Kia-dei, for hands it's Blister Guy and this is episode 1329 of Walk Talk mobile host and podcast. Every time now I'm like "Oh gosh, what is the number?" Even if, as I was leaving the house I was thinking of what the number was and going "I know what it is." Like right now I was like 1329, that means the next one's 1330. I was like "This, this, this, this, this." And I was having a laugh at myself about the whole 1330, "This, this, this, this, this, this, this, this, this, this, this, this," and then proceeded to push the code and then forget. So, ah, 1329. And we're going to look at a bunch of reveals today, what have I got? We had warlock yesterday, so it was shaman and death knight, I believe, the ones I looked at. But what I also noticed is that we also know all of the rogue and paladin ones and I've barely talked about those. Which is, I think, kind of what I was thinking of last night, I was like, I'm way behind in reveals. Now, sort of bookkeeping stuff. Not this weekend, but next weekend, ah, before it's my wife's birthday, ah, we'll be going away for a few days, ah, up the coast somewhere. I keep forgetting the name of the word as we're going. Don't tell her I said that, because it makes it sound like I'm not listening very much. But anyway, we're going away for a few days and that means there's going to be a Tuesday episode, I believe. 16th-ish, so Tuesday before, the week before the expansion is launched, where I'll be out of town and of course I'll try to pre-record an episode ahead of time. But given we've got so many classes I have missed, I'm sure I'm going to be able to figure out how to fill in content between now and then. But just letting you know that I'll be, I guess, pre-recording an extra episode next week or wherever and then we'll be ahead a little bit. So I might be behind in the reveals, but again, I keep telling myself, this doesn't matter, I record three times a week. The fact that sometimes I'm like a few days behind where I could be reviewing a card is still technically better than every other podcast who sometimes has to wait a week to get to it, so it should be right. Now, before we get into these reveals, I should remember, because I've got my phone open, to do a patron thank you, shouldn't I? Because I always tend to forget, or, or, you know, halfway do it. And I really should thank my patrons more often. They really are what keeps this stuff flowing. I mean, I want to do it. Don't get me wrong. I love doing this stuff. Clearly, you don't do 1,300 episodes without loving it. But also, you know, I have obligations with their work, with their family, I guess, being the biggest one. And if I wasn't also bringing in some money and mitigating the costs associated with this, I'd be getting some pretty nasty side-eye, if you know what I mean. That's not to say that I don't also already get some side-eye as it is. But anyway, look, today we are thanking Gruntok. So, thank you Gruntok and all the other patrons who help support all the work we do. What else is there to say? Like, it's just, if you can afford to support, it does go a long way. It doesn't have to be much cup of coffee a month, that kind of thing, whatever the value of that is to you. As long as enough people do it, it all adds up. And if you can't afford to do it, please, of course, I completely understand, don't. Tell a friend instead, leave a review, just hang out, all that stuff really helps. Now, where am I? If I press this button here and go around here, we can go have a look at some cards. Let's start with the Death Knight ones. I don't know, because buttons is cute. I think that's a nice way to put it. No, that's the other one. There we go. There we go. Okay, lovely. Here we go, Death Knight. I'm just going to go through them as they appear from Ben Heathstone, posted graphics with the one. I think with the Warlock ones, I went to an order that made sense, theoretically. And I have not done the homework to do that with this. Anyway, Death Knight, Brittlebone's Buccaneer, two mana one four. It's actually not bad. Like, if you're going to be playing one four, two mana is a good price to pay for it. You certainly can't expect to be getting it for one mana. I mean, we have had one mana one fours before, but they have no ability to or actual downsides. Anyway, a two mana one four. It's a one unholy rune, and it's an undead pirate. I mean, it's Death Knight, so it's probably going to be undead. We're in Paris and Paradise. It's probably going to pirate. Makes sense. Whenever you play a Death Rattle minion, give it reborn. Now, that's a powerful ability. A Death Rattle minion with reborn, you're getting double on that Death Rattle, whatever it is. And that's a strong thing for something to be doing. In other words, this Brittlebone Buccaneer is designed to... The value isn't how cheap it can be. And so, it being a two mana one four is quite affordable. So, it's basically whenever you play a Death Rattle minion, there's a two mana tax for that Death Rattle minion to have reborn. And of course, also, there's a one four there that they probably need to remove unless you get to do it again. I mean, this is durable enough. You could drop it on turn two and expect it to still be around turn three if you want it to make the most of it. Or, you're just dropping it on turn two and your opponent's bending over backwards to remove it. That's pretty good. The question just becomes whether there's anything we want to do with this. I kind of think there is, but we'll get to that. There's Corp School. We've already talked about Corp School. That's a lot of damage. That's the two mana one Frost rune, Frost spell, deal three damage. And you tend to spend three corpses to return this to your hand. Moving on, Dreadhound Handler. No room requirements. Two mana two two undead pirate, but of course. Rush, Death Rattle. Summon, whoops, I closed the image. Why are you doing that, phone? Let's go. Death Rattle summon a one one Dreadhound with reborn. I don't know where I saw this. I think it might have been... Maybe it was the flavor text of someone on Twitter saying. The fact that this is undead speaks to a lapse in safety protocols around the Dreadhound. Anyway, two mana two two with Rush, totally fine. It has Death Rattle summoned a one one with reborn. That's pretty reasonable. The kind of Death Knight deck that wants to be gaining a bunch of corpses is going to love this. This is three corpses with two mana. Two attack. Rush is pretty reasonable. Leaving behind a body that's also kind of sticky. Like, this is quite solid little thing. I think this is better than maybe it looks. All right, moving on. Almost just messes me that good. The three-year-olds, not a real man. They're singing Rain, Rain, Go Away to the tune of Happy Birthday. It's not raining. I'm sure you can tell. It's actually mild enough this morning that I almost considered not wearing a jumper. And it is still winter. Bragging about Australia. Anyway, look, next spell is Slippery Slope. This is a double frost rune card. We haven't really seen any triple frost or any triple rune cards for a long time, really. It seems like they've been shying away from that. So a double rune requirement is a pretty big ask. And it certainly suggests that you want to be lenient to that thing. So double frost runes for Slippery Slope. Two mana frost spell epic. Freeze a character, draw a card for each frozen character. All right, so the very least is two mana, freeze something and draw a card. That's okay. That's not bad, actually. That's actually probably better than you think it is. It's the kind of thing where we had this stuff in Magic the Gathering, and maybe it wasn't just freeze, but it was like tap and draw a card. You can pay a bit for that, but like, it became quite an effective play better than people realized it was once people started realizing how tempo works and stuff. And so this is good like that. Of course, this isn't just draw a card. It's draw a card for each frozen character. So if you have other ways of freezing things, like this gets a lot better. So, like, if you have two of the spells somehow, because I guess we can play to a deck, you freeze one thing, draw a card, then you freeze another thing and draw two cards. But if we have multiple ways of freezing several minions, then this gets really good, really quick. Don't know what that use case is. This is the kind of thing that you just have to keep an eye on because even if it's not great now, next expansion it might be, next year it might be, that kind of thing. Moving on. We have another epic. This one's a single frost rune, frost-bitten free-booter. It's a three-man or two-two, all right? So, we assume we're getting something here for the value. Deathrattle frees three random enemies. Any that were frozen, take five damage instead. Now, okay. We've had a similar card to this before. There seemed no play. The only time you see it play is like arena or tavern brawl, which was like popsicle or something, which was a three-man and neutral epic. Three-three, I believe. And it was Deathrattle frees two enemy minions. Not worth putting in a deck ever. I think I guess it would be now with this one doing this. But it was surprisingly effective in the games that I've seen it play. You're like, "Ah, you get to trade with something and freeze other things." That's actually quite a good tempo. Now, if you didn't have anything else to play, you're like, "Well, I guess I'm stalling." But if you had anything else to play, you're like, "My gosh, free rein to do what we want." Okay, so this is a three-man or two-two, not terrific. But Deathrattle's frees three enemy minions. I mean, early in the game, that's all of them, right? That's all of them for a turn. Looks like a frostnover. Mage has frostnover, it's just three mana. It freezes all enemies. Well, enemy minions for a turn. That's quite good. We don't have frostnover for majoring more because it's really annoying, and generally what you do is you play it in the kind of mage neck that doesn't have very many minions, and you're just like stalling, and it's just kind of obnoxious to play against, hence, we don't have frostnover anymore. This does kind of frostnover-y things. So if there's a frost death knight deck that's doing obnoxious things that maybe doesn't have very many minions in its freezing stuff, this is up there with frostnover because it's also a minion. I mean, it means you don't get to frostnover the turn you play it, but you might actually even find ways of doing that. You're like, "Ah, I'm just going to play my frostbitten free-booter, and then I'm just going to remove it." It freezes your three things done. And then, of course, that combos really nicely with the slippery slope, and then you just draw a whole bunch of cards. And, oh, that's going to add up. Anyway, moving along, we have a legendary Eliza Goreblade. Now, she is a blood-end frost rune. It's not a combination we see very often outside of rainbow death knight, but still. She's a 4 mana, 4/3 undead pirate, what a surprise. Death rattle for the rest of your game, your minions have +1 attack. Now, that may not seem very powerful, but it is basically how undead in battlegrounds work. They want to give their - well, it's undead. Give their undead +1 attack the rest of the game. This is all your minions, but much the same sort of thing. And so, in battlegrounds, you want to be repeating that death rattle over and over and over in battlegrounds you tend to get to, but the more you can trigger it, the better it is, because the bigger they are. For example, if we just play Eliza Goreblade and she dies once, now you hear her power summons two ones with charge that die at the end of turn. That's quite something. Now, let's think again about that very first card we looked at, the brittle bone bucking it. It is unholy rune, so at the very least if you want to play both, those things together, you are looking at rainbow death knight, but again, that's not out of their own possibility these days. So, for 6 mana, you get a 1/4 and then a 4/3 Eliza Goreblade with reborn. So, when she has reborn now, by the time she's done, dusted, your minions have +2 attack for the rest of the game. Not nothing, and you hear her power at the very least of summoning three ones. Like, this will add up. So, she may not look impressive, but just the very fact that she's boosting your hero power when she dies that can be quite something. Not to mention, like, can you imagine death growling this one? Yeah, I'd like my hero power to be summoning 5/1 Ghouls or something like that. Like, this, she's nasty as a legendary, pretty good. Anyway, moving on. Ghouls knight, I like this because it sounds like a school knight, and that's the thing you say as a parent of a lot. 4 mana, it's a spell, it's 1 unholy rune. Summon 5/1 Ghouls to attack random enemies. Then, do I need to turn? They're also pillow fighting, by the way, which is, like, okay. Okay, I don't understand why, but it is. Ah, because school knight, I guess it's like a sleepover. I mean, we're at the point now where Mongus, not her real name. The 11-year-old is starting to have sleepovers with friends, and it's exactly the kind of thing they do. Anyway, if these things go face, they survive. They run into minions, they'll trade with them, I guess. I don't know how effective this is, but I can imagine if you just play some turn 4 and you're a parent of a minion who's in play, you now have 5/1 ones that will win at face. So, the floor on this card is pretty low. You know, you summon 5 Ghouls, they go all over the place, nothing really dies of consequences. You just scattered 5 damage around. It's kind of like a worst fan of the hammer. But they're sealing on, this is quite high. So, quite good. Moving on to Horizon's Edge. Now, this does not sound very fancy, but it's a location. I believe Horizon's Edge is like a boat. It's 4 mana location with 5 durability. Now, that's a lot of durability. So, when I read the rest of this card, you're going to be like, oh, yeah, I guess. But 5 durability is a heck of a lot. So, anyway, it says deal 3 damage randomly split among all enemies. So, that's, I mean, we're paying 4 mana to have a thing that does 3 damage divided by it. It's not very much, right? You're not boosting that by very much. But then it says, after a friendly minion dies, reopen this. So, let's assume that we have some minions in play going to turn 4 and we play Horizon's Edge. We trade one of our minions. It doesn't have to kill anything, it's just trading in. So, first we use Horizon's Edge, then we trade a minion in, then we get to reuse Horizon's Edge. Now, we've got 6 damage divided by 2 enemies. Then, let's say there's anything left at that point, because I don't got to lie. 6 damage amongst all enemies on turn 4 might all clear a lot of their board. But if it doesn't, trade it another minion. Now, you've done 9 damage between all enemies. And you've still got 2 durability of Horizon's Edge left. I think this thing's going to add up to a lot of damage. So, the fact that it's only 3 damage seems underwhelming. But in a lot of cases, you're probably going to be using it at least twice in the turn. Like, even if you're not using it for very much the turn you play it, the next turn you're just like, "Okay, 3 damage divided, okay. Now, a hero power into something and a 3 damage again." Like, "Ah, that's going to be pretty nasty for people to deal with." Also, I guess you can just be like, "Play it turn 4, use it for the 3 damage." It didn't do very much. But next turn, hero power into something and it just reopens then and there to use again. Like, I think this looks underwhelming. But the reopening clause, especially in Death Knight, seems very effective. Now, I'm just having a moment where I'm like, "Oh, my recording device, is it still recording? Is the volume right?" So, I mentioned this at the end of yesterday's episode, but if we got to mention it early, we'll look at it now. The dial is on 7. That's where we wanted. It looks like it's still recording. So, everything is going to plan. Like, last week, the last episode of last week was, I did not like the sound quality because somehow the dial was on 10 and so it was all distorted and peaking. Which, you know, look, clearly, there's a lot of ambient noise in this podcast that can just make the sound quality not exactly a professional recording quality at the best of times. But it's part of the fun, isn't it? Like, you're hearing the cars go past, you're hearing trucks beeping at each other, you're hearing cyclists yelling, you're just hearing other pedestrians chatting. Now, it got all of that fun and it really does paint a picture of what I'm doing, which is literally walking to work and all the hell comes together. But, you know, when I had the dial up so everything's a bit distorted, and I was getting excited by sand castle and stuff in that episode. And so I was yelling a bit and that just made it worse, and I'm sorry about that. So now I'm paranoid about, sorry, just having a moment here, paranoid about recording quality and making sure it's working. The steps I usually go down to the park, there is a piece of tape, like, warning tape, white and red striped over the, like, I can't go down there. I've got to go a different way. Oh, this has never happened before. Like, I have walked different directions to work, right? When I drop Mongoose off at school, I come a different way and I don't come through this park. When I come this way, I get to go through, this is the first time that has been fenced off. What's going on? Can I see over the edge here? So I'm now walking down a hill on this sidewalk, and I can see down over the edge down where the path goes into the park. I can't see anything wrong with it, but this is really upsetting me. I know there's another entrance down to the park just up here, but, like, maybe it's also going to be fenced off. What's going on with the park? What's happening? Is there just, like, some damage to the walkway down there? I mean, like, it's dangerous. Has some milk content just put tape over there? No, I can see it now. I can see what's happening. There's some council workers trimming a tree down there across the path, and obviously you don't want to be trimming a tree and having branches falling on people while you're down there. You might have heard them just then yelling to each other. That's fine. That means I'm going to be able to come down to the second set of stairs and into the park and we'll be all right. Okay, they're not milk-contents. They're doing something kind of important. That's fine. That's fine. We'll forgive them. Because also, I don't really want trees falling on me, I guess. Oh, now you can hear the chainsaw. You probably can't, because these buses and cars are going past with the chainsawing, so I guess a good thing they weren't doing that when I went past. But that explains that. Anyway, where were we? I just talked about Horizon's Edge, and I'm kind of excited about it. Am I snow shredder? I do like that, man. Is a rare four-minute, four-four undead stats. Fine. Has a single frost broom. It costs one if a character is frozen. Four-minute, four-four's are okay. One-minute, four-four's are terrific. And I look. We're playing frostbitten free-booter on three. Turn four, trading it into something and freezing a whole bunch of stuff, and then freezing something else and drawing a bunch of cards, and then also playing a one-minute, four-four. Oh, that's going to add up, and I'm liking it. I'm liking it. All right, buttons. Buttons is the other Death Knight legendary. I believe we have touched on buttons, but I do want to touch on buttons again, because they're so lovely. Buttons is the five-minute, five-five legendary shaman tourist, bell-cry, draw a spell of each spell school. And clearly, we're going to be messing with shaman, which we'll talk about in a moment, to make sure that we're trying to draw lots of cards. Like buttons just being a five-minute, five-five that draws, I guess, one card if you've played Ace. Like, I guess buttons could draw you no cards if you played no spells. But in theory, if you're playing buttons, you're playing much spells, because you are also putting some shaman cards in the deck, and we'll look at those in a moment. But nice. Also on the graphic, Ben Heathstone has hopefully put some in a dark marron here as the Warlock Death Knight tourist. So this also, this graphic also shows you the cards. If you're playing Warlock, that you can add to your Warlock deck if you're running some in a dark marron. It's nice. So the death-rattle things that we could be adding to work with that, like Eliza Goblay, that kind of works. But I mean, I don't know that your Warlock stuff is truly benefiting from plus-man attack. I mean, I guess that one one that did three damage to you, and some three one ones is, I guess, pretty good. The freeze three things, like with dark marron. Trigger it twice. A frost bit and a free-booter. Death-rattle three, freeze three random enemies. If any of them are already frozen, take five damage instead. Like, so you play dark marron and you play frost bit and free-booter, and then the free-booter dies, freezing. Let's assume the three enemies they have. And then, oh, and that can go face, by the way. And then the death-rattle goes, okay, so let's have a look. They're all frozen already, so I guess they take five. I mean, give this some synergy there. It's pretty neat. Anyway, we should look at some shaman cards now, which I believe. Where can I scroll through here? There's Pela, no, where is this? Charmin, is that Charmin, no? That's Charmin. All right, lovely. Now, there's a lot to talk about with Charmin, and there's some nifty stuff. I know some people have been looking at Charmin going, "I don't get it. I don't see where this is going. This is rubbish." That's exactly how they talk. The first card in the graphic is Melted Magnum. We talked about that early on, that's the Charmin Drink. Two months ago, one damage to all enemies, three drinks. I think that's better than it looks. It'll add up as soon as you have any spell damage with that. That's going to be a heck of a lot. Siren Song is next. Two mana rare spell. Get two random spells from spell schools. You haven't cast this game. Now, Mage has a one mana card that is discover a spell from a spell school. You haven't played this game. That's a pretty good card in the kind of spell school Mage that was doing things. There's a huge difference between one and two mana, but there's also a huge difference between one card and two cards. In this case, you're two cards. It's just raw value as opposed to picking and choosing what you need. It's comparable. I think one of them feels niftier and more skill rewarding to play. This one is just raw power, but I mean, it also is fine. This also has no spell school, so that matters. Two spells, random spells from spell schools you haven't played this game. It's going to help power up your buttons. That's what you're doing. And I don't know, like random, sometimes you just get like a ten cost spell. You're like, well, I mean, I guess I could play that at some point maybe, but I doubt it. But I mean, that's where getting two is better than not, because even if one of them is terrible, you've got another one there. It might be all right. Carefree cookie, legendary. Three mana, two two. Is that right for cookie? I mean, cookie was a two three for three mana previously. But I guess he's, he's just relaxing now. He's just lounging on what looks like a bath nice for him. Merloch pirate, makes sense. Demon hunter tourist. So this is where shaman gets to run demon hunter things. We don't really know what's happening with demon hunter yet, so I guess we'll see. After a friendly minion dies, someone around a minion that costs one more. Sort of an old fields here. Let's assume going to turn three, you've got a couple of minions in play or a one minion in play. You just trade it in, get a bigger minion, because you have a cookie in play. Not bad. Now, a cookie as a three mana, two two is a little fragile, of course. But the idea is that you play it, you do your trading or whatever, and you rip the rewards. Because quite frankly, having a two cost minion trade into something and then you get a three cost minion for free is, that's really good. Like, cookie's done as job at that point and you're happy. Melt a mental, weird one, this one. Three mana, three eights taunt. Okay, that's a lot more stats than you should get three mana. Come on, okay. It's permanently frozen. Alright. A lot of these cards were revealed by a coin can see podcast. And with the ones they didn't reveal, they talked about the others, and they complained. If this is permanently frozen, when is it melting? Why is it a melter mental? Good point. Anyway, it's common. What do we want to play for a three mana, three eights that can't ever attack in his taunt? I think you're just happy with that out of the box if you're a defensive player. Drop this. What is it, can't attack? Okay, don't care. I was not planning on attacking anytime soon. I was basically looking to outlast you, get to the late game, and say, sucks to be you, rules to be me, that kind of thing. And melter mental, that'll do it. That's nice. I guess technically you could silence it to unfreeze it, but we don't need to do that. I think a three mana, three eights taunt that can't attack is fine. So interestingly, Magic the Gathering has a similar sort of thing. They have walls. Well, creatures that can't attack, and they're often scattered like this. And you're like, I don't care that I can't attack. It's doing what I need to do, which is defending. Half the time in Magic you can't attack with a creature anyway, because you want to use it to block. I'm always blocking. I'm blocking. I believe the ability they have in Magic Narrows called Defender. Can't attack. Totally fine. All right, moving on. Natural talent. An epic nature spell for three mana. Get a random naga and random spell. They cost one less. I mean, we're getting a two mana discount across those cards. They're random, so who knows what we're getting. And we're spending three mana to get the discount. It's not terrific, but as a turn three play, you can do worse. You know what? I'm not committing anything to the board. We're just getting some value. And not only am I getting value, but the value is cheaper than usual. A random card on its own is not great. But a random card that costs one less is not as bad as it sounds, unless that card was truly bad. And they don't tend to make truly bad cards anymore, so instead we're looking at a meh card that is narrow a lot better because it costs less. Now, because sometimes when something costs less, it doesn't really matter because you were going to float a mana this turn anyway. And then you're like, well, I guess I just played a meh card for full cost. But still, this isn't terrible. And I think we are looking at a position where we're generating random stuff. Are we going to generate natural talent? We're going to play natural talent. It's going to work. Cabaret headliner, four mana rare naga, three three, four mana three three is not terrific. Battle cry reduced the cost of a spell of each school in your hand by two. Ooh. Now, that's a lot of cost reduction. You only need to hit two spells here, and this four mana three three has paid for itself. That's not terrible at all. Now, if we look back to siren song where we're getting two random spells from spell schools we haven't played already, like, okay, oh, we've got an expensive one. Yeah, but it's not expensive now. It's too less. Like, this is all coming together, right? This is going to, this is going to create some pretty good synergies where you're like, hmm, alrighty then. We are a death knight tourist, apparently, as shaman with cookie. So I'm guessing there might be some spell stuff going on there. Who knows? We'll see. Could just be big minion stuff. Anyway, cabaret headliner looks pretty exciting as long as you're getting all the spell schools going. Maybe this works nicely when you're just throwing this in your death knight deck with buttons. Anyway, moving along, matching outfits. Four mana spell, common, no spell school. Transform minion into a random one, the cost one more, then summon a copy of it. Now, evolve effects can be kind of polarizing. Some people love them, some people dislike them because of the inherent randomness. If you're evolving something and you get to discover what it's turning into, that's, you have a lot more control over that and it feels pretty good. Unless you're on the receiving it, I guess. It was just random. You can get truly... I was about to say a nasty word by that, but it's shafted. We'll say shafted by that. It can really go poorly. You're like, ah, I've got a six mana one one. Oh, I've got two of them. I guess someone's a copy, but like, at the very least, if you end up with a six mana three three, at least you've got two of them. Still, it doesn't feel very good and I think sometimes what you're looking at here is like, I'm hoping I have something else that can evolve it again. But I guess getting a copy, so there is one play here that people have pointed out that works really well. And I just, before I get on that before I forget, this has no spell score. So I think this spell score, shaman, and the evolve shaman are kind of two different things, but still, it's kind of interesting. But I don't think we should think of the two things together. I think with this matching outfits, we're looking at a shaman deck that's going to play a lot of small minions, probably token minions, maybe demon hunter helps with that. And then we get down a sea giant for cheap. A sea giant is the ten mana eight eight that costs one less for each minion and play on either side of the board. And a sea giant, when you play matching outfits on it, goes from a ten mana card to an eleven mana card. Now there are not very many eleven mana minions. Death Knight has one. What's it called again? I can't remember what it's called, but it's an eight five with rush and reborn. Like, turning your sea giant into two of those is quite good, because they rush in and they take things out, and if they hit die in the process, they get to do it again. Like, whoo, so there's a bit of a combo there. But I'm not entirely sure we're building a sea giant matching outfits deck. But you never know, Jambre might, and it might work. Caris Cabaret Star. Now this is not the last card on this list to talk about, and we are getting close to the train station, so I think it will be. I'm going to skip ahead. There's two more cards, and then we'll come back to Caris, because it's complicated. Anyway, Frosty Decor is a five mana frost spell rear. Some in two, two, four, elementals with taunt, and death rate will gain four armor. Five mana and some in two, two, four, elementals with taunt is not a terrific deal. Five mana for four, eight, and taunt is... It's all right, but it's not really four, eight, they're two, fours, because they don't deal four to things that come in, they only deal two. Gaining four armor for each of them, it's eight out of five. It's okay, right? It's okay, but... I mean, where this really works is like, it's a frost spell, and maybe you're shaman, what's the frost spell to have, all the different spell types, and your cabaret headline and then reduce it to three, and you don't feel so bad about playing it then, but it just helps you stall. I think we'll get there. The last card before we talk about Caris is Razzle Dazzler. This is an epic seven mana for four naga. Clearly stats are off there. Bell tries summon a random five cost minion for each spell school, you've cast this game. So here's our payoff for spending a mana on weird spells. We get a seven drop that summons a bunch of five drops, and that's pretty strong. They're random, of course, but the more rolls at random you get with this, the more you do with this, the better it gets, right? So maybe one or two of those five drops are not great, but if you're getting three, four, five of them, it doesn't take very many of them to be good before your opponent's like, I'm in danger. So nasty stuff. Now, let's talk about the last shaman card, which is the legendary Caris Cabaret star, five mana five five naga, while in your hand play two different spell schools to transform. Okay, so we've seen there was a mage legendary minion. It was five mana five five. You played a frost fire or arcane spell, and she transformed into a version of herself that did extra things. Like I think fire meant she had a battle cry that did eight damage to a minion frost, gained you some armor, and I think arcane she reduced the cost of spells in your hand. So it was one of those things, and after a while people realized this is actually quite good in mage and certain mage decks and we can play that and that works and that seems good. No, thank you. And this one, you would play two different spells to make it work. And obviously, which is going in the deck, we're playing obviously the spell scores, but this is these are the abilities. So what we're thinking about here is once we play two spells with Caris in hand, she's going to have a battle cry that does two different things. If one of the spells that powered her up was arcane, it's going to be draw two cards. Pretty reasonable. If one of them is fire, six damage to the enemy hero. That adds up. Frost frees three random enemy minions. We talked about this with Death Knight, that's a powerful thing to be doing. So if you put this in the Death Knight deck with buttons and then we're playing Slippery Slope and we're drawing cards. Anyway, nature, getting plus two plus two in taunt, so she becomes a seven, seven taunt. Not bad for five mana. Holy, Rostor, six health to your hero. I mean, holy's probably a hard one to pull off, but still, Shadow destroyed two random enemy minions and fell, deal two damage to all enemy minions. And apparently, that will order itself so that it doesn't create any terrible situations where if you have fell and shadow, it'll deal the two damage to all minions first. Enemy minions and then destroy any of the left over, because you wouldn't want to destroy two random enemy minions and they'd be minions that were going to die to the two damage anyway. So there's a lot of variety on how Corest's Cabaret Star falls together, but very powerful abilities. Now, on her own, assuming some of the... If Cabaret, Cabaret Star... what a mouthful. If she was just randomly has any two of these abilities, you would play it because the rate is so high. And sometimes you'd be like, "Ah, I'm not entirely sure I like the abilities I rolled, but still overall she's good." This one, you have control over what you're putting into it. You just have to have invested those spells before you do. And so sometimes you draw Cabaret Star off the top, and you're like, "Ah, well, I haven't played any spells yet. I can't do anything. I've got to try and place some spells." So what are you doing? Are you holding spells in hand in the hope you draw her? Are you trying to find a way to make sure you draw her? That's not like you can play Talon Forgery, because you deal it clearly once those resol desolate and they cost more. Like, but she's strong. And as long as you're finding ways to get things from other spell schools, and I don't know, I can... I can't... holy... they sounded a little more difficult. Shadow, of course, easy from Death Knight if we're touristing. Nature, Frost and Fire, pretty reasonable for a shaman. But it's a very cool card, and there's a lot of interesting things. And trying to remember what she does well in hand. I mean, you'll get used to it after you played it a few times, but it's complicated. But it's a strong card, and I think it's definitely a great payoff for playing the spell school shaman between that and resol desolate. So exciting things going on here with the shaman and Death Knight the set. So, cool stuff. I don't know. Maybe you can see why I wanted to talk about these cards. I know I said a week ago, "Ah, maybe I don't need to talk about all the cards." I think I always feel like that after seeing the neutrals. You're like, "Oh, yeah, I guess." Well, you start seeing the class cards like, "Oh, I'm cooking. I'm cooking. I'm excited. This is what's going to happen. This is going to be cool." Anyway, I think it's time for me to start signing off, because I'm on the train platform, and any minute, there'll be a train here. So again, if you liked Gameplay, sorry about that. We didn't do it. There'll be future episodes where we don't do it, too, but given that I have to do four episodes next week to make up for the two episodes the following week, I think we'll be all right. Here comes the train. I can see it now, so let's make this quick. Follow me on Twitch, Twitter, and YouTube, @blisterguy, and I recommend on Twitter because at some point, I imagine I'll get some codes to give away for bundles. And if we're going away that weekend, before the weekend of the last weekend, the turnaround on those might be quite short, so you've got to keep an eye on that stuff. The other place is Discord.me/blisterguy, and I'll probably be giving it to someone there if I have them. And that'll again be a place you want to be keeping an eye on, so Discord.me/blisterguy. And if you just want to follow the podcast, see what the episode goes live. Walk to work, H.S. on Twitter. It's always a pleasure to have you join me for my walk to work. Good luck, everyone, and everything you do, because you're absolute bloody legends, and I love you all. It's quite a full train for a Friday, unusual, and we're not that full. It's not like Tuesday full, it's still. This station is Wilson's Point. No one's closing, but it's damn clean. [BEEPING] [BLANK_AUDIO]