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MMM - Game 5 - P1 Red (codexnewb) vs P2 Green (charnel_mouse)

@charnel_mouse

Final Game as P1 Red. I have a feeling it’s all downhill for me after this. GLHF!!!

Spreadsheet

Red: 2
Green: 2

Game 1: Hasted Firebird
Game 2: Verdant Tree and Hasted Mimics
Game 3: Verdant Tree and Bloomings Ancients
Game 4: Tech III Blood Base Race

I’ll post T1 in a bit.

1 Like

GLHF!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Nautical Dog
Bloodburn
Bombaster
Mad Man
Careless Musketeer


WORKERS
Bloodburn


NextHand

Pillage
Makeshift Rambaster
Bloodrage Ogre
Scorch
Charge


Discard

Careless Musketeer
Mad Man
Bombaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
nautical dog - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 5
Thoughts

darn it, no rambaster T1 here either. oh well, it would only help the base race, which we learned works here as P1 Red vs P2 Green.

looking at this split, im thinking of slowing it down. T1 nautical dog, T2 brogre (sql brogre, tech dog)

T3 ill be looking at gg 6, float 3, total 9, worker 8, ideally double T1 drop or something…

Maybe, but Green can have some awkward opening hands as Player 1, I think. GL HF!

P2T1

Starting hand: 5

Merfolk Prospector
Young Treant
Spore Shambler
Rich Earth
Forest’s Favor

Thoughts

I could prove to be very wrong, but my guess is that codexnewb will try to make use of Kidnapping this game, since it’s been absent for a while.

What do I expect to see from such a large float? Probably a high-level Zane or Charge, but there’s not enough gold to Charge an Ogre without skipping Tech I or a worker, so it shouldn’t be too bad. That’s either three 2-damage attacks, or a 2 attack, a 4 attack, and a shove. I can’t deal with that, I just need to make it costly to do. This isn’t a great hand to do that, though, unless I play Young Treant and draw Tiger Cub or Playful Panda. I’ll settle for Spore Shambler + Merfolk Prospector.


Get paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Spore Shambler - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Spore Shambler 2/3+1A (++)
:exhaust: Technician: Merfolk Prospector 1/1

:heart: Base HP: 20


Hand: 4

Tiger Cub
Playful Panda
Ironbark Treant
Verdant Tree

Deck: 1

Rampant Growth

Discard: 2

Young Treant
Forest’s Favor

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers
Total: 10


Gold: 0
Workers: 6

5 x start
T1: Rich Earth

that’s true i suppose.

[b]P1T2[/b]
Tech StartingHand Workers

TECH
Firebat
Firebat


STARTING HAND
Scorch
Bloodrage Ogre
Pillage
Makeshift Rambaster
Charge


WORKERS
Bloodburn
Scorch


NextHand

Makeshift Rambaster
Mad Man
Firebat
Pillage
Charge


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
brogre - ($3)

Float ($3)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 6
Thoughts

what if i went firebat instead of taxmen? no harm in trying. charnel_mouse hasnt floated much gold, and it might help to clear his wispy board presence? could also help to force patrollers to lookout, preventing all those rewards and sqk armor? let’s find out.

P2T2

Starting hand: 4

Tiger Cub
Playful Panda
Ironbark Treant
Verdant Tree

Thoughts

I was going to play Ironbark Treant, and have the Shambler pass it runes, but that’ll go badly wrong if codexnewb is going for early Kidnapping. Maybe I can do Arg + Tiger Cub + pay to rune Wisp. That gives me 2/2 Cub, 1/2 Wisp in Elite, and 1/2 Spore Shambler that goes in Technician. Is that good? I don’t know. I could rune the Tiger Cub too, but that has the same problem as Ironbark Treant: only two units on patrol, so Kidnapping blows me up. Maybe Ironbark Treant isn’t so bad if I run it: it would have 3 HP, so codexnewb can’t get it killed while it’s Kidnapped. I’ll go for that.

Teching in Huntress for a cheap unit, and Circle of Life in case Kidnapping / Sharks lead to a Tech break. Risky to patrol Argagarg here, but if codexnewb is going for Sharks or Kidnapping then he’s dead anyway, even sharing a gold bonus might be better than nothing.

Teched cards: 2

T2: Circle of Life, Huntress


Get paid - ($6)
Worker - ($5)
Tech I - ($4)
Ironbark Treant - ($1)
Spore Shambler exhuasts to pass Ironbark Treant a rune
Merfolk Prospector exhausts for gold - ($2)
Argagarg Garg, Wisp arrives - ($0)
Discard 2, draw 1, reshuffle, draw 3


:psblueshield: Squad Leader: Ironbark Treant 2/3+3A (+)
:psfist: Elite: Wisp 1+0/1
:ps_: Scavenger: Argagarg L1 1/3

Spore Shambler 1/2 (+)
Merfolk Prospector 1/1

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Rampant Growth
Young Treant
Circle of Life
Huntress

Deck: 3

Forest’s Favor
Tiger Cub
Verdant Tree

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 7

5 x start
T1: Rich Earth
T2: Playful Panda

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Pillage
Charge
Mad Man
Makeshift Rambaster
Firebat


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Careless Musketeer
Charge
Crash Bomber
Firebat
Bombaster


Tech 2 card(s)
Get Paid + float - ($9)
worker - ($8)
mid drak - ($3)
mad man - ($2)
brogre/mad man frenzy trade with treant
nautical dog x2 frenzy trades with arg, drak maxbands, you gain gold
hero’s hall - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak, lvl 6, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

hmmmm, well, i need either max zane or mid drak here.

zane: littlte expensive, not much patrol or cover. also, no HH so they can just wall up with hero meatshields.

drak - cheaper, get the HH to maximize future free levels. keep the pressure up without forcing tech 2? let’s try this.

P2T3

Starting hand: 4

Rampant Growth
Young Treant
Circle of Life
Huntress

Thoughts

Couple of ways I could play this. Tech II might be just about feasible depending on what’s in codexnewb’s hand. I could play Rampant Growth and pass a rune to kill Drakk, but I lose Spore Shambler and Merfolk Prospector in the process. Depending on how I count lost gold from Prospector this turn and Shambler only have one rune left, that’s 6-8 gold and 3 cards, to kill 7-gold Drakk and gain 2 gold in free levels. Not worth it. So my options are Tech II + hero + Huntress, or hero + Huntress + Circle of Life for something. Not sure whether I’d Circle the Huntress or the Wisp. Probably the latter to keep to smaller targets, plus I think I want to go for Growth. Oh, or I can Circle Shambler after passing on its rune, that seems better.

Kidnapping lets Huntress clear the patrol with the Wisp next to the Centaur, but without Kidnapping this is OK-ish: Zane killing the Centaur gets codexnewb a card instead of a gold, and he probably doesn’t need cards as much right now.

Teched cards: 2

T2: Circle of Life, Huntress
T3: Blooming Ancient, Moment’s Peace


Get paid + Scavenger - ($8)
Worker - ($7)
Huntress - ($5)
Spore Shambler passes a rune to Huntress
Master Midori - ($3)
Circle of Life, Spore Shambler becomes a Centaur - ($0)
Merfolk Prospector exhausts for gold - ($1)
Discard 1, draw 3


:psblueshield: Squad Leader: Huntress 4/4+1A (+, anti-air, sparkshot)
:ps_: Scavenger: Wisp 0/1
:exhaust: Technician: Centaur 3/4 (overpower)

Midori L1 2/3
Merfolk Prospector 1/1

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 3

Forest’s Favor
Tiger Cub
Verdant Tree

Deck: 0
Discard: 6

Ironbark Treant
Blooming Ancient
Moment’s Peace
Spore Shambler
Circle of Life
Rampant Growth

Card-count check (opponent-viewable)

Expected: 10 + 4 teched + 1 Circle = 15
3 on board
3 in hand
0 in deck
6 in discard
3 in workers
Total: 15


Gold: 1
Workers: 8

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Young Treant

yuck. somehow green can throw up the heaviest walls from seemingly nothing.

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Kidnapping


STARTING HAND
Bombaster
Careless Musketeer
Firebat
Charge
Crash Bomber


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer


NextHand

Nautical Dog (1/1)
Makeshift Rambaster
Firebat


Discard

Firebat
Charge
Crash Bomber
Bombaster
Surprise Attack
Kidnapping


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
firebat, hasted - ($4)
crash bomber - ($3)
charge crash bomber - ($1)
crash bomber charged, frenzy (4/2) runs into huntress, pings her to death
firebat frenzy (4/3) trades with centaur, you reshuffle (before teching) draw 1

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak, lvl 6, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

wow, that’a a heavy turn 3. okay, going down on cards here to deal with the heavy board probably need to make a decision about tech 2 at this point.

ill just tech a surprise attack and a kidnapping since they both would have been useful this turn. lol.

You’re not having too much trouble knocking them down, though. At least you had to pay to charge the Crash Bomber, otherwise he’s such good value under haste and frenzy.

P2T4

Starting hand: 3

Forest’s Favor
Tiger Cub
Verdant Tree

Technician draw after reshuffle: 1

Rampant Growth

Thoughts

I only have the one Tech II unit on this reshuffle, but having the Circle too might help me set up. The Verdant Tree makes things interesting, I don’t have to build Tech II this turn so can dedicate gold to killing off Drakk if I wish to. 7 gold after worker + Verdant Tree + MP gold, so I could midband Midori, then Forest’s Favor on him lets me trade the Wisp for Drakk, then the final gold goes to maxband Midori. Pretty cool. Even maxband Zane can’t trade with him on his own, although anything hasted can deal with my Prospector. Alternatively, Forest’s Favor + Rampant Growth lets Midori kill Drakk on his own, then I have 3 gold left over, and I spend 3 to put him at level 6, with the Wisp sitting in front of him. Puts me right down on cards, though. Or, I suicide the Prospector instead of using FF, and have 4 gold to do things with. In that case,

  • Worker, Verdant Tree, MP mines, midband Midori, Forest’s Favor on Midori, Midori + Wisp kill Drakk, final gold to maxband Midori, go to 3-card hand. Leaves me with 5/6 Midori and Prospector. Hard to kill Midori, but codexnewb can easily hit the Prospector and the Tree. I’d be going all-in on Midori for a few turns, doesn’t seem great when I’d be discarding the Tiger Cub.
  • Worker, Verdant Tree, MP mines, Rampant Growth and Forest’s Favor on Midori, Midori kills Drakk, last 3 gold to put Midori at level 6, with 1/2 Wisp patrolling, go to 2-card hand. A little safer on-board, but the low hand size could be trouble when the game is still this close going into late game. Depending on what he’s workered, reaching Verdant Tree could give codexnewb a hard time.
  • Worker, Tech II, Rampant Growth on Midori, MP and Midori kill Drakk, midband Midori, 1/2 Wisp patrols, go to 4-card hand. I lose my income advantage by suiciding the Prospector, but otherwise this puts me in better shape, I think: it should be much harder for codexnewb to destroy a Tech II than a Verdant Tree, and I have a good hand size going into Tech II.

Going for the third option, trading the extra income for a larger hand and a proper Tech II seems pretty good here. I gain 5 gold (7-gold Drakk + free levels - Rampant Growth - Prospector - his income this turn) in exchange for 2 cards, not bad.

Do I want to hold the other Ancient back for the Circle? If I did, I’d probably be putting in a Blooming Elm. If I didn’t, I’d be using the Circle for a Mimic or a Bear. Both options seem fine. The Elm is something that would be useful later once I have more board, whereas units are something I’d want immediately, so I think I tech an Elm, plus an Artisan Mantis in case codexnewb goes for Bugblatters again.

Workering Forest’s Favor over Verdant Tree, since Ancients + Elm should give me plenty of runes, and Verdant Tree’s healing might be handy once I start passing runes around.

Teched cards: 2

T2: Circle of Life, Huntress
T3: Blooming Ancient, Moment’s Peace
T4: Artisan Mantis, Blooming Elm


Get paid + float - ($9)
Worker - ($8)
Tech II Growth - ($4)
Merfolk Prospector suicides into Drakk for 1A damage
Rampant Growth on Midori - ($2)
Midori kills Drakk, takes 1+2A damage, my base to 19, Midori hits level 3
Midband Midori - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Wisp 1/2+1A (Midori aura)

Midori L5 3/4 (allied units with no abilities get +1/+1)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)


Hand: 4

Moment’s Peace
Circle of Life
Huntress
Centaur

Deck: 3

Ironbark Treant
Blooming Ancient
Spore Shambler

Discard: 6

Artisan Mantis
Blooming Elm
Merfolk Prospector
Rampant Growth
Tiger Cub
Verdant Tree

Card-count check (opponent-viewable)

Expected: 10 + 6 teched + 1 Circle = 17
0 on board
4 in hand
3 in deck
6 in discard
4 in workers
Total: 17


Gold: 0
Workers: 9

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Young Treant
T4: Forest’s Favor

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Kidnapping


STARTING HAND
Makeshift Rambaster
Nautical Dog (1/1)
Firebat


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Nautical Dog (1/1)


NextHand

Mad Man
Crash Bomber
Bloodrage Ogre (3/2)
Kidnapping


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
mid zane, kill wisp - ($3)
jaina - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina, lvl 1, (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane, lvl 3, (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

hmmm, well, i can skip tech 2 one more turn, but that’s it. bring in another kidnapping to deal with these growth tech 2 units. no real way for me to deal with molac…

looking at tech 2 anarchy, and tech 3 eventually as i stall with hero’s.

Ooh haste

P2T5

Starting hand: 4

Moment’s Peace
Circle of Life
Huntress
Centaur

Thoughts

I really want to just Circle a Mimic here and zap both heroes, then slap a Moment’s Peace down. I don’t think there’s anything codexnewb can do to counterblow outside of teching up. A bit expensive, so I think I do it without maxband Midori to start with.

Teching in the other Ancient, now I’m not using this cycle’s Circle for it. I reckon it’s time to put in MoLaC too.

Teched cards: 2

T2: Circle of Life, Huntress
T3: Blooming Ancient, Moment’s Peace
T4: Artisan Mantis, Blooming Elm
T5: Blooming Ancient, Might of Leaf and Claw


Get paid - ($9)
Worker - ($8)
Huntress - ($6)
Circle of Life, Huntress becomes a Wandering Mimic - ($3)
Moment’s Peace, your units can’t attack, mine can’t patrol - ($1)
Wandering Mimic kills Jaina, takes 2 damage, Midori hits level 7
Midori kills Zane, hits level 8 (maxband)
Discard 0, draw 2


Midori L8 4/5 (allied units with no abilities get +1/+1, flying on my turn)
Wandering Mimic 4/2 (Midori: flying on my turn, 2 damage)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)


Hand: 2

Ironbark Treant
Blooming Ancient

Deck: 1

Spore Shambler

Discard: 11

Artisan Mantis
Blooming Elm
Merfolk Prospector
Rampant Growth
Tiger Cub
Verdant Tree
Blooming Ancient
Might of Leaf and Claw
Huntress
Circle of Life
Moment’s Peace

Card-count check (opponent-viewable)

Expected: 10 + 8 teched + 2 Circle = 20
1 on board
2 in hand
1 in deck
11 in discard
5 in workers
Total: 20


Gold: 1
Workers: 10

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Young Treant
T4: Forest’s Favor
T5: Centaur

hmm, question, how does kidnapping work here? is that my unit or yours? i know there a technical breakdown out there somewhere, i just cant find it.

Things are “yours” when you’re the controller, and Kidnapping gives you control.

1 Like

yep, i thought as much. have to go with plan b.

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Mad Man
Bloodrage Ogre (3/2)
Crash Bomber
Kidnapping


WORKERS
Bloodburn
Scorch
Pillage
Careless Musketeer
Nautical Dog (1/1)
Mad Man


NextHand

Charge
Bombaster
Crash Bomber


Discard

Kidnapping
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
tech 2 anarchy - ($5)
drak - ($3)
brogre - ($1)
crashbomber - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Crash Bomber (2/2)
  • :pschip: Technician: Drak, lvl 1, (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

uh oh, i think im done here.

I’ve posted on the rules thread to make sure, but given the implications otherwise are crazy I’m pretty sure that’s how it works.

1 Like

P2T6

Starting hand: 4

Ironbark Treant
Blooming Ancient

Thoughts

Very surprised codexnewb is playing Drakk here rather than keeping him in reserve, maybe he hasn’t taken Kidnapping?

One rune to Mimic to destroy the Tech II, and Midori can deal with Drakk. Everything after that is getting blockers and runes out. Or is it? I have 5 gold left after Ancient + Argagarg, so I could maxband Argagarg and play Ironbark Treant, or go for Tech III just in time for a reshuffle. Fun as that would be, I definitely need the extra patrollers here. I’m going to experiment with teching in Final Showdown, though: the card draw could be pretty helpful right now.

Teched cards: 1

T2: Circle of Life, Huntress
T3: Blooming Ancient, Moment’s Peace
T4: Artisan Mantis, Blooming Elm
T5: Blooming Ancient, Might of Leaf and Claw
T6: Final Showdown

Circle of Life cards

T3: Centaur
T5: Wandering Mimic


Get paid + float - ($11)
Blooming Ancient - ($7)
Argagarg Garg, Wisp arrives, Blooming Ancient gets two runes - ($5)
Blooming Ancient passes a rune to Wandering Mimic
Wandering Mimic destroys your Tech II, your base to 18
Midori kills Drakk, my base to 18, Argagarg hits level 3 (midband)
Maxband Argagarg, Water Elemental arrives, Blooming Ancient gets a rune - ($3)
Ironbark Treant, Blooming Ancient gets a rune - ($0)
Blooming Ancient gives a rune to Ironbark Treant, two to Wisp
Discard 0, draw 1, reshuffle, draw 1


:psblueshield: Squad Leader: Ironbark Treant 2/3+3A (+)
:psfist: Elite: Argagarg L5 1+1/5
:ps_: Scavenger: Water Elemental 3/3 (anti-air, flying)
:exhaust: Technician: Wisp 3/4 (++, Midori aura)

Midori L8 4/5 (allied units with no abilities get +1/+1, flying on my turn)
Wandering Mimic 5/3 (+, Midori: flying on my turn, 2 damage)
Blooming Ancient 2/4 (gets a + rune when I put a hero/unit into play)

:heart: Base HP: 17
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Growth)


Hand: 2

Spore Shambler
Might of Leaf and Claw

Deck: 11

Artisan Mantis
Blooming Elm
Merfolk Prospector
Rampant Growth
Tiger Cub
Verdant Tree
Blooming Ancient
Huntress
Circle of Life
Moment’s Peace
Final Showdown

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 9 teched + 2 Circle = 21
3 on board
2 in hand
11 in deck
0 in discard
5 in workers
Total: 21


Gold: 0
Workers: 10

5 x start
T1: Rich Earth
T2: Playful Panda
T3: Young Treant
T4: Forest’s Favor
T5: Centaur

i think ill GG it there. i dont see a way back at this point with the BA on top of the Mimic.

felt like i lost that one from turn 1.

oh well, onward to the role reversal. excited to see this from Red P2 moving forward!

1 Like

GG! That felt pretty close until I got that Mimic + Moment’s Peace off, I was constantly afraid of a Kidnapping.

1 Like