
Because that can also be a trap.

428
00:19:50,280 --> 00:19:52,200
Jafar, we've seen, I think, missed the mark.

429
00:19:52,200 --> 00:19:53,040
A lot of people put it out.

430
00:19:53,040 --> 00:19:55,840
A lot of people put it as completely game changing

431
00:19:55,840 --> 00:19:58,440
and defining like Madame Mim and Madame Medusa were.

432
00:19:58,440 --> 00:20:00,960
That card ended up being a little bit of a misfire.

433
00:20:00,960 --> 00:20:04,360
I think it is still a build around card that's okay,

434
00:20:04,360 --> 00:20:05,920
but it's a build around card that's okay.

435
00:20:05,920 --> 00:20:07,840
It's not a card that's so broken,

436
00:20:07,840 --> 00:20:11,000
it was the first card to receive a Ratta for the game.

437
00:20:11,000 --> 00:20:12,120
So that's the difference.

438
00:20:12,120 --> 00:20:14,120
Cards that reward you for doing the thing

439
00:20:14,120 --> 00:20:16,640
you already want to do, on the other hand,

440
00:20:16,640 --> 00:20:19,920
are very dangerous, which is why we see a Ratta for Bucky.

441
00:20:19,920 --> 00:20:21,160
That's a card that just goes,

442
00:20:21,160 --> 00:20:23,000
oh, are you already playing cards in the game?

443
00:20:23,000 --> 00:20:23,840
Oh, cool.

444
00:20:23,840 --> 00:20:25,440
Then have your opponent discard a card

445
00:20:25,440 --> 00:20:26,880
every time you play cards in the game.

446
00:20:26,880 --> 00:20:28,160
That's insane.

447
00:20:28,160 --> 00:20:29,520
Oh, are you trying to win with Lore?

448
00:20:29,520 --> 00:20:31,040
Are you gonna play characters to quest?

449
00:20:31,040 --> 00:20:32,760
Cool, when you put this one into play,

450
00:20:32,760 --> 00:20:33,920
it's gonna gain you a Lore.

451
00:20:33,920 --> 00:20:34,760
You know what?

452
00:20:34,760 --> 00:20:36,800
As an added kicker for no additional cost to you,

453
00:20:36,800 --> 00:20:38,200
when it leaves play, you gain a Lore too.

454
00:20:38,200 --> 00:20:39,720
That's why it's the GOAT.

455
00:20:39,720 --> 00:20:42,160
So it's really hard to evaluate cards

456
00:20:42,160 --> 00:20:43,760
for a plethora of reasons.

457
00:20:43,760 --> 00:20:46,440
So hopefully, these little check boxes

458
00:20:46,440 --> 00:20:48,480
will help you with your evaluation.

459
00:20:48,480 --> 00:20:51,200
Hopefully, it'll stop you from shouting yourself horse at us

460
00:20:51,200 --> 00:20:55,000
when we do our evaluation, which by the way,

461
00:20:55,000 --> 00:20:58,880
at time of recording will be this Sunday, August 4th,

462
00:20:58,880 --> 00:21:01,920
at eight o'clock p.m. Eastern time on twitch.tv

463
00:21:01,920 --> 00:21:04,680
slash supraliminalfilms.

464
00:21:04,680 --> 00:21:06,520
And of course, we'll put it on here

465
00:21:06,520 --> 00:21:09,400
for all of you to consume if you prefer your podcasts,

466
00:21:09,400 --> 00:21:12,600
mono aural and no video, but it'll be in stereo,

467
00:21:12,600 --> 00:21:15,880
not mono aural, which is the old mono versus stereo track.

468
00:21:15,880 --> 00:21:17,640
It was a joke if you're an audiophile.

469
00:21:17,640 --> 00:21:18,720
Hope you enjoyed that joke.

470
00:21:18,720 --> 00:21:21,640
Hope you enjoyed us giving you some insight.

471
00:21:21,640 --> 00:21:24,640
And we hope beyond hope when you're playing Lurkana, you.

472
00:21:24,640 --> 00:21:47,640
Keep questing.

