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Hello and welcome back to Illumination, the Disney Lorcanah 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 and we are talking over the deck that won

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DLC Las Vegas.

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Very cool stuff.

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Shout out to Zanside.

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I know we bring him up.

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Well, I bring him up quite a bit on the podcast, a great online contributor to the game, a

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wonderful ambassador to the game and now DLC winning player.

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And we want to look at the deck because it's kind of the new tech on the block, right?

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Were you surprised to see this deck in the, especially in the finals, putting a good number

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of people into the finals?

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I don't know that I was surprised to see it just because we did see a lot of green steel

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decks represented at Las Vegas.

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I think it's a good thing that we're seeing another deck come out and it doesn't have

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Bucky in it, which is nice to see.

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Yes.

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The deck does not have Bucky, but it is still around in a very similar form, kind of marrying

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the mid range Bucky style that we saw in the Ursula's Return set championships, along with

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some of the key synergy engine pieces that came from the Into the Inklands green steel

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deck married into what is this current iteration or current style of the deck.

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And we did see a few decks come in with this same game plan and a similar, but not exactly

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the same list.

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And all of them, well, not all of them, but a good number of them ended up actually placing

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into day two because it was a pretty unknown quantity, I think going into what's popular

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for the most part.

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Right.

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I think we've been seeing green steel kind of pop up a little bit here and there over

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the past few weeks, but I don't think that it was really polished.

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Right.

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We saw some lists coming out of the collectibles show that was a little bit more mid range

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without the discard package playing things like beast, relentless, more copies of Tinkerbell

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ways to answer the board, babooms and the like, while lacking the ability to really

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deal with a deck like the Ruby Sapphire decks.

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So not really being able to strip out the key resources made that a really tough match

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because the mid range decks do fall prey typically to the control style decks.

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And you'd really need that discard to be able to get through the late game threats of the

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Ruby Sapphire decks.

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So I am glad to say that I did call that out when I was play testing with some of these

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more mid range decks out of the collectible show and saying, I really wish I had my discard

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back in the deck.

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So it was cool to see that I wasn't too far off base from what a lot of players were in

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fact doing.

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I think given a little bit more time, I would have ended up probably testing at least some

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of that package in a deck.

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So I was pretty excited about that and pretty excited to see somebody that we think is a

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really good player of the game.

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And again, a great content creator for the game do well.

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We wanted to do a breakdown of this deck.

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We've done this a little bit before with the Ruby Amethyst style decks, and we wanted to

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do a similar thing, but a little bit more specific to this exact list since this is

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the list that took down the entire Vegas tournament.

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So pretty exciting and pretty new and a good chance to really zero in and get a very micro

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focused style of episode.

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So jumping into it, I do want to apologize off the bat.

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You may have already heard some ums or uhs from us.

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This episode is going to be a little bit less polished than usual.

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Sam and I are just getting back from vacation and we don't have a ton of time to get out

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a good polish on this in terms of content.

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We of course, we'll clean this all up from an audio fidelity perspective, but from an

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actual editing for content perspective, this one's going to be a little bit raw or than

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usual.

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So if you're new to the podcast, please excuse any little rough around the edge kind of bits

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of speech, maybe like this one.

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If you are here and you've returned, you know that we tend to turn out a little bit more

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in the way of polish, but we didn't want to skip the episode either just because we were

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on vacation and we were really pumped to talk about the Vegas tournament, which we did sneak

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in during vacation watching bits and pieces over the course of our travel and our vacation

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in earnest.

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So it was fun to watch that all unfold as we got to enjoy ourselves.

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So what is the game plan for this particular green steel deck?

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What's an ideal start look like?

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How does it proceed to the mid game and how does it win?

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Well, I mean, it's a Diablo deck, right?

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So we know the ideal start is probably going to involve shifting Diablo and we saw no shortage

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of that from the content in Vegas.

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We saw a lot of Diablo shifts and I do think it's a card you want to fairly aggressively

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mulligan for so that you can get that shift out in front early.

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An ideal start for this deck obviously being turn one Diablo, Maleficent Spy into turn

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two Diablo shift into a either Ursula to clear the way for Diablo shift and obviously the

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turn one Diablo giving you a lot of information on how you want to navigate.

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And then ideally you strip any removal that's a song with your Ursula or you play a morph

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and you set up another possible shift line.

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If they deal with Diablo, you could know the following turn on three, be able to shift

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something like a beast tragic here to continue to get some form of card draw online for the

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game plan to evolve in the mid game.

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It could be a little bit different than that.

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Obviously you're going to use this card advantage in tandem with the card with the card draw

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of something like a Prince John.

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And when you combine that with the synergy engines that the deck has using Prince John

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to draw every time you discard, you can end up with many more cards than your opponent

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can have left in their hand.

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And then you're going to leverage that advantage by questing with some of the more heavy hitters

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finishing out the cards in their hand using things like Ana and the beast tragic hero

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to quest for the wind, close things out and kind of keep things flowing because you have

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an answer at that point to everything.

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Because the cards in your hand are so robust.

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We saw several games conclude with the winning player holding probably like 33% of their

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deck in their hand because they were just so flush with options.

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But this deck does have more, I don't want to call it a weakness, but a more obvious

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difficulty for the game in that it is in that one ink per turn category, just like Ruby

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Amethyst.

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It is not accelerating its ink in any way whatsoever unless the opponent does it for

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you, I suppose, but it is not jumping up the ink count itself.

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So it does have some trouble at times deploying multiple cards per turn if it's not a song

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specifically.

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And we have seen some of the plays and I'll call out game one of the finals where Zansai

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was able to leverage a card like the Muses to very heavily out tempo his opponent.

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While his opponent had many, many cards in hand, his opponent just wasn't able to deploy

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them back down fast enough because the curve of this deck basically is all three drops.

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Like it's got Maleficent and Kovom one.

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It has Ursula and Sudden Chill and Morph on two.

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And then basically a million D things on three.

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It's got Muses on four.

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It's got Beast and like kind of technically if you want to counter to make the curve a

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little better, kicked Ana on five.

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And then we don't talk about Bruno on five.

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And then six is Tinkerbell and just a couple copies of that card in Zansai's list.

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So the curve is like heavy threes to the point where turn five.

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Sometimes you just can't deploy two things and you can't use your ink as efficiently

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as you necessarily would want to.

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And this deck can't always ink in the earlier turns, turns three, four and five.

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Sometimes you miss your ink drop, especially like four and five.

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You might miss the opportunity to ink every now and again using Diablo to give you a card

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to hope to ink the following turn.

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So it's not uncommon for this deck to top out around six cards or six cards in the ink

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well specifically.

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Right.

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Yeah.

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With shifting Diablo, you're getting rid of a card.

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So it definitely makes it more difficult.

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It does.

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Absolutely.

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Let's get into now we kind of know what it's doing and we're talking over the pieces.

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Why are the cards that are chosen in here?

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If there's such a big bump on three?

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Well, obviously there's a removal package, right?

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We're talking about the usual steel removal package, especially when paired with Ursula

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Deceiver of All.

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She's kind of the critical piece, right?

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You want to get her down so you can take a singular piece of removal and turn into a

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multi-piece removal spell in just like we've seen decks in the past.

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The key card here when you're talking about removal is Ursula singing predominantly Let

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the Stormrage on because Ursula can take Let the Stormrage on read, divide for damage as

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you choose amongst one or two target characters, draw two cards, which is crazy for exert one

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character like that's just a ridiculous amount of value in something like a mirror or a mid

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range to mid range style match up that kind of escalating advantage while putting your

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opponent behind can really, really cement the victory for the deck.

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And when we saw the muses out, so you sing with Ursula banish two characters and then

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bounce another character.

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Right.

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Pretty nuts.

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Yeah.

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You're doing so much for so little.

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And that's the real key of this deck is everything this deck tends to do.

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It puts the opponent down resources while it simultaneously pulls you up resources singing

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Let the Stormrage on while knocking out characters on on board.

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It is growing cards in hand at the same time and preventing them from having an on board

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answer to your Ursula.

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Extremely powerful synergy that's going on in the deck and that escalating value is mirrored

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across the list.

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We see it with the next part of this, which is kind of the draw engine slash discard package

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hypnotize Prince John's sudden chill.

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All of these things lose your opponent cards while they grow cards in your hand.

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So it's very, very strong and it has a lot of pieces that work with this.

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Anna helps feed into this.

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We have other cards.

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We've seen other lists.

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I've seen lists playing Lucifer and Bibbidi Bobbidi boo to try to take advantage of things

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like this.

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The fact that you can flush the opponent's hand out while growing the size of your hand

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has been a critical piece in the Amber Emerald style sing together decks.

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That's been the one of the key pieces to their success.

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No different here.

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And we saw it all the way back to set three with the green steel decks during the set

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championships initially and the success people were having on the back of the strength of

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that kind of a synergy engine.

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So again, you just pair that with the muses and you can just watch the fireworks start

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to happen.

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And then you have, of course, some of the strongest card draw singular card draw engines

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in the game with Diablo and beast tragic hero and having the ability to go shift Diablo

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on to play morph shift the beast on three.

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And now I'm drawing extra cards on everyone's turn is so very, very oppressive.

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Even if you're playing a piece of removal, where are you pointing it at the beast and

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charging it up?

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Or are you trying to just knock Diablo out of the sky?

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And then then you have to figure out a way to deal with the other one while turn three

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or turn four, you could play Prince John sing a sudden chill and knock a card out of your

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hand and draw a card and potentially even two.

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So that's really scary if they hypnotize and then use that angry beast to sing sudden

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chill.

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You probably have no cards left in hand and they're going up two cards there are going

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up three cards because you get the card from hypnotize the card from John and then the

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card from John.

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So very, very strong stuff.

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And then of course, we have the flex options that are in the deck, right?

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We discussed Ana already, but holy cow, is she good?

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She can pump up a character to deal with the location.

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She can destroy a character that has damage on it.

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We saw that answer Tamatoa over the course of the weekend.

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Let the storm rage on, play Ana.

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That's really good sequencing that green didn't have direct access to before.

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It's a card kind of with let the storm rage on and it's a card kind of with Ana's ability,

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but it's not a full card in either case really.

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So it's really awesome that you can leverage something like that for some of the tougher

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to remove pieces of the puzzle than what we've seen before.

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One thing I noticed while we were playing tonight a little bit is Ana gets around Pete.

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So like she can do certain things that, you know, pumping or making you discard and ignoring

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that Pete because I had played Pete against you and you were able to honor me back and

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it was kind of, so I think she's a really good flex option.

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She absolutely is being able to do what you need to do, especially when you can like pump

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with the Cove, pump with the Ana and then hit something that you shouldn't is crazy

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powerful.

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Discard the last card in your hand draw, a card off John.

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It's just so flexible.

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And then of course you have Tinkerbell that mops up an entire board almost on her own

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or comes down on a morph and surprises the heck out of everybody with that Tinkerbell

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coming down on four and being able to just take out multiple units.

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It's really impactful.

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And Tinkerbell of course being one of the better cards in the game because if you don't

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need her in that matchup, it's not very good.

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Yeah, ain't could tank.

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Really good stuff and that's kind of moving into the game plan.

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It's very obvious what we're trying to do here.

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This isn't very fancy.

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We've already talked over ideal lines in the early game.

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You want to establish one of these draw engines or one of these synergy engines, whether it's

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John beast or Diablo.

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And then from there you're using your plethora of cards to answer a variety of different

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things from the opponent and trying to preserve one of these engines as long as possible because

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it is going to be a card advantage engine that's going to end up winning you these

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games and then finally being able to quest with some of the heavier questers in the deck.

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Ana being able to use Tinkerbell, being able to use these two questers, sad beast amongst

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them, being able to quest with these characters and then close the gap.

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And I think one of the toughest issues this deck faces from a player standpoint, who's

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played a lot of green steel is the ability to close out the game can often be difficult,

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but the addition of cards like Ana really helped just her as a two, three for two on

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turn three in some matchups can be really good.

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Like there's nothing wrong with that card.

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If you're trying to race something like a Ruby Sapphire deck, just putting it down and

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just pedal to the metal, you've seen their hand, maybe you knocked out a song and you're

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just trying to quest as hard as you can to gain as much lore as you can so that you can

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squeak out the last few.

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Once they really start rolling is totally valid.

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Being able to honor to take a card out of their hand and then use her to start questing.

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You take the knock the last card out of their hand after a hypnotized sudden chill with

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John out.

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You're now flush with options.

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You play the Ana knock out the last card, her and John are questing like maniacs.

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You know, it's not unreasonable four to six lore per turn that those cards are sitting

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on board and the Ruby Sapphire decks really have trouble answering that kind of stuff

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because they just don't play a lot of rush characters anymore.

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And even if they did Queen of Hearts can't take out Ana.

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So I think that one of the biggest problems you have with this deck is kind of sometimes

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you have to mulligan a little bit more aggressively.

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It's definitely a higher risk, higher reward style deck.

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But the good news is you kind of have game, a game plan, I should say into just about

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any style of deck.

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If you're playing against a more controlling deck, you're obviously going to want to leverage

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the discard elements of your deck more.

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If you're playing against a more to the board style of deck, you're going to want to leverage

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that steel removal a little bit more, but it gives you a clear path of what to ink.

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I think this is one of the easier decks in the format to ink with.

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Not always, but it can be because it's fairly obvious, right?

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If I'm playing against Ruby Sapphire, I'm going to be inking my strengths of a raging

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fire because I why?

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Why do I need those?

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But if I'm playing against something like Ruby Amethyst, well, now I'm going to keep

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that steel removal because it is very, very important that I knock out key characters

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along the way.

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While on the other side of it, I want to make sure that I'm getting the critical pieces

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I need.

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Things you just, there are things you just don't want to ink unless you absolutely have

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to.

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Beasts, while in your opening hand can certainly be ink, you don't want to be inking them.

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Obviously this deck's critical mass of threes does come at a cost of a lot of the threes

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are uninkable.

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So sometimes hands can be a little awkward and sometimes you do have to ink something

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you really, really don't want to.

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Like I've definitely had to ink Sudden Chills and then play Prince John, which looks like

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really awkward, but it's like, I kind of need this and next turn I'm going to play a Hypnotize.

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So I need this here so that I can do that.

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Or you have to discard your discard song to be able to shift Diablo.

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I don't want to do that in certain matchups, but I do need the Diablo on board because

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critical thinking, I have a lot more discard cards in my deck, so I need to find them and

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being able to leverage that card advantage is very, very important.

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The deck is susceptible to going down to a low number of cards in hand, so it is a very

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tough mirror match depending on what the opponent does and what you do.

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It can be a very frustrating mirror when you're playing against discard based decks, whether

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it's the Amber Emerald version or the mirror version.

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So those things can be difficult.

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It also lacks the ability to close a game really efficiently.

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You don't get any free wins, right?

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We're not playing Goat, we're not playing Lucky Dime, we're not playing a lot of our

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location doesn't gain us any passive lore.

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So we got nothing.

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We got nothing.

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We got to turn a character sideways in quest if we want to win the game.

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So you have to be able to set up multiple turns ahead, so you have to start to think

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in like a chess-like strategy to be able to plan ahead in those ways.

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So those are kind of the weaknesses to the deck.

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Sam, is there any other weaknesses you wanted to call out or did we cover most of them at

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that point I think?

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I think we covered about everything.

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Awesome.

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Well, let's talk about flex slots then.

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I think this deck is playing 4 and more.

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If you may be able to shave on that number, Ana might come out depending on how the meta

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shifts like you might want just a Lucifer instead.

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If the meta ends up shifting heavier towards Ruby Sapphire or more controlling style slower

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decks like that.

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Tinkerbell similarly, if the game moves away from a lot of onboard presence, you can shave

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Tinkerbell.

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Obviously, Sam was going in with wanting answers to a variety of different deck types.

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So he made sure he really covered his bases and had some, it wasn't stone cold to anything,

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which has a lot of strength.

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In and of itself, I think the Cove's are a potential again, depending on how the meta

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looks, but Cove is so important in the Diablo mirrors.

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Being able to make your Diablo a 3-3 and beat their 2-2 up and keep yours is really, really

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important.

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And obviously you could potentially go up those Lucifers for control.

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I think you might want to possibly go into some un-Ur-Sol-able removal potentially.

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If the mirror becomes very big, you want to be able to answer that first Diablo.

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Diablo babooms or fire the cannons become a lot more attractive.

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If the mirror is going to really take over Diablo decks become the order of the day,

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you're going to want those unsnatchable answers, right?

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Like you want to be able to make sure that you can get your Diablo quests in and not

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get interrupted, not get knocked down in any way.

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So that's pretty much everything I think we wanted to call out in the kind of the deep

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dive into the deck.

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Let us know what you think about the deck.

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Let us know if you hate this deck.

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If you love this style of deck, of course you can find us on Facebook illumination podcast

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and you can find us wherever you just found us.

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If you're listening to this, you must have found us so you can continue finding us there,

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which is really important.

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So this deck is a really cool one.

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Again, congrats to Zan and the one drawback, I'd say the biggest drawback to this deck

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is you don't get free wins in order to win with this one.

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You gotta keep questing.

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Thanks for watching.

