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Walk to Work - A Mobile Hearthstone Podcast

W2W 1343 - Patch 30.0.3 Balance Teasers!

Duration:
33m
Broadcast on:
08 Aug 2024
Audio Format:
mp3

Balance Patch 30.0.3 has been teased! and I play Frosty Insanity Warlock on the ladder. You can find the deck import code below the following contact links. 

Join our Discord community here or at discord.me/blisterguy. You can follow me @blisterguy or the podcast @walktoworkHS on twitter. Subscribe to my Youtube channel. You can support this podcast and my other Hearthstone work at Patreon here.

# 2x (1) Felstring Harp # 2x (1) Fracking # 2x (1) Party Fiend # 2x (1) Soulfreeze # 2x (1) Tidepool Pupil # 2x (1) Void Virtuoso # 2x (2) Baritone Imp # 2x (2) Crescendo # 2x (2) Cult Neophyte # 2x (2) Dreadhound Handler # 2x (2) Eat! The! Imp! # 2x (2) Slippery Slope # 2x (3) Encroaching Insanity # 2x (4) Crazed Conductor # 1x (4) Pop'gar the Putrid # 1x (4) Summoner Darkmarrow #  AAECAdTwBgKAngbHuAYOx8IFyMIF3cIF5sUF9MYFiZkGhJ4G0J4GxKIG/roG/7oGwr4GlMoGlcoGAAA=

Kia rei, for hands, it's Blister Guy and this is episode 1343 of Walk to Work in Mobile Hostone Podcast. We've got balance change teases for today on whatever the date is, 8th, 8th of August 8th. There you go. Actually, those are not the good numbers either these days. Anyway, look, let's just lock the recording device, put it back in the pouch. That's all good. Anyway, yes, just drop mongoose at school and all over the place. She has a phone, not that we're happy about how that's going, but we thought we kind of thought she had to. She messaged me as soon as she dropped it off. All nore. She pretends to be like, all noreclue. She said, "All nore, I forgot my tie." I said, "Okay, are you going to be in much trouble?" So she goes, "Messages back." So just messaging back as it forwards. Anyway, yes, we've got balance change teases. I was going to talk to those, just going to speculate. Ooh, maybe we'll see some balance changes soon. I wonder what they could be, right? Because everyone's thinking, "Oh, yeah, this is going to nerf on Killiox. Easy peasy lemon squeezy jobs done, let's move on." But we have the balance tease bubble things posted today. And apparently the patch will be live tomorrow. So we're going to have some balance changes. And we can, I guess, speculate today about what they are. Now, I understand it's a little awkward, I'd say, 8th of August today. Which means 8th of August is when they'll happen in America, because America is so far behind Australia. I'm recording, it's 8am, what's after 8am, Mongoose is a bit late, so I just could not get ready on time. Oh my gosh. I'll get home after work tonight, family, dinner, get the kids showered and birthed and all that. And then generally I edit and post the podcast sometime around Hub Us 8 to 9 o'clock at night. So 12 hours from now, give or take. That will be, I think, if I work this out, 6 or 7 hours before the patch notes go up, possibly even less, for the balance changes. It's like, well, what is even the point in talking about these balance teaser bubbles now, before, like, you know, most people by the time they hear this, they'll have seen what they already, and I, I still think it's worth it. Because what I'll be doing today, obviously, is talking about each card that they've bubbled, as it were, and that gives us some context or talking about, and tomorrow we'll talk about what the changes actually were. And if we were doing all this in one go, like, I would not get to talk as much about each card before we know what the changes. So it's almost like setting the table, as it were, for tomorrow's feast of balance changes. I think, I think it makes sense. So even if you don't hear this episode until after the balance changes are announced, this is still, you know, getting things rolling as it were. So I think that makes sense. But without further ado, we should get into what we have now. The fun stuff about the bubbles is, if you don't recognise the exact cards, it's kind of hard to gauge what's going on, right? Like, looking at the nerfs, I can recognise some of them, but the buffs, I mean, look, when they're looking at buffs, they look at buffing cards that are underappreciated. Underappreciated means we haven't seen them very much. Which means maybe they're not as good as we thought. Which means we probably don't remember the names, because we haven't seen them. But thankfully, because Hearthstone is a good inclusive space, and also we have a great vision and paired community out there who, like, you know, we posted an image of bubbles. That's neat. I just want to point out, of course, that my vision, not great, to the point I can't see at all. You know, I use special software that reads out the names of things as they're happening. I can play Hearthstone while being blind. How good is that? You know, that kind of thing. Which is great. But of course, they can't see the bubbles, so they helpfully include alt text on the images on their tweet and things. So we have text that describes exactly what's in the bubbles, and we can go from there, which is good. Okay. So, image description, Hearthstone patch, 30.0.3 standard balance changes. Now, it says encircled and green first, that's the buffs, but we'll talk about the encircled and red first. It's the second paragraph, which is the nerfs. And encircled and red are the following, hydration station. Inventor boom, Zilliax deluxe 3000 ticking module, lamplighter, concierge, and chea drake. So that's very interesting. So none of those are Enchiliacs, I mean, yes, it's Zilliax's ticking module, but that's the one that makes things cheaper. Virus I guess is the problem, perfect is clearly the other half of Enchiliacs, but perfect is also the original Zilliax. So I guess if you're not touching the original Zilliax thing ever, and you go touch everything else, you'd be thinking as virus module that was getting a bit of a nudge, a tweak, or an adjustment. And it doesn't seem that they're doing that here. It looks like ticking module is up, yes, but the others that I mentioned, I think, tie into Enchiliacs. So let's go through them again one at a time. Hydration station. Hydration station is the druid spell, it's like eight mana, summon three taunt minions that have died this game, or your most expensive ones I think even. And it turns out that that's always just Enchiliacs over and over, because Enchiliacs has reborn, so you play it, it dies, it comes back and it dies, and at the very least at that point, hydration station is like, I saw at least two Enchiliacs has died, but when they come back, they still have reborn. So there's a lot more Enchiliacs, which means the second time you play hydration station, it's all Chiliacs's. And maybe ham, perhaps if you're a warrior ham, so they can have some druid cards as well. If it goes from Venterboom, and Venterboom brings back two mechs that have died that cost five or more, always tends to be Enchiliacs, Zileacs is just one of those things, it's like, there's not much point playing anything else at that cost, or that ballpark even, because it just means you get less Enchiliacs's. So the fact that we've got no Enchiliacs on this list, and we've got hydration station, and we've got Enventerboom suggests that we're looking at nerfing the ways that they're bringing them back more than Enchiliacs itself, and I think that's probably reasonable, given that we're only truly seeing a lot of Enchiliacs being an issue with those cards. Enchiliacs on its own is good, but not spectacularly horrible, like when you see Enchiliacs out of a deck that's not running hydration station, or in Venterboom, you're like, ouch, I guess, but we'll get through it. It's only when warrior does it, basically, because they get hydration station and in Venterboom. Like druid can hydration station, but they don't invent a boom, so it's not as good. Like it's only really warrior that does this and makes you go, I can never win ever the socks. And it does sucks. I mean, maybe it's not even the best deck, but I think it's doing all right. But even if it's not the best deck, the experience is awful. So it looks like they're touching those. Are they making them more expensive? I don't know. Actually, look, full clarity. I do know. I have actually seen what the buffs end all know, sir, but for the point of today's episode, I can't say what they're doing, clearly, and I can't even take a stab at what they're doing, because you either think, is he just telling us what the buff is, or is he pretending it's something else? But there's several ways you can nerf this. Obviously, you can just make them more expensive. You can make them bring back less, like less things that have died. I think that's less cool. Like in Venterboom is based on Dr. Boom. Dr. Boom bought two microbots either side of it, right? So you kind of want the two mechs either side of in Venterboom. So it's not that it's not going to be less. Maybe they changed the mana cost range that Dr. Boom's bringing them back, or maybe it just can maybe bring back cheap mechs. Maybe who knows, that one popular theory of course that people have been asking for for a while is that those cards both bring back different. So even if you had a bunch of unkill x's die, maybe, you know, they can still only bring back one at most, and then they're going to bring back other stuff. Who knows? We'll see tomorrow, I guess. Oh, my phone's locked. Why would you do that phone? Next up, we, yes, we're talking about Hydration Station in Venterboom. Next up, Zilla x3, thousands ticking module. This is the one that makes things cheaper. So we see that a lot in Zillax decks, the aggro decks, they run this a lot, make it wide board suddenly. There's also a three five there that's giving all of their minions plus one plus one. Kind of difficult to know how they nerfed this one, because this module is already five. And I don't think we want any six cost modules, because then technically you could build an eleven cost Zillax, and while druid and warrior can technically overcome that, anyone who has a coin can, I guess, technically overcome that. It does seem tough. I mean, one of the things to keep in mind, of course, is that the ticking module gets cheaper for every minion that's in play. So you've got to assume that even if it ended up being eleven cost, it's not the end of the world, because in theory there's going to be some other minions in play when you play it. Interesting. We'll see what they do with this one tomorrow. Lamp lighter. So that's the three minus three, two rogue, well, it's not rogue, is it? It's just a neutral, there's one damage improved for each turn you've played in elemental before this. And so rogue was the first deck we saw doing this, they just play a million lamp lighters, well, sorry, a million elementals turn up turn up turn, and then lamp lighter, shadow step, lamp lighter, et cetera, et cetera, et cetera, et cetera. And then it turned out that this wasn't even the best lamp lighter deck, elemental mage and elemental shaman, which is better. Now, they are, of course, not cheating the lamp lighter, but they're better than the rogue. But again, I think this is an experience thing. The rogue was the one that felt the worst, because they lamp lighter due so many times in the last couple of turns. The nerf hair is clearly, I assume, just making it more expensive. People talk about this being rude. If you take it from three mana to four mana, when you shadow step, it not only gets replayable with Sonya, that's true, but also the sandbox scandal, particularly the mini sandbox scandal, now makes it one mana, and that is a problem with Sonya. Oh, so does it need to be five mana? Don't know exactly what the right answer for this is, but I think making it more expensive just makes it harder for rogue to play it many times in a turn. And honestly, even if it's five or six mana, I think, and perhaps bigger, like mage and ore shaman are just happy to be like, "This is cool, it's good." All right, we just played a bunch of elementals, and now the thing does six or seven damage or something. Good card will take it. Next up, concierge, three mana, three, four neutral spells from another class cost one less. Or is it cards from another class? Not even sure, because we're really only using on drinks. Does this just cost more, I mean, this is a hard one too, because as others have pointed out, if you just make concierge more expensive, sometimes those turns with concierge druid, you had no hand left over anyway, because concierge was making a bunch of stuff cheap to free. I don't know, maybe you just make it more expensive, and then you just don't get those turns. I mean, I described, I think, last episode, you could have a turn six where you can just blow someone out with concierge. And if it costs more than three, maybe it doesn't work the same way. Other popular changes people are suggesting are it can't be less than one, reduced but not less than one. Many of the drinks are one mana, so it just means concierge only serves half the drinks available or something? It doesn't sound right. I don't know. Like, we're interested to see how they change it, but clearly they've got their sights on concierge druid, and people don't like the feeling of that. Maybe concierge is like five or six mana or something there, and still does what it does, who knows. It's not out of the question to see, nerfs to key combo engines, like the original gauges in Oxenio is five mana. These days, it's like seven mana. Anyway, last one is Cheer Drake. Cheer Drake started out as a two, four for four, and it's currently these days a three five for four. Those stats are really good for what you're getting. Maybe they're just reverting it, maybe they're going half way between. Like maybe a three, four might be all right, maybe a two, five could be okay. We'll see tomorrow how they go. Now, let's get onto the buffs because we're getting almost to the point where I'm supposed to record. As far as how you buff these things, like make them cheaper, make them more effective, who knows. But encircled in green, we see the right cleaver. That's the seven mana weapon that makes sandwiches. Yeah, I guess that is pretty pricey. What's next? As you gilly, that's the Hunter 4.6 for four. Into your turn, you add a two, three croclists to your hand. When gilly dies, give everything in your hand plus two plus three. I think the flavor here is that you end up with multiple croclists in hand, then when gilly dies, or at least one, right? Because maybe gilly dies to turn after you play it. And just buffs everything in hand. And that's, I mean, look, if you just get six mana for a four, six gilly, and then in hand, you have a two mana, four, six, well, that's not bad. I don't think gilly not being good enough is the reason hunters are not doing great. Right now. But making gilly better in some ways is gilly going to be bigger, gilly going to be cheaper. We shall see. I think that's probably a reasonable move. The right cleaver, by the way, is any deck with the right cleaver is like 33% win rate. There's like, it could sure do with a buff. And I still don't know how much of a buff you can give it that will bring it up to a positive win rate. Anyway, Razzle Dazzler, this is the shaman. I think it's an epic seven mana for four. It summons like a random, is it a five drop for each spell school thing you've played? That seems quite powerful. I worry about buffing this, that it could be, because this is the kind of thing that's really good in arena, probably, as long as you're playing spells, but it doesn't need to summon very many five drops for it to be worth it in arena. So if they're buffing this, I don't know, maybe just making the base minion bigger would be easy. I feel like making it cheaper could be dangerous. We shall see. What's next? Natural talent. This is a three cost spell that draws a naga. Oh no, it gives you a random naga and a random spell makes them one cheaper. So you're playing three mana to get two mana discount and they're random, so I don't know about that. Maybe we just make this cheaper. If it was two mana, you get one mana discount, so that's a little better, I guess. No one's really played the spell, but I feel like it's the kind of spell that people aren't going to play anyway. It's just a matter of whether you randomly generate it or something, and whether it's worth playing then. I feel like if I randomly generate a natural talent right now, I'm still not happy to play it. At some point you'll play it, you'll hope it's okay, but it's the last thing you do, right? Buttons. This is the legendary Death Knight tourist, if I remember correctly. I worked this out this morning, so it's interesting into shaman, I think. Yeah, shaman because spell skills. So buttons are five mana five five. The complaint I've seen about buttons is that magatha is just better as a five mana five five. Magatha is drawing you five cards. Probably four, you give a spell to you and people like, that's a lot of cards. And you have to jump through a lot of hoops to get buttons to draw you that many cards. So I don't know, maybe we just make buttons a bit bigger, maybe we make buttons a bit cheaper. Next up we have Cruise Captain Laura. That's the druid seven mana four, five battle cry some of two random locations. This is not one of those cards that is a key pillar to a dick strategy act type thing. It's just good value stats. Do we make it bigger? Do we make it cheaper? I don't know, but like the interesting thing about this one, and I remember giving feedback on this as a proposed buff going, you've got to be careful with this because it's I guess not good enough to play right now, but when you're making something that's just generically good stats and value for mana, like someone just wants to, has to want to have that in their deck as opposed to something specifically strong and what they're doing. And I don't know how much Laura does that. So improving Laura, like do you just risk making it, it's just an excellent card. It's just too good. You just have to run it and draw it every time. Oh, is it too bad if you do. I believe that the, what you get value wise out of it now is actually pretty reasonable, but the thing about Laura is that just no one needs it because no one wants, you know, seven cost minion that gives you two random locations because that doesn't really fit the strategy that Drew is going for. Anyway, service, no, tsunami is next. Tsunami frightens me. So this is eight minus summon three water elementals that immediately attack random enemies. That's a good deal and clearly it's a big spell made sort of thing. Interestingly, making this cheaper, I mean, it's a lot of stats for cheaper if they do, making this cheaper is risky because that just seems like it could be on curve super good. Making it, what else do you do? I mean, the thing with making it cheaper is it's kind of worse than big spell made in some ways because like, what's that card that draws a spell and then casts it and makes a random minion the size of the spell if it's cheaper, that's worse. Tsunami scares me though, because it's a good enough spell. It's the kind of thing when you face it in arena, you're like, oh, that was back breaking and making it better makes it even better in arena. I'm not entirely sure that making tsunami better is what we need for big spell maze, but I guess we'll see tomorrow what they do. Service Ace, it's a pellet in 3.1 or 3.3. When you target, I think, Service Ace or one of your friendly minions, you reduce the cost of the most expensive thing in your hand by one, something like that. It's a clearly quite an engine card and the cheaper it is, the more likely you are to get it to do things. So if this is cheaper, that's really good. If it's slightly bigger maybe to make it more durable, that's also probably fine because like, then maybe you can run it out on three and it survives to turn four so it can start doing things. Either way, making this cheaper or bigger is pretty exciting as far as being able to get it to do things. Twilight Medium, this is the Priest, it's like an epic, it's I think like six mana, it's a solid size stats. It's the thing that makes the top cardie library cost one. Combo as well with the sooth fancy, I guess, but we shall see how that goes. Again, this is, this is a, I don't know, I want to say it's a bit like Laura, but it's not, right? I feel like you are specifically trying to do things with this and it's not really something that feels like Priest wants to do too often, but I don't know, we're making it better, maybe it's compelling enough to want to play. Nightshade Tea, this one's interesting, it's the Priest Drink. It's two mana for three damage to a minion and two damage to yourself. You want to self damage yourself, of course, but like, I don't know, maybe if this only did one damage to you, it's still self damaging, you just satisfied the criteria you wanted to be self damaged, but I guess maybe Arana from Demon Hunter, the Priest, no, it's the Demon Hunter tourist in the Priest, like, maybe it's worse if it's doing less damage to you, I don't know, like, maybe you can go face now, or that would be scary, uh, you'd just need to see what they do with Nightshade Tea. And the last card that's being buffed is Kniving Conman, which is a Rogue 4/4. Battlecries play the last, uh, card, non-rogue card or something like that, I can't remember what it does, uh, it's like, it's something like that. I guess they're making it cheaper or bigger, who knows, I mean, I do, but I've forgotten actually, I've seen the buffs, I didn't memorize what they did, uh, but like, okay, it's another Thief Rogue card, I mean, I guess the thing here is like, Rogue is good right now, but Rogue is still good as, like, Gaslight Rogue or Excavate Rogue, and Thief Rogue isn't quite landing, which is what we had a lot of Thief Rogue stuff in this expansion, which really does dovetail with the tourist mechanic, right? So I think they're just like, what's this made this card better and see if Thief Rogue, you know, is competitive enough to be as good as Excavate Rogue if not better? So look, those are all the buffs and nerfs that we're looking at, well, proposed. Those are the cards that are looking at buffs and nerfs, so I guess we'll see this time tomorrow what they were, and, uh, of course, in the coming weeks, we'll see how that'll shakes down, but it's time to play some Hearthstone, because I'm past that point in the park, I need to unmute the phone, I need to turn the volume up, I need to open Hearthstone, up doory open, oh, close it so we can hear hard-screening, I opened it this morning while making breakfast for the kids to turn the volume up, so we can hear hard-screening, deck today is a warlock deck, it's a very low-curve, aggressive deck, Frosty Insanity is what the name I saw on this, so basically, Ridiculous Hat came into the Coincan Sea Discord, mentioned that he got legend with Frosty Insanity, and I was like, what is that? He posted the list, I saw that there's two things in this deck that cost four, well, maybe this is four things, I think Chris conducted was there as well, but at the top of it was summon a dark mirror, and that's one of my reveal cards, and I was like, ooh, summon a dark mirror, and then I looked at the rest of the list and saw that it also had, like, the ink, I think, another one of my reveal cards, and I'm like, we have to play this, so Hat said that, yeah, he found it on HSCuru, that's Donkey's site, so we know Donkey, Donkey.top, I used to have this just as a way to look at the decks that people are streaming with at the moment, but Donkey's, like, he's improved the site so much, it also is getting enough data that he can go, yeah, I actually also have the HSCuru page, I think the whole thing's got HSCuru now, it's a page that just shows the win rate decks as well, so you can see solid win rate decks, Donkey's site is great, I can't remember the exact URL, but I'm sure you'll find it if you come to Discord now. Hat said he found this list on there, so he doesn't know where it came from, but he played it to legend, it has, it's a lot of free synergy in it, including the slippery slope spell from Death Knight, now, I was trying slippery slope in Death Knight just a couple of days ago, Funky Monkey had posted a list, and it's a pretty good card, this one's two amount of freeze in enemy, and then draw a card for each frozen enemy, this is pretty sweet, anyway, we're gonna play this, it's basically an aggressive fatigue warlock list, but it happens to have some in a dark mirror, pretty much purely so you can play some Death Knight cards, a lot of people when they saw Hat posted this were like, why is there no corpse kill in this list? Hat was like, I mean, I do like corpse kill, it does do a lot of damage, but we're gonna play the version that Hat had played, and then who knows, maybe if you see this list again in a few days, it might have corpse kills in it by now, right, where are we on the ladder? I've played a fair amount of wild and standard over the last few days, I believe, if we just look at standard Diamond 8, and I believe them around Diamond 9 or 8 in wild as well, I've been playing a very fun skipper warrior, Odin warrior list that I found, I like, I don't know, 6 or 7 or no with it or something, I can't remember if I've had lost, but the winds have been spectacular, it's been fun, in standard I've been playing fair amount of concierge druid, along with some frost frost unholy freeze death knight from funky monkey, as well as rainbow death knight, I've just been playing various stuff, but in the Diamond 10 to 5 area right now in both wild and standard, so I feel pretty good about that. But anyway, let's queue up Frosty and Sanity Warlock, and see how we go. Shout out, of course, to ridiculous hat, as usual, oh, I just realized I didn't think of hatred, is it why we have to hat, probably not. And shout out, of course, to Donkey to having such a fantastic website for us to find these decklers so easily, like, between you and me, I don't go to HS replay very much anymore. Alrighty, we've got a major opponent, clearly, probably Spell Mage, they'll burn us out if we're not careful. We have an opening hand with, and I kid you not, a type or pupil, like, are we type or pupidilling, like, like, Christendos, maybe? We have a cult near fight, that seems like it could be really good against Mage on turn 2. We have a party fiend, so we've got turn 1 and the party fiend turn 2, the cult near fight, seems pretty solid. We've also got a craze conductor, now, we don't have anything else fatigued here, but the craze conductor seems totally fine on 3. And we have a type or pupil, let's get rid of the type or pupil, we'll find out later, and we'll, like, you know, copy some big spells with that. But, like, the only thing that's questionable here is keeping the craze conductor, but we have a 1 drop and a 2 drop, and coin conductor on 3 seems plenty fine, so we're going to keep it, see how we go. The mage on crossing the street, they can't get cars 2 and 3. The type or pupil was replaced with the other type or pupil. Well, at the very least, we know there's a coin in it. And a craze conductor, we draw a craze conductor, that's pretty nice. Obviously, when we start with a party fiend, now, because we have the coin, obviously, the mage is like, I've got 2 mana, and you've got 3 1 1s, they can hear a power one of those if they want. And if they do, that's a good tempo for us. We spent 1 mana, that's really, oh, heat wave. And it just takes out all 3 minions, but it's not off the top, so it's fine, that was 2 mana from a 3. Oh, fantastic. We were going to play cult near fight this temple, we've just drawn a baritone imp. We've run that out instead, clearly. Next turn, we can either coin out the craze conductor for 2 imps now, or we can cult near fight something, who knows. But this is good because the heat wave gone, makes it a little harder for the mage to deal with the craze conductor. They're playing void scripture on turn 3, that's 2 of their 3 mana spent, which means if the spell costs 1, they get to play it free. It didn't, my turn now, that's fine. The thing we have to look out for here is that, what if they took like, is fire salad even a standard? I think it kind of is, and they can fire salad this turn. So I'm kind of tempted to, I just picked up another party fiend, to play the party fiend this turn and the cult near fight, to see if that baits out any kind of removal. Now the thing with the cult near fight is if they got, if they got fire salad, they won't be able to play it, which means then I'm just going to play into it with craze conductor the following turn and that doesn't seem as good. So maybe we just hope that it's not fire sale and just coin out craze conductor and see how we go. So we go face for 3, obviously that's the first damage we've got. We've taken a lot of damage so far from the party fiend end of the dig. We're in 24, they're in 27, we have 3, 3 3s and a 3, 4. Let's see what they do. Is it a fire sale? Did they take a fire sale? That's the card they discovered, I can see them holding, no, it's just one card. It's a heat wave hitting the craze conductor and the two things either side of it and then a second heat wave hitting the rest of it. Okay, so the whole craze conductor was taken out with two heat waves. They got 4 cards in here, but that's not bad. We're just drawn encroaching in 17, both players take fatigue twice. Now that's going to deal 3 and 4 to me, putting us to 17, which is not a lot from a mage deck, they can do a lot of face damage. Now do they have a lot of face damage in hand? I don't know. Also it doesn't put anything in play for us if we do this this time. I think we probably wait on this just to see if we can find a fell string half or something to tie this over. So for now what we're probably going to do is cult neophyte. I mean the type of pupils, we still need two more spells. We can put an encroaching insanity in there and then a crescendo in there. We take way too much damage in the process, so we definitely need to find like the fell string heart to make this work. But we could end up with a lot of face damage that way. Like once we've got our fatigue up to like 7, crescendo does 7 face damage, which is really good. I think we're just playing cult neophyte, party fiend, going face for 3 with the baritone in. We're in 21 there in 24. It's turn 5 for them, their spells cost 1 more. Let's hope that makes things awkward for them. There's a... Oh, what's it called? Melp. Why is it costing 4 anyway? Maybe that's what the... I can't remember the name of the spell. Oh, I know what it is. It's spot the difference. So some of the 2 random 4 drops. That's why it costs 5. I thought it was the draw 3 cards. Anyway, they got relentless warg, which is a 3-4 with rush. If it attacks and kills something, it heals. So it killed the cult neophyte, healed back up to a 2-4. They also got a battle snake, which is a 3-1-1-5. At the end of turn, load I think a couple of bullets into it and when it dies, it doesn't have much damage. So it's going to do a lot of damage to our stuff. We're just drawing soul freeze, which freezes an enemy and it's neighbors and I take that much damage. We don't necessarily want to take that much damage here, but also we kind of not want to be losing horribly this stuff. If we play encroaching insanity here, we take 7 damage and then we play crescendo, kills their stuff, but we take another 5 damage, that's a 12 damage. They'll put us on, what, a 9? It could be worse. It does a bunch to them. We get to go face with some stuff. It seems dicey. Maybe we should be life-tapping here. No, that doesn't, life-tapped soul freeze is just pretty pitiful, but we're doing it. A second soul freeze, wow, it could be worse. We freeze both the minions and we take 2 in the process. We go face for 6, putting the damage down to 18. We crescendo for 3 damage, it doesn't even kill both the minions. Really do want to fell string half here. Or a void virtuoso, we've got lots of things. There's the manufacturing area, that's them drawing 3 cars and they'll cost 3 less. If they have no minions in the deck, which they won't, one of them is primordial glyph. So that's 0 mana, discovering a mage spell and making it cost 2 less. Heat wave, ooh, that hits 2 to everything. So it kills off my little paddy beans and my face. There's a flame guys are taking out the baritone imp. So almost 15 there in 18, and there's the flame elemental. Okay, what are we doing? There's a crescendo. So crescendo is currently doing 3 fatigue and dealing that much damage to all enemies. So we could kill ourselves as 10 if we wanted or we can't, because we can't crescendo twice. But if we were to 3 and 4 fatigue, taking 7, 4 and going to 8. And then crescendo, then it does a heck of a lot of damage to them. So we're in a bad spot, if I don't mind saying so, is that we're taking a lot of self damage. The mage has minions in play. We have no minions in play. They're on more health than us. I think we probably need to solve freeze. We're going to take 3 damage if we do. So we probably should life tap first. What we really need to find is void virtuoso. So we can void virtuoso encroaching in 17. And okay, here we go. Dread hand handler. This is the 2-2 with rush. And when it dies, it summons things. So I think we're doing here. Oh gosh, that gaddle snake is loaded up with bullets. So we rushed into the warg. We took 3 fatigue, dealing 2 to all this stuff, 3 to all this stuff. So we now have a 1-1 with reborn. They have a 1-2 gaddle snake that has, does it tell me how many bullets are loaded into it? More than I want. Does that say 4 times? Does that mean there's dealing 8 damage when it dies? I'm on 10, I can't afford that. We need to find void virtuoso or fell string half. We've got 18 cards left. One of those, the void virtuoso will prevent us taking damage, which is good, because I'll string half of it and handle us. There's an elemental companion, summoning the 4-2 hifar. Makes the spells cost 1 less, gross. Reverberations on the hifar. Now the spells are costing 2 less. Stargazing for 0 mana during an arcane spell. If they cast it, it'll cast a second, for free. A third elemental companion. That's a third hifar. So the spells now cost 3 less. Oh dear, oh dear. I mean, we have a second crescendo in hand, which is probably died. There's a Seabreeze cellus, oh no. 2 damage to my face. Another Seabreeze cellus. Another 2 damage to my face. Another Seabreeze cellus. Hits the dreadhound and 1 to our face, putting us to 15. Then the gaddle snake attacks in. Alright, so we're on 5. They have 4 minions in play. We have a tiepool pupil, it's really now. It has a crescendo in it. We really need to life tap and find either fell string harp or void virtuoso. I think it has to be void virtuoso, because when the gaddle snake goes off, we want it to heal us as well. So alright, life tap puts us to 3. It's a baritone imp. So we did. Let's have a look at the tiepool pupil. Is there anything in there that can save us? Seabreeze crescendo coin? No. Let's take a 4 damage crescendo and we'll go out on. Actually, what I could have done was eat the imp there. But eat the what do we call it? Eat the imp. Eat the tiepool pupil draws me 3 cards, 2 mana left. I have to be fell string harp there so that I can play soul frieze, freezing the 3 hit files because they're all 4/2s. That also leaves up the gaddle snake, which means the gaddle snake can trade into. Oh no, nothing. I guess I ate the tiepool pupil. It can trade into the what you call it, the void virtuoso. Then they can hair power it to finish it. Then it'll do like 10 damage because it's loaded so many bullets into it. That will finish off my void virtuoso and kill me. If it's a fell string harp, then they can't trade it or kill it unless they have something else and they have to kill it. If they can kill it, then we die. But I guess I should have tried to eat the imp. It is my reveal card after. I should have tried to eat the imp on the type of pupil to see whether I could get one of those one mana things that heals. If I can hit fell string harp, freeze the 3 hit files. It heals me for 2, putting me back up to 5. Then they get to attack me with the gaddle snake if they have any way of removing the gaddle snake we die. But let's assume they don't. And then the following turn, hopefully I still have. Like if it's a void virtuoso, it won't still be there. Like they'll finish it off by attacking into it with the gaddle snake and then hair powering the gaddle snake to finish it and then killing me. So it has to be fell string harp. The next turn we can take 2 damage without dying, which means I have to also draw another fell string harp or a void virtuoso so that I can then play encroaching insanity to take multiple fatigue and then crescendo twice. And hopefully don't die so that it actually kills them and we don't die. I'm not entirely sure how that will come together. I don't think I have the mana for it. Basically we took a lot of self damage. The mage can do a lot of damage and they had a lot of stuff to deal with. Basically they had well, 4 heat waves. I can't remember how many heat waves they had, but they played heat wave a lot of times. And it just kept killing all of our stuff. That's going to go that way sometimes and that's just life and that's fine. Still hilarious deck. It has a lot of new cards and seems pretty sweet. Let's just avoid the heat waves next time shall we? All right. It's time for me to sign off. I haven't actually done a patron thank you. We should start with that. I forgot to do the patron thank you. I mentioned it earlier, but I was in the middle of things. All right says that we are up to wicked good. I mean it's not quite ridiculous. But it's close wicked good. Host of the coin concede podcast. If you don't listen to them, I don't know how you're here with not being there. But you should. They are an excellent, an excellent view into the competitive Hearthstone scene as well as just playing Hearthstone well. Fantastic podcast. You should listen to man. Thank you to Wicked Good and everyone else who supports the podcast here. Patreon.com/mysticeguy if you can afford support. Otherwise, tell a friendly review. Just hang out. Those things all help a lot. All right. Where will we? Time to sign off. Follow me on Twitch, Twitter and YouTube @blisterguy. I mean I look, I know, I don't stream very often. I did stream during reveal season and gave away some code. So that's a good reason to, like actually, that's a good thing. You follow me on Twitch and have notifications on. So it'll tell you when I go live. There's a train coming. I need to go on that. But like I streamed so frequently that you're not going to get spanned on this. You're only going to get notified when I'm actually going live, which is probably when I'm giving away codes these days. YouTube, I don't get to post very much stuff on there. But you know, if you had notifications on there, you'll get to know when it goes up. So that's pretty good. Otherwise, just Twitter, Twitter.com/blisterguy to find out when I post stuff there. And I probably also post that there as well. Anyway, and come hang out at discord.com/blisterguy. And if you just want to follow the podcast on Twitter, walk to work, HS on Twitter to see when the episode goes live and see if they can book code. Anyway, look, 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 all absolute bloody legends. And I love you all. This train doesn't look too full. A lot of seats in that little go upstairs. Okay. This station is Milton's point. You're all floating, something you stand for. You're [BLANK_AUDIO]