Welcome to Pichitumi Podcast, a show about the subjective past,
present and potential future of flesh and blood design.
Today's episode will be about equipment in flesh and blood.
You can find us across all socials such as Blue Sky and
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Pichitumi Podcast. I'm Joel.
I'm Fart. And I'm fuzzy.
Welcome to Pitch It to Be podcast.
Everybody that was damage. Welcome to Pitch It to Me
podcast. Today we're going to be talking
all about equipment and we're starting from the basics.
We're trying to emphasize the block value of equipment in this
episode, and we're going to do another episode later.
Can we tell them? Is it a?
Spoiler. It's not a spoiler.
We're going to be talking about like everything else.
So if you're like, because so much of equipment is the effects
of the equipment, not just blocking with it.
The reason why we're drawing this out is 1.
We were kind of burning through our basics topics a little too
quickly. But also, and probably more
seriously, it's simply that there's a ton to talk about.
And we realized that if we just did one episode about equipment,
it would probably be not like we'd leave it too many things
out or we wouldn't spend enough time talking about them.
It would also be two hours. It would also be like 2 hours
still. Yeah, Yeah.
Clark almost made it sound like we are running out of things to
talk about. I assure you that it's not the
case. We could yap for a long time,
which is why we're splitting this episode into a couple
parts. Yeah.
Oh yeah. We're like at least diamond
range yappers. We're up there, you know.
I think I realized how much I love equipment and blocking with
equipment with scowling flush bag.
I was like the. First card that I was really
like blocking with it felt good. Yeah.
We're recording this right before High Seas pre release and
you're probably hearing it after Nash US Nationals.
Well, wasn't it so crazy that that one person won on that one
deck? And they beat that one person on
that other deck. Do you guys want to?
I know. It was either very good or
extremely underwhelming and bad for the game of flesh and blood.
I know I was either really surprised or really
underwhelmed. Yeah, this is either the best
thing that's ever happened to flesh and blood, or the absolute
worst thing that has ever. Happened to flesh.
So true. Do you guys want to make
predictions for what heroes going to win US?
Oh my God. And then everyone could just
laugh at us. Like exactly it didn't happen.
It's a tradition here on the show.
I think Kano's gonna win that. Wow, that seems really unlikely.
That's big. All right, shoot your shot.
New. New.
Sure, we got a couple new blue focused heroes that people might
be excited about. Nu probably shits all over them,
you know. It's it's like will she run into
random gravy bones slash will people be able to build gravy
bones in time? I think Prism's gonna be running
around rampant, so I don't know if NU makes it.
I don't. Know I feel like attack powers
are going up. A little bit and then there was
1. Like who are the attack powers
really going up? I don't I think Prism might
still have a lot of the same. I mean, she was she was winning
meta sniping Aurora and Aurora's gone.
So maybe she gets a lot worse. Yeah.
So for today's episode. Give the people what they want.
Florian, I know it's really boring.
I think all the people who are on Florian are going to convert
to mid range and I think he's still a pretty good deck I
think. Two of us gave boring answers
and Joel gave. I was like the interesting
answer that is. Definitely.
Is Joel the Kookie one of the partners?
He's so serious sounding a lot of the time, but then with his
very straight face he says things like Kano is gonna win US
Nats. Or I think Bolton is playable
this season. Yeah, that's.
That's pretty out there. Or, you know, on the Discord
today where he goes. Clark, what's your most recent
hexagon? I'm like, shut it up.
You're not gonna play hexagon information.
Dude, this is Hector National. If you're like, if you play
Hexagor Levaya at A tournament and then any moment of time
after dropping out of that tournament, you decide that you
still want to play that deck, I will personally give you $100.
I'll need it for my therapy. I'll do it.
I live. I live right underneath.
You. I know.
I have so much unlimited access to Clark now it's crazy.
All right, so let's go on to the episode.
Sorry for a little derailing there, my fellow hosts.
Yeah, I apologize. And to make up for it, I'll do
the call to action. Now, listeners, as you're
listening to this episode, make sure you get your fingers ready
and type in your answer to this question.
What is your favorite piece of equipment?
Bonus points if you tell us why. My favorite is Scowling Flesh
Bag. I think it was the first
equipment piece that I ever like blocked with and then felt good
blocking with it where I was like, yes, this is what I want
to be doing with this card. Yeah, Grasp of the Arc Knight's
pretty good. That's a good answer.
Yeah, good fucking answer. That's a hard one, I think.
Valiant Dynamo. That's probably a milk.
Toast dance. That's a good one.
Yeah, it just blocks, but it blocks forever.
It blocks and then it just keeps on blocking, yeah.
For Red Pitch today, Clark is going to be introducing a
discussion on farmer creep. It's a little bit higher minded
compared to the rest of the episode because on Yellow pitch
I'm going to be talking about some of the more basic
strategies that you should be thinking about when you're using
equipment and blocking with equipment.
And on Blue Pitch, Joel is going to be talking about your arcane
defenses as well as how it affects the inventory.
Clark, you want to take it away? Yeah.
To start off red pitch, I want to first make sure that we're
all sort of established on what's like the role of
equipment in flesh and blood. Block.
Yes, but no, I mean that's all folks because I think equipment
is a very interesting piece of actual game design that a lot of
people don't talk about. I agree.
If you look all the way back to our book burning episode where
we go over the ban and restricted announcement back
then where LSS sort of looked back at their very first design
principles of the game. One of the biggest ones was
start at your strongest and get weaker throughout the game.
Which is very much counter intuitive to many of the other
TC GS on the market where you start very weak and you have to
build up resources to do your powerful things.
So. Absolutely.
Flesh and blood flips the power curve of the game on its head,
and equipment is a huge part of the reason for why that why that
happens. Very much so fuzzy, but what I
find really interesting is that yes, you start at your
strongest, but you really want to be using your equipment at
the end of the game where it's impact is at its largest.
So it's very interesting because you start at your strongest and
then it's how long can you wait until you get weaker?
When can you sacrifice that strength?
Also, like, it's not only just like preserving your life total
when it's at its slowest, but also just getting the maximum
amount of value. And we'll talk more about like
the block values of certain things.
But you also just don't want to be, you know, holding on to it
too late where you can't use it as effectively, I guess.
Yeah, you definitely want to find the moment where it
generates you the most value and has the biggest impact.
And where does that happen in the game?
Can be very different because it's not necessarily at 40 life,
right? It can sometimes happen when
you're at one life. Sure.
And I think that's a very interesting element, and I think
it has played into a little bit about armor creep.
So what is the idea of armor creep?
Some people have complained about power creep in Flesh and
Blood. Specifically, they've noted that
it feels like every single set, the new heroes are stronger than
the heroes from the set previously.
Even though I think I could point to many examples where
that wasn't the case. I don't think any of the Haunted
heroes are printing up their performances that the Miss Veil
heroes put up, nor do I even think the Rosetta was more
powerful than Miss Veil on average.
Like there's definitely ebbs and flows in the power of the game.
It's not a straight shot curve up, but people have this feeling
of the game getting more powerful and power creep
happening, but I don't necessarily think it's happening
in terms of strict numbers and the way it may happen in other
games. Fuzzy, you and I played Magic
the Gathering together while we were coming up about AI, want to
say about a decade ago. We were still playing very, very
regularly, sure, but back then, two men, I used to get you a 22
creature and you'd be happy, and nowadays they're like not 233
twos. What have we come to?
The numbers have gone up for the same cost, right?
That's a very explicit power creep that has happened in Magic
the Gathering. Yeah, and I think it's something
that definitely extends to all trading card games.
You know, as they print more content for the game, more game
pieces, there's this desire for the game makers to make them
appealing to players, and players like playing strong
cards. So it's really easy for the
developers to either accidentally or intentionally
just increase the upper bounds for what's possible in the game.
And sometimes that can be fun and sometimes that can be
damaging to the long term health of the game.
Yes. And so it's a very touchy topic.
It's a topic that everyone kind of has opinions about, and
people have been saying it's been happening in flesh and
blood. But is it really?
I've still noticed that aside from some Majestics which are
specifically about breaking structured power curves of cost
to value ratios, that it hasn't really been true except in
armor. Armor is the one place in the
game I think we have seen this explicit power creep where the
exact same cost of running one card in your deck and it goes
into this specific slot on your hero has gone up in numbers and
in explicit power value. This is where power creep is
happening in the game of Flesh and Blood.
It's not happening in the weapons, it's not happening in
the cards, it's happening in the equipment.
And one of the main reasons I think this is happening is
because we are getting more Majestic and Legendary
equipment. Every single set.
They like printing a new legendary generic.
Every single Armory deck comes with four brand new Majestic
equipment slots for that hero. And it is just leading to
slightly more power level. And back in the day people had
to make do with these with Goliath Gauntlet or Snapdragon
scalers. But now I have high Tanner and
beaten trackers. Sure.
Yeah, it's a shift, right? And and that means more block
value while giving very similar power values for activating it.
Yeah, like if you think about like five years ago when the
first game was first coming out, your class had one or two
legendaries plus tunic and or Arcanite school cap to work
with. You know, like it was very rare
for you to be able to run for legendary equipment.
But now with more generic legendary equipment and more
class equipment, like they do one every time they visit a
class. And because we've seen like
Ninja or Runeblade appear in many, many sets across history,
you can run for legendary Runeblade equipment and often
times they are really good legendary equipment that you
wouldn't want to run. You know, they're not just like
weird off meta calls. So it not only like there's a
separate conversation here about like how the game can get more
expensive over time, but also like legendary equipment are
meant to be more powerful than common ones.
You know, they're meant to be strong.
And it means that over time, every time your class gets
printed, you're going to have better equipment options
available to you than before. Yeah, and I've also noticed that
they will ban common and or at least lower rarity equipment
that can break the math of the game through synergy in a way
that they are not happy happening at that rarity level.
Yeah, Ellis has in a matter in a way to try to respect the
consumer and their wallets. They try to avoid banning
expensive cards. They're much more comfortable
banning common cards, which also like affects the wallet creep.
I, I have definitely complained about them banning my stubby
hammers back when I was like a brand new little 5 player.
And I'm like, why can't I have my stubby hammers?
It's like because you're not playing Art of War, that's why
you can't drink. I know you don't understand why
this is happening, but we definitely do.
But I kind of want to open it up to you. 2 I've sort of presented
my argument here. Do you agree?
Do you think armour creep is real?
Do you think we're just getting more block value in equipment
suites across the board? Oh yeah, I mean, like, like
Fuzzy said, you know, every time we visit a new class or talent,
they get another legendary. It's just the formula for the
game and every time it's not going to be like the same one
blade break. It's going to be two blade break
next time or two blade break with effect or one battle worn
with effect that you have to make the game interesting and
you have to develop more synergy as you revisit the same
combinations of classes and talents.
So of course, and like you mentioned earlier, Clark, like
it's the same slot and just objectively better effects.
Like there's. There's no way around it.
We've even gotten to the point where you can have a full
legendary suite just in generics.
I think that includes like band brace of determination, which is
not necessarily a good card to run.
Stonewall gauntlet yeah Stonewall gauntlet for like a
defensive tool. Is that 2 temper or one
temporary one block blade break? Okay, okay, but you can run
quick dodge flexors and tunic and crown of Providence or
Arcanite school cap was there for a longest time.
Or Balance of Justice, which everyone was going to be getting
a whole lot better as we get more of these draw heroes.
Yeah. Sucks to be you if you didn't
buy it already. And those are the base universal
options, you know? Yeah.
Definitely. Of course, there is something to
be said here about classes and talents, right?
Some classes and some talents are not intended to have good
block values, or intended to have good blocking ability.
Rangers, for example, are a very good example of this.
Assassins are a fairly decent example of this, where if they
want those better block values, they have to lean on generic
equipment. Do we think that that is healthy
for the game? That some classes are given
better block values than other classes.
Yeah, I think it's good for classes to have strengths and
weaknesses. That's part of what makes
classes feel unique, you know, gives them their class identity.
And that's something that we know LSS values since they put
it into their stated design goals or design principles.
It also helps show us which classes are meant to be more
aggressive or defensive. So when Guardian just can't be
able to block 12, you're like, maybe I can just block, keep
blocking with my cards and they'll never touch me.
And you're like, yeah, you're getting it.
Like that's how Guardian works. Or Ninja is like, I can't block
with my equipment, so I guess I'll just not block and throw
all of my aggressive equipment at you and my whole hand and
you're like, yeah, that's how Ninja works.
So it helps kind of guide the players sometimes towards what
the intended identity of the class is.
It also helps establish classes identity in the meta.
So when it's really important for a class to be able to have
lots of armor block to stop on hits, to put up those defenses,
it gives Guardian a reason to be strong, you know, And there
might be a fear with this armor creep where as more legendaries
get printed as better block values just kind of work their
way into the carpool that those classes like Guardian, I put
Warrior in this boat as well, are going to have less of an
identity, less of a place in the meta in order to be able to
respond to certain threats. If you can play any hero into
these threats then it gives Warrior and Guardian a little
bit less stake in the meta. Sure, but at the exact same time
this armor creep has started to erode at guardian and warriors
identity as having the best blocking equipment.
I think this is probably most apparent with Rune Blade, where
as they've gotten more and more blocking equipment though, that
blocking equipment has gotten bigger block numbers on it
rather than different synergistic effects.
Right? Dyadic Carapus and Face
Purgatory are two cards that just sort of gave a strict block
value upgrade to what a lot of them were running beforehand and
did not demand them to start running different synergies than
what they were already doing. It didn't change their deck
building at all, it did just feel like a strict upgrade over
what they already had. Similarly, I kind of want to
talk about Talented Equipment, which is different than class
equipment, right? But in a way that I'm not quite
sure if I know how to vocalize. Can I try?
Yeah. I think talents and their
equipment serve as like the glue for a lot of their synergy
pieces. Like if you think about Vestige
of Soul, it's a light like generic light equipment and it
says one blade break, which is pretty whatever whenever you put
a card into Soul. And then afterwards, if you were
to pitch a light card, you get that much plus one resource.
And that is explicitly an upgrade in effect as compared to
like, I don't know, like Scandal Spring Tunic, let's say, maybe
not one to one upgrade, but you would look to that equipment as
like an an upgrade to the generic option you have or
whatever generic warrior or generic illusionist equipment
you might have in that slot. And so I think, at least the way
it should be, is that talented equipment shouldn't get like
direct defense upgrades, because then it would always be the case
that the talented version of Heroes would just be objectively
better with their better equipment suites.
Yeah, unless that blocking value is distinct and different.
I'm thinking Flame Scale Furnace for Draconic, where a lot of our
Draconic heroes, sans Feng, but Ninja and Illusionist back when
Flame Scale Furnace was printed, are not known for having good
block values on their equipment. And so it was a way of giving
that block value and then while they're sacrificing a chess
piece, but not if they play into the synergy of pitching their
Reds, right. So I think what you just said
has helped me sort of categorize it in my mind, general, sorry,
generic equipment is always going to be best in the widest
range of possible circumstances. Class equipment then get a
little bit more narrow. They are going to be good when
you are interacting with cards in your class or with specific
strategies that your class are trying to do.
And then talents get even more narrow from there where you, I
mean, I guess it's, you know, sort of the same thing with
class, but about talents instead.
But at the exact same time I think it is an interesting trade
off in a way of trying to put an equipment into a zone that maybe
isn't covered by the class cards.
And maybe this is another one of those things that leads to
talented heroes being stronger than class only heroes because
they get access to two sets of possible synergistic legendary
and majestic equipment while non talented heroes don't get that.
Again, it's sort of because everyone starts with the exact
same baseline of equipment. You have 4 equipment slots,
maybe you get an off hand if your build allows for it and a
weapon. Your head, shoulders, knees and
toes. Your head.
Shoulders, knees and toes and hands.
And the more value you can Chuck into those 5 or 6 slots, the
more powerful your hero will because you are starting at a
stronger point than everybody else.
So how has armour creep sort of influenced the game?
Well one we've talked a little bit about talented heroes being
explicitly more powerful than their non talented versions, but
I think it also has to do with the fall of Guardian.
Crush. Dominate and Overpower are all
effects that require you to hit with a card and specifically
deal a good amount of damage with your card too right?
Or punish them for not being able to block very efficiently.
So before they used to have to play around this by arsenaling D
reacts. But now if everyone just has
more block value, they have more chances of stopping those on
hits, stopping the leaked damage from the dominate, stopping the
overpower leak damage, right? And so it just stuffs their game
plan specifically because there are more numbers in the bottom
right in these five slots. Totally.
It kind of extends to on hits in general that like on hits of the
game are generally not as powerful now.
But I don't think it's something that's like talked about much
because it is a little bit kind of minor.
Like you kind of just assume with on hits that your first
couple are going to go to equipment and it's been like
that for a long time. You know that hasn't really
changed. No, it definitely hasn't, but I
will say that the decks that have to rely on on hits have to
be able to put a meaningful on hit on the field every single
turn, right? Assassins do a really, really
good job of this. Guardians are supposed to do a
good job of this, and Aurora did a really good job of this.
Well, Aurora with cards like. CLV and burn up shock.
Yeah. Like it's the entire turn.
You know, you can't just block out the first first break point,
second break point, and then like call it like you kind of
have to be covering every single break point for the whole turn
if you want to do it effectively.
And that can be really hard even with a lot of equipment block.
More to that point to the issue with Guardian is that crush is a
threshold of damage and then most other on hits are any
damage that gets through. Before I think that was balanced
by the crushes being a little bit more powerful than most of
the on hits at the time and also the fact that they are bigger
attacks so they demanded more cards from the opponent to
block, especially when cards maybe didn't block as much.
So both with D react creep and now with armor creep I think it
has really started to stuff. That class in particular, do you
guys think that that is something that they're going to
address in the Guardian Mastery Pack?
I sure hope so. I know we have a lot of resident
Guardian players that continue to play Guardian even though
they haven't had significant support in a while.
And and like we've just been talking about, a lot of other
classes have gotten much stronger on hits, much more
buffs in their kit to sort of deal with this abundance of
armor. I think it's about time for
Guardian to get that love as well, yeah.
Maybe some more anti equipment cards?
I know we got a little bit with Yarl right?
Consistently giving equipment -1 counters or destroying them.
I wonder if they will expand that to be a wider guardian
identity. All right, that's all I have for
red pitch. I hope to read some opinions
about armor creep. This isn't something I hear a
lot of people talking about in the flesh and blood space, so
I'm interested to see if people feel like what I'm saying is
resonating with them, or if they think I may be off base.
Or maybe it's an idea that just needs a little bit of a tweak.
Let me know in the comments or jump into our discord to let me
know, but in the meantime I'm going to pass it off to Fuzzy in
yellow pitch. Yeah, for Yellow pitch, I want
to talk about how to get value out of your equipment, how to
use your equipment effectively. And again, we're starting from
the basics here. If you're a newer player, this
might be a really good way to make sure that you're viewing
your plays critically and strategically.
And if you're an experienced player, it's always nice to go
back to basics and think about how do I know if my the plays
I'm making are correct? Do I have any bad habits that
may have built over time? And I don't claim to be that
great of a player. I think I'm OK.
I think I'm OK at thinking critically.
And maybe Clark and Joel can pipe in if they disagree with
anything that I'm saying or they want to add to it.
Oh, count on it. So us having opinions we could
never. So let's start with a couple
different keywords for block types.
We've been using these already in red pitch, but let's get a
quick refresher. Blade break means I block with
this equipment once, and when I do that thing will be destroyed
at the end of the combat chain. If it's blade break one, I'm
going to be able to block for one.
And usually if I'm doing that, I'm not getting an effect from
the equipment like over time, like we see this a lot in like
common equipment high these has a couple of these.
I either block for one or I get to use the effect.
There are some exceptions like traverse the universe.
You know it has blade break because when it defends it gets
the effect. So you're only supposed to do
that once. Battle worn I block and then at
the end of the combat chain I put a - 1 counter on it and that
-1 counter stays. But there's nothing that
destroys the equipment. So once I have -1 counters equal
to my block value, I'm no longer going to be able to profitably
block without equipment. You still legally can.
You can block with it as much as you want and it'll keep racking
up counters. But temper is a lot like battle
worn, but once it hits zero it will destroy itself.
If you block with a temper 2, it'll block for two.
Then you get a - 1 counter. Then if you block with it again,
it'll block for one, then get another -1 counter.
Now that it's at 0 block, it will be destroyed, so it will
leave the field. You won't get the equipment.
So when LSS decides the difference between temper 2 and
Battle Worn 2, both of these block effectively for two and
one three effective block value over the course of the game, but
Battle Worn can give me repeat value continuously after that.
Crash of the Ark Knight can block for three, but I can still
make room chance with it over time.
And this is their way of saying, like with this card, you can
think a little bit less about how you're blocking with it,
because the downside to blocking with it is only the loss of the
ability to block with it later. It doesn't affect the actual
ability of the equipment. Yeah, you're encouraged to block
with it. Sooner you could, yeah.
Whereas with Courage of Blade Hold, it's a card that I want to
destroy it in order to give my weapons -1 resource cost when it
comes with temper 2, so I can block for two pretty freely.
Then it has a -, 1 counter. But after that point I can make
the decision will I be cracking courage to get the effect of
courage or will I be blocking an additional time to get one block
value, but then probably not activating the ability at all
that game, only getting the three block value.
It provides like a branch in the ways that you can get value out
of that equipment. Yeah.
And this is very different from Blade Break, where you're either
encouraged to block with it exactly when you need that
effect, like which reverse, or as an absolute last ditch effort
like in Skull Bone Cross Rap for Rangers.
Or New Horizon, another blade break headpiece.
Also for Rangers. With New Horizon, when you block
with it has the downside of destroying all the cards in your
arsenal, so you really only want to block for two with it at the
end of the game when you would lose otherwise.
Because once you're getting to that point where you're blocking
with New Horizon, you've probably already lost.
I guess one other cool example is like massive momentum.
Massive momentum just gives you continuous value.
If you can proc it enough to drop cards off of it, it doesn't
destroy itself. But at a certain point, once
they're low enough life, you actually physically cannot proc
it anymore because you have to deal damage three times in the
same turn. So when they have three or less
life, that on hit is no longer relevant and you can block
freely with that. Play brake equipment.
So we've already talked a little bit about like some cards want
you to block in some ways. Was it you've missed 1 keyboard?
Oh no. Oh yeah, Guardwell, the new one.
The new one. Guardwell is a new keyword where
you can however much it is blocking for, it gets that many
-1 counters. If it's Guardwell 2, then it'll
block for two and then go to like 0 effective block for the
rest of the game, but it'll still stay on the field.
It's kind of like a weird cross between the two.
It's a halfway point between like a Temper 2 or battle worn
2, which is effectively 3 block, and a blade break, which is just
blocking once and then destroying itself.
Balance of Justice was the first guard will equipment.
It blocks for two, doesn't go away.
You still have the opportunity to cash it in whenever you feel
is appropriate after you've blocked for two.
And I think like Balance of Justice is one of those cards
that really wants you to block early.
That way, as soon as you see the time to crack it, to draw that
card off balance of Justice, you've already gotten your your
block value out of it before you block with it.
It is like value waiting. It's almost like a a series of
events that you want to happen to maximize your value, right?
I want to block as much as possible before I crack bounce
of justice. What I really like about
Guardwell in the designs that we're seeing lately, such as the
Shield of Valheim, testament to Valheim, it's the like Cardwell
offhand guardian piece from the mastery pack that can
potentially block for five value over the course of the game as
if you get enough seismic searches.
But the way that you get that 5 value can be like all at once.
Or it could be like, I block 1 here, I block another 2 here, I
block another 2 here. They make it very flexible.
Or block for three and then block for two.
So it's like, how can you get your seismic surges to line up
with the way that you need to block this specific aggression
coming at you? Exactly, very flexible.
Or like the blade beckener pieces from haunted limited you
could block for one on a non attack on a on an attack action
card and then block for one later on a dagger.
Or you could like block 2 on a dagger near the beginning that's
been pumped. You kind of have that option.
The Cardwell has flexibility. It's somehow more flexible than
any of the other keywords that they've done before it just
because of the way it applies to -1 counters.
There's two other block types I want to mention.
One is if a card has zero block, such as Snapdragon Scalers.
Snapdragon scalers has 0 block, but it never destroys itself
when you block with it. There's no downside to blocking
with it, because there's no upside either.
Yeah, there's no keyword that says destroy this or put a -, 1
on this. It's just like ha ha ha, joke's
on you, I can block for 0. Which gets relevant in some
situations if a mechanologist is playing T-bone and you have to
block with equipment. I don't want to block with my
blade break stuff because it'll be destroyed.
I don't want to block with my temper because it'll be quicker
to. It's closer to being destroyed,
but I can put a 0 block in front of it and just fulfill the
requirement of blocking with an equipment even if it doesn't
like do anything. Some cards also can destroy
equipment that have 0 block value.
That can either be that guard well piece that was just sitting
around or it could be the Snapdragon scalers, which hey,
you should have used it earlier so that I couldn't have
destroyed it here. Whereas some cards have no block
value at all, which is different than 0 having no block value at
all. We can call that a Pearl because
there's a little Pearl where the block value should be, such as
Crown of Dominion, the headpiece that makes you royal and gives
you a gold token. Crown of Dominion has no block
value, so I cannot put it in front of an attacking card.
If I get hit with T-bone, Crown of Dominion is not a legal
option for me to throw in front of T-bone.
I'm going to have to throw one of my different equipment off of
it. And if something destroys
something with 0 block like Clark was saying, that card
would not be able to destroy Crown of Dominion, right?
Very much so. So I get to stay royal.
Joel, what's your favorite keyword?
Like if they printed a new Warrior equipment, what do you
want printed on it? Do you want it to be Guardwell?
Do you want to be Battle Warren? Do you want to be Temper?
That's a good question. I think it largely depends on
like whatever effects they're slapping on it.
I think battle like if I can get more battle Warren like if there
was a battle Warren class I'm gonna be biased and say it
should be warrior. Yeah, I think that tends to be
the strongest keyword, just looking at what it does, right?
Yeah, I get to block as much as I want and it doesn't destroy
itself, right? I'm going to be a little silly
here. I think I'd like to see blade
break, but I'd like to see a really big block value for blade
break. Like a generic 4 block blade
break just. So to get the most value out of
your blocking equipment, one general rule of thumb that we
have is you want to block when it makes a difference and you're
not just saving yourself two life.
If I could block for two, saving two life is like the bare
minimum for what I can accomplish by blocking with my
two block equipment, right? It would be better if I blocked
an on hit if it's the difference between you hitting with snatch
and drawing a card and not. That's a lot of value that I get
from locking. Even if I'm over blocking like
with a three block and A2 block equipment so I'm blocking for
five against your 4, I'm still denying you will hold cards with
a value. So that could be worth not
getting the full 2 block value out of my equipment.
Or if you're coming at me with command and conquer, I might
throw some equipment and a card in front of it instead of
throwing 2 cards because I want to keep more cards in my hand.
I want to stop the tempo loss that you are taking from me with
command and conquer. I think another general rule of
thumb that I see a lot of like new players kind of fall for is
that like equipment tends to be just as good later in the game
as it is early in the game for blocking.
And there's some good exceptions to this.
If I know my opponent is throwing really face up damage
where it's very clear how much they're swinging for, you can
imagine like a guardian swinging A3 for seven or a three for or a
six for 10 every turn. Oh hey look, armor being really
good against Guardian again. When the damage is really clear,
then you can wait a really long time before you're blocking with
armor because there's not going to be any surprises.
I that armor is going to be pretty much just as good when
I'm at one life as it would be when I'm at 30 because the
option will always be there and I can always wait to see if
you're going to throw an actual on hit later that I need to
stop. You know, like if you throw a
crush effect, I would love to be able to make that one point of
armor. The difference between me
getting getting hit with the crush effect from spinal or
crippling crush versus like not taking that hit right.
That could be a very effective use of my armor.
Yeah, One thing I see new players doing a lot is they'll
see a very scary vanilla damage number, like like you said, the
six for 10s, which if you're not familiar with, like how
Guardians used to play, they would just have a lot of cards
that say, cost 6 swings were 10, they'd have like 9 of them in a
deck. And it can be tempting to use
your armor value to like conserve live quote UN quote.
Because you feel like you're taking.
Too much at once, right? Right.
But it's it's that discipline you build over time to say it's
just vanilla damage. I'm going to need this later.
Let's save it. Now there are exceptions to this
like evasion, although armor is really good at getting around
evasion. That's another good thing to
save armor for is like, oh man, I really wish I could have
blocked here. So I'll save my armor for
moments like that and I'll block with cards from hand instead.
But I think it's good to note that like, that is a good play
when you block with hand instead of armor.
Other than that, like it doesn't make a difference whether you
block this evasive attack or the next one, It's kind of the same
difference. Depending on what's in hand too,
yeah, yeah. I also think that something that
I always think about with my equipment is that it is sitting
value. And so I need to utilize it when
it can give me an overlap, right?
So we've talked in this podcast before about offensive and
defensive overlaps. It's the ability to essentially
give yourself blocking value beyond what would be reasonably
expected from a hand, or offensive value that could be
reasonably expected from a hand. I always try to use my equipment
in the moments where it gives me that overlap that my opponent
throws AC and C at me and I'm sitting on that Blood Rush
fellow in Arsenal. I'm going to block up my
carrying Husk and I'm going to come back with A5 card Blood
Rush. Yeah, yeah, I think that's
another good way of like trying to decide on your good moments
to use equipment. There are some cards where you
need a lot of tempo in order to be able to throw them.
Blood Rush Bellow is a great example.
Crippling Crush and Guardian is another good example.
Like if I stick Blood Rush bellow and Arsenal, I'm going to
need to take damage in order to cast it again or use equipment
to slow them down. Like it's a lot safer for me to
Arsenal Blood Rush Bellow when I have like scowling flesh back as
an example. That's like a very defensive
card because it can ruin their turn, you know?
So having that on the field is enough defense that I can
reasonably cast my stronger cards later in the game.
Whereas if I don't have those equipment, I might not be able
to. So I might want to block in my
mediocre hands to keep my equipment.
That way I can keep the the aggressive cards that I really
want in order to win the game. When I really don't want to
block the cards in hand, that's when the equipment comes in.
So it's interesting how sometimes blocking well and
effectively with equipment is about blocking with cards from
hand more of the time in order to give yourself the space that
you need to block with the equipment and keep your the
hands that you want. I don't even think I've really
ever thought of it that way until I'm recorded now, really.
Really weird, right? You're like, I use my equipment
to protect my hand and my hand to protect my equipment.
Yeah. Yeah, but it's it's very real.
Also, some equipment really want you to have very specific game
states talking about one that we've already mentioned before,
traverse the universe. You don't want to block with
that until you've transcended. But even once you've
transcended, you kind of want to wait until having that extra chi
is going to result in a lot of value for you, right?
You're going to wait until you draw your Mirror guy to block
with your traverse, or to use another example that has Living
Legends Aurora with ZAP Clappers, you're going to wait
for that Channel Lightning Valley to be on the field before
you block with ZAP Clappers because you want to get the draw
off of the arcane damage that it would deal.
Absolutely. Like you're blocking with
equipment in order to trigger synergies in your deck.
So you have clear signals in your deck.
When is it time to block with this equipment?
One other exception I want to get for like how do we know if
it's good to block later or earlier?
And that's attack reaction focus decks.
If you're playing against a warrior or assassin, I tend to
like to block with my equipment earlier to make sure I get the
value out of them to keep my life total up higher because.
Having a higher life total is just very important when my
opponent can surprise deal an extra 5 to 10 damage on attack
reactions. So I do not wanna get to lethal
range, I do not wanna get to 10 life.
And if I have to give equipment in order to make sure that
happens, then it kind of adjusts where you consider that to be
like your lethal life total against Guardians, face up
damage, I can go to like 123 life and protect my equipment up
until that point. But against Assassin and
Warrior, they've already killed me at that point, you know I
can't get below 10. They want that higher life total
to be a weapon in the mind game of like, if I have to react
here, you'll die. So you want to give me extra
cards? Yeah.
And then they provoke you and they take an extra card anyway.
And by keeping your life total up, you're able to avoid hitting
that catch 22 where you've kind of already lost because it's out
of reach of those extended lethals.
You could probably also put Brute in that category,
especially Rhinar, because they can intimidate your whole hand
away sometimes. If you have temper or battle
warrant, you want to get the first block value out of the way
so you can see the second value of the second block, right?
If it blocks for two and one, but I'm at 10 life, I might miss
my opportunity to block with for my 1.
You know, those are a lot of the basics I wanted to get out of
the way. Hopefully I gave you a couple
things to think about. We're going to move on to blue
pitch now. Joel's going to talk about
arcane damage and how equipment can protect us from the magic.
So for my pitch I want to talk about nullroon and the arcane
and all the things that make Joel's around the world pretty
sad so. That's why it's Joe's blue
pitch, because it's. So true.
I got some shit to say. So I want to talk about the
Noroon set. So like the null rune gloves
boots. That's it, right?
Oh, the hood and the chest? Yeah, or the rope.
Excuse me, So these this is like the baseline that flesh and
blood gave us to defend against the arcane arts.
And it's essentially infinite block value because the way you
block arcane damage is you pay one resource for every source of
arcane barrier, 1-2 or three. And arcane damage functions
obviously very differently than regular physical damage, where
every source of arcane damage, whether it's one through like
let's say 5. Yeah, so let's talk about how
what this looks like functionally in the game if I
have a stack of 12 room chance. Which you often do.
Fucker tell. Him you get his ass.
That's a me joke. And so when I have a stack of 12
rune chants and I attack you with my reaping blade, that is
12 sources of 1 arcane damage. You don't need arcane barrier 12
to deal with it. You only need arcane barrier 1
and then you pay 12 resources to stop the 12 rune chants.
One resource per rune chant. Or if you're poor, you pitch
your single blue and take the other.
Nothing. Yeah.
That is indeed how it goes a lot the topic.
And now you don't have a blue. With the Wizards, they will
attack you for, say a. They could attack you for a
single source of 12. When they do that, you do need
Arcane Barrier 12 to deal with it because it is a single source
of 12 damage rather than twelve sources of one damage.
And so that's the difference. It is what is the number of
sources and then what is the number of the individual damage
per source. So it's like damage per source
and then that's how much arcane barrier you need to cover it.
Yeah, well put. Dealing with arcane damage is
very different across the classes because there are some
red line decks that say I don't want to pitch at all, I'm just
going to use this to damage you back.
So they'll often be taking either all the rune chance or
the entirety of the big arcane spell.
Whereas guardians will often have a plethora of blue, so they
can pay 12 into rune chance if they feel like it's better than
blocking physical, or they can block 3 of a big chunky spell
and then reduce the damage of their whole turn if it's like,
you know, some type of amp effect.
Similarly, some decks are more heavily rooted in yellow cards,
so they would only really run like Arcane Barrier 2, which
would be like your boots and your gloves only because
realistically you're not going to be able to AB3 anything even
if you had it equipped. So the way the Arcane Barrier
works right now drastically changes how each deck is going
to be able to not only equip themselves for arcane damage or
even deal with it on a term by term basis.
Yeah. Which is it kind of Harkins back
to what we were saying at the end of Yellow Pitch there where
we were saying, you know, it's really interesting how you can
like use your hand to protect your equipment or your equipment
to protect your hand with arcane damage.
You have to use your hand and your equipment.
You have to sacrifice both places to deal with any single
source. Yeah.
I think that's part of what balances it too, right?
If you talk about the rate of damage you get for arcane
spells, it tends to be less than physical.
You know? Like Voltic Bolt is on rate for
arcane. It's two resources to come in
for five with no go again. Whereas usually you get 6 power
out of a cart like that if it were physical, right?
Or you could go again or something so you're swinging for
less damage. They don't lose any cards in
deck by blocking it with arcane barriers.
That's another big downside of arcane.
But the upside is it comes with re evasion.
They have to give you equipment slots in order to have the
ability to block some of it. Every equipment slot that they
give up to run their shitty no room piece or arcane barrier
like classic equipment. Like it's going to be something
that they probably would rather run something else in order to
get their game plan going. So by it's like ruining their
game plan in advance when we sit down, you are not going to be
able to run all of those equipment pieces that you built
your game plan around. And with this baseline in mind,
then consider like how many of classes that you play that have
in class Arcane Barrier. So you'll see cards like the, I
think it's called the Widow Veil or the Widow, whatever.
It's the equipment suite that got released in Rosetta that had
both Arcane Barrier and spell Void in the same slot.
And there's also, you know, in room Blade there are a magical
class. So magical classes like that
will often have heavier sources of arcane barrier.
So you could potentially run arcane barrier, you know, 2
through 4 and not run any generic null rune stuff.
And that's sort of how LSS balances non magical classes
versus the magical classes. Like something that I've always
been frustrated with obviously cuz I like play the class is
warrior doesn't have any in class arcane barrier.
But in this discussion we've already talked about how
powerful their armor is at blocking physical damage.
I think if they were also really good at blocking magical damage
it could be extremely overturned and that's probably the reason
why they don't have any in class arcane barrier yet.
And like Ranger's, the exact opposite.
Ranger will run Arcane Barrier by accident because it's so in
tune with the cards they already want to run.
It's paired together with good equipment, Bullseye bracers,
Skull Bone, Cross wrap like Arcane, and Trench of Sucker
Treasures, right? So you could be running AB 3
just by accident even if your opponent's not running Arcane
Barrier. So if you come across a wizard,
you're like, Oh well, it's a good thing I already have Arcane
Barrier 3. You don't have to change my game
plan too much, right? And for all you youngsters out
there, there was a time when Azalea was dog shit like I'm
telling you like like less than 100 LL points probably.
And even she had a very good match up into Wizards because
her base equipment set had AB 3. So little things like that make
flesh and blood very interesting because they add in these like
subtle synergies without unless you take the time to like really
examine it all, it goes unnoticed.
I think it's also very interesting that two of the
classes that we just or there's other classes that have good in
class Arcane Barrier, most notably Mechanologist.
Yes. Which were also the classes
first printed in a set with arcane damage.
That's true. Just named all three of them.
Yeah. And so I think it's very
interesting because as they expand where and how to print
Wizard Unlimited and how to design Wizard in limited
environments, I think they may become more comfortable giving
Arcane Barrier to other classes. It's not that it can't come, but
maybe that it just isn't here yet.
You know what else was kind of funny?
Like we didn't have a lot more Arcane Barrier added to the game
in Rosetta. Like we did see a bunch of
pieces in the expansion slot Assassin.
I'm sure there were others, but but they in limited, they're
like, Oh yeah, we're just going to have you gain life.
We're not even going to, like, give you Arcane prevention.
Game life and the macro, yeah, we're two strategies that they
use to work around arcane damage in the limited environment.
Yeah, Speaking of the macro, let's talk about spell Void
because a lot of classes don't want to be pitching into things
like arcane barrier to to their defense against arcane.
However, like we mentioned like the widow set of assassin
equipment and a few other very key pieces have spell void which
basically says whenever you would be dealt arcane damage you
can prevent that much by destroying that piece of
equipment that has spell void. And you know it ranges from like
spell void one to spell void. I think 2 is the highest right
now, 2. Is really the highest I think
we've ever seen. Shark Charmers, Halo of
Illumination, those are the ones I can think of right now.
And Arkan Evan Fold. Arkanite Fortress, Yeah, if
you're running Arkanite school cap.
Then the more Arkanite they give us baby, the better it's gonna
get. Oh yeah, any thoughts about
spell void I? I personally like it because
it's the only way Bolton can really deal with arcane damage.
But it's like, thank God, I can actually just block with my
equipment. That's all I want to do with my
equipment. It's just block them and spell.
It's like. That that's true.
It behaves a lot more naturally than the other equipment, and as
a result of that, it's easier to find the play lines to make it
work. You don't have to like, change
your entire deck construction to run all these extra Blues so
that you can still have a turn and pitch a blue.
Now you can just be like hmm, prevent the damage by putting
these things on the table in front of it.
It's kind of like Arcane Barrier helps you across the game, you
know, like in the long term, being able to continuously pitch
to Arcane Barrier is going to like help you stop their on hits
and effects as well as keep cards in your deck.
And it's how you beat a wizard over time.
But people like Kano, they don't just play over time.
They play in one solid turn. That's when Spellboy is really
good when you want to block Arcane in key moments.
And obviously the best case is when you can have both together
at the same time. I think this is one of the
reasons why Aurora was a top deck in the meta because she had
that Dyadic Carabus AB2. The lightning grieves AB 1, so
there's your AB 3. And then Fuzzy, you just said
it, shock charmers in the yard, there's your spell Void 2.
And then I still get to keep my headpiece for whatever I want.
Like that's really strong. I think it's I kind of agree
with what you're saying, but one caveat is that like if I knew
they were only going to be dealing arcane in one turn of
the game, I would just want spell void.
And if I knew they were going to do a little bit over the course
of the entire game, like if they were a rune blade, I would just
want arcane barrier 1 spell void one wouldn't help me get the
rune blade. So they're not always I think
best in tandem necessarily, but against like Kano or like
dedicated Wizards, like they're not going to do all arcane on
one single turn. They're going to do it over the
course of the game. So you you can definitely
overwhelm them with both and secure the match up.
And that sounds like a lot of equipment spaces.
So let's talk about the inventory and how that interacts
with all the stuff we just mentioned, like the spell void
pieces. We're going to be running the
AB. This is very full circle to that
very first point made. I main red pitch.
Everyone starts with four equipment slots.
You only have so much room to put this stuff in.
Yeah, yeah, yeah, that's true. So Clark was saying that there's
only four slots you can do stuff with.
And if everything is super valuable in those same slots,
you have to really pick and choose in your deck building,
like what you can afford to go out with.
Like for me, I always feel bad about like taking out Brayforge
bracers for no room gloves because Brayforge bracers I can
also get one point of value offensively and I might not
always get to use it as Arcane barrier versus like Verdance or
Cano for instance. One thing we already talked
about previously is that some classes have a more difficult
time dealing with arcane damage because they don't have those in
class suites. So if I'm a warrior player and I
have like 4 pieces of really good equipment, I then also have
to add like 123 arcane barrier slots for like no rune or spell
void. And it's not 7 slots, not
including like whatever weapons you're bringing.
So already like an eighth of your deck is devoted strictly to
equipment, and that can be a lot when you have to also navigate
like which matchups do arcane in the small forms like in the
sources of 1, and then which decks are popping up that are
dealing big ass arcane sources. And some decks are going to be
easier to make that room. You know, I kind of do it a
little bit backwards because when I'm like brewing up a new
deck list, I get my main board, right?
Like, OK, this is like the 40 to 60 cards that I think I'm going
to be running in most matchups. Then I'm like, OK, time for my
and here's my main equipment, right?
These are the equipment and weapon I'm most likely to run.
Then I go to my sideboard and I'm like, it's the trauma takes
over and I'm like, well, if I see a Cano, I don't want to lose
to them. So I bring in five pieces of
arcade barrier. If I have all four, an old room
and I equip the arcane Lantern. I don't even think I need a
weapon. I think I'll beat Kano just by
fear fatigue. And then I go to the sideboard
from there because I have to be able to beat Kano, even though
like, I probably still, I'm going to fucking lose to Kano
because they're going to get lucky off me, you know?
Yeah, but the more that you have to run to justify the arcane
barrier, it could even go as far as having like extra Blues
inside board, right, So that you can actually utilize your extra
arcane barrier. I know that was the thing during
the. I know we're talking about
Arcane, so I'm gonna shift it. And I'll say like during the ice
meta where Icelander was really prominent, people would just
have extra Blues inside board so that they could bring in and run
against Icelander. Yeah, and you know, a lot of the
running joke in Flesh and Blood is like whenever there's a new
busted generic, it's usually a blue block 3.
But that is on ironically so strong for deck building
decisions because I can then run like 4/3 of my warmongers for
like an upcoming Ranger meta. But also like even if I'm not
going to be able to get any value out of it against like a
Cano per SE, because the they're always choosing peace, it's
still an extra blue that I can side in and take out the red
like defense reactions that I might have in main board.
So it's little tricks like that that I love about flesh and
blood where you can make multiple uses out of the same
card. Especially when you know like
Fuzzy was saying, I'm trying to find room for my 6 arc arcane
Barrier and I need to make cuts and my. 4 spell void.
Yeah, yeah, yeah. And my and my 3 Oasis respite.
And my my ice pick so I can pop their tires so they don't make
it to the PQ, things like that, you know, things like that.
Yeah, yeah, yeah. Well, I think that's pretty much
it for me. I've had enough Arcane talked
for one day. I think now we should go over to
the Arsenal zone. What say you boys?
Yeah, let's go to the Arsenal zone.
Yar. So I've been hanging out with
Captain Hornswoggle last week. You know, how has he been doing?
He's been doing pretty good and he's still.
In town, he hasn't texted me. Awkward.
No, I mean, I guess sure you know.
So anyway, our Arsenal Zone is the part of the podcast where we
all talk about a card that we've been thinking about lately for
whatever reason we want. Joel, what do you got on the
mind? You have to do a patron.
Oh my God. We like to start our Arsenals on
every single episode by shouting out one of our patrons.
If you join our Patreon at the $5 tier, you can suggest a card
to go here in the Arsenal zone and get some of your thoughts
about the card onto the podcast. It's a great way of supporting
the show and you know, making yourself a part of the show a
little bit. So we are going to select one of
our patrons at random and the winner is Diet Roll Noise Han.
Whoa, I know that guy. Han B, the artist for our pod.
Yeah, Khan shouted out the card. Spreading Flames.
You do not know what Spreading Flames is.
It is a red one. Cost 3 attack, 2 block Draconic
Ninja action, attack action card it.
I said it came in for three. I'm just, I'm just excited to
see if you're going to, if you're going to stick the land
in here. And it says fuck I don't know
how they word it. The moment that you attack the
card, if it's power is the less than the amount of draconic
chain links you control, it gains one power.
Yeah, draconic attacks you control have.
Draconic attacks only. That's what it applies.
To have plus one power while their base power is less than
the number of draconic chain links you control.
And it has go again. That's all your little phoenix
flames and dagger just get plus one.
Because it's not just attack action cards, it's weapon
attacks 2. Han had this to say about the
card. It's in my list of flesh and
blood cards that also have a magic counterpart because Han
and our buddies have a running list of cards that have the same
name. Like this is a magic card with
the same name. I guess there's a magic card
called Spreading Flames. It's also a Fi card who might
think has a decent chance against Florian.
Got to spread the word and have people play him more before
graveyard hate kills him in high seas.
Yeah, the graveyard hay and high seas might kill Phi, it might
also kill Syndra, but I think we have seen the power of spreading
flames since Han put in this suggestion and Aurora sort of
left the meta. I think blue oriented ninjas
with big combo abilities like our two draconic ninjas with
spreading flames definitely rose in priority in the meta.
I know at the RT and I went or sorry at the PQ at the PQI went
to, I kind of got wrecked by a fire that was running Spreading
flames and I know that Syndra has been one of the top decks
Syndra made to the finals of the May AGE West Coast AGE.
Oh, did not know that. Yeah, Travis.
Wagner. Travis, yeah, he's fucking good,
man. He loves draconic heroes.
So thanks for the shout out Hon. And don't worry if you didn't
hear your card called out, we will do another drawing next
episode, so be sure to keep sending us your suggestions.
And we hold on to all the suggestions.
Hun was from a couple of weeks ago.
Those don't just disappear. Whenever you have a card that
you really like, throw it in there.
Yeah. We like to know what's on your
mind, Joel. What's on your mind?
On my mind is probably the most based equipment ever, and that's
carrion husk. So based they had to ban it in
living. So based they had to ban a
living legend. They cannot let Lavaia live bro.
Literally stand it. Biggest base power of any
equipment, Yeah. Base block.
I don't know why you're beating me, I just so carrion Husk is a
shadow chest piece with six defense holy with blood day and
if at the start of your turn you are under 13 health it banishes
itself. So this was also banishes.
Itself once the combat chain. Closes, yeah, yeah, so 13 life,
use it or lose it. And I love this card because it
is just a really unique piece. Like power aside, it's one of
the most interesting chess pieces, and it created this
interesting dynamic with Chain because it sort of started this
clock where you have to, like, kill your opponent before I
start taking you down to, you know, lethal ranges.
And Leviah, you kind of had to keep the train running and keep
the blood, blood that engine going so that you would sort of
ignore the blood that effect of this card.
And then Vincette, yeah, Vincette doesn't block with this
very often. Yeah.
I love Carrie and Husk. What a great Charlotte.
This was one of the first arts I ever really fell in love with.
Flashing blood. Yeah, because it's just this
giant undead fucking Titan to Husk and it's breastplate.
Yeah. And I'm like, God, what the fuck
is that thing? How about you, Clark?
What's your card? The card that I want to shout
out is how from beyond. How, How, how from beyond.
It's just such a fun card. One of the coolest things about
Levaya is graveyard recursion. The ability to send these cards
that are playable from Blood debt, yeah, back into your
graveyard to then give you the cards that you need to banish.
And then you just. And then once it's banished,
it's playable again. And so you just fucking loop it
between these two zones. It's such a powerful ability,
it's such a great way of adding a little bit extra extension
when you don't have a natural go again in hand, and it's just
such a cool fucking card. It like gives Lavaya a great
match up into every single slow deck.
I got to play against Benz Teklavasin recently and I just
fucking looped that shit turn after turn.
Made sure I always kept my graveyard at 3 or 4 cards so I
could or two or three cards so I could just play it and have a
really good chance of banishing it and getting it back again and
just boss can keep it going. It is such a great little
engine. Love this card.
Yeah. Can I not describe the card?
Nope, I. Don't remember, I probably not.
How from beyond is a shadow non tech action card that cost 2 is
red and blocks for two At red it says your next attack action
card games plus three power go again and it is playable from
blood death. Yeah, it's cards like this that,
you know, when people start talking about Rhinar as a good
counter for decks I like to block.
I'm thinking with Via there's no deck that can feed Tigger if she
has this plus the rest of her like, you know, a recursion
package so to speak. Yeah, so I love Al from Beyond.
I don't think they're going to print too many more cards that
can do this because it is a really powerful thing to do for
her. But maybe, maybe just a little
as a treat. Just one, just one, just one
more what? Are we going to do with one
more? And a blue 6 while you're at it.
Anyways, Fuzzy, how about you? What do you got for us?
Well, I don't have a brute related card at all to shout out
today. He's off, he's off of it.
Caught. They gave Katsu bonds back and
he stopped just like. That.
I've been playing Talischar at work and I've been brewing Gravy
Bones and I have a card that I think is fun to play against
Gravy Bones. I just certainly did not come up
with this. Not only did I see it online
here and there, but I also saw it played against me and that's
Blue Widowmaker, the Ranger card.
Widowmaker is A1, cost 3 block Ranger attack action Arrow
defense reactions cannot be played to Widowmaker's chain
link at all. Nope.
And if Widowmaker is defended by fewer than two cards, it has
plus three power. At blue, it has a base of two.
The red would be a one for four, plus the three if it's not
blocked at all. So this can come in for five
against an ally. The Blue Widowmaker can attack
for five, and because you can't block attacks that are at your
allies, Widowmaker is kind of guaranteed to be the full value
when you're against allies and they have the new support for
blue specifically, that gives them go again.
So you can load a Blue Widowmaker, shoot a one for five
at an ally, and then continue on with the rest of your turn.
Yeah, with go again with the sarong.
It's also so cool because it gives another reason for those
zero block equipment. Oh yeah, because you could block
this with the 0 block equipment. Or your battle Warren, right
like your battle Warren that have the counters over time.
So there are lots of reasons why you wouldn't necessarily want to
run widowmaker and constructive. There are lots of ways to get
around the effect. But also, you know what, like if
you're you're shooting a blue and they're giving you at least
one card in hand, you're kind of already getting the expected
value that you'd get from a blue arrow, right?
Like unless they have two equipment they can block with
freely, it's kind of really easy to get value out of this card I
think. A blue that can be a red that
encourages them to give cards out of hand seems really
powerful to like. And what a cool little tech
piece. Yeah, So that's what I've been
thinking about lately. I brought a copy to sign for
each of you. Here's one for you and one for
you. A thank you, Fuzzy.
And I think that's our podcast. That's the podcast.
It's over. Thanks for listening everybody.
I hope you enjoyed hearing us talk about our like flesh and
blood clothing. You know what we wear on our
flesh and blood bodies? Yeah.
Do you guys think? Fashion.
True music Done. Do you guys think it will ever
get to the point where there's a format with like the coldest
drip where like you can equip like you just have to develop
the coolest outfit? Well, no, because then Warrior
would win every every time. Well.
No Brute with the scowling flesh bag with the tuning high Tanner
V tracker, what it's like all on theme.
Because they're all brute cards. Hey, you raggedy ass
motherfucker. Whoa.
I feel like does an assassin have some like stylish cards?
Window veil the the four widow veils would be pretty sick.
I I guess. Also riptide and fishnets.
I I think you know. Sea Laser.
That that pretty much seals it up.
I don't know. All right.
Thanks for listening everybody. International guys, bye.
Bye. Pitch It to Me podcast is hosted
by Fuzzy Del Clark Moore and Joel Racinos.
Our executive producer is Talon Stradley, logistics coordinator
John Farkas, music by Dylan Hulse, logo by Han V and sound
mixing by Christopher Moore. Last but not least, we'd like to
thank you, the listener. Thank you for tuning in.
Please give us a follow on your favorite social media platform
and Pitch It to Me podcast. I fell in love with the lure.
Carrying some big melons. I'm cutting that just.
That's my huge. How about you?
No, it just has. It doesn't have any, it just
blocks for six. It doesn't get any minus ones,
but it has an ability that banishes itself.
Throatinger's battlehorn. I'm just kidding.
I don't know what Schrodinger means.
Oh it does. I really hope that gets sweet
into. It take whoever.
That was really funny.