WEBVTT

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Hello and welcome back to Illumination, the Disney

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Lurkana podcast. My name is Max. And I'm Sam.

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And we are... back once again to talk to you

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for the 32nd time, to be exact. That's how many

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times we've done this. Wow. Yeah. Appreciate

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you all being here. Sam, appreciate you being

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here. And we are going to jump right in. We've

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got some news to cover. Illumination's been hitting

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the tournament scene local to Southern New Jersey,

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Philadelphia, Greater Philadelphia area, and

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Delaware, the tri -state area. A couple things

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to report. We did a case tournament. Very local

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to us. Shout out to Phenomenal Games. Really

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appreciate you all putting on a really fun time.

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Myself, mystery teammate, and newest teammate,

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the real CJ, managing to split the top four with

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another kind player at that tournament. And we

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did pretty good there. Pretty happy with that.

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CJ was on Blue Steel Oswald. Our mystery teammate

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was on the deck they are always on, and it is

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always Purple Steel. And I was on... green steel,

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emerald steel, if you prefer. And that was a

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pretty fun little tournament. Really appreciate

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that. Then this past weekend, we went out to

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the, what was a 1K at Safari Zone Collectibles

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in Smyrna, Delaware. Shout out to them, put on

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an amazing event. So many people interested in

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playing Lurkana out that way that they actually

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turned it into a 3K tournament. I believe they

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had about 70 people out there for that one. I

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did abysmally. Mystery. teammate did quite well.

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Our own Cliff did really a nice job hitting 16th

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out of all of those people. And Sam, you did

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even better than that. Yeah, I topped eight.

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Top eight? What were you playing? I was playing

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the Kiwi Bird style of Blue Steel. Yeah, you

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got the deck list, I believe, from one of our

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favorite content creators, Tarkana Deck Lists.

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Yeah, really cool deck, the Kiwi Bird style Blue

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Steel aggressive deck. Our own Cliff was on the

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DKP list. of the Ruby Sapphire variety, and Mystery

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Teammate was on the deck they are always on.

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Again, that is always Amethyst Steel. I was also

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playing the DKP list. I didn't have as good of

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a time with it as Cliff did, but Cliff is much

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more experienced with Ruby Sapphire than I am.

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All of you out there know I am a Sapphire not

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enjoyer, so I did that despite my reservations,

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thinking that it'd be pretty good in the field,

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and it really, it was. I think every match I

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win or lose was pretty darn close and it often

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came down to if the opponent had it or not on

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a critical turn most of the time so it was a

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great time the store was great really appreciate

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it and they're already set to have a very large

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projected 5k and they've proven that if the attendance

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is good enough they'll up the prize ante so definitely

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check them out safari zone collectibles really

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really awesome store both them and phenomenal

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games really put on a great time and we Appreciate

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the opportunity to go out and play. Also a shout

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out to our friends from afar who now we actually

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got to meet in person, Glimineers. They are a

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fantastic group of folks. They were together

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for their first ever team event as a collected

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ensemble of players. All of them extraordinarily

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kind and supportive. If you follow them on social

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media, you get the idea that they are very, very

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much caring about the game and the community

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first. And while that seems nice on social media,

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I can assure you after meeting them in - in person,

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they are 100 % authentic to their message that

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there's no hidden anything. It's not just hammed

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up for social media, both incredibly kind and

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the whole team, a great collection of people

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who are extremely kind throughout the entire

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day, very exciting group of folks, and we all

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got to hang out and have a ton of fun there.

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That event was also streamed, so you can go back

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and check that out as well. If you so choose,

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I believe Myra Madness was the one who streamed

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that, also got to meet them in person. very very

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kind tons of fun to be had by all it was a blast

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sam anything you'd like to add about the tournaments

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that we have been attending nope just i agree

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with you it was a fun time got to meet a lot

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of great folks yeah that's what it's all about

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at the end so your deck has one particular card

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in it a one drop that has a certain nickname

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and we were talking about it at different points

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during the weekend so it brought on the idea

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of the topic this card in question is mickey

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food Fight Defender. And he has a cute little

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nickname. Sam, what's his cute little nickname?

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Sticky Mickey. Sticky Mickey. So that kind of

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got us talking about the idea of how the metagame

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is shaping up and what are good sticky threats.

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And what does that mean? What are you guys talking

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about? This sounds like a gross episode. I assure

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you it's not. And we want to get into all of

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that today in the episode proper. So what the

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heck is a sticky? Threat. Sam, what's a sticky

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threat? Sticky threat is a card that is hard

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to remove. It's going to stick around for a while.

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Oh, okay. So it's not sticky because it's gross

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or nasty. It's sticky because it stays on the

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board. Yeah. Yes. The card stays in play. It

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is hard to remove, generally needing some form

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of very predictable removal, like a challenge

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from a much larger character. So it's a calculated

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risk. Is the lore worth losing the character?

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Or oftentimes more cards than the - character

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so mickey food fight defender is a great example

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because for one cost you get a one two body and

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you get resist one yeah playing this card this

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weekend was really nice because i was not afraid

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to play a one drop on one even in the face of

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a bell or anything that could sing a removal

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spell and just you know before he got any value

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just remove it yes and that is the important

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thing and part of the reason why we wanted to

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talk about these for Cinderella, Ballroom Sensation,

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Diablo, Devoted Herald, or Belle, Inventor's

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Apprentice? Apprentice Inventor? The new Belle.

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To all be able to come down very quickly and

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either shift or immediately on turn two sing

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Let the Storm Rage On or Strength of a Raging

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Fire. So as much as two damage in most cases

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to one of your characters. So anything that's

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too small in terms of willpower can be removed

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very, very easily. So having... the ability to

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stay on the board despite the powerful opening

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lines that are presented in the first turn or

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two out of certain decks is extremely important

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right now in the Lorkana meta. So it gave us

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a good chance to talk about something and kind

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of turn this into a bit of a foundational episode,

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but with a very current meta lens. So if you're

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not familiar, the current decks of the day are

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the Ruby Sapphire deck, as well as the Sapphire

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Steel deck, the old blue steel. Zoolander special,

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many different flavors of both of those decks.

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And there is a lot of requirements for a character

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coming down in the first couple of turns if your

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opening line isn't something super duper powerful.

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So it really requires a lot of demand. So for

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the steel meta, obviously we're going to want

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certain things like the sticky Mickey card. We're

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going to want things that have four willpower.

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We're going to want something like a bell of

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our own, perhaps. Even a one drop with three

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willpower, something like an Olaf or a Minnie

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Mouse. Those kind of things are really nice to

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have. Madam Mim Snake is a nice early drop to

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recover your one drop before they can sing if

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you're on the play. That's a little bit different

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than what was a little bit stickier a couple

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sets ago when red kind of was the overwhelming

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menace in terms of removal. We kept talking a

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lot about things that would die to Brawl, things

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that would die to Madam Medusa. These cards.

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Little Sisu. These cards were extremely impactful

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at that point. They still are, but they had other

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cards come to the forefront at that point, right?

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We saw a lot more other Sisu, Emboldened Warrior,

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because of the high potential. And this card's

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still quite good right now in this current meta.

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One of the few cards with high strength and willpower

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early. We had a lot of Smee, Bumbling Mate, everybody's

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favorite, Steel Two Drop. And we also saw cards

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even like Argus. The reverse 1 -4, this was a

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4 -1. Not only kept you free, from Flynn Riders,

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but was not brawlable. So depending on what the

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removal looks like, that is going to help define

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what cards can stay on the board, hence become

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these stickier threats. So that's kind of what

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we're looking to delve into and what we're looking

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to tackle. So all that's lovely, but we have

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steel removal now and we have ruby removal. What

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card am I supposed to play? It's a tough question.

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It really is. I think that one of the first things

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you need to start to understand unpack is the

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deck you're playing. Which type of removal is

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worse in this case? Like what removal do you

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really not want to see? The ruby removal is so

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potent in a lot of cases because it's either

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stapled onto a character or it's on a non -song

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action like brawl where we can't disrupt that

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card very easily or that kind of style of card

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very easily. So we have to lean more into something

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as far as something like bare necessities goes

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to take one. of these non -song actions out of

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a player's hand or be able to have these additional

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bumps like Lumiere is a good example, two drop

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Lumiere that gives you additional strength, something

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to help you shield yourself from at least low

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strength characters that are so susceptible to

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the ruby cards. You also have to learn if your

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deck is more susceptible to that or is it more

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susceptible to the steel removal. So we're talking

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a much more lower willpower card. So there are

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cards that kind of dance in the middle and they

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are just proving themselves to be, I think, a

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little bit above rate right now. I think there's

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a certain keyword that helps us all a lot, no

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matter what kind of removal it is, because early

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on, it's going to have to be a chosen character.

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And Ward lets that character not be chosen. So

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we're seeing a lot of early Ward characters.

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Sam, your deck played one particular early Ward

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character that has become kind of a menace in

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the metagame right now. Who is that? Yeah, Alice.

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I am not sure of her subtitle. Some kind of sailor.

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But yeah, Alice, which also when she quests,

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gives another character ward which is really

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powerful yeah she's a one four with ward and

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she quests for two when she quests she gives

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another character ward and the ability to quest

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for an additional lore when they in fact quest

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really really powerful card i think it's savvy

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sailor i think you're right okay so that is a

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really powerful one we're seeing the three drop

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emerald prince philip start to get played prince

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philip's just a three two two for three inkable

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with ward starting to see all up tick in prince

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john stocks right now he's looking better than

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he ever has in a lot of cases and of course we

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have the old stalwart on four is the muses right

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we love the prince john muses perhaps we sing

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a sudden chill line here draw a card bounce the

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prince john back to our hand sometimes to save

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us or something that could challenge our prince

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john over on the other side so lots of ability

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to get around these things with something like

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ward all of these cards very very much stick

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to the board after they're played another good

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niche of is something along the lines of Lawrence

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and Pluto, who has bodyguards. So these characters

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have generally less stats, but they get a big

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bump. when they are not damaged so they come

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down and they're very hard to remove so they

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have to either if they even if they eat a let

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the storm rage on to shrink them they still might

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get a quest off before anything else happens

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to them requiring a character challenging them

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and the card out of their hand it's all time

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so in an aggressive strategy that's exactly what

00:11:58.519 --> 00:12:00.320
you're looking for is another turn where you're

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allowed to quest and gather lore in addition

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to that we're seeing an uptick in the new two

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drop queen of hearts in ruby she's a one four

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two inkable that when she's damaged she gets

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plus three additional strength she's very very

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above rate i think a card that flew under everybody's

00:12:15.740 --> 00:12:18.120
radar but she's really doing a nice job of helping

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fill that two drop gap alongside of the old kuzco

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that replaces itself in the ruby amethyst decks

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that are still being played which is really cool

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we're also seeing pete as well as the new space

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pirate pete who both pete just stops your opponent

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from doing anything with an action which is very

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convenient and then the space pirate Pirate Pete

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stops them from exerting to sing songs, so it

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slows them down and really taxes their ink supply,

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making them choose to either advance their board

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and add more threats of their own, or answer

00:12:49.059 --> 00:12:51.559
your opponent's board. But you can't do both

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like you normally could with the power of singing

00:12:53.539 --> 00:12:56.519
a song. So these cards really help a lot. Play

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patterns like Diablo into Ursula, for example,

00:12:59.720 --> 00:13:01.720
in the green deck. It's a powerful place to be

00:13:01.720 --> 00:13:03.639
because a lot of the times you might have a bell

00:13:03.639 --> 00:13:06.259
and an item and a song in your hand. The Ursula

00:13:06.259 --> 00:13:07.960
comes along kind of... of wrecks that plan, make

00:13:07.960 --> 00:13:10.139
sure that Diablo can get shifted in quest and

00:13:10.139 --> 00:13:12.759
start to gain back some card advantage. So there's

00:13:12.759 --> 00:13:14.679
a lot of cool things going on here. I think right

00:13:14.679 --> 00:13:16.620
now another card with stocks that have never

00:13:16.620 --> 00:13:19.360
been higher is Calhoun. Calhoun is a nightmare

00:13:19.360 --> 00:13:22.100
card for many a deck right now. Very good at

00:13:22.100 --> 00:13:24.500
using that resist mechanic like the Mickey did.

00:13:24.639 --> 00:13:26.860
We also have the shift steel Mickey that can

00:13:26.860 --> 00:13:29.360
go on top of the food fight defender. That's

00:13:29.360 --> 00:13:31.220
the maybe apprentice wizard or something like

00:13:31.220 --> 00:13:33.799
that, but it's the steel one, the classic Fantasia

00:13:33.799 --> 00:13:37.169
Mickey. And that card is seeing a home in some

00:13:37.169 --> 00:13:40.889
of these kiwi bird style decks. Playful sorcerer.

00:13:40.929 --> 00:13:43.549
Playful sorcerer, of course he is. And that really

00:13:43.549 --> 00:13:45.730
helps a lot. And of course we have the mighty

00:13:45.730 --> 00:13:49.690
Cogsworth Grandfather Clock, who is just absolutely

00:13:49.690 --> 00:13:52.169
hard to deal with having Ward himself and giving

00:13:52.169 --> 00:13:55.129
everybody else resist just as a benefit for playing

00:13:55.129 --> 00:13:58.590
him. So lots of sticky threats that we can all

00:13:58.590 --> 00:14:01.210
choose from, which is pretty awesome. Sam, anybody

00:14:01.210 --> 00:14:03.690
out there you'd like to call out in card land

00:14:03.690 --> 00:14:06.149
who we didn't touch on here? that you think was

00:14:06.149 --> 00:14:08.110
pretty good and pretty hard for your opponents

00:14:08.110 --> 00:14:10.470
to take out? I don't think we missed any cards.

00:14:10.529 --> 00:14:12.990
I think just along with what you said, just having

00:14:12.990 --> 00:14:15.049
a couple different options in your deck could

00:14:15.049 --> 00:14:17.350
help. Like for example, me playing this weekend,

00:14:17.450 --> 00:14:21.269
I had Ana, a two drop, and I also had Mr. Smee.

00:14:21.470 --> 00:14:23.450
So if I was playing against a red deck, I was

00:14:23.450 --> 00:14:26.210
more likely to choose Mr. Smee because it didn't

00:14:26.210 --> 00:14:28.750
have the one strength as opposed to playing Mr.

00:14:28.830 --> 00:14:30.610
Smee who had a three. So in order to take him

00:14:30.610 --> 00:14:32.769
out with like a little Sisu or a Brawl, they

00:14:32.769 --> 00:14:36.259
needed another card. a coil in order to remove

00:14:36.259 --> 00:14:38.500
them. Right. And Ana better against the steel

00:14:38.500 --> 00:14:40.320
decks because she can take a couple song hits

00:14:40.320 --> 00:14:44.139
and keep on questing. Yeah. And on the same turn,

00:14:44.220 --> 00:14:46.340
they're both aggressives. They both quest for

00:14:46.340 --> 00:14:49.379
two on two. Very good cards that bring strong

00:14:49.379 --> 00:14:51.559
presence out of the gate. Seeing an uptick in

00:14:51.559 --> 00:14:55.019
a lot of the cheap. purple or amethyst locations.

00:14:55.419 --> 00:14:57.700
We're seeing fairy ships. We're seeing forbidden

00:14:57.700 --> 00:14:59.779
mountains. Shout out the forbidden mountain.

00:14:59.940 --> 00:15:03.700
And we are trying to figure out how to deal with

00:15:03.700 --> 00:15:06.360
those. Those little small amounts of incremental

00:15:06.360 --> 00:15:09.340
damage can't be hit by songs. And even with Bell

00:15:09.340 --> 00:15:11.740
out there playing a fairy ship, playing a Smee

00:15:11.740 --> 00:15:13.799
and then saying, well, if you hit the fairy ship

00:15:13.799 --> 00:15:15.080
with your Bell, I'm going to take it out with

00:15:15.080 --> 00:15:18.419
my Smee or any other Calhoun even worse, right?

00:15:18.539 --> 00:15:20.460
Like in the purple steel decks, you can definitely

00:15:20.460 --> 00:15:23.139
slam a fairy ship, slam a Calhoun and go. bring

00:15:23.139 --> 00:15:26.559
it on. And they have to go, okay, this is bad.

00:15:26.700 --> 00:15:29.059
I can't just simply let the storm rage on the

00:15:29.059 --> 00:15:31.480
Calhoun. She's got resist one. I can't just run

00:15:31.480 --> 00:15:33.600
the bell into the ferry ship because it has four

00:15:33.600 --> 00:15:36.580
willpower. So there's a lot of really good strategic

00:15:36.580 --> 00:15:39.100
choices that your deck can make right now in

00:15:39.100 --> 00:15:41.220
the metagame. So how important are these sticky

00:15:41.220 --> 00:15:43.279
cards really in my deck? I think there's a couple

00:15:43.279 --> 00:15:44.700
of key questions you need to ask. And I think

00:15:44.700 --> 00:15:47.980
the first one is how proactive are you? How much

00:15:47.980 --> 00:15:50.600
are you valuing characters on board? Something

00:15:50.600 --> 00:15:52.990
like Kiwi birds, that's a pretty important part

00:15:52.990 --> 00:15:55.230
of the puzzle. You don't draw cards as efficiently

00:15:55.230 --> 00:15:57.789
and it's not as inherent as something like Amethyst

00:15:57.789 --> 00:16:00.070
is where your characters are questing and gaining

00:16:00.070 --> 00:16:02.450
you lore in some cases and drawing you cards.

00:16:02.610 --> 00:16:04.149
That doesn't happen as much. You have to kind

00:16:04.149 --> 00:16:06.549
of work for it a little bit harder. So giving

00:16:06.549 --> 00:16:09.769
up these characters very easily or for nothing,

00:16:09.909 --> 00:16:11.889
like play Mickey Go if it didn't have resist.

00:16:12.149 --> 00:16:14.529
Like you said, I play Bell, sing my Let the Storm

00:16:14.529 --> 00:16:16.230
Rage On, you're Mickey's con. That's really bad

00:16:16.230 --> 00:16:18.490
for me. I'm now down a full card. You have played

00:16:18.490 --> 00:16:21.350
the bell and your storm replaced itself. So you

00:16:21.350 --> 00:16:23.330
have a big character on board, I have nothing

00:16:23.330 --> 00:16:26.330
and I'm behind now very much on board immediately.

00:16:26.769 --> 00:16:28.909
Right. Which is why when I was playing Amethyst

00:16:28.909 --> 00:16:32.370
Steel, I was waiting till turn two to play anything

00:16:32.370 --> 00:16:34.769
most of the time in the face of a bell. Right.

00:16:34.809 --> 00:16:37.309
You could play maybe a Diablo, the purple Diablo

00:16:37.309 --> 00:16:38.669
and be like, well, at least I get a card if they

00:16:38.669 --> 00:16:40.610
have it. Yeah. Although like you were saying,

00:16:40.750 --> 00:16:43.110
having options like fairy ship is definitely

00:16:43.110 --> 00:16:45.230
a different way you can approach it to where

00:16:45.230 --> 00:16:47.370
you're getting that lore. Right. There's a lot

00:16:47.370 --> 00:16:49.450
of cool ways people are starting to overcome

00:16:49.450 --> 00:16:52.460
the steel. and especially the Strong Sapphire

00:16:52.460 --> 00:16:55.299
Steel opening line, which is really cool. Other

00:16:55.299 --> 00:16:57.720
questions you need to ask yourself, if you run

00:16:57.720 --> 00:17:01.820
character cards or you run win cons, I guess,

00:17:01.860 --> 00:17:04.640
win condition cards on the lighter side of things.

00:17:04.779 --> 00:17:07.500
So looking more at like the DKP list that tend

00:17:07.500 --> 00:17:09.859
to run like Maui Shark as a win con. If that's

00:17:09.859 --> 00:17:11.900
kind of the only win con, you definitely want

00:17:11.900 --> 00:17:13.519
something that will be able to stay on board

00:17:13.519 --> 00:17:15.900
as long as possible. If you put down a Maui Shark,

00:17:16.079 --> 00:17:17.640
this is what kept happening to me over the course

00:17:17.640 --> 00:17:19.339
of the weekend, put down a Maui Shark and they

00:17:19.339 --> 00:17:22.000
along came. Zeus it immediately it's very hard

00:17:22.000 --> 00:17:23.980
to win a game it's very hard to win a game so

00:17:23.980 --> 00:17:25.619
you want something that can stay on board when

00:17:25.619 --> 00:17:27.539
you're late on win conditions because if they

00:17:27.539 --> 00:17:29.160
remove too many of those win conditions you get

00:17:29.160 --> 00:17:30.799
stuck in an awkward position I know this happened

00:17:30.799 --> 00:17:33.279
to Cliff too going uh how the heck do I win this

00:17:33.279 --> 00:17:35.920
game yeah like he only had what one Maui shark

00:17:35.920 --> 00:17:37.859
left or something like that or one man or left

00:17:37.859 --> 00:17:40.140
to try to yeah you're trying to like just juice

00:17:40.140 --> 00:17:42.339
every little lure out of everything you can I

00:17:42.339 --> 00:17:44.599
hope they quest so I can smack it and give up

00:17:44.599 --> 00:17:46.440
my goofy just for two lure there's all kinds

00:17:46.440 --> 00:17:48.039
of little things you can do but you can run out

00:17:48.039 --> 00:17:51.460
of cards so sticky important end game cards need

00:17:51.460 --> 00:17:54.960
to be as big and as hard to deal with one for

00:17:54.960 --> 00:17:57.680
one as possible obviously not going to be as

00:17:57.680 --> 00:18:00.420
important for the combo decks outside of maybe

00:18:00.420 --> 00:18:03.000
like very very specific cards reasons we see

00:18:03.000 --> 00:18:05.259
like prince john having ward for example because

00:18:05.259 --> 00:18:08.160
the discard deck needs the ability to actually

00:18:08.160 --> 00:18:10.119
start to do something and if you play prince

00:18:10.119 --> 00:18:12.339
john Prince John immediately gets answered. That's

00:18:12.339 --> 00:18:14.599
a lot harder for you. And obviously mid -range

00:18:14.599 --> 00:18:16.460
is kind of predicated on this concept, right?

00:18:16.539 --> 00:18:18.339
Every turn in a mid -range deck, I want to play

00:18:18.339 --> 00:18:20.680
a card that costs all of my lore and is the best

00:18:20.680 --> 00:18:22.599
character on the board. Turn after turn after

00:18:22.599 --> 00:18:25.710
turn. That's kind of the style. of true mid range

00:18:25.710 --> 00:18:28.390
so having these very hard to answer cards is

00:18:28.390 --> 00:18:30.289
great and when it really comes to these sticky

00:18:30.289 --> 00:18:31.930
cards there's always going to be a card that

00:18:31.930 --> 00:18:34.049
answers everything right be prepared in the format

00:18:34.049 --> 00:18:36.410
this could get dragon fired because it simply

00:18:36.410 --> 00:18:39.049
doesn't have ward the idea is you want your character

00:18:39.049 --> 00:18:41.990
to not be answered by a card that is cheaper

00:18:41.990 --> 00:18:45.250
especially a lot cheaper so if i spend six or

00:18:45.250 --> 00:18:47.490
seven ink i don't want my opponent to be able

00:18:47.490 --> 00:18:49.609
to answer that with a let the storm rage on i

00:18:49.609 --> 00:18:51.549
would prefer they have to answer it with like

00:18:51.549 --> 00:18:54.190
a maleficent dragon because at least they are

00:18:54.190 --> 00:18:56.910
spending more ink to answer my board than I was

00:18:56.910 --> 00:18:59.170
spending to build my board. Now, if I play this

00:18:59.170 --> 00:19:01.009
very expensive card and all of a sudden they

00:19:01.009 --> 00:19:03.049
just go brawl and then they follow up with one

00:19:03.049 --> 00:19:05.130
or two more cards, that's how I get back footed

00:19:05.130 --> 00:19:07.549
very quickly. So when it comes to the idea of

00:19:07.549 --> 00:19:10.029
analyzing a card, don't just go, oh, well, it's

00:19:10.029 --> 00:19:11.430
gonna, of course, there's gonna be a piece of

00:19:11.430 --> 00:19:13.450
removal that takes care of that character. It's

00:19:13.450 --> 00:19:15.569
just the nature of card games. But what you want

00:19:15.569 --> 00:19:17.990
it to be is something that's relatively reasonable

00:19:17.990 --> 00:19:20.269
costed. I don't mind losing my two drop to a

00:19:20.269 --> 00:19:22.869
three cost brawl, but I do mind losing my...

00:19:23.240 --> 00:19:25.839
seven drop to a three cost brawl so it's very

00:19:25.839 --> 00:19:28.099
important when you're analyzing these things

00:19:28.099 --> 00:19:30.259
to make sure you get value and that's why when

00:19:30.259 --> 00:19:32.539
you see cards that when they come into play they

00:19:32.539 --> 00:19:35.460
do something they're so coveted in trading card

00:19:35.460 --> 00:19:37.599
games. Like Baymax that I was playing this weekend

00:19:37.599 --> 00:19:39.599
could come in and heal Smee for two and gain

00:19:39.599 --> 00:19:42.000
two lore immediately. Right. That's worth being

00:19:42.000 --> 00:19:43.700
able to get brawled. There are definitely times

00:19:43.700 --> 00:19:46.279
I'm sure that you were able to pay five and win

00:19:46.279 --> 00:19:48.099
the game or put yourself in a very close to winning

00:19:48.099 --> 00:19:50.180
position because of it. And that's huge. Now

00:19:50.180 --> 00:19:52.059
imagine that Baymax had to quest to do that.

00:19:52.119 --> 00:19:54.039
Much worse, right? Because now you have to just

00:19:54.039 --> 00:19:55.240
sit there and go, well, please don't kill it.

00:19:55.259 --> 00:19:56.539
Don't brawl it. Don't kill it. Don't brawl it.

00:19:56.579 --> 00:19:58.180
But at least you're getting something out of

00:19:58.180 --> 00:19:59.660
it. You can choose to ink it if you're not going

00:19:59.660 --> 00:20:01.160
to get anything out of it. Yeah. Yeah. Being

00:20:01.160 --> 00:20:03.680
able to, one, you're saving your Smee because

00:20:03.789 --> 00:20:05.990
it had two damage on it and it can keep questing

00:20:05.990 --> 00:20:08.809
and two that was not the end of the episode you're

00:20:08.809 --> 00:20:11.589
gaining the two lore which in the aggressive

00:20:11.589 --> 00:20:14.230
strategy is really important any lore matters

00:20:14.230 --> 00:20:16.569
yeah yeah we see this all the time there's a

00:20:16.569 --> 00:20:18.589
reason why when medusa came out everybody was

00:20:18.589 --> 00:20:20.589
like oh my gosh what's this card do it's three

00:20:20.589 --> 00:20:22.549
cheaper than maleficent dragon and it takes care

00:20:22.549 --> 00:20:24.809
of most of the things that matter before it in

00:20:24.809 --> 00:20:27.410
the game yeah so these enter comes into play

00:20:27.410 --> 00:20:30.549
style effects are very very strong because it

00:20:30.549 --> 00:20:32.650
allows you to immediately get value and when

00:20:32.650 --> 00:20:35.039
you're playing cards and your opponent is just

00:20:35.039 --> 00:20:38.259
taking them out for free and you're losing board

00:20:38.259 --> 00:20:40.000
position while they're gaining or maintaining

00:20:40.000 --> 00:20:42.480
board position, that pretty much stops you from

00:20:42.480 --> 00:20:44.779
winning the game. It certainly stops you from...

00:20:44.779 --> 00:20:45.420
Keep questing.
