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Hello and welcome back to the Illumination Podcast, 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 here, Episode 23, talking to you about Azurite Sea.

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I did that because it rhymed exclusively.

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We're talking about specifically one deck.

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It is Emerald Amethyst.

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It was a deck Sam and I selected for a release day core constructed tournament held by Encounter

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Comics and Games on Allentown PA.

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Shout out to them.

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They ran a great event.

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49 players.

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And I'd say probably at least 25 or so of which have like a good deal of clout, if not

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a little more, like playing multiple DLCs, winning multiple store championships, multiple

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large scale tournaments, not to mention a good chunk of the Forbidden Mountain being

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there who also did coverage for the event as well.

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Sam you were on the feature match.

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I was the first match of the day.

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And that was your very first time ever being on camera playing outside of our content.

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Yes.

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And you were playing against somebody who had a gold Mickey.

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Yes.

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He had a gold Mickey, one second place in Toronto.

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That's pretty awesome.

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We'll get into a little bit more of that as we go.

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But we selected this deck for a plethora of reasons and we want to run you through it.

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Not so much a deck tech, but just our thoughts about what Azurite Sea brought into the mix

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and why we chose this deck out of the many choices we could have made for Core Constructed.

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So Sam, what made you lean towards Green Purple?

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Because of the two of us, you were stagnating the most on a deck, I think, for this.

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You tried Ruby Sapphire to start off with.

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You weren't too thrilled with it.

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Then you moved into your go-to deck, Ruby Amethyst.

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I mean, we've talked about it multiple times on the podcast.

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It's Sam's weapon of choice, I'd say most of the time.

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And you tried like two or three different versions of that deck.

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Yeah.

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I tried wanting, like you said, Ruby Sapphire because of sale.

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Sailing the Azurite Sea.

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Yes.

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It was one of the cards that I thought seemed like it was going to be an awesome upgrade

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to the deck.

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So that's why I wanted to try it first.

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That was the only card in the set review I gave a five.

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Yeah.

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I wasn't playing it well enough.

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So then I moved on to Ruby Amethyst because that is what I usually play.

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I added a lot of new cards.

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I tried different versions of the deck.

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I tried to make it a little bit more aggro to see if I liked it that way.

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I tried it a little more traditional.

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And I just think that at the beginning of the new meta, it wasn't the right choice because

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it's more of a control deck.

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And I think that it just wouldn't have done as well.

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So then I went back to what Max was playing and what I played for a good first portion

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of Shimmering Skies meta.

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Probably six weeks or so.

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Yeah.

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I played it for a while and I really enjoyed it.

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So I went back to that deck and what, like two days before the tournament.

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Despite me constantly telling you to just go back to play it.

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And I really enjoyed the deck.

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I knew as we were talking throughout the week that I could easily pivot to this deck though

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because I played it so much last set.

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So I just was trying to give myself all the options I could.

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That's well said.

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A couple of things I want to call out.

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I came to this deck because of certain card upgrades that I think made the deck a significant

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chunk better.

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I am no Artebax and I think the deck previous to Azure 8c was an extremely skill taxing

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deck to play.

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Being one of the very few tempo oriented styles of deck that you can play in Disney Lurkana.

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I think it's very skill intensive requiring you not only to know the deck very well, but

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to know many other decks very well.

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I think that now with the power level of some of these cards, I think this deck got a significant

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power boost early in a meta.

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And we've gone over this.

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Go back to episode five.

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If you want a good fundamental episode on meta games, when a set first comes out and

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the meta game changes, the first decks that come to surface are traditionally more aggressive

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or proactive strategies.

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Then the next set of decks that come out are more mid range that are easily answering the

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aggressive decks.

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And then the third deck to kind of take hold of the format or the more slow methodical

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controlling decks, because the mid range decks being a little slower, give them time to implement

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a slower, more controlling strategy.

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So the rock paper scissors historically for a lot of trading card games is aggro beats

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control, control beats mid range and mid range beats aggro.

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So I wanted a proactive strategy because if my opponents were playing crazy powerful cards

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like Maui half shark, for example, I just wanted to beat them before they had a chance

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to do anything scary with those cards.

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And I also have a good deal of experience piloting these colors, though I've never liked

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them so much together, though I have played this deck multiple times, usually for a few

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days before giving up on it early in a format.

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Tim definitely has more experience piloting this deck than I do, but I have been playing

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this since I saw the first significant upgrade that was released for the deck and I was like,

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okay, I know what the list is going to look like.

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I put it together and started playing it right away.

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So I probably had about two and a half weeks lead time testing with this deck of our testing

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group.

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I was the most consistent with playing one deck and sticking to one deck, which is surprising

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giving that we have one player in our group who has played the same deck for like four

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sets.

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So jumping into that, what are these upgrades you keep talking about?

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So those are the three reasons, right?

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Upgrades, proactive strategy early in a meta and experience playing the deck.

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Those are the reasons we selected this deck.

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What were the upgrades?

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The card that won me over first, and we're going to walk through the major five cards

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here that were selected.

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I think we're upgrades, the big one, the bad one, the one you probably know what I'm going

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to say is go go Tamago, darting dynamo.

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This is a two to one for two inkable with evasive and has the ability stop whining woman

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up.

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And when you play this character, you can pay two additional ink at that time to gain

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lore equal to the damage on chosen opposing character.

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So you can just like Madam Min Fox, something with five willpower and then put four damage

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on it and then play go go Tamago the next turn and gain four lore.

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It's as easy as that.

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This card is significant.

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The other reason this card is so good is because of the stat line being a two to with evasive

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for two, which means that it is a reasonable answer against a very specific bird that not

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many people in Disney lore kind of like the remainder of them like it a lot.

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So you're usually fall on one side of the Diablo debate or the other.

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I'm not going to get into it here, but at her worst go go Tamago is an answer to Diablo

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in the early game or something that can start questing for you right away.

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She's able to be picked up on curve with a Madam Min Fox or she's something that can

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just outright win you the game.

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So what did you think of Tamago from your experience playing in this event?

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I thought she was great.

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I definitely caught some people off guard with go go.

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They weren't expecting her just, you know, new meta problems.

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I think we heard it in Artabax's podcast that just once they see her, they're afraid of

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her.

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So you get people doing weird things and like taking off their own characters so they don't

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have something sitting around with damage.

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Something cool that I didn't even think about with her that I noticed if you're going to

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take out something, you can hit it, play your go go and then finish taking it out.

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Right.

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So you gain lore and take out their character.

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Part of the elegance of Disney Larkana is you can do each thing in its own.

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There's no combat phase or main phase.

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There's ready set draw and then your main phase and you can do anything you want in

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that phase.

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That being said, I wouldn't say she won me most of my games like on her own, but I think

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she's a very good card.

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I think she really helped the deck come together.

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My evaluation is she underperformed from what I thought she could do.

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However, she did do something that was really cool that I didn't really take any stock in

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is that she dealt severe amounts of psychological damage to my opponents.

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They would watch me gain three plus lore off a go go and then go, I cannot let this happen

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again.

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I think they would be so absolutely calculating, careful and conservative, which gave me more

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time to quest with characters because they were being so conservative.

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It let me get away with quests I should have never been able to make because they were

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concerned about the repercussions of go go time ago coming down on the board with a damaged

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character on their side.

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And if you play her and then pick her up, it really deals the psychological damage.

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Yes, is very, very difficult for the opponent, kind of like a Maui half shark in a way where

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it's like you don't quest, you don't want to challenge, you don't want to turn things

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sideways for fear of damage counters.

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So it's a really cool card.

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I liked her quite a bit, though I will say she didn't quite live up to the ridiculous

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amount of hype that she had coming into the set.

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I think she is a very real threat and just her existing.

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And if you're playing Emerald, you have to respect this card now.

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Next up, another card we got here that I do feel like is an upgrade.

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I would understand if you said it's a side grade to me.

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It is an upgrade and this is Jeannie wish fulfilled.

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Jeannie wish fulfilled is a two four two four four uninkable with evasive and the ability

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what comes next, which is when you play this character, draw a card.

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So this card is like a Merlin rabbit.

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However, it does not draw you a card when you pick it up with your madam, ma'am.

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That is a downgrade.

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I agree with you, though.

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Overall, I think this card was an upgrade.

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There's certain situations where you definitely want the rabbit because you want to be able

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to get that card when the rabbit leaves.

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So when you bounce it or when it's removed from the board.

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Yeah, I think the question comes down to what does your deck value?

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I think Ruby Amethyst likes the rabbit more mostly.

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I'm not counting the new burn variant, but the traditional style of Ruby Amethyst wants

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the rabbit more because the deck is so powerful into the late game.

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What you're looking for is card advantage specifically with the rabbit.

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Genie in the Emerald Amethyst deck fills a different role.

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It does a couple of things you might not realize.

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It has the very real ability to take down a Diablo.

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It is twice as quick at closing a game.

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It has one more willpower than rabbit, which means it is not susceptible to the very cheap

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removal.

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We're talking about the only removal and steal that really deals with it is the equivalent

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costed along came Zeus.

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At least it's commonly played.

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Otherwise it takes a combination of cards to take out.

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Genie does have problems.

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If Genie gets bounced back to your hand by an opposing character, it can be very annoying

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because you really don't want to spend the time putting Genie back down.

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You mitigate the speed of Genie closing a game by simply using a cloud kicker ability

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to bounce it back to the player's hand.

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Then you go, oh great, now I have to redeploy this Genie.

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It's going to sit there for a turn.

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It might be susceptible to this again.

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It definitely has its weaknesses.

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However, the other hidden mode is the games.

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They play Diablo.

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You can cloud kicker it back.

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If they replay Diablo and you play Genie, what are they going to do?

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Quest with the Diablo and let you just eat it with the Genie?

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It does a lot of heavy lifting, being able to answer Diablo.

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The reason I keep bringing up Diablo specifically is not because I think there's any particular

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issue one way or the other.

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I'm not going to get into the should Diablo be banned debate here on the podcast, but

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I do think that this deck in particular, not having much interaction, really needs to have

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a plan to deal with Diablo.

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You need to have a thought out actual idea of what you're going to do.

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It's very, very important when it comes to a card like Genie.

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So I think in this deck specifically, Genie is the weapon of choice over rabbit.

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So I definitely could see the argument for rabbit being the better pick.

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The deck we played did have one copy of rabbit as well.

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I wouldn't bemoan anybody trying.

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Artabax at the Battle Bear Tournament had three rabbit and four Genie in his deck.

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So I missed seven pieces of four drop uninkable card advantage built onto a character, which

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is pretty wild stuff.

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So who knows what's going to end up being correct in the abstract, but I beg that you

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think about what are you doing?

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What is your plans against certain things and how quickly are you looking to close the

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game when it comes to the Genie?

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Anything else you'd like to say about Genie?

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I think overall he was an upgrade in our deck.

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Specifically, I was definitely a lot happier to see Genie than I was rabbit.

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Next up is Yzma, conniving chemist.

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She is a three, three, two for four, inkable with the ability to feel the power.

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You may exert this character.

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And if you have fewer than three cards in your hand, draw until you have three cards

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in your hand.

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Yzma kind of took the place.

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I guess Yzma and the additional rabbit took the place of friends on the other side in

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the list Sam and I played.

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I think that Yzma for the most part is where you want to be, at least from an early perspective

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in the Azure 8C meta.

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She's a little harder to answer, especially on rate.

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You need to have like an ice block in order to brawl it, or you need to have smash or

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higher in terms of steel removal to answer her.

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So I think that she is quite good.

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And I think her ability to put the cards back into your hand is very powerful.

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If you can activate her two times, it's very hard to lose a game.

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I guess if you can get five cards out of Yzma between two activations, I can't imagine you

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losing this game.

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We were testing a lot in the mirror and she was kind of the mirror breaker where almost

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as long as you weren't ridiculously far behind, she was able to get you back into the game

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super quick because back and forth, it's kind of like contest.

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You're just jockeying for position and questing here and there.

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So it's very nickel and dimey in the mirror and her adding just a full three cards when

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the opponent doesn't have that is a complete and total change.

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Yeah, I thought she was really good.

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My opponents did not like when I played Yzma.

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No, she was a concern.

258
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Yeah.

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00:13:07,160 --> 00:13:11,120
Something I noticed while playing is even against like an opposing Daisy Duck with having

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Yzma instead of friend on the other side, you're never getting to putting anything on

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the bottom.

262
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Right.

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You're never getting Ursula.

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Everything in this deck is a character.

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And I think it was nice going into opposing decks where you normally have to worry about

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that and not having to worry about it at all.

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Absolutely.

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She's well-statted.

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She quests when you need her to.

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She draws you cards when you need her to.

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She kind of does it all.

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The worst case disaster scenario for you as you play her and she gets dealt with before

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you get to do anything.

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If you've put your early game, like your first three turns, if you're building to the fourth

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turn Yzma, they can kind of knock you on your butt if they deal with the Yzma on time.

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Yeah, definitely.

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And if you feel like she's going to get immediately removed, she's inkable, which is really nice.

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Yes.

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And in matches you do not want to play her and you just anchor for sure.

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Speaking of that, next up is the one drop.

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It's Diablo, obedient raven.

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This is 0 1 1 for one inkable with the ability of fly my pet.

283
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When this character's banished, you may draw a card.

284
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So this ended up kind of filling in some of the one drop slot.

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00:14:08,900 --> 00:14:10,920
We played four Turner Boggs followers.

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We played four cursed merfolk and we played four Diablo in this deck as the one drop package.

287
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Diablo was good in some matches and not so good in other matches.

288
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Things Diablo does really well, works well with crabs to smash into things much larger

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than the bird, knock them out and be able to draw you a card and replace itself.

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Huge get for the deck.

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00:14:32,000 --> 00:14:35,840
Being able to play it against the first turn Cinderella and shrug at them and go, if you

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want to use your let storm rage on, you're going to be vulnerable to my next turn.

293
00:14:39,280 --> 00:14:41,680
Banzai is a nice get for this deck areas.

294
00:14:41,680 --> 00:14:45,640
It is not so good is when you need to be able to answer something on your opponent side

295
00:14:45,640 --> 00:14:47,140
of the board quickly.

296
00:14:47,140 --> 00:14:52,040
So like the hyper aggro decks, Diablo is absolutely one of your worst one drops.

297
00:14:52,040 --> 00:14:56,880
It doesn't quest and race like curse merfolk does at least against Lelos and Maleficent

298
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and Daisy ducks.

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Cursed merfolk at least can quest as hard as them so you can try to do a race.

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Diablo doesn't do that.

301
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It is very slow to remove a character.

302
00:15:06,920 --> 00:15:08,960
It's just not what you want in the matchup.

303
00:15:08,960 --> 00:15:13,320
So if you're trying to be proactive on board and not just trying to gain some lore and

304
00:15:13,320 --> 00:15:16,760
replace itself, I think Diablo can look very shabby.

305
00:15:16,760 --> 00:15:22,440
I do think there was some games where my Diablo got me probably four to five lore though,

306
00:15:22,440 --> 00:15:25,120
because people just were like, okay, just keep questing with it.

307
00:15:25,120 --> 00:15:26,800
I don't want you to draw a card.

308
00:15:26,800 --> 00:15:27,800
Right.

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00:15:27,800 --> 00:15:29,360
In that way, it's pretty good too.

310
00:15:29,360 --> 00:15:30,640
Yeah, definitely.

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00:15:30,640 --> 00:15:33,360
Our last card is the white rose jewel of the garden.

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This is a three, three, one, four, three, inkable that when you play this character,

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you gain one Laura.

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00:15:39,040 --> 00:15:41,080
That's its ability, a wealth of happiness.

315
00:15:41,080 --> 00:15:42,960
This is just goats, five and six.

316
00:15:42,960 --> 00:15:44,520
They're significantly worse than goat.

317
00:15:44,520 --> 00:15:45,520
They come down a little bit quicker.

318
00:15:45,520 --> 00:15:48,120
So it's not the worst because it lets you curve out nicely.

319
00:15:48,120 --> 00:15:49,980
So you can keep pressure on your opponent.

320
00:15:49,980 --> 00:15:51,360
It's a win when you need it.

321
00:15:51,360 --> 00:15:53,280
It can get picked up and put back down again.

322
00:15:53,280 --> 00:15:59,720
It does all of the things you want and just adds some more consistency to the emerald

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00:15:59,720 --> 00:16:00,720
amethyst deck.

324
00:16:00,720 --> 00:16:03,600
I don't have a lot to say about white rose, but I think having a couple of copies in the

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00:16:03,600 --> 00:16:04,600
deck felt quite good.

326
00:16:04,600 --> 00:16:05,600
Yeah.

327
00:16:05,600 --> 00:16:08,660
I did like having the three, three on board on three when I needed it.

328
00:16:08,660 --> 00:16:09,660
For sure.

329
00:16:09,660 --> 00:16:10,660
And it's kind of a throwaway threat.

330
00:16:10,660 --> 00:16:12,640
Once it's down to it's like, you don't mind smacking into something with it.

331
00:16:12,640 --> 00:16:14,520
You don't mind just questing with it and throwing it away.

332
00:16:14,520 --> 00:16:16,400
It's like, it gave me two Laura, whatever.

333
00:16:16,400 --> 00:16:18,760
The consistency it adds is awesome.

334
00:16:18,760 --> 00:16:21,800
Now that you know that, tell me a little bit about the event, Sam, how did you do?

335
00:16:21,800 --> 00:16:23,360
I think I did pretty well.

336
00:16:23,360 --> 00:16:24,360
I got 10th place.

337
00:16:24,360 --> 00:16:25,640
I was very happy with that.

338
00:16:25,640 --> 00:16:28,300
The feature match we were talking about, I did win.

339
00:16:28,300 --> 00:16:30,240
So that was a good start of the day.

340
00:16:30,240 --> 00:16:31,320
It got me pretty happy.

341
00:16:31,320 --> 00:16:32,960
I think I did pretty well overall.

342
00:16:32,960 --> 00:16:37,700
The only thing I lost two matches and they were both steel matches, which this deck is

343
00:16:37,700 --> 00:16:39,120
going to struggle against.

344
00:16:39,120 --> 00:16:40,120
Yes.

345
00:16:40,120 --> 00:16:44,600
The aggressive decks don't want to see a lot of one for one removal if they can help it.

346
00:16:44,600 --> 00:16:48,720
Again, upgrades like Diablo and things help in the matchup, but it's still a very difficult

347
00:16:48,720 --> 00:16:52,040
matchup when you're facing a steel deck, especially an interactive steel deck.

348
00:16:52,040 --> 00:16:54,160
The threats just get a little bigger, a little faster.

349
00:16:54,160 --> 00:16:57,320
And then they have the removal to be able to take care of all the small characters like

350
00:16:57,320 --> 00:16:59,920
Curse Murfolk for no drawback to them.

351
00:16:59,920 --> 00:17:03,800
When they let the Stormrage on a Curse Murfolk, it's about the worst thing.

352
00:17:03,800 --> 00:17:07,000
Because not only did they not discard a card, they drew a card.

353
00:17:07,000 --> 00:17:10,720
I ended up having a little bit better of a day than Sam because I dodged more steel decks

354
00:17:10,720 --> 00:17:12,440
than you, I think largely.

355
00:17:12,440 --> 00:17:16,440
And I ended up in top four of the event and all of us split the prize.

356
00:17:16,440 --> 00:17:19,120
So we didn't find out who was the quote unquote winner of the tournament.

357
00:17:19,120 --> 00:17:23,680
There were three other decks in the top four that were all rock and steel.

358
00:17:23,680 --> 00:17:27,920
So I am pretty confident I would have stayed somewhere in three or four.

359
00:17:27,920 --> 00:17:30,080
I would probably not have finished one or two.

360
00:17:30,080 --> 00:17:32,280
It's possible, but unlikely.

361
00:17:32,280 --> 00:17:36,360
So I felt pretty happy that everybody else wanted to split, but it was an overall good

362
00:17:36,360 --> 00:17:37,360
day.

363
00:17:37,360 --> 00:17:41,600
I just dropped one match and I did an intentional draw.

364
00:17:41,600 --> 00:17:46,000
I lost to Ruby Amber Mufasa, which is a tough matchup because again, the characters are

365
00:17:46,000 --> 00:17:50,760
all pretty well-statted and I have to turn characters sideways in order to interact.

366
00:17:50,760 --> 00:17:54,520
And theirs are better than mine in terms of size.

367
00:17:54,520 --> 00:17:58,400
Real quick overhaul in terms of the deck list, Sam, is there anything you'd want to do differently

368
00:17:58,400 --> 00:18:01,920
now that you've had some reps under your belt with this in a tournament setting?

369
00:18:01,920 --> 00:18:06,120
I could potentially see just like changing up some numbers on one jobs, maybe bringing

370
00:18:06,120 --> 00:18:08,960
in a couple brooms just for later in the game.

371
00:18:08,960 --> 00:18:11,920
When you want to draw a card, you can just cycle them and you can hit things early with

372
00:18:11,920 --> 00:18:12,920
them.

373
00:18:12,920 --> 00:18:14,880
They do great against Maleficent's and Lilo one drops.

374
00:18:14,880 --> 00:18:17,120
I would possibly consider dropping snakes though.

375
00:18:17,120 --> 00:18:21,580
They looked good in certain matchups for might be a little heavy just because you're not

376
00:18:21,580 --> 00:18:26,840
as invested in picking things up and putting them down as you used to be because the individual

377
00:18:26,840 --> 00:18:28,920
threat quality itself has gone up.

378
00:18:28,920 --> 00:18:31,060
So the threat each card brings is denser.

379
00:18:31,060 --> 00:18:36,800
So I don't think that you are necessarily needing to be on for snakes right now is about

380
00:18:36,800 --> 00:18:38,960
the only change I would make.

381
00:18:38,960 --> 00:18:42,460
I could see going to the two snakes, two brooms like we had talked about and just keeping

382
00:18:42,460 --> 00:18:43,760
the rest the same.

383
00:18:43,760 --> 00:18:44,760
Definitely.

384
00:18:44,760 --> 00:18:48,080
And I think that right now the list we played has no locations.

385
00:18:48,080 --> 00:18:51,760
As Sam mentioned, it's only characters and I don't necessarily think that you want to

386
00:18:51,760 --> 00:18:55,840
move into locations right now because I think it's on a lot of people's minds to answer

387
00:18:55,840 --> 00:18:56,840
it.

388
00:18:56,840 --> 00:18:58,480
And I don't think they do exactly what you need them to do.

389
00:18:58,480 --> 00:19:02,400
I think Yzma does a better job of drawing you cards and or gaining the lure than a castle

390
00:19:02,400 --> 00:19:03,400
does right now.

391
00:19:03,400 --> 00:19:04,480
Yeah, I agree.

392
00:19:04,480 --> 00:19:07,920
And my opponents like all weekend were inking their locations.

393
00:19:07,920 --> 00:19:10,520
And I think it's just because they know everybody's ready for them.

394
00:19:10,520 --> 00:19:11,900
There's a lot of crabs out there.

395
00:19:11,900 --> 00:19:14,000
So it's not as good right now.

396
00:19:14,000 --> 00:19:20,200
That is our episode overview of the Emerald Amethyst deck for Azureite sea meta.

397
00:19:20,200 --> 00:19:23,920
So minimally, if you see somebody using green and purple, this is might be what they're

398
00:19:23,920 --> 00:19:24,920
doing.

399
00:19:24,920 --> 00:19:27,520
Be aware of the threats and the ways to play around it.

400
00:19:27,520 --> 00:19:32,040
Really consider it in your testing as you're starting to really dive in deep to the new

401
00:19:32,040 --> 00:19:34,240
cards and their impact.

402
00:19:34,240 --> 00:19:35,940
Thank you so much again for listening.

403
00:19:35,940 --> 00:19:37,960
We are here every other Wednesday.

404
00:19:37,960 --> 00:19:39,800
You can catch us on Facebook.

405
00:19:39,800 --> 00:19:42,480
You can catch us over on Twitch and on YouTube.

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00:19:42,480 --> 00:19:44,320
So do us a favor.

407
00:19:44,320 --> 00:19:45,320
Stop by, say hi.

408
00:19:45,320 --> 00:19:46,520
We love hearing from everybody.

409
00:19:46,520 --> 00:19:50,480
I want to thank everybody for the continued support.

410
00:19:50,480 --> 00:19:55,400
And when it comes to Emerald Amethyst, there's a couple ways to win the game, but largely

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you need to be able to do it by keep questing.

