Archive FM

Walk to Work - A Mobile Hearthstone Podcast

1355 - The Miniset Announced!

Duration:
37m
Broadcast on:
05 Sep 2024
Audio Format:
mp3

The Perils in Paradise Miniset has been announced! and I play Tourist Paladin 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.

### Tourist # Class: Paladin # Format: Standard # Year of the Pegasus # # 2x (1) Divine Brew # 1x (2) Cult Neophyte # 2x (2) Greedy Partner # 2x (2) Hi Ho Silverwing # 2x (2) Oh, Manager! # 2x (3) Knickknack Shack # 1x (3) Metal Detector # 2x (3) Mixologist # 2x (3) Sea Shill # 2x (4) Conniving Conman # 1x (4) Griftah, Trusted Vendor # 2x (4) Holy Glowsticks # 1x (5) Sanc'Azel # 1x (5) Sunsapper Lynessa # 1x (5) Treasure Hunter Eudora # 1x (6) Horn of the Windlord # 1x (7) Amitus, the Peacekeeper # 1x (7) Pipsi Painthoof # 1x (0) Zilliax Deluxe 3000 #   1x (0) Zilliax Deluxe 3000 #   1x (4) Virus Module #   1x (5) Perfect Module # 2x (10) Living Horizon #  AAECAf20Bgr26AWN/gXQngbHpAbSqQbSuQbRvwbpyQan0waX1wYKkIMGvI8GqpYG1LgGhr8Gwb8G7ckG78kG8skGjNYGAAED9LMGx6QG97MGx6QG6N4Gx6QGAAA=

G'day, friends, it's Blister Guy and this is episode 1355 of Walk to Work on Mobile Hearthstone podcast. The mini set has been announced and I just realised, looking at the device, the sensitivity setting is a little lower than I'd like, but I can't be bothered turning it off and saying, "I'm just going to remind myself to boost it a little more in post this afternoon, this evening, when I edit it." Sorry, like, one of the recording things that you should keep in mind when you're recording something is that you should aim to have the sensitivity down because you can always turn it up later. Whereas if you have the sensitivity too high, then the recording can distort and you can't undo the distortion, right? So, when I look at this, I'm like, "Ooh, that's a little lower than I thought it should be. It's like halfway between six and five when I wanted it on six." So, that's fine. Just remember to turn up a little more later on and you should be okay, hopefully. Anyway, the mini set, the travelling travel agency has been announced. Ben Heathstone made a tweet. This is like the 12th, I think mini set we've had. He listed all the names of the mini sets and I was like, "Yeah, if you'd asked me to remember any of those names, I wouldn't have remembered any of them and this one probably is no different." And I started thinking about, like, do we like mini sets? I mean, the release cadence of three major expansions a year with a few extra cards in between, I think I do kind of like that. It does feel like new cards come out quite frequently. I think I would rather four expansions for cadence, but, like, thematically, now you're asking them to design four expansion themes and characters and stuff, and that is a lot more than what we're doing now, which is three. Like, you have to imagine, like, in the expansion was 140 cards or something, like, you can't have 140 designs. You never like to say, "Well, I've got 130, what's the last two?" You're going to have 180 designs and you're figuring out which ones are the 140 that are going to make it, right? And then the rest go into another file in case you want to use them later, that kind of stuff. So, it's not like, it's not like, I forgot what I was going to try and say. Anyway, the point is, there's always extra cards. The extra, the mini set stuff, there's always already going to be stuff for that. You lay this fine, we can figure out what to put in the mini set, maybe we have to come up with a few more designs. Like, a mini set isn't that much more work. But if you're coming up with four themes in a year, four marketing opportunities, four videos to promote all that stuff, like, that's a lot more work. And I think, for me, if I was doing a reveal video every four times a year instead of three, that would be a lot more work for me, which is fine, I'd enjoy it. But, you know, again, stress on the family. Speaking of stress on the family, I should thank a patron. And today we're going to thank Kimmall. The reason of thanking Kimmall now is because Kimmall has just reached out and said, "Hey, I'm a patron. I wouldn't mind having my name on the list." Consider it done, Kimmall. Kimmall's been around for a very long time. When I used to stream more regularly, they would be in chat. Like, Kimmall's a long time homie to put it one way. So thank you, Kimmall, and all the other patrons to support the work we do here at Walked to Work at Mobile Hearthstone podcast, as long as everything else that we do. I am still thinking about more YouTube content. It might happen. You'll see. It'll be fun. Hopefully, if I can do it. I guess the, the elevator pitches, I feel like if I could maybe do a two to five minute video, five maybe pushing it, like maybe two minute video once a month, a news desk style thing where I'm just like doing a recap of what's happened in Hearthstone for the last month. Like, it's not that I have an invested interest in doing a new style recap of Hearthstone, right? Like, it's not like, but I think that could be kind of fun to do. Like, I like the idea of me sitting at the news desk, basically doing what I'm doing now, but straight down the camera, making jokes. The question now is whether I can film, I can film it easily. Can I pull it together, we know how like your news anchor is sort of sitting off to the right slightly and on the left, there's like a graphic. Can I make that happen easily and seamlessly? And I'm not sure that I can, but I've got some ideas about I'm going to experiment with. And so that's just something I want to toy with. And maybe I can pull it together. Maybe, and maybe who knows, at some point I'll be like, "Get A, it's a listed guy. And this is your Hearthstone recap for September 2024." That kind of thing, you know? It could work. It could be funny. I kind of like the idea. You know, like, just like the late show sort of stuff, where there's an anchor there, basically cracking jokes. That seems like something I want to do. Can I do it? We'll see. Anyway, look, thank you to Patrons, including Kimmall, for all the support, because that does allow me the, well, I mean, I take advantage of the situation a lot, but it does allow me some flexibility for doing this stuff that I do. Anyway, many say traveling travel agency. I always thought travel agencies were something that still is a jackhammer. I'm coming down off the bridge and there's a jackhammer there. I can't avoid it. It's just going to be noisy. Maybe they'll stop. I don't know, maybe they won't. There's a guy on a bike here just stopped looking down at the roadways. And he looks like someone I knew from New Zealand, which is really disconcerting, because I mean, I know it's not, but also the person that I knew from New Zealand, if anyone ever asked me, "Do you have any actual enemies?" This person might count. I don't know. I don't like the idea of having an enemy, but they could be. I'm pretty sure there are one or two listeners who go far enough back who would know who I'm talking about. Stop jackhammering. Why don't I even say that? It's not that they can hear me or even I can hear me. So let's just, what if I run? Run faster. There we go, running downhill. Oh, it stopped. It stopped. Maybe it'll start again, but hopefully we're further away about the time it does. Yeah, see it and start again. I don't know. Maybe the wonders of modern technology recording is picking up my voice better over that than not, but let's... Anyway, anyway, we're past the guy who looked like someone who I don't like to see. Traveling, travel agency. I thought travel agencies were things that sat in one place and encouraged people to go travel. Hey, I know you want to travel, but I'm going to get some money on top of it by organizing it for you, which, you know, you could put it that way and it sounds a little bit predatory, but really, planning a trip and traveling is not easy. And having someone who's like, look, I got this stuff down. I've studied the art of traveling and here, let me make it easier for you at a small fee. That's not so bad. I think I can come out and mow your lawn for you for a small fee. That's not a scam either. That's just offering a service. Anyway, traveling travel agency. I don't know why it's traveling, but it is what it is. Maybe it was just a fun pun they want to do, but more importantly, Zephyrus. Zephyrus has come back. Now, if you don't remember Zephyrus, or you haven't been around long enough for Zephyrus, Zephyrus is probably the coolest Hearthstone card ever designed. Not necessarily like my personal favorite is Jurexis. Not that I enjoy playing with Jurexis, but with Hearthstone's classic set, the original set, Jurexis was this really cool card that did something very different. And so that made it really cool. And it was, it wasn't perfect. And I mean, it never has been truly fully meta, but it's been playable. I loved the idea and the concept. So, Zephyrus is probably the coolest as far as most people are concerned. Zephyrus was this card. It was a 2-3/2 that said, "If your deck contains no duplicates, so we're already talking at highland to pay off here, wish for the perfect card or something like that." I can't remember the exact wording, but basically, Zephyrus would look at what was going on and play, look at what you had in hand in the opponent's life total, and it would offer you three cards that might be good. Now, if you played Zephyrus on turn two back when Wild Growth cost three, and there was nothing really in play, one of the cards Zephyrus would offer you was a Wild Growth because you'd be like, "Look, there's not much going on. Maybe you want to use a Wild Growth next turn to ramp you up." That'd be pretty sweet, right? If your opponent had a weapon, maybe it would offer you an acidic swamp ooze, or if you had enough mana to play it, a Harrison Jones, that kind of thing. Zephyrus would be really cool. Sometimes, Zephyrus would even give you a card that told you that you had lethal when you hadn't even realized you had. Got some minions in play. I didn't play Zephyrus. It's like, what about the savage roar? That might actually win you the game. All this fireball, all this bloodlust, like stuff like that. And sometimes you'd be like, "All right, I need Zephyrus to give me a specific thing." And Zephyrus would be like, "Here's three cards that aren't the thing you want." And you'd be like, "Why? Why?" Because Zephyrus was not as smart as we are sometimes. But it's hilarious, and it's the most fun, cool thing ever. So where are we? We need to go look at the new version of Zephyrus because I just realized I don't have it in front of me as readily as I'd like. I'm sure if I scroll up, we'll see it. There we go. Okay, so Zephyrus, the new version of Zephyrus is a three mana, three, two battle. Dream Planner Zephyrus, of course, because travel agents planning my dream holidays and stuff. Dream Planner Zephyrus, three mana, three, two elemental, just like the original Zephyrus was. Balcry, choose a travel tour to get two potentially perfect cards from it. Like so many wonderful words there. Potentially perfect. Like just the little hedging there. It's like, "Well, it may not be as good as you'd like." So what it looks like is we have three discover things that pop up. So every time you play the Zephyrus before, it would give you three cards to discover from. Realize that those workings that I tend to walk past a bunch of trucks and have gone past the battle where I want to walk across the road anyway, let's go back up. Zephyrus would always offer three cards before, and they were three cards generally from classic. But now it pops up three things. This is Modus Tour, get two random cards that can potentially impact the enemy's battlefield. Extravagant Tour, get two random cards that can potentially spend a lot of mana. All right, let's go away for this car to go past. It's going to feel a little bit awkward if I'm walking up. So there we go. And the last one is hectic tour, get two random cards that can potentially deal damage to the enemy hero. So those are the things you're looking at. And once you pick one of those tours, I think it just kind of randomly gives you cards from that pool. And there are various things. The card website thing, the card gallery website and the hustle website, it often shows related cards. And so next is Zephyrus. This is a giant list of classic cards that says are related to it, which are basically probably the pools. The question now becomes, which of these discover options do you pick to try and get one of the things from those pools? There's some pretty controversial stuff there, like ice block. I think it won't come up very often. People like, this Zephyrus cost three and can give you shadow step. So you shadow step, but now Zephyrus cost one. And if I zone you, and you get two of them, I don't think any of this is going to be terribly impactful. It's still a very cool card and a neat way to celebrate the mini set. Now next card to look at, where are we? Travelmaster Dungar. Now, I mentioned last episode with the teaser that one of the portraits appeared to be Flightmaster Dungar. Flightmaster Dungar Stormwind, I think, doesn't really matter, but he's like the Griffin caretaker in Stormwind, I think. And what it did was it, when you played it, you chose a short trip or a medium trip or a one trip or whatever it was. And if it was a short trip, like in one turn, it did something or a medium trip, like three turns, it did something in a long trip. So five turns, it did something in obviously five turns, it was much more powerful and things like that. I don't remember exactly what they did, but it was a three mana three three that did that. It wasn't particularly meta or anything, but it was a cool flavor. There's a Battlegrounds hero that does something similar for that as well. It's also Dungar. Anyway, Travelmaster Dungar is a nine mana three three. I mean, before we talk about what the card does, your nine mana pool has been a bit polluted here. If you're randomly generating a nine mana card, not great. Now, often you want to go for eight mana or ten mana anyway, because that's where the best stuff is, but you definitely want to avoid nine. Now, if you're Gorgon Stormwind cheeses up to nine, can you afford to wait another turn? Or are you risking getting a three three? Maybe you are. Anyway, the battle cry, summon three minions from your deck that come from different, that are from different expansions. So it's thematic like that. So not different expansions from Dungar, but they are each from different expansions. So if all the minions in your deck from the same expansion, Dungar will only pull one. So that's neat. We've not really toyed with that concept before. The video footage, I think they're released, showed it pulling a Ragnaros along with something else. That could be like, this is obviously a very powerful thing to be doing if you are sculpting your deck around it, but it's also very expensive. And it's a legendary. You can't rely on finding it. It's still a fun card, right? All right, what else did we get revealed in the thing? Some brochures, apparently. Angoro brochure looks like it's a druid spell. Four mana nature, draw two minions, give them plus two plus two. Four mana draw two cards is expensive, but if druid can do something like that, anyway, can, it's druid. So turn four, I mean, maybe turn turn three if you've ramped to it somehow. I don't know. Drawing two minions and giving them plus two plus two can be quite strong, even though you've done no impact to the board on that turn. Maybe from here, you're playing something for five mana that's actually really big because you've given it plus two plus two. You're playing this into summer flower child, and on turn five, you're playing a six, seven summer flower child. You're feeling pretty good about that. Like, well, this is a really big minion on the board, and it's drawing me a bunch more stuff. It also says flips each turn, which is what the brochure does, because you flip the brochure over, look at the other side. The other side is Dalaran brochure. It's also the druid spell, obviously. So each turn is in your hand, it flips to one to the other. This side is arcane. It says draw two spells. They cost one less. So you can either choose to draw two spells or draw two minions, whichever it is for each turn. You don't get to pick each turn, obviously. It's just flipping from one to the other. Interesting. Like, what I think kind of cool about this is, in theory, you should be playing a deck that's got minions and spells to this, but you could play this in a deck that only really has one or the other, or even a few of the other. I guess you probably have two Dalaran brochures, and if you're playing the spell thing, you're going to draw maybe the other Dalaran brochure and one other spell or something that's key in the deck, or you're always drawing minions, or you're drawing a playing deck with very few minions, and you're always drawing specifically those minions, or just drawing lots of spells if you have the minions already. So kind of neat, but expensive, but again, if anyone can pull off expensive, it's druid. We also have a Warlock common demon, two amount of three two, what's it called? Employee of the month, the little demon sitting behind a disc with a shirt and tie and a jacket. Looking rather pleased with itself, with a cup of coffee there. I don't want to complain about this, because Hearthstone does weird random stuff all the time, but I don't think cups of coffee have been a truly established thing in Warcraft. I think cups of tea, maybe, but I don't know about mugs of coffee, but maybe they are, and I've just missed it. But it seems thematically out of place, but then if Hearthstone does anything thematically out of place, it's totally fine. But it's still funny. Two mana three two demon, Battlecry give a friendly minion lifesteal. Yep, okay cool. I mean, we do a lot of Warlock damaging itself these days, so giving a friendly minion lifesteal can be pretty powerful if you've taken a lot of damage. Imagine a turn where you take a bunch of damage, play a molten giant for zero mana, then drop an employee of the month and attack with something you already hadn't played and heal for a lot, like, can be kind of strong. I'm not sure exactly what I'm going to do with this. Like, if you're trying to get low enough health to drop a molten giant, you don't want to play an employee of the month early to then, I guess, heal a plot. Now, this isn't a lifesteal to the end of turn. This is a lifesteal in perpetuity. So clearly, they want to remove the lifesteal minion, because that thing's going to keep healing you, but still this is interesting, interesting card. Now, after the initial reveal, there was another reveal. Apparently, there are going to be two tourists in this miniseries. Now, miniseries have four legendaries, so we couldn't do a whole bunch more tourists, because four is not the same as a living. Is it living classes we have in hearts? I think it is, right? But they have revealed a shaman elemental, a four mana three-four, called Turbulus, I guess Turbulence, right? Yeah, fair enough. It's a hunter tourist, battle cry give plus one plus one to all other battle cry minions in your hand deck in Battlefield. That's quite a powerful ability. Obviously, stats for the cost last episode, check it out if you haven't. Four mana three-four is not quite what you want. You want three mana for a three-four, but the ability is so very strong. That is undoubtedly worth it. The question here is, does shaman want hunter cards? I mean, that's a very interesting question, and immediately what that tells me is that you can be doing like a razzle-desler with hunter cards instead of death knight cards. Is it death knight cards? No, it's not death knight cards. It is death knight cards? No, shaman gets demon hunter cards, so shaman with demon hunter cards gives them access to fel for their razzle-deslers, right? I'm not so sure there's actually very many spell types for hunter in perils and paradise, so I'm not sure that a Turbulus shaman deck can razzle-desler as well as a shaman death knight deck can, but it'll be interesting to see whether they can, like, because shaman gets what, like, nature from various things in fire, not much else, right? Like, it's really hard for them to have other spell types. You only really get there when you're in other classes or like death knight being shaman. That's where you get a lot of the different spell types. So it'd be interesting to see though, because hunter gives you bird watching, is that what it's called? I actually know what it's called. I played it a lot in the hunter deck I've been playing. The two mana spell, which is Discover a Minion from your deck, can give copies of it everywhere anywhere, plus two plus one. So that lets you find more razzle-deslers, right? So, shaman touristing into hunter could give you a lot of razzle-deslers. The question is whether you make those razzle-deslers worth anything. Also, Turbulus is going to give them plus one plus one, so I don't know, neat. Anyway, we're at the point where I should start playing game of Hearthstone. I'm sure we've got plenty episodes between now and whenever the miniset releases have they said when it is. I bet they have, and I've just missed it, which is fine. This is the kind of information I could be giving in my monthly Hearthstone recap. I don't know. I haven't been thinking about this though. It's a fantasy of me going, "I could be a newscaster." The comedy style newscaster, that would never be fun. I don't know. Who knows? Anyway, we should play some Hearthstone instead of continuing to regret these cards. Whether we have enough cards tomorrow, maybe tomorrow will be an entire card review episode instead of any gameplay, or maybe Tuesday's episode next week will be. I don't know, we should see, but for now we're going to play some Hearthstone. I talked last episode about Paladin being at the top of the list of things I haven't played, and they're being a tourist Paladin deck, and I have tried it, and I didn't really gel with it. Well, I'm going to play it today. There's a new version out there. The version Clark Healthstream played is the one I tried, and somebody else took that to rank one legend, so the deck may well be legit, or could just hire all. But someone else, we don't really know who. It was, I think, the neon Hearthstone.net deck person found it in the Firestone data. Somebody got as high as 200 legends or something with it. It seemed pretty reasonable, and it was different. It had treasure hunter Eudora in it, and it had taken out the Thelmas and stuff. It seemed like it maybe had better late game gas while still having some stuff, so we are going to try that today. I hit Diamond Five last night, which is quite early in the month, because I've been playing a lot of Hearthstone. I'm also Diamond Six and Wild, because I've been playing that as well. In Wild, I kind of absurd deck has come up, and I don't know how much time we have to talk about it. If we have enough time after the game, I will talk about it. It's kind of ridiculous. I kind of worry that it breaks wild a little bit, like, talk about clickbait there, clinging around to the end of the episode to find out more, but I wish you could get into the game. Oh, I don't think I've turned the volume up again. Well, maybe I did. I don't know. We'll soon find out, right? It's open Hearthstone, and if we hear Hearthstone screening, then I turn the volume up, and if we do it, I don't think I did. So that's fine. Anyway, I was playing various things to get to Diamond Five and standard. Not very much Death Knight anymore. I played it a lot last month. I didn't feel like playing it this month. A lot of egg hunter, really enjoyed egg hunter. I think the volume wasn't up, so it's time to hard screen. Ah, right at the travelling, travel agency. Oh, that's exciting. Where are you going to go? See, I made it up as I went along. Apparently the volume was up. I just didn't unmute my phone. Oh, hoisted by my own puttard. Anyway, now we're in the game here. A lot of mystery egg hunter I've played, but I also played various other things just because I had quests that needed to be completed. The event that's going on at the moment, the weekly quest for that is to play lots of Marin Treasures. So very easy to do if you're playing Ramp Druid. I haven't got a single tick on that, but I'm almost up to the last year of the quest just by playing so much Hearthstone. So I guess there you go. Anyway, all right. Pipsy Paladin or Tourist Paladin. I think really this is just a high-roll deck. We're hoping to play something chunky from Paladin, and then using Kniving Kunman to have a second one. All right, cool. That's the plan, I guess. And try not to run out of gas. So let's queue that up, see how we go. And we're at Diamond Five, so what could possibly go wrong, really? I mean, one of the things I'm thinking about now is like I'm almost Diamond Five and Wild, and I'm Diamond Five and standard. Do I want to even do very much playing until the mini sets out? Or do I want to wait for the mini sets to come out? Maybe I should play some more Battlegrounds. Anyway, let's see how we go. Well, way back to the end of the collection. I must have been playing some Wild last night. Here we go, Tourist Paladin, Diamond Five and Two Stars. Did not really nail the win streak into Diamond Five. Again, it's so early in the month, I don't mind. I don't know if I keep playing like I did last month, maybe he's going to play a lot of Legend anyway. Eleven times I'm multiplying Wild, doesn't need to climb there. It's silly. The broken deck, by the way, I don't have an undefeated win rate or anything. I've lost a lot to aggro. It's just that what this does to non-aggro decks is just ridiculous. Oh, you died on turn three or four. I'm so sorry. Ooh, so Paladin on Paladin, my guess is probably like hand buffed for aggro, sled. I don't think that's very good for us, but maybe it's a mirror. Never a good sign when a mirror is what we're looking for. We haven't had any hang with a mixologist, a living horizon, a knickknack shack, and holy glow sticks. Holy glow sticks is the four-minute spell that does four damage to the lifestyle. Of course, one list, we've played another holy spell. We don't have any other holy spells in hand. We can probably get rid of that. Mixologists, the three-minute or two-three discover a potion. It's pretty cool. A living horizon is like a ten-minute four-six to the one shield and taunt, but cost one list for each card in your hand. So anything that's adding extra cards to a hand like mixologists, it's probably pretty good to help us get that down early. Knickknack shack is a location that is drawing us cards. That might help us get down to this thing early, too. I don't think we need the glow sticks. Mixologists might help us a lot if it is an agro pellet. I think Knickknack shack is a totally fine topic later, so let's just keep the living horizon. No, let's get rid of the living horizon. I'm just keeping the mixologist. Like, I don't think we can afford to be sandbagging cards in hand in the hope that we can get down to living horizon and have it live. Like, if they just have a toy cap from Karam, it doesn't even do anything, right? Things we got back at Greedy Partner, a divine brew, and a twin-perfect zili X. Oh no, it's a virus-perfect zili X. So the first card that the pellet and opponent played is a rights protector, which, yeah, I guess that's the kind of thing you expect Karam to do. First card we're drawn is an O-manager. So that's the Rogue spell, two mana, two damage combo, get a coin. So I could coin this turn to do two damage to that enemy minion, taking the shield off the rights protector, getting another coin. So it's always like it was just one and out of two damage, which is actually totally fine, but I think I'd rather save it. So I'm just going to end the turn. There's my robe. Next turn, I'm going to coin out mixologist. Then I'll have a one mana potion, which I'm hoping will deal two damage to all enemy minions. And then I guess, from there, we'll be able to do what do they do? Too much. Are they forged something? All right, so it's probably hand-bought pellet, and that was probably a muscle echron. So this is where we, I was going to say coin out Greedy Partner, but I think we're just playing. So coin out mixologist, I think we're just going to play the Greedy Partner. That'll give me a second coin. Next turn, I'll have two coins, at three mana. And I'm just drawing a treasure hunter, Eudora. Going to side quest to discover amazing tool loot, play three cards from other classes, it's completed. I guess I have to play robe cards, so that's not as easy, but I do have a old manger hand. Anyway, so let's play the Greedy Partner now. It's bigger than the rights protector. Their muscle echron is going to be quite sizable. It's only a two form when it comes down, but it's going to make their hand huge. There it is, forwards muscle echron. Rights protector goes face one point, it's the 28. Pipsy Painted. Pipsy Painted is a seven mana for four, death rattle, summon a random divine shield, rush, and taunt minion for your deck. That's clearly what we want to do with these coins on turn five, which means we're not coining out Eudora this turn, which I think means we are just playing the mixologist and getting a potion and then trying very hard not to use the coin on it. And we can start using divine bruise, but I don't think that gives us much value, so just mix all the stuff. Draw a card, summon a tutu demon and a random demon you had. I don't think any of that's very good, so draw a card is probably the best. Summon a tutu demon is okay. I'll give you minions plus two health, summon a tutu demon, freeze a random enemy minion. We're going to want to freeze a minion later, but I think we're just summoning a tutu. So draw a card, summon a tutu, and we're just going to attack with that greedy part to take the shield off the rights protector. Not terrific, but that's all right. We've got eight cards in hand, so turn five we want to coin paint hoof, and we want to also not be dead by then, and there's no guarantee we're not going to be. There's a four-four grime street outfitter, that's a lot, and then there's a two-three gold digger. They mustn't try and take out the rest of my greedy, what's it called, greedy partner. So currently there's the right protector blocking our way to that greedy partner. Okay, so I've just drawn metal detector. So this is a three-two weapon. After your hero attacks and kills a minion, get a coin. So we can take out the greedy partner over there. So I guess our mixologist takes him to the right protector. We face 10 degree partners that didn't draw any more cards. They still have a two-two and a four-four in play, but we'll have another coin in hand, and next turn we'll have five mana plus we'll have eight mana. We can play pipsy paint hoof. We don't have a way of giving it a rush or anything, but like it seems like a reasonable position to be in, which does mean we can't spend one more mana this turn. At the very least, we have that. We could coin out another mana as well. So we could play oh manager. We can't coin out Eudora this turn because we need to play the weapon to actually get the coin for next turn. Well, not that we need to, but if we use the coin on Eudora, we can't coin out pipsy next turn. We really need to get pipsy down. The way we win this game is by getting pipsy down and not dying in the interim. So metal detector, mixologist potion drink card, making two-two. I probably did that in a long order. Should have drawn a card first. Ooh, a draw say a living horizon and then we face tank the grim greedy partner. So now we have nine cards in hand, three of which are coins. So next turn the living horizon is going to be one mana. We're going to play it for one mana and then we're going to display the three coins and play the pipsy paint hoof. And hopefully we survive. So they have six attack with minions and play and they're attacking us down to 19. Yikes. Oh no no, they traded with our demon and a hero powered and played another right to protect us. So it's still pretty good for them. There's an audiomatic rush that takes out there, mixologist. So our weapon can no longer take out this right to protect us and give us a coin. Ooh, what's this? Sankazelle. That would be five of the five mana we have. We could also spend three coins on something else like this living horizon. Oh, oh, so maybe we're not pipsy painting this turn. So we can play living horizon for one mana then coin out Sankazelle between Sankazelle attacking to take the shield off the right to protect it. And then the metal detector killing the right to protect it. And then Sankazelle giving the living horizon rush. We can do a lot of damage to the board. They've only got three cards in hand. I think that's our play. So living horizon. Ooh, we could also coin a no manager this turn as well. Should we do that? I feel like maybe we should. Coin. Oh, manager on the 2-1 lifestyle audiomatic coin. Coin. Sankazelle. Sankazelle rushes into the right to protect her. Right to protect her shield. We metal detector the right to protect her for 20. We Sankazelle living horizon so it now becomes a 7-6 of the windshield. It attacks him to do the oh look Sankazelle is waking him. Okay. Attacked into the 4-4 Buffy Hat grind street outfitter. And then we pass turn. So they've got three cards in hand. Nothing in play. Six mana this turn. We've got a 7-6 taunt. And a currently closed Sankazelle location. It's got like five durability. It's pretty good. Ah, nice turn. We've still got two coins in hand. Next turn we have Pipsi Painto. Now we don't get to Sankazelle to give Pipsi Painto a rush. Oh, that's a 7-9 twin ziliax that's going to double its attack next turn. That's really bad for us. They'll both have 14 attack when we're on 20. What we need to do here is play basically all of our divine bruise on one. So it'll give us divine shield plus two attack. So we take out one of the ziliaxes and then we still have the thing in the way to try and stop. Watch him recall it. The second ziliax attacking next turn. Then the following turn, Sankazelle will be open again. We ought to play Pipsi Painto give it rush attacking to take out the other ziliax. But it's pretty dicey. If they have a way of taking out our taunt, they can hit us in the face for a heck of a lot. So what else are we spending on our incident? If we're doing three mana on the divine bruise, we've just got a hi-ho silver wing. Do we want to spend a coin? We can spend several coins. Instead of the hi-ho silver wing, we could play Eudora. Let's do that. Divine Shield to our big taunt. Coin plus one attack to our big taunt because it's already got divine shield. Coin plus one attack to our big taunt. That takes out one of the ziliaxes. We've passed turn. So now we have a ninth, well seven six taunt again versus their fourteen nine ziliax. They've got seven mana, four cards in hand. We have a four five Eudora and play. Next turn, Sankazelle opens again. We'll have seven mana and we can play pepsi painthoof, who again is the four mana, well seven mana four four. Death rattle summon a random divine shield rush and taunt minion from your deck. So it'll give us another living horizon and maybe ziliax and stuff. It'll be pretty good. It looks like the ziliaxes pointing at the taunt. It's trying to decide, I'm guessing they don't have a way through it so we're going over it. Yep, ziliaxes now are a fourteen two. There's an astro serpent and a hero power. Things are looking pretty good for us, I think. An astro serpent's throwing them, card the hero power. Great. Oh, we just draw another living horizon. That is worse but that's okay. Pipsi painthoof. Give pepsi rush. Tap onto the train. Pipsi's now seven forward rush. She attacks into the fourteen two ziliaxes because why wouldn't you? That pulls out of our deck. There we go. Amethyst and Ohio silverwing. Amethyst is pretty good. So amethyst, I think we're drawing cards and we're just buffing our minions. I don't think we need to draw cards but does amethyst die if we... No, I think we just draw cards. Draw two minions and set their attack and health to two. Our tank is able to tax into the one one. We can't use the location again otherwise we give the Ohio silverwing rush and our yudora takes out the astro serpent. So we have amethyst, the one eight hero, Titan sorry. We have a there's an instrument tax so let's finding them a painter's virtue. It's probably a bit late for that. They've got six mile left. There's a painter's virtue. Two mile left. Another ground street output. It's only two two. Buffing four cards in hand and then they're attacking to the amethyst. It's fine. Okay, cool. So now we want to play several. Oh great. We just run a conniving con man which plays us another pipsi painthoof. Now I don't think pipsi painthoof is going to bring us anything good out of the deck but we can also just play like a living horizon. Although it's five so we can't horizon and con man in the same turn. Or we can if we know we've already drawn. Oh no wait. All right so we've got a sea shill battle cry. The next card you play from non-road class costs two less. We won this card in hand. I think we just played the living horizon. The high-hoe silverwing and then giving our minions plus two plus two with amethyst and we're just trying to overrun our opponents that way. Living horizon or sea shill and we are playing I mean high-hoe silverwing a sea shill. I think we play the high-hoe silverwing and then we play the living horizon even though it now costs six. We do that because then the conniving con man can play the living horizon next turn. Now we use amethyst to give our minions plus two plus two. Okay we I think we can't afford to go face but we're not. We're just going to attack their minions because they do have a painter's virtue in hand. They can do a lot of stuff from hand. We're on 20. So our our side quest is at zero out of three because we need to play road cards to progress it. They played a five four painters sorry tiger's plushie. Attack for the painter's virtue into amethyst again and the second tiger's plushie so they can kill amethyst this turn now by attacking with sea. This is why we didn't want to necessarily leave any of their minions up. We still have a six eight. There's another instrument check throwing another painter's virtue. We still have a six eight living horizon. Audio medic is a five six. They played a lot of minions here. You don't know take your five six into my six eight taunt. So they take it into amethyst to kill it. They take their five four plushie into the thing to give it a take off to the line. So they have a five four two or two three and a five five. We've got one amethyst dead. I was going to say we can make them all two twos. We can't amethyst died but we have a a six four four four four four three two four three or two four threes and the six so how much is that? That's 20 damage than 30. Sankazale can give plus three attacks. So that's 23 damage while they're on 30. Like we could go face and not kill them. I think we're just going to play conniving con man and replay the last card you played from a Roderick Row class. That's the living horizon so let's do that. And then Sankazale will buff it to give it rush and three attack. They've got a five four and a five five lifesteal minions so we are attacking to one of those. Our Sankazale can attack and trade with one of their minions but I think we don't necessarily need to do that. We've got a holy glow sticks in hand that's still cost four but we use that to take out the five four lifesteal. And then we just use our little glow wings to take out the rest of the minions and we go face for 12 putting them to 18. All right so before we end the turn they have three cards in hand one of which is a painters virtue. They're on 18 they've got one durability of a painters virtue and play. We have one taunt which is a six eight. So I don't think we die because we're on 24 but we do have to be careful. There's magatha that's five of their 10 mana it's drawing them five cards. I'm assuming no spells usually so that'll let them buff a bunch of minions but I think it's kind of too late because we have a six eight taunts and a seven six taunt and they're on 18. There's a seven seven air guitars give you whip and plus one durability four mana left. The fact that I have a six eight and a seven seven means they can't do it looks like they're face tanking the seven six push them to 11. I mean it's going to be a big tiger splashy. There is a four three tiger splashy all right so that attacks into the seven four taking it out healing not 17 but I still have 27 attack and play so they did. Whoo what a game. So this version has two knickknack shack. One of which we threw away in the opening hand. The original Clark Hellscream version had one. I might have intended to keep it in my opening hand but against a pallet and opponent they can come out so quickly. It just seems so dicey to play that way and I think we chose correctly by mulliganing that away and keeping the most the quickest hand we could. And also generating a lot of coins early I think is what really makes this deck tick and then cheating out something big from paladin. Ideally pipsy pain tooth. I think the early games I played this deck I didn't draw pipsy and I was like I don't see what the appeal is but the appeal is that if you can get pipsy into play and trade it then you're pulling out living horizons and ziliaxes and amatissism and that seems pretty good. Pulling an amatiss into play when you have other minions seems like a nice situation to be in and that is the high roll the decks going for. Not entirely sure that it's is what I mean I tell you one thing though the deck has living horizons that aren't golden and the rest of the deck is golden maybe I'm obliged to upgrade I'm running on a duster I've been upgrading a lot of stuff to golden. Anyway there's a train not here yet so I'm going to sign off and then I'm going to try and talk about this dru deck as quickly as I can and wild and hopefully we can get enough set otherwise I'll have to wait till next episode but follow me on twitch twitter and youtube @blistagly. Follow the podcast World to Work Hs on twitter and come hang out discord discord.me/blistagly it is always a pleasure to have you join me for my work to work. Good luck everyone and everything you do because you have sweet bloody legends and I love you all yes good still don't see a train let's talk about this druid deck in one. So it's based on an existing tog waggle druid deck. Tog waggle is uh I don't want to go too much detail but it's a big legendary card that costs a lot of mana and you swap decks with your opponent you give them a ransom they play the ransom it swaps back. The plan is that you can also play Azalina that turns that's about 15 mana worth stuff so as you can see you go to druid things to do it generally we're talking aviana uh and wish you make your minions cost one mana into uh E&R to refresh your mana because it's that kind of thing so you swap decks with the opponent and then you play Azalina to copy their hand so they can ransom it back then you can ransom it back leaving them with your useless deck. The rest of the deck is designed to just cheat that out as quickly as possible and use psych melon to draw minions while you have dorian in place you get one mana copies of the combo thing so you can pull that off as quickly as possible. The downside to this deck is it doesn't do very much about aggro and so when I've played it before I've lost horribly to aggro. The new version of this takes out tog waggle and azalina and a couple of the cards that generally make it a little more consistent and replace them with a charge combo basically. So the deck is slightly less consistent before but what it does do is it can beat aggro if it has a fast enough draw by just going off on like turn three or four and playing aviana like because you've drawn one copy you saw one mana copies of aviana in our refreshing amount of crystals playing a couple of lothama doubling the stats of things in your deck or whatever it is and then playing coil full now or whatever they draw a minion and then and they're always just charge minions and so you're attacking them for like six times 24 on turn three or four. It's pretty absurd but you often lose to aggro so it's not great right but I've been like I've gone like 12 and eight or something with it so far and the games are over so incredibly quickly it just seems kind of nasty and slow decks feel like they don't really have a chance unless they play razor scale anyway I'm going to give this train. Weird deck I'm not sure how good it is we'll talk more about it next week anyway I've done all this on if we can risk on the train yes we can. I don't think it's healthy I think it's an unhealthy thing. This tension is Wilson's point. [Music]