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Walk to Work - A Mobile Hearthstone Podcast

W2W 1331 - Demon Hunter and Priest Reveals!

Duration:
32m
Broadcast on:
11 Jul 2024
Audio Format:
mp3

Exploring the Demon Hunter and Priest Perils in Paradise cards!

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G'day friends, it's Blisterguy in this episode 1331, I guess. I've walked to work a mobile Hearthstone podcast, and today we're looking at more of the reveals, and today apparently is Demon Hunter and Priest, so that makes sense. Of course, we're almost done, I think, with a lot of the classes. It hasn't lined up exactly how I'd want. I believe next episode's going to be Hunter and Warrior, and then the last episode will be Druid, I guess. I don't know whether I'll be recapping a lot. All I do know is that today is, according to the calendar of my phone, Thursday the 11th of July, and this is Thursday the 11th of July episode. I did say last weekend, this week, that I would be pre-recording an extra episode ahead of time to make up for the fact that we're going away next weekend, and it hasn't really happened, but I do feel like I'm going to be able to fit it in the extra episode during my lunch break at work tomorrow. That's, that's dicey. No idea how I'm going to make that work. I do know that we're driving out of town on Sunday morning, and Saturday, friends of our some New Zealand are visiting, because their daughter has moved over to Sydney. She's like 19, or something now, and so they're visiting her, and they're going to hang out with us on Saturday morning. It'll get tight if I don't get it done tomorrow, lunchtime, which we'll see. I'm sure you'll understand if I end up just behind and have to catch up later, but we'll try not to. So anyway, we've got reveals. Before we do that, of course, I should do a patron thank you while I have my phone open, and before I forget, it's a slipknot song if I remember correctly. Anyway, I swarm tides, thank you to swarm tides, and all of the patrons who support the work we do here at Walk to Work, and we'll have to end podcast, and I'll call the video stuff I do and all that. It's really helpful. Anything you can afford goes a long way to defray the cost we incur, and if you can't afford to, tell a friend. Leave a podcast review wherever you listen to podcasts, and just hang out and engage in all the channels where we're all active, lovely stuff. Anyway, I'm just putting that phone in my pocket, which is a bit silly because I'm going to get it out again to talk about Demon Hunter and Priest cards in a moment. Priest is not exactly everyone's favorite, is it? Interestingly, the Demon Hunter stuff, it kind of meshes with shaman, because the shaman has the Demon Hunter tourist, and I remember when looking at the shaman cards, I was like, "Ah, I'm not sure how this goes with Demon Hunter," and it doesn't seem obvious as a big thing to... The synergy doesn't seem obvious to me, I think, but maybe it'll come together, so let's have a quick look, and I'll find the cards. Here we go. Now, that's Priest, let's look at Demon Hunter first. Let's first look at the tourist, the Demon Hunter tourist, which is from shaman, which is... Carefree, Cookie, we've already talked about it. Three amount of two, two, more like pirates. After a friendly minion dies, summon a random minion that costs one more. So, clearly, some kind of evolved shenanigans. Speaking of shenanigans, this is a work site to the left of me, with the snippers to the right. Here I am, walking to work in the middle again. Ah, very, very noisy this morning. We'll get past this. Anyway, Demon Hunter, the Cookie clearly wants to evolve stuff, stuff needs to die, Cookie costs three, so it's stuff you want to have in play already. Thankfully, Demon Hunter does have some cards that will work with that. Most notably, first of all, the Demon Hunter Legendary, which we have already touched on, and it's patches the pilot. I'm trying to zoom in on the image, and I keep messing it up. Because the work sites annoy me. Anyway, patches the pilot is the 1-1-1-1 Demon Pirate Legendary Battle Cry Shuffle 6 Parachutes into your deck. Someone on one pirate will charge when drawn. So, you could play patches the pilot and turn one. Now, again, I want to stress this isn't as good as it looks as the original patches. The original patches you would get in play all the time, because it would pull itself out of your deck when you played a pirate. This doesn't do that, right? So, this isn't in your open hand. You're not playing on turn one. And the odds of you having something in your hand are not that high. So, what's going to happen is a lot of time turns six or something. You're going to draw patches the pilot will be like, "Oh, all right, you'll play it, and you'll shuffle six. Shuffle. Shuffle six Parachutes into your deck." Right. Like, the deck is still 20 cards at that point or something. Like, okay, at some point randomly, you'll just draw a 1-1 with charge. It'll be in play. Like, that's cool, but it's not very controllable. You'd have to be drawing a lot of cards to make this happen regularly. It's like, I don't see this at all. And maybe I'm totally wrong. Maybe there's just some aggressive demon hunter deck that just loves jamming patches in there. It doesn't matter when you draw it, you just draw it, you do it. It works. But I'm not seeing it. It's a cool idea. But in theory, right? You could draw a parachute, summon a 1-1 pirate with charge. This is the turn you play cookie. That pirate can charge into something and kill it or trade with it at least. And it just turns into a free to drop. It's not nothing. But it's also not a lot. You know what I mean? So I don't know. Like, I can see where they're going with this. It just feels underwhelming. You know, moving on to the rest of the demon hunter cards. Adrenaline themed. Common demon pirate 2 mana 2/2. After a friendly pirate attacks, give your hero plus one attack this turn. Well, if we have a bunch of parachutes coming out and getting pirates out of them, a hero could have a bunch of attacks. Your hero doesn't get to attack more than once. It's just how much attack your hero is going to have. There are some things that put minions into play. That they're going to attack after you attack or something. So like, I don't know. Sometimes you might miss things in this. I think if you just want demon-y pirates in demon hunter, this is just a reasonable thing to play and you'll end up with some extra attack. Not, I'm not over the moon. Sigil of skydiving though. 2 mana. Sigil's fail. At the start of your next turn, summon 3/1/1 pirates with charge. Now, I've been talking a lot, really, over the last few weeks and months about this spell demon hunter deck that I've been enjoying playing in the wild. And I have been playing it again this month in the wild. And I don't know why it just seems to work and I just seem to enjoy it. People have come into discord and get, "Hey, I've been trying it out. It's really good." I'm like, "Oh, it's fun." When Wisping's workshop came out, I believe there were just no cards from Wisping's workshop that went into the deck. And I think that may also have been true of badlands. I don't think anything from Badlands went in. But also, I just bought Badlands. They buffed a whole bunch of cards that were in the deck and they did go in. So that's where the deck got better. And I was like, "Oh, it doesn't have any new cards. It doesn't feel very good." I feel like Sigil of skydiving is the kind of card I do want to put in that deck. Like, it's a spell. It's not a minion. It's 2 mana for 3/1/1s with charge. Admittedly, we don't get them this turn. We get them next turn. But like, I really like that kind of thing. Like, I like spending some mana now. And your opponent's like, "You've spent some mana." I'm like, "Yes, I have. I've spent some mana." They're like, "Hmm, I'd like to deal with what you've spent." I'm like, "No, you can't. It's just not here yet. It's not here yet." They're like, "Okay. Well, I'll spend some mana then." Sure. You spend some money as well. My turn now. I'm going to spend 3 mana now. But also, I've got 3/1/1s with charge. So whatever I spend my 3 mana on is on top of these 3/1/1s with charge. I now have 5 mana with the stuff and play on turn 3 because I kind of banked that Sigil of skydiving on turn 2. And my opponent's like, "All right. So now I've got 3 mana." That's a lot of stuff over there that we need to deal with all of a sudden. I really love that ability to go. I'm going to play something. It's going to turn up later. And when it does turn up later, I can do other stuff alongside it. So you suddenly have a big mess to deal with, like a big swing turn. I really like doing that. And I feel like that works really well in that demon hunter deck that I've been playing in a while. I feel like I'm just going to jam in 2 Sigil of skydiving. And it's going to work. Because these things can definitely go face at the very least, right? And sometimes you're like, "I just want to extra face damage." No, I have to. They can swing in 2, like minions. Kertriss hero that I run under the wild demon hunter, the one which makes your hero power plus 2 attacks 2 plus 1. And also whenever you have a minion that attacks it refreshes your hero power. It's like, okey-dokey. Guess what's happening next turn? 3 parts coming out of charge. And my hero power can, for 3 mana, I'll be doing like a 4 mana. I'll be doing +8 attack. Like some spicy stuff there. I don't know that it's a slam dunk in there, but I do know that what's it called? The touch of chaos. The one mana fell spell that does 2 damage to something. And if finale, you get to discover a fell spell. That's fine in the deck, but often when I play it, I'm like, "I don't think I need any of these cards." Actually, it's not terrific. Sometimes you do. You're like, "Oh, that's an extra metamorphosis. That's going to add up against this Reno XL Priest or whatever." But sometimes you're like, "I guess it's just a thing." But you feel like you really need it just to combat those early aggro decks. Sigil of skydiving will also do that. That's 2 mana, there's nothing there's 2. But next turn, a bunch of stuff that can help trade in and clear stuff they have. I don't know, I'm excited about this one. And maybe unreasonably so, but it seems good. Next up, we have Paraglide. This is a spell 3 mana rare. Both players draw 3 cards outcast only you do. Now, there's several angles to this card, which are the kind of things that will make other people unhappy, which is kind of funny. You want to draw 3 cards 3 mana? Good deal. You don't want your opponent to draw 3 cards because then it's not as much of a good deal, right? Your opponent's like, "Thanks, I'll have some cards." But of course, not everyone likes being told to draw cards by their opponent because sometimes they're like, "Oh, okay, my, hang on, I've got to respond to this." My wife said, "How much so did you use in the washing machine today?" I'm going to say, "Five millimeters." There we go. That's probably a time sensitive thing. She likes to have the sheets washed today and I get them up and get them in the machine before I go. Anyway, she's like, "There's been too much laundry detergent going to the machine. It makes the sheets something." I don't know. I've been trying to put less in. Anyway, Paraglide. So, people don't like being told to draw cards and sometimes it's because they don't really understand that drawing cards is good. But mostly it's because they don't like having to be told to draw cards because then they might accidentally overdraw some and then they feel bad they lost things because one time they were told to overdraw some cards and they overdraw a key card they wanted to play with. Most of the time, that doesn't happen. Most of the time, someone getting you to draw cards is good for you because cards are great. But looking at this card, people are like, "Oh, please don't do that. Oh, I don't want to, I'm going to overdraw all my good stuff to suck, demon hunt those other paragbro." And it's like, "Nah, nah, it's cool. It's actually pretty good." But like, if you can outcast this, three miles draw three cards a fantastic deal. We're happy to do that. People aren't going to be happy about it. I don't know how playable this is. It really depends what demon hunter is doing. Do I want to put this in the spell, demon hunter and wild? I feel like sigil of, what is it called? The three mile sigil that draws you three cards next turn. I think that's better because it's failing. It could be reduced. I don't know. Anyway, where are we? Can it be reduced or am I only thinking? I think reduced, felt spells being reduced. That's, I think that's in the twist deck now that I think about it. Maybe it's not in the demon hunter deck us playing. Anyway, this beside the point. Yeah, Elden in the twist has the sigil of time. I think it is. Anyway, that's... Skirting death is next. Shadow spell. It's about unusual for a demon hunter. They have some shadow spells, I guess. But three miles of shadow, choose a minion. This turn, your hero steals four attack from it. I mean, it's not bad. It's not a three-man plus four attacks. All right, especially taking it from something else. You could... Okay. She said I don't know where that measures on the cup. I mean, it's not a line. You just eyeball five millimeters. Anyway, look, stealing four attack from something means you can then attack into it and kill it if you want. Three-manner is a lot to be doing this, I think. I think two mana for plus four attack is when you're going to be like, "Ah, it's a good deal. I like doing that." And three-manner just feels quite expensive. But you can do neat things with this, like, for example, take. Also, if the minion you're taking attack from only has two or three attack, you're only getting two or three attack, right? You can only steal as much attack as it has. But you can turn a minion into a zero-three. Then the pirates that came out of your sigil of skydiving can just attack and do it without dying. Like, it's kind of neat. And then you've got plus three attacks. Like, there's combos you can do, I guess, that make this better. But I don't think I want to straight up play this and that. I don't think. Next up, we have dangerous cliffside. Four-manner location, three-gerability. Summon two one-one pirates to charge after your hero attacks. Re-open this. I don't want to play a four-manner location that summons two one-ones in charge. And I can do that three times over the next few turns. It's not terrific, right? But to play a four-manner location and then attack and then get two more. Like, suddenly I've got four things with charges. That's actually going to add up pretty quickly. I'm not sure whether I'm going to put this in the spell even hundred and wild, but it's worth toying with. I think the skydiving sigil is definitely worth putting in. I'm not so sure about the location, but it could work. I don't know. Anyway, Arana Thrillseeker is the legendary priest tourist. So when we talk about priest next, we talk about Arana in relation to that as well. She's a five-manner 5.6, so I can't remember what we call that, actually. That's um, so bottle-pist over a six-manner 6.7. Yeti is four-manner 4.5. What was the five-six again? Pit fighter, I think, right? It wasn't in classic, but we eventually got one. Five-manner 5.6 pit fighter. Pit fighter. Good stats. These are what you want to pay your vanilla stats. So at the very least, Arana Thrillseeker as a legendary has the stats you want for the money you're paying, but you don't just play legendary cards for the stats they have. So the rest of it is damage your hero takes on your turn as redirected to a random enemy. That's a powerful ability. Goodness. Now we'll see with the priest cards in a moment that priest has got a deal damage to yourself theme, and if you have a runner in the play, that's going to be pretty good. Like if you have something that's four-damaged to you and you play it with a runner in play, it'll instead deal a four-damaged or random enemy that could go face, could deal to an enemy minion, like there's not a lot of control of that. It was always to an enemy minion. You'd feel pretty good because you're always clearing their board and then your runner is pretty uncontested and all that stuff, but it can go face when you want it to go to a minion. It could go to a minion when you want it to go face, but I guess if you want it to go face, then take out a minion. Your minions get to go face. So it's a very powerful ability, as long as you have to think through it. Just in Demon Hunter alone, this is really only going to come up if you're face tanking things. Demon Hunter doesn't have a lot of stuff that does damage to the Demon Hunter during its turn. They have some healing, they can handle it, but this is going to rely on the priest cards, which we will get to in a moment, of course. Climbing hook is an epic six-man of five-two weapon. That's a lot to be paying for it. Doesn't lose durability while you control a minion with five more attacks. So here we have some big Demon Hunter support. So if you have a big Demon in play, you now have a five-two weapon that doesn't lose durability. That's very strong. Kind of similar to the Death Knight weapon that I can't remember what it's called, that after you attack, spend three officers to gain durability. It hasn't really seen very much play right now. It doesn't mean it's not a powerful thing. It could work. Climbing hook is pretty strong if you have a big minion. Someone removes your big minion, he doesn't feel very good. But you can just sit on it. Great, I'll play a big minion during my turn and attack without losing durability. Your opponent's like, "I remove your big minion." Cool, I'll wait till I find another one. Do it again. Like, they have to have removal for this if you want. You can be patient enough to just keep it the whole time. And only if they remove it will, it go away. Be pretty strong. Speaking of big minions, we have a seven-man of Demon common five-eight. Those stats are okay. I mean, they're a little lower than what you want for seven-man of. But whenever this attacks, give you here a plus five attacks turn. That's a lot of attack to be giving. This attacks, then you get to attack. So that adds up to a lot of damage that's very strong. It doesn't have rush or anything though. So we're not really getting some accent value out of this. We are dropping a a large seven-man of body and hoping it doesn't die. We shall see. But of course, you know, plus five attack, you face attack or something. If you have a runner in play, that damage could go else with it. So overall, oh wait, there's another Demon how to spell. I missed it. I missed it. I swiped past it. Cliff dive, an FX spell six-man, and summon two minions from your deck, give them rush. They go back at the end of your turn. So this is definitely more big Demon Hunter support stuff. I guess this works really nicely with that all terrain void hound. I forgot to say the name of it, the seven-man of five-eight. Them coming into play and having rush will give you some attack. That's pretty spicy. I mean, six-mana to have a couple of giant rush minions that then go back into your deck. Not so sure about that. They go back into the deck at the end of turn. So the interesting thing here is like, there are some big Demon stuff. I don't know how much it was a stand, but like there's like some big overseer thing. It was like a eight-mana eight-nine or something that at the end of your turnpool, the Demon out of your deck. Like if it comes into play via cliff dive, I believe the cliff dive will put it back into deck before it summons a Demon out of your deck at the end of turn, just with timestamps. So that wouldn't be very exciting, but I don't know. Like there's some big stuff that can work at like an illidary inquisitor being pulled out of your deck for six-mana, getting to rush into something you then attack with your hero power or with a weapon and it goes face and then goes back into your deck. It's still pretty powerful. Interesting stuff. Anyway, we've got to move on to Priest. First up, Priest's tourist, of course. We just talked about it around a thrill seeker. So this is the five-mana five-six damage your hero takes its turn as redirected to a random enemy. Now, Priest can't play this. Demon Hunter can play this, and if Demon Hunter plays this, they get to play these Priest cards. But we are looking at this stuff as if this is a Priest. Class playing them. First up, we have acupuncture. Common Shadow spell, one-mana, deal four damage to both heroes. So, clearly with a rounder in play, the price is right, one-mana, four damage to the enemy hero, four damage to, well, to a random enemy. That works. I mean, I don't know whether tourist Demon Hunter is a thing that we're doing just yet, but that's a good start. Next up, Brain masseuse. It's an undead pirate, one-mana, two-four. Clearly very good stats. Whenever this minion takes damage, also deal that amount to your hero. I mean, there's like flaming, right? Like, you get a cheap minion, but for the downside is that you'll take some damage in the process. You could take a lot of damage from this, a lot more than flaming, but maybe it won't be more than four unless your opponent removes it without dealing damage to it. Who knows how that'll work, but it's pretty strong. Again, you have this in play. You play a rounder. That works really nicely. Next up, Nightshade T, two-mana. This is a drink. Deal three damage to a minion. Deal two damage to your hero. Three drinks left to the shadow. Clearly works very well with a rounder again, but we have to assume at this point that this isn't a priest egg. This is a lot of self-damage for the priest. A priest can heal itself, right? Yeah, but your opponent's going to be like, "Okay, it's a lot of damage." I guess that adds up. Okay, moving on. Hot coals. Three-mana. Fire spell. Fire is unusual in priest. Hot coals deal two damage to all enemies. If your hero took damage, this turn, deal one more. All right. See, we have a payoff for taking damage ourselves. If we take damage, this does three-dimensional enemies. Three-mana to deal three-dimensional enemies is a pretty good deal. I mean, that's going face as well here. Like, priest is going face a bit in this expansion. It's going both faces, but like face. That adds up. Rest in peace. Three-mana, real shadow spell. Each player summons the highest cost minion that died this game. Well, this is not the face theme, is it? This is some kind of big demon hunter, sorry, big priest resumming thing, which, when you think about it, interestingly, works well with the demon hunter, a big demon hunter theme, if you want to have a rounder in there. And like you could say, well, I mean, if I'm playing big demon hunter, I don't want a runner in there, right? She's not that big. But this is someone's their highest cost minion that died this game. So it's not going to be a rounder. You're assuming you have something bigger than that in there. And your opponent, unless they're playing also some kind of deck with big, large minions, their minion is probably not going to be as big as yours, unless sometimes it is. But still, three-mana to do that is a pretty good deal. Moving on, we have a legendary for a priest, a Narayan soup fancy. Soup fancy. It's like a suit set, but it's just a cool picture, like a big moustache to know him type person with a turban and a big purple glowing crystal wolf, that thing, four-mana-four-four battle cry. Get two fortunes that are copies of the top card in your deck. It's hard to describe, but what we're looking at here is we get two random cards in our hand, well, two cards in our hand. These cards will have that little miragey glow to them. And what that'll do is I'll show you what the top card of the deck is, or your deck is. And you'll be able to play them as that, if you want to, if you have the mana. And then you'll draw your card from the next turn, that card that was the top of your deck is now in your hand. And these will be showing you the next card that's in your deck. And you can play them too, if you like that. Pretty good deal, four-mana-four-four that's giving you two cards, which you have a lot of control of what they are. Quite a powerful card. Anyway, moving on, sauna regular, a five-mana-five-five undead with taunt. I don't think I want to be paying five for that, you know what I mean? Like, I'd rather it cost less. Oh great, it's got more text, cost one less for each time your hero is taking damage on your turn. I did want to pay less for this. And apparently, I am dealing damage to myself on the regular, so okay. This is coming down for zero mana, I guess. I mean, maybe not right, we play the brain masseuse. And let's say that takes damage two or three times, we've taken damage on our turns two or three times, maybe, like if they attack it during your turn, like during their turn, then you don't take it during your turn. Two or three times, even a three-mana-five-five with taunt is quite fine. Two-mana-five-five with taunt, quite happy with that. One mana, yeah, that's a pretty good deal. In fact, if you get one mana, pip the potent copies it. So this is going to be one of those cards, I think. Like, and if we want to say early candidates for getting nerfed, if the self-damaged priest deck ends up too good, that might be one of the places where they nerf it. Looks like we have one, two more cards, sensory deprivation, six-man epic shadow spell, summon a copy of an enemy minion, if you have 20 or less health, destroy the original. Right, so six-mana to copy an enemy minion is not a particular good deal. Classic has always had a five-mana card that'll do that, and you only tend to play it in combo decks. So this clearly needs to be when you're at 20 or less health. Like, I guess you'll play it if you have to, if you're not at 20 or less health, but we're trying to self-damaged ourselves. This is going to be six-manas to destroy an enemy minion and give you a copy of it, which is no really different from six-mana, mind-control, and enemy minion. Mind-control in Classic cost eight, proved to be too good. They made it 10 mana. I believe recently they're made at nine, but it's not in Classic currently, it's only coming out of Enderman's gift. It's too slow to see play anymore at 10 or nine mana. Six-mana though, mmm. Six-mana is a pretty good deal. It really depends what you're doing though, right? If they have a four-mana minion over there, and you're just destroying it and getting a copy of your own, like, you're up four-mana there, down four-mana, so that's a swing of eight, and it costs you six to do. It's all right, it's pretty good, it's reasonable, but like, you kind of want it to be like a five-mana or more minion that you're doing this to, and not all opponents are going to give you that. So, there are going to be some opponents where sensory deprivation, you're just going to be like, "Oh, I'm waiting. I'm waiting for something good, and it's just not coming." But if your opponent has big minions, whoa, what a swing. All right, last priest card, I think, is Twilight Medium. It's an epics six-mana five-six. That's a little lower than we want, taunt, fair enough. Set the cost of the top cardy deck to one. Ooh, now if you don't know what the top cardy deck is, it could be a bit swinging, right? I've just set a zero-mana card to one, that's bad. Okay, what about when you set something that costs three to one? That's a bit of a discount, that's fine. I mean, we are overpaying for this card. It is a six-mana five-six with taunt, right? It's not terrific. What if we know that we're going to be setting an eight, nine, ten-mana card to one? That's really nice. That's an excellent deal. Now, the Narayan suit fancy, that tells us what's on the top of the deck, right? So, that gives us some indication of what we're going to be setting to one. Now, the suit fancy is nice. You play, you get the fortunes. You don't have to do anything more. They just sit in your hand. So, you forever know what is on top of your deck as long as you don't play both of them. You play one, keep the other. Until you get your Twilight medium, it's epic. You can play a couple of them. I think you'll be like, "Aha, there's an eight-mana card. Let's make it cheap." And also, then, I guess, the fortune, which is a copy of the card, WDC, you can play one-mana copy of it and then draw one-mana copy of it. Well, that's nice. In Wild, there's Lawkeeper Paul Kelt. That's the... I believe it's five-mana now, five-mana four-five. It used to be a four-mana four-five. They nerfed it. That basically arranges your deck from most expensive to least expensive. Like, if you play Paul Kelt, then play Twilight medium. Whatever was on top of your deck in the most expensive, now becomes one-mana. Now, it's probably not going to be Reno and Ranger anymore, because you probably drew that in turn after you played Paul Kelt. But it will be probably an eight-mana card. An eight-mana card being reduced to one. That's quite nice. That'll work out very nicely. Thank you very much. So, there could be a lot of discount in this one. You just have to be climbing through a few hoops to get it. And, of course, if we're talking about a legendary card that gives you that fortune to see the top of your deck before you play it, that's a one-off card. You don't always get to have that first. So, you have to be relatively confident that you're also okay with hitting a three- or four-mana card and making it one-mana, occasionally hitting a one- or two-mana card and making it one-mana, which really isn't very much. That might happen sometimes. But the swings you get when it does hit will be very strong. Anyway, it's an unusual preset. It's not really what a lot of people have expected or come to expect from priests these days. It's a lot of self-damaged, almost aggressive, mind-controll-y stuff. Priest has always been capable of this kind of thing, but it doesn't always do it. We'd be most used to Highlander Priest being good and Dragon Priest being good, some kind of miracle priest with like one-mana cards and things, you know, like the funnel cakes and the clergy, that stuff. That's the kind of priesthood we've been used to, and not everyone likes playing its debt. Mostly, I think they don't like playing its Highlander Priest, which, to be fair, look, I don't like playing its debt, but I do like playing it sometimes, so I know I have to pay the penance for that now and again. But this is most definitely not that. Like, there are a few things in some of these decks that might work in some of those existing priest decks, but this is a lot of new priest stuff. It's almost like we're reinventing Priest to have a different direction for them to take, which, to be quite honest, is kind of refreshing and good, because the alternative at this point is the priest we know already is like, "That's just a bit done and nobody really likes it." So overall, I think that's a pretty good direction for Priest. Now, Demon Hunter, I mean, has some stuff. I'm not really sure where the direction is on this. Demon Hunter is already all right right right now at his shop at DH, I guess. It doesn't need a lot of help, but are we really doing anything exciting here? Outside of the Spell Demon Hunter I've been playing in Wild, I'm not sure how much this is doing, but like, I guess there could be a lot of one mana, well, one one pirates with charge and they could all add up. Who knows? We shall see exciting stuff. Now, interestingly, the priest's tourist. Hang on a minute, did we skip that? Did I not talk about the priest? I know it's in there, and I don't remember talking about it. Hang on a minute, where's the thing? How do we? No. How do we skip over that? It's a three-manic, there it is. After night JT, I scrolled away and we didn't talk about the priest's tourist. While I'm on the train platform, we're trying to disclose and we've got time. Chillin, Vol'jin, priest's tourist, three-man of three-three. Clearly, we're going to talk about this when we talk about Hunter tomorrow. Three-man of three-three Hunter tourists. Battlecry, choose two minions, swap their stats. This is probably the kind of card that you couldn't any pre-stick going forward. Probably. It has this versatility to it. Like, at the very least, if you have a minion already, they have a minion, you're as a smaller than theirs, you swap them, easy peasy. That's not always going to happen. Maybe what you have is just two minions in play, you attack with the biggest one, then swap that stats with the smallest one, and so now the smallest one attacks the same size as the biggest one. That's a thing you can do. Like, I guess sometimes it's an answer to something that isn't really necessary, but like, it's a clever card. It is the kind of thing that goes into Highland the Priest right now. Does it go into Pit the Poet and Priest, maybe? Maybe, but mostly it lets you play some Hunter cards. So, whatever kind of pre-stick we're playing out that's going to be playing some Hunter cards, we'll be looking at Hunter cards tomorrow and we'll be off to sort of factor all that and see how it goes, but it's a good little card. It's just not spectacular. There will be some times when your opponent is like, "I have a big minion. I just played Marin the manager." What have you got? You're like, "Oh, I got a one-two, like, psychic conjure or something. I got a copy of the card from your deck." Did I get a treasure? I don't know, did I? I don't know. Maybe I did, but I'm going to take your marinade one-two and I'm going to make my little psychic conjure a six-six thank you very much. Like, that kind of stuff is going to make people roll their eyes and be like, "Oh, what did I just do?" So it's a strong card. Another train is pulled up. I'm letting that one go. We'll get on the one after it. Hopefully it doesn't take me long. But like, that's pretty powerful. Right. Like, I guess the floor of the card is that sometimes your opponent has minions and you don't. And like swapping the stats of their minions is not terribly exciting, but less than you, I guess you put a three-minute three-three into play and that helped. I mean, you can probably play this without there being too many minions and play to swap the stats. You can't swap chill and vulture and stats with anyone. That's not how that works. Like, it'll figure it itself out. But overall, the ceiling of this card, the floor of this card is low. I mean, it's not that low. I guess it is a three-minute three-three, but it's like, not exciting. But the ceiling is quite high. The stuff that you can do there, which is like, "You thought you had a big minion." No, no, no. I have a big minion. Like, at the turn, by the time your opponent can get a big minion into play, you're probably at the point where you can play a cheap small minion. Make that the big minion. Like, playhouse giant. Someone's slammed that into play quickly. Like, "Oh, mine's the one that's the giant." Pain will walk, and that mines the one that's the big minion. Like, that's strong stuff. But anyway, again, we'll look at this and we'll think about this in the line of what is it, the hunter cards tomorrow. How do they look in a priest deck and what does that mean and so on. But for now, I think it's time for me to sign off. I don't know how long I've been recording. I can check that. Oh, I didn't check the dial. My gosh, please, please, the dial. I'll still be on seven. Oh, seven and a half to six. All right. So my usual plus 2.7 decibels may need to be a little higher today when editing must make a note of that. I mean, look, this is how the sausage is made and you don't really need to know. But little things that I need to keep track of. Like, just the whole nature of walking somewhere while recording. There's gravity, there's friction, there's movement, there's vibrations. All this stuff can mess with my recording. I can accidentally pin the mic in the wrong place. You may have noticed then I looked down to see that the mic is still there. There's a lot of stuff here that can mean that I need to adjust on the fly what I'm dealing with. Hopefully, I haven't set the dial too high because it's peak. I think having it set too low isn't too bad. I just crank it up and post more. And there's a train coming. So we're going to get on this. So where are we? Oh, I've been assured that I will be getting codes to give away. I don't have them yet. But like, so these, these follow me things are really important now. So follow me on Twitch, Twitter and YouTube, @blisterguy. Follow the podcast, walk to work, HS on Twitter. If I can think of something neat, I might give them a way on Twitter under @blisterguy or I might do it under @walk2work or I might stream, which is Twitch, right? Maybe, we'll see. And of course, come hang out and discord Discord.me/blisterguy, which will be another place you can get some codes. Perhaps you can win some codes. Not everyone gets them. I don't have that many. And yeah, patreon.com/blisterguy as well. I mentioned that earlier. But anyway, look, it's always a pleasure to have you join me to my walk to work. Good luck everyone and everything you do because you're all absolute bloody legends you are. And I love you all. This train doesn't look too bad. It's a big guy leaning on the door. I don't think you're only on the door when you're a big guy. But it doesn't seem advised. This station is built into point two. Please mind the gap when getting on or off a train. [Music]