G'day, friends, it's Blisty Guy and for spooky Friday the 13th of September it's episode 1359 Walk to Work with Mobile Hearthstone podcast and it's standard legend story time, which is a bit late. I mean, I know I've mentioned this in the last couple episodes, but you know, we had content to discuss and I got legend like I think it was last Friday night probably and just did not have time to talk about it in the last week and then of course the worst part about that is now we've had the mini set. So anytime I've talked in the past, I'm like, oh, I didn't want to get legend to laugh to the mini set or after the balance changes and things. I think this is kind of why, right? Like, I didn't want to be in a situation where I was posting a decklist. I mean, I guess I did post this like four days before the mini set. So that was fine. The deck that is that I got legend with and that's not too bad, but getting to discuss it on the podcast and then going through the final boss match post a format change, especially a mini set change, especially one that's changed dramatically as this has. It made still a problem, by the way, seems like, oh dear, Skyler, Portalman to Skyler, what have you done? Anyway, it just feels out of date. I almost considered actually playing a different deck today instead of recapping the final boss, but I do like recapping the final boss. I think even when we're discussing a matchup that is technically no longer relevant, there's so many decisions to go through. And I don't, you know, this is a good time, I think, to pick a match and go through it in depth like this. And I think that's a useful thing to do. Anyway, the deck I played was Ramp Druid with Sonami, basically. The, I would say, standard Ramp Druid list that you see, which is funny. Like, I don't know, I think anytime you see a crystal cluster, that's the six mana spell that ramps you three mana crystals, and each one that doesn't fit, you get like a three, seven taunt. Anytime you see that, it's probably Highlander Druid, I think, because I feel like I see that a lot, but it's not in the list when I was running, or anytime I look at Ramp Druid lists that aren't Highlander lists, it's not in those either. So there must be Highlander lists. I feel like I see it all the time, but I was playing a list that didn't run it. And I was like, ah, I must have, I must be cutting crystal clusters for the Sonamis. That's what, like, and I said, I, I didn't come out of the list. I found the list. It was like, cool, I want to play that. But no, technically it's Ramp Druid minus Doomkins and a single Sleep Under the Stars. Now, that seems like a very difficult substitution to make. Doomkin, even though it was enough to seven mana, is clearly very powerful when you're ramping mana. Sleep Under the Stars is an incredibly powerful seven mana spell for Druid. It's like cutting those, but I mean, when we're cutting them for a king tide mate and two Sonami, like, well, okay, we're getting some bang for our buck there in the leg game. And one of the things I found playing the deck was that the Sonamis weren't actually just a meme. They were quite good in some matchups, like in particular, Highlander Warrior, which was something that could just, like, out-guess you and outlast you, like, especially if you don't finish them and they get to the point where they boom boss Thogran, you know, so it works not too bad. Really just digging a hole on the side of the mountain. I'd take a picture of it, but anytime walking past it, there's, like, a lot of working people around it working and they're going to be like, why are you taking pictures of this? That doesn't feel quite right. Anyway, so Sleep Under the Stars, obviously, very powerful, but cutting down to one copy didn't seem that, oh my goodness, mate, maybe I am going to take a picture of this. It's a giant circular saw on a thing. That's not a camera. The sun behind it, so it's probably not going to show, but maybe I'll remember to post this later if I can figure out whether the picture looks any good. Oh, that's what I was supposed to do. I'm supposed to do a Patreon thank you. Next up, we're thinking King of Guruai, which, and I love pointing this out, apparently this is, like, an anime name, but I thought it was an indigenous Australian name, because Guruai, G-U-R-A-I, like, that's the kind of, you know, there are a lot of indigenous Australian names that have that kind of word in it. And I was like, oh, wow, cool. And then I Googled it and I was like, oh, no, it's Japanese. And of course, that's a Japanese kind of thing too. But anyway, thank you to King of Guruai and all the other patrons who support the work we do here at Walk the Work mobile host and podcast. Anyway, where are we? So, the tsunami Hyrule, just being extra powerful, is what helped win some of those matchups that I wouldn't normally win. Now, you might be thinking, well, what does ram droids struggle with? And it's probably hyper aggro, right? And say, well, well, your tsunami's not helping there, is it? No, not, not, not particularly. But sometimes you Hyrule with King Tired and you do get a tsunami and you do win because of it. And so, the more I played with that list, the more I was like, this is not ridiculous. And I can understand why you would cut a sleep under the stars now, because this just gives you more late game nonsense you can pull off the opponent. It's like, oh, what? Oh, and I think everyone now is quite used to the idea that the four-water elemental tsunami is a heck of a thing to deal with, even though a lot of the time now people are dealing with it on Turn 5. It was still a very powerful thing for me to be doing with the druid list. And I like ram druid. I'm a big fan of ram druid. I mean, I think if I was playing the version without tsunami, I wouldn't be as excited to be playing the deck. I like the deck and it's fine, but I want to be playing something where when I post it on social media, people will go, oh, that's neat. And just regular ram druid with the Dumkins. It's not neat. It's just effective, right? And that's not exciting. And so, once I saw the tsunami list, I was like, I want to try that. It was working for me. And it hit all the sweet spots where I was like, I'm enjoying playing with ram druid because I like ram druid. Oh my god, more road works up at this place, not road works. Construction work. You can hear it here, the jackhammering, something. I usually cross the street much further ahead than this because there's a couple of blind corners where I am now, but maybe I'm just going to sneak across the road now to get away from that. Let's hope I don't get run over 13, 59 episodes and haven't been run over yet. Although, I guess I've come close a couple of times. Anyway, I did play a bunch of other things on the way to legend. And the thing that gets confusing here is I've also played a bunch, host legend as well. So, like, what can I remember playing before or after? I don't know. Like, I did play a lot of rainbow death night last month. Well, not rainbow, was it was frost, rust, and holly, uh, reservoir, desolate death night. And I did start the month trying some of that again. And I also tried a bit of rainbow as well, because I saw there was a more controlling rainbow list that I thought was more fun to try. I'll give that a go. I did try the pipsy paint hoof colored in deck, but I think most of my experience with that, where I actually figured it out and got the rhythm of it, was post legend in the weeks since then. And obviously, the last few days, I've played a lot of big spellmates because, I don't know, I'm enjoying it, even though the meter is a bit broken. I'm up to back up to around 16 or 1500 legend, I think now, maybe slightly even higher than that, which is pretty good. I mean, I came into legend around 12, 15, but it was like the fifth or the sixth of the month or something like that. So obviously, there's air quotes decay that happens then. And just again, I always feel the need to qualify this because if I was just to say decay each time, what I'm describing is a thing that's not actually happening. And people use the word decay when talking about legend MM to describe what happens, because that's what it looks like, what happens. That's what looks like is happening. And it's a nice shorthand, easy way to describe it, right? And if everyone knows what it means, then that's fine. But the problem is, there might be somebody listening to this, hi, welcome, who could be here and think, Oh, I know the word decay means, and they don't actually realize what Hearthstone players mean in regards to MMR. So your legend ranking is just basically a big ordered list from one to however many people they're at legend. And it's sorted by people's MMR. We don't know what our MMR is, but it's your matchmaking rating, and it gets higher the more you win and lower the more you lose. So basically legend is a big list of players from the most winningest to the least winningest. And when I come into legend, I think it was at 1215, one, two, one, five, pretty good, pretty reasonable, near the start of the month. Now, I don't just sit at 1215 for the rest of the month, because somebody else might get legend a couple of days after me, and maybe their winning rating is slightly higher than mine. Well, maybe now I'm 1216, not because I lost anything, but because somebody overtook me. Or maybe they're just people playing at legend, and their winningness rating goes up a little bit. Again, they overtake me. And so what it looks like is my rating is decaying over time. And the more I sit there, the more it decays, it's not the more I sit there, the more people either overtake me or join me at legend to increase that list. And I'm just further down that list of the most winningest players. So it's not decay, and I feel like qualifying that because I don't like it when we start banding around terms and phrases, assuming that everyone knows what it means when often it just doesn't mean that at all. Anyway, so me being at 1500-ish now, after coming at 1200, does not mean I've been losing a lot. I think it means I've been winning a lot, because I think air quotes decay would have put me well over 2000 at this point if I had not been playing, which, you know, it's often what I usually do at legend. Anyway, I did try a bunch of different things. I tried spell damage druid. I tried a lot of shaman actually. I played a fair amount of big shaman, which it's not really that big, right? Usually when someone describes the deck as big something, it doesn't have very many small minions, and it's trying to cheat big minions into play. Now, this deck does do that. It was a deck I think designed by Jan Bray, and of course everyone will tease me for being a mega whale here, but I was not playing it at first because I did not have a golden colligan. There actually, I had a look, I've got most legendaries in standard and golden, like whale problems, but colligan is not one of them. And I was like, hmm, if I buy this bundle in the store with some golden packs and a couple of golden legendaries, does that mean I get a colligan? That's not a good reason to buy a bundle, save your pocket money. Like, there's a mini set coming up, that kind of thing. Anyway, he then updated a version that didn't have colligan in it and had like a factory assembly bot that, you know, the 10 mana, miniaturized 67 neutral the end of turn summons of 67 that immediately attacked something. And so I was playing that, and that was fun too. It has cliff dive, and obviously I upgraded my cliff dives to golden. And I actually had a lot of fun with that, and that was actually working quite well for me as well. So there's a lot of different things I tried, but the thing that just really struck a chord with me once I got to diamond five was the ramp druid with tsunami and king tide, and it just worked. And like, as I mentioned, even in discord, it's like, I don't want to get legend yet. I want to wait till after the mini set, but I'm also just enjoying playing heartstone because, pre-mini set, the meta game was actually really cool. And I just kept playing and got legend. Oh, never mind. In standard, I even only had a 10 times multiplier. So like, it wasn't like it was, I could be losing and I still get legend like you couldn't wild. This was just a, I just kept winning. Loved it. Anyway, we should get in and have a look at that final match. I think it's long enough. I don't know how exciting it is, but I think it's still worth examining. And I think this will be a reasonable indication of what that game went like. The problem is I've got to scroll up of it to find it now. I think that's it there. Yeah, I think it is. Unmute. We'll soon find it. I didn't even remember much about this match at all other than that. I can tell from the video that it goes for a wee while, as is sometimes the case. And I enjoy decks that do that. I know I've been saying that the previous meta game was great and the mini set has broken things. I don't think this meta game is terrible. No, it probably is. I just like terrible meta games sometimes. I like really polarized meta games where everyone's playing the same deck and then you can feel like it can have an edge. I don't know. I think I just like playing Hearthstone. All right, apparently we had a rogue opponent. Oh, that's right. All right, so we have an opening hand with a split slash well by Trog Jim Tosser, a summer flower child and a Malfurion's gift. Now, this is a deck that is spoiled for choice when it comes to three mana ramp. It's got Swiss special help. It's got new horizons. It's got Malfurion's gift for a while growth. Like, you want one on turn two or three, depending on whether you have the coin, or an innovator, I guess, and we have the coin here. And we have one that's a special help. We have no dragons to go with it, but we also have Malfurion's gift, which is a wild growth. So the question becomes, like, do you want to keep some of a flower child? Because some of a flower child ramping on three to five to on turn four is an amazing curve and you want to be able to do that. But we have the coin, so we're not likely to do that. Are we really saving? Like, I guess something you could do here is just you're saving the coin. You play the Malfurion's gift into wild growth on turn three, then turn four. You've got five minus. You save the summer flower child drawing two of your big cards, of course, and reducing the cost by one, because it was a finale at summer flower child. And now you still have the coin to help accelerate one of those out. Now, our opponent is rogue. What does that mean? I mean, it could be excavate rogue, I guess. But these days also, I've seen a fair amount of spectral cutless rogue. So thief rogue builds a giant weapon and it hits you for a lot. Potentially even more dangerous now post rotation, if not for big spell match. Anyway, and there's also just like excavate rogue, big spell rogue, what I said, not big spell rogue. Coin rogue, the wishing well coin rogue. So there's a few different ways rogue can go. I don't really know what it is, don't you hand? But looking at this hand, like, I can ramp turn three into turn four of summer flower child. Is that good enough against a rogue? Sometimes it is, sometimes it's not. If this is a wishing well rogue, we do kind of want to do that summer flower child thing to try and find a yolks run. So when they pop up with the wishing well, and they get a bunch of legendaries and play really quickly, I want to be able to play yolks run to make them all bang their heads together. So like, that's a plan. And this is actually probably a bigger topic, actually, is the kind of mulligan you want to make. You're not just looking for a curve. Sometimes you're like, what is my opponent going to do if their game plan goes accordingly? And what am I going to do about it? The Swiss fish well, though, you can't just throw it away. Even though I have no other dragons in the hand, I draw a dragon, this is another ramp spell, and that's amazing. So I don't know. Clearly, all I can see here from pausing it is I've already pressed on the drug gen tosser because I'm not keeping that in my opening hand. That's something that's not great to play on turn three. I mean, it works. You could do it, but you're not happy to do it. Whereas you are happy to do it when you've got 13 mana crystals, you know what I mean? So we're getting rid of that. And let's just push play and see what else we do. I think it looks like I've thrown away the summer flower child as well. And I think I did that because I'm like, look, as great as that is, I want another dragon. And what I got back was a swipe and a gift wrap well. I'm like, well, hell, that looks very nice. So now I can play gift wrap well up on one, and it'd be a three two, and it would buff the other dragon. But then if I do that, I can't play the gift wrap well for mana. So it's a little dicey, I think. Anyway, it looks like we're waiting for a while for the opponent to figure out what they're doing. And I can't quite tell when we're looking at their hand. I think I can see up there, mousing over one of the cards now. Were they full mulligan? They keep everything? It's hard. It looks like they kept card number one. They moused over the right card and then kept the left card. Anyway, see how we go. Again, it's hard to know what kind of rogue this is. But usually something like the Black Rock Mining Co. Shovel on turn one will tell you what it is. But they did not do that. Okay, the first thing we're drawing is E and R. So we have a reason to keep our coin. So I've just jammed the splish splash swap on turn one hoping that I'll find another dragon. Because a three two splish splash swap on turn one is very good. It's very useful. Now a rogue opponent is not doing much. Maybe that's why this is such a long video. There's a rogue player. I wonder if we can scrub through their turn. They're staggering up. And they're going face with it. Now I like it when a rogue daggers up and goes face with it. It means they don't have something planned for turn three either. Let's just pause for a second. Because we've been very lucky. But the problem of this means it's quite possibly a spectral cutless rogue. Because they don't have anything good to play on turn two. But on turn three or four they're probably going to play spectral cutless and then start buffing their durability and the attack on it and stuff. And we don't have a way of dealing with that. They have that. They just have that we've got to outrace it. And that's not easy. Now we've been very fortunate. Turn two we've drawn a cheer drake. So that's a dragon. Which means our splish splash swap is now live. So we could coin out the splish splash swap this turn. Or we could wait. But I do like pointing it out because it just gets a four three splish splash swap into play ramping our mana crystals. Next turn we'll have four mana. You can play the cheer drake. Like it just curves nicely. And there's like yeah you've got air now. You could save a coin for that. It's like yeah. But I could just get a bunch of minions and play. Now rogue opponent just daggard on turn two and attack. Which means they don't have a plan on what they're going to do next turn. Unless what they're going to play next turn is a instrument tech. And then they just tackle the dagger and then turn four. They're playing the spectral cutless. Which of course is like what they want to do. But if they want to do that we want to be putting enough stuff in play to be pressuring them quickly. So it all comes together nicely. Anyway I wasted no time pointing out the splish splash swap because thank goodness. Going face to three with our different work. So I've got a three two and a four three in play. They have half a dagger and it's three mana turn. So we're feeling pretty good about this so far. Spectral cutless rogue can be a problem in the late game. Sometimes they just get a bunch of stuff. I posted a screenshot to Twitter where I had an 18 15 spectral cutless I think. And that was in constructed. I had that's another deck I tried on the way to legend. Good fun. Sometimes it wins. Sometimes it doesn't. It very much doesn't now. Probably because of tsunami. But maybe that spoilers for the end of this match. I don't know. So anyway our rogue opponent is again taking time to think. So let's talk about that. Sometimes your opponent takes time to think. I often take time to think because I'm talking to you. You know describing my plays. They've just played prep. No first they played stick up then they played prep. Prep into trolley problem. Pretty good. It means they get to take out both of our minions. Prep into a stick up. It's something that plays in a lot of rogue decks. Let's picture cutless rogue is definitely one of them. Coin rogue maybe as well. And then they attack with their dagger. So we are now playing cheer drake during a spell. And the thing we drew this term was a perfect twin ziliacs. The spell we drew was tsunami. I mean it's going to be a while before we can play the tsunami but still it's nice to have it. We still have a swipe in hand and we have a malfurions gift so that can be a wild growth to get us to tsunami. We have a small cheer drake and we have a big ziliacs which can be I want to say it can be painful for a spectral cutless rogue to deal with. But it's not. The virus perfect virus ziliacs is painful for them to do because they can't touch it. Whereas the perfect twin it's quite actually easy to remove mind you've got the divine shields off. It's big. Don't get me wrong a couple of six fires of divine shield is monstrous to have to deal with but if you can target them you can kind of deal with them. And I guess I should take an aside on this spectral cutless rogue running taslic to best is best use. Taslic is a minion take double damage to turn and deal one damage something which is now effectively two. And then things like health drinks from wallock. Okay now each one of those health drinks is dealing six damage to something and you're getting six life. They're very strong very strong clear and I've definitely had turns where spectral cutless rogues have been like taslic you you take one health drink that health drink that where did all your minions go take eight to the face and you're like I don't know what. So anyway we're going okay turn four for the rogue we have a two four cheer drake and play. Can't believe I nerfed it again but there it is there's a spectral cutless and they're going face for two. I don't know why like when it's a two two I don't think you need to go face for two unless you think I'm going to restaurant by for it. Anyway I drew for the turn and it's summer flower child and I jammed it and that gave me a six mile a marin the fox. Oops just accidentally tapped out of the video so it's rewinded to the start. Not marin the fox marin the manager we're gonna swipe back through to the video there we go. So we played summer flower child, well I've scrolled too far ahead. So five minutes in turn four we were very lucky to draw the sunflower child so we played it from that late. It drew us yogg and it drew us marin like strong. I mean yogg we wanted if it was wishing well rogue which is not but marin is just huge you just jam that we can jam it next turn because it's one cheaper next to the sunflower child and they just start drawing big spells that cost nothing in playing them. I don't know why they attacked with just a two two spectral cutless last turn unless you really expect it to be we'll get unmuted again buffing the durability in a lot. Anyway they're turn five they're playing task slick on looks like I'm my summer flower child so again that's doubling the damage by minions take. It's not a spell from another class yet so it's still only one durability. There's a prep it's the second prep for the game there's a health drink so the health drink is now dealing six to the summer flower child. I don't think you wanted to task with it first if that's what you're doing and now they get to play a second health drink on this year you could have helped to ask lick my face and still have the same effect there and then they attacked me again for two but they've now got two durability just on the cutless because the two health drinks increased it by one. So here we have six amount of this turn we've just drawn gosh I always quite fortunate this game we're just drawing mr vista so that's the druid tourist intermage which is what allows us to play the tsunamis so we can play marin this turn. Assumingly picking the treasure that draws us three cards and reduces the cost of zero next turn we play mr vista and play the treasure and then when we replay like when mr vista expires like we get another thing drawing three cards of zero. The only thing I have to do at that point is make sure I don't have so many cards at hand at all I'm doing is over drawing cards because while that's not the end of the world it's also not a great play. So anyway we're jamming marin on turn six and I'm almost always picking the treasure the wondrous one that draws three cards and reduces the cost of zero but I do like to pause slightly when I do it to make my opponent think I'm thinking about it. If you snap off that decision quickly thinking about well they took the wondrous wand or or they immediately took some in legendaries they knew what they were wanted I might have to make it look like I'm uncertain about it so I like to pause just for a moment doesn't have to be long a couple of seconds at most and then pick it so they're like are they reading it do they know what they do they know what these cards are like why why let them know that I know what I'm doing anyway they're two and they're two and six they have a two two spectre cutlers there's a valorok the deceiver now they've got no extra attack on the cutlers which is great for us valorok deceiver it's gone face for three I can't see what it put me to because I've got my hand maximised at the moment apparently and I can't minimise it or watch your replay but I'm feeling pretty good about this the fact that they have not buffed the attack of their spectral cutlers is really good for us but there it is there's a mic drop well they're buffed the attack now so now it's a four two they're going face for four which they're already on 30 because if you kill them themselves and we know they have at least one health drink lift and have but now I still have a marinum play so we have what ten cards in hand here this is kind of awkward we've always undergot seven mana so it's not like I can play mr vista and the uh the tr- uh the wanders wand anyway so it looks like I'm playing the new horizons I've just drawn and of course there is a I'm holding it out there and thinking about it uh we have a swipe as well so we played it at new horizons because extra amount of good uh and we could swipe the valorok we do want to take the valorok out you don't leave a valorok and play that's going to give them lots of spells they can play from other glasses to keep increasing the durability of their spectral cutlers and that currently has four attack now which is a lot more than two uh it gets up to a lot I mean not usually 18 like I did in in my screenshot but like we can't leave valorok and play so I'm thinking about what to do next just straight up pointing a swipe at the valorok now the reasons were such a delay there was because after playing the new horizons I have four mana left swipe at least one mana and spent so what I could do as I could play the malfurions gift for a swipe and then play the swipe and let's spend all of my mana and then I still have a swipe in hand but the downside there is like I no longer have a malfurions gift in hand and I have a swipe in hand now furions gift could be something else and I can see a scenario where maybe I want malfurions gift to be furious um how or whatever it is I can't remember what it's called but the one that actually gains you eight armor or four attack but I'm guessing it's going to be eight armor in the cases where I want it to be that so using the swipe there instead of malfurions gift just leaves me the flexibility of doing that if I want or while growthing I mean also the other thing is once I play mr vista like if I got mr vista malfurions gift into while growth and play that when the look the no it's not a location thing but like the three turn limit thing expires from mr vista and it replays on my spells again it'll play the malfurions gift and it'll play the while growth so like I get to double debt but I was just trying to figure out what I wanted to spend my mana efficiently or whether I wanted to maximize mr vista and I feel like I wanted to maximize vista vista the downside here is that I have a relatively full hand and maximizing mr vista just is going to create a lot of over drawing stuff if I'm not careful anyway we finally decided to swipe um valoc and to go face six pointing them to 23 because the swipe did one extra damage to them as well so we know they still have a health drink in hand uh we've got a tsunami in hand we've got eight mana currently so we're almost at the point where we want a tsunami and tsunami seems pretty good against a deck that wants to attack you because you freeze them anyway they're playing something I didn't see what it was but the discovering is it another stick up uh deathstroke so no what is that can't see it in the side but oh no that's from uh I know what it is it's uh after this is gift so they must have got that from valorac with some of them a deathstroke which uh killed marron pause again here we go killed marron heal them and also put an extra durability on their cutlers and they didn't attack this time which seems to make sense anyway we're going to my nine mana turn I know I can tsunami next turn now we play mr vista and now we play the wondrous wand it drew us a chia drake me an innovate uh and a king tide mm-hmm I mean king tide does mean that we get to play um asinami five mana extent instead of ten and it also means that their spells are more expensive seems pretty good for us so just play the innovate now i'm playing the chia drake i've got two mana left chia drake is your mana well i'm thinking about playing the chia drake i think i'm trying to figure out uh what to do with so many cards in hand so chia drake draw a spell and it drew me well it takes a while it drew me take to the skies not terribly worried about it and now we play king tide we've got two mana left i guess we just care about and go face putting them to 29 so we got a bunch of stuff in hand looks up we've got a five mana uh sleep under the stars because we played king tide we're on 11 health and one hour eight uh 12 health so i didn't talk about this because i get to having my hand maximized i couldn't see it but i've taken a lot of damage from them uh which is not terrific looks like their spectral cutness is six attack now i didn't see what they did but they must have played like a deadly poison a six attack cutless does not have to hit me very many times before that's quite deadly but of course the plan is to place an army next turn so now they're playing nice to the mast this is the rogue tourist this is what allows them to play the health drinks uh and the big plan here i'm just gonna have to pause this oops the big plan here is that because you can play this you pick a hero card from another class when you play that you effectively become the other class and what that means now play the deadly poison that increases the attack by two and the giro that you buy one and of course because you're son you play you've now got another valera's gift and another deadly poison in hand so you play the second valera's gift and that gives you another deadly poison which you play increasing the giro the and the attack and son you give you another like if you have sonia and valera's gift and like three or four mana doesn't have to be much you can buff your attack of your weapon by heck of a lot in one turn and if you've changed class because you happen to have played the master of the mast and picked a different hero like that puts a lot of durability on the weapon and if they don't have a restaurant viper i guess they have to have tsunami to freeze you the good news here of course is that they're playing most of the master the turn before i play tsunami so they're way behind on this plan and i'm about to try and lock them down anyway we're on the train platform there's a train i'm not getting on let's push play most of the masks discovering them hero on that by the way i'm just going to let it play well to a verse if you're playing spectra cutlass rogue which probably isn't advisable now don't pick a hero that gives you a weapon because it'll overwrite your cutlass and that's not great and even though it might be okay to overwrite your cutlass once if you play test grey man chill over at it again anyway they then played instrument tech mr vista trades into the trades into the master i'm wasting no time here vista trades into the ma maestra the cheer drake takes out the instrument tech i still have a king tide and play they're on 30 with a six one durability cutlass but they're going to play hero card probably next turn unless it costs 10 and it's going to increase the durability on the weapon and then also forever they're just going to be increasing the durability on the weapon so i've just traded away their minions i've got 10 mana i'm pretty sure i'm going to play tsunami and maybe even like sleep under the stars just to gain a bunch of armor see now let's watch there's the tsunami here comes the water elementals king tide and four elementals go face putting them to 18 and freezing them uh to 14 sorry now we play king tide we gain five uh not king tide sleep under stars we gain five armor gain five armor and gain five armor i believe like i could have refreshed the mana crystals and played like a split splash well by heaven hand but i figured going from like six life up to 21 life seemed like a good idea and having them frozen and on 14 health while i have a 4-4 and 3-4-3-6 water elementals and a cheer drake seems good i also have played mr vista previously so i'm pretty sure the minute that thing wears out i'm about to cast tsunami a second time so i feel like my opponent is in a pretty bad spot right now and this is exactly what we wanted to do and this is where like i don't want to say this is why you play tsunami druid over regular amp druid because you're not going to run into very many split spacial cutlass rogues but i ran into this one and it was my final boss so i mean you decide whether that was a good idea i think it was a good idea and even though that is being results oriented so they're pointing a health drink at one of my water elementals it does three damage to it heals it heals them for three okay now they're pointing another health drink and that kills that water elemental now they're pointing the third health drink the last health drink at the cheer drake so that kills that heals them for 23 i still have three water elementals in a king titan plate that's 13 damage i've just drawn a five mana uh five the setting sun and i've got 11 marvellous turn i've got a splish bash about like oh it's pretty gross next turn i'm just gonna play irna what are we doing restore my health to my hair at a pool sure i'll gain 24 health and then we should attack for 13 again we could play something else i don't think we need to we have a hand of eight cards so we might overdraw some stuff next turn when the vista thing expires but we still have three water elementals our opponent's on 10 and we've got a bunch of stuff in play see you don't often see the irna heal to full your turn oh heal to full and attack face for a lot your turn but uh it seems to work quite nicely here when you're on six and your opponent is threatening to beat you with offboard damage from a weapon instead of minions and you're keeping the frozen then just heal just get it out of the way you don't want them to summon i know they need 21 damage from hand to do it but like we certainly got him i like when you can get to the lake game you can place an army you can place everyone's sleep under the stars to gain 15 armor and the irna to heal for 24 like that's clearly not very good for a cutless rogue i think is they needed to beat us before we could do that and we were ramping proactively and they were not able to ramp their spectral cutless early so that seems fine now their turn is taking a while i'm just checking everything i have in hand but i'm feeling reasonably confident that i now have this one in the bag i'm i don't remember but this might be the point where you know sometimes that is rope it out and then you get it your opponent has left it's just fine there is their rope by the way but i'm feeling pretty good about how this game went and tsunami great and obviously i'm still playing tsunami and standard now but i'm the bad guy so never mind anyway the ropes almost moved out it feels like my opponent has given up the ghost and walked away because why not i mean what they need to do now is like task like uh fathom nice fathom nice to clear all my stuff but then you're using your uh like valerius gift the things that aren't things but anyway they're roped all the way out uh my vista vista is casting another tsunami for only one water elemental but it's going face there's an innovate there's a sleep under the stars that's gaining me five armor that's refreshing three mana crystals that's drawing two cards well i guess i'm going to overdraw something that's fine desert nesmatian the wondrous wand new heights we're overdrawing tolling's goblet we're overdrawing trogg jim tussle we're overdrawing gift wrap well we've overdrawing another desert nesmatian but we have a full board they're on seven um so they may have just roped out their last not done anything but we were able to attack them easily and finishing the game so i mean clearly you can see why i was playing this deck it works well for me uh and you know every now and again i get in the opponent playing something around like that and i'm like fine we got you and there it is well 1214 legend it was and here comes a train that i should get on so we should get on that so time for me to sign off follow me on twitch twitter and youtube at list a guy follow the podcast walk to work hs on twitter if you just want to see the episode goes out see the deck and pull code like this and i may draw it i guess i should post it there but it's an update somebody might think it's worth playing now all right and of course come hang on discord discord.com.com.me/fistyguy it is always a pleasure to have you join me for my walk to work good luck everyone and everything you do because you're an absolute bloody legend and i love you all i haven't even looked to see how long we're recording for it but may not be that long maybe it is 32 minutes it's not bad including recapping a 12-minute match i mean i guess there are several turns my opponent was just roping out boo earns to roping out on turn that's what i say all good good. this station is very good. thank you.