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Welcome to the Pichotumi 
Podcast, a show about the 

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subjective past, present, and 
potential future of flesh and 

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blood design. 
Today's episode will be about 

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permanence and their role in the
game. 

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You can find us across, well, 
find them across all socials 

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such as Blue Sky and Instagram 
at Pichotumi Podcast. 

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I'm fuzzy. 
I'm Kevin. 

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And I'm Clark. 
So we've got a special guest on 

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the show today, Kevin Smurf 
Murphy. 

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Welcome to the podcast. 
Just in case somebody's living 

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under a rock and hasn't heard of
you, Kevin, could you introduce 

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yourself for our audience? 
Yeah, I'm Kevin Murphy. 

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I guess now I'm a Prism main. 
I used to be an Icelander player

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for as long as she was legal to 
play. 

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You really know how to pick 
them, huh Icelander? 

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Yeah and I've been playing Prism
for about the last year and 

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recently picked up some decent 
results winning Battle Harden 

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top 8IN London and started 
putting out some some content on

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YouTube, essentially A Prism 
guide piece by piece. 

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Yeah, that's been getting a lot 
of good attention, huh? 

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Yes, it has way, way more than I
expected. 

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I have noticed that people love 
learning about how to play 

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heroes from people really good 
at playing those heroes. 

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That makes sense to me. 
Oh yeah, yeah. 

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Yeah, I mean, I the first stuff 
I learned about how to play 

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Prism was from Rob Caton, who 
like made the deck and 1st 

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showed up with it heavy hitters 
release weekend. 

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And then Raya Adams, who like 
was the North American player 

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who really took all of that deck
and took it forward. 

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So like I learned the basics of 
how to play it from them and. 

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Yeah, yeah. 
That's what got me hooked. 

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Some other wonderful accolades 
for you, Kevin. 10th in ELO in 

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the world. 
Oh my, we have a top ten player 

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on our podcast. 
I know we've always said that 

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we're gonna be like more of a 
casual podcast and we're not. 

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We're gonna stay away from the 
competitive scene a little bit. 

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But I mean, here we are with the
one of the best players in the 

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world. 
Yeah, well, Kevin's awesome 

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because not only is he 10th in 
the world in ELO, he also is Co 

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host of the Table pit with Pitt 
against, pit against, pit 

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against, right? 
Because Table Pit is the channel

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and then Pit against is the call
in show that you guys do. 

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Yeah. 
Yeah, so Co host of Pit against 

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a call in show every single 
Thursday where fans of flesh and

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blood can call in and give their
unhinged hot takes, which you 

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and your Co host will then 
systematically disassemble over 

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the next 20 minutes, as I 
learned just a few Thursdays 

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ago. 
We we try and talk people back a

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little bit, but we also get some
like really interesting ones 

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that also will move us in 
certain directions. 

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It's it's really cool to have 
those discussions just because 

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like I, I don't love the way 
social media works. 

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And just like when you have a 
character limit on a message, 

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I'm like, that's not, that's not
it. 

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Yeah, yeah, yeah. 
So then getting to have those 

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like longer discussions where 
you actually can go through the 

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nuance of stuff is awesome. 
It's why I love it. 

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And it's also like, I think you 
could probably tell it's why all

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of my content is at least 30 
minutes long. 

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Like, like that's, that's the 
stuff I really enjoy. 

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Kevin, where can people find 
you? 

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I think you can find me on every
platform is at Smurfab. 

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So SMURPHFAB, and I'm pretty 
sure that's my handle on Blue 

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Sky, Twitter, YouTube, all of 
it. 

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So yeah, if you want to find 
PRISM content and how to play 

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PRISM stuff, then YouTube's 
where to go for that. 

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Yeah. 
Awesome. 

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And then your call in show. 
That is Pit Against which is 

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every Thursday 8:00 PM Eastern. 
On the table Pit is the the 

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YouTube channel and I do that 
with William Knuckles AKA Table 

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and Legs. 
Awesome. 

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We'll definitely be putting all 
the links to that at the top of 

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our description. 
We encourage everyone to go 

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check out Kevin and all of his 
content. 

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He is not only an extremely 
talented player, he is a very 

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insightful player. 
And as far as competitive 

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players go, I have really 
appreciated how you are able to 

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speak to players of all skill 
levels. 

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And you're not just about what's
the best thing in the game right

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now, you're also about what's 
interesting in the design of the

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game and and wider aspects. 
So I I highly recommend if you 

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enjoy our content, you will 
enjoy Kevin's content. 

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Thanks. 
Yeah. 

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So what are you doing? 
Click off of our show and go. 

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Maybe don't do that. 
Well, Kevin, thank you so much 

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for joining us for today's 
episode. 

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We're talking about the various 
permanence in Flesh and blood. 

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There are lots of different 
kinds of permanence. 

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And I think many people, when 
they first joined the game, they

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were sold as flesh and blood as 
a game with no board state, no 

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permanence. 
And then we play the game. 

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There's a lot more permanence 
than we were initially sold on. 

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Kevin, with your recent focus on
Prism, we felt like it was a 

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really good chance to sort of 
discuss all of this, especially 

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as it's been maybe a little bit 
more of a hot topic issue with 

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Florian and his Rinchant 
stacking and other similar board

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state based strategies coming to
prominence recently. 

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So we are going to break it down
into 3 pitches. 

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In red pitch, Kevin will talk 
about the various different ways

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that illusionists engage in 
building a board state and their

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various permanence. 
In yellow pitch, Fuzzy is going 

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to talk about semi permanent 
cards, cards that stay on the 

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field for a while but eventually
go away. 

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And then I'm going to talk about
one time permanence. 

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So things that go on to the 
board state but then disappear 

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pretty quickly. 
These were the the three 

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categories that we sort of 
sorted out with permanence in 

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our notes, and I think it's 
going to be fun going through 

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the different types of them and 
discussing how they interact. 

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And if you stick around until 
after blue pitch, we do our 

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Arsenal zone. 
If you're new to the show, we're

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each going to shout out a card 
from the game and that's how our

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show's going to go. 
Kevin, do you want to leave us 

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off with Red pitch? 
Sure. 

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So I mean, this is for me, this 
is a very like there's a sing. 

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There's a very defining 
characteristic for what I think 

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about when they're when I look 
at illusion as permanence. 

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And I guess these are about to 
become also necromancer 

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permanence, which are they are 
permanents that stay on the 

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board until the opponent 
interacts with them. 

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The opponent has to do something
to get rid of them. 

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And until they do, they're going
to get some sort of recurring 

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value that the player who's 
casted it can will get turn over

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turn. 
And that's how you see these 

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advantages from like OG prison 
with boards full of auras and 

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luminaris or drone light with a 
huge board of Dragons. 

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The opponent has to deal with it
in some way. 

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Which is a very powerful thing 
to ask, you know, especially 

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because many classes have a 
really hard time dealing with 

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those different permanence. 
They kind of ask different 

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things of you. 
But like Spectra, I know you're 

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going to get into it, but being 
a classic example, I need action

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points to deal with Spectra 
efficiently. 

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Otherwise, I'm giving you my 
entire turn. 

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Which like Spectra is a really 
flavourful illusionist mechanic 

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of you have you've created this 
thing and the opponent goes to 

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hit it and clear it and there's 
just nothing there and the 

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attack is wasted. 
And like it flavorfully makes 

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sense game design. 
It's much harder to balance. 

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But that also becomes like one 
of the things looking at each of

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the illusionist that's come out,
how your the their primary like 

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board state mechanic has changed
with basically all of them. 

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And then how the opponent 
answers those mechanics. 

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That mechanic has also changed 
because Prism, it OG prism it 

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was Spectra and was ludicrously 
polarizing and also got into 

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like it's own weird 2 spaces 
between the yellow auras and the

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blue auras. 
Because the difference between 

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A4 cost Spectra aura and a 0 
cost Spectra aura. 

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I don't care if it is an action 
that consumes your action point.

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A0 cost Spectra aura is wildly 
different from A4 cost Spectra 

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aura. 
And you know, I'm really happy 

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you brought up these 4 cost 
Spectra auras because one thing 

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that you said at the beginning 
here was recurring value, right?

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If we look at what we kind of 
expect A4 cost yellow card to 

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give us, it's about 7 value, 
right, Seven offensive value. 

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But if we look at a lot of these
auras, merciful retribution, 

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what else is there? 
There's Genesis. 

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But Genesis is a majestic. 
It's supposed to break the mouth

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a little bit. 
Parable and Ode would be the 

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other two rares. 
Looking at these rare 4 cost 

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auras, Parable, Ode and Merciful
Retribution, none of them really

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generate 7 value. 
When you play them, you really 

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are being asked to get a lot of 
their value turn over turn. 

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You need that recurring value 
for it to be a worthwhile value 

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proposition, right? 
If it depends a little bit on 

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how they get played out and how 
you map it, because the other 

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half of that is how do you value
Spectra? 

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But like if you're going to play
an ODE with two ORS on the board

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that are swinging and you have 
OG Luminaris, do you suddenly 

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just immediately have 4 value 
off it because you're getting 2 

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on hits plus the swing and an on
hit? 

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And then they have to deal with 
spectrum, but it and then 

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merciful is like in response to 
something breaking, you play the

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merciful, you get the trigger 
from them hitting a Genesis or 

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whatever, but the spectral 
shield is still there to also 

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ping. 
Like the math gets really hard 

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to, it's really hard to have 
concrete math for these auras 

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because also all of the auras 
are multiplicative with each 

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other. 
Yeah, you know that that also 

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seems like a very interesting 
thing for Illusionist 

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specifically, is that they have 
that multiplicative synergy. 

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With each other I. 
Think basically all of them have

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some sort of multiplicative 
increasing value just because 

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like ODE is it's own thing. 
Then dromae is not necessarily 

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as multiplicative, but. 
There's like burn them all, 

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which is. 
Sort of Bolana putting counters 

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and then still still pretty 
enigma with her counters, yeah. 

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Yeah, I think it's pretty 
critical to illusionist design 

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too, how these Spectra auras can
buff with each other, because 

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you want to have that pressure 
on your opponent to deal with it

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soon, right? 
Like, that's part of the design.

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Like if I want to make my 
opponent afraid of this board 

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state, if I want to give them a 
reason to deal with it, that 

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multiplicative values, one way 
that you can really, like, 

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punish players for not 
respecting your cards. 

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You know, I want to present this
challenge that like, hey, you 

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got to deal with this early, and
if you do, it's probably OK. 

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But if you ignore it for even a 
little bit, that's when it gets 

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out of hand. 
Yes. 

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Yeah, and that's what makes it 
so annoying. 

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Yes, against. 
Yeah, yeah, because to be 

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honest, I'm always scared of 
prison. 

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Like I'll be playing Victor. 
I am up like 30 plus live. 

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I have all this tempo but they 
have one card in soul. 

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Kevin's shaking his head like, 
yeah, you're basically dead at 

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that point. 
Life totals don't matter. 

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I don't like no, it's illusions.
Matter like all. 

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I can swing like red macho 
Grande and they're like, ha, 

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you've fallen into my trap gun. 
Block 3 soul shield swing my 

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angels again. 
Yeah, Soul shield pitching a 

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blue pop Halo, go get Soraya. 
And it's like, oh, you know, 

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that one carton soul that's now 
a draw to oh, that's now an ALS.

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And I'm like, what the fuck just
happened? 

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Yeah. 
So it's like Spectra was an 

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interesting place for them to 
start because that's like that 

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is the way that the opponent 
interacts with it, which is very

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taxing. 
By like, yeah, like turning off 

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their turn. 
Yeah, which is the is very 

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taxing for a lot of decks. 
And they try to change that when

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they go to Dromi and they have 
allies that have Phantasm, which

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is trying to give those decks 
agency again, but they still 

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have that kind of snowball 
effect. 

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And Illusionist retained at 
least some of it's like weakness

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to aggro decks where it's like 
Illusionist takes time to build 

225
00:13:15,200 --> 00:13:19,160
up that advantage. 
Especially the defensive dromide

226
00:13:19,160 --> 00:13:22,600
decks would want to play that 
longer game. 

227
00:13:23,280 --> 00:13:26,880
You could see red line aggro or 
Empress Dromide try and just 

228
00:13:26,920 --> 00:13:31,520
match them for raw numbers and 
they could, but it was still not

229
00:13:32,280 --> 00:13:34,320
Phi with Mask. 
Momentum still does pretty well 

230
00:13:34,320 --> 00:13:38,160
into that. 
So like they tried to change it,

231
00:13:38,160 --> 00:13:42,840
but like there was still this 
thing of you can make way more 

232
00:13:42,840 --> 00:13:46,720
allies than the opponent can 
reasonably deal with. 

233
00:13:46,880 --> 00:13:49,720
Then they can clear every turn 
for those for the decks that 

234
00:13:49,720 --> 00:13:52,760
struggle with Spectra also 
couldn't clear that many allies 

235
00:13:52,760 --> 00:13:58,360
every turn. 
So then they still like they 

236
00:13:58,360 --> 00:14:03,640
tweaked it a little bit more and
also the the number of Dragons 

237
00:14:03,640 --> 00:14:07,080
that were in the deck, because 
that's like the other side of 

238
00:14:07,080 --> 00:14:08,120
it. 
And that was also the big 

239
00:14:08,120 --> 00:14:10,880
difference when it whenever fest
came out with the blue Spectra 

240
00:14:10,880 --> 00:14:13,880
is like suddenly you just had 
double the auras in your deck as

241
00:14:13,880 --> 00:14:17,400
prism, which just completely 
changed the way that deck 

242
00:14:17,400 --> 00:14:19,200
played. 
And then draw my having 30 

243
00:14:19,200 --> 00:14:21,840
Dragons in the deck built that 
entire deck. 

244
00:14:23,160 --> 00:14:27,840
And then you go to new Prism and
you have 7 allies in your deck 

245
00:14:27,840 --> 00:14:30,760
basically total. 
Yeah, Yeah. 

246
00:14:31,320 --> 00:14:34,200
That's a really limited. 
Number and they they also have 

247
00:14:34,200 --> 00:14:39,040
ward so they can attack you and 
deal with your board at the 

248
00:14:39,040 --> 00:14:41,960
same. 
Time yeah, that was something 

249
00:14:41,960 --> 00:14:45,640
that we discussed way back in 
the early days of the podcast 

250
00:14:46,240 --> 00:14:50,120
pretty much when we started we 
like talked about Dusk till Dawn

251
00:14:50,640 --> 00:14:53,000
because the this that had just 
come out when we started the 

252
00:14:53,000 --> 00:14:59,200
podcast and we were very excited
actually about printing Ward on 

253
00:14:59,200 --> 00:15:03,800
allies. 
It fell proper to us as a way of

254
00:15:03,800 --> 00:15:07,880
like, oh, this is a far more 
interactable thing that every 

255
00:15:07,880 --> 00:15:12,360
single deck can do. 
Every single deck wants to and 

256
00:15:12,400 --> 00:15:15,040
intends to deal damage to their 
opponent. 

257
00:15:15,320 --> 00:15:20,240
And obviously ninjas still had 
good match up because Ward 4 

258
00:15:20,240 --> 00:15:22,040
still pops off of Kodachi for 
one. 

259
00:15:22,600 --> 00:15:26,320
Yes it does. 
And so it was great because it 

260
00:15:26,320 --> 00:15:27,880
was. 
You can still get your 

261
00:15:27,880 --> 00:15:30,880
guaranteed value as an 
Illusionist player. 

262
00:15:31,440 --> 00:15:34,600
People on the other side of the 
table from illusionists can 

263
00:15:34,600 --> 00:15:40,240
still deal damage to those decks
and destroy their ward, but the 

264
00:15:40,240 --> 00:15:42,520
illusionist has a slightly 
better match up because they get

265
00:15:42,520 --> 00:15:47,200
more guaranteed value out of it.
Yes, we get like more guaranteed

266
00:15:47,200 --> 00:15:50,400
value out of it, but then it 
also the flip side of that that 

267
00:15:50,400 --> 00:15:55,120
they made the mechanic of 
actually getting these allies 

268
00:15:55,120 --> 00:15:58,800
into play is so much more 
restrictive than any than the 

269
00:15:58,800 --> 00:16:03,480
previous two because it was you 
don't playing in a figment from 

270
00:16:03,480 --> 00:16:08,000
your hand is miserable. 
I've done it. 

271
00:16:08,760 --> 00:16:11,680
It's miserable. 
Whenever Prism plays a figment 

272
00:16:11,680 --> 00:16:15,640
from hand I'm like I got a 
chance this game. 

273
00:16:16,360 --> 00:16:20,840
Yeah, like it's it, it is 
drastically different from the 

274
00:16:20,840 --> 00:16:24,720
other ones because they there's 
significantly fewer of them in 

275
00:16:24,720 --> 00:16:27,920
the deck. 
It's easier for most opponents 

276
00:16:27,920 --> 00:16:33,600
to answer, and it's harder to 
get your permanent into play to 

277
00:16:33,640 --> 00:16:36,840
start getting value out of it. 
Yeah, which really feels like 

278
00:16:36,840 --> 00:16:41,720
the distinction between Prism's 
ward allies and Enigma's ward, 

279
00:16:42,160 --> 00:16:46,800
quote, UN quote allies. 
They're not allies, but they're 

280
00:16:46,800 --> 00:16:50,240
allies. 
Yeah, Enigma went back to that 

281
00:16:50,240 --> 00:16:55,360
like Droma density of of 
permanence in your deck. 

282
00:16:55,560 --> 00:17:00,040
And also it's even easier to 
deploy them I think than it is 

283
00:17:00,040 --> 00:17:01,800
for Droma. 
Sure. 

284
00:17:01,920 --> 00:17:04,560
At least in general, you don't 
have to worry about at the Ash 

285
00:17:04,560 --> 00:17:07,240
mechanic at all. 
It's just you play the card, 

286
00:17:07,240 --> 00:17:09,599
it's an instant or it's an 
action, you play it and that's 

287
00:17:09,599 --> 00:17:12,440
it. 
Now also very differently with 

288
00:17:12,440 --> 00:17:17,240
Enigma allies, we were talking 
earlier about how the prism 

289
00:17:17,240 --> 00:17:21,079
cards need the reoccurring value
to get to a good value 

290
00:17:21,079 --> 00:17:24,160
proposition, but they were very 
multiplicative so it was kind of

291
00:17:24,160 --> 00:17:28,680
hard to track. 
Enigma's ward spells feel a lot 

292
00:17:28,680 --> 00:17:32,240
more linear but are way more 
spect up. 

293
00:17:32,640 --> 00:17:37,160
So taking a look at waxing 
Specter, it's a 2 for ward four 

294
00:17:37,440 --> 00:17:41,800
and then when you or sorry ward 
3, but you can get a plus one 

295
00:17:41,800 --> 00:17:44,960
counter on it if you cast the 
blue and if you spin that one 

296
00:17:44,960 --> 00:17:47,120
floating resource, you have to 
attack with it. 

297
00:17:47,360 --> 00:17:51,040
It comes in 4/4. 
Assuming you're using the the 

298
00:17:51,040 --> 00:17:53,200
scroll. 
Yes, assuming you're using the 

299
00:17:53,200 --> 00:17:57,520
scroll that is three ward value 
and four offensive value. 

300
00:17:57,800 --> 00:18:03,000
That is 7 value on a red for 
three resources. 

301
00:18:03,240 --> 00:18:06,440
That is just straight linear 
math for what we expect. 

302
00:18:06,440 --> 00:18:09,720
It's just split between offense 
and defense. 

303
00:18:10,160 --> 00:18:14,280
Yes yeah, like the there are 
some cards in the name of his 

304
00:18:14,280 --> 00:18:18,000
deck that are just on rate or 
really good rate 3 for seven go 

305
00:18:18,000 --> 00:18:23,680
again is very good in flesh and 
blood 2 card 7 go again is very 

306
00:18:23,680 --> 00:18:27,600
good. 
Rage Spectre is a blue three 

307
00:18:27,600 --> 00:18:31,080
block that is A2 card 7. 
Pretty good. 

308
00:18:31,080 --> 00:18:34,880
Which is kind of crazy. 
Spectral manifestations by 

309
00:18:34,880 --> 00:18:38,320
itself is not great, but as soon
as you put a restless 

310
00:18:38,320 --> 00:18:43,480
coalescence in that hand it's a 
three card 13 that covers 3 

311
00:18:43,480 --> 00:18:49,080
break points basically. 
Yeah, it can get really out of 

312
00:18:49,080 --> 00:18:52,680
hand really fast. 
And I think that was so 

313
00:18:52,680 --> 00:18:56,120
interesting because again, when 
Enigma came out, we were excited

314
00:18:56,120 --> 00:18:59,760
to see more Ward again, but it's
functioning very differently 

315
00:18:59,760 --> 00:19:02,360
than how Ward functioned in 
Prism. 

316
00:19:02,760 --> 00:19:06,200
Do you think that is entirely 
due to, as you're saying, ease 

317
00:19:06,200 --> 00:19:09,320
of deployment and density? 
Or do you think that the numbers

318
00:19:09,320 --> 00:19:12,160
play a larger role in that and 
how they're evaluated? 

319
00:19:13,400 --> 00:19:19,760
I think it's a mix of both. 
The thing that the density plays

320
00:19:19,760 --> 00:19:23,760
a very large role in it because 
you're much happier as an enigma

321
00:19:23,760 --> 00:19:28,240
to just cash in that word value 
basically every turn. 

322
00:19:28,520 --> 00:19:33,480
In some matchups, in prisms, new
prisms, aggro matchups, you have

323
00:19:33,480 --> 00:19:35,880
to be willing to cash in the 
ward value every turn. 

324
00:19:35,880 --> 00:19:40,960
But in your longer matchups, you
have to very strategically use 

325
00:19:40,960 --> 00:19:43,320
your resources because you have 
so few of them. 

326
00:19:43,440 --> 00:19:46,720
And Enigma still in those 
matchups is just very happy to 

327
00:19:47,560 --> 00:19:51,400
like is fine caching in that 
ward value. 

328
00:19:51,880 --> 00:19:57,280
But then because of the ease of 
deployment, you also then get to

329
00:19:57,280 --> 00:20:02,160
run a bunch of D reacts as 
Enigma to help cover the word 

330
00:20:02,160 --> 00:20:07,320
value you do have. 
Now the other half of this is 

331
00:20:07,520 --> 00:20:10,000
we've been calling them allies 
for Enigma. 

332
00:20:10,440 --> 00:20:14,640
They're not allies. 
Prisms you can just target with 

333
00:20:14,640 --> 00:20:18,360
attacks. 
So Victor can just hammer an 

334
00:20:18,360 --> 00:20:23,160
Angel, he gets that choice. 
He doesn't get that choice into 

335
00:20:23,160 --> 00:20:27,880
Enigma, which also gives the 
agency to back to Enigma. 

336
00:20:28,320 --> 00:20:31,880
In terms of defending it which 
you just like set up turn cycles

337
00:20:31,880 --> 00:20:36,480
which are deploy mirror guy, 
send CNC arsenal AD react and 

338
00:20:37,120 --> 00:20:41,800
it's so hard for dex to deal 
with that turn cycle and prism. 

339
00:20:42,080 --> 00:20:46,760
The only comparable turn that 
Prism has is like flip an Angel 

340
00:20:46,760 --> 00:20:51,600
and play an Arclight Sentinel. 
Yeah, which is like the big 

341
00:20:51,600 --> 00:20:54,200
Soraya turn, right? 
That's what every single Prism 

342
00:20:54,200 --> 00:20:58,920
player is chasing the high of. 
It's flip Soraya swing, a draw 

343
00:20:58,920 --> 00:21:01,720
to resolve ALS. 
Yeah. 

344
00:21:01,800 --> 00:21:05,120
The the difference between just 
like Arsenal and D react and 

345
00:21:05,120 --> 00:21:09,240
play A6 cost aura is insane. 
It's massive. 

346
00:21:09,360 --> 00:21:12,920
It's just night and day the way 
that Ward has interacted with 

347
00:21:12,920 --> 00:21:17,800
these two decks, like they they 
went from allies, they started 

348
00:21:17,800 --> 00:21:20,560
swinging back towards the middle
by putting Ward on them and they

349
00:21:20,560 --> 00:21:24,560
swung all the way to the other 
side with Enigma just having 

350
00:21:24,560 --> 00:21:29,680
Ward on all their stuff. 
And it's it's done really funky 

351
00:21:29,680 --> 00:21:33,720
things to the game as a result. 
Could you say more about that 

352
00:21:33,720 --> 00:21:36,080
like you're talking about the 
meta implications that Enigma 

353
00:21:36,080 --> 00:21:40,200
brought? 
I mean it just the problem 

354
00:21:40,200 --> 00:21:44,920
becomes Enigma is just a, and 
people have said this since she 

355
00:21:44,920 --> 00:21:46,560
came out. 
Enigma is just a stat check 

356
00:21:46,960 --> 00:21:49,040
deck. 
She's a damage check where if 

357
00:21:49,040 --> 00:21:54,080
you can't present, if you can't 
convert your hands to like 12 

358
00:21:54,080 --> 00:21:58,360
damage on offense, she will just
snowball basically infinitely 

359
00:21:58,360 --> 00:22:00,960
because she starts getting to 
use ward to cover all your break

360
00:22:00,960 --> 00:22:03,160
points and any weird stuff that 
would happen. 

361
00:22:03,160 --> 00:22:06,360
Any reactions you might have 
just get covered by ward to 

362
00:22:06,360 --> 00:22:10,040
protect the bigger stuff. 
And then I think Enigma probably

363
00:22:10,040 --> 00:22:13,440
had more 40 O games than any 
other deck we've seen. 

364
00:22:14,520 --> 00:22:17,760
I do think the stat check is 
intentional, you know, like they

365
00:22:17,760 --> 00:22:22,920
were like in order to make sure 
that you can, that any hero kind

366
00:22:22,920 --> 00:22:25,600
of has a shot into the style of 
game plan, we're going to make 

367
00:22:25,600 --> 00:22:27,560
it all based on how much damage 
you can present. 

368
00:22:27,640 --> 00:22:29,680
You know, they're trying to 
balance around that. 

369
00:22:29,680 --> 00:22:31,760
So if you have tempo, you should
be OK. 

370
00:22:32,360 --> 00:22:34,760
But then it just kind of turned 
out that like Enigma was 

371
00:22:34,760 --> 00:22:38,200
actually pretty good at just 
keeping that defensive value 

372
00:22:38,200 --> 00:22:41,600
like around all game and keeping
her wards around forever. 

373
00:22:41,600 --> 00:22:44,760
Because once she has like a 
single ward on it's it's no 

374
00:22:44,760 --> 00:22:48,520
longer like, can you deal 12? 
Because if I can block your 12, 

375
00:22:48,760 --> 00:22:52,000
then actually I still get my 
aura and I'm still getting value

376
00:22:52,000 --> 00:22:54,520
long term. 
You know you have to have more 

377
00:22:54,520 --> 00:22:56,200
offensive value than she can 
defend. 

378
00:22:57,040 --> 00:23:01,080
Yes, it really felt like they 
were punishing you for blocking 

379
00:23:01,080 --> 00:23:03,640
her attacks, right? 
Oh yeah. 

380
00:23:03,720 --> 00:23:06,680
Like I think that was the 
unintended consequence of the 

381
00:23:06,680 --> 00:23:09,120
strategy. 
I think it is fine to demand a 

382
00:23:09,120 --> 00:23:13,000
stack check and to have a deck 
that says you need to be able to

383
00:23:13,000 --> 00:23:16,440
deal enough damage to kill me. 
Because I think all good flesh 

384
00:23:16,440 --> 00:23:19,320
and blood decks need to be able 
to convert A5 card hand into 

385
00:23:19,320 --> 00:23:22,840
offense or A0 or A5 card hand 
into defense. 

386
00:23:22,840 --> 00:23:29,360
I think the best decks can do 
both, but with Enigma it was 

387
00:23:29,360 --> 00:23:33,360
well, you have to give me 5 
cards on offense every single 

388
00:23:33,360 --> 00:23:36,560
turn and if you don't, you're 
fucked. 

389
00:23:36,800 --> 00:23:39,600
And so that meant that any and 
all damage that Enigma ended up 

390
00:23:39,600 --> 00:23:46,080
throwing was unblockable almost 
in a way, because the moment 

391
00:23:46,080 --> 00:23:51,080
that you start giving cards to 
block that damage, then you're 

392
00:23:51,080 --> 00:23:54,480
attacking with less value. 
And that just plays into 

393
00:23:54,480 --> 00:23:59,160
Enigma's win condition. 
So it it almost stopped 

394
00:23:59,160 --> 00:24:01,720
promoting the back and forth 
that flesh and blood is known 

395
00:24:01,720 --> 00:24:02,760
for. 
Oh, definitely. 

396
00:24:02,880 --> 00:24:07,040
Whereas Dromi's Phantasm on her 
Dragons did promote that a 

397
00:24:07,040 --> 00:24:09,120
little bit more. 
You were encouraged to block 

398
00:24:09,120 --> 00:24:13,040
with a popper, and still 
encouraged to attack back, but 

399
00:24:13,040 --> 00:24:16,200
now you had this choice of 
attacking the player or the 

400
00:24:16,200 --> 00:24:20,800
ally, and that gave a nice new 
axis of engagement. 

401
00:24:22,120 --> 00:24:24,600
Which we did. 
We do see a little bit of this 

402
00:24:24,720 --> 00:24:29,280
getting punished for blocking 
thing when new Prism is really 

403
00:24:29,280 --> 00:24:33,120
doing her thing. 
Like I'm basically never happier

404
00:24:33,120 --> 00:24:35,360
than when somebody is blocking 
an Angel attack. 

405
00:24:36,040 --> 00:24:40,600
Like if I get the choice of 
defending for an Angel, if you 

406
00:24:40,600 --> 00:24:43,600
give me that opportunity, I'm 
probably going to take it. 

407
00:24:44,400 --> 00:24:49,920
And it's it is less punishing 
still because you can just like 

408
00:24:50,200 --> 00:24:53,360
send a hammer for four at the 
Angel after you like 2 card 

409
00:24:53,360 --> 00:24:55,600
block heralds. 
Like that's fine. 

410
00:24:55,920 --> 00:25:01,360
But there, there is still a bit 
of that in new Prism where if 

411
00:25:01,360 --> 00:25:04,840
you start blocking angels, 
you're going to fall behind. 

412
00:25:04,840 --> 00:25:10,200
Like you don't have that choice.
Yeah, I don't know if that's 

413
00:25:10,200 --> 00:25:13,800
totally healthy for the game, 
that aspect of Allied design. 

414
00:25:14,280 --> 00:25:19,600
It it might not be, but I think 
it has to do with the way I 

415
00:25:19,600 --> 00:25:23,680
mean, I think the Phantasm thing
is a good example of like what 

416
00:25:23,680 --> 00:25:28,240
that looks like when you can 
interact with it in a meaning, a

417
00:25:28,240 --> 00:25:31,320
sort of meaningful way. 
And I think it's also part of 

418
00:25:31,320 --> 00:25:35,560
why, like Victor into Enigma 
wasn't the worst. 

419
00:25:35,560 --> 00:25:40,360
He was by far the best guardian 
into Enigma because he could 

420
00:25:40,400 --> 00:25:42,240
test of strength and he could 
trounce. 

421
00:25:42,560 --> 00:25:46,120
So he gets value back out of 
blocking and it's not good. 

422
00:25:46,320 --> 00:25:51,960
He doesn't like it but he could 
block and not just lose out 

423
00:25:51,960 --> 00:25:55,040
completely for it as long as he 
won the clash. 

424
00:25:55,040 --> 00:25:57,760
I think what we we used to say 
was we take those. 

425
00:25:59,000 --> 00:26:00,760
Yeah. 
But then of course, you know 

426
00:26:00,760 --> 00:26:03,360
they flip their their red Enigma
Chimera and we're just like 

427
00:26:03,360 --> 00:26:10,520
fuck. 
Yeah, but no, it it becomes a 

428
00:26:10,520 --> 00:26:12,720
weird thing when you have these 
permits because you can't just 

429
00:26:13,120 --> 00:26:15,040
let them sit on the board 
forever. 

430
00:26:15,040 --> 00:26:21,240
That's them getting sort of like
pseudo infinite value if they 

431
00:26:21,240 --> 00:26:23,560
never get cleared. 
And that's like one of the big 

432
00:26:23,560 --> 00:26:27,600
things in new Prism as well as 
like I need to make more threats

433
00:26:27,600 --> 00:26:30,920
than you can answer. 
That's that's how it works. 

434
00:26:30,920 --> 00:26:35,440
If if I can't just if you're 
Victor with 45 poppers, I need 

435
00:26:35,440 --> 00:26:38,360
to do something else and I need 
to make more threats than you 

436
00:26:38,360 --> 00:26:41,200
can answer. 
And that's between angels and 

437
00:26:41,200 --> 00:26:46,320
heralds and auras. 
And it's like I have to find 

438
00:26:46,320 --> 00:26:47,680
something that I can do with 
that. 

439
00:26:48,040 --> 00:26:54,560
But it becomes it's always, I'm 
not sure if it or combo is 

440
00:26:54,560 --> 00:27:00,520
harder to balance in this game, 
but it's definitely one of the 

441
00:27:00,520 --> 00:27:01,880
hardest things for them to 
balance. 

442
00:27:01,880 --> 00:27:05,320
And I've I liked where they went
with new Prism and I think they 

443
00:27:05,320 --> 00:27:07,360
swung back. 
They swung a little too far in 

444
00:27:07,360 --> 00:27:10,240
the other direction with Enigma,
and I think they're coming back 

445
00:27:10,240 --> 00:27:13,120
a bit with Gravy Bones. 
Yeah, Speaking of Gravy Bones, 

446
00:27:13,200 --> 00:27:16,920
we've been given a glimpse into 
the future of Allies and where 

447
00:27:16,920 --> 00:27:18,960
LSS thinks they might be able to
go next. 

448
00:27:19,200 --> 00:27:23,800
And we are recording this at the
day where we don't know very 

449
00:27:23,800 --> 00:27:26,680
much about the set, but that 
will change like tomorrow. 

450
00:27:26,680 --> 00:27:30,000
So by the time this episode 
comes out, you the listeners 

451
00:27:30,000 --> 00:27:32,200
know a lot more about the set 
than we do. 

452
00:27:32,320 --> 00:27:35,240
You probably have seen like more
of Gravy Bones's allies. 

453
00:27:35,240 --> 00:27:41,200
We only know like Chum the ALS 
dupe as well as the rigor 

454
00:27:41,200 --> 00:27:42,120
mortis. 
Rigor mortis. 

455
00:27:42,120 --> 00:27:45,000
The six one ally. 
And there's one other. 

456
00:27:46,280 --> 00:27:48,320
There is one other. 
Saw Bones? 

457
00:27:48,960 --> 00:27:51,360
Yes, saw bones. 
The Doctor Who can tap and 

458
00:27:51,360 --> 00:27:53,040
prevent one damage to the next 
ally. 

459
00:27:53,160 --> 00:27:54,800
Yes, the prevention one. 
Yeah, Yep. 

460
00:27:55,040 --> 00:27:57,920
So just looking at what we've 
seen so far, I think I'm a 

461
00:27:57,920 --> 00:28:00,960
little worried actually that 
these allies are going to be 

462
00:28:00,960 --> 00:28:03,440
like too much of a pain in the 
ass to play against. 

463
00:28:03,680 --> 00:28:06,720
Like with Droma, you had the 
phantasm, so you're like, OK, I 

464
00:28:06,720 --> 00:28:09,320
can put a six in front of this 
dragon and it will die. 

465
00:28:09,480 --> 00:28:12,680
I don't have to waste an entire 
attack because spending an 

466
00:28:12,680 --> 00:28:15,320
attack to kill an ally is often 
awful. 

467
00:28:15,320 --> 00:28:18,640
Like hopefully I have an attack 
with go again that also is the 

468
00:28:18,640 --> 00:28:21,880
exact same attack value as the 
life that I'm trying to hit. 

469
00:28:22,080 --> 00:28:26,080
But let's say like I'm trying to
attack A4 ally and I only have 

470
00:28:26,080 --> 00:28:27,720
threes in hand. 
What the fuck am I going to do? 

471
00:28:27,800 --> 00:28:30,640
I waste 2 cards on it, suddenly 
I'm giving 6 value to kill this 

472
00:28:30,640 --> 00:28:33,240
ally? 
Or like it has two life but I 

473
00:28:33,240 --> 00:28:34,960
only have 4 go again, it's the 
same thing. 

474
00:28:34,960 --> 00:28:37,880
Like it's hard sometimes it's 
really hard to kill them 

475
00:28:37,880 --> 00:28:40,440
efficiently. 
And with effects like saw bones,

476
00:28:40,680 --> 00:28:44,000
you can prevent one damage and 
you can like screw over your 

477
00:28:44,000 --> 00:28:47,360
opponent by making the break 
point bad for them, like forcing

478
00:28:47,360 --> 00:28:49,520
it to be a bad inefficient break
point. 

479
00:28:50,760 --> 00:28:53,600
Yeah. 
However, it looks like they are 

480
00:28:53,600 --> 00:28:57,880
doing other healthy things. 
The ally cards cannot block, 

481
00:28:58,200 --> 00:29:00,640
which means that there's no easy
way of getting them into your 

482
00:29:00,640 --> 00:29:02,840
graveyard unless you lean on 
discard synergies. 

483
00:29:02,840 --> 00:29:06,040
So there's an extra hoop to jump
through to be able to play these

484
00:29:06,040 --> 00:29:09,000
allies though. 
You can play them normally 

485
00:29:09,000 --> 00:29:12,400
straight from hand, but then 
they won't have Go Again I do 

486
00:29:12,400 --> 00:29:15,120
not believe. 
I believe they only have Go 

487
00:29:15,120 --> 00:29:19,360
Again in terms of casting them 
when you cast them from. 

488
00:29:19,360 --> 00:29:22,040
Graveyard with the compass 
specifically and only the first 

489
00:29:22,040 --> 00:29:25,280
one, yes. 
Yes, but it also looks like 

490
00:29:25,280 --> 00:29:26,840
they're trying to get action 
points. 

491
00:29:26,840 --> 00:29:30,880
So no more of these dragon 
storms or ward storms that we've

492
00:29:30,880 --> 00:29:37,000
seen coming from Enigma and 
Dromi or even Angel or aura 

493
00:29:37,000 --> 00:29:39,000
storms that we see coming from 
Prism. 

494
00:29:39,000 --> 00:29:42,000
It seems like it's going to be 
like they're going to have to 

495
00:29:42,000 --> 00:29:46,640
work a lot harder to be able to 
throw multiple attacks and in a 

496
00:29:46,640 --> 00:29:49,160
given turn with their allies. 
It's like they're saying, 

497
00:29:49,480 --> 00:29:51,960
instead of making it really 
difficult for our opponent, 

498
00:29:52,160 --> 00:29:54,960
let's make it difficult for the 
player playing the allies, you 

499
00:29:54,960 --> 00:29:56,960
know? 
Yeah, yeah, good. 

500
00:29:57,600 --> 00:29:59,760
One thing I've loved about 
Illusionist design is that 

501
00:29:59,760 --> 00:30:05,760
you've been able to see LSS 
improve their design process as 

502
00:30:05,760 --> 00:30:08,240
the games continued. 
And we kind of did that in this 

503
00:30:08,240 --> 00:30:10,720
pitch, right? 
We started talking about old 

504
00:30:10,720 --> 00:30:15,480
Prism and Spectra, then we moved
to allies with Dromi, and then 

505
00:30:15,480 --> 00:30:18,320
like the introduction of Ward 
with new Prism, and then like 

506
00:30:18,600 --> 00:30:22,200
how that manifested in Enigma. 
And now we're talking about 

507
00:30:22,400 --> 00:30:24,800
returning to allies again in 
Gravy Bones, which is also 

508
00:30:24,800 --> 00:30:27,480
probably going to be a signal 
for like what allies are going 

509
00:30:27,480 --> 00:30:32,640
to look like with new Dromi. 
Like there's a really cool 

510
00:30:32,640 --> 00:30:37,480
aspect where LSS has printed 
really strong, really powerful 

511
00:30:37,480 --> 00:30:42,680
things with with illusionists, 
but we've been able to see them 

512
00:30:42,680 --> 00:30:46,640
develop and get better and find 
more and more healthier ways of 

513
00:30:46,640 --> 00:30:51,400
expressing the same mechanical 
ideas of permanence on the board

514
00:30:51,400 --> 00:30:52,920
that give you recurring value 
all. 

515
00:30:54,800 --> 00:30:59,320
Right, so with everything in red
pitch wrapped up and discussed 

516
00:30:59,640 --> 00:31:01,520
Fuzzy, what do you have for 
yellow? 

517
00:31:01,800 --> 00:31:05,480
So I'm going to be talking about
semi permanence. 

518
00:31:06,240 --> 00:31:09,240
What's a semi permanent? 
You know, those things that are 

519
00:31:09,240 --> 00:31:11,840
like they're like permanence, 
but they have an expiration 

520
00:31:11,840 --> 00:31:13,760
date. 
You know, they're not that long 

521
00:31:13,760 --> 00:31:16,560
for this world, but they're 
still very much things that like

522
00:31:16,560 --> 00:31:19,400
help you develop a board state. 
They make you feel like you have

523
00:31:19,400 --> 00:31:21,920
more on the board. 
They break turn parody like any 

524
00:31:21,920 --> 00:31:24,720
of your other like permanence 
and they could potentially give 

525
00:31:24,720 --> 00:31:27,880
you reoccurring value. 
Maybe that's what I want to talk

526
00:31:27,880 --> 00:31:31,160
about on my pitch. 
I think the first example I want

527
00:31:31,160 --> 00:31:34,560
to talk about is Crank item. 
When Mechanologist as a class 

528
00:31:34,560 --> 00:31:38,640
was first created in Arcane 
Rising, it was having a clear 

529
00:31:38,640 --> 00:31:42,520
emphasis on these items, right? 
It was, is it like the first 

530
00:31:42,520 --> 00:31:44,920
board state class? 
Because Aleutians didn't come 

531
00:31:44,920 --> 00:31:48,040
out till Monarch, right? 
So the first time we saw like 

532
00:31:48,040 --> 00:31:51,320
these cards being put into your 
board state was Dash and they 

533
00:31:51,320 --> 00:31:53,640
gave her like the pistol 
package, you know, where you 

534
00:31:53,640 --> 00:31:57,120
could slowly assemble like Zodia
over time and then have this 

535
00:31:57,120 --> 00:31:59,720
value that you could pump 
resources into that'd be way 

536
00:31:59,720 --> 00:32:02,320
more efficient than anything 
anyone could handle. 

537
00:32:02,480 --> 00:32:05,480
So we had this like slow 
amassing of efficient items. 

538
00:32:05,480 --> 00:32:07,920
In terms of like a full game 
plan, I'd say so. 

539
00:32:08,320 --> 00:32:11,960
They also had items like tech 
locore or tech Apple Pounder 

540
00:32:11,960 --> 00:32:13,960
wasn't the game yet. 
They had items like techno core 

541
00:32:13,960 --> 00:32:16,440
that gave you resources for the 
next couple turns and 

542
00:32:16,440 --> 00:32:18,400
supercharged you for the next 
couple. 

543
00:32:18,400 --> 00:32:21,400
So they already had this idea of
like some items stick around for

544
00:32:21,400 --> 00:32:24,400
indefinitely. 
Some items are going to give you

545
00:32:24,400 --> 00:32:26,120
short term value for the next 
couple turns. 

546
00:32:28,760 --> 00:32:33,400
However, when they revisited 
mechanologist in bright lights, 

547
00:32:33,760 --> 00:32:37,400
they were like, OK, items are 
weird because they don't block 

548
00:32:37,880 --> 00:32:39,880
and they don't necessarily give 
you an action point. 

549
00:32:40,240 --> 00:32:45,520
But they found a happy medium 
with crank where you can choose 

550
00:32:45,760 --> 00:32:50,000
to have your item around for 
less time, fewer turns, but you 

551
00:32:50,000 --> 00:32:52,120
get your action point back 
because that's a really 

552
00:32:52,120 --> 00:32:54,480
different balancing point. 
An item that gives you your 

553
00:32:54,480 --> 00:32:57,200
action point back with go again 
is a lot easier to use than one 

554
00:32:57,200 --> 00:32:59,920
that doesn't. 
So being able to like, imagine 

555
00:32:59,920 --> 00:33:02,520
if all your items cost that 
action point, they didn't have 

556
00:33:02,520 --> 00:33:04,920
go again, but then you draw a 
hand of three of them. 

557
00:33:05,240 --> 00:33:07,960
What are you going to do? 
Play 1 Arsenal one pitch to 

558
00:33:07,960 --> 00:33:11,440
another maybe, but like being 
able to play them all and crank 

559
00:33:11,440 --> 00:33:14,720
them out one after another. 
Actually using your whole hand 

560
00:33:14,720 --> 00:33:17,440
is something that is probably 
pretty important if you want to 

561
00:33:17,440 --> 00:33:21,200
build a game plan around items. 
Yeah, crank was also great 

562
00:33:21,200 --> 00:33:25,000
because very often they 
attached, they were able to math

563
00:33:25,000 --> 00:33:28,240
out the value that the card 
would generate to the amount of 

564
00:33:28,240 --> 00:33:30,920
steam counters on it. 
So look at Hadron Collider. 

565
00:33:30,920 --> 00:33:33,800
Hadron Collider is one of my 
favorite examples of a good 

566
00:33:33,800 --> 00:33:37,120
crank item. 
It is A1 cost that enters with 

567
00:33:37,120 --> 00:33:40,400
four steam counters on it. 
You can crank it down to three 

568
00:33:40,400 --> 00:33:43,560
steam counters and then the next
time you boost it destroys 

569
00:33:43,560 --> 00:33:48,200
itself and gives plus power 
equal to the amount of counters 

570
00:33:48,200 --> 00:33:51,640
on it. 
So if you somehow were able to 

571
00:33:51,640 --> 00:33:55,560
get an extra action point it 
could come in as a one for four 

572
00:33:55,560 --> 00:33:58,280
non tac action pump which is way
overrate. 

573
00:33:58,720 --> 00:34:01,560
But if you wanted it to have go 
again, you would have to crank 

574
00:34:01,560 --> 00:34:05,560
it down to three and then it's 
just like come to fight, you're 

575
00:34:05,560 --> 00:34:08,159
just running a one 4 + 3 pump in
your deck. 

576
00:34:08,480 --> 00:34:09,920
Smurf, do you have a favorite 
crank item? 

577
00:34:10,840 --> 00:34:12,400
I mean, boom grenade is boom 
grenade. 

578
00:34:12,400 --> 00:34:13,920
Yeah, Yeah, it's hard to argue 
with that. 

579
00:34:13,960 --> 00:34:17,120
Grenade's pretty solid. 
I like Boom Grenade because it 

580
00:34:17,560 --> 00:34:19,560
is always for value when you get
it off. 

581
00:34:19,679 --> 00:34:22,000
Like the amount of damage that 
it's dealing has nothing to do 

582
00:34:22,000 --> 00:34:24,840
with the steam counters, but the
way that you use it. 

583
00:34:24,840 --> 00:34:27,560
Whether you're calling your shot
on the next turn or trying to 

584
00:34:27,560 --> 00:34:29,679
line something up immediately, 
that's what you would want to 

585
00:34:29,679 --> 00:34:32,239
crank for. 
So I kind of feel like it's 

586
00:34:32,239 --> 00:34:35,719
almost better to not crank it a 
lot of the time because then you

587
00:34:35,719 --> 00:34:39,760
get to use a full hand to push 
that boom grenade in the future,

588
00:34:39,920 --> 00:34:42,440
you know? 
But also like sending it off the

589
00:34:42,440 --> 00:34:45,719
top with dash IO, getting a free
action point without diminishing

590
00:34:45,719 --> 00:34:48,199
your damage. 
And then if you're able to sync 

591
00:34:48,199 --> 00:34:50,159
the group, boom grenade like 
that can be really powerful. 

592
00:34:50,239 --> 00:34:53,280
I love Arsenal ING a boom 
grenade and then like doing a 

593
00:34:53,280 --> 00:34:56,840
big chain and then they're like 
ready for the last attack and 

594
00:34:56,840 --> 00:34:59,320
then I just go boom grenade, no 
crank pass. 

595
00:35:00,480 --> 00:35:04,320
That is a lot of fun. 
I do want to point out 

596
00:35:04,320 --> 00:35:07,280
Cerebellum Processor in Null 
time zone because those are our 

597
00:35:07,280 --> 00:35:10,440
most recent crank cards 
delivered to us via the 

598
00:35:10,440 --> 00:35:14,840
expansion slot, and they feature
2 steam counters by default, one

599
00:35:14,840 --> 00:35:17,360
if you crank, which is different
than a lot of the bright lights 

600
00:35:17,360 --> 00:35:19,360
items that started with one 
steam counter. 

601
00:35:19,840 --> 00:35:23,240
So being able to keep it around 
for a whole turn cycle even if 

602
00:35:23,240 --> 00:35:26,120
you crank it like really changes
the math of the card. 

603
00:35:26,120 --> 00:35:27,800
Makes them a lot stronger a lot 
of the time. 

604
00:35:28,320 --> 00:35:31,040
And they also happen to print 
them on Blues, which is how you 

605
00:35:31,040 --> 00:35:33,440
get to see them in lists. 
They were like, let's make a 

606
00:35:33,440 --> 00:35:36,440
good crank card for all of our 
mechanologist players. 

607
00:35:36,960 --> 00:35:40,800
Yeah, well, I think also people 
really liked blue for items 

608
00:35:40,800 --> 00:35:45,880
because items can't block and 
often times you want to pitch a 

609
00:35:45,880 --> 00:35:48,720
blue anyway. 
So it was like, oh, I can't play

610
00:35:48,720 --> 00:35:50,880
this item, but it's my pitch 
outlet. 

611
00:35:51,120 --> 00:35:54,040
And so I still feel like I'm 
it's, it's a good card in my 

612
00:35:54,040 --> 00:35:55,680
hand. 
Yep. 

613
00:35:56,080 --> 00:36:00,800
Yeah, one of the worst things in
Dash IO was items in your hand 

614
00:36:00,800 --> 00:36:03,800
felt terrible. 
Items on top of your deck were 

615
00:36:04,480 --> 00:36:06,360
insane. 
Yeah, they were the best cards 

616
00:36:06,360 --> 00:36:08,600
ever. 
Like as soon as you drew them, 

617
00:36:08,600 --> 00:36:10,720
it was like, oh, I don't want 
this in my hand. 

618
00:36:11,120 --> 00:36:13,840
It's like reaping what you sow 
You're like, I'm going to put 30

619
00:36:13,840 --> 00:36:15,880
items in my deck. 
Hell yeah, I'm getting all these

620
00:36:15,880 --> 00:36:18,200
items off the top. 
What are all these items doing 

621
00:36:18,200 --> 00:36:22,560
in my hand? 
Do you think in high seas we're 

622
00:36:22,560 --> 00:36:25,400
going to see more crank items 
with two steam counters, or do 

623
00:36:25,400 --> 00:36:27,680
you think that's too too 
dangerous for limited play? 

624
00:36:28,400 --> 00:36:31,320
It'd be a little spooky. 
I mean it depends on how they 

625
00:36:31,440 --> 00:36:35,400
balance them of course. 
But like the two, the two steam 

626
00:36:35,600 --> 00:36:37,800
counter thing got me like 
thinking where it's like if you 

627
00:36:37,800 --> 00:36:40,520
had quantum processor with two 
steam counters, the one that 

628
00:36:40,520 --> 00:36:44,680
lets you just instant speed put 
items into play and that has two

629
00:36:44,680 --> 00:36:47,920
steam counters at the start, 
that really feels like a very 

630
00:36:47,920 --> 00:36:49,840
different card. 
Yeah, like I hate playing one 

631
00:36:49,840 --> 00:36:51,960
item to potentially play 2 items
from hand. 

632
00:36:51,960 --> 00:36:53,680
It just doesn't seem like good 
value to me. 

633
00:36:53,680 --> 00:36:56,920
But like give me the least the 
possibility that I can maybe get

634
00:36:56,920 --> 00:36:59,400
4 items out of it. 
But putting an extra Steam 

635
00:36:59,400 --> 00:37:05,080
counter on, now we're talking. 
Yeah, like that I was, I was 

636
00:37:05,240 --> 00:37:08,520
very surprised when processor 
had two steam counters on it 

637
00:37:08,520 --> 00:37:12,960
because I was like the 
cerebellum processor. 

638
00:37:13,680 --> 00:37:18,840
Yeah, Cerebellum processor. 
Sorry, that is just way, way 

639
00:37:18,840 --> 00:37:22,320
more impactful because you get 2
full turns of trying to set up 

640
00:37:22,320 --> 00:37:24,200
for it. 
Yeah, for it to be good. 

641
00:37:24,600 --> 00:37:31,880
Like it's, it's insane. 
So crank items are kind of a way

642
00:37:31,880 --> 00:37:34,600
for the to power up the next 
turn or two. 

643
00:37:35,800 --> 00:37:39,680
I also want to highlight channel
cards like Channel not Heroic, 

644
00:37:39,920 --> 00:37:43,880
Channel, Lightning Valley, 
Channel Lake, Friendship, you 

645
00:37:43,880 --> 00:37:49,120
know all the good ones. 
The fact that it's a, an aura, 

646
00:37:49,280 --> 00:37:50,760
some of them even like cost 
something. 

647
00:37:50,760 --> 00:37:53,720
So you're already like spending 
a card, maybe 2 cards to put 

648
00:37:53,720 --> 00:37:56,400
them down, but they give you 
that reoccurring value over 

649
00:37:56,400 --> 00:37:58,040
time. 
The longer you can keep them 

650
00:37:58,040 --> 00:38:00,360
around, the better it is. 
And they've balanced it with 

651
00:38:00,360 --> 00:38:03,800
this channel mechanic where 
every turn I keep it around is 

652
00:38:03,960 --> 00:38:06,800
more difficult. 
You have to sync a little bit 

653
00:38:06,800 --> 00:38:09,480
more of your investment plan a 
little bit more of your turn in 

654
00:38:09,480 --> 00:38:12,200
order to make that happen. 
And sometimes you're like not 

655
00:38:12,200 --> 00:38:14,440
able to keep it around. 
You only have one Earth card in 

656
00:38:14,440 --> 00:38:16,080
hand. 
You don't get another turn of 

657
00:38:16,080 --> 00:38:20,960
Channel Mountain Heroic. 
But it also, I think it's very 

658
00:38:20,960 --> 00:38:24,160
interesting how these cards 
don't actually have a higher 

659
00:38:24,160 --> 00:38:28,920
resource cost to keep around. 
You can still use those three 

660
00:38:28,920 --> 00:38:32,320
resources, 6 resources, 9 
resources however you like. 

661
00:38:32,480 --> 00:38:35,160
You just actually have to find a
way to spend them, otherwise you

662
00:38:35,160 --> 00:38:37,160
might not get the opportunity to
pitch those cards. 

663
00:38:37,400 --> 00:38:40,640
Yeah. 
One thing that I, I, I really 

664
00:38:40,640 --> 00:38:42,880
like now that we've gotten to 
channel cards, because I kind of

665
00:38:42,880 --> 00:38:46,320
want to see if we can define 
sort of what this pitch is 

666
00:38:46,320 --> 00:38:50,960
trying to talk about, which is 
cards that don't give endless 

667
00:38:50,960 --> 00:38:55,920
reoccurring value, but they can 
give continual value over the 

668
00:38:55,920 --> 00:38:58,880
turns that they exist, right? 
You could even say that like 

669
00:38:58,880 --> 00:39:02,760
crank cards and channel cards 
have this common thread where 

670
00:39:03,080 --> 00:39:06,320
the next each turn that you want
to keep it around is going to be

671
00:39:06,320 --> 00:39:09,920
harder than the last. 
You know keeping a crank item 

672
00:39:09,920 --> 00:39:13,520
for like an extra turn is going 
to be more difficult than 

673
00:39:13,520 --> 00:39:14,920
keeping around for the turn 
prior. 

674
00:39:15,560 --> 00:39:18,600
Yes, right. 
I, I, I see what you're saying. 

675
00:39:19,480 --> 00:39:22,560
It's hard because I don't think 
about keeping them around. 

676
00:39:22,560 --> 00:39:26,960
I want I'm focusing on like 
value per turn, right. 

677
00:39:27,360 --> 00:39:31,920
So like boom grenade with a 
steam counter on it can threaten

678
00:39:31,920 --> 00:39:38,240
for value on an on hit over two 
turns and that's very strong, 

679
00:39:38,920 --> 00:39:42,440
but you may have to crank it. 
And when you do now it only 

680
00:39:42,440 --> 00:39:44,440
provides it for one turn. 
Yeah, yeah. 

681
00:39:44,440 --> 00:39:47,840
That on head is only active for 
one turn, even though in both 

682
00:39:47,840 --> 00:39:50,920
instances it only provides for 
value, which is slightly 

683
00:39:50,920 --> 00:39:55,360
different than the channel cards
where let's look at like channel

684
00:39:55,360 --> 00:39:58,280
the Millennium tree. 
The first turn you play it, it 

685
00:39:58,280 --> 00:40:01,760
amps 3, and then if you keep it 
around, it amps 3 again. 

686
00:40:01,760 --> 00:40:04,520
And then if you keep it around 
again, it amps 3 again. 

687
00:40:04,680 --> 00:40:08,280
That's 9 value. 
But there's a chance that you 

688
00:40:08,280 --> 00:40:10,560
only keep it around for one 
turn, and you only get the three

689
00:40:10,560 --> 00:40:12,080
value out of that card. 
Sure. 

690
00:40:12,720 --> 00:40:16,880
I definitely remember like 
introducing myself to 

691
00:40:16,880 --> 00:40:20,080
competitive play through Briar 
and just loving that feeling of 

692
00:40:20,080 --> 00:40:23,600
like sticking a mountain on the 
field and trying to get as much 

693
00:40:23,600 --> 00:40:25,320
value out of that mountain as I 
can. 

694
00:40:26,000 --> 00:40:29,120
You know, if I can pitch a red 
to keep it around another turn, 

695
00:40:29,120 --> 00:40:31,880
I might be willing to do that 
because I'm getting my value 

696
00:40:31,880 --> 00:40:34,560
from my cards, not from the 
pitch value, but just from being

697
00:40:34,560 --> 00:40:37,960
able to maintain the board state
and giving +3 to all my attacks.

698
00:40:38,200 --> 00:40:43,960
You know, I also find it to be a
really enticing design. 

699
00:40:44,240 --> 00:40:47,160
Like regardless of how strong 
the card really is, I think it's

700
00:40:47,160 --> 00:40:50,800
a really enticing quest to ask a
player to go through like, hey, 

701
00:40:51,320 --> 00:40:54,240
can you pitch cards? 
Because you might get crazy 

702
00:40:54,240 --> 00:40:56,840
value by doing that. 
How long can you keep me around,

703
00:40:56,840 --> 00:40:58,280
huh? 
How long do you think you can 

704
00:40:58,280 --> 00:41:02,120
give value out of me? 
It makes people want to like go 

705
00:41:02,120 --> 00:41:05,280
to their deck builder and like 
how much value can I get out of 

706
00:41:05,280 --> 00:41:07,960
Channel Thunder Step? 
It's really hard because there's

707
00:41:07,960 --> 00:41:09,120
only so many cards that are 
used. 

708
00:41:09,120 --> 00:41:12,000
It's not a good game plan. 
Do you have a favorite channel 

709
00:41:12,000 --> 00:41:15,120
card Smurf? 
I mean, I mean it's channel like

710
00:41:15,120 --> 00:41:16,480
friendship. 
Oh yeah, channel like 

711
00:41:16,480 --> 00:41:18,640
friendship. 
Yeah, Icelander player over here

712
00:41:18,640 --> 00:41:21,040
like. 
I was, I was an Icelander 

713
00:41:21,040 --> 00:41:26,000
player. 
Like that card was just so good.

714
00:41:26,080 --> 00:41:28,720
It did like everything the deck 
wanted and it worked with every 

715
00:41:28,720 --> 00:41:33,800
other card just beautifully. 
And like it was when you got to 

716
00:41:33,800 --> 00:41:38,880
like play it on their turn and 
then send like a wounded bowl 

717
00:41:38,880 --> 00:41:42,400
pitching an ice card and you 
arsenaled a Nathan ice vein for 

718
00:41:42,400 --> 00:41:46,480
the next turn so that you had 
the pitch outlet plus the waning

719
00:41:46,480 --> 00:41:49,200
moon pitch outlet to keep 
channel round. 

720
00:41:49,720 --> 00:41:52,080
It was fantastic. 
And if you ever hit like ice 

721
00:41:52,080 --> 00:41:56,160
eternal with triple blue ice 
cards the turn after then you 

722
00:41:56,160 --> 00:42:00,320
were just like. 
And being able so good to play 

723
00:42:00,320 --> 00:42:03,840
it on your opponent's turn, 
basically like you get to have 

724
00:42:03,840 --> 00:42:06,840
value out of it on the turn 0 
that you play, yeah. 

725
00:42:07,400 --> 00:42:09,560
You get. 
You get like the two turns of 

726
00:42:09,560 --> 00:42:11,680
value while only having to 
pitch. 

727
00:42:11,720 --> 00:42:17,240
Once Icelander is pretty clever,
I guess for being able to do 

728
00:42:17,240 --> 00:42:21,200
that. 
One thing I also like about the 

729
00:42:21,200 --> 00:42:24,600
channel design is how it it 
tells your opponent like hey, 

730
00:42:24,720 --> 00:42:26,880
like if you put enough pressure 
on me, it's going to be harder 

731
00:42:26,880 --> 00:42:29,480
for me to use this. 
Like if Fryer plays channel mat 

732
00:42:29,480 --> 00:42:32,680
heroic, that's when you want to 
try to use CNC or erase face to 

733
00:42:32,680 --> 00:42:34,720
stop them from being able to use
it anymore. 

734
00:42:34,720 --> 00:42:37,200
You know, it's a lot harder to 
really use channel mat heroic 

735
00:42:37,200 --> 00:42:40,760
when you're destroying the 
arsenal to so she can't use A5 

736
00:42:40,760 --> 00:42:43,600
card hand or a race case. 
So she literally either has to 

737
00:42:43,600 --> 00:42:47,440
give you 2 of her cards which 
all of her cards are now higher 

738
00:42:47,440 --> 00:42:50,840
value than normal because of 
having a channel out. 

739
00:42:50,960 --> 00:42:53,560
You know, but giving up two of 
those cards just to keep it 

740
00:42:53,560 --> 00:42:55,640
around it makes the value 
proposition a lot worse. 

741
00:42:56,160 --> 00:42:58,160
Yeah. 
And it's also like it's a very, 

742
00:42:58,160 --> 00:43:01,080
very clear signal, right? 
Like it's not ambiguous. 

743
00:43:01,080 --> 00:43:02,840
It's like, I'm going to be 
trying to do a lot. 

744
00:43:02,840 --> 00:43:05,840
So if you can push through right
now, it'll be better for you to 

745
00:43:05,840 --> 00:43:10,680
do it now than later, yeah. 
Also very very notably with 

746
00:43:10,680 --> 00:43:15,680
these semi permanent cards is 
that you can't interact with 

747
00:43:15,680 --> 00:43:18,040
them in the same way as you can 
with illusionists. 

748
00:43:18,040 --> 00:43:19,920
Right? 
With the illusionist designs we 

749
00:43:19,920 --> 00:43:23,720
were saying war just destroys 
itself like allies you can 

750
00:43:23,720 --> 00:43:26,160
attack, Spectra you can target 
and destroy. 

751
00:43:27,000 --> 00:43:30,040
These don't have that. 
You need cards that specifically

752
00:43:30,040 --> 00:43:33,480
say like destroy an aura or like
put an aura to the bottom of 

753
00:43:33,480 --> 00:43:36,600
their deck, return to their 
hand, whatever the case may be. 

754
00:43:36,880 --> 00:43:39,400
You need things that 
specifically interact with that 

755
00:43:39,400 --> 00:43:43,800
card type and those aren't 
always well distributed right 

756
00:43:43,800 --> 00:43:46,400
now. 
I remember when Dash IO was 

757
00:43:46,400 --> 00:43:50,240
looking a little scary in the 
Rosetta meta that like Aurora's 

758
00:43:50,240 --> 00:43:54,520
were running smashing good time 
as their generic like anti item 

759
00:43:54,520 --> 00:43:58,040
tech. 
Oh yeah, I think I'd be pretty 

760
00:43:58,040 --> 00:44:01,440
happy if there was more counter 
play options just kind of 

761
00:44:01,440 --> 00:44:05,000
scattered throughout the game, 
be it like many classes having 

762
00:44:05,000 --> 00:44:08,120
different counter play cards or 
hate cards or maybe a couple 

763
00:44:08,120 --> 00:44:10,920
generic options even. 
I think it'd generally be like 

764
00:44:11,400 --> 00:44:13,760
better if there was less 
polarizing matchups in the game.

765
00:44:13,760 --> 00:44:15,280
That's my take. 
I think they're always going to 

766
00:44:15,280 --> 00:44:20,680
be there, and that's OK, but I 
think like, it's not a healthy 

767
00:44:20,680 --> 00:44:23,560
thing to strive for to have 
those polarizing match ups where

768
00:44:23,560 --> 00:44:25,120
you just don't have the tools to
win. 

769
00:44:25,120 --> 00:44:28,160
So if this hero's good right 
now, he should probably just not

770
00:44:28,160 --> 00:44:30,840
play a hero that sucks into that
match up, you know? 

771
00:44:32,840 --> 00:44:35,320
I mean, I think we're going to 
be seeing some of that as well 

772
00:44:35,320 --> 00:44:40,080
with like there we're going to 
have a graveyard base deck and 

773
00:44:40,080 --> 00:44:43,680
there's already a decent number 
of graveyard hate options even 

774
00:44:43,680 --> 00:44:47,000
at generic so. 
Yeah, yeah. 

775
00:44:47,400 --> 00:44:50,080
I think there's. 
Run gamekeeping, right? 

776
00:44:50,960 --> 00:44:52,920
Yeah, great. 
Gravekeeping's the solution. 

777
00:44:53,960 --> 00:44:55,400
I mean, I think it's not 
nothing. 

778
00:44:55,560 --> 00:44:57,360
Yeah, yeah. 
When they can't play their stuff

779
00:44:57,360 --> 00:45:00,440
as instance like. 
When necromancer has like an 

780
00:45:00,440 --> 00:45:03,480
entire dude in his graveyard 
ready to go, like banishing with

781
00:45:03,480 --> 00:45:06,880
gravekeeping is pretty real. 
This set is so interesting 

782
00:45:06,880 --> 00:45:10,160
because we're going to get a 
gold base set, a graveyard base 

783
00:45:10,160 --> 00:45:15,600
set, and like allies, there are.
And items. 

784
00:45:16,320 --> 00:45:18,520
And items. 
Oh yeah, and just items. 

785
00:45:18,520 --> 00:45:23,600
So like there's about 3 to 4 
axes in which we could just see 

786
00:45:23,600 --> 00:45:26,560
more hate cards be printed for 
classes. 

787
00:45:27,280 --> 00:45:29,680
And I wonder if they're going to
go for it. 

788
00:45:29,800 --> 00:45:33,240
They might not, you know, they 
may want, because at the end of 

789
00:45:33,240 --> 00:45:37,280
the day, you also don't want a 
deck that's just like 20 hate 

790
00:45:37,280 --> 00:45:39,080
cards. 
As a Guardian player, that's how

791
00:45:39,080 --> 00:45:41,280
sometimes I have to feel like I 
construct my deck. 

792
00:45:41,760 --> 00:45:45,120
It's just like, well, 
everybody's annoying and I have 

793
00:45:45,120 --> 00:45:47,720
really good hate cards. 
So I guess I just need to run 

794
00:45:47,840 --> 00:45:49,640
all of my really good hate 
cards. 

795
00:45:49,640 --> 00:45:51,960
And like, then I just have to 
shuffle. 

796
00:45:51,960 --> 00:45:55,200
And sometimes I end up in a 
matchup where it's like, well, I

797
00:45:55,200 --> 00:45:59,560
guess I have to run Weakest Link
into Slippy because I just want 

798
00:45:59,720 --> 00:46:01,680
a card. 
This does nothing against you, 

799
00:46:01,680 --> 00:46:04,160
but like, I need 60. 
Yeah. 

800
00:46:05,320 --> 00:46:07,640
How do we feel about these semi 
permanent designs? 

801
00:46:07,640 --> 00:46:09,600
I kind of feel like it's a 
really healthy spot. 

802
00:46:09,720 --> 00:46:11,840
If you're going to have a board 
state, it should be tough to 

803
00:46:11,840 --> 00:46:13,280
maintain. 
You have to do effort to 

804
00:46:13,280 --> 00:46:16,080
maintain it and you want to get 
that repeated value that breaks 

805
00:46:16,080 --> 00:46:18,480
the math of the game. 
You got to feel really good for 

806
00:46:18,480 --> 00:46:19,680
it. 
You got to go through that quest

807
00:46:19,680 --> 00:46:22,200
in order to like give you that 
sense of pride and 

808
00:46:22,200 --> 00:46:26,360
accomplishment, you know? 
What do you guys think? 

809
00:46:26,640 --> 00:46:29,840
Yeah. 
I mean, I think it is one of the

810
00:46:29,840 --> 00:46:32,080
ways they get to balance it, 
especially when there are things

811
00:46:32,080 --> 00:46:33,600
that are much harder to interact
with. 

812
00:46:34,080 --> 00:46:40,040
Like they for the first set of 
stuff they that is basically 

813
00:46:40,760 --> 00:46:43,200
would stay around indefinitely. 
They have to have a way to 

814
00:46:43,200 --> 00:46:45,320
interact with it otherwise it 
doesn't work. 

815
00:46:45,800 --> 00:46:48,400
But when you give these things 
that are going to last two or 

816
00:46:48,400 --> 00:46:52,920
three turns or one or two turns 
even, like if there's, if they, 

817
00:46:53,000 --> 00:46:55,480
if they're hard to interact 
with, that can be fine as long 

818
00:46:55,480 --> 00:46:58,160
as the effect isn't too crazy. 
Like channel like frigid can 

819
00:46:58,160 --> 00:47:01,720
definitely be oppressive for 
some stuff, but you know, 

820
00:47:01,720 --> 00:47:03,120
there's an expiration date on 
it. 

821
00:47:03,120 --> 00:47:07,360
You know it's going to disappear
and that you can bide your time 

822
00:47:07,360 --> 00:47:11,040
until it does. 
So I, I think I think they've 

823
00:47:11,040 --> 00:47:14,000
learned a lot and they've kind 
of shown that where it's like 

824
00:47:14,000 --> 00:47:16,200
channel Lightning Valley 
compared to channel like Frigid 

825
00:47:16,880 --> 00:47:20,600
in its most powerful heroes are 
still drastically different in 

826
00:47:20,600 --> 00:47:23,560
their impact levels, where 
Lightning Valley does not feel 

827
00:47:23,560 --> 00:47:27,080
nearly as bad to play against as
channel like Frigid from 

828
00:47:27,080 --> 00:47:28,960
Icelander. 
I love that as an example. 

829
00:47:29,520 --> 00:47:31,840
I think they're very skill 
expressive cards and that's 

830
00:47:31,840 --> 00:47:34,160
probably my favorite aspect of. 
Oh yeah, both. 

831
00:47:34,160 --> 00:47:36,040
Playing into and against these 
things. 

832
00:47:36,040 --> 00:47:40,400
Yeah, awesome. 
So I think that's about all I 

833
00:47:40,400 --> 00:47:44,120
wanted to say for yellow pitch. 
Clark, I think you've got a cool

834
00:47:44,120 --> 00:47:48,120
blue pitch lined up for us. 
I certainly hope it's cool for 

835
00:47:48,120 --> 00:47:50,880
blue pitch. 
I'm talking about one time use 

836
00:47:50,880 --> 00:47:54,520
permanence. 
So this is interesting because 

837
00:47:54,520 --> 00:47:56,760
I'm going to be talking about 
things like rune chance. 

838
00:47:56,920 --> 00:48:00,360
Whoa whoa whoa, Mark, I just 
played against rune sack 

839
00:48:00,360 --> 00:48:02,240
Florian. 
Those rune chants didn't go 

840
00:48:02,240 --> 00:48:06,720
fucking anywhere. 
And yes, you are correct, but 

841
00:48:06,720 --> 00:48:11,520
they didn't give any value until
the turn that they activate. 

842
00:48:11,960 --> 00:48:14,640
So that's really the thing that 
I'm focusing on here, right? 

843
00:48:14,920 --> 00:48:19,120
Even if it can stay on the board
for a really really long time, 

844
00:48:19,440 --> 00:48:23,720
it only gives you value once. 
And this is different from the 

845
00:48:23,720 --> 00:48:28,120
illusionist auras which are a 
small amount of constantly 

846
00:48:28,120 --> 00:48:32,120
recurring value turn over turn. 
Or the semi permanence that 

847
00:48:32,120 --> 00:48:35,120
Fuzzy was talking about where 
every turn you keep it around 

848
00:48:35,120 --> 00:48:39,440
there's you either guarantee or 
get a chance of getting that 

849
00:48:39,440 --> 00:48:43,360
value out of the card. 
Here it's you don't really get 

850
00:48:43,360 --> 00:48:46,320
the value out of the card 
sitting there until you do 

851
00:48:46,320 --> 00:48:51,320
something with it. 
So I think rune chants are a 

852
00:48:51,320 --> 00:48:53,760
great example of sort of what 
I'm talking about here. 

853
00:48:53,760 --> 00:48:56,880
They stay on the board, but they
need to be consumed to generate 

854
00:48:56,880 --> 00:48:59,840
value. 
A lot of early items were also 

855
00:48:59,840 --> 00:49:02,920
like this, not mechanologist 
items but generic items. 

856
00:49:03,160 --> 00:49:06,240
Things like energy potion and 
time snap potion. 

857
00:49:06,520 --> 00:49:12,240
Where because with energy potion
and time snap potion you have to

858
00:49:12,240 --> 00:49:15,040
spend your whole action point to
play them, but then you get no 

859
00:49:15,040 --> 00:49:18,960
value until later you finally 
activate them for your value. 

860
00:49:19,320 --> 00:49:23,280
Well, Clark, I do want to put a 
little bit of a caveat there. 

861
00:49:23,560 --> 00:49:27,720
Rune Chants can give you value 
passively as they stay on the 

862
00:49:27,720 --> 00:49:31,520
field without popping. 
In the case of cost reduction 

863
00:49:31,520 --> 00:49:34,880
cards like reduced to rune Chant
or if you're an LL player, you 

864
00:49:34,880 --> 00:49:38,560
can use the chess piece. 
Let's see pledge sheets 

865
00:49:38,560 --> 00:49:40,160
Scaletta. 
Yeah, the scaletta so that 

866
00:49:40,160 --> 00:49:42,640
you're getting value out of 
having a lot of runechants in 

867
00:49:42,640 --> 00:49:44,480
order to reduce things like 
Sonata arcanics. 

868
00:49:44,600 --> 00:49:46,680
Or you could play like Sonata 
Galaxia. 

869
00:49:46,800 --> 00:49:52,000
Yeah, the the non attack action 
cards that can get cost reduced 

870
00:49:52,000 --> 00:49:55,320
definitely break the mold on 
this as is reduced runechants. 

871
00:49:55,920 --> 00:49:59,800
I was definitely more thinking 
of the attack action cards and 

872
00:49:59,800 --> 00:50:04,200
even like Runic Reckoning to get
the value out of playing it, you

873
00:50:04,200 --> 00:50:06,480
still need to throw an attack 
afterwards, which would then 

874
00:50:06,480 --> 00:50:09,200
consume the Rin chance. 
But you're right, you you can 

875
00:50:09,200 --> 00:50:11,560
definitely double up on the 
value. 

876
00:50:11,760 --> 00:50:13,680
It's not just the one arcane 
from them. 

877
00:50:13,960 --> 00:50:16,240
It's also this reduction in 
resources. 

878
00:50:16,480 --> 00:50:19,320
But a lot of those cards are 
under rate, right? 

879
00:50:19,320 --> 00:50:22,640
Three for four go again. 
So you're kind of asking to have

880
00:50:22,640 --> 00:50:25,000
one on the it's it's OK, you're 
right. 

881
00:50:25,000 --> 00:50:27,000
It's a it's a very good 
counterpoint here. 

882
00:50:28,720 --> 00:50:33,160
Some other cards that I think 
fit into this are start of turn 

883
00:50:33,160 --> 00:50:35,840
auras. 
We mostly see these in tokens, 

884
00:50:35,840 --> 00:50:41,440
things like mite agilities and 
seismic surges where they are an

885
00:50:41,440 --> 00:50:44,120
aura that you generate. 
So it's a permanent, it goes on 

886
00:50:44,120 --> 00:50:48,080
to the field, but at the start 
of turn it destroys itself and 

887
00:50:48,080 --> 00:50:50,560
goes to give you your value. 
It's a temporary. 

888
00:50:50,800 --> 00:50:54,480
It's very temporary, right? 
But it still provides some 

889
00:50:54,480 --> 00:50:59,040
carryover by creating something 
on the board state which the 

890
00:50:59,040 --> 00:51:01,400
opponent can then interact with,
right? 

891
00:51:02,240 --> 00:51:06,840
If I'm KO and I play Cast Bones 
to get 6 mites in an agility 

892
00:51:06,840 --> 00:51:11,880
token, but then you play 
Summer's Fall in response to get

893
00:51:11,880 --> 00:51:15,520
rid of my agility token, that's 
a really good interaction in my 

894
00:51:15,520 --> 00:51:16,280
opinion. 
Right. 

895
00:51:16,760 --> 00:51:21,560
Yeah, but if you're relying on 
that in the matchup, it's not as

896
00:51:21,560 --> 00:51:23,920
good because it's only around 
for one turn. 

897
00:51:24,160 --> 00:51:28,960
This is very different than, 
say, being able to, say, target 

898
00:51:29,320 --> 00:51:34,840
a channel card with your Aura 
Destruction because you have at 

899
00:51:34,840 --> 00:51:38,040
least a couple of turns to find 
it and throw it at the opponent.

900
00:51:38,040 --> 00:51:41,880
Or even like a Mara guy. 
The the either maraud guy the 

901
00:51:41,880 --> 00:51:43,440
dragon. 
Well you can't bottom a dragon 

902
00:51:43,440 --> 00:51:49,200
but the the spooky Mystic one. 
Yeah, anything that stays out 

903
00:51:50,160 --> 00:51:54,120
running the hate cards is better
into those things because you 

904
00:51:54,120 --> 00:51:56,440
have a better chance of actually
getting it to line up when you 

905
00:51:56,440 --> 00:52:01,040
want it. 
And against things that are only

906
00:52:01,040 --> 00:52:03,320
around for one turn, it's it's 
not as good. 

907
00:52:04,640 --> 00:52:07,320
And these cannot stay on the 
board, right? 

908
00:52:07,760 --> 00:52:10,160
They are only existing for a 
single turn. 

909
00:52:10,160 --> 00:52:12,680
And a lot of crank items also 
exist in this realm, right? 

910
00:52:12,680 --> 00:52:16,280
Fuzzy we were talking about, oh,
Kevin, you mentioned this card 

911
00:52:16,280 --> 00:52:18,800
in the previous bit. 
It's the card that lets you put 

912
00:52:18,800 --> 00:52:21,080
items into the field directly at
instant speed. 

913
00:52:21,880 --> 00:52:22,720
Quantum. 
Processor. 

914
00:52:22,720 --> 00:52:24,320
Quantum processor. 
Thank you. 

915
00:52:25,640 --> 00:52:32,760
That's a card that really feels 
like it's only really probably 

916
00:52:32,760 --> 00:52:35,880
getting one activation right 
most of the time. 

917
00:52:36,040 --> 00:52:38,640
Sometimes it might not, though. 
You could get one on the turn 

918
00:52:38,640 --> 00:52:41,240
you play it and one on your 
opponent's turn, yeah. 

919
00:52:41,800 --> 00:52:44,720
But it's it's less of that like 
big carry over. 

920
00:52:44,720 --> 00:52:47,960
It feels like it's very 
restricted to just one turn. 

921
00:52:48,840 --> 00:52:53,800
Yeah, because because you're 
also having to play out Quantum 

922
00:52:53,800 --> 00:52:59,400
Processor and then activate it 
and then like try and cash in an

923
00:52:59,400 --> 00:53:02,760
action point from this item that
you're bringing as an instant. 

924
00:53:03,280 --> 00:53:06,240
Like if you get a full extra 
turn of that, it lets you use 

925
00:53:06,240 --> 00:53:10,800
that so much more fluidly within
that within a hand of four 

926
00:53:10,800 --> 00:53:13,600
cards. 
So like the the difference 

927
00:53:13,600 --> 00:53:16,040
between 1:00 and 2:00 steam 
counters there is huge. 

928
00:53:16,400 --> 00:53:18,200
Definitely. 
I'm so, so happy you brought 

929
00:53:18,200 --> 00:53:22,680
that up. 
I also want to note that there 

930
00:53:22,680 --> 00:53:27,840
is another bit of weirdness. 
So when we look at Might and 

931
00:53:27,840 --> 00:53:32,040
Agility, it also has its 
counterparts in Courage and 

932
00:53:32,040 --> 00:53:35,360
Quicken tokens. 
Right now these do not pop at 

933
00:53:35,360 --> 00:53:40,160
the start of turn, but they do 
like rune chance, trigger the 

934
00:53:40,160 --> 00:53:41,960
moment that you fulfill their 
condition. 

935
00:53:42,240 --> 00:53:45,520
So once again, sits on the 
field, can sit on the field for 

936
00:53:45,520 --> 00:53:49,080
a long time and can really lead 
to a punishment, for example. 

937
00:53:49,240 --> 00:53:52,720
But like, clash of agility, be 
careful, yeah. 

938
00:53:52,720 --> 00:53:55,680
Clash clash of agility into 
Necromancer with that seven 

939
00:53:55,680 --> 00:53:58,440
power pirate ship. 
Definitely not something we're 

940
00:53:58,440 --> 00:54:02,360
looking to to rush into. 
Or a six power ally off the top.

941
00:54:02,360 --> 00:54:05,480
Yeah, yeah, definitely don't 
want to give them those those 

942
00:54:05,480 --> 00:54:07,800
agilities. 
But Quickens are very 

943
00:54:07,800 --> 00:54:11,800
frustrating because when they 
can sit on an opponent who is 

944
00:54:11,800 --> 00:54:14,880
looking to block and wait for 
their moment to go extra wide, 

945
00:54:15,320 --> 00:54:18,320
it's a very powerful extra tool 
for them, right? 

946
00:54:18,680 --> 00:54:23,480
And that's sort of what makes 
Quicken more dangerous than say,

947
00:54:23,480 --> 00:54:26,560
Agility. 
With Agility, you have to use it

948
00:54:26,560 --> 00:54:29,400
on that next turn, you have to 
find yourself in a position to 

949
00:54:29,400 --> 00:54:33,480
take advantage of it. 
But with Quicken it can last 

950
00:54:33,480 --> 00:54:35,960
turn over turn until they can 
get that value. 

951
00:54:38,400 --> 00:54:41,920
Yeah, that was like a huge part 
of playing heavy hitters limited

952
00:54:42,000 --> 00:54:45,720
was if you just played a wage 
agility and you wagered the 

953
00:54:45,720 --> 00:54:49,720
agility and they had to give you
2 cards to stop it plus an 

954
00:54:49,720 --> 00:54:52,440
armor. 
Like can they even use that 

955
00:54:52,440 --> 00:54:55,200
agility on the next turn or are 
they just stopping you from 

956
00:54:55,200 --> 00:54:59,120
getting it like. 
I liked how it was less of a 

957
00:54:59,200 --> 00:55:02,840
free agility, a free wager when 
it came to a Warrior because 

958
00:55:02,840 --> 00:55:05,680
Warrior could pitch one card and
swing for four that you just 

959
00:55:05,680 --> 00:55:08,400
gave them the ability to do 
that, you know, But against 

960
00:55:08,400 --> 00:55:11,640
Brute when they, when they don't
have an arsenal or against 

961
00:55:11,640 --> 00:55:14,000
Guardian in general, like, yeah,
I don't care. 

962
00:55:15,320 --> 00:55:17,360
You're not going to be doing 
anything with this agility. 

963
00:55:17,760 --> 00:55:22,760
So I kind of want to ask you 
guys, how do we feel about these

964
00:55:22,760 --> 00:55:25,600
one time use cards? 
I think they've traditionally 

965
00:55:25,600 --> 00:55:30,640
been seen as less powerful than 
the flashier Illusionist auras 

966
00:55:30,880 --> 00:55:33,960
and perhaps the more synergistic
Illusionist auras in board 

967
00:55:33,960 --> 00:55:37,640
states. 
But at the same time, they have 

968
00:55:37,640 --> 00:55:40,040
the ability to be quite toxic, 
right? 

969
00:55:40,040 --> 00:55:44,240
Because they have a permanent 
board state without the ability 

970
00:55:44,240 --> 00:55:46,800
to directly interact with them. 
Very often these things don't 

971
00:55:46,800 --> 00:55:50,560
have Ward, they don't have 
Spectra, so you can't destroy 

972
00:55:50,560 --> 00:55:53,520
them like you would the same way
with an illusionist, but you can

973
00:55:53,520 --> 00:55:55,520
only get the value out of them 
once. 

974
00:55:55,880 --> 00:55:59,360
But that's led to these like 
toxic OTK style strategies or 

975
00:55:59,360 --> 00:56:02,000
turtle burst strategies that 
we've seen come out with 

976
00:56:02,200 --> 00:56:07,400
Visserai last meta and Florian 
this meta that a lot of people 

977
00:56:07,400 --> 00:56:14,280
have sort of rallied against. 
But harkening back to one of the

978
00:56:14,320 --> 00:56:18,400
talking points in red pitch with
Enigma, where it felt like you 

979
00:56:18,400 --> 00:56:21,320
were never in a position to 
actually block Enigma's wards 

980
00:56:21,600 --> 00:56:24,160
because you had to convert every
hand to offense. 

981
00:56:24,520 --> 00:56:28,360
Is this doing a similar thing? 
I've never thought about it that

982
00:56:28,360 --> 00:56:31,200
way, but it seems like a cogent 
comparison, you know? 

983
00:56:31,440 --> 00:56:34,560
Yeah, I can't really block OTK 
Florian, just like I can't block

984
00:56:34,560 --> 00:56:37,120
Enigma. 
Hey, good $10 word there for me.

985
00:56:38,000 --> 00:56:42,040
And Florian is kind of like less
value. 

986
00:56:42,400 --> 00:56:45,280
You know, like read the runes is
only coming in for three, right.

987
00:56:45,280 --> 00:56:47,160
You know, I and I don't have go 
again on it. 

988
00:56:47,520 --> 00:56:50,920
I know read the runes isn't like
necessarily the best rune chance

989
00:56:50,920 --> 00:56:53,600
stacking card. 
The best one is channel the 

990
00:56:53,600 --> 00:56:55,920
Millennium tree. 
Actually, it is one. 

991
00:56:55,960 --> 00:56:57,880
Of the best. 
Yeah, yeah. 

992
00:56:57,880 --> 00:57:00,360
It's a good one to think about 
for the equation, but I think 

993
00:57:00,800 --> 00:57:02,960
Florian's really using like 
channel the Millennium tree to 

994
00:57:02,960 --> 00:57:06,080
make it a winning strategy. 
If it's going to be toxic, 

995
00:57:06,080 --> 00:57:08,400
that's where it's going to be. 
Sure. 

996
00:57:09,520 --> 00:57:11,000
Yeah. 
And using those semi permanent. 

997
00:57:11,000 --> 00:57:13,840
So it's not the rune chance that
are the problem, it's the 

998
00:57:13,880 --> 00:57:16,400
channel that's the problem. 
Thank you, Fuzzy. 

999
00:57:16,640 --> 00:57:19,280
And you know, at least with 
Enigma I can run whatever 

1000
00:57:19,280 --> 00:57:22,200
equipment I want I want. 
I don't have to take out my 

1001
00:57:22,200 --> 00:57:24,760
gamblers gloves in order to put 
in arcane barrier. 

1002
00:57:24,840 --> 00:57:28,240
All I want to do is run gamblers
gloves, let me run gamblers 

1003
00:57:28,280 --> 00:57:31,720
gloves. 
But no, I have to take it out 

1004
00:57:31,720 --> 00:57:35,840
and run my AB1 and against 
Florian, like with the channel, 

1005
00:57:35,840 --> 00:57:37,800
the Millennium tree. 
I even have to take out my cool 

1006
00:57:37,800 --> 00:57:39,520
headpiece and put in like 
Schoolhorn. 

1007
00:57:39,520 --> 00:57:42,520
And so I'm running AB three. 
You know, I've I've been a brute

1008
00:57:42,520 --> 00:57:44,600
maid for the past month. 
So those are the only examples 

1009
00:57:44,600 --> 00:57:50,520
I'm gonna use. 
So this is good because now 

1010
00:57:50,520 --> 00:57:54,560
we're sort of comparing the two 
different aura types, right, or 

1011
00:57:54,560 --> 00:57:57,280
the two different board state 
types of semi permanent versus 

1012
00:57:57,280 --> 00:58:00,680
one time permanent. 
The semi permanents sort of have

1013
00:58:00,680 --> 00:58:03,920
a fade out point. 
Well, these one time permanence 

1014
00:58:03,920 --> 00:58:08,920
very often don't have a fade out
point, but the semi permanence 

1015
00:58:09,040 --> 00:58:12,000
probably generate more value, 
have the ability to be more 

1016
00:58:12,000 --> 00:58:14,600
broken, have the ability to 
break the math of the game. 

1017
00:58:14,920 --> 00:58:18,800
Whereas the one time permanence 
are very tied to the math of the

1018
00:58:18,800 --> 00:58:22,960
game and it's more about 
creating offensive or defensive 

1019
00:58:22,960 --> 00:58:25,200
overlaps when you finally 
activate them. 

1020
00:58:25,480 --> 00:58:29,160
So what do you guys think about 
the comparison between the two 

1021
00:58:29,160 --> 00:58:32,520
and what do you think is 
generally healthier for the game

1022
00:58:32,640 --> 00:58:35,000
as it currently stands? 
And what do you think? 

1023
00:58:35,000 --> 00:58:39,880
We need to start addressing what
you think is probably more toxic

1024
00:58:39,880 --> 00:58:44,440
about them. 
I think it's funny to compare 

1025
00:58:44,440 --> 00:58:46,680
the two because they, I think 
they serve very different 

1026
00:58:46,680 --> 00:58:49,720
functions in the game. 
You know, channel, not heroic, 

1027
00:58:49,720 --> 00:58:52,480
Channel Lightning Valley and 
Channel Lake Frigid are all 

1028
00:58:52,480 --> 00:58:55,600
build arounds where like they 
can kind of become your game 

1029
00:58:55,600 --> 00:58:58,680
plan to an extent, at least for 
the terms that they're around. 

1030
00:58:59,080 --> 00:59:02,280
Whereas I guess rune chance 
technically are your game plan, 

1031
00:59:02,360 --> 00:59:04,960
but a lot of the other examples 
of these one time permanence are

1032
00:59:04,960 --> 00:59:08,440
supposed to be like little gravy
bonuses that you get to keep 

1033
00:59:08,440 --> 00:59:12,160
around. 
Like do not put your whole game 

1034
00:59:12,160 --> 00:59:14,360
plan around them. 
You know, they are not a win 

1035
00:59:14,360 --> 00:59:16,680
con, but they're just going to 
kind of help like grease the 

1036
00:59:16,680 --> 00:59:20,640
wheel and give you some way of 
breaking the turn parody a 

1037
00:59:20,640 --> 00:59:22,960
little bit. 
And they're not meant to be 

1038
00:59:22,960 --> 00:59:24,880
broken because they're not meant
to be really strong. 

1039
00:59:24,880 --> 00:59:27,080
You know, they're just kind of 
going to help your game plan a 

1040
00:59:27,080 --> 00:59:28,080
little bit. 
Sure. 

1041
00:59:28,480 --> 00:59:32,280
And again, room chance also like
break that because they are 

1042
00:59:32,280 --> 00:59:35,840
pretty solid and a lot of room 
blades really do build around 

1043
00:59:35,840 --> 00:59:38,520
them when all these Rosetta 
cards in limited are like if 

1044
00:59:38,520 --> 00:59:41,600
you've dealt arcane damage and 
like for enchants are one of the

1045
00:59:41,600 --> 00:59:43,960
only ways you can do that arcane
damage in limited. 

1046
00:59:44,480 --> 00:59:46,600
Yeah. 
Yeah. 

1047
00:59:46,600 --> 00:59:49,840
I mean, I think the the piece 
that I come back to with this 

1048
00:59:50,320 --> 00:59:54,040
that you said is the one time 
permanence basically never break

1049
00:59:54,040 --> 00:59:57,320
the math because they're one 
time. 

1050
00:59:57,320 --> 01:00:00,960
We can pretty easily face up say
what the value of a Reed the 

1051
01:00:00,960 --> 01:00:04,040
runes is. 
Yeah, it's usually 3IN everyone 

1052
01:00:04,040 --> 01:00:05,800
and then in viscera is probably 
4. 

1053
01:00:06,400 --> 01:00:10,880
But then the semi permanent 
ones, like they start to break 

1054
01:00:10,880 --> 01:00:13,840
the math a little bit based on 
how many terms you can keep it. 

1055
01:00:14,360 --> 01:00:16,880
And the better your deck is at 
keeping it, the more powerful 

1056
01:00:16,880 --> 01:00:21,000
that card is. 
And then we see like we go that 

1057
01:00:21,000 --> 01:00:23,560
step further into the 
illusionist ones that like just 

1058
01:00:23,560 --> 01:00:26,880
fully break the math because 
that's what they're there for. 

1059
01:00:28,280 --> 01:00:31,560
So like I, I think that's like 
the big distinction that I come 

1060
01:00:31,560 --> 01:00:36,480
down to with these is like how 
is like the the semi permanent, 

1061
01:00:36,480 --> 01:00:39,640
like just starting to break the 
math a little bit and it's how 

1062
01:00:39,640 --> 01:00:43,880
much? 
And then the one times like. 

1063
01:00:44,880 --> 01:00:52,200
It's generally very easy to to 
line it up with to to give it a 

1064
01:00:52,200 --> 01:00:57,360
reasonable or. 
I'm trying to think of a word 

1065
01:00:57,360 --> 01:01:00,840
for it like a justifiable 
mathematical value. 

1066
01:01:00,880 --> 01:01:03,680
So here at the end of blue 
pitch, I feel like I have to 

1067
01:01:03,680 --> 01:01:06,120
bring up Gravy Bones because we 
did that in the other two 

1068
01:01:06,120 --> 01:01:10,440
pitches, so why not do it here? 
And I want to tell everyone, 

1069
01:01:10,480 --> 01:01:14,600
hey, keep an eye on those early 
blue potion items because Gravy 

1070
01:01:14,600 --> 01:01:17,960
Bones needs a blue to go to the 
graveyard to be able to play his

1071
01:01:17,960 --> 01:01:20,880
cards. 
And these potions seem like they

1072
01:01:20,880 --> 01:01:25,160
are perfectly positioned to just
when you need it, send that blue

1073
01:01:25,160 --> 01:01:28,360
to graveyard and get you either 
action points. 

1074
01:01:28,360 --> 01:01:31,480
Which, hey, it's looking like 
Gravy Bones might need action 

1075
01:01:31,480 --> 01:01:33,920
points to be able to use 
everything really efficiently 

1076
01:01:34,280 --> 01:01:38,600
and resources because some of 
these allies cost a lot. 

1077
01:01:39,480 --> 01:01:42,040
What I've really appreciated 
about this pitch is that we've 

1078
01:01:42,040 --> 01:01:46,640
talked through moments where all
three of these permanent types 

1079
01:01:46,640 --> 01:01:50,680
have sort of demonstrated an 
ability of running the meta 

1080
01:01:51,200 --> 01:01:56,800
because of set up right and that
long term perspective of flesh 

1081
01:01:56,800 --> 01:01:59,760
and blood. 
I know I definitely fell in love

1082
01:01:59,760 --> 01:02:04,040
with evaluating the hand by hand
math of flesh and blood, but I 

1083
01:02:04,040 --> 01:02:09,840
think that it's this longer term
perspective, this idea of 

1084
01:02:09,840 --> 01:02:13,200
setting up and being able to 
properly evaluate how to 

1085
01:02:13,200 --> 01:02:17,480
generate those overlaps. 
Offensive and defensive in such 

1086
01:02:17,480 --> 01:02:21,840
a way that lets you actually win
the game. 

1087
01:02:22,840 --> 01:02:26,600
The days are gone where you are 
winning the game by throwing 8 

1088
01:02:26,600 --> 01:02:29,760
would dominate. 
That is just not really how most

1089
01:02:29,760 --> 01:02:34,000
games end anymore. 
It's by throwing 20 on a turn 

1090
01:02:34,000 --> 01:02:36,920
and just overwhelming anything 
the opponent could conceivably 

1091
01:02:36,920 --> 01:02:41,200
block. 
Sure, and permanence are how you

1092
01:02:41,200 --> 01:02:44,760
do that. 
I think everyone can learn from 

1093
01:02:44,760 --> 01:02:47,560
watching decks how they use 
permanence, how they play around

1094
01:02:47,560 --> 01:02:51,480
permanence, and how they are 
able to generate these turns. 

1095
01:02:54,000 --> 01:02:55,280
Awesome. 
Well said Clark. 

1096
01:02:55,760 --> 01:02:59,120
Yeah, I think that's all I have 
for blue pitch. 

1097
01:02:59,560 --> 01:03:02,440
I think it's time to move to our
arse. 

1098
01:03:03,360 --> 01:03:04,480
Correct me if I'm wrong here, 
Fuzzy. 

1099
01:03:04,480 --> 01:03:08,840
It's pronounced Arsenal zone. 
No, I think we just say Arsenal.

1100
01:03:08,840 --> 01:03:12,000
Arsenal Arsenal The Arsenal 
zone. 

1101
01:03:13,760 --> 01:03:18,520
The Arsenal zone is the part of 
our show where we shout out a 

1102
01:03:18,520 --> 01:03:20,960
card and then we've been 
thinking about lately for 

1103
01:03:20,960 --> 01:03:23,640
whatever reason we want. 
Yeah, this can be a card you 

1104
01:03:23,640 --> 01:03:25,880
love, a card you hate, a card 
you love to hate. 

1105
01:03:26,640 --> 01:03:29,440
We like to start off the Arsenal
Zone by shouting out a card 

1106
01:03:29,440 --> 01:03:32,680
selected by one of our patrons. 
That's right, if you subscribe 

1107
01:03:32,680 --> 01:03:36,000
to our Patreon, you too can be a
part of our show by giving us 

1108
01:03:36,000 --> 01:03:38,000
cards to shout out right here in
the Arsenal Zone. 

1109
01:03:39,160 --> 01:03:44,400
And for today's episode, the 
winner is Thanks for All noise, 

1110
01:03:45,320 --> 01:03:48,400
Draken. 
Draken wanted to shout out 

1111
01:03:48,400 --> 01:03:52,280
Frailty Trap because quote 
because it's a really good card 

1112
01:03:52,440 --> 01:03:56,400
and because it dot dot dot it's 
good into Ranger. 

1113
01:03:58,720 --> 01:04:04,240
Frailty trap is a red 0 cost 
assassin Ranger defense reaction

1114
01:04:04,280 --> 01:04:08,080
subtype trap. 
It blocks 3 and says When this 

1115
01:04:08,080 --> 01:04:11,640
defends an attack with go again 
create a frailty token under the

1116
01:04:11,640 --> 01:04:18,000
attacking heroes control. 
This is a very very strong trap.

1117
01:04:18,360 --> 01:04:23,840
I really enjoyed this set of 
trap designs because back in the

1118
01:04:24,000 --> 01:04:26,920
back at this time we didn't have
a lot of 0 for three defense 

1119
01:04:26,920 --> 01:04:29,560
reactions. 
It was all sync blows and fate 

1120
01:04:29,560 --> 01:04:34,040
for scenes, and so when frailty 
trap, it was a 0 for three that 

1121
01:04:34,040 --> 01:04:39,320
could give for value if they end
up attacking with that card with

1122
01:04:39,320 --> 01:04:43,800
go again from Arsenal or a 
weapon with go again or even 

1123
01:04:43,800 --> 01:04:46,240
something with go again into one
of those two things, right. 

1124
01:04:46,240 --> 01:04:48,800
The frailty trap would then give
the -1 value. 

1125
01:04:49,160 --> 01:04:52,440
Sometimes it wouldn't though, 
And so it felt very nicely match

1126
01:04:52,440 --> 01:04:56,440
up dependent and I it's, it's a 
really, really great design. 

1127
01:04:56,720 --> 01:04:59,280
And of course as Riptide you get
an extra ping damage so you 

1128
01:04:59,280 --> 01:05:02,680
could even get more value. 5 
value off of a trap. 

1129
01:05:02,720 --> 01:05:07,560
God damn did. 
You want to say anything about 

1130
01:05:07,560 --> 01:05:11,200
this card, Smurf? 
I mean, it's just a really solid

1131
01:05:11,200 --> 01:05:16,680
card and as long as we have 
heroes that use a pair of one 

1132
01:05:16,680 --> 01:05:19,240
handed weapon, it's going to 
it's going to be good because 

1133
01:05:19,640 --> 01:05:21,920
they have to be able to give 
those weapons go again to use 

1134
01:05:21,920 --> 01:05:23,320
both of them. 
And then you're going to get 

1135
01:05:23,320 --> 01:05:26,640
double value on it. 
Like it's a card you're pretty 

1136
01:05:26,640 --> 01:05:29,160
much always going to see in any 
deck that wants to run traps. 

1137
01:05:29,240 --> 01:05:33,040
It's just solid sneaky 
interaction. 

1138
01:05:33,600 --> 01:05:37,200
The block of insets go again 
rungate card with this and then 

1139
01:05:37,200 --> 01:05:40,720
the frailty trap means that they
can't attack with the flail 

1140
01:05:40,720 --> 01:05:42,400
anymore cuz it only comes in for
one. 

1141
01:05:44,640 --> 01:05:46,560
Yeah, cuz the flail will be 0, 
yeah. 

1142
01:05:46,960 --> 01:05:50,400
Yep. 
Yeah, they still might swing out

1143
01:05:51,200 --> 01:05:52,080
if they wanted. 
To. 

1144
01:05:52,560 --> 01:05:54,160
Yeah, they'll probably do that 
for the synergy. 

1145
01:05:55,280 --> 01:05:57,760
They they might. 
Pay one deal 0. 

1146
01:05:57,760 --> 01:06:00,560
That'd be funny, yeah. 
But I, I love how this just hits

1147
01:06:00,560 --> 01:06:03,960
a lot of matchups, right? 
So many decks have go again and 

1148
01:06:03,960 --> 01:06:07,000
so many decks are looking to 
follow up that go again with 

1149
01:06:07,000 --> 01:06:09,000
their weapons or a card from 
Arsenal, right? 

1150
01:06:09,200 --> 01:06:12,640
I do it all the time. 
Like I've had a lot of turns 

1151
01:06:12,640 --> 01:06:16,120
into a into assassins where I've
like zealous belting from 

1152
01:06:16,120 --> 01:06:19,280
Arsenal into a hammer swing. 
And when they block that zealous

1153
01:06:19,280 --> 01:06:21,840
belting with the frailty trap, 
I'm like buck buck. 

1154
01:06:21,920 --> 01:06:24,120
They got so much value out of 
this one card. 

1155
01:06:24,480 --> 01:06:26,840
It's probably one of the best, 
probably the best common trap 

1156
01:06:26,840 --> 01:06:29,160
from the cycle. 
There was blood rot trap and 

1157
01:06:29,160 --> 01:06:32,120
inertia trap, an inertia trap 
triggering on the greater 

1158
01:06:32,280 --> 01:06:35,600
greater powers. 
And Blood Ross on reactions. 

1159
01:06:35,600 --> 01:06:39,320
Yeah, yeah, yeah. 
Great shadow it was. 

1160
01:06:39,320 --> 01:06:41,560
Definitely the most, definitely 
the most consistent. 

1161
01:06:41,960 --> 01:06:45,440
Awesome. 
Yeah, thank you for your card 

1162
01:06:45,440 --> 01:06:50,160
suggestion, Drigven. 
A reminder to everyone at our 

1163
01:06:50,160 --> 01:06:53,880
Patreon at the $5 tier, you can 
suggest a card to be mentioned 

1164
01:06:53,880 --> 01:06:58,120
here in the Arsenal zone. 
And once you submit your 

1165
01:06:58,120 --> 01:07:00,200
suggestion, we keep it. 
It does. 

1166
01:07:00,200 --> 01:07:01,640
It doesn't reset every single 
week. 

1167
01:07:01,640 --> 01:07:04,040
We hold on to these. 
I think this one was suggested 

1168
01:07:04,040 --> 01:07:06,720
like a month or so ago. 
They don't go anywhere. 

1169
01:07:06,720 --> 01:07:09,640
They don't go anywhere, we keep 
them around and so the more 

1170
01:07:09,640 --> 01:07:12,520
cards you put in, the longer 
you're with us, the better 

1171
01:07:12,520 --> 01:07:14,240
chance that you'll get a card 
in. 

1172
01:07:16,000 --> 01:07:19,920
With all that being said, let's 
move on to our Arsenal Zone 

1173
01:07:19,920 --> 01:07:21,040
cards. 
Fuzzy. 

1174
01:07:21,040 --> 01:07:23,240
A little birdie told me that you
wanted to go. 

1175
01:07:23,240 --> 01:07:26,240
First, I think that Birdie 
literally was Clark. 

1176
01:07:26,240 --> 01:07:27,840
I think Clark wanted me to go 
first. 

1177
01:07:28,680 --> 01:07:35,080
Because I said it just now so. 
I have a tradition on the show 

1178
01:07:35,080 --> 01:07:38,840
of whenever I shout out a card, 
I also sign a copy and give it 

1179
01:07:38,840 --> 01:07:40,640
to each of the other people on 
the episode. 

1180
01:07:40,760 --> 01:07:43,200
So Smurf the card that I'm 
shouting out. 

1181
01:07:43,520 --> 01:07:46,400
I will give a copy to you the 
next time I see you with my 

1182
01:07:46,400 --> 01:07:48,520
signature on it. 
To make it worse, you know. 

1183
01:07:50,880 --> 01:07:53,960
Worse. 
Hey I'm just able to up charge 

1184
01:07:53,960 --> 01:07:58,240
for one of these. 
The card that I really want to 

1185
01:07:58,240 --> 01:08:03,200
talk about today is Thick Hide 
Hunter Majestic. 

1186
01:08:03,840 --> 01:08:05,960
Thick Hide Hunter I think is 
real. 

1187
01:08:06,080 --> 01:08:08,760
I've been shouting out Reiner 
cards for the last like 3 weeks 

1188
01:08:08,760 --> 01:08:12,520
and I'm not done. 
But I think Thick hide hunter is

1189
01:08:12,520 --> 01:08:14,880
really interesting because it's 
a way for them to give a 

1190
01:08:14,880 --> 01:08:17,960
defensive tool to what is 
inherently an aggressive 

1191
01:08:17,960 --> 01:08:20,520
concept. 
Like if you're saying hey brute 

1192
01:08:20,720 --> 01:08:24,560
run as many cards with six power
as you can, that has to be 

1193
01:08:24,960 --> 01:08:30,040
aggressive at like most and mid 
range at least, you know, Like 

1194
01:08:30,040 --> 01:08:32,960
how am I supposed to run 6 
powered attacks as many as I 

1195
01:08:32,960 --> 01:08:35,479
possibly can and then still keep
my defense up? 

1196
01:08:35,560 --> 01:08:38,200
You know, the six powered 
attacks probably aren't going to

1197
01:08:38,200 --> 01:08:41,080
block for more than three. 
Every time I run a defense 

1198
01:08:41,080 --> 01:08:45,439
reaction, every time I run like 
like No Fear that instant that 

1199
01:08:45,439 --> 01:08:48,120
banishes cards in order to like 
that's another defensive tool 

1200
01:08:48,120 --> 01:08:51,439
that plays with sixes, but it's 
not literally a six power 

1201
01:08:51,439 --> 01:08:55,080
defense card. 
Thick Height Hunter is a yellow 

1202
01:08:55,080 --> 01:08:59,680
2 cost, 6 power 6 block brute 
attack action, and when this 

1203
01:08:59,680 --> 01:09:03,439
attacks or defends, discard a 
random card as a triggered 

1204
01:09:03,439 --> 01:09:06,680
ability, not as a cost. 
So if you're able to dump your 

1205
01:09:06,680 --> 01:09:09,600
hand on something and then block
with this card, you're blocking 

1206
01:09:09,600 --> 01:09:12,680
for six with one card with no 
downside other than, you know, 

1207
01:09:12,680 --> 01:09:13,560
you have to get rid of your 
hand. 

1208
01:09:14,520 --> 01:09:17,479
It's also nice because if you 
attack with your whole hand and 

1209
01:09:17,479 --> 01:09:20,040
then attack with this, you can't
attack for six without needing 

1210
01:09:20,040 --> 01:09:22,640
that other card. 
Or if you need this to be your 

1211
01:09:22,640 --> 01:09:24,840
one attack on the turn and 
you're looking for the discard 

1212
01:09:24,840 --> 01:09:28,200
synergies, then you can also 
attack with this, get your 

1213
01:09:28,200 --> 01:09:30,800
discard off of it, and get your 
synergy there. 

1214
01:09:31,000 --> 01:09:34,479
It's a really flexible utility 
piece and because it's a yellow 

1215
01:09:34,479 --> 01:09:37,760
2 cost that is. 
Nice. 

1216
01:09:38,040 --> 01:09:41,240
When I first saw this card 
spoiled, I was like, isn't it 

1217
01:09:41,240 --> 01:09:43,319
awkward? 
Like isn't it weird to have this

1218
01:09:43,319 --> 01:09:47,000
card that you can't use unless 
you either pitch it for two or 

1219
01:09:47,000 --> 01:09:49,760
you have to discard a card you 
it feels like you'd have to 

1220
01:09:49,760 --> 01:09:51,680
fumble around it to you make 
good use of it. 

1221
01:09:51,840 --> 01:09:54,000
But I've been pleasantly 
surprised by how easy it is. 

1222
01:09:54,000 --> 01:09:56,280
You know, on a blood rush 
bellows turn, I can pitch it to 

1223
01:09:56,280 --> 01:09:58,440
claw or I can play it as the 
last attack. 

1224
01:09:58,800 --> 01:10:02,640
If somebody is attacking me with
dominate or overpower, I can 

1225
01:10:02,640 --> 01:10:07,040
just block for six and this 
card, a card and I'm effectively

1226
01:10:07,040 --> 01:10:09,280
blocking with two cards on 
something where I normally 

1227
01:10:09,280 --> 01:10:11,560
wouldn't be able to. 
You know, I'm still able to get 

1228
01:10:11,560 --> 01:10:13,720
value just by getting around 
evasion. 

1229
01:10:13,920 --> 01:10:17,600
And you know, I hate Azalea. 
I will lose to Azalea most of 

1230
01:10:17,600 --> 01:10:20,440
the time, but being able to 
throw a six block in front of 

1231
01:10:20,440 --> 01:10:24,320
one of Azalea's cards, even with
a card, again, it is a six 

1232
01:10:24,320 --> 01:10:26,840
powered card. 
I don't have to run a lower 

1233
01:10:26,840 --> 01:10:29,880
density of sixes in order to get
around this evasion. 

1234
01:10:29,880 --> 01:10:34,640
You know, it's a defensive tool 
with a stat line that is really 

1235
01:10:34,640 --> 01:10:36,960
hard to make defensive tools 
for, and that's what I 

1236
01:10:36,960 --> 01:10:40,360
appreciate about this card. 
Yeah, it's also one of the first

1237
01:10:40,480 --> 01:10:45,280
action cards that doesn't have 
3-2 or zero printed in the 

1238
01:10:45,280 --> 01:10:49,040
bottom right, which opens up a 
really interesting design space.

1239
01:10:49,800 --> 01:10:51,680
Yep. 
So I'm excited to see if Brute 

1240
01:10:51,680 --> 01:10:54,680
gets more of these kind of tools
in the future, and I'm going to 

1241
01:10:54,680 --> 01:10:56,480
sign a copy and give to each of 
you. 

1242
01:10:57,080 --> 01:11:01,080
It's also a card that like the 
Brute discord on the the brute 

1243
01:11:01,080 --> 01:11:04,040
channel on the purple discord 
has all been like really happy 

1244
01:11:04,040 --> 01:11:09,560
with it at 2 copies, you know, 
like running 3 copies is a lot 

1245
01:11:09,560 --> 01:11:11,560
easier for them to clump up 
together and like you're like, 

1246
01:11:11,560 --> 01:11:13,960
oh, what do I do with two thick 
kite hunters but like pitch one 

1247
01:11:13,960 --> 01:11:14,920
to attack with. 
The other one. 

1248
01:11:15,120 --> 01:11:17,400
I guess, but then like you have 
to get something to get rid of 

1249
01:11:17,400 --> 01:11:19,440
the other two cards somehow. 
Yeah, Block. 

1250
01:11:20,320 --> 01:11:21,960
I'm sure some people are happy 
with three. 

1251
01:11:22,000 --> 01:11:23,720
I've been running two and I've 
been really happy with it. 

1252
01:11:23,720 --> 01:11:26,320
You know, some cards are just 
really nice at 2 copies. 

1253
01:11:26,320 --> 01:11:29,360
You know they can be perfect for
2 copies you're really happy to 

1254
01:11:29,360 --> 01:11:31,600
have, but you don't want a third
copy. 

1255
01:11:31,600 --> 01:11:34,640
You know, like that one friend 
that you like, love to death, 

1256
01:11:34,880 --> 01:11:37,480
but you're like, you know what, 
2 copies of this brand is 

1257
01:11:37,520 --> 01:11:40,360
enough. 
What do I feel like you're 

1258
01:11:40,360 --> 01:11:41,760
talking about me? 
No, no, no. 

1259
01:11:44,400 --> 01:11:47,400
Clark, you are three copies, 
maybe even 4 copies of In My 

1260
01:11:47,400 --> 01:11:49,720
Life. 
We have a podcast together for 

1261
01:11:49,720 --> 01:11:53,640
crying out loud. 
I'm running at least 5 copies of

1262
01:11:53,640 --> 01:11:59,760
Clark. 
Kevin, what do you think of 

1263
01:12:00,040 --> 01:12:02,600
Thick Eyed Hunter? 
Or if you don't have a lot of 

1264
01:12:02,600 --> 01:12:04,880
thoughts about Thick Eyed 
Hunter, what do you think about 

1265
01:12:04,880 --> 01:12:08,920
action cards getting bigger 
block values than just three? 

1266
01:12:09,960 --> 01:12:12,840
I mean, I thought it was a 
really cool design when I saw 

1267
01:12:12,880 --> 01:12:15,720
it. 
It was like, that's a really 

1268
01:12:15,720 --> 01:12:20,360
flexible card and it has all the
things on it that Brute wants, 

1269
01:12:20,600 --> 01:12:22,840
which doesn't necessarily mean 
it would fit. 

1270
01:12:22,840 --> 01:12:25,480
We've seen a lot of cards where 
there's a lot of words on it and

1271
01:12:25,480 --> 01:12:27,880
all the words look good and then
they don't combine well. 

1272
01:12:28,360 --> 01:12:31,720
But I I was very curious to see 
where that card ended up because

1273
01:12:31,720 --> 01:12:33,760
it was just. 
It was interesting. 

1274
01:12:33,960 --> 01:12:35,960
Yeah. 
Like, it kind of broke the 

1275
01:12:35,960 --> 01:12:38,520
rules, but not in the way where 
it looked like it would break 

1276
01:12:38,520 --> 01:12:39,760
the game. 
Yeah. 

1277
01:12:40,120 --> 01:12:44,640
So I, I, I hadn't played against
it or seen it really, but I know

1278
01:12:44,640 --> 01:12:47,720
that Dex had been really happy 
with it. 

1279
01:12:47,720 --> 01:12:52,960
Dex fan he he really liked it 
and I think he was it too as 

1280
01:12:52,960 --> 01:12:55,640
well. 
Like the the card is just like 

1281
01:12:55,720 --> 01:13:01,240
really cool design where it's 
not pushed, it's not broken, but

1282
01:13:01,240 --> 01:13:06,800
it's just like interesting and 
it makes you like, it doesn't 

1283
01:13:06,800 --> 01:13:10,520
really make you like work for 
it, but like, I don't know, it 

1284
01:13:10,520 --> 01:13:13,040
just does something that other 
card that no other card does. 

1285
01:13:13,600 --> 01:13:16,320
I've had really fun turns where 
like Florian will play like 

1286
01:13:16,320 --> 01:13:19,440
felling of the crown at me with 
like some rune chants on it and 

1287
01:13:19,440 --> 01:13:20,920
they're like surely I'm leaking 
damage. 

1288
01:13:20,920 --> 01:13:22,760
It's three rune chants on 
felling of the crown and I'm 

1289
01:13:22,760 --> 01:13:29,000
like pitch to failing bottom of 
card like block 9 I get to with 

1290
01:13:29,000 --> 01:13:31,480
the thick kite hunter so I'm not
taking any damage. 

1291
01:13:31,920 --> 01:13:34,640
You thought you could leak some 
and then I still lose the game 

1292
01:13:34,640 --> 01:13:39,080
because they have the tempo. 
But you know, awesome. 

1293
01:13:39,400 --> 01:13:40,920
Clark, what card do you wanna 
shout out today? 

1294
01:13:41,440 --> 01:13:43,840
I wanna shout out Deadwood 
Dirge. 

1295
01:13:43,840 --> 01:13:46,600
I'm pretty sure I've already 
done this card because I'm kind 

1296
01:13:46,600 --> 01:13:50,480
of a Room Blade fanatic, but 
Deadwood Dirge is a card that I 

1297
01:13:50,480 --> 01:13:54,120
kind of consistently return to 
and go God, this is so fucking 

1298
01:13:54,120 --> 01:13:57,920
cool. 
Like they made a read the runes 

1299
01:13:57,920 --> 01:14:00,440
with a go again, right? 
You have to destroy an aura. 

1300
01:14:00,440 --> 01:14:03,440
If that aura is a rune chant, 
then you only net two other rune

1301
01:14:03,440 --> 01:14:05,640
chants. 
But there's all these fringe 

1302
01:14:05,640 --> 01:14:08,320
cases where you can get the 
three rune chants out of it. 

1303
01:14:08,600 --> 01:14:12,200
It feels really, really nice if 
I'm destroying like a disease 

1304
01:14:12,200 --> 01:14:15,720
token that was given to me by a 
by a nasty little frailty trap 

1305
01:14:16,120 --> 01:14:20,960
or, you know, I'm destroying my 
room blood incantation, which is

1306
01:14:20,960 --> 01:14:25,400
worded in such a weird way that 
it just like has one turn where 

1307
01:14:25,400 --> 01:14:27,160
it's sitting with no counters on
it. 

1308
01:14:27,440 --> 01:14:29,640
So I can target it with my 
Deadwood urge then. 

1309
01:14:30,600 --> 01:14:34,600
So there's all sorts of little 
fringe cases where I or soul 

1310
01:14:34,600 --> 01:14:37,840
shackles. 
So I guess the card I'm actually

1311
01:14:37,840 --> 01:14:40,360
talking about is Soul Shackles, 
because I really want them to 

1312
01:14:40,680 --> 01:14:43,240
like give soul shackles to 
Vincet. 

1313
01:14:44,040 --> 01:14:45,880
I don't want to give soul 
shackles to Vincent. 

1314
01:14:46,200 --> 01:14:49,120
But like, she kind of needs a 
way to fill up great, fill up 

1315
01:14:49,120 --> 01:14:51,520
her vanish zone more 
consistently, she does. 

1316
01:14:51,720 --> 01:14:53,520
Soul. 
Shackles are not it, but it's 

1317
01:14:53,560 --> 01:14:56,680
random and the soul shackle 
isn't the one that gives Go 

1318
01:14:56,720 --> 01:14:57,640
again too. 
Much. 

1319
01:14:58,360 --> 01:15:01,600
It's too much. 
But it's also like, it'd be a 

1320
01:15:01,600 --> 01:15:04,040
really cool thing to be able to 
target with Deadwood dirt. 

1321
01:15:04,040 --> 01:15:08,160
So like I could control the rate
of which I'm fatiguing myself. 

1322
01:15:08,240 --> 01:15:12,360
Like I'm giving up the ability 
to feel fill my blood debt, but 

1323
01:15:12,360 --> 01:15:14,640
like I get an extra rune chant 
out of it. 

1324
01:15:15,480 --> 01:15:18,400
It's cool. 
Yeah, Chain would agree with 

1325
01:15:18,400 --> 01:15:21,640
you. 
In LL you start doing that a 

1326
01:15:21,640 --> 01:15:25,040
lot. 
But he can get so many right? 

1327
01:15:25,040 --> 01:15:26,360
Like. 
Yes. 

1328
01:15:26,600 --> 01:15:30,280
Like I think it's definitely one
of those effects where like it 

1329
01:15:30,280 --> 01:15:33,960
should be gated and clearly LSS 
is terrified of this interaction

1330
01:15:34,240 --> 01:15:38,600
because they banned Deadwood 
dirge in Project Blue but it's 

1331
01:15:38,600 --> 01:15:41,720
not banning commoner yet. 
I think because they're scared 

1332
01:15:41,720 --> 01:15:46,680
of the rares specifically and 
like how much extra value those 

1333
01:15:46,680 --> 01:15:50,280
generate. 
But God I just really love the 

1334
01:15:50,280 --> 01:15:54,480
interactions with Deadwood dirge
but LSS seems really scared of 

1335
01:15:54,480 --> 01:16:00,320
it generating 3 value in any 
consistent way so it's going to 

1336
01:16:00,320 --> 01:16:02,200
be interesting to see. 
I've even heard some people call

1337
01:16:02,200 --> 01:16:03,760
for banning it and living 
legend. 

1338
01:16:04,120 --> 01:16:07,520
Wow, I. 
Know my silly little rare? 

1339
01:16:08,320 --> 01:16:10,760
Also, the art's dope. 
Look at that guy banging away at

1340
01:16:10,760 --> 01:16:13,920
the keyboards screaming his 
heart out. 

1341
01:16:15,600 --> 01:16:18,240
I think they're also like other 
there's a couple other 

1342
01:16:18,240 --> 01:16:20,480
interactions that are really 
funny with that card, which is 

1343
01:16:20,480 --> 01:16:22,640
you can dirge a hypothermia. 
Yeah. 

1344
01:16:23,320 --> 01:16:26,320
Oh man, has any? 
Affliction aura which? 

1345
01:16:26,320 --> 01:16:30,320
So if Icelander comes back, you 
can also dirge a frost hex. 

1346
01:16:30,880 --> 01:16:35,280
Oh man, hell yeah. 
Really cool interactions. 

1347
01:16:35,920 --> 01:16:40,280
Yeah, no, the Deb Deborah Durge 
is such a sick card. 

1348
01:16:40,400 --> 01:16:44,520
Like when they when they spoiled
that in Rosetta Season. 

1349
01:16:44,920 --> 01:16:46,960
We're just looking at it like 
this. 

1350
01:16:48,080 --> 01:16:51,640
This card's nuts. 
This card is so good for Vincet 

1351
01:16:51,640 --> 01:16:55,400
because it is read the runes 
with go again for Vincet because

1352
01:16:55,400 --> 01:16:59,280
you get the one from Vincet and 
you turn that into 3 and that's 

1353
01:16:59,280 --> 01:17:01,640
your real chance for the turn. 
And then you're just on like A2 

1354
01:17:01,640 --> 01:17:07,160
card 9 for that turn cycle. 
And it's just is the 

1355
01:17:07,160 --> 01:17:10,240
interactions that are so cool 
without it, the numbers on it 

1356
01:17:10,240 --> 01:17:13,120
being busted. 
Kind of a theme. 

1357
01:17:13,200 --> 01:17:14,800
Let's see if we can keep it 
going. 

1358
01:17:14,800 --> 01:17:22,120
Kevin, what do you got? 
So I I've picked Invoke Shariah,

1359
01:17:22,440 --> 01:17:31,960
never mind it's and it really 
came back on my radar when we 

1360
01:17:31,960 --> 01:17:35,040
got war cry of feminists. 
Oh. 

1361
01:17:36,000 --> 01:17:41,680
Because Invoke Shrya is A2 cost 
light illusionist action 

1362
01:17:41,680 --> 01:17:45,400
invocation. 
Cast it targeting A spectral 

1363
01:17:45,400 --> 01:17:48,080
shield and transform it into 
Shrya Archangel of Knowledge 

1364
01:17:48,080 --> 01:17:50,720
which is the standard 4/4 with 
ward 4. 

1365
01:17:51,320 --> 01:17:55,240
Paid 2 to attack with it. 
Yeah, this was the first Angel 

1366
01:17:55,240 --> 01:17:57,560
that we ever saw, right? 
This was the. 

1367
01:17:57,560 --> 01:18:02,920
First yeah, this was the first 
Angel and like ward ally the of 

1368
01:18:02,920 --> 01:18:05,720
the four four set that we would 
see it would be in dynasty like 

1369
01:18:05,720 --> 01:18:08,120
2 sets before new prison would 
come out. 

1370
01:18:10,160 --> 01:18:16,680
And it has the text of whenever 
Sharia deals damage, you gain 

1371
01:18:16,680 --> 01:18:22,600
that much life once return 
action pay to to attack whenever

1372
01:18:22,600 --> 01:18:24,360
it's tax. 
You may banish a light card from

1373
01:18:24,360 --> 01:18:28,840
your hero's soul if you do deal 
one arcane to any target, which 

1374
01:18:28,840 --> 01:18:31,360
is also going to be nifty. 
Maybe for gravy bones. 

1375
01:18:31,400 --> 01:18:33,360
You can also bolt the. 
Bird. 

1376
01:18:33,360 --> 01:18:36,200
You can bolt the bird. 
I think there's better 

1377
01:18:36,200 --> 01:18:38,280
interactions for that for the 
bird though. 

1378
01:18:39,760 --> 01:18:44,520
But this gets really funny when 
you just play a war cry in front

1379
01:18:44,520 --> 01:18:48,120
of its attack and suddenly it's 
attacking for eight with life 

1380
01:18:48,120 --> 01:18:49,400
Link. 
Oh Gee. 

1381
01:18:49,840 --> 01:18:54,280
Oh my God, yeah. 
Yeah, that was like the 

1382
01:18:54,280 --> 01:18:57,120
interaction for me where it's 
like that's where a war cry gets

1383
01:18:57,120 --> 01:19:00,000
really interesting. 
And it's because Shreya has this

1384
01:19:00,000 --> 01:19:04,000
text that interacts with other 
stuff in the same way that like 

1385
01:19:04,360 --> 01:19:08,520
this is the same text that 
Scepter has and Krakens Aether 

1386
01:19:08,520 --> 01:19:12,160
Vane had, where it's like it's 
just set up to when you can buff

1387
01:19:12,160 --> 01:19:15,920
this one day, it's it can do 
really crazy stuff. 

1388
01:19:16,120 --> 01:19:21,680
And Shreya by itself is you pay,
you have the Shreya card, you 

1389
01:19:21,680 --> 01:19:24,000
pay 2 to flip and you pay 2 to 
attack. 

1390
01:19:24,640 --> 01:19:28,400
And you're getting, you're 
threatening A3 card 12, we'll 

1391
01:19:28,400 --> 01:19:30,720
call it -1 because you have to 
give up a spectral shield. 

1392
01:19:31,040 --> 01:19:33,800
But you're attacking for four, 
you're life linking for four. 

1393
01:19:34,000 --> 01:19:36,360
And then you have word for. 
Oh yeah, yeah. 

1394
01:19:36,440 --> 01:19:38,960
It's an Angel attack that you 
have to block. 

1395
01:19:39,000 --> 01:19:42,680
And we talked about how people 
don't want to be blocking 

1396
01:19:42,680 --> 01:19:47,280
angels. 
Now add 1 more card and add 8. 

1397
01:19:47,480 --> 01:19:51,880
Oh my goodness. 
I don't wanna. 

1398
01:19:52,960 --> 01:19:57,160
This like it's this card has 
been so close to going back into

1399
01:19:57,160 --> 01:20:02,520
my prism deck for since Haunted 
came out because War Cry is so 

1400
01:20:02,520 --> 01:20:05,240
interesting and war Cry by 
itself is a crazy card. 

1401
01:20:05,960 --> 01:20:09,480
It's a 0 for four go again three
block light yellow. 

1402
01:20:10,280 --> 01:20:12,160
Yeah, those are. 
That's a really good stat line. 

1403
01:20:12,880 --> 01:20:15,680
That sounds really good. 
Illusionist gets a like. 0 for 

1404
01:20:15,680 --> 01:20:19,760
four pump on a yellow on a block
3 just because angels are hard 

1405
01:20:19,760 --> 01:20:24,280
to get out I guess. 
Yes, yeah, like that's and it 

1406
01:20:24,280 --> 01:20:31,440
still doesn't make the deck. 
Like it's that good and it 

1407
01:20:31,440 --> 01:20:34,920
doesn't make the deck. 
But no, I invoke Soraya is 

1408
01:20:34,920 --> 01:20:37,720
really cool because as soon as 
you put on hit text for an 

1409
01:20:37,720 --> 01:20:41,240
Angel, it's. 
Yeah, I will say Soraya being 

1410
01:20:41,240 --> 01:20:44,920
Invoke, Soraya being a legendary
probably hurts its viability 

1411
01:20:45,160 --> 01:20:48,320
because you just can't 
consistently get it in the same 

1412
01:20:48,320 --> 01:20:50,960
way that you can consistently 
get the other angels. 

1413
01:20:52,200 --> 01:20:54,320
In a way, yeah. 
You don't have a way to fetch 

1414
01:20:54,320 --> 01:20:58,440
this out of your deck. 
Yeah, but I mean it being an 

1415
01:20:58,440 --> 01:21:03,280
Angel means it still works with 
your weapon to give it go again.

1416
01:21:04,680 --> 01:21:10,480
So like I've even looked at like
if you have the invoke and war 

1417
01:21:10,480 --> 01:21:15,000
cry in your hand and you or like
one of them is in arsenal, you 

1418
01:21:15,000 --> 01:21:19,360
can Halo and grab figment of 
protection, which makes your 

1419
01:21:19,360 --> 01:21:25,400
spectral shield and then you can
go Sharia into also free flip 

1420
01:21:25,560 --> 01:21:29,360
with rapture on figment of 
protection. 

1421
01:21:29,440 --> 01:21:31,760
Yeah, especially if you pitch a 
blue right? 

1422
01:21:31,760 --> 01:21:33,480
Because that leaves you with the
2 floating to play. 

1423
01:21:33,480 --> 01:21:35,760
Invoke Soraya. 
Yeah. 

1424
01:21:36,640 --> 01:21:40,160
So there's there's some I think 
the math ended up being it was a

1425
01:21:40,160 --> 01:21:46,320
5 card 30 and 10 of that is 
Ward. 

1426
01:21:47,280 --> 01:21:50,920
Oh boy howdy, I sure do like the
fact that I'm up 30 Life on this

1427
01:21:50,920 --> 01:21:53,160
prism. 
Wait, what are you doing? 

1428
01:21:54,960 --> 01:21:57,000
I mean, if they haven't popped 
headpiece, you're not winning 

1429
01:21:57,000 --> 01:21:58,640
yet. 
Yeah. 

1430
01:21:59,160 --> 01:22:03,320
Mood. 
So, you know, invoke, invoke Shy

1431
01:22:03,320 --> 01:22:06,520
is really cool and I wish. 
I don't think we're going to get

1432
01:22:06,520 --> 01:22:09,000
any more allies from new Prism 
just because it won't work. 

1433
01:22:09,120 --> 01:22:11,680
But I mean, you know what, 
Kevin? 

1434
01:22:12,960 --> 01:22:14,560
I want to play Prism now. 
Wow. 

1435
01:22:15,120 --> 01:22:16,320
You. 
You've convinced me. 

1436
01:22:16,320 --> 01:22:19,920
This is a cool enough turn. 
Kevin, I want to play Prism. 

1437
01:22:20,120 --> 01:22:22,640
Why did we invite Smurf on our 
pod if he was just going to 

1438
01:22:22,640 --> 01:22:25,280
convert our hosts? 
Our dearest? 

1439
01:22:25,520 --> 01:22:29,160
I'm running 5 copies of Clark. 
I can't but to bear him playing 

1440
01:22:29,280 --> 01:22:32,480
Prism. 
Just wait until I start bringing

1441
01:22:32,480 --> 01:22:35,560
up Illusionist every single 
episode in a pod. 

1442
01:22:35,560 --> 01:22:37,640
It's going to be like the old 
Leviah days. 

1443
01:22:37,680 --> 01:22:39,880
You know, we're not that far 
from it just because illusionist

1444
01:22:39,880 --> 01:22:42,600
is like such a design rich 
topic, you know? 

1445
01:22:42,600 --> 01:22:44,080
Sure, sure, sure. 
But right now I'm like 

1446
01:22:44,080 --> 01:22:46,520
illusionist agnostic. 
Like I talk about how they're 

1447
01:22:46,720 --> 01:22:49,280
annoying but also like the 
strengths in the game. 

1448
01:22:49,920 --> 01:22:52,640
But now. 
Oh, it's all over for you guys. 

1449
01:22:52,720 --> 01:22:55,960
Yeah, because when you get to 
run Soraya combo, combo like I 

1450
01:22:55,960 --> 01:23:00,000
could see it. 
Yeah, All right. 

1451
01:23:00,000 --> 01:23:04,840
I think that is the episode. 
It's funny that we didn't talk 

1452
01:23:04,840 --> 01:23:06,560
about equipment. 
I feel like we could have 

1453
01:23:07,040 --> 01:23:09,280
equipment or like the permits in
the game, you know? 

1454
01:23:09,280 --> 01:23:12,120
Yeah, I guess we just have to 
save that for another episode. 

1455
01:23:13,120 --> 01:23:17,320
Let us know if you what this 
episode has made you think 

1456
01:23:17,320 --> 01:23:19,120
about. 
Have you started looking at 

1457
01:23:19,400 --> 01:23:22,000
permanence differently? 
Have you started thinking about 

1458
01:23:22,200 --> 01:23:25,000
how illusionists actually have a
space in the meta game that's 

1459
01:23:25,000 --> 01:23:28,320
healthy? 
Let us know if you want to see 

1460
01:23:28,320 --> 01:23:31,200
that episode on equipment. 
Let us know if you want to see 

1461
01:23:31,200 --> 01:23:34,880
Kevin back on the podcast. 
I know that Joel couldn't be 

1462
01:23:34,880 --> 01:23:39,560
here today, so hopefully we're 
able to get you on again, get 

1463
01:23:39,560 --> 01:23:41,960
you talking with Joel. 
Sure. 

1464
01:23:42,560 --> 01:23:44,600
Yeah. 
All right, Yeah, It's been a 

1465
01:23:44,600 --> 01:23:46,240
pleasure, Kevin. 
I'm looking forward to seeing 

1466
01:23:46,240 --> 01:23:48,720
you at Vegas. 
Thank you, everyone, for 

1467
01:23:48,720 --> 01:23:51,240
listening. 
Have a great day, Night, 

1468
01:23:51,280 --> 01:23:53,240
whatever. 
Have a great. 

1469
01:23:53,280 --> 01:23:56,280
Day and night, afternoon, 
whatever time it is for you. 

1470
01:23:56,280 --> 01:24:00,280
All right, bye. 
Bye peace. 

1471
01:24:08,440 --> 01:24:12,600
Pitch to Me podcast is hosted by
Fuzzy Delt, Clark Moore and Joel

1472
01:24:12,600 --> 01:24:16,600
Racinos, executive producer 
Talon Stradley, logistics 

1473
01:24:16,600 --> 01:24:22,080
coordinator John Farkas, music 
by Dylan Holtz, logo by on V 

1474
01:24:22,320 --> 01:24:26,480
Sound mixing, Christopher Moore 
and last but not least, you. 

1475
01:24:27,000 --> 01:24:29,440
Thank you for listening. 
Please give us a follow on your 

1476
01:24:29,440 --> 01:24:32,440
favorite social media platform 
at Pitch to Me Podcast.

