WEBVTT

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Hello and welcome back to Illumination, the Disney

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

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And we are back at you episode 42 this time.

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42 times we've been yakking at you. Appreciate

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you all being here. If it's your first time,

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welcome on in. If you've been here before, welcome

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on back. This episode, we are talking about brewing

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decks. It's a brand new meta. On its way now,

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right? Set champs are over. I don't think there's

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any more really big tournaments on the calendar

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anywhere for set eight at this point. I think

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we're all going to take a little bit of a breather.

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Yeah, a couple weeks. We're all anticipating,

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bemoaning maybe, some of the reprints and the

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new cards from Fabled that have been coming our

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way. So we want to take this opportunity now

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that all eyes are going to be on this new meta

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to talk about where the heck do you start when...

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though. brand new meta occurs. We had a small

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version of this sort of happen not too long ago

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around the time that Hyrum and Fortisphere got

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banned, and we touched on some of these things,

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but we never actually took an entire episode

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to talk about the concept of brewing. From set

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to set, I would say that there were some stalwarts

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in terms of deck archetypes and frameworks that

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survived and moved on. I'm looking at you, Amber

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Steelsong. We kind of picked out some new cards

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that we thought would be good and tried them

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in the existing Right. There were always these

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pillars of the metagame, if you will. We knew

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these decks would be here. We know that they

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are good and we're acutely aware of their presence,

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whether they were good at the moment or lingering

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in the back waiting to pounce. I'm looking at

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you, Ruby Amethyst. Today, we'll touch on where

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do we start now? There's so much of the metagame

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that has now eroded away with the rotation of

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sets one through four. So what the heck are we

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going to do? We're going to break it down into

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a few steps and then make some predictions about

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the specifics that we think are coming, or at

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least that you should probably be aware of. And

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then we're going to give you some other advice

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and some other words to round out the episode.

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So first and foremost, step one, what is... going

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to be the default best, most, I don't want to

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say aggressive, but most efficient, most streamlined

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deck that is going to exist post -rotation. To

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my mind, there are two decks that I think of

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as the level one big bads that we need to be

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thinking about. And if you're building a deck,

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you should be considering... one of, if not both

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of, these two decks. And if your deck cannot

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easily, I wouldn't say easily, but if it can't

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consistently, at least I'd say you want to be

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a little better than half the time, able to dispatch

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these decks, I would say you need to reevaluate

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some card choices in what you're playing. And

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those two decks are both Amber. Amber Steel,

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likely aggressive, could be a little bit more

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mid -rangey. And I also think that... Amber Emerald

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is going to be a serious contender. These are

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two of the most streamlined decks. They are two

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of the decks that lose some of the least for

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the upcoming rotation. They still have a lot

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of the framework of the deck really left intact,

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right? We have the entire skeleton of the deck.

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We even have some muscle tissue on that skeleton

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in a lot of cases. We just need a little bit

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of filler to tie the room together. So we're

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looking into that. So we have what was formerly

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the churn of dogs deck probably losing churn

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of bog at this point i think it's reasonable

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to guess we haven't gotten all the spoilers at

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time of recording yet but we're close i would

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say it's relatively safe that we're not going

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to get churn of bog back at this point but i

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don't know as though the deck loses a whole lot

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from the loss of churn of bog we still have lady

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miss park avenue and we still have Lilo, Escape

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Artist. Is there any other cards that play out

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of the discard very well? I think those are two

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of the biggest heavy hitters, right? I believe

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so, yeah. Yeah, so I think that that deck is

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going to be a framework for a lot of Amber Emerald

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archetype. Yeah, I think we are already seeing

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a lot of people dropping Chernabog as well. So

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I think the deck is going to be able to work.

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Yeah, a lot of people were playing like zero

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to hero or just in time in an attempt to put

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out Goofy with Ward very quickly to try to protect

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everything, which is a really interesting approach.

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I think that coming up with some good end game

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strategy is what the deck probably needs because

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that's what Chernobog represented. But I don't

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think that it needs it. so desperately that it

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wouldn't exist anymore. And then probably Rapunzel

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would be the other major thing we're losing from

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that deck. Definitely. I think Rapunzel is likely

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not coming back, at least in this set. And I

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think that we're going to feel that pain a little

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bit. Julieta stepping in to try to do as much

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good work as she can. But I think that when you're

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one third of the card draw of a single card,

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it makes it a lot harder. And we could always

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see like invited to the ball coming into that

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deck just for a little bit of extra card draw.

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Yeah, when we were first testing this out, before

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it became Churn of Dogs, when it was just kind

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of the Amber Emerald Dog deck, I was testing

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this with one or two copies of Invited to the

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Ball for a while. I was doing just the famous

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one of because it would never whiff. It was 59

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characters, one Invited to the Ball. So we definitely

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could see that. The Amber Steel aggressive deck

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is going to be quite good as well. Still leaving

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behind a lot of very strong cards. The Three

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Drop Lady obviously coming up in this deck as

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well. We have Penny, Bolt. person being quite

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strong we have iterations of bolt if you want

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to go that direction we have goofy we have lilo

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escape artist still we have lawrence coming back

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to make a guest appearance in rotation so i think

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there are a lot of tools that amber steel can

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leverage we have a new lilo coming that i think

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will be really useful in the steel archetypes

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i don't know if this build will take as much

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advantage of it as something like maybe a ruby

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steel would but i do think that this lilo just

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simply giving multiple character's challenger,

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a la like a Kriki effect, is going to be really,

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really good for steal no matter what side of

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the coin you're on, whether you're dedicated

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challenging or just looking to take advantage

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of an opponent who's a little overexerted on

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a key turn. I'm excited to try her in Amethyst

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steal. Yes. Picking her up and putting her back

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down, potentially if we get any good bounce.

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Being able to leverage her with some of the larger

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bodied characters that have a benefit when they

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come into play, something a la a White Rose.

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Obviously there's insane synergy. with her and

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Calhoun. So obviously the steel stitch on four

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is the great Lilo stitch combo that everybody's

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looking at. So there's a lot of opportunity here

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for a card like that to be quite good. So I think

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that these two decks are going to be kind of

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the baseline aggressive decks. They lose some

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of the least in rotation, which makes them pretty

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strong choices to start with. So I would say

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my message is not you have to play one of these

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decks if you want to win. It's You need to be

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aware these decks exist and you need to be able

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to have a game plan that can effectively beat

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these decks. So let's say if you're winning about

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half your games on the draw. and a little better

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than half on the play, you're in a good place.

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I want to see the deck be able to not be completely

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reliant upon the dice roll in order to be the

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right choice when I'm testing. So that's a step

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one. There are times in a meta where we could

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see a singular card that's so powerful or a singular

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synergy that's so powerful it could define a

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format. I don't think we have that scenario happening

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this time. I do think that there is a singular

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card that has my attention very specifically,

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do think that this kind of leads us into what

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is step two and that is try to find a deck that

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effectively beats the step one deck so if we

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think that the aggro decks are going to be the

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best decks out of the gate because they're not

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losing a lot and they're very streamlined they

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have a great card velocity they do a lot of effective

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things then we need a deck that beats that traditionally

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in trading card games, I'm sure everybody is

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getting to know this at this point, if you have

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an aggro deck, you're going to want to counter

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that typically with a mid -range deck. And I

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think that the mid -range decks to beat are going

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to be Amethyst, which is not atypical of Lorkana

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at all. But I think there's one card, and you'll

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have to give me the full... name of it because

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it's in front of you, but there's one specific

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card that I think is going to end up defining,

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at least in the very early part of the metagame,

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what a mid -range deck is. Sam, what's this card?

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It's Dumbo, Ninth Wonder of the Universe. Yeah,

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it is. And if you don't know what that card does,

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it's a... four cost inkable character. He's a

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3 -3 evasive that has exert this character, pay

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one, draw a card, and gain a lore. Also making

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history, your other characters with evasive gain

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also the same thing. So exert, pay one, draw

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a card, and gain a lore. Yeah. For the cost of

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a four cost 3 -3 -1, it's a fine stat line. It's

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got evasive. Okay. Now we're talking about something

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like a little worse than the rider, the common

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from, I think it was set eight or seven, one

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of the two. It's an Amethyst Common 3 -4 -1 evasive.

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So it's like, okay, Dumbo is just worse than

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this card. Right. That is true. But the ability

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to turn all of your evasives into card advantage

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is crazy. Now, usually the tension is card advantage,

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or do you want to gain a tempo advantage and

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push yourself towards winning the game? That's

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what the usual tension is. We see this with songs.

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In order to sing a song with a character, you

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are giving up. lore that wins you the game, but

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you are saving ink resources that let you add

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to the board to further a long -term game plan.

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I would have expected this Dumbo to exert, give

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all your evasives, pay one, exert, draw a card.

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That's still insane to me, but the fact that

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you also push towards winning the game when you

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do this is crazy. This card does a lot of heavy

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lifting, it generates a ton of card advantage,

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and it doesn't put you behind in the game on

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multiple resources by doing it. You're not taking

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time off from gaining lore to gain cards, you're

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doing both at the same time. So any evasive character

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that natively quests for one, if you have one

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extra ink on your turn, you can turn that into

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a card, which is And I think that this evasive

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style deck, whatever color Amethyst is going

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to pair it with, there are some really good options

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across multiple different colors. Probably just

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not Amber. Honestly, it's the only one that doesn't

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have that evasive or evasive on your turn ability.

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So it's probably the only color it really doesn't

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pair well with. So I think that that's a lot

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to like in any color, probably to pair it with

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minus Amber. I think you're going to see these

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Dumbo style evasive decks ruling the... mid -range

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turf because they could just draw so many cards.

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And there's such a pain in the neck for a lot

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of units to take down because of that evasive

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keyword. We're going to see a lot of air fights,

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which hasn't changed much, honestly, in Amethyst

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since the popularity of one Shadowfinder. I don't

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think that will have changed too, too much. I

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think we're just going to honestly see more of

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it. So it needs to be a thought going forward

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that this is going to be a strong mid -range

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choice. So you want to be testing synergies,

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right? Like a lot of the testing that's going

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to happen in the step two for Sam and I is going

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to be pairing Amethyst cards in some package,

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right? We want to find like the best Amethyst

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packet. So a line to me that stands out very

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clearly is Genie on four and then Dumbo on five.

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And then with the extra ink there, right? Because

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it's now the fifth turn, we're going to use that

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extra ink to exert our Genie and immediately

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convert into a card. Early in the game, I don't

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mind giving up that second lure from Genie. I

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think that that card is worth more than that

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lure at that point in the game. Obviously, as

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the game goes later, that equation changes drastically.

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where I'll take lore above almost any amount

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of cards if it lets me close a game out sooner.

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But in the early part of the game, I don't mind

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that. And there are plenty of four -cost evasives

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that we can pair that same combo with. It's just

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the idea of being card neutral through the entirety

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of that two -card line is very, very strong.

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And in some colors, we have even cheaper evasives

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that you might not even be losing out on that

00:12:03.039 --> 00:12:05.220
lore. Right. Like, if you wanted to pair this

00:12:05.220 --> 00:12:08.059
with Emerald, you could start on turn one. with

00:12:08.059 --> 00:12:09.679
your evasives, right? We can start off with a

00:12:09.679 --> 00:12:11.940
little gift for Hercules and we can roll right

00:12:11.940 --> 00:12:15.399
into everybody's favorite bird. Good old Diablo,

00:12:15.740 --> 00:12:18.639
the two cost Diablo with challenger two and evasive.

00:12:18.659 --> 00:12:20.659
We can roll right into our - I was thinking Go

00:12:20.659 --> 00:12:23.120
-Go. Ah, Go -Go is another great choice, right?

00:12:23.139 --> 00:12:25.019
If you don't mind playing Go -Go on two, that's

00:12:25.019 --> 00:12:27.360
a totally fine choice there. A number of three

00:12:27.360 --> 00:12:30.179
drop options for you that have evasive, including

00:12:30.179 --> 00:12:32.360
the new Dumbo that can give something else evasive.

00:12:32.399 --> 00:12:33.580
If you're not lucky, maybe you're starting off

00:12:33.580 --> 00:12:35.120
on Cursed Merfolk. Let me just give my Cursed

00:12:35.120 --> 00:12:37.299
Merfolk evasive. Little questy quest going. on

00:12:37.299 --> 00:12:39.820
that's great and then we can start exerting things

00:12:39.820 --> 00:12:42.740
once the four drop jumbo comes down on turn four

00:12:42.740 --> 00:12:45.480
or later and start drawing more cards the evasive

00:12:45.480 --> 00:12:47.500
strategy gives you a lot of really good bodies

00:12:47.500 --> 00:12:49.799
for challenging things and the fact that you

00:12:49.799 --> 00:12:52.720
can take those bodies and convert them into cards

00:12:52.720 --> 00:12:54.740
is great you can use something like if you were

00:12:54.740 --> 00:12:56.980
to pair it with ruby then moana great card to

00:12:56.980 --> 00:12:58.799
pair this with i'm either challenging with the

00:12:58.799 --> 00:13:00.799
moana and giving something else a pump if i need

00:13:00.799 --> 00:13:02.779
to deal with my opponent's board or i can use

00:13:02.779 --> 00:13:04.840
them to convert into cards so for sam and i this

00:13:04.840 --> 00:13:07.690
is a very very promising and looks like it's

00:13:07.690 --> 00:13:11.049
a very powerful mid -range strategy to help overcome

00:13:11.049 --> 00:13:15.049
the level one or step one aggro decks that are

00:13:15.049 --> 00:13:17.490
going to come out with big heavy hitters. So

00:13:17.490 --> 00:13:19.750
I think that that's really effective things to

00:13:19.750 --> 00:13:22.309
be thinking about in that regard. Then obviously,

00:13:22.610 --> 00:13:25.549
step three is test, right? We're going to need

00:13:25.549 --> 00:13:28.269
to test. And I really want to call out not being

00:13:28.269 --> 00:13:32.389
afraid to test things that you think might stink.

00:13:32.590 --> 00:13:34.429
There is definitely a part of me that wants to

00:13:34.429 --> 00:13:37.769
play some kind of a red -green deck that is using

00:13:37.769 --> 00:13:41.029
hypnotic deduction to put songs back on top of

00:13:41.029 --> 00:13:43.210
my deck so that I can sing with Powerline and

00:13:43.210 --> 00:13:45.629
then sing that card I put back, right? I could

00:13:45.629 --> 00:13:47.570
put back the worst card in my hand in a pirate's

00:13:47.570 --> 00:13:49.789
life, then use Powerline's second ability to

00:13:49.789 --> 00:13:51.730
reveal that crappy card and that will go away,

00:13:51.929 --> 00:13:53.870
and then I'll sing that pirate's life, and whatever

00:13:53.870 --> 00:13:55.629
song I'm singing will give me the additional

00:13:55.629 --> 00:13:57.929
benefit of my opponent loses two. lore and i

00:13:57.929 --> 00:14:01.529
gained two lords fantastic yeah so will it be

00:14:01.529 --> 00:14:04.480
good i'm willing to wager it won't be Will I

00:14:04.480 --> 00:14:06.840
test it? If there's time, I will. Because I do

00:14:06.840 --> 00:14:08.840
think that if we get a song that's worth singing,

00:14:09.080 --> 00:14:11.179
I mean, there is obviously Under the Sea coming

00:14:11.179 --> 00:14:13.419
back, which immediately strikes me as a very

00:14:13.419 --> 00:14:15.580
powerful thing to be doing with something like

00:14:15.580 --> 00:14:18.299
Powerline. If I can sing Under the Sea and then

00:14:18.299 --> 00:14:20.519
gain two lore and my opponent loses two lore,

00:14:20.679 --> 00:14:22.860
that seems like a really good deal to me. So

00:14:22.860 --> 00:14:26.039
we'll keep looking at things to test. Weird ways

00:14:26.039 --> 00:14:28.279
to go. Should we be testing Ruby Steel? It's

00:14:28.279 --> 00:14:31.220
been long considered not a great deck. But is

00:14:31.220 --> 00:14:33.419
there enough cards? We get the Queen coming.

00:14:33.480 --> 00:14:36.899
back the shift queen we get the stitch lilo combo

00:14:36.899 --> 00:14:39.379
we were talking about earlier we have a lot of

00:14:39.379 --> 00:14:42.059
powerful tools out there we have mulans that

00:14:42.059 --> 00:14:45.299
can shift into various other mulans the ruby

00:14:45.299 --> 00:14:49.159
mulan just the actual like ruby one not the ruby

00:14:49.159 --> 00:14:51.759
steel one can take down multiple cards at once

00:14:51.759 --> 00:14:54.799
if that mulan shifts so it's a really powerful

00:14:54.799 --> 00:14:58.870
option to take down a more wide board. It can

00:14:58.870 --> 00:15:01.710
also hit one thing on the ground and take things

00:15:01.710 --> 00:15:04.889
out that are evasive. So there's a lot of opportunity

00:15:04.889 --> 00:15:07.490
to test and we really need to find out what are

00:15:07.490 --> 00:15:09.690
the lines that are good and what are the other

00:15:09.690 --> 00:15:12.570
lines that can counter those very good lines.

00:15:12.909 --> 00:15:15.299
Test online. Test with your friends. Print things

00:15:15.299 --> 00:15:17.500
out. Jot it down on a piece of paper. Shove it

00:15:17.500 --> 00:15:20.559
in a sleeve and just practice. That is really

00:15:20.559 --> 00:15:23.200
what you need to be doing at this point. I would

00:15:23.200 --> 00:15:25.460
say definitely build one of these or if not both

00:15:25.460 --> 00:15:27.139
of these aggro decks. Even if you don't want

00:15:27.139 --> 00:15:28.460
to play them, that's okay. You just need one

00:15:28.460 --> 00:15:30.379
of the two of you to take turns playing the deck

00:15:30.379 --> 00:15:32.840
that nobody wants to play or whatever and test

00:15:32.840 --> 00:15:35.059
against the other deck. Then once you're confident

00:15:35.059 --> 00:15:36.559
the deck's your test, like, you know, I'm having

00:15:36.559 --> 00:15:38.740
a pretty good matchup against aggro. Let's play

00:15:38.740 --> 00:15:40.860
both of our brews against each other and then

00:15:40.860 --> 00:15:43.100
battle back and forth that way. Don't give up.

00:15:43.210 --> 00:15:44.929
immediately on the level one decks either. They

00:15:44.929 --> 00:15:47.330
could definitely be just the best decks out of

00:15:47.330 --> 00:15:49.429
the gate. It could just be several weeks until

00:15:49.429 --> 00:15:51.970
we find a strategy that breaks up something very,

00:15:52.029 --> 00:15:54.350
very good. These decks all have insanely strong

00:15:54.350 --> 00:15:56.909
play patterns in them. So being able to take

00:15:56.909 --> 00:15:59.629
advantage of those, really smart. Also, don't

00:15:59.629 --> 00:16:01.769
dismiss the two best decks thinking that, well,

00:16:01.830 --> 00:16:04.029
everybody's going to be doing it. We can't beat

00:16:04.029 --> 00:16:06.169
it. You got to join it, right? It's got to be

00:16:06.169 --> 00:16:08.090
a consideration. You only have so much time to

00:16:08.090 --> 00:16:10.110
test, right? Some of these early pre -release

00:16:10.110 --> 00:16:12.049
tournaments take place the weekend the set comes

00:16:12.049 --> 00:16:13.690
out. So if you're going to play in a constructed

00:16:13.690 --> 00:16:15.850
event, and I got to stop now to give a shout

00:16:15.850 --> 00:16:17.370
out to our good friends at the Forbidden Mountain,

00:16:17.490 --> 00:16:20.809
who are holding a ridiculous event the Saturday

00:16:20.809 --> 00:16:23.070
after the set comes out. I think it's August

00:16:23.070 --> 00:16:25.870
30th. And they are pairing up with one of our

00:16:25.870 --> 00:16:28.269
other favorite places to play, Encounter Comics

00:16:28.269 --> 00:16:31.629
and Games. And they are coming together, a bunch

00:16:31.629 --> 00:16:34.950
of vendors, all coming to one really big event

00:16:34.950 --> 00:16:37.610
that is happening the day after. It's core constructed,

00:16:37.870 --> 00:16:39.429
which obviously would be with the new rotation

00:16:39.429 --> 00:16:41.590
in place. Everybody's bringing their best ideas.

00:16:41.639 --> 00:16:44.100
and their most ambitious hopes to try to take

00:16:44.100 --> 00:16:46.360
down this multi -case tournament. It's going

00:16:46.360 --> 00:16:48.980
to be huge. So if you're in the greater Philadelphia

00:16:48.980 --> 00:16:51.480
area, the tri -state area, if you're from around

00:16:51.480 --> 00:16:53.399
Delaware, New Jersey, Pennsylvania, if you're

00:16:53.399 --> 00:16:55.559
in that area, New York, anywhere around there,

00:16:55.620 --> 00:16:58.600
it's probably worth the pilgrimage down to check

00:16:58.600 --> 00:17:01.049
this tournament out. Big, big shout out to the

00:17:01.049 --> 00:17:03.090
Forbidden Mountain for putting on such a cool

00:17:03.090 --> 00:17:05.289
event. I'm happy to see something like that in

00:17:05.289 --> 00:17:07.089
our neck of the woods. Yeah, it's definitely

00:17:07.089 --> 00:17:09.869
exciting. So we'll be testing for sure. So I

00:17:09.869 --> 00:17:12.369
think that our predictions are pretty straightforward.

00:17:12.569 --> 00:17:14.230
I think we've been pretty transparent about how

00:17:14.230 --> 00:17:15.970
we think the meta is going to go. But I know

00:17:15.970 --> 00:17:18.970
a lot of people are looking at testing some amber

00:17:18.970 --> 00:17:21.849
cards like the Circle of Life. It's a very exciting,

00:17:21.950 --> 00:17:25.109
our first legendary rarity song. Yeah, I'm excited

00:17:25.109 --> 00:17:27.549
for it. Not to play it, just I'm excited for

00:17:27.549 --> 00:17:30.400
it. It's a strong... potential card. So we'll

00:17:30.400 --> 00:17:32.140
see what people can make of it. Being able to

00:17:32.140 --> 00:17:34.259
use the steal ability to draw a card and discard

00:17:34.259 --> 00:17:36.920
a card and then use the circle of life quickly

00:17:36.920 --> 00:17:40.259
with singers to get back something like the gigantic

00:17:40.259 --> 00:17:43.259
Mickey Mouse is a really cool idea. That big

00:17:43.259 --> 00:17:46.180
Mickey Mouse is scary. So you never know what

00:17:46.180 --> 00:17:48.740
will be really, really good. And one thing I

00:17:48.740 --> 00:17:50.559
want to caution, and then I'll get over to you,

00:17:50.599 --> 00:17:52.640
Sam, for any other advice that you might have

00:17:52.640 --> 00:17:55.500
early into testing. But one big thing I'll warn

00:17:55.500 --> 00:17:59.619
about is I have a certain play style I really

00:17:59.619 --> 00:18:02.039
like, and I will tweak and fiddle with a deck.

00:18:02.160 --> 00:18:04.940
And if that deck ends up not being so good, or

00:18:04.940 --> 00:18:06.900
I think that it has a good game into something

00:18:06.900 --> 00:18:08.920
that doesn't, I tend to get very irked about

00:18:08.920 --> 00:18:12.039
it and irritated with it. And I will try to point

00:18:12.039 --> 00:18:14.420
my finger in different directions at first, but

00:18:14.420 --> 00:18:17.059
it's worth not getting married to any idea. We

00:18:17.059 --> 00:18:18.599
don't know what's going to work and what's not.

00:18:18.640 --> 00:18:20.460
It's a brand new meta, right? We're in a world

00:18:20.460 --> 00:18:22.099
where we don't have to worry about putting damage

00:18:22.099 --> 00:18:24.160
on a daisy duck right now, because there's nothing

00:18:24.160 --> 00:18:26.339
that's going to just completely wreck us for

00:18:26.339 --> 00:18:28.420
doing it. We don't have to worry about a lot

00:18:28.420 --> 00:18:31.640
of these play patterns that have evolved around

00:18:31.640 --> 00:18:35.400
these very keystone cards. So I would say don't

00:18:35.400 --> 00:18:38.000
be precious with your ideas. Be willing to be

00:18:38.000 --> 00:18:40.039
open to creativity. If you're testing with people

00:18:40.039 --> 00:18:41.880
and they give you suggestions or they mention

00:18:41.880 --> 00:18:43.779
like maybe this isn't a good idea, try not to

00:18:43.779 --> 00:18:46.279
be contentious or try not to be too offended.

00:18:46.420 --> 00:18:48.720
Be open to those things. If you're testing with

00:18:48.720 --> 00:18:50.279
people, they're there because they want you to

00:18:50.279 --> 00:18:52.359
do well and they want you to help them do well,

00:18:52.420 --> 00:18:55.339
right? High tide rises all ships. So we want

00:18:55.339 --> 00:18:57.140
to help each other. other and that sometimes

00:18:57.140 --> 00:18:58.900
is letting somebody know like i think you're

00:18:58.900 --> 00:19:00.960
kind of off base here like i think you're you're

00:19:00.960 --> 00:19:03.720
just wandering off into the woods i need to kind

00:19:03.720 --> 00:19:05.740
of pull you back to the trail a little bit because

00:19:05.740 --> 00:19:08.660
you're just cooking way too much over there so

00:19:08.660 --> 00:19:11.500
i would highly recommend that you don't get married

00:19:11.500 --> 00:19:14.440
to any one idea or deck because it just might

00:19:14.440 --> 00:19:16.920
not be right could be that it is very early in

00:19:16.920 --> 00:19:18.740
testing and then somebody comes up with the better

00:19:18.740 --> 00:19:21.180
mousetrap and now it's like i have to imagine

00:19:21.180 --> 00:19:22.960
we're not going to be the only people on the

00:19:22.960 --> 00:19:25.019
planet with a smaller card pool who have arranged

00:19:25.349 --> 00:19:27.230
some number of cards that look like this. So

00:19:27.230 --> 00:19:28.750
we have to entertain the notion that perhaps

00:19:28.750 --> 00:19:31.170
there's a better deck out there. So just don't

00:19:31.170 --> 00:19:34.109
think immediately or at any point in this process

00:19:34.109 --> 00:19:36.150
that you might have it solved because it's going

00:19:36.150 --> 00:19:38.589
to be hard to solve initially. So definitely

00:19:38.589 --> 00:19:40.869
don't be precious. Sam, what do you have for

00:19:40.869 --> 00:19:42.849
advice? Anything? I agree with you. Like, I mean,

00:19:42.869 --> 00:19:45.430
you can be open to all possibilities. I think

00:19:45.430 --> 00:19:47.690
just cards that we, especially from sets five

00:19:47.690 --> 00:19:50.390
through eight cards that we haven't played, it

00:19:50.390 --> 00:19:52.349
doesn't necessarily mean we won't play them because

00:19:52.349 --> 00:19:55.230
we have a whole new card pool. cards that weren't

00:19:55.230 --> 00:19:58.109
good could potentially be good we were just today

00:19:58.109 --> 00:20:00.990
building a deck and we looked at the card coda

00:20:00.990 --> 00:20:03.490
coda and we were just trying to look for the

00:20:03.490 --> 00:20:06.490
amber steel aggressive deck like what cards go

00:20:06.490 --> 00:20:09.009
in there and he's a 2 -1 that doesn't allow you

00:20:09.009 --> 00:20:11.329
to lose lore right and it's like maybe that'll

00:20:11.329 --> 00:20:13.529
be a good card because we're gonna see pirate's

00:20:13.529 --> 00:20:16.369
life back again being sung by power line so there's

00:20:16.369 --> 00:20:18.009
just i think you should just be open to looking

00:20:18.009 --> 00:20:20.210
at cards that we've kind of just swept under

00:20:20.210 --> 00:20:22.569
the rug before Right, don't be afraid to open

00:20:22.569 --> 00:20:25.799
the binder, crack open, blow off the dust. on

00:20:25.799 --> 00:20:29.119
the bulk and go back and reevaluate the cards

00:20:29.119 --> 00:20:32.180
because ones that were underperforming now don't

00:20:32.180 --> 00:20:34.599
have those cards standing on top of them that

00:20:34.599 --> 00:20:37.019
made them unplayable before. It's definitely

00:20:37.019 --> 00:20:41.019
worth considering everything and anything. Be

00:20:41.019 --> 00:20:43.059
open, be excited, try different things. There

00:20:43.059 --> 00:20:45.099
might be a whole new way to play that you've

00:20:45.099 --> 00:20:49.299
never experienced. So don't be dismissive. Don't

00:20:49.299 --> 00:20:52.980
just look to do one thing. Be open, try different

00:20:52.980 --> 00:20:55.279
things. You might be surprised what you find.

00:20:55.440 --> 00:20:57.839
No matter what you're doing, the best piece of

00:20:57.839 --> 00:21:00.339
advice I can give you early in a format is keep

00:21:00.339 --> 00:21:00.940
questing.
