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Walk to Work - A Mobile Hearthstone Podcast

W2W 1354 - Great Podcast for the Cost!

Duration:
31m
Broadcast on:
03 Sep 2024
Audio Format:
mp3

I expand on what I mean whenever I say "good stats for the cost" before playing Pain Warlock on the ladder. You can find the deck import code below the following contact links. 

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# 2x (1) Flame Imp # 2x (1) Mass Production # 2x (1) Party Fiend # 2x (1) Spirit Bomb # 2x (2) Cursed Souvenir # 2x (2) Elementium Geode # 2x (2) Fearless Flamejuggler # 2x (3) Malefic Rook # 2x (3) Trolley Problem # 2x (4) INFERNAL! # 1x (4) Pop'gar the Putrid # 1x (4) Sheriff Barrelbrim # 2x (5) Blood Treant # 1x (6) Party Planner Vona # 1x (0) Zilliax Deluxe 3000 #   1x (0) Zilliax Deluxe 3000 #   1x (3) Pylon Module #   1x (4) Ticking Module # 2x (9) Imprisoned Horror # 2x (22) Molten Giant #  AAECAdTwBgShkgaAngbHpAaoygYNhKAEzuQFzvoFxJ4Go6AGpqgGnLMGnrgGw7gGlcoGpMoGp8oG8OYGAAED87MGx6QG9rMGx6QG6t4Gx6QGAAA=

G'day friends, it's BlisterGuy and this is episode 1354 of Walk to Work and Mobile Hearthstone Podcast for Tuesday the 3rd of September. See, I got that right. And today we're talking about a good podcast for the costs, which is funny because it's not the podcast that we're talking about. Anyway, this is a suggested topic from one of our patrons, Drimsdale. Drimsdale's actually suggested quite a few topics recently and I haven't been able to figure out how to make many of them work, but this one, I think, is a good one. So we're going to go with it. When it comes to any creative endeavour or any idea generation, there is often going to be a lot of ideas that don't work, but you throw it off them and one of them will stick and that's like, I can't think of the perfect idea. Think of many ideas. One of them will actually be quite good, that's what you should do. So thank you to Drimsdale for this suggestion. But of course, before we get too far, apparently Hearthstone posted a teaser this morning. We're assuming, actually before I go to that, because I'm in the channel with the patron names. So we're going to thank patreon.com/blisticeportingthework. We do here basically everything we do with this podcast or any of the YouTube content and things. I have been thinking about more YouTube content, by the way. It's one of those things where I've got to make it so that it's sustainable. I've got to be able to do it again and again and again. We'll see. Anyway, watch that space, I guess, anyway, patreon.com/blisticegoing if you can afford a sport. And today we are thinking no spare time. So thank you, no spare time for the sport and all the other patrons. Now, where we go, the teaser image that Hearthstone dropped today, the best way to describe it is to use the alt text image description, because, you know, Hearthstone now has a growing community of sight impaired people who can't see as well as perhaps others might, but who are still playing Hearthstone through the help of tools and things like that. And so play Hearthstone has been, there's in the Twitter account, it's been doing a good job of putting alt text description on the images. So there's a teaser image and this is the description they put with it which describes the image. A steaming mug of coffee on the corner of a desk on the mug is the Gailwing travel agency logo out of focus in the background. Our pictures hanging on the wall of Black Rock Mountain, Ice Crown Citadel and a couple of portraits. It just says a couple portraits. There's a couple of portraits. From what I can see the portraits, one of them looks like the art for New Horizons. Another one looks like the outfit. Is it Flightmaster Dungar? Was that a Stormwind card? I think so. I don't know. And the tweet itself says, "You've been scheduled for a meeting at 10 a.m. Pacific time tomorrow." So is this a teaser for an announcement? I mean, maybe Minneset. I mean, it's hard to know, right? But these things tend to line up with the calendar pretty well. And they always seem to come right after a heroic tavern brawl which we did just have. So I guess next episode, maybe we might be talking about a mini set announcement or something else. Who knows? We shall see. But today we're talking about a good podcast with the customers. This is a podcast, obviously, but the thing that we're talking about is mana cost stuff. Now, I think the reason Dreamstar suggested this is because I will frequently say, "Well, you know, when we're looking at a minion, that's a good status for the cost, but what does all that mean? And how do we gauge it? What is good stats for a cost mean?" And it isn't just for minions either, right? Spells that deal damage to things. I mean, technically even spells that heal, but I don't really have any good metrics for those because they don't happen very often. Really with all spells that do things, deal damage or minions of size, they do more than just that, right? But if we're trying to judge them on how effective they are, we also have a gauge to look at how good they are size-wise for the cost because sometimes the ability on a minion doesn't really do anything. A good example would be Si7 agent. We don't have that anymore, but it was in the classic set. It was a Rogue 3-3 with combo deal 2 damage, which means if you comboed it, it did too damage to something, but if you didn't combo it, it didn't. The big thing that often came up would be turn 3 as a Rogue, maybe you'd drag it up on turn 2 and you'd be like, "Well, I don't want to play the Si7 agent, mate." Missing out my combo, isn't it? There's a lot of value just sitting on the table there. I'm just wasting that if I just run that out on 3. I mean, we also call that a tempo Si7 agent, like, "Just run that out without a combo, mate. What are you talking about?" Often, that would be the correct play, and so sometimes you have to evaluate a minion on its stats to cost ratio alone because whatever the ability was, it's just not on the table right now, right? You've just got to evaluate it for what it does, and there are some good metrics on how to evaluate the minion's cost to size ratio, and it's basically double the cost plus one. So if you're paying one mana, you want either a 1-2 or a 2-1 because that would be a total of 3 stats, 1 double does 2 plus 1, 3. So you're going to get a 2-1 or a 1-2 for the stats, right? Anytime you get more than that for one mana, you look at a pretty good card, and that's why stuff like Miracle Salesman sees a lot of play right now in standard because it's a 1 mana 2-2, that's solid, right? And it gives you a snake oil, which, strange enough, that may not actually be a good thing, like snake oil. Oh, if I have a 1 mana spear, I get to trade it, and I draw a card, but at some point there's a downside that you keep drawing the snake oil, and now you've got a 1 mana tax. Yeah, just replace it for one mana each time, so that's kind of like a little downside, but as a downside we worry about later, not today, right? So you know that Miracle Salesman is good value for the stats because we're assuming that we're not going to see the snake oil too often, and we'll be able to trade it away at some point, and everything will be gravy. So when you get to 2 mana, again that's 2, as doubled as 4-5, we've got 5 stats, so that's 3-2s or 2-3s, those are solid stats for the cost, so whenever we're talking about 2 drop minion, if it's got those stats, you're like, it's probably pretty good, we'll be happy just to run that out on 2 if it doesn't do anything, the classic example of that would be acidic swamp ooze, which was a 2 mana 3-2, would you run it out on turn 2? I mean you would against any opponent, you wouldn't expect to be playing a weapon, because it's a 2 mana 3-2 battle cry destroy an enemy weapon, or the enemy weapon, because you know, it's not like they have multiples, destroy the enemy weapon. And so, well, I'm playing his damage, I guess I just run this out on 2, are you embarrassed to run out acidic swamp ooze on 2 against a mage? I guess, I mean a little bit, because when it comes down to it, you don't want to be playing these cards, you're not just going to play a blood friend raptor, a 2 mana 3-2 and you take for no reason, you're playing acidic swamp ooze because back then you wanted to take out Tyrion four drinks, ashbringer or something, or something key, and now you're like, well, the mage, or a priest, I guess I just run this out, and so you just played it, and it was, you know, not terribly embarrassing, it's not what you wanted, not what you wanted from the situation, but it'll do, right? You're okay with running that out. Now, if you were looking at something that was 2 mana for 3-3 instead, you'd be thinking there'd be a back, I mean, a downside to it, something that was making it, you know, a punishing for playing that cost. So I think it's pretty straightforward what you're looking at with stats, it's always double the mana cost plus 1, so at 3 mana you're looking at 7, so that's 3-4 or 4-3. Now, of course, even with 2 mana, you start to look at a ratio that's quite skewed. A 4-1 for 2, for example, still is 5 stats, but it's a little fragile. It trades down to a 1 drop. Often you want more health than a tech because, you know, it doesn't trade down as readily. Like a 3-2 for 2, of course, trades up into a 4-3 for 3, and then whoever spent 3 mana on something and died to 2 mana is like, they're losing out a little on the deal. And it's not as nuanced as that, it's not like, "Wow, I lose now because I lost out 1 mana on the deal." Plenty of people end up passing the turn back without spending your mana, so plus 1, minus 1 mana, like that happens a lot. It's when somebody trades something for 3 mana for your 6 mana, you're like, "Ugh, that doesn't feel very good." Anyway, reasonable cost there, like at 2 mana, if you're getting a 1-4, like, it's durable, but the problem is, 1-4 doesn't line up very well with other things. And so, you know, it's fast to trade awkwardly as well, but then often you'll get a 2 mana 1-4 and you'll be like, "You know what? This is going to live. It's going to turn 2 and it's going to survive." And then I'll get whatever value it has, you know, like, brittle bones bucking air these days. I'm going to get the value out of it that I want. Other costs, of course, minions that aren't up to these cost-to-size ratios aren't unplayable by any stretch of the imagination, usually they have a better ability, right? So if we look at brittle bones bucking air, the 1-4 for 2, that says whenever you play a minion with death rate, it'll give it a reborn. The dread hand handler is only 2-2 for 2, so it's like, "Well, stats are not quite what we want." Honestly, you're happy with the 2-2 for 2 mana if it has something else. And dread hand handler has rush and death rattle summoner 1-1 with reborn. So like, it's excellent value for the stats. Like, you are actually getting about 3-3 worth of stats there for 2 mana. And some of it has rush. Like, it's actually really good. So often when you're paying, you're getting less stats than what you expect to pay for. In other words, the mana cost doubled plus 1. If you're getting less stats than that, there needs to be a reasonable upside to it. And there usually will be. So actually, I didn't even give the background on this scaling thing. The limited resources podcast from Magic calls it the vanilla test. I believe they're the ones who coined the phrase. And that is basically if a minion's ability is not going to do anything, does it pass the vanilla test? Now, limited resources is talking about limited play. And this is very helpful when you're talking about arena. Like if you're looking at a card and you're like, "This is not going to pass the vanilla test if I'm playing this, I'm not happy about putting it in my arena day." And sometimes you just got to do it because that's how arena works. You don't get the flexibility to leave the chef on the side. Sometimes you're off with three bad cards and you're just picking the least worst of them all, which everyone lives up to or doesn't live up to the vanilla test. The big one we often talk about around four and five mana is Yeti. Four mana for a four or five. Good stats for the cost. It doesn't do much else. Any time you get a Yeti that does more than that, you're probably a little happy because you wouldn't just be putting Yeti in your deck. What is this? It's not 2013 anymore. Those are good sides. I want to move on for minions because we could belabor the point, but you get the idea for the mana cost. You're doubling it plus one. That's when you're getting reasonable stats for the cost and that's when you're less, least unhappy to not be able to use the ability if it comes up. And anything less than that, you're like, "Well, I really hope the ability's good." And that works out. But obviously, we also have things like weapons and spells that line up here. Weapons are tough. For one mana on a weapon, you don't expect to get more than one attack because if you get more than one attack, you're probably only going to have one durability. And weapon with one durability is basically a spell. I don't think we've seen very many things. The only times we've ever seen a weapon with one durability has been it's had ways of getting more durability or not losing durability. So usually weapons will have more durability than the mana cost, at least, or not usually more. I mean, if it's one mana weapon, it'll have more durability than one. Weapons always never have one durability. Anyway, I'm getting distracted. There are corner cases, obviously. But for one mana, you expect at least, hopefully, a one two, maybe a one three, three durability on a weapon for one mana. It depends what it does. And obviously, you want it to be doing more than just that. Paladin did have a weapon that was, I think, a one four, for one. It's not really worth playing unless it has other stuff sampled to it, which at one point it did. Anyway, from there, any time the weapon has less attack than the cost you're paying for it, you want to be like, "What's going on here?" At two mana, you want a two two weapon at least. And sometimes you only get a one two. So it needs to be a bit of value. Quick pick, for example, is a one two for two in Rogue and Demon Hunter. And Rogue, you're like, "I can just dagger off for that." Well, quick pick gives you a card, you draw a card every time you attack. So you go, "Well, okay, there's pretty good value there." The best value I've ever got for three mana was a three two weapon for Warrior. It got nerfed to three mana and then back to two mana and probably doesn't really see play anymore. But for a while there, it was too good. But generally at two mana, you're probably going to get a two two. You might get a one three or a one two if the ability is good enough. When you get to three mana, you're probably looking at three two. We often talk about a weapon, well, if it's three mana, it's a three two, that's probably good enough. Sometimes it's just a two two, but obviously the ability has to be better to make that worth it. I doubt you'd ever get three mana, three three. I know that doesn't sound like a big leap, but the more durability you have on a weapon, the more damage it does. A two mana weapon with three attack is going to deal six damage. Well, a three durability three attack weapon is going to do nine damage. It adds up very quickly the more durability you add. Like a two three weapon, sure, a three three weapon, well, you're going to need to be paying at least four for that because otherwise it's almost a pyroblast before a mana and it's like, ah, we're not entirely sure that's worth having people have that kind of value on the hand. So weapons don't scale the same way as minions because the health on a weapon is so much more useful than on a minion. But of course, if a weapon doesn't have very much attack, then having a lot of durability doesn't matter unless you're a rogue and you can buff it, and then like anytime there's a four or five durability weapon in rogue, you're like, ah, this is not very good. It's only got one attack. It's got five durability. He's like, no, rogue's going to buff that and then we're just never going to beat them on the board because they have a giant weapon we can't interact with. You can sometimes, acidic swamp moves, right, not that we have it. Anyway, the last thing to look at is spells. We often talk about a damaging spell. Whether it goes face or not matters, they don't all have to go face to be worth it. Generally, if a spell is dealing damage, for one mana, you want it to deal at least two damage. The task look is a sneaky one. It looks like it's one mana for one damage, but it says one mana, minions take double damage and it's turned into a one damage. So sometimes it does one damage face, but it'll always do two damage to a minion. It's pretty clever. So you want three damage for two mana, four damage for three mana, so it scales up plus one like that. The only problem is once you get to like four mana, that's a lot to be spending on a spell, and so you really need to do a lot. So once you get to four mana, if it's not doing like six damage, you kind of don't want anything to do with it. You get to five mana, it needs to do like a million damage, or you don't really want anything to do with it. And at that point, you want spells to do other things other than just damage to stuff. Damage dealing spells, you want them to be cheap, you want them to do more than you're paying for it, unless there's a big upside. Like ruined orb for mage is two mana for just two damage, it's below, but also at least you discover a spell. All right, we've got a good upside there. So that's generally what we're looking at when we're looking at good value for the cost, for minion spells and weapons. Sometimes a spell is going to be like six mana to deal two damage to something, you're like, I know, I don't want that, unless there's a huge upside to it. So and maybe there could be, right? What was it? Bane of Doom, five mana to two damage is a wallock. And if it kills the target, you get to summon a random demon or something, like didn't always see play, but there were times when there were a lot of bigger demons, it's not very many smaller demons, and that was deemed playable, but not because it was five mana for two damage, but because the upside to it was much higher. Anyway, I think it's time we got into Hearthstone and played. Some actual hearts and oh no. I, as you can tell, the cold I had, I thought it was LG's, but I think it was a cold. Has progressed to the point where I'm drying out, which is probably good. The breathing seems to be returned to normal. It's kind of hard to gauge how much normal it is when I've followed the breathing difficulties up with a cold, because that also brings breathing difficulties, but it just doesn't feel the same. So I feel like the storied based inhaler has done the trick. I'm just going to unmute the phone to the volume. And to be my own half greeking, even though my voice is like, ah, anyway, top of the list thinks even played as Paladin. I want to say there's no interesting Paladin list to play right now, but there's one. It's like a tourist list that Clark Hellscream was spruking, and I saw somebody this morning apparently got ranked one legend with it. I played a bunch of games with it yesterday, and I couldn't make it work. I did win one game on like turn four, like it's all about conniving comment, replaying a big Paladin thing, and I'd played a turn three living horizon, which is like a four six with taunt and divine shield. And then I played conniving comment on four, so I had another one, and the druid just conceded, which I would too if I were them. And every other game, it's like, I just run out of gas, like I'm doing stuff, we're doing stuff, and I just don't have anything. And I'm like, I don't like the stick. So I haven't played that. Maybe I will if I can figure out how to make it work, but it's probably more they have to lean into more high rolls. Like, not playing Paladin today, there are plenty of things to play with Paladin, but every time I look at the list, I'm like, we've done this before. After that, it's like priest, it's like, over hill priest, can't bring myself to do that. Maybe I should. It's a really priest to the best priest, we've done that. But anyway, what we're going to do is play wallock today, because it's been a while. Usually when I play wallock these days, I'll play wheel at death wallock, and I've played insanity wallock, because insanity wallock is the opponent that I see the most. Every time I run into wallock, it always seems to be dead. And apparently, pain wallock is just better in a lot of cases. So we're going to try that. I just realized I've opened the game, I've got the volume up, and I didn't do the pass screening. Oh, wait a minute, I hope you feel it. Better. Oh, I think it's hard. That's really nice. Anyway, we're going to play pain wallock today. So let's take the molten giants, the blood trance, stuff like that. I took a version that has the party planner Voner in it, because I've just not played with that card yet. And I think that's a reasonable reason to try it. Now, we're in a new month. Oh, I forgot to mention, well, I don't think it's been a new month since I last spoken with you. I've got 11 times a multiplier in wild. I guess I just did better than I thought. I think I actually thought it was going to, but I didn't expect to do as well as it did. So I got 11 times a multiplier in wild, which is pretty funny. My opponents in wild this month have been quite different, because I think a lot of the last months were 10 times a multiplier players, that's allowed to generate everything. 10 times a multiplier players, but now I'm playing against 11 times a multiplier player, so they're playing different kinds of decks. So the questline major I was playing doesn't work out as well when everyone's playing Odin Warrior. Now, we beat an Odin Warrior on the podcast, obviously, but I think we've got a bit lucky copying the photograph with an Azerite vein, right? So trying other stuff. In standard, I've played a lot of standards so far this month, but it's only the third, and I've played a lot. I'm like, plating them somewhere. It's been a lot of fun playing various different things. But anyway, let's play, and we'll walk and see how we go. Ah, pain, where are we? Yeah, planting them for. That's a lot of good climbing. And it's only 10 times more. Only 10 times more. I mean, 10 times more to rise. Very good, obviously, but like, oh, my throat feels so dry. That's all right. So pain wall lock, we're looking to take a lot of damage to cheat out molten giants and not get burnt out. I don't think there are a lot of opponents who can cheekily burn you out. Frost death might make me one of the few. Demon hunter is generally very aggressive. In some ways they're going to help us get to where we want to be winning, but also they can do a lot of burst damage. We have to be careful. We have an opening hand with a spirit bomb, a, what's this called? Elementium geode and a party fiend. I mean, party fiend turn one gives us three one ones, elementium geode gives us a two one and two seems good. Spirit bomb doesn't seem like the kind of thing that's going to line up well with what they're doing. Four damage, so good deal deals also four damage to you. I see, but I think we can afford to get rid of that. The party planner gives us board on turn one. The elementium geode gives us velocity through our deck. We're speeding through our deck to find what we want. We just get rid of spirit bomb. It's a totally fine topic later. Looks like they get card number two. We should see what that is. We got back a flame imp. So now we have two good one drops that we can play. I think we sneak across the road here. It feels like we can. Maybe you should just run. Make sure I don't get run over. There we go. First thing we drew is fearless flame juggler. So at the release on turn three, we have take three damage from one of the one drops and we didn't play and then make a four four. So that's pretty good. I think we start with the flame. Because that turns three when we're taking some damage and playing a four four. Like this diversify. It's have four four and some one ones as opposed to all the one ones now and then on turn. Wow. Three two and four four seems pretty good. Turn one coin. Spirit of the team and they just straight up get to face tank down the flame. Fair enough. So it's that kind of demon hunter which is pretty much what we expect. We just drawn a Zilliex Deluxe 3000. It's a ticking pylon. Clearly we run out of the team G02 and 2. That draws us a spirit bomb. If we save our flame juggler party planner spirit bomb for turn four, it could be really big. Like big in a way that demon hunter has trouble dealing with. Like we could make that thing an eight eight on turn four. That's actually kind of enticing. But it really depends on what they do this turn. As to whether we feel like we can afford to wait that long. Treasure distributor and a brain masseuse. And of course that buffs both the tree to distributor and the brain masseuse and the face tank in the elementium geode. I don't think we can afford to wait. Or there's a blood thing and a mass production is not happening in time soon. I think we very much have to spirit bomb the brain masseuse and then play like a five five flame juggler. That's what we have to do. It's not flame juggler. What's called fearless flame juggler. It's a solid play. It can test what they have. They only need to play another pirate or they need to hear a power and face tank it and trade in. They've only got three cards in hand. We also have a blood tree ant which if we play is, you know, we're going to go down to like 15 health this turn. Maybe they just go face for a long. But I think this works out well as a turn. So blood tree ant, spirit bomb on the brain masseuse and fearless flame juggler. So what did I fall to? Fourteen. And we have a five five into two two versus their two two treasure distributor. It can get bigger if there's someone a lot of pirates in one turn. Which I don't think they can do this turn. They've only got three mana. They use the coin turn once so they can't play it. Dangerous cliffside activated and then attack because they have a spirit of the team and play. Again, we'll have like four one ones with charge. They're DTF plus one attack thanks to the treasure distributor. And the treasure distributor has like six tech. Like there'd be a lot of damage. Anyway, they're playing a crimson, crimson sigil runner. They're going face with their two two pirate. Did they draw a card? I think they did. I'm not sure I wasn't paying enough attention. They must have done the four cards in hand. It looks like they're face tanking the blood tree ant. They've pushed them to 19. So we only have a five five, but. And we're on 12. We really need to take some stuff out. It's probably the. There's an, oh, acupuncture. I fall to eight. And they fall to a lot less. And there's a, what's this thing called? Stock puppet slithersphere. All right, we've got a molten giant. We can play for free. So spirit of the team means they can have three attack during the turn. The stock puppet slithersphere will have four attack. That's seven damage. That's seven damage. The Clemson civil runners want it. They can attack us fate. So we attack the treasure distributor. We die. If we attack. So if we attack the sigil of the team, we die to what they have. No, if we attack the distributor, we die to everything else. So we have to attack the spirit of the team because it's contributing. Attack to the player and to the sock puppet slithersphere. Don't think we can afford to play mass production. I don't think we can afford to play party fiend. Although party fiend will probably allow us to play. Yes, it would allow us to play the ziliacs, but then it also would just be dead on board. So I think we have to play the molten giant. Then nothing else. We're going to attack into the spirit of the team. They have a one, one, a one, three and a two, two. That's four attack. They hear about it becomes six attack that puts us to, like if I had life tapped down to six and we didn't draw something that we could immediately play and impact the board. We were dead. But we have a five, five and an eight, eight. They're on, is that, uh, fifteen? It's hard to tell on the slide. So I don't even have lethal on the crack back, but what I do actually if I play the ziliacs, I think you just go face with everything and say, what have you got? I think I've lethal the ziliac. Oh, there's an adrenaline fiend. That bust the treasure distributor to three. So attacks three. Didn't they get hero power? Yeah, it's lethal. They're attacking us for, uh, two and the three. I've put us to negative one. So the, uh, the adrenaline fiend was the extra damage there because it buffed the treasure distributor by a plus one when the treasure distributor attacked. That also gave them a plus one attack on the face. So that was two extra damage put us to negative one. Unlucky. Now I'm at the train station. I want to hit the train station. Should I queue up again? I mean, it's a fast deck. I think we can. It's cheeky as that is. I mean, it just seems, oh, apparently I'm getting lots of cliffs, quest conclusions. It seems really cheeky to be coming upstairs to the train station between again. 103, 1045. I lost a game, but still it was the tenth, uh, later game for the week. On a Tuesday morning, I must have played nine later games last night. There, you see, I am playing a lot of Hearthstone. Uh, it seems cheeky to queue up going into the train station, but, uh, this deck is quick. Win or lose, right? So that's the kind of deck that can pressure us a lot. They turn one, sigil the, uh, spirit of the team. They just went uncontested. It was really hard to deal with. Maybe I should have kept the spirit of the team in my own hand. I'm not a spirit of the, uh, spirit bomb. Shaman versus us. So they're probably going to be a lot of minions in the play as well. Ooh. Okay, so dicey. Sheriff barrel room, that cost four. Popgala puta is really good, but it costs four. Cursed souvenir costs two. He's going to give him minion plus three plus three. And it's daddy to end deal two damage to you. So big cost there, but solid and a flame imp. Now they get to go first. We hit the coin, which means if we play flame imp on turn one, expecting to curse souvenirs, it may not be there. And then we could be just really toast. I think we have to mulling away the cursed souvenir and just keep the flame imp. Uh, if we were going first, even, it'd be dicey because they just have that book. All right. We've got back a blood triant, party plan of owner, and a trolley problem. Now trolley problem is probably going to discard a spell, but we don't mind. There's a shock hopper turn one. Oh, wonderful. We're drawn in a prison horror. So we just play out of flame imp and blood triant. At the very least next turn, we can coin out trolley problem. We have no spells in hand, so they probably won't discard anything. And this should be okay. The imprisoned horror is now six mana. We just need to take six more damage in my turn. It's free. Party plan of owner says five damage left. Like, I cost six, obviously, but it would be pretty good. Anyway, shock hopper goes face for one, and the hero pog in the spell damage totem. We are okay with that. This is ziliax. I think we just coin out trolley problem. Lifejack is tempting. But let's just coin trolley problem discarding nothing. Go face to five without minions. Put it into twenty-five. Ziliax nakosh three. If they don't remove anything during their turn, we can just drop ziliax. We can just drop ziliax three next turn. I think that'll probably be a win. Well, eroded sediment. Three mana three. But they did not play an elemental last turn, which means it does not have rush, which means turn three ziliax. Let's go. Which means our three, three blood tree and that trades for their four, three elemental. We go face for twelve. Prison thirteen. In hand, we have a thirteen mana mountain giant. Six mana in prison fiend. And a six mana party plan of owner. Next turn is turn four. But we have a couple of four threes and a four four and a ziliax. That's making them all that big. If they're on thirteen, we are presenting lethal. So, it kind of looks like the train is just not moving, by the way. I'm just on the platform like, "Well, I won't go on that train, but it's not going anywhere." And people are talking. I don't know, maybe he's about to go. Anyway, there's another shot copper and another eroded sediment. That thing's got rush. Takes out one of the minions, the four four. And I only have eleven damage in player nine thirteen. We are threatening lethal next turn. So, let's life tap first. Put this down to nineteen. Draw us a fearless flame juggler. I mean, it's just going to be a three three, but a three three is good enough. How punished are we if we don't trade with anything? I mean, we're a little bit punished if they happen to have lightning storm, which I don't think they do, but they play two shock copies. So, they might, right? So, let's just be a little careful here. The four three trolley into the eroded sediment, the flame into the shock upper. Go face was the ziliac. So, let's put them to ten. We still have a four four fearless flame juggler, and a four two flame amp, and a three five ziliac. So, the ziliac is carrying a lot of weight here. It's buffing things. They've got five mana this turn. We've got a couple of molten giants in hand that now cost eleven mana. We've got a prison, I like to see. Alright, good. I just felt like if we lift up a four one and a one two, and went face for nine, putting them into two, they could trade both minions into my ziliacs, but then they died to whatever lift. But if they had a lightning storm, they could attack their four one into the ziliacs, they could lightning storm and clear everything. I don't even remember if the flame juggler would need to, sorry, the shock upper would need to trade. I think it would. Just mute the phone to the volume back down. Because the last thing I want is to, when I get into work, it's my phone, so I'm making loud noises, right? So, like, if I don't trade there, putting them into two doesn't seem to do very much. If I can't finish it off, right? If they didn't clear my board, you know, I'm low on health, and they can threaten me with a lot of damage as well. And they can respond to anything. I mean, I guess I'm about to play a four four. But, like, I don't think putting them to two there, it just leaves us open to so many things. And they've played two shock uppers and lightning storm is just so readily available there. And they could easily have, well, they were not going to be Reno Sharon, I guess, but they could easily have had something else that also gained them some help. And then being on two isn't as much an advantage as it sounds. So, attacking them down to ten, or eight, or whatever it was there, and then value trading down this stuff. Like, trading away one of my minions, value trading down the hoppers, so that I still had a bunch of attack in play, and they had not much health. I think I'd attack them down to seven, and I had seven attack in play, maybe. I don't quite remember. But, like, I'm basically saying, I still kill you next turn, but now you have many less responses that you can do to what I have. So, it just seems safer that way. Now, if they had gained some health, then that, you know, we get there, but, like, it just takes longer, but we can just take some more damage. We'll soon have some molten giants, and maybe that works. But, anyway, that works. The first game did not work, because the aggro demon hunter aggroed us down. Second game, which is aggro shaman, I suspect. Well, elemental shaman, they played two of the, uh, the thing that's, say, four, five with rush, if you played an elemental the turn before. Uh, I think that's what it is. It seems ricks. Big stats for the cost. There must be more to it that I'm not remembering. Anyway, they played a couple of those, so I think it's elemental shaman, which means they are very good at getting on the board if we don't want them to. Uh, and, uh, that can be a lot of problems for us. So, anyway, worked out fine. We'll take it. Time for me to sign off, I think, given on the train platform. Uh, now that train was sitting there for a while, but it's gone now, but I assume another one will be here in a moment. But, follow me on Twitch, Twitter, and YouTube, @blistyly. As I mentioned at the start, who knows where this is going, but, like, in my shower this morning, and even before bed last night, I was thinking of a new format I could try to do on YouTube. It's not that anything else has failed format-wise. It's that I wasn't able to sustain it. What I'm trying to do, like, it doesn't really matter how good the content is. If I can be regular on it, that's how people grow accustomed to watching it, right? So, the thing I'm looking for here, here it comes a train. It's something that I can do sustainably, and I had an idea that I think might be sustainable, and also it could be entertaining, and I think I'd enjoy doing it. So, we'll see if I can pull that together. I'm going to start thinking about what it would look like. Um, so, YouTube.com/ supposed to go, or @blistyly, I think it is. Um, just in case you start, I mean, let's face it. If you listen to this, you'll know about it when it goes on. Anyway, look. Uh, it's always, uh, also, uh, Discord.com/proscribing us in there. 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. I've just realised I hadn't changed the batteries in my recording device. It's not flat, but it's almost flat. This train is super empty. Why is the train so empty? Oh, I know, why, because people are taking the metro now. They've opened the new metro. This is really good for me. This is, this is potentially a new thing for a long time. This station is Wilson's point. (Whistling) (Whistling) (Whistling) [BLANK_AUDIO]