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Howdy listeners, this is fuzzy 
here. 

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Since we're on hiatus for the 
rest of the year. 

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We're not going to be recording 
new episodes until 2025, but 

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instead we're handpicking ones 
from the last year to be re 

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released, and the first one in 
our docket is Aggro. 

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This was originally released on 
January 2nd, 2024, but it was 

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actually recorded almost two 
months prior to that in November

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2023, almost 11 months ago. 
And I thought this would be a 

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fun episode to be released since
a lot of the concepts that we 

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discussed are the same. 
I've edited out all of Turns 0 

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though, since we talked about 
some like New Year's resolution 

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stuff that I don't think is as 
relevant to today. 

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But if you want to hear that 
it's still in the episode, I 

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just stuck it in the back after 
the credits as a sort of like 

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outtake. 
So with that, hope you enjoyed 

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the episode. 
We're going to play the intro 

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and then go right into red 
pitch. 

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Enjoy. 
Welcome to Bitchitumi Podcast, a

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show about the subjective past, 
present and potential future of 

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flesh and blood design. 
Get ready for it in your face 

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mile a minute explosion of 
action-packed podcast. 

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Today's episode will be about 
the aggro archetype. 

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In Red Pitch, Clark defines 
aggro and its nuances. 

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On Yellow Pitch, Fuzzy will 
repeatedly ask a question, is 

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this hero aggro? 
And on Blue Pitch, Joel will 

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talk about aggro's role in a TCG
meta. 

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You can find us across all 
socials such as TikTok and 

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Instagram at Pichito Podcast. 
I'm Clark. 

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I'm. 
Fuzzy. 

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And I'm Joel. 
So for red pitch today, we are 

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going to start off doing, I 
think what we're going to do 

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every single time we kind of 
talk about these big archetype 

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ideas, which is defining them. 
So I wanted to take our red 

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pitch and define what is aggro 
in Flesh and Blood. 

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So aggro is probably like the 
most easily understood 

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archetype, but like when we did 
Control, we were talking a lot 

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about how Flesh and Blood 
Control looks super, super 

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different. 
It looks very similar here in 

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Flesh and Blood. 
Really it's just trying to deal 

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as a much damage. 
Every single hand is conceivably

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possible. 
That's all we're really about. 

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We're not blocking, not in this.
Neighborhood. 

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Yeah, this is the Blocking for 
bitches class. 

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Four card, 5 card hands. 
You Arsenal not to like save 

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something up or like play around
things. 

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No, you are arsenaling because 
you just want to have that card 

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on another turn later. 
You just want more power, big 

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numbers, higher ceilings. 
That's all aggro is really 

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about. 
So when I think about aggro 

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heroes, I don't think about 
their ability to deal 12 damage 

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in a turn. 
I think of those instances where

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they deal 20 damage, sometimes 
even 30 damage. 

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I feel like 13 is kind of like 
the base rate, like the average 

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flesh and blood hero is probably
seeking to get. 

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It's probably thinking how can I
deal more than 13 points, 

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whether that's defensive or 
offensive. 

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And control heroes are usually 
getting those points by like 

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blocking or disrupting. 
Aggro heroes are getting those 

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points with synergies in their 
carpool or cheating the game 

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rules by having above rate cards
that command weird penalties 

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that they don't actually really 
care about. 

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Things like that, Yeah. 
Or just playing one giant 

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mountain. 
I also think that aggro is all 

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about getting and keeping tempo.
So tempo is this idea in Flesh 

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and blood. 
Really. 

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It's an idea in a lot of card 
games, but it's extra important 

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in flesh and blood. 
So tempo is the idea of oh man, 

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how? 
How would I go about describing 

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tempo? 
Do you? 

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Want me to give a shot? 
Sure. 

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So I'd say tempo is when you are
winning. 

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Very nicely. 
If you are winning, you have 

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tempo. 
If you are putting more pressure

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on your opponent so you're 
forcing them to block, meaning 

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they don't have enough cards in 
hand in order to put back a 

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threat, you have tempo. 
In other trading card games, if 

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you have a bigger board state, 
which means your opponent has to

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respond to you instead of 
putting on more pressure, you 

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have tempo, right? 
And there are a lot of other 

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ways you can think of tempo as 
well. 

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But like in Flesh and Blood, 
when you have a higher life 

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total, you often have tempo 
because you can sacrifice that 

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life in order to return more 
damage, which means a lot more 

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for your opponent. 
Like the fact that they have 

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less life to spare, right? 
They've you if there are fewer 

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options than you do. 
I always feel like I have tempo 

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when the opponent is blocking a 
lot and then not attacking me. 

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If I'm not getting attacked back
after my turn I feel like I have

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tempo and aggro really wants 
that because then you are 

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keeping multiple 4 card hands 
one after the other after the 

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other and that's really what 
they're looking. 

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For the only other asterisks 
that I'd really want to add 

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there, Clark is you have the 
tempo if your opponent has to 

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block. 
If your opponent is blocking all

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the time, it might be because 
that's what they're doing with 

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their tempo. 
Like they're just totally OK 

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with that. 
They don't feel like they have a

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lot of pressure on them. 
Yeah, but you can have tempo 

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when your opponent's at 25 life,
sure. 

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You don't need to be like 
attacking for 25 to gain tempo. 

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You don't have to attack for 
lethal to have tempo. 

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I'm not saying lethal, but if 
Lexi comes at you with like a 

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bunch of really cool on hits or 
like if I'm playing Briar, which

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isn't in the game anymore, but 
like I play like two snatches in

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a turn, you know, I had to have 
tempo in order to do that 

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because I had to keep a big hand
with like some stuff to give go 

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again. 
Like I had to keep at least 3-4 

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cards in hand in order to do 
that, which means that I either 

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took a bunch of damage to get 
that tempo, or I had the tempo 

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before and I'd already forced 
you to block and now I'm able to

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keep the cards in hand because 
you weren't presenting enough 

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pressure. 
And now you have to block my 

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snatches because the amount of 
value I get from attacking is 

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such that even if you have 25 
life, it doesn't matter. 

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You have to block my cards. 
That's what tempo means to me. 

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I don't know because half do is 
like a very particular term in 

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my brain. 
Like half do is literally. 

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Have to. 
OK, then maybe instead of have 

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to. 
What I mean is, you have a very 

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reasonable amount of pressure, 
right? 

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I'm really giving you a reason 
to block my cards instead of 

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what you really want to be 
doing. 

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That's tempo. 
Yeah, because even with a life 

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lead you're like, OK, can I just
take 15 damage to try and close 

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out the game? 
What if I can't? 

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So it's an interesting position 
to be in because even if I have 

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the life, maybe I want to 
conserve some life and block 

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with maybe one card that doesn't
equate as much damage as my 

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other 3 cards. 
So I'll just throw this in, 

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conserve life, and still try to 
close out the game with my 

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remaining cards. 
And there's a lot of nuance in 

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that have to, because that's 
where like misplays happen, 

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right? 
If you think you have the tempo,

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you think you're presenting a 
problem that your opponent only 

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has one solution for to block. 
And then your opponents like, 

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actually, I don't care that much
about this. 

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And then they end up like 
pivoting in like, actually they 

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have the tempo when they come 
back with a stronger play, 

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right? 
Yeah. 

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Like, that's where mistakes 
happen. 

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I think another like, core a 
good allegory for tempo itself. 

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And this is a little bit of a 
tangent here, but I think it's a

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very important concept when 
we're talking about aggro as a 

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whole. 
But like, chess is the best, 

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like, example of tempo. 
If I threaten your peace, then 

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you have to respond by like 
either moving that piece or 

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maybe like capturing mine in 
response. 

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Like I am proposing the question
that you are assumedly going to 

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answer with your next move. 
I have the tempo, you know. 

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Mm Hmm. 
Yeah, no, I like that analogy. 

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I I think forcing your opponent 
to make a decision because raw 

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damage doesn't like I feel like 
2 Agradex can trade quote UN 

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quote tempo with light damp life
point swings all day long until 

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like Clark said, you have to 
because if I don't, it's game 

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over or it equates another card 
like you said. 

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Funny. 
Like if you're threatening me 

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with a snatch and you have 
Snapdragon scalers to give it go

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again, then I'm like, OK, I have
to answer this or I instead of 

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living at like 2, I have to deal
with another card after that of,

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you know, equal pressure. 
Yeah, like letting this go by 

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ends up being way, much, way 
more points of value than you 

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were expecting, right? 
So like, if a snatch hits, that 

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could represent another 4 
damage. 

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So that four damage attack could
actually be an 8 damage attack 

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unless I block it, right? 
Doubling the value of it by 

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letting it hit, which is 
something most techs are not 

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going to allow it to happen. 
That's certainly, I would say an

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aspect of tempo. 
I would also say, like you were 

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saying, Joel, that sometimes 
doesn't matter in certain 

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matchups. 
So I wouldn't define it by that.

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I would really define it by the 
I am stripping cards out of my 

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opponent's hand and keeping more
cards at the start of my turn. 

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Because I would say I even have 
the tempo if like I'm blocking 

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with one card, playing three and
my opponent is blocking with 

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three returning one. 
Like even in that exchange I 

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would say I am keeping tempo cuz
I'm playing more cards and they 

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are blocking with more cards. 
Yeah. 

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And in order to flip that 
around, you'd probably have to 

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sacrifice life, right? 
You might be comfortable sending

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back one card hands, but it 
would take work to work back up 

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to a three card hand. 
It would take sacrifice or yeah,

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that draws on your opponent's. 
Side a stumble on on the on the 

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other players turn, which is 
then when we start talking about

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like pivot, which we talked a 
lot in our control episode. 

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We talked about in control, 
you're constantly looking for 

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that pivot turn where you've 
disrupted your opponent so much 

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that they aren't putting that 
pressure on. 

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And then all of a sudden you 
have your three card, 4 card 

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hand, you do that big attack and
then you take the tempo back. 

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00:10:21,640 --> 00:10:23,560
Right. 
And aggro decks going back to 

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our definition, like once you 
have this tempo, you have 3 or 4

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card hand every turn, it can be 
pretty unstoppable. 

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That's the idea, at least. 
Yeah, those high, high ceilings,

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big numbers, 20 damage turns, 30
damage turns. 

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I think those damage turns are 
also oftentimes facilitated by 

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power cards. 
And so I think this is something

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I've mentioned in another 
episode, probably when talking 

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about Leviah. 
Yeah, you love this word. 

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I do love the idea of power 
cards. 

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They are certain cards in your 
deck that signal that this turn 

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wants to be 1, where you want to
take damage and return more. 

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And in terms of aggro, it's very
nice typically because they have

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more of these power cards and 
you can like chain them together

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in some really nasty ways. 
So some example of these cards 

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cash in high octane, blood rush,
bellows channel mount heroic, 

206
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carnivore, rain razors. 
All of these cards do generally 

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the same thing, which is they 
take your damage from being your

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routine 1213 a turn like we were
saying and can put them way 

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over. 
Rate something I noticed that or

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while you're reading those off 
Clark, is that the first two you

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00:11:43,400 --> 00:11:47,360
mentioned don't buff your turn 
in any way like cash and just 

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draws you cards. 
So does high octane with a 

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little bit of a asterisk there 
giving you extra action points 

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and drawing a card. 
But those seem a little like 

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underpowered compared to the 
ones that buff your entire turn.

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So like, because like cash and 
if you draw to like relatively 

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useful, like God forbid, a 
defense reaction or more non 

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attacks that don't necessarily 
push damage, then those can kind

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of be like just drawing cards 
and less of a of a power card. 

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Because like when you play cash 
and you kind of want to draw 

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00:12:17,400 --> 00:12:21,040
more cards, it's not like you 
have to kind of bank on the on 

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drawing more attacks to extend 
your turn based on what you're 

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sacrificing with like your 
helmet to play this like off of 

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a singular gold token by 
sacrificing it, things like 

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that. 
And one thing that makes these 

226
00:12:32,400 --> 00:12:35,720
cards so powerful, Blood Rush 
Bellow Chandler, Heroic Rain 

227
00:12:35,720 --> 00:12:40,040
razors is like a lot of the math
in flesh and blood tends to be 

228
00:12:40,040 --> 00:12:43,320
linear. 
You know, if I had a 5 card hand

229
00:12:43,320 --> 00:12:47,120
instead of a four card hand, a 
lot of decks would get an extra 

230
00:12:47,120 --> 00:12:50,120
3 points of value on average, 
right? 

231
00:12:50,360 --> 00:12:53,880
So instead of like a 13 damage 
average, it's more like a 16 

232
00:12:53,880 --> 00:12:58,320
damage average, like three pair 
card plus your action point, 

233
00:12:58,320 --> 00:12:59,440
right? 
That's kind of the rate that 

234
00:12:59,440 --> 00:13:03,040
flesh and blood tends to go for.
You know, like 2 cards swing for

235
00:13:03,040 --> 00:13:05,960
seven, but three cards are 
probably swinging for 10. 

236
00:13:05,960 --> 00:13:07,680
Like that's kind of the way it 
goes. 

237
00:13:08,040 --> 00:13:11,760
But these aggro decks try to get
multiplicative value out of 

238
00:13:11,760 --> 00:13:14,840
their cards. 
Rain Racers buffs every arrow by

239
00:13:14,840 --> 00:13:18,320
two, not just one. 
So the value of Rain Racers goes

240
00:13:18,320 --> 00:13:22,320
up with every arrow, not to 
mention the actual arrow itself 

241
00:13:22,520 --> 00:13:24,000
giving you that value when you 
play it. 

242
00:13:24,280 --> 00:13:27,920
Chanamatic Heroic gets value for
every attack card you play, for 

243
00:13:27,920 --> 00:13:29,680
every. 
That's multiplication. 

244
00:13:29,960 --> 00:13:34,240
Yes. 
I would also say that it's where

245
00:13:34,240 --> 00:13:38,480
a lot of aggro players can find 
a lot of nuance and why I 

246
00:13:38,480 --> 00:13:41,680
actually really love aggro in 
Flesh and Blood when compared to

247
00:13:41,680 --> 00:13:45,240
some other games, because in 
other games aggro's fairly 

248
00:13:45,240 --> 00:13:47,760
straightforward. 
One drop, 2 drop, three drop. 

249
00:13:47,840 --> 00:13:52,880
Yeah, curve out high studded 
creatures, hit face, not a whole

250
00:13:52,880 --> 00:13:56,800
lot going on there. 
But in flesh and blood there are

251
00:13:56,800 --> 00:14:01,040
a lot of micro decisions about 
when do you take a lot of these 

252
00:14:01,600 --> 00:14:05,440
big turns and like, do you save 
your power card? 

253
00:14:05,480 --> 00:14:08,360
Do is there a turn where you can
get better value later? 

254
00:14:08,360 --> 00:14:10,200
How long can you keep the effect
up? 

255
00:14:10,480 --> 00:14:13,960
Do I like play my blood rush 
bellow or do I pitch stack my 

256
00:14:13,960 --> 00:14:17,080
blood rush bellow? 
Very big and it actually I've 

257
00:14:17,200 --> 00:14:21,240
straight up seen games one 
because somebody said I am going

258
00:14:21,240 --> 00:14:25,240
to pitch this blood rush bellow 
so I can have it later on a 

259
00:14:25,240 --> 00:14:28,520
bigger turn. 
Yeah, cuz there one thing that I

260
00:14:28,520 --> 00:14:31,400
see a lot of maybe not 
necessarily new players, but 

261
00:14:31,400 --> 00:14:34,800
just players in general, they'll
they'll see like an Art of War, 

262
00:14:34,920 --> 00:14:38,120
they'll play it out, they see a 
second Art of War. 

263
00:14:38,360 --> 00:14:40,920
Now in this case, what would you
do? 

264
00:14:40,920 --> 00:14:44,240
Would you like park it or would 
you send it or pitch it? 

265
00:14:44,920 --> 00:14:47,120
Totally depends on what I have 
in my hand, right? 

266
00:14:47,960 --> 00:14:51,200
But I will say that this 
happened recently in the game 

267
00:14:51,640 --> 00:14:55,280
and I sent it and then I drew a 
blood rusher bellows and I sent 

268
00:14:55,280 --> 00:14:57,640
that. 
And but the inverse can also 

269
00:14:57,640 --> 00:15:01,880
happen where you play two blood 
rush Bellows and you attack once

270
00:15:01,880 --> 00:15:06,200
for like 10 on one attack. 
You're like, OK, block 6 my turn

271
00:15:06,200 --> 00:15:10,360
now, right? 
And that's kind of why I think 

272
00:15:11,000 --> 00:15:14,160
this is where the skill and new 
ones comes in is when to send 

273
00:15:14,160 --> 00:15:17,040
these cards and when to be more 
conservative with them. 

274
00:15:17,040 --> 00:15:21,440
Because if you blow through all 
of your power cards or like 75% 

275
00:15:21,440 --> 00:15:24,400
of them in the first couple of 
turns, your threat density as an

276
00:15:24,400 --> 00:15:27,760
aggro deck still is like OK, 
like you can still get to like 

277
00:15:27,760 --> 00:15:31,520
1315, whatever. 
But unlocking these high 

278
00:15:31,520 --> 00:15:34,520
thresholds of damage again is 
going to be really tough because

279
00:15:34,520 --> 00:15:37,280
Agradex don't really have a lot 
of recursion. 

280
00:15:37,280 --> 00:15:41,560
It's more so the candle that 
burns twice as hot lasts half as

281
00:15:41,560 --> 00:15:44,520
long. 
Yeah, I also love that you 

282
00:15:44,520 --> 00:15:47,120
brought that up about threat 
density. 

283
00:15:47,120 --> 00:15:50,880
Because a big issue that a lot 
of Agradex will run into, 

284
00:15:51,200 --> 00:15:56,000
especially heroes that don't 
quite have enough power cards 

285
00:15:56,160 --> 00:15:59,320
and things that make them 
operate good in the aggro space,

286
00:15:59,880 --> 00:16:03,560
is that you'll end up in a 
situation in the lake game where

287
00:16:03,560 --> 00:16:07,360
the opponent is just blocking 
all your damage and you can't 

288
00:16:07,360 --> 00:16:09,760
kill them. 
And you're thinking to yourself,

289
00:16:10,360 --> 00:16:13,920
what the fuck is going on? 
Why can't they're at three life,

290
00:16:14,120 --> 00:16:17,280
I'm at 12, Why can't I win this 
game? 

291
00:16:17,560 --> 00:16:18,880
And you're like, oh, I'm going 
to be smart. 

292
00:16:18,880 --> 00:16:20,120
I'm not going to attack with 
this card. 

293
00:16:20,120 --> 00:16:22,400
I'm going to arsenal it so I 
gotta have a bigger turn later. 

294
00:16:22,680 --> 00:16:24,920
And then you like leak a little 
bit of damage and then you go 

295
00:16:24,920 --> 00:16:27,320
for the big turn again and 
they're still alive. 

296
00:16:27,760 --> 00:16:30,400
And that happens turn after turn
after turn until you get 

297
00:16:30,400 --> 00:16:33,440
fatigued out or you stumble 
enough because you only have 

298
00:16:33,440 --> 00:16:37,040
blue attacks left in your deck. 
And then all of a sudden the 

299
00:16:37,040 --> 00:16:40,920
other deck just runs you over, 
that tempo switch happens and 

300
00:16:40,920 --> 00:16:43,640
you lose the game. 
That happens to a lot of new 

301
00:16:43,640 --> 00:16:47,720
players when they're first 
playing Flesh and Blood and that

302
00:16:48,240 --> 00:16:50,840
playing around that looks like 
pitching your power cards, 

303
00:16:50,840 --> 00:16:54,080
pitching your Reds, making sure 
that you have enough damage for 

304
00:16:54,080 --> 00:16:57,040
that late game situation. 
But I think it's also an 

305
00:16:57,040 --> 00:17:01,440
inherent thing that is built 
into aggro in Flesh and Blood, 

306
00:17:02,080 --> 00:17:10,040
which is aggro is big numbers 
and I've it is raw damage. 

307
00:17:10,480 --> 00:17:14,000
It's not exactly disruption or 
like these big evasive effects 

308
00:17:14,000 --> 00:17:17,640
like dominate. 
You're not really throwing 4 

309
00:17:17,640 --> 00:17:19,839
dominated attacks at your 
opponent. 

310
00:17:19,839 --> 00:17:21,400
Well probably not any hero 
right? 

311
00:17:21,640 --> 00:17:25,160
Like you have like Bravo who's 
really good at like 1 dominated 

312
00:17:25,160 --> 00:17:30,040
attack where like when he has 
all the tempo he can guarantee 6

313
00:17:30,040 --> 00:17:32,600
damage which is certainly nice, 
especially when it's backed by a

314
00:17:32,600 --> 00:17:34,600
killer on hit that can wreck 
your turn. 

315
00:17:35,360 --> 00:17:40,280
Or like Azalea, who has dominate
and is not quite an aggro deck. 

316
00:17:40,280 --> 00:17:43,360
Maybe you guys would consider 
Azalea to be an aggro deck, but 

317
00:17:43,600 --> 00:17:46,800
it's more about like just 
landing that one solid hit, 

318
00:17:47,240 --> 00:17:50,520
probably not swinging for more 
than 10 or 12 normally, but 

319
00:17:50,520 --> 00:17:52,080
being able to get a lot out of 
it, you know? 

320
00:17:52,600 --> 00:17:55,960
Yeah, but you can't. 
You don't really see these aggro

321
00:17:55,960 --> 00:17:57,800
decks with these 30 damage 
turns. 

322
00:17:57,800 --> 00:18:03,120
Also having a bunch of dominate 
Overpower frost bites, Like 

323
00:18:03,120 --> 00:18:06,360
that's not really something that
works well together. 

324
00:18:06,640 --> 00:18:10,200
If you are dealing massive 
amounts of damage and also 

325
00:18:10,200 --> 00:18:13,320
giving massive amounts of 
disruption on the exact same 

326
00:18:13,320 --> 00:18:17,800
turn, that is overbearing and 
completely unbalanced. 

327
00:18:17,960 --> 00:18:20,280
No debt can really stand up to 
that. 

328
00:18:20,640 --> 00:18:25,560
So you either are kind of 
building your deck to lower your

329
00:18:25,560 --> 00:18:30,280
ceiling, not present those 
massive raw damage numbers, or 

330
00:18:30,280 --> 00:18:34,960
you're increasing the amount of 
disruption and what I'm calling 

331
00:18:34,960 --> 00:18:37,960
evasion. 
Evasion is another weird idea in

332
00:18:37,960 --> 00:18:41,400
Flesh and Blood. 
It's kind of like Dominate, but 

333
00:18:41,400 --> 00:18:44,720
there's also a little bit like 
Intimidate is kind of what made 

334
00:18:44,720 --> 00:18:46,840
me think of when I was writing 
Evasion here. 

335
00:18:47,760 --> 00:18:49,680
I think there are counter 
examples for what you're talking

336
00:18:49,680 --> 00:18:52,920
about too though. 
Like I feel like Max Nitro is an

337
00:18:52,920 --> 00:18:55,080
aggro deck that also has a 
considerable amount of 

338
00:18:55,080 --> 00:18:57,480
overpower. 
It might be like an exception to

339
00:18:57,480 --> 00:18:59,160
the that like makes the rule 
though. 

340
00:18:59,200 --> 00:19:01,920
You know, like It's one thing 
that makes Mac unique. 

341
00:19:01,920 --> 00:19:04,480
Macs unique as an acro deck. 
But that, that's very much a 

342
00:19:04,480 --> 00:19:09,080
great example of kind of what 
I'm getting at here is that it's

343
00:19:09,080 --> 00:19:11,200
not a consistent part of their 
game plan. 

344
00:19:11,200 --> 00:19:15,760
Instead it is I have a very 
small amount of things that do 

345
00:19:15,760 --> 00:19:19,160
this for me and I need to save 
them for the end of the game. 

346
00:19:20,120 --> 00:19:25,000
And that is, it's still not, I 
would say a defining element 

347
00:19:25,040 --> 00:19:29,000
like Dominate is never going to 
be a defining element of an 

348
00:19:29,000 --> 00:19:33,040
aggro deck, but it there will be
maybe one or two cards that can 

349
00:19:33,040 --> 00:19:36,720
provide that effect and you need
to be very cautious about when 

350
00:19:36,720 --> 00:19:38,840
you use them. 
And that's where the complexity 

351
00:19:38,840 --> 00:19:41,200
in aggro comes in. 
Well, you brought up evasion, 

352
00:19:41,200 --> 00:19:43,680
which I thought was interesting 
because evasion in like 

353
00:19:43,680 --> 00:19:47,360
something like Magic the 
Gathering means your creatures 

354
00:19:47,360 --> 00:19:51,080
are harder to block like with 
flying, making it so that it's 

355
00:19:51,080 --> 00:19:54,200
like literally flying, you 
cannot block it or it says like.

356
00:19:54,760 --> 00:19:57,720
Unblockable or menace, it has to
be blocked by two or. 

357
00:19:57,720 --> 00:19:59,920
More right menace. 
Even death, touch or. 

358
00:19:59,920 --> 00:20:02,560
Protection. 
Yeah, I was going to mention 

359
00:20:02,560 --> 00:20:05,760
protection as being a kind of 
evasion. 

360
00:20:05,760 --> 00:20:07,040
Right. 
So all these things make it 

361
00:20:07,040 --> 00:20:10,200
harder to block and I think 
there's fewer examples. 

362
00:20:10,200 --> 00:20:15,720
But like you already mentioned, 
Ryan R with intimidate and your 

363
00:20:15,960 --> 00:20:18,920
dominant example. 
And I think there's a reason 

364
00:20:18,920 --> 00:20:23,840
why, because these effects are 
meant to like, maybe like close 

365
00:20:23,840 --> 00:20:27,720
out games more so than be an 
entire part of flesh and blood. 

366
00:20:28,480 --> 00:20:32,960
Because then it takes away from 
the term by term decision making

367
00:20:33,040 --> 00:20:35,040
that is so essential to flesh 
and blood. 

368
00:20:35,680 --> 00:20:40,000
Yeah, so maybe evasion isn't 
quite the thing. 

369
00:20:40,000 --> 00:20:42,440
No, I really like this point. 
I think I like kind of agree 

370
00:20:42,440 --> 00:20:45,800
with it and kind of disagree, 
but the the idea that like if 

371
00:20:45,800 --> 00:20:50,560
you had raw damage, huge damage 
that also carried disruption and

372
00:20:50,560 --> 00:20:52,280
door evasion, it would be very 
strong. 

373
00:20:52,280 --> 00:20:53,240
That's the point you're trying 
to make. 

374
00:20:53,240 --> 00:20:55,080
Clark Yes, absolutely. 
Correct. 

375
00:20:55,160 --> 00:20:57,440
Yeah, and it has happened in 
history. 

376
00:20:57,440 --> 00:20:59,520
Like those decks exist. 
They are strong. 

377
00:20:59,760 --> 00:21:01,880
I also agree it sounded like I 
didn't, but I do agree. 

378
00:21:03,080 --> 00:21:04,840
OK. 
Let's keep all of those points 

379
00:21:04,840 --> 00:21:09,720
in mind as we go into yellow 
pitch, but remember that there 

380
00:21:09,720 --> 00:21:12,560
are going to be lots of cases in
flesh and blood in the past, 

381
00:21:12,560 --> 00:21:15,800
present, and future where those 
definitions break down a little 

382
00:21:15,800 --> 00:21:18,440
bit and we see different 
patterns, different heroes that 

383
00:21:18,440 --> 00:21:21,920
we might consider to be aggro 
that do different things, or 

384
00:21:22,160 --> 00:21:24,680
heroes that we don't consider to
be aggro but check a lot of 

385
00:21:24,680 --> 00:21:29,120
those boxes maybe. 
So let's move on to yellow 

386
00:21:29,120 --> 00:21:32,560
pitch. 
I wanted to have a discussion 

387
00:21:32,560 --> 00:21:35,600
about the different heroes in 
Flesh and Blood and where we 

388
00:21:35,600 --> 00:21:38,520
have the vague ideas of what 
makes a hero an aggro hero. 

389
00:21:38,800 --> 00:21:42,240
Let's talk about what heroes in 
practice we actually consider to

390
00:21:42,240 --> 00:21:46,200
be on that list by going through
a bunch of like fringe cases. 

391
00:21:46,440 --> 00:21:49,240
I think like Phi is very clearly
an aggro hero. 

392
00:21:49,240 --> 00:21:51,160
I would not consider him a 
fringe case, right. 

393
00:21:51,680 --> 00:21:54,080
Right. 
I'm not gonna argue otherwise. 

394
00:21:55,640 --> 00:21:57,600
I'm not gonna argue Pi is an 
aggro. 

395
00:21:58,080 --> 00:22:01,400
He has a lot of damage. 
He's really not the best 

396
00:22:01,400 --> 00:22:03,120
blocker. 
Like he runs more two blocks 

397
00:22:03,120 --> 00:22:05,520
than many other heroes 
comfortably do. 

398
00:22:05,760 --> 00:22:08,080
He has no real disruptive on 
hits. 

399
00:22:08,200 --> 00:22:10,160
It's just damage, damage, 
damage, damage. 

400
00:22:10,320 --> 00:22:12,560
He throws so much of it and he 
gets a lot of value out of like 

401
00:22:12,560 --> 00:22:17,240
power cards like Art of War 
where his seven attacks all get 

402
00:22:17,240 --> 00:22:19,680
plus one. 
He has like equipment that like 

403
00:22:19,680 --> 00:22:22,800
sacrifices itself for short term
value like mask of momentum 

404
00:22:23,200 --> 00:22:26,960
depending on your build. 
Mask of the pouncing links. 

405
00:22:26,960 --> 00:22:29,960
Yeah, sorry, mask of the pump. 
He has a short term equipment. 

406
00:22:29,960 --> 00:22:31,960
Like I know a lot of Ninja 
players, I can't let him down 

407
00:22:31,960 --> 00:22:35,240
like this. 
He has short term equipment like

408
00:22:35,240 --> 00:22:38,000
mask of the pouncing links with 
gets you value on a single turn,

409
00:22:38,000 --> 00:22:40,040
but that value is big enough and
you're not having planning on 

410
00:22:40,040 --> 00:22:45,240
having many turns anyway. 
So let me ask you guys a little 

411
00:22:45,240 --> 00:22:46,920
bit more of an interesting 
question. 

412
00:22:47,280 --> 00:22:52,080
Would you consider Katsu a agro 
hero? 

413
00:22:52,160 --> 00:22:57,400
Yes, I think he can be Katsu. 
So when I think about ninja, I 

414
00:22:57,400 --> 00:23:01,400
think about lots of really wide 
attacks, right With like I think

415
00:23:01,400 --> 00:23:06,880
Katsu has a bit more going on in
the on hit realm and also isn't 

416
00:23:06,880 --> 00:23:10,040
really building around like big 
Art of War attacks. 

417
00:23:10,800 --> 00:23:14,680
That's true, but he does set up 
differently and has power turns 

418
00:23:14,680 --> 00:23:17,440
built around specific cards and 
when he sees them, like when he 

419
00:23:17,440 --> 00:23:20,400
has Surging Strike and a 
whelming Gustrave in his hand 

420
00:23:20,400 --> 00:23:23,160
and a blue, he's like, there's a
lot going on here, I probably 

421
00:23:23,160 --> 00:23:25,080
won't block this much because 
this is a power turn. 

422
00:23:25,280 --> 00:23:27,920
Yeah. 
I like your guys points as well,

423
00:23:27,920 --> 00:23:30,080
like he can be very. 
Controlling too. 

424
00:23:30,080 --> 00:23:32,680
I think the fact that the word 
combo is literally written as a 

425
00:23:32,680 --> 00:23:36,400
keyword on these cards can be a 
little like disingenuous, you 

426
00:23:36,400 --> 00:23:38,200
know? 
Yeah, because it's not quite 

427
00:23:38,200 --> 00:23:42,080
combo in the TCG sentence, yeah.
It's not like I get these three 

428
00:23:42,080 --> 00:23:43,840
cards together and they go 
infinite. 

429
00:23:44,320 --> 00:23:49,080
Yeah, but oh God, could you 
imagine if Katsu could do that? 

430
00:23:49,280 --> 00:23:51,440
But like it almost needs. 
That tutor ability. 

431
00:23:51,440 --> 00:23:54,640
Win dishonor itself, like 
removing your hero ability as an

432
00:23:54,640 --> 00:23:57,720
on hit effect, that's some 
pretty killer disruption and it 

433
00:23:57,720 --> 00:24:00,120
can take your deck to the next 
level of like power. 

434
00:24:00,120 --> 00:24:02,160
You know, I think it was a 
really cool upgrade when they 

435
00:24:02,160 --> 00:24:03,480
printed it in Outsiders. 
Yeah. 

436
00:24:03,840 --> 00:24:07,000
And Katsu feels like a deck that
I really don't see very often, 

437
00:24:07,000 --> 00:24:09,240
at least in our local meta. 
But like, feels pretty 

438
00:24:09,240 --> 00:24:11,160
formidable, at least in the one 
guy who plays. 

439
00:24:11,240 --> 00:24:13,360
Him. 
I think Katsu is that great 

440
00:24:13,360 --> 00:24:17,600
example of a hero that if they 
just got either like a little 

441
00:24:17,600 --> 00:24:20,840
bit more damage or a little bit 
more disruption, would end up 

442
00:24:20,840 --> 00:24:25,920
finding that space of too much 
of both and it would be 

443
00:24:25,920 --> 00:24:28,840
unhealthy for the game. 
The next question for you guys 

444
00:24:28,840 --> 00:24:31,760
is do you think Bravo is an 
aggro hero? 

445
00:24:31,760 --> 00:24:34,240
Fuck. 
No, I think he can be 

446
00:24:34,240 --> 00:24:37,320
aggressively slanted but not 
really in like an aggro deck. 

447
00:24:37,360 --> 00:24:41,600
Like true to its word. 
I think Bravo is a great example

448
00:24:41,600 --> 00:24:45,280
of how Flesh and Blood needs. 
Every deck in Flesh and Blood 

449
00:24:45,280 --> 00:24:49,640
needs the ability to take the 
tempo and do something with it. 

450
00:24:51,080 --> 00:24:53,760
So like with a Bravo, that's 
being able to throw a nice 

451
00:24:53,760 --> 00:24:56,120
dominated attack that you're 
going to guarantee the crush 

452
00:24:56,120 --> 00:25:00,280
effect on, or like throw a 
pummel on top of a dominated 

453
00:25:00,280 --> 00:25:02,080
attack. 
That's what he's doing with his 

454
00:25:02,080 --> 00:25:07,120
tempo, but he's not designed to 
do that every single turn. 

455
00:25:07,320 --> 00:25:10,280
Yeah, I mostly brought this one 
up because I had Joel had made 

456
00:25:10,280 --> 00:25:11,920
an interesting point earlier 
about him. 

457
00:25:12,000 --> 00:25:14,960
I've also pretty friendly in the
camp of him not being an aggro 

458
00:25:14,960 --> 00:25:16,720
hero. 
Yeah, because like, like he 

459
00:25:16,720 --> 00:25:18,520
can't. 
He's not an aggro deck because 

460
00:25:18,520 --> 00:25:23,240
like when he does have the tempo
and he gets the like, like 

461
00:25:23,240 --> 00:25:26,280
back-to-back, like 3 blue one 
red hand game. 

462
00:25:26,440 --> 00:25:28,640
Oh, it's brutal. 
Yeah, no, not brutal. 

463
00:25:28,880 --> 00:25:31,560
You don't play the game, you're 
done for the for the rest of the

464
00:25:31,560 --> 00:25:33,880
game until he like feels like 
you have enough, right. 

465
00:25:34,480 --> 00:25:39,120
Like with all of his disruption,
like it's just really really 

466
00:25:39,120 --> 00:25:42,800
debilitating, but not like 
consistent enough to be like a 

467
00:25:42,800 --> 00:25:49,800
true aggro deck in my opinion. 
What about Dash, inventor 

468
00:25:49,800 --> 00:25:51,760
extraordinaire? 
100% aggro. 

469
00:25:52,400 --> 00:25:55,840
I want to put a little bit of a 
honorable mention here because 

470
00:25:56,440 --> 00:25:59,440
like Dash Inventor 
Extraordinaire is that one deck 

471
00:25:59,640 --> 00:26:02,400
that it kind of depends on your 
matchup whether you're an aggro 

472
00:26:02,640 --> 00:26:05,000
deck or not. 
Like literally like the main 

473
00:26:05,000 --> 00:26:08,680
list that dash players are 
running was aggro for like 80% 

474
00:26:08,680 --> 00:26:10,800
of matchups, but then they'd 
pull a psych. 

475
00:26:11,120 --> 00:26:13,680
I'm not doing anything a normal 
aggro deck does. 

476
00:26:13,800 --> 00:26:16,840
I'm just blocking and playing an
item, not even pushing damage 

477
00:26:16,840 --> 00:26:22,040
right, and then coming back with
the pistol package and the 

478
00:26:22,040 --> 00:26:23,720
flexibility there is really 
interesting. 

479
00:26:23,720 --> 00:26:27,040
I think it's one of the only 
heroes that can decide after 

480
00:26:27,040 --> 00:26:28,960
they sit down whether they're 
playing aggro. 

481
00:26:30,560 --> 00:26:33,240
Yeah, but it's a. 
Little disrespectful to Bolton, 

482
00:26:33,240 --> 00:26:34,360
but I'll let it go for this. 
One. 

483
00:26:34,440 --> 00:26:36,680
Well, if it's supposed to be to 
be my next example, then I'd 

484
00:26:36,680 --> 00:26:37,920
love to hear what you think 
about Bolton. 

485
00:26:37,920 --> 00:26:42,520
Joel, Is Bolton an aggro hero? 
Before we move on to Bolton, I I

486
00:26:42,520 --> 00:26:45,480
do really like the dash example 
and for for the record, I do 

487
00:26:45,480 --> 00:26:50,160
think it's aggro, but the fact 
that tree frog dash exists makes

488
00:26:50,160 --> 00:26:52,960
it makes me also think like it 
could also just. 

489
00:26:52,960 --> 00:26:55,760
Be yeah, but what was Tree Frog 
Dash there for? 

490
00:26:55,760 --> 00:26:59,520
Tree Frog Dash was a response to
a meta that was edging Dash out 

491
00:26:59,520 --> 00:27:01,400
of the meta. 
And I don't even think that that

492
00:27:01,400 --> 00:27:06,440
version of the deck when it was 
created even got any big wins. 

493
00:27:06,600 --> 00:27:11,320
The wins that Dash got during 
that meta was on the aggro list.

494
00:27:11,760 --> 00:27:14,160
Which meta was this? 
The most recent one? 

495
00:27:15,320 --> 00:27:18,400
It was played before that too. 
Like I I think it like just 

496
00:27:18,400 --> 00:27:22,440
farms guardian really well and 
some mid range decks but against

497
00:27:22,440 --> 00:27:27,280
aggro it can kind of struggle. 
To yeah, completely folds it. 

498
00:27:27,280 --> 00:27:34,600
It it felt like a it felt like 
OTK viscera did like some people

499
00:27:34,600 --> 00:27:37,720
just kind of go, no, wait, this 
deck is good guys, trust me. 

500
00:27:37,720 --> 00:27:40,360
No, it's really good. 
And then they just don't get 

501
00:27:40,360 --> 00:27:42,240
results with it. 
You're talking about like OT 

502
00:27:42,240 --> 00:27:45,720
Cavis right now, not like when 
it was the king of the Mehta. 

503
00:27:46,800 --> 00:27:50,080
Yes. 
I'm just clarifying. 

504
00:27:50,080 --> 00:27:55,400
I am I was talking recently. 
OK, OK, I know that I but the 

505
00:27:55,400 --> 00:27:57,640
listings might not. 
It existed in the same like the 

506
00:27:57,680 --> 00:28:00,720
only reason I heard of tree frog
dash is because we have. 

507
00:28:01,440 --> 00:28:05,400
Two mechanologist diehards in 
our friend group, both of whom 

508
00:28:05,400 --> 00:28:07,960
were trying to figure out how to
make dash work in a meta that 

509
00:28:07,960 --> 00:28:10,240
seemed very hostile towards her.
Yeah. 

510
00:28:10,280 --> 00:28:13,320
I mean, I've, I saw it rose to 
popularity in like the Starvo 

511
00:28:13,320 --> 00:28:18,040
meta cuz then she could reliably
block out Starvo and then like 

512
00:28:18,040 --> 00:28:20,400
in the long game, you know, 
pistol it out. 

513
00:28:21,320 --> 00:28:23,080
And I still like it in slower 
metas. 

514
00:28:23,720 --> 00:28:27,080
So Bolton, yeah, Joel, I'd love 
to hear your opinion on. 

515
00:28:27,080 --> 00:28:30,920
Bolton, yeah. 
So Bolton, I think is actually 

516
00:28:30,920 --> 00:28:33,000
all three. 
OK, He's. 

517
00:28:33,000 --> 00:28:37,200
Aggro 3 deck arc types. 
Well, I'll go, OK, you're right,

518
00:28:37,200 --> 00:28:40,200
you're right. 
I think it's three, maybe all of

519
00:28:40,200 --> 00:28:45,000
them, but I think it can go 
between like aggro, mid range 

520
00:28:45,000 --> 00:28:48,800
and combo very, very easily. 
And it has been because that's 

521
00:28:48,800 --> 00:28:51,360
the only viable deck that's been
around for a while other than 

522
00:28:51,360 --> 00:28:55,040
like the fatigue list. 
What makes bulbs in an aggro 

523
00:28:55,040 --> 00:28:56,440
deck? 
So. 

524
00:28:56,440 --> 00:28:58,720
And I also kinda wanna clarify 
there are different ways to 

525
00:28:58,720 --> 00:29:01,560
build different heroes. 
You know, like if I sit down to 

526
00:29:01,560 --> 00:29:03,760
play control Katsu, that's not 
acro, right? 

527
00:29:03,920 --> 00:29:06,880
Yeah. 
But like in the quote UN quote 

528
00:29:06,880 --> 00:29:10,920
aggro versions of each hero, 
like, does it really shine? 

529
00:29:11,040 --> 00:29:13,880
And like, what is it about it 
that makes it acro? 

530
00:29:13,880 --> 00:29:15,800
Because the answer is a little 
bit different depending on the 

531
00:29:15,800 --> 00:29:17,160
hero that we're talking about, 
you know? 

532
00:29:18,240 --> 00:29:21,760
Yeah, with Bolton, yeah. 
So when you switch to the rating

533
00:29:21,760 --> 00:29:24,840
game plan, it's gonna look 
different whether you're playing

534
00:29:24,840 --> 00:29:29,000
it against like a Ranger or like
a guardian or a Brute. 

535
00:29:29,320 --> 00:29:31,880
Like against guardian, you're 
going to want to like block 

536
00:29:31,880 --> 00:29:34,600
really efficiently and maybe 
like throw a little small 

537
00:29:34,600 --> 00:29:38,080
attacks to build up your soul 
and then have like one turn of 

538
00:29:38,080 --> 00:29:40,160
like 20 damage. 
And then like do that maybe one 

539
00:29:40,160 --> 00:29:43,360
or two, two more times until 
they get into like a blocking 

540
00:29:43,360 --> 00:29:46,440
range against Bolton, which if 
you're blocking against Bolton, 

541
00:29:46,840 --> 00:29:49,040
you probably lost. 
Like that's one thing that 

542
00:29:49,040 --> 00:29:53,960
Bolton does really well is 
closing out games versus playing

543
00:29:53,960 --> 00:29:57,480
against like an assassin or a 
Ranger where you're just kind of

544
00:29:57,480 --> 00:30:00,360
like going whenever you have to,
whenever you're like able to, 

545
00:30:00,680 --> 00:30:02,960
even if it's four or five card 
tans, you're just going to push 

546
00:30:02,960 --> 00:30:06,040
as much damage as you can. 
And you're pretty good at 

547
00:30:06,040 --> 00:30:08,360
leaking damage because a lot of 
these characters have three 

548
00:30:08,360 --> 00:30:09,960
blocks, but they're attack 
action. 

549
00:30:09,960 --> 00:30:13,920
So it turns all of my my attacks
in like 04 fours, things like 

550
00:30:13,920 --> 00:30:16,080
that. 
And then there are decks like 

551
00:30:16,280 --> 00:30:20,840
Dash who has a lot of like raw 
damage but doesn't have any like

552
00:30:20,840 --> 00:30:23,600
really good on hits. 
So I have time to set up my 

553
00:30:23,600 --> 00:30:27,480
perfect combo and just kill them
in like 1 turn or maybe 1.5 

554
00:30:27,480 --> 00:30:30,560
turns and I spend like the next 
two or three turns closing it 

555
00:30:30,560 --> 00:30:31,720
out. 
So in that situation you're 

556
00:30:31,720 --> 00:30:34,160
blocking a lot more, right? 
Like if you're against a dash, 

557
00:30:34,160 --> 00:30:36,840
you would not be considering 
yourself an aggro deck. 

558
00:30:36,920 --> 00:30:39,200
Exactly. 
Yeah, and it's all in the same 

559
00:30:39,200 --> 00:30:40,920
list, which is what's 
interesting. 

560
00:30:42,440 --> 00:30:52,880
I don't think he's aggro at all.
Like how I I can see where you 

561
00:30:53,040 --> 00:30:56,040
there's like the combo version 
where it's really about playing 

562
00:30:56,040 --> 00:31:00,080
like two or three Lumina 
ascensions on the same turn and 

563
00:31:00,080 --> 00:31:05,040
then swinging as many times as 
possible with your weapons to 

564
00:31:05,040 --> 00:31:09,520
gain like 30-40 damage turn. 
That's also gaining you 10 life.

565
00:31:09,720 --> 00:31:12,120
I played against that version of
Bolton. 

566
00:31:12,120 --> 00:31:16,120
That's definitely like combo in 
my mind and I can see how you're

567
00:31:16,120 --> 00:31:20,480
kind of playing aggro where 
you're trying to attack a lot 

568
00:31:20,480 --> 00:31:25,040
more often and your power turns 
will be around this these Lumina

569
00:31:25,040 --> 00:31:29,920
ascensions, but I still don't 
really see how you are regularly

570
00:31:29,920 --> 00:31:33,880
pumping out 20 plus damage with 
your 4 card hands. 

571
00:31:34,040 --> 00:31:37,040
It's getting easier like dust 
hold on gave us some neat tools 

572
00:31:37,040 --> 00:31:40,040
to give us like more sources of 
go again and attack reactions 

573
00:31:40,040 --> 00:31:42,640
that buffer attacks to enable 
our hero ability. 

574
00:31:43,000 --> 00:31:47,040
Yeah, so it's getting a lot 
easier as time goes on. 

575
00:31:47,040 --> 00:31:50,960
But I think he was, that's why 
like you can't give him super 

576
00:31:50,960 --> 00:31:53,840
overstanded cards because he has
on demand go again on anything 

577
00:31:53,840 --> 00:31:55,520
he buffs. 
And he's getting really 

578
00:31:55,520 --> 00:31:57,600
interesting tools to buff his 
entire turn. 

579
00:31:57,920 --> 00:32:00,400
Yeah, he's gotten more 
aggressive, but once again, I 

580
00:32:00,400 --> 00:32:03,160
think he kind of falls into the 
same place as Bravo for me. 

581
00:32:03,600 --> 00:32:08,080
He's a mid range deck that can 
take and keep tempo. 

582
00:32:08,600 --> 00:32:12,680
Again, still not aggro though 
like it that is different to me.

583
00:32:12,680 --> 00:32:15,160
Every deck in flesh and blood 
needs to be able to take and 

584
00:32:15,160 --> 00:32:18,000
keep tempo, needs to be able to 
push damage. 

585
00:32:18,000 --> 00:32:21,520
Once they are once the opponent 
just goes passed back to you. 

586
00:32:22,000 --> 00:32:25,080
Like if you're if you're only 
playing 2 cards, your deck is 

587
00:32:25,080 --> 00:32:28,360
not well constructed. 
But I still I I don't put him in

588
00:32:28,360 --> 00:32:31,480
the aggro category where that's 
where he wants to be doing. 

589
00:32:31,960 --> 00:32:33,920
I think. 
I think he wants to block with 

590
00:32:33,920 --> 00:32:36,040
at least one card every single 
hand. 

591
00:32:36,040 --> 00:32:39,720
I think he can, but even with 
your argument before, like not 

592
00:32:39,720 --> 00:32:43,520
really having any on hits kind 
of coincides with Bolton really 

593
00:32:43,520 --> 00:32:46,640
well because like the only on 
hits you have would be put more 

594
00:32:46,640 --> 00:32:49,920
stuff into Seoul or draw a card.
You would say Bolton has built 

595
00:32:49,920 --> 00:32:51,480
an evasion though. 
For sure. 

596
00:32:52,400 --> 00:32:55,960
Yeah, he has built an evasion. 
But like one of your biggest 

597
00:32:55,960 --> 00:32:58,520
complaints about Bolton was just
what happens when the opponent 

598
00:32:58,520 --> 00:33:00,360
says no blocks and you can't 
give go again. 

599
00:33:01,160 --> 00:33:05,160
Which is just the fact that that
can happen, I think completely 

600
00:33:05,160 --> 00:33:07,360
excludes him from being in the 
aggro position. 

601
00:33:07,720 --> 00:33:10,080
Because if I just pass back to 
you, you throw a three cost 

602
00:33:10,080 --> 00:33:12,880
attack and you charge once and 
you have no way of giving that 

603
00:33:12,880 --> 00:33:15,280
go again. 
I'm just laughing to the bank. 

604
00:33:15,640 --> 00:33:17,800
Sure, I'll take 3 damage and 
come back at you with a four 

605
00:33:17,800 --> 00:33:21,720
card hand. 
Yeah, but that's also like any 

606
00:33:21,720 --> 00:33:25,320
deck that I've played against 
any deck of yours that I've 

607
00:33:25,320 --> 00:33:28,240
played combo where I'm just 
playing one and that's it. 

608
00:33:28,360 --> 00:33:33,120
Yeah, whereas Raiden it's it's a
lot easier because like Via the 

609
00:33:33,280 --> 00:33:35,400
deck is more built around it, 
Right, exactly. 

610
00:33:35,400 --> 00:33:37,440
And I'm also prioritizing 
different cards, like the same 

611
00:33:37,440 --> 00:33:41,760
cards are gonna be blocking 
cards and like via the Vanguard 

612
00:33:41,760 --> 00:33:44,640
is I would consider a power card
in the combo list. 

613
00:33:44,640 --> 00:33:47,360
I'm never playing it unless it's
like towards the end of. 

614
00:33:47,360 --> 00:33:48,840
The day unless it is the. 
Combo turn. 

615
00:33:49,560 --> 00:33:53,120
No, not even then because it's 
it costs one, which is I don't 

616
00:33:53,120 --> 00:33:56,600
want to be pitching that turn. 
Whereas in Raiden I'm setting up

617
00:33:56,600 --> 00:33:59,960
for that and then I'm having 
like, you know, if I have that 

618
00:34:00,040 --> 00:34:04,520
on top of like take flight and 
other like really cheap cost at 

619
00:34:04,520 --> 00:34:06,840
a tax and it can be a true aggro
deck. 

620
00:34:06,840 --> 00:34:08,719
I. 
Was just going to say, I feel 

621
00:34:08,719 --> 00:34:12,520
like when I the times that I 
have played Bolton, he can 

622
00:34:12,520 --> 00:34:14,840
really value a four or five card
hand really well. 

623
00:34:15,199 --> 00:34:18,080
Like the power really does kind 
of shine through where he can 

624
00:34:18,120 --> 00:34:20,679
capitalize on it as long as 
you're throwing in some pumps in

625
00:34:20,679 --> 00:34:23,679
there and that kind of feels 
like an aggro deck. 

626
00:34:23,679 --> 00:34:26,159
Is he just pumping out like 1516
damage? 

627
00:34:27,239 --> 00:34:30,960
Kinda like if you can still play
your entire hand and they're 

628
00:34:30,960 --> 00:34:35,000
blocking and you count the 
numbers like after the blocks 

629
00:34:35,000 --> 00:34:38,159
have been declared as your 
points towards your like damage 

630
00:34:38,159 --> 00:34:43,280
presented, then that could kind 
of be like 16 plus really easily

631
00:34:43,320 --> 00:34:47,679
for sure. 
So I get what you're saying, 

632
00:34:47,679 --> 00:34:49,719
Joel, about him kind of feeling 
like he was designed to be an 

633
00:34:49,719 --> 00:34:51,400
aggro hero. 
Yeah, he's getting there. 

634
00:34:51,400 --> 00:34:53,880
Like, you'll still have awkward 
hands, but we just got like a 

635
00:34:53,880 --> 00:34:56,800
really sick headpiece that 
basically changes like the 

636
00:34:56,800 --> 00:34:59,880
entire build again, even after 
Dussel Dawn changed the entire 

637
00:34:59,880 --> 00:35:03,880
build again, yeah. 
Are there any other interesting 

638
00:35:03,880 --> 00:35:08,600
heroes that you think kind of 
toe the line between aggro and 

639
00:35:08,600 --> 00:35:12,520
non aggro Clark? 
Who? 

640
00:35:12,800 --> 00:35:15,520
Me. 
No, I definitely didn't have 

641
00:35:15,520 --> 00:35:18,080
something in my section that 
just got pushed into this one 

642
00:35:18,440 --> 00:35:23,960
word. 
Hey, what's the most iconic 

643
00:35:23,960 --> 00:35:25,720
aggro deck in Magic the 
Gathering? 

644
00:35:26,920 --> 00:35:28,480
Burn red deck wins. 
Burn. 

645
00:35:28,480 --> 00:35:31,960
OK, what's our burn deck in 
Flesh and Blood? 

646
00:35:33,960 --> 00:35:36,160
It's Kano guys. 
Kano is aggro. 

647
00:35:37,240 --> 00:35:40,720
Like everything, burn in. 
No Kano is burn. 

648
00:35:40,960 --> 00:35:44,640
Because red says one mana for 
lightning bolt, we say one 

649
00:35:44,920 --> 00:35:47,840
resource for critical strike and
it's 5. 

650
00:35:47,960 --> 00:35:49,440
It's not the same thing, it's 
not the same thing. 

651
00:35:49,720 --> 00:35:51,160
OK never mind. 
Fuck this analogy. 

652
00:35:51,360 --> 00:35:55,120
Kano is an aggro deck. 
He is all about presenting 

653
00:35:55,120 --> 00:35:58,840
massive amount of numbers. 
He does best when he has large 

654
00:35:58,840 --> 00:36:01,880
hands where he's just pitching a
lot of Blues to play a bunch of 

655
00:36:01,880 --> 00:36:06,640
cards off the top. 
Like I think OK, the tempo thing

656
00:36:06,640 --> 00:36:09,120
doesn't quite work for him, I 
will admit that. 

657
00:36:09,120 --> 00:36:12,320
But he also has like power cards
to play around. 

658
00:36:12,680 --> 00:36:14,880
Blazing Ether is very much one 
of these. 

659
00:36:14,880 --> 00:36:18,280
He wants to park that in Arsenal
and wait for his big combo off 

660
00:36:18,280 --> 00:36:22,680
turn He wants. 
He's also looking for what's the

661
00:36:22,680 --> 00:36:24,880
one that tutors out things. 
Lesson in lava. 

662
00:36:26,200 --> 00:36:30,080
He has the big power cards that 
push his damage on a turn. 

663
00:36:30,280 --> 00:36:33,720
He has the equipment that you 
sacrifice for value in storm 

664
00:36:33,720 --> 00:36:36,760
striders that you mentioned with
a katsu earlier. 

665
00:36:36,800 --> 00:36:39,320
Yeah, I think I like 90% agree 
with you, Clark. 

666
00:36:39,720 --> 00:36:41,680
Yeah. 
He's an aggro dad. 

667
00:36:41,720 --> 00:36:46,080
I don't on principle cuz before 
we didn't have the conversation 

668
00:36:46,080 --> 00:36:49,000
about Bolton on the pod. 
We did and now I'm like you 

669
00:36:49,000 --> 00:36:52,440
think Cato is an arrow deck but 
Bolton isn't? 

670
00:36:52,680 --> 00:36:55,360
I'm sorry, is Cato winning or 
losing in the first three or 

671
00:36:55,360 --> 00:36:57,080
four turns of a game? 
No. 

672
00:36:57,080 --> 00:37:01,920
Yes, yeah, Cato is winning or 
losing very, very early on into.

673
00:37:01,920 --> 00:37:03,040
A game? 
Oh, wait, no, sorry. 

674
00:37:03,160 --> 00:37:05,120
Like 5 through 7. 
I misunderstood what you're 

675
00:37:05,120 --> 00:37:09,800
saying. 
I think OK, you know is like 

676
00:37:09,800 --> 00:37:11,280
whether or not you get your 
combo piece. 

677
00:37:11,280 --> 00:37:14,480
I think he's like more combo 
than any other deck in the in 

678
00:37:14,480 --> 00:37:16,360
the game. 
I think that you're right the 

679
00:37:16,360 --> 00:37:17,720
biggest, but also that's not 
fun. 

680
00:37:18,240 --> 00:37:20,360
He's a lot. 
He's like the aggro deck that's 

681
00:37:20,360 --> 00:37:23,800
closer to combo or maybe the 
combo deck that's closer to 

682
00:37:23,800 --> 00:37:25,480
aggro. 
You know, I feel like the 

683
00:37:25,480 --> 00:37:29,480
difference is that like you can 
look at your 4 card hand and 

684
00:37:29,480 --> 00:37:33,200
sometimes it's trash where like 
you're this is not the term 

685
00:37:33,200 --> 00:37:35,720
where you're gonna deal 20 
points of damage, you know, You 

686
00:37:35,720 --> 00:37:41,040
know, I would say 75% of cane 
returns, you're dealing like 6, 

687
00:37:41,240 --> 00:37:44,200
you know, and blocking two, 
maybe a little bit more with 

688
00:37:44,200 --> 00:37:48,400
some nuance there, but like 
maybe 9 instead of 6. 

689
00:37:48,400 --> 00:37:52,560
You know, like how can you say 
it's an aggro deck when you look

690
00:37:52,560 --> 00:37:56,120
at Phi, who's like, I'm going to
present 15 every turn, 15 every 

691
00:37:56,120 --> 00:37:58,120
turn, and Kano is doing half 
that. 

692
00:37:58,480 --> 00:38:01,640
Because he doesn't have any 
disruption, he fits all of the 

693
00:38:01,640 --> 00:38:03,760
little points I set up in my red
pitch. 

694
00:38:04,040 --> 00:38:07,320
Is a lack of disruption? 
Does a lack of disruption define

695
00:38:07,320 --> 00:38:10,400
aggro? 
It was definitely like one of 

696
00:38:10,400 --> 00:38:13,200
the points that I made in red 
pitch, yeah, but I guess I 

697
00:38:13,200 --> 00:38:17,200
wasn't getting 24 to five card 
hands a red deal. 

698
00:38:17,680 --> 00:38:21,240
The cards are expected more for 
damage than blocking. 

699
00:38:21,480 --> 00:38:23,920
It's about big numbers, high 
ceiling. 

700
00:38:23,920 --> 00:38:27,680
Clark, you said to yourself that
anybody had like every deck 

701
00:38:27,680 --> 00:38:29,800
wants to have a plan for when 
they have tempo. 

702
00:38:29,800 --> 00:38:34,240
Like just like Bravo can use A5 
card hand like you said, Cano 

703
00:38:34,240 --> 00:38:37,160
can also use A5 card hand but 
that doesn't automatically make 

704
00:38:37,160 --> 00:38:39,840
him an aggro deck using your 
standards. 

705
00:38:39,880 --> 00:38:41,880
Oh yeah, but that's not my one 
argument. 

706
00:38:41,880 --> 00:38:43,680
I have all these other 
arguments. 

707
00:38:43,720 --> 00:38:46,040
Well, I have to go 1 by 1 
because you keep going to the 

708
00:38:46,040 --> 00:38:48,960
list every time I start to argue
against you. 

709
00:38:49,800 --> 00:38:51,960
I think it's cute. 
I think it's like on the same 

710
00:38:51,960 --> 00:38:54,160
level as like everything's 
kicker and magic. 

711
00:38:55,320 --> 00:38:58,680
But is it really? 
No, he's a combo deck. 

712
00:38:58,880 --> 00:39:02,200
He is about trying to set up a 
bunch of the big cards off the 

713
00:39:02,200 --> 00:39:04,920
top, putting those E pots out, 
having the fine dolls 

714
00:39:04,920 --> 00:39:07,520
activation, parking the right 
car in Arsenal for Storm 

715
00:39:07,560 --> 00:39:09,520
Straight. 
Oh my God, I ran out of breath. 

716
00:39:11,720 --> 00:39:12,840
I didn't know that could happen.
Oh. 

717
00:39:13,160 --> 00:39:18,440
No, it happens. 
Parking the right car in 

718
00:39:18,440 --> 00:39:21,480
Arsenal. 
Like he's definitely more of a 

719
00:39:21,480 --> 00:39:26,400
combo deck, but I think he has 
these very Aggroy elements 

720
00:39:26,400 --> 00:39:27,960
actually. 
And I think you see it the most 

721
00:39:27,960 --> 00:39:32,360
in blitz. 
Like in blitz, he's going to 

722
00:39:32,360 --> 00:39:36,520
wait for you to be empty handed 
throwing lethal and then he's 

723
00:39:36,520 --> 00:39:38,520
going to try to deal 20 plus off
the top. 

724
00:39:38,920 --> 00:39:41,280
You know what might be like 
skewing our definitions here? 

725
00:39:42,080 --> 00:39:45,200
I think Kano might be the only 
combo deck. 

726
00:39:46,280 --> 00:39:50,000
He might be, No, I think 
nitromecanoid a little bit. 

727
00:39:53,360 --> 00:39:55,240
Aren't those decks kind of fast 
as well? 

728
00:39:55,760 --> 00:39:57,960
Because you're boosting and 
pushing a lot of damage as you 

729
00:39:57,960 --> 00:40:02,160
collect your hyper drivers. 
It's it really depends the way 

730
00:40:02,160 --> 00:40:05,040
that a lot of Max's have been 
building their like high octane 

731
00:40:05,040 --> 00:40:08,160
nitromechanoid decks right now 
it really is. 

732
00:40:08,160 --> 00:40:10,960
The sooner you get 
nitromechanoid the faster you 

733
00:40:10,960 --> 00:40:14,840
win and the earlier you get it 
on the field the more likely you

734
00:40:14,840 --> 00:40:15,920
are to win. 
I haven't. 

735
00:40:16,040 --> 00:40:20,320
In that way it makes them combo.
I have yet to have the privilege

736
00:40:20,320 --> 00:40:21,880
of playing against 
Nitromechanoid. 

737
00:40:21,880 --> 00:40:25,600
I'm excited for the day where I 
get to like, is it down against 

738
00:40:25,600 --> 00:40:28,520
one of those? 
I think that's an interesting 

739
00:40:28,520 --> 00:40:31,440
debate for the combo episode 
because I disagree with that 

740
00:40:31,520 --> 00:40:33,320
very heavily. 
Yeah, that's true. 

741
00:40:33,320 --> 00:40:35,680
We were talking about like 
Bolton being a combo hero too. 

742
00:40:36,080 --> 00:40:38,200
Even then, it's like, how fast 
can I do it? 

743
00:40:38,480 --> 00:40:42,600
And Kano has this way of like 
when it's time to put up or shut

744
00:40:42,600 --> 00:40:45,120
up. 
And then you're just dead 

745
00:40:45,200 --> 00:40:48,480
instead of like, OK, now in the 
next few turns you're dead, you 

746
00:40:48,480 --> 00:40:55,640
know, but I think that really 
speaks to how unique the design 

747
00:40:55,640 --> 00:40:58,400
of flesh and blood is and how it
like really changes like every 

748
00:40:58,400 --> 00:41:00,360
definition of the other trading 
card games. 

749
00:41:00,600 --> 00:41:04,200
Cuz aggro, it's like, you're 
right, like volcano does fit a 

750
00:41:04,200 --> 00:41:07,000
lot of those boxes and like we 
were just talking. 

751
00:41:07,720 --> 00:41:12,280
And yet, and yet he's like very 
different in the same way that 

752
00:41:12,280 --> 00:41:15,920
like Exodia and Dash getting all
of your pistol items like your 

753
00:41:15,920 --> 00:41:18,840
plasma purifiers and your 
contagion engine. 

754
00:41:20,120 --> 00:41:22,400
Plasma induction chambers and 
induction chambers. 

755
00:41:22,440 --> 00:41:24,720
Yeah, but that doesn't equal 
game over. 

756
00:41:24,720 --> 00:41:27,360
It means like the end is near, 
right? 

757
00:41:27,520 --> 00:41:30,880
It doesn't mean the game is 
over, which is interesting. 

758
00:41:31,640 --> 00:41:34,000
So that's what all I got for 
yellow pitch. 

759
00:41:34,280 --> 00:41:35,480
Joel, what do you have for us, 
for Blue? 

760
00:41:35,480 --> 00:41:41,320
Pitch, I'm glad you asked. 
So I wanted to talk about like 

761
00:41:41,680 --> 00:41:46,000
how aggro fits in the meta of 
like TCGS and FAB as a whole, 

762
00:41:46,000 --> 00:41:50,960
right? 
To me, I think aggro is always 

763
00:41:50,960 --> 00:41:52,960
the strongest at the beginning 
of the meta. 

764
00:41:53,280 --> 00:41:56,680
It has the craziest out lines, 
it has like the most flashes 

765
00:41:56,680 --> 00:41:59,280
combos. 
Like I think most people 

766
00:41:59,280 --> 00:42:02,480
gravitate towards aggro to 
experiment and that's usually 

767
00:42:02,480 --> 00:42:05,320
where you like. 
For instance, I think of when 

768
00:42:05,320 --> 00:42:08,920
Phi first got released, before 
his effect was even revealed, 

769
00:42:08,920 --> 00:42:13,360
they banned stubbies from blitz.
They were like, guys, this is 

770
00:42:13,360 --> 00:42:16,840
cool, but we really need to 
address this or we'll have 

771
00:42:16,840 --> 00:42:19,080
another like Viscera fiasco on 
our hands. 

772
00:42:19,280 --> 00:42:22,840
Yeah, it takes a while in order 
for us to figure out that 

773
00:42:22,840 --> 00:42:27,240
control decks are strong. 
You know, like Oldham took a 

774
00:42:27,240 --> 00:42:30,600
while for us to like ban 
Winter's whale like card is very

775
00:42:30,640 --> 00:42:33,040
crazy strong. 
Probably the strongest weapon in

776
00:42:33,040 --> 00:42:35,160
flesh and blood. 
But like it didn't get banned 

777
00:42:35,160 --> 00:42:37,840
until a long time. 
Well, multiple sets after Tales 

778
00:42:37,840 --> 00:42:39,520
of Aria was. 
I was gonna say Dusk Blade. 

779
00:42:39,520 --> 00:42:42,720
Dusk Blade didn't even make it, 
so we go play it's. 

780
00:42:42,760 --> 00:42:44,720
An aggro card, it's more 
obviously broken. 

781
00:42:44,920 --> 00:42:48,440
Yeah, that's true. 
I'd also say aggro is easiest to

782
00:42:48,480 --> 00:42:51,160
evaluate like any deck that you 
have. 

783
00:42:51,160 --> 00:42:54,240
Just goldfish 100 games for each
deck. 

784
00:42:54,800 --> 00:42:57,880
Which one has the highest 
average damage that is the best 

785
00:42:57,880 --> 00:43:00,240
aggro in? 
Case you guys aren't aware of, 

786
00:43:00,240 --> 00:43:03,320
the term goldfish here is like 
imagine you're sitting down to 

787
00:43:03,320 --> 00:43:05,160
play flesh and blood against a 
goldfish. 

788
00:43:05,640 --> 00:43:10,400
So is that what it means? 
Oh my, that is so stupid. 

789
00:43:10,400 --> 00:43:12,960
So you're not playing against a 
person, you're just kind of 

790
00:43:12,960 --> 00:43:15,640
running through your own lines 
and kind of imagining like, oh, 

791
00:43:15,960 --> 00:43:17,520
maybe I can block with this 
card. 

792
00:43:17,520 --> 00:43:20,320
Like not actually playing as 
attacks, but imagine blocking 

793
00:43:20,320 --> 00:43:22,400
with this card and then what 
would my hand look like if I do 

794
00:43:22,400 --> 00:43:24,120
this? 
You're kind of like running 

795
00:43:24,120 --> 00:43:26,320
through your deck without it 
having an actual opponent. 

796
00:43:26,320 --> 00:43:28,200
That's what goldfishing. 
Is and that's a great way of 

797
00:43:28,200 --> 00:43:31,240
testing aggro decks because 
aggro decks want to keep their 

798
00:43:31,240 --> 00:43:34,000
four or five card. 
Hands so that your opponent can 

799
00:43:34,000 --> 00:43:35,560
do nothing. 
Goldfishing. 

800
00:43:35,640 --> 00:43:38,680
This is actually great practice 
for aggro players because you 

801
00:43:38,680 --> 00:43:43,320
just go, what's a good, how do I
get the most damage out of this 

802
00:43:43,320 --> 00:43:44,680
hand? 
And then when you go play in 

803
00:43:44,680 --> 00:43:46,760
real life, you do the same 
thing. 

804
00:43:46,760 --> 00:43:49,320
You can't do that with control. 
Yep, you need an opponent. 

805
00:43:49,360 --> 00:43:52,560
Exactly. 
Whereas I feel like aggro in 

806
00:43:52,560 --> 00:43:56,880
that sense sets up the meta to 
what it is like the rest of the 

807
00:43:56,880 --> 00:43:58,880
decks have to decide how to deal
with it. 

808
00:43:59,040 --> 00:44:00,840
And it's very polarizing in that
way. 

809
00:44:01,160 --> 00:44:04,800
Like it'll really change. 
Like for instance, I have a 

810
00:44:04,800 --> 00:44:07,720
couple pet heroes, obviously 
Levi and and Bolton. 

811
00:44:07,960 --> 00:44:11,080
So every meta, if they are not 
at the top, I have to figure 

812
00:44:11,080 --> 00:44:14,400
out, OK, I can do my thing that 
my hero was designed to do. 

813
00:44:15,440 --> 00:44:18,720
But those one or two heroes at 
the top, I have to figure out 

814
00:44:18,920 --> 00:44:21,800
how do I interact with those? 
Do I have to be more defensive 

815
00:44:21,800 --> 00:44:25,320
against them or do I have to 
tweak my deck in a way where I 

816
00:44:25,320 --> 00:44:29,200
can, in this specific moment or 
with this specific tech card, 

817
00:44:29,280 --> 00:44:31,360
overpower them and kind of take 
the tempo? 

818
00:44:31,520 --> 00:44:33,560
Like I have to be very 
calculated about it because 

819
00:44:33,560 --> 00:44:35,880
that's how polarizing aggro is 
in a lot of ways. 

820
00:44:37,400 --> 00:44:42,160
And one good example of this is 
Lexi with the the latest meta, 

821
00:44:42,440 --> 00:44:48,640
she pretty much changed the play
style of two, maybe one 

822
00:44:48,760 --> 00:44:52,320
technically, but one hero that 
was traditionally an Agri hero, 

823
00:44:52,520 --> 00:44:56,640
but literally flipped the script
and was a fatigue hero for like 

824
00:44:56,640 --> 00:44:58,560
one season. 
And then she left that being 

825
00:44:58,560 --> 00:45:02,240
Briar. 
Like Briar since her inception 

826
00:45:02,240 --> 00:45:06,760
was a menace with like her ball 
lightning sting, a sorcery and 

827
00:45:06,760 --> 00:45:09,520
channel mount heroic and and you
know, channel mount heroic after

828
00:45:09,520 --> 00:45:11,520
that. 
Even then she was like still had

829
00:45:11,520 --> 00:45:15,800
some really good defensive 
capabilities but she could not 

830
00:45:15,920 --> 00:45:19,240
out damage Lexi with her on hits
with her draw power. 

831
00:45:19,600 --> 00:45:23,720
So they had to use defensive 
cards and just like completely 

832
00:45:23,720 --> 00:45:26,920
change a deck to deal with Lexi.
Same with old him. 

833
00:45:26,920 --> 00:45:30,360
He was leaning a lot more 
aggressively before he left and 

834
00:45:30,360 --> 00:45:33,000
then the only time he was 
winning once Lexi got really 

835
00:45:33,000 --> 00:45:34,880
good was by trying to fatigue 
her. 

836
00:45:34,880 --> 00:45:37,520
You have to play really, really 
tight and block every single 

837
00:45:37,520 --> 00:45:40,080
card, every single point of 
value because the on hits were 

838
00:45:40,320 --> 00:45:42,400
that impactful that you had to 
play tight. 

839
00:45:43,880 --> 00:45:45,760
Yeah, you pretty much said this 
already, Joel, But I just want 

840
00:45:45,760 --> 00:45:50,360
to add like that aggro 
inherently is going to be able 

841
00:45:50,360 --> 00:45:54,440
to get in the meta first as new 
decks are being evaluated. 

842
00:45:54,600 --> 00:45:56,280
Again, I'm just kind of 
rehashing what you guys were 

843
00:45:56,280 --> 00:45:59,240
saying, but like, imagine a new 
set comes out and you're like, 

844
00:45:59,320 --> 00:46:01,720
oh, there's a really cool 
control archetype that's 

845
00:46:01,800 --> 00:46:04,040
printed, and there's a really 
cool aggro archetype that's 

846
00:46:04,040 --> 00:46:05,440
printed. 
And both of them seem like they 

847
00:46:05,440 --> 00:46:07,000
have the potential to be really 
strong. 

848
00:46:07,280 --> 00:46:09,680
It's going to be the aggro deck 
that puts up tournament results 

849
00:46:09,680 --> 00:46:12,960
first, because the control tech 
deck has to figure out what the 

850
00:46:12,960 --> 00:46:16,120
meta looks like before it 
actually starts to get tuned. 

851
00:46:16,400 --> 00:46:17,880
It's very important for control 
decks. 

852
00:46:18,280 --> 00:46:21,960
Yeah, control is always 
responding to the aggro deck. 

853
00:46:22,400 --> 00:46:26,720
And because it's very linear, 
how to evaluate aggro decks, 

854
00:46:26,960 --> 00:46:30,200
there's going to be a clear 
winner, sort of setting the 

855
00:46:30,200 --> 00:46:32,400
pace. 
And then all the control decks 

856
00:46:32,400 --> 00:46:37,200
get to sort of revolve around 
that deck and figure out what is

857
00:46:37,360 --> 00:46:39,120
my hero's way of dealing with 
it? 

858
00:46:39,120 --> 00:46:41,040
What is this hero's way of 
dealing with it? 

859
00:46:41,400 --> 00:46:44,640
And then you start building, you
know, your triangles and your 

860
00:46:44,640 --> 00:46:48,720
polyhedrals and all the 
different, this percentage 

861
00:46:48,720 --> 00:46:51,600
against that hero and that win 
percentage against that hero, 

862
00:46:51,600 --> 00:46:54,200
and it becomes a whole diagram. 
Although in flesh and blood 

863
00:46:54,200 --> 00:46:56,680
that's also a little bit not 
true, at least right now. 

864
00:46:56,680 --> 00:46:59,720
We've seen some very stable 
metas where, like, they've 

865
00:46:59,720 --> 00:47:04,400
released set after set after 
set, and the aggro heroes are 

866
00:47:04,400 --> 00:47:06,640
the same list that's been around
for, like, years. 

867
00:47:06,880 --> 00:47:08,480
Yeah, Seriously. 
Yeah. 

868
00:47:08,640 --> 00:47:11,120
Also, hey Dromi, can you get bad
pretty soon? 

869
00:47:11,160 --> 00:47:13,600
I'd appreciate that. 
No, she's always getting better.

870
00:47:13,600 --> 00:47:17,480
Tom of Imperial. 
And that kind of bleeds them 

871
00:47:17,600 --> 00:47:19,360
into my next point really 
beautifully. 

872
00:47:20,480 --> 00:47:23,320
And I I just want to, I love the
fact that flesh and blood silos 

873
00:47:23,320 --> 00:47:25,800
like aggro decks and makes them 
unique. 

874
00:47:25,800 --> 00:47:29,160
Like it's not all vanilla 
numbers like similar to fire or 

875
00:47:29,160 --> 00:47:32,240
dash. 
Like we have characters like we 

876
00:47:32,240 --> 00:47:36,200
have characters like Visserai 
and Lexi who spread out their 

877
00:47:36,200 --> 00:47:40,320
damage in very unique ways and 
their counter play or their 

878
00:47:40,320 --> 00:47:45,680
counter heroes based on how they
interact with the aggro hero 

879
00:47:46,080 --> 00:47:49,120
makes the meta like very settled
in a way. 

880
00:47:49,400 --> 00:47:53,200
And then every other deck that 
wants to specifically target the

881
00:47:53,200 --> 00:47:56,400
number one deck has to now 
contend with the counters to 

882
00:47:56,400 --> 00:47:59,160
that. 
And if they don't interact in a 

883
00:47:59,160 --> 00:48:02,640
perfect triangle, you'd have an 
even larger meta share of the 

884
00:48:02,640 --> 00:48:06,360
top 2 to 3 heroes. 
If you can't beat B&C Hero, 

885
00:48:06,400 --> 00:48:08,720
you're not even going to get 
close to a like when you're 

886
00:48:08,720 --> 00:48:09,960
getting paired up at a 
tournament. 

887
00:48:10,720 --> 00:48:11,920
I'm so glad you brought that up 
Joel. 

888
00:48:11,920 --> 00:48:13,920
About like each aggro deck being
unique. 

889
00:48:14,320 --> 00:48:16,040
I kinda used to think that 
wasn't true. 

890
00:48:16,320 --> 00:48:20,240
Like take a card like scar for a
scar is like a great aggro card.

891
00:48:20,480 --> 00:48:22,520
It has it's a 0 for four go 
again. 

892
00:48:22,520 --> 00:48:24,040
That's lots of really good 
value. 

893
00:48:24,040 --> 00:48:26,680
It has a break point and you're 
gonna have lower health anyway 

894
00:48:26,680 --> 00:48:29,080
cuz you don't give a shit about 
blocking, so you're trying to 

895
00:48:29,080 --> 00:48:33,240
just send damage. 
And I've kind of realized, like 

896
00:48:33,440 --> 00:48:35,920
now that you brought it up, that
there's actually lots of good 

897
00:48:35,920 --> 00:48:38,000
aggro decks that don't run Scar 
for a Scar. 

898
00:48:38,280 --> 00:48:40,840
Like even the generics that just
seem like really solid aggro 

899
00:48:40,840 --> 00:48:44,040
generics, lots of decks have 
good reasons not to run those 

900
00:48:44,040 --> 00:48:47,920
generic ones, like the our 
mechanologist aggro decks, they 

901
00:48:47,920 --> 00:48:49,800
want to run as many 
mechanologist cards as they can.

902
00:48:49,800 --> 00:48:51,240
They cannot afford to run 
generics. 

903
00:48:51,440 --> 00:48:55,240
Or Alexi has a focus on arrows. 
She wants to run those arrows as

904
00:48:55,240 --> 00:48:56,840
much as she can. 
That's the silo design that 

905
00:48:56,840 --> 00:49:00,520
you're talking about that does 
permeate a lot of aggro decks, 

906
00:49:00,520 --> 00:49:03,200
just not like Briar. 
They did not do a very like they

907
00:49:03,240 --> 00:49:08,920
silo job. 
On briar or they just like yeah 

908
00:49:08,920 --> 00:49:10,760
the silo. 
Each aggro deck is doing 

909
00:49:10,760 --> 00:49:13,960
something so uniquely different.
I love Viceri because I feel 

910
00:49:13,960 --> 00:49:16,720
like every attack I'm 
technically presenting 2 break 

911
00:49:16,720 --> 00:49:19,040
points, a physical and an 
arcane. 

912
00:49:19,360 --> 00:49:22,520
And the more regularly and 
efficiently I can do that over 

913
00:49:22,520 --> 00:49:25,880
the course of a turn, the more 
damage my opponent is going to 

914
00:49:25,880 --> 00:49:28,000
leak and the easier it is for me
to win. 

915
00:49:28,520 --> 00:49:31,680
And you know, that's it gets 
harder. 

916
00:49:31,680 --> 00:49:34,680
Like when I was playing Visserie
in the most recent meta, I was 

917
00:49:34,680 --> 00:49:39,280
really struggling because I 
needed to have a sideboard plan 

918
00:49:39,280 --> 00:49:43,440
to beat Lexi and a sideboard 
plan to beat Dromi and a Cyborg 

919
00:49:43,440 --> 00:49:45,880
plan to beat Bravo and a 
sideboard. 

920
00:49:45,880 --> 00:49:48,560
And it just, I ended up with 
this big clutter of cars and it 

921
00:49:48,560 --> 00:49:53,600
was diluting the main game plan.
And it's why I think this or I 

922
00:49:53,600 --> 00:49:55,640
ended up not actually doing well
in that meta. 

923
00:49:55,640 --> 00:49:58,920
Even though I think with Rosetta
Thorne, he still had some of the

924
00:49:58,920 --> 00:50:01,920
strongest turn by turn damage 
output in the game. 

925
00:50:01,920 --> 00:50:04,960
For sure. 
It was because all these other 

926
00:50:04,960 --> 00:50:08,360
top heroes, he couldn't deal 
with all of them. 

927
00:50:09,240 --> 00:50:12,040
And because of that you needed 
good gem. 

928
00:50:12,040 --> 00:50:15,120
Luck to to put up results. 
Yeah, seriously. 

929
00:50:15,120 --> 00:50:19,080
Or you needed to like go to the 
nationals tournament and then 

930
00:50:19,080 --> 00:50:21,240
wait till everyone's scrubbed 
out and play in the Calling. 

931
00:50:21,480 --> 00:50:25,000
Cuz then there's less like 
Lexi's theoretically in the 

932
00:50:25,000 --> 00:50:26,560
larger pool. 
There's gonna be more rogue 

933
00:50:26,560 --> 00:50:28,240
heroes. 
God, I fucking wish. 

934
00:50:29,360 --> 00:50:31,520
Played against 2 fucking. 
LEXIS. 

935
00:50:31,600 --> 00:50:33,360
Nice. 
Yeah, unfortunately it's not a 

936
00:50:33,360 --> 00:50:35,640
science. 
Like there's so much colloquial 

937
00:50:35,640 --> 00:50:39,320
conversation that sometimes 
isn't represented in statistics.

938
00:50:39,640 --> 00:50:43,000
Sure, and then sometimes the 
statistics, if you don't have 

939
00:50:43,000 --> 00:50:46,280
the right measures, ends up 
completely misleading you on 

940
00:50:46,280 --> 00:50:50,240
where things should be. 
I've watched a lot of video 

941
00:50:50,240 --> 00:50:54,800
essays and statisticians talk 
about how to measure video game 

942
00:50:54,800 --> 00:50:58,880
metas it it's very interesting. 
As a translation, like, you can 

943
00:50:58,880 --> 00:51:02,760
bring whatever perfect tech you 
have for that one hero, but 

944
00:51:02,760 --> 00:51:05,640
you're going to get dumpstered 
by everything else like you 

945
00:51:06,040 --> 00:51:07,560
pretty handily. 
Yeah, Yeah. 

946
00:51:07,640 --> 00:51:10,160
Or you could only find what you 
were there at a counter and 

947
00:51:10,160 --> 00:51:12,360
just, like, wipe the floor 
clean, Right. 

948
00:51:12,720 --> 00:51:15,960
There's always just like after 
you lose the first game, there's

949
00:51:15,960 --> 00:51:19,640
just there's just this purgatory
of like O and one aggro decks 

950
00:51:19,640 --> 00:51:21,680
that couldn't hack it. 
And now you have to deal with 

951
00:51:21,680 --> 00:51:24,760
all these rogue decks that 
you're horrible into because you

952
00:51:24,760 --> 00:51:26,880
weren't tagged for them. 
So there's definitely that 

953
00:51:26,880 --> 00:51:30,680
aspect in in tournament results.
Another thing I wanted to talk 

954
00:51:30,680 --> 00:51:33,920
about is we've already alluded 
to it a little bit and how mid 

955
00:51:33,920 --> 00:51:37,840
range and combo decks can sort 
of masquerade is aggro decks 

956
00:51:37,840 --> 00:51:43,920
when the time calls for it. 
When before old him rotated, I 

957
00:51:43,920 --> 00:51:46,400
found him to be very 
aggressively slanting and that's

958
00:51:46,400 --> 00:51:50,480
a of style of old him that I 
really enjoyed where you focus 

959
00:51:50,480 --> 00:51:55,400
on like the big 66 cost 10 power
attacks like Glacial footsteps, 

960
00:51:55,680 --> 00:51:57,520
Thunder Quake. 
You throw some pulverizers in 

961
00:51:57,520 --> 00:52:01,480
there, but you still wouldn't be
an aggressive or an aggro deck. 

962
00:52:01,480 --> 00:52:04,800
You just be like aggro old him. 
You have to kind of like say 

963
00:52:04,800 --> 00:52:06,280
aggro and then the name of the 
hero. 

964
00:52:06,400 --> 00:52:09,920
Yeah, I have to do this to beat 
a specific deck. 

965
00:52:10,040 --> 00:52:13,000
You know what I mean? 
Yeah, in that sense, aggro 

966
00:52:13,000 --> 00:52:16,720
really just means aggressive, 
not quite the aggro archetype. 

967
00:52:17,480 --> 00:52:22,040
Similar similarly in the mid 
range category like Levia for 

968
00:52:22,040 --> 00:52:24,640
instance, I don't think she 
would be ever considered an 

969
00:52:24,640 --> 00:52:28,080
aggressive deck. 
I think brutes are more mid 

970
00:52:28,080 --> 00:52:30,360
rangey but blutter spells which 
you mentioned earlier. 

971
00:52:30,360 --> 00:52:36,160
Clark is a power card and let's 
brutes compete with aggro decks 

972
00:52:36,160 --> 00:52:40,480
on like one one to two turns per
game in the sense that I can 

973
00:52:40,480 --> 00:52:44,240
break my normal numbers of like 
maybe 6 damage per turn or 12 

974
00:52:44,240 --> 00:52:48,440
until like 18 or even like 24 
damage in one. 

975
00:52:48,440 --> 00:52:51,760
Turn brutes always kind of look 
like they want to be aggro 

976
00:52:51,760 --> 00:52:57,240
decks, but with the way that 
they play their four card hands,

977
00:52:57,480 --> 00:53:00,480
they actually kind of don't want
that because you discard a card 

978
00:53:00,480 --> 00:53:03,920
at random, you actually always 
want to be blocking with one 

979
00:53:03,920 --> 00:53:06,840
card, right? 
Then pitch play the card so that

980
00:53:06,840 --> 00:53:09,800
you're guaranteeing the one card
in hand getting discarded so you

981
00:53:09,800 --> 00:53:11,920
get the exact effect you want, 
right? 

982
00:53:12,120 --> 00:53:16,000
Or like if you have multiple non
sixes, you would block with this

983
00:53:16,080 --> 00:53:19,160
non sixes so that you get it out
of your hand exactly right. 

984
00:53:19,160 --> 00:53:22,280
Which even though you're trying 
to be more aggressive, like 

985
00:53:22,280 --> 00:53:25,800
masquerading as an acro deck, 
it's actually like more mid 

986
00:53:25,800 --> 00:53:28,520
rangey in that instance and then
continuing with your aggressive 

987
00:53:28,520 --> 00:53:31,160
turn on the other side of the 
spectrum. 

988
00:53:31,160 --> 00:53:34,040
Like combo decks I think are 
really interesting to look at 

989
00:53:34,040 --> 00:53:39,840
because combo decks, they really
focus on a few getting together 

990
00:53:39,840 --> 00:53:42,520
a few pieces all at once and 
either end the game or put 

991
00:53:42,520 --> 00:53:44,880
yourself in a winning position 
to close out the game. 

992
00:53:45,480 --> 00:53:50,640
But these combo decks also have 
really high stated cards, so 

993
00:53:50,640 --> 00:53:55,080
sometimes they can they can be 
more aggressive than the aggro 

994
00:53:55,080 --> 00:53:57,320
decks in the sense that like 
they can just close out games 

995
00:53:57,320 --> 00:54:01,320
really quickly. 
Kano for instance, not an aggro 

996
00:54:01,320 --> 00:54:05,440
deck by per SE, but if he finds 
all of his pieces really quickly

997
00:54:05,440 --> 00:54:09,080
he can close games out quicker 
or on the same rate as an aggro 

998
00:54:09,080 --> 00:54:13,000
deck. 
Combo faster is very good, just 

999
00:54:13,000 --> 00:54:17,800
draw better forehead. 
Also very much how the current 

1000
00:54:18,000 --> 00:54:22,560
Max decks look, Yeah, with, you 
know, if you can actually play 

1001
00:54:22,560 --> 00:54:26,840
Nitromechanoid on turn 3, you 
are feeling God like, yeah, like

1002
00:54:26,840 --> 00:54:30,040
that game is in the bag because 
now you're just waiting for Twin

1003
00:54:30,040 --> 00:54:32,760
Drive Hyper or Twin Drive High 
Octane. 

1004
00:54:32,960 --> 00:54:37,640
Oh yeah, And just multiple yeah,
you're just waiting for that to 

1005
00:54:37,640 --> 00:54:40,440
happen. 
And that's when you that's like 

1006
00:54:40,440 --> 00:54:44,440
the combo part, right, is once 
you get that multiple action 

1007
00:54:44,440 --> 00:54:47,560
points of Nitromechanoid out, 
but it's in it. 

1008
00:54:47,800 --> 00:54:51,600
It's also super aggressive 
because you're looking to throw 

1009
00:54:51,600 --> 00:54:53,960
a lot of attacks out in every 
turn by turn. 

1010
00:54:53,960 --> 00:54:56,600
Right, you still have your 
overly stated mechinologist 

1011
00:54:56,600 --> 00:54:59,400
cards to get you to a place 
where when you do land that 

1012
00:54:59,400 --> 00:55:00,920
nitromechanoid, the game is 
over. 

1013
00:55:03,400 --> 00:55:06,800
On the topic of like combo being
aggro, I think that there's also

1014
00:55:06,800 --> 00:55:09,720
an aspect of following your 
opponent's lead. 

1015
00:55:10,040 --> 00:55:12,480
Like you know, when you're 
playing Oldham and you have to 

1016
00:55:12,480 --> 00:55:15,640
pitch stack because it's Oldham.
And even like aggro decks are 

1017
00:55:15,640 --> 00:55:20,520
like planning for the fatigue 
Strat with and you're playing 

1018
00:55:20,520 --> 00:55:22,640
Kano and you want to assemble 
your combo. 

1019
00:55:22,640 --> 00:55:26,200
There's a lot higher bar set for
like what your combo has to be 

1020
00:55:26,200 --> 00:55:27,720
in order to actually be the 
combo. 

1021
00:55:28,160 --> 00:55:31,600
Like you need to take the time 
to set out energy potions and 

1022
00:55:31,800 --> 00:55:34,760
suddenly your game plan becomes 
a lot longer as you assemble the

1023
00:55:34,760 --> 00:55:39,680
perfect pitch stack and aimed to
deal 100 damage in turn instead 

1024
00:55:39,720 --> 00:55:42,120
of 30. 
I wish that was an exaggeration 

1025
00:55:42,120 --> 00:55:43,160
too. 
Yeah. 

1026
00:55:43,160 --> 00:55:47,200
So when we look at aggro as a 
whole and we see like certain 

1027
00:55:47,200 --> 00:55:50,840
decks over performing or other 
decks just not quite able to 

1028
00:55:51,040 --> 00:55:53,560
weather the storm, like by being
defensive. 

1029
00:55:54,480 --> 00:55:57,520
What I find most interesting in 
TCDS is how they approach 

1030
00:55:57,840 --> 00:56:00,040
banning or buffing other 
strategies. 

1031
00:56:00,040 --> 00:56:03,160
Like for instance, Lexi has been
a menace. 

1032
00:56:03,400 --> 00:56:06,040
Not for a little. 
It's like been like 7 or 8 

1033
00:56:06,040 --> 00:56:08,800
months. 
So much so that I've known a lot

1034
00:56:08,800 --> 00:56:11,960
of people who like to have taken
breaks, myself included, from 

1035
00:56:11,960 --> 00:56:16,640
Flesh and Blood all together. 
Because now I'm forced to either

1036
00:56:16,840 --> 00:56:21,040
put in reps to a hero I've never
played before, it being the deck

1037
00:56:21,040 --> 00:56:25,040
itself that I don't like, or, or
one of its very nuanced 

1038
00:56:25,040 --> 00:56:27,880
counters. 
Or I can just like kind of take 

1039
00:56:27,880 --> 00:56:30,520
a break. 
Because LSS has shown us that 

1040
00:56:30,760 --> 00:56:33,840
they were really willing to let 
us all suffer so that she gets 

1041
00:56:33,840 --> 00:56:37,320
LL so that they don't have to 
design around her anymore when 

1042
00:56:37,320 --> 00:56:40,600
giving support to her other 
Ranger counterparts, Azalea and 

1043
00:56:40,600 --> 00:56:42,840
Riptide. 
So I'm wondering from you 2, 

1044
00:56:43,080 --> 00:56:47,240
when do you think it's 
appropriate to ban an aggro deck

1045
00:56:47,240 --> 00:56:50,000
for it being too oppressive? 
Or is it? 

1046
00:56:50,200 --> 00:56:54,040
And like, how do we have to look
at the rest of the meta 

1047
00:56:54,240 --> 00:56:58,040
intrinsically and to determine 
whether or not the rest of the 

1048
00:56:58,040 --> 00:57:01,200
field has the tools to deal with
Lexi or deal with the premier 

1049
00:57:01,200 --> 00:57:04,280
aggro deck? 
It's funny because Lexi is like 

1050
00:57:04,720 --> 00:57:10,600
definitely strong but when you 
think of a long term balancing 

1051
00:57:10,600 --> 00:57:16,240
situation she's not as strong as
other really strong decks have 

1052
00:57:16,240 --> 00:57:22,000
been if that makes sense. 
Lexi is still very much beatable

1053
00:57:22,000 --> 00:57:23,960
if she draws a bad hand or 
whatever. 

1054
00:57:24,040 --> 00:57:27,480
Where if you think of Starvo 
Bravo, start of the Show or 

1055
00:57:27,480 --> 00:57:32,160
Chain or like Briar before the 
Rada, like these are decks that 

1056
00:57:32,160 --> 00:57:35,080
were like really, really 
unbeatable if you weren't 

1057
00:57:35,080 --> 00:57:37,360
playing a top deck. 
Whereas you can still kind of 

1058
00:57:37,360 --> 00:57:40,960
compete right now with a lot of 
like BT or Heroes, you can still

1059
00:57:41,080 --> 00:57:44,400
play them to some success. 
And I think that's the reason 

1060
00:57:44,400 --> 00:57:48,480
that like LSS is hesitating on 
like really hitting Lexi, even 

1061
00:57:48,480 --> 00:57:53,000
though like as a player, like 
Lexi feels like she defines the 

1062
00:57:53,000 --> 00:57:55,760
meta, even if that's not even 
necessarily true. 

1063
00:57:55,760 --> 00:57:58,880
It feels like it's true that 
Lexi is so strong that you have 

1064
00:57:58,880 --> 00:58:02,600
to be like either playing Lexi 
or Dromi, which kind of like 

1065
00:58:02,600 --> 00:58:06,400
counters Lexi. 
Yeah, I think, I think Alesis 

1066
00:58:06,400 --> 00:58:09,920
actually handled it perfectly. 
I think maybe some people who 

1067
00:58:09,920 --> 00:58:12,720
are more competitively minded 
than me and have gone to like 

1068
00:58:12,720 --> 00:58:16,960
way more callings, PQS and all 
that, they would have a much 

1069
00:58:16,960 --> 00:58:19,760
different opinion. 
But as someone who's just been 

1070
00:58:19,760 --> 00:58:22,600
playing the game at Armories and
going to the occasional 

1071
00:58:22,600 --> 00:58:25,400
tournament, I think they handled
the Lexi situation perfectly. 

1072
00:58:25,680 --> 00:58:29,640
They waited for her to actually 
reach that point and then they 

1073
00:58:29,640 --> 00:58:31,600
evaluated where she was in 
Living Legend. 

1074
00:58:32,280 --> 00:58:36,520
People were like, man, she just 
missed out on Living Legend in 

1075
00:58:36,520 --> 00:58:38,480
this past meta. 
So what now? 

1076
00:58:38,480 --> 00:58:42,840
You nerf her into the ground and
then she never leaves the meta. 

1077
00:58:43,040 --> 00:58:45,440
She's always just hovering on 
that fringe. 

1078
00:58:45,440 --> 00:58:50,960
No, you have one more little 
bout one month and a half where 

1079
00:58:50,960 --> 00:58:55,360
you still have to deal with her.
And it's also right at a time 

1080
00:58:55,360 --> 00:58:57,200
that they printed a bunch of new
cards. 

1081
00:58:57,200 --> 00:59:00,760
So maybe one of those cards 
provides an answer that can make

1082
00:59:00,760 --> 00:59:03,760
the game more interesting. 
I mean, Droma has been way 

1083
00:59:03,760 --> 00:59:06,280
bigger. 
So like I think, I think they 

1084
00:59:06,280 --> 00:59:10,960
handled it exactly right. 
I think it, I don't know what I 

1085
00:59:10,960 --> 00:59:13,400
would suggest differently. 
You know, like I'm not 

1086
00:59:13,400 --> 00:59:16,320
necessarily coming with an 
alternate plan. 

1087
00:59:16,520 --> 00:59:18,600
Yeah. 
But I do think this meta felt 

1088
00:59:18,680 --> 00:59:22,360
really stale for a lot of people
because it has kind of felt the 

1089
00:59:22,360 --> 00:59:25,360
same since Outsiders, right? 
That was three sets ago when 

1090
00:59:25,360 --> 00:59:29,400
Lexi really rose to power, and 
Dromi was pretty strong at that 

1091
00:59:29,400 --> 00:59:31,640
time too. 
And those are the decks that 

1092
00:59:31,640 --> 00:59:33,480
everyone uses to define the meta
right now. 

1093
00:59:33,880 --> 00:59:37,600
And none of the other heroes 
have really like that have come 

1094
00:59:37,600 --> 00:59:40,000
into the game in those last six 
months, have really changed 

1095
00:59:40,000 --> 00:59:42,480
that. 
And I don't know if that's where

1096
00:59:42,480 --> 00:59:45,840
LSS wants the game to be like 
that, consistent over time, but.

1097
00:59:47,160 --> 00:59:51,200
But I I truly think that Ranger 
was not intended to be like the 

1098
00:59:51,200 --> 00:59:53,560
premier aggro deck. 
I think they have way more on 

1099
00:59:53,560 --> 00:59:56,960
hits to be like a really unique 
mid range or control deck. 

1100
00:59:57,400 --> 01:00:00,680
And the fact that Lexi is that 
way is because of Voltaire. 

1101
01:00:00,680 --> 01:00:04,000
Like if they just banned 
Voltaire and let her find her 

1102
01:00:04,000 --> 01:00:08,120
way as an ice hero again. 
I think letting people keep like

1103
01:00:08,120 --> 01:00:12,640
the true Lexi fans play Lexi and
not the meta chasers play Lexi 

1104
01:00:13,040 --> 01:00:16,600
would have been more healthy for
the game and let people keep 

1105
01:00:16,600 --> 01:00:18,400
their hero around because I 
think. 

1106
01:00:19,480 --> 01:00:22,240
Every hero, no matter how 
egregious they are for the meta,

1107
01:00:22,640 --> 01:00:26,080
there's some group of people who
love the hero, love the lore, 

1108
01:00:26,240 --> 01:00:29,160
and I think that's pretty 
substantial for flesh and blood,

1109
01:00:29,160 --> 01:00:32,480
especially since, you know, 
they're increasing the amount of

1110
01:00:32,480 --> 01:00:35,880
points that events give out. 
So these heroes are going to be 

1111
01:00:35,880 --> 01:00:39,600
leaving at a more rapid rate. 
And so if we don't like become 

1112
01:00:39,600 --> 01:00:44,200
more active in the tweaking of 
the meta, it's just going to 

1113
01:00:44,200 --> 01:00:47,440
look weird like with more of 
these stale metas and like, like

1114
01:00:47,440 --> 01:00:50,320
bleed most of their player bases
away. 

1115
01:00:50,960 --> 01:00:57,520
Well, that's the end of my rant.
Slash leviad cope slash Lexi 

1116
01:00:57,520 --> 01:01:00,200
bitching and moaning. 
With that, you guys want to move

1117
01:01:00,200 --> 01:01:02,560
to the Arsenal zone. 
Yeah, let's go to the Arsenal 

1118
01:01:02,560 --> 01:01:03,000
zone. 
Do you want? 

1119
01:01:04,040 --> 01:01:06,080
Me to start. 
Yeah, Fuzzy, what do you got 

1120
01:01:06,080 --> 01:01:08,480
first? 
So our Arsenal Zone is the part 

1121
01:01:08,480 --> 01:01:11,600
of our podcast where we each 
shout out a card that we've been

1122
01:01:11,600 --> 01:01:14,720
thinking about lately for 
whatever reason, be it good or 

1123
01:01:14,720 --> 01:01:16,280
bad. 
I'm not sure what time we're 

1124
01:01:16,280 --> 01:01:19,600
releasing this episode, but 
we're recording it in like the 

1125
01:01:19,600 --> 01:01:22,720
1st of November. 
So it's like in the middle of PQ

1126
01:01:22,720 --> 01:01:25,000
season. 
So I'm like only going to draft 

1127
01:01:25,000 --> 01:01:27,160
PQ's this season. 
I've been playing a lot of draft

1128
01:01:27,520 --> 01:01:30,400
and the last one I went to I 
scrubbed out. 

1129
01:01:31,680 --> 01:01:35,160
But there's a certain picks in 
the draft that I really stand by

1130
01:01:35,280 --> 01:01:41,120
and this is my Co PM today is 
I'm telling you that it is 

1131
01:01:41,360 --> 01:01:44,480
pretty nice to pick yellow 
jumpstart. 

1132
01:01:44,920 --> 01:01:51,720
My word, Yeah, yellow jumpstart.
It is a 2 for four yellow boost 

1133
01:01:51,840 --> 01:01:54,880
that blocks for three. 
And if you control a hyper 

1134
01:01:54,880 --> 01:01:56,920
driver, it costs one less to 
play. 

1135
01:01:57,200 --> 01:02:01,320
Now this card is very mid, but 
it can supports a lot of 

1136
01:02:01,320 --> 01:02:03,800
different ideas that you might 
be going for in draft. 

1137
01:02:03,920 --> 01:02:06,000
In Max, this could be a one for 
four red. 

1138
01:02:06,000 --> 01:02:09,640
Max loves one for four Reds. 
You know you pitch a blue to 

1139
01:02:09,640 --> 01:02:12,000
play this with a single hyper 
driver out and you can still 

1140
01:02:12,000 --> 01:02:14,720
swing with Banksy after. 
That's a 2 card 7 and all that 

1141
01:02:14,720 --> 01:02:19,440
jazz as a 2 for four yellow. 
That's also kind of playable. 

1142
01:02:19,440 --> 01:02:23,280
Like if it's in the late game 
you could certainly be doing 

1143
01:02:23,280 --> 01:02:26,120
better things with your two for 
with your resources, but 

1144
01:02:26,480 --> 01:02:28,880
pitching one card to swing for 
four like hitting that break 

1145
01:02:28,880 --> 01:02:31,680
point can be pretty nice. 
Very serviceable. 

1146
01:02:31,760 --> 01:02:33,640
And it's a yellow you can pitch 
for late game. 

1147
01:02:33,680 --> 01:02:35,680
Exactly. 
Yellow's not quite as good as a 

1148
01:02:35,680 --> 01:02:38,640
blue, but this has a little bit 
more punch than a lot of like 

1149
01:02:38,640 --> 01:02:41,200
Blues that exist in the game, 
and you're gonna end up having 

1150
01:02:41,200 --> 01:02:43,560
to take a lot of yellows anyway.
I think this is a pretty good 

1151
01:02:43,560 --> 01:02:45,560
one. 
All the two for four yellow 

1152
01:02:45,560 --> 01:02:46,960
boost cards are probably pretty 
good. 

1153
01:02:47,320 --> 01:02:48,600
I like this one, especially in 
Max. 

1154
01:02:48,840 --> 01:02:51,400
You can also kind of play it if 
you get the hyper drivers and 

1155
01:02:51,400 --> 01:02:54,080
like maybe dash and in 
teclovosin. 

1156
01:02:54,080 --> 01:02:57,560
I would take this card if I 
needed a block 3 and there 

1157
01:02:57,560 --> 01:03:02,520
weren't other block threes. 
So jumpstart, it's just OK, but 

1158
01:03:02,520 --> 01:03:05,280
it's so good at being just OK 
that I. 

1159
01:03:05,280 --> 01:03:07,400
Want to shout it out? 
I'm glad you said that last. 

1160
01:03:07,400 --> 01:03:13,000
Part I'm not saying Jumpstart is
like God's gift to Bright Lights

1161
01:03:13,000 --> 01:03:15,240
draft, but it is very 
serviceable. 

1162
01:03:15,760 --> 01:03:18,600
So I brought 2 copies of Yellow 
Jumpstart to sign and give to 

1163
01:03:18,600 --> 01:03:23,720
you guys. 
Aren't you happy Yellow Yellow 

1164
01:03:23,720 --> 01:03:27,280
Jumpstart? 
I picked up two copies in my 

1165
01:03:27,280 --> 01:03:30,480
last Bright Lights draft and I 
lost for other reasons. 

1166
01:03:34,600 --> 01:03:36,240
I can't say shit. 
I scrubbed out two. 

1167
01:03:36,920 --> 01:03:40,520
One for you and one for you. 
Thank you Fuzzy Fuzzy. 

1168
01:03:41,880 --> 01:03:48,600
So for my card, it's time for me
to talk about one of my most 

1169
01:03:48,600 --> 01:03:52,160
hated cards in Flesh and Blood. 
Oh God, this is the one I wasn't

1170
01:03:52,160 --> 01:03:56,000
preparing. 
Teclocor. 

1171
01:03:57,600 --> 01:04:01,320
No Teclocor. 
I've had a lot of deep soul 

1172
01:04:01,320 --> 01:04:03,760
searching in preparation for 
this moment. 

1173
01:04:04,240 --> 01:04:07,200
Everybody in this group knows 
how much I bitch and moan about 

1174
01:04:07,200 --> 01:04:12,040
Teclocor, and that's why I'm 
going to say Teclocor is fine. 

1175
01:04:13,280 --> 01:04:14,960
Wow, what is this? 
No, I grow. 

1176
01:04:15,280 --> 01:04:17,040
This is character growth. 
Is this a bit? 

1177
01:04:17,560 --> 01:04:22,280
No, look, I really do think that
Techno Core is an incredibly 

1178
01:04:22,280 --> 01:04:25,800
strong card that people do not 
nearly evaluate as much as I 

1179
01:04:25,800 --> 01:04:28,680
think they should in terms of 
like today we're talking about 

1180
01:04:28,680 --> 01:04:34,120
agro, the ability to start with 
resources to play the cards and 

1181
01:04:34,120 --> 01:04:35,840
make it easier. 
Because normally you always 

1182
01:04:35,840 --> 01:04:38,520
think, well, this is my pitch 
card and then I can play the 

1183
01:04:38,520 --> 01:04:42,080
other three cards. 
But now you could conceivably 

1184
01:04:42,080 --> 01:04:44,080
play everything in your fucking 
hand. 

1185
01:04:44,320 --> 01:04:46,760
Because as long as you boost, 
once you use your Techno Foundry

1186
01:04:46,760 --> 01:04:50,440
Heart to turn that free yellow 
that Techno Court gives you into

1187
01:04:50,440 --> 01:04:53,920
a free blue, that is typically 
what you're expecting in your 

1188
01:04:53,920 --> 01:04:59,480
hand to play the three cards. 
Like it's a really strong actual

1189
01:04:59,480 --> 01:05:01,960
thing. 
I think it is very, very 

1190
01:05:01,960 --> 01:05:05,160
powerful to have free resources.
Yes. 

1191
01:05:05,840 --> 01:05:07,560
But you don't get to control 
them. 

1192
01:05:08,000 --> 01:05:10,680
You don't get to pick and choose
when you get 2 free resources 

1193
01:05:10,680 --> 01:05:12,480
you have to get at the start of 
your turn. 

1194
01:05:13,120 --> 01:05:18,680
Now Han, I love you. 
Han, you always try to argue but

1195
01:05:18,680 --> 01:05:23,480
it's an item, it's a non block. 
I have to, I can't play anything

1196
01:05:23,480 --> 01:05:26,560
after Techlocore and it's like, 
yeah, that's not a fucking 

1197
01:05:26,560 --> 01:05:28,320
issue. 
You just play it at the end of 

1198
01:05:28,320 --> 01:05:31,240
your chain. 
Like you just do that instead of

1199
01:05:31,240 --> 01:05:33,040
your pistol shot. 
Whoop Dee Doo. 

1200
01:05:33,320 --> 01:05:38,040
It's not that big of a downside.
It can be a downside when you 

1201
01:05:38,080 --> 01:05:40,560
end up with one of them in hand 
in a really tight late game 

1202
01:05:40,560 --> 01:05:43,240
situation. 
It can be a downside when you 

1203
01:05:43,240 --> 01:05:46,440
pitch it away and then you never
actually end up getting any real

1204
01:05:46,440 --> 01:05:48,520
value off of it being in your 
deck. 

1205
01:05:49,080 --> 01:05:52,160
Like I think that it is a fair 
card really. 

1206
01:05:52,160 --> 01:05:56,160
What makes me so frustrated with
it is it comboing it with Spark 

1207
01:05:56,160 --> 01:06:00,360
of Genius. 
You mean I get to play a card 

1208
01:06:00,360 --> 01:06:03,880
for free that tutors out the 
teclo core? 

1209
01:06:03,880 --> 01:06:06,800
Again, the big downside of teclo
core is it being in your hand, 

1210
01:06:06,800 --> 01:06:09,480
being a non block. 
OK, no, no, no no no. 

1211
01:06:09,480 --> 01:06:11,360
Now you just can put it on the 
field. 

1212
01:06:11,360 --> 01:06:15,680
You get to completely avoid that
downside and then you get to 

1213
01:06:15,680 --> 01:06:20,200
draw a card to Arsenal that's 
actually kind of stupid, but 

1214
01:06:20,200 --> 01:06:22,760
Spark of Genius is a fair card. 
Whenever you're trying to get an

1215
01:06:22,760 --> 01:06:27,000
item of cost one or two, then 
it's completely fair. 

1216
01:06:27,280 --> 01:06:32,360
It's just this tiny little 
sliver of play when Han throws a

1217
01:06:32,360 --> 01:06:36,320
throttle and a zipper hit and a 
zero to 60 at me and then he 

1218
01:06:36,320 --> 01:06:38,840
goes spark a genius free 
Techlocore. 

1219
01:06:39,000 --> 01:06:42,520
I'm like, motherfucker, you just
drew 15 damage at me and now 

1220
01:06:42,520 --> 01:06:46,200
you're setting up for a bunch 
more like hyper powered turns. 

1221
01:06:46,360 --> 01:06:52,080
Go fuck yourself stupid. 
But again, when I really 

1222
01:06:52,080 --> 01:06:56,120
properly evaluate it, neither of
them are broken cards. 

1223
01:06:56,520 --> 01:07:00,760
Neither of them really make dash
this insane meta defining thing 

1224
01:07:01,000 --> 01:07:05,240
because they are balanced. 
It's also like when every deck 

1225
01:07:05,240 --> 01:07:08,720
has their strong stuff, like 
that's dash of strong stuff, and

1226
01:07:08,720 --> 01:07:11,400
you're talking about like the 
strongest place that dash can 

1227
01:07:11,400 --> 01:07:14,160
make, you know? 
Yeah, the strongest place that 

1228
01:07:14,160 --> 01:07:17,640
other heroes can make are a lot 
stronger than that, definitely. 

1229
01:07:18,080 --> 01:07:24,440
It is fair. 
I am in. 

1230
01:07:24,440 --> 01:07:27,920
Joel, take it, Take, take, take 
the Arsenal zone from Sorry, I 

1231
01:07:27,920 --> 01:07:30,040
can't. 
I need to go take a shower. 

1232
01:07:32,000 --> 01:07:34,160
I'm shocked. 
I did not expect that. 

1233
01:07:34,800 --> 01:07:39,360
So listeners, we have been 
seeing this on the notes, like 

1234
01:07:39,640 --> 01:07:41,560
in and out of episodes for like 
weeks. 

1235
01:07:41,560 --> 01:07:43,320
Now she keeps saying like I 
think this is. 

1236
01:07:43,320 --> 01:07:46,200
The yeah, he's like about Techno
4 and I thought he was just. 

1237
01:07:46,320 --> 01:07:48,320
I thought we'd have to cut the 
whole thing out with how many 

1238
01:07:48,320 --> 01:07:50,760
cuss words he had, but that was 
anyways. 

1239
01:07:50,760 --> 01:07:53,920
For the meme, we have to never 
release this episode, Yeah. 

1240
01:07:56,120 --> 01:07:59,120
I did such a good job of 
expressing myself. 

1241
01:07:59,120 --> 01:08:00,960
That was that was beautiful. 
Honestly, it. 

1242
01:08:01,000 --> 01:08:06,440
Was a piece of art, yeah. 
Wow, OK, well I wish I didn't 

1243
01:08:06,440 --> 01:08:09,840
have to follow that up. 
So for my card, we're releasing 

1244
01:08:09,840 --> 01:08:12,760
this around Thanksgiving time, 
like in November in general. 

1245
01:08:14,120 --> 01:08:17,120
So I wanted to talk about a card
that I fucking hate. 

1246
01:08:17,399 --> 01:08:19,880
And it gives your opponent stuff
and you stuff. 

1247
01:08:19,880 --> 01:08:22,560
It's just in the spirit of 
Thanksgiving. 

1248
01:08:23,120 --> 01:08:25,800
It's like giving your opponent a
smack in the face and that's 

1249
01:08:25,800 --> 01:08:28,680
codex a frailty. 
Not only does it give you back 

1250
01:08:28,680 --> 01:08:31,960
your favorite card in graveyard 
that you blocked with or played 

1251
01:08:31,960 --> 01:08:33,279
with I. 
Love that card. 

1252
01:08:33,279 --> 01:08:37,000
Yeah, it's great, but you also 
get a frailty, so it's like I 

1253
01:08:37,000 --> 01:08:39,160
give you a gift and I smack you 
in the face with it. 

1254
01:08:39,560 --> 01:08:41,000
And I have to discard a card 
and. 

1255
01:08:41,200 --> 01:08:42,800
You have to discard this. 
Price is man. 

1256
01:08:42,800 --> 01:08:45,479
And he gets a pond. 
And I get a ponder, see, we both

1257
01:08:45,479 --> 01:08:47,760
get something out of it. 
It's an equal exchange, right? 

1258
01:08:48,160 --> 01:08:53,120
No, no, I, I'm, I'm really just 
done with this card. 

1259
01:08:53,359 --> 01:08:56,399
I think the biggest reason why I
don't like this card is because 

1260
01:08:56,399 --> 01:08:59,760
Lexi had access to it which made
it really hard to feed Tigger 

1261
01:09:00,800 --> 01:09:03,279
and the longer the game went the
more options she had to use it 

1262
01:09:03,279 --> 01:09:05,720
with. 
Now that it's in the hands of 

1263
01:09:06,200 --> 01:09:09,920
the the assassins and like the 
worst Rangers like it's I think 

1264
01:09:10,359 --> 01:09:12,880
a better card and more in the 
line of like what it was 

1265
01:09:12,880 --> 01:09:16,359
intended to be. 
So that's my card for today. 

1266
01:09:16,600 --> 01:09:19,040
Codex of Frailty. 
I hope we see you in a more 

1267
01:09:19,040 --> 01:09:22,680
balanced light and not in the 
absurd, unfitigable Lexi 

1268
01:09:22,680 --> 01:09:26,520
monstrosity that you were. 
All right, well, I think that's 

1269
01:09:26,520 --> 01:09:28,479
the end of our episode. 
Thank you so much for listening 

1270
01:09:28,479 --> 01:09:30,640
to our ranting. 
Bye listeners. 

1271
01:09:30,640 --> 01:09:32,560
Happy Thanksgiving. 
Maybe, depending on what time 

1272
01:09:32,560 --> 01:09:35,120
this gets released. 
Bye bye 

1273
01:09:56,520 --> 01:10:00,720
Pitcher to Me Podcast is hosted 
by Fuzzy Dope, Clark Moore and 

1274
01:10:00,720 --> 01:10:04,880
Joel Racinos, Executive producer
Talon Stradley, logistics 

1275
01:10:04,880 --> 01:10:10,400
coordinator John Farkas, music 
by Dylan Holtz, logo by on V 

1276
01:10:10,600 --> 01:10:14,720
sound mixing, Christopher Moore 
and last but not least, you. 

1277
01:10:14,720 --> 01:10:17,760
Thank you for listening. 
Please give us a follow on your 

1278
01:10:17,760 --> 01:10:20,760
favorite social media platform 
at Pitcher to Me Podcast. 

1279
01:10:33,360 --> 01:10:36,800
Happy New Year. 
Happy New Year. 

1280
01:10:38,040 --> 01:10:41,880
New Year's is a time for us to 
look back and reflect as well as

1281
01:10:41,880 --> 01:10:44,000
prepare for the future. 
Isn't that right, guys? 

1282
01:10:44,080 --> 01:10:45,040
Yes. 
No. 

1283
01:10:45,560 --> 01:10:47,880
No. 
New Year's is an arbitrary date 

1284
01:10:47,880 --> 01:10:49,360
in the calendar. 
That doesn't matter. 

1285
01:10:49,600 --> 01:10:52,760
Well, I think it's a really 
arbitrary time to do reflection 

1286
01:10:52,760 --> 01:10:54,040
and you're. 
Goddamn right it is. 

1287
01:10:55,200 --> 01:10:58,880
So we're really happy with like,
how the podcast has been doing 

1288
01:10:58,880 --> 01:11:01,080
the last six months. 
We started back in like, July, 

1289
01:11:01,080 --> 01:11:04,320
August, right? 
And we thought it might be cute 

1290
01:11:04,320 --> 01:11:07,040
to do a couple like New Year's 
resolutions for where we want 

1291
01:11:07,040 --> 01:11:09,840
the show to go in 2024. 
Yeah. 

1292
01:11:10,400 --> 01:11:12,560
I think first of all, like it 
would be really cool if we did 

1293
01:11:12,560 --> 01:11:15,400
some more video content. 
Like, we haven't really made 

1294
01:11:15,400 --> 01:11:17,800
like YouTube videos, but that's 
something that I would love to 

1295
01:11:17,800 --> 01:11:20,720
do with you guys in the future, 
like produce some extra content 

1296
01:11:20,720 --> 01:11:24,800
to go on YouTube deck texts or 
other things. 

1297
01:11:25,200 --> 01:11:27,920
Yeah, like I, I there's a 
specific video idea that I had 

1298
01:11:27,920 --> 01:11:32,680
in mind for a while now, like a 
sort of like a panel discussion 

1299
01:11:32,680 --> 01:11:35,520
where we just engage with more 
of the community members of FAB 

1300
01:11:35,520 --> 01:11:39,480
like in Socal and just like talk
more about like things that 

1301
01:11:39,480 --> 01:11:40,680
aren't in the current Med 
escape. 

1302
01:11:40,680 --> 01:11:44,840
Like, you know, like sticking to
our core philosophies for the 

1303
01:11:44,840 --> 01:11:48,280
podcast and just have like a 
more collaborative effort with 

1304
01:11:48,280 --> 01:11:50,640
like the people that we talk to 
everyday about flesh and blood. 

1305
01:11:51,320 --> 01:11:54,160
Yeah. 
I definitely have the goal of 

1306
01:11:54,160 --> 01:11:55,680
just trying to make it to a 
year. 

1307
01:11:56,040 --> 01:11:59,120
It's, you know, Speaking of 
arbitrariness, it's like, when 

1308
01:11:59,120 --> 01:12:02,600
are we a real podcast? 
Was it when we first started 

1309
01:12:02,600 --> 01:12:05,280
making episodes was when we were
able to keep it up for a couple 

1310
01:12:05,280 --> 01:12:07,720
months? 
Is that one year, 2 year? 

1311
01:12:07,720 --> 01:12:09,000
Is that a certain listener 
account? 

1312
01:12:09,280 --> 01:12:12,120
I'm not really sure, but I feel 
like one year is nice because I 

1313
01:12:12,120 --> 01:12:15,960
really get to say that I put my 
all into this project and that I

1314
01:12:15,960 --> 01:12:19,720
was able to let it, I was able 
to sustain it for such a long 

1315
01:12:19,720 --> 01:12:20,480
time. 
Yeah. 

1316
01:12:20,480 --> 01:12:23,960
And that seems like a really 
wonderful, interesting thing to 

1317
01:12:23,960 --> 01:12:27,160
be able to sort of tuck away in 
my little personal resume. 

1318
01:12:27,400 --> 01:12:31,680
Yeah, definitely a whole year of
podcasting, like it's taking up 

1319
01:12:31,680 --> 01:12:33,600
a good proportion of my life 
already. 

1320
01:12:33,640 --> 01:12:35,960
And to do that for a whole year 
definitely would feel like an 

1321
01:12:35,960 --> 01:12:38,680
accomplishment if it already 
feels like an accomplishment. 

1322
01:12:38,680 --> 01:12:41,440
Honestly, I'm really happy and 
proud of the show and I'm 

1323
01:12:41,440 --> 01:12:45,040
excited to keep doing it. 
And when we hit that like 5052 

1324
01:12:45,040 --> 01:12:48,720
episode mark, like it'll feel 
really, really powerful. 

1325
01:12:48,720 --> 01:12:51,240
Oh yeah. 
Speaking of things that we've 

1326
01:12:51,240 --> 01:12:55,080
already done this year, we 
launched our Discord and that's 

1327
01:12:56,240 --> 01:12:59,240
such an amazing feeling to see 
people that I've never heard of 

1328
01:12:59,240 --> 01:13:01,440
before join our Discord and talk
about our show. 

1329
01:13:01,440 --> 01:13:02,920
It's been so, so nice. 
Yeah. 

1330
01:13:03,120 --> 01:13:05,400
I'm like, oh, I don't know who 
you are. 

1331
01:13:05,400 --> 01:13:07,800
I don't know your real life. 
Name. 

1332
01:13:07,960 --> 01:13:09,760
It's crazy. 
It's nice. 

1333
01:13:10,200 --> 01:13:12,560
It means that other people are 
listening to us outside of the 

1334
01:13:12,560 --> 01:13:14,960
like, friends and family 
category. 

1335
01:13:15,280 --> 01:13:17,560
That always also made me feel 
like I made it right. 

1336
01:13:17,560 --> 01:13:20,280
We're a real podcast. 
People I don't know listen to 

1337
01:13:20,320 --> 01:13:22,640
us. 
I think like going into the next

1338
01:13:22,640 --> 01:13:26,680
year, the next steps if we like,
want to make the podcast more 

1339
01:13:26,680 --> 01:13:29,840
formal and more professional and
a bigger project would be like 

1340
01:13:29,840 --> 01:13:32,040
potentially getting our own 
website, pitch it to be 

1341
01:13:32,040 --> 01:13:33,840
podcast.com. 
Yeah. 

1342
01:13:35,000 --> 01:13:37,960
Tell your friends or like a 
Patreon page. 

1343
01:13:37,960 --> 01:13:40,920
So we could potentially turn 
this like little hobby that 

1344
01:13:40,920 --> 01:13:44,360
we're spending a bunch of time 
on into a show that could 

1345
01:13:44,360 --> 01:13:46,640
potentially make us a couple 
dollars on the side. 

1346
01:13:46,720 --> 01:13:50,160
Or potentially, we could use 
that money from Patreon to work 

1347
01:13:50,160 --> 01:13:54,040
directly with other artists and 
creators, collaborators, to 

1348
01:13:54,040 --> 01:13:56,880
produce like an even cooler, 
more well-rounded. 

1349
01:13:56,880 --> 01:14:00,600
Project Yeah yeah like that's 
what I've also really enjoyed 

1350
01:14:00,600 --> 01:14:03,000
about the Discord is seeing 
everyone's like different ideas 

1351
01:14:03,000 --> 01:14:06,560
like and having one place to 
like just work with them. 

1352
01:14:06,720 --> 01:14:09,520
You know I think we've already 
gotten like a a few ideas like 

1353
01:14:09,520 --> 01:14:13,600
for our next episodes. 
But thinking about how we can 

1354
01:14:13,600 --> 01:14:17,440
you know pour more of our energy
in a different way and maybe 

1355
01:14:17,440 --> 01:14:20,880
make some of these like ideas 
that people have into like real 

1356
01:14:20,880 --> 01:14:24,400
life artwork or real life cards 
that we wouldn't see exist like 

1357
01:14:24,400 --> 01:14:27,040
in fleshable unnecessarily. 
But just seeing like what we can

1358
01:14:27,040 --> 01:14:30,040
come up with as a community 
would be really cool to to watch

1359
01:14:30,040 --> 01:14:32,560
out for too. 
I think that's what like what 

1360
01:14:32,600 --> 01:14:34,600
people really look forward to as
a content creator. 

1361
01:14:34,600 --> 01:14:36,200
And I I'm personally excited 
about that. 

1362
01:14:36,200 --> 01:14:39,440
In addition to, you know, 
possibly making like it an 

1363
01:14:39,440 --> 01:14:41,040
income off of this, but you 
know. 

1364
01:14:41,760 --> 01:14:44,200
So overall thank you guys for 
listening and we're excited for 

1365
01:14:44,200 --> 01:14:45,840
the next year and see what 
seeing where it takes us.

