G'day, friends, it's Blister Guy, and for Tuesday the 12th of November, it's episode 1384, a walk-to-work and mobile Hurston podcast. Wild Legend Storytime, whew, what a ride. As recently as 15 seconds ago, I was like, "Ooh, am I going to stumble all over this? Let's double check the time, the date, and the episode number." I got it right, and see that. Okay, so yes, Wild Legend Storytime, which is an interesting one. Thankfully, the gameplay is not going to be too long. I mean, I will try and leave enough time for it, but it wasn't a particularly long game, for whatever reason, which we'll get to no doubt. So this time last week, well, actually this time last week was an entirely different world. Last time we recorded, which was Thursday, which was a little earlier, like I had to move everything forward today last week because I had to take Friday off. Everything's fine. I've had something removed from her back and it's healing, good. Take the dressing off tomorrow, that kind of thing, but all, all, all, everything's alright. Not walking in front of this car, and sorry, I should clarify, I know you can't see what I can see. When I say I should walk in front of this car, I should walk in front of this car because the driver waved for me to go in front of the car, right? This is not me just saying, "Rrr, rr, rr!" sucks to be drivers because I'm in front of them. Like I am trying to be careful on that front. Anyway. When I last recorded Thursday last week, if you had asked me then, do you think you'll get standard or wildly into story time first, I would have said that I'd probably stand it. I'm super excited to be playing standard, and I still am, and I still am playing standard. I'm like, what is this? So I've just dropped girth a take here. This is noisy. I've stopped dropping girth a take here, which means I'm going a slightly different way to when I would normally go, which is also not saying much because often I end up dropping mongoose at school and I go a different way again, right, with the motorway. But when I go the normal way, the classic way, the walk to work, original old school I should not actually, because we used to live in a different house. Anyway, there's roadworks, right? You can kind of hear the jackhammering. So I've come this different way because I dropped girth off. It's still noisy, and it looks like a different work site. Just carve out the side of the mountain mate and put up giant luxury apartment things. So knock down buildings with 30 apartments, which are relatively low rent, and then put up six luxury apartments mate. Who cares about the 30 families you've displaced because this spot on the hill has a great view? Anyway, if you'd asked me, last time I recorded, if Wild Legend would be the next thing I did, I would say I'm not so sure about that. And partly, that was because of Ceaseless Expanse Holy Wrath Paladin. Now, I talked briefly about this at the end of the last episode, but let's recap on that. Holy Wrath Paladin has always been a thing. When we first ever tried to do it, you'd be trying to holy wrath into molten giant, because molten giant costs 20 mana, you know, cost this for each damage you've taken. 20 mana, if you can holy wrath, which is a five mana holy spell, draw a card into your damage. You could let cards cost to a target. Oh, you know what? I got sneezed. I just turned away as if I was turning away from the mike. The problem is that the mike is clipped to my shirt. So it came with me. I'm about to walk past a hedge of Jasmine before going under a Jackaranda train. They're in full flour. It's just neither of these things are native, but they are everywhere in Sydney. Anyway, hey fever, who'd have it? So holy wrath spell, obviously you want to try and draw an expensive card. Ha ha, was always a meme until you could figure out how to stack your deck. And there have been multiple ways to do that. Lawkeeper Paul Kelt was one of the first ones, which was a four mana, four five that said stack your deck for most expensive to cheapest and you're like, that's exactly what I wanted because I wanted the most expensive card on top. So I could holy wrath that now that combo is nine mana. So let's, you know, let's not get ahead of ourselves there, but eventually with castle nathria, murder at castle nathria, another worksite by the way, just, just again, anyway. Order on the court, two mana, sort your deck from highest to lowest. That's two mana. That's a lot less. So if you have anything that reduces the cost of a spell by two, whether it be holy cowboy, which is the three mana, four, three, reduce the next holy spell you play by two, or even just seashell, which is reduced the next non-pellet and card you play by two, like you're going to be, once you get to five mana, be able to go order in the court, holy wrath. Now, until cease this expanse was printed, this was either molten giant or more recently shevile of the tiger because they both cost twenty five. Molton giant cost twenty five, I don't think it does, but Molton giant didn't cost twenty now. Anyway, Molton giant did cost twenty five, but it's shevile of the tiger, but twenty five, of course, was not really enough once people were playing Prince Renethal, and so the deck was relegated to meme territory. Then they printed ceaseless expanse, and he was like, oh wait, so look, how consistent can we make this meme deck now that we can choose to deal a hundred instead of twenty five? The answer was quite consistent. Now, that didn't mean it was unbeatable. If you could play aggro shadow priest, which is by now a very well-tuned, finely-oiled machine, finely-tuned well-oiled, who knows well I'm trying to say that, but it's fast, and it can beat it every time. As long as you are putting up some form of resistance in the early game, you stand a chance here's that deck, but holy wrath paladin is not. It's setting up the combo, which means you could just kill them out from underneath them. Unless, of course, your drawer has a, you know, a bit of a stumble or a bit of a roadblock as the aggro shadow priest, and then maybe the holy wrath paladin has the perfect drawer and then maybe they win, but generally, it doesn't happen enough, and it's, you know, so it wasn't winning everything, but it was leading some very polarized matchups. The answer to it was to play ice block, and so I started playing a lot of ice block decks. The reason for that, of course, is that holy wrath paladin is not generally very good at chipping the opponent down. Now, ice block, if you don't remember that, is a made secret that says if you would take damage that would kill you, instead, prevent that damage and you go immune for the rest of the turn as a secret. The bane of many players who have players, players have quit because of ice block, I think, but it's a thing in wild. The idea here is that holy wrath paladin is not going to chip you down, they're going to hit you for 100, while you prevent that damage and you heal, while you don't heal, you just don't die. And then the holy wrath paladin goes, well, what am I going to do next? And so the answer is try again, but you can't, because you've already got ceaseless expansion. They can technically go again by shuffling their hand in some way, but it's incredibly unlikely that, and generally, at that point, whatever the mage has been doing other than that, will find a way of winning. So first I tried some questline mage, and it was pretty good. I did tailor the deck so that I only had ice blocks for secrets and the two mana arcane spell. I can't remember what it's called, but it draws you a secret, makes it cost zero. So I was like, I'm going to try and have a secret in play, and that secret is ice block on turn three, or turn two every game. And then I'm going to beat those paladins. Now, the problem here, of course, is I made my deck slightly weaker against the aggro shadow priests, and the paladin with the only things I was seeing, so I wasn't quite a slam dunk. And there were some match ups. Cuing into this one person on my friend's list, who was playing XL Reno paladin. I'm not really sure what their plan was, but I think it's one of the things where holy red paladin, no, not everyone is playing it. So it's not like it's the scourge of the leather, and I kick you into them and then also losing because they were good. They're a very good player. Like the problem with having 11 times multiplier and wild is you play against the really good players. Anyway, so I was like, ah, questline mage not doing it. Maybe I should try hostage mage. Let's try that. That's also a deck that can get ice block into play. Sometimes I wouldn't get ice block into play. And I was like, ah, this is not working. So I tried almost anything, and I hate to say it, but I was tilting a little bit because the format was a bit of a mess. And I was like, ah, this is so frustrating. And the last thing I played before we get to the spoiler, of course, but you've probably already seen it, was XL aggro shadow priests. It's like, if we're going to play a shadow priest, I want to play the hipster version, which is the XL version. Apparently is the highest win rate version. Who knows? Anyway, I tried that. And then the next morning, they're like, yep, we're banning ceaseless expanse and wild until we can get to a balance patch. We can figure it out. It's not that the deck was too good, but it did create a very polarized set of matchups that meant people were doing exactly certain things, and the meta game was just suddenly very unfun. I was like, whoa, great, OK. So that's that. I can now go back to trying some of the other things I tried like questline wallock. And so I started playing questline wallock, and it was a lot of fun. I was really enjoying questline wallock, and I was climbing really well with it. The new health stone, which is the zero mana spell for wallock, which has tradable. That says, what does it do? It just says undo all the gain back all the damage you've dealt this turn. I think my personal best so far is 23 damage. When you're playing dark layer, which is the three mana three four, when your hero takes damage, refresh a mana crystal. You can do a lot of damage to yourself in one turn, and yeah, so far I've gained 23. I think I did a screenshot on Twitter of me gaining 20 with it. The achievement is for 12, so we blew right past that. And then my record, I think, is 23, and it was working great until it wasn't, which was a shame. I really thought I was going to get legend with questline wallock, and then it just stopped working. And I was like, I need to find something else to do. And I thought of a few different things. I had seen a few people playing Libram Paladin, and looked kind of cool, but I could not find a decent list. The only list I could see had, what's it called, something monk. Oh, I can't remember what it's called, mystic monk. The four mana three six, that says your hero is elusive. People were running it because of holy rep held, holy rep held, and so on. And I thought, well, maybe that changes some of the other matchups and things. Well, I was like, let's not just take this Excel list and swap out the monks. Let's figure out what else I want to do, but I couldn't find any other lists to get a gauge on to see how I wanted to sculpt them. And I was like, well, I do kind of want to try the spell damage druid. Now, spell damage druid is the deck I played last month, obviously there's a few changes to it now. I can play arcanite revelation, just the one amount of spell draw a spell and just cosplay on if it's a spell. Now, it's draw a card, and if it's a spell, it reduces cosplay one. And of course, ethereal oracle, just the two mana two three, both these cards, of course, from the great deck beyond two mana two three plus one spell damage and spell burst draw two cards. It's a very strong card and worked really well on the deck. And so I just started playing some spell damage druid. I lost a game here or there, but just won lots of games and went to legend with it. So it's a little disappointing in as much as I kind of wanted to be playing something cooler than that. But it is still a deck that has my reveal cards in it, isn't my bottomless toy chest in the magical dollhouse. And even a sparkling file in this version, like, I can't complain, right? That's pretty cool. It's just not quite what I wanted to be doing, which is fine. Anyway, look, let's get in and watch the replay of the final boss. Some of the games went long, they were certainly like, I know one of the games I lost were because my opponent had skulking guys main deck. Not everyone does that. Some people have it in a ETC band manager, but this was main deck and I was like, well, you took out all my moonbeams and my Seabreeze chalices. There's a chance I can do some damage here, but you're also an XL Reno Paladin and you currently have like 48 health or something silly. It's going to be a stretch and it was a stretch and I didn't win, but you know, other games I did. Anyway, where's my final boss? I've got to close this photo, I've got a turn up volume on my phone, I've got to unmute it, of course. Nope, that's muting it. There we go. I can find the game. It would be this one. Now, this is only five minutes long, but as we know that I can sometimes stretch these things out by talking at length, I was going to say ad nauseum, but which is true. I mean, 1,384 episodes, every time I think about that number, I'm like, that's ridiculous. Like, who does that? Apparently, the answer is me. When I started this podcast, I'm just going to be blunt. I didn't think there was anything wrong with me, to be honest. I mean, you know, I might be argumentative. Now, at this point, I'm like, I'm pretty sure I'm probably quite ADHD and hyper-focused. I'm not really planning on getting diagnosed because I don't really feel like I need to. It's not something I need to address. And like, what if in addressing it, I decide no longer to do the podcast, don't want to do that. I like doing the podcast. Anyway, what is wrong with me? I don't know. And doing the podcast this long has made me a question whether that's, anyway, or are we? This game. So a lot of this out of this video is just waiting for it to queue. Anyway, here we are. I think this has been a good one. See, the problem again with 11 times a multiplier in wild, or 11 times a multiplier in standard even, but wild in particular, is you can have long queue times while waiting for the opponent, which is a bit of a shame. Look, wild is a fine format. Sometimes it's better than other times. For example, last week, it was much worse than it is this week, if they banned ceaseless expanse. The charge drone was a thing last month as well, and the month before. And then they nerfed puppet master Dorian. So things change. And it's funny, because you always say, "Oh, they never care about wild. They didn't do anything about wild." Well, they do stuff when they need to. Generally, they don't want to do things to wild. They want wild to be kind of wild. And it is kind of wild. And I get to a lot of things. I hear people saying, "Oh, quest line, mollock is the worst. It's just a scourge of the point. I don't want to play wild because that deck exists." You're not going to see it that much. Also, I love it. So, hush. Anyway, back button is still there in the video. I could try and scrub forward a little bit, but yeah, this is what was out there. It's one of my least favorite parts of queuing when the queue timer is long, especially like it's been twist, for example. You can't look away. You look away, you can miss your mulligan. I've definitely queued games. Come back and go, "Oh, look, it's turn five, and I'm about to die." Oh, no. So the longer the queue timer is, the worse it is, because you've got to sit here and watch it because you don't want to miss your mulligan or, I guess, your first four turns, but you've got to keep watching. I mean, there should be... I don't want to say there should be something to make this better, but something to keep my attention a little better than just spinning. I know that particularly high-legend players, like meeting, for example, who I think has kind of stopped playing, but he was a high-legend UK player. I was frankly surprised he could continue playing, given he was also a GP and getting married and his wife is now pregnant, which congratulations to him. I don't know how you held up, but he would always complain that he times away too long. He's like, "You're too good. There's no one at your level." Anyway, probably can't hear this very well because of the traffic, but we're just queued into a Valyra, which means a rogue. So we have an opening hand with a slip out of the stars, a sea breeze shell, and a solar eclipse. Now, I'm just snap-throwing everything away because this like all druid decks that I like to play, you want to wild growth on turn two, or, I guess, in wild, you can also invigorate. Now, we have printer NFL, so the odds of us drawing one of those things are less than if we weren't playing that, but you generally want your ramp and you want it ASAP. Like every turn from turn three, four, five, if you're starting with one extra mana and play, it really does add up. And like, what else are we going to do in turn two? Hero power? I mean, sometimes that is worthwhile, but we should see. Anyway, I hard mulliganed everything like, so I wanted a wild growth. In some ways, I think I like that that's the mulligan. You don't have to agonize over your mulligan, you're like, "Oh, none of that's wild growth. Away it goes." And you try all kinds of different things. Oh, I should say, I also tried. You remember the taunt druid list that I played in the pre-release brawl? I tried a version of that in wild as well. It wasn't as bad as I thought. It wasn't great, but I tried it. Just so you know. So I tried Stargrazer in Wild and definitely did win some games with that. So hilarious. Anyway, let's push play, see what we get back in our own hand, and what the rogue does. We got back bottomless toy chest, solar eclipse number two, and swipe. So, I'm going to pause again. If this was a month ago, I would say this rogue is probably pirate rogue, and therefore we should be careful. But pirate rogue has basically disappeared. I think aggro shadow priest and pirate demon hunter is better, and so people have realized that they don't really need to be playing pirate rogue anymore. And so when you queue into a rogue now, especially now, you're thinking it's probably some kind of combo rogue, possibly a miracle rogue that's going to be playing arcane giants into breakdowns. That feels like the thing I'd see the most of all, but also sometimes I've seen a lot of quasar rogue in Wild. Now, you've probably seen and/or heard of quasar rogue in standard, where it does the thing where it tries to prep out quasar, and then has ways in play of drawing cards so that they can immediately get their engine going and you draw a card that costs three less than it draws you another card that costs three less. And ideally you draw cards that let you draw multiple cards, so that way when you draw things like in Wild, Street Trickster, which is a spell damage minion and not a thing that draws you a card that you find extra stuff. So when I queue into a rogue in Wild, I'm assuming they're either quasar rogue or arcane giant rogue. Arcane giant is the 8/8 for 12 mana that costs 1 less for each spell to play, so I get to free very quickly that kind of deck. They draw a lot of cards. They'll generally play two arcane giants and two breakdances, so you've got those to battle through. And if you can get through the first few of them, then the game's pretty much won. So one change about this deck list, the version that I saw that I'd copied had one poison seeds and one flipp... flipp... flippiness? flippiness? flipp... no, floop, glorious gloop. That's what it's called. That's a one mana legendary spell that whenever a minion dies gain one mana this turn. Very powerful in some situations, but I find not as powerful in the spell damage draw a deck as you would like. And I do find when I queue into these arcane giant rogues that I want extra poison seeds. And so last month, as well as this month, I replaced the floop, glorious gloop, which is a thing I have in golden. Don't think for a second I'm skipping it because I don't have any gold. I definitely have it. It just underwhelms me. It's a card that ends up in my hand and occasionally I'm going to get to gloop, swipe and then have extra mana. It's not worth it. If I have a swipe and it does what I want it to do in that turn, that's enough. I don't need to be like getting greedy with it. And sometimes you just lose because you don't have it enough poison seeds. So I've been happy with two poison seeds that this month and last month. Anyway, where are we? We're pushing play. My opening hand is bad. I hard mulled into everything and I got nothing. I'm going to go to swipe. But as I said, we're not going to be facing the kind of rogue where swipe does what we want. When we have a bottomless toy chest and no sources of spell damage, so it's going to be discover a card from your deck and get no extra copy of it. Probably. Anybody supposed to play? There's my Renaissance triggering. This can't be draw a street trickster. Not great. Again, if this was pirate rose, we can maybe get away with playing that into swipe to clearly abort really effectively. But I bet this isn't that. They do nothing turn one. We've just drawn branching paths. Not something I would have chosen to put in the deck, but given I copied the deck and have changed one card, like this might have been something I might have changed at some point, branching paths is just like a, I don't say a poor hand sleep under the stars. It does cost less. Since four mana choose twice and that chooses draw a card, gain six armor or give you minions first one attack. I have definitely played branching paths a bunch in my time and I've definitely played it for the first one attack at all, my minions a bunch of times. But usually you're playing draw a card, gain some armor. And the same with sleep under the stars, you draw your cards, if you're planning to draw any cards, you do that first and then you figure out what you're doing with the rest of it. Anyway, we've got this in the deck. It's a useful way to gain some armor if you need to, we should see how we go. It looks like turn two, I'm either here appearing or I'm playing bottomless toy chest and because I've got nothing good to play, I'm playing bottomless toy chest. We see, we see magical dollhouse, which is nice, but we do have a street trickster. We see the second solar eclipse, which we do not need anytime soon and we see a frost load of seedling. That's the three mana spell that is a draw a card, gain five armor. That rate is not terrific, but after three turns in your hand it blossoms, blooms do draw two cards and gain ten armor, which is good rate. Really like that. So anyway, looking at this, I'm like, I don't like any of this, so I take the frost load of seedling and figure, you know, I've got a solar eclipse in hand. If we make it as far as turn five, I'll be able to gain ten armor and draw two cards. The rogue has dagged up on turn two and gone face with it. Now, I'm guessing not pirate rogue, which again, just haven't been seeing any, so I wouldn't think so. I'm guessing quasar rogue at this point. If it was, well, gosh, even quasar or arcane giant, either of them should have been playing daughter, door of shadows or gone fishing and stuff like that by now, just trying to set up their combo. The fact that they did nothing on turn one and daggle on two suggests they did not have a very good draw, but they could just as easily play a big neck check next turn and flip quasar to turn after and we could be dead. Anyway, they daggle, they go face. That turn three, sparkling file. So little we can do of any good here. We could play branching paths. Next turn, we can play the process. I just hear a pirate go face for one. It doesn't feel very good for either of us to be doing that. Turn three. What is the rogue doing now? This is the key thing. Have a think about it. They're playing coin. Aha. Prep. Aha. Quasar. Okay, let's pause. So now we know what they're doing. I should also clarify because I haven't. There's actually another rogue deck that I've faced and lost to several times. And that is, what do we call it, shark rogue. It's a scabs combo deck. It's very hard to explain. I've never been able to pull it off myself because the APM is incredibly high. Oh, that's another deck I tried this season. I did try quite as a rogue in wild. I can't play that fast, whether it's because I'm on mobile or whether it's because I'm coming up on 47 this January. It's just not something I can do. Which is a shame. That rogue just draws cards early and then goes in on spirit of the shark, which costs like four and has stealth in a 0-3, but you battle cryest trigger twice. Next thing, you're only playing scabs, scabs reduced to the next two spells you played by three because the shark, it doubles like you end up getting Alex Strazza in the face a bunch real quick. And I've definitely died to that a couple of times. I've also beaten it when they fail to go off. They do all their tricks and then you just don't lose. But you know, I don't mind them having that fun, trying to win that way. Sometimes I win, sometimes I lose, and it kind of comes down to what they're doing. Do try to disrupt them. Like, the quest time wallock that I was playing, I got from Corbett's Discord. And it has two speakers sponsored on for a net and I was like, I'm not sure about the speakers don't, but I tried them. I definitely picked up wins just because I had multiple speakers on for my deck. And it did things like slow down combo rogues and other things. My rogue opponent on turn three, so they dang it up and did nothing other than go face on turn two. Turn three, they went coin, prep, quasar. Now, in some ways you say this is the dream for them. But I don't think it is because they'd want the weapon to have been, the weapon they played on turn two should have been quick pick. And if it had been quick pick, I assume they would not have attacked with it unless they didn't have all the pieces assembled because if they can coin prep, quasar on turn three now. And I guess we should clarify this as well. Quasar is the new six mana spell from Great Duck Beyond, which says shuffle your hand into your deck, and then all the cards in your deck cost three less. Fun fact, what is it now, tradable, if you shuffle tradable, tradable something into your deck, it keeps any enchantments you have, but if you have anything else that shuffles it into your deck for any reason, it loses enchantments. So I don't remember what I was doing, maybe I quasar a second time, I don't remember, but I definitely had a discount on something in maybe, maybe I think I know what it was. I was playing Quasar Rogue, my opponent was not, they played the guitar on me and switched something and gave me so thinly the depths, I think. So the cards I switched in at that point to my deck lost their reduction, I think, I don't really remember. Anyway, my opponent has turn three quasar, which could be bad, except they have no way of drawing anything in hand, because they've shuffled everything in hand in, nothing in play because they don't have quick pick and they haven't been able to get a knick-knack shack into play. Now, that's not to say our hand is any good, but we should hopefully, if we can survive the next couple of turns, because Quasar on three, you can take a couple of turns to set up this point to draw some cards and then start going off in a couple of turns time, it's probably good enough, but this gives me enough turns, next turn to play, branching past again, 12 armour, don't need to draw any cards, the turn after I can play solar eclipse, our blossomed frostload of seedling to gain 20 out, like, I'm going to get out of range, because what Quasar Rogue and Wild does to win is it plays Garrode, now Garrode is a two damage spell for two mana, it also shuffles three bleeds into a deck, the bleeds cast men draw and they do two damage and having spell damage stuff in play increases that, so what happens is they draw through their deck, they play some Garrode for about five or six damage, because they have Street Trickster and Ethereal Oracle in play, and then they draw through the deck again, they keep drawing bleeds that do six damage each, so you can out heal this, the same way you can in standard, you can gain a bunch of armour, so now that I see that I have the frostload of seedling and the branching paths and they've just played Quasar on three, my plan is, alright, just out heal them, now I've tried this another deck and it doesn't always work, I've tried to survive through ice block and they can just find extra damage and it's painful, but I think with the druid I think I have a chance soon yet, this is the Quasar shuffling their stuff in, they still have a dagger in play, they didn't attack with it, which seems to me because like what are you going to do, something else, I think you just attack, anyway look, we're playing branching paths, well I'll gain six armour, thanks, and you know what I'll do, the other path, I'll also gain six armour, so there we have, I'm now on 39 and 13 armour, and my frostload of seedling has upgraded at the end of turn, so it's now gained a bunch, they're attacking with the dagger, they've drawn a card, they're re-daggering, so I think they've drawn a combo card, we could even tell you what this, because I'm pretty sure we see it next time, we've just drawn an aquatic form, so aquatic form is something I could play this turn, to look at them, basically dredge it and if it costs less than the mana I have in play I get to draw it, there's no reason to do that because we know that we're playing solar eclipse and frostload is blossom this turn, to draw four and gain ten, we may as well save aquatic form to the next turn, and we're just running off the solar eclipse and the blossom, so I gain 20 armour now and draw four cards, I draw another aquatic form, I draw a wild growth, another wild growth, and a wild hard guff, you know, one of my favourite cards of all time, past turn, and on 39 health and 32 armour, I don't think the road can win at all now, they have a dagger in play two cards and they play street trickster, and the card they had last turn was a ghostly strike, now ghostly strike was one mana for one damage, and combo draw a card, so clearly they didn't want to play for one damage last turn, because then they didn't draw a card, there's now at least they have street tricks to combo it, and they can draw a card now, so it's doing three to my face and they draw a card, I'm on like 70 health, so it doesn't really matter. Anyway, they draw one card, it does some damage to me, they've drawn a door to shadows, they play that, that draws them another spell, I'm pretty sure what they just drew was a bleed, we don't see it, but they're sitting on it, they're looking at it, and they're like, the bleed they got wrote, because we're on like, you know, 29 and 39, so that would be 70, it was 68, it was everyone 68, and they're about to, they're playing another quasar, that's what they drew, another quasar, which I guess reduces everything in the deck by even more, and then attack with a dagger and re-dagger, just fine by us, we draw for the turn, we're up to like 10 cards in hand to their none, it's a magical doll house, cool, I'm playing poison seeds, wild growth, because they have a poison season hand, magic kill that street trickster and turn it into a tutu tree and much less threatening for us, and they can see, I told you it wasn't a long game, so if you have a little play against a quasar road where they're in standard and wild and they've gone ham on your face, it's a good draw, to get what you need is a good draw, and I ain't a legend at 216 legend, which is pretty good, quite happy with that, but in this case, like they had the draw where they get the quasar early, but they just didn't have a critical mass of hard drawing, and not only that, even though I had a bad draw, I did get what I wanted, which was a bunch of armour gain, to try and out last the growth they were going to draw, but their draw just wasn't good, like if you don't have a knickknack shanker, a quick pick and play to get that ball rolling, when you play quasar, you can do your drawing dead for a long time, and putting the street trickster into play, now I think they run two, I think they run two, but maybe even if they draw play one, having that street trickster poison season into a tutu, that's a huge dent in your play, and if you're trying to get through 68 armour, which they were, because anyway, so yeah, as you can see, a nice easy win there, but as I'm sure you could hear from all the different ways I've described that a rogue cannon has killed me, and why I had extra poison seeds in there, like it can go a lot of different ways, and I do have a lot of experience in that matchup, at least. Anyway, there's a train here, I should get on this one, so let's sign off, or I didn't think a patron, I'll do the next episode, I promise. So, follow me on Twitch, Twitter, and YouTube, @blisterguy, follow the podcast, I'll walk to work HS on Twitter, or that, I don't know, do you follow Walk to Work HS on Twitter, and do you actually see the tweets and do you care about them, because I'm becoming disillusioned with Twitter, and maybe, maybe we don't even need the tweets, if you're subscribed, I don't know, we should say, anyway, look, it's always a pleasure to have you join me for my Walk to Work. Good luck, everyone, and everything you do, because you're an absolute bloody legend, and I love you all. Not too far, but reasonably far as trains, isn't it? [Music]