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Stay tuned for some outtakes. 
Welcome to Pichitumi Podcast, a 

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show about the subjective past, 
present, and potential future of

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flesh and blood design where we 
make like a phoenix and fucking 

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die before coming back in the 
blaze of glory. 

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In today's episode, we will 
analyze a curated selection of 

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cards from the set Uprising. 
On red pitch, Joel looks over 

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some power cards from uprisings 
past. 

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On yellow pitch, Clark tries to 
salvage the rupture keyword. 

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And on Blue Pitch, Fuzzy poops 
the party by mentioning ice in 

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2025. 
You can find us across all 

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socials such as Blue Sky and 
Instagram at Pitch It to Me 

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podcast. 
I'm Jolie Joel. 

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I'm Clarky Clark. 
And I'm fuzzy fuzzy. 

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Well, it doesn't really work 
with that one. 

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You set me up for disaster. 
Hello audience, welcome back. 

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For this episode, we're trying 
out a new series called Pick a 

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Card, where we're going to each 
pick a card or two from a 

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previous set and talk about them
in depth. 

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It's kind of like an extended 
Arsenal zone for today. 

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We decided to do it on the set 
Uprising because we thought 

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that's going to be interesting 
going into the next season with 

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the release of The Haunted. 
Our goal was to find a way to 

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discuss the Haunted without 
actually knowing all the 

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spoilers. 
We're recording this before the 

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big spoiler week because of just
how our schedules are lining up,

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so we don't have all the 
information you guys do, but 

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hopefully we're able to keep 
things relevant by talking about

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cards that are going to be 
impactful for these heroes and 

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play patterns. 
That's the great tension on our 

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podcast is talking about things 
happening now but two weeks in 

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advance. 
For reference, we just had the 

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three daggers revealed for 
Syndra, Fang and Arachne. 

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That's all we know. 
So if you're like, you know, 

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waving your fist angrily at the 
screen in front of you, put it 

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down. 
Calm down. 

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Yeah, we don't know. 
About the Majestic Majestic. 

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We will talk about the bomb 
Majestic later, yeah. 

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That that's going to be in our 
pitching predictions recap 

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probably. 
I don't know. 

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I don't feel like we get enough 
hate mail. 

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True, because right now we're 
getting basically zero. 

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Yeah, because we're so small. 
It's like 100% likes on all of 

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our YouTube videos. 
Yeah, yeah, let's get some 

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dislikes in there. 
Just kidding. 

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Yeah, please don't actually do 
that. 

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So we're picking cards from 
Uprising today and I feel like 

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Uprising is a little bit 
special, at least for me, 

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because I remember signing up 
for Uprising pre release and it 

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was like the first. 
I might have gone to an Armory 

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before Uprising pre release 
maybe. 

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I think it was like at least one
of the first Flesh and blood 

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events I ever went to. 
Was going to uprising pre 

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release pulling my first ever 
legendary. 

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I got a coronet peak bitch. 
Yeah, my first ever event was an

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Uprising draft that you hosted 
at your place, Fuzzy. 

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It was. 
I remember you guys invited me 

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over and you were like, learn to
play with the starter decks. 

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And I hated them. 
And you were like, OK, but you 

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can get your own cards and play 
a different hero by doing this 

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draft. 
And I really need an eighth 

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Clark. 
And I'm like. 

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OK, we looked at me. 
And I remember sitting across 

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from Fuzzy as he pulled the 
cornet peak. 

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And that's where I first met 
Fuzzy. 

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It's that new player luck, right
it. 

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Was like you bastard. 
They gotta do that specifically 

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to hook you. 
Yeah, it's real. 

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It really is real. 
So, Joel, what card did you pick

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from the Uprising set to talk 
about? 

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Oh, actually, I realize I'm a 
little bit on the nose about 

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this one 'cause I chose the card
Uprising. 

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Wow. 
Yeah, I know, I know. 

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Boo. 
Fuck that guy. 

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But like what card from 
Uprising? 

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Oh, oh, see it. 
Yeah. 

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Uprising. 
You believe what card from. 

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You have to pick one card, you 
can't pick the whole set. 

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When is this bit over just so I 
can? 

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Now the bit is over. 
Now I already met a reference 

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that it's a bit. 
Got it, Got it. 

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OK, Yeah. 
So I chose Uprising. 

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I wanted to look at Uprising a 
little bit closer because it was

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a really underutilized card in 
the set that it came out. 

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And I think with Syndra and Fang
it's gonna function a little bit

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better, assuming like we get 
more cards to enable those wider

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chain links. 
And listeners, if you've never 

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seen Uprising, I wouldn't blame 
you. 

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Uprising says it's a three block
red pitch 0 cost non attack 

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action card that says your next 
4 drag draconic attacks this 

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turn game plus one with Go 
again. 

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So what this essentially equates
to is another zero for four. 

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But I wanted to look at it a bit
more closely because it's a card

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that Phi, who's known for white 
chain links, didn't really use 

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to great effect. 
And I think it's going to be a 

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little bit different for Fang 
and Syndra. 

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And I think Phi really struggled
to use this card because number 

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one, it didn't count itself as a
chain link. 

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And ending your turn on the 4th 
chain link, like with a rupture 

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card, for instance, was a lot 
easier than ending a chain link 

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on your 5th or 6th card. 
So the chances that this was 

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getting more value than any one 
of your other attacks was pretty

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low. 
And especially as Feing added 

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more generics in the deck, he 
was obviously Art of War 

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belittle minimalism deck with 
Kodachi's and fucking double 

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strike. 
There's a lot of iterations, but

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for the most part very much a 
generic deck like generic ninja 

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aggro deck. 
It was it was very interesting 

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because if I was the first blitz
deck I ever made and I really 

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liked Uprising because it was a 
cheap power card I could buy 

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back when I didn't really have 
the money to spend stuff on like

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Double Strike mask, a momentum 
Tiger Strike Shoot. 

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So those cards were just that 
build was unavailable to me. 

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So Uprising was my power card, 
but as a power card it really 

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asks that you draw a nice hand 
that let's you go for wide. 

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Otherwise it really is just 
being another head jab. 

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It had the exact same issue that
Mordred had Mordred Tide had for

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Viscera back in the day. 
Like, it's good, it's an 

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enabler, it helps, but it's very
rarely actually getting that 

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power card value that you 
expect. 

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And that's an interesting 
comparison too, because Uprising

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caps out at giving you 4 points 
of value and more Drew tag can 

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go a lot higher than that. 
Yeah, especially nowadays. 

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But back then it definitely 
didn't, right? 

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And I feel like actually if 
anything. 

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Uprising was the way that they 
sort of like future proofed 

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their kind of design by limiting
it to four. 

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Definitely. 
Because it could have easily 

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said all draconic attacks game 
plus one. 

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Yeah, and then we'd be in the 
same position we are now. 

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But this card is banned 
alongside Art of War. 

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Yeah, for Fang specifically, 3 
chain links seems kind of hard 

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or like 3 plus like every weapon
swing with his daggers requires 

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another draconic card as a 
reaction or a reaction that can 

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be made to draconic via field T 
tokens. 

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So you really need a wide hand 
to get more than two dagger 

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swings. 
And so the power fantasy of like

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swinging, you know, 3 or 4 * a 
turn with uprising you get more 

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out of those swings if you're 
able to do so is is why I was so

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interested by it. 
And on the flip side with Syndra

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especially since her daggers 
have natural go again and it 

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seems like she's going to be 
flicking her daggers and 

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recurring them in the same turn,
possibly to attack 3 or 4 times 

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similar to Fang. 
He can. 

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She can kind of get the same 
value or more with Uprising more

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consistently, which is why I 
think it's going to make a 

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comeback for the haunted season.
Yeah, with that and Spreading 

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Flames, it feels like Syndra has
access to like 2 conceivable 

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anthems by having her two 
daggers. 

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I guess the question is really 
like, how reliable is it going 

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to be for her to have her 
daggers up and how reliable is 

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she going to be able to align 
those turns with this, right? 

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Because you still need 4 chain 
links with this. 

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So you're still asking for a 
three card hand even if one of 

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those cards turns your daggers 
into two chain links. 

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Yeah, and the issue with both 
Fang and Syndra is they can't 

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really have off turns or like 
completely dead turns. 

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They always need to have at 
least one draconic card or 

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create a filthy token to keep 
this like massive tokens around.

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And I think Uprising just it 
being like a a starter that 

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doesn't really care about the 
rest of your hand. 

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Like it turns on a lot of the 
old Uprising cards that care 

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about playing other red cards 
like Blaze headlong, for 

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instance. 
Yeah, just being able to, even 

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if you're only able to throw 
your weapons or maybe a weak 

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attack, you keep your fielding 
tokens around as a bonus. 

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Especially because all of 
Cindra's cards that have been 

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revealed so far care about 
being, but they're not Draconic 

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themselves. 
So it seems like there's going 

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to be more work involved to have
the same amount of Draconic 

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chain links that Phi had. 
Yeah, Syndrome might end up in a

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very similar space as Phi, where
they're a little bit heavier on 

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the ninja side. 
And so once again, that 

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restricts the ability to have 
the four Draconic chain links. 

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But at the same time, the field 
T token synergy means that maybe

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it is still possible that even 
with the heavy Ninja build or a 

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heavier Ninja presence in the 
decklist that they're still able

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to get the four chain links wide
Aldraconic that would give this 

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the best value. 
Right. 

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Especially considering that 
Syndra does not care about a 

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threshold of filthy tokens in 
the same way Fang does. 

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So when she has three filthy 
tokens, she can use three filthy

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tokens versus like, I need four 
and five to use them with Fang. 

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So it just seems like a much 
easier card to include in Syndra

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than it does Fang. 
So far, yeah. 

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00:10:18,240 --> 00:10:19,640
Yeah, definitely. 
I would agree with that. 

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Now does filty token make the 
card draconic or does it make 

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the attack draconic? 
The card, it's the next card. 

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The card? 
Draconic. 

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That's why it works with Fang. 
So do you think that works with 

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double strike? 
Like do you think you could like

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play double strike, banish 
double strike, play double 

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strike again because it's the 
same double strike, right? 

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It does banish itself. 
I don't really know how it works

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with like last known 
information. 

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00:10:44,120 --> 00:10:45,080
You're the judge. 
I don't know. 

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00:10:45,760 --> 00:10:49,000
I would imagine it doesn't 
because once it manages itself 

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it's considered a new card. 
That makes a lot of sense. 

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00:10:52,560 --> 00:10:56,560
It makes a lot of sense. 
And last note about Uprising, 

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like I know for the most part 
it's probably like a lore 

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building card. 
It's kind of like like it's 

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literally need uprising. 
Like, I think it tells a lot of 

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00:11:05,880 --> 00:11:08,840
the story for more so than it's 
supposed to be like a good car. 

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00:11:08,840 --> 00:11:11,400
That's probably why they limited
it to four because they don't 

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want to like have the namesake 
card be banned or whatever. 

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00:11:16,120 --> 00:11:19,080
But I still think like, 
especially now that they're 

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reiterating a lot of what makes 
Draconic draconic, Like it's 

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going to be much more playable, 
hopefully in the Hunted. 

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You know, one thing about this 
card is I forgot it blocked for 

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three. 
You know, like when you're 

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looking at your zero for fours, 
why not a zero for four that 

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happens to also block for three?
That's going to be a little bit 

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hard to come by, you know, 
because this card does not cost 

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you any action points. 
In talented aggro decks, we know

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how hard that is to come by 
because like Aurora, her deck 

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lists are currently struggling 
with that right of being able to

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block super efficiently. 
Yeah, true. 

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And then the other card, I want 
to talk about what did not come 

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out in Uprising, but I think 
it's been a name stay in at 

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00:11:58,960 --> 00:12:03,480
least Dromi when when she was 
around Tome of Imperial Flame. 

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00:12:04,520 --> 00:12:07,960
And obviously like this card was
spiking initially and had a lot 

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00:12:07,960 --> 00:12:11,320
of hype surrounding it because 
it's royal and it's a royal set.

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00:12:11,720 --> 00:12:14,440
And honestly, I think the hype 
is real. 

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Like it looks very, very strong.
In these two new Draconic 

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00:12:18,840 --> 00:12:22,720
heroes, Yeah, if we think about 
the power cards coming from 

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00:12:22,800 --> 00:12:27,040
Uprising into the new set, it 
was like Toma Firebrand and 

226
00:12:27,040 --> 00:12:29,640
Uprising. 
Yeah, Toma Firebrand got banned,

227
00:12:30,160 --> 00:12:35,040
and so people sort of looked at 
this card, especially the moment

228
00:12:35,040 --> 00:12:37,800
that we learned Syndra and Feng 
were both naturally royal 

229
00:12:37,800 --> 00:12:39,920
heroes. 
Everyone goes, well, what about 

230
00:12:39,920 --> 00:12:41,480
the card that says royal printed
on it? 

231
00:12:41,600 --> 00:12:45,640
Is that going to be good? 
You're so it is $70.00 for a 

232
00:12:45,640 --> 00:12:48,440
reason. 
So this card wasn't printed in 

233
00:12:48,440 --> 00:12:50,040
Uprising? 
No, no. 

234
00:12:50,040 --> 00:12:52,760
Oh that that's the disclaimer is
that it was not printed in 

235
00:12:52,760 --> 00:12:54,960
Uprising, but I think it's 
relevant enough because the 

236
00:12:54,960 --> 00:12:57,240
heroes from Uprising might 
benefit from it. 

237
00:12:58,120 --> 00:13:01,600
Tobam Imperial flame is a no 
block draconic non attack action

238
00:13:01,600 --> 00:13:04,720
that cost 0 and it's a red pip 
or red pitch. 

239
00:13:04,720 --> 00:13:06,720
Excuse me. 
And it says draw a card. 

240
00:13:06,760 --> 00:13:09,080
If you're royal draw 2 cards 
instead. 

241
00:13:09,560 --> 00:13:13,000
You may pitch 2 red cards and if
you don't you banish your hand. 

242
00:13:13,240 --> 00:13:16,120
And you also gain resources for 
each card pitched this way. 

243
00:13:16,120 --> 00:13:18,160
So it's basically filtering 2 
cards. 

244
00:13:18,160 --> 00:13:20,600
You get 2 resources and it has 
go again. 

245
00:13:21,000 --> 00:13:26,120
So again, this is a not a link 
per SE, but it is a draconic 

246
00:13:26,120 --> 00:13:28,240
starter. 
And the reason why I think it's 

247
00:13:28,240 --> 00:13:32,200
relevant is because as a 
Draconic hero, especially if 

248
00:13:32,200 --> 00:13:34,120
you're royal, it seems like 
while you're building filthy 

249
00:13:34,120 --> 00:13:36,000
tokens, you don't want to be on 
the back foot. 

250
00:13:36,200 --> 00:13:40,320
Otherwise you're risking losing 
the tokens you built up thus 

251
00:13:40,320 --> 00:13:43,200
far. 
And in that way you can't really

252
00:13:43,200 --> 00:13:46,560
capitalize on no card or one 
card hands as easily. 

253
00:13:47,040 --> 00:13:50,640
However, Tone of Imperial Flame 
kind of solves that problem 

254
00:13:51,600 --> 00:13:55,200
because like I said earlier, you
filter and gain resources, and 

255
00:13:55,400 --> 00:13:57,840
on larger hands it's great 
because you filter away the 

256
00:13:57,840 --> 00:14:00,160
shitty cars and use the rest of 
the cars to be aggressive. 

257
00:14:00,160 --> 00:14:02,560
If you want to be getting like 
the full value from three plus 

258
00:14:02,560 --> 00:14:05,720
dagger swings from each of the 
heroes, whether it be like 

259
00:14:05,720 --> 00:14:08,480
redundant attack actions or 
attack reactions that you can't 

260
00:14:08,480 --> 00:14:12,480
use, it's a good way to just 
completely fix your hand and get

261
00:14:12,480 --> 00:14:16,000
the resources for those cards. 
And I could definitely see 

262
00:14:16,000 --> 00:14:19,240
Syndra using this alongside 
alongside flame scale furnace 

263
00:14:19,680 --> 00:14:21,680
because you know, a flame scale 
furnace, it's basically a blue, 

264
00:14:21,680 --> 00:14:23,800
right, Right. 
You just got 2 resources. 

265
00:14:23,800 --> 00:14:26,280
You pay 1 into the flame scale. 
Thin scale gives you 2 back. 

266
00:14:26,280 --> 00:14:29,120
You end up with 3 floating, you 
know, and being able to like 

267
00:14:29,640 --> 00:14:32,360
play the tome and then have 
three resources after it. 

268
00:14:32,360 --> 00:14:35,320
So you're literally like 
pitching a blue and then also 

269
00:14:35,520 --> 00:14:38,080
getting the filtering of drawing
2 cards and pitching your two 

270
00:14:38,080 --> 00:14:40,360
worst Reds. 
It feels like it could be pretty

271
00:14:40,360 --> 00:14:43,240
powerful, not like crazy 
powerful in the same way that 

272
00:14:43,240 --> 00:14:45,600
like drew my got 2 sort of the 
equation, right? 

273
00:14:45,600 --> 00:14:47,560
Yeah, like she was like abusing 
this card. 

274
00:14:47,560 --> 00:14:49,800
It was like made for her. 
But I feel like there could be a

275
00:14:49,800 --> 00:14:52,640
lot of value gained from Syndra,
you know, kind of depending on 

276
00:14:52,880 --> 00:14:55,080
how important is it for you to 
get that filtering? 

277
00:14:55,240 --> 00:14:59,040
Probably not that important 
because acro decks typically are

278
00:14:59,040 --> 00:15:00,920
just playing the same things 
over and over again, right? 

279
00:15:01,040 --> 00:15:03,320
It's it's also a matter of how 
many Reds are they allowed to 

280
00:15:03,320 --> 00:15:06,280
run right? 
How, how deeply does Syndra feel

281
00:15:06,280 --> 00:15:08,320
like she needs to invest in 
Blues? 

282
00:15:08,480 --> 00:15:12,120
How deeply does Fang feel like 
he needs to invest in Blues or 

283
00:15:12,120 --> 00:15:14,160
yellows? 
Because at the end of the day, 

284
00:15:14,760 --> 00:15:19,000
Fang could be conceivably pitch 
less right? 

285
00:15:19,480 --> 00:15:22,120
I mean like his ability is 
literally making the weapons 

286
00:15:22,120 --> 00:15:25,960
cost nothing and then you just 
run a bunch of 0 cost attack 

287
00:15:25,960 --> 00:15:28,560
reactions. 
Tome of the Imperial Flame to me

288
00:15:28,560 --> 00:15:33,560
feels the most viable when Fang 
has 3 fealty out and he is in 

289
00:15:33,560 --> 00:15:35,520
that I do not need to pitch 
anything. 

290
00:15:35,520 --> 00:15:38,000
I get to convert my entire hand 
into offense. 

291
00:15:38,200 --> 00:15:41,520
Let me play this Tome of 
Imperial Flame and find the best

292
00:15:41,520 --> 00:15:43,480
offensive hand. 
Yeah, there's definitely a lot 

293
00:15:43,480 --> 00:15:47,040
of potential in the the way that
it depending on the way Fang 

294
00:15:47,240 --> 00:15:49,800
wants to be aggressive. 
Like if he has a ton of like 0 

295
00:15:49,800 --> 00:15:52,600
cost plus threes or whatever, I 
think we're gaming. 

296
00:15:52,840 --> 00:15:57,760
Otherwise he might be cursed to 
play a non zero amount of Blues 

297
00:15:57,760 --> 00:16:02,040
because, you know, drama had 
completely 0 Blues, maybe 3 for 

298
00:16:02,040 --> 00:16:03,800
like passing mirage and certain 
matchups. 

299
00:16:04,120 --> 00:16:07,560
But warrior consistently, 
especially with like dual 

300
00:16:07,560 --> 00:16:09,680
wielding swords. 
Like you need those Blues to pay

301
00:16:09,680 --> 00:16:12,480
for a Blade Runner historically.
But I think all that's going to 

302
00:16:12,480 --> 00:16:14,800
change, like you said, Clark in 
The Hunted. 

303
00:16:14,840 --> 00:16:16,280
Yeah. 
And it depends how much 

304
00:16:16,280 --> 00:16:20,200
disruption there is, you know, 
like, I'll talk a little bit 

305
00:16:20,200 --> 00:16:21,720
later about how there's ice in 
the meta. 

306
00:16:21,720 --> 00:16:24,280
You know, if you go up against a
Yarl, you don't want to lose to 

307
00:16:24,280 --> 00:16:26,160
Yarl just because you didn't put
Blues in your deck, you know 

308
00:16:26,160 --> 00:16:27,000
what I'm saying? 
Definitely. 

309
00:16:27,000 --> 00:16:30,080
Or other forms of disruption. 
Yeah, notably, tone of Imperial 

310
00:16:30,080 --> 00:16:32,840
Flame was really hitting its 
peak in terms of its impact on 

311
00:16:32,840 --> 00:16:35,320
the meta after all the Ice 
heroes had rotated out. 

312
00:16:35,520 --> 00:16:37,480
Yeah. 
And so like that, that's not 

313
00:16:37,480 --> 00:16:40,240
something to scoff at. 
And I think that it's possible 

314
00:16:40,240 --> 00:16:43,160
that this card wouldn't have 
even made waves then if we still

315
00:16:43,160 --> 00:16:46,600
had an Ice Lexi or an Icelander 
floating around. 

316
00:16:46,640 --> 00:16:49,640
Yeah, true. 
So those are the two cards I 

317
00:16:49,640 --> 00:16:51,760
wanted to talk about. 
Just some things that I'm going 

318
00:16:51,760 --> 00:16:55,600
to be tinkering with Fang 
because I think he has a lot of 

319
00:16:55,600 --> 00:16:58,400
explosive potential. 
And depending on what cards come

320
00:16:58,400 --> 00:17:02,200
out, he could be really gassed 
because Draconic Warrior is a 

321
00:17:02,200 --> 00:17:06,760
new feel, is a new design space,
and there's just a lot of work 

322
00:17:06,760 --> 00:17:10,800
to be done for war in general. 
But now I want to hear from you,

323
00:17:10,800 --> 00:17:14,400
Clark, about your Rupture cards 
and how that might affect some 

324
00:17:14,400 --> 00:17:15,760
of these heroes. 
What do you have for us? 

325
00:17:15,960 --> 00:17:18,720
Yeah. 
So for Yellow Pitch, I wanted to

326
00:17:18,720 --> 00:17:24,240
talk about a card that was 
pretty much unseen of in 

327
00:17:24,240 --> 00:17:27,280
Uprising, but I think it's an 
interesting card to look at and 

328
00:17:27,280 --> 00:17:30,920
do a deep dive on. 
So rather than like looking at a

329
00:17:30,920 --> 00:17:33,280
card that I think is going to be
relevant, which is what you did,

330
00:17:33,280 --> 00:17:36,320
Joel, I want to talk about a 
card that I think can give us a 

331
00:17:36,320 --> 00:17:41,280
lot of insight as to where LSS 
was looking at Draconic in 

332
00:17:41,280 --> 00:17:44,560
Uprising and comparing that to 
sort of where they are now with 

333
00:17:44,560 --> 00:17:46,640
Haunted. 
And I want to talk about 

334
00:17:46,920 --> 00:17:49,760
Breaking Point. 
So Breaking Point, if you 

335
00:17:49,760 --> 00:17:52,320
haven't seen it, and once again,
we do not blame you. 

336
00:17:52,920 --> 00:17:59,280
This card was not really played.
It is A1 for five red three 

337
00:17:59,280 --> 00:18:01,920
block. 
It is an attack action, a 

338
00:18:01,920 --> 00:18:05,200
draconic attack action that says
rupture. 

339
00:18:05,360 --> 00:18:10,280
If this is played on chain link 
4 or higher, it gains on hit. 

340
00:18:10,400 --> 00:18:12,920
Destroy all cards in target 
players arsenal. 

341
00:18:13,000 --> 00:18:15,960
All cards in the arsenal. 
I was doing this from memory. 

342
00:18:17,400 --> 00:18:22,840
So Rupture as a mechanic is 
pretty fascinating to me because

343
00:18:22,840 --> 00:18:25,880
it's essentially all Draconic 
was built around back in the 

344
00:18:25,880 --> 00:18:31,000
day. 
The idea is you want to use your

345
00:18:31,000 --> 00:18:35,160
Dragons and your phoenix flames 
and your weapon attacks to 

346
00:18:35,160 --> 00:18:38,200
create these long chain links 
and then end on a nice big 

347
00:18:38,200 --> 00:18:41,000
finisher card. 
And the finisher card can do a 

348
00:18:41,000 --> 00:18:43,320
bunch of damage and really 
punish your opponent, right? 

349
00:18:43,920 --> 00:18:47,040
So there were a lot of these. 
Breaking Point was just one of 

350
00:18:47,040 --> 00:18:49,600
them. 
It was a common, and notably, 

351
00:18:49,720 --> 00:18:55,080
this was a talented card that is
also a three block and is on 

352
00:18:55,080 --> 00:18:58,000
rate. 
This card is pretty decent. 

353
00:18:58,400 --> 00:19:01,720
I feel particularly interested 
by the fact that it's a three 

354
00:19:01,720 --> 00:19:07,760
block because as we've seen in 
Tales of Aria, in Uprising and 

355
00:19:07,800 --> 00:19:11,200
even now in Rosetta, whenever 
they seem to do these talented 

356
00:19:11,200 --> 00:19:14,200
sets, they don't like making the
talented cards block for three 

357
00:19:14,200 --> 00:19:17,920
very often. 
I think like it also depends on 

358
00:19:17,920 --> 00:19:20,040
the talent. 
I think Draconic gets a little 

359
00:19:20,040 --> 00:19:22,920
bit of a pass because it all 
depends on what you're doing 

360
00:19:22,920 --> 00:19:25,720
with it. 
You know, like for ice cards or 

361
00:19:25,720 --> 00:19:29,120
earth cards you did not have or 
lightning cards, I guess to a 

362
00:19:29,120 --> 00:19:32,400
much lesser extent, you did not 
have to play the card in order 

363
00:19:32,400 --> 00:19:35,400
for you to get extra jazz from 
the card. 

364
00:19:35,400 --> 00:19:39,080
You know like Oldham was 
literally just playing blue ice 

365
00:19:39,080 --> 00:19:41,960
cards in order to fuel channel 
like Frigid or his hero ability,

366
00:19:41,960 --> 00:19:43,600
right? 
None of that has to do with the 

367
00:19:43,640 --> 00:19:47,440
way that the card is played. 
So if it the card is going to 

368
00:19:47,440 --> 00:19:51,960
like be just as good on defense 
with blocking and when pitching 

369
00:19:52,000 --> 00:19:55,200
and it's enabling extra effects 
in the meantime, you are going 

370
00:19:55,200 --> 00:19:57,240
to have to balance it some other
way, right? 

371
00:19:57,480 --> 00:19:59,800
And with the talented cards, 
they were like, if it's going to

372
00:19:59,800 --> 00:20:01,960
be a three block, it's not going
to have any effects. 

373
00:20:01,960 --> 00:20:04,360
That was kind of the rule. 
And I think they broke that with

374
00:20:04,360 --> 00:20:06,800
some Majestics as well, you 
know, like Majestics kind of. 

375
00:20:06,800 --> 00:20:08,960
Cheat. 
Yeah, Majestics are intended to 

376
00:20:08,960 --> 00:20:10,280
right? 
Because you can only run three 

377
00:20:10,280 --> 00:20:11,760
of them. 
They're color locked. 

378
00:20:12,080 --> 00:20:14,080
They're supposed to be the power
card. 

379
00:20:14,360 --> 00:20:17,040
I think with Draconic, they 
recognize nice that like we're 

380
00:20:17,040 --> 00:20:20,600
not fusing with Draconic, we're 
not revealing Draconic cards 

381
00:20:20,600 --> 00:20:23,360
from our hand in order to like 
get any extra benefits. 

382
00:20:23,480 --> 00:20:25,200
We're not flipping them from our
arsenal. 

383
00:20:25,440 --> 00:20:28,640
So if Draconic talent doesn't do
anything unless it's played, 

384
00:20:28,960 --> 00:20:32,400
then it's OK to make one with no
go again, A3 block. 

385
00:20:32,440 --> 00:20:34,080
I think that's kind of what 
their metric is. 

386
00:20:35,040 --> 00:20:38,280
At least maybe it was back then.
I think we've seen since then 

387
00:20:38,280 --> 00:20:42,000
they've moved away from that. 
I would say just look at things 

388
00:20:42,000 --> 00:20:46,560
like the recent set of Mystic 
attacks that are costed 0 at 

389
00:20:46,560 --> 00:20:51,240
droplet all the way up through 
three where if they're played if

390
00:20:51,240 --> 00:20:54,440
you've played another blue card 
they end up going to red rates 

391
00:20:54,440 --> 00:20:56,920
of attack I think. 
I think that's fair. 

392
00:20:57,000 --> 00:21:00,720
I think you're right that this 
card does fit. 

393
00:21:00,720 --> 00:21:04,240
Like it could have easily been 
A2 block and we wouldn't have 

394
00:21:04,240 --> 00:21:05,400
batted to die, you know? 
Yeah. 

395
00:21:05,720 --> 00:21:09,880
Yeah. 
It also, yeah, I think what you 

396
00:21:09,880 --> 00:21:13,760
just said, Clark, with the whole
Droplet series is a lot of 

397
00:21:14,400 --> 00:21:19,880
cards, at least in the past year
have been sort of dumbed down to

398
00:21:19,880 --> 00:21:22,160
two blocks, mostly for the 
limited environment. 

399
00:21:22,400 --> 00:21:25,960
I think a lot of their focus has
been on like you can't have like

400
00:21:25,960 --> 00:21:28,440
30 card, 40 card pile with three
blocks. 

401
00:21:28,760 --> 00:21:32,280
And so a card like this where 
it's in a little bit of an older

402
00:21:32,280 --> 00:21:34,720
set, maybe that would have been 
A2 block if it was printed 

403
00:21:34,720 --> 00:21:36,480
today. 
But I think it's going to be a 

404
00:21:36,480 --> 00:21:39,720
really good tool in this 
upcoming set because 4 Chan 

405
00:21:39,720 --> 00:21:42,640
links is going to be like so 
easy to pull off. 

406
00:21:42,880 --> 00:21:46,000
Having that effect plus the 
three blocks is, yeah, it's 

407
00:21:46,080 --> 00:21:49,360
going to be super solid. 
Yeah, but I don't think we're 

408
00:21:49,400 --> 00:21:51,960
going to see it in the new set, 
right? 

409
00:21:51,960 --> 00:21:55,960
Because instead we have seen 
three cards that have taken 

410
00:21:55,960 --> 00:22:01,480
effects from other Rupture cards
from Uprising and are doing them

411
00:22:01,480 --> 00:22:04,800
better with an easier to 
accomplish quest. 

412
00:22:04,800 --> 00:22:08,320
Now admittedly, these are not 
Draconic cards, they are base 

413
00:22:08,320 --> 00:22:10,920
Ninja cards, the Art of the 
Dragon series. 

414
00:22:11,280 --> 00:22:14,280
OK, well, hold on. 
I don't know that I would call 

415
00:22:14,280 --> 00:22:18,800
turning a card Draconic an 
easier quest than having 4 chain

416
00:22:18,800 --> 00:22:20,840
links. 
And that's very dependent on the

417
00:22:20,840 --> 00:22:23,000
fact that we haven't seen a lot 
of the set at the time we're 

418
00:22:23,000 --> 00:22:25,000
making this video. 
Yeah, it really depends how easy

419
00:22:25,000 --> 00:22:27,800
marked is, right? 
I mean just being completely 

420
00:22:27,800 --> 00:22:29,160
upfront. 
Fuzzy brand with cinder claw. 

421
00:22:30,240 --> 00:22:33,160
Yeah, Brand with cinder claw 
like does make it really easy, 

422
00:22:33,480 --> 00:22:35,960
but brand with cinder claw also 
makes it easy to get 4 chain 

423
00:22:35,960 --> 00:22:39,720
links. 
I don't know like everyone's 

424
00:22:39,720 --> 00:22:42,280
talked about so. 
So let's talk about the art of 

425
00:22:42,280 --> 00:22:45,360
the dragon. 
So in the Haunted, we have seen 

426
00:22:45,360 --> 00:22:50,240
that they have printed 3 new 
cards that I think have an 

427
00:22:50,240 --> 00:22:54,200
easier quest to turn on the 
effects, but they're the exact 

428
00:22:54,200 --> 00:22:55,800
same effects as these rupture 
cards. 

429
00:22:56,040 --> 00:22:59,640
It is the Art of the Dragon. 
There are three of them that I'm

430
00:22:59,640 --> 00:23:03,200
specifically talking about. 
It's claw, fire, and scale. 

431
00:23:04,160 --> 00:23:07,440
Each of them have an effect of 
one of the rupture cards from 

432
00:23:07,440 --> 00:23:10,840
Uprising. 
So Art of the Dragon Claw is the

433
00:23:10,840 --> 00:23:13,640
one that is the parallel to 
breaking point. 

434
00:23:14,400 --> 00:23:19,560
It is ninja rather than just 
draconic and but it also is A1 

435
00:23:19,560 --> 00:23:24,000
for five attack. 
It also blocks for three, but if

436
00:23:24,000 --> 00:23:28,480
it is made draconic, then it 
gains the effect, which is 

437
00:23:28,480 --> 00:23:31,480
different than on rupture. 
It gains this effect. 

438
00:23:31,880 --> 00:23:35,280
And I think this is powerful for
a very notable reason, which is 

439
00:23:35,280 --> 00:23:38,800
that I don't really like arsenal
disruption at the end of a 

440
00:23:38,800 --> 00:23:42,920
really, really long chain a lot 
of the time, especially going 

441
00:23:42,920 --> 00:23:46,200
against an aggro deck, which I 
know feels weird because we've 

442
00:23:46,200 --> 00:23:49,440
all played against the Zen 
that's gone like little attack, 

443
00:23:49,440 --> 00:23:53,000
little attack weapon CNC, and 
you're like, Oh my God, blocked 

444
00:23:53,000 --> 00:23:54,200
too much at the beginning of the
chain. 

445
00:23:54,200 --> 00:23:55,920
Like, I'm getting fucked by the 
C&C. 

446
00:23:57,000 --> 00:23:59,720
But at the exact same time, it's
also so easy to get blown out by

447
00:23:59,720 --> 00:24:03,640
a D react. 
Yeah, like when it's CNC, you 

448
00:24:03,640 --> 00:24:05,680
can't get blown out by that D 
react. 

449
00:24:06,440 --> 00:24:09,920
But with these cards, it's so 
easy to get blown out by AD. 

450
00:24:09,960 --> 00:24:11,720
React. 
Are you saying it's balanced? 

451
00:24:12,400 --> 00:24:15,600
I'm saying that I prefer so so 
this is the point that I'm 

452
00:24:15,600 --> 00:24:18,600
getting to putting Arsenal 
disruption at the end of a 

453
00:24:18,600 --> 00:24:21,720
really long chain means that 
players are encouraged to sort 

454
00:24:21,720 --> 00:24:25,320
of use that D reactant Arsenal 
early on in the attack and you 

455
00:24:25,320 --> 00:24:27,720
completely lose the value of 
this Rupture card. 

456
00:24:27,960 --> 00:24:29,120
OK. 
And whenever you're playing 

457
00:24:29,120 --> 00:24:32,200
around Rupture, you are 
typically taking damage or 

458
00:24:32,200 --> 00:24:35,320
taking some detrimental effect 
to be able to pull off the long 

459
00:24:35,320 --> 00:24:40,160
chain link and get this effect. 
When you compare that to the 

460
00:24:40,160 --> 00:24:45,280
ability to play on really lean, 
like 2 card hands, like if I 

461
00:24:45,280 --> 00:24:49,040
just go brand with cinder claw, 
find all's this, I am feeling 

462
00:24:49,040 --> 00:24:52,720
God like right, like OK, they 
still throw the D react at me. 

463
00:24:52,720 --> 00:24:54,760
I still got blown out, but I'm 
still feeling good because I 

464
00:24:54,760 --> 00:24:58,760
presented A2 card 8 and like 
that effect still threatens 

465
00:24:58,760 --> 00:25:00,760
something. 
It made them use that D react 

466
00:25:01,000 --> 00:25:04,920
now on this five power attack 
that isn't really doing anything

467
00:25:04,920 --> 00:25:08,160
else versus maybe on a later 
turn where I really want a 0 for

468
00:25:08,160 --> 00:25:09,440
four to hit. 
Yeah, yeah. 

469
00:25:11,480 --> 00:25:13,880
And I also love how we're 
sprinkling Arsenal disruption 

470
00:25:13,880 --> 00:25:17,640
into all classes rather than 
making it dependent on CNC. 

471
00:25:17,640 --> 00:25:21,200
You know, that's part of, right,
why CNC Command and Conquer is 

472
00:25:21,200 --> 00:25:25,160
so prevalent in the flesh and 
blood meta and has been for so 

473
00:25:25,160 --> 00:25:27,280
long. 
Because Arsenal disruption, kill

474
00:25:27,280 --> 00:25:31,720
your Arsenal is good, you know, 
And I hope that we can get to a 

475
00:25:31,720 --> 00:25:35,920
day where we're not so reliant 
on Command and Conquer, but it 

476
00:25:35,920 --> 00:25:37,400
has a really important place in 
our game. 

477
00:25:37,400 --> 00:25:39,800
And that place becomes less 
important the more cards there 

478
00:25:39,800 --> 00:25:41,760
are in the game that destroy 
Arsenal, you know? 

479
00:25:42,240 --> 00:25:46,800
Very much so, yeah. 
But but there's definitely 

480
00:25:46,840 --> 00:25:49,720
enough shifts happening here 
that I think it's interesting, 

481
00:25:49,720 --> 00:25:51,760
right? 
Because clearly they want this 

482
00:25:51,760 --> 00:25:57,000
effect present not just in the 
limited format, but present in 

483
00:25:57,040 --> 00:26:01,080
this class talent combo. 
They want this effect here. 

484
00:26:01,280 --> 00:26:03,560
And they said they looked at 
Breaking Point and they looked 

485
00:26:03,560 --> 00:26:06,560
at why people weren't running 
Breaking Point and decided to 

486
00:26:06,560 --> 00:26:09,640
make these specific shifts into 
this card. 

487
00:26:10,200 --> 00:26:13,200
And similarly they did that for 
the other two as well. 

488
00:26:14,440 --> 00:26:19,320
Art of the Dragon Fire is just 
fucking nutso when you compare 

489
00:26:19,320 --> 00:26:22,520
it to the Uprising counterpart. 
The Uprising counterpart is 

490
00:26:22,520 --> 00:26:28,640
Searing Touch which is A1 for 
three that unruptured deals too 

491
00:26:28,640 --> 00:26:33,600
damage to any target and Art of 
the Dragon fire is A1 for five 

492
00:26:33,880 --> 00:26:37,560
that if you can turn draconic 
deals too damaged. 01 for seven 

493
00:26:37,800 --> 00:26:42,720
at rare. 
Sheesh, chase the tails of the 

494
00:26:42,800 --> 00:26:48,600
justing. 
Chase the tail eyes go again 

495
00:26:48,600 --> 00:26:50,520
this. 
Is so true. 

496
00:26:50,520 --> 00:26:52,920
Best team? 
This is also direct damage like 

497
00:26:52,920 --> 00:26:55,240
unstoppable. 
Hopefully they print some 

498
00:26:55,280 --> 00:26:57,560
prevention effects. 
Card that's good, surely? 

499
00:26:57,640 --> 00:26:59,200
Prevention effects right 
audience. 

500
00:26:59,320 --> 00:27:01,680
Reckless swing, except I'm 
attacking. 

501
00:27:02,520 --> 00:27:05,440
Not so. 
I mean, also just for me. 

502
00:27:05,440 --> 00:27:08,040
I'm just imagining the one 
cartoon of well I'm going to 

503
00:27:08,040 --> 00:27:11,040
lose my fealty anyway, might as 
well just throw 7 at you by 

504
00:27:11,040 --> 00:27:12,680
destroying this fealty. 
Yeah. 

505
00:27:13,040 --> 00:27:18,480
Find Find All's One card 7 not 
so yeah, not so world Yep. 

506
00:27:18,840 --> 00:27:23,560
So like there's some stuff 
happening here that like I'm a 

507
00:27:23,560 --> 00:27:28,600
little it's just I'm really 
wondering why did they feel like

508
00:27:28,600 --> 00:27:32,880
they felt this necessary? 
Like because the quest feels 

509
00:27:32,880 --> 00:27:36,520
easier to me because of brand 
with cinder claw and fealty 

510
00:27:36,520 --> 00:27:40,240
tokens. 
Again, it's all dependent, but 

511
00:27:40,680 --> 00:27:42,400
these could have been 4 power, 
right? 

512
00:27:42,560 --> 00:27:44,360
Yeah, these could have been two 
blocks, right? 

513
00:27:44,400 --> 00:27:46,680
A lot of ninja attacks are two 
blocks. 

514
00:27:46,680 --> 00:27:48,680
Don't get right fuzzy. 
Back me up on that. 

515
00:27:49,480 --> 00:27:53,280
Any Yeah, yeah. 
It's like the starters are but 

516
00:27:53,280 --> 00:27:55,600
the combo cards are three. 
If it naturally has go again, 

517
00:27:55,600 --> 00:27:57,640
it's gonna block for. 
It's gonna have block for two, 

518
00:27:57,640 --> 00:27:59,320
yeah. 
OK, and this doesn't have go 

519
00:27:59,320 --> 00:28:00,760
again, so it gets the block for 
three. 

520
00:28:00,760 --> 00:28:02,200
That's in line with Ninja's 
designs. 

521
00:28:02,200 --> 00:28:04,880
I also am wondering like and 
this is me taking a shot of the 

522
00:28:04,880 --> 00:28:06,160
dark. 
Spoilers might. 

523
00:28:06,800 --> 00:28:11,880
Would be completely wrong, sure,
but because Draconic Ninja can 

524
00:28:11,880 --> 00:28:16,120
make other things draconic by 
way of Brain of Silly Claw, LSS 

525
00:28:16,120 --> 00:28:19,440
probably assumes we're going to 
run 6 at least, not or at least 

526
00:28:19,440 --> 00:28:24,800
6 up to 9 of this card. 
Maybe the quest to mark and get 

527
00:28:24,800 --> 00:28:27,520
Field E tokens is a bit harder 
in Syndrome for that reason. 

528
00:28:27,760 --> 00:28:30,160
We don't know yet. 
I really doubt that LSS will 

529
00:28:30,160 --> 00:28:34,880
make it asymmetrical like that, 
but there are more ways to make 

530
00:28:34,880 --> 00:28:36,720
things draconic. 
Currently a Ninja, so maybe 

531
00:28:36,840 --> 00:28:39,360
they're making a little bit 
harder and that's why these 

532
00:28:39,360 --> 00:28:43,520
cards seem a little pushed at 
rare that that could be my only 

533
00:28:43,520 --> 00:28:47,680
guess really, yeah. 
Cuz I mean mainly just the fact 

534
00:28:47,680 --> 00:28:53,560
that like it couldn't be just 
that efficient off of like a 

535
00:28:53,560 --> 00:28:56,360
filthy token makes it really 
scary in my eyes. 

536
00:28:56,360 --> 00:29:00,160
I think it's a big card to keep 
your eye on part of the dragon 

537
00:29:00,160 --> 00:29:03,000
fire. 
And just sort of as a closing 

538
00:29:03,000 --> 00:29:06,640
point for this pitch, I kind of 
want to bring up the last of the

539
00:29:06,640 --> 00:29:09,880
Art of the Dragon cards. 
And it's contemporary in 

540
00:29:10,080 --> 00:29:13,400
Uprising. 
So in Uprising we got Liquefy, 

541
00:29:13,680 --> 00:29:18,040
which has the same effect as Art
of the Dragon scale, which is 

542
00:29:18,160 --> 00:29:21,200
when this hits a hero put in -1 
counter on an equipment they 

543
00:29:21,200 --> 00:29:24,720
control, and then if that 
equipment has zero, destroy it. 

544
00:29:25,600 --> 00:29:29,920
Now Liquify is a reaction that 
costs one that needs to be put 

545
00:29:29,920 --> 00:29:32,960
on the 4th chain link. 
That's kind of a big ask, right?

546
00:29:33,040 --> 00:29:35,360
It also gives it an on hit. 
You're not even guaranteed the 

547
00:29:35,360 --> 00:29:37,560
equipment destruction. 
And it doesn't give any extra 

548
00:29:37,560 --> 00:29:42,040
power either. 
So like it's it's really, really

549
00:29:42,040 --> 00:29:44,720
hard to pull off liquefy. 
I don't think I I've seen 

550
00:29:44,720 --> 00:29:49,680
uprising in a few lists, right? 
I've seen breaking points played

551
00:29:49,680 --> 00:29:51,880
in limited. 
I don't think I've ever seen 

552
00:29:51,960 --> 00:29:55,880
anyone ever run this car. 
It's like in 2022-2023, they 

553
00:29:55,880 --> 00:29:59,920
were like, we don't we want to 
be really careful and judicious 

554
00:29:59,920 --> 00:30:01,600
about destroying other people's 
tunics. 

555
00:30:02,120 --> 00:30:03,720
Yeah. 
And now in 2025, they're like, 

556
00:30:03,720 --> 00:30:06,600
kill the tunic. 
Yeah, they're like we power 

557
00:30:06,600 --> 00:30:08,880
crept equipment, so now we're 
printing more shit to deal with 

558
00:30:08,880 --> 00:30:10,520
equipment. 
They printed a whole here. 

559
00:30:10,600 --> 00:30:13,040
To counter equipment. 
So yeah, now I think they're 

560
00:30:13,040 --> 00:30:15,960
gonna be a bit more liberal with
how we interact with armor in 

561
00:30:15,960 --> 00:30:18,520
this game for sure. 
Definitely, which I love 

562
00:30:18,520 --> 00:30:23,560
personally, and I think moving 
it from the power of the 

563
00:30:23,560 --> 00:30:27,520
reaction step to an attack 
action, two block to three block

564
00:30:27,720 --> 00:30:31,320
and putting it on the attack 
right, the one for five, once 

565
00:30:31,320 --> 00:30:34,920
again, the slightly easier quest
in my mind, in my opinion. 

566
00:30:35,160 --> 00:30:38,160
I think it's going to be really 
interesting to see if that sees 

567
00:30:38,160 --> 00:30:42,200
any particular play because I 
think it's a little bit 

568
00:30:42,200 --> 00:30:44,080
different, right? 
Because remember what I was 

569
00:30:44,080 --> 00:30:45,680
thinking about Arsenal 
disruption of like maybe they 

570
00:30:45,680 --> 00:30:47,680
just don't have an Arsenal. 
Maybe they have the D reactant 

571
00:30:47,680 --> 00:30:50,640
Arsenal, They're always going to
have an equipment baby. 

572
00:30:50,960 --> 00:30:53,960
You're always going to find. 
Like if you do the big long 

573
00:30:53,960 --> 00:30:57,040
chain link and you throw this at
the end of it, it's going to be 

574
00:30:57,040 --> 00:30:58,280
doing a lot more. 
Yeah. 

575
00:30:59,080 --> 00:31:03,640
And even on leaner turns, again,
you are demanding cards because 

576
00:31:03,640 --> 00:31:08,160
if that hits it can completely 
ruin a person's turn or even 

577
00:31:08,160 --> 00:31:10,600
gain. 
Yeah, because, yeah, we're 

578
00:31:10,600 --> 00:31:13,800
seeing a lot of like really key 
pieces of equipment that people 

579
00:31:13,800 --> 00:31:17,480
want to hang onto. 
Tunic, for one, you know, 

580
00:31:17,480 --> 00:31:21,640
obviously like Traverse for the 
Mystic heroes, like maybe they 

581
00:31:21,640 --> 00:31:23,600
haven't transcended yet and 
you're threatening this. 

582
00:31:23,840 --> 00:31:26,480
I mean, notably it has to be a 
one block. 

583
00:31:26,800 --> 00:31:29,600
It has to be on one block 
because it can only give a 

584
00:31:29,720 --> 00:31:33,240
single -1 block counter and then
if it has zero, destroy. 

585
00:31:33,240 --> 00:31:34,120
I see. 
Got it. 

586
00:31:34,120 --> 00:31:37,400
So so the two block. 
Blade brakes are safe for now. 

587
00:31:37,720 --> 00:31:44,440
You could destroy pouncing paws.
No, yeah, I don't even have a 

588
00:31:44,440 --> 00:31:46,200
cold spoil yet. 
What do you mean? 

589
00:31:48,320 --> 00:31:52,440
Yeah. 
So those were the three cards 

590
00:31:52,440 --> 00:31:54,880
and their parallels that I 
wanted to talk about sort of 

591
00:31:54,880 --> 00:31:57,880
draw attention to where we saw 
these similar effects, but how 

592
00:31:57,880 --> 00:32:00,640
they were printed in different 
ways between the two sets. 

593
00:32:00,880 --> 00:32:04,440
And hopefully we see some other 
cards that sort of evolved 

594
00:32:04,440 --> 00:32:06,840
Draconic and what a Draconic is 
trying to do, because I think 

595
00:32:06,840 --> 00:32:08,200
it's really interesting. 
Got it. 

596
00:32:08,200 --> 00:32:11,320
So Joel cheated by choosing a 
card that wasn't actually from 

597
00:32:11,320 --> 00:32:14,440
Uprising. 
You cheated by choosing a whole 

598
00:32:14,440 --> 00:32:17,840
suite of cards from Uprising 
that are also a whole suite of 

599
00:32:17,840 --> 00:32:22,600
cards in the Haunted. 
I mean, what can I say I mean. 

600
00:32:23,320 --> 00:32:28,160
I'm gonna cheat in Blue Pitch by
picking a card that doesn't 

601
00:32:28,160 --> 00:32:31,280
directly relate to anything in 
the haunted, but instead the 

602
00:32:31,280 --> 00:32:33,560
haunted meta that we're going to
be going in can't. 

603
00:32:33,560 --> 00:32:35,440
Trust these fucking podcasters 
man. 

604
00:32:36,960 --> 00:32:40,720
We, it's like we set up the 
premise of the episode that we 

605
00:32:40,720 --> 00:32:42,280
just like, slapped it out of our
own. 

606
00:32:42,320 --> 00:32:45,240
Hands. 
Not in my house. 

607
00:32:45,520 --> 00:32:50,120
You're in your own house. 
Why didn't they just do what 

608
00:32:50,120 --> 00:32:55,800
they said or something? 
If we had commenters, they'd be 

609
00:32:55,800 --> 00:32:57,520
like. 
Why did they say this and then 

610
00:32:57,520 --> 00:33:02,960
not even talk about it? 
Firstly, Arctic incarceration. 

611
00:33:03,640 --> 00:33:05,880
Let's talk about Arctic 
incarceration. 

612
00:33:06,600 --> 00:33:09,800
So I really just chose this card
as a representative for ice. 

613
00:33:09,800 --> 00:33:12,960
You know, it does the most 
straightforward ice thing. 

614
00:33:12,960 --> 00:33:14,640
I'll read you Arctic 
incarceration. 

615
00:33:15,000 --> 00:33:20,640
Arctic incarceration is a common
uprising, 144 through 146. 

616
00:33:21,680 --> 00:33:22,960
The red pitch. 
Sorry. 

617
00:33:24,480 --> 00:33:26,560
So specific. 
Here's the second. 

618
00:33:26,760 --> 00:33:31,200
Are you fucking nerd? 
It's an ice non attack action 

619
00:33:31,200 --> 00:33:34,960
that blocks for two. 
The red Arctic incarceration 

620
00:33:34,960 --> 00:33:38,640
creates 3 frostbites under 
target heroes control all the 

621
00:33:38,640 --> 00:33:41,600
way to the blue Arctic 
incarceration will only make one

622
00:33:41,600 --> 00:33:43,800
frostbite. 
Who knows what the yellow 1 

623
00:33:43,800 --> 00:33:45,360
does. 
Not really relevant, no one ever

624
00:33:45,360 --> 00:33:48,040
played that one. 
I don't need to know what the 

625
00:33:48,040 --> 00:33:51,000
yellow one does, so no. 
But the people did play the 

626
00:33:51,000 --> 00:33:53,160
yellow one in limited. 
That's why you like limited. 

627
00:33:53,160 --> 00:33:56,000
Oh yeah, limited. 
Yeah, they made two frostbites 

628
00:33:56,000 --> 00:33:57,880
in limited. 
Not sure what it did in CC. 

629
00:33:59,640 --> 00:34:01,560
Did nothing in CC because they 
went man in CC. 

630
00:34:03,480 --> 00:34:07,200
And I feel like Arctic 
incarceration has two kind of 

631
00:34:07,200 --> 00:34:09,760
modes. 
You're either like playing the 

632
00:34:09,760 --> 00:34:13,520
red one and giving someone like 
the closest thing you have to a 

633
00:34:13,520 --> 00:34:17,480
shit ton of frostbites because 
three frostbites is basically an

634
00:34:17,480 --> 00:34:19,960
entire card out of your hand 
that they have to pitch if they 

635
00:34:19,960 --> 00:34:22,239
have a blue. 
If they don't have a blue, then 

636
00:34:22,239 --> 00:34:24,000
they're really mad at you for 
playing red. 

637
00:34:24,000 --> 00:34:27,320
Arctic Incarceration. 
I don't see it in your notes, so

638
00:34:27,320 --> 00:34:30,199
I'm also going to bring up that 
Lexi could also flip it with the

639
00:34:30,199 --> 00:34:32,600
hero ability. 
Oh yeah, Give one frostbite and 

640
00:34:32,600 --> 00:34:35,040
then give them three more. 
So that's a blue. 

641
00:34:35,040 --> 00:34:36,840
Plus another card. 
It's definitely something I 

642
00:34:36,840 --> 00:34:40,880
wanted to talk about with this 
pitch where with all ice cards, 

643
00:34:41,080 --> 00:34:44,120
especially the ones who use them
to like great effect, you know, 

644
00:34:44,400 --> 00:34:46,280
like think of Lexi with Arctic 
incarceration. 

645
00:34:46,280 --> 00:34:49,639
She did this all the time, but 
especially Icelander playing 

646
00:34:49,639 --> 00:34:52,080
these ice cards got you extra 
value on top of it. 

647
00:34:52,480 --> 00:34:56,159
So Arctic Incarceration was 
spending your entire action 

648
00:34:56,159 --> 00:34:58,920
point, you know, you're saying 
no more aggression for this turn

649
00:34:59,240 --> 00:35:02,640
and I'm going to make some 
frostbites and probably put a 

650
00:35:02,640 --> 00:35:03,960
little bit of extra value on 
top. 

651
00:35:03,960 --> 00:35:06,080
Lexi could flip it to give you 
an extra frostbite. 

652
00:35:06,080 --> 00:35:08,120
So you could give 4 frostbites 
with one card. 

653
00:35:08,560 --> 00:35:12,160
And at that point, the parody 
becomes like a little bit more 

654
00:35:12,160 --> 00:35:16,840
skewed towards more value that 
your opponent has to give you or

655
00:35:16,840 --> 00:35:19,480
overcome compared to the value 
that you get from the card 

656
00:35:19,480 --> 00:35:22,680
itself and. 
Also similarly, I just won't 

657
00:35:22,680 --> 00:35:27,320
point out Yarl, also in a 
similar vein to Lexi, can play 

658
00:35:27,320 --> 00:35:30,240
it and create an extra frostbite
provided the opponent has an 

659
00:35:30,240 --> 00:35:31,480
empty equipment. 
Right, right. 

660
00:35:32,000 --> 00:35:35,800
Yeah. 
And I think that's part of what 

661
00:35:35,800 --> 00:35:38,600
makes the ice card seem a little
bit, I don't want to say 

662
00:35:38,600 --> 00:35:41,400
unbalanced yet, but when you're 
looking at the face value of 

663
00:35:41,400 --> 00:35:43,160
Arctic incarceration, it's card 
for card. 

664
00:35:43,480 --> 00:35:45,520
I play a card, you have to pitch
a card. 

665
00:35:45,720 --> 00:35:49,520
And it almost feels a little bit
skewed for the opponent's favor,

666
00:35:49,520 --> 00:35:52,320
because if I'm pitching a card 
and you're playing a card, then 

667
00:35:52,320 --> 00:35:53,680
I'm going to win on fatigue, you
know? 

668
00:35:54,120 --> 00:35:57,520
So you're giving me cards to do 
this defensive maneuver, to do 

669
00:35:57,520 --> 00:36:01,160
this disruption, but if I have 
enough Blues to compensate, then

670
00:36:01,320 --> 00:36:03,600
you're actually going to lose in
the long run because you can't, 

671
00:36:03,840 --> 00:36:07,280
like, just play cards like this 
and expect to win eventually, 

672
00:36:07,280 --> 00:36:08,240
you know? 
Yeah, but. 

673
00:36:08,240 --> 00:36:10,840
It puts a pressure on the Blues 
in their hand, right? 

674
00:36:10,840 --> 00:36:12,440
Yeah. 
Something that I've learned a 

675
00:36:12,440 --> 00:36:15,760
lot playing Viscera is like what
makes Ruin Chance strong is the 

676
00:36:15,760 --> 00:36:18,800
fact that you have to give me 
the Blues, which you want to 

677
00:36:18,800 --> 00:36:24,280
keep to attack me back. 
Ice more than any other class or

678
00:36:24,280 --> 00:36:27,120
talent in my opinion. 
OK, except me for maybe wizard. 

679
00:36:27,920 --> 00:36:30,440
It fights you at a deck building
basis. 

680
00:36:30,760 --> 00:36:33,520
Normally if I put Blues in my 
deck, I have a plan for them. 

681
00:36:33,720 --> 00:36:36,160
I picked a number of Blues to go
in because I want to draw 

682
00:36:36,160 --> 00:36:38,480
exactly this many in order to 
make my game plan work. 

683
00:36:38,480 --> 00:36:42,040
You know, maybe I only wanted to
draw 1 blue pair turn and I 

684
00:36:42,040 --> 00:36:44,200
wanted to pitch that blue for my
three Reds. 

685
00:36:44,560 --> 00:36:46,840
But Icelanders, like you're 
gonna have to give me a little 

686
00:36:46,840 --> 00:36:48,520
bit more than that. 
You're gonna hope you have the 

687
00:36:48,520 --> 00:36:51,200
wrong number of Blues in order 
to have it become the right 

688
00:36:51,200 --> 00:36:53,120
number. 
And that's the deck building 

689
00:36:53,120 --> 00:36:55,280
question that you have to have 
an answer to. 

690
00:36:55,920 --> 00:36:57,040
And I hated it. 
Yeah. 

691
00:36:57,560 --> 00:36:59,440
That was rough. 
I feel like I flunked that test 

692
00:36:59,440 --> 00:37:04,360
every time. 
Yeah, and, and sort of harkening

693
00:37:04,360 --> 00:37:07,320
to what Joel was saying in his 
red pitch with Tome of Imperial 

694
00:37:07,320 --> 00:37:09,400
Flame, right? 
Like if there's any ice in this 

695
00:37:09,400 --> 00:37:12,640
meta, a red line list that's 
trying to generate Rinchant 

696
00:37:12,640 --> 00:37:15,840
through playing a card, you're 
never gonna get the chance. 

697
00:37:16,080 --> 00:37:18,800
Yeah, because those frostbites 
are gonna stop you from ever 

698
00:37:18,800 --> 00:37:21,040
generating them. 
Yeah, while we're in flashback 

699
00:37:21,040 --> 00:37:22,880
mode. 
I played Briar at the time that 

700
00:37:22,880 --> 00:37:28,040
Icelander was popular, and I'm 
playing 0 cost cards, right? 

701
00:37:28,120 --> 00:37:31,440
I wanted my cards to cost zero. 
I didn't want my cards to cost 

702
00:37:31,560 --> 00:37:32,160
extra. 
What? 

703
00:37:33,680 --> 00:37:37,640
Or two or three? 
The fuzzy got to picture Earth 

704
00:37:37,640 --> 00:37:38,880
Blues to keep channeling out 
her. 

705
00:37:38,880 --> 00:37:42,920
Yeah, that's synergy, baby. 
I guess a little bit of a 

706
00:37:42,920 --> 00:37:46,240
question I have for you guys is 
like, oh, do you think that 

707
00:37:46,880 --> 00:37:49,160
what's the worst number of 
frostbites to get? 

708
00:37:49,160 --> 00:37:51,080
Like obviously more frostbites 
is worse, right? 

709
00:37:51,640 --> 00:37:54,280
But which frostbite think do you
think slows you down the most? 

710
00:37:54,280 --> 00:37:56,040
Is it the first one? 
The second one? 

711
00:37:56,040 --> 00:37:58,720
The third one? 
The second one really pisses me 

712
00:37:58,720 --> 00:38:00,720
off. 
Yeah, 1 frostbite. 

713
00:38:00,720 --> 00:38:02,080
Sometimes he feels like I can 
deal with. 

714
00:38:02,080 --> 00:38:05,880
It I'm like you you silly bitch,
I'll pay for it 2. 

715
00:38:06,160 --> 00:38:09,200
Oh God, yeah, 'cause with one 
frostbite you can still like 

716
00:38:09,320 --> 00:38:12,800
blue into CNC, right, Right. 
And that's like, I'm still 

717
00:38:12,800 --> 00:38:16,320
playing flesh and blood, but 
once it's two frostbites, then 

718
00:38:16,320 --> 00:38:19,200
like, what are you doing? 
Like pitching a blue to play A1 

719
00:38:19,200 --> 00:38:22,000
cost and that feels a little bit
more even, or you're gonna have 

720
00:38:22,000 --> 00:38:25,680
to like, somehow like, do the 
math to spread that cost out 

721
00:38:25,680 --> 00:38:28,400
across like 2 Blues into a 
really complex hand. 

722
00:38:28,400 --> 00:38:29,480
Yeah. 
And then you're not blocking 

723
00:38:29,480 --> 00:38:37,080
like at all, right? 
Yeah, I mean, 4 is the worst, 

724
00:38:37,080 --> 00:38:38,120
right? 
Oh my God. 

725
00:38:38,120 --> 00:38:43,040
Four. 4 is like the you got it. 
You got my turn. 

726
00:38:43,040 --> 00:38:43,880
Thank you. 
Yeah. 

727
00:38:43,880 --> 00:38:46,480
At that point it's way more 
worth for your cards just to 

728
00:38:46,480 --> 00:38:51,040
like block, yeah. 
Yeah, but at the same time, I 

729
00:38:51,040 --> 00:38:55,520
guess it's also so matchup 
dependent because if I'm a 

730
00:38:55,520 --> 00:38:58,960
guardian and you give me 4 
Blues, I go cool. 

731
00:38:58,960 --> 00:39:02,320
Or 4 frostbites, I go cool. 
I'm going to like pitch my 

732
00:39:02,320 --> 00:39:06,880
rednecks to two Blues and I'm 
going to like throw anathos for 

733
00:39:06,880 --> 00:39:08,560
six. 
And like, yes, you took away my 

734
00:39:08,560 --> 00:39:10,400
crippling turn, my dominated 
crippling turn. 

735
00:39:10,400 --> 00:39:14,000
That sucks, but I just got to 
put it at the bottom of my deck 

736
00:39:14,000 --> 00:39:17,920
and we're getting there, baby. 
We know we're getting there and 

737
00:39:17,920 --> 00:39:19,360
you just let me pitch stack 
that. 

738
00:39:20,120 --> 00:39:23,560
That's true. 
Which is almost kind of nice 

739
00:39:23,560 --> 00:39:25,440
when you have that main 
frostbite, but when it's just 

740
00:39:25,440 --> 00:39:29,560
one frostbite, you're like, 
bitch, I wanted to dominate 

741
00:39:29,560 --> 00:39:33,680
crippling you and now I can. 
Do you think at the time that 

742
00:39:33,680 --> 00:39:38,040
Arctic incarceration was 
printed, it was a measured print

743
00:39:38,040 --> 00:39:40,880
by LSS? 
Because ice is like the hardest 

744
00:39:40,880 --> 00:39:42,080
control that we've gotten, 
right? 

745
00:39:42,520 --> 00:39:45,440
Arctic incarceration is a 
control card, right? 

746
00:39:45,480 --> 00:39:48,040
You cannot push aggression with 
Arctic unless maybe you have 

747
00:39:48,040 --> 00:39:49,360
like frost. 
Text from Icelander. 

748
00:39:49,360 --> 00:39:53,080
Or your Lexi and you just get to
do all this aggro and then play.

749
00:39:53,120 --> 00:39:55,920
It well, even if you're playing 
it right, it's to cover your 

750
00:39:55,920 --> 00:39:57,560
aggression to stop them from 
fighting back. 

751
00:39:57,560 --> 00:40:00,320
It's still controlling what the 
opponent can do in order to make

752
00:40:00,320 --> 00:40:03,440
sure your game plan works. 
Do you feel like this is a 

753
00:40:03,800 --> 00:40:07,480
conservative design from LSS? 
Do you think like they thought 

754
00:40:07,480 --> 00:40:09,680
that three frostbites was going 
to be like, really good? 

755
00:40:09,880 --> 00:40:12,400
Do you think like. 
I think they knew it was going 

756
00:40:12,400 --> 00:40:15,680
to be good. 
I think they just saw it as like

757
00:40:16,560 --> 00:40:18,200
well, this takes their action 
point. 

758
00:40:18,640 --> 00:40:24,080
The way that I'm looking at it 
is it's the parallel of this 

759
00:40:24,080 --> 00:40:27,960
card versus winter's bite, which
is the same rate like it says 0 

760
00:40:27,960 --> 00:40:32,040
cost non attack action. 
But this one has go again and it

761
00:40:32,040 --> 00:40:34,560
instead of giving frostbite take
taxes. 

762
00:40:34,560 --> 00:40:37,840
So I blew it taxes for one 
resource or discard a card. 

763
00:40:38,040 --> 00:40:42,360
Yellow is 2 and then red is 3 so
that's demanding an entire card 

764
00:40:42,360 --> 00:40:44,920
as well yeah. 
But I think the frost bites 

765
00:40:44,960 --> 00:40:50,440
because you know, it's your only
action, like whenever your 

766
00:40:50,440 --> 00:40:52,960
opponent has one card, you're 
kind of like, OK, what can they 

767
00:40:52,960 --> 00:40:54,920
possibly do? 
Are they just arsenally D react?

768
00:40:55,360 --> 00:40:57,720
Oh, it's Arctic incarceration. 
I kind of have to like deal with

769
00:40:57,720 --> 00:41:00,280
that now and I don't really have
agency winners. 

770
00:41:00,280 --> 00:41:05,680
By is also really impactful 
because you can do it at the 

771
00:41:05,680 --> 00:41:07,880
start of return with the rest of
my cards in hand. 

772
00:41:07,880 --> 00:41:10,560
And now I have to like do a lot 
of planning ahead of time. 

773
00:41:10,560 --> 00:41:15,120
So Arctic incarceration seems 
like the least annoying of the 

774
00:41:15,120 --> 00:41:17,880
cards, but like more definitive,
whereas frostbite is like 

775
00:41:17,880 --> 00:41:20,240
there's a lot more skills 
expression in how you use it. 

776
00:41:20,240 --> 00:41:22,240
Winter's bite. 
What did I say? 

777
00:41:22,240 --> 00:41:23,680
Frostbite. 
Yeah, Winter's bite. 

778
00:41:23,680 --> 00:41:26,160
Sorry. 
I think that Arctic 

779
00:41:26,160 --> 00:41:30,960
incarceration is 100% more 
powerful. 

780
00:41:30,960 --> 00:41:32,680
That's why it doesn't have go 
again, right? 

781
00:41:33,000 --> 00:41:37,400
Because they can see that like, 
yes, there is a world where 

782
00:41:37,400 --> 00:41:42,720
Arctic incarceration, just like 
winter's bite, only takes three 

783
00:41:42,720 --> 00:41:45,000
resources. 
Whether that's three resources 

784
00:41:45,760 --> 00:41:48,760
now or three resources when they
try to play their first card, it

785
00:41:48,760 --> 00:41:50,920
doesn't matter because it's just
another blue, right? 

786
00:41:51,080 --> 00:41:56,080
It says have a blue in hand, 
whereas Martic Incarceration, 

787
00:41:56,080 --> 00:41:59,960
unlike Winter's Bite, has the 
ability to stop the opponent 

788
00:41:59,960 --> 00:42:03,960
from ever playing any of their 
cards because they do not have 

789
00:42:03,960 --> 00:42:07,480
that blue. 
Or the player can choose to 

790
00:42:07,480 --> 00:42:10,520
retain their blue and get rid of
one of the Reds they were going 

791
00:42:10,520 --> 00:42:13,720
to play and maybe instead swing 
their weapon or dump that into a

792
00:42:13,720 --> 00:42:15,080
Grasp of the Ark Knight. 
Right. 

793
00:42:15,520 --> 00:42:19,120
That that distinct difference of
being of like sometimes 

794
00:42:19,120 --> 00:42:22,320
literally just full stopping 
their turn, I think makes a 

795
00:42:22,320 --> 00:42:24,880
difference between whether or 
not it had go again or not. 

796
00:42:25,440 --> 00:42:29,200
And you know, I'm not sure 
because like you said, it 

797
00:42:29,200 --> 00:42:31,600
doesn't create any real 
proactive value. 

798
00:42:31,600 --> 00:42:36,560
It doesn't generate anything to 
further their game plan of 

799
00:42:36,560 --> 00:42:39,040
winning. 
It just gives tempo. 

800
00:42:39,320 --> 00:42:41,920
Yeah. 
So again, part of the reason why

801
00:42:41,920 --> 00:42:44,960
I chose this card for my pitch 
today, Arctic Incarceration, is 

802
00:42:44,960 --> 00:42:47,520
that ice is going to be coming 
back into the meta. 

803
00:42:47,600 --> 00:42:50,160
Actually, it's already here. 
We've gotten a new Armory deck, 

804
00:42:50,160 --> 00:42:54,800
Yarl, and this new season might 
be his chance to shine because 

805
00:42:55,480 --> 00:42:58,400
Draconic Heroes, especially if 
they're trying to play only 

806
00:42:58,400 --> 00:43:01,680
Reds, are going to be really 
weak to disruption in the form 

807
00:43:01,680 --> 00:43:04,800
of resource taxing. 
You know that these frostbites 

808
00:43:04,800 --> 00:43:07,600
might be like really good ways 
of catching a thing or a Syndra 

809
00:43:07,600 --> 00:43:10,320
off guard, and we could maybe 
see Yarl get a little bit more 

810
00:43:10,320 --> 00:43:13,440
presence in the meta. 
I do kind of think he's a little

811
00:43:13,440 --> 00:43:17,480
bit held back right now because 
he has a really bad match up 

812
00:43:17,480 --> 00:43:22,200
into Pollutionists, you know? 
Well, you see, that's actually 

813
00:43:22,200 --> 00:43:23,840
interesting. 
Fuzzy because he just has a bad 

814
00:43:23,840 --> 00:43:27,040
match up into Enigma. 
His Prism match up is apparently

815
00:43:27,040 --> 00:43:31,080
fantastic because Prism no 
longer has the ability to use 

816
00:43:31,080 --> 00:43:35,480
Tomb of Divinity to like vomit a
bunch of auras onto the field 

817
00:43:35,480 --> 00:43:41,120
and like take over from there. 
So it's actually just Enigma and

818
00:43:41,120 --> 00:43:43,920
New, because I think a lot of 
Guardians really hate the fact 

819
00:43:43,920 --> 00:43:47,680
that like New exists and she can
steal their good powerful Blues,

820
00:43:47,680 --> 00:43:49,640
which has always been an 
inherent strength in the 

821
00:43:49,640 --> 00:43:51,960
Guardian class. 
But even with him being held 

822
00:43:51,960 --> 00:43:54,640
back, I think we should be 
prepared for him to be a part of

823
00:43:54,640 --> 00:43:59,680
the meta, and I think Yarl could
be a great way for us to see 

824
00:43:59,680 --> 00:44:03,680
what LSS thinks the future of 
ice design should look like. 

825
00:44:04,040 --> 00:44:07,200
Yeah, right now every aggro 
player is just Squidward in the 

826
00:44:07,200 --> 00:44:09,400
Chrome. 
They're in that Chrome world. 

827
00:44:14,240 --> 00:44:17,600
Because I think we've heard 
statements from LSS that 

828
00:44:17,600 --> 00:44:22,600
basically they thought that ice 
was a little bit toxic where the

829
00:44:22,800 --> 00:44:25,560
frostbites were able to get too 
much value out of controlling 

830
00:44:25,560 --> 00:44:27,600
your opponent, and they were 
looking for ways that they can 

831
00:44:27,600 --> 00:44:29,160
do ice differently in the 
future. 

832
00:44:29,400 --> 00:44:34,560
And sort of like loosely, we all
kind of agree that Spectra 

833
00:44:34,560 --> 00:44:36,960
wasn't a good design and they're
going to move away from that, 

834
00:44:38,480 --> 00:44:41,840
but to a much lesser extent. 
And I think I actually like 

835
00:44:41,840 --> 00:44:46,080
where they landed with URL, 
where you have to do some kind 

836
00:44:46,080 --> 00:44:48,240
of quest, maybe something that 
your opponent was going to do 

837
00:44:48,240 --> 00:44:50,040
anyway. 
But you're telling your 

838
00:44:50,040 --> 00:44:52,680
opponent, hey, like I have to do
these things before I can really

839
00:44:52,680 --> 00:44:56,080
get my ice value out, get these 
frostbites going and I can still

840
00:44:56,080 --> 00:44:58,720
get like some of them. 
But it's not like Icelander 

841
00:44:58,720 --> 00:45:01,360
where she was able to play a 
blue Arctic Incarceration and 

842
00:45:01,360 --> 00:45:03,800
give you 2 frostbites without 
even spending an action point, 

843
00:45:03,800 --> 00:45:06,280
you know? 
Yeah, that's crazy Just for 

844
00:45:06,280 --> 00:45:07,440
Arsenal, England. 
Too. 

845
00:45:07,440 --> 00:45:10,640
Yeah, like just which was the 
easiest thing in the world. 

846
00:45:10,640 --> 00:45:12,880
To do, yeah. 
Or like Lexi who could give you 

847
00:45:12,880 --> 00:45:15,480
4 frostbites off of 1 red Arctic
incarceration. 

848
00:45:15,480 --> 00:45:18,320
You know Yarl can still do that 
if you have an empty equipment 

849
00:45:18,320 --> 00:45:21,200
zone and you can't do it much 
more than like once or twice per

850
00:45:21,200 --> 00:45:23,000
turn. 
Yeah, and I know this pitch is 

851
00:45:23,000 --> 00:45:25,720
not about Yarl, but I love that 
it is. 

852
00:45:25,720 --> 00:45:30,200
Playing into Yarl is like 
there's this sort of mini game, 

853
00:45:30,760 --> 00:45:33,040
especially with him. 
It's like, OK, I need to be 

854
00:45:33,040 --> 00:45:35,080
really conservative about my 
armor blocks. 

855
00:45:35,080 --> 00:45:37,200
Can't be Willy nilly just 
because it's a guardian, because

856
00:45:37,440 --> 00:45:40,040
as soon as I do, I turn on. 
Yeah. 

857
00:45:40,040 --> 00:45:44,040
So that agency that it gives 
players or opponents of the ice 

858
00:45:44,040 --> 00:45:48,640
hero is such a unique 
interaction and it makes me like

859
00:45:48,920 --> 00:45:52,480
look back on their promised 
about frostbites not returning 

860
00:45:52,480 --> 00:45:54,720
in the same way they've printed 
it in the past. 

861
00:45:55,000 --> 00:45:57,400
And Yaros are really good 
embodiment of that because even 

862
00:45:57,400 --> 00:45:59,880
though it's like still 
frostbites and in its own, so 

863
00:45:59,880 --> 00:46:02,880
it's technically different, 
there's also that extra layer of

864
00:46:03,640 --> 00:46:08,080
I need to make not bad 
decisions, but decisions in the 

865
00:46:08,080 --> 00:46:10,840
game that result in me, like 
leaving myself open to 

866
00:46:10,840 --> 00:46:12,080
disruption. 
Yeah. 

867
00:46:12,080 --> 00:46:15,400
To look a little bit wider in 
terms of scope, right? 

868
00:46:15,400 --> 00:46:17,800
We had Tales of Arya as the 
first set where ice was 

869
00:46:17,800 --> 00:46:22,360
introduced, and then we have 
Uprising where we get the second

870
00:46:22,360 --> 00:46:27,560
set of ice being introduced. 
Presumably there's going to be a

871
00:46:27,560 --> 00:46:29,760
third set in the future where 
we're going to get ice again, 

872
00:46:29,760 --> 00:46:31,600
right? 
So we can really see the 

873
00:46:31,640 --> 00:46:33,720
evolution of ice as it's come 
by. 

874
00:46:33,720 --> 00:46:37,920
And I think counter play to ice 
is one of the clearest things 

875
00:46:37,920 --> 00:46:40,400
that they've decided needs to be
more present. 

876
00:46:40,400 --> 00:46:43,880
Or Icelanders simply did not 
feel like she had the counter 

877
00:46:43,880 --> 00:46:46,160
play. 
Not only did you have to play 

878
00:46:46,160 --> 00:46:49,400
into her wizard and that had to 
change everything that you were 

879
00:46:49,400 --> 00:46:52,480
doing, you also had to play into
ice and that was changing 

880
00:46:52,480 --> 00:46:55,680
everything that you were doing 
and simply saying run 8 more 

881
00:46:55,680 --> 00:47:00,560
Blues because Wizard, arcane 
Barrier and ice, it didn't make 

882
00:47:00,560 --> 00:47:01,920
enough of a difference. 
Yeah. 

883
00:47:03,000 --> 00:47:07,960
Yeah. 
So it it's going to be, I think 

884
00:47:07,960 --> 00:47:10,480
really, really interesting the 
next time that we see ice. 

885
00:47:10,480 --> 00:47:14,320
I'm also really just just 
talking because this whole pitch

886
00:47:14,320 --> 00:47:15,800
was supposed to be about 
Uprising, right? 

887
00:47:17,720 --> 00:47:20,000
It was weird that Ice was in 
Uprising. 

888
00:47:20,400 --> 00:47:22,160
Yeah. 
Like thematically? 

889
00:47:22,200 --> 00:47:24,320
Yeah. 
Yeah, technically like. 

890
00:47:24,320 --> 00:47:27,320
Slander just in the lore got 
sort of teleported there because

891
00:47:27,320 --> 00:47:30,760
a big tree said so. 
OK, I was about to give you a 

892
00:47:30,760 --> 00:47:33,440
lore explanation, but even that 
was more than I know. 

893
00:47:35,840 --> 00:47:38,600
Yeah, she went to a big tree and
the tree was like, you need to 

894
00:47:38,600 --> 00:47:40,640
be in Volcor. 
And then she was like, what the 

895
00:47:40,640 --> 00:47:44,800
fuck? 
I kind of liked the ice and fire

896
00:47:44,800 --> 00:47:46,560
like aesthetic of the set, you 
know? 

897
00:47:46,720 --> 00:47:48,520
Yeah, it was just like all fire 
all the time. 

898
00:47:48,520 --> 00:47:50,960
I probably would have gotten 
bored quickly even as is. 

899
00:47:50,960 --> 00:47:53,640
Like, I don't think there's 
enough aesthetically going on in

900
00:47:53,640 --> 00:47:55,480
Uprising. 
I wish there was more, you know,

901
00:47:55,880 --> 00:47:58,840
because like over half the set. 
Is this like fire motif, you 

902
00:47:58,840 --> 00:48:00,720
know? 
Yeah, and I think it's one of 

903
00:48:00,720 --> 00:48:03,720
the reasons why, you know, they 
went to Chaos and Assassin here 

904
00:48:03,720 --> 00:48:06,000
in the Haunted. 
Like, I think because they 

905
00:48:06,000 --> 00:48:09,240
recognize that Vocord is a very 
large place that they've decided

906
00:48:09,240 --> 00:48:13,120
to not give a lot of, or at 
least not too much diversity 

907
00:48:13,120 --> 00:48:15,680
too, at least as we've seen so 
far, yeah. 

908
00:48:16,280 --> 00:48:18,320
Yeah, Clark, I would agree. 
Like, I am really excited to see

909
00:48:18,320 --> 00:48:20,520
like, what happens when we see 
ice for the third time. 

910
00:48:20,760 --> 00:48:22,960
I don't like outright hate the 
talent. 

911
00:48:22,960 --> 00:48:25,840
I think it has a cool place and 
it's fun to play with every once

912
00:48:25,840 --> 00:48:27,960
in a while. 
So I'm excited to see if it's 

913
00:48:27,960 --> 00:48:30,480
going to be something where it 
feels healthy and a nice 

914
00:48:30,480 --> 00:48:34,480
addition to the game, you know? 
All right, I think I'm ready to 

915
00:48:34,480 --> 00:48:36,560
move on to our Arsenal zone. 
Yeah. 

916
00:48:36,560 --> 00:48:38,200
Well, let's do it. 
Wait, what's the Arsenal zone 

917
00:48:38,200 --> 00:48:42,360
again? 
Joel, thank you for asking. 

918
00:48:42,920 --> 00:48:45,960
The Arsenal Zone is the part of 
our podcast where we talk about 

919
00:48:45,960 --> 00:48:49,400
a card we love, a card we hate, 
a card we love to hate, or a 

920
00:48:49,400 --> 00:48:51,800
card that just kind of fucking 
is there in our chaff pile. 

921
00:48:52,480 --> 00:48:55,760
Let's start off with Fuzzy. 
I have a card that's in my 

922
00:48:55,760 --> 00:48:59,760
draft, my chaff pile. 
You personally were calling me 

923
00:48:59,760 --> 00:49:02,200
out on that one and I'm aiming 
to deliver. 

924
00:49:02,280 --> 00:49:05,160
I do it too. 
We had a Tales of Arya draft at 

925
00:49:05,160 --> 00:49:07,640
my house recently. 
Oh, oh, wait. 

926
00:49:07,960 --> 00:49:08,800
This past Sunday. 
Yeah. 

927
00:49:08,880 --> 00:49:10,520
Yeah, OK, OK. 
You could have been there. 

928
00:49:10,520 --> 00:49:11,520
I thought you talked about it. 
You would have. 

929
00:49:11,520 --> 00:49:14,240
Been our eighth, Yeah, we 
literally needed an eighth, but.

930
00:49:14,280 --> 00:49:15,960
Why didn't you say anything? 
I think you got an eighth. 

931
00:49:16,240 --> 00:49:18,640
No, I never told you I got an 
eighth, bro. 

932
00:49:19,120 --> 00:49:21,240
You said no, so we respected 
that, yeah. 

933
00:49:21,240 --> 00:49:24,120
Well I assumed you would get 8 
because you want a UPR draft. 

934
00:49:24,280 --> 00:49:26,720
I did want a UPF draft. 
So you, you led with that. 

935
00:49:26,840 --> 00:49:29,120
If we had eight, if we had 
eight, I would have pushed 

936
00:49:29,120 --> 00:49:30,520
harder for. 
You to get one. 

937
00:49:32,920 --> 00:49:34,600
What's that? 
What's I call it Catch 22? 

938
00:49:34,760 --> 00:49:40,560
Yeah, So anyway, I was drafting 
and I drafted in a way, I've 

939
00:49:40,560 --> 00:49:43,360
drafted Telesavario like a half 
dozen times, which is kind of a 

940
00:49:43,360 --> 00:49:46,040
lot considering that it came out
way before I started playing, 

941
00:49:46,040 --> 00:49:48,760
you know. 
But the boxes are so cheap that 

942
00:49:48,800 --> 00:49:50,960
I like to buy them for cheap and
then draft them here. 

943
00:49:50,960 --> 00:49:52,080
You know, it's like a cheap 
draft. 

944
00:49:52,080 --> 00:49:56,280
It's great. 
I drafted a hero Briar and I 

945
00:49:56,280 --> 00:49:59,240
drafted Briar in a way that I've
never really drafted her before 

946
00:49:59,240 --> 00:50:01,560
where I really focused on the 
arcane damage. 

947
00:50:01,560 --> 00:50:04,760
You know, I actually don't think
I've been able to draft Briar 

948
00:50:04,840 --> 00:50:08,440
Intel Zavaria at all because 
usually Han takes every ball 

949
00:50:08,440 --> 00:50:09,320
lightning. 
It's a thing. 

950
00:50:09,320 --> 00:50:11,680
It's a thing. 
He takes every ball lightning 

951
00:50:11,960 --> 00:50:13,640
and he cuts everyone out of ball
lightning. 

952
00:50:13,640 --> 00:50:15,320
We. 
Stopped them this time baby. 

953
00:50:15,560 --> 00:50:17,720
I've got two of the red ball 
lightnings. 

954
00:50:17,960 --> 00:50:19,240
I. 
Opened both of those ball 

955
00:50:19,240 --> 00:50:21,480
lightnings and I passed them 
away from Han. 

956
00:50:22,080 --> 00:50:24,840
To me, and that's fine because I
fed you back with the sting of 

957
00:50:24,840 --> 00:50:25,880
sorcery. 
Yeah, it was great. 

958
00:50:25,880 --> 00:50:29,200
We were colluding Han that 
really at the end of the draft 

959
00:50:29,200 --> 00:50:31,600
he goes where were off the ball 
lightnings. 

960
00:50:31,600 --> 00:50:36,560
It was great. 
But I'm drafting this very 

961
00:50:36,600 --> 00:50:39,280
arcane centric build where I 
pack one, picked 1 to flicker 

962
00:50:39,280 --> 00:50:43,560
wisp your arcane does extra. 
And then I started grabbing 

963
00:50:43,640 --> 00:50:49,080
inspire lightnings. 
Inspire lightning is the card 

964
00:50:49,080 --> 00:50:50,680
that I'm shouting at today for 
arsenal zone. 

965
00:50:50,920 --> 00:50:56,080
It is A1 cost non attack 
elemental rune blade action. 

966
00:50:56,400 --> 00:50:59,360
It has A2 block which becomes 
three if you got your embodiment

967
00:50:59,360 --> 00:51:02,520
of earth. 
It's got lightning fusion and if

968
00:51:02,520 --> 00:51:06,240
you have fused the red will deal
3 arcane damage to target hero. 

969
00:51:06,560 --> 00:51:09,680
It has to fuse to deal any 
damage, which makes the hardest 

970
00:51:09,680 --> 00:51:12,320
lightning replacement that we 
got in the 1st strike Aurora 

971
00:51:12,320 --> 00:51:16,200
deck better. 
What did you get? 

972
00:51:16,240 --> 00:51:18,560
What was it like in the? 
That's Lightning Flow, Lightning

973
00:51:18,560 --> 00:51:20,040
3, Arcane OH. 
OK. 

974
00:51:20,040 --> 00:51:21,560
Yeah, that's a lot easier. 
Yeah. 

975
00:51:23,160 --> 00:51:25,840
So my draft is really fun. 
These are like unblockable 

976
00:51:25,840 --> 00:51:27,360
damage. 
It's very similar to Rosetta 

977
00:51:27,360 --> 00:51:29,400
Draft where there's no arcane 
barrier running around. 

978
00:51:29,720 --> 00:51:31,880
So this is just like 3 damage to
the face. 

979
00:51:31,920 --> 00:51:35,320
And if you can get enough of 
these going, then like if you 

980
00:51:35,320 --> 00:51:37,640
play them on turn 03, damage to 
the face. 

981
00:51:37,640 --> 00:51:39,360
If you can get them near the 
end, yeah. 

982
00:51:39,360 --> 00:51:41,920
They think they're safe because 
they have three life, 3 damage 

983
00:51:41,920 --> 00:51:43,520
to the face. 
So true. 

984
00:51:43,520 --> 00:51:46,120
Knock them out, yeah. 
That's how Fuzzy beat me. 

985
00:51:47,800 --> 00:51:50,400
So Inspire Lightning, thank you 
for making my last draft really 

986
00:51:50,400 --> 00:51:52,880
spicy. 
I also went 30 that draft and I 

987
00:51:52,880 --> 00:51:54,800
was not really expecting that 
because I was looking at these 

988
00:51:54,800 --> 00:51:59,720
arcane damage cards and I'm like
one for three damage, no go 

989
00:51:59,720 --> 00:52:02,520
again arcane. 
Damage in a set with no AVS? 

990
00:52:02,520 --> 00:52:04,160
Pretty fucking good. 
Who defunct it? 

991
00:52:04,160 --> 00:52:06,760
Pretty solid and. 
I brought a copy for each of you

992
00:52:06,760 --> 00:52:09,280
to own. 
I will sign it and give it to 

993
00:52:09,280 --> 00:52:12,600
you as my present because you 
are my fellow hosts and I like 

994
00:52:12,600 --> 00:52:15,200
you. 
One for you and one for. 

995
00:52:15,200 --> 00:52:16,840
You. 
Thank you, Fuzzy. 

996
00:52:17,480 --> 00:52:21,600
OK, I think I'm up next. 
Yeah, sure. 

997
00:52:22,280 --> 00:52:25,520
For my card I want to talk about
Lightning Press. 

998
00:52:25,600 --> 00:52:28,440
Oh God yeah, I've been thinking 
about lightning Press a lot 

999
00:52:28,440 --> 00:52:31,640
lately for sure. 
Yeah, so Aurora's fucking 

1000
00:52:31,640 --> 00:52:34,160
annoying and lightning press is 
annoying. 

1001
00:52:34,200 --> 00:52:37,120
It's crazy that she gets to have
lightning press in every hand. 

1002
00:52:40,080 --> 00:52:44,440
04. 
Why am I trying to block you? 

1003
00:52:44,440 --> 00:52:47,640
Just just give me the damage. 
Tell me how low my life needs to

1004
00:52:47,640 --> 00:52:50,360
go. 
We need to, we need to make a 

1005
00:52:50,360 --> 00:52:54,480
meme image of like Fuzzy 
declaring no blocks and Hans 

1006
00:52:54,480 --> 00:52:58,400
looking over his shoulder with a
lightning press going he doesn't

1007
00:52:58,400 --> 00:53:02,240
know. 
Or he goes and this is a secret 

1008
00:53:02,240 --> 00:53:08,320
tool we'll use for later. 
Lightning Press is really, 

1009
00:53:08,320 --> 00:53:12,400
really strong, but I also kind 
of really dislike one element of

1010
00:53:12,400 --> 00:53:15,320
its design, which is that 
everyone just plays it in the 

1011
00:53:15,320 --> 00:53:17,960
reaction step. 
Yeah, yeah. 

1012
00:53:18,320 --> 00:53:21,200
Like why is this an instant? 
It's an instant for synergy 

1013
00:53:21,200 --> 00:53:23,640
reasons. 
Except there's also anti 

1014
00:53:23,640 --> 00:53:26,920
synergy. 
At least when this was printed 

1015
00:53:27,240 --> 00:53:30,040
there was no reason for this to 
be an instant in my personal 

1016
00:53:30,040 --> 00:53:31,280
opinion. 
Right. 

1017
00:53:31,480 --> 00:53:35,120
It made it horrible to Arsenal 
even if it was a reaction. 

1018
00:53:35,120 --> 00:53:37,080
It would have been horrible to 
Arsenal, but like it wasn't a 

1019
00:53:37,080 --> 00:53:40,760
good Arsenal target because as 
Lexi, if you put it in Arsenal, 

1020
00:53:40,960 --> 00:53:43,480
you know, no longer have an 
Arsenal slot to load an arrow 

1021
00:53:43,480 --> 00:53:48,400
into to then put this on top of.
So like it's not good to like 

1022
00:53:48,520 --> 00:53:50,000
Arsenal. 
I guess it's good because you 

1023
00:53:50,000 --> 00:53:52,640
confuse with it and then play it
on that card, but then you're 

1024
00:53:52,640 --> 00:53:55,800
revealing it. 
So like you got rid of the 

1025
00:53:55,960 --> 00:54:00,000
instant nature of the card. 
Yeah, and you could do all that 

1026
00:54:00,000 --> 00:54:03,520
with an attack reaction. 
Yeah, so it just bothered me so 

1027
00:54:03,520 --> 00:54:07,640
much that this was an instant. 
Obviously now they have printed 

1028
00:54:07,640 --> 00:54:10,280
things like Fluttering Charge 
and Blast to Oblivion which now 

1029
00:54:10,280 --> 00:54:13,760
have this energy and do reward 
it for being an instant even 

1030
00:54:13,760 --> 00:54:17,880
though you still just play it as
an attack reaction 9 times out 

1031
00:54:17,880 --> 00:54:20,600
of 10. 
Like it could it be possibly 

1032
00:54:20,600 --> 00:54:22,840
used to like trigger phantasm? 
Yeah, you can. 

1033
00:54:23,040 --> 00:54:25,760
OK, so like. 
Which like should it be like, 

1034
00:54:25,760 --> 00:54:28,840
yeah, why not just make it an 
attack reaction that like blocks

1035
00:54:28,840 --> 00:54:31,320
for two come? 
On I think also like the flavor 

1036
00:54:31,320 --> 00:54:34,400
of lightning being. 
Yeah, I totally get that and I 

1037
00:54:34,400 --> 00:54:37,240
was about to bring it up too. 
Lightning should be instance. 

1038
00:54:38,240 --> 00:54:40,520
Yeah, yeah, nothing in Lightning
should block, I agree. 

1039
00:54:40,840 --> 00:54:44,440
But it's it was a card that 
really, really bothered me for 

1040
00:54:44,440 --> 00:54:47,400
the longest time because I 
remember being like, oh, I can 

1041
00:54:47,400 --> 00:54:50,280
declare this after you pass on 
defense reactions. 

1042
00:54:50,280 --> 00:54:52,960
Then it's like, no, no, you 
can't do that. 

1043
00:54:52,960 --> 00:54:55,440
And I'm like, oh then what the 
fuck is that instant? 

1044
00:54:55,480 --> 00:54:58,520
Yeah, that's I have. 
So I have a lot of new players 

1045
00:54:58,520 --> 00:55:01,160
asking me that. 
They're like, so it's like an 

1046
00:55:01,160 --> 00:55:05,080
attack reaction. 
Why was it different child? 

1047
00:55:05,200 --> 00:55:07,480
Let's pretend it's not for now. 
Yeah. 

1048
00:55:08,280 --> 00:55:13,600
And and then also just plus 3 is
so awkward on the 0 for fours 

1049
00:55:13,600 --> 00:55:17,440
from Aurora because you want to 
give the 0 for four block 

1050
00:55:17,920 --> 00:55:20,000
because if you give a three 
block and they're over by one, 

1051
00:55:20,000 --> 00:55:21,640
they just won't play lightning 
press. 

1052
00:55:22,520 --> 00:55:24,960
They'll just be like, OK, take 
one eye and get all my on hits. 

1053
00:55:24,960 --> 00:55:29,040
Yeah, but if you give them the 
zero for 4D react, then they're 

1054
00:55:29,040 --> 00:55:31,480
like cool lightning press on top
of it and you're like, Oh my 

1055
00:55:31,480 --> 00:55:35,360
God, I don't have another D 
React to give to this and it's 

1056
00:55:35,520 --> 00:55:38,720
frustrating. 
Yeah, yeah, fuck that card, 

1057
00:55:39,680 --> 00:55:41,000
Lightning. 
Press annoying. 

1058
00:55:41,320 --> 00:55:43,960
Good. 
I'm happy that they gave it more

1059
00:55:43,960 --> 00:55:45,920
use cases for it to actually be 
an instant. 

1060
00:55:46,160 --> 00:55:48,600
I couldn't even use it back when
I was playing Briar because it 

1061
00:55:48,600 --> 00:55:50,000
doesn't. 
It's not an attack or a non 

1062
00:55:50,000 --> 00:55:52,240
attack and she's just like so 
greedy to do those other. 

1063
00:55:52,240 --> 00:55:54,560
Things You're a thug and you're 
using twine lightning like a. 

1064
00:55:54,560 --> 00:55:57,280
Freak. 
Yeah, I guess people were 

1065
00:55:57,280 --> 00:55:59,520
playing Lightning press on Briar
and it was, it was put it in 

1066
00:55:59,520 --> 00:56:01,840
some work. 
I didn't like it that much. 

1067
00:56:04,120 --> 00:56:06,280
That was my card, Jill, what 
about you? 

1068
00:56:06,600 --> 00:56:12,120
So for my card, I just wanted to
highlight the fact that Warrior 

1069
00:56:12,120 --> 00:56:17,600
finally got a 04 attack action 
card with Go again. 

1070
00:56:18,000 --> 00:56:22,880
Wow, Blaze headlong and you 
might recognize this because it 

1071
00:56:22,880 --> 00:56:27,320
was already printed in uprising.
Blaze headlong is a 0 cost 2 

1072
00:56:27,320 --> 00:56:31,680
block for a power attack action 
and it says if you played 

1073
00:56:31,680 --> 00:56:35,520
another red card, this gets go 
again, which is like gas. 

1074
00:56:35,680 --> 00:56:39,640
It's better than every other 
Bolton card and in terms of 

1075
00:56:39,640 --> 00:56:41,560
warrior attack reactions pretty 
solid. 

1076
00:56:41,840 --> 00:56:44,800
And I think it's going to see a 
lot of good use cases in Fang 

1077
00:56:44,800 --> 00:56:48,880
because especially with long 
whisker loyalty, Clark was 

1078
00:56:48,880 --> 00:56:52,800
saying that you need at least 
three chain links. 

1079
00:56:52,800 --> 00:56:54,760
And I was like, oh, it kind of 
does, huh? 

1080
00:56:55,040 --> 00:56:57,920
So this is a really good way of 
extending your turn without 

1081
00:56:57,920 --> 00:57:00,520
needing any other requirements 
to get go again, you just need 

1082
00:57:00,520 --> 00:57:03,440
to play red card and boom, 
you're good to go. 

1083
00:57:03,440 --> 00:57:05,760
So I'm really looking forward to
playing this card, being more 

1084
00:57:05,760 --> 00:57:10,920
aggressive as a Warrior and 
whatever other equivalent we get

1085
00:57:10,920 --> 00:57:14,280
in the Haunted that is 
specifically Draconic Warrior, 

1086
00:57:14,600 --> 00:57:16,840
yeah. 
It's going to be so so cool to 

1087
00:57:16,840 --> 00:57:20,560
see if like this can final if 
Fang can finally be Viagra 

1088
00:57:20,560 --> 00:57:22,840
warrior with Blaze headlong. 
Yeah, yeah. 

1089
00:57:23,200 --> 00:57:25,800
Like if you're adding Draconic 
to it, it's got to be pretty 

1090
00:57:25,800 --> 00:57:28,520
good, right? 
I finally have my red 0 for 

1091
00:57:28,520 --> 00:57:30,800
four. 
You guys had to fight so long to

1092
00:57:30,800 --> 00:57:33,240
get your blade flurry. 
It's still conditioned for. 

1093
00:57:33,240 --> 00:57:34,960
Real. 
For real. 

1094
00:57:35,200 --> 00:57:36,960
But now you have Blaze headlong 
baby. 

1095
00:57:36,960 --> 00:57:40,280
Yeah, you have your zero for 
four or I guess 20 of, but you 

1096
00:57:40,280 --> 00:57:41,920
got this one we're so. 
Back. 

1097
00:57:42,480 --> 00:57:44,920
We just need one and we'll take 
over the world. 

1098
00:57:45,960 --> 00:57:47,360
Well, Congrats, Joel. 
Thanks. 

1099
00:57:48,200 --> 00:57:49,600
Yeah, that's my card. 
Short and sweet. 

1100
00:57:50,360 --> 00:57:52,400
Yeah, sweet. 
Thank you guys for potting with 

1101
00:57:52,400 --> 00:57:57,600
me and hype for the Haunted. 
Oh yeah, remember, you can only 

1102
00:57:57,600 --> 00:57:59,160
get spoilers at Pitch It to be 
there. 

1103
00:57:59,200 --> 00:58:02,520
You know the spoilers, they've 
been on our Discord, getting all

1104
00:58:02,520 --> 00:58:04,560
the spoilers at our Discord, 
but. 

1105
00:58:04,560 --> 00:58:06,760
If you really want to talk with 
the community that probably 

1106
00:58:06,760 --> 00:58:11,400
cares a lot about card design, 
like I honestly think that we're

1107
00:58:11,400 --> 00:58:13,160
one of the best discords out 
there for that. 

1108
00:58:13,160 --> 00:58:15,040
True, So true. 
Best team. 

1109
00:58:16,400 --> 00:58:18,240
All right, intellectual guys. 
Bye. 

1110
00:58:38,760 --> 00:58:43,400
Digit to Me podcast is hosted by
Fuzzy Delt, Clark Moore and Joel

1111
00:58:43,400 --> 00:58:45,920
Racinos. 
Our executive producer is Talon 

1112
00:58:45,920 --> 00:58:48,880
Stradley, Logistics Coordinator 
John Farkas. 

1113
00:58:48,960 --> 00:58:54,240
Music by Dylan Halls, Logo by 
Han V and sound mixing by 

1114
00:58:54,240 --> 00:58:57,200
Christopher Moore. 
Last but not least, we'd like to

1115
00:58:57,200 --> 00:58:59,800
thank you, the listener. 
Thank you for tuning in. 

1116
00:59:00,080 --> 00:59:03,280
Please give us a follow on your 
favorite social media platform 

1117
00:59:03,360 --> 00:59:22,680
at Pitch It to Me podcast. 
Joel, thank you for asking too 

1118
00:59:22,680 --> 00:59:28,760
much. 
Too much against final tablets. 

1119
00:59:28,760 --> 00:59:29,480
Bring it to A10.
