1
00:00:09,360 --> 00:00:12,400
Welcome to Pitch It to Me 
podcast, a show about the 

2
00:00:12,400 --> 00:00:15,440
subjective past, present, and 
potential future of flesh and 

3
00:00:15,440 --> 00:00:18,320
blood design. 
Calling all D tier hero 

4
00:00:18,320 --> 00:00:21,600
specialists. 
We have a fake LSS product just 

5
00:00:21,600 --> 00:00:23,240
for you. 
That's right. 

6
00:00:23,480 --> 00:00:26,840
In today's episode, we'll 
speculate on which Armory deck 

7
00:00:26,840 --> 00:00:28,880
is next and what it might look 
like. 

8
00:00:29,440 --> 00:00:31,880
On Red Pitch, Droll will get 
some skin in the game. 

9
00:00:32,200 --> 00:00:35,240
On Yellow Pitch, Clark will 
connect us to the data stream, 

10
00:00:35,480 --> 00:00:39,120
and on Blue Pitch, Fuzzy will 
wonder about The Wanderer. 

11
00:00:39,400 --> 00:00:42,040
You can find us across all 
socials such as TikTok and 

12
00:00:42,040 --> 00:00:44,120
Instagram at Pitch to Me 
podcast. 

13
00:01:00,680 --> 00:01:03,080
I'm Clark. 
I'm Joel. 

14
00:01:03,280 --> 00:01:06,880
And I'm fuzzy. 
This is a good episode idea. 

15
00:01:06,880 --> 00:01:08,240
You're excited for it? 
Yeah. 

16
00:01:08,240 --> 00:01:09,720
Why don't you tell the audience 
about what we're doing? 

17
00:01:10,040 --> 00:01:15,160
So we were all sort of sitting 
around looking at the the KO 

18
00:01:15,160 --> 00:01:17,520
Armory deck and the Bolton 
Armory deck and this upcoming 

19
00:01:17,520 --> 00:01:20,480
Azalea Armory deck. 
And we thought, what's going to 

20
00:01:20,480 --> 00:01:23,400
be after these? 
Are they going to keep going 

21
00:01:23,400 --> 00:01:25,520
through new classes and new 
heroes? 

22
00:01:25,640 --> 00:01:28,320
What are some of the design 
philosophies that we've seen 

23
00:01:28,320 --> 00:01:31,520
come out of the Armory decks now
that we've seen the deck list 

24
00:01:31,520 --> 00:01:36,280
for multiple different ones? 
And so we wanted to sort of take

25
00:01:36,280 --> 00:01:40,200
a whole episode and give each of
our little ideas about what's 

26
00:01:40,200 --> 00:01:44,320
next in line for this product. 
Yeah, You might hear us talk 

27
00:01:44,320 --> 00:01:46,520
about how cool the Armory decks 
are as a resource for newer 

28
00:01:46,520 --> 00:01:48,280
players. 
You might hear us talk about 

29
00:01:48,280 --> 00:01:50,720
ways that we think that Armory 
decks might be able to improve. 

30
00:01:51,000 --> 00:01:53,240
I think it'll also be evident as
it comes out through our 

31
00:01:53,240 --> 00:01:56,920
designs, right, Clark? 
Like I know, like I for instance

32
00:01:56,920 --> 00:01:59,400
have a couple sideboard cards in
my Armory deck because I think 

33
00:01:59,400 --> 00:02:02,600
it's bullshit that they don't 
have sideboard cards in the 

34
00:02:02,600 --> 00:02:04,240
Armory decks for these newer 
players, you know? 

35
00:02:04,440 --> 00:02:06,760
Yeah. 
And it's, I mean, that's 

36
00:02:06,760 --> 00:02:09,800
especially going to be really 
important once Rosetta comes 

37
00:02:09,800 --> 00:02:12,120
out. 
Yeah, that like new players have

38
00:02:12,120 --> 00:02:15,760
access Arcane Barrier for these 
new heroes that are coming out 

39
00:02:15,760 --> 00:02:19,040
at the same time. 
So I'm going to love to see what

40
00:02:19,040 --> 00:02:25,360
you did there. 
But it's also one of the big 

41
00:02:25,360 --> 00:02:28,520
features of Armory decks are the
brand new cards that they 

42
00:02:28,520 --> 00:02:30,640
introduced to the game through 
them, right? 

43
00:02:30,760 --> 00:02:33,920
So rather than going through the
expansion slot or releasing it 

44
00:02:33,920 --> 00:02:38,720
in a supplemental set, they 
release brand new cards for a 

45
00:02:38,720 --> 00:02:41,520
hero or a class through the 
Armory deck for them. 

46
00:02:41,680 --> 00:02:45,640
So yeah, we just got a really 
big custom card episode the 

47
00:02:45,640 --> 00:02:48,800
other day, but we're going to do
it again this week. 

48
00:02:48,800 --> 00:02:50,040
Yeah. 
So we're all going to have at 

49
00:02:50,040 --> 00:02:53,600
least two or three custom cards 
that we're showcasing today to 

50
00:02:53,600 --> 00:02:55,800
hopefully get you excited about 
the potential future of the 

51
00:02:55,800 --> 00:02:58,640
game. 
Joel, do you have any updates 

52
00:02:58,640 --> 00:02:59,880
for us? 
Anything you wanted to talk 

53
00:02:59,880 --> 00:03:01,560
about today? 
Not really. 

54
00:03:01,560 --> 00:03:04,640
I am not recording in that hot 
ass garage for today. 

55
00:03:04,680 --> 00:03:06,840
I'm still in LA. 
I've been spending a lot of time

56
00:03:06,840 --> 00:03:10,560
here lately just because it's 
hard to go from LA to anywhere 

57
00:03:10,560 --> 00:03:13,880
in a meaningful time frame. 
Yeah, so we've got you on 

58
00:03:13,880 --> 00:03:16,200
distance once again. 
Yeah. 

59
00:03:16,640 --> 00:03:19,600
Well, hopefully next time, our 
next recording I'll, I'll be 

60
00:03:19,600 --> 00:03:21,720
back in Long Beach. 
Should we just go ahead and jump

61
00:03:21,720 --> 00:03:22,600
into it? 
Sure. 

62
00:03:23,280 --> 00:03:25,440
All right. 
As we're doing these potential 

63
00:03:25,440 --> 00:03:28,880
Armory deck deck lists we're 
having, we're gonna have links 

64
00:03:28,880 --> 00:03:32,440
in the description to each and 
every one of them so you can see

65
00:03:32,440 --> 00:03:34,680
them on February. 
The custom cards that we're 

66
00:03:34,680 --> 00:03:36,760
mentioning won't be on the 
February deck list, but every 

67
00:03:36,760 --> 00:03:39,720
other card that we intend to be 
used for our Armory decks will 

68
00:03:39,720 --> 00:03:41,720
be there. 
And you will be able to see the 

69
00:03:41,720 --> 00:03:47,680
cards that we designed on our 
custom card, a Google folder, 

70
00:03:47,800 --> 00:03:49,720
Yes, Google Drive folder. 
There will be a link for that in

71
00:03:49,720 --> 00:03:52,160
the description as well, yeah. 
So you can see all the cards 

72
00:03:52,160 --> 00:03:54,600
that we'll talk about, but we 
probably won't go over every 

73
00:03:54,600 --> 00:03:56,760
single card that we included in 
our lists. 

74
00:03:56,760 --> 00:03:58,480
Yeah. 
So if you do want to see the 

75
00:03:58,480 --> 00:04:01,600
full deck list and how we expect
everything to play together, you

76
00:04:01,600 --> 00:04:04,120
can always go there. 
And now with all that being 

77
00:04:04,120 --> 00:04:06,360
said, let's go ahead and jump 
into our red pitch. 

78
00:04:06,360 --> 00:04:08,960
Joel, take us away. 
Sure. 

79
00:04:09,200 --> 00:04:11,560
So. 
The next hero that I would 

80
00:04:11,640 --> 00:04:14,880
really love to see get an Armory
deck is Betsy. 

81
00:04:15,400 --> 00:04:18,800
There's a few reasons for this. 
Number one, she's been often 

82
00:04:18,800 --> 00:04:21,839
referred to as like limited hero
filler. 

83
00:04:21,839 --> 00:04:25,080
At least in our podcast, Clark 
brought up some really good 

84
00:04:25,080 --> 00:04:28,640
points about how they may have 
dumped down her power levels. 

85
00:04:28,640 --> 00:04:32,240
That's so that she could be good
and limited, but hasn't seen 

86
00:04:32,240 --> 00:04:35,560
very much success outside of 
limited, and she's currently the

87
00:04:35,560 --> 00:04:38,600
weakest Guardian of the game. 
Even with Bravo being as bad as 

88
00:04:38,600 --> 00:04:42,520
he is, Betsy's worse than that 
because she just has so many 

89
00:04:42,520 --> 00:04:46,280
missing pieces from her kit, and
I think that's because she 

90
00:04:46,280 --> 00:04:49,360
suffers this curse of being 
released as quote UN quote 

91
00:04:49,360 --> 00:04:52,440
incomplete. 
By that I mean she has very few 

92
00:04:52,440 --> 00:04:55,320
relevant core mechanics. 
She didn't have a lot of payouts

93
00:04:55,320 --> 00:04:58,400
for her wager abilities or 
overpower for that matter. 

94
00:04:58,480 --> 00:05:01,400
She doesn't have a signature 
weapon, a lot of things that are

95
00:05:01,560 --> 00:05:04,480
very readily apparent if you 
have thought about playing Betsy

96
00:05:04,480 --> 00:05:08,360
in the in the past. 
She also features two very weak 

97
00:05:08,360 --> 00:05:11,720
mechanics with underweight power
levels and mainly on hits with 

98
00:05:11,720 --> 00:05:15,760
the wager mechanic and all of 
the wager cars being two blocks 

99
00:05:15,760 --> 00:05:18,600
outside of her specialization. 
No arguments there. 

100
00:05:19,400 --> 00:05:22,480
So Joel, you're really going 
like the Bolton route for this, 

101
00:05:22,480 --> 00:05:24,560
right? 
Because LSS has sort of talked 

102
00:05:24,560 --> 00:05:27,480
about when they printed KO, it 
was because they knew KO was 

103
00:05:27,480 --> 00:05:33,440
going to be meta relevant and 
they wanted to give a strong 

104
00:05:33,440 --> 00:05:37,800
meta hero to brand new players. 
Then in our next Armory deck, we

105
00:05:37,800 --> 00:05:40,280
see Bolton. 
Bolton's not meta relevant at 

106
00:05:40,280 --> 00:05:45,680
all and so it felt more like 
they were targeting him because 

107
00:05:45,680 --> 00:05:48,360
they knew they were going to be 
giving him support soon. 

108
00:05:49,000 --> 00:05:52,920
That could make him meta 
relevant and he just needs the 

109
00:05:52,920 --> 00:05:56,640
support right now. 
Yeah, I think like I, I 

110
00:05:56,640 --> 00:06:00,240
initially had problems with the 
KO Armory deck, but as time has 

111
00:06:00,240 --> 00:06:04,320
gone on, I understand why they 
did, why they chose KO as their 

112
00:06:04,320 --> 00:06:07,320
inaugural Armory deck. 
Because like you said, Clark, 

113
00:06:07,640 --> 00:06:10,640
they want a meta relevant hero 
so that people will actually buy

114
00:06:10,640 --> 00:06:13,560
the product and they want a hero
that new players will feel good 

115
00:06:13,560 --> 00:06:16,040
about playing because it's like 
an objectively strong hero 

116
00:06:16,480 --> 00:06:18,080
basically. 
I do want to give her the Bolton

117
00:06:18,080 --> 00:06:21,840
treatment, just give her some 
support, because I think with 

118
00:06:21,840 --> 00:06:25,240
Flesh and Blood still figuring 
out its product releases, it can

119
00:06:25,240 --> 00:06:28,760
be hard to figure out where and 
when to give support to these 

120
00:06:28,760 --> 00:06:30,840
heroes. 
And I'm not sure that the 

121
00:06:30,840 --> 00:06:36,120
expansion slot has a wide enough
berth of space to give support 

122
00:06:36,120 --> 00:06:37,600
to all the heroes that they need
to. 

123
00:06:38,360 --> 00:06:41,640
So something more focused, like 
an Armory deck might be what 

124
00:06:41,640 --> 00:06:44,760
Betsy could use the most. 
Until they do, we're just going 

125
00:06:44,760 --> 00:06:46,920
to go over some stuff that I 
think she could use based on 

126
00:06:46,920 --> 00:06:49,800
some feedback I've heard from 
like actual Betsy players. 

127
00:06:50,880 --> 00:06:54,120
My my list is pretty simple, it 
just has all the wager cards 

128
00:06:54,120 --> 00:06:57,320
like the wage figure and 
agility, her specialization, and

129
00:06:57,320 --> 00:06:58,880
some solid reprints of all the 
cards. 

130
00:06:58,880 --> 00:07:01,920
You're welcome to look at the 
deck list for those. 

131
00:07:02,080 --> 00:07:06,160
I've also included some 
majestics and more rares, mostly

132
00:07:06,160 --> 00:07:09,200
because I've heard people 
complain about the value that 

133
00:07:09,200 --> 00:07:12,200
people are getting from the 
Armory deck. 

134
00:07:12,480 --> 00:07:17,040
And so I wanted to give a decent
bump to the rarity and therefore

135
00:07:17,040 --> 00:07:20,520
the playability and the like, 
economic like investment you're 

136
00:07:20,520 --> 00:07:23,560
making into the deck. 
So I just included a bit more 

137
00:07:23,560 --> 00:07:26,040
power than maybe we've seen in 
the previous ones. 

138
00:07:26,440 --> 00:07:30,160
I also included a sideboard with
very clear use cases for newer 

139
00:07:30,160 --> 00:07:33,120
players. 
So I have like a full no room 

140
00:07:33,120 --> 00:07:35,440
set. 
So you have AB 3 into the arcane

141
00:07:35,440 --> 00:07:39,360
heroes. 
I have sync below playsets and 

142
00:07:39,720 --> 00:07:42,640
movable playsets. 
I've just included those so far.

143
00:07:43,680 --> 00:07:47,080
I don't know how expansive LSS 
would want those to be if they 

144
00:07:47,080 --> 00:07:49,360
included a sideboard because 
they haven't just yet, but 

145
00:07:49,360 --> 00:07:51,960
that's kind of what I would give
them as a starting point. 

146
00:07:52,840 --> 00:07:56,800
And then I think this is 
probably the most like pushed 

147
00:07:56,800 --> 00:07:59,120
part of it. 
I included a legendary chess 

148
00:07:59,120 --> 00:08:03,440
piece for Betsy, mainly because 
I think she really needs it. 

149
00:08:03,800 --> 00:08:07,920
But I also think if they do give
like legendary equipment or 

150
00:08:07,920 --> 00:08:12,440
anything really, they should 
also spoil it or release it 

151
00:08:12,440 --> 00:08:16,880
alongside a main set release. 
Because I think a lot of us 

152
00:08:17,920 --> 00:08:22,160
really do not like when cards 
are exclusive, similar to how 

153
00:08:22,160 --> 00:08:25,800
like round the table, how some 
like very expensive majestics or

154
00:08:25,800 --> 00:08:31,840
like civic steps, for instance, 
or you know, exclusive releases 

155
00:08:31,840 --> 00:08:35,200
of heroes with the skirmishes 
and whatnot. 

156
00:08:35,200 --> 00:08:37,960
So I just wanted that coffee out
there like I do have a legendary

157
00:08:37,960 --> 00:08:41,400
but I and if I were to release 
this as LSSI would do it along 

158
00:08:41,400 --> 00:08:44,240
set of main set. 
So this is so interesting. 

159
00:08:44,280 --> 00:08:52,160
So Armory decks so far have 
never put a legendary card in in

160
00:08:52,160 --> 00:08:55,640
their deck lists right? 
All the equipment has been 

161
00:08:55,640 --> 00:08:59,640
majestic rarity or lower. 
I also think, like, is anyone 

162
00:08:59,640 --> 00:09:02,920
going to really argue that Betsy
doesn't need like a legendary 

163
00:09:02,920 --> 00:09:05,600
that she can use? 
Like I think she has enough 

164
00:09:05,640 --> 00:09:09,520
stuff going terribly for her 
that not many people would bat 

165
00:09:09,520 --> 00:09:14,320
an eyed it, especially when LSS 
has been pretty heavy-handed in 

166
00:09:14,320 --> 00:09:18,240
giving Bolton a legendary piece 
of equipment for all of his 

167
00:09:18,240 --> 00:09:21,000
slots so far. 
That's just something I wanted 

168
00:09:21,000 --> 00:09:24,680
to experiment with. 
I think this could be a Majestic

169
00:09:24,680 --> 00:09:25,960
to be completely honest with 
you. 

170
00:09:26,160 --> 00:09:29,400
The legendary might just be 
flavor sake, but I'll let you 

171
00:09:29,400 --> 00:09:31,680
guys decide after I go over the 
actual card. 

172
00:09:33,680 --> 00:09:36,560
So now I want to get into the 
quote UN quote science of it. 

173
00:09:36,560 --> 00:09:39,400
Like why I included what I 
wanted to and sort of my thought

174
00:09:39,400 --> 00:09:42,480
process behind the deck. 
I am very much going with the 

175
00:09:42,480 --> 00:09:46,040
design space of her being 
aggressive with big numbers and 

176
00:09:46,040 --> 00:09:50,320
being able to use larger hands 
same way that other the other 

177
00:09:50,320 --> 00:09:53,360
guardians do. 
But with wagers like you, you 

178
00:09:53,920 --> 00:09:57,920
can't really use a four or five 
card hand as Betsy as well as 

179
00:09:57,920 --> 00:10:01,240
you can with Victor or Bravo 
outside of adding like Zealous 

180
00:10:01,240 --> 00:10:03,760
Belting or some other go again 
card. 

181
00:10:03,760 --> 00:10:06,840
So I wanted something that she 
could use that could put her in 

182
00:10:06,840 --> 00:10:11,000
this aggressive design space. 
I also tried to make a very silo

183
00:10:11,000 --> 00:10:13,640
design, like very specific to 
Betsy, so that the other 

184
00:10:13,640 --> 00:10:16,360
Guardians can't really 
cannibalize, which I don't think

185
00:10:16,360 --> 00:10:20,120
is something that was super 
relevant for the Kale or the 

186
00:10:20,120 --> 00:10:23,360
Bolton Armory deck. 
Yeah, or even the Azalea one 

187
00:10:23,360 --> 00:10:26,240
that we've seen so far, because 
the Azalea cards are very aim 

188
00:10:26,240 --> 00:10:29,440
counter focused and the people 
who I've heard get excited about

189
00:10:29,440 --> 00:10:31,840
the Azalea deck are the Riptide 
players, so. 

190
00:10:32,120 --> 00:10:36,320
Yeah, exactly, exactly I. 
Think because Azalea players are

191
00:10:36,320 --> 00:10:38,680
very happy with where they're 
heroes at right now. 

192
00:10:38,800 --> 00:10:40,480
I don't. 
I don't think they're looking to

193
00:10:40,480 --> 00:10:42,880
get more cards. 
They're like we're towards the 

194
00:10:42,880 --> 00:10:44,880
top. 
We're pretty happy with this. 

195
00:10:46,200 --> 00:10:47,840
Yeah, they got what they needed 
in Outsiders. 

196
00:10:47,840 --> 00:10:49,880
They're fine. 
Also, I think some of the 

197
00:10:49,880 --> 00:10:53,880
mechanics that new players might
get good practice with is pitch 

198
00:10:53,880 --> 00:10:56,040
stacking, mostly because it's 
Guardian. 

199
00:10:56,480 --> 00:11:00,080
And if you include anything with
four costs and above, I think 

200
00:11:00,080 --> 00:11:03,600
you can reliably pitch stack 
with Guardian cards. 

201
00:11:03,920 --> 00:11:07,800
And I think some of these cards 
require quite a bit of setup. 

202
00:11:08,320 --> 00:11:11,680
So I think there's a lot of good
ways to practice pitch stacking 

203
00:11:12,080 --> 00:11:14,120
and threat management. 
Like you have to really be 

204
00:11:14,120 --> 00:11:17,480
cognizant of how many large 
attacks or how many wager cards 

205
00:11:17,480 --> 00:11:20,600
you have so that you're not 
running out by the time you run 

206
00:11:20,600 --> 00:11:23,040
into the rest of your Oros or 
your buffs or whatever. 

207
00:11:24,200 --> 00:11:25,960
And then one last honorable 
mention. 

208
00:11:25,960 --> 00:11:29,520
I did not include the log in 
this list because I actually 

209
00:11:29,520 --> 00:11:32,000
don't think it exists anymore. 
What's the log? 

210
00:11:32,320 --> 00:11:35,000
Joel, could you explain? 
Yeah, so there's a lot of 

211
00:11:35,000 --> 00:11:39,720
speculation on Betsy's reveal 
that she had a signature weapon.

212
00:11:39,720 --> 00:11:42,600
She just didn't release with it.
And people refer to it as the 

213
00:11:42,600 --> 00:11:46,240
log. 
And if you have time, go to her 

214
00:11:46,240 --> 00:11:48,960
hero art. 
And there's like this big piece 

215
00:11:48,960 --> 00:11:52,080
of wood with like some metal 
studs and strappings, like 

216
00:11:52,080 --> 00:11:54,200
attached to it. 
And a lot of people think that's

217
00:11:54,200 --> 00:11:56,680
the log. 
But as some Betsy players have 

218
00:11:56,680 --> 00:12:01,160
told me, they think it's a bench
or something that's just like 

219
00:12:01,160 --> 00:12:05,800
tipped over and now it's kind of
gone like out of control. 

220
00:12:05,800 --> 00:12:08,360
And Alice's doesn't know how to 
tell everybody that's it's not 

221
00:12:08,360 --> 00:12:11,240
the log. 
So I didn't include it for that 

222
00:12:11,240 --> 00:12:14,360
reason. 
All right, now for the custom 

223
00:12:14,360 --> 00:12:18,160
cards. 
OK, so I'll start off with the 

224
00:12:18,520 --> 00:12:21,840
legendary equipment. 
It's called Maid of the Mystical

225
00:12:21,840 --> 00:12:23,640
Beast. 
It's a legendary guardian chest 

226
00:12:23,640 --> 00:12:27,280
equipment. 
It's Betsy's specialization and 

227
00:12:27,280 --> 00:12:31,840
it says when this defense create
a bigger token and your attack 

228
00:12:31,840 --> 00:12:35,640
action charts with wager have 
plus one defense this turn and 

229
00:12:35,640 --> 00:12:37,760
it itself has two defense with 
temper. 

230
00:12:38,280 --> 00:12:40,720
So the idea behind this is wager
cards. 

231
00:12:40,720 --> 00:12:43,240
You can't really use more than 
one of them, obviously, because 

232
00:12:43,240 --> 00:12:46,200
you're a guardian, but you can't
really block with them either. 

233
00:12:46,200 --> 00:12:50,480
So unless you're saving one for 
your arsenal, like cashing it in

234
00:12:50,480 --> 00:12:52,560
for two block is usually really 
bad value. 

235
00:12:52,760 --> 00:12:57,560
So I wanted some way to if you 
need to block a a powerful on 

236
00:12:57,560 --> 00:13:01,720
hit or maybe just conserve some 
life, you can cash this in plus 

237
00:13:02,160 --> 00:13:06,160
a use of your chest equipment so
that you have an actual full 

238
00:13:06,160 --> 00:13:09,800
blocking card. 
But because it also takes away 

239
00:13:09,800 --> 00:13:13,360
from how much you can pay for on
your turn, I wanted to still 

240
00:13:13,360 --> 00:13:17,520
give you a bigger token so that 
you can still continue your 

241
00:13:17,520 --> 00:13:21,280
turn, maybe help pay for Betsy's
here ability if you're short or 

242
00:13:21,280 --> 00:13:22,960
something. 
But yeah, that's that's kind of 

243
00:13:22,960 --> 00:13:26,040
the use case for this. 
It's supposed to be variable, 

244
00:13:26,040 --> 00:13:29,200
supposed to be defensive and 
help your offense. 

245
00:13:29,640 --> 00:13:33,240
Unless it's like a really drawn 
out match, they're going to use 

246
00:13:33,240 --> 00:13:37,600
their armor aggressively. 
So this is a way to be able to 

247
00:13:37,600 --> 00:13:41,560
cash it in but not be as absurd 
as some of the other equipment 

248
00:13:41,560 --> 00:13:44,400
that in the value you get from 
blocking with those like 

249
00:13:44,640 --> 00:13:46,360
Traverse the Universe or 
something like that. 

250
00:13:47,320 --> 00:13:51,760
I really like this card. 
If you think of it as you only 

251
00:13:51,760 --> 00:13:55,000
block with this when you can 
maximize the value out of it AKA

252
00:13:55,320 --> 00:14:00,080
hands where you can use the 
vigor that it creates and you 

253
00:14:00,080 --> 00:14:02,000
have the extra wage card to 
block with. 

254
00:14:02,560 --> 00:14:08,040
Then you are getting 4 value out
of it on the first block and 

255
00:14:08,040 --> 00:14:11,480
then three value out of it on 
the second block, which is 

256
00:14:12,120 --> 00:14:14,600
pretty reasonable all things 
considered. 

257
00:14:14,960 --> 00:14:17,720
Yeah, for a legendary 
specialization chess piece, 

258
00:14:17,720 --> 00:14:20,160
especially one that's supposed 
to try to bring Betsy back into 

259
00:14:20,160 --> 00:14:22,680
the limelight, I think it's 
pretty fair, honestly. 

260
00:14:23,800 --> 00:14:29,680
Yeah, I think I like where it's 
at specifically just to even 

261
00:14:29,680 --> 00:14:32,160
just to give the wager plus one 
defense because. 

262
00:14:33,440 --> 00:14:36,320
The. 
Fact that alone, yeah. 

263
00:14:36,520 --> 00:14:41,160
So the fact that Victor's like 
flash fodder like Wallop and 

264
00:14:41,160 --> 00:14:44,400
Thunk are both three blocks and 
none of Betsy's cards are three 

265
00:14:44,400 --> 00:14:46,400
blocks is? 
Like 3 specs are three blocks. 

266
00:14:47,840 --> 00:14:50,080
Yeah, the awesome cards that let
you do the cool things that you 

267
00:14:50,080 --> 00:14:51,440
want to do. 
Yeah, like that big. 

268
00:14:51,720 --> 00:14:53,840
Yeah, yeah. 
I mean, that's like bare 

269
00:14:53,840 --> 00:14:59,360
minimum, but yeah. 
So that's the legendary chess 

270
00:14:59,360 --> 00:15:00,880
piece. 
Betsy and Joyers let me know if 

271
00:15:00,880 --> 00:15:05,160
this vibes with you at all. 
And next I have a call in a 

272
00:15:05,160 --> 00:15:07,560
favor. 
It's a majestic guardian non 

273
00:15:07,560 --> 00:15:09,680
attack action card. 
It's an aura. 

274
00:15:10,360 --> 00:15:14,200
It's a 3 cost 3 block blue pitch
card and it says whenever you 

275
00:15:14,200 --> 00:15:17,800
lose a wager, you may destroy 
this aura to play your next aura

276
00:15:17,800 --> 00:15:19,920
at instant speed and without 
paying the resource. 

277
00:15:19,920 --> 00:15:24,720
Cost so. 
So notably, the chest piece 

278
00:15:24,720 --> 00:15:28,760
won't buff any of the non attack
actions that Betsy likes to play

279
00:15:28,760 --> 00:15:30,840
to give her a wager on the 
following turn. 

280
00:15:30,960 --> 00:15:33,760
So those will still be two 
blocks and they cost an action 

281
00:15:33,760 --> 00:15:36,720
point because you're probably 
going to lose wages a lot. 

282
00:15:37,000 --> 00:15:38,480
Like it's not a very good 
mechanic. 

283
00:15:38,480 --> 00:15:40,200
Overpower, it's not a very good 
mechanic. 

284
00:15:40,720 --> 00:15:45,920
So when you spend a turn setting
in aura and you do a wager 

285
00:15:45,920 --> 00:15:48,560
attack for like 13 power and and
it gets blocked out. 

286
00:15:48,640 --> 00:15:50,480
As it does, yes. 
Yeah, as it does. 

287
00:15:51,080 --> 00:15:54,120
There's not really a lot of ways
for you to like punish that at 

288
00:15:54,120 --> 00:15:56,960
all or like come back from that 
and unless you take another turn

289
00:15:56,960 --> 00:15:59,600
of setup. 
So I wanted there to be a way to

290
00:15:59,600 --> 00:16:02,080
just not completely lose all 
your tempo. 

291
00:16:02,120 --> 00:16:05,920
And even if you play another 
aura out for free, you've 

292
00:16:05,920 --> 00:16:08,840
already paid the three costs 
with this aura that doesn't it 

293
00:16:08,840 --> 00:16:11,800
doesn't have an action point and
it doesn't buff anything. 

294
00:16:12,080 --> 00:16:13,840
So it's kind of like a fail 
safe. 

295
00:16:14,320 --> 00:16:17,520
At worst case, it's just another
three block to supplement like 

296
00:16:17,520 --> 00:16:18,960
all the two blocks that you have
in hand. 

297
00:16:19,600 --> 00:16:20,560
So I don't know, what do you 
guys think? 

298
00:16:20,560 --> 00:16:22,080
Do you think? 
Do you guys think this messes 

299
00:16:22,080 --> 00:16:23,800
with the action point and 
economy too much? 

300
00:16:23,880 --> 00:16:27,640
No, I like it how you still have
to pay 3 to get it on the field.

301
00:16:28,000 --> 00:16:30,440
I feel like this is one of those
like really killer turn zeros 

302
00:16:30,440 --> 00:16:33,080
that guardians have. 
Like imagine just like playing 

303
00:16:33,080 --> 00:16:36,240
this and arsenaling and how like
safe you are for the rest of the

304
00:16:36,240 --> 00:16:38,320
game. 
You lose your next wager and 

305
00:16:38,320 --> 00:16:41,640
then you're dropping a big aura 
and there's some really flashy 

306
00:16:41,640 --> 00:16:45,600
auras you could put down here, 
like towering Titan like you. 

307
00:16:46,160 --> 00:16:48,200
Oh my God, I didn't even think 
about. 

308
00:16:48,200 --> 00:16:51,760
Towering Titan. 
But with towering Titan, you're 

309
00:16:51,760 --> 00:16:55,120
losing a wager and then you're 
telling your opponent, OK, I 

310
00:16:55,120 --> 00:16:56,600
just literally gave you 
something. 

311
00:16:56,600 --> 00:16:59,280
It could have been a gold, a 
mite token, a bigger token. 

312
00:16:59,520 --> 00:17:02,240
You have your hand. 
I guess they had to block it 

313
00:17:02,240 --> 00:17:04,680
out, right? 
So if you lost a wager, there's 

314
00:17:04,680 --> 00:17:07,599
no way they have an entire hands
worth of cards to come at you 

315
00:17:07,599 --> 00:17:09,680
with. 
So maybe it'd be really easy to 

316
00:17:09,680 --> 00:17:12,680
like have a towering Titan and 
then like keep an attack for 

317
00:17:12,680 --> 00:17:15,040
next turn. 
Towering Titan is the thing that

318
00:17:15,040 --> 00:17:18,560
breaks this card, but I think 
looking at this with the wager 

319
00:17:18,560 --> 00:17:21,440
auras and even some of the 
defensive auras that we've seen,

320
00:17:22,160 --> 00:17:25,000
it's pretty fair. 
And you know, if they're really 

321
00:17:25,000 --> 00:17:28,000
that scared of towering Titan, 
they can just not lose a wager. 

322
00:17:30,400 --> 00:17:32,000
They can just let you win all 
your wagers. 

323
00:17:33,560 --> 00:17:36,240
Also like if you're including 
Towering Titan and some of the 

324
00:17:36,240 --> 00:17:39,560
other auras for this card 
specifically, you have so many 

325
00:17:39,560 --> 00:17:41,840
dead cards. 
At least towering Titan blocks 

326
00:17:41,840 --> 00:17:43,880
for three, right? 
Yeah, yeah, definitely. 

327
00:17:44,840 --> 00:17:50,400
I've seen towering Titan 
actually in some lists nowadays 

328
00:17:50,400 --> 00:17:55,560
just to run a blue block 3 
that's harder for new to use. 

329
00:17:55,720 --> 00:17:58,640
Oh, sure. 
It it can get wacky, but again, 

330
00:17:58,640 --> 00:18:04,200
I I do like instant speeding out
an aura specifically because I 

331
00:18:04,200 --> 00:18:09,360
really feel like they're just so
impossible to use. 

332
00:18:09,640 --> 00:18:12,640
I mean, flesh and blood just 
doesn't reward this guardian 

333
00:18:12,640 --> 00:18:16,040
strategy of set up and pay off 
that we've seen. 

334
00:18:16,040 --> 00:18:19,160
Like they really printed a 
pushed one in earth floor 

335
00:18:19,160 --> 00:18:24,480
empowerment, which cost 3, but 
it gave +5 and reduced something

336
00:18:24,480 --> 00:18:28,920
by a resource. 
Yeah, like that should have been

337
00:18:29,120 --> 00:18:33,040
the keystone aura for this, like
set up pay off strategy. 

338
00:18:33,680 --> 00:18:36,040
But I've noticed that a lot of 
them actually just end up with 

339
00:18:36,040 --> 00:18:40,960
the rune blade problem, which 
is, oh, I have to play this and 

340
00:18:40,960 --> 00:18:45,080
then I have to draw my card and 
I'm losing the tempo to make it 

341
00:18:45,080 --> 00:18:48,680
happen. 
Like it just doesn't work in 

342
00:18:48,680 --> 00:18:53,720
good fair flesh and blood. 
So to make the cards work, can't

343
00:18:53,720 --> 00:18:55,400
be playing good Fair flesh and 
blood. 

344
00:18:56,720 --> 00:18:58,760
Yeah, you got a call in a favor,
you know what I mean? 

345
00:19:00,000 --> 00:19:03,360
So the flavor on this card is 
like, I imagine like Betsy, 

346
00:19:03,360 --> 00:19:07,240
either through intimidation or 
just sketchy connections, can 

347
00:19:07,240 --> 00:19:10,000
just like call a bookie and like
rig a bet or something. 

348
00:19:10,280 --> 00:19:14,160
I like how she went from like 
raucous party girl who happens 

349
00:19:14,160 --> 00:19:18,160
to always win her bets to like 
mafia member who like is cooking

350
00:19:18,160 --> 00:19:20,640
for books. 
I mean, hey, I wouldn't have to,

351
00:19:20,960 --> 00:19:24,360
you know, color it up if LSS 
would release some more books 

352
00:19:24,360 --> 00:19:27,960
every once in a while. 
So I don't know, but yeah, so 

353
00:19:27,960 --> 00:19:32,720
that those were my philosophies 
and my custom cards. 

354
00:19:32,720 --> 00:19:37,280
I really hope that Betsy gets 
the the love that she deserves 

355
00:19:37,640 --> 00:19:40,880
and that the Betsy and Joyers 
get the cards that she deserves 

356
00:19:40,880 --> 00:19:43,520
within, you know, whenever the 
next Armory deck comes through. 

357
00:19:43,840 --> 00:19:47,200
Let me know if you guys think 
this is like way off the mark of

358
00:19:47,200 --> 00:19:49,640
what Betsy needs. 
But I just wanted some really 

359
00:19:50,000 --> 00:19:52,800
powerful and flashy stuff for 
for her to be able to utilize in

360
00:19:52,800 --> 00:19:54,400
the future. 
Cool, Joel. 

361
00:19:54,400 --> 00:19:57,360
Thanks for sharing. 
So with that being said, I think

362
00:19:57,360 --> 00:19:59,960
it's time to go over to Clark. 
What do you got for us? 

363
00:20:00,720 --> 00:20:05,160
Yeah, so I'm taking yellow pitch
and I wanted to talk about what 

364
00:20:05,160 --> 00:20:09,040
I think is going to be the next 
Armory deck, which is 

365
00:20:09,040 --> 00:20:13,320
mechanologist. 
Mechanologist is a great class 

366
00:20:13,320 --> 00:20:16,040
to start new players out on. 
Guys, I don't know if you've 

367
00:20:16,040 --> 00:20:20,160
been looking at the price of 
deck lists, but Mechanologist is

368
00:20:20,160 --> 00:20:25,120
really affordable and it has 
some really big fans too, so I 

369
00:20:25,120 --> 00:20:27,640
think it's a great choice for 
the Armory deck. 

370
00:20:28,360 --> 00:20:32,360
But then I had a problem. 
Which hero do I select? 

371
00:20:33,200 --> 00:20:38,280
OK, I could do Dash, inventor 
extraordinaire, but she's on her

372
00:20:38,280 --> 00:20:42,240
way out. 
I mean, 800 living legend points

373
00:20:42,240 --> 00:20:44,480
gonna LL pretty soon. 
Probably don't want to be making

374
00:20:44,480 --> 00:20:46,280
an Armory deck for her. 
That's so true. 

375
00:20:47,480 --> 00:20:52,320
Max is good, but he's so based 
around the Construct 

376
00:20:52,320 --> 00:20:56,920
Nitromechanoid plan that it 
feels really hard to design for 

377
00:20:56,920 --> 00:21:01,760
the hero when there's just this 
giant power baked into one 

378
00:21:01,760 --> 00:21:04,800
singular card, one singular play
style. 

379
00:21:06,120 --> 00:21:10,000
Teclovossen. 
And that's why I chose Dash. 

380
00:21:10,000 --> 00:21:15,360
IO Mecanologist is a simple 
class built around a singular 

381
00:21:15,360 --> 00:21:19,120
core concept of Boost. 
All these cards do almost the 

382
00:21:19,120 --> 00:21:22,120
exact same thing. 
This is a perfect class to build

383
00:21:22,120 --> 00:21:24,440
a deck for brand new players 
around in my opinion. 

384
00:21:24,680 --> 00:21:30,120
I think Dash specifically 
explains what makes a good aggro

385
00:21:30,120 --> 00:21:34,640
hero to new players. 
Good aggro heroes have high 

386
00:21:34,640 --> 00:21:38,080
rated attacks and cards that 
break the rules of the game. 

387
00:21:38,800 --> 00:21:42,680
Dash has a 0 for four with go 
again A1 for 5A2 for six. 

388
00:21:42,680 --> 00:21:48,040
These are overrated things, and 
the drawback is what emphasizes 

389
00:21:48,040 --> 00:21:51,880
the weakness of aggro decks, 
which is deck damage and running

390
00:21:51,880 --> 00:21:54,720
out of gas. 
You boost your big red attacks 

391
00:21:54,720 --> 00:21:57,720
and your power cards, you won't 
have the damage to win the game 

392
00:21:57,720 --> 00:22:02,200
anymore. 
And so I think it's so awesome 

393
00:22:02,200 --> 00:22:07,600
that we can have a product that 
provides a very simple, easy to 

394
00:22:07,600 --> 00:22:12,960
understand, and very indicative 
of the larger aggro archetype 

395
00:22:12,960 --> 00:22:14,720
and what it means in Flesh and 
Blood. 

396
00:22:15,120 --> 00:22:18,120
But at the exact same time, Dash
IO is an incredibly complex 

397
00:22:18,120 --> 00:22:20,640
hero. 
You're constantly needing to 

398
00:22:20,640 --> 00:22:22,880
check the top of your deck to 
see if you want to boost the 

399
00:22:22,880 --> 00:22:25,360
card or not. 
If it's an item you constantly 

400
00:22:25,360 --> 00:22:29,800
need to be checking it like Dash
IO does actually put a very high

401
00:22:29,800 --> 00:22:34,600
level of thought on the player. 
It puts a big demand on the 

402
00:22:34,600 --> 00:22:38,720
player of the deck to keep up 
with this constant stream of 

403
00:22:38,720 --> 00:22:41,800
extra information. 
So I designed the deck to be as 

404
00:22:41,800 --> 00:22:48,040
streamlined as possible. 
All of the fancy stuff that the 

405
00:22:48,040 --> 00:22:51,800
Deck does actually only does one
thing, which is that it says you

406
00:22:51,800 --> 00:22:55,960
gain an extra action point. 
Whether that is instant speeding

407
00:22:55,960 --> 00:22:59,920
out a crank item on your turn, 
activating high octane, or 

408
00:22:59,920 --> 00:23:03,960
breaking Achilles accelerator. 
It is just about gaining extra 

409
00:23:03,960 --> 00:23:06,960
action points so that you can 
attack multiple times with your 

410
00:23:06,960 --> 00:23:09,480
pistol. 
That is all the Deck is trying 

411
00:23:09,480 --> 00:23:11,760
to do. 
So even though there's 

412
00:23:11,760 --> 00:23:15,800
complexity, it all ends up in 
the same end point of swinging 

413
00:23:15,800 --> 00:23:21,000
multiple times with your pistol.
And then there are no, I put in 

414
00:23:21,000 --> 00:23:24,320
no attacks that gain power if 
you banish an item because I do 

415
00:23:24,320 --> 00:23:27,200
not want a player to boost a 
card. 

416
00:23:27,480 --> 00:23:30,440
And let's say they get rid of 
like a blue zipper hit and they 

417
00:23:30,440 --> 00:23:33,280
look at the top of their deck 
and it's a yellow boom grenade 

418
00:23:33,600 --> 00:23:37,640
and they go, wait a minute, I 
have the I have dumpster dive. 

419
00:23:38,240 --> 00:23:41,600
Do I want to boost this so I'm 
attacking for five power or do I

420
00:23:41,600 --> 00:23:43,360
want to play the boom grenade 
off the top? 

421
00:23:44,440 --> 00:23:46,640
Which is better? 
I don't want that thought 

422
00:23:46,640 --> 00:23:48,600
process to enter their head. 
I don't want them to have to 

423
00:23:48,600 --> 00:23:51,400
make that decision. 
The only way you can interact 

424
00:23:51,400 --> 00:23:54,640
with items on top of your deck 
is by playing them, and you can 

425
00:23:54,640 --> 00:23:57,120
only do it once a turn. 
That's interesting. 

426
00:23:57,520 --> 00:23:59,480
Why? 
Why don't you want the player to

427
00:23:59,480 --> 00:24:00,680
be thinking about things like 
that? 

428
00:24:00,680 --> 00:24:03,000
Because this is a new player 
deck. 

429
00:24:03,840 --> 00:24:06,600
I like that a lot because like, 
I can imagine someone bringing 

430
00:24:06,600 --> 00:24:10,200
this to an Armory and just 
taking 75 minutes trying to 

431
00:24:10,200 --> 00:24:11,600
figure out how to play this 
deck, you know? 

432
00:24:11,600 --> 00:24:14,560
Which is still like a 
possibility, right? 

433
00:24:15,080 --> 00:24:17,400
Definitely, definitely. 
Just by the fact that like you 

434
00:24:17,400 --> 00:24:20,640
can always look at the top of 
your deck, it's a possibility. 

435
00:24:20,960 --> 00:24:25,560
So I wanted the card selected in
the deck to just make it as easy

436
00:24:25,560 --> 00:24:29,040
as possible. 
I also made it so that all items

437
00:24:29,080 --> 00:24:33,840
cost 0, so that streams the 
process of them evaluating the 

438
00:24:33,840 --> 00:24:35,760
resource need of every single 
hand. 

439
00:24:36,160 --> 00:24:38,920
If there's an item on top, it 
will cost 0, which means it 

440
00:24:38,920 --> 00:24:41,480
costs one to play at an instant 
speed. 

441
00:24:41,960 --> 00:24:43,920
They just need to check to see 
that's an item. 

442
00:24:43,920 --> 00:24:46,280
They don't even need to worry 
about what the cost of the item 

443
00:24:46,280 --> 00:24:48,640
is. 
And it's another way of again, 

444
00:24:48,640 --> 00:24:52,120
streamlining that decision 
making process, reducing the 

445
00:24:52,120 --> 00:24:54,760
amount of cognitive load that's 
being put on this brand new 

446
00:24:54,760 --> 00:24:57,400
player. 
The next thing I want to talk 

447
00:24:57,400 --> 00:25:00,440
about is some of the card 
decisions I've made. 

448
00:25:00,760 --> 00:25:03,160
I'm not going to talk about 
every single card that I put in 

449
00:25:03,160 --> 00:25:05,880
this deck. 
You can go ahead and check the 

450
00:25:05,880 --> 00:25:11,120
deck list in the description, 
but I want to discuss some 

451
00:25:11,160 --> 00:25:15,960
notable inclusions. 
So for one, ratios are extremely

452
00:25:15,960 --> 00:25:20,280
similar to Dash IO decks that 
have won nationals this season. 

453
00:25:20,640 --> 00:25:25,840
So they have 15 items and about 
15 zero cost boost cards. 

454
00:25:26,200 --> 00:25:29,560
That was something that I really
paid a lot of attention to to 

455
00:25:29,560 --> 00:25:32,280
make sure that the resource 
curve was flowing nicely. 

456
00:25:32,600 --> 00:25:36,480
I also reprinted zero to 60 
zipper hit and Throttle because 

457
00:25:36,480 --> 00:25:38,240
they should have fucking done it
in bright lights and they 

458
00:25:38,240 --> 00:25:39,960
didn't. 
So I'm doing it now. 

459
00:25:41,360 --> 00:25:44,800
We have a rainbow zero to 60 and
zipper hit but only red and blue

460
00:25:44,800 --> 00:25:48,000
throttle because yellow throttle
is a very bad card and it really

461
00:25:48,000 --> 00:25:51,000
messed with the resource curve. 
I like this fantasy where like 

462
00:25:51,600 --> 00:25:54,600
Clark's first day getting hired 
at LSS, they're like welcome 

463
00:25:54,600 --> 00:25:56,920
aboard Mr. Moore. 
And he's like, thanks. 

464
00:25:56,960 --> 00:25:59,080
Shakes hand starts walking off 
in a direction. 

465
00:25:59,080 --> 00:26:00,720
Where are you going to the 
printer? 

466
00:26:02,400 --> 00:26:09,360
Original boost cards? 
I did include some opt in the 

467
00:26:09,360 --> 00:26:14,480
deck list, most notably drive 
through data and optical 

468
00:26:14,480 --> 00:26:16,880
monocle. 
So optical monocle was a weird 

469
00:26:16,880 --> 00:26:19,160
inclusion for me. 
It's the one item that doesn't 

470
00:26:19,160 --> 00:26:23,040
have crank, which kind of goes 
against the point that I made 

471
00:26:23,040 --> 00:26:25,720
not a couple minutes ago, right?
Of like I'm trying to streamline

472
00:26:25,720 --> 00:26:29,200
the process, but opting is just 
so important for the deck. 

473
00:26:29,440 --> 00:26:32,360
The ability to go digging for 
the item when you really need 

474
00:26:32,360 --> 00:26:35,800
that extra pistol shot, the 
ability to go digging for a boom

475
00:26:35,800 --> 00:26:38,520
grenade. 
The Oh my God, that's my high 

476
00:26:38,520 --> 00:26:40,280
octane on top. 
I'm going to put it to the 

477
00:26:40,280 --> 00:26:45,520
bottom of the deck. 
Like it's just so so necessary 

478
00:26:45,520 --> 00:26:50,360
in my opinion to to have OPT 
built into the 60. 

479
00:26:50,440 --> 00:26:54,280
And I think it's fun while also 
being fair and like manageable. 

480
00:26:54,760 --> 00:26:57,880
Yeah, and if it's the only one 
without crank, I'm hoping that 

481
00:26:57,880 --> 00:27:01,160
like, that's a small adjustment 
rather than a big adjustment for

482
00:27:01,160 --> 00:27:04,440
the player. 
And then finally, boom grenade. 

483
00:27:04,720 --> 00:27:08,160
Course we got boom Grenade baby 
at Reds and yellows, not at 

484
00:27:08,160 --> 00:27:12,560
Blues because of one of my 
custom cards took that slot. 

485
00:27:13,600 --> 00:27:15,960
But if you like wanted to play 
with it with like legal cards 

486
00:27:15,960 --> 00:27:22,480
right now blue boom grenade 
works and because we are running

487
00:27:22,480 --> 00:27:25,480
boom grenades, I wanted to make 
sure I was giving players a way 

488
00:27:25,480 --> 00:27:27,640
to get these boom grenades to 
hit. 

489
00:27:28,040 --> 00:27:33,240
So normally the way that it 
generally works in dash IO list 

490
00:27:33,240 --> 00:27:37,720
nowadays is that you just 
overwhelm them with a boost 

491
00:27:37,800 --> 00:27:43,880
attacks like mechanologists are 
want to do, and if you are able 

492
00:27:43,880 --> 00:27:47,200
to find a boom grenade off the 
top, you flash that in for 

493
00:27:47,200 --> 00:27:53,960
essentially extra damage. 
But in a lower powered Armory 

494
00:27:53,960 --> 00:27:56,720
deck environment, I think it 
needs a little bit more help to 

495
00:27:56,720 --> 00:27:59,320
guarantee those boom grenades 
are hitting, especially if you 

496
00:27:59,320 --> 00:28:03,280
have to play the boom boom 
grenades from hand and you have 

497
00:28:03,280 --> 00:28:04,800
to crank them to keep going on 
your turn. 

498
00:28:04,800 --> 00:28:08,840
It's it's awkward. 
So I've added overload script 

499
00:28:08,880 --> 00:28:12,600
and payload as two ways of 
helping guarantee those on hits 

500
00:28:12,960 --> 00:28:16,160
while still giving opponents 
plenty of ways of playing around

501
00:28:16,160 --> 00:28:19,040
it. 
Bolton can use his D reacts, KO 

502
00:28:19,040 --> 00:28:22,600
can use his armor. 
They have a ways of working 

503
00:28:22,600 --> 00:28:25,920
around the evasion, but the 
evasion is always going to be 

504
00:28:25,920 --> 00:28:27,480
there and it's always going to 
be a risk. 

505
00:28:27,960 --> 00:28:30,400
Finally, what was the Majestic 
that I reprinted? 

506
00:28:31,120 --> 00:28:33,200
It was high octane. 
I've said it a couple times so 

507
00:28:33,200 --> 00:28:37,520
far, but just to make a bullet 
point of it, I'm reprinting high

508
00:28:37,520 --> 00:28:39,840
octane. 
High octane is a little bit more

509
00:28:39,840 --> 00:28:43,440
expensive, but I think only 
Teclovossin's like the only hero

510
00:28:43,440 --> 00:28:46,280
that doesn't run high octane. 
It's always going to be a 

511
00:28:46,280 --> 00:28:48,320
valuable card. 
It feels like the Evergreen 

512
00:28:48,320 --> 00:28:50,200
card. 
I think it deserves to be 

513
00:28:50,200 --> 00:28:55,240
reprinted and it's the way that 
allows you to get multiple 

514
00:28:55,240 --> 00:28:56,920
pistol shots off. 
Absolutely. 

515
00:28:57,680 --> 00:29:01,280
Now into my custom cards. 
I'm going to start with 

516
00:29:01,280 --> 00:29:05,160
finishing off my 60 by talking 
about Surge Diverter. 

517
00:29:05,680 --> 00:29:08,240
This is a mechanologist action 
item card. 

518
00:29:08,680 --> 00:29:14,240
It is a blue Majestic Xcost. 
Spicy. 

519
00:29:16,600 --> 00:29:18,360
You can let us do the reaction, 
clerk. 

520
00:29:18,360 --> 00:29:21,000
We're ready for it. 
No, no, no, no. 

521
00:29:21,000 --> 00:29:24,000
There'd still be oohs and ahs 
even if you didn't supply them 

522
00:29:24,320 --> 00:29:27,080
yourself. 
It has crank. 

523
00:29:27,720 --> 00:29:32,200
This enters the arena with X + 1
steam counters on it at the 

524
00:29:32,200 --> 00:29:35,320
start of your turn. 
Destroy this unless you remove a

525
00:29:35,320 --> 00:29:38,040
steam counter from it. 
That is pretty much the exact 

526
00:29:38,040 --> 00:29:41,280
same line of text that's on 
every other Bright Lights crank 

527
00:29:41,280 --> 00:29:44,680
item, except it gains X + 1 
steam counter. 

528
00:29:44,680 --> 00:29:47,480
So you can put more than one 
steam counter on this card. 

529
00:29:48,840 --> 00:29:51,680
Whenever you remove a steam 
counter from Surge Diverter, 

530
00:29:52,000 --> 00:29:54,960
target weapon gains plus one 
power until end of turn. 

531
00:29:55,800 --> 00:29:59,160
No attack value, no block value,
just like all the other items. 

532
00:30:00,120 --> 00:30:05,280
So my intention for this was to 
give an anthem effect on the 

533
00:30:05,320 --> 00:30:07,760
extra action points that you're 
using on your pistol. 

534
00:30:08,160 --> 00:30:11,640
So for dash, this is acting as 
an anthem on your big high 

535
00:30:11,640 --> 00:30:15,720
octane turn, or on a turn where 
you pop Achilles accelerator and

536
00:30:15,720 --> 00:30:19,160
you crank this out so you have 3
action points, this item is 

537
00:30:19,160 --> 00:30:22,840
giving 3 value. 
That's actually not all that 

538
00:30:22,840 --> 00:30:25,800
good. 
See the the value that surge 

539
00:30:25,800 --> 00:30:28,800
diverter gets is when you're 
able to put all the extra 

540
00:30:28,800 --> 00:30:31,760
resources into it and you get to
keep it around for multiple 

541
00:30:31,760 --> 00:30:36,400
turns and you get to maybe even 
get multiple out on your high 

542
00:30:36,400 --> 00:30:38,880
octane turn on a turn where you 
attack multiple times with your 

543
00:30:38,880 --> 00:30:41,200
weapon. 
That's sort of what it's for. 

544
00:30:41,360 --> 00:30:44,200
But for dash IO, it is there for
the anthem effect when you 

545
00:30:44,200 --> 00:30:45,880
attack multiple times with your 
pistol. 

546
00:30:47,040 --> 00:30:49,840
But that's not all because I 
designed this card to be very, 

547
00:30:49,840 --> 00:30:54,800
very good in Max. 
So for Max this actually does a 

548
00:30:54,800 --> 00:30:57,840
very similar thing. 
It cranks and then it lets you 

549
00:30:57,840 --> 00:31:03,120
attack with Banksy for four. 
So Banksy finally gets the break

550
00:31:03,120 --> 00:31:06,360
point that Banksy needs to 
actually be chosen over pistol. 

551
00:31:06,360 --> 00:31:07,640
Let's. 
Go. 

552
00:31:07,640 --> 00:31:10,640
Yeah, I really like this card. 
I love the fantasy of like just 

553
00:31:10,640 --> 00:31:13,560
having this out it giving your 
weapon plus one and then being 

554
00:31:13,560 --> 00:31:17,440
able to have a high octane turn 
where instead of like spending 

555
00:31:17,440 --> 00:31:20,760
four resources to attack for 
eight with my charged up 

556
00:31:20,840 --> 00:31:25,040
symbiosis shot, I'm able to like
make it 12 and like get 

557
00:31:25,040 --> 00:31:27,920
incredible value out of those 
four resources and saying. 

558
00:31:28,360 --> 00:31:33,240
Yeah, and honestly, I was very 
worried about this deck just 

559
00:31:33,240 --> 00:31:36,000
running into people who blocked 
12:00 every single turn. 

560
00:31:36,280 --> 00:31:37,880
Again, it's a lower powered 
deck. 

561
00:31:37,880 --> 00:31:41,320
There's no Max velocity in here 
or like big Shot, there's no big

562
00:31:41,320 --> 00:31:44,680
finisher cards that we often 
times expect out of 

563
00:31:44,680 --> 00:31:48,240
mechanologists. 
It was like OK, either I add Max

564
00:31:48,240 --> 00:31:53,160
velocity to this deck or I find 
a way of giving this blue item 

565
00:31:53,160 --> 00:31:57,800
slot with crank the ability to 
let this deck beat people who 

566
00:31:57,800 --> 00:32:00,000
just blocked 12 against them 
every single round. 

567
00:32:00,680 --> 00:32:03,040
The next thing I want to talk 
about is the equipment. 

568
00:32:03,040 --> 00:32:05,880
The only equipment that I'm 
using that has already been 

569
00:32:05,880 --> 00:32:08,480
printed is Achilles accelerator 
and that's because mech 

570
00:32:08,480 --> 00:32:11,760
equipment is in a God awful 
state right now. 

571
00:32:12,160 --> 00:32:16,040
It is just such a mess. 
So much of the design space 4 

572
00:32:16,040 --> 00:32:19,240
mechanologists equipment has 
been taken up by evos which 

573
00:32:19,240 --> 00:32:21,400
clutter and complicate deck 
design. 

574
00:32:21,720 --> 00:32:24,120
They're bad in multiples, but 
you can't leave them in 

575
00:32:24,120 --> 00:32:27,760
singletons because if you boost 
it you just lose the value off 

576
00:32:27,760 --> 00:32:30,520
of it. 
They very often either don't 

577
00:32:30,520 --> 00:32:33,920
block if you they have good 
effects that you want, or they 

578
00:32:33,920 --> 00:32:36,760
block for really low amounts so 
it hurts the block value that 

579
00:32:36,760 --> 00:32:41,480
mechanologists rely on. 
I mean that evos are just so 

580
00:32:41,480 --> 00:32:44,080
messy. 
If you're trying to put in a 

581
00:32:44,080 --> 00:32:48,040
high density of items and boost 
attacks, you can't then also 

582
00:32:48,040 --> 00:32:52,120
find room for evos. 
Like, it's just rough, you know?

583
00:32:52,480 --> 00:32:55,320
And that's why you've chosen not
to bother with evos for this 

584
00:32:55,320 --> 00:32:57,600
design. 
I haven't bothered with Evos at 

585
00:32:57,600 --> 00:33:01,440
all. 
Designed one equipment here for 

586
00:33:01,440 --> 00:33:04,320
the episode. 
I have some other ideas for the 

587
00:33:04,320 --> 00:33:07,760
other two slots, but honestly 
I'm kind of leaving it as a 

588
00:33:07,760 --> 00:33:10,840
blank, empty space. 
Maybe in the future I'll get 

589
00:33:10,840 --> 00:33:15,120
around to designing some, 
especially because we've kind of

590
00:33:15,520 --> 00:33:18,000
talked internally a little bit 
about maybe filming some 

591
00:33:18,000 --> 00:33:20,640
gameplay videos of us pitting 
these decks against each other. 

592
00:33:20,640 --> 00:33:22,600
Oh yeah, you'd have to have some
equipment there. 

593
00:33:23,720 --> 00:33:27,680
So the equipment that I 
designed, I call it the ICCS, 

594
00:33:27,840 --> 00:33:31,360
which stands for the 
intracranial cooling system. 

595
00:33:31,880 --> 00:33:36,200
It's a Mechanologist Headpiece 
Equipment at Majestic that says 

596
00:33:36,360 --> 00:33:39,240
at the end of your turn, if this
has less than three steam 

597
00:33:39,240 --> 00:33:42,560
counters on it and you've 
boosted this turn, put a steam 

598
00:33:42,560 --> 00:33:46,000
counter on the Iccs. 
As an action. 

599
00:33:46,160 --> 00:33:49,440
You can remove 3 steam counters 
to banish the top two cards of 

600
00:33:49,440 --> 00:33:52,360
your Deck. 
Select a Mechanologist action 

601
00:33:52,360 --> 00:33:55,360
card in your banish zone and 
shuffle that back into your 

602
00:33:55,360 --> 00:34:01,320
Deck. 
So the idea here is that new 

603
00:34:01,320 --> 00:34:05,200
players especially will struggle
with boosting away their one big

604
00:34:05,200 --> 00:34:08,880
power card. 
And I think that again, big 

605
00:34:08,880 --> 00:34:12,000
issue with lower powered 
mechanologist decks is that if 

606
00:34:12,000 --> 00:34:16,280
you just have some unfortunate 
boosts, you can just lose the 

607
00:34:16,280 --> 00:34:18,800
game. 
And that sucks. 

608
00:34:19,239 --> 00:34:23,400
I wanted to create a headpiece 
that can save the powerful card 

609
00:34:23,400 --> 00:34:26,560
that you had to boost away for a
good turn earlier. 

610
00:34:26,800 --> 00:34:31,400
I don't think it's fair that 
like because you boosted away a 

611
00:34:31,400 --> 00:34:33,840
card, all of a sudden now you 
can lose the game. 

612
00:34:34,320 --> 00:34:37,600
Like that just sucks by putting 
something that lets you save the

613
00:34:37,600 --> 00:34:41,560
card that you boosted away. 
I think it's wonderful for being

614
00:34:41,560 --> 00:34:46,159
able to give mechanologists some
more resiliency in the new meta 

615
00:34:46,159 --> 00:34:49,520
that we found them in. 
One thing I like about this card

616
00:34:49,520 --> 00:34:52,360
is it lets you shuffle and 
banish the top two. 

617
00:34:52,360 --> 00:34:54,920
So if you have a card on the top
that you don't want and you're 

618
00:34:54,920 --> 00:34:57,680
desperate to find an item, you 
could use this just for the sake

619
00:34:57,680 --> 00:34:59,160
of refreshing the top of your 
deck. 

620
00:34:59,360 --> 00:35:02,160
And having lots of effects like 
that can really like help you 

621
00:35:02,160 --> 00:35:04,800
get the value out of your hero 
ability as dash IOI. 

622
00:35:04,800 --> 00:35:06,480
Didn't give this action go 
again. 

623
00:35:07,040 --> 00:35:10,920
So if you want to continue so 
this either ends your turn or to

624
00:35:11,120 --> 00:35:13,800
continue your turn you have to 
do some action point 

625
00:35:13,800 --> 00:35:16,520
shenanigans. 
Yeah, maybe if you high octane, 

626
00:35:16,520 --> 00:35:19,000
but you're like, I don't have a 
lot of counters on my pistol. 

627
00:35:19,160 --> 00:35:21,280
Well, maybe this is something 
you can use that extra action 

628
00:35:21,280 --> 00:35:23,720
point for. 
Yeah, it was another issue I had

629
00:35:23,720 --> 00:35:27,080
while I was goldfishing the deck
was I would play high octane and

630
00:35:27,080 --> 00:35:30,240
I would be like, oh, I only have
one counter on my pistol. 

631
00:35:30,440 --> 00:35:32,400
What am I doing with all these 
action points? 

632
00:35:33,720 --> 00:35:37,680
This is something to do with 
that extra action point, and 

633
00:35:37,680 --> 00:35:41,840
it's also A1 block battle warn 
so that it can be used by Max. 

634
00:35:42,120 --> 00:35:43,480
And what's the name of the card 
clerk? 

635
00:35:43,840 --> 00:35:48,720
The ICS, yes, I chose. 
It's the X, it's the X, it's the

636
00:35:48,880 --> 00:35:56,520
X In my mind, this is a helmet 
that like literally cools down 

637
00:35:56,520 --> 00:35:59,560
those racers. 
So like the the girl on Rev up, 

638
00:35:59,800 --> 00:36:01,320
right? 
She's on her cyberpunk 

639
00:36:01,320 --> 00:36:04,120
motorcycle racing through the 
streets of metrics. 

640
00:36:04,280 --> 00:36:06,720
And she just does that for hours
and hours on end because we're a

641
00:36:06,720 --> 00:36:10,440
cyberpunk baby. 
Human limits are nothing to us 

642
00:36:10,760 --> 00:36:13,840
but to like stay cool. 
They like have this helmet that 

643
00:36:13,840 --> 00:36:19,160
like injects like freon through 
these tubes through their skulls

644
00:36:19,400 --> 00:36:21,960
to keep their head cool. 
Oh my God, yeah. 

645
00:36:23,360 --> 00:36:24,840
That's what they use for 
refrigerators. 

646
00:36:25,240 --> 00:36:28,200
And the world of rate doesn't 
have climate change, right? 

647
00:36:29,880 --> 00:36:31,560
That's not a problem that 
they're dealing with. 

648
00:36:31,920 --> 00:36:38,880
The inks gave me climate change.
Those are my cards. 

649
00:36:38,880 --> 00:36:43,120
That's my pitch to LSS as to why
Dash should be the next Armory 

650
00:36:43,120 --> 00:36:44,400
deck and what it could look 
like. 

651
00:36:45,000 --> 00:36:46,920
Fuzzy. 
What class? 

652
00:36:46,920 --> 00:36:48,760
What hero did you choose for the
Armory deck? 

653
00:36:49,000 --> 00:36:52,720
All right, in a move that might 
not surprise anyone, I've 

654
00:36:52,720 --> 00:36:57,360
decided to build my prospective 
future Armory deck around Katsu.

655
00:36:57,360 --> 00:37:02,000
What now? 
Here is my elevator pitch for 

656
00:37:02,000 --> 00:37:06,280
why I think Katsu would be an 
ideal next Armory deck for LSS 

657
00:37:06,280 --> 00:37:09,480
to explore. 
First of all, Katsu has always 

658
00:37:09,480 --> 00:37:12,120
been an appealing hero to newer 
players. 

659
00:37:12,400 --> 00:37:14,200
He was one of the first heroes I
built. 

660
00:37:14,320 --> 00:37:16,720
Joel, Wasn't Katsu one of the 
first heroes that you've played?

661
00:37:16,960 --> 00:37:19,560
Sure was, it was the very first 
CC hero I built. 

662
00:37:19,880 --> 00:37:22,280
Like when you're finding new 
players, I think an above 

663
00:37:22,280 --> 00:37:24,920
average number of times they 
like to start on Katsu because 

664
00:37:24,920 --> 00:37:29,240
he has a really cool look, he 
has a cool gameplay pattern and 

665
00:37:29,320 --> 00:37:32,040
like aggro decks are fun. 
He's also one of those first 

666
00:37:32,040 --> 00:37:35,920
four heroes slash 8 heroes that 
I think LSS has always intended 

667
00:37:35,920 --> 00:37:38,960
to be fall back options for 
newer players approaching the 

668
00:37:38,960 --> 00:37:43,520
game like Bravo, Durinthia, 
Katsu, Rhinar. 

669
00:37:43,520 --> 00:37:47,360
All of these are decks that, 
power level aside, are ones that

670
00:37:47,360 --> 00:37:49,480
I think are purposely appealing 
to newer players. 

671
00:37:49,480 --> 00:37:51,880
And I think there's a reason 
they haven't LL D and it's 

672
00:37:51,880 --> 00:37:55,200
literally that LSS doesn't want 
them to LL for as long as they 

673
00:37:55,200 --> 00:37:57,720
can because they're make a 
really good foundation to the 

674
00:37:57,720 --> 00:37:59,720
game. 
Now of course they're going to 

675
00:37:59,720 --> 00:38:04,160
get there eventually, but in the
meantime, Katsu is one that is 

676
00:38:04,160 --> 00:38:08,080
also relatively viable. 
Katsu is not necessarily top of 

677
00:38:08,080 --> 00:38:10,840
the meta. 
He's been kind of close, kind of

678
00:38:10,840 --> 00:38:13,840
maybe like lower A or higher B 
tier sometimes. 

679
00:38:13,840 --> 00:38:15,960
Heavy hitters. 
He put up some really, really 

680
00:38:15,960 --> 00:38:19,400
great runs. 
What was it putting Tam from 

681
00:38:19,720 --> 00:38:23,040
Team Blue Pitch? 
I want to say Yeah, yeah, yeah. 

682
00:38:23,240 --> 00:38:27,480
He went on an insane run on 
Katsu when everyone was counting

683
00:38:27,480 --> 00:38:29,280
Katsu out of that. 
He top eighted worlds. 

684
00:38:29,280 --> 00:38:32,440
I think Katsu has definitely 
been around, even if he hasn't 

685
00:38:32,440 --> 00:38:34,440
been necessarily been asked here
at the top of the meta. 

686
00:38:34,760 --> 00:38:36,240
That's one of his strengths, 
right? 

687
00:38:37,040 --> 00:38:41,640
With this list I wanted to 
expand on some potential Ninja 

688
00:38:41,640 --> 00:38:46,680
design space that's always been 
lingering because Ninja has very

689
00:38:46,680 --> 00:38:50,480
clear clusters of cards in their
card pool around these combo 

690
00:38:50,480 --> 00:38:52,280
lines. 
Like you could build a whole 

691
00:38:52,280 --> 00:38:55,240
deck based off of Bonds of 
Ancestry because that combo line

692
00:38:55,240 --> 00:38:58,200
is so powerful, but there are 
other combo lines that aren't as

693
00:38:58,200 --> 00:39:01,200
powerful that LSS could breathe 
new life into in the future. 

694
00:39:01,440 --> 00:39:04,680
They did this in Outsiders with 
the Twin Twisters line and the 

695
00:39:04,920 --> 00:39:07,200
Hedge Jab line. 
Twin Twisters literally wasn't a

696
00:39:07,200 --> 00:39:11,640
combo line until Outsiders Hedge
Jab got extra support and I'm 

697
00:39:11,640 --> 00:39:14,560
giving the Hedge Jab line 
specifically a little bit more 

698
00:39:14,560 --> 00:39:19,320
support in my custom Armory deck
as well as trying to lay a 

699
00:39:19,320 --> 00:39:21,480
foundation if you wanted to 
build this deck without the 

700
00:39:21,480 --> 00:39:24,440
custom cards for just a really 
solid beginner friendly list. 

701
00:39:24,440 --> 00:39:26,400
Because I think the head jab 
cards are really easy to 

702
00:39:26,400 --> 00:39:29,200
understand and use compared to 
some of the other combo lines. 

703
00:39:29,880 --> 00:39:32,000
And I know Joel's a fan of the 
head jab line because the last 

704
00:39:32,000 --> 00:39:34,880
time we did decks like this, he 
had a Zen head jab list. 

705
00:39:35,680 --> 00:39:38,040
Head jab I'm. 
Going to talk a little bit about

706
00:39:38,040 --> 00:39:40,440
the card inclusions before I get
into my custom cards. 

707
00:39:40,920 --> 00:39:45,000
I have red and blue head jabs, 
red and yellow open the centers.

708
00:39:45,120 --> 00:39:47,040
If you don't know what these 
cards do, I want to go through 

709
00:39:47,040 --> 00:39:49,160
them really quickly, so I 
suggest you go to my fiburia 

710
00:39:49,160 --> 00:39:52,000
link in the description. 
I have the red pounding gales. 

711
00:39:52,000 --> 00:39:54,640
I have red fluster fists and 
blue fluster fists. 

712
00:39:55,040 --> 00:39:57,800
So there's a lots of cards in 
this deck that care specifically

713
00:39:57,800 --> 00:40:01,320
about those combo lines. 
I'm really focusing on the one I

714
00:40:01,320 --> 00:40:04,520
also included be Like Waters 
because they pretend to be 

715
00:40:04,520 --> 00:40:07,960
duplicates of head jabs. 
We need as many copies of these 

716
00:40:07,960 --> 00:40:10,240
combo cards as we want if the 
entire deck is based around 

717
00:40:10,240 --> 00:40:12,320
them. 
I also included some Razor 

718
00:40:12,320 --> 00:40:15,040
Reflexes because I think they do
a really good job of ensuring 

719
00:40:15,040 --> 00:40:17,200
these on hits. 
It also combos kind of really 

720
00:40:17,200 --> 00:40:19,120
well with like Pounding Gale for
instance. 

721
00:40:19,480 --> 00:40:22,040
If I give a new player this 
deck, he might play a few 

722
00:40:22,040 --> 00:40:25,320
armories and at least one game 
for one of those armories. 

723
00:40:25,320 --> 00:40:28,920
I'm sure he's going to be able 
to land Pounding Gale with Razor

724
00:40:28,920 --> 00:40:32,800
Reflex to deal like 16 damage, 
and it's going to be the best 

725
00:40:32,800 --> 00:40:35,160
moment that that player's ever 
had in training cards. 

726
00:40:35,280 --> 00:40:37,520
Oh yeah. 
I also like how Razor Reflex 

727
00:40:37,520 --> 00:40:40,920
helps be like water hit, so 
you're helping guarantee that 

728
00:40:41,120 --> 00:40:43,520
you're able to line up to your 
other combo pieces. 

729
00:40:44,160 --> 00:40:47,040
And if I'm putting Razor Reflex 
in, I might as well throw in 

730
00:40:47,040 --> 00:40:49,200
Snatch. 
I have red and blue snatches. 

731
00:40:49,440 --> 00:40:53,720
That combo's just so good. 
I also have Red Take the Tempo. 

732
00:40:53,880 --> 00:40:57,040
It's a Majestic from Uprising 
that didn't super get meta 

733
00:40:57,040 --> 00:41:00,680
popular, but with Razor Reflex 
on the list, it's basically like

734
00:41:00,680 --> 00:41:02,600
a very slow snatch that blocks 
for three. 

735
00:41:02,840 --> 00:41:05,600
It lets you banish the top card 
of your deck and play it on your

736
00:41:05,600 --> 00:41:08,480
next turn if you've hit three 
more times this combat chain. 

737
00:41:08,920 --> 00:41:13,120
So I'm a big fan of the card in 
general. 

738
00:41:13,120 --> 00:41:17,000
I was looking for cheap budget 
cards because I'm getting the 

739
00:41:17,000 --> 00:41:20,160
impression from LSS that they 
don't want to print any card 

740
00:41:20,160 --> 00:41:23,000
that's actually worth anything 
more than like a dollar in their

741
00:41:23,000 --> 00:41:24,840
lists. 
They're not trying to use these 

742
00:41:24,840 --> 00:41:27,160
Armory decks to do any 
reprinting of valuable cards. 

743
00:41:27,400 --> 00:41:30,800
I don't necessarily agree with 
that, but I've decided to follow

744
00:41:30,800 --> 00:41:33,520
along with that for the sake of 
picking cards to go into my 

745
00:41:33,520 --> 00:41:35,880
list. 
If I was going to ignore that 

746
00:41:35,880 --> 00:41:38,400
rule, I would put in Ancestral 
Empowerment. 

747
00:41:38,400 --> 00:41:42,000
It's a $5 Majestic from Welcome 
to Wraith that I think is really

748
00:41:42,000 --> 00:41:45,080
strong and elegant, easy for a 
new player to understand, and 

749
00:41:45,080 --> 00:41:47,160
works really well with the break
points in the list. 

750
00:41:47,560 --> 00:41:50,760
Or red bittering thorns again, 
like being able to give your 

751
00:41:50,760 --> 00:41:52,560
next attack plus one would be 
really good. 

752
00:41:52,760 --> 00:41:56,120
Red Bittering Thorns was only 
printed in the round the table 

753
00:41:56,320 --> 00:42:00,520
like UPF decks, so that one is 
also like $5.00, but I would 

754
00:42:00,520 --> 00:42:03,160
include those if either you 
didn't want to use my custom 

755
00:42:03,160 --> 00:42:06,960
cards or you are willing to put 
in a little bit of extra cash 

756
00:42:06,960 --> 00:42:09,560
for this beginner friendly deck.
I also threw in some red 

757
00:42:09,560 --> 00:42:12,880
spinning wheel kicks and red 
flick flax just because they're 

758
00:42:12,880 --> 00:42:16,560
solid cards and I also put in 
the recoils, red recoil and blue

759
00:42:16,560 --> 00:42:19,240
recoil. 
That's the zero for three combo 

760
00:42:19,240 --> 00:42:20,600
off of head jab. 
When it hits. 

761
00:42:20,600 --> 00:42:22,240
They put a card from their hand 
on top of their deck. 

762
00:42:22,800 --> 00:42:25,480
That's basically my entire deck 
list for equipment. 

763
00:42:25,480 --> 00:42:28,240
I have Snapdragon scalers, I 
have mask of many faces because 

764
00:42:28,240 --> 00:42:30,720
it's a common and I didn't want 
to make another majestic 

765
00:42:30,960 --> 00:42:34,360
headpiece for Katsu. 
I think mask is also great. 

766
00:42:34,760 --> 00:42:37,360
I talked a little bit. 
I talked actually a fair amount 

767
00:42:37,360 --> 00:42:43,400
in my pitch about how I was 
trying to streamline the process

768
00:42:43,400 --> 00:42:46,720
for brand new players. 
I think Katsu is also very 

769
00:42:46,720 --> 00:42:53,360
similar to Dash IO in that the 
ability to tutor for any card on

770
00:42:53,360 --> 00:42:57,120
an on hit is like a very high 
cognitive load for a brand new 

771
00:42:57,120 --> 00:42:58,920
player. 
And it leads to a lot of 

772
00:42:58,920 --> 00:43:02,760
discovery moments too. 
Yes, Mask of Mini Faces is cool 

773
00:43:02,760 --> 00:43:07,120
because if you're like, wait, I 
kind of want to get this card, 

774
00:43:07,120 --> 00:43:10,920
it's like, oh, I can just give 
it a name that I want, right? 

775
00:43:10,920 --> 00:43:13,000
Yeah. 
And so they can sort of like set

776
00:43:13,000 --> 00:43:15,600
up their own combo lines without
having to feel like they're so 

777
00:43:15,600 --> 00:43:19,520
reliant on knowing how all of 
them work and then having to hit

778
00:43:19,520 --> 00:43:22,640
and having to go tutor them out.
You can just be like, well, I 

779
00:43:22,640 --> 00:43:25,080
don't care if this card hits, I 
can just name it this other 

780
00:43:25,080 --> 00:43:26,160
card. 
Exactly. 

781
00:43:26,800 --> 00:43:28,840
It's really good at saving your 
hand and removing the 

782
00:43:28,840 --> 00:43:31,800
interactivity that your opponent
can do to disrupt your plan. 

783
00:43:32,080 --> 00:43:38,320
Yeah, so I was looking at the 
deck and I have a lot of cards 

784
00:43:38,320 --> 00:43:41,560
that are 0 for threes, the head 
jabs that be like waters and 

785
00:43:41,560 --> 00:43:43,520
these cards need to hit in order
to get the rest of your turn 

786
00:43:43,520 --> 00:43:46,080
going. 
I wanted to give you the option 

787
00:43:46,080 --> 00:43:49,520
of being able to buff them kind 
of like breaking scales, but I 

788
00:43:49,520 --> 00:43:51,800
wanted something repeatable. 
So I knew it was going to have 

789
00:43:51,800 --> 00:43:54,320
to like be relatively expensive 
for its effect. 

790
00:43:54,640 --> 00:43:57,920
This is a Ninja Arms equipment. 
It's a majestic that I call 

791
00:43:58,040 --> 00:44:00,960
hardened Fists. 
It has an instant ability where 

792
00:44:00,960 --> 00:44:04,320
you can pay two resources to 
give your next ninja attack plus

793
00:44:04,320 --> 00:44:06,400
one power. 
You could do that multiple times

794
00:44:06,400 --> 00:44:08,600
in a turn if you want. 
You can do it multiple times 

795
00:44:08,600 --> 00:44:11,040
over the course of the game. 
You just have to pay two and you

796
00:44:11,040 --> 00:44:13,840
have to call your shot. 
It's not an attack reaction, so 

797
00:44:13,840 --> 00:44:16,240
you're it's telegraphed. 
Your opponent is knowing that 

798
00:44:16,240 --> 00:44:19,000
you're activating it, but it 
gives you more flexibility. 

799
00:44:19,080 --> 00:44:21,520
Maybe you have a lot of Blues in
hand and you can spend those 

800
00:44:21,520 --> 00:44:25,320
extra Blues not just on 
Kodachi's but also on buffing 

801
00:44:25,320 --> 00:44:28,080
your ninja attacks to make them 
harder to block, or throwing it 

802
00:44:28,080 --> 00:44:31,920
on your open the center with 
dominate to push some extra 

803
00:44:31,920 --> 00:44:34,280
damage through. 
I'm also intentionally letting 

804
00:44:34,280 --> 00:44:37,160
you target Kodachi's with this. 
It can reinforce your Kodachi 

805
00:44:37,160 --> 00:44:40,480
lock, but if you only have one 
blue in hand, you have to 

806
00:44:40,480 --> 00:44:42,880
Telegraph it, right? 
So you would still probably just

807
00:44:42,880 --> 00:44:44,840
swing with two Kodachi's. 
This is if you have like 

808
00:44:45,040 --> 00:44:48,520
multiple Blues in your hand. 
I like how it's an instant so 

809
00:44:48,520 --> 00:44:51,120
that you can use it in the 
middle of a chain. 

810
00:44:52,280 --> 00:44:55,800
I think that's really important,
being able to give plus one to 

811
00:44:56,240 --> 00:44:59,320
something in the middle or 
towards the end of a combo line.

812
00:44:59,320 --> 00:45:01,120
Yeah, that's really the only way
it would work with open the 

813
00:45:01,120 --> 00:45:04,680
center or pounding Gale, which 
is something I wanted. 

814
00:45:05,040 --> 00:45:07,920
Yeah. 
And I give it Blade Break 2, so 

815
00:45:08,400 --> 00:45:11,320
once you block with it for two 
if you have to in a pinch, you 

816
00:45:11,320 --> 00:45:14,000
lose the ability to use it for 
the rest of the game, but it 

817
00:45:14,000 --> 00:45:15,040
still gives you that 
blockability. 

818
00:45:15,560 --> 00:45:17,720
It really resonates with what I 
like about Ninja. 

819
00:45:17,720 --> 00:45:20,800
I like that they care so much 
about sequencing and not 

820
00:45:20,800 --> 00:45:24,080
breaking the combat chain. 
So adding a strict upgrade to 

821
00:45:24,080 --> 00:45:28,080
breaking scales I think adds a 
lot more complexity to Katsu's 

822
00:45:28,320 --> 00:45:30,600
line of play. 
Because plus you and I have 

823
00:45:30,680 --> 00:45:33,400
played a lot during heavy 
hitters meta as we were 

824
00:45:33,400 --> 00:45:36,760
practicing for like some of the 
Proquest and RTNS and whatnot. 

825
00:45:37,280 --> 00:45:41,440
And I noticed like really, I 
want to be over blocking, 

826
00:45:41,440 --> 00:45:45,120
breaking scales until you use it
or make use on a on a bad 

827
00:45:45,800 --> 00:45:48,440
exchange. 
And then once it's gone, it's 

828
00:45:48,440 --> 00:45:49,440
gone. 
Like I don't really have to 

829
00:45:49,440 --> 00:45:52,160
worry about cots of hero ability
as much as I used to, right? 

830
00:45:52,480 --> 00:45:56,000
Especially now that you lost 
yellow and blue bonds event 

831
00:45:56,000 --> 00:45:58,360
history. 
So the fact that you give a bit 

832
00:45:58,360 --> 00:46:02,280
more threat density to every 
card that I have to now 

833
00:46:02,280 --> 00:46:05,280
overblock by a little bit, I 
think it makes virtually every 

834
00:46:05,280 --> 00:46:07,720
line that much better. 
Well this one is telegraphed. 

835
00:46:07,920 --> 00:46:10,520
I had an original design where 
it was an attack reaction. 

836
00:46:10,760 --> 00:46:12,880
This one gives your next ninja 
attack plus one. 

837
00:46:13,120 --> 00:46:15,480
So you have to activate this 
before you do the attack. 

838
00:46:16,320 --> 00:46:20,280
Well, even if it's an instant 
that you declare beforehand, you

839
00:46:20,280 --> 00:46:22,960
still have things like Artifor, 
You still have ancestral power. 

840
00:46:22,960 --> 00:46:24,760
That's true. 
There's a lot of other combat 

841
00:46:24,760 --> 00:46:28,240
tricks that, in tandem with this
effect, make Katsu that much 

842
00:46:28,240 --> 00:46:30,880
more threatening and make all 
the other combolence that much 

843
00:46:30,880 --> 00:46:34,680
more usable. 
Yeah, well, I'm glad you like 

844
00:46:34,680 --> 00:46:36,800
it. 
The other equipment I designed 

845
00:46:36,800 --> 00:46:40,360
is called Breath of Life because
Katsu is the wind guy and it's 

846
00:46:40,360 --> 00:46:42,520
your chest. 
I'm like, there's got to be some

847
00:46:42,520 --> 00:46:45,560
flavor synergy between wind and 
the chest. 

848
00:46:47,440 --> 00:46:53,760
I think it's incredibly clever. 
And I was really trying to rack 

849
00:46:53,760 --> 00:46:57,320
my brain, like I really wanted 
to make a chest piece for a 

850
00:46:57,320 --> 00:46:59,760
Ninja that gives resources for a
couple different reasons. 

851
00:46:59,760 --> 00:47:03,680
Like, first of all, every Armory
deck has a weird chest piece 

852
00:47:03,680 --> 00:47:08,200
that gives you resources so far.
And Ninja has a really mediocre 

853
00:47:08,200 --> 00:47:10,040
one we're running right now 
called Heart and Cross Trap. 

854
00:47:10,160 --> 00:47:12,920
Heart and Cross Trap is not that
good of a card in classic 

855
00:47:12,920 --> 00:47:15,960
constructed unless you have like
this really crazy aggro meta 

856
00:47:15,960 --> 00:47:18,000
where like there's only three or
four turns in the game. 

857
00:47:18,520 --> 00:47:21,160
So I really wanted something 
that's better than this common 

858
00:47:21,240 --> 00:47:23,920
that I've been running in most 
matchups for a long time. 

859
00:47:24,160 --> 00:47:27,160
And I couldn't think of one 
because I didn't want it to be 

860
00:47:27,160 --> 00:47:29,280
busted. 
And a lot of my cards cost 0 

861
00:47:29,280 --> 00:47:31,120
anyway. 
I can't do the savage stash 

862
00:47:31,120 --> 00:47:33,880
route where I just make all my 
attack actions cost 1 less 

863
00:47:34,120 --> 00:47:37,320
because I'm playing zeros. 
What am I going to do with that?

864
00:47:37,520 --> 00:47:41,600
And I wanted it to work in this 
deck where like I start with 

865
00:47:41,600 --> 00:47:44,200
head jab, which is a 0 cost 
anyway. 

866
00:47:44,800 --> 00:47:48,840
So this is what I came up with. 
I have it say when you make a 

867
00:47:48,840 --> 00:47:52,040
second dagger attack each turn, 
put an energy counter on this 

868
00:47:52,040 --> 00:47:53,960
card. 
Kind of like Final Spring Tunic,

869
00:47:54,440 --> 00:47:57,440
except you have to swing with 
your daggers and when an attack 

870
00:47:57,440 --> 00:48:00,680
action new control hits, you may
remove three energy counters to 

871
00:48:00,680 --> 00:48:03,680
gain 2 resources. 
So you're gaining twice as much 

872
00:48:03,680 --> 00:48:06,520
as findles. 
You're gaining it about as fast 

873
00:48:06,520 --> 00:48:10,560
as findles as long as you swing 
with daggers every turn, and you

874
00:48:10,560 --> 00:48:13,400
have to hit with an attack 
action to get those resources. 

875
00:48:13,600 --> 00:48:15,840
So if you hit with head jab, you
can make open the center 

876
00:48:15,840 --> 00:48:18,440
basically free and then follow 
up with whatever else you wanna 

877
00:48:18,440 --> 00:48:20,080
do. 
You could also maybe if you're 

878
00:48:20,080 --> 00:48:24,120
using this in tandem with the 
arms piece I made, you can use 

879
00:48:24,120 --> 00:48:26,240
those two resources to 
immediately give you next thing 

880
00:48:26,240 --> 00:48:28,040
plus one. 
They kind of work really well 

881
00:48:28,040 --> 00:48:30,680
together and it blocks for one, 
just like Findles. 

882
00:48:30,760 --> 00:48:33,560
I was really close to calling 
this Breath of Findl and I was 

883
00:48:33,560 --> 00:48:36,280
like wait, all cards that 
reference Findl in the game 

884
00:48:36,280 --> 00:48:39,160
right now are generic so I don't
think I can reference Findl 

885
00:48:39,160 --> 00:48:43,520
specifically on a ninja card. 
So I really like this design 

886
00:48:43,520 --> 00:48:47,400
because even though you've 
designed it specifically around 

887
00:48:47,400 --> 00:48:51,200
head jab and open the center, it
also kind of works with like 

888
00:48:51,200 --> 00:48:53,800
surging strike because it 
refunds the surging strike cost.

889
00:48:53,920 --> 00:48:56,880
Oh, sure, yeah. 
And lets you play fucking what's

890
00:48:56,880 --> 00:48:58,760
it called? 
Mugenchi release and Lord of 

891
00:48:58,760 --> 00:49:00,120
wind. 
It lets you pay at least one 

892
00:49:00,120 --> 00:49:06,120
into Lord of wind. 
But also leg tap also requires I

893
00:49:06,120 --> 00:49:09,400
think at least three resources. 
So if you do, if you do double 

894
00:49:09,400 --> 00:49:13,440
dagger and then leg tap and hit 
with leg tap, you basically get 

895
00:49:13,600 --> 00:49:16,640
a few more resources to continue
with the rest of your leg tap 

896
00:49:16,640 --> 00:49:18,560
line. 
So it's actually pretty 

897
00:49:18,560 --> 00:49:20,440
multifunctional. 
I really like that about this 

898
00:49:20,440 --> 00:49:23,400
card so far. 
Yeah, the fact that this puts 

899
00:49:23,400 --> 00:49:29,640
the resources at the end of or 
like after an on hit rather than

900
00:49:29,840 --> 00:49:34,120
at the start of the turn, it 
kind of pulls it away from the 

901
00:49:34,120 --> 00:49:38,280
Surging Gust wave line, which 
I'm really happy about. 

902
00:49:38,560 --> 00:49:43,160
I'm honestly very sick of that 
combo line and I want to see 

903
00:49:43,160 --> 00:49:47,680
other combo lines come in. 
I think it does a great job of 

904
00:49:47,680 --> 00:49:49,520
that honestly. 
Sweetie, I'm glad you guys like 

905
00:49:49,520 --> 00:49:51,680
this design. 
This was the hardest one for me,

906
00:49:51,720 --> 00:49:54,120
I think, out of the cards I've 
designed, like I said, because 

907
00:49:54,120 --> 00:49:55,840
of those challenges I was 
talking about earlier. 

908
00:49:55,960 --> 00:50:00,240
I think it also just opens up 
the ninja design space, like if 

909
00:50:00,240 --> 00:50:03,000
this is the legendary that they 
start building around instead of

910
00:50:03,000 --> 00:50:07,120
fine dolls then like they can 
start printing combo cards in 

911
00:50:07,120 --> 00:50:10,600
the middle and the end of chains
that have a higher resource 

912
00:50:10,600 --> 00:50:12,560
demand. 
It even gets easier to play like

913
00:50:12,560 --> 00:50:15,600
razor reflex and attack action 
card like things that cost 

914
00:50:15,600 --> 00:50:17,120
resources in the middle of the 
chain. 

915
00:50:17,360 --> 00:50:19,880
Even like Art of War gets a 
little bit easier to be played, 

916
00:50:20,240 --> 00:50:23,640
but like a lot of combo lines, 
they try to make it so that you 

917
00:50:23,640 --> 00:50:26,800
can pitch 1 blue and play the 
entire chain, but then that 

918
00:50:26,800 --> 00:50:29,320
doesn't leave you room for other
stuff if that entire combo line 

919
00:50:29,320 --> 00:50:32,800
costs three. 
And these head jab lines like 

920
00:50:32,800 --> 00:50:35,120
Pounding Gale cost one and Open 
the Center cost 2. 

921
00:50:35,280 --> 00:50:38,760
Having extra resources means I 
can guarantee on hits with Razor

922
00:50:38,760 --> 00:50:41,920
Reflex or what have you. 
So I am pretty happy with where 

923
00:50:41,920 --> 00:50:43,760
I ended up. 
And it's also gated behind 

924
00:50:43,800 --> 00:50:45,800
having two daggers. 
If you don't have two daggers, 

925
00:50:45,800 --> 00:50:48,200
you can't play this. 
So it doesn't work with Kakara. 

926
00:50:48,600 --> 00:50:50,000
It's hard to wink work with 
needles. 

927
00:50:50,000 --> 00:50:52,200
They destroy a needle, then you 
suddenly lose it. 

928
00:50:52,320 --> 00:50:54,400
Right now you basically have to 
play it with Karachi's, but I 

929
00:50:54,400 --> 00:50:56,960
would love to see better Ninja 
daggers in the future. 

930
00:50:57,160 --> 00:50:58,960
There's another thing I could 
have explored with this deck, 

931
00:50:58,960 --> 00:51:01,720
right? 
Ninja has so many open branches 

932
00:51:01,920 --> 00:51:04,600
ready to be expanded on. 
It's one of the reasons I love 

933
00:51:04,600 --> 00:51:05,640
the class. 
Yeah. 

934
00:51:06,360 --> 00:51:08,160
So let's get into my main deck, 
custom cards. 

935
00:51:08,160 --> 00:51:11,640
I've got two. 
I noticed with this deck I 

936
00:51:11,640 --> 00:51:14,920
imagined a new player like 
losing their head jabs and open 

937
00:51:14,920 --> 00:51:17,960
the centers and not having the 
opportunities to play their 

938
00:51:17,960 --> 00:51:21,200
final combo cards. 
Especially because there's nine 

939
00:51:21,200 --> 00:51:24,800
cards in my deck that combo off 
of open the center but only 6 

940
00:51:24,800 --> 00:51:27,840
copies of open the center. 
So I wanted some way for the 

941
00:51:27,840 --> 00:51:30,360
player to recoup some of those 
other than like literally 

942
00:51:30,360 --> 00:51:33,200
remembrance. 
This card is called Wins of 

943
00:51:33,200 --> 00:51:36,720
Honor. 
It's A1 cost red attack action 

944
00:51:37,000 --> 00:51:38,920
that swings for five blocks for 
three. 

945
00:51:39,480 --> 00:51:42,200
When this hits, you may put 
another Ninja attack action card

946
00:51:42,200 --> 00:51:44,160
from the combat chain on the 
bottom of your deck. 

947
00:51:44,760 --> 00:51:47,560
So you could maybe go like Head 
Jab into open the Center into 

948
00:51:47,560 --> 00:51:50,200
Wins of Honor and you're 
threatening to be able to put a 

949
00:51:50,200 --> 00:51:52,560
open the center or a Head Jab 
back on the bottom of your deck 

950
00:51:52,560 --> 00:51:53,920
to get better use out of it 
later. 

951
00:51:55,040 --> 00:52:00,480
Yeah, it's sort of the idea of 
like if you have an off turn 

952
00:52:00,480 --> 00:52:03,640
where like you can't really make
your hand work and they blocked 

953
00:52:03,640 --> 00:52:06,320
your three power card so you 
didn't get the tutor. 

954
00:52:06,480 --> 00:52:08,640
So like you're not really making
the combo line flow. 

955
00:52:08,840 --> 00:52:12,160
Winds of Honor can kind of be 
here to just say, you know what,

956
00:52:12,160 --> 00:52:13,840
it's OK. 
You can still get that starter 

957
00:52:13,840 --> 00:52:15,720
back in your deck. 
You can still get that finisher 

958
00:52:15,720 --> 00:52:17,720
back in your deck. 
You'll be OK. 

959
00:52:17,840 --> 00:52:20,480
I wanted a forgiving environment
for my new player that's 

960
00:52:20,480 --> 00:52:21,920
hypothetically picking up this 
deck. 

961
00:52:22,080 --> 00:52:25,120
Especially in katsu because it 
can be very punishing if you're 

962
00:52:25,120 --> 00:52:27,920
not properly tracking your combo
lines. 

963
00:52:28,160 --> 00:52:30,400
I think this is also nice for 
long games, right? 

964
00:52:30,400 --> 00:52:33,640
Like sure katsu games are 
normally over in 10 minutes, but

965
00:52:33,640 --> 00:52:35,920
sometimes they go long. 
And when they go long you need 

966
00:52:35,920 --> 00:52:37,360
to know what's still in your 
deck. 

967
00:52:37,720 --> 00:52:40,600
It does a lot. 
Yeah, I just like to how it's a 

968
00:52:41,000 --> 00:52:44,520
much better, much more usable 
version of Visit the Flying 

969
00:52:44,520 --> 00:52:46,520
Dojo. 
Yeah, because Visit the Flying 

970
00:52:46,520 --> 00:52:48,840
Dojo is the one that gets you a 
starting track and one combo 

971
00:52:48,840 --> 00:52:51,080
card, right. 
No, I really like though, how 

972
00:52:51,080 --> 00:52:54,040
you can recur because like 
sometimes when you're playing 

973
00:52:54,040 --> 00:52:57,960
like blue starters, like late 
game, you just don't want to be 

974
00:52:57,960 --> 00:53:00,080
playing those. 
So being able to cycle those red

975
00:53:00,080 --> 00:53:03,000
ones like that actually makes 
Katsu like much more playable. 

976
00:53:03,840 --> 00:53:09,240
And Katsu actually has two 
specializations that give you 

977
00:53:09,240 --> 00:53:11,000
recursion. 
One of them is the visit the 

978
00:53:11,000 --> 00:53:13,640
floating Dojo, like you said, 
Lord of Wind is the other. 

979
00:53:13,920 --> 00:53:17,920
So it's like ninja has kind of 
had special had recursion, but 

980
00:53:17,920 --> 00:53:21,880
only Katsu and as like these 
specified ways. 

981
00:53:21,880 --> 00:53:25,200
So I thought it was really 
interesting to give a generic 

982
00:53:25,200 --> 00:53:30,000
ninja piece of recursion that is
a lot more like focused on the 

983
00:53:30,000 --> 00:53:32,760
cards that you're playing now, a
little bit harder to use to just

984
00:53:32,760 --> 00:53:34,440
get your best cards back into 
your deck. 

985
00:53:34,800 --> 00:53:37,160
And it's not a combo, so it's 
not like you tutor for it. 

986
00:53:37,280 --> 00:53:40,360
Right, right. 
So I wanted it to be like very 

987
00:53:40,360 --> 00:53:42,800
reasonable in power level. 
I think it is. 

988
00:53:42,840 --> 00:53:44,040
I think you hit the nail on the 
head. 

989
00:53:44,480 --> 00:53:46,880
My next card is called Spine 
Spinner. 

990
00:53:47,000 --> 00:53:48,880
I distinctly can think of the 
art. 

991
00:53:48,880 --> 00:53:52,480
It's like a guy whose head is 
like, he just got punched. 

992
00:53:52,480 --> 00:53:54,920
So his head is like wrapped 
around and he's like staring the

993
00:53:54,920 --> 00:53:56,600
other way and. 
They do the. 

994
00:53:56,600 --> 00:54:00,120
The really comicy sort of ninja 
cards he's getting the like shit

995
00:54:00,240 --> 00:54:03,200
knocked out of him and so his 
spine is like as a result, like 

996
00:54:03,200 --> 00:54:06,880
twisted around. 
Maybe his head is like spun 360°

997
00:54:06,880 --> 00:54:09,520
from the force of this punch. 
I actually. 

998
00:54:09,520 --> 00:54:12,360
I love that because ninja cards 
will just randomly get really 

999
00:54:12,360 --> 00:54:15,960
comicy, like a leg will like be 
5 feet long. 

1000
00:54:16,040 --> 00:54:22,440
Yeah, in an arc. 
So this is a 0 cost blue 

1001
00:54:22,440 --> 00:54:26,920
Majestic that's meant to be a 
capstone for our head jab combo 

1002
00:54:26,920 --> 00:54:29,440
line. 
So if open the center was the 

1003
00:54:29,440 --> 00:54:32,640
last attack, this combat chain, 
then this gains go again. 

1004
00:54:32,640 --> 00:54:35,720
And when this chain link 
resolves, draw a card for each 

1005
00:54:35,720 --> 00:54:38,160
attack action card that has hit 
this combat chain. 

1006
00:54:38,640 --> 00:54:41,800
So that would include spine 
spinner, but it doesn't have to 

1007
00:54:41,800 --> 00:54:43,240
hit in order to get that 
benefit. 

1008
00:54:43,440 --> 00:54:46,440
It is a 0 cost for two that 
blocks for three. 

1009
00:54:47,920 --> 00:54:51,360
And even though it's a capstone,
I wanted to be able to use the 

1010
00:54:51,360 --> 00:54:52,880
cards that you draw off of it, 
right? 

1011
00:54:53,000 --> 00:54:56,000
So it's not normal for the last 
card in a combo line to have go 

1012
00:54:56,000 --> 00:55:00,280
again, but this one does. 
This card's fucking gas. 

1013
00:55:00,520 --> 00:55:03,000
It punishes your opponent for 
not blocking it all right if 

1014
00:55:03,000 --> 00:55:04,880
they go. 
If you go head jab into open the

1015
00:55:04,880 --> 00:55:07,240
center into spine spinner and 
all of it hits, you're drawing 

1016
00:55:07,240 --> 00:55:08,840
three cards. 
You get to reset your entire 

1017
00:55:08,840 --> 00:55:11,960
turn and open the center will 
probably hit. 

1018
00:55:12,120 --> 00:55:14,840
It doesn't have an on hit in and
of itself, but it has dominate 

1019
00:55:14,840 --> 00:55:16,520
and the red comes in for six go 
again. 

1020
00:55:17,040 --> 00:55:20,040
So with with open the center 
being really hard to block, 

1021
00:55:20,160 --> 00:55:22,840
spine spinners a lot easier to 
block, but you're probably 

1022
00:55:22,840 --> 00:55:24,680
drawing one because you hit with
open the center. 

1023
00:55:25,360 --> 00:55:27,000
Yeah. 
This is the kind of stuff that I

1024
00:55:27,000 --> 00:55:31,080
feel like this deck would need. 
That yeah, that is so much more 

1025
00:55:31,080 --> 00:55:36,160
interesting than welding gust 
wave and the the amount of which

1026
00:55:36,160 --> 00:55:39,160
that you punish your opponent 
for not blocking earlier is 

1027
00:55:39,160 --> 00:55:45,200
like, man, it is fucking huge. 
And the fact that like well, 

1028
00:55:45,200 --> 00:55:47,880
actually, no, I guess Cot two 
ability wouldn't really interact

1029
00:55:47,880 --> 00:55:49,600
with this at all if you hit 
earlier. 

1030
00:55:49,600 --> 00:55:52,320
So but I still like the cart. 
I think it's really strong. 

1031
00:55:53,080 --> 00:55:57,520
Clearly the big pressure point 
is open the Center for this 

1032
00:55:57,520 --> 00:56:00,440
because you have 3 finishers in 
the deck and pounding Gale, 

1033
00:56:00,440 --> 00:56:02,560
flush Surface and now Spine 
spinner. 

1034
00:56:03,080 --> 00:56:07,720
But if you see any of those in 
your hand, you can feel 

1035
00:56:07,720 --> 00:56:11,440
comfortable of all right, I just
got to find a way to get open 

1036
00:56:11,440 --> 00:56:14,040
the center and then I can do 
everything else that I need. 

1037
00:56:14,600 --> 00:56:17,280
Really, really great way of 
approaching the game. 

1038
00:56:18,160 --> 00:56:21,480
And so I like this because it's 
saying, hey, you have lots of 

1039
00:56:21,480 --> 00:56:24,200
different ending. 
Maybe they're good into 

1040
00:56:24,200 --> 00:56:28,320
different situations or good 
into different heroes certain 

1041
00:56:28,320 --> 00:56:32,120
matchups, but now the pressure 
point is on the middle, so you 

1042
00:56:32,120 --> 00:56:34,920
have to find a way of really 
making that first one or two 

1043
00:56:34,920 --> 00:56:37,040
attacks hit. 
You could absolutely take out 

1044
00:56:37,040 --> 00:56:39,640
some of these finishers as 
you're trying to upgrade the 

1045
00:56:39,640 --> 00:56:42,080
deck by putting in those Command
and Conquerors and those Art of 

1046
00:56:42,080 --> 00:56:44,880
Wars, etc. 
Yeah, that as well that I think 

1047
00:56:44,880 --> 00:56:48,240
that's a great point to make. 
So that's what I've got for my 

1048
00:56:48,240 --> 00:56:49,520
pitch. 
I hope you guys like that. 

1049
00:56:49,880 --> 00:56:51,800
Yeah. 
Yeah, that was awesome. 

1050
00:56:52,480 --> 00:56:57,200
A reminder to everybody, cart 
links to the deck lists can be 

1051
00:56:57,200 --> 00:56:59,160
found in the description of this
episode. 

1052
00:56:59,480 --> 00:57:04,080
Links to the custom cards that 
we discussed about will be in 

1053
00:57:04,080 --> 00:57:06,360
the description of the episode. 
And you can always go to 

1054
00:57:06,360 --> 00:57:09,800
YouTube, where in our video 
edit, we will put up all of the 

1055
00:57:09,800 --> 00:57:12,720
cards that we talk about so that
you can follow along a little 

1056
00:57:12,720 --> 00:57:14,960
bit better. 
So if you want to see what these

1057
00:57:14,960 --> 00:57:16,960
necklace are, maybe you have 
someone that you're trying to 

1058
00:57:16,960 --> 00:57:19,920
get into the game and you want 
to see if like this could maybe 

1059
00:57:19,920 --> 00:57:22,680
be a cheaper way than like 
buying an Armory deck. 

1060
00:57:22,920 --> 00:57:25,480
Maybe making these Armory decks 
would be a little bit cheaper. 

1061
00:57:25,720 --> 00:57:26,840
That was a good reminder, thank 
you. 

1062
00:57:26,840 --> 00:57:28,840
Clark. 
Are we about ready to move into 

1063
00:57:28,840 --> 00:57:30,880
our Arsenal zone? 
I believe so, yeah. 

1064
00:57:31,880 --> 00:57:35,560
Listeners, our Arsenal Zone is 
the part of the podcast where we

1065
00:57:35,560 --> 00:57:38,120
all shouted a card that we've 
been thinking about lately, be 

1066
00:57:38,120 --> 00:57:40,040
it good, bad, or whatever reason
we want. 

1067
00:57:40,440 --> 00:57:45,440
I shall start. 
So I've been playing Zen lately.

1068
00:57:45,600 --> 00:57:48,360
I had the deck built for my 
boyfriend already and I wanted 

1069
00:57:48,360 --> 00:57:51,040
to go to some events so I'm 
like, might as well play best 

1070
00:57:51,040 --> 00:57:54,560
deck in format, am I right? 
Yeah, and one card that kind of 

1071
00:57:54,560 --> 00:57:58,800
surprised me just at how strong 
and reliable it is, is Aspect of

1072
00:57:58,800 --> 00:58:00,840
Tiger Body. 
Yeah. 

1073
00:58:01,440 --> 00:58:03,960
That's the card that I'm going 
to be signing and giving to each

1074
00:58:03,960 --> 00:58:06,560
of you, my lovely hosts. 
Let's go. 

1075
00:58:07,200 --> 00:58:11,440
If you have this or chase the 
tail, the two card combo that it

1076
00:58:11,440 --> 00:58:14,240
makes, like if you have a cheat 
and one of those cards that's 10

1077
00:58:14,240 --> 00:58:17,240
damage. 
Yeah, like if you have a blue, 

1078
00:58:17,280 --> 00:58:22,280
you can play the Chase, the Tail
and Kakara, and that's like 7 + 

1079
00:58:22,560 --> 00:58:26,640
3 plus another 313 damage off of
three cards easy. 

1080
00:58:26,640 --> 00:58:30,520
Don't forget your shoot go. 
You're right, if I don't forget 

1081
00:58:30,520 --> 00:58:36,360
my shoot go, it's 14 damage. 
And if you have one transcend 

1082
00:58:36,360 --> 00:58:38,280
card that you're able to 
transcend that turn with the 

1083
00:58:38,280 --> 00:58:41,880
rest of your turn and aspect of 
tiger body, then you can use the

1084
00:58:41,880 --> 00:58:45,760
extra resource from the Kakara 
from the Kasaya in order to play

1085
00:58:45,760 --> 00:58:49,480
the chase the tail. 
I just realized how flexible and

1086
00:58:49,480 --> 00:58:52,480
reliable that combo is and it is
something that I was really 

1087
00:58:52,480 --> 00:58:54,080
enjoying exploring as I was 
playing the deck. 

1088
00:58:54,280 --> 00:58:56,400
And the fact that this gives you
two different attack action 

1089
00:58:56,400 --> 00:58:58,960
cards from 1 means it works 
really well with art of war. 

1090
00:58:59,160 --> 00:59:04,040
So I was really happy with this 
card as a rare that I was kind 

1091
00:59:04,040 --> 00:59:07,880
of sleeping on in the season. 
Remember spoiler season where 

1092
00:59:07,880 --> 00:59:11,360
we're like, wow, these crouching
Tiger cards seem really low 

1093
00:59:11,360 --> 00:59:14,680
value. 
I don't anticipate Zen crouching

1094
00:59:14,680 --> 00:59:16,600
Tigers being a really reliable 
game plan. 

1095
00:59:16,600 --> 00:59:20,240
We were like half right because 
he still has a lot of other like

1096
00:59:20,440 --> 00:59:22,800
above rate ninja cards he was 
able to rely on, but he's still 

1097
00:59:22,800 --> 00:59:24,960
playing a lot of these parts of 
mystical cards. 

1098
00:59:24,960 --> 00:59:26,960
So. 
Yeah, I'm really happy to see it

1099
00:59:26,960 --> 00:59:29,920
too. 
I would say this card is part of

1100
00:59:30,000 --> 00:59:33,200
this changing mindset that I've 
had around the hero in the last 

1101
00:59:33,280 --> 00:59:36,400
month or so, and I'm going to 
sign a copy and give it to each 

1102
00:59:36,400 --> 00:59:39,640
of you. 
This is like the first fuzzy 

1103
00:59:39,640 --> 00:59:40,720
card I can actually. 
Play. 

1104
00:59:40,720 --> 00:59:46,480
It's because I'm actually 
playing CC Clark, do you want to

1105
00:59:46,480 --> 00:59:47,840
go next? 
Sure. 

1106
00:59:48,360 --> 00:59:51,680
The card that I want to talk 
about for today is Construct 

1107
00:59:51,680 --> 00:59:55,000
Nitromechanoid. 
Bright Lights was like the first

1108
00:59:55,000 --> 00:59:59,200
set that came out where I had 
the money to participate in it 

1109
00:59:59,840 --> 01:00:03,400
and I was excited. 
I know I've talked about like 

1110
01:00:03,760 --> 01:00:07,320
Dynasty and like Outsiders a 
little bit, but I did not really

1111
01:00:07,320 --> 01:00:10,160
care for those sets. 
Bright Lights was the one where 

1112
01:00:10,160 --> 01:00:13,520
I was like, I'm making a podcast
about this game. 

1113
01:00:13,720 --> 01:00:16,960
Bright Lights is coming out. 
I'm all about it, baby. 

1114
01:00:17,320 --> 01:00:20,520
And I saw Max and went This is 
My Hero from the set. 

1115
01:00:21,320 --> 01:00:24,600
Like I love the cyberpunk 
aesthetic, yes, it doesn't 

1116
01:00:24,600 --> 01:00:26,520
really jive with the rest of the
world, a race, but I think it 

1117
01:00:26,520 --> 01:00:30,000
was so special and unique. 
I think his play style was so 

1118
01:00:30,000 --> 01:00:32,280
much fun. 
I loved what he represented in 

1119
01:00:32,280 --> 01:00:34,360
the story. 
I felt like LSS was taking a 

1120
01:00:34,360 --> 01:00:39,120
really big swing by giving us a 
hero who was an anarchist, like 

1121
01:00:39,200 --> 01:00:42,200
someone who literally wanted to 
burn down the system and like 

1122
01:00:42,200 --> 01:00:46,360
rebel and revolt and like that 
being a big driving factor. 

1123
01:00:46,640 --> 01:00:49,320
And it's not just against some 
evil empire, it's like against 

1124
01:00:49,320 --> 01:00:52,960
capitalist society. 
Like Wattsy could literally 

1125
01:00:52,960 --> 01:00:55,480
fucking never. 
If they ever printed a hero, 

1126
01:00:55,480 --> 01:00:58,360
like printed any character any 
more like that, I feel like it 

1127
01:00:58,360 --> 01:01:00,800
would fall apart instantly. 
Like Wattsy is like, you're 

1128
01:01:00,800 --> 01:01:03,560
telling them that capitalism is 
bad. 

1129
01:01:04,040 --> 01:01:07,200
You know we want them to spend 
$700.00 on our new booster 

1130
01:01:07,200 --> 01:01:08,800
products. 
So you talk about Wizards of the

1131
01:01:08,800 --> 01:01:09,480
Coast, right? 
Yeah. 

1132
01:01:09,480 --> 01:01:11,160
The creators of Magic the 
Gathering. 

1133
01:01:11,320 --> 01:01:15,200
Yes, thank you for the context. 
So. 

1134
01:01:15,400 --> 01:01:19,120
But then contract Nitromechanoid
just became the way to build Max

1135
01:01:19,160 --> 01:01:24,040
and he became the most boring 
dull hero ever. 

1136
01:01:24,280 --> 01:01:28,560
Where you boost once you make 
the hyperdriver token and you 

1137
01:01:28,560 --> 01:01:32,240
pass, you have resources going 
to waste every single turn from 

1138
01:01:32,240 --> 01:01:35,120
all these hyperdrivers you have 
sitting around and you're just 

1139
01:01:35,120 --> 01:01:38,160
waiting to find the moment where
like you lucky banish a 

1140
01:01:38,160 --> 01:01:41,040
crankshaft or something to like 
keep him around and then you 

1141
01:01:41,040 --> 01:01:46,000
mechanoid and then you just play
more really boring, plain, very 

1142
01:01:46,000 --> 01:01:50,320
mid rangey, low efficiency flesh
and blood until you hit a high 

1143
01:01:50,320 --> 01:01:54,040
octane turn and then you high 
octane and you swing for like 38

1144
01:01:54,040 --> 01:01:56,360
in a turn and it feels awesome. 
I've done it. 

1145
01:01:56,360 --> 01:01:59,320
It feels incredible. 
I love that it's a valid play 

1146
01:01:59,320 --> 01:02:02,600
style. 
I don't like how it's his play 

1147
01:02:02,600 --> 01:02:08,200
style and I think it's one of 
these cards where I look at and 

1148
01:02:08,200 --> 01:02:13,760
I say this is awesome. 
I hate what it's done to my hero

1149
01:02:13,760 --> 01:02:16,880
though. 
Wow. 

1150
01:02:17,280 --> 01:02:19,560
Damn. 
Joe, what do you got? 

1151
01:02:21,720 --> 01:02:25,520
Yeah, follow that bitch. 
Why is it that I always do like 

1152
01:02:25,520 --> 01:02:29,640
my most eloquent like 
proselytizing about 

1153
01:02:29,640 --> 01:02:33,080
mechanologists right from 
Technocor and contract Nitro 

1154
01:02:33,080 --> 01:02:36,040
mechanoid dude? 
I just I don't know man that can

1155
01:02:36,040 --> 01:02:38,200
make that makes me feel a 
certain way. 

1156
01:02:38,760 --> 01:02:42,880
Amen brother. 
So my card is a solar plexus, 

1157
01:02:43,120 --> 01:02:47,840
which if you know me at all, or 
if you listen to the past couple

1158
01:02:47,840 --> 01:02:51,200
episodes, you know that I've 
really been upset with LS s s 

1159
01:02:51,200 --> 01:02:54,600
approach to balancing Bolton and
the most recent Armory deck. 

1160
01:02:55,160 --> 01:02:58,960
I've kind of been changing my 
mind about that Armory deck. 

1161
01:02:58,960 --> 01:03:02,080
Wow. 
OK, I think, I think, I think 

1162
01:03:02,080 --> 01:03:04,760
it's kind of gas. 
So shout out to my friend 

1163
01:03:04,760 --> 01:03:07,680
Garrett, who's been like 
relentlessly lobbying this 

1164
01:03:07,680 --> 01:03:12,880
fucking card to me for God knows
why he's been telling you about 

1165
01:03:12,880 --> 01:03:13,920
him. 
Like, you know, this is kind of 

1166
01:03:13,920 --> 01:03:17,320
gas because he was telling me 
about, you know, how you can do 

1167
01:03:17,320 --> 01:03:20,040
like multiple Valiant Thrusts, 
Art of War. 

1168
01:03:20,400 --> 01:03:22,560
And I was like, why are you 
fucking playing Art of War in 

1169
01:03:22,560 --> 01:03:24,320
Bolton? 
And then he was like, well, I'm 

1170
01:03:24,320 --> 01:03:26,960
just playing one. 
So whenever you see Art of War, 

1171
01:03:27,160 --> 01:03:30,720
you crack the solar Lexus and 
I'm like, OK, I can see that. 

1172
01:03:31,000 --> 01:03:33,840
And then he told me he did like 
20s plus damage and I'm like, 

1173
01:03:33,840 --> 01:03:35,280
OK, that's kind of cool, I 
guess. 

1174
01:03:35,600 --> 01:03:40,320
And then I got to thinking, this
is actually on rate with most 

1175
01:03:40,320 --> 01:03:43,400
double Lumina turns. 
Yeah, with the full combo, 

1176
01:03:43,680 --> 01:03:48,600
because with the Lumina combo, 
you're waiting for two copies of

1177
01:03:48,600 --> 01:03:53,040
Lumina or a Lumina and Beacon, a
charge card and something you 

1178
01:03:53,040 --> 01:03:56,040
could charge with. 
And then you need three pieces 

1179
01:03:56,040 --> 01:03:58,200
of equipment. 
Your current blade hold your 

1180
01:03:58,360 --> 01:04:00,920
gallantry gold and your 
Snapdragon scalers. 

1181
01:04:01,280 --> 01:04:03,800
But this with this, a new 
equipment suite, if you just 

1182
01:04:03,800 --> 01:04:07,680
wait for Art of War and you play
like at least one or two Valiant

1183
01:04:07,680 --> 01:04:11,560
Thrusts, that's 14 damage right 
there, not including Raiden, 

1184
01:04:11,560 --> 01:04:13,720
which is like 3. 
So that's 17. 

1185
01:04:14,080 --> 01:04:17,520
And then if you have at least 
two other attack actions, that's

1186
01:04:17,520 --> 01:04:22,560
like 8 value minimum. 
So that's like what, like 25 

1187
01:04:22,560 --> 01:04:25,840
damage? 
And if you throw even 1 Lumina 

1188
01:04:25,840 --> 01:04:31,560
in there, that's like what, 10 
more points of value, 4 for each

1189
01:04:31,560 --> 01:04:36,120
wing and one for each life game.
So I think the math is there, 

1190
01:04:36,120 --> 01:04:39,880
I'm not going to lie. 
So yeah, just wanted to say 

1191
01:04:39,880 --> 01:04:41,840
solar plexus might be kind of 
gas. 

1192
01:04:42,160 --> 01:04:44,240
I'm going to be trying it once I
start playing Flush and Blood 

1193
01:04:44,240 --> 01:04:46,680
again, So we'll see. 
Awesome. 

1194
01:04:47,040 --> 01:04:49,000
Yeah. 
I love it. 

1195
01:04:49,880 --> 01:04:52,920
Minds changed. 
We grow as people through this 

1196
01:04:52,920 --> 01:04:54,880
game. 
All. 

1197
01:04:58,000 --> 01:05:00,240
Right boys, I think that about 
wraps our show. 

1198
01:05:00,240 --> 01:05:01,240
Thank you everyone for 
listening. 

1199
01:05:01,240 --> 01:05:04,600
I hope you enjoyed this episode.
We want to know what Armory deck

1200
01:05:04,600 --> 01:05:06,440
do you think you could see 
happening in the future? 

1201
01:05:06,440 --> 01:05:09,360
What's the most likely target 
for LS S S next Armory deck? 

1202
01:05:09,600 --> 01:05:12,440
Yeah, get in the comments. 
Get in there. 

1203
01:05:14,240 --> 01:05:16,640
Next time, guys, bye. 
So long 

1204
01:05:32,200 --> 01:05:36,360
Pitcher to Me podcast is hosted 
by Fuzzy Delt, Clark Moore and 

1205
01:05:36,360 --> 01:05:40,400
Joel Racinos, Executive 
producer, Talent Stradley, Music

1206
01:05:40,400 --> 01:05:45,720
by Dylan Holtz, logo by On V 
Sound mixing, Christopher Moore 

1207
01:05:46,000 --> 01:05:49,400
and last but not least, you. 
Thank you for listening. 

1208
01:05:49,880 --> 01:05:52,280
Please give us a follow on your 
favorite social media platform 

1209
01:05:52,360 --> 01:05:53,880
at Wichita ME Podcast.
