G'day friends, it's Bliss2Guy and for Friday the 29th of November it's episode 1392 of All to Work a Mobile Pastore and Podcast. Three sweet off meta decks. Oh, I can't believe I got through that. I was stumbling all over myself and somehow still managing to pull it off, but even before I started recording I'm going to say it's the 92nd of November, I can just tell I am, which psychologically convinced myself I'm going to do it. I'm going to do it. It's just a bit silly. But somehow I got through it. So, well, let's just be results oriented here and say that worked. Fantastic. So, yes, three sweet off meta decks today. These are all decks that have shown up that maybe go, "Wow, cool." They aren't necessarily top contenders. They aren't necessarily getting a lot of play everywhere, but they are getting screenshots around the block and stuff like that and people are saying, "What is going on?" And I think it's really quite remarkable. But at this point in a meta game where we have six expansions, the power level is usually very high. And when the power level can be very high, it can mean that there's a narrow scope of things to do because the truly best, most egregious thing is just so head and shoulders above everything else. And we've certainly seen that in the last few months where once you had Prince Renethall and it became Big Spell Mage or Bust, you know, and even right now, like Insendius Rogue is probably the best thing to be doing and everyone's going, "How has Sonya dodged enough for so long?" That kind of stuff, you know? But that doesn't mean there isn't a lot of very weird and powerful things you can be doing. And so that's what I want to look at today. Now each of these decks I have played at least once. The first one, it didn't go as well as I'd like, but that was because I was facing turn four giants from Insendius Rogue. I still think I equated myself quite well, but I was like, "Okay, the deck does what it does. That's neat." Yeah, it wasn't terrific. It's probably better than I feel it is, but I love it on principle. Now before we get any further, I should remember to thank a patron. So over my phone, this channel here, here we go. Next up we've got Kylum. Thank you to Kylum and all the patrons who support the work we do here at patreon.com/blisterguy. And I guess we're going to do a double patron shout out because the first deck is actually from Jolt C, who is also a patron. And that is a sweet demon hunter deck with Kil'jaeden. Yeah, I've got the lists in my notes here so we can go through and look at them. Here it is. I've called it Kil'jaeden for life. Basically, you may remember the card, umpire's grasp. The weapon that was a 3 mana 3/2 with deathrattle, draw a demon and reduce its cost by 2. The first application of this was to play with window shopper. And that was so efficient that they nerfed umpire's grasp to 4 mana. Now the trick there was that window shopper was the only demon you were running into deck. And it was quite a low curve and aggressive demon hunter deck. And it was very effective and boring to play. So when it was the best thing to be doing, people played it. When it was no longer the best thing to be doing, people stopped playing it because it was boring. But umpire's grasp was still sweet. Now if you don't run window shopper and you run one demon and that demon is Kil'jaeden, you'd be thinking, oh yeah, but once I've drawn Kil'jaeden, what's the point then? Right? Like, eh, I guess, like the umpire's grasp, no no no, because when you've played Kil'jaeden your deck is full of demons. So umpire's grasp will just draw you another demon and make it cheaper by 2. The other thing we have in the deck that enables it, it's been a long time since we've seen this, is raging fell screamer. That's the 4 mana 4/4 battle cry, your next demon you play cost 2 less. They used to be actually a big key thing in standard with early demon hunter stuff. Just running this out in 4 and then on turn 5 having a priestess or fury or whatever it was called. Oh, strong stuff. Anyway, the purpose of this deck is to get Kil'jaeden in play ASAP. And of course, it doesn't have the same low curve stuff that other demon hunter decks that played umpire's grasp have, it has anything to let you survive to that point, which I think is a great idea. This is exactly the kind of thing I like. And as I say, I would probably have played this more if not for the fact that I got Encendious Giant's route of rogue straight away, which is again, probably the best deck in standards. And I was like, oh, okay, I get it, I get it, I get it, it's fine. I mean, it felt pretty good. But I think I had coined umpire's grasp on 3, fella screamed with on 4, and then played Kil'jaeden for 3 mana on turn 5. And because I also had the mana, I played a taste of chaos. And also, I think because the giants were the only thing in play at that point. And the taste of chaos got me through fella flames, which made Kil'jaeden rushed into a giant. But of course, that giant had been breakdown, so there was already two giants in play. But still, I was like, oh, we're actually doing it right here. But anyway, sweet deck, I don't want to spend too much time on this, because it is a cool idea. But it doesn't have a lot of neat, new things to talk about, whereas the following decks really, really, really do. Also, the Kil'jaeden deck running remixed Rhapsody is just, they just delight me. That's the spell from the festival of legend, which is like 5 mana deal, 3 damage to all minions, and each turn it also has an additional thing, which is maybe another 3 damage. Or maybe summon a 5/5, or maybe draw 3 cards, or maybe give you +5 attack. Love that card. Anyway, the next deck I want to talk about, as I called, Wheelie Big Ship. Now, I've played this a few times on the ladder. One time, it worked really well. Or should I say, wheelie well. I have not played Wheel of Death with it yet, but I have lost several games with this. And look at the win rate, and it just, Guru, the deck may not be that great. But my goodness, when it does what you want it to do, it does it spectacularly well. I can see a footpath closed ahead, so in a different place to last time. So, I guess we just crossed the road early now. Seems fair. So many work sites around here. There's a car coming, watch out of there. Anyway, look, this is basically a control wallock deck, it has a wheel of death. We've done that before, we know what that looks like. But also, it has a kind of defense crystal, you look, aha! So it's spaceship wallock. It's like, no, because it doesn't run any other spaceship parts. No, no, no, no. Okay. As both as does have, it's summon a dark marrow. Now, you're already going, oh, I see. It's got reveal cards in it. Yes, by the way, plural. It also has eat the imp. None of the runs running eat the imp, though. I've seen people cutting that. But the version I was playing did have that. When I saw this deck, somebody linked it to Wicked Good, and Wicked Good was like, "What are we doing with this?" And he was like, "Here's a screenshot of me with 200 armour." And I'm like, "Hey, hello." The thing here is you've got Brittlebone's Buccaneer, the Death Knight card, which is what summon a dark marrow that you play. Brittlebone's Buccaneer, you can give your Arcana defense crystal reborn. You can also play Felfire Bonfire. That's another card from Perils and Paradise, the one that's four damage, and if it kills the minion, then just next death rattle minion, you play by four. Seems pretty key. I saw Clark try to do a version of this deck, and he said it was going, "Well, it then had one Felfire Bonfire in it." And I'm like, "Well, I don't know about that, because I think the key to success into really having the most fun with this deck is to be able to play this on turn four on something and kill it, so that on turn five or six, you can play a one-man Arcana defense crystal and immediately do something gross with it. The gross things you can do are carnivorous cubicle it. I've done that. You eat it with the carnivorous cubicle, then you get six armour, and at the end turn, it spits out an Arcana defense crystal. My opponent was not prepared for that, because obviously I had also Felfire Bonfire bonfire in one of their things and removed a bunch of their stuff. And so then I just had Arcana defense crystals every turn for a while, and then after a while I was like, "I think I had an extra cubicle," and then I think I even had a reverberations. But at some point I had three cubicles in play each spitting out Arcana defense crystals and I felt pretty proud of myself. I posted a screenshot and discord of me with a 27 attack space ship, and all of those 27 attack were basically nine Arcana defense crystals. It did not seem very good for my opponent. Other things you do, of course, is when you launch the ship, or even any time, to me. Curse campaign, that's the three mana epic spell that says, "Give a minion deathrattle summon." Well, basically two copies of this dormant for two turns, so when the thing dies, then you get two more and a couple of turns. The fun thing about that, oh dormant, your shields are down, they're going to get you. So yeah, but the thing about dormant is, at the start of the turn, it wakes up. You haven't spent any mana, so now's a good time to also do things like reverberations that can reverse cubicle it, you know, a whole bunch of different things, just to have so many more. By the end of the game, you're summoning a whole bunch of different starships. At some point I think I had four dormant Arcana defense crystals in play, and I was like, "Oh, this doesn't quite look right," but I also had like 100 armor at that point, and then like I didn't die, and then I think my opponent was a starship hunter, which is the kind of thing that should be able to do a heckful of damage to you, and they did a lot of damage to me, but they didn't win. Anyway, it's hilarious, I love this deck, it's not perfect yet, maybe somebody will come up with a good list for it, and if they do, it could be quite obnoxious. It even has eternal layover in it, so this is something that you'll be doing when you wake up from your dormant starships. Let's say you get to 10 mana, let's assume that your opponent is the kind of obnoxious druid opponent, like I've been complaining about for a while, that might might control tech or yogs are on your big starship, right? So you launch a big starship on 10 mana, you play a curse campaign on it, and immediately you go eat the imp, so you draw some cards, but also your spaceship died, you gained a bunch of armor from it, of course, and you've now got two copies of the dormant. Ah, that was hard for them to yog, they might get there eventually, but you know, in a couple of terms of time, these two dormant spaceships wake up, now you're free to kind of recubable one of them, maybe, but also what you can do is you can just play an eternal layover, now eternal layover is the four mana death knight spell that says give all minions and play reborn and then destroy them. Some minions deal with that better than others, some minions are just like, well I guess I've just had my health register one, okay, whereas an Arcana defense crystal for example, or even the spaceship, well no, just the defense crystal I should say, it goes okay, well we contribute to the spaceship and then we come back, and of course that thing that came back is also going to contribute to the spaceship, so good times. So having a couple of big spaceships wake up from being dormant, and then you turn a layover them so they immediately trigger again to your bunch of armor, and then come back again, like, pretty nasty, and eternal layover is only four mana, so if you wanted you could do another curse campaign at this point, you could do a reverberations and then, like, oh, so much armor, and then of course the point is that you can gain so much armor at some point, you know, your prince will just win and kill you, but like, you've got plenty of room to play a wheel of death if you like there, or just kill Jaden, or like ceaseless expanse, like, it's just, just gross and fun, and I've very much enjoyed it and loved it. Now I can see that we're getting close to the park, and I have not even talked about the third deck yet, but it's the deck we're going to play, so I think that works out. The third deck here, what did I call it, I call it Big Grunter, which is a terrible name for it, really, but it is basically a hand buff hunter deck that is building around and I'm not kidding you, Warzone Grunt. Now Warzone Grunt is a Warcraft Rumble Mini, and, you know, at some point they did some Warcraft Rumble Minis in Hatza, we've got Namilia Safe Pilot, the legendary, she's technically, like, she's a character in Rumble that goes through the tutorial with you, and there's also one of the better minis you can have, like, it's been nerfed several times because it was actually so good, and she's still pretty good, although maybe it doesn't quite see playing in PvP that much these days, but still excellent. Maybe not the high-end raids anymore, but, like, some of the mid-tier parts of the raid, you do definitely want to have Safe Pilot, you know, really good. Also there was Footmen, we got Footmen, and we got Warzone Grunts, and I think we also got a Huntress, there were several sweet Warcraft Rumble Minis that we got Hearthstone cards for. Warzone Grunt seemed like one of the worst ones, it was a 5-3-6, I've played this in Arena a bunch, 5-3-6 with Rush, and if it attacks and kills a minion it may attack again. I found an Arena that you don't really get to attack very often with this, it's not actually that great, you're just picking it because you're like, well I guess, a Rush minion's better than not here, I guess, but the point here is, of course, we're hand buffing this thing, it's going to be really big, and when it's really big, you're going to play always a bigger jaw-monger on it, and depending on how many minions your opponent has, you're just going to attack into each of them, killing them, and spilling over how much damage you're on their face. It's similar to the whole, always a bigger jaw-monger, and Hollowhound thing that we're doing, but of course with Hollowhound, you're in the minions to line up next to each other, and you're only going to hit 3 minions, and you're hoping, or as this is just like doing that but going much further in, and because we're going much further in, we get to play Gilly, of course, Ranger Gilly, that's the Hunter Tourist into Warrior, 5-4-6, death-rattle give minions in your hand, plus 2-plus-3, sure, I'm sure the Warzone Grunt, this is also not a lot of minions in this deck, there's a lot of spells, obviously, so that we're trying to only hit the Warzone Grunt with things like Cup of Muscle, that's the 1-man warrior drink that gives plus 2-plus-1, you love for those to hit your Warzone Grunt, what else do we have, we have, oh yeah, these here we go, here we go, Char the Warrior Spell, which is 4-man, it's a deal, 7 damage to a minion, yeah, you always thought Hunter would have played this right, and any excess damage is given to a minion in your hand, again, you don't want to have too many minions, so that you're always trying to hit your Warzone Grunt hand, we have reserved spot, bet you never thought we'd see this card, let's see play, 3-man warrior spell, give a minion in your hand, plus 4-plus-4, if it's the only one that costs 2 less, like, I'm using the picture of that as the graphic for this episode, which I guess you're not going to see on social media, but you can see in Discord, don't know, look at the other bigger places to put that, not really, not really, but I mean, I don't know, maybe I'll post about this episode on Blue Sky, and I can post it there, but, it's a very nice picture, that might be the best reason to do it, because I could also post the codes there'd be, like, a clock health screen tweet, I mean, post, what are they called, I think they call them 'Sketes on Blue Sky', and I'm not 100% sold on that name, but apparently you get used to it, anyway, this is very much a kind of a combo deck, it doesn't look like it should work, it looks like it should not work even slightly, but it has a whole bunch of discover stuff in it, and of course it has some survivability up and to, including just straight up, explosive trap, and of course, type and force traps to go with it, so we are talking, again, multiple reveal cards for the Blue Sky family, but the plan is, obviously, your opponent just has some minions in play, you have a giant Warsong grunt that attacks and kills each of those minions, reach minion, kills it, overspills damage onto their face and they die, what do you do if you're facing an aggro deck, you probably don't care too much about trying to overkill them, so much as just playing a Warsong grunt with some buffs on it, too many, and just erasing their entire board, like, that should probably do the trick, I have to think, but anyway, this is the deck that we're going to try playing today, which should be interesting. The opening hand, I'm sure, is tough, we have a lot of discover stuff, we really do want to get Exarch, Nael in play, because I have not talked about this card enough for a card that I love so much. It cannot be overstated, how powerful it is to draw a card each turn and then have a hair power, there's one more discover another card, so you're getting two cards a turn, like, when you've played Exarch, Nael, Nael, Exarch, Exarch, I think it's Exarch, Nael, when you've played her, like, you just start having hand size issues, because you end up with so many cards in hand, like, we're not playing Rangari Scout in this deck, because you already have too much stuff in your hand and you don't want extra minions, like, also, you need to run the minions out early. One of the recent changes that I've seen from the early versions of this deck is actually running Catch of the Day and a single trusty fishing rod, which is pretty sweet, because Catch of the Day, which is, like, and this is key, you can play it out from hand to summon a 2-1 for your opponent, which the Warsong grunt is like, aha, an extra attack, and that's a lot of damage pulling over to the enemy. Good times, also, the 3-3 rushes into something else to make it less health. Anyway, we should get into the game, we should play with this. I'm also carrying an umbrella on my land, because it's a bit cold this morning, but it was really, really incredibly hot yesterday, and the night before, and, ah, it's gross, so, where are we? There we go, opening half zone, volume up hand, unmuted, no, let's mute it again, unmuted, volume up, yeah, great, so we should hear half this morning, yeah, you don't have to put up with my impersonation of it half, although I'm pretty sure most people would rather I did the hearth thing every morning, but if I did it every episode and you never heard hearth greeting, then people wouldn't really understand what was going on, so I think it's only funny if, when I forget to set up the phone ahead of time, so we... "The end of your journey is taking you." On the way to work, I thought, well, as always, you know, if we didn't have that, we didn't hear hearth sometimes, it wouldn't make sense as to why I was pretending to be hearth sometimes. Anyway, we're going to try this deck now, because I have been playing these decks on the letter and not doing as well as I would like, because, you know, there are some very good decks out there, at the end of the month when people are trying hard, I have fallen some ranks from where I was yesterday, which, you know, brought a topic, which I guess I might talk about on Monday, because I'm going to record it earlier Monday. The whole 11 times thing, I've talked about this recently and how I don't like this dynamic, but I think I'm going to talk about it again, because it is there and it is annoying me, which is that the closer I am to the 11 times more, the more I start to care about that, and I'm like, "But why, why do I, I shouldn't care?" So anyway, here we are. I am at, big grinder, 1736, so down about 500 from yesterday, and a lot of that was because of armour wall lock, like, the games at works feels amazing, the games that don't, you're like, "Well, that's not fair, those other decks are really good." Anyway, we're going to queue up this hunter, not exactly sure what we want to narrow in my hand, but I guess we'll know, like, when you're wanting to draw through a lot of your deck, you want to start with the things that later draw through the rest of your deck. But depending on your opponent's doing, like, you kind of also need something to survive and stay afloat. I have to imagine that Nastro Channel is a good start, is going to be particularly difficult for us to beat, and this, we can just get a big grunt going early. Well, this is a warrior. Warrior is probably controlling. You know what? I didn't talk about it. I was going to add another deck, and I forgot, and that was Drayno Warrior that Leo Robles Gonzalez got legend with. I didn't even do it. I forgot all about it. It would have been a great fourth deck. Would I still be talking about it? Anyway, we'll see. We've got an opening hand with a war song grunt, a bird watching, a tracking, and an alien encounters. So, between the alien encounters and the bird watching, we could, as a tracking bird watching, play alien encounters on turn three, and have discovered a bunch of things to try and make our war song grunt better. So, I think we just full-keep this against warrior. Even if it's Drayno Warrior, it's unlikely, but it is possible now. I'll just try and talk about Drayno Warrior next week, maybe. So, nothing to turn one for the warrior. Alright, we've drawn a Titan Force traps. I mean, that's going to make the alien encounters even cheaper on turn three. So, we're taking turn one. We see trusty fishing rod, another Titan Force traps, and then always the bigger the jaw monger. Now, party is like, whoa, trusty fishing rod is good. Trusting fishing rod is good, and it's going to be pulling out three threes. But we might need those three threes to combo against a warrior deck. I think we're just taking Titan Force traps, ending the turn. Look, his extra Titan Force traps early is probably pretty good for us. I think using trusty fish rod to pull out a couple of three threes early is cute, but this isn't the kind of deck where I think we want to be doing that. That just gives them something to remove, and removes an avenue we have in the late game of giving them minions to attack over with our warstone grunt. So, think about that. Here I pass the warrior on turn two. It's tradition, it's classic. What are we doing to do? We're just drawing explosive traps. So, the interesting thing about explosive trap here, of course, is that if I play it first, it limits the discolors I get from the Titan Force traps in a good way. We've got two Titan Force traps in hand, that's each two secrets, and each of those two secrets was four of the five we can totally have. So, we could have explosive trap mugs there. But anyway, let's just forge the Titan Force traps now. I think I mistakenly forged the one I didn't discover, but they didn't know that I discovered it. So, I think it's all right. So, there are raindrops on my screen. There's another hero power from the warrior in turn three. That's good for us, because it's not new heights. All right, there's a range of ghillie. That's five mana. We can play that next turn, or we can coin something out. Do we want more minions in hand before we play range of ghillie? I don't know, maybe, actually, maybe. So, I don't think we need to go too hard on that. But like, do I just Titan Force traps coin ghillie next turn? Do I Titan Force traps coin something else this turn? Don't you say? Anyway, just Titan Force traps here, we get first. They haven't used a coin, we have the coin. So, there's ice trap hidden mini explosive trap. Let's take ice trap. Let's clear this into this one there. Freezing trap hidden mini explosive trap. We don't need explosive trap. We have that in hand. Hidden meaning just gives an extra minion for them to remove, but, you know, I guess it gives us something that we can use at a clock. And freezing trap doesn't do much if they don't have very many minions in play, but you never know, it might work out. I think we're just going to take hidden meaning for now, because I think if they hear a power on turn three, they're more likely to spend all of their mana on turn four, and then we just get a minion, and we get to start eating some of that armor they've got on their face there. Second Titan Force traps next turn, will reduce the alien encounters to zero. That seems pretty good, so we'll do that. And then also maybe we'll get another ice trap if they first flip one now. I can hit defense crystal on though. Look, this is good because they're playing minions, but like warrior is also doing the ultimate defense crystal thing. Well, we got a 2-1, this is a terrible 2-1, a terrible shift. So I'm going to add a 0-2, a zero-2, an arubian egg is a battle cry, death rate will destroy it, we didn't get the battle cry, so we just got a 2-1. A cup of muscle is nice, we could cup of muscle this turn. We might end up buffing the ghillie, so clearly we want to save that until we've played ghillie, and played the crockles next turn and start buffing the grunt, because we need the grunt to be as big as possible for this game, I suspect. What are we doing this turn? If we coin out ghillie, it doesn't do very much good for us. So I think we are just doing try and force traps again. I'm getting a freeze and trap to be nice this time. What do we have one already? Let's just have a look what we have already. No, we have ice trap, we're now freeze and drop stuff. Bait and switch, rat trap, hidden meaning. I think bait and switch seems good. Rat trap, explosive trap, bargain bin, explosive trap no. Bargain bin is just going to draw us, unless they play with one card. Take rat trap, you never know they might actually trigger that. Now we're just going to play alien encounters. We're not going to attack with our terrible shift, just yet we could attack with the ultimate freeze crystal, but I don't want them to be able to kill off their ultimate freeze crystal on their turn. In theory, I would love for the ultimate freeze crystal to be there forever, because it gives me something to attack over with the big warthong grunt. Ooh. They played the hostile invader, so it did two damage to everything, and their ultimate freeze crystals did not attack because it scared a freezing trap, which I appreciate. We're going to attack into the ultimate freeze crystal now, because we know there isn't a freezing trap. All right, we're going to draw a char, char is nice. Might buff Gilly though, because I think we are just playing Gilly this turn. Let's see, if we attack into the ultimate freeze crystal, we'd go face for two. I don't think we can prevent the ultimate freeze crystal from dying next turn, their hostile invader still has spell burst and death rattle to deal lots of damage to things, which again, we don't particularly mind, so I think we have to attack into the ultimate freeze crystal with one of our strength guts. Go face with the other one, push them to 38, we play Gilly. And we've got to turn, we still have the coin, which is nice. Now Gilly gives us a crockless end turn, let's say two, three. Gilly's going to give us a crockless every turn, which is neat, we can just keep playing those out. Play it out, play a couple of muscles in the grunt, play it. I mean, if they're playing duty rat, we're not happy about that, but it seems unlikely. Something's just tricky to bait and switch, they've attacked into the scrunglock, well, the hostile invader, it's about to die. It does two damage to everything, doesn't kill the scrunglock, there's a hand on the hungry. So she's going to be a five, five. It's taken out one of my, taken out one of my catch of the days and drawn a sneaky snakes. So we want to play two, three crockless from hand, we've got a five, five hand hungry to attack through and we have a five, one scrunglock, thanks to the bait and switch. We want to play a bunch of couple of muscles. We could probably just play char as well. We could just attack char into the hand hungry. We could also just, we could attack Gilly into it, then play the crockless, which would be a four, six and then play the char to finish that and it'll give the grunts plus six. I kind of like that a lot actually. It's a little greedy, but let's just do that. Also, we could not do that and we could bird watching to get another minion in hand to buff that as well. What other minion would you be getting in hand? I don't think we want to do that just yet. Alright, so no, let's go there as you plan. We attack into it. We play the four, six crockless with Gilly, we attacked. We play char on hand. This is going to give our was on grunt plus six plus six. Now we go face with our five, one scrunglock, putting them to 33 and now we pass the turn. So we're having an 11, 15 was on grunt and hand now. We could have pointed out a sneaky snake that we drew this turn, but that would give us four minions and play, you know, if they play mind control tape, which is totally possible. There's a blade storm. Oh, wouldn't you know, a nice trap. So it didn't kill the five one. They might do it again though. So there's another hostile invader. That kills the five, one damages our four, four. There's another sneaky snake. What are we going to do? We're going to kill the hostile invader. We're probably going to play a lot of sneaky snakes. We could play bird watching. If we're going to play bird watching, let's play a bunch of couple muscles first. Let's see, let's see, then bird watching after that maybe. We still have a secret and play. It's a rat trap. Alright, I think we go. Couple muscle, cuss, muscle. Lots of couple muscles. We've got a four-man lift. Let us play explosive trap. Just to frighten them a little hero power. We're not going to play the bird watching yet. We go faced with the four, four crocklers, pushing for 27. So the bird watching, I think we possibly want to get the catch of the day so we can have an extra copy of that maybe because if we can play catch of the day, catch of the day, what's on grunt, then it will attack each of those fish and maybe you'll get lethal. We don't have the always a bigger jaw monkey yet. We've got 17 cars left in our deck. But our grunt is how big, 17, 18, right? So it only has to hit probably three minions to be able to find lethal. The invader is attacked into our four, four making a four-one. There's a blade storm, which finishes it. It's three mana blades storm. Thanks to the ice storm. So the minion's gone. Now they're playing a new heights. That's two spells. You've got two mana left. They're probably going to hear a guy. They're hero powered. Not triggering a rat trap today, that's fine. They're 10 mana next turn. There's always a bigger jaw-monger. Okay, I think it's time to play bird watching and we're going to try and find Naille here. We get eight mana this turn, so we probably get to play some sticky snacks as well. Catch of the day, overplanner, what's on grunt. Ooh, none of that's Naille. Let's take an overplanner. It'll be a five-four overplanner. Five-four overplanner? What do you see overplanner? What's on grunt? A couple of muscle barrel monkeys. I mean, a couple of muscles seems good. Like we want to get those couple muscles out of the way. Then catch of the day, reserve spot. Always a big join at this height. Reserve spot. Another reserve spot barrel monkeys in the night. Let's take Naille last. I think it goes in the reverse order. Hero power and a single sneaky snake. We don't need to play out more than sneaky snakes. So we have a five-four overplanner, two sneaky snakes. Our was on grunt is 1719 and we now have a always a bigger jaw-monger. So if the warrior dares play out a bunch of minions, they could take a bunch of damage. So they need to be careful of that. If they have a dirty rat, well, we're just very sad. I think if they have a dirty rat, we don't really win. But also, I don't know if they necessarily play that very often these days. So we're having to think, they've got ten mana. They've got a single arkundant defense crystal in play as a building specialist. They're playing a slipundant star. That seems good for us. Let's draw them two cards. Drawing them two more cards. They're really digging. I mean, what they're trying to get here is like zilliacs. Zilliacs is bad for us because when we attack in to zilliacs, it needs to be the last thing we attack and do. And if it has a divine shield, then we don't even get the damage across what we want. But we'll worry about that when we get there. Okay, there's the couple muscles, which means next we're drawing, I can't remember what we're drawing next, and third we're drawing back now. So a couple of muscle, couple of muscle, couple of muscle, carry part to the other two damage. Going face, the seven with our minions, twist them to 20. Do we play the second sneaky snake? The only thing that we haven't played is a rat trap in us. It was a trap. I think we play sneaky snakes. They play two hostile invaders, one of the odds. In hand, we have always a bigger drawing monger, a 23, 21, an awesome grunt, and a coin. So 12 mana for the warrior this turn. As long as they don't play zilliacs, we're happy. Zilliacs will no doubt attack into the overplanner. They are on 20 though, so it's possible that we could just always a bigger drawing monger lethal anyway over top of the zilliacs. But I doubt it. Because it will attack into the overplan, attacking the shield off. Then we go to attack snakes into it to take it out. Doesn't seem good. They're forging a card. Oh, sanitize. I have to take all my stuff. Fair enough. Not zilliacs. Ignis. Ignis is a minion. They're on total of 24. It has four health. We just need to be able to do 24 at the top. We have 23 attack currently. So we can do 25 attack, which is 19 over the top. So we're five off lethal and we've got two from the hero power. That sounds like a lot, right? And that's just from one minion. Wait, reserve spot. Give a minion hand plus four plus four and reduce this cost by two, if it's the only one. Warsong grunge is now 27 attack and they're on 24. 27 attack plus two is 29 attack. Seems good. We don't need lots of minions. Just the one Ignis will do. Always the bigger drawing monger. We've got two mana left. We've got a coin in hand. We attack into the Ignis. 25 damage spilling over the lethal. So we had minus one plus another two damage from the hero power. And still with the coin in hand. So drawing the reserve spot there, that is a reminder again, warrior spell, free mana. Give a random minion your hand plus four plus four and if it's the only one, give it reduces cost by two. We didn't even need to reduce this cost by two there. All it did was to make our Warsong grunge a 27 26, I think. And they had played a minion. Make a mistake, playing a minion. So as you can see, silly deck. This is the kind of opponent that is going to let us have the room to do that. Now, I was just talking about how if they had played ziliax there, we're in a lot more trouble. We'd have chewed through that ziliax with a bunch of stuff. If I attack a Warsong grunt into the ziliax, the ziliax's poison just kills the Warsong grunt. That's just disastrous for us. Not only that, they will have healed to 30 by the time we're done chewing through it. But that warrior did not draw their ziliax, so they died. And we'll take it. Funny times. All right, I'm at the train station. I can't believe I forgot until we actually queued into a warrior to talk about Draenai warrior. When I was planning this episode, I was like, kill Jaden, demon hunter, love that. Armor warlock, love that. Gilly hunter, love that. And Draenai warrior, love that. And then forgot all about Draenai warrior, which as you can see from the end, I talked about the other three decks. We didn't really have time. Maybe we can do another episode like this if I find other stuff as well as the Draenai warrior. There are other decks that are just better that are actually pretty good meta decks. They're not as interesting, but I can also talk about those as well. But I can't believe this deck is running reserve spot and char, and it's actually doing it. Like of all these three decks, this is one where you, if you see it on HS guru, has actually a reasonable win rate, which is kind of weird. I think you have to have a pretty good role to do it. Like our opponent was just letting us do everything in the world that we wanted to do there. There's a train coming. I'm going to get on this one. But like, you know, I think we had the Warsong grunt in our army hand. We buffed it pretty early. If we had coined out gilly, I mean, we had Titan Force traps as well, right? If we'd coined out Gilly on four and buffed that Warsong grunt, it may well have just cleaned up an aggro decks board. Just gone, right? The only thing where we truly get in trouble is if they deal a heck of a lot of damage to us and we're in burn range or something. Anyway, let's get on this train. So follow me on Twitch. I was going to say Twitter. I guess you could technically on Twitter, but who knows how long? YouTube and blue sky, Atlas to go. Don't worry about following the podcast anywhere anymore. Just follow me and I'll post about episodes, but make sure you subscribe to this podcast and the fee because then it'll just end up there automatically. And of course, come hang out at discord, discord.me/splitterguy. That's the best place to find out when the episode goes live. I end to hang out and chat with me 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. I love you all. Do I say it's always a pleasure to have me join me for my walk to work? I think I did, but like, just check out this. It's, it's, it's, it's, it's a lot. [Music]