G'day friends, it's Blister Guy and for Thursday the 19th of September, this is episode 1361 of Walk to Walk in Mobile Hearthstone podcast. Ranking our reveals. Yeah, when I was coming up with this title, I almost called it "Ranking My Reveals" and I was like, "Ugh." Nobody believes that. Everyone agrees that my daughter is involved. I mean, it's a varying degree, of course. Like, the first one, she was just long for the right. The first one, which apparently I have had 11 reveals. Sorry, we have had 11 reveals so far. And I was like, "Gosh, that's more than I realized." And if we're having three expansions a year, that means if there's another expansion, which I can neither confirm nor deny, the existence of such expansions or whether I may be doing a reveal or not, if there's another expansion where we get to do a reveal, that would be four years worth, which, cricky. That first one, I believe, my wife was quite thoroughly pregnant with Gert. Gert being the now three and a half year old, which would explain why Mongoose was involved as just giving mum a break. You know what I mean? Anyway, so the ranking today, I had been thinking about going over and doing a retrospective on the reveals that we're done and also kind of thinking the actual reveals themselves and what I thought of those. And I think there is, that's something we can touch on in the future. But somebody mentioned in Discord, I don't have the name in front of me. I'm sorry. It's a dog bomb team. I can't move it. Anyway, it was like, "Maybe you should rank the power level of the cards that you've revealed." I was like, "You know, that's actually a good thing to do. We should do that." And maybe we'll talk about the actual reveals themselves later. But we do that. Obviously, we should thank a patron, patreon.com. So let's describe if you can afford to support the work we do here. Today, we're thanking Jeremy Warner, thank you Jeremy, and all the other patrons. Every little bit helps. And if you can't afford to support, that's totally fine. Tell a friend, leave a review. All that stuff also helps. But, you know, a bit of money does help defray the cost of being cool, which is all good. Anyway, look, so I made a bit of a ranking list here, which is how I know there's 11. Now, I didn't, we're not ranking every single card revealed, because the early ones, it was a single card. And after a while, we started getting packages of cards, which was not a thing reflecting on our reveals, but how Blizzard were doing things. They were like, it makes more sense if someone's revealing several cards. I mean, I guess in some sense, if someone's revealing a single card, it's hard to fill that out to a 10 minute video, which I don't know if it still is, but for a while, there was the optimum length of a video on YouTube. So like, if you were asking someone to reveal a card, and they do their content primarily on YouTube, and they were not making it last 10 minutes, like, oh, how do I do that? So maybe like a handful of cards gives you a bit of length, but also context works. Like when you see a single card, you're like, ah, okay, I think. But if you get a package of cards you revealed, and as you'll see with a lot of our group, groupings of cards, they worked as packages. And like, it's like, oh, it makes sense when you see this with this. Oh, I see, I get it now. All right, cool. And so, you know, they started giving people packages of cards to reveal, which I guess is less people revealing cards overall. But it meant that some of our later reveals obviously for entire packages of cards. And I'm ranking them on the package as opposed to the individual cards, because some individual cards clearly weigh better than others. And if we were doing individual cards, it'd be all over the place. But of all the reveals, my least favorite, I don't want to say the worst, but my least favorite, as far as cards go, came from a voice in the sunken city, and that was slithering death scale. I had to look this card name up. I could tell you what the card did from memory, but I couldn't remember the name of it. It was a seven mana, three, seven, maybe, or it was a three, eight, it was a three something, naga, it was epic, it was neutral. And if you played three spells while holding this in hand, it did three damage to all the enemies as a bell cry, something like that anyway. So, absolutely no play in standard, because, because it doesn't really need to, I guess, like it's one of those cards that kind of exists just so that there are not, oh hang on. Surprise nieces, springing, they'll do that. Nice, warm morning though. Anyway, sorry about that. Like, some cards, I think often epics kind of exist just to be narrow, quantum case card that maybe somebody wants to run, or maybe you just generate it off something, and you're like, oh, this is a card that can do things. I have technically summoned Slytherin death scales by discovering them or generating them and going, oh, okay, we'll just try this. And I've definitely triggered its battle cry like once or twice, but I've never intentionally put it in a deck. And that is disappointing to me. But also, it was like my fourth reveal or something. I wasn't expecting big things from cards I got to reveal. In 10th place, we have party crashes, similar sort of story there. This one's actually interesting because I was offered two cards to pick one. And the other one would go to Corbett, James Corbett from South Australia, wild aficionado. It doesn't stream anymore, but also is still the best place to get wild deck lists and high level wild meta game analysis. Really good player. And so I was offered both party pressure and ashen elemental, ashen elemental is in three-minute or two-four, battle cry the next turn. Your opponent takes two damage for each card they draw. So a bit of a counter to ice block and I was like, well, this is potentially wild playable. So maybe Corbett should get to reveal that one. And I'll do this one, which is more fun, which is the party crash. What was it like an eight mana seven eight or something or seven nine? And it's like, choose an enemy minion and then throw a minion from your hand at it, which is funny, but also not very effective. It's like, oh, this is a big minion spell deck kind of thing. Like, and the act of throwing the minion at it is kind of cool. Like, I think it puts it into play and then attacks it and gets a bit survives. Then it stays in play, which is kind of cool. Like, it's one of those things where the concept is kind of cool, but the execution is like, it's just a bit slow. And it's one of the things where maybe this is going to be big enough fast enough, but it turned out it was from a murder from Castle Nathrae and that was an expansion where there's no time to be party crashing. But, and while I said I don't want to rank the reveals we did, this reveal, we were doing some dress-up. We had some real fun with the script and it was, it was a little bit charming and delightful. And, you know, I think that does mean that I like party pressure a little more than I like slithering death scale. In ninth place, we have Call of the Grave, which is the one mana epic pre spell. Discover a death rattle minion. If you had the mana to play it, trigger its death rattle, which is a cute spell, and there have been times where I've occasionally put this in a deck list and I have to say that the reason I did so was because I wanted to say that I had. Like, it wasn't anything that was ever worth putting in a deck list. You could generate it every now and again. And I've certainly played it several times after generating or discovering it, but it just never really worked out. It's one of those things like, this looks pretty good, but it was just, it would be pretty good in 2015, but it's too slow for anything good now, which is a shame. Because it was a cool card and the reveal was fun. This was our second ever reveal and we did get a little more playful with things on this one with formatting and stuff and how we put it together. This, like, I mean, even the first reveal, again, I'll talk about the reveals another time. Even the first reveal, I kind of was like, what if we did this? What if we did that? What if we did this? And I was like, well, this has come together better than I thought it did. And we did the same thing in the second reveal and I kind of liked it. Anyway, in eighth place, nothing can stop us. This was our first ever reveal. It's the shaman rare three mana spell, give you minions plus one plus one, and then give any merlocks an extra plus one plus one. So if you're playing merlocks, this is three mana to give all your minions plus two plus two, which is pretty strong. And I did actually play this to legend, I think, in that expansion cycle in wild. Now, if you were playing aggro merlocks in wild now, which is not really something anyone ever does, you still wouldn't even play this because it's too slow. But at the time, it was fine. And I managed to get the legend with it, which is kind of cool and not something I could say I did with the other reveal cards before, but it's still a neat card, but we're still in the era of it's a random card. Someone's got to reveal it. Let's give it to Australia and Australia, the community manager is like, Oh, I guess we have to rate. We'll see what he does. And, you know, obviously, they're still getting the hang of the idea of, Hey, he actually puts out a bit of a show when he does this. In seventh place, we have frozen buckler. Now, you might be like, what? Seventh place, because frozen buckler is actually good. Frozen buckler is actually good in wild as well, and still is in wild. And I have played it in wild as recently as a couple of months ago. So frozen buckler was the epic warrior Tumana spell frost spell, I believe. It's Tumana. You gain 10 armor at the starting extent, lose five armor. So if you have no armor next turn, you don't lose anything. But if you still have any amount of armor up to five, then you lose that. And if you have six armor, then you go down to one. The feeling is that it's a frozen buckler and it melts next turn, kind of funny. The reveal for this was, I don't think we had a lot of time. It was difficult to pull together. It features both my kids' points. And it is kind of funny. And it's the first one where we, I kind of let Mongo get a bit sassy. And it really worked, obviously, because everyone was like, Oh, she's good. She's funny. Yeah, yeah, she is. I mean, you know, she's funny when she was three, but as she gets older, it's better. Now it's actually awkward. Like, she's really got to find the line for her comedy. She'll try to make jokes. And you're like, Oh, no, no, that is truly, truly inappropriate. You don't joke about that. Gosh. But I think that's very normal for a living 12 year olds. Anyway, this card I've ranked seventh and you're like, but it's so low, given you've still played it recently. I think it's because from here on, we start getting some pretty cool and pretty powerful cards, which is neat, which means that I guess blizzard generally have recognized that my reveals are fun and people like them. And so they started giving me better and better cards, which I appreciate. So in sixth place now, we've got our first package and I don't mean to poo poo perils and paradise, because I have really enjoyed the set. But in sixth place is the package of cards. I got for perils and paradise. And that would be announced darkness, health drinks, sacrificial imp eat the imp and summon a dark marrow. I've played several of these cards. I haven't intentionally played sacrificial imp. I have faced it in arena and I think once or twice in standing gone, oh, what are you cooking? But not much. I've played the imp and standard. I've played some of the dark marrow in standard. I've played health drinks in standard. I haven't played announced darkness intentionally in standard. But Yogg has played it a couple of times for me. And we were discussing discord the other day that when Yogg casts announced darkness, then you're going to lose. But I totally won a game last night where Yogg casts announced darkness for me. I was playing used to Pipsey Paintooth Paladin. And announced darkness just gave me a lot of gas and gave me a gyraxis. And it was pretty sweet. But overall, these cards have not been truly standout. And as fun as they've been to play some of them, they're just fine cards. And honestly, that's where balance should be sometimes. None of the cards revealed by me, the perils and paradise, were nerfed. And that's not true of all other expansions. In fifth place, we have much of the Lich King. And I really enjoyed this one. This video was fun because I think I had no lines. I think the whole time I was just pretending to be a zombie. I was like, this would be fun. Let's let Mongoose do a lot of the lines. And we'll see everyone goes. And of course everyone was like, she's really good. Obviously, I was like, Kat, I wrote it all. And it was a chance to showcase her ability to actually do this stuff. And of course, years later now, I'm like, oh, we can't lean into that too much because she's getting older. That's going to be inappropriate. People are going to say things online that we don't want to see and regret. And she's promised me she's not going to look at comments, but that's going to be hard. So in the future, we are going to try and tone down the amount that she's at least on camera. Maybe we'll get involved. She'll get involved, but it'll disappoint people. But also, there are some kind of people out there that disappointed them would probably be for the best. Anyway, much of the rich king. We had Anubrikan, the legendary, it's the eight mana, seven, seven, if you don't remember it. And the battle cry was the next. Minions you play this turn cost armor instead of mana. And battle cry gave you like eight armor or something. And it was nerfed multiple times, which is pretty funny. I think they turned the amount of armor it gave you down to four. They made it so it was only the next three minions. But this was like a key combo piece for like Bran Astell or Shenanigans. And I enjoyed them greatly because if you could play Bran and then Anubrikan, you're going to heck a lot of armor, which means you can play a lot of minions. So Bran and Anubrikan, then all he had to play was one Astellor, the middle Astellor, and the big Astellor. That's your three minions. The second Astellor is going to give you extra armor anyway. And then the fact that you've played Bran, it's just fantastic. I played that a lot. I enjoyed it a lot. The rest of the package was Kiteman's plating, Chitman's plating. Who never knew how to pronounce it? I'm still sure I'm still getting it wrong. That was playable and standard. And people played it a lot, which is two mana to gain four armor. It's starting to gain four more armor, which was a nice little combo with Anubrikan because like, you know, if you're under a lot of attack, playing some armor game this turn, hoping it's still their next turn for Anubrikan is a bit hopeful. But like, this one's like, here's some armor now. And then it's starting next turn some more. So ready to use with Anubrikan. Beetle Mansey didn't really see any play. That's the five mana spell that was either gain 12 armor or summon two, three, three to the taunt. Made fun. Beetle's joke about that one. And the king did see play. That's the seven mana, six, six with Rush, Belkryne, death rate will gain six armor. Clearly, that works very nicely with Anubrikan as well. And lastly, Cryptkeeper, which was the eight mana, four, six with taunt. That costs one less for each armor you have. So you can see that it's the whole combo. And I feel like this got nerfed as well. So maybe I'm misremembering what the original stats were. I don't know. But this was a card that I think was the last to be seeing play out all this, like it saw play early on, but it continued to see play when we were playing like quest line druid and stuff. So overall, this is a pretty sweet package. A lot of stuff that I enjoyed playing and like the kind of things that I like playing. I was very happy with this package and very happy that a lot of it was playable. And that was in fifth place. In fourth place, we have verse riff, chorus riff, and bridge riff from the festival of legends. Small package, but a perfectly formed package, just the riffs. They released underpowered and they buffed them, which I appreciated. Once they were buffed, they were very playable. And they got played a lot. Not in an overpowering manner, but it was just like this chorus set of cards that warrior could play. And I assume that was their original intent. Was that warrior got to play this cool riff package. And again, I didn't want to color my rankings by the reveal itself, but the reveal was a lot of fun as well. And I put a lot of work into it. And I did things that I never thought I would such as pretending to sing on camera. I never again. That's just not I've never been good at singing even as a teenager playing in a band. It's just not my thing. But I did it anyway. And it turned out really well. And there were several things about the reveal video that I was like, oh, I could've done that battle. But like the retrospect is good like that. And you don't get a lot of time to pull this together. And I was amazed that we even pulled it together as quickly as we did. But I really loved it. And I really loved that the verses, the riffs were playable. And we made a bit of a hook of the player next riff, play your last riff thing. And like people were like, Oh, I kept thinking every play your last riff every time I played a riff card. And it's like, Oh, that really, really warms my heart. Love it. And third place from Badlands, we have blast charge reinforced plating misfire and boom boss Thogron. The excavate package and warrior, I really have enjoyed playing that. So that's why this one's ranked so highly. I've enjoyed playing boom boss Thogron, which has been nerfed slash buffed nerfed hard to say. The other day, I was playing with the insanity wall lock with the soul searching against a Reno warrior. And I was like, gosh, this warrior is not going to know what's hitting him next turn. I'm like calculating. I like a cadus four cards left in my deck. And we are going to we've got a photograph. It's loaded with crescendos and things to mitigate the damage. And oh my gosh, we're just going to go hard. There's a pop guard in there. This this warrior is going to get annihilated. They had already played a grifter and reduced the cost of things in the hand by one. And then on 10 mana, they played Ignis, I guess the one that discovers a weapon that doesn't really matter. And then they played a seven mana boom boss Thogron and shuffled six TNTs in the deck. Now, obviously at this point, they've played brand as well. So, you know, a control warrior, Reno warrior can get that far. But you know, you plan for the late game use that. But when I had four cards left in my deck and they shuffled 16 teas in, the first TNT I drew blew up the rest of the cards in my deck. Like they they buffed TNT to improve it. It used to be a shuffled into your opponent's deck, which was cool because of your no shuffled into your deck, right? And I was like, that doesn't make much sense that shuffled into your deck. Now they get shuffled into your opponent's deck, which punishes your opponent for drawing through your whole deck. Whereas if you played boom boss throwing out a shuffled into your deck, you were incentivized to draw through your whole deck. So they changed it to be your opponent's deck to make sure that wasn't as obnoxious to play against. But now a few of the kind of person who plays a deck like either. It is more obnoxious. And so they also changed it so that TNT can't blow up other TNT. So if I have four non-TNT cards in my deck and 16-T and I draw a TNT, the first thing that does is destroy one of the non-TNT cards in the deck. So now I've only got three of them and five TNT. So the odds just get higher and higher of drawing another TNT. So then I draw a second TNT. Now I've only got two non-TNT cards left in the deck and four TNT. Like, uh oh, and so yes. That turn did not, I did not go off. I did not obliterate my opponent. They took out five of six cards in my hand and the rest of my deck. In fact, how should we five, six? Maybe I had seven cards in hand and took out my whole hand and the rest of my deck. I lost. Anyway, powerful card and I have enjoyed playing a lot and a lot of people have hated playing against it. I think it's a good mark for it. And the X-gate package in general is quite fun. I guess at some point, Badlands will rotate out of Stanton and I'm going to talk very fond of the bad explained. I think overall that was a really cool mechanic and I think it played really well. Missed by not as much as everything else, but even that is fun. So cool package in at number three from Badlands. In the second place, we have WhizBank's workshop with bottomless toy chest, magical dollhouse, sparkling file, woodland wanders and alonius. And while alonius has not seen a lot of play, although someone did do an 84 damage swipe to me yesterday with a bunch of aloniuses in play, unusual I know. The rest of this package did end up seeing a bunch of play. Maybe not woodland wanders, but magical bottomless toy chest and magical dollhouse in particular. And I played them a bunch and I really enjoyed them. And they've been very powerful and they still continue to be quite powerful and standard right now. And sparkling file has made a bit of a comeback now and is actually seeing play. Very powerful and I've played them in wild as well. I really do enjoy these cards and I really, like I think, again, I didn't want to rank these based on the reveal itself, but the WhizBank's workshop was where I really started to figure out doing these handmade card prop things. Like, we toyed with that a little bit with Badlands, but this is the one where I really went ham and was like, "Hey, this is cool. I love doing this." And so I think that really reinforces me enjoying the WhizBank's workshop reveals. But unfortunately, there's not first place we've got in first place, and of course, if you've been counting along, you know which one's the last, and that is Titans. And that's the Hunter set of cards that we revealed from Titans. Now, you might be like, Hunter's not your favorite class. How did this end up in first place? These cards were bait and switch, Titan Forge traps, Star Strungboe, Absorbent Parasite, and always a bigger jaw monger. Now, if you had asked me a couple months ago, I would say, "Ah, I mean, it's good, but not everything landed." Like, no one really plays bait and switch, but people do discover of Titan Forge traps. I do play bait and switch sometimes because it's my reveal card, and because people don't expect it, and it's fun. Star Strungboe was so good it got nerfed, fair enough. But those secrets were solid cards. They're not exactly the kind of Hunter I like playing, but the kind of Hunter I do like playing would still also play Titan Forge traps now, because it's just a solid and good spell. Absorbent Parasite and always a bigger jaw monger. Always a bigger jaw monger got nerfed early on, but Absorbent Parasite was always an ally that's never saw play until recently, and now it really does. It sees a fair amount of play, and I really do enjoy playing Mystery Egg Hunter with both always a bigger jaw monger and Absorbent Parasite, and Titan Forge traps in it. And I've even tried to be sneaky, and when I'm building the deck, throwing a bait and switch as well for fun, and I have looked at it and gone, "Can I also squeeze a Star Strungboe in there?" But to do that, you've got to put more secrets in that doesn't seem to add up. But I have enjoyed the cards we revealed from Titans more and more as time has passed than I expected to, and I think it really does speak to it. It's not even a coherent package of cards, like three cards to do with secrets, and two other cards. Okay, two other cards, sure. But those cards are all seeing play, well, mostly. I mean, Star Strungboe is seeing play in Secret Hunter, but I don't play that deck very much. And bait and switch is not really seeing very much play, but you see it off tight for you today. Overall, I really like this package, and I really like how well this package is being received and played. Like, the riffs, the warrior riffs, they're not really seeing playing anymore, they've been superseded, whereas these Hunter cards are still seeing play. The spell damage cards from Druid are still seeing play, but we're only two expansions in from that package, and who knows how much play they'll see next year, maybe some, maybe not. Really, it probably depends where the swipe is still in the course. But it's really cool that even as Titans is one expansion away from rotating out standard, these cards are still seeing play, and that's, that's cool, and I like that. Anyway, that's the ranking for all our reveals so far, which, you know, maybe we get to revisit that later, but I mean, when you revisit them all and rank them all again, things can change if it's what's playable too, right? Like, other packages can leap up to the front. Maybe it's just like, I just do a top five packages or something. Anyway, we can talk about that stuff another time. What we need to do now is get into the game and play some Hearthstone. What do I decide to play today? I don't remember. All right, I found a mech rogue dig. Rogue isn't exactly top of those things I haven't played, but there's talks that Rogue is terrible. I mean, coin rogue, it seems pretty good when people play against me, sometimes I still beat it anyway, and weapon road seems unbeatable when you play like I play, but sometimes other people don't play like I play, and it's very beautiful, and that's why it's not great. Excavate rogue, I guess, is nobody's really playing that anymore, but I saw this mech rogue listed, it had some cool stuff, and I was like, "Oh, I feel like playing that." So I'm going to play it on the podcast today, so we're going to get into the app. We've got to unmute the phone and go to the volume more of that stuff. I feel like I have turned up the game volume, so we will hear half this morning, but that seems fun. Anyway, I'm around 4000 legend and standard. I haven't checked to see how many legends there are in standard, but I believe there's quite a few. That's nowhere near 11 times multiplayer territory, which is fine. I don't know that I necessarily want that. Nice half, good morning. I really think sometimes I'm supposed to be playing wild when he says that, but anyway, I'd say I am well and truly 11 times multiplayer territory in wild. Anyway, 4000 legend, and I've fallen to that point. I've fallen to 5000 to climb back to 4000ish. It's not the perfect place to be, but I'm actually really happy. I just continually play a bunch of standard right now at legend, and I'm enjoying it, so that seems fine. I'm sure if I played better decks, I might climb a bit higher, but I've been enjoying like cliff dive shaman, which apparently is actually quite good, but I'm not entirely sure it's perfectly positioned where I am now. Like sometimes I still lose a bit, but I'm enjoying it, and I think that's what matters. I've played a lot of Hearthstone under pairs and paradise, like just a heck of a lot. I haven't tracked the numbers, but a lot this month and last month more than I have in previous months, and I usually play a lot of Hearthstone. Anyway, let's queue up this macro, see how we go. I believe this one of those decks that was tweeted as being sourced from the Firestone data is doing well, but no one player has been attributed to it. I got a screenshot I think the other day with 4444, and I think I got one with 40000. It's kind of fun. Lots of fun little screenshots at the ranks. Not really meaningful, but we'll see how we go. See if I can get a month left, see whether I can fall lots or climb lots. The deck button's gone. What have we got? So where Edwin? There are us to go. There's a few different ways this can go. They could be Reno Shaman, they could be Cliff Dive Shaman. They could also technically be a Vol-Bloodlusty Flood Shaman. I feel like Cliff Dive is the thing we're most likely to see, but I see a lot of Reno as well. Our opening hand has a Pit Stop, which isn't neat. Pit Stop is the two-minute discovery mech from your deck, give it plus two plus one. We've also got an inventomatic. Whenever you magnify as a minion, give it plus one plus one. I think that's a pretty key minion to have in the deck. The last one is an annoying fan, which is a one-minute one, two-bell cry. Choose a minion that can't attack while this is alive. I don't think we want that in our opening hand. It's not a great one drop. I think if we're keeping the inventomatic, we can't want to get rid of the mech what's it called, the Pit Stop as well, just so that we can hopefully get a better out of getting a one-drop we want, especially if it's the one-drop that gives us a magnetic minion and all that stuff. Let's just keep the inventomatic and hope for a better curve, and we'll see what kind of shamans is in a moment. We got back. Bronze Gatekeeper, and there it is, Dronge deconstructed. Perfect. We run out Dronge deconstructed to turn one. We're just drawing a frequency oscillator. I should have paid attention to what cards the Shaman kept. If they kept a card, I'm thinking of Grofen, and the frequency oscillator just dies first up. It's still a good card to play later on, and on turn three could be a great card to put the Bronze Gatekeeper on, so we're running out Dronge deconstructed to turn one. There is some question now, depending on what our opponent plays in turn one, or whether we play inventomatic on turn two. There's a pop-up book, doing two damage to our little minion that's fantastic. Okay, we're drawing a Pit Stop. If I play an inventomatic this turn, it's exposed. It could die to a removal spell. I'm not sure exactly which removal spell it would be, but it just seems vulnerable, and I feel like this hand is really going to work based on that. If I play Pit Stop, I'm not putting anything in play, but they only have a couple of zero-one taunts. Thanks to their, what do they call that card again? Pop-up book, right? That took out our Dronge deconstructor. I don't want to run out the inventomatic, but if I do run out the inventomatic, we are rewarded if it survives next turn. So, all right, we're running out in the inventomatic. I pretty much think, why are they broken so much? It's just so risky. That's why they have flaintank totem. Could you imagine? I mean, I guess they have flaintank totem is then exposed. They're hero-powering, this is perfect. So, we can only magnetize one card that's turned unless we draw something else. Well, there's a frequency oscillator. We can put a lot of frequency oscillators in play. Pop-up book, turn one, hero power, turn two. There is a chance that this is a cliff dive shaman or any kind of shaman that may have magma, a cup of magma. Is that what it's called? I can't remember, but they can do a lot of damage. If we run out all of our frequency oscillators now, then it could be a bit dicey. They could have lightning storm. I do want to buff the inventomatic. I don't think I want to have only one minion in play, so let's play the frequency oscillator. The magnet, the bot that I have in hand, is elusive, but that's actually quite good on the thing. It makes it bigger. All right, let's play Pit Stop. That shows us Voltron, Drone Deconstructor, Annoying Fan. Let's just take Voltron, and we're going to put the elusive magnet bot thing on our inventomatic. So it's now a 4.5, and it attacks into the zero two taunt totem. So, this is going to make it harder for them to remove because it's a 4.5 now, and they can't target it. So they need to have solid board clears, or, I guess, a lot of stats on board, which should be hard for them to do right now. Like, making it elusive really does help if they're playing things like, well, here we go, if they're playing things like scooting death. But this play turned the tides. It's given them the three three with rush and three attacks, so they can take out the elusive 4.5 at the cost of one card, which is pretty good, but also some face damage. We still have a 2.1, they have a couple of zero on taunts. Once you see the turn of the tides, I would say it could still be an either the experiment. I'm still guessing Cliff Dive Shaman. Cliff Dive Shaman is rough. Like, we could get a pretty sizable board going, and they can just remove it if they get six mana to have Cliff Dive. We've drawn prep, we have no good way to use prep. We've got four mana, we have a bronze gatekeeper, and we have a frequency oscillator, so I think what we do is we attach the bronch to keep it to our existing frequency oscillator. Then we play the second frequency oscillator. So now we have a 4.6 taunt on a 2.1. We take out one of the zero one taunts. We fill up a prep in hand, and now we have a five mana Voltron. If you don't remember Voltron Prime, that's the Titan. It's a six mana three five, and it's abilities that game plus two... what did they just do? They did. Oh, they played a sigil of Skydiving. Still no indication that it's not Cliff Dive or anything else, but it could be Cliff Dive. It could also be Reno. I guess Reno is more likely to hunt a tourist instead of... so I think it's Cliff Dive. Anyway, Voltron's abilities game plus one plus two draw a card, game plus three health and elusive, game plus two plus one deal four damage to a random enemy, and it'll repeat its abilities on another friendly maker, which we have two in place, and we're definitely jamming Voltron this turn. Are we doing four damage to things or drawing... I think we need to draw cards. We've got very little action in our hand. So, frequency oscillator takes out the little thing. We play Voltron. We use our ability to... game plus one plus two and draw a card, and that will, of course, draw us two cards. Oh, a buffed taunt. That's nice. We've drawn a gear shift. So, in hand, we have prep, prep, annoying fan, and gear shift. We can play all of those things next turn, so we don't do anything else. Let's go face the five with our five eight points. Our opponent is on 21. They have five miles to turn. The sigil of Skydiving is triggered. I believe they have a coin. So, they can coin out Cliff Dive or Dazzle Dazzle's turn. They've played nature spell, spell, spell, the playing florals gift. I guess it's a hex for Voltron. Yep, hex for Voltron. But this still is, it leaves me with a five eight taunt and then with one amount of left. So, that's good. Their little fel minions are attacking into my taunt and into my frogs that have got one minion left and I have a five six. All right, there's a pit stop. So, two preps. First, we prep pit stop. We see a memory on the Mastermind. We see Zilliax. Oh, it's a big Zilliax. And we see a spider. The spider gives stealth. The Zilliax is haywire. So, that's a big one. If they cliff dive us next turn, we could be regretting a bunch of things and play here. Remember on, we're only going to play one make. Let's take a memory on. Because it's got three mana. It's now a four six. We play memory on. We play an annoying fan on their last little fel thing. So, we can't attack. I'm not really likely to matter very much. That gives us a memory on's cloak field. Give a friendly minion plus three attack. Again, stealth until your next turn. Oh, do we do that a memory on or do we do that on? If they cliff dive out of yog, I don't know that it helps us very much. We're definitely playing those and a prep. So, let's prep. Let's go. Let's give a memory on stealth. Let's go face with seven with our minions. One card left in hand is a gear shift. We shuffle two cards in and draw three more from the scrap heap party fiend. And Dreamplan and Zephyrus have got three boards best to lift. Let's play the party fiend. All right, our board is full. We've got three one ones. A one two and a two one. We have a 5/6 taunt. We have a 7/6 memory on, which means we play mech. We get lots of cool stuff. At they cliff dive out a yog. They make all of our stuff attack each other. It's a Razzle Dazzle. That's not a yog. So, that's got them. A 7/4 tank remnant. Two, two blood treant. Oh, and a wishing well and they still had the coin. But unfortunately, that only gave them a one mana southang. I summoned it. Oh, okay. I summoned a bunny stomper, which means the b-sab rush. It charged into the taunt, but southang did not. Probably should have traded the southang, because it would have de-threaded into something. Anyway, if they're on 14, I have lethal in hand. We also have a from the scrap heap in hand. Now, from the scrap heap, we'll give us three microbots, which one could be win furious. It's pretty solid. I think I talked a lot about what the opposing deck could do in a sense, where I'm assuming you know what the opposing deck can do, because we did have a lot of time to discuss it. So, as we come into the plane tramplet form, I should talk about that now, because the opposing deck is a deck I've played a lot. But we got them. 4027. Nice. The opposing deck, Cliff died Charmin, is referred to as Big Charmin. Zacho mentioned on the recent Vicious Syndicate podcast that it's one of the better decks at High Legend. I've enjoyed it a lot, part of that is so I can enjoy playing my new fancy Mythic regular skin. Anyway, it has a lot of spells of spell types. It's cooking, so we get Death Knight, no, Demon Hunter spells. The Demon Hunter spells are skirting Death as Shadow, and Skydiving, Sigil or Skydiving for Fel. Those are solid cards in their own right. Not spectacular, but they'll do nicely, and they make your Rizzlers better. The best card in the deck is Fairy Tail Forest, is it? Whatever the three-model location is in Shaman that is a two-jurability, draw a battle-crime minion and reduces cost by one. There are literally three battle-crime minions in the deck, and two of these locations, which means at least one durability of these locations does nothing. And if you naturally draw one of the battle-crime minions, two-jurability of those locations do nothing. But it's fine, because you want to draw those battle-crime minions. They are Razzle Dazzlers and a Hagitha. Hagitha can draw five mana spells and turn them into slimes. The only five or more mana spells you have are two frosty decors, which is the frost spell that summons a couple of two-four taunts that gain four armor on Death Rattle, like it can be a lot of survivability there, or Clif dives. Clif dive is the six-mounted Demon Hunter spell that summons two minions from your deck, gives them rush, and then they go back into your deck. So as long as you have drawn your Fairy Tail Forest thing, and you've been pulling out your battle-crime minions, the odds that Clif dive hits something small is basically just cookie. And if it hits cookie, or it hits a Razzle Dazzler, you're like, "Okay, well, I guess it's still a four-four with rush or two-two that maybe causes other things to upgrade themselves when they trade in." But after that, you're getting things like Walking Mountains, which is the nine mana four-twelve, no, four-sixteen mega-win fury rush lifesteal. That thing, mega-win fury means it attacks four times. So when you pull that out with Clif dive, and it just attacks all your opponents' minions, maybe it dies in the process, but possibly it doesn't, heals you to full, that kind of thing, and then, you know, goes back into the deck. Sometimes I put it into play, and then my opponent can't remove it, and I go, "Well, I attack you for sixteen with it." Oh, it's brutal. Yoggs are on to another one you can pull out. Golganeth, the Thunderer, that's a good one. You pull it out. If you play Clif dive from a slide from Hangatha, then it doesn't count as a spell, which means the Golganeth will say your first spell is three-lit, or I'll have a free spell while I'm here. Otherwise, just dealing three damage to all enemy minions, and you're getting and healing six to all your stuff, or twenty damage to me. There's lots of great things that happen with Clif dive, as long as you've got a fairy tale forest to pull the other battle prime minions out of your deck. And if you don't, well, it could be worse. But it really works really well, and obviously, you want the skirting death for a shadow spell, turn the tides for a nature spell, good solid, but also because you run two of the Horn of the... What is the six mana paladin shaman weapon with winfury, three, four, winfury? That thing. And so you have this sort of burst damage because skirting death and turn the tides gives you a bunch of attacks. Like, it's a deck that just works together in totality, and there's a lot of fun, and I enjoy playing it a lot. It's about surviving the early turns, pulling off big turns with Clif dive and Horn of the what you would call it, Windlord maybe. Like, so much fun. Like, I enjoy that deck more than any other deck, and I've played a lot of different decks, and sometimes I'll lose a match with it. I'm like, "Ah, I can't beat Reno decks," or something. I can. You do beat Reno decks sometimes, but if you lose to a Reno druid, you're like, "Ugh, I'm gonna switch decks," and I switch decks big, but I always come back to Clif dive show. That's what my opponent was playing, and so that's why I was very aware of what they could do, and I knew that if we go into turn six and they Clif dive us, and they get the walking mountain, we're in a lot of trouble. It is what it is, but I mean, I guess having a five six taunt really does mean that the the walking mountain kind of wants to attack into that twice. They're sure they heal by eight, but at least we've done ten to it at that point, and so maybe it dies. Oh, the other thing that deck also has is like muck, muck pulls. So like, when you pull out a giant minion, before it shuffles back in your deck, you just devolve it into one bigger, and then it stays. So much fun. I'm still running Collagon with a lot of people who aren't. Collagon is the eight mana six, ten rush. Whenever it attacks a minion, put it in your hand, and deathrattle, put them back into your opponent's hand. Like, Collagon attacks and steals something, and then gets put back in your deck, so it can't return it. So much fun. Anyway, there's a train here. I should get on that. Follow me on Twitch, Twitter, and YouTube @bistagai. Follow the podcast. Walk to work, HS on Twitter, and come hang out and just go to discord.me/bistagai. Too much fast talking, too much warm weather, too much walking uphill, all out of breath. At least I don't have risk issues anymore, mostly, you know, other than the fact that I grew up with asthma. Look, it's always a pleasure to have you join me for my walk to work. Good luck, everyone, and everything you do, because you're all absolute bloody legends, and I love you all. This train is not too full, you'll love to see it. I was going way past me after a walk. This station is Wilson's Point. [Music]