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Welcome to Pichitumi Podcast, a 
show about the subjective past, 

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present, and potential future of
flesh and blood design. 

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In today's episode, we discuss 
the Cleric class and provide 

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some different designs. 
You can find us across all 

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socials such as Blue Sky and 
Instagram at Pichitumi Podcast. 

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I'm Joel, I'm Fuzzy, and I'm 
Clark. 

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All right, everyone, we are 
recording this episode in early 

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March. 
It might be a while before it 

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gets to you because we wanted 
this to be one of our like, 

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backup episodes in case stuff's 
going on in our schedule. 

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We can still give you the best 
content that you could dream. 

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Of so hello from the past. 
So, a little bit of preamble. 

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The Cleric class. 
This comes from the idea that 

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there is going to be a clear 
class added to the game. 

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It was one of the professions 
listed in the original lore 

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book, so a lot of people have 
theorized that's going to be 

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added as a class one day, like 
Assassin was or Necromancer will

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be already has been. 
I'm hoping it comes out in the 

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high seas. 
But what we like to do is that 

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each host takes a pitch and 
presents a different design that

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they have designed away from the
other host of how they might see

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cleric. 
So you're going to get three 

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different ideas of sort of how 
the class might look like. 

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And we'll see if any of those 
end up showing up if and when 

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the class ever does get 
released. 

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In the meantime, this is going 
to be a pretty custom card heavy

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show. 
And hopefully you like custom 

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cards. 
These are definitely really fun 

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to produce. 
And what's the show structure 

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like, Joel? 
So for today's episode, the 

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structure is going to be each of
our hosts will come up with a 

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major slice, quote UN quote. 
Clark's going to start us off. 

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Joel will then take over the 
yellow pitch, and then Fuzzy 

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will round us out on blue pitch.
And then we're going to come 

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together and sort of mash all 
the designs together to create 

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one super cleric and talk about 
what each of our designs would 

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look like in, in, you know, 
flesh and blood. 

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So for my red pitch is titled 
Religion is for suckers with AZ,

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we're going 90s. 
I don't listen to my parents. 

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I'm going to the skate park. 
Take that mom. 

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So that's because I don't really
like the idea of a cleric. 

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And I think that Prism as a 
light illusionist is just a 

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cleric. 
She looks like a cleric. 

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She acts like a cleric. 
I don't really think that they 

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can do cleric. 
I think necromancer has more 

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design space then cleric does 
right now in the game. 

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Wow, Why did we make you go 
first? 

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I don't know. 
Because it's out, I honestly 

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don't know. 
But I still think that if we do 

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some interesting top down 
designs where we start with an 

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interesting concept of building 
around religion, we can find 

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some unique and interesting 
mechanics that haven't been done

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before. 
But I think it has to include 

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the soul. 
And I know that the soul has 

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remained as this thing that has 
been only for the light talent 

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and the light talent special 
little baby. 

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And I'm saying Nah, fuck that 
shit. 

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I think if you have a cleric, 
the cleric has to interact with 

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the soul in some way. 
And you can't have every single 

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cleric be a light cleric because
I think that would be boring, 

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dull. 
Like why even make it a class at

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that point? 
And you know you wouldn't be the

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first one because Teclovosin the
Macropotent also has the word 

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soul to describe all of those 
cards that are under him. 

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So it's not like this would be 
the first time a non light hero 

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has the soul. 
Typically they keep it to light 

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and shadow, but yes, very much 
so. 

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I think that the way that we are
going to make it distinct from 

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light is that rather than 
focusing on cards entering and 

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leaving the soul, like with soul
flare or removing it to make 

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spectral Shields, removing it to
flip your figments instead. 

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The soul is going to be 
something that you build up over

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time. 
So it's going to matter, 

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literally the cards that are 
inside of your soul. 

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It's not just going to be some 
empty card resource. 

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Their text is going to matter 
inside of the soul, because 

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clerics nurture the soul. 
Religion nurtures the soul. 

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Oh, OK. 
All right. 

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I see you, Clark. 
Yeah, that's pretty good. 

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I love this idea for design 
space because I feel like it's 

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inevitable that LSS is going to 
do some designs with it, you 

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know? 
It makes sense that they haven't

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yet, but I imagine that like 
it's just a matter of time until

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they do. 
So let's get into my first card 

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design. 
I call this Psalm of 

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Deliverance. 
It is a cleric non attack action

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card with the prayer aura 
subtype. 

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It's a 0 cost yellow rare that 
says the first time you would 

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gain life on your turn you gain 
that much life plus one. 

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This effect is active while 
Psalm of Deliverance is in your 

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soul. 
And on the field, right, it's an

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aura on the field buffing your 
life gain. 

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And if that aura is in your 
soul, it is doing the same exact

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thing. 
It's also buffing your life 

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game. 
Yes, very much so. 

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Now this is not a good rate. 
It's a yellow 0 cost non tech 

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action card that gives you one 
value a turn. 

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And yeah, that's just not very, 
very good. 

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But the whole point is that you 
try to get it into Seoul so that

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stays around for a longer amount
of time. 

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But how does it get into your 
soul? 

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At the beginning of your end 
phase, if you have gained 4 or 

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more life, this turn put some of
deliverance into your soul. 

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So each prayer will have this 
quest that you need to achieve 

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for it to get into your soul. 
And each prayer would have a 

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different thing to do. 
For me, this is harkening to how

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religions have rituals. 
I come from a Catholic 

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background, so we have very 
structured ritualistic services,

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right where you do the same 
thing, right? 

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Repeat Hail Mary 15 times, that 
kind of idea. 

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If you complete the quest, you 
get the blessing. 

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But you may have mentioned OK, 
one value every single turn if 

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that's on the field for the 
entire game, that's incredibly 

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broken, right? 
Don't worry at the beginning of 

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your turn, destroy this card if 
it's in the arena. 

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So you can only really get one 
value from this card unless you 

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end up gaining the four life to 
put it into your soul. 

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This does have Go Again so that 
you can perform other actions 

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that would gain you the four 
life to complete the quest. 

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All the prayers will have Go 
again. 

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It has no power and blocks for 
two because LSS loves two blocks

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now and so do I. 
What do you guys think of the 

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prayer design? 
I really like this pattern, 

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having these auras that give you
a little bit of value. 

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You do a little quest and you 
get that value indefinitely, and

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I think that's a really cool, 
rewarding play pattern and I'm 

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excited to see where you iterate
on it with. 

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As the resident soul enjoyer, I 
really like this design too, 

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mostly because like you 
mentioned earlier, a lot of your

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cards, well specifically in 
Bolton, because you have to 

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charge from your hand, most of 
your cards are just yellow 

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fodder or charge fodder. 
And with Prism, all of your 

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cards are really good attacks. 
So you like be aggressive with 

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other than like, you know, like 
a Halo of illumination or or 

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some other Shannon against to 
get cards in your soul. 

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So I like that the quest to get 
it into your soul is harder and 

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the payoff is also much better. 
And you can sort of see just on 

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this card alone that the quest 
of like getting multiple of 

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these psalms into your or these 
prayers into your soul is going 

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to like really turn on the rest 
of your hero power, which we 

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haven't seen yet, but already I 
like this design. 

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And that's a great segue. 
Let's talk about the hero 

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design. 
I have named my hero Cantor, a 

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Sears Herald. 
It's the an adult cleric hero. 

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At the start of your turn, if 
you have less than three cards 

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in Seoul, you may discard A 
cleric card from your hand. 

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If you do, search your deck for 
a prayer and put it into your 

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hand. 
So this lets you sort of craft 

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the prayer that you need so that
you could actually get cards 

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into your soul. 
The whole point is that you stay

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card neutral, but you get to 
pick the prayer that you're 

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putting in. 
So you can pick it based on 

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match up or based on what cards 
you drew. 

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That's going to let you complete
its quest. 

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It requires you to have a very 
intimate knowledge of your deck,

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but we've seen how decks like 
Katsu already ask that of the 

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players to understand very 
quintessentially how a card in 

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hand might interact with a card 
in their deck. 

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This is very similar, right? 
You draw a Sigil of Solace. 

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OK, I really want Psalm of 
Deliverance, so I'm going to 

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discard some other prayer, get 
Psalm of Deliverance. 

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Then I can go Psalm of 
Deliverance, play sigil of 

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Solace. 
There's my four life. 

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It goes into my soul. 
This sounds like a really strong

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hero power. 
It does, but that's because at 

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the beginning of your in phase, 
if you have not gained life this

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turn, remove a random card from 
your soul. 

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So it comes with the downside. 
Yes, it comes with this inherent

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downside of having cards 
occasionally have to leave your 

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soul, because otherwise you will
just end up doing the 

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illusionist thing where you get 
a bunch of multiplicative value.

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Your soul just gets bigger and 
bigger and then it overwhelms 

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all of your opponents. 
And that's not fun, right? 

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I think that's very bothersome 
to the game, and especially 

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because the soul is something 
that's really hard to interact 

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with, right? 
Only really shadow heroes have 

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the ability to like, remove 
cards from Seoul. 

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And I think it would actually be
very bad for light heroes if 

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they turn that into a generic 
thing that they gave to a lot of

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classes and talents. 
So instead, if you Simply put 

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enough pressure on your 
opponent, or if they draw 

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poorly, then they're going to 
start losing their soul. 

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And it's random too, so they're 
losing like random bits of their

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hero. 
They're kind of like a hero 

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ability. 
Yeah. 

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I think some of this like the 
randomness or it, it's going to 

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depend on really a lot of 
testing. 

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One thing that we can't do for 
these designs is test them. 

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So we can't really fine tune it.
I think there is some fine 

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tuning to maybe be done with how
often and how quickly cards 

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leave Seoul. 
It all depends on how quickly 

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you can get cards into Seoul and
and just how much value are they

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really presenting. 
Also, I'm noticing that even if 

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you do like let's say you go 
first, do you? 

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You win the dice roll, you end 
up going first, You search for a

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prayer, you still need to gain 
life. 

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Otherwise that prayer that you 
theoretically put into your soul

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is going to get removed almost 
immediately. 

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So even though this is a a 
really powerful effect, you get 

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to search exactly for the car 
that you need or the car that 

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you want to start building your 
soul with, you still also need 

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to manage the life game portion 
of this mini game. 

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Otherwise this effect doesn't 
mean anything. 

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You're just thinning your deck 
out and getting closer to 

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fatigue essentially. 
Yeah, we're kind of used to 

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Lavia, where as long as I'm 
banishing to blood debt the 

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blood that's going away, but 
this hoop I need to jump through

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is always there, even when I'm 
loading up my soul. 

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Now I do expect equipment that 
will help Cantor work around 

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those negatives of either being 
able to like, oh, I couldn't 

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complete this prayer. 
That's OK, You can like help it 

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stick around another turn. 
Maybe the weapon does that. 

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I'm expecting like a book, 
right? 

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The big, the big religious tome 
that they proselytize from or 

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and equipment that can as a one 
time sacrifice, give you some 

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life. 
So you can be like, I really 

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need to hold on to my soul in 
the early game. 

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I'm going to destroy this, gain 
some life, and that way I can, I

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can keep going. 
Cool. 

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And I would be remiss if I 
didn't design A specialization 

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card so. 
True bestie. 

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So I've designed Exalted 
Revelation, a cleric non attack 

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action card. 
It's A2 cost yellow majestic 

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that is a legendary Cantor 
specialization. 

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Only one of these in your deck 
and it says deal damage to your 

226
00:12:14,680 --> 00:12:16,600
opponent equal to the amount of 
cards in Seoul. 

227
00:12:16,760 --> 00:12:20,680
Not even arcane, just damage. 
Yep, straight nuke of damage. 

228
00:12:20,680 --> 00:12:24,960
This is Cantor calling down the 
might of the A seer from the 

229
00:12:24,960 --> 00:12:30,640
heavens to smite his enemies. 
Yeah, he gets stronger the more 

230
00:12:30,640 --> 00:12:34,400
prayers that he has completed. 
This is very flavorful. 

231
00:12:34,400 --> 00:12:38,400
I love the pilgrimage and just 
like yeah, unleashing this fat 

232
00:12:38,400 --> 00:12:41,720
stack of damage after building 
up your soul, it could also just

233
00:12:41,720 --> 00:12:44,680
be like a 0 for four. 
Like I need to make use of the 

234
00:12:44,680 --> 00:12:46,240
prayers because I think the game
is going to end soon. 

235
00:12:46,240 --> 00:12:48,360
Or maybe destroy some ward? 
Yeah. 

236
00:12:49,200 --> 00:12:51,360
Direct damage just take out some
ward. 

237
00:12:51,840 --> 00:12:54,840
Very, very doable. 
And I like how your hero ability

238
00:12:54,880 --> 00:12:57,760
you described, where as long as 
you have less than three cards 

239
00:12:57,760 --> 00:13:01,080
in soul, it's really easy for 
you to find prayers, to find the

240
00:13:01,080 --> 00:13:03,320
right prayer that you know you 
can sink in there. 

241
00:13:03,560 --> 00:13:06,320
And once you get past three, 
it's still very much possible, 

242
00:13:06,320 --> 00:13:09,120
but a lot harder, right? 
So this card has an expectation 

243
00:13:09,120 --> 00:13:12,840
that it'll be easy to deal three
direct damage to my opponent. 4 

244
00:13:12,840 --> 00:13:15,440
still, and five is still 
possible, still very possible. 

245
00:13:15,680 --> 00:13:18,360
But when we think of like this 
direct damage, like reckless 

246
00:13:18,360 --> 00:13:20,760
swing, you don't go to two life 
against a brute. 

247
00:13:20,840 --> 00:13:23,320
You try not to go below like 4 
because if they have two 

248
00:13:23,400 --> 00:13:25,200
reckless swings, you're down, 
right? 

249
00:13:25,480 --> 00:13:28,200
So for this class, it sounds 
like you really don't wanna go 

250
00:13:28,200 --> 00:13:30,960
down to three live. 
Yeah, and hopefully not close to

251
00:13:30,960 --> 00:13:34,400
three, but. 
If you can pressure the cleric 

252
00:13:34,400 --> 00:13:36,680
so that they are losing the 
cards from their soul, 

253
00:13:36,680 --> 00:13:40,240
eventually they'll have less and
less of that reach of the direct

254
00:13:40,240 --> 00:13:45,800
damage. 
All right, that was my design 

255
00:13:45,800 --> 00:13:50,200
for the cleric, focusing on 
rituals and completing prayers 

256
00:13:50,200 --> 00:13:53,960
and the building of soul, very 
much sort of harkening to these 

257
00:13:53,960 --> 00:13:58,800
ideas of light, which could 
honestly maybe befuddle the 

258
00:13:58,800 --> 00:14:02,680
design, honestly. 
So I'm interested in seeing what

259
00:14:02,920 --> 00:14:06,240
Joel has designed for the 
cleric, someone who is so 

260
00:14:06,240 --> 00:14:09,000
attached to light that there's 
no way he would design light 

261
00:14:09,200 --> 00:14:14,200
again. 
All right, so for my pitch, it's

262
00:14:14,200 --> 00:14:16,600
titled Richer, Badder, and 
Holier Than Thou. 

263
00:14:18,200 --> 00:14:21,320
And I want to talk a little bit 
about like what I like about 

264
00:14:21,320 --> 00:14:24,200
Cleric and how I enjoy flesh and
blood, because that like really 

265
00:14:24,200 --> 00:14:27,880
ties into this design. 
Specifically, a lot of people 

266
00:14:27,880 --> 00:14:30,800
compare flesh and blood to a 
fighting game, which I don't 

267
00:14:30,800 --> 00:14:33,640
think is incorrect, but I don't 
play fighting games to the 

268
00:14:33,640 --> 00:14:35,440
extent that a lot of other 
people do. 

269
00:14:36,160 --> 00:14:40,000
I usually describe it to new 
players as like playing your 

270
00:14:40,000 --> 00:14:44,000
favorite D&D characters as like 
a commander, so to speak, like 

271
00:14:44,000 --> 00:14:46,840
like Magic the Gathering. 
So when I had my first like 

272
00:14:47,400 --> 00:14:50,520
Pathfinder or D&D experience, 
it's sort of like strengthened 

273
00:14:50,520 --> 00:14:53,200
my belief in this like 
comparison to flesh and blood. 

274
00:14:53,800 --> 00:14:56,720
And another reason why I really 
like Cleric is it's one of the 

275
00:14:56,720 --> 00:15:00,360
first conversations, like even 
before we thought of Pitch It to

276
00:15:00,360 --> 00:15:03,760
Me podcast being the name of our
podcast, we talked for like 3-4 

277
00:15:03,760 --> 00:15:08,760
hours about how a cleric would 
exist in in flesh and blood. 

278
00:15:08,960 --> 00:15:11,040
And it just it's always 
something that I've like really 

279
00:15:11,040 --> 00:15:12,480
been looking forward to talking 
about. 

280
00:15:13,160 --> 00:15:17,080
And to Clark's point, he, you 
know, presents a really good 

281
00:15:17,080 --> 00:15:22,040
arguments about how light heroes
already like, cannibalize the 

282
00:15:22,080 --> 00:15:24,880
identity that Cleric could. 
Have Yeah, they're entirely 

283
00:15:24,880 --> 00:15:26,920
based around the religion of 
Solana. 

284
00:15:27,120 --> 00:15:30,040
Right. 
And I think leaning into that 

285
00:15:30,040 --> 00:15:34,480
identity is what make is what 
would, and I think leaning into 

286
00:15:34,480 --> 00:15:37,400
that identity is what would make
cleric really interesting, 

287
00:15:38,040 --> 00:15:39,920
specifically through the use of 
domains. 

288
00:15:39,920 --> 00:15:44,560
So I'm not like the most 
seasoned D&D player, so if you 

289
00:15:44,560 --> 00:15:46,280
hear some inconsistencies, I 
apologize. 

290
00:15:46,280 --> 00:15:49,440
I'm not, you know, that's not 
really my expertise. 

291
00:15:50,360 --> 00:15:53,960
But I think the use of domains 
can change how a cleric would 

292
00:15:53,960 --> 00:15:56,520
present itself in flesh and 
blood, and that's what would 

293
00:15:56,520 --> 00:15:59,200
make it interesting to me. 
Kind of like talents, right? 

294
00:15:59,320 --> 00:16:00,720
Exactly. 
Yeah, like, sort of like a 

295
00:16:00,720 --> 00:16:05,640
subset of talents, because, you 
know, a cleric plays very 

296
00:16:05,640 --> 00:16:09,200
differently from other ones 
based on like what deity they 

297
00:16:09,200 --> 00:16:11,760
want to support or whatever. 
But first I'm going to talk 

298
00:16:11,760 --> 00:16:14,720
about what the generic cleric 
cards would be and like where 

299
00:16:14,720 --> 00:16:18,240
the design is rooted in. 
And so for the first car that I 

300
00:16:18,240 --> 00:16:20,280
developed, it's called Channel 
Divinity. 

301
00:16:20,280 --> 00:16:22,680
You might have heard it from 
like DND or Pathfinder. 

302
00:16:22,680 --> 00:16:25,920
It's it's a real ability, yeah. 
Yeah, and and you're going to 

303
00:16:25,920 --> 00:16:28,200
see that across the rest of my 
cards too. 

304
00:16:28,200 --> 00:16:31,160
Like these are rooted in stuff 
that I've seen in Pathfinder and

305
00:16:31,160 --> 00:16:34,760
DND. 
So channel divinity says or it's

306
00:16:34,760 --> 00:16:38,520
a yellow majestic surprise 
surprise, it's a cleric non 

307
00:16:38,520 --> 00:16:41,520
attack action that costs zero 
blocks for three and has go 

308
00:16:41,520 --> 00:16:44,560
again. 
And similar to the other channel

309
00:16:44,560 --> 00:16:47,360
cards in flesh and blood, this 
one would have the same 

310
00:16:47,360 --> 00:16:50,320
mechanics as like channel mount 
heroic for instance. 

311
00:16:50,560 --> 00:16:53,800
So that means at the beginning 
of your end phase, put a flow 

312
00:16:53,800 --> 00:16:57,440
counter on Channel Divinity, 
then destroy it, unless you put 

313
00:16:57,680 --> 00:17:01,360
a clerk card from your pitch 
zone to the bottom of your deck 

314
00:17:01,360 --> 00:17:05,160
for each flow counter on it. 
And it says when this enters and

315
00:17:05,160 --> 00:17:08,720
at the start of your turn, put 2
divinity counters on your hero. 

316
00:17:10,440 --> 00:17:15,720
I like the channel cards and I 
think channel divinity as a 

317
00:17:15,720 --> 00:17:19,079
concept of like a cleric 
channeling the divinity. 

318
00:17:19,079 --> 00:17:21,119
It's flavorful. 
It's right in line of what I 

319
00:17:21,119 --> 00:17:25,359
expect the class to be doing, 
and dealing with divinity 

320
00:17:25,359 --> 00:17:28,600
counters is a lot different than
dealing with cards in Seoul, so 

321
00:17:28,640 --> 00:17:29,600
I like it. 
Yep. 

322
00:17:29,960 --> 00:17:32,320
I'm really excited to see what 
these divinity counters do. 

323
00:17:32,600 --> 00:17:34,920
If this Channel Divinity is just
giving us these divinity 

324
00:17:34,920 --> 00:17:37,120
counters, hopefully it'd be 
pretty cool. 

325
00:17:37,920 --> 00:17:42,280
So for context, this card would 
get you a total of 2 divinity 

326
00:17:42,280 --> 00:17:45,600
counters when it enters, and 
then on the if you keep it 

327
00:17:45,600 --> 00:17:48,480
around for at least one turn, 
you'll get 4 Divinity counters. 

328
00:17:48,680 --> 00:17:51,160
So keep that in mind as I talk 
about the rest of the designs. 

329
00:17:51,720 --> 00:17:53,480
So now I'm going to get into the
hero. 

330
00:17:53,600 --> 00:17:56,760
For a little bit of context, 
this is a light cleric, so I'm 

331
00:17:56,760 --> 00:17:58,680
still playing with the light 
identity. 

332
00:17:58,760 --> 00:18:04,520
No, you did go back to light. 
Yeah, I lied earlier, but this 

333
00:18:04,520 --> 00:18:08,640
cleric is specifically a light 
domain or domain of lights. 

334
00:18:09,040 --> 00:18:14,560
So that's again harkening to the
D&D mechanic and that's how I'm 

335
00:18:14,560 --> 00:18:18,400
going to frame the rest of like 
these light cleric cars 

336
00:18:18,400 --> 00:18:22,560
specifically. 
And the hero I came up with, 

337
00:18:22,560 --> 00:18:24,520
well, name is a work in 
progress. 

338
00:18:24,520 --> 00:18:26,800
I just named him Jim the Cleric 
because I didn't know what what 

339
00:18:27,040 --> 00:18:29,800
cool name I wanted. 
To that is so D&D coded though 

340
00:18:30,400 --> 00:18:33,040
as Adm. 
It's like, what's this guy's 

341
00:18:33,080 --> 00:18:34,280
name? 
Fucking Jim? 

342
00:18:34,280 --> 00:18:36,160
I don't know man, just fucking 
move on. 

343
00:18:36,320 --> 00:18:38,680
Yeah, this is your question. 
It's like the 14th PC that 

344
00:18:38,680 --> 00:18:40,000
doesn't matter. 
Please move on. 

345
00:18:41,840 --> 00:18:45,280
So Jim, the cleric has four 
intellect and 38 health. 

346
00:18:45,840 --> 00:18:47,800
Because we're going to be 
playing with life totals. 

347
00:18:48,680 --> 00:18:51,240
And so I think when you play 
with life totals or prevention, 

348
00:18:51,240 --> 00:18:53,200
you should have lower life. 
Yeah. 

349
00:18:53,240 --> 00:18:56,040
If the if the hero's built 
around gaining life, they should

350
00:18:56,040 --> 00:18:57,360
have less life. 
Absolutely. 

351
00:18:57,920 --> 00:19:02,320
So his ability reads as a once 
per turn action and additional 

352
00:19:02,320 --> 00:19:05,640
cost of banishing 3 spells from 
your graveyard. 

353
00:19:06,280 --> 00:19:09,680
Remove a divinity counter from 
your hero and create an 

354
00:19:09,680 --> 00:19:11,840
eloquence token and gain one 
life. 

355
00:19:12,520 --> 00:19:16,440
Eloquence tokens are so good, 
dude. 

356
00:19:16,760 --> 00:19:20,320
Like he's a cleric. 
What is like the one thing that 

357
00:19:20,320 --> 00:19:22,200
like priests and clerics are 
known for? 

358
00:19:22,200 --> 00:19:25,520
It's being really good speakers.
Eloquent. 

359
00:19:25,680 --> 00:19:27,040
Why didn't I put that in my 
design? 

360
00:19:28,440 --> 00:19:30,680
I also think Eloquence, and I 
think this is something you've 

361
00:19:30,680 --> 00:19:34,560
mentioned to Clark, Eloquence 
tokens are just criminally under

362
00:19:34,600 --> 00:19:37,840
populated in the rest of the the
rest of flesh and blood really. 

363
00:19:38,360 --> 00:19:41,400
So I wanted to find a way to 
incorporate them without making 

364
00:19:41,400 --> 00:19:43,200
them broken. 
So I hope you'll pay attention 

365
00:19:43,200 --> 00:19:47,240
to the rest of the designs and 
see how valuable the Divinity 

366
00:19:47,240 --> 00:19:48,960
counters and the Eloquence 
tokens are. 

367
00:19:49,200 --> 00:19:52,360
So we can remove a Divinity 
counter once we've gotten enough

368
00:19:52,360 --> 00:19:55,160
cards in our graveyard to make 
this Eloquence and Game of Life 

369
00:19:55,160 --> 00:19:57,480
correct. 
So that's one of the big outlets

370
00:19:57,480 --> 00:19:59,920
for these Divinity counters, and
it's why we get so many on 

371
00:19:59,920 --> 00:20:01,640
Channel Divinity. 
Exactly. 

372
00:20:01,760 --> 00:20:06,200
So for my next design, I've 
created magic weapon, which is a

373
00:20:06,200 --> 00:20:09,440
common place that says you're 
going to find it in red, yellow 

374
00:20:09,440 --> 00:20:12,360
and blue. 
It's a cleric non a tech action 

375
00:20:12,360 --> 00:20:15,440
spell. 
So this is the first spell which

376
00:20:15,440 --> 00:20:17,360
is something that you can banish
to your hero ability. 

377
00:20:17,800 --> 00:20:22,520
This spell cost 0 resources is a
three block with no go again 

378
00:20:22,520 --> 00:20:25,320
specifically because of your 
eloquence token. 

379
00:20:25,320 --> 00:20:27,680
So basically you're going to be 
cashing in your spells for 

380
00:20:27,680 --> 00:20:31,200
eloquence tokens so that you can
play more of these spells and 

381
00:20:31,200 --> 00:20:33,320
get effects from them as you 
play them. 

382
00:20:33,520 --> 00:20:38,080
Because this one reads and tell 
the end of your next turn your 

383
00:20:38,080 --> 00:20:42,080
tax gain. 
When this hits deal 3-2 or one 

384
00:20:42,080 --> 00:20:45,840
arcane damage, similar to 
rolling like AD 4 for the 

385
00:20:45,840 --> 00:20:48,000
additional like radiant damage. 
But I didn't want to use 

386
00:20:48,000 --> 00:20:49,680
radiant, I just chose arcane 
damage. 

387
00:20:49,920 --> 00:20:52,360
And that's like if it's a red, 
yellow or blue copy. 

388
00:20:52,480 --> 00:20:54,880
Yeah, exactly. 
So the red would be dealing 3 

389
00:20:54,880 --> 00:20:57,120
arcane damage for every hit, and
then the blue would be dealing 

390
00:20:57,120 --> 00:20:59,120
1. 
So without go again, this only 

391
00:20:59,120 --> 00:21:02,640
gives you one turn of having the
buff because it has no go again,

392
00:21:02,640 --> 00:21:05,840
your turn ends. 
So only on your next turn will 

393
00:21:05,840 --> 00:21:07,840
your attacks have this effect. 
Correct. 

394
00:21:07,880 --> 00:21:11,400
But if you can use that eloquent
token cash in that the vanity, 

395
00:21:11,800 --> 00:21:13,800
then you can get two turns of 
this effect. 

396
00:21:13,800 --> 00:21:14,800
Being active? 
Yep. 

397
00:21:14,840 --> 00:21:19,600
And since this requires at least
a card for your weapon swing, or

398
00:21:19,600 --> 00:21:23,720
two cards for like an attack on 
the turn you play magic weapon 

399
00:21:23,720 --> 00:21:28,440
or the turn after you play magic
weapon, I feel like getting 6 

400
00:21:28,440 --> 00:21:30,280
value from this card is pretty 
hard. 

401
00:21:30,280 --> 00:21:33,240
So that's why I've decided to do
3 arcane damage on him. 

402
00:21:33,240 --> 00:21:34,920
Yeah, plus. 
Opponents can just block. 

403
00:21:35,040 --> 00:21:38,120
Yeah, I could see this being 
really strong if you have lots 

404
00:21:38,120 --> 00:21:41,640
of go against, you know, scar 
for a scar ravenous rabble. 

405
00:21:41,640 --> 00:21:46,600
But it also kind of depends on 
how many you have in kit, right?

406
00:21:48,040 --> 00:21:51,360
I also feel like this design 
feels a lot like an aura, you 

407
00:21:51,360 --> 00:21:54,720
know, where if something's going
to give me a static effect for 

408
00:21:54,720 --> 00:21:56,920
my next turn. 
Like, think of like the guardian

409
00:21:56,920 --> 00:21:58,760
auras. 
The guardian auras don't say, 

410
00:21:59,080 --> 00:22:01,480
hey, on your next turn, your 
first attack gets blank. 

411
00:22:01,640 --> 00:22:03,640
They sit around and then they 
destroy themselves. 

412
00:22:03,640 --> 00:22:06,520
And I think part of the reason 
for that is for memory so that 

413
00:22:06,520 --> 00:22:08,920
the players can really easily 
remember that this is an effect 

414
00:22:08,920 --> 00:22:10,560
they're going to get. 
Yeah. 

415
00:22:10,560 --> 00:22:13,920
Although notably, your hero, 
your hero ability wants to 

416
00:22:13,920 --> 00:22:15,360
banish spells from your 
graveyard. 

417
00:22:15,560 --> 00:22:18,400
So putting more spells in your 
graveyard faster is probably a 

418
00:22:18,400 --> 00:22:20,640
good reason why you'd want to 
make this a simple non attack 

419
00:22:20,640 --> 00:22:22,400
action instead of an aura. 
Right. 

420
00:22:22,400 --> 00:22:24,640
Like it would be a little bit 
awkward if I had to wait for the

421
00:22:24,640 --> 00:22:28,560
following turn after magic 
weapon goes away to then banish 

422
00:22:28,560 --> 00:22:31,720
it to my hero ability in order 
to, you know, do the rest of my 

423
00:22:31,720 --> 00:22:33,200
stuff. 
Yeah, but you're starting to see

424
00:22:33,200 --> 00:22:35,360
the synergy. 
Like I want to banish my spells 

425
00:22:35,520 --> 00:22:39,240
to empower the rest of my spells
with like go again on my non 

426
00:22:39,240 --> 00:22:41,800
attack actions and then 
obviously magic Weapon buffing 

427
00:22:41,800 --> 00:22:44,840
the rest of my attacks. 
My last card that I want to talk

428
00:22:44,840 --> 00:22:49,680
about is Mass Restoration. 
This is a yellow majestic light 

429
00:22:49,800 --> 00:22:53,000
cleric non attack action and 
it's a spell as well. 

430
00:22:53,000 --> 00:22:56,840
So already you're seeing that 
most of cleric cards will 

431
00:22:56,840 --> 00:22:59,360
probably be some combination of 
spells. 

432
00:22:59,400 --> 00:23:03,440
And this is also a three block 
and the text reads each hero 

433
00:23:03,440 --> 00:23:06,840
gains 2 life each hero, each 
hero. 

434
00:23:06,960 --> 00:23:14,520
Yeah, so UPF playable, baby UPF 
and also Pve playable whenever 

435
00:23:14,520 --> 00:23:15,400
that comes. 
Yeah. 

436
00:23:17,560 --> 00:23:20,640
And then it says when you play 
this card, you may remove one 

437
00:23:20,640 --> 00:23:24,640
divinity counter from your hero 
to increase your healing by two.

438
00:23:25,120 --> 00:23:27,680
OK, so another use for the 
divinity counters. 

439
00:23:27,680 --> 00:23:30,280
We can remove the divinity 
counters to break parity with 

440
00:23:30,280 --> 00:23:33,080
our opponent, right? 
And make it so that we gain 4. 

441
00:23:33,200 --> 00:23:36,400
They gain 2. 
So I was heavily inspired by 

442
00:23:36,400 --> 00:23:40,040
Coax of the Commotion because 
that also says when this hits 

443
00:23:40,960 --> 00:23:43,640
each year against one life. 
And I've used that card in 

444
00:23:43,640 --> 00:23:46,360
effect to raise my own life 
threshold because I'm the 

445
00:23:46,360 --> 00:23:49,880
aggressor. 
But I want A to be out of an 

446
00:23:49,880 --> 00:23:51,880
opponent's kill range for a 
certain turn. 

447
00:23:51,880 --> 00:23:55,000
So each year gaining 2 life 
might not be super impactful, 

448
00:23:55,240 --> 00:23:58,520
but as you scale up your 
divinity counters, you will be 

449
00:23:58,520 --> 00:24:02,160
gaining 4 life for the cost of 
two, which is similar to Count 

450
00:24:02,160 --> 00:24:04,240
Your blessings. 
But I'm going to get into why 

451
00:24:04,240 --> 00:24:06,320
you might want to cast this 
spell over Count Your Blessings.

452
00:24:06,800 --> 00:24:10,280
I've also added this new keyword
Upcast, which says you may 

453
00:24:10,280 --> 00:24:13,800
search your deck and banish any 
number of cards named Mass 

454
00:24:13,880 --> 00:24:17,320
Restoration if you do copy this 
card. 

455
00:24:18,240 --> 00:24:21,880
So what this allows you to do is
much like you would in D&D, you 

456
00:24:21,880 --> 00:24:26,520
can cast this card at a higher 
spell level or use a higher 

457
00:24:26,520 --> 00:24:29,440
spell slot to make this card 
more powerful. 

458
00:24:30,720 --> 00:24:33,440
However, when you copy this 
card, you still need to. 

459
00:24:34,240 --> 00:24:37,080
Remove divinity counters. 
So you need at least three 

460
00:24:37,080 --> 00:24:39,880
divinity counters if you want to
get the Max value of this card 

461
00:24:39,880 --> 00:24:43,520
for a total of 12 healing. 
I really like this effect 

462
00:24:43,680 --> 00:24:46,200
because it seems like such an 
interesting choice. 

463
00:24:46,560 --> 00:24:50,000
Sometimes you just want to cast 
this card when you have access 

464
00:24:50,000 --> 00:24:53,560
to it, and sometimes you want to
wait till you have more divinity

465
00:24:53,560 --> 00:24:55,440
counters so that you can upcast 
it. 

466
00:24:56,000 --> 00:24:58,880
If you're worried about, hey, 
how often am I going to get 

467
00:24:58,880 --> 00:25:01,960
channel Divandi to put Divandi 
counters on my hero right? 

468
00:25:02,040 --> 00:25:05,520
Then I need to be concerned 
about upcasting and burning 

469
00:25:05,520 --> 00:25:07,280
through all my Divandi counters 
and then what? 

470
00:25:07,280 --> 00:25:11,000
I have two 3-4 turns without 
Divandi counters? 

471
00:25:11,000 --> 00:25:13,440
Yep. 
So maybe you only want to upcast

472
00:25:13,440 --> 00:25:17,320
by one extra copy. 
Yeah, where the flavor really 

473
00:25:17,320 --> 00:25:21,000
meets like good design here is 
similar to like AD and D game. 

474
00:25:21,320 --> 00:25:25,160
If you're getting fucked by this
particular enemy, you can just 

475
00:25:25,800 --> 00:25:29,280
and expend a really powerful 
spell to sort of save yourself 

476
00:25:29,280 --> 00:25:33,320
or your your your allies. 
In a similar vein in flesh and 

477
00:25:33,320 --> 00:25:37,200
blood, if you're getting farmed 
by this aggro deck that you're 

478
00:25:37,200 --> 00:25:40,200
playing against and you're like,
OK, I have 3 divinity counters. 

479
00:25:40,200 --> 00:25:43,080
I don't know when I'll be able 
to find enough room to disrupt 

480
00:25:43,080 --> 00:25:46,760
them and gain parity back. 
So I'm just going to upcast it 

481
00:25:46,760 --> 00:25:50,920
and gain 12 life and hopefully 
that'll give me enough time to 

482
00:25:50,920 --> 00:25:53,560
get back into the game. 
But it's still at action speed, 

483
00:25:53,560 --> 00:25:58,560
so it's not like you're immune 
to disruption and you can still 

484
00:25:58,560 --> 00:26:01,640
be like Arsenal disrupted if I 
park this card for a future 

485
00:26:01,640 --> 00:26:03,600
turn. 
So this is what I would think 

486
00:26:03,600 --> 00:26:08,960
would be a really balanced way 
of including life gain into not 

487
00:26:08,960 --> 00:26:12,520
only hero power, but the main 
core cards of a hero. 

488
00:26:12,600 --> 00:26:15,440
Because you're you're already on
this quest to not only find 

489
00:26:15,440 --> 00:26:18,400
Channel Divinity, but keep it 
around for multiple turns so you

490
00:26:18,400 --> 00:26:21,400
can build up Divinity counters 
and cash them in for eloquence 

491
00:26:21,400 --> 00:26:26,320
tokens and all of that. 
I think to gain 12 life as 

492
00:26:26,320 --> 00:26:29,080
compared to Count Your Blessings
where you just need to cast each

493
00:26:29,080 --> 00:26:33,440
card and pay 2, it seems like 
there's enough going on to make 

494
00:26:33,440 --> 00:26:37,880
it balanced. 
I just had a thought off of this

495
00:26:37,880 --> 00:26:39,400
card, Joel. 
Like literally while we're 

496
00:26:39,400 --> 00:26:40,480
recording. 
I didn't have this thought 

497
00:26:40,480 --> 00:26:42,680
during our notes, but we were 
going over designs. 

498
00:26:42,680 --> 00:26:44,560
New thoughts. 
New thought. 

499
00:26:45,840 --> 00:26:48,520
I think it would be really 
interesting if Cleric appeared 

500
00:26:48,520 --> 00:26:52,080
as a support only class for Pve.
Oh. 

501
00:26:52,120 --> 00:26:55,720
Sort of like how Bard and 
merchant are young only or like 

502
00:26:55,760 --> 00:26:58,440
UPF only right? 
It'd be really interesting to 

503
00:26:58,440 --> 00:27:02,200
see Cleric as a Pve only support
class. 

504
00:27:02,280 --> 00:27:05,960
I could see that mostly because 
I think the offense for cleric 

505
00:27:05,960 --> 00:27:10,120
would be a little hard to figure
out and make it different from 

506
00:27:10,120 --> 00:27:12,880
other heroes. 
I think magic weapons is a good 

507
00:27:12,880 --> 00:27:14,680
like step in the right 
direction, but I also really 

508
00:27:14,680 --> 00:27:17,560
like the idea of just making it 
a Pve support class. 

509
00:27:17,680 --> 00:27:19,600
Yeah. 
I totally see it. 

510
00:27:20,640 --> 00:27:24,480
Yeah, for new thoughts. 
Yeah, but yeah, that's my cleric

511
00:27:24,480 --> 00:27:26,400
idea. 
Very heavily inspired on 

512
00:27:26,400 --> 00:27:29,400
innovating on the light design 
and moving away from the sole 

513
00:27:29,400 --> 00:27:33,840
mechanic, as well as finding a 
way to incorporate D&D spells 

514
00:27:33,840 --> 00:27:37,600
and balanced life gain. 
So I hope you guys like it and 

515
00:27:37,600 --> 00:27:41,040
feel free to let me know if you 
have any suggestions or what you

516
00:27:41,040 --> 00:27:45,000
think LSS would do to improve 
upon this design. 

517
00:27:45,720 --> 00:27:48,880
But I think we have one more 
host who has a slice they 

518
00:27:48,880 --> 00:27:51,800
haven't talked about yet. 
Yeah, this is if I did red pitch

519
00:27:51,800 --> 00:27:56,320
and you did yellow pitch, then 
that must mean talents going. 

520
00:27:57,040 --> 00:28:01,880
Right, so it's fuzzy. 
Fuzzy Oh my God, I can't believe

521
00:28:01,880 --> 00:28:05,360
I am so happy. 
Fuzzy, what's your blue pitch? 

522
00:28:05,840 --> 00:28:09,280
All right, so I've titled my 
blue pitch Pure for Holy men, 

523
00:28:09,400 --> 00:28:12,440
which I think only about 5% of 
our listener base is going to 

524
00:28:12,440 --> 00:28:15,080
understand as a reference to 
something that already exists in

525
00:28:15,080 --> 00:28:17,400
the world, and that's OK. 
God knows I don't. 

526
00:28:17,600 --> 00:28:22,320
Yeah, what the hell is this? 
My cleric design is all based on

527
00:28:22,320 --> 00:28:26,920
the idea of purity sanctity, 
because if you're a man of God, 

528
00:28:27,040 --> 00:28:31,120
a man of religion, you need to 
have a very devout life that you

529
00:28:31,120 --> 00:28:33,480
lead. 
And I wanted to reflect that 

530
00:28:33,600 --> 00:28:38,600
purity mechanically with cards 
that do not have any abilities. 

531
00:28:38,680 --> 00:28:41,040
That's right, pure flesh and 
blood, baby. 

532
00:28:41,040 --> 00:28:43,160
Wait, is this raging onslaught 
tribal? 

533
00:28:43,160 --> 00:28:47,480
Basically, yeah, I'm forming my 
design around why you might want

534
00:28:47,480 --> 00:28:51,200
to put cards in your deck that 
have no abilities or potentially

535
00:28:51,200 --> 00:28:53,760
take abilities away from cards 
in order to get a benefit. 

536
00:28:54,640 --> 00:28:56,840
I'm going to start with my hero 
card. 

537
00:28:56,960 --> 00:28:59,720
I've called him Christophe, 
Purifier of Hearts. 

538
00:29:00,520 --> 00:29:04,600
He's a cleric hero and he has 
the text when an attack action 

539
00:29:04,600 --> 00:29:07,000
card you control deals 2 or more
damage. 

540
00:29:07,240 --> 00:29:09,800
If it has no abilities, you gain
to life. 

541
00:29:10,160 --> 00:29:14,080
And I'd like to remind everyone 
off the bat, Go Again is an 

542
00:29:14,080 --> 00:29:16,040
ability. 
I don't think there's a lot of 

543
00:29:16,040 --> 00:29:19,920
rules, official rules right now 
that very clearly outlined, at 

544
00:29:19,920 --> 00:29:22,640
least when I was reading through
them, what is an ability and 

545
00:29:22,640 --> 00:29:25,720
what's like not an ability, even
if it affects at a card. 

546
00:29:26,280 --> 00:29:29,560
So some of it's going to be me 
taking a little bit of artistic 

547
00:29:29,560 --> 00:29:33,160
liberty with what I consider 
inability to be go again is an 

548
00:29:33,160 --> 00:29:35,520
ability. 
If an A card has if a card has 

549
00:29:35,520 --> 00:29:38,680
go again and no other effects, 
it would still have an ability 

550
00:29:38,680 --> 00:29:40,760
and not be able to trigger 
Kristoff's effects. 

551
00:29:40,760 --> 00:29:43,080
Well, typically it's like if 
there's something in the text 

552
00:29:43,080 --> 00:29:44,960
box, right? 
I think that's everything in the

553
00:29:44,960 --> 00:29:46,760
text box. 
Is an ability. 

554
00:29:46,760 --> 00:29:50,080
If you could say the text box is
blank, then it has no abilities.

555
00:29:50,080 --> 00:29:51,120
That's a good way to think about
it. 

556
00:29:51,320 --> 00:29:53,520
Other than like flavoured text, 
I think this would be yeah. 

557
00:29:53,600 --> 00:29:55,280
Yeah, yeah, yeah, yeah. 
I think this would be a really 

558
00:29:55,280 --> 00:30:00,280
good design for like not only 
really sick full arts, but also 

559
00:30:00,280 --> 00:30:03,920
like really good flavor texts, 
flavor texts of like the events 

560
00:30:03,920 --> 00:30:05,840
of Wraith. 
Because if you're a Holy Spirit 

561
00:30:05,840 --> 00:30:08,840
or a holy man traveling through 
the world of Wraith, you 

562
00:30:08,840 --> 00:30:10,840
probably are an observer of 
other people. 

563
00:30:10,840 --> 00:30:14,280
Yeah, yeah, I totally love that.
Now I want it even more. 

564
00:30:14,880 --> 00:30:18,480
Also, sorry, one more thing, I 
like how your hero ability is 

565
00:30:18,480 --> 00:30:22,240
basically half of Crush, so I'm 
yeah, I'm gonna name it Smush 

566
00:30:22,320 --> 00:30:25,440
smush. 
Well, the thing I like about 

567
00:30:25,440 --> 00:30:29,360
Crush is it like is an on hit, 
but a little bit more balanced. 

568
00:30:29,760 --> 00:30:32,120
It's a little bit of control as 
to how much damage you're able 

569
00:30:32,120 --> 00:30:34,440
to deal, right? 
If you're leaking one damage, 

570
00:30:34,440 --> 00:30:36,760
that's not quite enough. 
We want to have a more solid hit

571
00:30:36,760 --> 00:30:39,200
in order to give this benefit. 
And interesting play about how 

572
00:30:39,200 --> 00:30:41,000
we block, right? 
So it's interesting on both 

573
00:30:41,040 --> 00:30:41,680
sides. 
Exactly. 

574
00:30:41,680 --> 00:30:45,640
Our breakpoints change, Yeah. 
And I really wanted this cleric,

575
00:30:45,640 --> 00:30:48,520
like if he's going to be gaining
life, which I think is important

576
00:30:48,520 --> 00:30:51,280
to cleric, I wanted him to do it
proactively, which is why I 

577
00:30:51,280 --> 00:30:54,880
turned it into this on hit. 
You know, like that's Clark has 

578
00:30:54,880 --> 00:30:57,760
said it before on the podcast 
that if a cleric is about 

579
00:30:57,760 --> 00:31:00,600
gaining life, what's stopping 
someone from just gaining life 

580
00:31:00,840 --> 00:31:03,840
and just playing defensively and
driving everyone crazy? 

581
00:31:04,080 --> 00:31:07,800
And this is my response to that 
design issue that could be 

582
00:31:07,800 --> 00:31:11,000
inherent in cleric. 
Yeah, I mean, we Joel was just 

583
00:31:11,000 --> 00:31:14,040
saying hard to always find the 
aggression. 

584
00:31:14,320 --> 00:31:17,280
I didn't put I, I, you know, 
mine was a single finishing 

585
00:31:17,280 --> 00:31:19,840
spell, Joel. 
Yours was an aura that had to 

586
00:31:19,840 --> 00:31:23,360
augment other attacks. 
Let's see what cleric attacks 

587
00:31:23,360 --> 00:31:26,480
look like. 
Yeah, I gave this Christophe 

588
00:31:26,480 --> 00:31:29,080
cleric for intellect and 38 
health. 

589
00:31:29,400 --> 00:31:32,520
So you can kind of think of it 
like the first time I gain life 

590
00:31:32,520 --> 00:31:35,960
off my hero ability, I'm at the 
same life total as most heroes. 

591
00:31:36,080 --> 00:31:38,200
It's everyone after that where 
you actually feel like you're 

592
00:31:38,200 --> 00:31:43,120
profiting off your hero ability.
I really like these designs 

593
00:31:43,320 --> 00:31:46,920
because I love the fundamentals 
of flesh and blood, and I'm so 

594
00:31:46,920 --> 00:31:50,480
excited to get to play so close 
to what makes a good flesh and 

595
00:31:50,480 --> 00:31:52,600
blood card. 
The first card I want to talk 

596
00:31:52,600 --> 00:31:54,760
about is called Sheer Power of 
Will. 

597
00:31:55,320 --> 00:31:59,120
It's a cleric attack action card
with no abilities. 

598
00:31:59,680 --> 00:32:02,400
Empty text boxes, baby. 
That's what we're talking about.

599
00:32:02,400 --> 00:32:04,440
Which means it can proc my hero 
power. 

600
00:32:04,640 --> 00:32:09,040
It costs five. 
It's a common and that red, 

601
00:32:09,040 --> 00:32:14,560
yellow, blue, it swings for 987.
Holy damage. 

602
00:32:14,560 --> 00:32:17,480
So we already have cards in the 
game at generic that are 0 for 

603
00:32:17,480 --> 00:32:22,320
four, blocking for 3/1 for five,
blocking for 3/2 for 6/3 for 

604
00:32:22,320 --> 00:32:24,680
seven. 
I'm imagining there'd be a four 

605
00:32:24,680 --> 00:32:26,920
for 8 and A5 for 9. 
This is the five for 9:00. 

606
00:32:26,920 --> 00:32:28,440
The Guardians get the four for 
eight. 

607
00:32:28,440 --> 00:32:29,960
Yeah, yeah. 
Clarify for nine. 

608
00:32:29,960 --> 00:32:32,320
Yeah, I like that a lot. 
And like I said, this blocks for

609
00:32:32,320 --> 00:32:35,840
three, so it costing 5 does give
you a little bit of challenge as

610
00:32:35,840 --> 00:32:38,760
to like what you're going to use
with that extra resource. 

611
00:32:38,920 --> 00:32:41,560
There might be some cool 
equipment or offhand effects or 

612
00:32:41,560 --> 00:32:43,000
other cards that I'll get into 
in a second. 

613
00:32:43,000 --> 00:32:46,440
It also comes in for 9:00. 
So as far as break points go, 

614
00:32:46,600 --> 00:32:48,520
we've already know that like the
break points are a little bit 

615
00:32:48,520 --> 00:32:51,360
different because you could 
block for 8 and not proc beyond 

616
00:32:51,360 --> 00:32:52,400
hit. 
What do you guys think about 

617
00:32:52,400 --> 00:32:54,520
this card? 
One note simple thing is that 

618
00:32:54,520 --> 00:32:58,440
there is no way to give 2 cards 
to prevent the on hit of 

619
00:32:58,440 --> 00:33:01,840
Christoff's hero ability. 
Well, if you had two D reacts 

620
00:33:01,840 --> 00:33:03,480
maybe like sync blue into sync 
below. 

621
00:33:03,480 --> 00:33:07,800
Specifically 2D reacts which is 
really hard to come across. 

622
00:33:07,840 --> 00:33:11,280
But if you throw 2 cards in 
front of this, blocking for six,

623
00:33:11,280 --> 00:33:13,440
I'm still going to get to gain 
life, and I'll still have a 

624
00:33:13,440 --> 00:33:15,640
point differential of like 5, 
right? 

625
00:33:15,640 --> 00:33:17,240
Dealing three damage, gaining 2 
life. 

626
00:33:17,640 --> 00:33:19,520
Yeah. 
Throwing a huge ass attack is a 

627
00:33:19,520 --> 00:33:23,280
really good way to have a card 
with no abilities still provide 

628
00:33:23,280 --> 00:33:24,960
a really interesting challenge 
for your opponent. 

629
00:33:25,000 --> 00:33:28,360
I also see this being as like 
there you might have like 1 red 

630
00:33:28,360 --> 00:33:29,920
but the blue seem really 
valuable. 

631
00:33:30,040 --> 00:33:34,880
Those are easier to block, but 
just having a 5 for seven, like 

632
00:33:34,880 --> 00:33:37,080
that's a really good popper for 
like president, for example, 

633
00:33:37,080 --> 00:33:38,600
that's just like competitive 
please plus. 

634
00:33:38,600 --> 00:33:40,680
Nude loves this. 
Yeah, absolutely. 

635
00:33:41,320 --> 00:33:43,360
Yeah, take the blue ones out 
against you for sure. 

636
00:33:43,560 --> 00:33:46,960
Yeah, yeah, Kristoff isn't 
getting printed until Nu LL. 0 

637
00:33:46,960 --> 00:33:49,560
for seven. 
The next card I want to show off

638
00:33:49,600 --> 00:33:53,280
is Proselytize. 
It's a cleric attack action that

639
00:33:53,280 --> 00:33:56,840
costs one. 
It's another common and this one

640
00:33:56,840 --> 00:34:00,000
does have an ability. 
It says your attacks, this 

641
00:34:00,000 --> 00:34:04,960
combat chain without abilities 
have plus one power and it it of

642
00:34:04,960 --> 00:34:08,480
itself is also an attack that 
swings for three, two or one if 

643
00:34:08,480 --> 00:34:11,639
it's red, yellow or blue, and it
has go again and blocks for two.

644
00:34:12,239 --> 00:34:14,920
So if this hero is really 
focused on having one big 

645
00:34:14,920 --> 00:34:18,040
attack, I'm imagining it's going
to want some sort of like pumps 

646
00:34:18,040 --> 00:34:21,040
to go with it. 
But I also wanted this cleric to

647
00:34:21,040 --> 00:34:23,280
be a little bit more melee 
focused, you know, I guess a 

648
00:34:23,320 --> 00:34:25,719
little bit more of a knocky 
heads sort of cleric. 

649
00:34:26,320 --> 00:34:30,840
So this attack pumps your future
cards with no abilities, but it 

650
00:34:30,840 --> 00:34:32,320
also has a little bit of an 
attack of itself. 

651
00:34:32,320 --> 00:34:34,600
So it throws a little bit of 
damage and it makes it a little 

652
00:34:34,600 --> 00:34:37,960
bit harder for your next attack 
action with no effects to be 

653
00:34:37,960 --> 00:34:40,199
blocked. 
And with that rate, if you only 

654
00:34:40,199 --> 00:34:42,320
get one attack without 
abilities, this is basically a 

655
00:34:42,320 --> 00:34:44,280
one for four go again, which I 
think is pretty fair. 

656
00:34:44,600 --> 00:34:47,040
This is like a draft shaft 
common that I think you could 

657
00:34:47,040 --> 00:34:50,080
still slot into your actual 
constructive decks if you wanted

658
00:34:50,080 --> 00:34:52,440
to. 
So paired together with sheer 

659
00:34:52,440 --> 00:34:57,800
power of will, we are looking at
pitching 2 Blues to come in for 

660
00:34:57,800 --> 00:35:04,240
three and then 10, and if they 
do not block 9 on the 10 powered

661
00:35:04,240 --> 00:35:08,000
card you also gain 2 life for a 
total of 15 value. 

662
00:35:08,400 --> 00:35:11,000
Damn 4 card 15 with no 
disruption. 

663
00:35:11,000 --> 00:35:13,280
I think that's pretty balanced, 
you know, because as soon as 

664
00:35:13,280 --> 00:35:15,480
they, I mean. 
It's pretty aggro, which I don't

665
00:35:15,480 --> 00:35:17,120
think people were thinking of 
when they thought. 

666
00:35:17,120 --> 00:35:19,200
Cleric here. 
Yeah, this is definitely a 

667
00:35:19,200 --> 00:35:21,520
reverse of what Clark and I were
thinking about, but I don't 

668
00:35:21,520 --> 00:35:22,960
think that's a bad thing. 
I think it's really cool 

669
00:35:22,960 --> 00:35:25,160
actually. 
Yeah, it's really different from

670
00:35:25,160 --> 00:35:27,160
the other designs we've seen. 
It's flesh and blood. 

671
00:35:27,160 --> 00:35:28,680
You got to play attacks in flesh
and blood. 

672
00:35:28,680 --> 00:35:31,800
You can sit there and play a 
caster, I guess, like we have 

673
00:35:31,800 --> 00:35:34,720
wizard. 
But you know, I imagine the 

674
00:35:34,720 --> 00:35:38,000
cleric is like almost, almost 
1/2 caster depending on how you 

675
00:35:38,000 --> 00:35:39,280
want to like roll them up. 
You know why? 

676
00:35:39,320 --> 00:35:44,120
Spell when bunk. 
Yeah, next I have an instant. 

677
00:35:44,560 --> 00:35:47,560
I call it power word silence. 
That's so cool. 

678
00:35:48,000 --> 00:35:51,000
Yeah, I definitely like a 
similarly inspired, but usual I 

679
00:35:51,000 --> 00:35:54,600
feel like all of the cleric 
things that I've seen in RPGs 

680
00:35:54,600 --> 00:35:56,760
that have this like power word 
effect like in Hearthstone, 

681
00:35:56,760 --> 00:36:01,120
right? 
Yeah, this is a rare one. 

682
00:36:01,120 --> 00:36:05,600
Cost yellow color locked at 
yellow, and it costs one less if

683
00:36:05,600 --> 00:36:07,120
it targets an attack you 
control. 

684
00:36:07,560 --> 00:36:09,920
OK, kind of like, was it 
blinding beam? 

685
00:36:10,200 --> 00:36:13,560
Yes. 
Yeah, yeah, Blinding Beam cost 1

686
00:36:13,560 --> 00:36:15,120
less if it targets a Shadow 
card. 

687
00:36:15,120 --> 00:36:20,240
Yeah, so you can either target 
an opponents attack for one or 

688
00:36:20,240 --> 00:36:24,240
your own attack for zero and 
that attack loses all abilities 

689
00:36:24,440 --> 00:36:27,040
and its controller gains an 
action point. 

690
00:36:27,360 --> 00:36:29,680
OK. 
I think like targeting an 

691
00:36:29,680 --> 00:36:32,480
opponent's card and having it 
lose, go again, like Blizzard is

692
00:36:32,480 --> 00:36:34,920
a really strong effect and I 
wanted to respect that strength 

693
00:36:34,920 --> 00:36:37,040
by giving the opponent the 
action point back. 

694
00:36:37,160 --> 00:36:40,160
I'm not trying to scam go again 
from my opponent's cards. 

695
00:36:40,400 --> 00:36:43,360
I'm trying to remove on hits 
right If I'm targeting my 

696
00:36:43,360 --> 00:36:45,800
opponent's cards. 
Now this could give something 

697
00:36:45,800 --> 00:36:48,960
like C&C go again essentially by
giving the opponent. 

698
00:36:48,960 --> 00:36:51,040
An action point. 
Yeah, but then you're able to 

699
00:36:51,040 --> 00:36:55,160
play D reacts after you play 
this instant or it's no longer 

700
00:36:55,160 --> 00:36:57,600
wiping your arsenal. 
I think that's worth giving a 

701
00:36:57,600 --> 00:37:02,920
card for in circumstances, 
probably specific circumstances 

702
00:37:02,920 --> 00:37:05,120
where there's a particular on 
hit you're really worried about.

703
00:37:05,160 --> 00:37:07,880
I also want to note there's a 
really, really cool thing here. 

704
00:37:07,880 --> 00:37:10,440
Let's say someone tries to CNC 
pummel you, right? 

705
00:37:10,720 --> 00:37:13,360
And you read the CNC pummel and 
you respond with this card. 

706
00:37:13,640 --> 00:37:17,880
You would take away the pummel 
effect, yeah, of giving the 

707
00:37:17,880 --> 00:37:20,280
attack. 
When this hits a hero, they 

708
00:37:20,280 --> 00:37:23,880
discard a card, but you would 
not remove the plus four power 

709
00:37:23,880 --> 00:37:25,440
that it would be given. 
Yes. 

710
00:37:25,440 --> 00:37:26,680
Is that right? 
Yes. 

711
00:37:26,680 --> 00:37:29,320
At least again, we're getting 
into like the nitty gritty of 

712
00:37:29,320 --> 00:37:30,760
like what's in effect and what's
not. 

713
00:37:31,080 --> 00:37:33,960
For my cleric design, I was 
imagining that anything that 

714
00:37:33,960 --> 00:37:37,600
buffs power is not an ability. 
So you can buff the power of 

715
00:37:37,600 --> 00:37:41,480
something and it would still 
work with Kristoff's your 

716
00:37:41,480 --> 00:37:44,120
ability and this card would not 
take away that buff of power. 

717
00:37:44,200 --> 00:37:49,120
Because it doesn't say give this
card the text of has plus four 

718
00:37:49,200 --> 00:37:51,000
power. 
It just says give it plus four 

719
00:37:51,000 --> 00:37:52,680
power. 
Very cool, I like that. 

720
00:37:52,840 --> 00:37:55,280
You could also use it on your 
own cards to make give them like

721
00:37:55,280 --> 00:37:59,040
pseudo go again so you can swing
vanilla card into vanilla card. 

722
00:37:59,320 --> 00:38:01,440
Or if you just really need that 
life game. 

723
00:38:02,240 --> 00:38:04,480
Yeah, you can like remove your 
own effects. 

724
00:38:04,640 --> 00:38:07,080
And I also just love the idea of
playing this card with something

725
00:38:07,080 --> 00:38:10,440
like, I don't know, like gore 
belching where you remove the 

726
00:38:10,440 --> 00:38:12,840
downside from it. 
And so you play this part with 

727
00:38:12,880 --> 00:38:15,480
gore belching and then it says 0
for seven. 

728
00:38:15,480 --> 00:38:18,200
Or ravaged rabble. 
Yeah, yeah, although ravenous 

729
00:38:18,200 --> 00:38:19,880
rabble you're taking away go 
again again. 

730
00:38:20,000 --> 00:38:22,680
So it's just a 0 for five. 
Well, you get an action. 

731
00:38:22,680 --> 00:38:23,720
Point. 
Yeah, yeah, yeah, you do. 

732
00:38:24,240 --> 00:38:26,960
But it's a little bit less on 
rate than say, like gore 

733
00:38:26,960 --> 00:38:29,600
belching. 
Actually be a 0 for seven if it 

734
00:38:29,600 --> 00:38:31,960
hits. 
Yeah, if it hits, yeah, yeah. 

735
00:38:32,520 --> 00:38:35,720
That's pretty good. 
You're spending an entire card 

736
00:38:35,720 --> 00:38:37,600
just to do this instant to 
remove abilities. 

737
00:38:37,600 --> 00:38:39,200
Well, I guess that is like A2 
card seven. 

738
00:38:39,200 --> 00:38:41,400
Yeah, I mean, some classes take 
that all day. 

739
00:38:41,440 --> 00:38:45,520
Yeah, 100%. 
So this is the kind of thing 

740
00:38:45,520 --> 00:38:48,720
where I think it's fun not just 
to play vanilla cards, but maybe

741
00:38:48,720 --> 00:38:50,400
cards that have negatives about 
them. 

742
00:38:50,400 --> 00:38:53,960
And you're using your cleric 
abilities, your magic, in order 

743
00:38:53,960 --> 00:38:58,280
to remove the downsides, Purge 
the downsides from cards and go 

744
00:38:58,280 --> 00:39:01,680
back to that pure state. 
That is the single most 

745
00:39:01,680 --> 00:39:03,920
interesting thing about Magic 
the Gathering to me. 

746
00:39:04,200 --> 00:39:06,800
So the fact that you just said 
that makes me really excited 

747
00:39:06,800 --> 00:39:08,800
about about this design in 
particular. 

748
00:39:08,800 --> 00:39:11,160
I'm partially inspired by an 
archetype from Yu-gi-oh called 

749
00:39:11,160 --> 00:39:13,120
Skill Drain. 
Where there you play these like 

750
00:39:13,440 --> 00:39:16,000
cards that have like alternate 
and casting costs, but they're 

751
00:39:16,000 --> 00:39:18,160
worse. 
And then you play skill drain 

752
00:39:18,160 --> 00:39:22,640
and they go back to their 
original like, like a stat 

753
00:39:22,640 --> 00:39:23,320
curve. 
Yeah. 

754
00:39:23,560 --> 00:39:25,520
So you get to play like fat 
creatures for cheap. 

755
00:39:25,800 --> 00:39:29,080
It's kind of fun. 
So that's my those are my 

756
00:39:29,080 --> 00:39:30,960
designs. 
Now what I think we're going to 

757
00:39:30,960 --> 00:39:34,000
do is we're going to take a 
little bit of a break and come 

758
00:39:34,000 --> 00:39:38,000
back to the table with some new 
designs that we designed only 

759
00:39:38,000 --> 00:39:40,640
after we heard each other's. 
And we're going to try to merge 

760
00:39:40,640 --> 00:39:42,040
some of them and see what we 
come up with. 

761
00:39:42,840 --> 00:39:44,560
Yeah. 
So we'll catch you guys in a 

762
00:39:44,560 --> 00:39:46,720
second. 
All right, we're back. 

763
00:39:46,960 --> 00:39:49,880
For you it was only a second, 
but for us that was like 45 

764
00:39:49,880 --> 00:39:51,640
minutes of doing some hard 
brewing. 

765
00:39:51,920 --> 00:39:53,920
Yeah, I'm very happy with what 
we came up with. 

766
00:39:53,920 --> 00:39:57,520
But before we get into that, we 
have a Patreon submission that 

767
00:39:57,520 --> 00:40:00,640
we need to mention for you guys,
yes? 

768
00:40:00,640 --> 00:40:03,760
If you join at the five or $10 
tier, you can suggest a card for

769
00:40:03,760 --> 00:40:06,280
us to shout out at the Arsenal 
Zone like we normally do. 

770
00:40:07,080 --> 00:40:09,520
We're not doing it this time, 
but we do do it. 

771
00:40:09,880 --> 00:40:12,080
Our Arsenal Zone is where we 
talk about a card we love, a 

772
00:40:12,080 --> 00:40:17,360
card we hate, a card we love to 
hate, and we are going to select

773
00:40:17,360 --> 00:40:21,600
one of our Patreon subscribers. 
At random. 

774
00:40:21,600 --> 00:40:28,680
So if you'll please touch real 
noise, it is Josh Befield with 

775
00:40:28,680 --> 00:40:32,000
Channel the Millennium Tree. 
Thank you so much for your 

776
00:40:32,000 --> 00:40:34,360
submission. 
Channel the Millennium tree 

777
00:40:34,360 --> 00:40:35,640
Fuzzy. 
What do you call this card? 

778
00:40:35,760 --> 00:40:39,120
It's broccoli. 
I didn't come up with that name,

779
00:40:39,360 --> 00:40:41,520
but it's it's the truth that 
that tree lives. 

780
00:40:41,560 --> 00:40:43,920
Yep, that tree is indeed 
broccoli. 

781
00:40:44,080 --> 00:40:45,840
And Josh eats his broccoli. 
Yep. 

782
00:40:46,320 --> 00:40:49,080
And for the folks at home 
channel the Millennium Tree is a

783
00:40:49,080 --> 00:40:52,400
three cost earth action aura 
that's three block and is a red 

784
00:40:52,400 --> 00:40:55,240
pitch. 
And it says when this enters the

785
00:40:55,240 --> 00:40:59,800
arena and at the beginning of 
your action phase Amp 3 and it 

786
00:40:59,800 --> 00:41:02,880
has the regular channel earth 
effect, so that you need at 

787
00:41:02,880 --> 00:41:05,720
least one earth card in your 
pitch son for each flow counter 

788
00:41:05,720 --> 00:41:07,920
on this card. 
Here's what Josh had to say 

789
00:41:07,920 --> 00:41:10,160
about the card. 
I've been playing a very 

790
00:41:10,160 --> 00:41:12,640
different Florian list on 
Talishar and this card is so 

791
00:41:12,640 --> 00:41:16,240
nice to have if I haven't hit my
threshold of rune chance or I 

792
00:41:16,240 --> 00:41:17,840
haven't. 
He says room chance. 

793
00:41:17,840 --> 00:41:20,120
I think he did it on purpose. 
So I'm going to say that if I 

794
00:41:20,120 --> 00:41:23,680
haven't hit my threshold of room
chance or if I haven't turned on

795
00:41:23,680 --> 00:41:25,720
Florian, it's a great earth 
block 3. 

796
00:41:25,840 --> 00:41:28,440
And when I do pop off it feels 
nice to have that on the board. 

797
00:41:28,680 --> 00:41:30,440
Even in the more mid range 
Florian list. 

798
00:41:30,440 --> 00:41:32,840
It's a great card either to 
decompose with or to have on the

799
00:41:32,840 --> 00:41:36,320
field to pump your rune chance. 
This is actually the inspiration

800
00:41:36,320 --> 00:41:38,000
a little bit for Channel 
Divandy. 

801
00:41:38,000 --> 00:41:40,800
We went through a couple 
different ones and we actually 

802
00:41:40,800 --> 00:41:44,120
looked at how this card worked 
as a way of inspiring how that 

803
00:41:44,120 --> 00:41:45,720
card worked. 
We love channeling on this 

804
00:41:45,720 --> 00:41:47,840
podcast. 
Yeah, now if I remember 

805
00:41:47,840 --> 00:41:52,120
correctly, someone somewhere got
boomed by a particular. 

806
00:41:52,120 --> 00:41:54,800
Broccoli Fuzzy Fuzzy played Jail
the Millennium Tree. 

807
00:41:54,800 --> 00:41:56,560
He gets me and kind of fucked me
up with it. 

808
00:41:56,880 --> 00:42:00,160
It's a really strong card. 
I played Florina, their last 

809
00:42:00,160 --> 00:42:02,760
Armory. 
I beat Clark with it and like it

810
00:42:02,760 --> 00:42:04,440
was my first time actually 
playing with channeled on the 

811
00:42:04,440 --> 00:42:06,120
name tree. 
I got to borrow copies from our 

812
00:42:06,120 --> 00:42:07,960
friend Luke. 
He's on our discord 2 his prime 

813
00:42:07,960 --> 00:42:11,680
frog, he's a homie. 
And I also had a game, the only 

814
00:42:11,680 --> 00:42:15,200
game I lost that whole Armory. 
I felt like if I had played 

815
00:42:15,200 --> 00:42:19,320
against my played, if I had 
played around my broccoli 

816
00:42:19,320 --> 00:42:20,960
better, I probably would have 
won that game. 

817
00:42:20,960 --> 00:42:26,360
Yeah, the it's really, really 
cool because it's like Channel 

818
00:42:26,360 --> 00:42:28,840
Mount Heroic in terms of its 
math or kind of what it's 

819
00:42:28,840 --> 00:42:32,360
expected math is. 
Breyer obviously broke that 

820
00:42:32,360 --> 00:42:36,160
math, but by changing the 
wording of like when this enters

821
00:42:36,160 --> 00:42:39,160
and at the start of your turn 
you get to amp three. 

822
00:42:39,480 --> 00:42:42,520
I really like that because it 
prevents that ability of 

823
00:42:42,520 --> 00:42:45,480
breaking it by throwing a bunch 
of arcane effects like the rune 

824
00:42:45,480 --> 00:42:48,720
chance for Florian. 
And I what I really like about 

825
00:42:48,720 --> 00:42:53,960
this card too is like at face 
value amping really is like a 

826
00:42:54,440 --> 00:42:57,480
wizard keyword. 
Like you wanna amp your spell so

827
00:42:57,480 --> 00:43:01,000
that you hit your surge 
threshold but Florian uses it to

828
00:43:01,000 --> 00:43:07,200
really good effect because when 
you are turned on as Florian and

829
00:43:07,200 --> 00:43:09,440
like your grasp is generating 2 
rune chants. 

830
00:43:10,160 --> 00:43:13,640
If you have the channel the 
Millennium tree you with just a 

831
00:43:13,640 --> 00:43:16,480
blue you can create a rune 
chant, have one rune chant come 

832
00:43:16,480 --> 00:43:19,800
in for four and then the second 
one come in for that fifth point

833
00:43:19,800 --> 00:43:23,880
of damage and then swing with 
reaping blade making that A1 

834
00:43:23,880 --> 00:43:25,560
card. 
What is that 8? 

835
00:43:25,720 --> 00:43:28,040
That's insane. 
Yeah, yeah, really, really 

836
00:43:28,040 --> 00:43:29,760
strong. 
Plus, when you're Rune Blade, 

837
00:43:29,760 --> 00:43:32,960
people like bringing AB one into
you and then you just get to go 

838
00:43:33,200 --> 00:43:36,080
one source of four. 
I've been even toying around 

839
00:43:36,080 --> 00:43:40,000
with an Aurora build that plays 
Harness lightning so with high 

840
00:43:40,000 --> 00:43:44,080
voltage so I can go amp one for 
arcane, I win the game. 

841
00:43:44,480 --> 00:43:47,800
Oh, that's actually pretty. 
Cool, Very very silly, but it 

842
00:43:47,800 --> 00:43:51,320
goes to show like just how 
powerful like AMP is and taller 

843
00:43:51,360 --> 00:43:54,920
arcane numbers are when people 
are expecting typically lower 

844
00:43:54,920 --> 00:43:56,920
arcane numbers. 
Yeah, it's a really good way to 

845
00:43:56,920 --> 00:44:00,680
like break the fatigue too. 
Like I I've as then I've played 

846
00:44:00,680 --> 00:44:04,000
against many Florians who they 
will just play tree and just 

847
00:44:04,000 --> 00:44:06,000
chunk me for big points of 
damage because like you said 

848
00:44:06,000 --> 00:44:09,520
Clark, I only have the one AB 
and that stacks up over time, 

849
00:44:09,520 --> 00:44:11,680
especially with all the other 
arcane you're dealing with like 

850
00:44:11,880 --> 00:44:14,600
stacking a ruin chance. 
So it's just a really good card 

851
00:44:14,600 --> 00:44:18,640
to like, give yourself as the 
Earth hero some finality to your

852
00:44:18,640 --> 00:44:21,600
game. 
And so I'm, I'm really happy 

853
00:44:21,600 --> 00:44:24,560
with like how both Earth heroes 
are using it in CC. 

854
00:44:24,680 --> 00:44:25,720
Yeah. 
Love the shout. 

855
00:44:26,520 --> 00:44:28,280
Yeah, thank you so much for your
submitting. 

856
00:44:28,520 --> 00:44:32,040
And don't worry if you didn't 
hear your card for this episode.

857
00:44:32,040 --> 00:44:35,200
Keep submitting because we do 
this every time we record an 

858
00:44:35,200 --> 00:44:36,720
episode. 
And sooner or later, we're going

859
00:44:36,720 --> 00:44:39,320
to say your name and your car 
that you're thinking of. 

860
00:44:40,040 --> 00:44:41,800
Yeah, so. 
Now we're going to get on to the

861
00:44:41,800 --> 00:44:44,000
rest of our inventory where 
we're going to talk about these 

862
00:44:44,000 --> 00:44:46,240
new designs that they came up 
with after listening to each 

863
00:44:46,240 --> 00:44:48,160
other's interesting cleric 
designs. 

864
00:44:48,200 --> 00:44:50,800
Yeah. 
So this is the inventory section

865
00:44:50,800 --> 00:44:52,960
different from our Arsenal zone 
and that it's going to be a 

866
00:44:52,960 --> 00:44:57,760
little bit longer and we want to
sort of try to find the common 

867
00:44:57,760 --> 00:45:02,280
ground or ways of incorporating 
multiple of our ideas together. 

868
00:45:02,760 --> 00:45:04,680
So, Fuzzy, do you want to go 
over the first one here? 

869
00:45:04,880 --> 00:45:06,960
Sure. 
This one is called Hymn of Hope.

870
00:45:07,520 --> 00:45:12,520
It's inspired by my cards that 
care about like playing attacks 

871
00:45:12,520 --> 00:45:15,600
with no abilities and Clark's 
prayer design where you have 

872
00:45:15,600 --> 00:45:18,840
these little auras that give you
passive effects in their if 

873
00:45:18,840 --> 00:45:21,040
you're in their soul, but you 
have to go through some quest to

874
00:45:21,040 --> 00:45:23,040
get it into your soul to get the
repeated value. 

875
00:45:23,400 --> 00:45:25,920
Hymn of Hope is a 0 cost red 
majestic. 

876
00:45:26,160 --> 00:45:28,320
It says the first time you 
attack with a card that doesn't 

877
00:45:28,320 --> 00:45:30,800
have any abilities, give that 
card plus one power. 

878
00:45:31,040 --> 00:45:33,880
This effect is active while Hymn
of Hope is in your soul. 

879
00:45:34,560 --> 00:45:38,360
To get it into your soul you 
have to hit with a card with no 

880
00:45:38,360 --> 00:45:41,040
abilities and at the start of 
your turn it destroys itself. 

881
00:45:41,200 --> 00:45:42,560
It has go again and blocks for 
two. 

882
00:45:43,200 --> 00:45:46,520
Yeah, very. 
This is really just like the 

883
00:45:46,520 --> 00:45:48,240
mashup of the two designs, 
right? 

884
00:45:49,160 --> 00:45:52,400
The plus one effect is nice 
because it doesn't get in the 

885
00:45:52,400 --> 00:45:54,160
way of the card having no 
abilities. 

886
00:45:54,360 --> 00:45:58,240
The ability is provided by the 
prayers, and that's the sort of 

887
00:45:58,240 --> 00:46:00,640
synergy that I enjoyed between 
our two designs, right? 

888
00:46:01,040 --> 00:46:04,040
The prayers can give us all the 
cumulative value that you 

889
00:46:04,040 --> 00:46:08,920
normally expect from having 
abilities, and then the ability 

890
00:46:08,920 --> 00:46:12,080
list cards can still do what 
they're good at, which is being 

891
00:46:12,360 --> 00:46:14,880
very highly rated. 
Like I can see playing this card

892
00:46:14,880 --> 00:46:17,800
in my hero because it's giving 
all of my cards with no 

893
00:46:17,800 --> 00:46:20,200
abilities plus one power, right?
And I could see it in your hero 

894
00:46:20,200 --> 00:46:21,800
that just wants to get extra 
prayers in there. 

895
00:46:22,040 --> 00:46:24,840
Yeah, it's a good prayer and 
also just like prayer into 

896
00:46:24,840 --> 00:46:27,440
wounding blow for five. 
That's a great card. 

897
00:46:27,560 --> 00:46:31,720
Yeah, why not? 
Also, this isn't like a mash up 

898
00:46:31,720 --> 00:46:34,120
of my design at all, but what I 
do like about it is it feels 

899
00:46:34,120 --> 00:46:37,760
sort of like a transcend card in
a way. 

900
00:46:37,760 --> 00:46:41,080
It gives one point of value, and
if you're able to convert that 

901
00:46:41,080 --> 00:46:44,120
point of value, not that any of 
the transcend cards require on 

902
00:46:44,120 --> 00:46:46,760
hits, but just. 
That other card guaranteeing the

903
00:46:46,800 --> 00:46:51,480
on hit you get this bonus effect
that now persists for the rest 

904
00:46:51,480 --> 00:46:53,120
of your turns with that plus one
power. 

905
00:46:53,280 --> 00:46:55,680
If we're also just talking about
like melding the two hero 

906
00:46:55,680 --> 00:46:58,880
abilities, Fuzzy, your hero 
ability of gaining life going 

907
00:46:58,880 --> 00:47:02,640
really well with my hero ability
with the wounding blow that I 

908
00:47:02,640 --> 00:47:05,680
suggested right? 
A 0 for four now goes to five, 

909
00:47:05,680 --> 00:47:08,080
meaning you have to give 2 cards
because if you only give one 

910
00:47:08,080 --> 00:47:11,680
three block, 5 power is 2 over 
gain 2 life. 

911
00:47:11,680 --> 00:47:16,160
Now I'm keeping my prayer too. 
Yeah, yeah, yeah. 

912
00:47:16,160 --> 00:47:17,560
I like how that turned out. 
Nice job guys. 

913
00:47:19,200 --> 00:47:22,720
I'm going to go ahead and jump 
in on the next design. 

914
00:47:22,960 --> 00:47:25,720
This was sort of trying to meld 
what me and Joel had going on. 

915
00:47:25,720 --> 00:47:27,600
Now, we did have some difficulty
with this. 

916
00:47:27,600 --> 00:47:31,520
Yeah, because both of our 
designs played around individual

917
00:47:31,520 --> 00:47:34,480
mini games that did not play 
well. 

918
00:47:34,680 --> 00:47:36,520
It's not that they didn't play 
well together, it's that you 

919
00:47:36,520 --> 00:47:39,520
want to avoid a bloat by not 
having too many mini games, 

920
00:47:39,520 --> 00:47:40,360
right? 
Yeah. 

921
00:47:40,520 --> 00:47:42,320
You kind of want to just focus 
on one. 

922
00:47:42,440 --> 00:47:46,800
But we found common ground in 
what we were missing. 

923
00:47:47,880 --> 00:47:51,520
So in can't weapon is the name 
of the card. 

924
00:47:51,600 --> 00:47:54,600
It's a cleric non attack action 
spell aura. 

925
00:47:54,600 --> 00:48:00,360
So this is a spell from Joel's 
designs is A1 cost red rare that

926
00:48:00,360 --> 00:48:03,200
equips a spiritual weapon token 
into your off hand. 

927
00:48:03,200 --> 00:48:05,360
It can block 3. 
So what's a spiritual weapon 

928
00:48:05,360 --> 00:48:07,520
token? 
Well, we acknowledge that both 

929
00:48:07,520 --> 00:48:10,760
of our heroes probably aren't 
attacking very much. 

930
00:48:10,760 --> 00:48:13,120
They're very focused on their 
non attack action cards. 

931
00:48:13,960 --> 00:48:16,880
Also note this doesn't have go 
again, so you probably want to 

932
00:48:16,880 --> 00:48:18,720
give a go again with an 
eloquence token. 

933
00:48:19,120 --> 00:48:20,880
A lot of focus on Joel's designs
there. 

934
00:48:20,880 --> 00:48:24,320
Where does mine come in? 
The spiritual weapon is a cleric

935
00:48:24,320 --> 00:48:27,640
weapon and once returned action 
you can pay 2 resources to 

936
00:48:27,640 --> 00:48:31,840
attack with go again. 
It attacks for three and it says

937
00:48:32,040 --> 00:48:34,800
at the beginning of your in 
phase destroy this if you do not

938
00:48:34,800 --> 00:48:37,600
have three or more prayers in 
your soul. 

939
00:48:38,040 --> 00:48:40,440
So we were trying to harken back
to that idea of the spiritual 

940
00:48:40,440 --> 00:48:43,320
weapon spell in D&D that 
requires you to hold on to 

941
00:48:43,320 --> 00:48:47,000
concentration that's represented
in these prayers staying in your

942
00:48:47,000 --> 00:48:51,360
soul. 
And it also has the line, the 

943
00:48:51,360 --> 00:48:54,360
text of this card can be 
equipped in your off hand if you

944
00:48:54,360 --> 00:48:58,600
control a book. 
So maybe there is a build of 

945
00:48:58,600 --> 00:49:02,880
Joel's hero that has its own 
weapon, right? 

946
00:49:04,040 --> 00:49:06,560
Mace or a hammer or something, 
right? 

947
00:49:07,280 --> 00:49:10,160
But if you're going for the more
spell cast the wizard, this 

948
00:49:10,160 --> 00:49:13,160
could be a way of giving 
yourself that weapon that then 

949
00:49:13,160 --> 00:49:16,840
allows you to fight the fatigue 
battle, provided you actually 

950
00:49:16,840 --> 00:49:18,760
keep up your prayers and your 
spells. 

951
00:49:19,120 --> 00:49:21,960
One thing that this design 
reminds me of is it says, like, 

952
00:49:22,160 --> 00:49:25,960
you have to really, like, pray 
in order to warm it up. 

953
00:49:26,200 --> 00:49:28,440
And then D&D, like, that's the 
thing you do when you wake up 

954
00:49:28,440 --> 00:49:30,520
from your long rest. 
You have to prepare your spells,

955
00:49:30,560 --> 00:49:31,040
you know? 
Yeah. 

956
00:49:31,640 --> 00:49:33,880
And that preparation, like, to 
make sure that your spiritual 

957
00:49:33,880 --> 00:49:35,440
weapon is all ready to go for 
your fight. 

958
00:49:35,440 --> 00:49:38,360
I feel like it's on theme. 
Yeah, another thing that I like 

959
00:49:38,360 --> 00:49:41,400
about this fusion of our 
designs, Clark, is that not only

960
00:49:41,400 --> 00:49:45,960
does the weapon have Go Again 
by, by pitching a yellow, you 

961
00:49:45,960 --> 00:49:50,240
can more easily keep Channel 
Divinity around for for a 

962
00:49:50,240 --> 00:49:52,120
subsequent turn. 
This is exactly what I was 

963
00:49:52,120 --> 00:49:55,000
missing too because I basically 
only had the one spell that 

964
00:49:55,000 --> 00:49:58,840
costed anything that I could 
actually keep my channel around.

965
00:49:59,080 --> 00:50:03,760
And by keeping more divinity 
counters flowing in, I create 

966
00:50:03,760 --> 00:50:06,800
more eloquence tokens which 
gives my spiritual or my which 

967
00:50:06,800 --> 00:50:09,600
gives my incant weapon non 
attack actions go again. 

968
00:50:09,600 --> 00:50:11,760
So that I yeah, it just fits 
really well. 

969
00:50:11,760 --> 00:50:14,400
And I'm also gaining life with 
my hero abilities. 

970
00:50:14,400 --> 00:50:17,680
So I think this flows perfectly 
with what I was missing as well.

971
00:50:17,960 --> 00:50:21,440
Also, Joel, I'm not sure if you 
noticed all of the cards that we

972
00:50:21,440 --> 00:50:24,800
designed were yellow. 
Yeah, I think you were. 

973
00:50:24,800 --> 00:50:27,400
No, you had the 1 red in the 
magic weapon. 

974
00:50:27,400 --> 00:50:28,520
That was rainbow. 
Yeah, yeah. 

975
00:50:29,200 --> 00:50:31,160
We had a lot of yellow in our 
design. 

976
00:50:31,160 --> 00:50:33,640
Yeah, I think you're a light 
believer as well. 

977
00:50:33,640 --> 00:50:35,880
You just didn't want to accept 
it on camera. 

978
00:50:37,440 --> 00:50:40,840
And for our last card that we 
came up fuzzy and I had this 

979
00:50:40,840 --> 00:50:43,480
cool collab called Earthly 
Bounce. 

980
00:50:43,800 --> 00:50:47,800
It's a cleric attack action that
costs zero is a red, yellow, and

981
00:50:47,800 --> 00:50:50,840
blue at rare. 
And it says when this attacks, 

982
00:50:51,000 --> 00:50:54,960
if you control an eloquence 
token, this attack loses all 

983
00:50:54,960 --> 00:50:56,760
abilities. 
Which is going to be relevant 

984
00:50:56,760 --> 00:51:00,400
because the following line says 
when this attack hits, its 

985
00:51:00,400 --> 00:51:04,800
controller loses 2 life. 
You're the control, and it comes

986
00:51:04,800 --> 00:51:09,200
in at 6-5 and four. 
That blocks for 3, so it's a 

987
00:51:09,200 --> 00:51:12,880
pretty overstated attack. 0 for 
six is not anything to scoff at,

988
00:51:13,040 --> 00:51:17,080
especially with Fuzzy's hero 
ability saying smush. 

989
00:51:17,080 --> 00:51:21,400
If you deal two or more damage, 
you gain 2 health, which is also

990
00:51:21,400 --> 00:51:23,720
negated by the fact that you're 
going to lose 2 health if you 

991
00:51:23,720 --> 00:51:26,400
hit with the ability still 
intact. 

992
00:51:28,200 --> 00:51:30,280
I also think this card is 
probably a little bit pushed 

993
00:51:30,280 --> 00:51:33,200
because it has to hit in order 
for it to have any downside by 

994
00:51:33,240 --> 00:51:36,600
default, so if they're at a 
really lowlife total, it's just 

995
00:51:36,600 --> 00:51:39,160
a 0. 
Block with it anyway, yeah. 

996
00:51:39,400 --> 00:51:41,880
But still, like I really love 
exploring this design, 

997
00:51:41,920 --> 00:51:44,960
especially because an eloquence 
token is something that doesn't 

998
00:51:44,960 --> 00:51:47,680
interact with attacks. 
So giving my attacks a benefit 

999
00:51:47,680 --> 00:51:50,240
just for having the eloquence 
token out, I think is actually 

1000
00:51:50,240 --> 00:51:54,040
like really cool as a way of 
checking to see if I can turn on

1001
00:51:54,040 --> 00:51:56,880
my other abilities. 
I really like that I that part 

1002
00:51:56,880 --> 00:51:59,880
of it. 
Yeah, the idea of both needing 

1003
00:51:59,880 --> 00:52:03,200
to meet a condition to turn off 
abilities and the abilities 

1004
00:52:03,200 --> 00:52:06,000
being negative things is a 
really cool idea. 

1005
00:52:06,160 --> 00:52:09,480
I don't think it's something 
that LSS will do for a while, 

1006
00:52:09,480 --> 00:52:10,640
Yeah. 
Then again, I don't know if 

1007
00:52:10,640 --> 00:52:13,040
Cleric is something that they're
going to do for a while. 

1008
00:52:13,240 --> 00:52:14,560
Yeah. 
So this is definitely something 

1009
00:52:14,560 --> 00:52:18,480
I could see them, you know, 
approaching with similar ideas. 

1010
00:52:19,040 --> 00:52:23,040
I also think like the fact that 
you have to have an eloquence of

1011
00:52:23,040 --> 00:52:26,480
token when this attacks sort of 
implies like you have to play 

1012
00:52:26,480 --> 00:52:30,120
inefficiently to get the 
beneficial effect of gaining 2 

1013
00:52:30,120 --> 00:52:34,320
life on hits and like being able
to give some of your more 

1014
00:52:34,320 --> 00:52:36,240
powerful non attack actions go 
again. 

1015
00:52:37,840 --> 00:52:39,800
I also like how this card is 
playable on its own. 

1016
00:52:40,000 --> 00:52:42,000
It works well with the hero 
ability that I wrote. 

1017
00:52:42,160 --> 00:52:44,160
But all three of us had 
different hero abilities that we

1018
00:52:44,160 --> 00:52:45,080
wrote, you know? 
Yeah. 

1019
00:52:45,080 --> 00:52:48,480
And I could kind of see this one
being played in your hero design

1020
00:52:48,480 --> 00:52:51,000
drool, where it's just the 
eloquence tokens that you're 

1021
00:52:51,000 --> 00:52:53,200
able to make off hero ability 
make it really easy to lose this

1022
00:52:53,200 --> 00:52:54,640
effect. 
And then it's just a 0 for six, 

1023
00:52:54,640 --> 00:52:56,320
and that's good. 
Because if it's a 0 for six that

1024
00:52:56,320 --> 00:52:59,800
loses you to life, It's kind of 
like it's a 0 for 4, right? 

1025
00:52:59,920 --> 00:53:04,440
Yeah, yeah, exactly. 
So the the the same math that 

1026
00:53:04,440 --> 00:53:08,280
binds all of flesh and bloods 
fundamentals is still present. 

1027
00:53:08,280 --> 00:53:10,680
It's just like a little bit 
different than other cards. 

1028
00:53:10,680 --> 00:53:12,120
Kind of like kiss of death, 
right? 

1029
00:53:12,120 --> 00:53:14,160
Yeah, 0 for three, the on hit 
deals one. 

1030
00:53:14,160 --> 00:53:17,200
But we all know. 
We all know. 

1031
00:53:17,200 --> 00:53:20,240
We we know what's going on. 
We we know what's. 

1032
00:53:21,400 --> 00:53:22,840
I know what you are. 
Yeah. 

1033
00:53:24,560 --> 00:53:29,040
That ends our inventory section.
We tried to meld our three ideas

1034
00:53:29,040 --> 00:53:34,080
together and I think we're just 
really excited about the idea of

1035
00:53:34,080 --> 00:53:37,800
new classes and how much design 
space that opens up the new 

1036
00:53:37,800 --> 00:53:40,320
thematic ideas or the new 
mechanical ideas that they come 

1037
00:53:40,320 --> 00:53:42,680
from. 
If you guys have any thoughts 

1038
00:53:42,680 --> 00:53:46,040
about our designs or have any 
designs of your own, we'd love 

1039
00:53:46,040 --> 00:53:50,320
to hear about it in the comments
below or jump into our Discord. 

1040
00:53:50,320 --> 00:53:52,640
Let us know in there. 
We have a whole section on 

1041
00:53:52,640 --> 00:53:56,600
custom cards where people have a
lot of great conversation about 

1042
00:53:56,600 --> 00:53:59,360
different designs and ideas for 
stuff that they have. 

1043
00:54:00,200 --> 00:54:05,360
Hell yeah. 
With all that being said, I 

1044
00:54:05,360 --> 00:54:07,040
think that is the end of our 
episode. 

1045
00:54:07,560 --> 00:54:09,280
Yeah, thank you guys so much for
joining us. 

1046
00:54:09,280 --> 00:54:11,880
As always, feel free to join our
Patreon where we're going to be 

1047
00:54:11,880 --> 00:54:13,760
talking about our Crucible 
format. 

1048
00:54:13,960 --> 00:54:16,920
And also it's the best way for 
you guys to send us your 

1049
00:54:16,920 --> 00:54:19,160
Arsenal's own suggestions that 
we can shout out to Cardi. 

1050
00:54:19,160 --> 00:54:21,280
They've been thinking about and 
you really want your favorite 

1051
00:54:21,280 --> 00:54:24,800
host to talk about. 
But Intel Mexican guys, I think 

1052
00:54:24,880 --> 00:54:28,000
that's about it. 
Bye. 

1053
00:54:49,240 --> 00:54:53,920
Digit to Me podcast is hosted by
Fuzzy Dope, Bark Moore and Joel 

1054
00:54:53,920 --> 00:54:56,440
Racinos. 
Our executive producer is Talon 

1055
00:54:56,440 --> 00:55:00,640
Stradley, logistics coordinator 
John Farkas, music by Dylan 

1056
00:55:00,640 --> 00:55:05,640
Hulse, logo by Han V and sound 
mixing by Christopher Moore. 

1057
00:55:05,840 --> 00:55:08,880
Last but not least, we'd like to
thank you, the listener. 

1058
00:55:09,160 --> 00:55:12,160
Thank you for tuning in. 
Please give us a follow on your 

1059
00:55:12,160 --> 00:55:15,920
favorite social media platform 
at Pitch It to Me Podcast.

