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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 we are back at you with another episode.

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Shimmering skies is upon us.

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The sky is shimmering above us and that only can mean one thing.

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Agro.

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There's no correlation there.

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Could mean many things.

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Probably not aggro, but aggro is back and it is better than ever before.

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So the old style of aggro was often referred to as like a hyper aggro style.

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Typically we refer to the Amethyst Emerald decks as more of like a tempo style deck.

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And then you got more into the Ruby Amethyst, which were control, but kind of more felt

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mid-rangey, especially in this past meta.

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And then you got into the true blue hardcore control decks, like the Ruby Sapphire style

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decks.

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And I think that aggro often got flushed out pretty easily and was often ignored.

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It was usually like you had a deck together maybe and you let somebody play it if they

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were going to go with you to the league and you had an extra aggro deck floating around

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just because a new player can definitely win with an aggro deck, right?

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Yeah.

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It can catch you off guard for sure.

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Right.

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And a lot of decks as a meta evolves, and we're going to talk about this more as the

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episode evolves, but as the meta evolves, things start to gray into fighting what's

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good in the meta.

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And oftentimes an aggro deck can come at the end of a set and catch everybody off guard

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because nobody's prepared for it because they're all putting in tools to fight against

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mid-ranging control decks.

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So their deck slows down significantly and can get caught off guard by an aggressively

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slanted deck.

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So we're here talking aggro.

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Sam, why are we talking about aggro?

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What has happened?

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We got Daisy Duck.

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Daisy Duck.

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This card is an absolute nightmare for anyone who likes to cast things that are expensive.

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Yes.

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Daisy Duck is, if you're not familiar, this is a newer card.

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She's Donald Duck's date, I believe, and she is a 1-4 that quests for two.

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That's right, a 1-4 that quests for two.

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She costs one.

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She is uninkable, and she has an ability.

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Whenever she quests, each opponent reveals the top card of their deck.

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If the revealed card is a character, they put it into their hand.

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If it is not, they put it on the bottom of their deck.

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Goodbye brawl.

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Goodbye along came Zeus.

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Be prepared.

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Be prepared.

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Grab your swords.

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Whole new world.

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Whole new world.

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Any answer at all to this card, put that one on the bottom.

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You may have a character requesting today.

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That's what Daisy Duck does.

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She is so very good, and I don't want you to think just the 1-4 stat line is what makes

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her good.

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She makes her very good, right?

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We're used to a 1-1-2 for one uninkable as the aggro gold standard, right?

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Debbie Lilo making a wish or Maleficent biding her time, I believe.

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Those were kind of the gold standard one drops for a long time.

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Then Curse Murphok came out and kind of upped the ante a little bit with how good these

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one drops could be.

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Now we're in a Daisy Duck world, and we're all just winning our teddy bears.

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It's really difficult to assess fully immediately what her impact is going to be, but having

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seen a lot of different games and aggressive cards, this card is very, very powerful and

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is very potent.

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Being able to use her ability to push key cards down and not allow you to draw them

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is really impactful to being able to try to top deck your way out of the problem.

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Yeah.

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I played her today for the first time, just a couple quick games with not even my deck,

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and she was nuts.

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You don't play long games.

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They're always quick.

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No.

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We're over by turn four and then turn five.

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Yeah.

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I'm going to play a couple of quick games because there's no choice there.

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If you are a frequent bathroom visitor, aggro decks are great for you because you have plenty

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of time in the round to go use the bathroom because even if you lose, you know you're

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pretty much done by about turn five.

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She is just so effective at not only questing hard, she's also putting cards in the bottom

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and that four willpower is such a significant number for steel based removal.

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The soonest you can remove that, barring multiple cards is, and then along came Zeus on turn

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four.

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Smash on turn three does not do it.

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That's a really big ask.

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I think that as we work through the episode, we're going to talk more about combating Daisy,

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but now let's talk about playing Daisy because I think that's going to be step one is you're

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going to want to build a Daisy duck deck.

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Minimally, even if you hate aggro decks in Lorikana, you're going to want to build it

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to test against.

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That is absolutely important.

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What does Daisy pair with very, very well in the format?

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She pairs well with steel, like always, right?

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Amber steel aggro.

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We saw a version of this when pride lands came out where you would hook a Simba or a

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Benja on the pride lands and then kind of go quote unquote infinite with rock star stitch

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drawing you a card as you played one drops for free.

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So that's kind of cool.

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Steel definitely has a new tool.

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Steel has arguably the best card in shimmering skies depending on where you stand on the

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Daisy duck Pete debate, but it is Pete games referee.

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That is a three cost inkable three, three, one with an ability when Pete comes in until

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your next turn, your opponents cannot play action cards, which is extraordinarily oppressive

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shutting off the ability for your opponent to play removal, especially on a key turn

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is really, really impactful.

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If they're going to do that, Pete says no.

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Obviously that payers very well with the aggro decks shutting off key turns for grab your

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swords or be prepared.

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I think that another really good pairing is the Emerald pairing.

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We've seen this before.

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Now you get access to cursed merfolk as an additional one drop to work alongside Lilo

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and Daisy duck.

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You get a new card as well.

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Remember who you are.

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There's a four cost uninkable action in Emerald that allows you to draw cards equal to the

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cards in your opponent's hand.

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So the Clara bell that lets you draw a card if your opponent has more cards in hand.

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So if your opponent has five cards in hand and you have one, you would draw up to five.

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So that remember who you are can be quite a comeback machine.

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And as Sam pointed out, cards like Clara bell now actually grant a little bit of replacement

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effects because your biggest problem with these aggro decks is you'll often run out

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of gas, right?

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You'll play all the cards in your hand.

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Your opponent will find a card that does like one for seven and then you're out of the game

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as they continue to play.

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But these green cards that do card and hand difference, or if they have more cards do

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something, you get to draw cards and keep your hand nice and full.

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But it's really good to pair with green.

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And of course we've had some other different variations of Amber and Emerald together with

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the sing together decks.

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I think that's going to be a little bit different than this style of deck.

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But I think that that lemon lime aggro was definitely a popular choice in the first chapter

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meta and I think we're going to see a resurgence of that certainly.

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Then the third and probably most likely pairing at least out of the gate is going to be with

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Amethyst.

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And there's two main reasons, one to get Maleficent biding her time.

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You get the madam Mim package.

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The other big main reason is another new card.

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It's Amethyst Chromicon.

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This is a two cost item that has the ability of exerting and letting each player draw a

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card.

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Now normally symmetrical effects aren't good, right?

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You're letting your opponent do the same thing you are doing.

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So you're making a declaration typically that my cards are going to be better than yours

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with a card like this.

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Not in the aggro deck.

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It's just, hey, I need to get over the finish line.

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I don't care how many cards you have in your hand because on turn five you're losing this

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game and it doesn't matter if you have nine cards in your hand.

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So it's not symmetrical when your deck is much more expensive than your opponent's.

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They get to play all their cards to the table and you play none.

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That is in fact a tempo advantage.

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This is the version I played today and it was very powerful.

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Yes, it is absurdly powerful.

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You get to combine it with cards like Merling Goat, the new card gathering knowledge and

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wisdom which just gains you two lore.

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There is a plethora of things you can do to get more.

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The version I was playing was also playing turn a box followers and the brooms so that

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you could have some extra card draw if you needed it.

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Absolutely.

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And more questers.

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It's just very strong pairing because of the natural card advantage that Amethyst offers

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you, which is really neat and very oppressive.

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So a lot of options.

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I think those are going to be the most likely three that you see if I had to take a stab

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at it in the dark here.

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So now we're talking about kind of how do you pair this?

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Like what are your options?

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What do you do to stop it?

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You built your deck, you're testing it or you're trying to refine it and trying to make

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the best version you can.

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What happens on the other side of the table to stop this process from happening?

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Sam, is there anything that you want to call out as your first thought of?

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They played a daisy duck on one.

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Now I know what my line looks like.

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It's going to be this or this is a card that I know I'm going to play in this matchup.

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I'm definitely not inking this one.

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Or what do you think?

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What comes to mind?

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The first thing that comes to mind is just making sure in my deck construction, just

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period.

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Thinking about daisy duck being in the meta would be making sure that I'm playing as

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many characters as I can so that I'm not getting punished for the actions and the items that

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are in my deck.

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Right.

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It's a great call out.

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And I think you made the most important observation about this is that you want to make sure step

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one isn't what are you keeping?

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What are you doing?

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It's knowing daisy duck exists in the format and knowing a lot of people are going to be

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playing daisy duck.

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So you need to come to the table ready for that inevitability.

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Now this is Lorcan and core constructed is not have sideboards.

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So you're not going to be able to alter your deck in any way between the games.

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So once you know you're playing against a daisy duck deck, you're stuck trying to figure

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out how do you beat it.

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Now it's going to help you in game two.

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If like Sam said, you're prepared to do so.

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I think there's some key ways you can build your deck.

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I think we're going to see an increase in fast singing.

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I think we're going to see that Prince Navin, the new legendary for Amber is going to help

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a lot singing songs very, very quickly.

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I think we're also going to see an increase in shift to characters, ones that can go play

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on one shift to, especially ones that shifts to for four.

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That's really an important thing there.

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I mean, obviously the ideal is the queen, right?

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The queen is just the goat, the graceful time, not Merlin for shifting onto.

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She is the OG.

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She is still very good.

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She can just smack a daisy duck.

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She doesn't care.

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She's the queen.

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Not every character is the queen though.

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So you have to worry about how do you deal with it?

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And I think the reason we're going to see this increase in shifting and shifting to

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four is because we can sing.

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And then along came Zeus sooner.

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We can sing B King undisputed sooner.

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It's really important.

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So I go play my one drop pass, you play daisy duck, and then I go shift sing, take care

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of daisy duck.

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I'm in a really good position in that game because now I have a character with reasonable

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stats and I just removed one of the key threats.

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Like daisy duck on average is probably going to be good in a game you're winning with daisy

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duck to get you between six and eight lore.

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It's just kind of crazy to think about, but that's what's going to happen.

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So being able to mitigate daisy duck and keep her lore gaining to two to four is key.

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Like especially like the less daisy duck gains, the better you're going to do.

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And I'm talking specifically term one daisy ducks.

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And I think that's going to be really important.

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I think the other thing that's going to be very, very important is making efficient drops.

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This is going to be your big bulky characters.

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We're thinking like if you're playing Sapphire steel, we saw Argus in the last meta to try

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to mess up Plinrider.

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I think Argus is going to be just as important now as it ever was.

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I think that the efficient three drops are going to be really important, whether it's

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little uninkable Sisu, because she's not, as Sam pointed out, an action.

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If it's brawl, if it's Madame Medusa, if it's something along those lines, something

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that comes in and can deal with it, especially the things that are cheap.

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And the problem is there's not a lot of those, right?

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But we know that there's one inherent weakness daisy duck has and that she has to quest.

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So little Sisu is great and all, but if you're not playing Ruby, you still need to be able

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to do something.

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So once she quests, if you play a one drop pass, they play daisy duck, excuse me, they

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play daisy duck on one pass to you.

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You play a one drop pass.

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They quest with daisy duck for two.

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Then you get to play something like your Mickey Mouse standard bearer to give a challenger

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plus two.

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You now have the ability, if you're talking like a Rafiki or a captain hook to be able

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to take out the opposing daisy duck.

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So one, one drop characters that can hit hard are going to be important again.

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Captain Hook's going to come back Rafiki, the purple Rafiki is going to come back.

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I think those are going to be very good characters because with any one other card, they suddenly

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matter more.

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They compare with hard removal, like fire the cannons to get rid of daisy duck.

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There's nothing wrong with going turn one captain hook pass.

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They quest with daisy duck.

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You go challenge daisy duck, ba boom.

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That's fine.

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That is an acceptable line for you with their daisy duck.

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You don't have to deal with the follow-up character, whatever it may be.

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I think that that is a fine place to be for a daisy duck early.

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So keep that in mind.

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Merlin crab is going to be really good.

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I turned slower than Mickey Mouse standard bearer.

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Your opening line matters so much.

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There's so much importance placed on your opening line in a daisy duck meta.

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So thinking about these drops are important.

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And the good news is a lot of these cards we're talking about, thankfully, especially

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the ones with challenger end up being inkable.

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So if it doesn't matter in the match, you just get to ink it, which is really, really nice.

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We might see a resurgence in Pinocchio's, the purple Pinocchio.

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It's a very good card.

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I think that being able to leverage an advantage that way, it's very good.

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I think that we're going to see a lot of one drop characters, I think a lot of the green

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cards that you get to pay more ink into.

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That's the card I'm trying to think of is the one drop where you can play one ink and

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it pumps a character to strength.

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Merrywether, I believe it's one of the godmothers.

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That was very good today.

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I was playing that, but that would be great if you had a one drop, a two, two, one drop

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on one and then on two, you play that and pay the kicker cost and then you can take

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out the daisy duck.

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Right.

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That's a really important effect.

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Mother Gothel style effects are going to be pretty good because you can play her early,

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bulk her up with one of these challenger effects if you want to, or you can in the late game

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use her as a five drop to use her mother knows best ability to bounce one of your opposing

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characters in the mid game.

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So a lot of efficiency is going to be important.

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And I think the reason we saw a lot of these kicker style effects, which is when you pay

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more for something, it does something additional.

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We're seeing it now specifically because daisy duck requires it.

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I think you need a card that is important early just because it is a body that can hit

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daisy duck.

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And then I think you need an effect where you can pay more and keep the card relevant

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in the mid game.

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Like that style is very important when you're talking about there's such an onus now on

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kicker.

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And also in Lorcan because of inkable, you have like three modes now to one of those

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cards like mother Gothel's one, three, I believe for two.

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And then she is a five cost that has a bounce effect or she's ink three modes to a card

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like that.

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Same with merry weather.

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I think they're all very important cards in the meta.

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And I think you need to make sure you're keeping your eye on your efficient characters and

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make sure character typically over action is going to be the line of it.

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I don't know how good one jump ahead is going to be anymore.

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I don't know if we're going to favor detective Mickey or TPO because they're characters that

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can do something like TPO on to Madam Mim Fox is not the worst way to accelerate and

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still be able to smack into an opposing unit.

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Maybe blue purple becomes playable now, depending on how the configuration is over time, being

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able to use a card like chicha to be able to draw more cards when you ink in addition

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to the card draw power of amethyst and then being able to set off tempo might be really

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good.

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So I think that's a good point on five and to shift Elsa on six can win you a lot of

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late games just by the nature of how it quests and acts.

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It's going to look a lot like a big version of the emerald amethyst decks that we saw

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in the very end of the into the Inklans meta.

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Another character to help against aggro that I was talking about earlier today is Tinkerbell

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to get rid of all the one ones that they're playing.

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So maybe having you might see the smaller Tinkerbells come around so that you can shift

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it earlier.

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Absolutely.

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So if you're playing against smaller Tinkerbells and tiny tacticians, if it's paired with green,

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it's a great morph shift.

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There's a lot of options to get characters down fast and you need to be able to get characters

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down fast.

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00:16:27,960 --> 00:16:28,960
The emphasis on shift is high.

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She shifts on four, right?

335
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She shifts on four.

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00:16:31,200 --> 00:16:35,380
So being able to do that is pretty critical, especially in like a blue steel style, maybe

337
00:16:35,380 --> 00:16:40,520
ramp into that tiny tactician to turn early and then be able to get or use your ramp to

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00:16:40,520 --> 00:16:45,440
be able to accelerate that shift and be able to get things moving a little bit more efficiently

339
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or quickly.

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00:16:46,440 --> 00:16:50,800
So in a way, it's really, really important and kind of looking as things go, and I know

341
00:16:50,800 --> 00:16:54,720
a lot of people may not love the style of playing an aggressive deck.

342
00:16:54,720 --> 00:16:56,360
So how do things evolve from here?

343
00:16:56,360 --> 00:17:00,320
Well, typically when you look at a meta where aggro is very good and usually aggro was the

344
00:17:00,320 --> 00:17:03,100
first deck to make it, that's like the day one deck, right?

345
00:17:03,100 --> 00:17:06,120
For any format, typically is a more aggressively slanted deck.

346
00:17:06,120 --> 00:17:07,120
It's proactive.

347
00:17:07,120 --> 00:17:10,780
It's not answering threats in the format because we don't know what those are fully yet.

348
00:17:10,780 --> 00:17:11,780
It's not understood.

349
00:17:11,780 --> 00:17:15,600
So one of the easiest ways to get wins is to bring a deck that doesn't care about those

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00:17:15,600 --> 00:17:18,420
mid to late game threats because it's winning before then.

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00:17:18,420 --> 00:17:24,420
So you will often see aggro be a very viable option early in a format's lifespan.

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As time goes on, we are going to find a mid-range deck that can deal with daisy duck.

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Whatever it may be, there's going to be, whether it's steel-based, whether it's ruby-based,

354
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there's going to be something that comes out amethyst-based that answers daisy duck pretty

355
00:17:38,200 --> 00:17:39,200
well.

356
00:17:39,200 --> 00:17:41,860
Then there's going to be another mid-rangey deck that can also deal with daisy duck and

357
00:17:41,860 --> 00:17:45,160
maybe answer that first mid-rangey deck pretty well.

358
00:17:45,160 --> 00:17:50,400
And then finally, after there's a few mid-range options, we all know what's coming and that's

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00:17:50,400 --> 00:17:51,620
hard to control.

360
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Then hard control beats mid-range.

361
00:17:53,640 --> 00:17:55,880
So it's all pretty much cyclical, right?

362
00:17:55,880 --> 00:17:59,840
The aggro deck can easily outrace a control deck because they're too slow, but they can't

363
00:17:59,840 --> 00:18:04,040
beat a mid-range deck because a mid-range deck can play better cards but still get multiples

364
00:18:04,040 --> 00:18:08,600
for one with their stronger cards and also play into a later game.

365
00:18:08,600 --> 00:18:12,960
And the control decks prey on that because your cards aren't as quick to get down and

366
00:18:12,960 --> 00:18:17,440
win you the game and the control deck has the biggest, baddest cards of them all, but

367
00:18:17,440 --> 00:18:20,760
by proxy, also the slowest and most expensive.

368
00:18:20,760 --> 00:18:25,480
So that's how things likely are going to shake out over time.

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00:18:25,480 --> 00:18:26,480
We'll see how things go.

370
00:18:26,480 --> 00:18:31,000
I know there's a lot of people brewing hard trying to get different strategies off the

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00:18:31,000 --> 00:18:32,000
ground.

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00:18:32,000 --> 00:18:36,040
So I think there's going to be a lot of cool options that we're going to see as this

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00:18:36,040 --> 00:18:37,540
Shimmering Skies meta evolves.

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00:18:37,540 --> 00:18:42,840
But I'm pretty happy to see aggro, especially in light of the Bucky Aratying, because that

375
00:18:42,840 --> 00:18:46,360
did kind of smash an archetype that was developing out of the gate.

376
00:18:46,360 --> 00:18:51,920
So being able to make discard look more like the Sing Together style decks we've been seeing,

377
00:18:51,920 --> 00:18:53,960
like the Prince John engines, is fine.

378
00:18:53,960 --> 00:18:56,640
I think that's a healthy place for the discard style to go.

379
00:18:56,640 --> 00:18:59,840
But I'm happy to see that there will be a deck that's coming out of the gate and can

380
00:18:59,840 --> 00:19:05,380
almost like need to be answered the way the Bucky style decks needed to as well.

381
00:19:05,380 --> 00:19:09,160
So that is what's up with aggro.

382
00:19:09,160 --> 00:19:10,720
What's up, duck?

383
00:19:10,720 --> 00:19:11,720
Literally.

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Until next time, there's going to be a lot of people who keep questing.

