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Welcome to Pitch to Me podcast, 
a show about the subjective 

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past, present, and potential 
future of flesh and blood 

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design. 
In preparation for 

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mechanologists return in high 
seas. 

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We will analyze a selection of 
cards from bright lights and see

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what we can learn from that 
set's design. 

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You can find us across all 
socials such as Blue Sky 

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Instagram at Pitch to Me 
podcast. 

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I'm Clark. 
I'm Joel. 

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And I'm. 
Fuzzy, hello everybody. 

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Welcome to this week's episode 
of Pitch to Me pot. 

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Hey, we've we've recorded a lot 
of episodes in preparation for 

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April. 
This is probably coming out in 

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April, might come out early May.
We'll see. 

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We'll see where all the episode 
lands, but. 

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Yeah, Clark and Joel are leaving
us to go do London things. 

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Our recording schedule is a 
little bit all over the place. 

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We've been so good at releasing 
every single week of 2025. 

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We're going to try to keep it up
even though we're going on 

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vacations. 
Yeah, I'm going to. 

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I'm going to be doing a whole 
extra week in Italy after PT 

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London. 
Yep. 

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And I'm not going to be 
available to record or edit the 

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podcast. 
I will be in the middle of 

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nowhere. 
Hell yeah brother. 

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I'll be here though, chilling. 
Speaking of work stuff, though, 

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Joel. 
Yeah, I just came back from a 

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six day trip to Vegas, which 
might sound cool, but I don't. 

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Does sound cool? 
But I, but I, I don't cheat, 

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gamble or drink. 
So this is like the worst place 

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for me to be. 
And I was also like sick for the

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first four days of my trip. 
But it was, it was for this like

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basically career defining event 
that I was helping prepare since

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I got hired and it went 
swimmingly. 

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I think I, the hours that I put 
in to make sure all the details 

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were worked out went really 
smoothly. 

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And then even the stuff that was
starting to go a little bit bad 

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or just some hiccups along the 
way, I handled really well. 

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I was just on my game. 
So in flesh and blood terms, you

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sunk, you're winning in, and now
you're going on to Day 2. 

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This is like 46 O against like 
Michael Hamilton and my winning 

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in and yeah, so that that's how 
the event went, yeah. 

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I'm so excited. 
You're Day 2 in your career. 

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Yeah. 
Can't believe you resolved 2 

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sigils all since I didn't think 
you'd run those. 

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Yeah. 
God, he had extra room and tempo

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for the sigil of silences. 
This guy just smoked it. 

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Yeah. 
That was pretty on top of it. 

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And or he played CYB. 
Combo. 

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OK, that's disgusting. 
But yeah, my bosses are happy 

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and we got some really good 
leads from the event, so I'm 

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pretty excited about the next 
few weeks. 

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Nice. 
Well sweet. 

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We love hearing about everyone 
doing well. 

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Yeah, Speaking of doing well, 
I've been doing pretty well at 

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the AGEI not only made that semi
final finish back in February, 

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but then I proceeded to get 
points the next two months. 

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Your boy is a mid gamer. 
I can. 

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Get points. 
I'm sure you've like more than 

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doubled the amount of points 
I've gotten in the AG ES at this

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point. 
Yeah maybe. 

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And I also think it's not 
official yet. 

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I gotta wait for them to make 
the post, but I'm pretty sure 

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I'm in the left column of the 
top 16. 

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He's totally getting invited. 
Maybe you'll see. 

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I definitely don't feel great 
about Victor as a hero in this 

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meta, especially with Enigmas 
rising presence. 

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I think by the time this episode
comes out we'll be in the middle

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of a big PQ season and Enigma is
probably running that shit in 

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terms of how she's been rising 
in meta share right now. 

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So yeah. 
I don't love Victor as a choice,

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but I've been having a lot of 
fun building Ira recently. 

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I'd love to see her get some 
meta share and get some play in.

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I really don't see her doing 
well in Aurora meta or Enigma 

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meta, but I did see like when I 
played at my last RTN one of our

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locals Thomas beat an enigma in 
the top 8. 

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So I don't know, maybe I don't 
know what to talk. 

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About I mean, Kodachi's can 
threaten the big wards very 

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efficiently, right? 
So it's definitely, it's, it's 

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an option that's out there. 
I'm exploring my decks. 

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So true bestie fun. 
I love this free spirited girly 

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arrow of yours. 
Yeah. 

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I'm not, I'm not locked into 
Room Blade anymore. 

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It's like it's like a whole new 
world. 

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Yeah, bro, yeah. 
Play the field. 

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So everyone, before we jump into
today's episode, we want to hear

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from you. 
How? 

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What did you guys think of 
Bright Lights as a fab player 

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and how do you think they're 
going to return to some of the 

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designs in high seas? 
All right, so for this episode 

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today, we're going to be just 
talking about different cards 

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that we've selected for 
discussion from the set Bright 

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Lights. 
It's fun to talk about these 

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older sets a little bit, do 
these kind of retrospective 

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episodes where we get to talk 
about how has this set impacted 

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flesh and blood design and the 
meta and the way we think about 

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the game for the last year or 
so, especially as we look to the

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future with the new set High 
Seas coming up. 

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We've got a new mechanologist. 
It doesn't get happened that 

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often that we see a new 
mechanologist. 

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Who knows, maybe we'll do 
another episode like this for 

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Ranger somehow, But we're going 
to talk about some cards from 

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Bright Lights, and that's 
basically how it's going to go. 

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Red pitch, yellow pitch blue 
pitch. 

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Bright lights, cards, Bright 
lights, cards, Bright lights, 

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cards. 
Yeah. 

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I think I'll go ahead and take 
the mic then and jump in with 

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red pitch. 
I'm talking about evos because 

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evos were a really core part to 
bright lights. 

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I mean they even gave it the set
name of EVO right? 

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Like Evos are a big part of 
bright lights. 

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I think if there was one thing 
we were going to talk about, it 

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should be evos for sure. 
Definitely, yeah. 

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One of the main inspiring parts 
of why we're doing this episode 

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was also the fact that, like, 
there's not a lot of excitement 

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around mechanologists right now 
in high seas. 

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No one's like, what crazy things
are they going to do with 

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mechanologists? 
Everyone's like, Oh yeah, it's 

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mech. 
They're going to like crank some

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items and then attack for 0 for 
fours over and over again. 

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OK, yeah, we've seen it all 
before. 

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But the fact of the matter is 
that we are getting a new 

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mechanologists set and Bright 
Lights was not super well liked.

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I don't think LSS is going to 
return to the exact same well 

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and give us a lot of the exact 
same designs in math in the same

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way, because people didn't like 
the math that was presented in 

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bright lights. 
People didn't really show a lot 

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of enthusiasm for that set, 
Maybe because it was just Macs, 

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but even MEC players were not 
super hot on bright lights and 

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bright lights design. 
So they're probably going to mix

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it up and do some exciting 
things, and I think evos are a 

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great place to do that. 
If you look at Puffin's art, you

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will see that Puffin is a bird, 
but their human companion is 

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Hightail is hightail and she has
some missing body parts and has 

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some mechanical. 
You know, it's that like pirate 

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peg leg idea. 
I think we could totally see a 

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return to Evo's. 
OK. 

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And. 
T Batty yeah. 

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And people, I don't think 
they're expecting that, right. 

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And because they don't need to 
make Evo's as central of an 

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idea, they can get to focus it. 
Maybe like on the leg slot for 

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her she has that mechanical peg 
leg. 

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I would love to play like a 
pirate that has a hook for hand,

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but you can replace the hook 
with whatever random gadget you 

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need to. 
This is kind of what I'm getting

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at, so let's talk a little bit 
about how they did Evos to maybe

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help us understand what was 
wrong then and what they might 

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do now. 
So the first card I want to talk

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about is EVO Smooth Bore. 
What is EVO Smooth bore? 

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Evo Smooth Bore is a yellow 3 
cost mechanologist action 

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equipment Evo arms. 
Yes that is a lot of text. 

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I think when bright lights came 
out we were even like wow they 

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had to change the bottom of the 
cards to fit all this text down.

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There I think there were other 
ancillary benefits, but for the 

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purposes of that joke, yeah, 
it's 100% true. 

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They had to like yeah, it says 
if you have a base arms 

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equipped, transform it into 
this, then equip this, putting 

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the base arms under the Evo 
smooth bore in your arm zone. 

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Then once per turn instant, you 
can destroy a card under Evo 

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smoothbore to give your next 
weapon attack this turn plus 

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one. 
It is a blade break 3 block 

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equipment, and this is a rare 
one. 

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Why am I getting 4 value for 
three resources at yellow? 

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Let's compare the value of this 
card to a yellow 3 cost attack. 

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A yellow 3 cost attack is 
expected to give 6 power, right?

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Three costs at red give 7 power,
so at yellow we would presume it

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gives 6 power, and this does not
match that value at all. 

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This is 3 resources at action 
with no go again, right? 

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Because you do have to play this
as an action card for for 

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conceivable value and not even 
on the turn that you play it, 

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right? 
If you like half the block with 

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this, immediately you don't get 
that 4th value. 

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You can only get free value from
this. 

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So it's a really, really low 
rate as an individual card that 

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you need to play from your deck 
using an action, right? 

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00:09:08,480 --> 00:09:12,640
So if we compare it to other 
items, because we've talked in 

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the past about like anything 
that's going to give you delayed

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value, they want to stymie, they
want to give you less value 

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later than you would normally 
get upfront. 

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A card like Truce is a blue that
costs two, that is probably 

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going to give you one card of 
value. 

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This card costs three more, it 
pitches for less, and it blocks 

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for three, which is kind of 
comparable and maybe giving you 

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one point on the back end. 
But there are other costs 

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associated with it that Truce 
doesn't ask of you, So it seems 

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weird that this card is a worse 
rate than Truce, you know? 

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00:09:46,080 --> 00:09:49,600
Yeah, there is this massive 
downside to Evos of not being 

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able to start with real 
equipment, right? 

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00:09:52,600 --> 00:09:55,360
You have to be starting with 
these base equipment, which 

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typically do not have a 
reasonable battle war and block 

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00:09:58,640 --> 00:10:03,440
value, and cannot typically give
you reliable value until you 

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equip these Evos on top of them.
And then there's the issue of 

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this is not a base EVO. 
So once you play EVO Smooth Bore

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into your arm slot, you no 
longer have access to playing 

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any other Arms card, including 
other copies of EVO Smooth Bore.

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00:10:21,480 --> 00:10:25,080
This means that you cannot 
replace that value. 

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00:10:25,680 --> 00:10:29,800
So the moment that you play 1 
EVO Smooth Bore, the other EVO 

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Smooth Bore become cracked 
bobbles that can block for three

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00:10:33,440 --> 00:10:35,840
I guess. 
And blocking for three is, I 

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00:10:35,840 --> 00:10:40,160
think, OK for a card that could 
be totally useless at a certain 

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point in the game, you would 
want them to have a nice block 

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value. 
There are other evos in the game

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that if you're running 3 copies 
of them, you play the first and 

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the others have no block value, 
they're extra dead in your hand.

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This card is interesting because
it's one of the Evos that is 

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less dead after you play the 
first one and it's still not 

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great. 
Yeah, I mean, some people joke 

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about running Titanium bubble, 
but I still don't see Titanium 

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bubble making it to any lists. 
Well, not anymore. 

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00:11:09,280 --> 00:11:12,160
Yeah, the cardpool has advanced 
beyond that point, right? 

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They'll run a war mongers 
because like, well, at least it 

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has text on it, but in a similar
way. 

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Like this is a cracked bubble 
titanium bubble thingy, right? 

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Like it's even worse than a 
titanium. 

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Bubble one. 
Metal bubble. 

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Yeah. 
Stainless steel. 

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Eva Smooth bubble. 
Smooth bubble. 

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00:11:31,440 --> 00:11:33,400
And that makes it really, really
frustrating. 

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Now, in mechanologists, you can 
boost them away, right? 

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But here's the thing, if you 
boost it away, you can't play it

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anymore. 
Yeah, if I run 3 copies, it's 

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OK. 
If I boost extra ones away, I'll

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still have one to grab. 
I run the risk of some of them 

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getting useless after I play the
first one right? 

225
00:11:53,320 --> 00:11:57,200
But if I run one copy and it 
gets boosted away, now my 

226
00:11:57,200 --> 00:11:59,360
equipment that I was planning on
transforming won't get any 

227
00:11:59,360 --> 00:12:01,400
value. 
It's risky no matter how many 

228
00:12:01,400 --> 00:12:03,360
copies of the card you run. 
There doesn't seem to be an 

229
00:12:03,360 --> 00:12:04,880
ideal. 
Exactly. 

230
00:12:04,960 --> 00:12:07,560
And that is bad design in my 
opinion. 

231
00:12:07,560 --> 00:12:09,960
I think that evos were bad 
designed in this way. 

232
00:12:10,280 --> 00:12:12,360
And then there is the ultimate 
pitfall. 

233
00:12:13,840 --> 00:12:17,200
Being able to start and play 
with equipment is a major value 

234
00:12:17,200 --> 00:12:19,080
piece. 
We talk about how important 

235
00:12:19,080 --> 00:12:22,640
things like dyadic carapis is 
just for being having battle 

236
00:12:22,640 --> 00:12:26,520
worn value, right? 
Having that inherent block value

237
00:12:26,880 --> 00:12:30,280
in your equipment slot is 
important, and it's something 

238
00:12:30,280 --> 00:12:34,000
that every other hero start 
with, except for mechanologists 

239
00:12:34,000 --> 00:12:37,000
who decide to run evos. 
They don't get that value, so 

240
00:12:37,000 --> 00:12:42,080
they start weaker than everybody
else and then have to play under

241
00:12:42,080 --> 00:12:47,760
rate cards to get to a slightly 
buffed version of what everyone 

242
00:12:47,760 --> 00:12:49,840
else gets for free at the start 
of the game. 

243
00:12:50,360 --> 00:12:51,960
That's rough. 
Yeah. 

244
00:12:51,960 --> 00:12:55,240
Not just the cost of not running
normal equipments because 

245
00:12:55,240 --> 00:12:59,480
equipments are gas, but also you
have to pay a lot of tempo just 

246
00:12:59,480 --> 00:13:02,440
to get the equipments out there.
And the benefit that you get 

247
00:13:02,440 --> 00:13:05,160
from those two major costs 
doesn't seem to be worth it. 

248
00:13:07,360 --> 00:13:12,160
Joel, what have you thought 
about evos and evo design? 

249
00:13:12,720 --> 00:13:17,440
See, I really like them, even 
though I think mechanologists as

250
00:13:17,440 --> 00:13:20,560
a whole just doesn't blend 
flavour wise with the rest of 

251
00:13:20,560 --> 00:13:23,680
flesh and blood. 
But if I'm looking at just 

252
00:13:24,240 --> 00:13:26,680
mechanologists and evos, they 
they're really cool. 

253
00:13:26,680 --> 00:13:29,080
I like totally the fact that 
you're sort of building this 

254
00:13:29,080 --> 00:13:32,280
arsenal, the smooth bore line or
the smooth whatever's. 

255
00:13:32,480 --> 00:13:35,920
Yeah, I really like this line in
particular because it reminds me

256
00:13:35,920 --> 00:13:40,840
of like the MEX that appear in 
like, Fallout, like some of the 

257
00:13:41,280 --> 00:13:42,920
power suits of armor that you 
can wear. 

258
00:13:43,600 --> 00:13:46,920
Yeah, I know Evos really are 
badass flavor. 

259
00:13:47,120 --> 00:13:49,960
They're such an opportunity for 
LSS because they are one of the 

260
00:13:49,960 --> 00:13:54,640
coolest designs at face value 
aesthetically, and I really hope

261
00:13:54,640 --> 00:13:56,840
that they find a way to 
implement them back into the 

262
00:13:56,840 --> 00:13:59,240
game in a way that's balanced a 
little bit better. 

263
00:14:00,280 --> 00:14:03,000
And I kind of get why they're a 
little bit underpowered because 

264
00:14:03,400 --> 00:14:06,600
even if you spend the tempo to 
equip one of these on your 

265
00:14:06,600 --> 00:14:10,120
equipment zones, you're still 
getting a one time use of three 

266
00:14:10,120 --> 00:14:13,160
block which is already overrate 
for any equipment. 

267
00:14:13,160 --> 00:14:15,680
And that's why people gravitate 
towards like the Steel Soul 

268
00:14:15,680 --> 00:14:19,640
series because it's 3 temper, 
but even 3 battle break can have

269
00:14:19,640 --> 00:14:23,600
its use cases, especially if the
abilities on these equipments 

270
00:14:23,600 --> 00:14:27,280
are aggressively slanted. 
So getting for value on each of 

271
00:14:27,280 --> 00:14:30,400
them is a little bit like 
drawing cards, not directly, but

272
00:14:30,400 --> 00:14:32,520
that's sort of how I'm thinking 
about it. 

273
00:14:32,520 --> 00:14:35,320
Like they are being careful on 
the way that you're able to 

274
00:14:35,320 --> 00:14:38,120
store resources stored this 
defensive overlap. 

275
00:14:38,360 --> 00:14:41,360
And so for that reason, I kind 
of see why it's a little bit 

276
00:14:41,360 --> 00:14:44,160
under rate as compared to like 
anything else you'd be spending 

277
00:14:44,160 --> 00:14:46,040
three resources and an action 
point on. 

278
00:14:46,400 --> 00:14:50,480
But overall, I think they really
pulled their punches on like. 

279
00:14:51,160 --> 00:14:54,680
The most of the Evo's because 
all the aggressive options that 

280
00:14:54,680 --> 00:14:57,760
you have are just they have no 
chance of translating in the 

281
00:14:57,760 --> 00:14:59,880
same way that you can with the 
steel sole series. 

282
00:15:00,160 --> 00:15:02,840
I completely agree. 
They definitely do need to be 

283
00:15:02,840 --> 00:15:05,760
careful about allowing for a 
massive amount of defensive 

284
00:15:05,800 --> 00:15:11,640
overlap and I think we have seen
some decks utilize that in some 

285
00:15:11,640 --> 00:15:14,280
not quite unhealthy ways, but 
definitely in ways where we have

286
00:15:14,280 --> 00:15:18,840
seen that power with Evo's steel
sole legs in Pistol Dash. 

287
00:15:18,840 --> 00:15:21,480
Yes. 
Yes, and also there it was a 

288
00:15:21,480 --> 00:15:26,000
brief moment when Max's were 
running that for some block 

289
00:15:26,000 --> 00:15:28,240
value in their legs. 
It's just a way of helping delay

290
00:15:28,240 --> 00:15:31,080
the game until they could 
transform into mechanoid. 

291
00:15:31,320 --> 00:15:35,040
Now there is another part to the
EVO equation which I want to 

292
00:15:35,040 --> 00:15:38,160
discuss in my next card, 
Demolition Protocol. 

293
00:15:38,680 --> 00:15:44,040
Demolition Protocol is a 
Majestic Red 3 cost 

294
00:15:44,240 --> 00:15:48,040
mechanologist attack action. 
It has Evo upgrade. 

295
00:15:48,080 --> 00:15:51,800
When this attacks a hero remove 
all steam counters from up to X 

296
00:15:51,800 --> 00:15:55,920
equipment, items and or weapons 
they control where X is the 

297
00:15:55,920 --> 00:15:58,720
number of evos you have 
equipped. 

298
00:15:58,960 --> 00:16:02,000
So this introduces us to the evo
upgrade mechanic, which I 

299
00:16:02,000 --> 00:16:06,080
believe is actually a part of 
the equation for running evos, 

300
00:16:06,760 --> 00:16:09,320
which is you get these attack 
actions, which can become 

301
00:16:09,320 --> 00:16:13,200
overrate if you get to play your
evos out. 

302
00:16:13,400 --> 00:16:19,160
And I think that's really really
it's a very necessary aspect to 

303
00:16:19,160 --> 00:16:22,000
the equation for evos because 
just looking at evos alone, they

304
00:16:22,000 --> 00:16:24,920
are completely non functional. 
But once you start including 

305
00:16:24,920 --> 00:16:28,600
some of these other evo upgrade 
cards, now you're starting to 

306
00:16:28,600 --> 00:16:32,920
see where they try to provide 
that actual value. 

307
00:16:32,920 --> 00:16:37,640
Right, right. 
It you know a yellow 43 cost 4 

308
00:16:37,640 --> 00:16:41,560
value card is nowhere near good 
enough, but when you're adding a

309
00:16:41,560 --> 00:16:44,480
card that can go over rate like 
this a three for seven that can 

310
00:16:44,480 --> 00:16:48,800
remove like 4 steam counters 
just completely take away a 

311
00:16:48,800 --> 00:16:52,600
weapon right like dashes weapon 
just no you don't get any more 

312
00:16:52,600 --> 00:16:55,160
pistol shots that's really 
strong. 

313
00:16:55,520 --> 00:16:59,440
But The thing is is that why 
does this only hit steam 

314
00:16:59,440 --> 00:17:02,800
counters Yeah why couldn't this 
hit any counters right? 

315
00:17:02,920 --> 00:17:06,880
Imagine if this could hit find 
dolls counters, right? 

316
00:17:07,480 --> 00:17:10,319
Energy counters, energy 
counters. 

317
00:17:10,560 --> 00:17:14,720
There's so many like, oh, what 
did this just hit other things? 

318
00:17:15,560 --> 00:17:18,480
Yeah, Mechanologists has always 
seemed to me like the class with

319
00:17:18,480 --> 00:17:20,359
the most unique amounts of 
disruption. 

320
00:17:20,599 --> 00:17:23,119
And I'm thinking here 
specifically of T-bone and how 

321
00:17:23,119 --> 00:17:26,359
you can target people's really 
fragile equipment suite. 

322
00:17:26,359 --> 00:17:29,760
Like like if someone was using 
New Horizons and you boost 

323
00:17:29,920 --> 00:17:33,000
certain amount of times the evos
and grab either their tunic or 

324
00:17:33,000 --> 00:17:36,120
the New Horizons or whatever. 
And like pulse wave harpoon 

325
00:17:36,120 --> 00:17:39,080
being able to forcibly grab 
cards from your opponents hand. 

326
00:17:39,200 --> 00:17:41,520
Demolition protocols seem like 
one of those cards where it 

327
00:17:41,520 --> 00:17:44,400
could have just said, hey, your 
deck that cares about counters 

328
00:17:44,400 --> 00:17:46,560
in some way. 
I'm going to remove them and 

329
00:17:46,560 --> 00:17:50,280
give a little bit more play, a 
little bit more viability to evo

330
00:17:50,280 --> 00:17:52,480
users. 
And it was just. 

331
00:17:53,320 --> 00:17:57,760
Unnecessarily sandbagged. 
Yeah, I think the main issue was

332
00:17:57,760 --> 00:18:00,960
that this is such a narrow slice
that only impacts other 

333
00:18:00,960 --> 00:18:03,960
mechanologists. 
Now is this a dope ass limited 

334
00:18:03,960 --> 00:18:06,920
Majestic? 
Yes, for sure. 

335
00:18:07,160 --> 00:18:10,200
And this is such a design choice
that we see actually throughout 

336
00:18:10,200 --> 00:18:13,320
bright lights where there are so
many interesting majestics and 

337
00:18:13,320 --> 00:18:17,240
rares that only care about 
destroying items or removing 

338
00:18:17,240 --> 00:18:21,680
steam counters or attacking evos
specifically. 

339
00:18:21,680 --> 00:18:26,200
Like it's so insular to just 
bright lights. 

340
00:18:26,200 --> 00:18:28,720
Yeah, I think it's cool when 
they print counter play to the 

341
00:18:28,720 --> 00:18:32,040
cards that they provide in the 
set because it makes it a little

342
00:18:32,040 --> 00:18:34,960
bit easier for them to be OK 
with printing like higher power 

343
00:18:34,960 --> 00:18:37,280
level stuff when the counter 
play is also available. 

344
00:18:37,440 --> 00:18:40,960
However, it's just given to 
mechanologists, so only 

345
00:18:40,960 --> 00:18:42,840
mechanologists can check itself,
you know? 

346
00:18:42,920 --> 00:18:46,040
Yeah, when compared to say how 
Weakest Link was printed in 

347
00:18:46,040 --> 00:18:48,360
Misfail. 
Now I'm probably not the 

348
00:18:48,360 --> 00:18:52,120
happiest about how much money 
Weakest Link is worth, but I am 

349
00:18:52,120 --> 00:18:55,840
very happy at the fact that they
printed a generic 2 cost 

350
00:18:55,840 --> 00:19:00,840
Majestic that attacked the core 
fundamental strategy that those 

351
00:19:00,840 --> 00:19:05,520
heroes were playing. 
Yeah, and I think this was the 

352
00:19:05,520 --> 00:19:08,960
main issue of this being a 
single class set. 

353
00:19:09,320 --> 00:19:13,240
Mecanologists got too many tech 
pieces for mecanologists. 

354
00:19:13,640 --> 00:19:16,000
So if mecanologists was ever at 
the top of the meta, they just 

355
00:19:16,000 --> 00:19:20,560
end up cannibalizing themselves.
I don't think that is good 

356
00:19:20,960 --> 00:19:24,600
widespread design, right? 
It's it was OK in the set 

357
00:19:24,600 --> 00:19:28,480
itself, but the fact that it had
no wider meta implications I 

358
00:19:28,480 --> 00:19:31,600
think brought it down. 
Yeah, I think this card is 

359
00:19:31,600 --> 00:19:34,160
unfortunately been reduced to a 
three for seven. 

360
00:19:34,160 --> 00:19:37,080
I've literally heard 
conversations between Han V and 

361
00:19:37,080 --> 00:19:40,120
Dennis Pham about like, yeah, 
run Demolition protocol over Big

362
00:19:40,120 --> 00:19:42,160
Shot because it's always a three
for seven. 

363
00:19:42,960 --> 00:19:44,480
Period. 
Period, Mark. 

364
00:19:44,760 --> 00:19:50,680
It's like, that's so sad, yeah. 
And this is also because so many

365
00:19:50,680 --> 00:19:54,880
evo upgrade cards have a line 
that makes their effect worse 

366
00:19:55,200 --> 00:19:59,920
and are under rate if you don't 
have at least 2 Evos. 

367
00:20:00,480 --> 00:20:03,960
So let's take a look at some of 
our other Evo upgrade cards. 

368
00:20:05,120 --> 00:20:08,160
We have mechanical strength a 
three for five. 

369
00:20:08,840 --> 00:20:11,960
You know that really great rate 
of three for five. 

370
00:20:12,480 --> 00:20:15,480
But it has Evo upgrade that gets
plus X, where X is the number of

371
00:20:15,520 --> 00:20:17,680
Evos. 
So it could be a three for 9:00.

372
00:20:18,120 --> 00:20:20,400
That'd be cool. 
That's great, but Leviah just 

373
00:20:20,400 --> 00:20:22,560
gets at the moment. 
I have 3 cards in the sixth, one

374
00:20:22,560 --> 00:20:25,000
of which is a six in my 
graveyard right? 

375
00:20:25,320 --> 00:20:30,040
Why does it have to take playing
4 evos for them to get that sort

376
00:20:30,040 --> 00:20:32,880
of rate? 
Or let's take a look at heavy 

377
00:20:32,880 --> 00:20:35,120
artillery. 
The defending a hero can't 

378
00:20:35,120 --> 00:20:38,240
defend this with attack action 
cards with costs less than X, 

379
00:20:38,400 --> 00:20:40,240
where X is the number of heroes 
you have equipped. 

380
00:20:40,400 --> 00:20:43,360
Holy shit, that's some really 
good evasion, right? 

381
00:20:43,840 --> 00:20:48,280
No no no, read that again. 
Defending hero can't defend this

382
00:20:48,280 --> 00:20:53,200
with attack action cards. 
Non attack action cards can 

383
00:20:53,200 --> 00:20:55,920
block this regardless. 
Reactions can block this 

384
00:20:55,920 --> 00:20:59,560
regardless. 
There it just allies. 

385
00:20:59,920 --> 00:21:02,280
I don't know if allies can 
block, but like allies could 

386
00:21:02,480 --> 00:21:06,720
conceivably block this so again 
it has like. 

387
00:21:06,760 --> 00:21:11,840
Just adding that word attack 
makes this card so much worse. 

388
00:21:12,560 --> 00:21:18,160
I feel like this would be run in
a lot more decks with evos if it

389
00:21:18,160 --> 00:21:22,000
didn't say attack action cards. 
Right there they also have lots 

390
00:21:22,000 --> 00:21:26,360
of options for evo upgrade cards
too, so the worser upgrade evo 

391
00:21:26,360 --> 00:21:28,280
upgrade cards have a harder time
seeing play. 

392
00:21:28,720 --> 00:21:33,520
Yeah, I know immediately there 
aren't that many of these cards.

393
00:21:33,520 --> 00:21:37,840
And I think that in high seas, 
we could see a return to evo 

394
00:21:37,840 --> 00:21:43,000
upgrades and a return to evos 
where, you know, maybe you only 

395
00:21:43,000 --> 00:21:46,120
need one or two evos for it to 
become overrate. 

396
00:21:46,120 --> 00:21:50,120
And as long as it's not a puffin
specialization card, that 

397
00:21:50,120 --> 00:21:53,520
couldn't really see the 
floodgates open for the rest of 

398
00:21:53,520 --> 00:21:56,000
mechanologists in running Evo 
cards. 

399
00:21:56,640 --> 00:22:00,280
I think it's interesting how the
EVO upgrade cards, they give you

400
00:22:00,280 --> 00:22:04,760
the exact same reward curve 
based on the evos themselves, 

401
00:22:04,920 --> 00:22:07,520
because evos want you to have a 
shit early game in order to get 

402
00:22:07,520 --> 00:22:11,840
good rewards late game. 
Evo upgrade cards also are shit 

403
00:22:11,840 --> 00:22:13,760
early game to give you a reward 
late game. 

404
00:22:14,000 --> 00:22:16,360
And I wonder if there's some 
design space that could open up 

405
00:22:16,360 --> 00:22:18,520
in the future where they flip 
the curve a little bit. 

406
00:22:19,360 --> 00:22:22,000
Because what if there were just 
EVO support cards that made it 

407
00:22:22,000 --> 00:22:24,280
easier for you to get the evos 
on the board? 

408
00:22:24,320 --> 00:22:27,120
I don't think they explored that
space too much in the original 

409
00:22:27,120 --> 00:22:29,320
bright light set. 
I think like that's the kind of 

410
00:22:29,320 --> 00:22:32,480
stuff that EVO cards need. 
They need you to be able to to 

411
00:22:32,760 --> 00:22:35,480
get your evos out sooner. 
Those are the kind of cards that

412
00:22:35,480 --> 00:22:38,200
I want to put in my deck if I'm 
planning on running evos or have

413
00:22:38,200 --> 00:22:41,000
control over what I do with evos
after they're already played. 

414
00:22:41,000 --> 00:22:43,480
Something to do with those like 
useless evo cards after. 

415
00:22:43,480 --> 00:22:47,720
Yes, giving all the evos an 
effect that occurs when they are

416
00:22:47,720 --> 00:22:50,560
played. 
And then if you have a base 

417
00:22:50,560 --> 00:22:53,480
equipment then it becomes the 
equipment right? 

418
00:22:53,760 --> 00:22:57,760
So it can almost act as a non 
attack action card that after 

419
00:22:57,760 --> 00:23:03,040
resolving can become the can go 
on top of the base, but you can 

420
00:23:03,080 --> 00:23:06,800
always get that initial value of
the non attack action card that 

421
00:23:06,800 --> 00:23:08,880
you're playing. 
Or like a loyalty beyond the 

422
00:23:08,880 --> 00:23:11,800
grave effect for mechanologists 
to search those you know. 

423
00:23:11,880 --> 00:23:15,560
Which also then rewards it for 
having blade break or temper and

424
00:23:15,560 --> 00:23:17,640
letting it break and go to the 
graveyard. 

425
00:23:17,840 --> 00:23:22,720
Because before they are a lot of
mechanologists are terrified of 

426
00:23:22,720 --> 00:23:27,160
actually letting those equipment
break because they rely on them 

427
00:23:27,160 --> 00:23:30,320
to provide the evo upgrade value
for their late game so they can 

428
00:23:30,320 --> 00:23:36,080
never really get rid of it. 
And by allowing it to break and 

429
00:23:36,080 --> 00:23:38,200
go to graveyard for these 
loyalty beyond the grave 

430
00:23:38,200 --> 00:23:41,200
effects, where maybe you can 
banish it or do something else 

431
00:23:41,200 --> 00:23:43,720
with it. 
That's a really, really cool 

432
00:23:43,720 --> 00:23:45,360
idea. 
Plus, Tekwilvasin loves it, 

433
00:23:45,360 --> 00:23:46,000
right? 
Right. 

434
00:23:46,040 --> 00:23:48,760
Block with it and then I can 
like self scrap it without 

435
00:23:48,760 --> 00:23:52,400
having to run scrap cards. 
I'm sure Tekwilvasins would love

436
00:23:52,400 --> 00:23:57,440
that card. 
But yeah, Evos, I really hope 

437
00:23:57,440 --> 00:24:00,640
that we see a return to them in 
high seas with, you know, 

438
00:24:00,920 --> 00:24:04,400
pirates replacing their hook 
hands or their peg legs. 

439
00:24:05,040 --> 00:24:08,720
I'm really excited to see how 
they try to solve this problem 

440
00:24:08,720 --> 00:24:16,000
of how much value is lost in the
early game and how they can help

441
00:24:16,000 --> 00:24:19,720
balance that out a little bit. 
That's all I have for red pitch.

442
00:24:19,720 --> 00:24:23,680
I think I'm going to pass it off
to yellow pitch, which is fuzzy.

443
00:24:24,000 --> 00:24:27,480
All right, so I want to talk 
about two specific cards For 

444
00:24:27,640 --> 00:24:30,400
different reasons. 
I'm thinking a little bit less 

445
00:24:30,400 --> 00:24:33,760
on the perspective of of Evos 
and what we might see in high 

446
00:24:33,760 --> 00:24:37,160
seas and more like broad 
strokes, some design patterns 

447
00:24:37,160 --> 00:24:39,000
and mechanologists that I want 
to talk about. 

448
00:24:39,560 --> 00:24:42,480
The first card I want to use to 
highlight that is Singularity. 

449
00:24:42,560 --> 00:24:47,960
Whoa, the the single splashiest.
Card from Bright Lights. 

450
00:24:47,960 --> 00:24:50,600
I would say it's one of the 
splashiest cards in the game. 

451
00:24:50,600 --> 00:24:53,360
I don't think there's many more 
cards that have such an 

452
00:24:53,360 --> 00:24:56,840
explosive effect as to 
completely rearrange your entire

453
00:24:56,840 --> 00:24:59,800
board state into one super robot
that you use to demolish your 

454
00:24:59,800 --> 00:25:01,520
opponents. 
Like, well, fuzzy. 

455
00:25:01,520 --> 00:25:03,280
I can think of at least one 
other. 

456
00:25:03,600 --> 00:25:05,520
What construct? 
Metro Mecanoid. 

457
00:25:06,080 --> 00:25:11,520
Even OK, Great Mecanoid Mecanoid
is also a very flashy card. 

458
00:25:11,880 --> 00:25:14,240
Well, it's a like you set it up 
for you. 

459
00:25:14,240 --> 00:25:16,200
Like describe construct Nitro 
mecanoid. 

460
00:25:16,440 --> 00:25:18,000
Technically, singularity eats 
up. 

461
00:25:18,000 --> 00:25:21,720
One more card than construct 
mecanoid I think, right? 

462
00:25:22,360 --> 00:25:24,000
Maybe. 
Actually no, cuz you do. 

463
00:25:24,000 --> 00:25:26,000
Mechanoid needs 3 hyper drivers,
yeah. 

464
00:25:26,000 --> 00:25:27,640
Singularity doesn't just needs 4
evos. 

465
00:25:27,760 --> 00:25:29,680
And your hero? 
Well, yeah, yeah, but 

466
00:25:29,680 --> 00:25:32,840
Singularity has like it's a lot 
more foreboding cuz they made 

467
00:25:32,840 --> 00:25:36,160
them a macropotent, a shadow 
mechanologist for some reason 

468
00:25:36,160 --> 00:25:40,840
with a soul bro. 
Yeah, it's crazy good shit, and 

469
00:25:42,320 --> 00:25:44,920
I think the word extreme defines
it really well. 

470
00:25:45,120 --> 00:25:49,040
And FAB has to be really careful
with extreme strategies because 

471
00:25:49,040 --> 00:25:51,720
FAB tends to not be a game of 
extremes. 

472
00:25:51,880 --> 00:25:54,280
We don't have infinite combos 
every game like Magic the 

473
00:25:54,280 --> 00:25:58,560
Gathering does, and we don't 
have like as much variance in 

474
00:25:58,560 --> 00:26:01,720
other games. 
It's a pretty disciplined game 

475
00:26:01,720 --> 00:26:05,240
where you have cards that have 
similar value depending on the 

476
00:26:05,240 --> 00:26:06,360
different ways that you use 
them. 

477
00:26:06,360 --> 00:26:11,480
You know, Singularity offers to 
break the game, break the 

478
00:26:11,480 --> 00:26:14,840
fundamental math of the game in 
a way that LSS generally has to 

479
00:26:14,840 --> 00:26:17,480
be really careful about, and 
there's a reason why they don't 

480
00:26:17,480 --> 00:26:20,440
do it very often. 
So would you guys agree that 

481
00:26:20,440 --> 00:26:26,080
like Singularity promotes a play
style where all I have to do is 

482
00:26:26,080 --> 00:26:28,240
play Singularity to win the 
game? 

483
00:26:28,760 --> 00:26:32,800
Oh this is hard because we have 
a teclo local and for me 

484
00:26:32,800 --> 00:26:36,640
specifically, all the locals I 
play at he plays at. 

485
00:26:36,960 --> 00:26:42,480
So like I know Ben, I love Ben, 
I love how dedicated Ben is to 

486
00:26:42,480 --> 00:26:46,480
Teclovossen. 
I think he does not actually 

487
00:26:46,480 --> 00:26:48,760
resolve singularity all that 
often and I have seen him be 

488
00:26:48,760 --> 00:26:50,960
very comfortable blocking with 
singularity. 

489
00:26:51,240 --> 00:26:56,160
So I almost want to say no, but 
also as a design, yes. 

490
00:26:56,560 --> 00:27:00,240
He's Ben has also told me on a 
few occasions where he will 

491
00:27:00,240 --> 00:27:03,680
change his strategy based on 
what his opponents doing. 

492
00:27:03,680 --> 00:27:07,840
So I've actually seen him cast 
it twice and we've played many 

493
00:27:07,840 --> 00:27:12,040
times where he's not cast it. 
So I think overall I would say 

494
00:27:12,040 --> 00:27:16,000
no, that it's not the like 
ultimate goal of the deck. 

495
00:27:16,000 --> 00:27:19,720
I think it's really the most win
more card there is in Flesh and 

496
00:27:19,720 --> 00:27:22,000
Blood. 
OK, I love that perspective. 

497
00:27:22,000 --> 00:27:25,160
It's a little bit counter to at 
least my intuition about the 

498
00:27:25,160 --> 00:27:27,560
card. 
I'm not going to sit here and 

499
00:27:27,560 --> 00:27:30,360
say that I have more experience 
than a Tec Levosin player, so 

500
00:27:30,360 --> 00:27:33,680
I'm really glad that that my 
assumption is being challenged a

501
00:27:33,680 --> 00:27:35,640
bit. 
But the amount of value you get 

502
00:27:35,640 --> 00:27:39,040
from casting this one card does 
seem like it could be enough to 

503
00:27:39,040 --> 00:27:42,840
completely run away with the 
game, even if you're down by 30 

504
00:27:42,840 --> 00:27:46,880
life, even if you have only 
swung a couple of attacks before

505
00:27:46,880 --> 00:27:48,920
that up in until this point. 
Because the amount of aggressive

506
00:27:48,920 --> 00:27:51,840
pressure that you can get from 
casting this card and setting up

507
00:27:51,840 --> 00:27:54,960
your deck with these amazing 
disruptive 3 for nines that are 

508
00:27:54,960 --> 00:27:57,520
going to have go again. 
You know, the amount of 

509
00:27:57,600 --> 00:28:01,040
offensive pressure that you get 
for the rest of the game is 

510
00:28:01,160 --> 00:28:03,800
incredible. 
I, I, I do want to check one 

511
00:28:03,800 --> 00:28:06,720
thing fuzzy, which is when you 
think about playing Singularity,

512
00:28:07,000 --> 00:28:10,600
do you think about playing 
Singularity on a full Evo steel 

513
00:28:10,600 --> 00:28:14,400
sole board where you are getting
the five intellect, where you 

514
00:28:14,400 --> 00:28:16,600
are getting those 3 for nines on
top of your deck where you're 

515
00:28:16,600 --> 00:28:19,720
getting the extra action points 
when you play this card? 

516
00:28:20,120 --> 00:28:26,880
Or are you more thinking about 
like playing it on a board of, I

517
00:28:26,880 --> 00:28:28,640
don't know, the zip line series 
right? 

518
00:28:28,640 --> 00:28:31,160
Those like little yellow 0 cost 
instant evos. 

519
00:28:31,680 --> 00:28:35,360
I think there's a design 
intention embedded into the game

520
00:28:35,400 --> 00:28:38,400
that if you play it with all the
Steel Soul series out, it's 

521
00:28:38,400 --> 00:28:41,320
going to be full power for sure.
And that might be enough to 

522
00:28:41,400 --> 00:28:44,440
single handedly win the game in 
some circumstances, right? 

523
00:28:44,760 --> 00:28:47,080
But. 
Is that value attributed to the 

524
00:28:47,360 --> 00:28:49,760
evos or to singularity? 
That's true. 

525
00:28:49,760 --> 00:28:51,960
Like how much of that design 
credit can we give to 

526
00:28:51,960 --> 00:28:54,480
singularity? 
How much is it like dispersed 

527
00:28:54,480 --> 00:28:56,000
across across the pieces of the 
set? 

528
00:28:56,160 --> 00:28:58,840
That's a good question because 
it isn't necessarily just 

529
00:28:58,840 --> 00:29:00,560
singularity winning the game at 
that point. 

530
00:29:00,560 --> 00:29:03,080
It's in tandem with these other 
set of Majestic. 

531
00:29:03,080 --> 00:29:07,160
So I acknowledge that. 
But I do think the play style is

532
00:29:07,160 --> 00:29:09,920
what I want to focus in on. 
The play style is ultra 

533
00:29:09,920 --> 00:29:13,800
defensive until you flip. 
I think maybe even the most 

534
00:29:13,800 --> 00:29:16,320
defensive play styles save for 
fatigue. 

535
00:29:16,360 --> 00:29:19,000
And I know fatigue is a very 
wide umbrella too, but 

536
00:29:20,120 --> 00:29:23,240
considering that the goal is not
necessarily for your opponent to

537
00:29:23,240 --> 00:29:27,240
simply stop providing threats, 
it's the most defensive play 

538
00:29:27,240 --> 00:29:29,240
style that does have an actual 
end game. 

539
00:29:29,240 --> 00:29:31,160
Because it is pretty much one 
card. 

540
00:29:31,320 --> 00:29:34,280
Everything else is defensive. 
Playing Evo Steel Souls does not

541
00:29:34,280 --> 00:29:36,680
require me to attack. 
I can if I want to. 

542
00:29:36,680 --> 00:29:39,480
Sometimes the scrap cards make 
it easier, but I don't really 

543
00:29:39,480 --> 00:29:41,960
have to attack to play those. 
I don't really have to put on 

544
00:29:41,960 --> 00:29:44,120
actual pressure. 
I just play Singularity and the 

545
00:29:44,120 --> 00:29:47,800
pressure comes after I'm done 
wading through the defense and 

546
00:29:47,920 --> 00:29:50,360
setting up my game. 
I think that is true. 

547
00:29:50,760 --> 00:29:54,200
So with that assumption, we've 
I'm so glad you guys poked a 

548
00:29:54,200 --> 00:29:56,120
couple of holes in it. 
But for the purposes of this 

549
00:29:56,120 --> 00:29:59,680
discussion, I want to talk about
how healthy play styles like 

550
00:29:59,680 --> 00:30:03,480
that are for the game, because I
think FAB has a little bit of a 

551
00:30:03,480 --> 00:30:06,920
polarization issue. 
When you're designing cards for 

552
00:30:06,920 --> 00:30:11,160
a game, especially new heroes, 
new classes, you want to be able

553
00:30:11,160 --> 00:30:14,040
to create new axes that you can 
iterate upon. 

554
00:30:14,800 --> 00:30:17,080
They did this really early when 
they made Arcane Damage. 

555
00:30:17,320 --> 00:30:20,240
They're like, hey, let's 
introduce a completely new 

556
00:30:20,240 --> 00:30:23,520
damage type to the game as part 
of the fundamental like way that

557
00:30:23,520 --> 00:30:26,240
they set up the game, right? 
Arcane Rising is, I assume, like

558
00:30:26,880 --> 00:30:29,200
pretty much in the works before 
they even printed Welcome to 

559
00:30:29,200 --> 00:30:30,280
Rate. 
It was something they always 

560
00:30:30,280 --> 00:30:33,040
intended to be in the game for 
the purposes of this discussion.

561
00:30:33,160 --> 00:30:37,640
Yeah, a lot of the times when it
the alpha part and, and correct 

562
00:30:37,640 --> 00:30:39,560
me if I'm wrong on this troll 
because you played closer to 

563
00:30:39,560 --> 00:30:42,920
this period than I did. 
Welcome to Wraith and Arcane 

564
00:30:42,920 --> 00:30:46,640
Rising were considered the alpha
of Flesh and Blood, and when 

565
00:30:46,640 --> 00:30:50,160
they put those sets forward they
were intended as this is the 

566
00:30:50,160 --> 00:30:53,000
baseline for the game. 
That that's how it was explained

567
00:30:53,000 --> 00:30:54,320
to me. 
I would say it's like the alpha 

568
00:30:54,320 --> 00:30:57,720
and the beta, but the origin of 
the game is like probably the 

569
00:30:57,720 --> 00:30:59,400
most accurate way you could 
describe flesh and blood. 

570
00:30:59,440 --> 00:31:02,400
Yeah, and James White often 
times talks about the original 8

571
00:31:02,400 --> 00:31:07,280
heroes and that being separate 
from what comes after. 

572
00:31:08,280 --> 00:31:12,080
So arcane damage is a completely
separate axis from regular 

573
00:31:12,080 --> 00:31:14,840
attacking and blocking. 
And they have Rune Blade, which 

574
00:31:14,840 --> 00:31:17,560
tends to do lots of small bursts
of arcane and Wizard that does 

575
00:31:17,560 --> 00:31:20,760
one big burst of arcane and how 
the different heroes and players

576
00:31:20,760 --> 00:31:22,080
can interact with those 
mechanics. 

577
00:31:22,520 --> 00:31:27,080
So by introducing a whole nother
axis to play, you need the 

578
00:31:27,080 --> 00:31:30,120
players to be able to have tools
to respond to it, right? 

579
00:31:30,840 --> 00:31:34,640
Very polarizing strategies have 
a very delicate balance to 

580
00:31:34,640 --> 00:31:36,720
strike for them to be healthy 
for the game. 

581
00:31:37,040 --> 00:31:41,280
I think Teclovosin and 
Singularity as a strategy, while

582
00:31:41,280 --> 00:31:43,920
again, that's an umbrella for 
I'm sure a lot of different 

583
00:31:43,920 --> 00:31:47,360
iterations you can make within. 
I think they fit that criteria 

584
00:31:47,360 --> 00:31:52,240
for something that can either be
completely overpowering or very 

585
00:31:52,240 --> 00:31:54,440
underpowered. 
And it's very hard to find 

586
00:31:54,440 --> 00:31:57,280
yourself in the middle where 
it's a upper B tier, lower A 

587
00:31:57,280 --> 00:31:58,640
tier deck. 
Right. 

588
00:31:59,080 --> 00:32:02,320
And right now Tech Lovosin is 
sitting in the F tier. 

589
00:32:02,320 --> 00:32:08,840
Part of that curve where he is 
not, he does not have the tools 

590
00:32:08,840 --> 00:32:12,120
to fight off a lot of decks. 
Either you can handle Teclovosin

591
00:32:12,120 --> 00:32:14,240
or you can't. 
He has a few good matchups, 

592
00:32:14,400 --> 00:32:16,760
right? 
But like he's able to beat 

593
00:32:16,760 --> 00:32:20,200
slower decks because he has an 
ultimate end game tool that any 

594
00:32:20,200 --> 00:32:22,280
slower deck is going to have a 
really hard time fighting 

595
00:32:22,280 --> 00:32:24,560
against. 
Or he gets walled out and he's 

596
00:32:24,560 --> 00:32:27,080
not able to protect himself. 
Very much so. 

597
00:32:27,080 --> 00:32:31,360
And I would say any really 
polarizing play styles like 

598
00:32:31,360 --> 00:32:35,600
these are going to have that 
struggle where they just feel 

599
00:32:35,680 --> 00:32:38,000
bad. 
Stack Kano also kind of felt 

600
00:32:38,000 --> 00:32:40,840
like this, even though a lot of 
people and especially Kano 

601
00:32:40,840 --> 00:32:44,080
players refer to it as probably 
the healthiest that Kano has 

602
00:32:44,080 --> 00:32:47,840
ever felt in the meta, still 
kind of feels like, well, do you

603
00:32:47,840 --> 00:32:52,920
kill me before I hit my stack or
else Drug and Singularity can 

604
00:32:52,920 --> 00:32:55,680
feel like that. 
I think Kasai's Raisin army can 

605
00:32:55,680 --> 00:32:57,480
feel like that in certain 
matchups. 

606
00:32:57,920 --> 00:33:01,640
I I would argue any deck that 
uses allies is polarizing in and

607
00:33:01,640 --> 00:33:03,920
of itself. 
Yes, not just Kasai. 

608
00:33:04,000 --> 00:33:06,040
I like that you. 
That was really funny they 

609
00:33:06,240 --> 00:33:09,320
decided Kasai was the problem. 
I've been I've been talking 

610
00:33:09,320 --> 00:33:12,160
with. 
Colin about the Kasai Victor 

611
00:33:12,160 --> 00:33:14,120
matchup specifically. 
Colin Erickson. 

612
00:33:14,120 --> 00:33:16,280
Yeah, yeah, yeah. 
And he's been saying, like, you 

613
00:33:16,280 --> 00:33:18,240
know, Victor's probably the one 
of the ones I struggle with the 

614
00:33:18,240 --> 00:33:20,560
most 'cause you can actually 
deal damage to me. 

615
00:33:20,960 --> 00:33:24,880
And I'm like, yeah. 
And he's like, but if I ever 

616
00:33:24,880 --> 00:33:28,360
just play Raisin Army with like 
3 or 4 allies, like I, I will 

617
00:33:28,360 --> 00:33:31,680
win that game. 
And it's like, yeah, I don't 

618
00:33:31,680 --> 00:33:34,480
know how much I like that. 
I don't know if that's entirely 

619
00:33:34,480 --> 00:33:38,160
healthy for the game to have any
of these like late game trump 

620
00:33:38,160 --> 00:33:41,520
cards, but I think a lot of 
people love playing the decks 

621
00:33:41,640 --> 00:33:43,960
where there are these big late 
game trump cards. 

622
00:33:44,280 --> 00:33:47,880
So I think they kind of should 
exist in Flesh and Blood, but 

623
00:33:47,880 --> 00:33:49,880
they present this inherent 
design problem that's always 

624
00:33:49,880 --> 00:33:53,280
going to be a little toxic. 
I think if I were to rephrase 

625
00:33:53,280 --> 00:33:56,720
what I love your saying, it's 
that if you want to produce 

626
00:33:56,800 --> 00:34:01,560
really cool, really fun effects,
they probably have to be some 

627
00:34:01,560 --> 00:34:03,400
level of really powerful in a 
way. 

628
00:34:03,760 --> 00:34:06,480
And you have to put powerful 
effects at the end of the game 

629
00:34:06,600 --> 00:34:08,440
in order for them to feel fair 
at all. 

630
00:34:08,440 --> 00:34:11,040
You know? 
Like raising an army in Kasai is

631
00:34:11,040 --> 00:34:13,440
really badass. 
And in order to make it fair, 

632
00:34:13,440 --> 00:34:15,840
you have to sacrifice a bunch of
gold tokens, which means you 

633
00:34:15,840 --> 00:34:17,400
have to wait some time to build 
it up. 

634
00:34:17,679 --> 00:34:20,080
And then you get 3 or 4 of these
soldiers. 

635
00:34:20,239 --> 00:34:21,639
And that's a really powerful 
effect. 

636
00:34:21,760 --> 00:34:23,760
Like how are you going to let 
the player have three or four 

637
00:34:23,760 --> 00:34:27,080
soldiers from a single card in a
way that feels fair? 

638
00:34:27,080 --> 00:34:28,719
You kind of have to gate keep it
behind. 

639
00:34:28,719 --> 00:34:31,440
Like this end game goal, this 
long term quest that you have to

640
00:34:31,440 --> 00:34:33,760
fulfill. 
I think I want to move on to 

641
00:34:33,760 --> 00:34:37,159
talking about another card that 
I think is a hallmark of 

642
00:34:37,159 --> 00:34:38,679
mechanologist design. 
That's. 

643
00:34:38,840 --> 00:34:42,080
Twin Drive? 
You mean the most expensive card

644
00:34:42,080 --> 00:34:44,920
in bright lights? 
And why is this the most 

645
00:34:44,920 --> 00:34:47,600
expensive card in bright lights?
It literally has 2 words of 

646
00:34:47,600 --> 00:34:49,320
text. 
Boost Boost. 

647
00:34:49,600 --> 00:34:51,400
No, no, no. 
It has a lot more than two words

648
00:34:51,400 --> 00:34:53,239
of text. 
Because they felt the need to 

649
00:34:53,239 --> 00:34:57,360
put the reminder types for boost
on each instance of boost. 

650
00:34:57,480 --> 00:35:02,360
Give me flavor text you fucks. 
Boost as an additional cost to 

651
00:35:02,360 --> 00:35:03,800
play this. 
You may pass the top card of 

652
00:35:03,800 --> 00:35:05,240
your deck if it's a Technologist
card. 

653
00:35:05,240 --> 00:35:10,400
This kids go again Boost as an 
additional cost of. 

654
00:35:12,280 --> 00:35:16,520
It makes me so angry. 
It is a 2 for five that blocks 

655
00:35:16,520 --> 00:35:18,480
for three. 
It's a worse rate compared to 

656
00:35:18,480 --> 00:35:21,240
Throttle which is a 2 for six. 
But throttle only boosts once 

657
00:35:21,400 --> 00:35:23,240
even though Go again doesn't 
stack right. 

658
00:35:23,360 --> 00:35:25,880
You can boost twice with Twin 
Drive, but you're only going to 

659
00:35:25,880 --> 00:35:29,320
be able to get Go again once. 
So if you're playing the card in

660
00:35:29,400 --> 00:35:33,240
isolated like event, Twin Drive 
is a worse card than Throttle, 

661
00:35:33,240 --> 00:35:34,880
which is a common from Arcane 
Rising. 

662
00:35:35,480 --> 00:35:42,240
And somehow which way modern fab
player $30 boost twice for -1 

663
00:35:42,240 --> 00:35:49,000
value or $0.20 two for six would
go again so. 

664
00:35:49,440 --> 00:35:52,200
I'm being a little glip here. 
The reason Twin Drive is a good 

665
00:35:52,200 --> 00:35:56,360
card is because of synergy. 
Synergy is the only reason why 

666
00:35:56,360 --> 00:35:57,960
you would consider Twin Drive a 
good card. 

667
00:35:58,120 --> 00:36:00,280
I suppose there's a floor of 
like I can always just boost 

668
00:36:00,280 --> 00:36:03,240
once and get a 2 for five go 
again and A2 for five go again 

669
00:36:03,240 --> 00:36:05,720
isn't that bad, especially one 
that blocks for three. 

670
00:36:05,720 --> 00:36:08,320
Ninjas run it. 
Yeah, but Surging Strike has a 

671
00:36:08,320 --> 00:36:10,080
lot of synergy. 
Stupid. 

672
00:36:12,320 --> 00:36:14,640
You're the Guardian player 
running zealous belting that 

673
00:36:14,640 --> 00:36:16,400
literally. 
Is just a 2 for five go again. 

674
00:36:18,560 --> 00:36:20,840
Hey, could drive blocks for 
three, Zealous Belting and 

675
00:36:20,840 --> 00:36:22,400
Surging Strike only block for 
two. 

676
00:36:22,400 --> 00:36:25,360
So there's a little bit of an 
edge over that, probably not 

677
00:36:25,360 --> 00:36:28,840
enough to make it majestic. 
The real power is in synergy, 

678
00:36:29,760 --> 00:36:34,280
and that's a design pattern we 
see over and over and over again

679
00:36:34,280 --> 00:36:37,200
in Bright Lights. 
They give you a card that could 

680
00:36:37,200 --> 00:36:41,960
only be considered good when you
take into account synergy. 

681
00:36:42,560 --> 00:36:45,640
Yeah. 
And I think that shows that LSS 

682
00:36:45,640 --> 00:36:48,760
is afraid of something. 
They're afraid of that synergy 

683
00:36:48,760 --> 00:36:53,560
because you can only get the 
value if the synergy is even 

684
00:36:53,560 --> 00:36:57,240
better than the deficit that you
had in the 1st place just for 

685
00:36:57,240 --> 00:37:01,000
playing an underrated card. 
Oh, that is not the framing that

686
00:37:01,000 --> 00:37:04,640
I would use because Afraid kind 
of puts it into a negative 

687
00:37:04,640 --> 00:37:06,560
context. 
I think it's really positive 

688
00:37:06,880 --> 00:37:11,400
because I think they're saying, 
look, this is an interesting 

689
00:37:11,640 --> 00:37:15,600
special effect that makes you 
want to work around it. 

690
00:37:15,920 --> 00:37:18,880
You want to find ways of getting
value out of boosting twice when

691
00:37:18,880 --> 00:37:20,360
you see something like Twin 
Drive. 

692
00:37:20,880 --> 00:37:23,800
Or maybe it's more like you see 
all these cards that care about 

693
00:37:23,800 --> 00:37:28,520
you boosting things away like 
Hyper X3 and being if you manage

694
00:37:28,520 --> 00:37:32,680
to boost away a hyper driver, 
you can like start drawing 

695
00:37:32,680 --> 00:37:34,560
cards. 
Sure, that's pretty fucking 

696
00:37:34,560 --> 00:37:39,080
good. 
Or maximum velocity, right? 

697
00:37:39,880 --> 00:37:41,280
Like do for five, go again, draw
a card. 

698
00:37:41,280 --> 00:37:43,120
It's pretty fucking insane, 
right? 

699
00:37:43,120 --> 00:37:46,920
Or like getting to that 2 for 10
easier. 

700
00:37:47,360 --> 00:37:52,080
That's really, really good. 
So I think it's less of they're 

701
00:37:52,080 --> 00:37:55,680
afraid of that synergy, but they
know that there is a value in 

702
00:37:55,680 --> 00:38:00,600
that synergy and so they are 
evaluating that second line of 

703
00:38:00,600 --> 00:38:04,200
boost properly by giving it -1 
value. 

704
00:38:04,200 --> 00:38:07,160
Interesting. 
I think that I have the little 

705
00:38:07,160 --> 00:38:09,520
bit of an advantage here because
we know that Bright Lights was 

706
00:38:09,520 --> 00:38:14,000
not very well received it it 
didn't sell that well. 

707
00:38:14,000 --> 00:38:15,720
This card was. 
Very well received by 

708
00:38:15,720 --> 00:38:17,640
mechanologists immediately, 
because every single 

709
00:38:17,640 --> 00:38:20,760
mechanologist is running maximum
velocity, and this is really 

710
00:38:20,760 --> 00:38:22,760
good with maximum velocity. 
It's true that twin Drive does 

711
00:38:22,760 --> 00:38:25,200
make Max velocity a lot easier 
to run. 

712
00:38:25,200 --> 00:38:27,880
You know, like that synergy is 
very much there. 

713
00:38:27,880 --> 00:38:31,360
Being able to boost twice is 
good for playing 2 for 10. 

714
00:38:31,840 --> 00:38:33,880
And also high octane when high 
octane was legal. 

715
00:38:33,880 --> 00:38:36,280
That's true. 
Getting 2 action points. 

716
00:38:36,560 --> 00:38:39,920
I just have this distinct memory
of our friend Han V, who was a 

717
00:38:39,920 --> 00:38:42,760
dash inventor extraordinaire, 
like truther believer. 

718
00:38:42,760 --> 00:38:46,680
It was his main hero and he was 
like, guys, they're printing an 

719
00:38:46,720 --> 00:38:49,800
all mechanologist set. 
I am so excited. 

720
00:38:50,040 --> 00:38:52,400
And then a few months later the 
set is out. 

721
00:38:52,400 --> 00:38:55,240
He's looking over the list and 
he's like, I think the only card

722
00:38:55,240 --> 00:38:58,080
in this entire set that I care 
about is Twin Drive. 

723
00:38:58,200 --> 00:39:00,760
Yeah. 
If I'm going to play dash IE I 

724
00:39:00,760 --> 00:39:04,280
think Twin drive is the only 
card that makes my deck any 

725
00:39:04,280 --> 00:39:07,240
better. 
And he's not on the pistol dash,

726
00:39:07,240 --> 00:39:09,960
so he wasn't even looking at 
steel sole legs at all. 

727
00:39:10,080 --> 00:39:12,480
Yeah, so literally just the one 
card for a dash. 

728
00:39:12,480 --> 00:39:14,040
I don't know, maybe some of that
is healthy. 

729
00:39:14,040 --> 00:39:16,640
It's OK to iterate on the design
because we you know that dash 

730
00:39:16,680 --> 00:39:20,040
IO, the new dash hero was 
playing plenty of these cards 

731
00:39:20,040 --> 00:39:22,040
from bright lights, right? 
Yeah Boom grenade is really 

732
00:39:22,040 --> 00:39:23,160
good. 
That's a common. 

733
00:39:23,160 --> 00:39:25,360
Heist. 
Yeah, there were like plenty of 

734
00:39:25,360 --> 00:39:27,880
other good options. 
I also remember him playing 

735
00:39:27,880 --> 00:39:33,880
cards like Junkyard Dog at blue,
which is a three for 4:00. 

736
00:39:34,120 --> 00:39:38,000
That becomes a three for five 
blue if you scrap a card, and 

737
00:39:38,000 --> 00:39:39,080
again, this is one of those 
cards. 

738
00:39:39,080 --> 00:39:44,080
It's like I have to scrap in 
order for this to be on a three 

739
00:39:44,080 --> 00:39:48,280
for seven block 3, which is what
all other classes get, including

740
00:39:48,280 --> 00:39:51,040
technologists because it exists 
in generic with no effects. 3 

741
00:39:51,040 --> 00:39:54,480
for seven block 3 is not 
something that I need to work to

742
00:39:54,480 --> 00:39:58,280
get to normally normally. 
And the scrapping I kind of 

743
00:39:58,280 --> 00:40:01,600
argue is only good if you're 
playing Teclovosin where he can 

744
00:40:01,600 --> 00:40:03,680
play Evos from banish. 
I might just be like missing 

745
00:40:03,680 --> 00:40:05,920
something obvious here, but are 
there any other synergies for 

746
00:40:05,920 --> 00:40:07,680
scrapping cards that really 
exist? 

747
00:40:07,880 --> 00:40:11,800
I think it is heist because 
heist lets you put a card from 

748
00:40:11,800 --> 00:40:14,920
banish into the arena for free. 
If it hits right. 

749
00:40:14,920 --> 00:40:18,640
Yeah, on hit, but that is one 
reason. 

750
00:40:19,000 --> 00:40:22,000
So this really muted synergy 
based design I think is part of 

751
00:40:22,000 --> 00:40:24,640
why everyone had such 
underwhelmed reactions to the 

752
00:40:24,640 --> 00:40:26,960
set. 
You know, if I have to scrap in 

753
00:40:26,960 --> 00:40:29,240
order to play a three for seven,
what are we doing? 

754
00:40:29,320 --> 00:40:32,200
You know, especially with the 
payoff for scrap not doing that 

755
00:40:32,200 --> 00:40:34,560
much. 
Or if I have to boost twice to 

756
00:40:34,560 --> 00:40:37,320
get nothing and I have to find 
ways to make the boost twice 

757
00:40:37,320 --> 00:40:39,680
interesting again, like there 
are cards out there. 

758
00:40:39,840 --> 00:40:42,280
I totally see your argument, 
Clark, about making it really 

759
00:40:42,280 --> 00:40:44,760
fun for Brewers. 
But I think the fat community at

760
00:40:44,760 --> 00:40:48,000
large, we like to evaluate 
things at face value 1st and 

761
00:40:48,000 --> 00:40:50,320
then evaluate synergy. 
I think at a competitive game, 

762
00:40:50,440 --> 00:40:52,280
that's a really good floor to 
have. 

763
00:40:52,280 --> 00:40:55,960
Like what am I getting and what 
can I get if I work for it? 

764
00:40:56,240 --> 00:40:58,400
Yeah. 
I mean, I think another great 

765
00:40:58,400 --> 00:41:00,840
example of this is Big Shot, 
right? 

766
00:41:00,840 --> 00:41:04,400
It's a 3 for six that if you 
boost two or more times, it 

767
00:41:04,400 --> 00:41:07,480
gains +2. 
Very, very fair and limited. 

768
00:41:07,480 --> 00:41:12,240
But you're never going to see 
this in a real deck because 3 is

769
00:41:12,240 --> 00:41:15,040
simply too high of a cost to put
at the end of a chain where 

770
00:41:15,040 --> 00:41:17,760
you're boosting other cards. 
Sure, you could do if you have a

771
00:41:17,760 --> 00:41:22,160
lot of 0 costs and like hyper 
drivers out, but like, is that 

772
00:41:22,160 --> 00:41:25,560
really what you're doing to get 
a three for 8? 

773
00:41:25,560 --> 00:41:28,120
Is that really the reward in all
of this? 

774
00:41:28,200 --> 00:41:30,600
Either that or you're activating
like Technical Foundry Heart and

775
00:41:30,600 --> 00:41:33,280
then you're burning two more 
cards for two points of damage. 

776
00:41:33,280 --> 00:41:35,160
It just doesn't seem like that 
good of a trade off. 

777
00:41:35,480 --> 00:41:39,760
And to to get one overrate value
is simply not enough, right? 

778
00:41:39,760 --> 00:41:43,760
Maximum velocity 2 for 10 for 
just boosting one more time is 

779
00:41:43,760 --> 00:41:45,760
actually just so much better of 
a pay off. 

780
00:41:45,760 --> 00:41:48,200
I would anyone ever play this? 
And you know what, a three for 

781
00:41:48,200 --> 00:41:51,200
eight that also blocks 3 is a 
little bit unprecedented, but 

782
00:41:51,200 --> 00:41:53,240
the just we want something a 
little bit more, right? 

783
00:41:53,440 --> 00:41:55,640
But it's not even like a popper 
at 8, right? 

784
00:41:55,640 --> 00:41:58,360
Like it's base is 6. 
So like it doesn't even have 

785
00:41:58,360 --> 00:42:03,240
that additional utility of like 
being the higher costed power 

786
00:42:03,240 --> 00:42:07,120
for like clash, being able to 
like fuck over Victor's clashes 

787
00:42:07,120 --> 00:42:10,480
or like being able to be a good 
popper against prism and and 

788
00:42:10,480 --> 00:42:12,680
prisms like power reducer 
effects. 

789
00:42:12,680 --> 00:42:16,320
Like it really just feels like, 
oh wow, this was like fine and 

790
00:42:16,320 --> 00:42:19,280
limited and this was fun and 
limited, but this is never 

791
00:42:19,280 --> 00:42:21,160
making it into a constructed 
environment. 

792
00:42:21,520 --> 00:42:24,640
And I feel that way about a lot 
of the cards, but that's okay. 

793
00:42:24,880 --> 00:42:26,960
There are a lot of fun cards. 
I think a lot of people really 

794
00:42:26,960 --> 00:42:29,440
enjoy some of these designs. 
And maybe we'll get to see a lot

795
00:42:29,440 --> 00:42:32,480
of this iterated upon and 
actually maybe we'll go back to 

796
00:42:32,480 --> 00:42:35,440
Bright Lights and be like, hey, 
with this new context being the 

797
00:42:35,440 --> 00:42:38,120
future, some of these cards are 
actually playable and the 

798
00:42:38,120 --> 00:42:40,440
synergy does work. 
So especially a lot of these 

799
00:42:40,440 --> 00:42:42,600
items. 
I'm going to step off of my 

800
00:42:42,600 --> 00:42:45,080
pitch here and hand the mic over
to Joel. 

801
00:42:45,360 --> 00:42:47,400
Joel, what do you have for us 
for Blue Pitch? 

802
00:42:47,400 --> 00:42:50,880
So for Blue Pitch, I wanted to 
talk about some cards that I 

803
00:42:50,880 --> 00:42:53,840
think, well, one of them is 
already a good card. 

804
00:42:54,000 --> 00:42:56,920
The second one is like certified
drill pipe dream. 

805
00:42:57,240 --> 00:42:59,480
And the first one I'll talk 
about is adaptive plating. 

806
00:42:59,560 --> 00:43:02,760
For those of you who don't know,
adaptive plating is A1 block 

807
00:43:02,760 --> 00:43:05,760
mechanologist equipment that 
says modular or this may be 

808
00:43:05,760 --> 00:43:09,640
equipped to any equipment zone. 
It has a subtype of the zone 

809
00:43:09,640 --> 00:43:12,920
it's equipped to and as an 
action, you can pay 0 to equip 

810
00:43:12,920 --> 00:43:15,880
this to another equipment zone 
and it has galvanized. 

811
00:43:15,880 --> 00:43:18,280
When this defends, you may 
destroy an item in control. 

812
00:43:18,480 --> 00:43:21,520
If you do this gets +2 defense 
until the end of turn and it has

813
00:43:21,520 --> 00:43:23,480
blade break. 
The reason why I like this card 

814
00:43:23,520 --> 00:43:26,640
because it has a lot of text and
it's very versatile and outside 

815
00:43:26,640 --> 00:43:30,080
of adaptive dissolver, this 
modular mechanic hasn't really 

816
00:43:30,080 --> 00:43:32,320
been used to great effect, but I
really like it. 

817
00:43:32,320 --> 00:43:35,160
It's it seems very versatile and
the reason I've been thinking 

818
00:43:35,160 --> 00:43:37,440
about this card is because not 
only are we getting 

819
00:43:37,440 --> 00:43:42,080
mechanologies in this new set, 
but I also have this like weird 

820
00:43:42,320 --> 00:43:46,320
prediction that Marlin. 
Oh yeah, Marlin fish Marlon the 

821
00:43:46,320 --> 00:43:51,360
Ranger would get a modular 
equipment because of some of her

822
00:43:51,360 --> 00:43:53,760
Texas says cannon. 
And I didn't really know where 

823
00:43:53,760 --> 00:43:55,480
cannon would show up. 
So I was like, maybe it's an 

824
00:43:55,480 --> 00:43:58,520
equipment piece and maybe you 
can put a cannon wherever you 

825
00:43:58,520 --> 00:44:00,640
want, much like you would a 
ship. 

826
00:44:00,640 --> 00:44:03,280
Like you put it on the side you 
put on the the front of the ship

827
00:44:03,280 --> 00:44:04,520
or the back of the ship, 
whatever. 

828
00:44:04,840 --> 00:44:07,680
But that doesn't really make 
sense because why would you wear

829
00:44:07,800 --> 00:44:10,200
a cannon or why would you put it
in lieu of a bow? 

830
00:44:10,720 --> 00:44:13,960
So if it wasn't going to fit in 
Marlins of kit, it might be like

831
00:44:14,280 --> 00:44:16,960
maybe this Pirate Ranger 
mechanologist hybrid card. 

832
00:44:16,960 --> 00:44:18,600
I don't really know. 
We don't know if there's going 

833
00:44:18,600 --> 00:44:21,800
to be any hybrid stuff, any 
hybrid stuff in this new set. 

834
00:44:21,800 --> 00:44:24,560
So that's kind of why I wanted 
to talk about adaptive plating. 

835
00:44:25,120 --> 00:44:28,880
Also with the reveal of Puffin 
Hightail and some of her cards 

836
00:44:28,880 --> 00:44:31,200
that she cares about, none of 
them say boost yet only 

837
00:44:31,200 --> 00:44:34,680
galvanized. 
So that makes me think that this

838
00:44:34,680 --> 00:44:38,880
new mechanologist isn't going to
care about a wide range of or 

839
00:44:38,880 --> 00:44:41,720
like having a deck full of 
mechanologist cards as much as 

840
00:44:41,720 --> 00:44:44,720
the previous mix. 
So maybe Galvanized is going to 

841
00:44:44,720 --> 00:44:49,600
be a larger focus than boost is.
And with that being said, you're

842
00:44:49,600 --> 00:44:52,400
going to want more ways to 
galvanized if it's not going to 

843
00:44:52,400 --> 00:44:57,160
be like a core of your 60 cards.
So maybe having redundancy in 

844
00:44:57,160 --> 00:45:00,320
your equipment zone to 
galvanized is going to be the 

845
00:45:00,320 --> 00:45:01,280
move. 
I don't know if it's going to 

846
00:45:01,280 --> 00:45:03,960
get reprinted or not, but I 
think adaptive plating is going 

847
00:45:03,960 --> 00:45:06,600
to play a big part in this. 
I love that you chose this card 

848
00:45:06,600 --> 00:45:09,480
because there's so many things 
that I want to talk about. 

849
00:45:09,480 --> 00:45:12,240
Literally every single line of 
text I want to discuss on this. 

850
00:45:12,240 --> 00:45:14,720
Yeah, it it's, it's got a lot 
going for it for sure. 

851
00:45:14,960 --> 00:45:16,160
What? 
Right, just 'cause you were 

852
00:45:16,160 --> 00:45:18,920
mentioning galvanized just now. 
I really like how this design 

853
00:45:18,920 --> 00:45:22,040
lets you pick up like random 
cards that you didn't quite get 

854
00:45:22,040 --> 00:45:23,240
full value for, like. 
Yeah. 

855
00:45:23,600 --> 00:45:26,280
A boom grenade just kind of 
wasn't able to land 'cause they 

856
00:45:26,280 --> 00:45:27,600
blocked you out. 
Mm, hmm. 

857
00:45:27,600 --> 00:45:28,920
OK. 
If they're attacking you, you 

858
00:45:28,920 --> 00:45:31,920
can just turn that boom grenade 
into enabling your equipment to 

859
00:45:31,920 --> 00:45:33,800
block for three. 
Like you're probably going to 

860
00:45:33,800 --> 00:45:36,360
find a space, or you can block 
for three with this card for 

861
00:45:36,360 --> 00:45:37,680
free. 
It feels like you're giving 

862
00:45:37,680 --> 00:45:39,920
something up because it's an 
item, but it's an item that was 

863
00:45:39,920 --> 00:45:42,160
probably about to be destroyed 
as soon as you get to your turn 

864
00:45:42,160 --> 00:45:43,040
anyway, right? 
Yeah. 

865
00:45:43,120 --> 00:45:47,800
We talked in our Alchemist 
custom class one we talked about

866
00:45:47,800 --> 00:45:50,760
what were the issues with items 
and it was typically they don't 

867
00:45:50,760 --> 00:45:54,400
have go again, they don't have 
block value, and Crank fixed the

868
00:45:54,400 --> 00:45:58,080
issue of go again by essentially
always being able to remove one 

869
00:45:58,080 --> 00:46:02,400
value from the card to give a go
again and Galvanized fixed the 

870
00:46:02,400 --> 00:46:05,920
block value issue where you were
able to generate 2 block from 

871
00:46:05,920 --> 00:46:08,840
your item provided you were 
blocking with another card and 

872
00:46:08,840 --> 00:46:11,520
gave up the item. 
While honoring the reasons why 

873
00:46:11,520 --> 00:46:13,960
the cards don't usually do that 
in the first place. 

874
00:46:13,960 --> 00:46:17,880
Yes, but the thing that's super 
weird to me about this card is 

875
00:46:17,880 --> 00:46:21,880
like, why can you move it right,
right. 

876
00:46:22,160 --> 00:46:25,640
Like when is the use case that 
you would ever want to move 

877
00:46:25,640 --> 00:46:27,920
this? 
I literally think just for tech 

878
00:46:27,920 --> 00:46:30,120
Lavalin wanting to equip 
something but even then that 

879
00:46:30,120 --> 00:46:31,480
seems weird. 
I don't know. 

880
00:46:31,840 --> 00:46:35,480
Well, actually for adaptive 
plating, it's not a base, right?

881
00:46:36,600 --> 00:46:40,120
So you couldn't even equip 
something on top of it. 

882
00:46:40,120 --> 00:46:42,880
Like, oh, I destroyed my arm 
slot, but now I want to play my 

883
00:46:42,880 --> 00:46:47,200
other arm slot, so let me just 
modular this over and then equip

884
00:46:47,200 --> 00:46:49,400
it. 
It's also an action without go 

885
00:46:49,400 --> 00:46:53,600
again, implying that there's 
actually a pretty big value to 

886
00:46:53,600 --> 00:46:56,520
this, right? 
Like moving equipment slots is 

887
00:46:56,520 --> 00:46:59,880
supposed to be a full action. 
Take your whole action point. 

888
00:47:00,120 --> 00:47:02,560
Is this worth taking a whole 
action point? 

889
00:47:02,920 --> 00:47:06,120
Yeah, I think, I think they were
playing the long game with this 

890
00:47:06,120 --> 00:47:07,800
line of tag. 
So I'm not really sure what this

891
00:47:07,800 --> 00:47:10,200
is supposed to be. 
I think it makes sense that they

892
00:47:10,200 --> 00:47:13,280
would want it to be there like 
you're saying, Joel, if it ever 

893
00:47:13,280 --> 00:47:15,760
matters, a modular piece of 
equipment should be able to 

894
00:47:15,760 --> 00:47:16,480
move. 
Why not? 

895
00:47:17,320 --> 00:47:19,920
Now, one thing I do want to 
mention is that in bright 

896
00:47:19,920 --> 00:47:22,360
lights, lots of designs fell 
flat. 

897
00:47:22,360 --> 00:47:26,680
And maybe that's because they 
had designed other things and 

898
00:47:26,680 --> 00:47:30,520
went, let's wait a little bit on
this, which they've done before.

899
00:47:30,520 --> 00:47:32,480
They've said that they've done 
it with chaos cards, where they 

900
00:47:32,480 --> 00:47:35,080
designed a bunch of chaos cards.
Then they were like, we don't 

901
00:47:35,080 --> 00:47:37,680
like how this works in this 
limited environment, so we're 

902
00:47:37,680 --> 00:47:39,160
just going to put them on the 
shelf. 

903
00:47:39,240 --> 00:47:43,440
Yeah, maybe these like special 
little galvanized things and 

904
00:47:43,440 --> 00:47:46,560
like this modular idea. 
They were ideas that they were 

905
00:47:46,560 --> 00:47:50,680
playing around with, but went, 
let's not put it in bright 

906
00:47:50,680 --> 00:47:52,400
lights and save it for the next,
next set. 

907
00:47:53,200 --> 00:47:54,960
Pisces is coming out. 
It's the next, next set. 

908
00:47:54,960 --> 00:47:58,480
Maybe we're getting these cool 
ideas that ended up not making 

909
00:47:58,480 --> 00:48:01,200
it into bright lights. 
I think you're phrasing this as 

910
00:48:01,200 --> 00:48:03,480
radical because it's a little 
radical. 

911
00:48:03,480 --> 00:48:05,800
It's always exciting to think 
about, but I think it's very 

912
00:48:05,800 --> 00:48:10,280
common for LSS to chill the fuck
out a little bit and save it for

913
00:48:10,280 --> 00:48:12,000
another set. 
We see it repeatedly. 

914
00:48:12,160 --> 00:48:13,560
Yeah. 
And then sometimes they don't 

915
00:48:13,560 --> 00:48:17,120
and we get miss fail. 
Sometimes they're like, what 

916
00:48:17,120 --> 00:48:20,200
have we just printed anyway? 
Like Arachne was supposed to be 

917
00:48:20,200 --> 00:48:23,360
an Arcane Rising. 
Arachne from Dynasty was 

918
00:48:23,360 --> 00:48:27,520
supposed to be in Arcane Rising.
Yeah, but they just waited 

919
00:48:27,760 --> 00:48:30,160
forever. 
It's so cool when they like, 

920
00:48:30,320 --> 00:48:31,680
reveal what's behind the 
curtain. 

921
00:48:31,760 --> 00:48:32,880
You know what? 
I mean, I think that's just 

922
00:48:32,880 --> 00:48:34,200
common in trading card design 
too. 

923
00:48:34,200 --> 00:48:36,960
I feel like Mark Rosewater for 
Magic the Gathering talked about

924
00:48:36,960 --> 00:48:40,560
like, oh, we had this design for
this set, but it wasn't quite 

925
00:48:40,560 --> 00:48:43,000
working. 
So we tried it out in this set 

926
00:48:43,000 --> 00:48:44,280
and it worked really well. 
Woo. 

927
00:48:44,840 --> 00:48:47,360
Yeah. 
Or they like just tweak it a 

928
00:48:47,360 --> 00:48:48,880
little bit, right. 
They're like it's there, but 

929
00:48:48,880 --> 00:48:51,400
it's not quite all there. 
So we're going to wait and tweak

930
00:48:51,400 --> 00:48:54,640
it. 
I think modular could be that 

931
00:48:55,240 --> 00:49:00,080
being able to equip it anywhere.
Because one thing that has been 

932
00:49:00,360 --> 00:49:03,000
talked about recently in the fab
scene, at least at the time of 

933
00:49:03,000 --> 00:49:09,080
recording, this is a Roger that 
came out with a video where he 

934
00:49:09,080 --> 00:49:11,720
discussed the problems with fab 
limited, right? 

935
00:49:12,200 --> 00:49:15,880
Which are what are his main 
concerns with how limited works 

936
00:49:15,880 --> 00:49:17,800
in flesh and blood? 
And one of his big complaints 

937
00:49:18,480 --> 00:49:21,960
was equipment and having to 
draft equipment because do you 

938
00:49:21,960 --> 00:49:24,720
take this equipment now or are 
you going to see two more arms 

939
00:49:24,720 --> 00:49:27,600
pieces later? 
You never really know sometimes 

940
00:49:27,600 --> 00:49:30,120
because it's all dependent on 
what gets opened in the packs 

941
00:49:30,400 --> 00:49:32,720
and what other people are 
prioritizing at your table. 

942
00:49:32,880 --> 00:49:34,640
It's really hard to evaluate 
that. 

943
00:49:35,040 --> 00:49:37,120
But what if your equipment had 
modular? 

944
00:49:38,000 --> 00:49:41,800
I think modular could make the 
return and be this fix for a 

945
00:49:41,800 --> 00:49:46,240
limited issue of, you know, this
equipment, it's an arms piece. 

946
00:49:46,240 --> 00:49:48,600
But like, am I going to see are 
there arms pieces or other chess

947
00:49:48,600 --> 00:49:50,600
pieces? 
But what if it's modular and it 

948
00:49:50,600 --> 00:49:54,440
doesn't matter where it goes? 
And and now, admittedly, this 

949
00:49:54,440 --> 00:49:56,800
would probably be on something 
really, really simple, something

950
00:49:56,800 --> 00:49:59,480
similar to like the blade 
beckoner, right where like maybe

951
00:49:59,480 --> 00:50:02,960
it's like a 2 block blade break 
or like A1 block blade break and

952
00:50:02,960 --> 00:50:05,320
it's modular. 
So it can go anywhere, but it's 

953
00:50:05,320 --> 00:50:08,880
still good to pick up because 
then it can go anywhere and you 

954
00:50:08,880 --> 00:50:12,840
can pick up other pieces and 
feel more confident in picking 

955
00:50:12,840 --> 00:50:16,400
up non modular equipment slots 
because you know that the one 

956
00:50:16,400 --> 00:50:18,880
that you did have can just get 
moved to another slot. 

957
00:50:18,880 --> 00:50:21,760
Now it can go from being what 
you thought was your arm slot to

958
00:50:21,760 --> 00:50:23,440
now being your leg slot. 
I love it. 

959
00:50:23,920 --> 00:50:25,880
The last thing I want to talk 
about adaptive plating. 

960
00:50:26,160 --> 00:50:29,680
The fact that Mech already has a
lot of armor identity or a lot 

961
00:50:29,680 --> 00:50:33,160
of identity in general for Evos 
and boosting Evos being the 

962
00:50:33,160 --> 00:50:36,320
identity themselves. 
And basically every other piece 

963
00:50:36,320 --> 00:50:39,360
of equipment for mechanologist 
has been about boosting or 

964
00:50:39,360 --> 00:50:42,440
caring about a critical 
threshold of mechanologist cards

965
00:50:42,440 --> 00:50:45,600
in your deck, which is like 
cohesive with boosting. 

966
00:50:45,920 --> 00:50:48,520
But there isn't a lot of stuff 
with Galvanized specifically 

967
00:50:48,520 --> 00:50:52,200
outside of Adaptive plating. 
And so that's why I wanted to 

968
00:50:52,200 --> 00:50:55,040
talk about this card because I 
think we're going to see a lot 

969
00:50:55,040 --> 00:51:02,720
more galvanized text appear on I
guess non traditional cards just

970
00:51:02,720 --> 00:51:06,160
because we've only seen on 
equipment and a few attack 

971
00:51:06,160 --> 00:51:07,880
actions. 
And then I think like 2 block 

972
00:51:07,880 --> 00:51:09,560
cards or one block card. 
Excuse me? 

973
00:51:10,480 --> 00:51:13,720
Yeah, I really like that shout 
because you're saying there 

974
00:51:13,720 --> 00:51:17,360
isn't enough item synergy in the
EVO equipment. 

975
00:51:17,520 --> 00:51:20,920
I think with the Max Armory deck
we're getting a little bit more,

976
00:51:20,960 --> 00:51:23,360
but that's very hyper driver 
focused, right? 

977
00:51:23,840 --> 00:51:26,480
It'd be cool to see some stuff 
that just cares about. 

978
00:51:26,480 --> 00:51:30,760
Like maybe it builds up counters
and once you have 3 counters you

979
00:51:30,760 --> 00:51:33,600
can remove a counter when you 
play an item to put an extra 

980
00:51:33,600 --> 00:51:35,680
steam counter on it. 
Something like that. 

981
00:51:36,200 --> 00:51:38,400
Either that or just equipment 
that just straight up cares 

982
00:51:38,400 --> 00:51:44,320
about having an item in play or 
that has extra galvanized text 

983
00:51:44,320 --> 00:51:46,120
to some extent, like a legendary
piece. 

984
00:51:46,400 --> 00:51:48,840
So I think that's what Puffin 
would really want to stick to. 

985
00:51:50,000 --> 00:51:52,280
Oh, like a temper that also has 
galvanized? 

986
00:51:52,520 --> 00:51:54,880
That would be sick. 
Something to sort of 

987
00:51:54,880 --> 00:51:57,160
differentiate her play style 
from other mechs. 

988
00:51:57,160 --> 00:52:00,600
Because I think Mech is the 
class that cannibalizes their 

989
00:52:00,600 --> 00:52:03,640
classes more so than other 
classes. 

990
00:52:03,680 --> 00:52:08,440
Yeah, and you know they've been 
willing to shift archetypes in 

991
00:52:08,440 --> 00:52:10,760
the class, right? 
Like Florian is a mid range room

992
00:52:10,760 --> 00:52:13,320
blade when room blade has kind 
of always existed as like an 

993
00:52:13,320 --> 00:52:17,400
aggro class right? 
Why not having a mid range 

994
00:52:17,400 --> 00:52:19,520
mechanologist that's less 
centered around boost? 

995
00:52:19,520 --> 00:52:21,560
I think it's totally something 
that LSS likes to do. 

996
00:52:21,560 --> 00:52:24,360
Yeah, so I do hope there's a lot
more galvanized support and item

997
00:52:24,360 --> 00:52:26,800
support in general. 
The last card I want to talk 

998
00:52:26,800 --> 00:52:29,400
about is Steel St. 
Hoons, which I still think is a 

999
00:52:29,400 --> 00:52:32,000
little stupid that they didn't 
just call it goons because 

1000
00:52:32,000 --> 00:52:34,320
there's no card what called 
Steel St. goons. 

1001
00:52:34,840 --> 00:52:38,480
So for now on, gooning is the 
new gooning for all you. 

1002
00:52:38,600 --> 00:52:40,080
For all you gooners out there, 
No. 

1003
00:52:42,400 --> 00:52:44,680
I hate that. 
And Steele St. 

1004
00:52:44,680 --> 00:52:50,520
Hoons says it's a 3 for three 
blue pitch 2 block Majestic. 

1005
00:52:50,520 --> 00:52:53,920
It says boost if an item you 
control has been destroyed this 

1006
00:52:53,920 --> 00:52:57,720
turn and gets +2 and it has 
galvanized and it says 1 of this

1007
00:52:57,720 --> 00:53:00,240
defends you may destroy an item 
you control if you do it against

1008
00:53:00,240 --> 00:53:02,320
+2 defense. 
And I think every galvanized 

1009
00:53:02,320 --> 00:53:05,040
card in Bright lights had the 
same text of you may destroy an 

1010
00:53:05,040 --> 00:53:07,360
item you control if you do you 
get +2 defense. 

1011
00:53:07,600 --> 00:53:10,400
That's been the baseline until 
Golden Skyward and came along. 

1012
00:53:10,640 --> 00:53:13,520
Yeah, they also all have two 
block which is consistent with 

1013
00:53:13,520 --> 00:53:17,280
Golden Skywire. 
Actually not cognitive field 

1014
00:53:17,280 --> 00:53:20,560
that has a three block that goes
to five good which like good 

1015
00:53:20,880 --> 00:53:23,640
call you. 
This guy did his research. 

1016
00:53:23,640 --> 00:53:25,800
Yeah, well, he. 
Totally beat my ass there. 

1017
00:53:26,720 --> 00:53:29,800
And the reason why I like this 
card is because 345 is like 

1018
00:53:29,840 --> 00:53:32,080
pretty bad, right? 
But it's out of blue, it's on 

1019
00:53:32,080 --> 00:53:33,800
right? 
Which makes it pretty decent. 

1020
00:53:34,080 --> 00:53:38,320
And so that means for fatigue 
matchups, it would be a pretty 

1021
00:53:38,320 --> 00:53:43,200
decent attack in the late game. 
And I also like galvanized on 

1022
00:53:43,200 --> 00:53:46,840
versatile attack actions. 
I think that's generally a good 

1023
00:53:46,840 --> 00:53:50,560
thing because I think soup up. 
There's a whole like, cycle of 

1024
00:53:50,560 --> 00:53:50,800
them. 
Yeah. 

1025
00:53:50,800 --> 00:53:52,960
There's a whole cycle of them up
to the three for seven. 

1026
00:53:52,960 --> 00:53:55,400
Yeah. 
It's like 0 is soup up. 

1027
00:53:55,400 --> 00:53:59,880
The one cost is A1 for five, 
that if an item has been 

1028
00:53:59,880 --> 00:54:02,640
destroyed, it makes blocking 
worse. 

1029
00:54:02,880 --> 00:54:05,960
And then another one get the 2 
for six has overpower I believe,

1030
00:54:06,120 --> 00:54:07,440
Yeah. 
And so I like that they're 

1031
00:54:07,440 --> 00:54:11,200
starting to explore more with 
galvanized having separate text 

1032
00:54:11,200 --> 00:54:14,560
because golden sky Warden says 
when this defends, you may 

1033
00:54:14,560 --> 00:54:16,960
destroy an item in control. 
If you do this gets plus one. 

1034
00:54:17,240 --> 00:54:19,720
And if a golden cog is destroyed
this way, create a gold and 

1035
00:54:19,720 --> 00:54:22,600
repeat this process, which is 
technically different, but it 

1036
00:54:22,600 --> 00:54:25,880
equates to getting +2 like the 
original galvanized. 

1037
00:54:26,080 --> 00:54:30,160
But my hope is that in high 
seas, they explore a little bit 

1038
00:54:30,160 --> 00:54:33,960
more with the galvanized 
mechanic and have other effects 

1039
00:54:33,960 --> 00:54:38,160
like maybe dealing direct damage
or getting life in some way or I

1040
00:54:38,160 --> 00:54:39,840
don't know, just adding other 
effects. 

1041
00:54:39,840 --> 00:54:42,920
So it's a little bit more 
interesting of a mechanic to 

1042
00:54:42,920 --> 00:54:45,240
play with other than just 
turning stuff into four O block.

1043
00:54:45,560 --> 00:54:47,640
I also think this card could be 
good for Max. 

1044
00:54:47,680 --> 00:54:52,360
I think hyper drivers, unless 
there's a lot of new synergy to 

1045
00:54:52,560 --> 00:54:55,520
just add a shit ton of steam 
counters on all your hyper 

1046
00:54:55,520 --> 00:54:57,720
drivers. 
I think Supercell does that, I'm

1047
00:54:57,720 --> 00:54:59,880
not 100% sure. 
Supercell definitely does that. 

1048
00:54:59,880 --> 00:55:03,640
Supercell can get really 
exponential value because if you

1049
00:55:03,640 --> 00:55:07,840
have 3 hyper drivers out and 
then you do X3, then they all 

1050
00:55:07,840 --> 00:55:10,040
get 3 counters and you get a 
third, right? 

1051
00:55:10,040 --> 00:55:11,520
Yeah. 
But if you only have one hyper 

1052
00:55:11,520 --> 00:55:13,960
driver, then you're kind of 
locked into X being 1. 

1053
00:55:13,960 --> 00:55:17,200
So like your X can increase for 
every other hyper driver you 

1054
00:55:17,200 --> 00:55:20,880
have, which then means each 
hyper driver you have gets that 

1055
00:55:20,880 --> 00:55:24,440
much more value. 
And vice versa, if you're racing

1056
00:55:24,440 --> 00:55:27,760
as Max versus another hero and 
you're not able to resolve a 

1057
00:55:27,760 --> 00:55:30,560
really big Super Cell, I think 
Steel St. 

1058
00:55:30,560 --> 00:55:33,880
Hoons is a really good card to 
think about, including because 

1059
00:55:33,880 --> 00:55:38,000
it can still be a boost card to 
activate your hero ability as 

1060
00:55:38,000 --> 00:55:41,560
well as be a galvanized card for
the hybrid driver that's going 

1061
00:55:41,560 --> 00:55:43,400
to be destroyed on your next 
boost attack. 

1062
00:55:43,560 --> 00:55:46,520
It might not be the most tuned 
play a Max player can do, but 

1063
00:55:46,600 --> 00:55:48,000
it's at least an interesting 
thought. 

1064
00:55:48,760 --> 00:55:51,320
Cool card. 
Yeah, it's definitely one of 

1065
00:55:51,320 --> 00:55:53,960
those cards that every single 
time I make a Max list, I'm 

1066
00:55:53,960 --> 00:55:57,360
like, can I find room for it? 
Can I put it in there? 

1067
00:55:57,360 --> 00:55:58,880
I'd like to. 
Yeah, there. 

1068
00:55:58,960 --> 00:56:02,480
I think as a whole, Bright 
Lights had a lot of really 

1069
00:56:02,480 --> 00:56:05,840
interesting majestics that just 
don't see play right now, and 

1070
00:56:05,840 --> 00:56:08,960
I'm really excited for High Seas
to iterate on a lot of that 

1071
00:56:08,960 --> 00:56:10,720
stuff and make some of those 
things playable. 

1072
00:56:11,160 --> 00:56:14,280
Yeah, give us some overrate 
steel St. hoons, you know. 

1073
00:56:14,280 --> 00:56:15,920
Yeah, dude. 
But that's pretty much all I got

1074
00:56:15,920 --> 00:56:17,360
for right now. 
These are the cards that I 

1075
00:56:17,360 --> 00:56:21,280
wanted to see their design 
flourish in high seas and maybe 

1076
00:56:21,280 --> 00:56:23,560
iterated upon. 
But I think now we should just 

1077
00:56:23,560 --> 00:56:25,960
move on to our Arsenal zone. 
Yeah. 

1078
00:56:26,480 --> 00:56:29,280
Listeners, our Arsenal Zone is 
the part of the podcast where we

1079
00:56:29,280 --> 00:56:31,360
all shouted a card that we've 
been thinking about lately for 

1080
00:56:31,360 --> 00:56:34,160
whatever reason we want. 
We're going to start off with a 

1081
00:56:34,160 --> 00:56:36,680
suggestion from our Patreon 
members. 

1082
00:56:37,000 --> 00:56:44,200
Yeah, so if you join our Patreon
at the $5 or $10 tier, you get 

1083
00:56:44,400 --> 00:56:48,760
to offer a card suggestion 
whenever we're recording for a 

1084
00:56:48,800 --> 00:56:51,520
Arsenal Zone card. 
We keep track of them over week 

1085
00:56:51,520 --> 00:56:54,160
to week, so you can just throw 
them in there whenever you feel 

1086
00:56:54,160 --> 00:56:57,920
like it. 
And then we randomly decide 

1087
00:56:58,120 --> 00:57:01,840
which card gets shouted out. 
So let's go ahead and get ready 

1088
00:57:01,840 --> 00:57:06,080
to roll that dies that's. 
Always. 

1089
00:57:06,640 --> 00:57:11,880
Hey, we got #2 which is whippy, 
whippy. 

1090
00:57:13,120 --> 00:57:18,120
Mr. Corn dogs himself. 
So Whippy has been consistently 

1091
00:57:18,400 --> 00:57:21,480
submitting cards, and I think 
we've already done Rapid Fire, 

1092
00:57:21,480 --> 00:57:24,320
so this time we'll do Crazy Brew
and this is what he has to say. 

1093
00:57:24,440 --> 00:57:26,240
Hell yeah. 
You want an easy way to turn on 

1094
00:57:26,240 --> 00:57:29,040
Gravy bones? 
Drop this shit early on and you 

1095
00:57:29,040 --> 00:57:31,760
can choose to activate it, roll 
the dice and baby, you got a 

1096
00:57:31,760 --> 00:57:33,760
blue card going to the graveyard
that turn. 

1097
00:57:34,000 --> 00:57:35,320
So true. 
Bestie on. 

1098
00:57:35,320 --> 00:57:37,760
Ironically, I really like crazy 
brewing gravy bones. 

1099
00:57:38,400 --> 00:57:41,560
Just the fact that you can high 
roll the two resources and two 

1100
00:57:41,560 --> 00:57:47,040
action points in like an ally 
centric list seems really really

1101
00:57:47,040 --> 00:57:48,920
strong. 
Are we be running the gamblers 

1102
00:57:48,920 --> 00:57:52,640
gloves? 
Crazy brew combo gamblers gloves

1103
00:57:52,640 --> 00:57:56,000
and gravy bones. 
Hold on, I got something spicy 

1104
00:57:56,000 --> 00:57:58,680
for you. 
Life of the party in gravy bones

1105
00:57:59,400 --> 00:58:01,160
because you need to. 
Life of the part. 

1106
00:58:03,160 --> 00:58:07,800
So crazy brew is a 0 block blue 
item that caused zero and it 

1107
00:58:07,800 --> 00:58:12,440
says action destroy crazy brew 
roll A6 sided die and on one and

1108
00:58:12,440 --> 00:58:14,160
two you lose 2 life and go 
again. 

1109
00:58:14,160 --> 00:58:16,640
Argh. 
On three and four you gain 2 

1110
00:58:16,640 --> 00:58:21,800
life Go again or woohoo and and 
on five and six you gain 2 

1111
00:58:21,800 --> 00:58:24,680
resources, 2 action points, and 
your next attack at this turn 

1112
00:58:24,680 --> 00:58:27,080
gains 2. 
That's to be a lot of booty for 

1113
00:58:27,080 --> 00:58:29,360
a 5 and 6. 
So true bestie. 

1114
00:58:29,800 --> 00:58:31,320
I think there's not a lot of 
downside. 

1115
00:58:31,320 --> 00:58:34,840
Like even paying two life to 
discard this car, like that's 

1116
00:58:34,840 --> 00:58:38,600
not a huge 22. 
Two life just to put it in 

1117
00:58:38,600 --> 00:58:41,360
graveyard from field. 
And you get your action Point 

1118
00:58:41,360 --> 00:58:43,720
back, baby. 
Action back, boy, baby. 

1119
00:58:44,360 --> 00:58:46,760
The upsides on this card is 
pretty cool, especially if like 

1120
00:58:46,760 --> 00:58:48,720
the alley attacks don't have go 
again or play. 

1121
00:58:48,720 --> 00:58:50,880
Playing the alley doesn't have 
go again like this is a great 

1122
00:58:50,880 --> 00:58:54,240
option to sort of hire all your 
opponents and establish a board 

1123
00:58:54,240 --> 00:58:57,840
if your gravy bones. 
Life of the party putting a blue

1124
00:58:57,840 --> 00:58:59,560
in your graveyard. 
Hello. 

1125
00:58:59,880 --> 00:59:03,760
Yeah, Life of the Party is 
definitely like the right way to

1126
00:59:03,760 --> 00:59:08,240
use Crazy Brew. 
But wonderful local Anthony Pham

1127
00:59:08,240 --> 00:59:11,040
loves shoving Crazy Brew into 
some decks. 

1128
00:59:11,480 --> 00:59:14,400
I know that he was running a one
of in Aurora not too long ago. 

1129
00:59:14,680 --> 00:59:17,160
I know that when he won The 
Players Championship in the 

1130
00:59:17,160 --> 00:59:20,240
First Age Open Series. 
Icelander. 

1131
00:59:20,240 --> 00:59:21,760
Yeah, he. 
Ran in Icelander. 

1132
00:59:21,760 --> 00:59:23,680
Like he fucking magistered that 
shit. 

1133
00:59:23,840 --> 00:59:25,280
And you know, life of the party 
and he won. 

1134
00:59:26,640 --> 00:59:29,600
Life of the Party says you can 
discard the crazy brew as a 

1135
00:59:29,680 --> 00:59:31,960
instead of paying like for the 
party's resource cost. 

1136
00:59:31,960 --> 00:59:34,440
Discard it from hand. 
Yeah, you may discard or. 

1137
00:59:34,440 --> 00:59:37,320
Destroy or destroy. 
So you could just discard the 

1138
00:59:37,320 --> 00:59:40,160
crazy brew, get the go again 
from playing life of the party 

1139
00:59:40,160 --> 00:59:43,160
that way, and then you're 
attacking for a six, go again on

1140
00:59:43,160 --> 00:59:45,920
it, gain to life and then you 
can like follow up with allies 

1141
00:59:45,920 --> 00:59:47,720
or whatever. 
Yeah, I don't know. 

1142
00:59:47,720 --> 00:59:50,920
I don't like discarding it. 
But it's the same value, except 

1143
00:59:50,920 --> 00:59:53,960
you don't have to pay the cost. 
Of the difference is having the 

1144
00:59:53,960 --> 00:59:56,520
extra card in hand. 
Like I like the idea of playing 

1145
00:59:56,520 --> 00:59:59,840
a crazy brew and then arsenaling
life of the party and then 

1146
00:59:59,840 --> 01:00:01,760
attacking with life of the party
destroying the crazy. 

1147
01:00:01,760 --> 01:00:03,720
You could do that too. 
I have a hard time imagining 

1148
01:00:03,720 --> 01:00:05,680
that. 
You have a hard time, you'll 

1149
01:00:05,680 --> 01:00:07,160
start. 
So sorry you have a hard time. 

1150
01:00:07,160 --> 01:00:10,880
Imagining A potion being on the 
field when I play another card, 

1151
01:00:11,080 --> 01:00:13,400
then having them both appear in 
the same hand together. 

1152
01:00:13,400 --> 01:00:14,200
You. 
Were right, Clark. 

1153
01:00:14,280 --> 01:00:15,800
I did not phrase that correctly 
at all. 

1154
01:00:16,360 --> 01:00:19,760
I have a hard time imagining 
myself having the discipline in 

1155
01:00:19,760 --> 01:00:23,880
order to have those two cards in
my hand and not just play them 

1156
01:00:23,880 --> 01:00:26,680
together on the same turn. 
It's it's a personal thing, it's

1157
01:00:26,680 --> 01:00:28,920
an indulgent thing. 
It's not AI have a hard time 

1158
01:00:28,920 --> 01:00:31,000
imagining Clark doing it. 
Clark would do that shit. 

1159
01:00:31,000 --> 01:00:32,880
Sure, sure, sure, sure, sure. 
Sure, Clark would wait and get a

1160
01:00:32,880 --> 01:00:34,840
second marshmallow in an hour or
two, you know? 

1161
01:00:35,520 --> 01:00:38,520
Wait, what? 
Yes, camp thing, Delayed 

1162
01:00:38,520 --> 01:00:40,160
gratification. 
No, it's the delayed 

1163
01:00:40,160 --> 01:00:43,120
gratification. 
That's the social studies. 

1164
01:00:43,920 --> 01:00:45,880
Last thing I'm encounters camp 
thing. 

1165
01:00:46,080 --> 01:00:48,680
Anyways, thank you Blippi for 
making this suggestion. 

1166
01:00:49,000 --> 01:00:50,680
If you didn't hear your card 
shout it out. 

1167
01:00:50,920 --> 01:00:53,120
Feel free to keep submitting, we
will get to yours eventually. 

1168
01:00:53,120 --> 01:00:55,240
We roll them Mandalay, so it's 
kind of hard to pick them out. 

1169
01:00:55,400 --> 01:00:57,120
And we love just hearing about 
what cards you've been thinking 

1170
01:00:57,120 --> 01:00:58,960
about. 
Yeah, I think we're going to go 

1171
01:00:58,960 --> 01:01:00,880
to our shout outs. 
Clark, do you want to start? 

1172
01:01:00,920 --> 01:01:03,440
Sure, I'll start by shouting out
Flourish. 

1173
01:01:03,440 --> 01:01:05,760
Hey, remember in turn 0 when I 
said that I was playing around 

1174
01:01:05,760 --> 01:01:07,720
with Ira? 
Well I've also been playing 

1175
01:01:07,720 --> 01:01:12,600
around with Florian and recently
I bit the bullet and bought some

1176
01:01:12,600 --> 01:01:16,120
first Strike decks. 
I have been notoriously avoiding

1177
01:01:16,120 --> 01:01:19,680
them because I hate the fact 
that the Commons in the Aurora 

1178
01:01:19,680 --> 01:01:22,000
first strike deck are worth 10 
plus dollars. 

1179
01:01:22,000 --> 01:01:24,400
I think that is utter fucking 
bullshit and I think they should

1180
01:01:24,400 --> 01:01:27,480
never do that ever again. 
Thank God they got reprinted in 

1181
01:01:27,480 --> 01:01:30,560
the Armory deck so that they can
drop in cost, but that pissed me

1182
01:01:30,560 --> 01:01:33,240
off that there was a beginner 
specific product with a really 

1183
01:01:33,240 --> 01:01:36,320
expensive Commons and rares. 
Flourish was one of these cards,

1184
01:01:36,320 --> 01:01:39,920
but not as much because it 
didn't see the same play that 

1185
01:01:39,920 --> 01:01:42,640
Sizzle and Static Shock did. 
And you're about to argue why 

1186
01:01:42,640 --> 01:01:46,520
Flourish actually should be $10.
Comment I. 

1187
01:01:46,560 --> 01:01:48,800
Think Flourish is a lot better 
than people giving you credit 

1188
01:01:48,800 --> 01:01:52,040
for it? 
Flourish currently has only been

1189
01:01:52,040 --> 01:01:57,520
printed at yellow or blue. 
It is a 0 cost earth action, 2 

1190
01:01:57,520 --> 01:02:02,000
block, 2 block that says the 
next time an attack would gain 

1191
01:02:02,000 --> 01:02:04,960
power this turn it gains that 
much +3. 

1192
01:02:05,160 --> 01:02:08,160
So if it would gain plus one 
instead it gains +4. 

1193
01:02:08,200 --> 01:02:09,800
Yeah, they put that example 
right on the card. 

1194
01:02:10,200 --> 01:02:13,960
It's almost like I read it off 
the card and it has go again. 

1195
01:02:14,240 --> 01:02:18,360
It is a proactive Earth card to 
play when Earth doesn't have a 

1196
01:02:18,360 --> 01:02:22,160
lot of proactive Earth cards. 
So if you're early in the game 

1197
01:02:22,160 --> 01:02:25,400
and you're just hunting for good
decomposed cards, Flourish is a 

1198
01:02:25,400 --> 01:02:28,680
great card to play for that. 
Like it's an Earth card that you

1199
01:02:28,680 --> 01:02:32,520
can get offensive value from and
it's also just a good rate. 

1200
01:02:32,520 --> 01:02:35,200
Like a yellow 0 for three pump 
is solid. 

1201
01:02:35,200 --> 01:02:39,080
Like I think I talked fairly 
recently about how nimbleism 

1202
01:02:39,080 --> 01:02:43,600
feels real strong as a 0 for +3 
for low cost index. 

1203
01:02:43,880 --> 01:02:46,360
Hey, guess what? 
This does the same thing but 

1204
01:02:46,360 --> 01:02:48,720
it's yellow. 
You just have to make sure that 

1205
01:02:48,720 --> 01:02:50,640
your card is already gaining 
power. 

1206
01:02:50,840 --> 01:02:53,320
But a lot of the decomposed 
cards that we're already looking

1207
01:02:53,320 --> 01:02:59,200
to run felling plow under in 
sunless, cadaverous tilling, all

1208
01:02:59,200 --> 01:03:01,480
of them already gained power by 
decomposing. 

1209
01:03:01,680 --> 01:03:04,640
So if you only have one earth 
card and action card and you go,

1210
01:03:04,640 --> 01:03:07,560
Oh no, I need to decompose this 
turn to have a good offensive 

1211
01:03:07,560 --> 01:03:12,200
turn, don't block, play flourish
and then decompose with your 

1212
01:03:12,200 --> 01:03:14,200
tilling. 
Now you have a three card 11 and

1213
01:03:14,200 --> 01:03:17,280
you got to decompose. 
Yeah, it does fulfill a certain 

1214
01:03:17,280 --> 01:03:18,920
niche. 
There's not a lot of Earth 0 

1215
01:03:18,920 --> 01:03:21,440
cost cards. 
Like looking at the list that I 

1216
01:03:21,440 --> 01:03:24,400
would run in Florian, you have 
like Arcane Seeds Life, which is

1217
01:03:24,400 --> 01:03:26,120
great. 
No one's questioning that. 

1218
01:03:26,200 --> 01:03:29,480
It's also only really able to be
played in Florian and like 

1219
01:03:29,600 --> 01:03:32,800
Briar, I guess. 
And then there's a lot of Blues 

1220
01:03:32,800 --> 01:03:35,440
that are giving you like very 
minute value, maybe because 

1221
01:03:35,440 --> 01:03:37,040
they're an item or a sigil. 
Yeah. 

1222
01:03:37,520 --> 01:03:39,880
And then there's defensive 0 
costs, which are really what 

1223
01:03:39,960 --> 01:03:42,600
we're looking for here. 
And then Weave Earth. 

1224
01:03:42,640 --> 01:03:43,960
Weave Earth is the only other 
one. 

1225
01:03:43,960 --> 01:03:46,880
And Weave Earth is like OK you 
know what if it was yellow 

1226
01:03:46,880 --> 01:03:48,800
instead of red and still gave 
you 3 value? 

1227
01:03:48,800 --> 01:03:50,200
It was just a little more 
conditional. 

1228
01:03:50,200 --> 01:03:53,240
Exactly. 
And I think that Earth does have

1229
01:03:53,240 --> 01:03:57,960
the tools to make it fairly 
turned on a lot of the time, or 

1230
01:03:57,960 --> 01:04:00,280
it's just another Earth card 
that you can pitch, say, for 

1231
01:04:00,280 --> 01:04:01,920
helping keeping your channels 
around. 

1232
01:04:02,200 --> 01:04:04,880
I think this card has a lot of 
utility and I think it's very 

1233
01:04:04,880 --> 01:04:07,280
underutilized include in 
Florian. 

1234
01:04:07,520 --> 01:04:10,920
And as I work on figuring out 
what deck I'm going to be 

1235
01:04:10,920 --> 01:04:14,360
bringing to the May AGE, I'm 
going to be messing around with 

1236
01:04:14,360 --> 01:04:16,280
it. 
Yeah, that's it. 

1237
01:04:16,280 --> 01:04:17,160
That's it. 
That's what I got. 

1238
01:04:17,240 --> 01:04:21,400
Awesome, shout Clark. 
Fuzzy, what about you? 

1239
01:04:22,280 --> 01:04:26,520
So the card that I'm shouting 
out today is Mandible Claw. 

1240
01:04:26,680 --> 01:04:29,200
What? 
I'm sure this card already got 

1241
01:04:29,200 --> 01:04:32,160
talked a lot about probably I 
bet like Joel shouted out this 

1242
01:04:32,160 --> 01:04:35,520
card before. 
But I just, I've been craving 

1243
01:04:35,520 --> 01:04:37,360
some brute. 
I got to play our friend 

1244
01:04:37,360 --> 01:04:40,800
Valerio's brute list just on our
kitchen table and we played two 

1245
01:04:40,800 --> 01:04:43,600
games and I won both of them. 
So I think I'm a brute expert. 

1246
01:04:43,640 --> 01:04:46,200
You know, I think I'm 
potentially maybe even the best 

1247
01:04:46,200 --> 01:04:48,760
player to ever play brute 
because I have 100% win rate. 

1248
01:04:48,760 --> 01:04:51,240
True. 
True, I definitely don't 

1249
01:04:51,240 --> 01:04:53,600
remember when you rolled knuckle
bones and got A1. 

1250
01:04:54,800 --> 01:04:57,280
Did I do that on stream? 
No, you knucklehead, 

1251
01:04:57,280 --> 01:05:01,160
knucklehead, knucklehead. 
And you rolled it in our unseen.

1252
01:05:01,760 --> 01:05:05,720
Yeah, I also have rolled knuckle
bones knucklehead on stream in a

1253
01:05:05,720 --> 01:05:08,480
CC game. 
Yeah, Agee, that was pretty fun.

1254
01:05:08,880 --> 01:05:10,040
I don't know if you got a one 
there. 

1255
01:05:10,040 --> 01:05:11,600
I think you got like a three or 
a four. 

1256
01:05:11,600 --> 01:05:12,920
It was like, yeah, like a two or
three. 

1257
01:05:12,920 --> 01:05:15,640
It was bad. 
But anyway, I've been like 

1258
01:05:15,640 --> 01:05:18,320
wanting to play Rhinar and this 
is mostly, I'm going to be 

1259
01:05:18,320 --> 01:05:21,200
honest, it comes from like 
losing a lot of games of CC 

1260
01:05:21,200 --> 01:05:24,400
lately at armories at 
tournaments like the last like 

1261
01:05:24,400 --> 01:05:28,120
month and a half. 
I've just been like having like 

1262
01:05:28,120 --> 01:05:32,080
50% win rates are worse at like 
every event I go to say for like

1263
01:05:32,080 --> 01:05:34,840
one or two armories where I did 
get like a three one win, you 

1264
01:05:34,840 --> 01:05:37,320
know, like those are kind of 
like my best events lately. 

1265
01:05:37,320 --> 01:05:40,680
So I've been like, look, if I am
trying to win and I'm not 

1266
01:05:40,680 --> 01:05:44,080
winning, why not try to play a 
deck that I think can still win 

1267
01:05:44,080 --> 01:05:46,200
while also looks like a blast to
play? 

1268
01:05:46,400 --> 01:05:48,080
And Reiner, I'm going to be 
honest, it just looks really 

1269
01:05:48,080 --> 01:05:50,000
fun, you know, and mandible 
claws. 

1270
01:05:50,040 --> 01:05:51,720
You know, one of those reasons 
why Reiner's so good. 

1271
01:05:51,720 --> 01:05:55,280
You play blood brush bellows, 
you swing with both claws, 2 for

1272
01:05:55,280 --> 01:05:58,480
five, go again, 2 for five, go 
again into whatever other bridge

1273
01:05:58,480 --> 01:05:59,640
attack you want. 
It's great. 

1274
01:05:59,680 --> 01:06:01,040
And it always works out that 
way. 

1275
01:06:01,720 --> 01:06:06,000
Yeah, it never doesn't work out.
I saw that guy on stream that 

1276
01:06:06,000 --> 01:06:08,040
was like losing a game against 
Florian. 

1277
01:06:08,040 --> 01:06:11,360
I think his name is Eugene. 
Yeah. 

1278
01:06:12,200 --> 01:06:17,200
And he played sand sketched plan
to grab a second blood rush 

1279
01:06:17,200 --> 01:06:20,760
bellows after playing one and 
because he didn't discard that 

1280
01:06:20,760 --> 01:06:24,320
blood rush bellows immediately, 
he intimidated like the Florians

1281
01:06:24,320 --> 01:06:28,080
entire hand and dealt 24 damage 
and won the game and like to. 

1282
01:06:28,080 --> 01:06:31,080
Be fair, that was a 25% chance 
loss like he had. 

1283
01:06:31,560 --> 01:06:34,120
He had four cards in hand when 
he went for that blood rush. 

1284
01:06:34,120 --> 01:06:37,000
And he was already down like 12 
life against De Florian. 

1285
01:06:37,280 --> 01:06:40,440
So, like, I like the idea of a 
hero that like, look, if you're 

1286
01:06:40,440 --> 01:06:43,720
already losing, you have a Hail 
Mary that can sometimes cinch 

1287
01:06:43,720 --> 01:06:46,280
the game. 
Sometimes Joel's shaking his 

1288
01:06:46,280 --> 01:06:48,280
head because I think Joel 
doesn't have the mental to 

1289
01:06:48,280 --> 01:06:51,320
handle playing a chaotic hero 
like that look. 

1290
01:06:51,440 --> 01:06:57,440
It is what? 
Good. 

1291
01:06:57,440 --> 01:06:59,200
Did you? 
I don't have shit. 

1292
01:06:59,200 --> 01:07:03,720
To say it's, it's the it's the 
meme of the fucking bell curve. 

1293
01:07:03,760 --> 01:07:07,560
And it's like the stupid side is
like always rule your scab 

1294
01:07:07,560 --> 01:07:09,360
skins. 
And then the middle is like 

1295
01:07:09,360 --> 01:07:12,320
never roll scab skins ever. 
And then the truly enlightened 

1296
01:07:12,320 --> 01:07:16,920
are like always roll scab. 
It's like there are definitely 

1297
01:07:17,080 --> 01:07:21,480
very intelligent times to go for
that play and Eugene is a master

1298
01:07:21,480 --> 01:07:23,560
at finding them. 
I give a ton of credit to him in

1299
01:07:23,560 --> 01:07:27,200
that blood rush play, but also I
feel like it's batted I used to 

1300
01:07:27,200 --> 01:07:30,080
give to every new brute player 
cuz every new brute player will 

1301
01:07:30,080 --> 01:07:33,840
be like, well I have tempo and 
four cards in hand, I guess I'll

1302
01:07:33,840 --> 01:07:35,880
roll scabskins. 
It's like, no, don't do it. 

1303
01:07:37,920 --> 01:07:43,280
Cuz it's always the one in 36 
brute that's on fucking stream 

1304
01:07:43,280 --> 01:07:45,920
that embarrasses every other 
season to brute player. 

1305
01:07:46,120 --> 01:07:49,120
It's like I'm a new player. 
I'll I'll get into Bruin. 

1306
01:07:49,120 --> 01:07:50,560
I'll just. 
Roll scabs and no, no, no Joel. 

1307
01:07:50,560 --> 01:07:53,080
He sat there and thought about 
it for a while before he began 

1308
01:07:53,080 --> 01:07:56,040
to play. 
Gene found the exact moment to 

1309
01:07:56,040 --> 01:07:57,880
take that risk. 
It was. 

1310
01:07:57,880 --> 01:08:00,760
Good. 
So maybe I'll just come back in 

1311
01:08:00,760 --> 01:08:03,600
a month and be like, I think I 
want to play this other hero. 

1312
01:08:05,000 --> 01:08:07,800
And I'll be waiting. 
Literally, literally next week, 

1313
01:08:07,800 --> 01:08:11,960
yeah. 
Honestly, that's funny. 

1314
01:08:12,200 --> 01:08:15,640
So I brought a copy of Mandible 
Claw to sign and give to each of

1315
01:08:15,640 --> 01:08:18,560
you today. 
Nice fuzzy, you can't wait to 

1316
01:08:18,560 --> 01:08:21,960
run that, honest to God. 
One for you and one for you. 

1317
01:08:22,200 --> 01:08:24,720
Thank you, Fuzzy. 
So what do you got? 

1318
01:08:24,880 --> 01:08:29,080
So my card is Skyward Serenade 
which is a yellow tube block 

1319
01:08:29,080 --> 01:08:32,960
lightning rubled action that 
costs zero and says choose to 

1320
01:08:32,960 --> 01:08:34,960
create an embodiment of 
lightning token. 

1321
01:08:34,960 --> 01:08:38,439
Search your deck for a physics 
banish it then shuffle and you 

1322
01:08:38,439 --> 01:08:41,160
may play it this turn. 
Your next attack gets plus one 

1323
01:08:41,319 --> 01:08:44,240
and it has go again. 
And this card is good for a lot 

1324
01:08:44,240 --> 01:08:46,040
of reasons. 
If you've listened to the 

1325
01:08:46,040 --> 01:08:48,760
podcast or been in a discord, 
you know that Clark is a staunch

1326
01:08:48,760 --> 01:08:51,800
hater of Arc Lightning. 
And I wasn't so convinced. 

1327
01:08:51,800 --> 01:08:53,399
I thought Arc lightning was 
pretty mid. 

1328
01:08:53,520 --> 01:08:57,240
It has like good ceiling 
potential but overall wasn't 

1329
01:08:57,240 --> 01:09:00,600
that great of a card. 
And when Skyward Serenade got 

1330
01:09:00,720 --> 01:09:06,080
printed it sort of just broke 
that card beyond recognition. 

1331
01:09:06,279 --> 01:09:10,319
It's so easy to arc lightning 
and then play Skyward serenade 

1332
01:09:10,319 --> 01:09:13,160
didn't get like easily like 5 
arcane damage from that one 

1333
01:09:13,160 --> 01:09:16,560
card. 
It grabs you a 0 for four and 

1334
01:09:16,560 --> 01:09:19,399
turns on every one of your like 
synergistic pieces. 

1335
01:09:19,840 --> 01:09:23,000
I mean it's not surprising 
because LSS has done this before

1336
01:09:23,000 --> 01:09:26,399
where they take an already 
winning aggro deck, gives them 

1337
01:09:26,399 --> 01:09:30,319
an Armory deck with really good 
piece of kale and it doesn't 

1338
01:09:30,319 --> 01:09:32,760
really make sense as an Armory 
deck. 

1339
01:09:32,760 --> 01:09:36,680
It doesn't really make sense as 
like a meta fixing move or 

1340
01:09:36,680 --> 01:09:39,640
whatever because Aurora is 
already going to be the next 

1341
01:09:39,640 --> 01:09:42,920
best room blade and they sort of
just like turn it up to 11 and 

1342
01:09:42,920 --> 01:09:45,120
now she's on her way to LL 
within the year. 

1343
01:09:45,200 --> 01:09:48,240
Yeah. 
And it's just a little puzzling 

1344
01:09:48,240 --> 01:09:50,399
to me. 
I have some more choice words, 

1345
01:09:50,399 --> 01:09:52,319
but I'm not going to say that on
the podcast. 

1346
01:09:52,319 --> 01:09:55,480
So I just wanted to shout it out
and let you guys voice your 

1347
01:09:55,480 --> 01:09:57,400
grievances. 
I really feel like Aurora right 

1348
01:09:57,400 --> 01:10:00,440
now is in a similar place to 
where Lexi was a couple a year 

1349
01:10:00,440 --> 01:10:03,080
back or so. 
Like Lexi was just kind of like 

1350
01:10:03,680 --> 01:10:06,680
the top tier aggro deck and 
everyone had to deal with Lexi 

1351
01:10:06,680 --> 01:10:10,400
and even the decks that kind of 
had game into Lexi, like she was

1352
01:10:10,400 --> 01:10:12,360
just so good of an aggro deck 
that you there's only so much 

1353
01:10:12,360 --> 01:10:14,520
you could do, you know? 
Yeah, at least like, I don't 

1354
01:10:14,520 --> 01:10:16,320
know, was Dromite beating Lexi 
back then? 

1355
01:10:16,320 --> 01:10:18,480
Like you had like bullshit 
allies to deal with that could 

1356
01:10:18,480 --> 01:10:20,840
kind of sort aggro. 
Yeah, kind of sort of like, not 

1357
01:10:20,840 --> 01:10:23,360
in a way that would like stop 
Lexi from doing her thing 

1358
01:10:23,360 --> 01:10:26,320
because she's still Endless 
Arrow, Art of War, Brain razors,

1359
01:10:26,320 --> 01:10:30,840
Like, like Lexi was still really
strong and the best aggro deck, 

1360
01:10:31,120 --> 01:10:33,400
but Dromite would still just 
like, win sometimes because 

1361
01:10:33,400 --> 01:10:36,600
like, Illusionist, Yeah. 
Like Aurora right now is just 

1362
01:10:36,760 --> 01:10:40,480
very dominant, very dominant. 
And I think she's, she's at the 

1363
01:10:40,480 --> 01:10:42,880
point where I think she could 
use some bands. 

1364
01:10:42,880 --> 01:10:46,200
But I could also see LSS being 
like, Nope, not quite there. 

1365
01:10:46,320 --> 01:10:49,720
We want to be really sure. 
I mean, one thing that LSS has 

1366
01:10:49,720 --> 01:10:52,760
said about their strong heroes 
is that they want all heroes to 

1367
01:10:52,760 --> 01:10:58,200
last at least one year. 
So the Miss Veil heroes say it 

1368
01:10:58,200 --> 01:11:02,560
looks like some of them may not 
make a full year, but Aurora I 

1369
01:11:02,560 --> 01:11:05,960
think would make a full year. 
It really depends on how many 

1370
01:11:05,960 --> 01:11:09,800
points she gets this PK season. 
I think this scenario is a 

1371
01:11:09,800 --> 01:11:12,440
little bit more frustrating for 
me because it's literally just a

1372
01:11:12,440 --> 01:11:16,240
0 for four deck. 
And it seems to me that even 

1373
01:11:16,240 --> 01:11:19,160
though Lightning I think in 
general was a success in terms 

1374
01:11:19,160 --> 01:11:22,200
of redesigning the identity so 
that it's away from like the 

1375
01:11:22,680 --> 01:11:27,240
like blink in twine lightning 
bullshit that we had in Tales of

1376
01:11:27,240 --> 01:11:31,800
Arya, but now it's sort of being
like flattened again because of 

1377
01:11:31,920 --> 01:11:33,800
it. 
It's just easier to make the 

1378
01:11:33,800 --> 01:11:37,080
most refined lightning deck and 
just do every zero for four that

1379
01:11:37,080 --> 01:11:39,760
you can shove in there. 
And I don't know, to me it just 

1380
01:11:39,760 --> 01:11:43,080
seems like a a flavor loss, but 
still very strong card. 

1381
01:11:43,360 --> 01:11:47,400
I'm glad that the LL ING of 
Viscera has made it so that 

1382
01:11:47,400 --> 01:11:50,120
other Aggra decks can sort of 
compete and find their own ways 

1383
01:11:50,120 --> 01:11:54,040
in the competitive meta. 
I'm just a little annoyed that 

1384
01:11:54,040 --> 01:11:56,960
it happened to be with another 
aggressive hero that got an 

1385
01:11:56,960 --> 01:12:00,520
Armory deck. 
Anyways, that's my card, yeah. 

1386
01:12:00,560 --> 01:12:04,880
Glad we could end on an upper. 
Thank you so much for podcasting

1387
01:12:04,880 --> 01:12:07,840
with me, boys. 
Yeah, and if you have an Arsenal

1388
01:12:07,840 --> 01:12:10,760
card that you think we should 
have talked about, feel free to 

1389
01:12:10,840 --> 01:12:13,760
join our Patreon and let us know
in the Arsenal Zones suggestion 

1390
01:12:13,760 --> 01:12:16,240
channel. 
We roll randomly every single 

1391
01:12:16,240 --> 01:12:18,000
episode, so eventually you'll 
get picked. 

1392
01:12:18,640 --> 01:12:21,680
And remember, as High Seas 
continues to get more spoilers, 

1393
01:12:21,680 --> 01:12:23,520
our Discord is the only place 
where you can see them. 

1394
01:12:23,720 --> 01:12:27,560
So feel free to join our discord
and I think we'll see you next 

1395
01:12:27,560 --> 01:12:28,520
time. 
Yeah, make sure you're getting 

1396
01:12:28,520 --> 01:12:30,120
your vitamin C. 
Scurvy's out. 

1397
01:12:30,200 --> 01:12:31,600
Scurvy's real out there, so. 
True. 

1398
01:12:31,600 --> 01:12:34,440
I really hope Captain 
Hornswoggle is getting plenty of

1399
01:12:34,440 --> 01:12:36,000
vitamin C while he's on the high
seas. 

1400
01:12:37,000 --> 01:12:38,880
Yeah. 
He's got to live long enough for

1401
01:12:38,880 --> 01:12:41,800
us to see him at our pitch and 
prediction or set release 

1402
01:12:41,800 --> 01:12:42,960
episode. 
Yeah, yeah. 

1403
01:12:43,200 --> 01:12:44,440
All right. 
Bye. 

1404
01:12:44,480 --> 01:12:46,680
Bye everybody. 
Some guys, bye. 

1405
01:13:06,240 --> 01:13:10,400
Pitcher to Me podcast is hosted 
by Fuzzy Dope, Clark Moore and 

1406
01:13:10,400 --> 01:13:14,600
Joel Racinos, Executive Producer
Talon Stradley, Logistics 

1407
01:13:14,600 --> 01:13:20,120
Coordinator John Farkas, music 
by Dylan Holtz, logo by on V 

1408
01:13:20,320 --> 01:13:24,480
sound mixing, Christopher Moore 
and last but not least, you. 

1409
01:13:25,040 --> 01:13:27,480
Thank you for listening. 
Please give us a follow on your 

1410
01:13:27,480 --> 01:13:30,480
favorite social media platform 
at Pitch It to Me Podcast.

