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Hello there, it's Clark, your 
favorite host #2 back with 

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another re release episode this 
week. 

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I wanted to feature an episode 
we did pretty early on in our 

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podcast when our community was a
bit smaller. 

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I pushed for this episode after 
getting tilted at an Armory that

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week and discussing why with 
some friends afterwards. 

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Re listening to this episode, 
I'm reminded of how important it

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is to have a healthy mindset 
when going into an Armory. 

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Fuzzy and Joel also absolutely 
killed their sections discussing

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how flesh and blood engages with
the problem of variance in card 

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games. 
Fuzzy also did an incredible job

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on his turn 0, so even if you 
don't listen to the rest of the 

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episode, just listen to that 
section. 

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It is truly hilarious. 
We could not stop laughing when 

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recording this episode. 
With all that being said, I'm 

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going to get out of here and 
leave you with the episode. 

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Thank you and see you in 2025. 
Welcome to Pitch It to Me 

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podcast, a show about the 
subjective past, present, and 

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potential future of flesh and 
blood design, where we're 

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consistently bringing you the 
best flesh and blood podcast on 

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the market. 
User experience may vary. 

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On Red Pitch, Clark will opine 
about the eternal struggle that 

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trading card game players face 
every time they sit down to 

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play. 
On Yellow Pitch, Fuzzy will go 

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over the ways that variance is 
handled in the fundamental 

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design of the game. 
On Blue Pitch, Joel will give 

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you some tips for how you can 
make choices that increase 

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consistency and variants. 
You can find us across all 

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socials such as TikTok and 
Instagram at Pitch It to Me 

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podcast. 
Very hands. 

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It was a cruel mistress, her 
soft, velvety hands caressing 

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you as you draw the most cracked
hand in the world to take the 

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tempo, only to suddenly strike 
you across your face as you draw

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4 Blues in the very next turn. 
Say Lovey. 

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That worked away better. 
That was crazy, you know that? 

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Worked way. 
Better than I worked up and it 

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seems fuzzy. 
I just saw an 1840s French 

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maiden. 
He was smoking a cigarette to. 

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Cockle page in the middle of the
night. 

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That's crazy. 
In the wrong career. 

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No stutter whatsoever, just 
fucking nailed it. 

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Had the accent up too for yeah 
that's what I'm saying. 

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That was crazy. 
Thank God we don't have any 

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listeners in France. 
I want to shout out my dad for 

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listening to our podcast. 
He doesn't play flesh and blood 

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but he loves me so he listened 
to a few episodes and you might 

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listen to more. 
So Papa Dope, if you're 

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watching, I love you too. 
That's sweet. 

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That's sweet as hell. 
I don't have any special shout 

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outs. 
I don't think any of my, I mean 

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my brother listens because he 
mixes the podcast every week. 

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He doesn't have to listen to Mix
It. 

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I mean, I think he does because 
like every so often he'll text 

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me about it, so, you know. 
He listens by choice. 

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Chris, thank you. 
He's a real 1. 

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He is honestly. 
Our podcast episode today is 

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about variance and consistency. 
And in order to perfectly frame 

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the subject of variance and 
consistency, I'm going to hand 

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things off to Clark for Red 
Pitch. 

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He's going to talk about the 
omnipresent chaos of card games.

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Yes. 
So for red pitch today, I want 

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to talk about how card games are
very capricious. 

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They're just, they're so random 
inherently by nature. 

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Like it is a random thing in In 
the Flesh and Blood. 

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Ever since Gregorian Tome did 
his video on fighting games, I 

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think, and even a little bit 
before that, people love the 

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fighting game analogy for Flesh 
and Blood. 

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Yes, but fighting games you can 
control every single thing that 

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you do at every point in the 
game. 

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That's true you. 
Cannot do that in flesh and 

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blood. 
As much as you want to. 

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Yeah, you, but it's crazy 
because Flesh and Blood is one 

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of the lowest variance card 
games, but it's still a card 

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game. 
You still need to draw random 

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cards from your deck to play the
game. 

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And because of that, there is 
always going to be variance in 

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every single game. 
And so I wanted to talk about 

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that element of variance and 
consistency because you're never

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going to escape it. 
It's it's going to happen and I 

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think a lot of players maybe 
have a different frame of 

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reference when they come to 
flesh and blood. 

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They come from some other game 
that felt higher variance and so

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they go, well I love flesh and 
blood, it's such a low variance 

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game. 
But I still find myself having 

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the same feelings in a game of 
flesh and blood when I draw 4 

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Reds as I did in magic when I 
was mana droughted. 

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Sometimes I even feel worse 
about it because when I play 

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Flesh and Blood I'm thinking, oh
this game is super consistent, 

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this shouldn't be happening to 
me. 

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Well in Magic the Gathering it's
like, yeah, sometimes you just 

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get 7 lands buddy. 
Sometimes you just RIP nothing 

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but lands off the top and you're
used to it because you expect 

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it. 
You feel better about it. 

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I feel like I'm going to give 
you a counterpoint and then a 

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counterpoint to that 
counterpoint. 

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And magic, If you Magic the 
Gathering, if you start the game

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with 7 lands in your hand, you 
do have a Mulligan, but like a 

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Mulligan feels bad in its own 
way, right? 

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So let's just say like you are 
not able to find lands in your 

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opening hand despite mulliganing
whatever, and you lose that game

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because you aren't able to play 
much of anything, right? 

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You're so out of the game you're
not able to get a foothold and 

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you lose, and that sucks. 
It's a little bit tempered by 

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the best of three aspect where 
you're not running ruining your 

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entire match, you're just 
ruining one game. 

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In Flesh and Blood, when you 
draw a bad hand, you can block 

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out with it and it's just one 
bad hand. 

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You're not ruining your entire 
game. 

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Except Flesh and Blood can be 
really tight because these games

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can be so close. 
Every game of Flesh and Blood 

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can feel very close, and when 
you have one bad hand, that's 

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the one that you're going to 
look back at and you're going to

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be like, man, I lost with and he
had one life. 

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If I had one better hand, I 
probably could have taken it. 

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And there's a lot more in the 
game that goes on than that 

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often. 
Like a lot of different things 

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would have changed if you had 
drawn a better hand at that 

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point. 
Like they would have played more

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defensively and maybe they could
have played defensively and came

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back, but it can feel really 
punishing because it's a best of

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one format and every hand feels 
like it matters so much in flesh

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and blood. 
Yeah, seeing less of the OR 

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seeing less variance in a game 
can also make you pigeonhole on 

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the few instances where variance
like really screwed you out of a

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game or like created so many 
like different paths of decision

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making that there's so many 
wrong ones and you're more 

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likely to choose the wrong one. 
Or a wrong one and get punished 

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for it. 
Yeah. 

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And ultimately, that's sort of 
that leads really well into like

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my main point, which is we have 
a really hard time as humans 

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dealing with probabilities. 
If you guys don't actually know,

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I was a math tutor, specifically
a statistics tutor for multiple 

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years while I was. 
That was my job up through 

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college. 
It's also a job that Fuzzy did 

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as well. 
So we've like talked a lot about

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statistics and probabilities. 
The hardest chapter in 

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statistics was probabilities. 
Like that's the one I always saw

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the most students struggling 
with. 

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And even students who were very 
good at math always struggled 

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with probabilities, I think 
because our brains are. 

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So it's not designed for it. 
Sure. 

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I've always said to my students 
that the human brain is designed

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for lines, not numbers. 
Like we are designed to 

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understand spaces, not numerical
representations of things. 

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And so reality often doesn't 
make sense when it comes to 

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things like probabilities. 
And I just want to remind 

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everyone that like as long as 
there are 4 red cards in your 

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deck that you don't know where 
they are, you can draw 4 red 

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cards or Blues or Blues. 
Like unless you know for a fact 

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what your pitch stack looks like
and that is the rest of your 

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deck, there is a chance that you
draw bad hands and that is 

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always going to be present in 
every single game. 

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There is a really fascinating 
experience actually that 

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happened when in the trading 
card game world that I want to 

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talk about here, which is when 
Magic Arena came out. 

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So when Magic Arena came out, it
was probably one of the biggest 

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online card game playing 
platforms I feel like. 

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Definitely a big deal. 
And so a lot of people will say 

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that it mana screws you or mana 
droughts you way more often than

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IRL play. 
I haven't heard that before. 

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And I've heard similar things 
about Teloshar actually. 

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Like Teloshar will roll you way 
more sixes and way more ones 

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than in real life. 
But The thing is that they're 

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using actual real random number 
generators. 

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No it isn't. 
There is no skew in Teloshar or 

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Magic Arena for these things. 
They are. 

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Usually not true in Magic Arena 
when you're playing a best of 

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one format. 
Oh, I did forget that they 

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added. 
That yeah, it'll actually give 

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draw two hands and it'll present
to you the one where you had a 

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better balance of lands versus 
cards, so you're less likely to 

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draw on all 7 in hand of all 
lands or all non land cards. 

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Because Magic Arena does 
actually like it favors you. 

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It gives you slightly better 
draws than you normally would. 

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And yet colloquially when you 
look online, people will still 

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talk about be like getting more 
mana flood or mana drought based

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off of these things. 
It's led to conversations like, 

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should we be changing shuffling 
rules to make sure that like 

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these cards are actually random?
Stuff like that, 'cause if you 

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think about it, we're not doing 
like casino level random 

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shuffles. 
We're doing push shuffles most 

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of the time, sometimes pile 
shuffles. 

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These are not the most accurate 
ways of shuffling a deck to make

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it properly random. 
And are those even like 

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optimized for 60 card decks? 
What about 65 card decks? 

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70 card decks that we can end up
with in flesh and blood, right? 

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Like it's so weird that the 
variance is both very high and 

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also not perfectly random in 
these ways. 

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Yeah, we we like to think of our
shuffling as being random, but 

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really it's just random enough, 
you know? 

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I've heard when I first started,
I was or when I first started 

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card games in general, I didn't 
know how to shuffle properly. 

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And this is something I've gone 
with like new players who are 

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new to TCGS as well. 
They just don't matter. 

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Like they'll power shuffle or 
pile shuffle, excuse me, or 

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they'll just kind of like do 
this number. 

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I don't know how to. 
It's the it's for me. 

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I was introduced to that shuffle
as the Yu-gi-oh Shuffle 'cause 

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it's what they would do in the 
Yu-gi-oh anime. 

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They. 
Would take them, they would cut 

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out the middle of the deck and 
then they would play essentially

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small cuts of that larger 
portion on top of their other 

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hand. 
Yeah, that's a really good way 

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of explaining it. 
Not great, but. 

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What it's better than what I had
in mind because I was just doing

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a hand motion. 
They didn't say anything. 

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Yeah. 
So with that in mind, I've, I've

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heard like you have to shuffle a
minimum of like 7 or 10 times, 

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like taking like splitting it in
half and like combining them 

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together, making sure that, you 
know, it's kind of evenly 

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distributed across the piles, 7 
to 10 of those, like make it 

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like more random than just like 
one or two. 

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00:12:08,320 --> 00:12:11,800
And they're still like really 
good chunks of power cards with 

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Blues or, or whatever the case 
may be. 

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00:12:13,520 --> 00:12:17,200
Like I don't, I seriously doubt 
there's a lot of stacking going 

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on in in Flesh and Blood. 
But that can't happen, you know,

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Especially if you are drawing 4 
cards a turn. 

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Like eventually you're going to 
have like these big clumps. 

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So I've heard 7 or 10 is the 
magic number. 

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Yeah. 
But like we've just heard that, 

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right versus what, what the 
reality of what we think things 

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00:12:37,640 --> 00:12:41,560
should be, what we hear and then
what the actual probabilities 

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show are so wildly different 
sometimes. 

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00:12:45,000 --> 00:12:47,680
Like have you guys heard of the 
Monty Hall problem? 

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I. 
Don't think so. 

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00:12:49,840 --> 00:12:52,080
Yeah, yeah, I'm familiar. 
Fuzzy, do you want to explain 

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00:12:52,080 --> 00:12:53,800
the Monty Hall problem? 
OK, I'm gonna do my best. 

228
00:12:53,880 --> 00:12:55,560
I feel like you do a very good 
job of it. 

229
00:12:57,520 --> 00:13:00,600
If you can hear this, it means 
that Fuzzy, while editing, took 

230
00:13:00,600 --> 00:13:03,880
the multi hall problem and put 
it at the very end of the 

231
00:13:03,880 --> 00:13:08,760
episode after the credits. 
If you want if you want to hear 

232
00:13:09,000 --> 00:13:12,000
our explanation of the Monty 
Hall problem, you can either 

233
00:13:12,000 --> 00:13:15,120
wait till the end or skip over 
to the end and hear Fuzzy 

234
00:13:15,120 --> 00:13:17,480
describe it. 
Or you can pause right now and 

235
00:13:17,480 --> 00:13:19,760
look it up on Wikipedia. 
One of the two. 

236
00:13:20,280 --> 00:13:24,920
All right, back to our episode. 
A lot of the times people will 

237
00:13:24,920 --> 00:13:29,080
get very upset about the Monty 
Hall problem, like they'll 

238
00:13:29,080 --> 00:13:31,600
either get either statisticians 
will get pissed off that people 

239
00:13:31,600 --> 00:13:35,120
like don't understand the 
reality of the probability, or 

240
00:13:35,120 --> 00:13:37,440
people will be like, no, that's 
dumb and wrong. 

241
00:13:37,440 --> 00:13:40,360
It's 5050 and people will get 
very emotional about it. 

242
00:13:40,840 --> 00:13:43,240
And if you've ever played at a 
flesh and Blood event, you've 

243
00:13:43,240 --> 00:13:47,480
probably seen people get very 
emotional about things not going

244
00:13:47,480 --> 00:13:50,080
their way. 
The car, the hand's not working 

245
00:13:50,080 --> 00:13:54,000
out. 
So I think that's something that

246
00:13:54,000 --> 00:13:57,240
every flesh and blood player is 
going to have to struggle with, 

247
00:13:57,400 --> 00:14:02,320
is going to have to manage. 
How do you behave when you have 

248
00:14:02,320 --> 00:14:05,800
shit luck? 
It's a great question and it's 

249
00:14:05,800 --> 00:14:07,800
something that like we all kind 
of need to be thinking about, 

250
00:14:07,800 --> 00:14:09,520
right? 
I don't want to use the word 

251
00:14:09,640 --> 00:14:14,400
responsibility because we're all
just trading card players, and 

252
00:14:14,440 --> 00:14:16,960
if you enjoy the game or don't 
enjoy aspects of the game, 

253
00:14:16,960 --> 00:14:18,560
that's entirely your 
prerogative. 

254
00:14:18,840 --> 00:14:22,480
I'm not going to say you have to
have the emotional labor of 

255
00:14:22,480 --> 00:14:27,440
handling variants, but I do kind
of feel like it's almost 

256
00:14:27,440 --> 00:14:29,320
something you have the 
responsibility for. 

257
00:14:29,320 --> 00:14:32,560
Because you can't put that on 
your opponent every single time.

258
00:14:32,560 --> 00:14:35,160
Absolutely. 
We've also sat across the table 

259
00:14:35,160 --> 00:14:39,160
from people who have gotten 
really pissed off because I 

260
00:14:39,160 --> 00:14:42,800
happen to have a good hand. 
Why is that my responsibility? 

261
00:14:42,800 --> 00:14:46,440
I drew good and you're getting 
pissed at me about it. 

262
00:14:46,440 --> 00:14:49,160
Bro, I didn't do anything. 
I shuffled. 

263
00:14:49,160 --> 00:14:51,360
I drew. 
I played the hands that I drew. 

264
00:14:51,600 --> 00:14:53,400
But you're upset about it. 
And I don't want you to be 

265
00:14:53,400 --> 00:14:56,840
upset, fuzzy, because you're my 
friend and I love you and I want

266
00:14:56,840 --> 00:14:58,440
you to keep playing. 
I want you to keep showing up to

267
00:14:58,440 --> 00:14:59,920
Armories. 
I enjoy your company. 

268
00:15:00,360 --> 00:15:06,480
But when you're getting upset 
because I got lucky, I'm now at 

269
00:15:06,480 --> 00:15:08,920
least somewhat responsible for 
that as the person sitting 

270
00:15:08,920 --> 00:15:12,280
across the table from you. 
So we should be thinking about 

271
00:15:12,280 --> 00:15:15,880
how can we manage our own 
emotions to not put that onto 

272
00:15:15,880 --> 00:15:18,880
our fellow flesh and blood. 
Player so that speaks to two 

273
00:15:19,760 --> 00:15:21,760
interesting points. 
Number one, just like the 

274
00:15:21,760 --> 00:15:24,640
emotional maturity of players, I
think in Flesh and MUD as a 

275
00:15:24,640 --> 00:15:27,840
whole, there's a lot less of 
that than what I've experienced 

276
00:15:27,840 --> 00:15:29,920
in other trading current games 
with more variants. 

277
00:15:30,280 --> 00:15:33,640
Like it seems like the more 
variance a game, the more people

278
00:15:33,640 --> 00:15:36,480
that are attracted to it that 
don't have that same level of 

279
00:15:36,480 --> 00:15:38,800
maturity in my opinion. 
Are you saying that people 

280
00:15:38,800 --> 00:15:41,600
complain about variance more in 
high variance games? 

281
00:15:42,120 --> 00:15:46,400
Yes, because they they kind of 
use it to their advantage and 

282
00:15:46,400 --> 00:15:49,080
then they're just going to be 
more affected by, I guess in my 

283
00:15:49,080 --> 00:15:50,720
opinion. 
Whereas in Flesh and Blood, 

284
00:15:50,720 --> 00:15:53,880
because it's on a lower scale 
and if you play a lot of games 

285
00:15:54,200 --> 00:15:56,320
like especially these pro 
players, like you'll see their 

286
00:15:56,320 --> 00:15:59,880
mental state like unfazed by 
these stupid turns and still win

287
00:16:00,120 --> 00:16:02,880
because they just buckle down. 
Like OK, they don't tell. 

288
00:16:03,080 --> 00:16:07,240
They don't tell, right. 
So if you play thousands of 

289
00:16:07,240 --> 00:16:12,640
games, like probably 10% or more
are gonna be insane. 

290
00:16:12,760 --> 00:16:14,320
And those are just have the 
outliers. 

291
00:16:14,600 --> 00:16:17,880
And as a regular player, as a 
casual player, you might go 

292
00:16:17,880 --> 00:16:22,040
against these insane draws like,
man, you're just gonna feel a 

293
00:16:22,040 --> 00:16:24,960
lot differently about it than 
the average pro player would 

294
00:16:25,120 --> 00:16:28,520
because you don't see the 
regular games as often. 

295
00:16:28,640 --> 00:16:33,840
One way to impact your mental 
ability to affect these things 

296
00:16:33,840 --> 00:16:37,800
is to change your mindset and 
thinking long term or thinking 

297
00:16:37,800 --> 00:16:42,000
about moments when the variance 
went another way is a very good 

298
00:16:42,000 --> 00:16:43,800
way of doing that right 
Thinking. 

299
00:16:43,800 --> 00:16:47,480
If you are so focused on that 
one bad hand that you drew that 

300
00:16:47,480 --> 00:16:51,680
game, think about well, what was
a very good hand that I drew 

301
00:16:51,680 --> 00:16:54,480
that game and it'll help 
emotionally balance you. 

302
00:16:55,080 --> 00:16:58,440
You may also view things maybe a
little inconsistently with your 

303
00:16:58,440 --> 00:17:00,800
deck, like maybe you do need to 
be thinking, oh, is my deck too 

304
00:17:00,800 --> 00:17:01,960
high variance? 
Is it? 

305
00:17:02,280 --> 00:17:06,000
So like there's still a little 
bit of be careful not to get in 

306
00:17:06,000 --> 00:17:08,520
the way of your objective 
accuracy, but in terms of 

307
00:17:08,520 --> 00:17:13,040
managing emotion, just 
automatically thinking of a 

308
00:17:13,040 --> 00:17:15,800
counter. 
So what you're thinking is a is 

309
00:17:15,800 --> 00:17:17,240
a good way of managing it. 
Clark, you're. 

310
00:17:17,240 --> 00:17:22,280
Talking about how you can 
emotionally react to variants 

311
00:17:22,319 --> 00:17:28,440
and by thinking more about 
variants and IA 100% stand by 

312
00:17:28,440 --> 00:17:30,840
everything you said. 
But as an alternative, I also 

313
00:17:30,840 --> 00:17:33,520
want to mention you can also 
just focus on the things that 

314
00:17:33,520 --> 00:17:36,280
were in your control. 
Focus on the plays that you 

315
00:17:36,280 --> 00:17:38,920
could have made yes. 
I just lost this game when I 

316
00:17:38,920 --> 00:17:41,840
drew a bad hand and they were at
one life was there maybe 

317
00:17:41,840 --> 00:17:44,160
somewhere else in the game I 
could have squeezed out a point 

318
00:17:44,160 --> 00:17:47,280
to value that was in my control 
That way I could have won the 

319
00:17:47,280 --> 00:17:49,880
game before I drew into this bad
hand and I think that's what a 

320
00:17:49,880 --> 00:17:52,200
lot of pro players get their 
reputation for. 

321
00:17:52,200 --> 00:17:54,800
They focus on what's in their 
control and things are in your 

322
00:17:54,800 --> 00:17:57,240
control. 
Might be making deck choices 

323
00:17:57,240 --> 00:18:02,520
that lead to you having these 
low rolls less often, or putting

324
00:18:02,520 --> 00:18:04,960
cards in your deck that are 
specifically for this matchup. 

325
00:18:05,120 --> 00:18:07,760
Things that you can do before 
the game starts, as well as 

326
00:18:07,760 --> 00:18:10,600
things that you can do during 
the game, lines of play, 

327
00:18:10,760 --> 00:18:13,040
etcetera. 
Choosing to block instead of 

328
00:18:13,040 --> 00:18:14,760
play a card. 
Expand. 

329
00:18:14,760 --> 00:18:18,040
Expanding your mindset outside 
of that one turn I think is a 

330
00:18:18,040 --> 00:18:20,720
great strategy. 
Think about could I have? 

331
00:18:21,280 --> 00:18:25,720
How can I change my strategy on 
turn 0 and turn 5:00 so that 

332
00:18:25,720 --> 00:18:30,200
when I draw a super bad hand on 
turn 12 it doesn't mean as much?

333
00:18:30,280 --> 00:18:32,120
Exactly. 
I think that's a great point 

334
00:18:32,120 --> 00:18:35,400
because flesh and blood, more so
than any other TCG that exists 

335
00:18:35,400 --> 00:18:38,080
right now, has more 
opportunities for you to look 

336
00:18:38,080 --> 00:18:41,640
back and this micro decision 
makes a huge impact later on. 

337
00:18:41,640 --> 00:18:44,600
It's just like a domino effect. 
And there's so many of those you

338
00:18:44,600 --> 00:18:47,320
can find and discover just 
waiting for you in the game. 

339
00:18:47,320 --> 00:18:49,200
That's part of why we love the 
game so much, right? 

340
00:18:49,760 --> 00:18:51,920
And I want to want to specify on
the word focus. 

341
00:18:52,080 --> 00:18:54,240
Focus on the things that are in 
your control. 

342
00:18:54,240 --> 00:18:57,280
Focus on the decisions you can 
make, focus on what you like 

343
00:18:57,280 --> 00:18:59,360
about the game. 
If we if you like that word 

344
00:18:59,360 --> 00:19:03,120
focus, you could say that 
anytime you spend too much time 

345
00:19:03,120 --> 00:19:06,880
thinking about how luck screwed 
you over, that is a distraction.

346
00:19:07,080 --> 00:19:09,800
A distraction from the things 
that you like about the game, A 

347
00:19:09,800 --> 00:19:13,200
distraction from you being able 
to make better choices and 

348
00:19:13,200 --> 00:19:17,880
improve. 
And if you think about bad luck 

349
00:19:17,880 --> 00:19:22,200
as a distraction, it might be 
able to help you focus in the 

350
00:19:22,200 --> 00:19:25,440
future. 
And because I don't want you to 

351
00:19:25,440 --> 00:19:27,840
get gotten, I don't want you to.
Don't get gotten. 

352
00:19:27,840 --> 00:19:30,520
I don't want Lady Luck to come 
over here and distract you from 

353
00:19:30,520 --> 00:19:33,840
being a good, healthy player. 
Love that. 

354
00:19:34,480 --> 00:19:38,120
The final thing that I'm going 
to to say about this is that I 

355
00:19:38,120 --> 00:19:39,640
do kind of want to return to 
that. 

356
00:19:39,640 --> 00:19:44,200
Like, how do we behave? 
Let's take this moment to 

357
00:19:44,200 --> 00:19:48,440
actually reflect listeners and 
us here recording today. 

358
00:19:49,080 --> 00:19:53,680
Let's take a moment and reflect 
on how can we behave better when

359
00:19:53,680 --> 00:19:57,440
faced with these moments. 
I think so much about improving 

360
00:19:57,440 --> 00:19:59,800
your behavior is actually being 
able to think about it when 

361
00:19:59,800 --> 00:20:03,120
you're in an emotionally stable 
state before you reach the 

362
00:20:03,120 --> 00:20:05,800
actual emotional state. 
Or we're getting deep therapy 

363
00:20:05,800 --> 00:20:07,800
today, boys. 
I'm a psycho major. 

364
00:20:07,800 --> 00:20:12,120
I'm going to do it. 
So think about it now. 

365
00:20:12,120 --> 00:20:13,400
Think about it when you have 
downtime. 

366
00:20:13,400 --> 00:20:15,840
Think about it as you're driving
to your Armory. 

367
00:20:16,000 --> 00:20:19,560
Hey, when things go wrong, what 
do I want to do? 

368
00:20:19,560 --> 00:20:22,240
What do I think is the right 
thing to do? 

369
00:20:23,160 --> 00:20:26,040
And also think about what is the
right thing to do when you are 

370
00:20:26,040 --> 00:20:28,520
looking at a player across the 
table who is having that hard 

371
00:20:28,520 --> 00:20:31,320
time, right? 
Chastising them is probably not 

372
00:20:31,320 --> 00:20:33,800
going to help. 
Telling them that they're that 

373
00:20:33,800 --> 00:20:35,720
they shouldn't be emotional 
about it is probably not going 

374
00:20:35,720 --> 00:20:40,120
to help. 
I have noticed that I've done a 

375
00:20:40,120 --> 00:20:42,480
lot better at managing my 
emotions in flesh and blood 

376
00:20:42,480 --> 00:20:45,640
because there are very nice 
people sitting across the table 

377
00:20:45,640 --> 00:20:49,040
from me who will commiserate. 
Yeah, that hand was super rough,

378
00:20:49,040 --> 00:20:51,560
man. 
You lost the tempo, and then 

379
00:20:51,560 --> 00:20:53,840
that just led to a snowball and 
you just lost the game. 

380
00:20:54,040 --> 00:20:57,640
I'm sorry that that happened to 
you and that helps so much. 

381
00:20:57,840 --> 00:21:01,640
Rather than lamau get good, 
lamau get good. 

382
00:21:01,640 --> 00:21:07,600
Well, correct doesn't help the 
situation that the person is 

383
00:21:07,600 --> 00:21:10,160
currently in. 
They can think about how to get 

384
00:21:10,160 --> 00:21:15,120
good later. 
Focus on your community. 

385
00:21:15,880 --> 00:21:18,720
If you are playing a high 
variance hero and you're losing 

386
00:21:18,720 --> 00:21:21,840
a lot, or if you're just having 
bad armories week after week 

387
00:21:21,840 --> 00:21:26,440
after week, talking about 
improving is nice because you 

388
00:21:26,440 --> 00:21:28,040
think oh I get to win more, but 
guess what? 

389
00:21:28,040 --> 00:21:31,200
Someone's going to go 04 at your
Armory. 

390
00:21:31,480 --> 00:21:34,880
You might be that person. 
When you are that person, try to

391
00:21:34,880 --> 00:21:38,160
get something out of the game 
that isn't the victory, that 

392
00:21:38,160 --> 00:21:43,240
isn't the like super good game. 
If you are getting value out of 

393
00:21:43,240 --> 00:21:46,120
going to your card shop and 
talking to friends and doing 

394
00:21:46,120 --> 00:21:51,200
trades and having fun, I think 
that it will bother you less 

395
00:21:51,200 --> 00:21:53,040
when those big moments of 
variance happen. 

396
00:21:54,320 --> 00:21:56,880
That was beautiful. 
The community, man, It's about 

397
00:21:56,880 --> 00:21:58,240
the community. 
It's about the people that we're

398
00:21:58,240 --> 00:22:01,080
playing with. 
The cards are secondary in my 

399
00:22:01,080 --> 00:22:03,320
personal opinion. 
Yeah, I've said similar things 

400
00:22:03,320 --> 00:22:05,320
and I 100% agree with that 
sentiment. 

401
00:22:05,360 --> 00:22:08,680
And I'll, I'm already thinking 
of like ways I can use that 

402
00:22:08,680 --> 00:22:13,160
advice too, because I have the 
tendency to roll scabs or do a 

403
00:22:13,160 --> 00:22:15,960
risky play with too many misses 
and graveyard for my deck or 

404
00:22:15,960 --> 00:22:17,800
whatever and get punished for 
it. 

405
00:22:17,800 --> 00:22:20,800
And then I can see how it would 
sour the experience for the 

406
00:22:20,800 --> 00:22:22,520
other people. 
So you know. 

407
00:22:23,080 --> 00:22:25,040
Yeah, it's something that we can
all improve on. 

408
00:22:26,440 --> 00:22:30,800
So now that we've talked about 
our capricious mistress of 

409
00:22:30,800 --> 00:22:35,280
Variance, Fuzzy, can you talk 
about how I'm going to hand it 

410
00:22:35,280 --> 00:22:37,000
off to Fuzzy for our yellow 
pitch? 

411
00:22:37,400 --> 00:22:42,600
So I wanted to talk in yellow 
Pitch today about the decisions 

412
00:22:42,600 --> 00:22:46,240
that Legend Story Studios has 
made to reduce variance in their

413
00:22:46,240 --> 00:22:50,440
game and maybe talk a little bit
about how they allow or 

414
00:22:50,440 --> 00:22:52,840
increased variance compared to 
other trading card games. 

415
00:22:53,520 --> 00:22:56,120
To start off with, I think the 
most obvious one is the resource

416
00:22:56,120 --> 00:22:58,320
system coming from Magic the 
Gathering. 

417
00:22:58,320 --> 00:23:02,440
You had cards that were lands 
and cards that were not lands 

418
00:23:02,520 --> 00:23:05,400
and you needed the lands in 
order to play the not lands. 

419
00:23:05,760 --> 00:23:09,000
And if you do all of one type, 
uh oh. 

420
00:23:10,960 --> 00:23:14,120
In a game like Hearthstone, at 
least when it comes to the 

421
00:23:14,120 --> 00:23:17,000
resource system, is much less 
variance. 

422
00:23:17,440 --> 00:23:19,920
Because in Hearthstone, you 
always get your resource every 

423
00:23:19,920 --> 00:23:22,440
turn. 
Turn 1 you have one resource, 

424
00:23:22,440 --> 00:23:25,640
turn 5 you have 5 resources. 
You can rely on that. 

425
00:23:25,760 --> 00:23:28,440
Hearthstone has less variance 
than Magic the Gathering in that

426
00:23:28,440 --> 00:23:31,080
sense. 
In this game, Flesh and Blood, 

427
00:23:31,560 --> 00:23:35,800
the resource system is baked 
into the cards and you don't 

428
00:23:35,800 --> 00:23:39,840
need to rely on drawing 
expensive cards late in the game

429
00:23:39,960 --> 00:23:43,120
and cheap cards early in the 
game because it's all depends on

430
00:23:43,120 --> 00:23:45,360
what else you draw. 
So this can have a lot of 

431
00:23:45,360 --> 00:23:47,960
variance to it. 
If I draw like an expensive card

432
00:23:47,960 --> 00:23:50,520
and all Reds, I can't cast the 
expensive card. 

433
00:23:50,840 --> 00:23:56,000
If I draw all Blues and 0 cost 
cards like 0 cost Blues, I don't

434
00:23:56,000 --> 00:23:58,040
really have A use for the Blues 
so I can't get a whole lot of 

435
00:23:58,040 --> 00:24:00,640
value out of them. 
Because each card can be used in

436
00:24:00,640 --> 00:24:04,560
multiple ways, I would say it 
has lower variance because you 

437
00:24:04,560 --> 00:24:07,600
always have something to be able
to play or block. 

438
00:24:08,560 --> 00:24:10,560
Do you guys agree? 
I do agree. 

439
00:24:10,560 --> 00:24:12,160
I really agree with that last 
point. 

440
00:24:12,400 --> 00:24:17,000
I almost take not issue, but I 
almost disagree with the fact 

441
00:24:17,000 --> 00:24:20,560
that the resource system is what
reduces the variance. 

442
00:24:20,840 --> 00:24:23,120
OK, I feel like that's almost 
higher variance than something 

443
00:24:23,120 --> 00:24:26,760
like Hearthstone or Legends of 
Room Terra where the resources 

444
00:24:26,760 --> 00:24:29,120
are this very consistent crawl 
up. 

445
00:24:29,440 --> 00:24:31,960
Because it's going to be the 
exact same way every single 

446
00:24:31,960 --> 00:24:34,040
game. 
I think I agree with that, 

447
00:24:34,080 --> 00:24:38,080
except like in Hearthstone or 
Legends of Rune Terra, on the 

448
00:24:38,080 --> 00:24:41,520
first turn after Mulligan's you 
can sometimes wind up with 

449
00:24:41,520 --> 00:24:43,240
really expensive cards and 
nothing to play. 

450
00:24:43,640 --> 00:24:46,160
In those games you have cards 
that are really expensive that 

451
00:24:46,160 --> 00:24:48,560
you don't want to draw early, 
and you don't want to draw the 

452
00:24:48,560 --> 00:24:51,720
cheap cards late game unless 
they're really good cheap cards 

453
00:24:51,720 --> 00:24:54,000
that are flexible. 
But it leads to a higher 

454
00:24:54,000 --> 00:24:56,520
variance game because you're 
still dependent very much on the

455
00:24:56,520 --> 00:24:58,840
single card draws and hoping 
that it's relevant to that 

456
00:24:58,840 --> 00:25:02,920
situation. 
I suppose I still feel like it's

457
00:25:03,160 --> 00:25:06,160
more consistent because you 
literally game one mana every 

458
00:25:06,160 --> 00:25:08,560
single turn. 
Sure, and that feels more 

459
00:25:08,560 --> 00:25:12,120
consistent to me. 
Sure, definitely less agency. 

460
00:25:12,560 --> 00:25:15,040
Yes, yeah, I was just going to 
bring that up like it's more 

461
00:25:15,040 --> 00:25:17,720
consistent in that it's built 
into the game and you have no 

462
00:25:17,720 --> 00:25:19,680
control over it. 
So eventually you're going to 

463
00:25:19,680 --> 00:25:21,840
have an off mana. 
The issues lie with what you 

464
00:25:21,840 --> 00:25:23,680
draw as you're building up that 
mana. 

465
00:25:23,680 --> 00:25:26,600
Like if you draw a bunch of 
cheap stuff, then you're never 

466
00:25:26,600 --> 00:25:30,680
going to be able to make full 
use of the like mid game, I 

467
00:25:30,680 --> 00:25:32,600
guess because you have these 
cheap spells. 

468
00:25:33,040 --> 00:25:35,920
Whereas flesh and blood, it 
combines the fact that you're 

469
00:25:35,920 --> 00:25:39,600
always going to have some type 
of resource in hand and that you

470
00:25:39,600 --> 00:25:41,320
have a lot of agency over what 
you do with it. 

471
00:25:41,600 --> 00:25:44,320
And you can even go over what 
like let's say you compare it to

472
00:25:44,320 --> 00:25:46,640
Hearthstone. 
On the first turn, you can have 

473
00:25:46,680 --> 00:25:50,640
access to a lot of resources to 
do a big spell or big card. 

474
00:25:51,000 --> 00:25:53,480
And in the mid game maybe you 
want to trim down your hand 

475
00:25:53,480 --> 00:25:56,040
block a little bit more and 
focus on these smaller stuff. 

476
00:25:56,040 --> 00:25:59,920
And you have that agency, I 
think is what makes it more 

477
00:25:59,920 --> 00:26:02,160
consistent than just saying Oh 
yeah, Hearthstone gives you a 

478
00:26:02,160 --> 00:26:05,400
man at every turn and therefore 
is the most consistent game. 

479
00:26:05,400 --> 00:26:08,160
Like that's technically true, 
but in practice it's way 

480
00:26:08,160 --> 00:26:10,640
different in. 
My opinion yeah for me I would 

481
00:26:10,640 --> 00:26:14,360
say flesh and blood is the 
drawing at end of turn and 

482
00:26:14,360 --> 00:26:16,320
always drawing a new hand every 
single turn. 

483
00:26:16,640 --> 00:26:20,880
That that is what is the main 
driving thing that increases its

484
00:26:20,880 --> 00:26:22,760
consistency above every other 
card game. 

485
00:26:23,280 --> 00:26:25,760
Sure. 
And drawing, drawing 4 cards 

486
00:26:25,760 --> 00:26:31,240
like always, drawing a brand new
hand like in these other card 

487
00:26:31,240 --> 00:26:34,200
games that we mentioned, there's
one drive for single turn and 

488
00:26:34,200 --> 00:26:37,400
that is higher variance than 
drawing 4 cards. 

489
00:26:37,680 --> 00:26:39,960
Drawing 4 cards, there's a 
higher chance of you getting a 

490
00:26:40,160 --> 00:26:43,800
playable card. 
And because there's multiple, 

491
00:26:44,000 --> 00:26:45,680
there's consistency in that too,
right? 

492
00:26:46,440 --> 00:26:49,760
Any variance card to card is 
going to be reduced when you 

493
00:26:49,760 --> 00:26:51,680
draw four of them at the same 
time. 

494
00:26:52,200 --> 00:26:55,720
But that's also that consistency
is mitigated by the fact that 

495
00:26:55,720 --> 00:26:59,600
you only have one card in your 
arsenal by default that allows 

496
00:26:59,600 --> 00:27:02,400
you to carry over any momentum 
from the last turn. 

497
00:27:03,200 --> 00:27:08,760
Like if I have 4 cards that 
don't work very well in magic on

498
00:27:08,760 --> 00:27:10,400
their own. 
Like with Magic, you have a 

499
00:27:10,400 --> 00:27:13,680
board state and you draw cards 
into the context that you set up

500
00:27:13,680 --> 00:27:16,520
previously and that can help 
with the variance. 

501
00:27:16,760 --> 00:27:19,200
Like if I have something that 
like a creature, when I attack 

502
00:27:19,200 --> 00:27:21,720
with it, I discard a card and 
draw a new one, that helps with 

503
00:27:21,720 --> 00:27:24,240
my variance because I can use 
the context on the board to 

504
00:27:24,240 --> 00:27:26,960
improve future draws. 
And Flesh and Blood doesn't have

505
00:27:26,960 --> 00:27:28,760
that as much. 
You're really just stuck with 

506
00:27:28,760 --> 00:27:31,640
whatever you draw other than 
having your arsenal down. 

507
00:27:31,720 --> 00:27:33,920
Which is why, like in Briar, it 
would be a really good play to 

508
00:27:33,920 --> 00:27:36,840
leave a ravenous rabble in your 
arsenal because you can always 

509
00:27:36,840 --> 00:27:39,160
if you draw nothing but pumps, 
you can pump the ravenous 

510
00:27:39,160 --> 00:27:40,840
rabble. 
Or if you want to be able to 

511
00:27:40,840 --> 00:27:43,720
swing with Rosetta Thorne, 
having one attack is a lot 

512
00:27:43,720 --> 00:27:46,400
better than having zero. 
You can't have 0 if you leave 

513
00:27:46,400 --> 00:27:49,440
one in arsenal and drawing at 
the end of turn. 

514
00:27:49,440 --> 00:27:52,360
Like you were saying, Clark, it 
allows you to look at all of 

515
00:27:52,360 --> 00:27:55,520
your options and decide whether 
you're blocking or playing cards

516
00:27:55,880 --> 00:28:00,320
at the beginning of your turn 
cycle in a way, and make all 

517
00:28:00,320 --> 00:28:02,760
those decisions at the front so 
you can see it all play out in 

518
00:28:02,760 --> 00:28:06,960
front of you instead of like 
relying on what your opponent 

519
00:28:06,960 --> 00:28:09,520
does after. 
Yeah, I also really like that 

520
00:28:09,520 --> 00:28:11,840
you brought up the arsenal of 
creating turn to turn 

521
00:28:11,840 --> 00:28:16,040
consistency, because that is 
something I've noticed about 

522
00:28:16,040 --> 00:28:18,400
flesh and blood. 
And like, when Viscera doesn't 

523
00:28:18,400 --> 00:28:23,240
work, it's because I was running
well and then I drew a bad hand 

524
00:28:23,240 --> 00:28:26,520
and I lost all my tempo. 
And it's hard to gain that tempo

525
00:28:26,520 --> 00:28:30,400
back without sacrificing 
something, equipment, health, 

526
00:28:30,400 --> 00:28:35,280
whatever. 
But with Arsenal, you're able to

527
00:28:35,280 --> 00:28:39,480
increase that consistency turn 
by turn by turn and try to keep 

528
00:28:39,480 --> 00:28:42,360
it rolling together. 
But you still have to make a 

529
00:28:42,360 --> 00:28:45,240
sacrifice of not playing all 
four cards that you drew. 

530
00:28:45,560 --> 00:28:48,520
You need to always leave one 
back. 

531
00:28:49,680 --> 00:28:52,480
I want to talk a little bit more
about how cards can be used in 

532
00:28:52,480 --> 00:28:54,600
multiple different ways. 
They can be pitched, played, or 

533
00:28:54,600 --> 00:28:57,360
blocked by default with some 
exceptions of course. 

534
00:28:57,920 --> 00:29:02,640
And I think that can lead to 
consistency in your game plan. 

535
00:29:02,920 --> 00:29:06,360
Because if I block with like 
Command and Conquer Versus, if I

536
00:29:06,360 --> 00:29:10,240
block with like Sift, both of 
these parts block for three. 

537
00:29:10,440 --> 00:29:12,000
One of these doesn't cost 
anything. 

538
00:29:12,000 --> 00:29:15,040
The other cost $80.00, but both 
of them block for three. 

539
00:29:15,160 --> 00:29:18,040
And when you have that block 3 
mode on lots of your cards, your

540
00:29:18,040 --> 00:29:19,680
game plan can be really 
consistent. 

541
00:29:19,840 --> 00:29:21,520
And the way that you interface 
with your opponent can be 

542
00:29:21,520 --> 00:29:23,960
consistent because you have a 
lot of different cards that 

543
00:29:23,960 --> 00:29:26,480
basically do the exact same 
thing blocking for three. 

544
00:29:26,760 --> 00:29:28,960
Or you have a bunch of Blues in 
your deck that I'll pitch for 

545
00:29:28,960 --> 00:29:31,360
the exact same amount. 
And until you see them a second 

546
00:29:31,360 --> 00:29:35,280
cycle, in a way, the difference 
of like what text is actually 

547
00:29:35,280 --> 00:29:38,400
printed on that card has not 
affected that game at all. 

548
00:29:38,760 --> 00:29:41,840
If you're pitching it, I mean, 
it might affect your decisions 

549
00:29:41,840 --> 00:29:44,520
and such. 
Like I pitched the card that has

550
00:29:44,520 --> 00:29:48,520
worse text, but the actual text 
on that card hasn't had a direct

551
00:29:48,520 --> 00:29:50,360
impact on the game. 
Wouldn't you guys agree? 

552
00:29:51,360 --> 00:29:55,680
So when you pitch a card or when
you block with a card, the text 

553
00:29:55,680 --> 00:29:58,000
on it has not actually mattered 
yet. 

554
00:29:58,240 --> 00:30:01,040
And in a way that improves the 
consistency, because so many 

555
00:30:01,040 --> 00:30:04,960
cards are doing these like, for 
lack of a better word, generic 

556
00:30:05,120 --> 00:30:09,320
interactions within the game. 
I agree up until you get into 

557
00:30:09,320 --> 00:30:12,760
these slower matchups with which
with pitch stacking, yeah, with.

558
00:30:12,800 --> 00:30:13,680
Oh, sure, yeah. 
Yeah. 

559
00:30:13,680 --> 00:30:16,400
With pitch stacking, yeah, I 
think that's where it gets or 

560
00:30:16,400 --> 00:30:19,080
where the text means a lot more 
because it can matter. 

561
00:30:19,080 --> 00:30:23,200
Again, I may want this later on 
for a specific turn by turn 

562
00:30:23,200 --> 00:30:25,960
cycle, but. 
It gets another opportunity to 

563
00:30:25,960 --> 00:30:28,240
have a direct impact on the 
game, but even then it might 

564
00:30:28,240 --> 00:30:30,000
not. 
If I have a blue that I pitch 

565
00:30:30,000 --> 00:30:32,560
1st and then I block with second
cycle, the text still hasn't 

566
00:30:32,560 --> 00:30:34,760
mattered directly. 
But all of them have the 

567
00:30:34,760 --> 00:30:38,040
opportunity to. 
And I think that actually can 

568
00:30:38,040 --> 00:30:42,480
increase game to game variance. 
When I have one game where I 

569
00:30:42,480 --> 00:30:45,040
blocked with my Command and 
Conquer and another game where I

570
00:30:45,040 --> 00:30:47,480
swung with it. 
Now this Command and Conquer has

571
00:30:47,480 --> 00:30:50,360
done 2 completely different 
things in two different games. 

572
00:30:50,640 --> 00:30:53,000
And that makes every game of 
Flesh and Blood feel unique. 

573
00:30:53,240 --> 00:30:55,120
That's kind of why we want 
variance in games, right? 

574
00:30:55,360 --> 00:30:58,960
Variance makes game to games 
feel very different. 

575
00:30:59,560 --> 00:31:02,000
You want it to go differently 
every time you sit down to play.

576
00:31:02,000 --> 00:31:03,760
That's the whole point of a 
trading card game, right? 

577
00:31:04,040 --> 00:31:06,840
So true. 
One thing that I think really 

578
00:31:06,840 --> 00:31:10,440
increases the consistency of 
your games is how you start with

579
00:31:10,440 --> 00:31:12,680
equipment on the board. 
Flesh and Blood doesn't really 

580
00:31:12,680 --> 00:31:15,400
have a board state outside of 
your equipment, and that board 

581
00:31:15,400 --> 00:31:18,080
state is there at the beginning 
every game. 

582
00:31:18,200 --> 00:31:20,160
It's there because you chose for
it to be there. 

583
00:31:20,320 --> 00:31:23,000
You there's no card right now 
that's like you start the game 

584
00:31:23,000 --> 00:31:26,960
with a random equipment, right? 
And imagine if you were playing 

585
00:31:26,960 --> 00:31:29,480
Magic the Gathering and you just
got to pick a 2 drop. 

586
00:31:29,600 --> 00:31:31,680
Just start on the board every 
game. 

587
00:31:32,160 --> 00:31:34,000
That would be absurd. 
It would get a little 

588
00:31:34,000 --> 00:31:34,840
degenerate, right? 
It'd. 

589
00:31:35,400 --> 00:31:38,040
Get so degenerate. 
And in flesh and blood, it kind 

590
00:31:38,040 --> 00:31:41,960
of is. 
Lexi gets to start with New 

591
00:31:41,960 --> 00:31:44,960
Horizons. 
That's true, she should have to 

592
00:31:44,960 --> 00:31:48,160
draw and play it. 
Voltaire. 

593
00:31:48,520 --> 00:31:51,840
You just always have access to 
Voltaire every game all the 

594
00:31:51,840 --> 00:31:55,720
time. 
Like this equipment provides so 

595
00:31:55,720 --> 00:31:58,480
much strength and consistency to
your game plan, and that's why 

596
00:31:58,480 --> 00:32:00,880
some games with Flesh and Blood 
can feel really similar all the 

597
00:32:00,880 --> 00:32:02,520
time. 
And it's something that 

598
00:32:02,520 --> 00:32:03,760
definitely works in Flesh and 
Blood. 

599
00:32:03,760 --> 00:32:05,760
I'm not actually complaining 
about it. 

600
00:32:05,920 --> 00:32:08,280
I love the equipment and it 
allows you a lot of skill 

601
00:32:08,280 --> 00:32:10,680
expression in your deck building
and how you use this equipment. 

602
00:32:10,680 --> 00:32:13,560
I get the most value out of it, 
but I wanted to draw that 

603
00:32:13,560 --> 00:32:16,240
comparison of like we do have a 
little bit of a board state. 

604
00:32:16,400 --> 00:32:18,560
It's sitting right there ready 
for us to use whenever. 

605
00:32:18,680 --> 00:32:22,120
Sometimes it's stuff that helps 
like every turn, like making a 

606
00:32:22,120 --> 00:32:24,480
Seismic Search every turn or 
getting a third sort of a 

607
00:32:24,480 --> 00:32:27,720
resource with with tunic. 
Flesh and blood allows you to 

608
00:32:27,720 --> 00:32:31,560
have up to three copies of a 
card in your deck in classic 

609
00:32:31,560 --> 00:32:35,200
instructed and two of in blitz. 
I would actually say this number

610
00:32:35,200 --> 00:32:37,800
is fairly low. 
In Magic the Gathering, you can 

611
00:32:37,800 --> 00:32:40,080
have four of a card for your 60 
card deck. 

612
00:32:40,320 --> 00:32:44,120
In Yu-gi-oh for which is a 40 
card deck game, you can have up 

613
00:32:44,120 --> 00:32:47,840
to three copies of that card. 
Ratio wise that's a lot more 

614
00:32:47,840 --> 00:32:52,200
consistent than Flesh and Blood 
where that majestic you have to 

615
00:32:52,200 --> 00:32:54,640
find one of your 3 copies in 
order to pull it. 

616
00:32:54,960 --> 00:32:57,680
It makes up for the fact that 
you're drawing 4 cards every 

617
00:32:57,680 --> 00:33:00,000
turn. 
And in Flesh and Blood you often

618
00:33:00,000 --> 00:33:04,160
do see your entire deck in a 
game, or a large portion of your

619
00:33:04,160 --> 00:33:06,840
deck through the game. 
Compared to Magic where I'd 

620
00:33:06,840 --> 00:33:10,040
probably say the average is 
maybe half your deck with lots 

621
00:33:10,040 --> 00:33:13,960
of give and take there. 
Yeah, even even that I would be 

622
00:33:13,960 --> 00:33:16,760
like, wow, that was a nice 
grindy game. 

623
00:33:17,200 --> 00:33:20,120
I saw most of the cards that I. 
Saw that in my deck. 

624
00:33:20,200 --> 00:33:22,280
I saw the top 20 cards in my 
deck. 

625
00:33:22,280 --> 00:33:25,000
That was a doozy. 
Yeah when you see the top 20 

626
00:33:25,000 --> 00:33:28,120
cards and you still don't draw 
your like 4 of insane crack card

627
00:33:28,120 --> 00:33:30,280
that your deck is built around, 
you can be like this game was 

628
00:33:30,280 --> 00:33:33,440
fucking bullshit. 
So in Flesh and Blood, you have 

629
00:33:33,440 --> 00:33:37,440
fewer copies of each card to 
increase variance, but you see 

630
00:33:37,440 --> 00:33:40,240
more of your deck, which I would
say increases consistency. 

631
00:33:40,760 --> 00:33:43,200
You get to you have a much 
higher chance of seeing any card

632
00:33:43,200 --> 00:33:45,920
that you put in your deck. 
Although there's a little 

633
00:33:45,920 --> 00:33:50,080
Asterix there because for a 
Majestic, you literally only get

634
00:33:50,080 --> 00:33:53,720
to see 3 copies of that card. 
But for comments that could 

635
00:33:53,720 --> 00:33:58,000
actually be like 6 or 9 copies 
of that card, they're just in 

636
00:33:58,000 --> 00:34:01,440
different colors. 
Yeah, I I mean Mavri and Sky is 

637
00:34:01,440 --> 00:34:03,640
I think is the perfect example 
for Rune blades. 

638
00:34:03,920 --> 00:34:07,320
We want to give our cards go 
again and we want to play non 

639
00:34:07,320 --> 00:34:10,280
attack action cards. 
Wait a minute, this does. 

640
00:34:10,760 --> 00:34:14,239
Bold even in blue. 
Even in blue. 

641
00:34:14,719 --> 00:34:18,159
So you can run all 9 copies 
because you want 9 copies of 

642
00:34:18,159 --> 00:34:21,560
something that gives your room 
blade cards go again and that 

643
00:34:21,560 --> 00:34:25,000
improves the consistency of this
or I because nine of your cards 

644
00:34:25,000 --> 00:34:26,880
in your deck do almost the same 
thing. 

645
00:34:27,199 --> 00:34:29,199
Yeah. 
I like the design. 

646
00:34:29,199 --> 00:34:33,800
Too, if the effect really 
matters to you, then you get to 

647
00:34:34,239 --> 00:34:39,600
run those full 9 copies, right? 
So whether that's give an attack

648
00:34:39,600 --> 00:34:43,880
action card go again, or like go
tutor out a minimalism with your

649
00:34:43,880 --> 00:34:49,080
belittle, you want to run nine 
of those because that effect is 

650
00:34:49,080 --> 00:34:53,760
so strong that you want to see 
it very, very regularly, and 

651
00:34:53,760 --> 00:34:55,400
that's what makes it so 
powerful. 

652
00:34:56,080 --> 00:34:59,600
And when we talk about seeing 
your entire deck, right, in some

653
00:34:59,600 --> 00:35:02,760
games, maybe most of your games,
if you really dedicate yourself 

654
00:35:02,760 --> 00:35:04,920
to this plan, you can pitch 
stack your deck. 

655
00:35:05,120 --> 00:35:08,400
So like the whole idea of 
trading card games is the cards 

656
00:35:08,400 --> 00:35:11,200
you draw is random, right? 
That's like feels like the whole

657
00:35:11,200 --> 00:35:14,240
premise is, look, you can pick 
what cards you might draw, but 

658
00:35:14,240 --> 00:35:15,640
you don't know what order you'll
draw them. 

659
00:35:15,760 --> 00:35:17,240
You don't know when you're going
to draw them. 

660
00:35:17,520 --> 00:35:19,920
But at a certain point in Flesh 
and blood, even that goes out 

661
00:35:19,920 --> 00:35:23,120
the window and you can start 
drawing cards that you pitched 

662
00:35:23,120 --> 00:35:26,320
and put there. 
And you did decide the order 

663
00:35:26,360 --> 00:35:29,280
intentionally or not, whether 
you've been paying attention to 

664
00:35:29,320 --> 00:35:31,280
it. 
You decided the order of the 

665
00:35:31,280 --> 00:35:34,640
cards that you drew. 
Even that gets less random and 

666
00:35:34,640 --> 00:35:37,760
it starts to be everything is 
potentially inside the control 

667
00:35:37,800 --> 00:35:40,720
or at least awareness of the 
players and it the game stops 

668
00:35:40,720 --> 00:35:44,280
being random at all. 
And it continues to be such an 

669
00:35:44,280 --> 00:35:49,720
amazing analogy of like a real 
fight because number one, you 

670
00:35:49,720 --> 00:35:51,320
start at your healthiest, your 
strongest. 

671
00:35:51,320 --> 00:35:53,600
At the beginning of a fight, you
have all your armor, like 

672
00:35:53,600 --> 00:35:56,320
assuming it gets knocked off or 
broken in combat, right? 

673
00:35:56,800 --> 00:36:01,000
And the more time or the longer 
the fight goes on, you start to 

674
00:36:01,000 --> 00:36:04,720
learn your opponent, OK, I know 
what he's gonna do. 

675
00:36:04,720 --> 00:36:07,840
I know what I'm gonna do. 
And then so the more the longer 

676
00:36:07,840 --> 00:36:10,080
the game goes on in the Flesh 
and Blood game, the more 

677
00:36:10,080 --> 00:36:14,120
information you have about what 
decks, what cards are left in 

678
00:36:14,120 --> 00:36:15,880
their deck and what cards are 
left in your deck. 

679
00:36:15,920 --> 00:36:20,240
And then you kind of figure out,
OK, I need to like parry this 

680
00:36:20,240 --> 00:36:23,160
attack or dodge this attack and 
then go in with this one to 

681
00:36:23,160 --> 00:36:26,000
finish off or, or or whatever. 
It's just, there's so much 

682
00:36:26,000 --> 00:36:27,960
flavor there. 
It's really appealing to me, 

683
00:36:27,960 --> 00:36:30,880
like the pitch tagging aspect. 
And that's how Flesh and Blood 

684
00:36:30,880 --> 00:36:32,400
feels like a much more 
consistent game. 

685
00:36:32,880 --> 00:36:34,920
Do you 2 think there are any 
ways that Flesh and blood 

686
00:36:34,920 --> 00:36:38,240
particularly increases variance 
that I have made me missed? 

687
00:36:38,520 --> 00:36:42,120
I think there's higher variance 
in limited for flesh and blood 

688
00:36:42,400 --> 00:36:44,800
in other card games. 
Definitely interesting you 

689
00:36:44,800 --> 00:36:47,520
really want to find certain 
cards in booster packs and you 

690
00:36:47,520 --> 00:36:50,280
just might not. 
I say again about about the 

691
00:36:50,280 --> 00:36:52,960
Monarch draft that we ran. 
I mentioned this in the in the 

692
00:36:52,960 --> 00:36:55,120
nationals episode. 
We did a practice draft to 

693
00:36:55,120 --> 00:36:58,400
prepare for nationals. 
I didn't get my hopes as Leviah,

694
00:36:58,560 --> 00:37:01,760
but three prisons got their 
entire perfect suite. 

695
00:37:02,360 --> 00:37:04,640
I think Monarch especially is a 
high variance draft. 

696
00:37:05,120 --> 00:37:07,600
Yeah, I call it swingy. 
I think that's a good word for 

697
00:37:07,600 --> 00:37:10,320
it. 
Or like Soul Reaping versus Soul

698
00:37:10,320 --> 00:37:13,000
Harvest, right? 
Like are there enough Soul 

699
00:37:13,000 --> 00:37:14,920
Reaping is to go around for the 
chain players? 

700
00:37:15,400 --> 00:37:17,800
There's there's variance in that
too. 

701
00:37:18,000 --> 00:37:20,520
It's just what ends up being in 
your pool. 

702
00:37:20,520 --> 00:37:22,600
And you're like, well, I'm the 
one person in Leviah. 

703
00:37:22,600 --> 00:37:24,960
Oh, but there aren't any good 
Leviah cards in the packs. 

704
00:37:24,960 --> 00:37:27,560
Or like how much it matters that
other people are in your same 

705
00:37:27,560 --> 00:37:29,560
heroes. 
Yeah, whereas like with Magic, 

706
00:37:29,560 --> 00:37:31,800
you can have other people in the
same colours and it's not that 

707
00:37:31,800 --> 00:37:33,400
big of a deal because you have 
two colors. 

708
00:37:33,680 --> 00:37:36,640
But like in flesh and blood, 
you're almost at the whim of 

709
00:37:36,640 --> 00:37:38,160
what the other players decide to
draft. 

710
00:37:38,160 --> 00:37:40,520
You can send signals perfectly 
and they just completely ignore 

711
00:37:40,520 --> 00:37:42,960
them. 
My God, it's time for us to go 

712
00:37:42,960 --> 00:37:45,080
on to blue pitch. 
Joel, what do you got for us for

713
00:37:45,080 --> 00:37:49,480
Blue Pitch? 
OK, so we've talked a lot about 

714
00:37:49,480 --> 00:37:52,360
variance and consistency, how 
much 1 sucks and how much 1 is 

715
00:37:52,360 --> 00:37:53,840
good. 
And we've talked about how we 

716
00:37:53,840 --> 00:37:55,400
can't avoid it. 
That's true. 

717
00:37:55,680 --> 00:37:58,960
So is there ever a point where 
you lean into variance or you 

718
00:37:58,960 --> 00:38:01,880
try to dumb it down, like down 
to the one percentile? 

719
00:38:02,000 --> 00:38:05,000
Like what would you say would be
the the correct decision? 

720
00:38:05,640 --> 00:38:09,360
Is there ever a moment? 
Like how much consistency versus

721
00:38:09,360 --> 00:38:12,000
how much variance in our decks? 
Yeah, like as. 

722
00:38:12,000 --> 00:38:17,480
A player or as a game designer. 
Because it's different, isn't 

723
00:38:17,480 --> 00:38:17,640
it? 
I'm. 

724
00:38:17,640 --> 00:38:21,160
Going to need more context. 
Because as a player, we want 

725
00:38:21,160 --> 00:38:24,280
consistency, don't we? 
We want to be like My Deck does 

726
00:38:24,280 --> 00:38:26,200
the same thing every single 
game. 

727
00:38:27,440 --> 00:38:29,280
But a game designer is like, 
people aren't going to play my 

728
00:38:29,280 --> 00:38:31,240
game if it's the same. 
No, because it's so. 

729
00:38:31,240 --> 00:38:32,680
Boring. 
Exactly. 

730
00:38:32,720 --> 00:38:34,800
Like we say that we want 
consistency, but we don't 

731
00:38:34,800 --> 00:38:37,120
actually want consistency. 
It's like. 

732
00:38:37,960 --> 00:38:40,000
I'm surprised you didn't bring 
that up in your section, Clark. 

733
00:38:40,280 --> 00:38:41,960
But I didn't even think about 
it. 

734
00:38:45,080 --> 00:38:47,160
This episode could have been 
longer listeners, that's all I'm

735
00:38:47,160 --> 00:38:48,720
saying. 
It's a big. 

736
00:38:48,760 --> 00:38:54,120
Topic Yeah, Fuzzy, you had a 
really good point in one of our 

737
00:38:54,120 --> 00:38:58,040
previous episodes about why you 
chose Briar for your like 

738
00:38:58,040 --> 00:38:59,600
competitive hero, which I really
liked. 

739
00:38:59,600 --> 00:39:00,920
So if you wanted to reiterate 
it. 

740
00:39:01,160 --> 00:39:04,800
Yeah, it was basically the first
hero that I ever chose to play 

741
00:39:04,800 --> 00:39:07,680
competitively. 
I never played competitive Magic

742
00:39:07,680 --> 00:39:10,560
because I didn't think I was man
enough because I literally was a

743
00:39:10,560 --> 00:39:11,880
teenager and I couldn't afford 
it. 

744
00:39:11,880 --> 00:39:16,480
I know. 
And now here I do feel like I am

745
00:39:16,480 --> 00:39:19,680
an adult playing Flesh and Blood
and I have this opportunity to 

746
00:39:19,680 --> 00:39:22,480
get into the competitive scene 
for the first time in any game. 

747
00:39:22,680 --> 00:39:25,680
And I picked Briar as my first 
hero because I really like her 

748
00:39:25,680 --> 00:39:27,320
ability to have explosive 
damage. 

749
00:39:27,320 --> 00:39:29,080
She was a really solid hero at 
the time. 

750
00:39:29,240 --> 00:39:33,480
And one thing about Briar is she
has a high variance hero that I 

751
00:39:33,480 --> 00:39:36,160
can get lucky and draw. 
Chenamen Heroic and a bunch of 0

752
00:39:36,160 --> 00:39:40,200
cost attacks take the agency 
away from my opponent and really

753
00:39:40,200 --> 00:39:43,040
myself as well. 
Because when I sit down against 

754
00:39:43,040 --> 00:39:45,480
a player who is better than me 
that it basically means they're 

755
00:39:45,480 --> 00:39:48,120
making better decisions. 
So I'm like, OK, neither of us 

756
00:39:48,120 --> 00:39:49,480
are really making decisions 
here. 

757
00:39:49,640 --> 00:39:53,600
I'm going to play Channel Heroic
and a bunch of 0 cost attacks 

758
00:39:53,600 --> 00:39:57,160
and win just from the insane 
value there that I can luck into

759
00:39:57,520 --> 00:39:59,880
because luck can be something of
an asset. 

760
00:40:00,000 --> 00:40:03,760
But the downside to that is I 
also have turns where games 

761
00:40:03,760 --> 00:40:05,280
where I don't draw it at all 
right? 

762
00:40:05,560 --> 00:40:09,560
Like I leave myself open to 
drawing really badly. 

763
00:40:10,160 --> 00:40:14,400
Because I'm making these deck 
building decisions to that could

764
00:40:14,720 --> 00:40:18,080
go in my favor sometimes and I 
was just hoping to get lucky and

765
00:40:18,080 --> 00:40:21,360
not find the downsides, not find
the low rolls, so to speak. 

766
00:40:21,680 --> 00:40:24,480
So that's how variance helped me
as a competitive player. 

767
00:40:24,480 --> 00:40:27,120
And eventually I got tired of it
because I want to play a more 

768
00:40:27,320 --> 00:40:31,280
like agency hero in the future, 
but that was the idea. 

769
00:40:31,280 --> 00:40:33,760
Now that you're good enough. 
I like to think so. 

770
00:40:35,080 --> 00:40:36,280
And Clark, you had a similar 
point. 

771
00:40:36,280 --> 00:40:37,600
I'm thinking I'm just gonna 
steal it from you. 

772
00:40:37,960 --> 00:40:42,200
Yeah, I do. 
But you mentioned how when 

773
00:40:42,200 --> 00:40:45,640
you're a new player or you have 
a bad deck that you really like,

774
00:40:45,680 --> 00:40:47,320
you can use variance to your 
advantage. 

775
00:40:47,320 --> 00:40:51,320
Sometimes you can get so 
absurdly lucky, set up a huge 

776
00:40:51,320 --> 00:40:54,840
cache in turn or some other 
power card, and just blow the 

777
00:40:54,840 --> 00:40:58,040
other person out of the water. 
Even if they've made objectively

778
00:40:58,040 --> 00:41:01,160
smarter deck decisions or 
objectively better plays, 

779
00:41:01,160 --> 00:41:04,200
sometimes you just leak so much 
damage it's impossible for them 

780
00:41:04,200 --> 00:41:06,280
to come back. 
Not sex to suck buddy. 

781
00:41:06,680 --> 00:41:08,600
I high rolled you. 
Yeah. 

782
00:41:08,600 --> 00:41:10,960
And so I wanted to highlight 
those two examples because they 

783
00:41:10,960 --> 00:41:14,840
really exemplify how you can use
variance to your advantage, 

784
00:41:15,640 --> 00:41:18,440
because variance has a pretty 
bad content, a pretty negative 

785
00:41:18,440 --> 00:41:20,720
connotation to it, rightfully 
so. 

786
00:41:20,720 --> 00:41:22,400
But sometimes you can use it to 
your advantage. 

787
00:41:22,400 --> 00:41:25,440
Even the way we're describing 
it, it's like the worst player 

788
00:41:25,440 --> 00:41:28,920
one, yeah, like, and that's 
like, if you are the worst 

789
00:41:28,920 --> 00:41:32,160
player, it can be an asset. 
But if you're the skilled player

790
00:41:32,160 --> 00:41:35,520
and you're like, damn it, I 
fucking lost because he high 

791
00:41:35,520 --> 00:41:37,400
rolled me. 
I shouldn't be losing this game,

792
00:41:37,440 --> 00:41:39,960
but. 
But I also think that like, it's

793
00:41:39,960 --> 00:41:44,120
cool because when it comes to 
playing, you can play for higher

794
00:41:44,120 --> 00:41:46,520
variants. 
You can make the plays that say,

795
00:41:46,520 --> 00:41:49,000
look, I know I'm going to be 
down in life, but I'm going to 

796
00:41:49,000 --> 00:41:51,560
be chipping you down to my kill 
range. 

797
00:41:51,880 --> 00:41:55,280
Yeah, so true. 
And then you can try to pivot 

798
00:41:55,280 --> 00:41:56,960
later on and take the game away 
from somebody. 

799
00:41:56,960 --> 00:41:59,320
And then also recognizing the 
opportunities for it, 

800
00:41:59,320 --> 00:42:02,280
recognizing when you should 
combo off, maybe when you should

801
00:42:02,280 --> 00:42:03,920
slower play. 
Like I think there's still a lot

802
00:42:03,920 --> 00:42:07,240
of skill for sure in playing 
into variants, right? 

803
00:42:07,240 --> 00:42:10,640
So you can still get better. 
You don't have to be like I'm a 

804
00:42:10,640 --> 00:42:12,600
bad player and I'm gonna play 
the cheap strategy. 

805
00:42:12,760 --> 00:42:16,120
Don't let people tell you. 
No, if you get the dub, you get 

806
00:42:16,120 --> 00:42:18,400
the dub buddy. 
You take that W and you go to 

807
00:42:18,440 --> 00:42:25,280
the bank, get your packs. 
So at the beginning of this 

808
00:42:25,280 --> 00:42:29,240
year, I had a terrible, like, 
Proquest season because I tried 

809
00:42:29,240 --> 00:42:31,480
so hard to lean into the 
variance. 

810
00:42:31,480 --> 00:42:33,200
And I was like, man, why am I 
losing so bad? 

811
00:42:33,480 --> 00:42:36,320
And my confidant at the time, 
Del Taco, he was like, dude, 

812
00:42:36,640 --> 00:42:38,600
you're playing. 
The man, the missile legend, not

813
00:42:38,600 --> 00:42:39,680
the restaurant. 
Right. 

814
00:42:39,680 --> 00:42:42,160
The man, the missile legend. 
Excuse me, let me reiterate. 

815
00:42:42,160 --> 00:42:45,480
That's a person, the. 
Nicest asshole I've ever met. 

816
00:42:45,480 --> 00:42:48,000
Yeah. 
Yeah, he was like, dude, you're 

817
00:42:48,000 --> 00:42:52,880
playing the worst decks, not 
playing at all prior and leaning

818
00:42:52,880 --> 00:42:56,640
into a very, very like the best 
people playing right now are 

819
00:42:56,640 --> 00:43:00,040
playing non variance heroes. 
So I was like, OK, let me switch

820
00:43:00,040 --> 00:43:01,720
it up. 
So I I made a lot of really good

821
00:43:01,720 --> 00:43:04,400
decisions on how to play better,
how to deck build a little bit 

822
00:43:04,400 --> 00:43:06,840
better. 
It got to where I am now where I

823
00:43:06,840 --> 00:43:09,920
feel like I'm like definitely a 
contender at any event. 

824
00:43:10,160 --> 00:43:12,480
I'm not like out from the get go
like I used to be. 

825
00:43:13,080 --> 00:43:15,880
That being said, there are some 
ways you can increase 

826
00:43:15,880 --> 00:43:19,200
consistency in your deck, help 
you understand the fundamentals 

827
00:43:19,200 --> 00:43:24,200
of the game, and then later on 
you can either make hero choices

828
00:43:24,200 --> 00:43:27,640
that are skewed to be more 
consistent, or you can try to 

829
00:43:27,640 --> 00:43:32,200
use variants in unique ways to 
steal wins or steal like Tier 2 

830
00:43:32,200 --> 00:43:33,600
events. 
Whatever the case may be, 

831
00:43:33,720 --> 00:43:37,200
starting off, what I really like
about Flesh and Blood is the 

832
00:43:37,600 --> 00:43:42,520
limited but very specific use 
tutors, which means cards that 

833
00:43:42,520 --> 00:43:46,280
can search for other cards at 
any given point. 

834
00:43:46,640 --> 00:43:50,520
Yeah, cards like less than the 
lava, which I think says it's a 

835
00:43:50,520 --> 00:43:53,640
one for three arcane and 
whatever damage a deal you can 

836
00:43:53,640 --> 00:43:57,040
search for a card which is less 
the amount you dealt and put on 

837
00:43:57,040 --> 00:43:58,640
the top. 
And then there's cards like 

838
00:43:58,640 --> 00:44:01,600
Mugenci Release, which on hit 
searches any number of Lord of 

839
00:44:01,600 --> 00:44:05,320
Winds from your deck. 
These are just ways to get 

840
00:44:05,320 --> 00:44:07,840
exactly what you need at the 
time, and I think they're very 

841
00:44:07,840 --> 00:44:09,600
unique. 
So if you're able to utilize 

842
00:44:09,600 --> 00:44:12,560
these cards in one of your 
favorite heroes, do so. 

843
00:44:12,640 --> 00:44:16,840
They take a lot out of the 
legwork of Oh, I need to I need 

844
00:44:16,840 --> 00:44:19,560
this exact card or I need I 
really need a spike turn right 

845
00:44:19,560 --> 00:44:21,720
now. 
These are ways to get closer to 

846
00:44:21,720 --> 00:44:24,000
those turns. 
Tutors is a very powerful 

847
00:44:24,000 --> 00:44:25,640
effect. 
We see that in like Magic the 

848
00:44:25,640 --> 00:44:28,840
Gathering it and like Commander,
specifically how powerful tutors

849
00:44:28,840 --> 00:44:32,040
are, because the larger your 
deck is, the more you just want 

850
00:44:32,040 --> 00:44:34,920
to find what you need at any 
given point so you can get your 

851
00:44:34,920 --> 00:44:37,160
game off to a strong start 
instead of having to deal with 

852
00:44:37,160 --> 00:44:41,200
the variance of drawing into it.
Yeah actually straight up 

853
00:44:41,360 --> 00:44:46,280
competitive Sri lists often 
times run one of read the runes 

854
00:44:46,280 --> 00:44:50,800
only one read the runes so that 
on turn 0 you can become the Ark

855
00:44:50,800 --> 00:44:52,720
knight. 
Find your, read the runes, start

856
00:44:52,720 --> 00:44:54,880
the game with fiver and chance. 
And then you never have to worry

857
00:44:54,880 --> 00:44:58,160
about drawing it when you need a
go again card or an attack 

858
00:44:58,160 --> 00:45:00,400
action. 
Yep, it's it never makes the 

859
00:45:00,400 --> 00:45:04,320
rest of your hands awkward ever 
because you get it out turn zero

860
00:45:04,320 --> 00:45:06,720
with your become the arc knight 
which is the best turn to play. 

861
00:45:06,760 --> 00:45:08,720
Read the runes. 
Right, that's really cool 

862
00:45:08,880 --> 00:45:11,920
because it's it's kind of like 
you have 4 of read the runes 

863
00:45:11,920 --> 00:45:13,480
until you don't need them 
anymore. 

864
00:45:13,600 --> 00:45:15,400
Exactly. 
Yes. 

865
00:45:15,400 --> 00:45:19,160
Thinking of it that way really, 
really dumbs down your variants 

866
00:45:19,160 --> 00:45:20,560
in a deck. 
So I just wanted to bring that 

867
00:45:20,560 --> 00:45:27,360
up, and we talked about it a 
little bit already, but finding 

868
00:45:27,360 --> 00:45:30,960
your perfect ratio of pitch 
values in your deck is extremely

869
00:45:30,960 --> 00:45:35,680
important too. 
Like ideally you want a lot of 

870
00:45:35,680 --> 00:45:38,480
Reds because it's going to give 
you the most offensive value, 

871
00:45:38,600 --> 00:45:41,680
and you want a good amount of 
Blues to support paying for 

872
00:45:41,680 --> 00:45:45,040
those Reds throughout a turn. 
So that off of 1 blue you can do

873
00:45:45,040 --> 00:45:47,920
several attacks or several 
activated abilities, whatever, 

874
00:45:48,880 --> 00:45:52,200
whatever the case may be. 
But I've noticed in my own list,

875
00:45:52,200 --> 00:45:55,160
like playing with the via in 
this competitive season, I have 

876
00:45:55,160 --> 00:46:00,120
like a 402040 split where it's 
like I have a lot more yellows, 

877
00:46:00,160 --> 00:46:03,280
Blues and Reds. 
So it's a really good pitch 

878
00:46:03,280 --> 00:46:05,200
curve. 
And all of my power cards are 

879
00:46:05,200 --> 00:46:08,400
like in yellow. 
So if I'm not ready to use them 

880
00:46:08,400 --> 00:46:11,440
yet, I pitch them away. 
And I find that flexibility to 

881
00:46:11,440 --> 00:46:14,360
be really nice. 
Fuzzy, you already mentioned it 

882
00:46:14,360 --> 00:46:18,120
like having more yellows 
increases the flexibility and 

883
00:46:18,120 --> 00:46:19,720
therefore the consistency of 
your deck. 

884
00:46:20,440 --> 00:46:22,880
And that might be bad advice, 
but I'm going to keep giving it.

885
00:46:23,720 --> 00:46:27,040
I also want to shout out 
February here. 

886
00:46:27,160 --> 00:46:30,560
There's a little tab on the deck
builder titled Stats. 

887
00:46:30,880 --> 00:46:34,520
When you go to stats, it can 
show you how likely it is for 

888
00:46:34,520 --> 00:46:38,960
you to end up with 0123 or four 
of any given color. 

889
00:46:39,920 --> 00:46:43,840
So you can see what your 
probability distribution is for 

890
00:46:43,840 --> 00:46:46,520
your deck of getting how many 
Reds, how many Blues. 

891
00:46:47,240 --> 00:46:50,560
Sometimes that's bad because 
you're like 0.17 chance of 

892
00:46:50,560 --> 00:46:53,280
getting 4 Reds. 
That'll never happen. 

893
00:46:53,280 --> 00:46:55,400
It's going to happen. 
Yeah. 

894
00:46:55,400 --> 00:46:57,800
Well, when you're drawing so 
many hands a game and then 

895
00:46:57,800 --> 00:47:00,920
you're playing so many games, 
like those tiny chances add up 

896
00:47:00,920 --> 00:47:03,200
to inevitability, you know? 
Yeah. 

897
00:47:03,200 --> 00:47:05,760
So just keep that in mind when 
you're when you're brewing like 

898
00:47:06,040 --> 00:47:09,440
there's always a non zero chance
of drawing four of the absolute 

899
00:47:09,440 --> 00:47:12,360
worst case scenario. 
I get lazy. 

900
00:47:12,520 --> 00:47:16,960
I'm like, well, no matter what I
do, I can still drop that hand. 

901
00:47:17,000 --> 00:47:19,040
So what am I doing? 
Trying to optimize? 

902
00:47:21,560 --> 00:47:23,520
I'm just not gonna worry about 
the ratios. 

903
00:47:24,280 --> 00:47:26,800
And I'm so glad you said that 
Fuzzy, because that goes into my

904
00:47:26,800 --> 00:47:29,400
next point, which is having 
consistent costs in your deck 

905
00:47:29,760 --> 00:47:34,280
like you prop like it's not a 
good idea to just shove a bunch 

906
00:47:34,280 --> 00:47:37,400
of these tall attacks or these 
attacks with Gogan for 0 like. 

907
00:47:38,440 --> 00:47:39,120
I feel. 
Attacked. 

908
00:47:41,680 --> 00:47:43,440
Well, you shouldn't, because 
I've seen your list. 

909
00:47:45,440 --> 00:47:47,440
Just kidding. 
I'm just kidding, Laverne. 

910
00:47:48,040 --> 00:47:49,160
Just kidding. 
Joel. 

911
00:47:49,880 --> 00:47:52,760
Joel. 
Like anything that costs above 2

912
00:47:52,760 --> 00:47:56,600
is just disrespectful in an. 
Aggro attack like. 

913
00:47:57,120 --> 00:48:00,760
What are you doing? 
So he's a pitcher's earth. 

914
00:48:00,760 --> 00:48:02,880
Blues. 
Because like ice exists, do you 

915
00:48:02,880 --> 00:48:05,840
not? 
Understand like. 

916
00:48:06,800 --> 00:48:09,200
When you build your deck, have a
plan for like when you get 

917
00:48:09,200 --> 00:48:14,120
discarded from like a pummel 
effect or something, or if you 

918
00:48:14,120 --> 00:48:16,640
get a frostbite, or if you're 
blocking the prior turn. 

919
00:48:16,640 --> 00:48:18,400
Like if they have an insane turn
on their hand. 

920
00:48:18,760 --> 00:48:21,520
Like your dream hand is still 
probably worse. 

921
00:48:21,520 --> 00:48:24,680
You may want to block to 
conserve life and then still 

922
00:48:24,680 --> 00:48:28,720
come out you with come out your 
opponent with your best two or 

923
00:48:28,720 --> 00:48:30,160
three card hand. 
Yeah. 

924
00:48:30,160 --> 00:48:32,000
And I think that's what's lost 
on a lot of people. 

925
00:48:32,000 --> 00:48:34,560
Like they're thinking about 
their best, juiciest hand and 

926
00:48:34,560 --> 00:48:38,080
like that's gonna happen like 
maybe your first four turns and 

927
00:48:38,080 --> 00:48:41,520
then you get below 20 or you get
disrupted and you're like, oh 

928
00:48:41,520 --> 00:48:44,800
wait, my deck sucks without the 
exact perfect five card hand. 

929
00:48:45,160 --> 00:48:49,520
Yeah, this is what I. 
We're going to do an Iraqi 

930
00:48:49,520 --> 00:48:53,280
episode eventually. 
I, I'm like, man, I know exactly

931
00:48:53,280 --> 00:48:56,000
what I want my hand to look like
when I have a 0 cost attack, 

932
00:48:56,000 --> 00:48:59,160
when I have A1 cost attack, when
I have A2 cost attack, when I 

933
00:48:59,160 --> 00:49:03,000
have a zero and A1 cost a zero. 
And like, if you know what you 

934
00:49:03,000 --> 00:49:05,680
want your hand to look like and 
how to play a version of your 

935
00:49:05,680 --> 00:49:08,960
hand with every single cost in 
your deck, with every single 

936
00:49:08,960 --> 00:49:13,080
resource possibility in your 
deck, then you have a very good 

937
00:49:13,080 --> 00:49:16,880
idea of what to do every single 
turn. 

938
00:49:17,160 --> 00:49:19,920
And that's going to make you 
feel more consistent through the

939
00:49:19,920 --> 00:49:22,440
variance. 
Yeah, and that comes with reps, 

940
00:49:22,680 --> 00:49:26,480
but I also think like paying 
attention to how often you're 

941
00:49:26,480 --> 00:49:29,600
able to utilize your full hands.
Like like let's say for 

942
00:49:29,600 --> 00:49:32,320
instance, there's this really 
nice like 3 cost attack or 

943
00:49:32,320 --> 00:49:36,600
whatever and you really like it,
but it ends up being a block 3 

944
00:49:36,600 --> 00:49:40,240
most of the time. 
Like across 1020 or 30 games you

945
00:49:40,240 --> 00:49:43,480
might be like, this card kind of
sucks, maybe there's another 

946
00:49:43,480 --> 00:49:47,080
three block that does that's 
actually playable in more hands 

947
00:49:47,080 --> 00:49:49,920
than not. 
So understanding like when to 

948
00:49:49,920 --> 00:49:55,080
drop your pet cards or these 
more expensive attacks is also a

949
00:49:55,080 --> 00:49:57,920
good sign of discipline on your 
end as a deck builder. 

950
00:49:58,040 --> 00:50:01,320
Drop your pet cards. 
Yep, you got to do it. 

951
00:50:01,320 --> 00:50:05,440
That's that's growing up, baby. 
I will run eradicate and you 

952
00:50:05,440 --> 00:50:06,320
can't. 
Stop. 

953
00:50:07,040 --> 00:50:08,240
Drop your pet. 
Cards. 

954
00:50:08,680 --> 00:50:11,920
Yep, no more meeps. 
Joel's laying down the hard 

955
00:50:11,960 --> 00:50:13,880
facts. 
Today, these are the lessons 

956
00:50:13,880 --> 00:50:18,400
that I've had hammered into me 
already that I want to offload 

957
00:50:18,400 --> 00:50:20,680
onto you as well so you grow 
more as a player. 

958
00:50:21,000 --> 00:50:24,240
My last way, probably the most 
important way, is as you get 

959
00:50:24,240 --> 00:50:26,760
into the competitive scene, 
don't tech for everything. 

960
00:50:28,400 --> 00:50:30,640
That's that's targeted. 
Oh, that was the one. 

961
00:50:30,800 --> 00:50:33,560
That's when you that's when you 
turned your faces towards Fuzzy 

962
00:50:33,560 --> 00:50:37,880
and you went and you and you 
pointed them at me. 

963
00:50:37,880 --> 00:50:39,560
Because it's so easy to do like 
you well. 

964
00:50:39,560 --> 00:50:40,880
I want to plan for. 
Everything. 

965
00:50:40,880 --> 00:50:44,000
Yeah, you'd love to win every 
matchup because of the the three

966
00:50:44,000 --> 00:50:47,280
key cards you add in for that 
specific matchup, but it just 

967
00:50:47,880 --> 00:50:50,480
muddles everything up it really.
You just have sideboard the 

968
00:50:50,480 --> 00:50:52,400
deck. 
Yeah, seriously, you have like 

969
00:50:52,440 --> 00:50:54,840
like you can't, you know, wish 
board into everything. 

970
00:50:54,840 --> 00:50:57,520
Like you don't have enough 
tutors for that just yet, so 

971
00:50:58,120 --> 00:51:02,800
definitely avoid that. 
I mostly agree, so many of these

972
00:51:02,800 --> 00:51:06,280
feel like they both improve your
consistency in some ways and 

973
00:51:06,280 --> 00:51:09,800
hurt it in others. 
It's true that you can't have a 

974
00:51:09,800 --> 00:51:12,920
plan for every matchup, you have
to choose if you want your deck 

975
00:51:12,920 --> 00:51:17,440
to be consistent. 
Except now you're rolling for 

976
00:51:17,600 --> 00:51:19,480
who you get paired up against in
the tournament. 

977
00:51:20,560 --> 00:51:22,680
If you're like, well, I have a 
plan for Dromi. 

978
00:51:22,920 --> 00:51:26,680
Let's cross our fingers and hope
that I've prepared against Dromi

979
00:51:26,680 --> 00:51:29,200
and not the matchup that I 
didn't Tech for well. 

980
00:51:29,440 --> 00:51:34,200
I wanna I wanna respond to that 
and say there is building for 

981
00:51:34,200 --> 00:51:37,920
your game plan and building for 
others game plan. 

982
00:51:38,120 --> 00:51:40,920
But it's a game where you have 
to fight against other 

983
00:51:41,200 --> 00:51:43,520
opponents, you know? 
Yes, there's always going to be 

984
00:51:43,520 --> 00:51:50,280
some of it, but I would still 
say focusing on your game plan 

985
00:51:50,280 --> 00:51:52,600
is going to make you more 
consistent than focusing on 

986
00:51:52,600 --> 00:51:53,960
others game plan. 
Probably, yeah. 

987
00:51:54,280 --> 00:51:59,520
And so saying what is the most 
optimal version of my deck is 

988
00:51:59,520 --> 00:52:03,440
not going to be a bunch of 
sideboard cards into all these 

989
00:52:03,440 --> 00:52:05,160
different matchups. 
And I totally agree with the 

990
00:52:05,160 --> 00:52:07,800
message that like, focus on your
game plan. 

991
00:52:07,960 --> 00:52:10,760
How much can you deviate? 
How much can you afford to 

992
00:52:10,760 --> 00:52:13,360
deviate before your deck starts 
getting whack? 

993
00:52:13,520 --> 00:52:17,480
Yeah, if you have a 40 card main
board and a 30 card sideboard, 

994
00:52:17,720 --> 00:52:22,000
something is wrong. 
Go back to the drawing board. 

995
00:52:22,200 --> 00:52:24,200
I will follow up with two points
and then we'll move on to 

996
00:52:24,200 --> 00:52:27,800
variances. 
So number one, there are certain

997
00:52:27,800 --> 00:52:31,240
matchups or certain decks in the
meta game that will always take 

998
00:52:31,240 --> 00:52:35,520
a sideboard space. 
For instance, any deck that has 

999
00:52:35,520 --> 00:52:38,200
Phantasm, you're going to run 
like maybe. 

1000
00:52:39,000 --> 00:52:40,640
We need to have. 
Six power cards, Yeah, three to 

1001
00:52:40,640 --> 00:52:45,600
six cards to deal specifically 
with auras or allies or 

1002
00:52:45,600 --> 00:52:47,760
Phantasm. 
One of those three you're going 

1003
00:52:47,760 --> 00:52:51,680
to have some cards of those just
don't make it like so much that 

1004
00:52:51,680 --> 00:52:55,960
you're just having these like 
big chunky 6 powers that mess up

1005
00:52:55,960 --> 00:52:59,440
the rest of your turns. 
Secondly, there are some 

1006
00:52:59,440 --> 00:53:04,200
matchups that are so bad that no
matter how much teching you do, 

1007
00:53:04,840 --> 00:53:07,760
it's gonna suck no matter what, 
so you might as well. 

1008
00:53:07,760 --> 00:53:11,200
Just like Clark said, make your 
deck as optimized as possible 

1009
00:53:11,760 --> 00:53:16,320
and try your best and see if you
can stick to your explosiveness 

1010
00:53:16,320 --> 00:53:20,000
of your main deck and blow over 
the traditionally bad matchup or

1011
00:53:20,000 --> 00:53:21,320
whatever once. 
Again, there's that high 

1012
00:53:21,320 --> 00:53:22,800
variance actually being 
valuable. 

1013
00:53:24,160 --> 00:53:26,560
Absolutely. 
With that being said, Clark, 

1014
00:53:26,560 --> 00:53:28,440
would you like to take us into 
our Arsenal zone? 

1015
00:53:28,440 --> 00:53:30,480
Sure. 
So our Arsenal Zone is the 

1016
00:53:30,480 --> 00:53:32,920
section of our podcast where you
like to shout out cards that 

1017
00:53:32,920 --> 00:53:36,600
we've been thinking about, maybe
playing a lot, brewing with, or 

1018
00:53:36,600 --> 00:53:40,640
just have an appreciation for. 
And I'm going to talk about a 

1019
00:53:40,640 --> 00:53:42,960
card that I have a brand new 
appreciation for. 

1020
00:53:43,360 --> 00:53:47,520
We've mentioned on this podcast 
how we aren't the happiest with 

1021
00:53:47,520 --> 00:53:51,600
the storytelling in flesh and 
blood cards, especially when 

1022
00:53:51,600 --> 00:53:54,240
compared to Magic the Gathering,
which I think is the gold 

1023
00:53:54,240 --> 00:53:56,920
standard for storytelling in in 
trading card games. 

1024
00:53:57,840 --> 00:54:01,320
I want to talk about a card that
I think does a much better job 

1025
00:54:01,320 --> 00:54:02,560
of this, and I want to 
acknowledge that. 

1026
00:54:02,560 --> 00:54:06,360
I think that Legend Story 
Studios is getting better at 

1027
00:54:06,360 --> 00:54:09,320
this. 
Visit the Imperial Forge. 

1028
00:54:09,720 --> 00:54:13,040
Visit the Imperial Forge is not 
a good card. 

1029
00:54:13,800 --> 00:54:17,760
It gives your sword and dagger 
attacks piercing it's rainbow 

1030
00:54:17,880 --> 00:54:21,280
321 and it blocks for three and 
it has go again. 

1031
00:54:21,280 --> 00:54:26,480
It costs nothing. 
You're spending a card to give 

1032
00:54:26,480 --> 00:54:30,680
yourself value if they block 
with equipment and you're also 

1033
00:54:30,680 --> 00:54:35,440
doing it before the attack. 
So they get to then make the 

1034
00:54:35,440 --> 00:54:37,600
choice of whether or not they 
block with equipment and even 

1035
00:54:37,600 --> 00:54:41,240
give you value for that card. 
Like, it's not a great card, but

1036
00:54:41,240 --> 00:54:44,880
when you look at this card, like
really look at the card, I think

1037
00:54:44,880 --> 00:54:46,520
it's incredible. 
I think there's so much 

1038
00:54:46,520 --> 00:54:50,720
storytelling happening here. 
And I know at first glance 

1039
00:54:50,720 --> 00:54:55,040
you're like, no, it isn't 
because it's a guy working on 

1040
00:54:55,040 --> 00:54:57,840
the forge, but like, look at 
what the forge is made of. 

1041
00:54:58,480 --> 00:55:02,120
Look at what the background is. 
Look at how there's running lava

1042
00:55:03,080 --> 00:55:06,800
and then read the flavor text. 
The sharpest blades of Wraith 

1043
00:55:06,840 --> 00:55:10,760
are forged within molten rivers 
that flow through the heart of 

1044
00:55:10,760 --> 00:55:15,000
Mount Volcor. 
The Imperial Forge is in Mount 

1045
00:55:15,000 --> 00:55:18,040
Volcor. 
It's telling you where something

1046
00:55:18,040 --> 00:55:19,400
is. 
It's showing you the type of 

1047
00:55:19,400 --> 00:55:23,640
people that work in this forge. 
Common average citizens in the 

1048
00:55:23,640 --> 00:55:27,280
world of Wraith. 
It's showing you also the kind 

1049
00:55:27,280 --> 00:55:29,640
of weapons that they make. 
Yes, you see the sword there, 

1050
00:55:29,640 --> 00:55:35,560
but you also see glaze. 
You see hilts, you see people 

1051
00:55:35,560 --> 00:55:38,440
working in the background. 
You can imagine what it's like 

1052
00:55:38,440 --> 00:55:40,720
to be here. 
You can see the sparks flying 

1053
00:55:40,720 --> 00:55:45,880
off of the sword. 
There is some action in this, as

1054
00:55:45,880 --> 00:55:48,680
well as a lot of environmental 
storytelling. 

1055
00:55:49,080 --> 00:55:52,320
There's like even a little chain
hanging down from the ceiling in

1056
00:55:52,320 --> 00:55:54,160
the upper leftover by the pitch 
tack. 

1057
00:55:54,920 --> 00:55:59,840
And those are the little details
I think people can miss a lot of

1058
00:56:00,080 --> 00:56:01,880
when they're looking at these 
cards. 

1059
00:56:02,480 --> 00:56:05,840
But I think that this is good 
world building on a card. 

1060
00:56:06,560 --> 00:56:11,280
Is it great? 
No, but it's definitely a step 

1061
00:56:11,280 --> 00:56:13,400
in the right direction. 
I love to see the Legend Story 

1062
00:56:13,400 --> 00:56:18,120
Studios is doing more of this 
rather than just showing 

1063
00:56:18,360 --> 00:56:20,640
character doing an action, 
character doing an action, 

1064
00:56:20,640 --> 00:56:24,160
character doing an action. 
With the whole lore of Flesh and

1065
00:56:24,160 --> 00:56:27,920
Blood being a fight between 2 
heroes who encounter each other,

1066
00:56:28,160 --> 00:56:31,000
there's a tendency for, I think,
for a lot of cards to look like 

1067
00:56:31,000 --> 00:56:33,680
that and I think it's very 
boring. 

1068
00:56:33,960 --> 00:56:35,760
This is way more interesting to 
me. 

1069
00:56:35,760 --> 00:56:39,600
This tells more of a story to me
and so I I like it. 

1070
00:56:40,080 --> 00:56:44,360
I really like this card. 
I completely agree because when 

1071
00:56:44,360 --> 00:56:47,000
I first saw that card and I 
think it's everfest right? 

1072
00:56:47,480 --> 00:56:50,200
Dynasty Dynasty. 
Dynasty I thought it sucked. 

1073
00:56:50,200 --> 00:56:53,840
I'm like wow, OK, another card 
that word can't play move to the

1074
00:56:53,840 --> 00:56:56,160
next. 
So you seeing that world 

1075
00:56:56,160 --> 00:57:01,960
building aspect of it is exactly
the change in mindset that we 

1076
00:57:02,240 --> 00:57:06,920
I'd like to see more of in LS S 
s design and not reserving these

1077
00:57:07,400 --> 00:57:10,560
bad cards for. 
Storytelling. 

1078
00:57:10,720 --> 00:57:13,600
Yeah, for my card shout out 
today I want to talk about a 

1079
00:57:13,600 --> 00:57:15,160
card that I don't think is very 
good. 

1080
00:57:15,560 --> 00:57:19,000
I don't even know if it'll ever 
be good, and that's Tome of AO. 

1081
00:57:21,480 --> 00:57:25,400
Tome of AO is a blue Majestic 
from Dynasty. 

1082
00:57:25,920 --> 00:57:28,960
It says at the beginning of your
action phase, destroy Tome of AO

1083
00:57:29,000 --> 00:57:31,040
and then draw a card. 
It has ward one. 

1084
00:57:31,200 --> 00:57:33,600
It does not have go again. 
It costs one resource. 

1085
00:57:34,080 --> 00:57:37,600
So it's kind of like a really 
long term ponder token that you 

1086
00:57:37,600 --> 00:57:40,600
can't plan around. 
It costs a card and a resource. 

1087
00:57:40,720 --> 00:57:43,120
It only blocks for two. 
Wait at end of term. 

1088
00:57:43,720 --> 00:57:45,600
At the beginning of your action 
phase at the. 

1089
00:57:45,600 --> 00:57:48,240
Beginning of your action phase. 
That's better than Ponder. 

1090
00:57:48,720 --> 00:57:53,320
You're right because it allows 
you to like have a six card hand

1091
00:57:53,960 --> 00:57:59,160
and I suppose that's not bad, 
but if you take any damage this 

1092
00:57:59,160 --> 00:58:01,120
card goes away because that is 
ward one. 

1093
00:58:01,480 --> 00:58:04,720
Maybe you can stack it with your
other ward effects to make it 

1094
00:58:04,720 --> 00:58:08,200
like you get rid of your other 
ward effects first. 

1095
00:58:08,400 --> 00:58:10,800
Like I just don't quite 
understand how you're preserving

1096
00:58:10,800 --> 00:58:13,600
this card and keeping it up. 
Maybe it's supposed to synergize

1097
00:58:13,600 --> 00:58:16,640
with like other cards? 
Like isn't there like a kimono 

1098
00:58:16,640 --> 00:58:19,080
that like gives you extra 
spectral Shields or something if

1099
00:58:19,080 --> 00:58:22,320
your words go away? 
But is this good enough to 

1100
00:58:22,320 --> 00:58:24,960
warrant paying a resource and 
your action point in order to 

1101
00:58:24,960 --> 00:58:28,280
drop this aura down? 
Well, you see, I think that's 

1102
00:58:28,280 --> 00:58:34,040
the thing, Fuzzy. 
I think that this card is 

1103
00:58:34,360 --> 00:58:36,840
designed for because. 
And what class is it for 

1104
00:58:36,880 --> 00:58:39,760
Illusionist? 
Yeah, I think this is for an 

1105
00:58:39,760 --> 00:58:42,680
Illusionist build that just 
nobody's running right now. 

1106
00:58:42,680 --> 00:58:46,200
I just have a hard time seeing 
this card ever being good. 

1107
00:58:46,600 --> 00:58:49,680
And you know, I love tomes. 
It says draw a card on it. 

1108
00:58:49,880 --> 00:58:50,520
I'm there. 
Well. 

1109
00:58:51,600 --> 00:58:55,840
Fuzzy here's Here's where it's 
good and it may seem weird but 

1110
00:58:55,840 --> 00:58:58,880
like I've I have thrown this in 
a brew or two I've been doing. 

1111
00:58:58,920 --> 00:59:01,400
OK, I'm. 
Doing a lot of brewing, if you 

1112
00:59:01,400 --> 00:59:06,880
throw a bunch of go again 
attacks to strip all the cards 

1113
00:59:06,880 --> 00:59:10,520
from their hand, then you play 
this at the end of your chain 

1114
00:59:11,200 --> 00:59:17,120
and you start your next turn 
with A5, maybe 6 card hand. 

1115
00:59:17,360 --> 00:59:20,280
That is what it is for now. 
We don't think of Illusionists 

1116
00:59:20,280 --> 00:59:24,160
as the deck that does that, so 
we don't see this card being 

1117
00:59:24,160 --> 00:59:27,240
very good, but I think it's 
surprisingly good. 

1118
00:59:27,240 --> 00:59:30,280
I think you can. 
Also if you can do some action 

1119
00:59:30,280 --> 00:59:35,000
point shenanigans with Lead the 
charge you can end up. 

1120
00:59:35,040 --> 00:59:38,120
I know, I know, but red and 
yellow Lead the charge. 

1121
00:59:38,120 --> 00:59:42,160
Both trigger on this to give you
an action point, and you can 

1122
00:59:42,160 --> 00:59:47,120
then chain it into throwing 
something like Miraging Phantasm

1123
00:59:47,360 --> 00:59:50,560
where if they destroy it, if 
they pop it, you get to create a

1124
00:59:50,560 --> 00:59:55,400
copy of this. 
OK. 

1125
00:59:55,640 --> 00:59:57,680
There there are worlds where 
this is playable. 

1126
00:59:57,680 --> 01:00:02,240
Is it good? 
I'm skeptical you could call me 

1127
01:00:02,240 --> 01:00:05,760
a non believer Tom of a yo. 
I like your name. 

1128
01:00:06,600 --> 01:00:12,960
I like saying a yo. 
But I brought 2 copies to sign 

1129
01:00:13,000 --> 01:00:14,360
and give to you. 
You know what? 

1130
01:00:14,360 --> 01:00:17,160
Thanks for giving me a copy, 
Fuzzy, because I like. 

1131
01:00:17,160 --> 01:00:20,560
This so you can each own a copy 
of Tom of a YO. 

1132
01:00:21,080 --> 01:00:24,240
Here you go, You too. 
Thank you Fuzzy, I can't wait to

1133
01:00:24,240 --> 01:00:26,320
put this in that can beat you 
with it and then be like. 

1134
01:00:27,280 --> 01:00:30,200
My fuzzy I'd be so impressed. 
My fuzzy card binder is slowly 

1135
01:00:30,200 --> 01:00:33,000
growing. 
What about you, Joel? 

1136
01:00:33,560 --> 01:00:36,160
So I already talked about it a 
little bit and I'm going to talk

1137
01:00:36,160 --> 01:00:40,160
about it some more. 
I'm shouting out the original 4 

1138
01:00:40,160 --> 01:00:43,920
tutors for the Welcome to Raith 
Heroes Being Sand, Sketch Plan, 

1139
01:00:43,920 --> 01:00:46,480
Showtime, Singing, Steel Blade, 
and Mugenchi release. 

1140
01:00:46,680 --> 01:00:52,400
Because tutors are so strong in 
other card games it really makes

1141
01:00:52,400 --> 01:00:54,880
me excited that they were 
included now. 

1142
01:00:55,160 --> 01:00:59,680
They're so the first 10 heroes 
of the game got them. 

1143
01:01:00,240 --> 01:01:03,760
The Welcome Wraith heroes, the 
Arcane Rising heroes, and Bolton

1144
01:01:03,760 --> 01:01:07,560
and Leviah all got one, and then
we kind of stopped seeing them. 

1145
01:01:07,880 --> 01:01:09,800
You know, actually I've noticed 
something. 

1146
01:01:09,800 --> 01:01:11,280
It's when they brought in 
talents. 

1147
01:01:11,480 --> 01:01:15,000
Yeah, like the larger a carpool 
a hero has, like maybe they need

1148
01:01:15,000 --> 01:01:18,720
less support in a way, or maybe 
they decided that these 

1149
01:01:18,720 --> 01:01:20,520
searchable effects are really 
powerful. 

1150
01:01:20,520 --> 01:01:23,160
But either way, I'd like to see 
more of them. 

1151
01:01:23,160 --> 01:01:26,480
I think it's a really good way 
of expressing more of a 

1152
01:01:26,480 --> 01:01:29,120
personality with these heroes 
and their play style. 

1153
01:01:29,680 --> 01:01:33,320
They're all very tuned and none 
of them are outrageously 

1154
01:01:33,320 --> 01:01:34,520
powerful. 
It's just really good 

1155
01:01:34,520 --> 01:01:38,000
consistency pieces, especially 
with Levi and Bolton. 

1156
01:01:38,000 --> 01:01:41,120
Like they're they're like a 
necessary evil. 

1157
01:01:41,120 --> 01:01:45,360
Like Beacon Victory is like 
really good Shadow Blobsfed 

1158
01:01:45,360 --> 01:01:48,960
being really like mid and the 
original. 

1159
01:01:49,200 --> 01:01:53,520
They can go into any build with 
these heroes and just be really 

1160
01:01:53,520 --> 01:01:56,520
solid cards. 
So this design, I really like 

1161
01:01:56,520 --> 01:01:57,760
it. 
I wanna see more of it in 

1162
01:01:57,760 --> 01:01:59,960
feature sets. 
Just wanted to shout it out. 

1163
01:02:00,120 --> 01:02:04,360
Yeah, tutors are great. 
I think it makes sense that 

1164
01:02:04,360 --> 01:02:06,960
they're printed in the first 
couple sets, especially because 

1165
01:02:06,960 --> 01:02:10,360
the card pool was so low, right?
You want the tutors in order to 

1166
01:02:10,360 --> 01:02:13,080
help you have a more consistent 
deck when you're working with a 

1167
01:02:13,080 --> 01:02:16,080
far less card pool. 
That's a great. 

1168
01:02:16,080 --> 01:02:18,440
Point, which is why I'm not sure
we'll see a lot of tutors in the

1169
01:02:18,440 --> 01:02:19,880
future, but I would be really 
excited. 

1170
01:02:19,880 --> 01:02:22,480
Tutors get more and more 
powerful the more things that 

1171
01:02:22,480 --> 01:02:25,440
you have to search with that's. 
True, I don't think they'll ever

1172
01:02:25,440 --> 01:02:28,720
be banned because of their silo 
design, but I would like to see 

1173
01:02:29,240 --> 01:02:30,960
like more of them as 
specializations. 

1174
01:02:30,960 --> 01:02:33,360
Yeah, again, she released only 
finds Lord of Wind. 

1175
01:02:33,400 --> 01:02:36,200
It did kind of get a little bit 
stronger because of the surging 

1176
01:02:36,200 --> 01:02:38,600
strike line having like a new 
branch kind of all. 

1177
01:02:39,360 --> 01:02:42,360
Right, with that, we're going to
close out our episode. 

1178
01:02:42,360 --> 01:02:45,400
Thank you guys so much for 
listening and we'll catch you 

1179
01:02:45,720 --> 01:02:47,000
next week. 
OK, bye. 

1180
01:02:47,520 --> 01:02:50,520
Have a great one. 
Pitch It to Me podcast is hosted

1181
01:02:50,520 --> 01:02:55,720
by Fuzzy Dope, Clark Moore and 
Joel Racinos, executive producer

1182
01:02:55,800 --> 01:03:00,640
Talon Stradley, logistics 
coordinator John Farkas music by

1183
01:03:00,840 --> 01:03:07,000
Dylan Holtz logo by on V sound 
mixing, Christopher Moore Last 

1184
01:03:07,000 --> 01:03:09,760
but not least, you Thank you for
listening. 

1185
01:03:10,200 --> 01:03:12,960
Please give us a follow on your 
favorite social media platform 

1186
01:03:13,040 --> 01:03:45,080
at Pitch It to Me Podcast. 
So I want you to imagine that 

1187
01:03:45,400 --> 01:03:47,360
and you as the audience can play
along here. 

1188
01:03:47,760 --> 01:03:52,800
I have 3 doors, AB and C. 
I've hidden the keys to a shiny 

1189
01:03:52,800 --> 01:03:57,200
new car in one of these 3 doors.
I've even picked a letter. 

1190
01:03:57,200 --> 01:04:00,640
OK, so I have imagining one of 
these doors as having the key. 

1191
01:04:00,640 --> 01:04:04,360
OK. 
Behind the other two doors are 

1192
01:04:04,360 --> 01:04:07,440
useless donkeys. 
You don't want a donkey. 

1193
01:04:07,440 --> 01:04:09,920
That's a lot of responsibility. 
You want keys to a shiny new 

1194
01:04:09,920 --> 01:04:12,880
car? 
Joel, can you pick one of these 

1195
01:04:12,880 --> 01:04:17,200
3 doors? 
You say it out loud A awesome. 

1196
01:04:18,200 --> 01:04:23,880
I can tell you Joel that I did 
not pick C to have the keys. 

1197
01:04:24,080 --> 01:04:27,480
I'm I'm I'm opening door C and 
it has a donkey. 

1198
01:04:27,880 --> 01:04:34,240
OK, OK, now I will give you the 
chance to switch your answer to 

1199
01:04:34,240 --> 01:04:39,040
door B knowing that there is a 
donkey in door C. 

1200
01:04:39,960 --> 01:04:42,840
Do you hold with A or do you 
swap to B? 

1201
01:04:42,840 --> 01:04:44,560
Yeah. 
Do you think you were correct 

1202
01:04:44,560 --> 01:04:47,840
the first time or do you think 
you have maybe a better chance 

1203
01:04:47,840 --> 01:04:53,520
if you switched doors to door B?
Good question. 

1204
01:04:53,600 --> 01:04:56,320
I don't know if it changes a 
whole lot because there's still 

1205
01:04:56,320 --> 01:04:58,680
a donkey and so it's a 5050, so 
I'd rather stick with my 

1206
01:04:58,680 --> 01:05:00,960
original, right? 
And that's the paradox I see. 

1207
01:05:01,440 --> 01:05:05,760
So I will tell you just for the 
sake of the thought experiment, 

1208
01:05:05,760 --> 01:05:09,200
OK, I had shows in door A. 
So in this case, switching would

1209
01:05:09,200 --> 01:05:13,520
have LED you to another donkey. 
But the chances, if we played 

1210
01:05:13,520 --> 01:05:17,200
this experiment out many times, 
the chances are actually not 

1211
01:05:17,200 --> 01:05:20,640
5050 anymore. 
And that's because if I always 

1212
01:05:20,640 --> 01:05:24,360
reveal a door with a donkey, 
then it consolidated the 

1213
01:05:24,360 --> 01:05:28,240
probabilities. 
So if you pick door A, you have 

1214
01:05:28,240 --> 01:05:31,000
a one third chance of being 
correct, right? 

1215
01:05:31,480 --> 01:05:35,880
But if I say I will always 
reveal a door with a donkey, 

1216
01:05:36,240 --> 01:05:40,400
then like let's say there was a 
donkey, let's go back a little 

1217
01:05:40,400 --> 01:05:45,360
bit and say that there was the 
keys in the car was in door C 

1218
01:05:45,680 --> 01:05:49,200
and you had still picked AI 
would have revealed B, right, 

1219
01:05:49,280 --> 01:05:51,320
Right. 
So if I'm always revealing a 

1220
01:05:51,320 --> 01:05:54,760
door with a donkey one of the 
wrong answers, and you had a one

1221
01:05:54,760 --> 01:05:58,960
third before, it kind of means 
that Like if the keys were in 

1222
01:05:59,000 --> 01:06:02,720
any door other than the one that
you picked, then the only door 

1223
01:06:02,720 --> 01:06:05,640
that's left for you to switch to
will be one with the car. 

1224
01:06:07,440 --> 01:06:10,120
And since you have a one third 
chance of being correct at the 

1225
01:06:10,120 --> 01:06:13,680
beginning, it means you have a 
2/3 chance of the only remaining

1226
01:06:13,680 --> 01:06:16,600
door having keys. 
That's my best explanation for 

1227
01:06:16,600 --> 01:06:18,200
the multi hall problem. 
Yeah. 

1228
01:06:18,560 --> 01:06:21,640
And again, we are people who 
like have had to explain 

1229
01:06:21,640 --> 01:06:25,280
probabilities before and we're 
still not great at it, right? 

1230
01:06:25,280 --> 01:06:28,440
Like probability is just so hard
to understand. 

1231
01:06:29,240 --> 01:06:31,600
So it's 66. 
Percent, yeah. 

1232
01:06:31,600 --> 01:06:35,360
If you switch you have a 60, you
have a 2/3 chance of getting the

1233
01:06:35,440 --> 01:06:38,560
prize, and if you stay it ends 
up being 1/3. 

1234
01:06:38,840 --> 01:06:39,840
Really. 
Yeah. 

1235
01:06:40,200 --> 01:06:43,480
Not 5050, which is what everyone
would think. 5050 is such a 

1236
01:06:43,480 --> 01:06:45,360
natural instinct. 
You're like, OK, you got rid of 

1237
01:06:45,360 --> 01:06:48,000
one of the chances, now there's 
25050. 

1238
01:06:48,000 --> 01:06:49,360
But. 
Kind of bum because now I know 

1239
01:06:49,360 --> 01:06:52,400
I'm like thinking like the rest 
of people, but that makes a lot 

1240
01:06:52,400 --> 01:06:55,640
of sense and it's also very. 
Super logical to think of it as 

1241
01:06:55,640 --> 01:06:58,560
A50 50. 
I would say that the most 

1242
01:06:58,560 --> 01:07:01,280
logical way that it's been 
explained to me is that your 

1243
01:07:01,280 --> 01:07:05,440
first selection has a 2/3 chance
of being wrong, so why wouldn't 

1244
01:07:05,440 --> 01:07:07,920
you want to switch the moment 
that you're given a chance? 

1245
01:07:08,880 --> 01:07:11,320
I think it's kind of interesting
too, because the core of the 

1246
01:07:11,320 --> 01:07:14,680
problem is whoever is 
controlling what doors are 

1247
01:07:14,680 --> 01:07:19,520
opened is making an influence on
the probability, right? 

1248
01:07:19,520 --> 01:07:23,400
Like he's opening the wrong door
and kind of influencing your 

1249
01:07:23,400 --> 01:07:24,280
decision there. 
Yep. 

1250
01:07:24,440 --> 01:07:26,440
Right. 
Instead of it being like a one 

1251
01:07:26,440 --> 01:07:29,760
and three or 5050. 
That's why it's not 5050, right?

1252
01:07:29,760 --> 01:07:31,760
Yeah, got it. 
Because we'll never reveal the 

1253
01:07:31,760 --> 01:07:33,200
correct door that you didn't 
pick. 

1254
01:07:33,280 --> 01:07:35,360
Got it. 
Now that doesn't have a direct 

1255
01:07:35,360 --> 01:07:38,600
relationship to flesh and blood 
other than hey, probabilities 

1256
01:07:38,600 --> 01:07:42,040
fucking hard to understand. 
Yeah, I'm certainly confused. 

1257
01:07:42,160 --> 01:07:42,520
Yeah.
