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

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present and potential future of 
flesh and blood design. 

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Today's episode will be about 
equipment in flesh and blood. 

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You can find us across all 
socials such as Blue Sky and 

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Instagram. 
At. 

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Pichitumi Podcast. 
I'm Joel. 

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I'm Fart. 
And I'm fuzzy. 

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Welcome to Pitch It to Be 
podcast. 

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Everybody that was damage. 
Welcome to Pitch It to Me 

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podcast. 
Today we're going to be talking 

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all about equipment and we're 
starting from the basics. 

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We're trying to emphasize the 
block value of equipment in this

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episode, and we're going to do 
another episode later. 

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Can we tell them? 
Is it a? 

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Spoiler. 
It's not a spoiler. 

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We're going to be talking about 
like everything else. 

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So if you're like, because so 
much of equipment is the effects

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of the equipment, not just 
blocking with it. 

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The reason why we're drawing 
this out is 1. 

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We were kind of burning through 
our basics topics a little too 

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quickly. 
But also, and probably more 

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seriously, it's simply that 
there's a ton to talk about. 

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And we realized that if we just 
did one episode about equipment,

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it would probably be not like 
we'd leave it too many things 

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out or we wouldn't spend enough 
time talking about them. 

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It would also be two hours. 
It would also be like 2 hours 

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still. 
Yeah, Yeah. 

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Clark almost made it sound like 
we are running out of things to 

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talk about. 
I assure you that it's not the 

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case. 
We could yap for a long time, 

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which is why we're splitting 
this episode into a couple 

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parts. 
Yeah. 

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Oh yeah. 
We're like at least diamond 

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range yappers. 
We're up there, you know. 

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I think I realized how much I 
love equipment and blocking with

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equipment with scowling flush 
bag. 

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I was like the. 
First card that I was really 

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like blocking with it felt good.
Yeah. 

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We're recording this right 
before High Seas pre release and

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you're probably hearing it after
Nash US Nationals. 

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Well, wasn't it so crazy that 
that one person won on that one 

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deck? 
And they beat that one person on

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that other deck. 
Do you guys want to? 

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I know. 
It was either very good or 

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extremely underwhelming and bad 
for the game of flesh and blood.

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I know I was either really 
surprised or really 

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underwhelmed. 
Yeah, this is either the best 

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thing that's ever happened to 
flesh and blood, or the absolute

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worst thing that has ever. 
Happened to flesh. 

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So true. 
Do you guys want to make 

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predictions for what heroes 
going to win US? 

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Oh my God. 
And then everyone could just 

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laugh at us. 
Like exactly it didn't happen. 

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It's a tradition here on the 
show. 

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I think Kano's gonna win that. 
Wow, that seems really unlikely.

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That's big. 
All right, shoot your shot. 

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New. 
New. 

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Sure, we got a couple new blue 
focused heroes that people might

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be excited about. 
Nu probably shits all over them,

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you know. 
It's it's like will she run into

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random gravy bones slash will 
people be able to build gravy 

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bones in time? 
I think Prism's gonna be running

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around rampant, so I don't know 
if NU makes it. 

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I don't. 
Know I feel like attack powers 

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are going up. 
A little bit and then there was 

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1. 
Like who are the attack powers 

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really going up? 
I don't I think Prism might 

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still have a lot of the same. 
I mean, she was she was winning 

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meta sniping Aurora and Aurora's
gone. 

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So maybe she gets a lot worse. 
Yeah. 

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So for today's episode. 
Give the people what they want. 

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Florian, I know it's really 
boring. 

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I think all the people who are 
on Florian are going to convert 

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to mid range and I think he's 
still a pretty good deck I 

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think. 
Two of us gave boring answers 

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and Joel gave. 
I was like the interesting 

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answer that is. 
Definitely. 

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Is Joel the Kookie one of the 
partners? 

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He's so serious sounding a lot 
of the time, but then with his 

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very straight face he says 
things like Kano is gonna win US

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Nats. 
Or I think Bolton is playable 

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this season. 
Yeah, that's. 

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That's pretty out there. 
Or, you know, on the Discord 

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today where he goes. 
Clark, what's your most recent 

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hexagon? 
I'm like, shut it up. 

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You're not gonna play hexagon 
information. 

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Dude, this is Hector National. 
If you're like, if you play 

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Hexagor Levaya at A tournament 
and then any moment of time 

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after dropping out of that 
tournament, you decide that you 

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still want to play that deck, I 
will personally give you $100. 

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I'll need it for my therapy. 
I'll do it. 

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I live. 
I live right underneath. 

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You. 
I know. 

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I have so much unlimited access 
to Clark now it's crazy. 

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All right, so let's go on to the
episode. 

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Sorry for a little derailing 
there, my fellow hosts. 

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Yeah, I apologize. 
And to make up for it, I'll do 

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the call to action. 
Now, listeners, as you're 

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listening to this episode, make 
sure you get your fingers ready 

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and type in your answer to this 
question. 

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What is your favorite piece of 
equipment? 

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Bonus points if you tell us why.
My favorite is Scowling Flesh 

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Bag. 
I think it was the first 

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equipment piece that I ever like
blocked with and then felt good 

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blocking with it where I was 
like, yes, this is what I want 

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to be doing with this card. 
Yeah, Grasp of the Arc Knight's 

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pretty good. 
That's a good answer. 

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Yeah, good fucking answer. 
That's a hard one, I think. 

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Valiant Dynamo. 
That's probably a milk. 

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Toast dance. 
That's a good one. 

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Yeah, it just blocks, but it 
blocks forever. 

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It blocks and then it just keeps
on blocking, yeah. 

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For Red Pitch today, Clark is 
going to be introducing a 

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discussion on farmer creep. 
It's a little bit higher minded 

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compared to the rest of the 
episode because on Yellow pitch 

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I'm going to be talking about 
some of the more basic 

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strategies that you should be 
thinking about when you're using

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equipment and blocking with 
equipment. 

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And on Blue Pitch, Joel is going
to be talking about your arcane 

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defenses as well as how it 
affects the inventory. 

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Clark, you want to take it away?
Yeah. 

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To start off red pitch, I want 
to first make sure that we're 

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all sort of established on 
what's like the role of 

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equipment in flesh and blood. 
Block. 

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Yes, but no, I mean that's all 
folks because I think equipment 

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is a very interesting piece of 
actual game design that a lot of

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people don't talk about. 
I agree. 

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If you look all the way back to 
our book burning episode where 

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we go over the ban and 
restricted announcement back 

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then where LSS sort of looked 
back at their very first design 

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principles of the game. 
One of the biggest ones was 

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start at your strongest and get 
weaker throughout the game. 

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Which is very much counter 
intuitive to many of the other 

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TC GS on the market where you 
start very weak and you have to 

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build up resources to do your 
powerful things. 

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So. 
Absolutely. 

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Flesh and blood flips the power 
curve of the game on its head, 

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and equipment is a huge part of 
the reason for why that why that

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happens. 
Very much so fuzzy, but what I 

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find really interesting is that 
yes, you start at your 

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strongest, but you really want 
to be using your equipment at 

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the end of the game where it's 
impact is at its largest. 

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So it's very interesting because
you start at your strongest and 

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then it's how long can you wait 
until you get weaker? 

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When can you sacrifice that 
strength? 

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Also, like, it's not only just 
like preserving your life total 

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when it's at its slowest, but 
also just getting the maximum 

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amount of value. 
And we'll talk more about like 

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the block values of certain 
things. 

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But you also just don't want to 
be, you know, holding on to it 

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too late where you can't use it 
as effectively, I guess. 

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Yeah, you definitely want to 
find the moment where it 

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generates you the most value and
has the biggest impact. 

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And where does that happen in 
the game? 

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Can be very different because 
it's not necessarily at 40 life,

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right? 
It can sometimes happen when 

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you're at one life. 
Sure. 

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And I think that's a very 
interesting element, and I think

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it has played into a little bit 
about armor creep. 

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So what is the idea of armor 
creep? 

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Some people have complained 
about power creep in Flesh and 

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Blood. 
Specifically, they've noted that

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it feels like every single set, 
the new heroes are stronger than

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the heroes from the set 
previously. 

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Even though I think I could 
point to many examples where 

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that wasn't the case. 
I don't think any of the Haunted

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heroes are printing up their 
performances that the Miss Veil 

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heroes put up, nor do I even 
think the Rosetta was more 

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powerful than Miss Veil on 
average. 

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Like there's definitely ebbs and
flows in the power of the game. 

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It's not a straight shot curve 
up, but people have this feeling

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of the game getting more 
powerful and power creep 

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happening, but I don't 
necessarily think it's happening

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in terms of strict numbers and 
the way it may happen in other 

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games. 
Fuzzy, you and I played Magic 

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the Gathering together while we 
were coming up about AI, want to

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say about a decade ago. 
We were still playing very, very

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regularly, sure, but back then, 
two men, I used to get you a 22 

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creature and you'd be happy, and
nowadays they're like not 233 

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twos. 
What have we come to? 

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The numbers have gone up for the
same cost, right? 

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That's a very explicit power 
creep that has happened in Magic

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the Gathering. 
Yeah, and I think it's something

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that definitely extends to all 
trading card games. 

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You know, as they print more 
content for the game, more game 

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pieces, there's this desire for 
the game makers to make them 

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appealing to players, and 
players like playing strong 

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cards. 
So it's really easy for the 

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developers to either 
accidentally or intentionally 

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just increase the upper bounds 
for what's possible in the game.

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And sometimes that can be fun 
and sometimes that can be 

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damaging to the long term health
of the game. 

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Yes. 
And so it's a very touchy topic.

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It's a topic that everyone kind 
of has opinions about, and 

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people have been saying it's 
been happening in flesh and 

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blood. 
But is it really? 

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I've still noticed that aside 
from some Majestics which are 

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specifically about breaking 
structured power curves of cost 

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to value ratios, that it hasn't 
really been true except in 

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armor. 
Armor is the one place in the 

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game I think we have seen this 
explicit power creep where the 

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exact same cost of running one 
card in your deck and it goes 

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into this specific slot on your 
hero has gone up in numbers and 

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in explicit power value. 
This is where power creep is 

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happening in the game of Flesh 
and Blood. 

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It's not happening in the 
weapons, it's not happening in 

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the cards, it's happening in the
equipment. 

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And one of the main reasons I 
think this is happening is 

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because we are getting more 
Majestic and Legendary 

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equipment. 
Every single set. 

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They like printing a new 
legendary generic. 

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Every single Armory deck comes 
with four brand new Majestic 

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equipment slots for that hero. 
And it is just leading to 

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slightly more power level. 
And back in the day people had 

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to make do with these with 
Goliath Gauntlet or Snapdragon 

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scalers. 
But now I have high Tanner and 

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beaten trackers. 
Sure. 

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Yeah, it's a shift, right? 
And and that means more block 

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value while giving very similar 
power values for activating it. 

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Yeah, like if you think about 
like five years ago when the 

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first game was first coming out,
your class had one or two 

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legendaries plus tunic and or 
Arcanite school cap to work 

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00:12:01,120 --> 00:12:03,200
with. 
You know, like it was very rare 

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for you to be able to run for 
legendary equipment. 

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But now with more generic 
legendary equipment and more 

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class equipment, like they do 
one every time they visit a 

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class. 
And because we've seen like 

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Ninja or Runeblade appear in 
many, many sets across history, 

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00:12:17,960 --> 00:12:20,800
you can run for legendary 
Runeblade equipment and often 

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00:12:20,800 --> 00:12:23,680
times they are really good 
legendary equipment that you 

231
00:12:23,680 --> 00:12:25,400
wouldn't want to run. 
You know, they're not just like 

232
00:12:25,840 --> 00:12:29,560
weird off meta calls. 
So it not only like there's a 

233
00:12:29,560 --> 00:12:32,040
separate conversation here about
like how the game can get more 

234
00:12:32,040 --> 00:12:35,280
expensive over time, but also 
like legendary equipment are 

235
00:12:35,280 --> 00:12:37,160
meant to be more powerful than 
common ones. 

236
00:12:37,160 --> 00:12:39,080
You know, they're meant to be 
strong. 

237
00:12:39,080 --> 00:12:42,400
And it means that over time, 
every time your class gets 

238
00:12:42,400 --> 00:12:45,600
printed, you're going to have 
better equipment options 

239
00:12:45,600 --> 00:12:49,880
available to you than before. 
Yeah, and I've also noticed that

240
00:12:50,720 --> 00:12:56,440
they will ban common and or at 
least lower rarity equipment 

241
00:12:56,760 --> 00:13:00,640
that can break the math of the 
game through synergy in a way 

242
00:13:00,640 --> 00:13:04,240
that they are not happy 
happening at that rarity level. 

243
00:13:04,680 --> 00:13:07,600
Yeah, Ellis has in a matter in a
way to try to respect the 

244
00:13:07,600 --> 00:13:11,720
consumer and their wallets. 
They try to avoid banning 

245
00:13:11,720 --> 00:13:13,360
expensive cards. 
They're much more comfortable 

246
00:13:13,360 --> 00:13:16,680
banning common cards, which also
like affects the wallet creep. 

247
00:13:17,280 --> 00:13:20,400
I, I have definitely complained 
about them banning my stubby 

248
00:13:20,400 --> 00:13:23,680
hammers back when I was like a 
brand new little 5 player. 

249
00:13:23,680 --> 00:13:25,880
And I'm like, why can't I have 
my stubby hammers? 

250
00:13:25,880 --> 00:13:28,040
It's like because you're not 
playing Art of War, that's why 

251
00:13:28,040 --> 00:13:31,640
you can't drink. 
I know you don't understand why 

252
00:13:31,640 --> 00:13:34,160
this is happening, but we 
definitely do. 

253
00:13:36,080 --> 00:13:39,360
But I kind of want to open it up
to you. 2 I've sort of presented

254
00:13:39,360 --> 00:13:41,600
my argument here. 
Do you agree? 

255
00:13:41,600 --> 00:13:43,080
Do you think armour creep is 
real? 

256
00:13:43,080 --> 00:13:46,640
Do you think we're just getting 
more block value in equipment 

257
00:13:46,640 --> 00:13:52,760
suites across the board? 
Oh yeah, I mean, like, like 

258
00:13:52,760 --> 00:13:56,760
Fuzzy said, you know, every time
we visit a new class or talent, 

259
00:13:56,760 --> 00:13:59,960
they get another legendary. 
It's just the formula for the 

260
00:13:59,960 --> 00:14:04,280
game and every time it's not 
going to be like the same one 

261
00:14:04,280 --> 00:14:06,000
blade break. 
It's going to be two blade break

262
00:14:06,000 --> 00:14:09,640
next time or two blade break 
with effect or one battle worn 

263
00:14:09,640 --> 00:14:12,480
with effect that you have to 
make the game interesting and 

264
00:14:12,480 --> 00:14:15,400
you have to develop more synergy
as you revisit the same 

265
00:14:15,400 --> 00:14:17,240
combinations of classes and 
talents. 

266
00:14:17,560 --> 00:14:20,400
So of course, and like you 
mentioned earlier, Clark, like 

267
00:14:20,760 --> 00:14:24,520
it's the same slot and just 
objectively better effects. 

268
00:14:24,520 --> 00:14:25,880
Like there's. 
There's no way around it. 

269
00:14:26,440 --> 00:14:29,600
We've even gotten to the point 
where you can have a full 

270
00:14:29,600 --> 00:14:32,440
legendary suite just in 
generics. 

271
00:14:32,720 --> 00:14:35,440
I think that includes like band 
brace of determination, which is

272
00:14:35,440 --> 00:14:37,560
not necessarily a good card to 
run. 

273
00:14:38,040 --> 00:14:40,960
Stonewall gauntlet yeah 
Stonewall gauntlet for like a 

274
00:14:40,960 --> 00:14:43,880
defensive tool. 
Is that 2 temper or one 

275
00:14:43,880 --> 00:14:49,080
temporary one block blade break?
Okay, okay, but you can run 

276
00:14:49,280 --> 00:14:53,280
quick dodge flexors and tunic 
and crown of Providence or 

277
00:14:53,280 --> 00:14:55,320
Arcanite school cap was there 
for a longest time. 

278
00:14:55,320 --> 00:14:59,280
Or Balance of Justice, which 
everyone was going to be getting

279
00:14:59,680 --> 00:15:02,760
a whole lot better as we get 
more of these draw heroes. 

280
00:15:02,760 --> 00:15:04,200
Yeah. 
Sucks to be you if you didn't 

281
00:15:04,200 --> 00:15:06,600
buy it already. 
And those are the base universal

282
00:15:06,600 --> 00:15:08,160
options, you know? 
Yeah. 

283
00:15:08,720 --> 00:15:13,080
Definitely. 
Of course, there is something to

284
00:15:13,080 --> 00:15:16,600
be said here about classes and 
talents, right? 

285
00:15:16,800 --> 00:15:21,120
Some classes and some talents 
are not intended to have good 

286
00:15:21,120 --> 00:15:25,400
block values, or intended to 
have good blocking ability. 

287
00:15:25,760 --> 00:15:28,600
Rangers, for example, are a very
good example of this. 

288
00:15:29,080 --> 00:15:33,360
Assassins are a fairly decent 
example of this, where if they 

289
00:15:33,360 --> 00:15:36,960
want those better block values, 
they have to lean on generic 

290
00:15:36,960 --> 00:15:40,400
equipment. 
Do we think that that is healthy

291
00:15:40,400 --> 00:15:43,320
for the game? 
That some classes are given 

292
00:15:43,920 --> 00:15:46,080
better block values than other 
classes. 

293
00:15:46,960 --> 00:15:49,000
Yeah, I think it's good for 
classes to have strengths and 

294
00:15:49,000 --> 00:15:50,840
weaknesses. 
That's part of what makes 

295
00:15:50,840 --> 00:15:54,000
classes feel unique, you know, 
gives them their class identity.

296
00:15:54,200 --> 00:15:56,760
And that's something that we 
know LSS values since they put 

297
00:15:56,760 --> 00:16:00,760
it into their stated design 
goals or design principles. 

298
00:16:01,480 --> 00:16:03,720
It also helps show us which 
classes are meant to be more 

299
00:16:03,720 --> 00:16:06,480
aggressive or defensive. 
So when Guardian just can't be 

300
00:16:06,480 --> 00:16:09,880
able to block 12, you're like, 
maybe I can just block, keep 

301
00:16:09,880 --> 00:16:11,720
blocking with my cards and 
they'll never touch me. 

302
00:16:11,720 --> 00:16:12,720
And you're like, yeah, you're 
getting it. 

303
00:16:12,720 --> 00:16:15,560
Like that's how Guardian works. 
Or Ninja is like, I can't block 

304
00:16:15,560 --> 00:16:19,400
with my equipment, so I guess 
I'll just not block and throw 

305
00:16:19,560 --> 00:16:22,960
all of my aggressive equipment 
at you and my whole hand and 

306
00:16:22,960 --> 00:16:24,560
you're like, yeah, that's how 
Ninja works. 

307
00:16:25,920 --> 00:16:27,920
So it helps kind of guide the 
players sometimes towards what 

308
00:16:27,920 --> 00:16:29,840
the intended identity of the 
class is. 

309
00:16:30,160 --> 00:16:32,880
It also helps establish classes 
identity in the meta. 

310
00:16:33,080 --> 00:16:36,640
So when it's really important 
for a class to be able to have 

311
00:16:36,640 --> 00:16:39,840
lots of armor block to stop on 
hits, to put up those defenses, 

312
00:16:40,000 --> 00:16:44,040
it gives Guardian a reason to be
strong, you know, And there 

313
00:16:44,040 --> 00:16:47,760
might be a fear with this armor 
creep where as more legendaries 

314
00:16:47,760 --> 00:16:50,080
get printed as better block 
values just kind of work their 

315
00:16:50,080 --> 00:16:54,680
way into the carpool that those 
classes like Guardian, I put 

316
00:16:54,680 --> 00:16:57,480
Warrior in this boat as well, 
are going to have less of an 

317
00:16:57,480 --> 00:17:00,960
identity, less of a place in the
meta in order to be able to 

318
00:17:00,960 --> 00:17:03,600
respond to certain threats. 
If you can play any hero into 

319
00:17:03,600 --> 00:17:06,800
these threats then it gives 
Warrior and Guardian a little 

320
00:17:06,800 --> 00:17:11,560
bit less stake in the meta. 
Sure, but at the exact same time

321
00:17:11,560 --> 00:17:16,000
this armor creep has started to 
erode at guardian and warriors 

322
00:17:16,000 --> 00:17:18,440
identity as having the best 
blocking equipment. 

323
00:17:18,880 --> 00:17:21,920
I think this is probably most 
apparent with Rune Blade, where 

324
00:17:22,319 --> 00:17:25,920
as they've gotten more and more 
blocking equipment though, that 

325
00:17:25,920 --> 00:17:29,280
blocking equipment has gotten 
bigger block numbers on it 

326
00:17:29,840 --> 00:17:33,360
rather than different 
synergistic effects. 

327
00:17:33,360 --> 00:17:36,280
Right? 
Dyadic Carapus and Face 

328
00:17:36,280 --> 00:17:40,600
Purgatory are two cards that 
just sort of gave a strict block

329
00:17:40,600 --> 00:17:45,760
value upgrade to what a lot of 
them were running beforehand and

330
00:17:45,960 --> 00:17:49,840
did not demand them to start 
running different synergies than

331
00:17:49,840 --> 00:17:51,640
what they were already doing. 
It didn't change their deck 

332
00:17:51,640 --> 00:17:55,120
building at all, it did just 
feel like a strict upgrade over 

333
00:17:55,120 --> 00:17:59,480
what they already had. 
Similarly, I kind of want to 

334
00:17:59,480 --> 00:18:04,200
talk about Talented Equipment, 
which is different than class 

335
00:18:04,200 --> 00:18:08,560
equipment, right? 
But in a way that I'm not quite 

336
00:18:08,560 --> 00:18:11,760
sure if I know how to vocalize. 
Can I try? 

337
00:18:11,960 --> 00:18:15,640
Yeah. 
I think talents and their 

338
00:18:15,640 --> 00:18:18,880
equipment serve as like the glue
for a lot of their synergy 

339
00:18:18,880 --> 00:18:22,760
pieces. 
Like if you think about Vestige 

340
00:18:22,760 --> 00:18:26,880
of Soul, it's a light like 
generic light equipment and it 

341
00:18:26,880 --> 00:18:30,960
says one blade break, which is 
pretty whatever whenever you put

342
00:18:30,960 --> 00:18:33,560
a card into Soul. 
And then afterwards, if you were

343
00:18:33,560 --> 00:18:36,520
to pitch a light card, you get 
that much plus one resource. 

344
00:18:37,000 --> 00:18:41,480
And that is explicitly an 
upgrade in effect as compared to

345
00:18:41,480 --> 00:18:45,200
like, I don't know, like Scandal
Spring Tunic, let's say, maybe 

346
00:18:45,200 --> 00:18:49,280
not one to one upgrade, but you 
would look to that equipment as 

347
00:18:49,280 --> 00:18:52,440
like an an upgrade to the 
generic option you have or 

348
00:18:52,440 --> 00:18:56,640
whatever generic warrior or 
generic illusionist equipment 

349
00:18:56,640 --> 00:19:00,160
you might have in that slot. 
And so I think, at least the way

350
00:19:00,160 --> 00:19:03,720
it should be, is that talented 
equipment shouldn't get like 

351
00:19:04,040 --> 00:19:09,120
direct defense upgrades, because
then it would always be the case

352
00:19:09,120 --> 00:19:12,800
that the talented version of 
Heroes would just be objectively

353
00:19:12,800 --> 00:19:14,360
better with their better 
equipment suites. 

354
00:19:14,520 --> 00:19:19,120
Yeah, unless that blocking value
is distinct and different. 

355
00:19:19,120 --> 00:19:22,600
I'm thinking Flame Scale Furnace
for Draconic, where a lot of our

356
00:19:22,600 --> 00:19:28,920
Draconic heroes, sans Feng, but 
Ninja and Illusionist back when 

357
00:19:28,920 --> 00:19:32,000
Flame Scale Furnace was printed,
are not known for having good 

358
00:19:32,000 --> 00:19:35,800
block values on their equipment.
And so it was a way of giving 

359
00:19:35,800 --> 00:19:39,560
that block value and then while 
they're sacrificing a chess 

360
00:19:39,560 --> 00:19:42,760
piece, but not if they play into
the synergy of pitching their 

361
00:19:42,760 --> 00:19:46,480
Reds, right. 
So I think what you just said 

362
00:19:46,480 --> 00:19:51,200
has helped me sort of categorize
it in my mind, general, sorry, 

363
00:19:51,960 --> 00:19:55,560
generic equipment is always 
going to be best in the widest 

364
00:19:55,560 --> 00:19:59,440
range of possible circumstances.
Class equipment then get a 

365
00:19:59,440 --> 00:20:02,760
little bit more narrow. 
They are going to be good when 

366
00:20:02,760 --> 00:20:06,680
you are interacting with cards 
in your class or with specific 

367
00:20:06,680 --> 00:20:08,920
strategies that your class are 
trying to do. 

368
00:20:09,760 --> 00:20:14,640
And then talents get even more 
narrow from there where you, I 

369
00:20:14,640 --> 00:20:17,840
mean, I guess it's, you know, 
sort of the same thing with 

370
00:20:17,840 --> 00:20:19,600
class, but about talents 
instead. 

371
00:20:20,000 --> 00:20:23,760
But at the exact same time I 
think it is an interesting trade

372
00:20:23,760 --> 00:20:27,640
off in a way of trying to put an
equipment into a zone that maybe

373
00:20:27,640 --> 00:20:29,480
isn't covered by the class 
cards. 

374
00:20:29,960 --> 00:20:32,120
And maybe this is another one of
those things that leads to 

375
00:20:32,120 --> 00:20:37,000
talented heroes being stronger 
than class only heroes because 

376
00:20:37,000 --> 00:20:41,440
they get access to two sets of 
possible synergistic legendary 

377
00:20:41,440 --> 00:20:45,840
and majestic equipment while non
talented heroes don't get that. 

378
00:20:46,120 --> 00:20:49,640
Again, it's sort of because 
everyone starts with the exact 

379
00:20:49,640 --> 00:20:55,160
same baseline of equipment. 
You have 4 equipment slots, 

380
00:20:55,320 --> 00:20:58,800
maybe you get an off hand if 
your build allows for it and a 

381
00:20:58,800 --> 00:21:01,280
weapon. 
Your head, shoulders, knees and 

382
00:21:01,280 --> 00:21:02,240
toes. 
Your head. 

383
00:21:02,320 --> 00:21:04,840
Shoulders, knees and toes and 
hands. 

384
00:21:05,240 --> 00:21:10,680
And the more value you can Chuck
into those 5 or 6 slots, the 

385
00:21:10,680 --> 00:21:14,160
more powerful your hero will 
because you are starting at a 

386
00:21:14,160 --> 00:21:17,080
stronger point than everybody 
else. 

387
00:21:17,840 --> 00:21:23,960
So how has armour creep sort of 
influenced the game? 

388
00:21:23,960 --> 00:21:27,480
Well one we've talked a little 
bit about talented heroes being 

389
00:21:27,640 --> 00:21:31,760
explicitly more powerful than 
their non talented versions, but

390
00:21:31,760 --> 00:21:34,360
I think it also has to do with 
the fall of Guardian. 

391
00:21:35,800 --> 00:21:39,160
Crush. 
Dominate and Overpower are all 

392
00:21:39,160 --> 00:21:43,520
effects that require you to hit 
with a card and specifically 

393
00:21:43,520 --> 00:21:45,920
deal a good amount of damage 
with your card too right? 

394
00:21:46,160 --> 00:21:49,240
Or punish them for not being 
able to block very efficiently. 

395
00:21:50,120 --> 00:21:52,920
So before they used to have to 
play around this by arsenaling D

396
00:21:52,920 --> 00:21:57,400
reacts. 
But now if everyone just has 

397
00:21:57,400 --> 00:22:02,080
more block value, they have more
chances of stopping those on 

398
00:22:02,080 --> 00:22:07,760
hits, stopping the leaked damage
from the dominate, stopping the 

399
00:22:07,760 --> 00:22:11,680
overpower leak damage, right? 
And so it just stuffs their game

400
00:22:11,680 --> 00:22:15,800
plan specifically because there 
are more numbers in the bottom 

401
00:22:15,800 --> 00:22:20,320
right in these five slots. 
Totally. 

402
00:22:21,720 --> 00:22:25,480
It kind of extends to on hits in
general that like on hits of the

403
00:22:25,480 --> 00:22:28,080
game are generally not as 
powerful now. 

404
00:22:28,080 --> 00:22:30,400
But I don't think it's something
that's like talked about much 

405
00:22:30,680 --> 00:22:32,360
because it is a little bit kind 
of minor. 

406
00:22:32,360 --> 00:22:35,400
Like you kind of just assume 
with on hits that your first 

407
00:22:35,400 --> 00:22:37,360
couple are going to go to 
equipment and it's been like 

408
00:22:37,360 --> 00:22:39,240
that for a long time. 
You know that hasn't really 

409
00:22:39,240 --> 00:22:42,360
changed. 
No, it definitely hasn't, but I 

410
00:22:42,360 --> 00:22:46,760
will say that the decks that 
have to rely on on hits have to 

411
00:22:46,760 --> 00:22:51,520
be able to put a meaningful on 
hit on the field every single 

412
00:22:51,600 --> 00:22:54,480
turn, right? 
Assassins do a really, really 

413
00:22:54,480 --> 00:22:58,560
good job of this. 
Guardians are supposed to do a 

414
00:22:58,560 --> 00:23:02,040
good job of this, and Aurora did
a really good job of this. 

415
00:23:02,320 --> 00:23:05,440
Well, Aurora with cards like. 
CLV and burn up shock. 

416
00:23:05,440 --> 00:23:07,200
Yeah. 
Like it's the entire turn. 

417
00:23:07,280 --> 00:23:10,720
You know, you can't just block 
out the first first break point,

418
00:23:10,720 --> 00:23:12,880
second break point, and then 
like call it like you kind of 

419
00:23:12,880 --> 00:23:16,560
have to be covering every single
break point for the whole turn 

420
00:23:16,560 --> 00:23:17,680
if you want to do it 
effectively. 

421
00:23:17,680 --> 00:23:19,880
And that can be really hard even
with a lot of equipment block. 

422
00:23:20,040 --> 00:23:24,200
More to that point to the issue 
with Guardian is that crush is a

423
00:23:24,280 --> 00:23:27,800
threshold of damage and then 
most other on hits are any 

424
00:23:27,800 --> 00:23:32,720
damage that gets through. 
Before I think that was balanced

425
00:23:32,720 --> 00:23:35,680
by the crushes being a little 
bit more powerful than most of 

426
00:23:35,680 --> 00:23:39,200
the on hits at the time and also
the fact that they are bigger 

427
00:23:39,200 --> 00:23:41,880
attacks so they demanded more 
cards from the opponent to 

428
00:23:41,880 --> 00:23:47,280
block, especially when cards 
maybe didn't block as much. 

429
00:23:47,600 --> 00:23:52,400
So both with D react creep and 
now with armor creep I think it 

430
00:23:52,400 --> 00:23:57,080
has really started to stuff. 
That class in particular, do you

431
00:23:57,080 --> 00:24:00,000
guys think that that is 
something that they're going to 

432
00:24:00,040 --> 00:24:01,880
address in the Guardian Mastery 
Pack? 

433
00:24:03,160 --> 00:24:06,960
I sure hope so. 
I know we have a lot of resident

434
00:24:06,960 --> 00:24:09,920
Guardian players that continue 
to play Guardian even though 

435
00:24:09,920 --> 00:24:13,040
they haven't had significant 
support in a while. 

436
00:24:13,400 --> 00:24:17,160
And and like we've just been 
talking about, a lot of other 

437
00:24:17,160 --> 00:24:21,440
classes have gotten much 
stronger on hits, much more 

438
00:24:21,440 --> 00:24:25,440
buffs in their kit to sort of 
deal with this abundance of 

439
00:24:25,440 --> 00:24:26,880
armor. 
I think it's about time for 

440
00:24:26,880 --> 00:24:29,080
Guardian to get that love as 
well, yeah. 

441
00:24:29,400 --> 00:24:31,280
Maybe some more anti equipment 
cards? 

442
00:24:31,280 --> 00:24:33,520
I know we got a little bit with 
Yarl right? 

443
00:24:33,520 --> 00:24:36,800
Consistently giving equipment -1
counters or destroying them. 

444
00:24:37,400 --> 00:24:40,800
I wonder if they will expand 
that to be a wider guardian 

445
00:24:40,800 --> 00:24:44,240
identity. 
All right, that's all I have for

446
00:24:44,240 --> 00:24:47,040
red pitch. 
I hope to read some opinions 

447
00:24:47,040 --> 00:24:48,840
about armor creep. 
This isn't something I hear a 

448
00:24:48,840 --> 00:24:51,480
lot of people talking about in 
the flesh and blood space, so 

449
00:24:51,480 --> 00:24:55,560
I'm interested to see if people 
feel like what I'm saying is 

450
00:24:55,560 --> 00:24:58,280
resonating with them, or if they
think I may be off base. 

451
00:24:58,280 --> 00:25:01,040
Or maybe it's an idea that just 
needs a little bit of a tweak. 

452
00:25:01,400 --> 00:25:04,640
Let me know in the comments or 
jump into our discord to let me 

453
00:25:04,640 --> 00:25:08,880
know, but in the meantime I'm 
going to pass it off to Fuzzy in

454
00:25:08,880 --> 00:25:12,080
yellow pitch. 
Yeah, for Yellow pitch, I want 

455
00:25:12,080 --> 00:25:15,520
to talk about how to get value 
out of your equipment, how to 

456
00:25:15,520 --> 00:25:18,040
use your equipment effectively. 
And again, we're starting from 

457
00:25:18,040 --> 00:25:21,440
the basics here. 
If you're a newer player, this 

458
00:25:21,440 --> 00:25:24,760
might be a really good way to 
make sure that you're viewing 

459
00:25:24,880 --> 00:25:28,120
your plays critically and 
strategically. 

460
00:25:28,280 --> 00:25:30,160
And if you're an experienced 
player, it's always nice to go 

461
00:25:30,160 --> 00:25:33,240
back to basics and think about 
how do I know if my the plays 

462
00:25:33,240 --> 00:25:35,440
I'm making are correct? 
Do I have any bad habits that 

463
00:25:35,440 --> 00:25:38,960
may have built over time? 
And I don't claim to be that 

464
00:25:38,960 --> 00:25:40,800
great of a player. 
I think I'm OK. 

465
00:25:40,800 --> 00:25:42,400
I think I'm OK at thinking 
critically. 

466
00:25:42,400 --> 00:25:45,560
And maybe Clark and Joel can 
pipe in if they disagree with 

467
00:25:45,560 --> 00:25:47,440
anything that I'm saying or they
want to add to it. 

468
00:25:47,760 --> 00:25:52,400
Oh, count on it. 
So us having opinions we could 

469
00:25:52,400 --> 00:25:55,800
never. 
So let's start with a couple 

470
00:25:55,800 --> 00:25:57,640
different keywords for block 
types. 

471
00:25:57,640 --> 00:25:59,920
We've been using these already 
in red pitch, but let's get a 

472
00:25:59,920 --> 00:26:03,160
quick refresher. 
Blade break means I block with 

473
00:26:03,160 --> 00:26:07,400
this equipment once, and when I 
do that thing will be destroyed 

474
00:26:07,560 --> 00:26:10,000
at the end of the combat chain. 
If it's blade break one, I'm 

475
00:26:10,080 --> 00:26:11,440
going to be able to block for 
one. 

476
00:26:11,560 --> 00:26:15,880
And usually if I'm doing that, 
I'm not getting an effect from 

477
00:26:15,880 --> 00:26:18,920
the equipment like over time, 
like we see this a lot in like 

478
00:26:18,920 --> 00:26:21,000
common equipment high these has 
a couple of these. 

479
00:26:21,200 --> 00:26:24,040
I either block for one or I get 
to use the effect. 

480
00:26:24,320 --> 00:26:26,880
There are some exceptions like 
traverse the universe. 

481
00:26:26,880 --> 00:26:29,800
You know it has blade break 
because when it defends it gets 

482
00:26:29,800 --> 00:26:30,840
the effect. 
So you're only supposed to do 

483
00:26:30,840 --> 00:26:35,680
that once. 
Battle worn I block and then at 

484
00:26:35,680 --> 00:26:39,160
the end of the combat chain I 
put a - 1 counter on it and that

485
00:26:39,160 --> 00:26:41,360
-1 counter stays. 
But there's nothing that 

486
00:26:41,360 --> 00:26:44,320
destroys the equipment. 
So once I have -1 counters equal

487
00:26:44,320 --> 00:26:46,800
to my block value, I'm no longer
going to be able to profitably 

488
00:26:46,800 --> 00:26:49,240
block without equipment. 
You still legally can. 

489
00:26:49,440 --> 00:26:51,960
You can block with it as much as
you want and it'll keep racking 

490
00:26:51,960 --> 00:26:55,560
up counters. 
But temper is a lot like battle 

491
00:26:55,560 --> 00:26:58,080
worn, but once it hits zero it 
will destroy itself. 

492
00:26:58,480 --> 00:27:01,760
If you block with a temper 2, 
it'll block for two. 

493
00:27:01,800 --> 00:27:04,280
Then you get a - 1 counter. 
Then if you block with it again,

494
00:27:04,640 --> 00:27:07,320
it'll block for one, then get 
another -1 counter. 

495
00:27:07,360 --> 00:27:10,520
Now that it's at 0 block, it 
will be destroyed, so it will 

496
00:27:10,520 --> 00:27:12,360
leave the field. 
You won't get the equipment. 

497
00:27:12,680 --> 00:27:16,040
So when LSS decides the 
difference between temper 2 and 

498
00:27:16,040 --> 00:27:19,200
Battle Worn 2, both of these 
block effectively for two and 

499
00:27:19,200 --> 00:27:22,720
one three effective block value 
over the course of the game, but

500
00:27:22,720 --> 00:27:25,920
Battle Worn can give me repeat 
value continuously after that. 

501
00:27:26,120 --> 00:27:28,920
Crash of the Ark Knight can 
block for three, but I can still

502
00:27:28,920 --> 00:27:30,480
make room chance with it over 
time. 

503
00:27:30,840 --> 00:27:33,520
And this is their way of saying,
like with this card, you can 

504
00:27:33,520 --> 00:27:37,080
think a little bit less about 
how you're blocking with it, 

505
00:27:37,080 --> 00:27:41,080
because the downside to blocking
with it is only the loss of the 

506
00:27:41,080 --> 00:27:43,880
ability to block with it later. 
It doesn't affect the actual 

507
00:27:43,880 --> 00:27:46,680
ability of the equipment. 
Yeah, you're encouraged to block

508
00:27:46,680 --> 00:27:49,080
with it. 
Sooner you could, yeah. 

509
00:27:49,400 --> 00:27:53,280
Whereas with Courage of Blade 
Hold, it's a card that I want to

510
00:27:53,280 --> 00:27:57,560
destroy it in order to give my 
weapons -1 resource cost when it

511
00:27:57,560 --> 00:28:01,520
comes with temper 2, so I can 
block for two pretty freely. 

512
00:28:02,040 --> 00:28:05,080
Then it has a -, 1 counter. 
But after that point I can make 

513
00:28:05,080 --> 00:28:08,240
the decision will I be cracking 
courage to get the effect of 

514
00:28:08,240 --> 00:28:11,520
courage or will I be blocking an
additional time to get one block

515
00:28:11,520 --> 00:28:15,480
value, but then probably not 
activating the ability at all 

516
00:28:15,520 --> 00:28:17,760
that game, only getting the 
three block value. 

517
00:28:17,760 --> 00:28:20,600
It provides like a branch in the
ways that you can get value out 

518
00:28:20,600 --> 00:28:21,760
of that equipment. 
Yeah. 

519
00:28:22,040 --> 00:28:24,760
And this is very different from 
Blade Break, where you're either

520
00:28:24,760 --> 00:28:27,360
encouraged to block with it 
exactly when you need that 

521
00:28:27,360 --> 00:28:32,080
effect, like which reverse, or 
as an absolute last ditch effort

522
00:28:32,280 --> 00:28:34,440
like in Skull Bone Cross Rap for
Rangers. 

523
00:28:34,840 --> 00:28:37,720
Or New Horizon, another blade 
break headpiece. 

524
00:28:37,920 --> 00:28:41,160
Also for Rangers. 
With New Horizon, when you block

525
00:28:41,160 --> 00:28:43,920
with it has the downside of 
destroying all the cards in your

526
00:28:43,920 --> 00:28:46,880
arsenal, so you really only want
to block for two with it at the 

527
00:28:46,880 --> 00:28:48,880
end of the game when you would 
lose otherwise. 

528
00:28:49,280 --> 00:28:51,080
Because once you're getting to 
that point where you're blocking

529
00:28:51,080 --> 00:28:53,000
with New Horizon, you've 
probably already lost. 

530
00:28:53,440 --> 00:28:56,160
I guess one other cool example 
is like massive momentum. 

531
00:28:56,480 --> 00:28:59,040
Massive momentum just gives you 
continuous value. 

532
00:28:59,040 --> 00:29:02,160
If you can proc it enough to 
drop cards off of it, it doesn't

533
00:29:02,160 --> 00:29:04,960
destroy itself. 
But at a certain point, once 

534
00:29:04,960 --> 00:29:08,480
they're low enough life, you 
actually physically cannot proc 

535
00:29:08,480 --> 00:29:10,760
it anymore because you have to 
deal damage three times in the 

536
00:29:10,760 --> 00:29:12,560
same turn. 
So when they have three or less 

537
00:29:12,560 --> 00:29:15,360
life, that on hit is no longer 
relevant and you can block 

538
00:29:15,360 --> 00:29:17,200
freely with that. 
Play brake equipment. 

539
00:29:19,440 --> 00:29:22,600
So we've already talked a little
bit about like some cards want 

540
00:29:22,600 --> 00:29:24,720
you to block in some ways. 
Was it you've missed 1 keyboard?

541
00:29:24,720 --> 00:29:26,680
Oh no. 
Oh yeah, Guardwell, the new one.

542
00:29:26,680 --> 00:29:31,320
The new one. 
Guardwell is a new keyword where

543
00:29:31,960 --> 00:29:36,680
you can however much it is 
blocking for, it gets that many 

544
00:29:36,680 --> 00:29:39,400
-1 counters. 
If it's Guardwell 2, then it'll 

545
00:29:39,400 --> 00:29:42,680
block for two and then go to 
like 0 effective block for the 

546
00:29:42,680 --> 00:29:45,320
rest of the game, but it'll 
still stay on the field. 

547
00:29:45,640 --> 00:29:47,840
It's kind of like a weird cross 
between the two. 

548
00:29:47,840 --> 00:29:50,720
It's a halfway point between 
like a Temper 2 or battle worn 

549
00:29:50,720 --> 00:29:54,080
2, which is effectively 3 block,
and a blade break, which is just

550
00:29:54,080 --> 00:29:55,600
blocking once and then 
destroying itself. 

551
00:29:56,000 --> 00:29:58,440
Balance of Justice was the first
guard will equipment. 

552
00:29:58,600 --> 00:30:00,520
It blocks for two, doesn't go 
away. 

553
00:30:00,680 --> 00:30:03,640
You still have the opportunity 
to cash it in whenever you feel 

554
00:30:03,640 --> 00:30:05,360
is appropriate after you've 
blocked for two. 

555
00:30:05,880 --> 00:30:08,240
And I think like Balance of 
Justice is one of those cards 

556
00:30:08,240 --> 00:30:10,160
that really wants you to block 
early. 

557
00:30:10,360 --> 00:30:13,280
That way, as soon as you see the
time to crack it, to draw that 

558
00:30:13,280 --> 00:30:16,040
card off balance of Justice, 
you've already gotten your your 

559
00:30:16,040 --> 00:30:19,000
block value out of it before you
block with it. 

560
00:30:19,200 --> 00:30:22,200
It is like value waiting. 
It's almost like a a series of 

561
00:30:22,200 --> 00:30:24,520
events that you want to happen 
to maximize your value, right? 

562
00:30:24,760 --> 00:30:27,680
I want to block as much as 
possible before I crack bounce 

563
00:30:27,680 --> 00:30:30,760
of justice. 
What I really like about 

564
00:30:30,760 --> 00:30:34,160
Guardwell in the designs that 
we're seeing lately, such as the

565
00:30:34,440 --> 00:30:40,240
Shield of Valheim, testament to 
Valheim, it's the like Cardwell 

566
00:30:40,240 --> 00:30:43,360
offhand guardian piece from the 
mastery pack that can 

567
00:30:43,360 --> 00:30:46,840
potentially block for five value
over the course of the game as 

568
00:30:46,840 --> 00:30:48,480
if you get enough seismic 
searches. 

569
00:30:49,200 --> 00:30:53,760
But the way that you get that 5 
value can be like all at once. 

570
00:30:53,800 --> 00:30:56,680
Or it could be like, I block 1 
here, I block another 2 here, I 

571
00:30:56,680 --> 00:31:00,000
block another 2 here. 
They make it very flexible. 

572
00:31:00,120 --> 00:31:02,000
Or block for three and then 
block for two. 

573
00:31:02,480 --> 00:31:05,520
So it's like, how can you get 
your seismic surges to line up 

574
00:31:05,520 --> 00:31:08,440
with the way that you need to 
block this specific aggression 

575
00:31:08,440 --> 00:31:10,680
coming at you? 
Exactly, very flexible. 

576
00:31:11,000 --> 00:31:13,920
Or like the blade beckener 
pieces from haunted limited you 

577
00:31:13,920 --> 00:31:17,360
could block for one on a non 
attack on a on an attack action 

578
00:31:17,360 --> 00:31:19,880
card and then block for one 
later on a dagger. 

579
00:31:20,200 --> 00:31:23,640
Or you could like block 2 on a 
dagger near the beginning that's

580
00:31:23,640 --> 00:31:25,760
been pumped. 
You kind of have that option. 

581
00:31:25,760 --> 00:31:28,840
The Cardwell has flexibility. 
It's somehow more flexible than 

582
00:31:28,840 --> 00:31:31,200
any of the other keywords that 
they've done before it just 

583
00:31:31,200 --> 00:31:33,120
because of the way it applies to
-1 counters. 

584
00:31:33,160 --> 00:31:35,120
There's two other block types I 
want to mention. 

585
00:31:35,320 --> 00:31:40,080
One is if a card has zero block,
such as Snapdragon Scalers. 

586
00:31:40,280 --> 00:31:44,040
Snapdragon scalers has 0 block, 
but it never destroys itself 

587
00:31:44,040 --> 00:31:46,080
when you block with it. 
There's no downside to blocking 

588
00:31:46,080 --> 00:31:47,640
with it, because there's no 
upside either. 

589
00:31:47,680 --> 00:31:51,240
Yeah, there's no keyword that 
says destroy this or put a -, 1 

590
00:31:51,240 --> 00:31:53,400
on this. 
It's just like ha ha ha, joke's 

591
00:31:53,400 --> 00:31:57,080
on you, I can block for 0. 
Which gets relevant in some 

592
00:31:57,080 --> 00:32:00,560
situations if a mechanologist is
playing T-bone and you have to 

593
00:32:00,560 --> 00:32:02,520
block with equipment. 
I don't want to block with my 

594
00:32:02,520 --> 00:32:04,800
blade break stuff because it'll 
be destroyed. 

595
00:32:04,800 --> 00:32:07,680
I don't want to block with my 
temper because it'll be quicker 

596
00:32:07,680 --> 00:32:09,120
to. 
It's closer to being destroyed, 

597
00:32:09,440 --> 00:32:12,680
but I can put a 0 block in front
of it and just fulfill the 

598
00:32:12,680 --> 00:32:15,040
requirement of blocking with an 
equipment even if it doesn't 

599
00:32:15,040 --> 00:32:18,000
like do anything. 
Some cards also can destroy 

600
00:32:18,000 --> 00:32:20,400
equipment that have 0 block 
value. 

601
00:32:20,640 --> 00:32:23,280
That can either be that guard 
well piece that was just sitting

602
00:32:23,280 --> 00:32:26,560
around or it could be the 
Snapdragon scalers, which hey, 

603
00:32:26,560 --> 00:32:28,760
you should have used it earlier 
so that I couldn't have 

604
00:32:28,760 --> 00:32:32,000
destroyed it here. 
Whereas some cards have no block

605
00:32:32,000 --> 00:32:36,480
value at all, which is different
than 0 having no block value at 

606
00:32:36,480 --> 00:32:38,280
all. 
We can call that a Pearl because

607
00:32:38,280 --> 00:32:40,920
there's a little Pearl where the
block value should be, such as 

608
00:32:40,920 --> 00:32:44,520
Crown of Dominion, the headpiece
that makes you royal and gives 

609
00:32:44,520 --> 00:32:47,120
you a gold token. 
Crown of Dominion has no block 

610
00:32:47,120 --> 00:32:50,120
value, so I cannot put it in 
front of an attacking card. 

611
00:32:50,360 --> 00:32:53,520
If I get hit with T-bone, Crown 
of Dominion is not a legal 

612
00:32:53,520 --> 00:32:55,200
option for me to throw in front 
of T-bone. 

613
00:32:55,200 --> 00:32:57,320
I'm going to have to throw one 
of my different equipment off of

614
00:32:57,320 --> 00:32:59,640
it. 
And if something destroys 

615
00:32:59,640 --> 00:33:02,440
something with 0 block like 
Clark was saying, that card 

616
00:33:02,440 --> 00:33:04,800
would not be able to destroy 
Crown of Dominion, right? 

617
00:33:05,080 --> 00:33:09,040
Very much so. 
So I get to stay royal. 

618
00:33:10,440 --> 00:33:12,400
Joel, what's your favorite 
keyword? 

619
00:33:12,880 --> 00:33:15,240
Like if they printed a new 
Warrior equipment, what do you 

620
00:33:15,240 --> 00:33:17,360
want printed on it? 
Do you want it to be Guardwell? 

621
00:33:17,640 --> 00:33:20,080
Do you want to be Battle Warren?
Do you want to be Temper? 

622
00:33:21,600 --> 00:33:24,320
That's a good question. 
I think it largely depends on 

623
00:33:24,320 --> 00:33:26,160
like whatever effects they're 
slapping on it. 

624
00:33:26,560 --> 00:33:29,200
I think battle like if I can get
more battle Warren like if there

625
00:33:29,200 --> 00:33:33,120
was a battle Warren class I'm 
gonna be biased and say it 

626
00:33:33,120 --> 00:33:34,960
should be warrior. 
Yeah, I think that tends to be 

627
00:33:34,960 --> 00:33:37,360
the strongest keyword, just 
looking at what it does, right? 

628
00:33:37,360 --> 00:33:39,600
Yeah, I get to block as much as 
I want and it doesn't destroy 

629
00:33:39,600 --> 00:33:41,760
itself, right? 
I'm going to be a little silly 

630
00:33:41,760 --> 00:33:43,880
here. 
I think I'd like to see blade 

631
00:33:43,880 --> 00:33:48,080
break, but I'd like to see a 
really big block value for blade

632
00:33:48,080 --> 00:33:51,040
break. 
Like a generic 4 block blade 

633
00:33:51,040 --> 00:33:54,240
break just. 
So to get the most value out of 

634
00:33:54,240 --> 00:33:57,200
your blocking equipment, one 
general rule of thumb that we 

635
00:33:57,200 --> 00:34:01,600
have is you want to block when 
it makes a difference and you're

636
00:34:01,600 --> 00:34:03,240
not just saving yourself two 
life. 

637
00:34:03,520 --> 00:34:06,360
If I could block for two, saving
two life is like the bare 

638
00:34:06,360 --> 00:34:09,159
minimum for what I can 
accomplish by blocking with my 

639
00:34:09,159 --> 00:34:12,679
two block equipment, right? 
It would be better if I blocked 

640
00:34:12,679 --> 00:34:15,719
an on hit if it's the difference
between you hitting with snatch 

641
00:34:15,840 --> 00:34:18,800
and drawing a card and not. 
That's a lot of value that I get

642
00:34:18,800 --> 00:34:21,280
from locking. 
Even if I'm over blocking like 

643
00:34:21,280 --> 00:34:24,040
with a three block and A2 block 
equipment so I'm blocking for 

644
00:34:24,040 --> 00:34:27,639
five against your 4, I'm still 
denying you will hold cards with

645
00:34:27,639 --> 00:34:30,159
a value. 
So that could be worth not 

646
00:34:30,159 --> 00:34:32,239
getting the full 2 block value 
out of my equipment. 

647
00:34:32,719 --> 00:34:34,760
Or if you're coming at me with 
command and conquer, I might 

648
00:34:34,760 --> 00:34:37,440
throw some equipment and a card 
in front of it instead of 

649
00:34:37,440 --> 00:34:39,920
throwing 2 cards because I want 
to keep more cards in my hand. 

650
00:34:39,920 --> 00:34:44,639
I want to stop the tempo loss 
that you are taking from me with

651
00:34:44,639 --> 00:34:48,880
command and conquer. 
I think another general rule of 

652
00:34:48,880 --> 00:34:52,960
thumb that I see a lot of like 
new players kind of fall for is 

653
00:34:52,960 --> 00:34:57,640
that like equipment tends to be 
just as good later in the game 

654
00:34:57,760 --> 00:35:00,200
as it is early in the game for 
blocking. 

655
00:35:00,400 --> 00:35:01,840
And there's some good exceptions
to this. 

656
00:35:02,200 --> 00:35:06,040
If I know my opponent is 
throwing really face up damage 

657
00:35:06,600 --> 00:35:09,360
where it's very clear how much 
they're swinging for, you can 

658
00:35:09,360 --> 00:35:12,440
imagine like a guardian swinging
A3 for seven or a three for or a

659
00:35:12,640 --> 00:35:16,040
six for 10 every turn. 
Oh hey look, armor being really 

660
00:35:16,040 --> 00:35:20,120
good against Guardian again. 
When the damage is really clear,

661
00:35:20,880 --> 00:35:26,320
then you can wait a really long 
time before you're blocking with

662
00:35:26,320 --> 00:35:28,840
armor because there's not going 
to be any surprises. 

663
00:35:29,400 --> 00:35:32,000
I that armor is going to be 
pretty much just as good when 

664
00:35:32,000 --> 00:35:35,280
I'm at one life as it would be 
when I'm at 30 because the 

665
00:35:35,280 --> 00:35:38,920
option will always be there and 
I can always wait to see if 

666
00:35:38,920 --> 00:35:41,200
you're going to throw an actual 
on hit later that I need to 

667
00:35:41,200 --> 00:35:43,320
stop. 
You know, like if you throw a 

668
00:35:43,320 --> 00:35:46,440
crush effect, I would love to be
able to make that one point of 

669
00:35:46,440 --> 00:35:48,040
armor. 
The difference between me 

670
00:35:48,040 --> 00:35:50,800
getting getting hit with the 
crush effect from spinal or 

671
00:35:50,800 --> 00:35:54,520
crippling crush versus like not 
taking that hit right. 

672
00:35:54,840 --> 00:35:56,400
That could be a very effective 
use of my armor. 

673
00:35:56,560 --> 00:35:58,800
Yeah, One thing I see new 
players doing a lot is they'll 

674
00:35:58,800 --> 00:36:01,880
see a very scary vanilla damage 
number, like like you said, the 

675
00:36:01,880 --> 00:36:05,200
six for 10s, which if you're not
familiar with, like how 

676
00:36:05,200 --> 00:36:08,520
Guardians used to play, they 
would just have a lot of cards 

677
00:36:08,520 --> 00:36:13,040
that say, cost 6 swings were 10,
they'd have like 9 of them in a 

678
00:36:13,040 --> 00:36:15,960
deck. 
And it can be tempting to use 

679
00:36:15,960 --> 00:36:18,480
your armor value to like 
conserve live quote UN quote. 

680
00:36:18,480 --> 00:36:19,520
Because you feel like you're 
taking. 

681
00:36:19,520 --> 00:36:20,800
Too much at once, right? 
Right. 

682
00:36:20,800 --> 00:36:24,240
But it's it's that discipline 
you build over time to say it's 

683
00:36:24,240 --> 00:36:26,280
just vanilla damage. 
I'm going to need this later. 

684
00:36:26,280 --> 00:36:28,680
Let's save it. 
Now there are exceptions to this

685
00:36:28,680 --> 00:36:32,600
like evasion, although armor is 
really good at getting around 

686
00:36:32,600 --> 00:36:33,960
evasion. 
That's another good thing to 

687
00:36:33,960 --> 00:36:37,040
save armor for is like, oh man, 
I really wish I could have 

688
00:36:37,040 --> 00:36:39,840
blocked here. 
So I'll save my armor for 

689
00:36:39,840 --> 00:36:42,600
moments like that and I'll block
with cards from hand instead. 

690
00:36:42,920 --> 00:36:45,840
But I think it's good to note 
that like, that is a good play 

691
00:36:46,160 --> 00:36:49,280
when you block with hand instead
of armor. 

692
00:36:49,600 --> 00:36:51,800
Other than that, like it doesn't
make a difference whether you 

693
00:36:51,800 --> 00:36:54,680
block this evasive attack or the
next one, It's kind of the same 

694
00:36:54,680 --> 00:36:57,320
difference. 
Depending on what's in hand too,

695
00:36:57,440 --> 00:37:00,320
yeah, yeah. 
I also think that something that

696
00:37:00,320 --> 00:37:03,720
I always think about with my 
equipment is that it is sitting 

697
00:37:03,720 --> 00:37:06,760
value. 
And so I need to utilize it when

698
00:37:06,760 --> 00:37:09,600
it can give me an overlap, 
right? 

699
00:37:09,920 --> 00:37:13,480
So we've talked in this podcast 
before about offensive and 

700
00:37:13,480 --> 00:37:16,960
defensive overlaps. 
It's the ability to essentially 

701
00:37:17,400 --> 00:37:20,440
give yourself blocking value 
beyond what would be reasonably 

702
00:37:20,440 --> 00:37:24,480
expected from a hand, or 
offensive value that could be 

703
00:37:24,480 --> 00:37:28,760
reasonably expected from a hand.
I always try to use my equipment

704
00:37:29,080 --> 00:37:33,600
in the moments where it gives me
that overlap that my opponent 

705
00:37:33,600 --> 00:37:35,920
throws AC and C at me and I'm 
sitting on that Blood Rush 

706
00:37:35,920 --> 00:37:37,920
fellow in Arsenal. 
I'm going to block up my 

707
00:37:37,920 --> 00:37:41,160
carrying Husk and I'm going to 
come back with A5 card Blood 

708
00:37:41,160 --> 00:37:43,200
Rush. 
Yeah, yeah, I think that's 

709
00:37:43,200 --> 00:37:46,000
another good way of like trying 
to decide on your good moments 

710
00:37:46,000 --> 00:37:48,840
to use equipment. 
There are some cards where you 

711
00:37:48,840 --> 00:37:51,960
need a lot of tempo in order to 
be able to throw them. 

712
00:37:51,960 --> 00:37:53,480
Blood Rush Bellow is a great 
example. 

713
00:37:53,600 --> 00:37:56,120
Crippling Crush and Guardian is 
another good example. 

714
00:37:56,640 --> 00:38:00,720
Like if I stick Blood Rush 
bellow and Arsenal, I'm going to

715
00:38:00,720 --> 00:38:05,040
need to take damage in order to 
cast it again or use equipment 

716
00:38:05,040 --> 00:38:07,520
to slow them down. 
Like it's a lot safer for me to 

717
00:38:07,520 --> 00:38:10,640
Arsenal Blood Rush Bellow when I
have like scowling flesh back as

718
00:38:10,640 --> 00:38:12,520
an example. 
That's like a very defensive 

719
00:38:12,520 --> 00:38:14,640
card because it can ruin their 
turn, you know? 

720
00:38:15,200 --> 00:38:18,680
So having that on the field is 
enough defense that I can 

721
00:38:18,680 --> 00:38:21,360
reasonably cast my stronger 
cards later in the game. 

722
00:38:21,520 --> 00:38:23,960
Whereas if I don't have those 
equipment, I might not be able 

723
00:38:23,960 --> 00:38:25,960
to. 
So I might want to block in my 

724
00:38:25,960 --> 00:38:28,120
mediocre hands to keep my 
equipment. 

725
00:38:28,320 --> 00:38:31,280
That way I can keep the the 
aggressive cards that I really 

726
00:38:31,280 --> 00:38:33,360
want in order to win the game. 
When I really don't want to 

727
00:38:33,360 --> 00:38:35,920
block the cards in hand, that's 
when the equipment comes in. 

728
00:38:36,240 --> 00:38:40,080
So it's interesting how 
sometimes blocking well and 

729
00:38:40,080 --> 00:38:43,160
effectively with equipment is 
about blocking with cards from 

730
00:38:43,160 --> 00:38:46,240
hand more of the time in order 
to give yourself the space that 

731
00:38:46,240 --> 00:38:48,480
you need to block with the 
equipment and keep your the 

732
00:38:48,480 --> 00:38:50,640
hands that you want. 
I don't even think I've really 

733
00:38:50,640 --> 00:38:53,040
ever thought of it that way 
until I'm recorded now, really. 

734
00:38:53,120 --> 00:38:55,800
Really weird, right? 
You're like, I use my equipment 

735
00:38:55,800 --> 00:38:59,640
to protect my hand and my hand 
to protect my equipment. 

736
00:38:59,640 --> 00:39:02,480
Yeah. 
Yeah, but it's it's very real. 

737
00:39:02,720 --> 00:39:06,720
Also, some equipment really want
you to have very specific game 

738
00:39:06,720 --> 00:39:10,080
states talking about one that 
we've already mentioned before, 

739
00:39:10,080 --> 00:39:12,840
traverse the universe. 
You don't want to block with 

740
00:39:12,840 --> 00:39:15,040
that until you've transcended. 
But even once you've 

741
00:39:15,040 --> 00:39:19,680
transcended, you kind of want to
wait until having that extra chi

742
00:39:19,680 --> 00:39:22,520
is going to result in a lot of 
value for you, right? 

743
00:39:22,680 --> 00:39:26,040
You're going to wait until you 
draw your Mirror guy to block 

744
00:39:26,040 --> 00:39:30,160
with your traverse, or to use 
another example that has Living 

745
00:39:30,160 --> 00:39:33,880
Legends Aurora with ZAP 
Clappers, you're going to wait 

746
00:39:33,880 --> 00:39:37,280
for that Channel Lightning 
Valley to be on the field before

747
00:39:37,280 --> 00:39:40,120
you block with ZAP Clappers 
because you want to get the draw

748
00:39:40,120 --> 00:39:42,400
off of the arcane damage that it
would deal. 

749
00:39:42,400 --> 00:39:44,360
Absolutely. 
Like you're blocking with 

750
00:39:44,360 --> 00:39:47,080
equipment in order to trigger 
synergies in your deck. 

751
00:39:47,080 --> 00:39:48,800
So you have clear signals in 
your deck. 

752
00:39:49,000 --> 00:39:50,880
When is it time to block with 
this equipment? 

753
00:39:52,800 --> 00:39:55,440
One other exception I want to 
get for like how do we know if 

754
00:39:55,440 --> 00:39:57,040
it's good to block later or 
earlier? 

755
00:39:57,160 --> 00:39:59,360
And that's attack reaction focus
decks. 

756
00:39:59,560 --> 00:40:02,440
If you're playing against a 
warrior or assassin, I tend to 

757
00:40:02,440 --> 00:40:04,960
like to block with my equipment 
earlier to make sure I get the 

758
00:40:04,960 --> 00:40:08,320
value out of them to keep my 
life total up higher because. 

759
00:40:09,800 --> 00:40:12,920
Having a higher life total is 
just very important when my 

760
00:40:12,920 --> 00:40:16,480
opponent can surprise deal an 
extra 5 to 10 damage on attack 

761
00:40:16,480 --> 00:40:19,560
reactions. 
So I do not wanna get to lethal 

762
00:40:19,560 --> 00:40:21,880
range, I do not wanna get to 10 
life. 

763
00:40:22,040 --> 00:40:23,760
And if I have to give equipment 
in order to make sure that 

764
00:40:23,760 --> 00:40:28,360
happens, then it kind of adjusts
where you consider that to be 

765
00:40:28,360 --> 00:40:32,600
like your lethal life total 
against Guardians, face up 

766
00:40:32,600 --> 00:40:36,600
damage, I can go to like 123 
life and protect my equipment up

767
00:40:36,600 --> 00:40:38,600
until that point. 
But against Assassin and 

768
00:40:38,600 --> 00:40:40,920
Warrior, they've already killed 
me at that point, you know I 

769
00:40:40,920 --> 00:40:43,560
can't get below 10. 
They want that higher life total

770
00:40:43,560 --> 00:40:47,960
to be a weapon in the mind game 
of like, if I have to react 

771
00:40:47,960 --> 00:40:50,080
here, you'll die. 
So you want to give me extra 

772
00:40:50,080 --> 00:40:51,080
cards? 
Yeah. 

773
00:40:51,400 --> 00:40:53,600
And then they provoke you and 
they take an extra card anyway. 

774
00:40:54,400 --> 00:40:58,560
And by keeping your life total 
up, you're able to avoid hitting

775
00:40:58,560 --> 00:41:01,800
that catch 22 where you've kind 
of already lost because it's out

776
00:41:01,800 --> 00:41:04,320
of reach of those extended 
lethals. 

777
00:41:04,960 --> 00:41:06,840
You could probably also put 
Brute in that category, 

778
00:41:06,840 --> 00:41:09,720
especially Rhinar, because they 
can intimidate your whole hand 

779
00:41:09,720 --> 00:41:12,680
away sometimes. 
If you have temper or battle 

780
00:41:12,680 --> 00:41:15,360
warrant, you want to get the 
first block value out of the way

781
00:41:15,360 --> 00:41:19,200
so you can see the second value 
of the second block, right? 

782
00:41:19,600 --> 00:41:22,960
If it blocks for two and one, 
but I'm at 10 life, I might miss

783
00:41:22,960 --> 00:41:25,520
my opportunity to block with for
my 1. 

784
00:41:25,520 --> 00:41:27,920
You know, those are a lot of the
basics I wanted to get out of 

785
00:41:27,920 --> 00:41:29,960
the way. 
Hopefully I gave you a couple 

786
00:41:29,960 --> 00:41:32,360
things to think about. 
We're going to move on to blue 

787
00:41:32,360 --> 00:41:34,360
pitch now. 
Joel's going to talk about 

788
00:41:34,560 --> 00:41:38,160
arcane damage and how equipment 
can protect us from the magic. 

789
00:41:38,320 --> 00:41:42,200
So for my pitch I want to talk 
about nullroon and the arcane 

790
00:41:42,200 --> 00:41:45,080
and all the things that make 
Joel's around the world pretty 

791
00:41:45,080 --> 00:41:47,680
sad so. 
That's why it's Joe's blue 

792
00:41:47,680 --> 00:41:49,240
pitch, because it's. 
So true. 

793
00:41:49,240 --> 00:41:53,960
I got some shit to say. 
So I want to talk about the 

794
00:41:53,960 --> 00:41:56,680
Noroon set. 
So like the null rune gloves 

795
00:41:56,680 --> 00:42:00,000
boots. 
That's it, right? 

796
00:42:02,880 --> 00:42:05,080
Oh, the hood and the chest? 
Yeah, or the rope. 

797
00:42:05,080 --> 00:42:09,480
Excuse me, So these this is like
the baseline that flesh and 

798
00:42:09,480 --> 00:42:12,760
blood gave us to defend against 
the arcane arts. 

799
00:42:13,120 --> 00:42:16,800
And it's essentially infinite 
block value because the way you 

800
00:42:16,800 --> 00:42:20,080
block arcane damage is you pay 
one resource for every source of

801
00:42:20,080 --> 00:42:23,680
arcane barrier, 1-2 or three. 
And arcane damage functions 

802
00:42:24,120 --> 00:42:28,200
obviously very differently than 
regular physical damage, where 

803
00:42:28,200 --> 00:42:31,880
every source of arcane damage, 
whether it's one through like 

804
00:42:31,880 --> 00:42:35,240
let's say 5. 
Yeah, so let's talk about how 

805
00:42:35,240 --> 00:42:38,520
what this looks like 
functionally in the game if I 

806
00:42:38,520 --> 00:42:43,000
have a stack of 12 room chance. 
Which you often do. 

807
00:42:43,000 --> 00:42:47,280
Fucker tell. 
Him you get his ass. 

808
00:42:48,480 --> 00:42:55,000
That's a me joke. 
And so when I have a stack of 12

809
00:42:55,000 --> 00:42:58,360
rune chants and I attack you 
with my reaping blade, that is 

810
00:42:58,360 --> 00:43:03,680
12 sources of 1 arcane damage. 
You don't need arcane barrier 12

811
00:43:03,680 --> 00:43:07,000
to deal with it. 
You only need arcane barrier 1 

812
00:43:07,280 --> 00:43:12,440
and then you pay 12 resources to
stop the 12 rune chants. 

813
00:43:12,440 --> 00:43:16,520
One resource per rune chant. 
Or if you're poor, you pitch 

814
00:43:16,520 --> 00:43:18,880
your single blue and take the 
other. 

815
00:43:18,880 --> 00:43:19,920
Nothing. 
Yeah. 

816
00:43:20,720 --> 00:43:22,640
That is indeed how it goes a lot
the topic. 

817
00:43:24,240 --> 00:43:30,240
And now you don't have a blue. 
With the Wizards, they will 

818
00:43:30,240 --> 00:43:32,920
attack you for, say a. 
They could attack you for a 

819
00:43:33,080 --> 00:43:37,800
single source of 12. 
When they do that, you do need 

820
00:43:37,800 --> 00:43:40,960
Arcane Barrier 12 to deal with 
it because it is a single source

821
00:43:40,960 --> 00:43:44,960
of 12 damage rather than twelve 
sources of one damage. 

822
00:43:45,280 --> 00:43:47,720
And so that's the difference. 
It is what is the number of 

823
00:43:47,720 --> 00:43:51,640
sources and then what is the 
number of the individual damage 

824
00:43:51,640 --> 00:43:54,240
per source. 
So it's like damage per source 

825
00:43:54,240 --> 00:43:57,080
and then that's how much arcane 
barrier you need to cover it. 

826
00:43:58,360 --> 00:44:00,880
Yeah, well put. 
Dealing with arcane damage is 

827
00:44:01,000 --> 00:44:03,960
very different across the 
classes because there are some 

828
00:44:03,960 --> 00:44:06,080
red line decks that say I don't 
want to pitch at all, I'm just 

829
00:44:06,080 --> 00:44:07,880
going to use this to damage you 
back. 

830
00:44:07,880 --> 00:44:11,280
So they'll often be taking 
either all the rune chance or 

831
00:44:11,280 --> 00:44:13,240
the entirety of the big arcane 
spell. 

832
00:44:13,640 --> 00:44:17,120
Whereas guardians will often 
have a plethora of blue, so they

833
00:44:17,120 --> 00:44:19,960
can pay 12 into rune chance if 
they feel like it's better than 

834
00:44:19,960 --> 00:44:24,520
blocking physical, or they can 
block 3 of a big chunky spell 

835
00:44:24,520 --> 00:44:28,720
and then reduce the damage of 
their whole turn if it's like, 

836
00:44:28,760 --> 00:44:30,280
you know, some type of amp 
effect. 

837
00:44:30,560 --> 00:44:35,880
Similarly, some decks are more 
heavily rooted in yellow cards, 

838
00:44:35,880 --> 00:44:40,080
so they would only really run 
like Arcane Barrier 2, which 

839
00:44:40,080 --> 00:44:42,800
would be like your boots and 
your gloves only because 

840
00:44:43,200 --> 00:44:46,800
realistically you're not going 
to be able to AB3 anything even 

841
00:44:46,800 --> 00:44:51,200
if you had it equipped. 
So the way the Arcane Barrier 

842
00:44:51,320 --> 00:44:54,760
works right now drastically 
changes how each deck is going 

843
00:44:54,760 --> 00:45:01,040
to be able to not only equip 
themselves for arcane damage or 

844
00:45:01,040 --> 00:45:03,160
even deal with it on a term by 
term basis. 

845
00:45:03,200 --> 00:45:05,480
Yeah. 
Which is it kind of Harkins back

846
00:45:05,480 --> 00:45:07,520
to what we were saying at the 
end of Yellow Pitch there where 

847
00:45:07,520 --> 00:45:10,000
we were saying, you know, it's 
really interesting how you can 

848
00:45:10,000 --> 00:45:12,960
like use your hand to protect 
your equipment or your equipment

849
00:45:12,960 --> 00:45:15,680
to protect your hand with arcane
damage. 

850
00:45:16,520 --> 00:45:18,680
You have to use your hand and 
your equipment. 

851
00:45:18,680 --> 00:45:22,320
You have to sacrifice both 
places to deal with any single 

852
00:45:22,320 --> 00:45:23,080
source. 
Yeah. 

853
00:45:23,240 --> 00:45:25,360
I think that's part of what 
balances it too, right? 

854
00:45:25,680 --> 00:45:28,200
If you talk about the rate of 
damage you get for arcane 

855
00:45:28,200 --> 00:45:30,400
spells, it tends to be less than
physical. 

856
00:45:30,400 --> 00:45:32,840
You know? 
Like Voltic Bolt is on rate for 

857
00:45:32,840 --> 00:45:35,440
arcane. 
It's two resources to come in 

858
00:45:35,440 --> 00:45:39,520
for five with no go again. 
Whereas usually you get 6 power 

859
00:45:39,520 --> 00:45:41,440
out of a cart like that if it 
were physical, right? 

860
00:45:41,560 --> 00:45:44,760
Or you could go again or 
something so you're swinging for

861
00:45:44,760 --> 00:45:47,200
less damage. 
They don't lose any cards in 

862
00:45:47,200 --> 00:45:49,160
deck by blocking it with arcane 
barriers. 

863
00:45:49,160 --> 00:45:50,880
That's another big downside of 
arcane. 

864
00:45:51,160 --> 00:45:53,480
But the upside is it comes with 
re evasion. 

865
00:45:53,480 --> 00:45:57,280
They have to give you equipment 
slots in order to have the 

866
00:45:57,280 --> 00:46:00,080
ability to block some of it. 
Every equipment slot that they 

867
00:46:00,080 --> 00:46:03,600
give up to run their shitty no 
room piece or arcane barrier 

868
00:46:03,600 --> 00:46:05,800
like classic equipment. 
Like it's going to be something 

869
00:46:05,800 --> 00:46:08,560
that they probably would rather 
run something else in order to 

870
00:46:08,560 --> 00:46:12,240
get their game plan going. 
So by it's like ruining their 

871
00:46:12,240 --> 00:46:15,320
game plan in advance when we sit
down, you are not going to be 

872
00:46:15,320 --> 00:46:17,400
able to run all of those 
equipment pieces that you built 

873
00:46:17,400 --> 00:46:20,400
your game plan around. 
And with this baseline in mind, 

874
00:46:20,400 --> 00:46:24,600
then consider like how many of 
classes that you play that have 

875
00:46:24,720 --> 00:46:29,560
in class Arcane Barrier. 
So you'll see cards like the, I 

876
00:46:29,560 --> 00:46:32,560
think it's called the Widow Veil
or the Widow, whatever. 

877
00:46:32,720 --> 00:46:35,320
It's the equipment suite that 
got released in Rosetta that had

878
00:46:35,320 --> 00:46:38,360
both Arcane Barrier and spell 
Void in the same slot. 

879
00:46:38,760 --> 00:46:41,760
And there's also, you know, in 
room Blade there are a magical 

880
00:46:41,760 --> 00:46:43,880
class. 
So magical classes like that 

881
00:46:43,880 --> 00:46:46,600
will often have heavier sources 
of arcane barrier. 

882
00:46:46,800 --> 00:46:51,280
So you could potentially run 
arcane barrier, you know, 2 

883
00:46:51,280 --> 00:46:54,880
through 4 and not run any 
generic null rune stuff. 

884
00:46:55,440 --> 00:47:00,560
And that's sort of how LSS 
balances non magical classes 

885
00:47:00,560 --> 00:47:03,560
versus the magical classes. 
Like something that I've always 

886
00:47:03,560 --> 00:47:06,720
been frustrated with obviously 
cuz I like play the class is 

887
00:47:06,720 --> 00:47:09,880
warrior doesn't have any in 
class arcane barrier. 

888
00:47:10,080 --> 00:47:12,480
But in this discussion we've 
already talked about how 

889
00:47:12,480 --> 00:47:17,000
powerful their armor is at 
blocking physical damage. 

890
00:47:17,040 --> 00:47:20,040
I think if they were also really
good at blocking magical damage 

891
00:47:20,200 --> 00:47:23,840
it could be extremely overturned
and that's probably the reason 

892
00:47:23,840 --> 00:47:26,280
why they don't have any in class
arcane barrier yet. 

893
00:47:26,560 --> 00:47:28,280
And like Ranger's, the exact 
opposite. 

894
00:47:28,440 --> 00:47:31,920
Ranger will run Arcane Barrier 
by accident because it's so in 

895
00:47:31,920 --> 00:47:33,880
tune with the cards they already
want to run. 

896
00:47:33,880 --> 00:47:37,280
It's paired together with good 
equipment, Bullseye bracers, 

897
00:47:37,400 --> 00:47:41,000
Skull Bone, Cross wrap like 
Arcane, and Trench of Sucker 

898
00:47:41,000 --> 00:47:43,720
Treasures, right? 
So you could be running AB 3 

899
00:47:43,840 --> 00:47:46,520
just by accident even if your 
opponent's not running Arcane 

900
00:47:46,560 --> 00:47:48,360
Barrier. 
So if you come across a wizard, 

901
00:47:48,560 --> 00:47:50,720
you're like, Oh well, it's a 
good thing I already have Arcane

902
00:47:50,720 --> 00:47:52,080
Barrier 3. 
You don't have to change my game

903
00:47:52,080 --> 00:47:55,480
plan too much, right? 
And for all you youngsters out 

904
00:47:55,480 --> 00:47:58,840
there, there was a time when 
Azalea was dog shit like I'm 

905
00:47:58,840 --> 00:48:02,160
telling you like like less than 
100 LL points probably. 

906
00:48:02,560 --> 00:48:06,000
And even she had a very good 
match up into Wizards because 

907
00:48:06,000 --> 00:48:09,880
her base equipment set had AB 3.
So little things like that make 

908
00:48:10,400 --> 00:48:13,640
flesh and blood very interesting
because they add in these like 

909
00:48:13,640 --> 00:48:17,520
subtle synergies without unless 
you take the time to like really

910
00:48:17,520 --> 00:48:19,360
examine it all, it goes 
unnoticed. 

911
00:48:19,840 --> 00:48:23,000
I think it's also very 
interesting that two of the 

912
00:48:23,000 --> 00:48:27,880
classes that we just or there's 
other classes that have good in 

913
00:48:28,120 --> 00:48:33,760
class Arcane Barrier, most 
notably Mechanologist. 

914
00:48:33,920 --> 00:48:36,800
Yes. 
Which were also the classes 

915
00:48:36,880 --> 00:48:40,120
first printed in a set with 
arcane damage. 

916
00:48:40,440 --> 00:48:42,320
That's true. 
Just named all three of them. 

917
00:48:42,440 --> 00:48:45,120
Yeah. 
And so I think it's very 

918
00:48:45,120 --> 00:48:49,960
interesting because as they 
expand where and how to print 

919
00:48:49,960 --> 00:48:53,120
Wizard Unlimited and how to 
design Wizard in limited 

920
00:48:53,120 --> 00:48:56,400
environments, I think they may 
become more comfortable giving 

921
00:48:56,400 --> 00:49:01,760
Arcane Barrier to other classes.
It's not that it can't come, but

922
00:49:01,760 --> 00:49:04,200
maybe that it just isn't here 
yet. 

923
00:49:04,640 --> 00:49:05,920
You know what else was kind of 
funny? 

924
00:49:05,920 --> 00:49:09,480
Like we didn't have a lot more 
Arcane Barrier added to the game

925
00:49:09,520 --> 00:49:12,080
in Rosetta. 
Like we did see a bunch of 

926
00:49:12,280 --> 00:49:14,640
pieces in the expansion slot 
Assassin. 

927
00:49:15,840 --> 00:49:19,320
I'm sure there were others, but 
but they in limited, they're 

928
00:49:19,320 --> 00:49:21,560
like, Oh yeah, we're just going 
to have you gain life. 

929
00:49:21,560 --> 00:49:23,320
We're not even going to, like, 
give you Arcane prevention. 

930
00:49:23,320 --> 00:49:26,960
Game life and the macro, yeah, 
we're two strategies that they 

931
00:49:26,960 --> 00:49:29,720
use to work around arcane damage
in the limited environment. 

932
00:49:33,000 --> 00:49:36,440
Yeah, Speaking of the macro, 
let's talk about spell Void 

933
00:49:37,040 --> 00:49:40,280
because a lot of classes don't 
want to be pitching into things 

934
00:49:40,280 --> 00:49:43,720
like arcane barrier to to their 
defense against arcane. 

935
00:49:44,080 --> 00:49:48,160
However, like we mentioned like 
the widow set of assassin 

936
00:49:48,160 --> 00:49:53,360
equipment and a few other very 
key pieces have spell void which

937
00:49:53,360 --> 00:49:56,280
basically says whenever you 
would be dealt arcane damage you

938
00:49:56,280 --> 00:49:58,840
can prevent that much by 
destroying that piece of 

939
00:49:58,840 --> 00:50:01,640
equipment that has spell void. 
And you know it ranges from like

940
00:50:01,640 --> 00:50:04,360
spell void one to spell void. 
I think 2 is the highest right 

941
00:50:04,360 --> 00:50:06,320
now, 2. 
Is really the highest I think 

942
00:50:06,320 --> 00:50:08,640
we've ever seen. 
Shark Charmers, Halo of 

943
00:50:08,640 --> 00:50:10,840
Illumination, those are the ones
I can think of right now. 

944
00:50:12,840 --> 00:50:16,000
And Arkan Evan Fold. 
Arkanite Fortress, Yeah, if 

945
00:50:16,000 --> 00:50:17,240
you're running Arkanite school 
cap. 

946
00:50:17,680 --> 00:50:21,040
Then the more Arkanite they give
us baby, the better it's gonna 

947
00:50:21,040 --> 00:50:24,440
get. 
Oh yeah, any thoughts about 

948
00:50:24,440 --> 00:50:26,840
spell void I? 
I personally like it because 

949
00:50:27,200 --> 00:50:29,440
it's the only way Bolton can 
really deal with arcane damage. 

950
00:50:29,480 --> 00:50:31,920
But it's like, thank God, I can 
actually just block with my 

951
00:50:31,920 --> 00:50:33,600
equipment. 
That's all I want to do with my 

952
00:50:33,600 --> 00:50:35,640
equipment. 
It's just block them and spell. 

953
00:50:35,760 --> 00:50:37,080
It's like. 
That that's true. 

954
00:50:37,160 --> 00:50:40,400
It behaves a lot more naturally 
than the other equipment, and as

955
00:50:40,400 --> 00:50:44,040
a result of that, it's easier to
find the play lines to make it 

956
00:50:44,040 --> 00:50:45,720
work. 
You don't have to like, change 

957
00:50:45,720 --> 00:50:49,840
your entire deck construction to
run all these extra Blues so 

958
00:50:49,840 --> 00:50:52,640
that you can still have a turn 
and pitch a blue. 

959
00:50:53,120 --> 00:50:57,760
Now you can just be like hmm, 
prevent the damage by putting 

960
00:50:57,760 --> 00:50:59,760
these things on the table in 
front of it. 

961
00:51:00,160 --> 00:51:03,280
It's kind of like Arcane Barrier
helps you across the game, you 

962
00:51:03,280 --> 00:51:06,680
know, like in the long term, 
being able to continuously pitch

963
00:51:06,680 --> 00:51:09,720
to Arcane Barrier is going to 
like help you stop their on hits

964
00:51:09,720 --> 00:51:11,520
and effects as well as keep 
cards in your deck. 

965
00:51:11,520 --> 00:51:13,120
And it's how you beat a wizard 
over time. 

966
00:51:13,400 --> 00:51:16,160
But people like Kano, they don't
just play over time. 

967
00:51:16,160 --> 00:51:18,360
They play in one solid turn. 
That's when Spellboy is really 

968
00:51:18,360 --> 00:51:21,400
good when you want to block 
Arcane in key moments. 

969
00:51:21,880 --> 00:51:24,520
And obviously the best case is 
when you can have both together 

970
00:51:24,520 --> 00:51:26,600
at the same time. 
I think this is one of the 

971
00:51:26,600 --> 00:51:29,320
reasons why Aurora was a top 
deck in the meta because she had

972
00:51:29,320 --> 00:51:33,600
that Dyadic Carabus AB2. 
The lightning grieves AB 1, so 

973
00:51:33,600 --> 00:51:35,960
there's your AB 3. 
And then Fuzzy, you just said 

974
00:51:35,960 --> 00:51:38,400
it, shock charmers in the yard, 
there's your spell Void 2. 

975
00:51:38,720 --> 00:51:42,200
And then I still get to keep my 
headpiece for whatever I want. 

976
00:51:42,520 --> 00:51:46,880
Like that's really strong. 
I think it's I kind of agree 

977
00:51:46,880 --> 00:51:50,240
with what you're saying, but one
caveat is that like if I knew 

978
00:51:50,280 --> 00:51:52,640
they were only going to be 
dealing arcane in one turn of 

979
00:51:52,640 --> 00:51:54,720
the game, I would just want 
spell void. 

980
00:51:54,920 --> 00:51:57,120
And if I knew they were going to
do a little bit over the course 

981
00:51:57,120 --> 00:51:59,760
of the entire game, like if they
were a rune blade, I would just 

982
00:51:59,760 --> 00:52:02,080
want arcane barrier 1 spell void
one wouldn't help me get the 

983
00:52:02,080 --> 00:52:04,160
rune blade. 
So they're not always I think 

984
00:52:04,160 --> 00:52:08,400
best in tandem necessarily, but 
against like Kano or like 

985
00:52:08,400 --> 00:52:11,040
dedicated Wizards, like they're 
not going to do all arcane on 

986
00:52:11,040 --> 00:52:12,840
one single turn. 
They're going to do it over the 

987
00:52:12,840 --> 00:52:15,160
course of the game. 
So you you can definitely 

988
00:52:15,160 --> 00:52:17,640
overwhelm them with both and 
secure the match up. 

989
00:52:17,880 --> 00:52:19,760
And that sounds like a lot of 
equipment spaces. 

990
00:52:19,760 --> 00:52:22,920
So let's talk about the 
inventory and how that interacts

991
00:52:22,920 --> 00:52:25,160
with all the stuff we just 
mentioned, like the spell void 

992
00:52:25,160 --> 00:52:27,520
pieces. 
We're going to be running the 

993
00:52:27,520 --> 00:52:28,880
AB. 
This is very full circle to that

994
00:52:28,880 --> 00:52:31,120
very first point made. 
I main red pitch. 

995
00:52:31,680 --> 00:52:34,400
Everyone starts with four 
equipment slots. 

996
00:52:35,360 --> 00:52:37,400
You only have so much room to 
put this stuff in. 

997
00:52:38,040 --> 00:52:42,160
Yeah, yeah, yeah, that's true. 
So Clark was saying that there's

998
00:52:42,160 --> 00:52:43,760
only four slots you can do stuff
with. 

999
00:52:43,760 --> 00:52:47,120
And if everything is super 
valuable in those same slots, 

1000
00:52:47,120 --> 00:52:50,120
you have to really pick and 
choose in your deck building, 

1001
00:52:50,280 --> 00:52:51,920
like what you can afford to go 
out with. 

1002
00:52:51,920 --> 00:52:56,760
Like for me, I always feel bad 
about like taking out Brayforge 

1003
00:52:56,760 --> 00:53:00,360
bracers for no room gloves 
because Brayforge bracers I can 

1004
00:53:00,360 --> 00:53:03,840
also get one point of value 
offensively and I might not 

1005
00:53:03,840 --> 00:53:08,280
always get to use it as Arcane 
barrier versus like Verdance or 

1006
00:53:08,680 --> 00:53:11,360
Cano for instance. 
One thing we already talked 

1007
00:53:11,360 --> 00:53:15,240
about previously is that some 
classes have a more difficult 

1008
00:53:15,240 --> 00:53:18,440
time dealing with arcane damage 
because they don't have those in

1009
00:53:18,440 --> 00:53:21,200
class suites. 
So if I'm a warrior player and I

1010
00:53:21,200 --> 00:53:24,400
have like 4 pieces of really 
good equipment, I then also have

1011
00:53:24,400 --> 00:53:29,800
to add like 123 arcane barrier 
slots for like no rune or spell 

1012
00:53:29,800 --> 00:53:31,800
void. 
And it's not 7 slots, not 

1013
00:53:31,800 --> 00:53:33,600
including like whatever weapons 
you're bringing. 

1014
00:53:33,800 --> 00:53:37,840
So already like an eighth of 
your deck is devoted strictly to

1015
00:53:37,840 --> 00:53:41,240
equipment, and that can be a lot
when you have to also navigate 

1016
00:53:41,240 --> 00:53:44,960
like which matchups do arcane in
the small forms like in the 

1017
00:53:44,960 --> 00:53:48,720
sources of 1, and then which 
decks are popping up that are 

1018
00:53:48,720 --> 00:53:52,560
dealing big ass arcane sources. 
And some decks are going to be 

1019
00:53:52,560 --> 00:53:55,360
easier to make that room. 
You know, I kind of do it a 

1020
00:53:55,360 --> 00:53:57,800
little bit backwards because 
when I'm like brewing up a new 

1021
00:53:57,800 --> 00:53:59,960
deck list, I get my main board, 
right? 

1022
00:54:00,160 --> 00:54:03,200
Like, OK, this is like the 40 to
60 cards that I think I'm going 

1023
00:54:03,200 --> 00:54:06,200
to be running in most matchups. 
Then I'm like, OK, time for my 

1024
00:54:06,200 --> 00:54:07,560
and here's my main equipment, 
right? 

1025
00:54:07,720 --> 00:54:10,040
These are the equipment and 
weapon I'm most likely to run. 

1026
00:54:10,440 --> 00:54:13,280
Then I go to my sideboard and 
I'm like, it's the trauma takes 

1027
00:54:13,280 --> 00:54:15,960
over and I'm like, well, if I 
see a Cano, I don't want to lose

1028
00:54:15,960 --> 00:54:17,920
to them. 
So I bring in five pieces of 

1029
00:54:18,400 --> 00:54:21,440
arcade barrier. 
If I have all four, an old room 

1030
00:54:21,720 --> 00:54:24,200
and I equip the arcane Lantern. 
I don't even think I need a 

1031
00:54:24,200 --> 00:54:25,920
weapon. 
I think I'll beat Kano just by 

1032
00:54:25,920 --> 00:54:29,240
fear fatigue. 
And then I go to the sideboard 

1033
00:54:29,240 --> 00:54:32,200
from there because I have to be 
able to beat Kano, even though 

1034
00:54:32,200 --> 00:54:34,760
like, I probably still, I'm 
going to fucking lose to Kano 

1035
00:54:34,760 --> 00:54:36,560
because they're going to get 
lucky off me, you know? 

1036
00:54:37,080 --> 00:54:42,360
Yeah, but the more that you have
to run to justify the arcane 

1037
00:54:42,360 --> 00:54:45,480
barrier, it could even go as far
as having like extra Blues 

1038
00:54:45,480 --> 00:54:49,320
inside board, right, So that you
can actually utilize your extra 

1039
00:54:49,320 --> 00:54:51,360
arcane barrier. 
I know that was the thing during

1040
00:54:51,360 --> 00:54:53,080
the. 
I know we're talking about 

1041
00:54:53,080 --> 00:54:56,200
Arcane, so I'm gonna shift it. 
And I'll say like during the ice

1042
00:54:56,200 --> 00:54:58,960
meta where Icelander was really 
prominent, people would just 

1043
00:54:58,960 --> 00:55:03,520
have extra Blues inside board so
that they could bring in and run

1044
00:55:03,520 --> 00:55:07,960
against Icelander. 
Yeah, and you know, a lot of the

1045
00:55:07,960 --> 00:55:09,960
running joke in Flesh and Blood 
is like whenever there's a new 

1046
00:55:09,960 --> 00:55:12,120
busted generic, it's usually a 
blue block 3. 

1047
00:55:12,480 --> 00:55:17,840
But that is on ironically so 
strong for deck building 

1048
00:55:18,040 --> 00:55:22,240
decisions because I can then run
like 4/3 of my warmongers for 

1049
00:55:22,240 --> 00:55:25,560
like an upcoming Ranger meta. 
But also like even if I'm not 

1050
00:55:25,560 --> 00:55:28,320
going to be able to get any 
value out of it against like a 

1051
00:55:28,320 --> 00:55:31,680
Cano per SE, because the they're
always choosing peace, it's 

1052
00:55:31,680 --> 00:55:35,240
still an extra blue that I can 
side in and take out the red 

1053
00:55:35,320 --> 00:55:37,520
like defense reactions that I 
might have in main board. 

1054
00:55:38,080 --> 00:55:41,080
So it's little tricks like that 
that I love about flesh and 

1055
00:55:41,080 --> 00:55:44,400
blood where you can make 
multiple uses out of the same 

1056
00:55:44,400 --> 00:55:47,160
card. 
Especially when you know like 

1057
00:55:47,160 --> 00:55:49,960
Fuzzy was saying, I'm trying to 
find room for my 6 arc arcane 

1058
00:55:49,960 --> 00:55:53,520
Barrier and I need to make cuts 
and my. 4 spell void. 

1059
00:55:53,560 --> 00:55:57,280
Yeah, yeah, yeah. 
And my and my 3 Oasis respite. 

1060
00:55:58,360 --> 00:56:01,840
And my my ice pick so I can pop 
their tires so they don't make 

1061
00:56:01,840 --> 00:56:04,000
it to the PQ, things like that, 
you know, things like that. 

1062
00:56:04,000 --> 00:56:07,560
Yeah, yeah, yeah. 
Well, I think that's pretty much

1063
00:56:07,560 --> 00:56:09,240
it for me. 
I've had enough Arcane talked 

1064
00:56:09,240 --> 00:56:12,440
for one day. 
I think now we should go over to

1065
00:56:12,440 --> 00:56:14,280
the Arsenal zone. 
What say you boys? 

1066
00:56:14,680 --> 00:56:16,520
Yeah, let's go to the Arsenal 
zone. 

1067
00:56:16,880 --> 00:56:19,960
Yar. 
So I've been hanging out with 

1068
00:56:19,960 --> 00:56:22,920
Captain Hornswoggle last week. 
You know, how has he been doing?

1069
00:56:23,160 --> 00:56:24,640
He's been doing pretty good and 
he's still. 

1070
00:56:24,680 --> 00:56:28,840
In town, he hasn't texted me. 
Awkward. 

1071
00:56:30,400 --> 00:56:36,080
No, I mean, I guess sure you 
know. 

1072
00:56:38,120 --> 00:56:40,760
So anyway, our Arsenal Zone is 
the part of the podcast where we

1073
00:56:40,760 --> 00:56:42,880
all talk about a card that we've
been thinking about lately for 

1074
00:56:42,880 --> 00:56:47,360
whatever reason we want. 
Joel, what do you got on the 

1075
00:56:47,360 --> 00:56:49,080
mind? 
You have to do a patron. 

1076
00:56:49,080 --> 00:56:53,760
Oh my God. 
We like to start our Arsenals on

1077
00:56:53,760 --> 00:56:56,960
every single episode by shouting
out one of our patrons. 

1078
00:56:57,160 --> 00:57:01,720
If you join our Patreon at the 
$5 tier, you can suggest a card 

1079
00:57:01,720 --> 00:57:04,200
to go here in the Arsenal zone 
and get some of your thoughts 

1080
00:57:04,200 --> 00:57:07,920
about the card onto the podcast.
It's a great way of supporting 

1081
00:57:07,920 --> 00:57:10,640
the show and you know, making 
yourself a part of the show a 

1082
00:57:10,640 --> 00:57:14,360
little bit. 
So we are going to select one of

1083
00:57:14,360 --> 00:57:22,840
our patrons at random and the 
winner is Diet Roll Noise Han. 

1084
00:57:23,560 --> 00:57:26,800
Whoa, I know that guy. 
Han B, the artist for our pod. 

1085
00:57:27,040 --> 00:57:32,480
Yeah, Khan shouted out the card.
Spreading Flames. 

1086
00:57:32,560 --> 00:57:34,320
You do not know what Spreading 
Flames is. 

1087
00:57:34,320 --> 00:57:39,320
It is a red one. 
Cost 3 attack, 2 block Draconic 

1088
00:57:39,320 --> 00:57:43,320
Ninja action, attack action card
it. 

1089
00:57:43,360 --> 00:57:45,800
I said it came in for three. 
I'm just, I'm just excited to 

1090
00:57:45,800 --> 00:57:47,400
see if you're going to, if 
you're going to stick the land 

1091
00:57:47,400 --> 00:57:51,720
in here. 
And it says fuck I don't know 

1092
00:57:51,720 --> 00:57:54,400
how they word it. 
The moment that you attack the 

1093
00:57:54,400 --> 00:57:58,360
card, if it's power is the less 
than the amount of draconic 

1094
00:57:58,360 --> 00:58:00,960
chain links you control, it 
gains one power. 

1095
00:58:01,120 --> 00:58:03,920
Yeah, draconic attacks you 
control have. 

1096
00:58:03,920 --> 00:58:06,240
Draconic attacks only. 
That's what it applies. 

1097
00:58:06,240 --> 00:58:09,400
To have plus one power while 
their base power is less than 

1098
00:58:09,400 --> 00:58:11,480
the number of draconic chain 
links you control. 

1099
00:58:12,960 --> 00:58:16,120
And it has go again. 
That's all your little phoenix 

1100
00:58:16,120 --> 00:58:18,000
flames and dagger just get plus 
one. 

1101
00:58:18,000 --> 00:58:20,440
Because it's not just attack 
action cards, it's weapon 

1102
00:58:20,440 --> 00:58:22,440
attacks 2. 
Han had this to say about the 

1103
00:58:22,440 --> 00:58:24,440
card. 
It's in my list of flesh and 

1104
00:58:24,440 --> 00:58:27,280
blood cards that also have a 
magic counterpart because Han 

1105
00:58:27,280 --> 00:58:29,560
and our buddies have a running 
list of cards that have the same

1106
00:58:29,560 --> 00:58:31,200
name. 
Like this is a magic card with 

1107
00:58:31,200 --> 00:58:32,600
the same name. 
I guess there's a magic card 

1108
00:58:32,600 --> 00:58:35,800
called Spreading Flames. 
It's also a Fi card who might 

1109
00:58:35,800 --> 00:58:37,640
think has a decent chance 
against Florian. 

1110
00:58:37,800 --> 00:58:40,080
Got to spread the word and have 
people play him more before 

1111
00:58:40,080 --> 00:58:41,960
graveyard hate kills him in high
seas. 

1112
00:58:42,480 --> 00:58:47,120
Yeah, the graveyard hay and high
seas might kill Phi, it might 

1113
00:58:47,120 --> 00:58:52,240
also kill Syndra, but I think we
have seen the power of spreading

1114
00:58:52,240 --> 00:58:56,080
flames since Han put in this 
suggestion and Aurora sort of 

1115
00:58:56,080 --> 00:59:00,320
left the meta. 
I think blue oriented ninjas 

1116
00:59:00,400 --> 00:59:04,240
with big combo abilities like 
our two draconic ninjas with 

1117
00:59:04,240 --> 00:59:07,200
spreading flames definitely rose
in priority in the meta. 

1118
00:59:07,360 --> 00:59:11,720
I know at the RT and I went or 
sorry at the PQ at the PQI went 

1119
00:59:11,800 --> 00:59:16,000
to, I kind of got wrecked by a 
fire that was running Spreading 

1120
00:59:16,000 --> 00:59:19,840
flames and I know that Syndra 
has been one of the top decks 

1121
00:59:19,840 --> 00:59:24,280
Syndra made to the finals of the
May AGE West Coast AGE. 

1122
00:59:24,320 --> 00:59:26,520
Oh, did not know that. 
Yeah, Travis. 

1123
00:59:26,680 --> 00:59:29,520
Wagner. 
Travis, yeah, he's fucking good,

1124
00:59:29,520 --> 00:59:30,880
man. 
He loves draconic heroes. 

1125
00:59:32,320 --> 00:59:35,520
So thanks for the shout out Hon.
And don't worry if you didn't 

1126
00:59:35,520 --> 00:59:39,200
hear your card called out, we 
will do another drawing next 

1127
00:59:39,200 --> 00:59:42,200
episode, so be sure to keep 
sending us your suggestions. 

1128
00:59:42,200 --> 00:59:43,800
And we hold on to all the 
suggestions. 

1129
00:59:43,800 --> 00:59:46,160
Hun was from a couple of weeks 
ago. 

1130
00:59:46,480 --> 00:59:49,280
Those don't just disappear. 
Whenever you have a card that 

1131
00:59:49,280 --> 00:59:51,040
you really like, throw it in 
there. 

1132
00:59:51,080 --> 00:59:53,960
Yeah. 
We like to know what's on your 

1133
00:59:53,960 --> 00:59:56,080
mind, Joel. 
What's on your mind? 

1134
00:59:56,560 --> 01:00:01,440
On my mind is probably the most 
based equipment ever, and that's

1135
01:00:01,440 --> 01:00:03,600
carrion husk. 
So based they had to ban it in 

1136
01:00:03,600 --> 01:00:05,200
living. 
So based they had to ban a 

1137
01:00:05,200 --> 01:00:07,960
living legend. 
They cannot let Lavaia live bro.

1138
01:00:07,960 --> 01:00:11,000
Literally stand it. 
Biggest base power of any 

1139
01:00:11,000 --> 01:00:12,760
equipment, Yeah. 
Base block. 

1140
01:00:12,760 --> 01:00:17,840
I don't know why you're beating 
me, I just so carrion Husk is a 

1141
01:00:17,840 --> 01:00:23,600
shadow chest piece with six 
defense holy with blood day and 

1142
01:00:23,600 --> 01:00:28,120
if at the start of your turn you
are under 13 health it banishes 

1143
01:00:28,120 --> 01:00:31,240
itself. 
So this was also banishes. 

1144
01:00:31,240 --> 01:00:34,960
Itself once the combat chain. 
Closes, yeah, yeah, so 13 life, 

1145
01:00:34,960 --> 01:00:38,480
use it or lose it. 
And I love this card because it 

1146
01:00:38,840 --> 01:00:43,680
is just a really unique piece. 
Like power aside, it's one of 

1147
01:00:43,680 --> 01:00:47,920
the most interesting chess 
pieces, and it created this 

1148
01:00:47,920 --> 01:00:52,200
interesting dynamic with Chain 
because it sort of started this 

1149
01:00:52,200 --> 01:00:55,640
clock where you have to, like, 
kill your opponent before I 

1150
01:00:55,640 --> 01:00:58,440
start taking you down to, you 
know, lethal ranges. 

1151
01:00:58,760 --> 01:01:01,840
And Leviah, you kind of had to 
keep the train running and keep 

1152
01:01:01,840 --> 01:01:05,200
the blood, blood that engine 
going so that you would sort of 

1153
01:01:05,200 --> 01:01:07,040
ignore the blood that effect of 
this card. 

1154
01:01:07,480 --> 01:01:11,480
And then Vincette, yeah, 
Vincette doesn't block with this

1155
01:01:11,480 --> 01:01:12,440
very often. 
Yeah. 

1156
01:01:13,120 --> 01:01:15,320
I love Carrie and Husk. 
What a great Charlotte. 

1157
01:01:15,320 --> 01:01:18,360
This was one of the first arts I
ever really fell in love with. 

1158
01:01:18,680 --> 01:01:20,240
Flashing blood. 
Yeah, because it's just this 

1159
01:01:20,240 --> 01:01:24,320
giant undead fucking Titan to 
Husk and it's breastplate. 

1160
01:01:24,360 --> 01:01:26,400
Yeah. 
And I'm like, God, what the fuck

1161
01:01:26,400 --> 01:01:28,160
is that thing? 
How about you, Clark? 

1162
01:01:28,160 --> 01:01:30,560
What's your card? 
The card that I want to shout 

1163
01:01:30,560 --> 01:01:36,360
out is how from beyond. 
How, How, how from beyond. 

1164
01:01:37,880 --> 01:01:41,400
It's just such a fun card. 
One of the coolest things about 

1165
01:01:41,400 --> 01:01:45,760
Levaya is graveyard recursion. 
The ability to send these cards 

1166
01:01:45,760 --> 01:01:48,960
that are playable from Blood 
debt, yeah, back into your 

1167
01:01:48,960 --> 01:01:52,560
graveyard to then give you the 
cards that you need to banish. 

1168
01:01:52,920 --> 01:01:55,200
And then you just. 
And then once it's banished, 

1169
01:01:55,200 --> 01:01:57,400
it's playable again. 
And so you just fucking loop it 

1170
01:01:57,400 --> 01:02:00,640
between these two zones. 
It's such a powerful ability, 

1171
01:02:01,320 --> 01:02:04,640
it's such a great way of adding 
a little bit extra extension 

1172
01:02:04,640 --> 01:02:09,160
when you don't have a natural go
again in hand, and it's just 

1173
01:02:09,160 --> 01:02:12,040
such a cool fucking card. 
It like gives Lavaya a great 

1174
01:02:12,040 --> 01:02:14,040
match up into every single slow 
deck. 

1175
01:02:14,360 --> 01:02:18,400
I got to play against Benz 
Teklavasin recently and I just 

1176
01:02:18,400 --> 01:02:21,080
fucking looped that shit turn 
after turn. 

1177
01:02:21,360 --> 01:02:24,680
Made sure I always kept my 
graveyard at 3 or 4 cards so I 

1178
01:02:24,680 --> 01:02:27,800
could or two or three cards so I
could just play it and have a 

1179
01:02:27,800 --> 01:02:30,800
really good chance of banishing 
it and getting it back again and

1180
01:02:30,800 --> 01:02:34,040
just boss can keep it going. 
It is such a great little 

1181
01:02:34,040 --> 01:02:36,120
engine. 
Love this card. 

1182
01:02:36,720 --> 01:02:38,160
Yeah. 
Can I not describe the card? 

1183
01:02:39,320 --> 01:02:41,040
Nope, I. 
Don't remember, I probably not. 

1184
01:02:41,800 --> 01:02:46,120
How from beyond is a shadow non 
tech action card that cost 2 is 

1185
01:02:46,120 --> 01:02:50,440
red and blocks for two At red it
says your next attack action 

1186
01:02:50,440 --> 01:02:54,720
card games plus three power go 
again and it is playable from 

1187
01:02:54,720 --> 01:02:57,520
blood death. 
Yeah, it's cards like this that,

1188
01:02:57,640 --> 01:03:00,840
you know, when people start 
talking about Rhinar as a good 

1189
01:03:00,840 --> 01:03:02,440
counter for decks I like to 
block. 

1190
01:03:02,640 --> 01:03:05,680
I'm thinking with Via there's no
deck that can feed Tigger if she

1191
01:03:05,680 --> 01:03:09,320
has this plus the rest of her 
like, you know, a recursion 

1192
01:03:09,320 --> 01:03:15,240
package so to speak. 
Yeah, so I love Al from Beyond. 

1193
01:03:15,520 --> 01:03:17,720
I don't think they're going to 
print too many more cards that 

1194
01:03:17,720 --> 01:03:20,520
can do this because it is a 
really powerful thing to do for 

1195
01:03:20,520 --> 01:03:23,680
her. 
But maybe, maybe just a little 

1196
01:03:23,760 --> 01:03:26,560
as a treat. 
Just one, just one, just one 

1197
01:03:26,560 --> 01:03:28,160
more what? 
Are we going to do with one 

1198
01:03:28,160 --> 01:03:31,080
more? 
And a blue 6 while you're at it.

1199
01:03:31,080 --> 01:03:33,040
Anyways, Fuzzy, how about you? 
What do you got for us? 

1200
01:03:35,240 --> 01:03:37,720
Well, I don't have a brute 
related card at all to shout out

1201
01:03:37,720 --> 01:03:40,400
today. 
He's off, he's off of it. 

1202
01:03:40,440 --> 01:03:42,440
Caught. 
They gave Katsu bonds back and 

1203
01:03:42,440 --> 01:03:43,880
he stopped just like. 
That. 

1204
01:03:44,160 --> 01:03:47,400
I've been playing Talischar at 
work and I've been brewing Gravy

1205
01:03:47,400 --> 01:03:50,920
Bones and I have a card that I 
think is fun to play against 

1206
01:03:50,920 --> 01:03:54,160
Gravy Bones. 
I just certainly did not come up

1207
01:03:54,160 --> 01:03:56,080
with this. 
Not only did I see it online 

1208
01:03:56,080 --> 01:03:58,880
here and there, but I also saw 
it played against me and that's 

1209
01:03:58,960 --> 01:04:00,960
Blue Widowmaker, the Ranger 
card. 

1210
01:04:00,960 --> 01:04:08,800
Widowmaker is A1, cost 3 block 
Ranger attack action Arrow 

1211
01:04:09,400 --> 01:04:12,200
defense reactions cannot be 
played to Widowmaker's chain 

1212
01:04:12,200 --> 01:04:13,320
link at all. 
Nope. 

1213
01:04:13,640 --> 01:04:17,560
And if Widowmaker is defended by
fewer than two cards, it has 

1214
01:04:17,560 --> 01:04:20,560
plus three power. 
At blue, it has a base of two. 

1215
01:04:20,560 --> 01:04:23,560
The red would be a one for four,
plus the three if it's not 

1216
01:04:23,560 --> 01:04:26,040
blocked at all. 
So this can come in for five 

1217
01:04:26,040 --> 01:04:29,840
against an ally. 
The Blue Widowmaker can attack 

1218
01:04:29,840 --> 01:04:33,120
for five, and because you can't 
block attacks that are at your 

1219
01:04:33,120 --> 01:04:36,200
allies, Widowmaker is kind of 
guaranteed to be the full value 

1220
01:04:36,200 --> 01:04:39,120
when you're against allies and 
they have the new support for 

1221
01:04:39,120 --> 01:04:41,320
blue specifically, that gives 
them go again. 

1222
01:04:41,560 --> 01:04:44,560
So you can load a Blue 
Widowmaker, shoot a one for five

1223
01:04:44,560 --> 01:04:47,040
at an ally, and then continue on
with the rest of your turn. 

1224
01:04:47,120 --> 01:04:48,840
Yeah, with go again with the 
sarong. 

1225
01:04:49,440 --> 01:04:52,280
It's also so cool because it 
gives another reason for those 

1226
01:04:52,280 --> 01:04:55,320
zero block equipment. 
Oh yeah, because you could block

1227
01:04:55,320 --> 01:04:59,000
this with the 0 block equipment.
Or your battle Warren, right 

1228
01:04:59,120 --> 01:05:01,200
like your battle Warren that 
have the counters over time. 

1229
01:05:01,320 --> 01:05:03,760
So there are lots of reasons why
you wouldn't necessarily want to

1230
01:05:03,760 --> 01:05:06,200
run widowmaker and constructive.
There are lots of ways to get 

1231
01:05:06,200 --> 01:05:09,200
around the effect. 
But also, you know what, like if

1232
01:05:09,200 --> 01:05:11,240
you're you're shooting a blue 
and they're giving you at least 

1233
01:05:11,240 --> 01:05:14,000
one card in hand, you're kind of
already getting the expected 

1234
01:05:14,000 --> 01:05:16,040
value that you'd get from a blue
arrow, right? 

1235
01:05:16,560 --> 01:05:19,960
Like unless they have two 
equipment they can block with 

1236
01:05:19,960 --> 01:05:23,080
freely, it's kind of really easy
to get value out of this card I 

1237
01:05:23,080 --> 01:05:25,320
think. 
A blue that can be a red that 

1238
01:05:25,320 --> 01:05:27,880
encourages them to give cards 
out of hand seems really 

1239
01:05:27,880 --> 01:05:29,840
powerful to like. 
And what a cool little tech 

1240
01:05:29,840 --> 01:05:32,400
piece. 
Yeah, So that's what I've been 

1241
01:05:32,400 --> 01:05:34,640
thinking about lately. 
I brought a copy to sign for 

1242
01:05:34,640 --> 01:05:37,880
each of you. 
Here's one for you and one for 

1243
01:05:37,880 --> 01:05:39,880
you. 
A thank you, Fuzzy. 

1244
01:05:41,280 --> 01:05:44,840
And I think that's our podcast. 
That's the podcast. 

1245
01:05:46,080 --> 01:05:49,280
It's over. 
Thanks for listening everybody. 

1246
01:05:49,280 --> 01:05:52,400
I hope you enjoyed hearing us 
talk about our like flesh and 

1247
01:05:52,400 --> 01:05:54,320
blood clothing. 
You know what we wear on our 

1248
01:05:54,320 --> 01:05:56,760
flesh and blood bodies? 
Yeah. 

1249
01:05:57,080 --> 01:05:58,560
Do you guys think? 
Fashion. 

1250
01:05:58,560 --> 01:06:02,600
True music Done. 
Do you guys think it will ever 

1251
01:06:02,600 --> 01:06:05,240
get to the point where there's a
format with like the coldest 

1252
01:06:05,240 --> 01:06:09,680
drip where like you can equip 
like you just have to develop 

1253
01:06:09,680 --> 01:06:12,440
the coolest outfit? 
Well, no, because then Warrior 

1254
01:06:12,440 --> 01:06:14,320
would win every every time. 
Well. 

1255
01:06:14,320 --> 01:06:19,560
No Brute with the scowling flesh
bag with the tuning high Tanner 

1256
01:06:19,560 --> 01:06:23,040
V tracker, what it's like all on
theme. 

1257
01:06:23,360 --> 01:06:25,640
Because they're all brute cards.
Hey, you raggedy ass 

1258
01:06:25,640 --> 01:06:27,280
motherfucker. 
Whoa. 

1259
01:06:28,400 --> 01:06:30,800
I feel like does an assassin 
have some like stylish cards? 

1260
01:06:30,800 --> 01:06:33,960
Window veil the the four widow 
veils would be pretty sick. 

1261
01:06:33,960 --> 01:06:36,600
I I guess. 
Also riptide and fishnets. 

1262
01:06:36,600 --> 01:06:40,040
I I think you know. 
Sea Laser. 

1263
01:06:40,080 --> 01:06:41,320
That that pretty much seals it 
up. 

1264
01:06:41,320 --> 01:06:42,760
I don't know. 
All right. 

1265
01:06:42,760 --> 01:06:45,600
Thanks for listening everybody. 
International guys, bye. 

1266
01:06:46,320 --> 01:07:06,520
Bye. 
Pitch It to Me podcast is hosted

1267
01:07:06,520 --> 01:07:10,040
by Fuzzy Del Clark Moore and 
Joel Racinos. 

1268
01:07:10,240 --> 01:07:13,800
Our executive producer is Talon 
Stradley, logistics coordinator 

1269
01:07:13,840 --> 01:07:19,480
John Farkas, music by Dylan 
Hulse, logo by Han V and sound 

1270
01:07:19,480 --> 01:07:23,120
mixing by Christopher Moore. 
Last but not least, we'd like to

1271
01:07:23,120 --> 01:07:25,680
thank you, the listener. 
Thank you for tuning in. 

1272
01:07:26,000 --> 01:07:29,160
Please give us a follow on your 
favorite social media platform 

1273
01:07:29,280 --> 01:07:42,920
and Pitch It to Me podcast. 
I fell in love with the lure. 

1274
01:07:42,920 --> 01:07:45,240
Carrying some big melons. 
I'm cutting that just. 

1275
01:07:50,040 --> 01:07:55,400
That's my huge. 
How about you? 

1276
01:07:57,840 --> 01:08:00,240
No, it just has. 
It doesn't have any, it just 

1277
01:08:00,400 --> 01:08:02,680
blocks for six. 
It doesn't get any minus ones, 

1278
01:08:03,080 --> 01:08:04,760
but it has an ability that 
banishes itself. 

1279
01:08:04,760 --> 01:08:06,680
Throatinger's battlehorn. 
I'm just kidding. 

1280
01:08:06,680 --> 01:08:07,880
I don't know what Schrodinger 
means. 

1281
01:08:12,040 --> 01:08:14,080
Oh it does. 
I really hope that gets sweet 

1282
01:08:14,080 --> 01:08:15,400
into. 
It take whoever. 

1283
01:08:16,800 --> 01:08:18,000
That was really funny.
