G'day, for hands of it's blister guy and for Friday or 22nd of November, I think so. Like I just looked at it but then immediately like they got because rain went elsewhere. 22nd of November, let's assume it is, it's episode 1389 that bit I remember. I've walked to work in Global Hearthstone podcast and we have huge balance changes in. Talked yesterday of course about all the little circles posted on the social medias, actually I didn't even talk about all of them, we'll get to that in a moment. And there were a lot. So that gives us I guess some preface into this because if we're going to get through all these today, you might need to have listened to yesterday's episode to get any preface on the cards. Can't even remember how well I did on that to be honest. But we'll get stuck into it today and hopefully we'll get through there. Now before we go any further, of course we should do a think patron because otherwise I will forget and that's not being very thankful, is it? Where are we up to in the list? Scrolling up, scrolling up, I think yesterday we think King of God I, so today we're thinking Anthony, thank you Anthony and everyone else who supports the work we do here at Walk Talk, a Global Hearthstone podcast, because it goes a long way to help us to fray the costs we incur doing this kind of thing. So Patreon.com/spisterguy, if you can afford a support, if you can't just tell a friend to leave a review, all that stuff, hang out, it's all helpful. Now what I need to do now of course is find the patch notes which is going to be the best way to do that. Let's go here and to this channel here in Discord because we should have, I think, there we go, that'll be a link to it, thanks Patchbot. Actually I could just go through the cards, but I believe there are dev comments at the start that we should try to address. Now I have, of course, just dropped mongoose at school. So while we're reading these dev notes, we are going to cross the motorway, it's going to get noisy but that's what it is, okay, great, it's open up nice and big, anyway look, the dev notes are the goal of this patch is to focus on the great dark beyond. And now my phone is covered in sunlight, I can't see it, but I'm about to cross the street and hopefully I'll be able to see the phone a little bit of them. I mean, these are the perils of this kind of thing, but let's face it, it makes sense that they're going to focus on, all right, cross there, yep, all right, great, let's walk in front of the car, it could be worse, I'm not sure where the car's going down here, there's not going to be any parks, anyway. The power level of the new decks and archetypes, it's lower than we intended it to be and older archetypes, I'm back out in the sun again, oh yeah, sun's bright this morning, I mean look, what did I say, 22nd of November, I guess 1st of December is when summer starts. So, in Australia, I know, I begrudge that often because basically summer is all through spring and autumn as well, what falls in the American school, anyway, and older archetypes are more dominant than we'd like. To make new decks and cards stand out more, we're weakening a number of cards mostly from older sets and strengthening others all from the great dark beyond, which kind of explains why they're so many. Now, I'm about to cross the motorway of which there is no shade, so we'll have to continue talking about these dev notes in a moment, but let's just talk quickly about the circle I didn't talk about yesterday, and we'll get to that. Apparently, there were changes for wild as well, kind of missed that. Now, the change, of course, is unbanning ceaseless expanse, and the reason ceaseless expanse was banned because it was holy wrath, holy wrath isn't changing because it's an old card that does no wrong until something makes it go wrong. The thing that enabled holy wrath paladin in wild was the order in the court nerf, previously order in the court was two mana, sought your deck from highest to lowest cost, and then draw a card, which was a fine card to play. It was so good and standard that they nerfed it to take the draw a card away. Then it kind of stopped seeing play because really you don't want to be playing a card that does nothing. Like a card that draws you a card at least replaces itself, a card that doesn't draw a card does not replace itself, and therefore isn't good, right, so they nerfed that, but that meant that now you could put the most expensive card you deck on top of your deck and play holy wrath in the same turn, and you draw the most expensive card in your deck and deal damage equal to it, which with ceaseless expanse meant a hundred damage. So they banned ceaseless expanse while they were like, "What should we do?" And the answer apparently was just undo the nerf, so now it draws you a card again, which is great. That's a better card, except that now of course it doesn't really have nearly as many use cases in wild because now you're not sitting up holy wrath, and it's going back to doing what you do. I don't know, drawing a garden's grace, and it being cheaper and playing it on a minion you're being aggressive with, I guess. Anyway, where are we? I think we're just coming down the other side of the bridge now, and maybe we can see things. One term ambition is for the overall power level of the game, to be closer to the great dark beyond, from the power level of the sets before it. We think that some buffs are warranted and needed to hit our immediate goal-encouraging exploration in the great dark beyond, between balancing our immediate and long-term goals, plus the sheer number of changes in this patch, we expect there'll be some level of follow-up adjustments that we plan to work on in the next balance window, after we see how these changes affect the matter. Coming before winter break, winter break, ugh, it's summer break here, anyway. When deciding which cards to bring down in power, we looked at three major categories, one, overly powerful cards are excites from older expansions, two, cards that lead to frustrating experiences, even if not overly powerful, cough, quasar, cough. And three, cards that were overly hostile to the new expansion cards and mechanics like starships. Oh, it'll be why Reno is highlighted, huh? Alright, the following cards are being adjusted to be weaker. Reno, obviously, right? So Reno used to be, if you did, had no duplicates into the enemy board and limited to one space return. And new, if you dig started with no duplicates, remove all enemy minions from the game. No more limiting it to one space, no more removing locations and, I guess, starships underway. I mean, it's still going to take out a big starship if you launch it, you go, "Your turn." They're like, "Okay, well, I remove it." But not being limited to one space helps a lot of frustration and not losing all your locations and things helps a lot there as well. Now we have some comments on each of these nerfs as well, let's get into those. Reno has been a polarizing card since its release. He's a necessarily strong payoff to singleton decks, which many players really enjoy, but playing against them can be really frustrating, especially his next turn board limitation. It's been difficult to balance these competing player interests, and we don't might make this change lightly, but we felt Reno was due for an update to no longer hit non-minions, dorm minions, et cetera. So we could give starships a bit of chance to fly. No. Lamp Lider was a 4-3 battle cry deal, one damage, improved each turn by the, you know, each turn in a row, you've played an elemental, and now it's just a 4-4 battle cry, if you've played an elemental last turn, deal 4 damage. So this is probably a promising change. I talked yesterday about how this, you know, I took 9, I took 9, oh my gosh, I'm probably not going to read too many of these comments, but basically they wanted to preserve the fact that it could go face without it scaling way too much. So now it's just improved, probably better as a tempo thing now, you just remove a minion if you want, but going face it 4 is not nothing and adds up very quickly. Moving on. Seabreeze Chellis, because this is one I want to talk about a lot, old deal 2 damage randomly split amongst all enemies, new deal 2 damage randomly split amongst all enemy minions now. A lot of people in the created discord look at this like, well this destroys this card, and I'm like, I don't think it does, I think it just changes it dramatically. When this card was first revealed, I remember saying, and you might remember me talking about this in the podcast, that it's a downside that it goes face because then it makes it less reliable, removing minions. Now obviously the main use case for this card has been to get a lot of spell damage and play, and then have it take out all the minions and take out the opponent by dealing heckle or damage, right? And so I guess we can't do that anymore, which is probably fine, I know I've played a heckle lot of seabreeze chellis in my time, and I've done a lot of damage to face with seabreeze chellis. But now it only hits minions, like for one mana you're now guaranteed doing 2 damage across random enemy minions. 2 mana you've got 4 damage, like that's very quickly going to add up to remove a lot of enemy minions from play. Now there have been spells in warlock that have done this kind of thing before, like full blow on evil was like 3 mana, 5 damage divided evenly, well randomly amongst enemy minions, and it goes so you could do it up to like 3 times in a turn, but the flexibility of that is a lot lower, whereas like especially when you think about stuff like rising waves is the mage spell, which is like 3 mana to do with 2 damage to all minions, and if none die repeat it, so you do it a second time. That's quite good, but sometimes what happens is you go rising waves, it just does 2 damage to everything, a few things left over. Just a single seabreeze chellis might clean it up, it can't go face, it is going to hit those minions. Like seabreeze chellis changes entirely in utility, but at least like turn 1, if they've played something too health, you know it's dead. Even 2, you can play 2 of the drinks, and take out 4 damage with it, like that's a lot of value just in that 1 card for 1 mana, and the flexibility of spending 1, 2 or 3 mana whenever you like, just to get damage across minions in the play. Not to mention, if you have any spell damage, it increases by a lot, and ethereal oracles obviously have a very good card. Now, mage, they've been incentivising not putting very many minions in your deck if at all, so maybe you don't want ethereal oracle there, but maybe you do, and maybe this is just a really solid little card. Now obviously the best thing to do with mage right now is not play any frost spell, so maybe it's not great, but druid has been loving this because it can go face, but I don't know that it's completely dead, I think druid might actually like the fact that this can be a really, really efficient little board control tool. Anyway, we shall see, we shall see how that goes. Can I even con man, old bell cry replay the last card you played from a non-road class, new replay the last card you played from another class. Now, this is obviously a huge nerf to big spell mage, as you say tsunami mage. I was going to say tsunami druid, it's not bad. So this is a rogue card, and because mage and paladin can tourist into rogue, they get to play it and they just get to replay their big bombs, because it's saying from a non-road class, you're like, well I'm a mage, I've got big mage spells, or I'm a paladin, I've got big paladin minions. Great, I just recast those. So now it's from another class, which means if mage or paladin are playing those, what you're going to be replaying is any rogue cards you've been playing, or stuff you've been generating from other classes, which is not very much. So this is a very big nerf to big spell mage and pipsy painter with paladin. And honestly, big spell mage clearly needs more of a nerf, and pipsy painter with paladin was certainly threatening to be one of the better decks if it isn't already post patch if we didn't do anything about conniving combat. So this is probably a very good nerf, even if it does completely change what this card does, does now probably be something you could play in a rogue deck that is playing stuff from other classes, maybe, seems fair. Now we have Seashill, old, battlecry the next card you play from a non-rogue class cost to less. New next card you play from another class cost to less, so the same sort of thing is conman. No longer is it cheating out your big mage spells or your big paladin things. It's going to be cheating out stuff for rogue, and that's probably fair. Moving along again, sleep under the stars, this is the big druid epic spell, what seven mana is now, eight mana. And it's choose thrice draw two, or gain five armor or refresh three mana crystals. So if any class can handle a one mana nerf to a card it's druid, it is definitely worse. How much worse remains to be seen, whether druid still wants to run this or not it's a different story, I'm pretty sure it probably still does, it's just the deck is worse now. But it probably still wants to run this because it's still a very powerful thing to be doing in the late game. Just the flexibility where he's like I need to draw a lot of cards, great you can do that. I need to grant a bunch of armor, great I can do that. I need to do a little bit of everything and still have a lot of mana to play with, great you can still do that. Just not as much. Quasar and we might read the dev notes on this one, quasar is going from six mana, now this is the spell that discards, well shuffles your hand into your deck and then reduces everything your deck by three, it's going from six mana to eight mana, oh my goodness me. Here's the dev comment, yeah, our bad. Every expansion we like to make a few air quotes, dreamy cards that get players thinking about how far they can push the game. These cards aren't supposed to be the most competitively viable, the fun of them is then wondering what if. Quasar mostly fell into that category, it certainly got the dreamers cooking and it hasn't turned out to be the competitive power outlier. But the experience, lots of sunlight on the screen, can't see a thing, someone who'd have, I'm back to cross the road and there's some shade over there, lots of shade actually so we'll be fine. I'll continue the story of Quasar after these messages, walk to walk a mobile Hearthstone podcast brought to you by an apple, half an apple, half an apple, half the calories of a full apple. Anyway, where are we, sorry, here we go, what if, anyway, and it hasn't turned out to be a competitive power outlier but the experiences when this card does work are too sharp and end games too early, turning the dream into a nightmare to play against. Now I've played against Quasar several times in wild and standard plenty of times and sometimes they got it and sometimes they don't and when they got it it feels terrible when they don't have it, you're like, okay, I guess I win then, sometimes you don't, because you don't have enough in play already, but it's just all over the place. Fun story last night, I played against a no minion spell mage and they played puzzle boxer Yoggs are on and the first thing it did was play Quasar and I was like, ha, ha, ha, y'all giveth yogg take it away, then it played meteor storm and all my stuff's gone and there's a bunch of asteroids in your deck and then it played something which made a couple of five fives, like it made a five five and then a shattered reflection copied it so they had two five fives and I was like, ooh, that's not great for us. And then it played meteor storm again, I was like, well those are gone again and you got ten meteors in your deck but also they had no hand, so it wasn't hard for me to rebuild from there. Well it was hard for them, anyway, Quasar, that's a heck of a nerf, still gonna be in Yogg though, everything must go, that's the rogue spell that cost eight mana that cost one less for each card you draw in this turn and summons two random four drops and that cost nine, I guess that's harder to make work, I guess. Also Robocaller doesn't immediately draw it now, so Robocaller does the eight eight eight as its numbers and then each turn it changes, so if you play Robocaller it's on whatever it's been sitting at in your hand and then you shadow step and play it and immediately draws eight, well it's not gonna be drawing everything must goes anymore, so there's that. There have been miracle rogue decks that don't run everything must go though, so let's not count them out. Molted magma used to go face and no longer goes face, so this is straight up worse. This isn't like Seabreeze cellus where actually now it hits minions more, this still hits minions as much as it did before, it just doesn't also have the collateral face damage, so it is worse, is it worth playing, I mean one of the reasons it was worth playing was because even in a situation where it's not gonna do anything to minions you could go face with it and if you're playing ethereal oracle or even just shaman with spell damage or whatever or even just thalnos, sometimes that extra damage on the face was meaningful, not there anymore, so now shaman and/or death knight who are playing this and no hunter doesn't get to play it, shaman gets to play hunter cards, like you know shaman or death knight that are playing this, they have to decide whether they actually want this as a board clear tool to be able to take on things like that because it's not always necessary as the someone's kinda waiting to pull their car out, so I'm just gonna walk around them this way, 'cause walking behind them seems like being convenient, there we go. So yeah, like it's not as good now and also like the, what am I trying to think of to describe this, the fact that it's not always too realizing where I am in my walk, to get all these cards I'm not gonna get to play a game, which is probably fine, I had just picked a random spaceship rug deck that I wanted to try, but to get through all the nerfs and the buffs we're not gonna have time, so I think we skip gameplay and keep going, because that is what it is, we will play a game next episode of course I promise, and maybe it will be a spaceship ruger, maybe you know people will have refined what a spaceship rug looks like, we should see, anyway look I think malted magma no longer having the high floor, that's what it is, a high ceiling high floor, the floor of a card is just how bad it can be, and malted magma when it can go face is not so bad, right, but now that it can't go face ever, the floor is just a lot lower and maybe that makes it a bit more dicey to play, anyway moving on, wave of nostalgia, wave of nostalgia at NACOS 6, it's probably for the best, I don't know how much difference this makes, I mean it makes the deck slightly worse, but shaman, especially when twisting into death knight is extremely capable of just playing sigil of skydiving into a wave of nostalgia, and that now happens to turn 6 instead of turn 5, but the only downside to that is that a turn later means your opponent has a chance to a) remove any existing minions and play and b) try to deploy some minions so that when you want to play a wave of nostalgia, like they're risking it that you might have bigger minions than them, I've certainly been in the situation where I've had one minion left, their sigil has popped, they've got three minions, they get faced with them, because they get charged remember, and then they go wave, they go well you just rolled three small legendaries, and I actually got a big one, so we might be okay here, but it doesn't always happen, so I think that deck is still going to be good, even though it is just slightly slow, threads of despair, this is the death knight, two mana spell that gives every minion in play, what does it say, give all minions death rattle one damage to all minions, like it comes a chain reaction, this is now three mana, this style at one mana, believe it not, so this is much worse, especially if you want to pair it with a hero power now, that's like five mana, I've played this card a lot, and it's one of those things where it feels like it's often quite good enough, but also it's hard to make work, so making it three mana, no I think that's going to make it a lot harder to work, the only real truly great thing about this is that against druid, when they bring aziliacs into play, if you play threads of disloyalty, not threads of despair, threads of disloyalty is a very old magic cut, three mana, I think it's blue bull and one, gang, it's an aura that you put on an enemy minion it goes to a less than you steal it, long time ago, anyway look, when you play threads of despair, when they have aziliacs with poison in play, so unkillyacs, which is what the druids often have, that thing gets poisoned and when it dies, the damage from it will poison everything else and kill it immediately, so that's cute, anyway, moving on, risk of the pit boss, was 20 mana is going to 25 mana, and honestly if you showed me that card now, I'd say has it always been 25 mana, probably, it hasn't, obviously, but whenever you see it in hand it costs a lot less than that, sometimes it costs too much, and you're like I can't quite pull this off, but usually it costs zero, I think it's those games where you're like oh I can't quite make a risk of work this turn, or I've got to trade a few more minions in to make sure this thing works, five more mana on risk, I mean that's going to come up more often, I think this is quite a significant change, even if it won't feel like it on all of the games, the games where you don't notice it, you're like what did they even bother, they nerfed this card from zero mana, just a zero mana, yeah that's a mean that you see plenty, but like there are going to be more games where everyone's like oh can't quite make risk of work yet, and I think that's going to be notable, funnel cake also nerfed from one mana to two mana, so I think this is a very significant nerf, I mean I don't know, because it would always hit neighboring minions, so you couldn't suddenly make it, I guess you could make it only two minions where it heals a neighboring minion, out, but like at this point going from one mana to refresh up to three mana crystals to being two mana to refresh up to the amount of crystals, like two mana to refresh, two mana crystals is not a great deal, it's certainly a heck of a lot worse card, and so like the deck we played yesterday, you'll remember the term where we won, spoiler alert for yesterday, it was like oh oh we could just play funnel cake here, have a bit of extra mana, then they have lethal way, good times for us, less good times for our opponents, so I think this is a very important nerf, and actually it does a nerf that carries over to wild as well, mystery eggs, yeah I'm still not done with the nerfs and we're not even on the buffs yet, of course what was their thinking gameplay, mystery egg, old adventure eyes, death rattle get a copy of a random beastly deck, cost four less, when this was printed it was a five mana egg and reduced the cost by five, and they buffed it by taking it to four and four, what was interesting there was that when it was five and five, it was playable and wild, and created interesting combos with hoo hoo run and things, and tundra rhino and stuff, when they nerfed it to four it was like just now mock, nithonal lion, if I can ever remember that name, the five two for four that battle cry copies a death rattle of a minion and play, and so you make a five two, so you trigger the eggs death rattle somehow, and you have spells to do that without losing the egg, or maybe you play the egg and they kill it and you get the lion, and then you play the miniature egg and then you zero mana lion, copying the eggs death rattle and you trade your lion into something, and then its death rattle goes off getting you another zero mana lion, you can remove your entire opponent's board, if you've got enough rope, which is pretty good, I was having a bit of a disagreement with someone at the coin can see discord just yesterday, about whether, because they're like oh I'm worried about the egg nerf, it's going to make the lion unplayable, that deck doesn't deserve a nerf, I'm like I think it does, and wild I've been on the receiving end of that deck, now it doesn't just kill you with the lions, at some point like it uses the lions to control, the lions are involved in the kill, but you end up with extra lions along the way, and then at some point you play bran bronzebeard, and you play a naval mind, which is the zero two for two, with a death rattle four damage to the enemy hero, and then you play a zero mana lion on it, and because you've got bran and play it copies the death rattle twice, so now you have a lion with two death rattle's of four damage to the enemy hero, then you play another zero mana lion on the first zero mana lion, and it copies that death rattle twice, and now that's a lion that has four lots of deal four damage when it dies, and then you play another lion copying the second one, when that has eight lots, that adds up incredibly quickly, and there have been turns and wide where I've taken like 100 odd damage, the problem with like that kill is not a problem, the problem is that what the deck is capable of doing to get up to that point is clearing your board and never letting you have a board again, kind of nasty, anyway that's not going to work now because mr yig has changed to miniaturize death rattle, get a copy of a random beast new deck cost three less, so that wild combo is dead, now the standard deck, which you know I took to legend this month, is also worse now, like you're going to be getting things like hollowhounds that cost three, sesquarks that cost four, king plushes that cost six, like not nearly as good as they were at plus one minus one mana, does this make the deck dead, maybe, I mean the difference between decking playable and not playable doesn't need to be much sometimes, and if it just makes us to hear worse maybe it's just, it's gone all together and we just do other hunter stuff, but I think that's probably also what they would like, anyway order on the court also nerfed, so what's fun here is there is a div combo with this one, we shouldn't, we should probably skip over because they were saying this looks like a buff but we promise you it's not and then they explain what the combo is, anyway moving on the following cards are adjusted to be stronger, div comment when we looked at the great deck beyond data we found that some cards were ruined for buffs, so we've made some adjustments across a wide range of new cards with an emphasis on promoting the expansions marquee archetypes, so a scarra, this is the priest legendary, it was a five mana four five, now it's a four mana four four, seems good, the text is still battle cry the next draenei, you play some as a copy of itself, sure, I mean at this point draenei priest was not exactly so close to playable but all it needed was the legendary card to be one less, so I'm not sure that we'll see this yet either, do a draw at rebel captain, this is the four mana five four, old rush battle cry shuffle, all eight crew mates in your deck, deathrattle draw one, new rush battle cry shuffle, all eight crew mates in your deck, deathrattle draw two crew mates, now when this card was revealed I was like this is a really good rate, a five four for four with rush is excellent, the battle cry shuffle eight crew mates in your deck is not great, in fact that is actually a downside which is why you get such good rate, the deathrattle of draw card is reasonable but a single crew mate drawn is they uh okay, like unless you end up the turn with a crew mate over on the right of your hand deathrattle drawing a crew mate during your opponent's turn is not particular good because you draw another card and then your crew mates are all spread out, deathrattle draw two crew mates, now you are guaranteed that those two crew mates are going to be next to each other and if you play a single one of them you summon the other one, minimum, that's a lot better, is it good enough, I don't know, I mean not that pirate demon hater, uh demon hater, pirate, I mean I demon hunter probably hates demons, um not that pirate demon hunter is uh king of the meta right now but it's still the better way to play demon hunter I think, so I think that's the uphill struggle that crew mates have, anyway the other one the the run I recruiter has gone from one three to two three so now it's a two minus two three and a turn put a crew mate in your hand, I mean this one is better I guess at being on board uh but still just one crew mate in the turn and as you say you know each turn you're drawing, well what is that? uh walked into a hanging spider web I think had a leaf on it, stuck to me you know it was a hanging caterpillar perhaps we go around anyway look I've gotten used to that, I've been in Australia for more than 16 years now, I've gotten used to the idea that if you walk into a spider web it's no longer a death sentence uh well it never was but it's not, it's just when I first moved here I thought it was, the dangerous ones are on the ground, anyway this being a two three for two is obviously better but like each turn you get a crew mate and then you're on to the card so the crew mates are hunting next to each other, you've got to do a little work to get them nestled together to congregate, line them and play it, still who knows, interstellar star slice of this is the weapon it's going from a three mounted two three to a three mounted three two that's a much better change because a) your librums come online faster and b) it's a more impactful weapon, you're not attacking the things that don't necessarily die, you've got a much better chance of actually dealing with what comes at you, this is a strong buff, your old bacon of hope going from five mounted four three to a four mounted three three, still got rush and death right it'll get three old librums look the cheaper this thing is the better, I mean it's smaller, it's still just as difficult to intentionally have it die because it's still got three health and it does less damage because it's only got four attack but the big difference between four mounted and five mounted is huge when you're getting a lot of value out of it and you you want them to use that value, fell fire thrusters this is the warlock spaceship part, was a three mounted two three spellbursts just deal this minion's attack damage to two random enemy minions, it's now a three mounted two four, not a hundred percent sure about this change, I mean it's a change, it is better than before, maybe it'll survive a turn you'll get to use it but really you just put this in play and maybe you got to use it but you didn't care, you just wanted to add to the starship because once you're adding to the starship it's getting better, ideally you want the heart of the legion one order it is, that gives your starship lifestyle then when you launch your starship you just play a spell and it deals damage to two minions equal to its attack and of course the starship probably has like seven attack and so you're just like healing for fourteen, like that's where you care about the size of the fell fire thrusters and that turn you launch the starship, the difference between being a seven nine and a seven ten is not very different, much different, still it's better, Chittari cloak field, this is the druid one, was the two mounted one three, now it's two mounted one four, elusive first spell you play eastern cost one less, I mean you're gonna play this on turn two and it's gonna survive, now probably, like unless your opponent had some really wacky opening and I guess if it survives on turn three you get to play a spell that's one less, it's not bad, I think the problem here of course is that druid's best playing with starships is just to play the arknight defence crystal, to open summons those pieces out, to not worry about any of the arcane or spell synergies, just make a double arknight defence crystal sparser launch that and just keep bringing that back with um with high duration stations, so this one's better but I don't think that changes the needle on what's playable for druid and enough to sleep under the stars is more impactful, the gravitational displacer, this is the rogue legendary starship piece, was a five minus four three, that's now a five minus five four, so bigger, not cheaper, but bigger, you know a lot of us theorised, wonder if it was cheaper, but I guess you don't want to curve that into launching on turn five, if you played starship piece on two, starship piece on three, which is possible, you see in a moment, uh end to this on four and then launch on five, suddenly you just got a heck of a lot of stats in play and that may not be very good for anyone, so this kind of has to cost at least five to make sure you're not curving out there egregiously, starship schematic old rogue spell one mana discovers starship piece from another class, now it's the same but also that starship piece costs one less, now there are some two mana starship pieces right, but a lot of them are three or more, and so when you play schematic on turn one, and you can pick now a three minus starship piece and drop it on turn two, that's very notable, it doesn't really matter which piece it is because you're just trying to build a starship as quickly as possible, now obviously that advantage is a little bit splendid if you're taking a two mana piece, like guiding figure or heart of the legion or uh biopod, biopod being a very good one to get, but like still you don't mind if it's one less, one less is still great, and of course when you draw this on turn three you can use it to find a three mana starship piece and play it immediately, that's just so much better than it was before, next up we have scrounging ship right, the two mana three two, it used to be death right, it'll get a starship piece from another class, now it's battle cry, I mean it's definitely better, having tried starship rogue before the patch, sometimes what you did was like yeah we're gonna play the ship right, kind of need the starship piece now, let's see what it is, and you have to kill your own ship right, whether it's with like a barrel roll or a backstab or whatever, and you're just like I just need to find it now, battle cry means you get it right now, people did ask why can't this be discovered, it's like well there's not actually that many starship pieces out there, the minute you make them more discover the more likely is the rogue always gets the pieces it always wants, and the schematic is discovering, so the ship right is random, just so that you get more variety, and what's happening when you ask starship rogue, which I think that's reasonable, that's fair, we don't want rogue to have too many biopods for example, almost the other one, I can't do it, it's the death knight one which is like a three mana two forward winfury in rush, like doesn't seem like a very good card in itself, like the Felpine thrusters, but once you launch your starship that has rush and winfury, ooh that's nasty, anyway moving on, the exodar is going from an eight mana six ten to a seven mana six eight, so two less health, but one cheaper, and the one cheaper is huge, now that I have my golden exodar, I've played a lot of exodar in hunter and in rogue, and previously in death knight, and often what happened was like I can get away with playing it now, and what I really want is one mana copies of all the pieces in the starship, and I just can't quite make this work how I want, oh it doesn't quite add up, dear of comment on this one, this last change is particularly spicy, we wanted to make sure that starship's got a chance to shine, and we'll keep an eye on this one after all the changes go live to make sure we didn't push it too far, seven mana is a big improvement, if we for sake of argument said, what if I went to six mana it was like a four four, a six mana exodar at four four, which is a heck of a lot less health, not going to survive, but every minor you shave off the cost just makes it so much better, what if it was a five mana three three, what if it was a four mana two two, what if it was a three mana one one, a three mana one one exodar would be absurd, rogue would be constantly shadow stepping, and break dancing that thing just to constantly have access to doing that and more, when you can exodar and immediately say I just get all the pieces that cost one mana mate, and then play them all, like solid, so for every minor you shave off the exodar the better it gets, so this now being a seven minus six eight, well the devs are right to be like yeah, we're not sure, we might be cooking a little too hot on this one, so we shall see how that goes, anyway there are still more changes, and I'm on the training platform so I'm glad I opt to play again, ace wayfinder, this was the neutral five mana five five draenei, it's now four mana four four, the battle cry is battle cry again, two random bonus effects, the next draenei you play against them as well, I've seen this and play, in casual people who play draenei get dancing against me, and every now and again they play this and I'm like, oh, oh, oh, lots of like reborn and Russian divine shield, and ah, and you know everyone's get like, because this minion and then the minion after it, ah, so this is cheaper now, it's small of course, but cheaper, I'm sure if this makes draenei's like, I do like the direction of this buff, this buff is in theory, I buffed to all draenei decks, unlike a scar, I was just about to priest, and I didn't know whether draenei priest was close or not, but you know draenei warrior might be close, draenei mage maybe, I guess not really think so, but like this one is a buff to all draenei decks, is it enough, I don't really know, but good that they're doing it that way, now we have the buff I'm most excited about, and interestingly I've seen people not playing this in their starship rogue decks, which is maybe correct, but dimensional core is going from a three mana three two, to a two mana two two, now this is just a starship piece of divine shield, let's face it, by the time you launch a starship, the fact that it has a divine shield not doesn't really make much difference, it's huge and the best way to deal with it is just to kill it outright or steal it or something, right, so the divine shield doesn't mean very much, but what's key here is that it now costs two, you can run it out on two, it's basically a shielded minibot, which was an old pellet dominion, which was a two mana two two mech with divine shield, now obviously the mech commenced something, you could do one that's just this is just a neutral two mana two two divine shield, that's reasonable, and if you had a reason to make this, just play this, like I think you have more reason, oh gosh, this one's exciting, and I'm going to be curious to see whether it's we're just now too far gone from a shielded minibot being too good, but this is, this one's spicy, I think, astral vigilance I think is the last buff, and this is the one mana one one, it is now a one mana one two, battle cry get a copy of the last Draenor you played, and I just want to talk a little bit about this one because the train will be here in a second I'm sure, I've played this one in wild, I mentioned the other day that I was playing a lubricant pellet in wild just for funsies, I keep getting quests that say play holy spells or play pellet in spells, so I didn't have been playing this in wild, astral vigilance and aldor peacekeeper, lovely little combo, you're constantly tutoring out one mana minions whether it's with small-time recruits or christology, you just get tons of these things and next thing you know you've played aldor peacekeeper a bunch of times, the only downside to all of this is you have a bunch of one attack minions and play and they're not really threatening, but then you've got all these in the lubricums that cost practically nothing, and that adds up, so this is a clever little card that works really well in wild lubricant pellet in all places, maybe it gets better now even in standard as well, we shall see, anyway look that's a heck of a lot of buffs and nerfs, some of them as I said, I'm not hunted and sure on, a lot of these Draenai buffs are like are they good enough, I don't know, but the Starship buffs certainly seem good enough, but more importantly the nerfs to things that were making Starship's a problem are better, I mean I don't know, Yoggs are on still out there, if you remember the game we played at the start of this week with Sidisi's Starship Hunter and to be fair I did play poorly, there's a train coming I'm gonna get on, I did play poorly I think, but we still got destroyed by mind control tech and Yoggs are on, and there's not really any remedy against that for now, so that's still just a thing that's gonna happen, we just have to figure out how to play around that I guess, so I don't know, but the fact that Reno no longer nukes it, I mean look, people were concerned about Reno destroying Starship's coming into the expansion but it just didn't happen that often, but it does happen and that's not gonna happen now and people will be happy about that, all right, time for me to sign off, follow me on Twitch for your YouTube and Blue Sky, that was with the Atlas DIY, follow the podcast, walk to it, catch us on Twitter, again nobody said they want that, that's possibly gonna go away and come join us in discord, discord.me/busguide, best guy to say hello, best way to say hello, give feedback and all that stuff, 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'm about to go on this train and I love you for really coming by the way, I'm gonna go on this train and find this station, yes, that's what it is. 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