WEBVTT

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Hello and welcome back to Illumination, the Disney

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Lorkana podcast. My name's Max. And I'm Sam.

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For this episode, episode 40, Sam, I have bad

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news. What is it? We lost the die roll. Oh no.

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We are going to have to go second in this game.

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This is our on the draw episode. We are going

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to talk over some things that change when you

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are not the one going first during a game of

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Disney Lurkana. So we're going to start off by

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talking about ways to randomize this, how you

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should be altering your hand, talking about what

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cards get worse when you're going second and

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what cards get better when you're going second

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and help get you back into a game when you are

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behind on tempo. going to go over all of that

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on this episode. Talking about ways to randomize

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going first, typically you're going to roll 2d6

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and usually... the high roll will go first. Some

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people do not like this. There is some contention

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around rolling dice for high or low roll. Sam,

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have you had to do anything differently than

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high or low roll yet while you've been playing

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Lurkana? I haven't had to do anything differently,

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but I did hear somebody joking around last weekend,

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do rock, paper, scissors. Rock, paper, scissors.

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In other games, there are cards that they've

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printed that kind of let you like pick one. There's

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like magic has paper tiger, scissors lizard,

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and rock lobster, and you can pick one and then

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whatever one wins. can go first. Very common

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amongst people, if you're not going to high roll

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or low roll, is one person will roll the dice,

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the other person will call odds or evens. If

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you call it correctly, you go first. If you call

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it wrong, the player who rolled the dice gets

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to go first. This is generally used for a couple

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of reasons. One, it prevents re -rolling, which

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is a minimal thing, but it can eat up a little

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bit of time. If you're both on slower matches

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and you both chit -chat for a minute, be polite,

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then you both roll, oh, both got a seven. re

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-roll again. Oh, both got a nine. And now all

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of a sudden between our pleasantries and the

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die roll, we've eaten up a minute or two of our

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time clock, which can be the difference between

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winning and drawing a game. So important thing

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to think about. The odd even helps prevent that.

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It also is just one set of dice that are being

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rolled and the person rolling them cannot predict

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what you're going to call. So it prevents the

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concept of a quote loaded dice. Much cleaner,

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much easier. It cleans things up. pretty nicely.

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I've done an Otter even, I think, twice playing

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Lurkana, but much more playing Magic just because

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I've played much more Magic. The important thing

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is, is that it's fair and it's random. Moving

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on to altering your hand when it comes to being

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on the draw. Sam, what do you think about when

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you're altering your hand? Especially depending

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on what deck I'm playing. I think there are decks

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that you definitely need some specific cards

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when you're on the play versus on the draw. So

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I think... I look for more cards that we'll discuss

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later that do better on the draws to help you

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get back into the game, to help alleviate that

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play -draw discrepancy. That makes sense. So

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what you're saying is cards that help you come

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back from behind, cards that add tempo or add...

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board presence are generally cards in a very

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general sense that you want to keep. You'll have

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two different game plans. One will be a sacrificing

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a little bit of your deck's quote -unquote game

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plan to keep cards that will stop your opponent

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from enacting their game plan. So that's really

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important. A good example of this can be found

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in the Emerald color. There's a significant difference

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between on the play wanting a Cursed Merfolk

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and on the draw electing to either skip your

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one drop altogether or play something like the

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one drop diablo obedient raven so that when it

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gets banished you draw a card so bare minimum

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you're not losing too much also people do elect

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sometimes on the draw to play something like

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little baby pegasus so that it's evasive and

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it's more of a chance it doesn't get knocked

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out by the opponent's first character play of

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the game so those are things that definitely

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both only quest for one they're far less powerful

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than something like curse merfolk but if your

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opponent is playing amber steel for example and

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They lead on Cinderella and you just lose your

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merfolk. That's a huge tempo loss versus where

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if you at least are losing Diablo, you're drawing

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a card or you're skipping your one drop altogether,

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conceding the fact that you're not going to be

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the aggressive player this game and you are going

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to instead elect to play two one drops maybe

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on turn two. That's one of my favorite things

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to do is play two one drops on turn two when

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I'm on the draw. Absolutely. Or you can scan

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their hand with an Ursula, see what's going on.

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And then your follow -up could be something like

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Flynn. rider charming rogue plus that curse merfolk

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plus that diablo there are a lot of options for

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changing your game plan around right certain

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cards definitely become better certain cards

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definitely become worse other decks don't have

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a great way to navigate they're not as fluid

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amethyst you'll see a lot of fluidity in emerald

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decks tend to see that fluidity as well where

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you're kind of changing your game plan completely

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cards like ursula deceiver cards like we mentioned

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a moment ago curse merfolk versus something a

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little bit more flexible tend to make your game

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plan a little bit less proactive and more reactive

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some decks don't have that ability some decks

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like that are more hyper aggressively strategizing

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will lean into you know what i'm just going to

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maximize pressure so that same amber steel deck

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while it might want cinderella on the play for

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example might lean on something like daisy duck

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donald's date on the draw because it's just a

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more aggressive card I'm just going to make my

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opponent figure it out. So there's kind of two

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general ways to play that, right? Like some decks

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just can't eschew their really good opening line.

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Their opening lines are just some of the strongest

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in the game. We see this a lot with the Sapphire

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decks. They want to ramp on two, whether they're

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on the play or on the draw. I would dare say

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maybe a smidge more on the draw because they

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definitely want to stay in the game. Sometimes

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you're on a deck where you just can't afford

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to mitigate those things. You could just have

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to go for the best possible assemblage of cards

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that you can play. Like these are the strongest

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cards. This is the best opening line. I just

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want it as close to 100 % of the time as possible,

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irrespective of if I'm on the play or on the

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draw. So it's really about practicing, right?

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We talk about this constantly testing on the

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podcast. You have to figure out what the heck

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of the deck is supposed to be doing. It's taken

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a lot of people a lot of time and testing to

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understand when you're playing on the draw, you

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want this. grouping of cards or you want to go

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with this particular curve versus when you're

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on the play, you want to do something maybe a

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little bit more ideal or a little bit more proactive.

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Depends on the deck. So you really have to think

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it through and also kind of snowballs if you

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know what your opponent's playing or not when

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you're on the draw. If you don't know and you're

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just in the blind, I have no idea what they are

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doing. You can make a guess. You can try to double

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down. I have definitely taken the I'm going to

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guess what my opponent is on and been so far

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from correct and punished because of it. I will

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rarely lean heavily into my intuition or just

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like basing it on what I've seen this person

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play in the past. But sometimes when you see

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the local crew and you're like, okay, this person's

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a blue red player. I'm going to try to keep as

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if they're playing blue red and they're like,

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no, never mind. I'm actually on like purple,

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amber, hyper aggro. And you're just like, oh

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no, things have gone terribly for me because

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I have kept cards that are better in a late game.

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It can happen. trying to make your best guess

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and this is these are all reasons why when you

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add it all up we tend to see that what sam described

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earlier is that play draw discrepancy when you

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get percentage points for being on the play because

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lorikana is so predicated on your opening moves

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in a similar fashion to chess the opening stages

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of the game are very critical to trying to set

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up the mid and late games so not knowing what's

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going on it forces you to do the most either

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thin spinning or kind of diluting your hand,

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where it's like, I'll keep a couple of things

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that are good and hope that I draw more of those

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things as the game progresses, but I'll keep

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one or two things that help me early, one or

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two things that if they're a slower deck I can

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play, and I'll just ink appropriately. Essentially

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like keeping five real cards and conceding the

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fact that I'll be inking two of these cards in

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whatever direction my opponent is playing. That's

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a strategy as well. There's a lot of thought

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that goes into it, and I think the more mid -range

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your strategy is, the more you're stuck trying

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to figure out how the heck do I mulligan for

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the best chance of winning when I am on the draw.

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So let's talk a little bit about that. Some cards

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in each ink identity that lose a little bit of

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advantage when you're on the draw. We'll start

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with Amber. We already mentioned one of them

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at Cinderella. Ballroom Sensation. Cinderella

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is almost, if not one of the best singular cards,

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not counting a Diablo shift, not counting a bell

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off of a powerful opening cards you can play.

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Just one singular cardboard rectangle. She represents

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a litany of disastrous things that can happen

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to you. You either have to call your opponent

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and hope that they were bluffing, but if you're

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wrong, you're in trouble. Or if you're too scared

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to put something on the board, they just get

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to quest and you eventually know you're going

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to have to call them. But you'd like to do it

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maybe in a spot that's a little bit more advantageous

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for you to kind of pick that battle. Either like

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we said earlier, you skip your turn one play

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or you play cards that will survive. her singing

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a three cost song right sometimes you'll elect

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to build your deck in such a way that you're

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playing a heavier amount of one threes for one

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because you want to survive that first initial

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let the storm rage on shot so you'll see this

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when emerald steel or amber steel are heavier

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players in the meta card like cinderella definitely

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has the hallmarks of that and similarly i guess

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on the other side of the amber coin is something

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like lilo making a wish insanely powerful because

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you know you're going to get a quest off most

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of the time before Lilo gets answered. And if

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your opponent doesn't have that one drop, you

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might even be able to get two quests off with

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that Lilo, which is backbreaking. The odds of

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you being able to quest more than once with that

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Lilo, you may not be able to quest at all. If

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that Lilo comes out, if the only one drop in

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your hand and your opponent plays Cinderella

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and passes, you're like, oh no, oh no. What do

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I do now? It's not even inkable. Right. It's

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not inkable. Like you just throw it down and

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close your eyes and just hope that you're not

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just wasting an entire card for essentially half

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of a card, right? Because let the storm rage

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on. will replace itself so that's kind of a disaster

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put you way behind both in terms of cards in

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hand the opponents evened out cards with you

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being on the play and you haven't gotten to leverage

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those cards using the best advantage of the extra

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card you were drawn so That's a disaster. Amethyst.

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We see kind of two cards that are very similar

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on this list. Chernabog's Followers and, of course,

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the Magic Broom. They both, again, suffer from

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the same problem where if they get put down,

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they may not get to do their cantrip where you

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don't get to replace them with a card, which

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can be really rough sometimes on the draw. However,

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you can leverage these cards a little bit because

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you're not leaning as hard on them to draw you

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a card. Sometimes you can just be like, you know

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what? I'm going to smash with my Chernabog. followers

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because I don't care I'm already up a card my

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opponent's down a card so I'm willing to go one

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for one trade because remember if I'm in eight

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cards because I went second my opponent's on

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seven cards because they went first and we trade

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one for one I'm still up a card in the scenario

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where let the storm rage on comes down I'm no

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longer up that card I've now conceded that card

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to my opponent they not only got to resource

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and add to the board first they also are now

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at card parity with me and that is a disaster

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I need to do everything I can to make that card

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count, right? I need that card to help get me

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back into the game. That's why you draw typically

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in trading card games when you go second. Emerald,

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we talked a lot about these already. Curse Merfolk

00:11:48.639 --> 00:11:51.700
and Ursula, Deceiver of All, both cards that

00:11:51.700 --> 00:11:54.940
when you play it on time behind, you risk your

00:11:54.940 --> 00:11:56.799
opponent having a card that can just immediately

00:11:56.799 --> 00:11:59.559
answer them and let them do nothing. And that,

00:11:59.600 --> 00:12:01.659
again, is the hallmark of a disaster. And you'll

00:12:01.659 --> 00:12:04.220
note a lot of these cards have the similar problem

00:12:04.220 --> 00:12:08.309
of they come down and don't do anything. Flynn

00:12:08.309 --> 00:12:10.529
Rider, frenemy. We don't even see Flynn Rider

00:12:10.529 --> 00:12:12.370
getting played right now because it's such a

00:12:12.370 --> 00:12:15.409
disaster against the steal strategies. I play

00:12:15.409 --> 00:12:19.149
Cinderella, pass. I play Flynn Rider, pass. Sing

00:12:19.149 --> 00:12:22.889
the song, damn. I've lost all kinds of advantage.

00:12:23.210 --> 00:12:25.610
We see this in Sapphire with McDuck Manor. This

00:12:25.610 --> 00:12:27.129
card, oftentimes, you're not going to be able

00:12:27.129 --> 00:12:29.370
to just slam it down on four if your opponent

00:12:29.370 --> 00:12:31.850
is a little slower because they're, again, they've

00:12:31.850 --> 00:12:34.690
got an add to the board. first. You can use it

00:12:34.690 --> 00:12:36.549
certainly to buy yourself a turn or two to try

00:12:36.549 --> 00:12:39.009
to get back into the game and force them to exchange

00:12:39.009 --> 00:12:41.889
essentially some quests and give up lore advantage

00:12:41.889 --> 00:12:44.470
to try to take out your manor. So I'm not saying

00:12:44.470 --> 00:12:46.629
it's awful. I just think it is a slight step

00:12:46.629 --> 00:12:50.950
worse on the draw. And then in steel, we have

00:12:50.950 --> 00:12:53.730
good old one drop captain hook forceful duelist.

00:12:53.889 --> 00:12:56.009
Looks great when you're on the play, but on the

00:12:56.009 --> 00:12:58.250
draw, sometimes just like goodie, my opponent

00:12:58.250 --> 00:13:01.210
can answer this and still quest or they can just

00:13:01.210 --> 00:13:04.690
set up to it. ignore it, or respond to it, where

00:13:04.690 --> 00:13:06.710
if they lose the unit, they can immediately just

00:13:06.710 --> 00:13:08.509
take it out very easily with something like a

00:13:08.509 --> 00:13:11.570
Calhoun, for example. So these cards tend to

00:13:11.570 --> 00:13:14.009
lose you that advantage, giving the opponent

00:13:14.009 --> 00:13:17.190
the chance to take down an entire card from you

00:13:17.190 --> 00:13:19.610
without necessarily giving up a card on their

00:13:19.610 --> 00:13:22.149
own, which means that, again, you've lost the

00:13:22.149 --> 00:13:24.409
advantage of drawing an extra card. And when

00:13:24.409 --> 00:13:28.110
that happens, your opponent is now entirely advantaged

00:13:28.110 --> 00:13:30.330
because they got to ink and play cards first.

00:13:30.549 --> 00:13:32.750
They always are wanting. up on you. Obviously,

00:13:32.850 --> 00:13:34.330
towards the mid and late game, they might not

00:13:34.330 --> 00:13:36.250
be inking every turn, but in the early stages

00:13:36.250 --> 00:13:38.289
of the game in Lurkan, at least the first three

00:13:38.289 --> 00:13:40.429
turns, typically, we're going to see a player

00:13:40.429 --> 00:13:43.269
inking in order to play cards. It's bad if they

00:13:43.269 --> 00:13:45.429
don't. Right. Something's gone disastrously wrong,

00:13:45.470 --> 00:13:47.210
or I don't know what kind of strategy they're

00:13:47.210 --> 00:13:49.070
playing, if that's intentional there, but you

00:13:49.070 --> 00:13:51.049
never know. So let's flip the script a little

00:13:51.049 --> 00:13:53.269
bit and talk about cards that get us back into

00:13:53.269 --> 00:13:55.870
the game in these colors. So let's talk first

00:13:55.870 --> 00:13:58.669
about Amber. Amber has seen an uptick recently,

00:13:58.830 --> 00:14:00.669
right? Got a couple new cards. In the set eight.

00:14:00.840 --> 00:14:04.059
meta it's definitely seen more popularity especially

00:14:04.059 --> 00:14:07.139
the non whole new world variants than we've ever

00:14:07.139 --> 00:14:09.840
seen before and it's no surprise that two of

00:14:09.840 --> 00:14:13.000
the best cards for amber on the play are on the

00:14:13.000 --> 00:14:15.120
draw to get back into the game something like

00:14:15.120 --> 00:14:18.259
rhino we've seen rhino now just define the on

00:14:18.259 --> 00:14:21.259
the draw line of playing the 116th wolf into

00:14:21.259 --> 00:14:24.779
the power hamster crazy just crazy powerful and

00:14:24.779 --> 00:14:27.620
then lady family dog being able to just dump

00:14:27.620 --> 00:14:29.720
your hand before they can start to leverage discard

00:14:30.059 --> 00:14:32.740
just forcing you to add more units to the board

00:14:32.740 --> 00:14:35.120
quickly than your opponent can answer. So you

00:14:35.120 --> 00:14:38.440
get to respond very quickly and kind of lessen

00:14:38.440 --> 00:14:40.500
that tempo advantage. And of course, we have

00:14:40.500 --> 00:14:42.679
Daisy Duck, one of the best cards for Amber on

00:14:42.679 --> 00:14:45.080
the draw because of those stats. Even giving

00:14:45.080 --> 00:14:47.320
your opponent extra cards, right? Again, we talked

00:14:47.320 --> 00:14:49.519
about how bad it is to give up card advantage.

00:14:49.860 --> 00:14:51.659
Daisy's so powerful that it's like, yeah, I'll

00:14:51.659 --> 00:14:53.820
give up card advantage for 6 -8 lore. No problem.

00:14:54.480 --> 00:14:56.960
Amethyst has some cards that all look very similar.

00:14:57.120 --> 00:14:59.639
I can tell you they all cost three. You probably

00:14:59.639 --> 00:15:01.320
have already thought of them. We have Madam M.

00:15:01.379 --> 00:15:03.559
Fox, of course. And she wouldn't be complete

00:15:03.559 --> 00:15:07.179
without her best buddy in crime. Merlin Crabbe.

00:15:07.240 --> 00:15:10.980
And adding to the menagerie on terrible things

00:15:10.980 --> 00:15:13.600
you can see out of Amethyst on three has become

00:15:13.600 --> 00:15:16.720
Peter Pan, Shadowfinder. The blight of anyone

00:15:16.720 --> 00:15:20.100
who does not play many evasives in their deck,

00:15:20.120 --> 00:15:22.360
where this card can just shoot you from the skies.

00:15:22.600 --> 00:15:25.539
Meanwhile, just singing friends on the other

00:15:25.539 --> 00:15:28.539
side, thumbing their nose at you. Easily take

00:15:28.539 --> 00:15:32.179
out a Diablo. Takes out Diablos. It gives gigantic

00:15:32.179 --> 00:15:34.980
four drops the ability to come rushing in and

00:15:34.980 --> 00:15:38.179
answer. board it just it so cleanly answers so

00:15:38.179 --> 00:15:40.860
many things and in concert with things like crab

00:15:40.860 --> 00:15:43.879
it just gets even worse even quicker emerald

00:15:43.879 --> 00:15:46.580
we have wrong lever of course this card has become

00:15:46.580 --> 00:15:49.419
the blight of many people who want to answer

00:15:49.419 --> 00:15:52.600
things with non -rush evasive characters if you're

00:15:52.600 --> 00:15:54.940
playing diabolos we've seen this in a lot of

00:15:54.940 --> 00:15:58.179
the emerald amethyst strategies whether you're

00:15:58.179 --> 00:16:00.720
playing tempo or you're playing the diablo style

00:16:00.720 --> 00:16:04.019
discard deck the new comer to the party as well

00:16:04.019 --> 00:16:07.190
lewis our favorite crocodile buddy, coming in,

00:16:07.230 --> 00:16:10.169
giving something reckless and usually just devouring

00:16:10.169 --> 00:16:12.730
it in the process or making them jump through

00:16:12.730 --> 00:16:15.789
hoops to not lose that and then taking more time,

00:16:15.909 --> 00:16:17.990
which gives you more setup. And then, of course,

00:16:18.009 --> 00:16:20.269
we have everybody's favorite two -dropping in

00:16:20.269 --> 00:16:22.990
Emerald, which is Ursula Deceiver. Just happy

00:16:22.990 --> 00:16:25.389
taking cards out of an opponent's hand who has

00:16:25.389 --> 00:16:28.450
less cards to begin with is always really nice.

00:16:28.669 --> 00:16:31.269
So there's some strong ones there. Ruby, of course,

00:16:31.350 --> 00:16:35.009
the three -drop Sisu that comes down. is evasive

00:16:35.009 --> 00:16:37.830
and can take care of something with one or less

00:16:37.830 --> 00:16:40.250
strength. That's a great way to take care of

00:16:40.250 --> 00:16:41.610
something. The following turn, hit something

00:16:41.610 --> 00:16:44.029
in the air with like a pump from a vitalosphere

00:16:44.029 --> 00:16:47.389
or in two turns or less shift into the empowered

00:16:47.389 --> 00:16:49.909
sibling and just wipe the opponent's board completely.

00:16:50.269 --> 00:16:52.169
Since the beginning of the game, the very first

00:16:52.169 --> 00:16:54.809
chapter, we of course have Maui, hero to all.

00:16:54.889 --> 00:16:57.110
This card just comes down and can usually take

00:16:57.110 --> 00:16:59.519
two to three cards with it. No problem. And of

00:16:59.519 --> 00:17:03.039
course, not too dissimilar, the Blight of everybody

00:17:03.039 --> 00:17:06.099
who has an opponent at 18. Super Goof coming

00:17:06.099 --> 00:17:08.880
down and challenging and gaining two lore. These

00:17:08.880 --> 00:17:10.940
are ways to get back into a game effectively

00:17:10.940 --> 00:17:13.519
and keep a body on board. Drop your opponent

00:17:13.519 --> 00:17:15.980
down one. So all very strong. In Sapphire, we

00:17:15.980 --> 00:17:17.779
talked about this earlier. We have Teepo and

00:17:17.779 --> 00:17:20.539
Sail being the two drop rampers that help you

00:17:20.539 --> 00:17:22.920
get ahead going from two to four. Powerful. The

00:17:22.920 --> 00:17:26.599
context that Blurple is founded on is going from

00:17:26.599 --> 00:17:28.759
two to four. It's just the strength. of that

00:17:28.759 --> 00:17:31.980
strategy. A newcomer to the party, Bell, Apprentice

00:17:31.980 --> 00:17:34.819
Inventor, just a blight to anybody who has small

00:17:34.819 --> 00:17:37.900
characters acting like a giant roadblock or a

00:17:37.900 --> 00:17:40.960
fine singer. So both of those very, very good

00:17:40.960 --> 00:17:43.900
on the draw to help get you back into a game.

00:17:43.960 --> 00:17:47.160
And Steel, no slouch when it comes to these cards

00:17:47.160 --> 00:17:49.420
either. We of course have the Deadly Calhoun.

00:17:49.500 --> 00:17:51.660
We've talked about that card already. We have

00:17:51.660 --> 00:17:54.660
kind of related in the Amethyst Steel world,

00:17:54.880 --> 00:17:57.119
we have the Giant Cobra that can really help.

00:17:57.240 --> 00:17:59.630
Gigantic. body that comes down ahead of schedule

00:17:59.630 --> 00:18:02.309
and puts you ahead on lore. Oof. And takes advantage

00:18:02.309 --> 00:18:04.529
of the extra card you have in hand. Yes. And

00:18:04.529 --> 00:18:06.529
I think the card, and I saved this to the end

00:18:06.529 --> 00:18:08.970
intentionally, is kind of a card that ties the

00:18:08.970 --> 00:18:12.640
whole discussion together is underplayed right

00:18:12.640 --> 00:18:14.940
now but might see a tick up in play because i

00:18:14.940 --> 00:18:17.779
do believe it doesn't rotate is steel action

00:18:17.779 --> 00:18:21.339
twin fire so this is a two cost unankable action

00:18:21.339 --> 00:18:24.240
that deals two damage to a chosen character or

00:18:24.240 --> 00:18:27.539
if you also choose to discard a card it deals

00:18:27.539 --> 00:18:31.079
two damage to a different chosen character. So

00:18:31.079 --> 00:18:34.140
on the play, you can shoot one thing. Likely

00:18:34.140 --> 00:18:35.660
that would be the case, right? You're just only

00:18:35.660 --> 00:18:37.200
going to need to shoot one thing. But on the

00:18:37.200 --> 00:18:39.400
draw, you can take your opponent's board from

00:18:39.400 --> 00:18:43.279
two characters to none through utilizing that

00:18:43.769 --> 00:18:47.990
gasp extra card that we got for going second

00:18:47.990 --> 00:18:51.869
so that is a really huge benefit that twin fire

00:18:51.869 --> 00:18:54.089
gets and i think that this card is kind of a

00:18:54.089 --> 00:18:57.390
good way to think about a card that helps you

00:18:57.390 --> 00:19:00.630
on the draw and it's most stripped down sense

00:19:00.630 --> 00:19:03.730
it really just lets you leverage a card that

00:19:03.730 --> 00:19:06.769
you have that's extra so it puts you at parity

00:19:06.769 --> 00:19:09.150
and can put your opponent down two cards on board

00:19:09.150 --> 00:19:11.990
so now you've gone down two cards to make your

00:19:11.990 --> 00:19:14.880
opponent go down cards and now they have lost

00:19:14.880 --> 00:19:17.700
as strong of a board advantage and you maybe

00:19:17.700 --> 00:19:20.019
discarded a card that was irrelevant in the matchup

00:19:20.019 --> 00:19:22.200
or wasn't going to be an impact until much later

00:19:22.200 --> 00:19:25.119
in the game. Just an uninkable that was clogging

00:19:25.119 --> 00:19:26.779
up your hand. We've all had those double dock

00:19:26.779 --> 00:19:29.160
hands, right? Just lets you leverage and get

00:19:29.160 --> 00:19:32.640
through some of the chuff in your deck in a really

00:19:32.640 --> 00:19:35.680
effective way and can help you again turn what

00:19:35.680 --> 00:19:38.599
is an overwhelming board early into a parity

00:19:38.599 --> 00:19:41.279
state just off the back of one card leveraging

00:19:41.279 --> 00:19:44.160
that card. Definitely all awesome cards. I just

00:19:44.160 --> 00:19:45.839
want to give a shout out to our awesome community

00:19:45.839 --> 00:19:48.500
on Discord who gave us a lot of these suggestions.

00:19:48.680 --> 00:19:51.400
We really appreciate it. Honorable mentions are

00:19:51.400 --> 00:19:55.140
the beloved Sticky Mickey, hard to remove. Everybody's

00:19:55.140 --> 00:19:57.740
favorite Bumbling Mate, Mr. Smee, just one of

00:19:57.740 --> 00:20:00.940
the best two drops of all time. Any 1 -3 we haven't

00:20:00.940 --> 00:20:05.099
previously called out. And Kit Cloudkicker, tough

00:20:05.099 --> 00:20:09.019
guy. So those cards all feel pretty good on the

00:20:09.019 --> 00:20:12.069
draw. Cloudkicker is insane on the play. if you're

00:20:12.069 --> 00:20:15.289
playing Amethyst, Emerald Tempo, but is fine

00:20:15.289 --> 00:20:17.940
enough. on the draw, right? Delay that Diablo

00:20:17.940 --> 00:20:19.819
long enough, you can get a genie down and then

00:20:19.819 --> 00:20:22.359
answer the Diablo permanently is a great strategy

00:20:22.359 --> 00:20:24.640
to deal with something in a color combination

00:20:24.640 --> 00:20:26.799
that doesn't have direct answers, I guess up

00:20:26.799 --> 00:20:29.079
until wrong lever, because goodness, that's a

00:20:29.079 --> 00:20:31.859
real card. So these cards get your opponent to

00:20:31.859 --> 00:20:34.880
slow the game down a little bit while you generally

00:20:34.880 --> 00:20:38.339
can add to the board and keep things on board

00:20:38.339 --> 00:20:41.380
or leverage the cards to keep your opponent down

00:20:41.380 --> 00:20:44.299
or controlled on resources and then allow you

00:20:44.299 --> 00:20:47.259
to kind of ratchet. momentum back and start to

00:20:47.259 --> 00:20:50.819
take over the game which will allow you to win

00:20:50.819 --> 00:20:54.380
the game by this simple premise. Keep questing.
