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Walk to Work - A Mobile Hearthstone Podcast

W2W 1381 - The Prerelease Brawl Recap

Duration:
43m
Broadcast on:
05 Nov 2024
Audio Format:
other

The Prerelease Brawl is almost over, so I recap what I've played so far, before playing Spaceship Warlock! You can find the deck import code below the following contact links. 

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# 2x (1) Gul'dan's Gift # 2x (2) Defile # 2x (2) Drain Soul # 2x (2) Endgame # 2x (2) Heart of the Legion # 2x (3) Cursed Campaign # 2x (3) Dimensional Core # 1x (3) Domino Effect # 2x (3) Felfire Thrusters # 2x (4) Arkonite Defense Crystal # 2x (4) Dark Alley Pact # 2x (5) Carnivorous Cubicle # 1x (5) Mind Control Tech # 2x (6) Bad Omen # 1x (6) Gnomelia, S.A.F.E. Pilot # 2x (7) Eredar Brute # 1x (7) Kil'jaeden #  AAECAdTwBgSVswbx5gbh6wbp7QYN56AEyOsF8KkGnrMGnMEGi9wGnNwGodwGm90GiuIGyOQG3uYG7eoGAAA=

G'day, friends, it's Blista Guy and for Tuesday the 5th of November it's episode 1381, I think. I'll walk to work in Mobile House, don't podcast. I looked at it two minutes ago and then it got distracted taking a picture of the Jackarandas, because it's Jackarandas season again, so I posted that in Discord just now and totally got distracted. Anyway, look, yes, Tuesday the 5th of November, a big day in the world. I know a lot of listeners in America are obviously waiting with baited breath to see how today goes, but just be assured that this is a big day for everyone around the world, because even though the rest of us don't get to vote, the outcome of the US selection often does inform how things go around the rest of the world. If a right-leaning government gets in, then you'll see a lot more right-leaning governments emboldened around the world, and with that you'll see the erosion of certain human rights and things like that, which is not great. So, you know, I think a lot of us are hoping for a very particular outcome that doesn't involve, you know, who? Anyway, if you want to hear more on that, you should listen to the latest Vicious Syndicate podcast, because Zacho goes on a giant rant, which is fantastic. I expect he's going to get a lot of very bad podcast reviews after this. Not from people like me, of course, but there have been times on this podcast. Also, I haven't even seen what the title of this episode is. It's a recap of the "Tembrole", of course. There have been times in this podcast where I've talked about the importance of diversity and things like that, and I have definitely received, like, if I go to my podcast reviews, which I don't do very often, but I did it the other days to remind myself, there are some negative views, and sometimes because, you know, people want to come to gaming spaces not to hear about politics. Well, I don't know. Look, it's been a while since I've said this, but honestly, diversity and inclusion is not politics. The people who have made it politics are the ones who are wrong. Anyway, that's a different story. It's just equality, and equality is good. Diversity and inclusion, people like, "ergh, ergh, ergh, ergh", are bad, bad words. It's equality, and if you don't like equality, then you're being mean to people, and that's not very nice. Anyway, "Tembrole Recap". We're almost at the point because November 5th isn't just that big day in the US, but also the release day for the Great Dark Beyond, which, I don't know, will be a nice distraction from whatever else is going on in the world. Anyway, that comes out tomorrow. By the time I wake up tomorrow, it should be out, which is exciting. And, of course, in the lead-up to this, we've had a "Tembrole" where we can basically play any cards that we've opened from the expansion already, in like a soft-standard format. It's basically the last two sets. "Whiz Things Workshop, Paradise Course Set", and "The Great Dark Beyond", and "Nothing From Last Year", which is made for a different format. It's actually quite nice. It's been quite fun. I had said that I was going to play a lot of brawls. I feel like I have. I know there are definitely people who have played more than me, but you know how it is, you only have so much time in the day. I did use up all my tickets, and I think, because I wasn't really checking, checking, checking, tracking, tracking. I wasn't really tracking or checking. Those two words do get muddled. I wasn't really tracking or checking, but I think the current run I'm on, which we're going to play today, is my 13th run. That was just pretty cool. I've had three six-win runs, which is quite good. I haven't exactly remembered my win-loss ratio. I can work out how many losses I've had based on that, but I'm not exactly sure. It's been good. I could probably try and work it out. I think I remember some of them. I feel like I remember all the classes I played, and by I say, 13 is because I think I tried to count how many times I've played each class, and I think that's the number I came up with. But it's entirely possible that I missed one or two in there. I don't know. But anyway, look, overall, it's been fun. I've really enjoyed it. Better than I thought I would. The initial thing was that demon hunter, pirate demon hunter, was too good. Then very quickly, people discovered that mech warrior was pretty good against it. Then people realized that mech warrior was, in fact, the best thing you could be doing. Mech warrior with no new cards. Some people found that to be disappointing. Other people found that to be quite useful to them. Enzo from the coin concede podcast is a warrior man. He's often talking about warrior stuff and posting warrior things is on a budget. I was pretty excited to hear that mech warrior was as good as it was. When I say I've seen that there are some people who have played more brawls than me, he's definitely one of them. His final, I think, was maybe a good 30 brawls or something. And he posted his score afterwards. I can't remember exactly what the score was, but he's like, "of all the gold spent on the temporal entry, I am up effectively nine great dark beyond packs and 10 perils and paradise packs from what I would have got for the gold." Which, not bad, I guess that's pretty good. It's also not as much as I expected for that much time investment, but maybe Enzo wasn't doing as well as I thought. Or maybe it's just that the price structure is flat enough that you shouldn't be expecting much more than that. But a profitable venture for Enzo, I think technically profitable for me too, if I account the perils and paralyzed packs, which I shouldn't really, because I don't need anything from perils and paradise. But also, I'm not going to need anything from the great dark beyond before long too. And so, dust is dust, right? And so at some point, I'm going to say, opening a great dark beyond pack is going to be so much more exciting than having open to perils and paradise pack, but effectively they're all, you know, 80 dust or whatever they are. So, I think it kind of works out. Is it 40 dust is the minimum, 80 is the average? You get the idea. Anyway, look, let's go through and have a look at what I did play and I'll talk about each of the decks I've played briefly, of course, because we don't want to go to. Oh, but first, I should think of Patreon. But before we thank Patreon, let's thank class, episodes, Patreon again. I said it was maybe Joltik, but Jolt C has confirmed that it is Jolt C. So thank you Jolt C. I apologize for giving your name wrong. I know you don't mind. And thank you for clarifying. I've updated my Patreon name list to make sure that I try not to get it wrong next time. I do actually have a few phonetic spellings in there. And another one, for an example, is the next up on the list is write O-R-Z. Like, I've heard other people because, you know, like several patrons, they support quite a few podcasts, which I think is great. I've heard other people saying write ors. And they've told me it's write O-R-Z, with the American pronunciation on ZET, which is totally fine. And that's great. So thank you very much to write O-R-Z and Jolt C for your support. And everyone asks you to support Swipe Patreon, patreon.com/specific, that goes a long way to help us do what we do. If you can't afford to patronage, that's great. Tell a friend, leave a review, engage, talk, chat, hang out, all that stuff helps. Anyway, where are we? Okay. The list of things I've played. So, the first deck I played was Spaceship Hunter. It wasn't a very good build of Spaceship Hunter. I think I went 3-3 with that, which was fine. And I enjoyed that. The second one I played was Mech Warrior, but it was a bad Mech Warrior. It's not that the player who made it was bad, it's Mr. You Good. And it was obviously it was before people figured out the good build to Mech Hunter. It was more controlling Mech Warrior, sorry, Mech Warrior, this would always more controlling. I did slightly bit on that one. I think I went like 4-3. But overall, it was not a good deck. And I didn't at any point go back and play the good Mech Warrior that everyone was playing. So, many of myself was being a bit of a hipster, knowing that there's a best deck and not at once any point playing it. Sure, wait, did I actually try Demon Hunter? No, I don't think I did. I also didn't play Demon Hunter, which makes sense. I think any memory I have of Demon Hunter, I'm completing with what I got from the Fairy Craft Brawl, a Fairy Craft event, sorry, not a brawl. Anyway, next up I played Turtle Druid, I believe, which was my first six-win run. And that was the deck that has the Sargrazer. We talked about that last episode, which was very exciting. And I enjoyed that lot. But that run was not the six-and-two run. That was the zero-three run that I started with, with the running into the Spectral Cutlass Rugs, which was, huh? But it is what it is. Then I did again, because it's like this deck is good. It just didn't work. And then it did work. And so my win rate with that deck technically ended up positive. Then I tried Aquaing Mage, the version from Jambre. So somebody else had played Aquaing Mage, was it Glory? That was kind of mauling all in on the arc wings. Jambre did one that was less all in on the arc wings and had tsunamis. And I played it and I was like, I think I got to like four-three with it, which is a positive win rate. It is technically getting three packs of Great Duck Beyond, which is what you want. But also, it didn't feel very good to play. Like sometimes I would go off with the, I think this is the peak of everyone playing Machuario. So this is possibly what was going on wrong over here. I feel like I wasn't able to capitalize on the arc wing pilot turns a lot. And it just felt like tsunami wasn't enough either. Like overall, the deck was not doing either thing particularly well. And it just didn't feel great. And most of the wins, I think, came when I had like a lawnmower. When I had basically big spell mage pop off turns, I could cheat out a tsunami and then have a con man. And that was where my wins came from. And it didn't feel very, what's the way we're fulfilling to do? I was like, no, that's a shame. And so maybe there is a bit of arc wing mage deck out there. Maybe I just wasn't playing it very well. I watched McVantface playing it briefly last night. And it seemed like it was just cooler when they were doing it. But who knows? But I think also I was just running into stuff that's like, oh, I probably can't beat that. Anyway, next up, I tried a death night list from Leo Gonzalez, Robles Gonzalez, the lead designer of the set. Now, at the start of the event, people also thought that blood, blood, unholy death night was the best deck as well. And it was pretty good. Obviously, it started to get outclassed by mech warrior, just because like you weren't pressuring them that much and they just get to the point where there's like, cool. Well, I'm going to have a lot of mana. I'm going to cheat testing dummies into play, and I'm going to play Wreckham and deck him and the death night was like, oh, I'm taking too much damage. Anyway, Leo posted the death night deck and people started naming it designer death night because he's a designer. That was unholy, unholy blood. So it still had airlock breach, but it had a whole bunch of other jank in there. And it was kind of neat. And he got a six-win run with it. I tried it. And I think if I'm not mistaken, I got two wins and three losses, which isn't great. But I got the two wins up front. And I was like, this deck feels great. It's so much fun. And the only thing I just got unlucky against a couple of mech warriors again or something. I was like, oh, these things happen. And it didn't work. But it was exciting. And I wanted to try it again later. I knew that much. And I assumed that was what was going to play today, because it felt quite good. It was a very spaceship oriented death night. And playing with the spaceship felt quite good. You could have some pretty big pop-ups with it. It was good fun. Anyway, next up I tried Asteroid Charmon, which we played on the podcast. And that, I think, ended at four and three. I don't quite remember. But it wasn't obviously as good as the Turtle Charmon. But again, it was one of those things where I just started running into matchups where I felt like I couldn't quite win, and it didn't quite work out how I wanted. Anyway, then I decided I just played Turtle Druid again and tried that. And I think I went for three with that one. Again, not really sure. I don't remember. And then I think Friday night, maybe, Saturday night. I don't quite remember exactly. Just before bed, I think I was like, you know, it must have been Friday night, because I think I played there. The Turtle Druid was like, "Ah, that's all right." And then I was like, "Prove the bed." I was like, "Let's find a list." And I found a Charmon list that was Nostalgia Charmon. I think at this point I was getting a bit sick of the mech warriors. The only new card in the Nostalgia Charmon list was first contact. So that's the one amount of spell with Overload One and some two random one drops. Not a spectacular card, but a solid little performer, if you can make it work. And the rest of the deck was just stuff that's in standard. But it was quite aggressive. You'd end up blood-lusting people from Thral's gift a lot. You'd end up playing Wave in Nostalgia, making mental legendaries. And you could use that to convert Zili Xs and Mastin. Was it testing dummies? That's what they call this, right? Testing dummies and things into not what they are. But mostly it didn't happen. I just do an easy 6-0 with that one. Like, just no losses. Just aggroed people down. I was like, "Oh, okay. I've done the B and aggro player thinking you get the six wins. No losses." And often it was just like, you know, when you set up Sigil of Skydiving. I got 3-1-1s. They go fast and then I turn them all into legendaries. And it's like, and sometimes you don't turn 6, you also play the first contact. So you just get a couple of random one-ones for one minor and they're like, "Okay, cool." And then we turn them all into legendaries. And that just worked and people were conceding. Which, I'll take it. Anyway, after that, I played Spaceship Warlock, which is a very important one we're playing today. And I went 6-2 with that. And that was the deck, was the most fun. So the Warlock Spaceship basically makes a giant spaceship that has spell burst, deal damage equal to its attack to two minions. It'll probably have life steal. So we're talking about giant heal and board clear late in the game. Very solid thing. So it's a big control deck, basically, and has Kil'jaeden to finish if the Starships don't work. The key part of it is Cursed Adventure or whatever it is called. I think it is Cursed Campaign, which is basically three-minute give a minion death rattle summon two copies of it that go two turns. And so the plan is that you build a big spaceship, you launch it on turn eight and then the Cursed Campaign immediately, if they remove it, you get two more and then you're free to kind of recubate it or something like that. Like, just big late game plays and the trick is surviving. The version I played I got from Ridiculous Hat. He'd got it from someone else that I can't remember the name. I had it, but I've lost it. They had to cease this expanse. Hat didn't. I don't. Hat put no merely a safe pilot in there, so I did that. So it was a nice easy six too. I found a couple of the cards were just a bit clunky. Like the the big eight mana twisting nether for not demons and the eight mana rated queen were just slow and clunky. So the version I'm playing today, I've taken those out for just some lower curve removal stuff to try that. But that was a fun deck. Anyway, next up I tried a Shafar Rogue that listener El Tino has suggested. He'd been very much enjoying that. Said it was a evoking virus rogue feelings for him. He's like, ah, it's just what I like. And so I tried it. And I think I got four, three and it was stressful and I was misplaying it a lot. And it felt like I was just going all in with the big board. And then if they cleared it, then I lost and I was like, ah, but I was still just winning. And I was like, I don't like this. And I was like, yeah, but that's what virus rogue was, wasn't it? And El Tino said it was virus rogue. I was like, oh yeah, I guess he did say that. Still, it was strong. And then I played Leo Death Knight again and designed a Death Knight, but making a couple small changes that hat had made when he played it. And it was fine. I think I went five and three. But by the time I was done playing that deck, I was like, I wish I was just playing that the spaceship Warlock again. I know it's a Starship and ridiculous hat has already told me off the calling of Spaceship, because apparently there's some 90s Windows game called Warlock Spaceship Warlock or something. But I'm going to get Spaceship anyway. Anyway, I wanted to play that again. And so I did. And so queued up. And I think I'm about three one with it today. And we're in the park. So it's time to play it. But look, it's been a lot of fun. I've really enjoyed. I'm just going to close this app. Unlock the phone. There we go. Unmute the phone. Turn the volume up and we're going to open Hearthstone while we're just talking about like overall, I really enjoyed this brawl. I really hope we do it again. I know the language used early on when Hat was communicating this in communities is like, well, look, we are obviously looking at how this goes. This is version one. We'll try to improve it next time if there is a next time. The if there is a next time seem to have fallen by the way. Exactly half. There's always room for another. And it seems like team five are probably leaning more on the side of like, well, that was good enough. We'll do it again next time. So fingers crossed. Because I think it was great. Like, I've enjoyed Arena on and off, right? But I can see myself saving tickets for every time this is a pre release brawl. Because just this was a great way to spend cards and tickets. I was very happy to be doing this. And at Arena tickets, I did spend probably, I know 1,200, 1,500 gold on entries. Totally happy I did. It was a lot of fun. Anyway, let's go into my current run, which will be my last because it's Tuesday and I don't want to complete too many weekly quests. I want to save them for tomorrow's launch. And like, why go so hard on playing today when I can play tomorrow? But we'll finish this run. I even did the thing. I had one of my weekly quests was like, use your hair power 30 times. And I got up to like 22 times used as like, reroll it. And now it's reset to battle cry cards. Like, I don't think I'll finish that. Perfect. Anyway, yep, we're at three in one. And I believe the cards, I switched out the eight amount of cards I switched in basically. Where are we? A couple of drains soul, a domino effect and a mind control deck, just early removal stuff. I had told you with the idea of health drinks, my real card from Perils and Paradise, but it costs three. And I think we've got a few other things costs three. And the cheaper the spells are, the more likely you are to be able to do the spell burst on your felfire thrusters and stuff like that. I haven't really talked much about the warlock pieces, but we'll get the idea. I'm not entirely sure how good this deck is going to be in standard because in standard, we still have Yoggs are on and we still have Reno. So when you go, ha ha, make a big spaceship and curse campaign it, which so destroys your board, heals me to fold your turn. They go like, I take control of it. And you're like, ah, hmm, less good for me. So, you know, that doesn't necessarily work as down a bit might next year. Anyway, here we are at three in one in the brawl, let's play this. I assume once you get to three in one, you're probably facing mech warriors, pirate demon hunters, you know, that kind of stuff. We'll see how we go. That button's gone already. Interestingly, I thought the competition would get stiffer as the weekend went on. But in the evenings, I found that the competition could be a little bit lax. Just people playing with whatever. I'm mage. So I've seen some early board rush mage decks, sea shanty type stuff. So anyway, we haven't had any handle with an end game. We don't need that yet. This is one of the cards that het thought wasn't very good, but at least it's cheap. We have an arcant defense crystal. It's a starship piece and it's defensive and it gains its armor, so I like that. And we have kill jade, and we clearly don't want kill jade, and I don't think we want an end game. But I think the arcant defense crystal, it's going to help us start building a starship because we want to be building star ships when we draw bad omens. And this one's getting a timer, so I think we'll keep that one. I'm just going to accidentally knock the phone on the microphone. That's not audible. We got back, heart of the legion and dimension hook. Oh, so we've got a two, three, four drops for spaceships. And if they all die, we can just launch a giant spaceship on turn five and hope the mage doesn't have anything to do with it. The first capture we drew was defile. Pretty reasonable. Now, this spaceship doesn't have the fel fire thrusters in it to destroy things, but that seems fine. The mage has played a scare of keychain. I'm guessing it is going to be Rayler Mage here, or Drunk Mage as people have called it. Lots of drinks tuning out Sea Shanty, so we have to be ready for that. But look, we're just going to curve two, three, four spaceships. We're just running a dark alley packed. That's not going to make a very big minion if we're not life-tapping. But also, I think we're just curving out spaceships and I think that's just a bit of playing overall. So first, we're playing half of the legion. It's a two-man-of-three-two lifestyle starship piece. So, you know, it's just a two-man-of-three-two. If they want, they can hear a power scare of keychain into it, or they can go face, and the fact that it's got a life-till will appeal me. They're celestial welder created by scare of keychain. So it's a two-three taunt. If they're building a spaceship, it's going to be a four-five taunt, but they're not building a spaceship. It's a two-three taunt. I'm happy to trade into it. So I will. It heals me back up pretty. I now play the dimensional core, which is just the three-man-of-two-three-two with divine shield starship piece. So, I mean, the very least, if this is the only things we get into the starship when we launch it on turn five, it's going to be what? A six-four divine shield life-till? Okay, that's going to be tougher than to deal with. They might be able to deal with it though, so we're definitely going to play the arc in the defense crystal next turn. And then, can you imagine, we'll be a nine attack, eight health divine shield. Anyway, let's now get here for ourselves. The other cool thing is, of course, we're playing the warlock spaceship. So with the nether eye, they're like the Borg, or the assimilate, uh, was it the, the simulant, simulant kind of angry? Ah, it's lovely looking spaceship. Anyway, looks like they may just discovering something. What is it? Promordial glyph? Uh, it was Promordial glyph, indeed. Lovely. Yep. A golden one. Nice. I think you get that from class. Anyway, they, uh, they just traded their scare of keychain into the dimensional core and then played a secret. What kind of secrets do we have in standard? Like, counter spell? I'm not terribly concerned about counter spell right now. Uh, iceberg, I'm definitely not concerned about that. The explosive rune is actually totally fine. It kills our arc in the defense crystal. I don't think there's a potion of polymorph or objection, so that's fine. Anyway, let's just go face with our core first. Nope, not ice barrier. It's clearly created by the, uh, Promordial glyph. So now we just play arc in the defense crystal. Does it die and do I take two? Nope. So maybe counter spell? What have we got in hand? We've got in-game dark alley packed to file and cooldowns gift. If it's counter spell, we've got many things we can bait it out with. Uh, only having four cards in hand currently means the dark alley packed is not spectacular. Like, making a four forward taunt demon and then resumiting that with, uh, in-game, not great at all, but, like, you know, we may get erudar roots. But anyway, our opponent has a secret. There aren't 27 they have no means in play. I have a 3/2 and a 3/4 with taunt that when it dies, it gives me eight armor and I'm on 30. And my spaceship is looking awfully threatening if this stuff dies. So we're feeling pretty confident about where we're sitting in this game. Which is how this deck works. Uh, just the fact that there's so little risk of getting renewed, which I don't think is as much of a problem as we feel it would be. But that's still at the point, or, um, yogged means that, uh, I think this deck is reasonable. Anyway, there's a rising wave not created by. Okay. So it killed the regional core, did not kill the, uh, iconic defense crystal. So we could launch the spaceship this time, but I don't think we need to. Look, there's a felfire thrusters. So we can just life tap felfire thrusters that spins our five mana nicely. It gives us the, uh, the biggest starship. I do think the mage is going to struggle with the starship regardless. You can wait on playing the felfire thrusters until you can play a spell alongside it so you get the spell burst. Put out of mind, honestly, either way, to have better information about what we're doing. We life tap first, falling to 28, domino effect. Okay. Nice. We put the felfire thrusters. Now I'm placing minions either side of the starship, just in case they have some kind of do adjacent minion things. We've got a face with our, uh, arcing defense crystal. The mage is 24. They still have a secret. They got five mana on this turn. Look at seven cards and we've got a felfire thrusters, which is the three mana two, three spell burst deal damage equities to attack two, two random enemies, enemy minions, to be sure. Uh, and the arcing defense crystal, which is damage down to a three, two. So we have stuff in play. We can keep attacking them if they remove our stuff. We have a giant starship or spaceship. We're fine. The secret is I'm guessing probably counter spell at this point. I've played minions. We haven't targeted anything of theirs, I guess. But we've attacked, we've played minions. It's probably counter spell. So I'm not terribly upset about that. We just need to test it out. And I, whether we do dark alley packed or in game, I don't know. Like next time we have six mana, we could life tap dark alley packed to get it counts spelled. It's our turn gone, but like also what can we do is we can life tap. Ooh con man, con man replays the rising waves. So we're expecting this to probably be some kind of tsunami mage with a bad draw. There's the portal man's the Skyler there. So they have a con man. I still have spell burst on my fell fire thrusters, which will take out the con man. It's got one health left. We're thinking it's counter spell. There's a drain soul we've just drawn, which we could be used to heal something later. So I think we're life tapping first down to four armor. Ooh bad oh man. So we definitely want to pull out the counter spell this turn because we'd rather resolve a bad oh man next turn than that than not. Bad oh man's the six mana summon to six, six demons with taunt and dormant two turns. If you're building a spaceship they just come in straight away. So it's got a face for their fell fire thrusters. On the off chance it's not counter spell we start with the defile because that would still kill both and it's a counter spell. Who'd have thought and then we could just drain soul there con man and heals us up to 34 anyway. So we have a two one fell fire thrusters and a big spaceship. I'm guessing at some point we're about to get tsunami, but I don't know maybe they don't have the tsunami in hand if they're going to be using their con man on just the rising waters. I'm just trying to think of what they can possibly be doing here that's going to cause the inconvenience. Our spaceship is currently a 9/8. So we have divine shield, left taunt, left line steel. There's a robo crawler drawing one, two, two cards and the hero power down the fell fire thrusters. The robo crawler will sit to 8/8 and 8. I don't know if it just shows that in play, but anyway I would say what they've just done is drawn two tsunamis. Next turn have seven mana. Have they used a coin yet? I'm not sure. They could possibly coin out tsunami next turn. So we could launch our starship, but also it is vulnerable and I don't mean really vulnerable. This thing's huge. It's a it's got heart of the legion, dimensional core, iconic defense crystal and fell fire thrusters. Everything we can want, which means it's perfect to launch after they play tsunami. It's an 11/11, like pretty good. So I think we do just play bad omen this turn. If we like tech, we can't play bad omen. We may as well play bad omen because it makes tsunami a lot worse because we have a couple of 6/6 taunts. They're going to attack with the robo crawler into one, tsunami will probably finish that one, tsunami may hit the other one. I mean they're probably tsunami first, then we get some on the face. We're on 34 so we're not concerned about that at all. The only shame is we don't have cursed campaign in hand to be able to, I guess, not so much protect our giant minion, but make sure that it's just an endless stream of these giant lifestyle taunt divine shield, shooty pinking minions. But I think just launching it and playing a random spell next turn would heal us to fall if we were already at fall and clear their board. Like there's portal manta skyla. That's six-minute on their seventh-minute turn. I don't have they still got a coin from the start? I don't even remember. I think they probably do. What are they going to play with it? They've got seven cards in hand, eight cards in hand, two of which they drew with robo crawler last turn. So I'm guessing they can tsunami this turn. They're trading the robo crawler into one of the demons first. Fair enough. Just the fact that I can play end game for two months, they've ended the turn. Okay, we're on 34. We have a couple of six attack demons with taunt. One's got three health. We can launch our spaceship. What we really want is a cursed campaign to lock the game up. So we're probably just going to life tap this turn. We could play the second arc in the defense crystal, but then we are getting a little bit too many. I think we just play dark alley packed. Currently it's going to be like a five-five. We life tap first. It'll be a six-six. That's fine. That's threatening enough. We'll go down 32. All we could just life tap into a second bad omen. We'll play that. Now we have three six-sixes with taunts and a six-three with taunt. We just go face for six and six pointing them to ten. So we're not even going to launch our spaceship, which is a giant monster, everything. Now they have portal-mounted sliders, skylers, and look at eight mana. So they can probably do some stuff, but I don't know. It's not looking great for them. There's a tsunami for full cost. It hits one of the six-sixes. It goes face. That means they lose. And the two of them hit the one six-six. We have 18 attack with play. Portal-mounted skylock can attack into a six-three. Oh, a zero-mounted galactic projection orb. Okay, this helps at cast primordial glyph. Who knows what that gives them. A rising waters. That's going to kill the six-three and damage the others. There's a tsunami. One wind face, one traded with a six-two, another wind face. So we have a six-two. So portal-mounted skylock trades into the other one. So they're left with two three-six water elementals and a three-two water elemental. Okey dokey. If we life tap, we can't play a curse campaign if we draw it. So we are just going to run out the curse campaign because there are ten. And if not, we're just drawing kill jadon so we can go with a game and play and be if we need to. But we're pretty much just going to be launching spaceship playing in-game and life-tapping. So if that's the case, let's life tap first. Canverous cubicle. Well, if that's the vice, the next turn, that's going to be great. Now we launch spaceship. Launch 11-11 divine shield taunt death-rattle gain six armor. Now we play the in-game which summons us a demon and also does 11 damage to two of their minions. We've got a six-six team with taunt. There we go. 11-two each of them and heal does for nine, which is nice. So we have an 11-11 taunt divine shield with life steel and we have a six-six taunt. They have a three-two water elemental because we hit the two good ones and they're on ten health. They have nine mana. They've already played a tsunami and a galactic projection orb turned to zero mana. So you can see that's what Port-O-Manta Skyler hit. So they do have a ten mana coin in hand along with eight other cards. They were about to attack the three-two water elemental into the 11-11 divine shield taunt life steel death-rattle gain six armor thing. But it's not going to freeze it if you don't hear about it. Well they attacked into it. It's not frozen because you didn't take the hero power off. Oh a ziliax. A six-five divine shield copy ziliax. Okay. Well they've killed our big thing and healed up to 22. This was pretty solid for them actually. So we've lost our big starship. Not that we can't make another one. We've only used one of each of our starship pieces. We'll just do the same thing again. There's a mind control deck, not particularly useful. I put it in here thinking that I was going to have lots of opportunities to steal things and I just haven't yet. Anyway we're about to trade one of our six-sixes into a six-five ziliax. So they're going to heal up to 28. I don't think we're playing Kil'jaeden yet. We've got 13 cards left in our deck and like it might not work for us. Like playing Kil'jaeden while I have a six-five in place. It doesn't feel particularly strong. So I think we lifetapped first going down to 34. Great. A fell fire thrusters. Now a fell fire thrusters doesn't do much this turn. But I think Arcana Defense Crystal and Dark Alley Pack does. So Dark Alley Pack gives us, was this an 8-8? Great. Arcana Defense Crystal, great. Trade into the ziliax fantastic. So we don't need to find another dimensional core. That just was the divine shield. But we do want to find to go with the fell thrusters a harder legion since it's got life. Actually we don't even need that. Just a what would this be? A 5-7 when you play a spell deals five to two different minions. It's probably good enough here but we do want to make it bigger. There's a metal detector, hero power on the Arcana Defense Crystal and then attacking with a metal detector. So they're falling, of course they went at 28 didn't they? All right. Falling down to 25 when in our building, especially again. We've still got an 8-8 taunt to their six-five ziliax. They've got five mana left. They're playing from audio glyph. There is some merit to maybe converse cubicleing the 8-8 taunt but I don't think it'll happen. Well if I want to get one freeze on the... Now you have an 8-8 taunt. Okay, mine's frozen. Now they're playing a made secret crab from Borneo glyph. We just have to be careful of that again. Ziliax is attacking into my 8-8 taunt that's frozen maybe? I mean don't do the trade. Okay. Yeah sure. You're worried I was going to kill it I guess. All right. So let's see what the second secret is. There's a heart of the legion. Are we upset if the heart of the legion gets counterspelled? We can't really can it? Can only get explosive runes. So great. Let's start with that. There's it is. Explosive runes. We fall to 36. Not at all. I'm happy about that. Now that's our spaceship is what? Let's say 6-6. We're not launching it yet. We want this fell fire thrusters in there first and you know we live in cards left and we haven't found a curse campaign yet so let's life tap first. There's a curse campaign. So how do we do this? I think the safest thing to do here is just to play Gildan's gift to get a siphon soul kill their 8-8 even though it's frozen. It can't take next turn so we don't have to do it yet. We can always do that next turn. I think endgame is just going to well it's another 6-6 taunt. I thought it was going to get the 8-8 but of course it hasn't died yet so we'll say the endgame for next turn. Fell fired thrusters we could just play it out there. Just put it in play just because we hope it to die and the sooner it dies the sooner it dies. Yeah fell fire thrusters it is. And then we end the turn. So our spaceship is currently 6-6 and fell fire thrusters it becomes an 8-9. I'd have lifestyle it does the thing. It won't have divine shield which I'm not terribly unhappy about. If they kill my fell fire thrusters or I kill my fell fire thrusters then launch it and then play curse campaign. It'll immediately trigger the spell burst until 8-2 of the thing's pellet goss. Two-mile left. I mean look this mage is equating so as well after the slow start. But I think we still have the upper hand here because if we get to go summon launch an 8-9 starship that does eight damage to two minions when we play a spell and then play curse campaign on it. It won't kill pellet goss. Oh that is a zero minus an army nice that's attacking to our fell fire thrusters and go on face and attack them to the 8-2 which has killed it nice. So we can also play an end game here and then they're playing a coin created in my metal detector for another mage secret created by Calitgoss. Ooh we have to be careful. So I think we need to start with an end game because it'll be good if it's summoned something so that we can then launch in curse campaign. Now the curse campaign is not terrific. Oh we can mind control tech. We can mind control tech the uh Calitgoss. It'll make our curse campaign free. We can launch curse campaign but then the only problem is if it's a um if it's a cam spell we don't like that. So it's not paying that. Let's start with the end game. It is a cam spell perfect. Okay now we launch the starship launch. They've only got five cards in hand but they use a lot of their big spells now. We have an 8-9 we play curse campaign on it. Let's go to shoot two of their minions for eight and then when they kill it it's going to go don't two turns. I hit the two water elementals which is kind of the worst two I guess because they can take their 8-8 demon into it now and we heal to 30 again by the way and hear about it but then does get the dormant thing ticking so that's all right and they still have Calitgoss which is kind of from but not because we can still uh Gul'dan's gift for uh side consultant. There's a dream planner Zephyrus that seven-man left and let's see if we can see what there's a modest tour. So is that the one which is just spending a lot of mana? I think it might be. I don't remember. There's a master spell silencing my master spell player but oh my gosh is that the one that like impacts the board? Choose a tour to get two potentially perfect cards from it. I don't know choose modest tour I can't read it. Potentially oh my gosh so so fortunate. I mean I still have an 8-9 but like now it doesn't have curse campaign on it and all my starships are gone. Yikes! They serve a four-twat. Well I mean maybe what we do next turn then is we just uh Gul'dan's gift for uh twisting nether spending what they do. There's a wand maker. I mean mind control tech and then Gul'dan's gift seems pretty good too. Go with the flow freezing my minion. Oh they make you a big play. Was that created by a wand maker it was? They go face for eight for another four putting me to eighteen. You know I can kind of rescue. Kind of rescue seems fine. I mean we are still in a bit of trouble but they have set themselves up for a uh what's this thing called? A domino effect as well. So we can play kind of rescue domino effect. Drain Sol seems pretty soon so there'll be two three four five six seven. So it won't kill the Calut gospel. We can then drain Sol to finish the eight eight taunt which is nice. Uh we can mind control tech first but I don't I think like it's either mind control tech steal the taunt. Can I risk cubed the um uh the the starships and then I get my starships back. Not not in a way that I can interact with it but it's still pretty good. No because it'll just be silenced. It'll come back silence from the cube that's not as cool. So maybe we just mind control tech and uh and then board clearing type stuff. I think that's probably safer. How many cards left? Eight cards left. It's not that we need to kill jade in years and also can't kill jade because then we leave their board pretty healthy. It's mind control tech and they're as cubicle. They're as cubicle so I'm going to copy of it at the end of your turns and I think it'll still be silenced so that's not great. We would need a way to bounce it or to discover a uh what should we call it? The um no we can't. Anyway look uh right mind control tech we steal the taunt. Domino effect on that side there kills a lot of things but not everything. We're on 18. Caligos. Caligos need to take some damage. No I think we like to tap down to 16. They've got five cards in hand. We have a three three and eight eight and an eight nine. We just drew into defile. They have a four six caligos. Like making a spell free at this point is not that huge. They've played a lot of their big spells. I think the the threat of Caligos is now reduced. We are on 16 though. We've used our Reno spaceship heals a lot. Them getting a uh what's it called? Mass the spell off the drink plan is different. We haven't seen that card in standard for a very long time. Now we're so fortunate never mind. Never mind. I mean these things happen right but it's very unlikely to happen in this brawl which is why we can play the deck still. Now we have to battle uphill so we have a bunch of stuff. Hopefully we can play kill jadon next turn. We'll lose whatever is left in our deck but also we don't really care about at this point. We just want to get the kill jadon trained tipping with me. Youthful brewmaster created by scow keychain bouncing caligos. They're fishing for something. They're playing caligos for six mana. They've got two mana left. Why is it because two is old because they played a sea seasheel last turn. So they've still got two mana. They're looking for a spell. They haven't played a spell yet. They're looking for a big spell. I'm on 16 and my in trouble is it another galactic projection. We should see. Nope. That looks like the funny difference spell. They're pointing something at the taunt at the mine control deck. Starfall. Five damage to it. Okay. Promordial glyph. Okay. And these are those things that are discovered that was created by most of us. So the modus tour gave them starfall and messed up. My eight three is still alive. They're on 30. I have an eight eight sorry, an eight nine and eight three and a three three. The eight eight is a taunt. Do we have any in-game slip? No. We could drain salt though. So I think we live tap kill jadon here to be honest. If we live tap we take a bit of extra damage and I think we need to do that and we couldn't actually just trade our minions a little more efficiently in a way that will I'm not so sure we can. So kill jadon drain salt. We still need to train extra minion in. I think I just want to play kill jadon though. Let's get the kill jadon trucking. Then I think we are- I don't know that we are trading with the Calicus. We haven't seen the big spell yet. Maybe we didn't get a big spell. Yeah. I just trade the two big minions. So I lose my eight three into the Caligos. Play the kill jadon. Go face with the mine control deck and just drain salt there at eight three. I think that's probably safe. All right kill jadon. We've still got two gifs now which is good. Eight three and eight nine into the Caligos. Drain salt on the beautiful rumaster. Go face with our mill house. Not mill house. What's it called? Mine control deck. So they're in 27. We're on 19. We have a 7-7. We've got no deck lift but it's all full of demons now and an eight five. They've got six cards in hand tier mana and whatever they discovered from the Caligos last turn I believe. So kill jadon has replaced my deck with a deck full of demons and the enemies turn they get plus two plus two. So any demon I draw now has got plus two plus two. Next turn. Can I even comment please? Promodial glyph. That's not what you want that to do. Yuck. That did not feel very good for them at all. I'm sure there's puzzle master cadgar. Pretty good. Cadgar is pretty good but also it might be a little late. Go with the flow freezing my eight five created by Promodial glyph. That can't feel very good. Four cards in hand. I think they're relying on cadgar to pull it out for them. Fireball on my my control deck. Thanks cadgar. No secret some play. We're drawing a three three patches of the pilot which is not spectacular but it's fine. Can we afford to life tap this turn? We've got two gold dance gift which means we can use those for siphon soles which heals us a little bit. We have a dark alley packed which we want to do so let's life tap down 17. An adaptive amalgam. Okay we can get into small things this turn. That's fine. So dark alley packed into kill dance. Gift doesn't do what we want. We can probably just we can probably just conniving con man our spaceship now. It'll be just an eight nine and that seems all right. Not conniving con man. Can there is cubicle which means we have three mana left which means we're just playing small things. The con man can hit us in the face but I don't think it wants to so we just trade our kill jade into the cadgar. Can there is cubicle our spaceship? We could dark alley packed because it's an antique yes but anyway let's just play a three three patches of the pilot and a three three adaptive amalgam. I mean the adaptive amalgam keeps us off and we can draw it again. It's like you get it you draw a demon from deck. I don't think we can draw the the pirate things maybe we can anyway. You have an endless portal of demons with plus four plus four now. Oh wait my spaceship came back with taunt and lyesteal and all the things like carnivorous cubicle did undo the silence. Oh my gosh this is amazing. Oh okay anyway he can marry the manager. That's seven of their 10 mana. This could be this could be amazing. Like if they don't get what they want off the marathon I think they have to take Zara's crown to go for legendary here right? Zara's crown it is. And what do they get? They got two what is this thing called? Quirff fella the artist and they concede. Oh my gosh the spaceship coming back with out being silenced. I didn't expect that to happen otherwise I would have done that turns ago because then they have to deal with a taunt divine shield lifesteal spaceship that as soon as they play a spell like nukes things on the other side of the board and it's hard to deal with and then also if they can't also kill the carnivorous cubicle it just summons another one and as soon as one so I have to my turn then I just play a single spell and it takes out half the board and heals me to fall. Oh I would have should have done that turns ago. Anyway that was fun. See fun deck now I fall along with it. Will I finish with six wins again? No I don't know maybe not. All I have to do is win two more or lose two more. That'll determine how it goes but either way four wins I'm technically getting at least three great dark beyond packs for the 300 gold I paid to enter and that is the return that you want on your investment so I'm happy with that. Anyway look overall really enjoying this brawlessium not brawlessium pre-release 10 brawl I think I've gone way over time recording. Whoops which is fine. Like I'm usually a little late on Tuesday because I've got to drop girth at deck here. Girth was not even remotely ready to leave when I left so I left without her. My wife was like that's fine I'll take it. And so I'm earlier than I would be normally on a Tuesday but also a little late now because it's now 41 minutes. Whoops. I still can you see why I enjoy that deck it's so much fun. Like the cards I added I'm not unsure of the best option but they are good tools. I don't have any extra demon twisting nethers in Richard Queens. That Richard Queens and eight might have four four with taunt death rattle into two four six. You never end game for the Queen itself you're always in gaming for a four six taunt and it just felt like I messed it up. But like Hat might be right like he suggested in discord that we put in summoner dark marrow another reveal card from perils like good suggestion and then you get to run dreadhound handler and maybe brittle bones buccaneur and you just get extra value there. Like brittle bones buccaneur if it survives into arcanate defense crystal is pretty solid. Anyway here comes a here comes a train let's get on that one. So let's sign off. But so much fun this pre-release brawl I'm very excited to be playing some great dark beyond tomorrow while I don't have to think about the world potentially imploding. Anyway look follow me on twitch twitter and youtube @blistyguy follow the podcast walk to work HS on twitter and come hang out and discord discord.me/blistyguy. I actually had an idea for a video recently and I shot some footage yesterday and I was like I don't like it but I have some ideas like you're sitting discord discord.me/blistyguy. It's always a pleasure to have you join me my walk to work. Good luck everyone and everything you do because you're an absolute bloody legend and I love you all. I see a specie there that'll do not too far as a train goes. [whistling]