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MMM Game 6 White (CodexNewb) vs Red (FrozenStorm)

@FrozenStorm

well, i hope i can do better here to even it out a little.

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Grappling Hook
Fox Primus
Fox Viper
Snapback
Safe Attacking


WORKERS
Fox Primus


NextHand

Savior Monk
Smoker
Morningstar Flagbearer
Aged Sensei
Sensei’s Advice


Discard

Snapback
Fox Viper
Grappling Hook


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
safe attacking - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

If our warm up games are any indication, I expect these next 5 to go much better for you and worse for me lol

GL HF @codexnewb!

Game 6 Player 2, Turn 1

P2 Red vs P1 White

Starting Hand

Mad Man
Scorch
Charge
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bloodrage Ogre (3)
  • Worker (2)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

End of Turn Hand

Bombaster
Nautical Dog
Bloodburn
Pillage
Careless Musketeer

End of Turn Discard
My Thoughts

Lucky for me no backup unit, but I don’t feel super safe to bring a hero out regardless. So Brogres can hang out on his lonesome and we’ll see how things go.


[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Savior Monk
Aged Sensei
Sensei’s Advice
Smoker
Morningstar Flagbearer


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Sparring Partner
Sensei’s Advice
Rambasa Twin
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
aged sensei - ($1)
tech one - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Aged Sensei (2/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Rook, lvl 1, (2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

i think this patrol protects rook while maximizing my board. if im going to lose a unit, id prefer it be sensei, and i prefer to force bro to trade.

also gives me a GREAT deck cycle. i technically could lose my tech 1, but in that case i think i can mid rook, kill a hero, and max rook.

Let’s get weird!

Game 6 Player 2, Turn 2

P2 Red vs P1 White

Starting Hand

Bombaster
Nautical Dog
Bloodburn
Pillage
Careless Musketeer
Charge (zane)

Events of Turn:


Upkeep:

  • Get Gold (6+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Surprise Attack


Main:

  • Zane + Midband, kill Monk, I rs, we both draw 1 (3)
  • Max Zane, shove AS to scav, we both get 1g (2)
  • Brogre hits your tech1 to 2hp
  • Pillage, your base to 19, I steal your scav
  • Nautical Dog (1)
  • Worker (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)
  • Zane (4/4/ lvl 7)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Makeshift Rambaster
Surprise Attack
Mad Man
Gunpoint Taxman
Bombaster

End of Turn Discard
My Thoughts

I think it’s worth skipping my t1 for a turn to stem the pressure here, even if it means quite possible Twins/Birds + SP. I’ll just bring sharks to counter it and hope for the 80% it stays for next turn. I’ll get GPT also b/c I don’t think I want 2x sharks quite this early. Can also pillage for free w/ the extra cards, nice


definitely anarchy.

also, looks like you left tech 1 building on teh board, but i think per your steps you skipped it?

1 Like

assuming no tech 1

[b]P1T3[/b]
Tech StartingHand Workers

TECH
Sparring Partner
Fuzz Cuddles


STARTING HAND
Rambasa Twin
Sensei’s Advice
Grappling Hook
Sparring Partner
Snapback


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook


NextHand

Smoker
Sensei’s Advice
Fox Viper
Snapback


Tech 2 card(s)
Get Paid - ($6)
scav, tech draw, scav stolen
Worker - ($5)
rambasa twins - ($1)
sparring partner - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite: Rambasa Twin (4/2)
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

well that was unexpected. not too bad though. just drop everything out front. prioritize rook to sql to force a 2 for 1, and sparring partner to tech since he’s the most valuable

probably not teching up next turn. if opportunity is there, i will, but more important to get board presence against red.

i cant stop the scorch, so let’s just press forward.

next turn worst case could be
gg 7, worker 6, tech one 5, bro/dog->rook, zane->twin 6, surprise attack 1, sharks trade.
or
gg 7, worker 6, tech one 5, mad man/zane->rook 4, bro->tech, dog->elite, BB 2, HH.

You are correct, edited to fix!

Game 6 Player 2, Turn 3

P2 Red vs P1 White

Starting Hand

Makeshift Rambaster
Surprise Attack
Mad Man
Gunpoint Taxman
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Marauder
Gunpoint Taxman, Surprise Attack


Main:

  • Surprise Attack, sharks kill Rook, levels fizzle (2)
  • Brogre trades with elite
  • Zane kills Scav, we both get 1g (3)
  • Dog trades with techn, you draw 1
  • Tech 1 (2)
  • Worker (1)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 7)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Careless Musketeer
Charge
Pillage
Marauder
Nautical Dog

End of Turn Discard
My Thoughts

SHARKS! Really getting through these early turns w/o CN building up a ton of stuff is a win almost regardless of cost. Sharks easily worth here. Next turn tech up, turn after tech up again? maybe, we’ll see


[b]P1T4[/b]
Tech StartingHand Workers

TECH
Glorious Ninja
Fox’s Den School


STARTING HAND
Smoker
Fox Viper
Snapback
Sensei’s Advice
Aged Sensei (2/1)


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper


NextHand

Fuzz Cuddles
Savior Monk (2/2)
Sparring Partner
Sensei’s Advice
Rambasa Twin (3/2)


Tech 2 card(s)
Get Paid - ($7)
tech draw, scav gold - ($8)
Worker - ($7)
grave - ($5)
aged sensei - ($4)
tech 2 ninjitsu - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensie (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

that works. aged sensei on the tech draw is great. let’s tech up and have a strong cycle. grave out front since i dont want zane to get more free rewards. i just want him to die. lol.

teching ninja and school and pressing forward. next turn hoping for a strong board flood with spartner, cuddles, and a tech two.

Game 6 Player 2, Turn 4

P2 Red vs P1 White

Starting Hand

Careless Musketeer
Charge
Pillage
Marauder
Nautical Dog

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Disguised Monkey, Kidnapping
Steam Tank, Marauder
Gunpoint Taxman, Surprise Attack


Main:

  • Zane trades Grave, levels fizzle all around
  • Nautical Dog (8)
  • Jaina (6)
  • Tech 2 Anarchy (2)
  • Worker (1)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Bloodrage Ogre
Steam Tank
Bombaster
Gunpoint Taxman
Makeshift Rambaster

End of Turn Discard
My Thoughts

Hm, so probably next turn Tank + tech up, this turn we’ll go Dog + Jaina. May get killed and sac levels to a GN + Hook / SA, but at least SA would mean skipping a worker. And if it is GN and Jaina lives in favor of the T2 dying, I can just max Jaina and shoot it down XD


[b]P1T5[/b]
Tech StartingHand Workers

TECH
Glorious Ninja
Reversal


STARTING HAND
Savior Monk (2/2)
Fuzz Cuddles
Sparring Partner
Sensei’s Advice
Rambasa Twin (3/2)


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper
Savior Monk (2/2)


NextHand

Glorious Ninja
Smoker
Fox’s Den School
Sparring Partner (2/2)


Discard

Sensei’s Advice
Fuzz Cuddles
Glorious Ninja
Reversal


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
rambasa twins - ($3)
sparring partner - ($2)
rook - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensie (1/1)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Rook, lvl 1, (2/4)
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

that works. aged sensei on the tech draw is great. let’s tech up and have a strong cycle. grave out front since i dont want zane to get more free rewards. i just want him to die. lol.

teching ninja and school and pressing forward. next turn hoping for a strong board flood with spartner, cuddles, and a tech two.

Game 6 Player 2, Turn 5

P2 Red vs P1 White

Starting Hand

Bloodrage Ogre
Steam Tank
Bombaster
Gunpoint Taxman
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Pirate Gunship x2
Disguised Monkey, Kidnapping
Steam Tank, Marauder
Gunpoint Taxman, Surprise Attack


Main:

  • Steam Tank (7)
  • Worker (6)
  • Tech 3 (1)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Jaina (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Surprise Attack
Gunpoint Taxman
Pirate Gunship
Pirate Gunship
Bloodrage Ogre

End of Turn Discard
My Thoughts

Well, that’s actually kinda scarier than GN, but I spose still the best move to tech up. Arguably tower is better to try and make sure attackers trade (w/ Safe Attacking, those Rambasas only need one buff to safely kill Tank), but still forcing aggro when I’m drawing into Surprise Attack feels like the right call. More resources for me the better


[b]P1T6[/b]
Tech StartingHand Workers

TECH
Reversal
Martial Mastery


STARTING HAND
Glorious Ninja
Fox’s Den School
Smoker
Sparring Partner (2/2)


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper
Savior Monk (2/2)


NextHand

Sparring Partner (2/2)
Glorious Ninja
Snapback
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($9)
glorious ninja - ($4)
Fox’s den school - ($0)
tap spartner, rune ninja
Ninja invisible breaks tech 3, your base to 18
Tap sensei, boost a twin
Twins kill steam tank, one survives, one to codex

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Fox’s Den School: 4HP (Invisible)
  • Glorious Ninja (5/4)+
  • Sparring Partner (2/2)
  • Rambasa Twin (3/1)
  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, i will probably lose my tech 2 and 1, but worth getting the school and ninja down. i can perpetual break tech 3 at this point.

teching reversal and martial mastery to assist getting through these steamtanks.

where to patrol rook though? probably sql to keep jaina on the field and force at least a 2 for 1.

Game 6 Player 2, Turn 6

P2 Red vs P1 White

Starting Hand

Surprise Attack
Gunpoint Taxman
Pirate Gunship
Pirate Gunship
Bloodrage Ogre

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • no techs
All Teched Cards

Pirate Gunship x2
Disguised Monkey, Kidnapping
Steam Tank, Marauder
Gunpoint Taxman, Surprise Attack


Main:

  • Zane (9)
  • Surprise Attack (4)
  • Shark and Jaina kill Rook, Zane to level 3
  • Dog and Shark break tech2, your base to 17
  • Zane kills AS, takes 1
  • Bloodrage Ogre (2)
  • Gunpoint Taxman (0)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Jaina (2/1 lvl 1)
  • Zane (2/1 lvl 3)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Kidnapping
Makeshift Rambaster
Marauder
Pillage

End of Turn Discard
My Thoughts

Sharks for sure, I think laying GPT and Brogre beats a tower right now as it helps keep the board pressure up, I can’t defend the tech3 with tower anyway, so yea. Only question then is do I take out a unit or break the tech 1. I don’t know that a double break is super useful right now, an IPN or another SP isn’t the end of the world. So yeah, I think kill the AS with Zane. Keeping the board tamped down is super useful right now.


[b]P1T7[/b]
Tech StartingHand Workers

TECH
Porcupine
Entangling Vines


STARTING HAND
Snapback
Sparring Partner (2/2)
Sensei’s Advice
Glorious Ninja


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper
Savior Monk (2/2)


NextHand

Reversal
Fuzz Cuddles
Martial Mastery


Discard

Aged Sensei (1/1)
Sensei’s Advice
Snapback
Glorious Ninja
Porcupine
Entangling Vines


Tech 2 card(s)
Get Paid - ($9)
rebuild tech 2, base to 17
sparring partner - ($8)
Sets - ($6)
snapback zane for drak - ($3)
tap school, make Twin a ninja - ($1)
tap spartner, rune to twin
sensei’s advise, boost twin - ($0)
twin (5/2+A) invisible breaks tech 3, your base to 16

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Glorious Ninja (6/4)+ Invisible
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Fox’s Den School: 4HP (Invisible)
  • Sets, lvl 1, (1/3)
  • Rambasa Twin (4/2)+ invisible
  • Sparring Partner (2/2)
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

i dont like it, but i need to snapback zane for drak here because of chaos mirror…

bring out sets to preserve grave (in case of jaina flame arrow)

i SHOULD have the space to break tower and tech 3 perpetually now.

hopefulyl get martial mastery next turn.
gg9, grave 7, mm 6, x2 reversal.

Game 6 Player 2, Turn 7

P2 Red vs P1 White

Starting Hand

Kidnapping
Makeshift Rambaster
Marauder
Pillage

Events of Turn:


Upkeep:

  • Get Gold (10)
  • elect to tech 2 cards in
All Teched Cards

Flame Arrow, Chaos Mirror
Pirate Gunship x2
Disguised Monkey, Kidnapping
Steam Tank, Marauder
Gunpoint Taxman, Surprise Attack


Main:

  • Tower (7)
  • Marauder + Boost, you on 8 workers (1)
  • Worker (0)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2 Brogre back to my hand
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Marauder (4/3+1armor)
  • :psfist: Elite: Nautical Dog (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout: Drakk (1/3 lvl 1)

In Play:

  • Jaina (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Charge
Disguised Monkey
Kidnapping
Pirate Gunship
Bloodrage Ogre

End of Turn Discard
My Thoughts

Ooof this is rough now. Hitting his econ is about the best I can do right now


ogre back to your hand? let me know if it changes patrol choices.

Ah yes, I spose so. Yeah, I’ll worker instead and shift GPT to techn. Back to you!

1 Like

so i actually think that you discard 2, draw 2, reshuffle, draw 2, THEN bro bounces to hand.

1 Like

Yes you’re correct! I knew Lizzo worked that way but couldn’t remember if Bro did also. Okay, rs drew again (twice now lol, each correction), carry on!

1 Like

what a game!

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Hidden Ninja
Entangling Vines


STARTING HAND
Reversal
Fuzz Cuddles
Martial Mastery
Smoker
Reversal


WORKERS
Fox Primus
Morningstar Flagbearer
Grappling Hook
Fox Viper


NextHand

Glorious Ninja
Sensei’s Advice
Smoker
Fuzz Cuddles


Tech 2 card(s)
Get Paid - ($9)
trash worker, only 8 gold - ($8)
Grave - ($6)
Martial Mastery, discard 1, draw 2, look at your hand - ($5)
tap Fox’s Den School, a spartner is now a ninja - ($3)
Reversal marauder, disabled with 1 hp left - ($0)
invisible spartner triggers tower, safely hits drak for 2, takes 1
Twin invisible breaks tower, your base to 14
Glorious Ninja invisible breaks tech 3, your base to 12
Sets kills drak, takes 1, grave to level 3
remaining spartner safely kills nautical dog, takes 1

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • FDS: 4HP (Inv)
  • Sets, lvl 1, (1/2)
  • GN (5/4)+ (Inv)
  • RT (4/2)+ (Inv)
  • SP (2/1) (inv)
  • SP (2/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

well, ill be he brought in double chaos mirror. so 25% chance that’s in hand at the least?

i think i need to martial mastery here to know for certain. i cant mm, AND double reversal, so ill leave GTP and at a minimum, clear everything else.

alright, mm, let’s see what they have here


charge
disguised monkey
gunship
kidnapping
brogre

well that is a very well balanced hand. looks like i need to just take the pain and break teh tech 3

next turn they are looking at gg 11, zane 9, dm 7, bro 5, charge bro 3, mid zane 0
Zane 2/2
jaina 2/1
GPT 3/3
DM 3/3
Bro 4/2

Dm->sets,
zane max and shove grave,
bro->grave,
jaina to lvl 3,
jaina/gpt->tech 2
zane->tech 1


i can either lose tech 1 and tech 2, or my base can get hit for 9 or 10.

let’s go for it. break teh tower and tech three, and base race this thing!