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MMM - Game 7 - P1 White (Codexnewb) vs P2 Red (Frozenstorm)

@FrozenStorm

GLHF!!

[b]P1T1[/b]
StartingHand Workers

STARTING HAND
Morningstar Flagbearer
Fox Viper
Grappling Hook
Fox Primus
Safe Attacking


WORKERS
Fox Primus


NextHand

Snapback
Aged Sensei
Smoker
Sensei’s Advice
Savior Monk


Discard

Grappling Hook
Morningstar Flagbearer
Fox Viper


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
Thoughts

bummer, same bad hand again…i did like how the SM/AS worked out with the deck cycle last time, so let’s try again.

Last game was a banger! I hope this one is just as close :slight_smile:

GL HF @codexnewb!

Game 7 Player 2, Turn 1

P2 Red vs P1 White

Starting Hand

Careless Musketeer
Pillage
Makeshift Rambaster
Bombaster
Bloodburn

Events of Turn:


Upkeep:

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

Main:

  • Bombaster (3)
  • Worker (2)
Workers

Bloodburn

  • :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: Bombaster (2/2+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

Nautical Dog
Charge
Mad Man
Scorch
Bloodrage Ogre

End of Turn Discard
My Thoughts

No unit again but no Brogre for me this time, and I don’t think CN will gift me a juicy Zane patrol this time. We’ll see how things go though I guess


[b]P1T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Sparring Partner


STARTING HAND
Savior Monk
Snapback
Sensei’s Advice
Aged Sensei
Smoker


WORKERS
Fox Primus
Smoker


NextHand

Grappling Hook
Sparring Partner
Morningstar Flagbearer
Fox Viper


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
savior monk - ($1)
aged sensei - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Aged Sensei (1/1)

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

welll, i can drop savior monk and aged sensei. last time, he went gg 8, mid zane 3->monk, max zane, shove sensei to scav 2, bb->tech one, bro 0.

a different route could be rook out front? mid zane can still clear patrol, but it would look like gg 8, worker 7, mid zane 2, zane/bb->rook, bro 0.

if i tech double spartners, i kind of like that second line better. allows me to throw hero fodder out there for free, at least one turn. the only bad thing is there is no tech draw.

third line will be sm out front. forces a 2 for 1 (or a mid zane. but at least rook can be a little stronger in teh tech spot.

no tech draw, but the possibility of preserving the board to swing well turn 3 is encouraging. let’s go with that.

teching in twins and spartner since they wre so useful last time. willing to drop them both and go down on cards if needed. getting baord presence is key here


possible worst case is gg 8, worker 7, mid zane 2, brogre 0. zane-sm, sql: bro, tech: bb.

also bro, charge, mad man, zane would clear my board. but that’s an expensive trade im willing to take.

im guanteed to draw one of (twin, spartner, hook, adivse). so ill have SOMETHING to do next hand

Much better t2 patrol this game, gonna make it even harder for me oofda

Game 7 Player 2, Turn 2

P2 Red vs P1 White

Starting Hand

Nautical Dog
Charge
Mad Man
Scorch
Bloodrage Ogre

Events of Turn:


Upkeep:

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

Kidnapping, Gunpoint Taxman


Main:

  • Bloodrage Ogre (6)
  • Nautical Dog (5)
  • Tower (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Gunpoint Taxman
Mad Man
Pillage
Careless Musketeer

End of Turn Discard
My Thoughts

Maybe tech up, maybe go hard w/ Drakk? we’ll see what I draw, I like getting the tower early here though, I’m hoping that’ll work out nicely


[b]P1T3[/b]
Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Sparring Partner
Grappling Hook
Morningstar Flagbearer
Fox Viper


WORKERS
Fox Primus
Smoker
Morningstar Flagbearer


NextHand

Sensei’s Advice
Sparring Partner
Rambasa Twin
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
sparring partner - ($4)
sensei boost rook, kills brogre, takes 3
mid rook, heals - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Rook, lvl 5, (3/5)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i could hit sql and mid rook, but a surprise attack busts right through that.
gg 6, worker 5, spartner 4, sensei->rook->brogre, takes 3, mid rook, heals. sm->dog

gg 7, scav 8, worker 7, zane 5, surprsie attack 0. shark->spartner, shark/bb->rook

what if i dont trade monk
gg 7, worker 6, mid drak 1, mad man 0, bb->sm, dog->sm, mm->rook.

let’s try that.

Yikes

Game 7 Player 2, Turn 3

P2 Red vs P1 White

Starting Hand

Gunpoint Taxman
Mad Man
Pillage
Careless Musketeer

Events of Turn:


Upkeep:

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

Surprise Attack, Marauder
Kidnapping, Gunpoint Taxman


Main:

  • Gunpoint Taxman (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Kidnapping
Makeshift Rambaster
Marauder

End of Turn Discard
My Thoughts

Well I committed to tower, I spose I turtle a bit and hope for the best. This is gonna be rough though


i dont think im following the discard draw you’re showing. could you update that as we go?

im looking at discard 2, draw 3, reshuffle, draw 1
hand: 4
draw pile: 4
discard : 0

Ya you have it right and my hand/deck reflected properly, just missed the copypasta on dc draw action text. Carry on!

1 Like

thanks!

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Earthquake
Earthquake


STARTING HAND
Rambasa Twin
Snapback
Sensei’s Advice
Sparring Partner


WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
W - Snapback


NextHand

Bird’s Nest
Grappling Hook
Fox Viper
Earthquake


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tap spartner, rune to rook, kills gpt, takes 3
max rook, heals - ($3)
sensei’s advise, boost monk and sensei - ($2)
monk (3/2+AA) kills bb, takes 1, you draw
aged sensei, (2/1+AA) safely kills dog, takes none, you get a gold
standup spartner - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Rook, lvl 8, (5/7)+
  • Savior Monk (2/1)
  • Aged Sensei (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

option 1
rune rook
rook->gpt
sensei’s advise
sm/as->bb/dog
standup spartner, scav

pro - 4 cards in hand, max rook, birds next turn, clear board
cons - give them scav and tech

option 2
rune monk
sensei boost monk
monk->gpt
rook->dog, takes 2
mad rook, heals 2
hero’s hall 0

option 3
screw it


the question really is, can rook survive 2 turns to get off a birds/earthquake building sweep?

i THINK the answer is yes. even with the tech draw and scav gold, rook will survive first life and i can wall p well turn 2.

let’s go for it.

spartner to scav because i dont want to draw both eathquake’s.

Yup major yikes

Game 7 Player 2, Turn 4

P2 Red vs P1 White

Starting Hand

Charge
Kidnapping
Makeshift Rambaster
Marauder
Mad Man (techn)

Events of Turn:


Upkeep:

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

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


Main:

  • Drakk (7)
  • Kidnapping SP, crashes Monk, both die (3)
  • Makeshift rambaster, kills AS, takes 1 (1)
  • Worker (0)
Workers

Mad Man, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (1/3 lvl 1)
  • :target: Lookout:

In Play:

  • Makeshift Rambaster (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Pillage
Bloodrage Ogre
Surprise Attack
Kidnapping

End of Turn Discard
My Thoughts

Almost certainly I will lose the tech2 next turn, but I gotta stem the bleeding. Teching another Surprise Attack and Steam Tank, maybe the steam tank is wishful here but I know I’m drawing Brogre and rs’ing GPT, Bombaster and Dog, so hopefully I can put up enough blockers to keep the tech2 up later.


[b]P1T5[/b]
Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
Grappling Hook
Fox Viper
Bird’s Nest
Earthquake


WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
W - Snapback


NextHand

Sparring Partner (2/2)
Earthquake
Rambasa Twin
Sensei’s Advice


Discard

Sparring Partner (2/2)
Savior Monk (2/1)
Aged Sensei (1/1)
Earthquake
Grappling Hook
Bird’s Nest
Glorious Ninja
Glorious Ninja


Tech 2 card(s)
Get Paid - ($8)
rook breaks tech 2, your base to 18
earthquake - ($3)
…base to 14
…ping tech 1, tower
fov viper - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Viper (2/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Rook, lvl 8, (5/6)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

that works. let’s break the tech 2, earthquake, and throw a unit out there.

no worries for tech 3 sice tech 2 is down. only concern is something like double tech 1, bloodlust, etc… but i still dont think they can get 13 points of damage down AND get through my patrol.

Oh snap it’s a base race!

Game 7 Player 2, Turn 5

P2 Red vs P1 White

Starting Hand

Pillage
Bloodrage Ogre
Surprise Attack
Kidnapping

Events of Turn:


Upkeep:

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

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


Main:

  • Kidnapping, run Viper into Rook (4)
  • Bloodrage Ogre (2)
  • Pillage your base to 19, take your float
  • Rambaster hits your base to 16
Workers

Mad Man, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 4
  • Tech2 HP: 5 ANARCHY
  • Tower HP: 3

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 9

End of Turn Hand

Charge
Surprise Attack
Steam Tank

End of Turn Discard
My Thoughts

Oh snap it’s a base race now! Hopefully by pillaging here, I avoid Vines. Thunderclap will still be a problem but nothing more I can do about that and at least I’ll still have 1hp


[b]P1T6[/b]
Tech StartingHand Workers

TECH
Reversal
Reversal


STARTING HAND
Sparring Partner (2/2)
Sensei’s Advice
Earthquake
Rambasa Twin


WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
W - Snapback
Sensei’s Advice


NextHand

Bird’s Nest
Reversal
Aged Sensei (1/1)
Earthquake


Tech 2 card(s)
Get Paid + float - ($9)
lost float - ($8)
worker - ($7)
earthquake - ($2)
…ping tech 2
…your base to 10
…break tech 1 and tower, your base to 6

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook, lvl 8, (5/3)+
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

well, they technically can one shot me next turn. so it’s all about the draws.

dont give them tech, force them to trade into rook.

float the gold since they just pillaged and no tech 1.

teching reversals to help me break through patrol.

Rook should have 4hp btw, though I have that accounted for

Game 7 Player 2, Turn 6

P2 Red vs P1 White

Starting Hand

Charge
Surprise Attack
Steam Tank

Events of Turn:


Upkeep:

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

Bloodlust, Ember Sparks
Steam Tank, Gunpoint Taxman
Surprise Attack, Steam Tank
Surprise Attack, Marauder
Kidnapping, Gunpoint Taxman


Main:

  • Midband Drakk (8)
  • Zane (6)
  • Surprise Attack, shark hits Rook’s first life, shark and Brogre trade the second life, you draw 1, Zane to level 3 (1)
  • Zane and Rambaster break the tech1, your base to 14
  • Drakk hits your base to 12
  • Worker (0)
Workers

Charge, Mad Man, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 6
  • Tech1 HP: 5
  • Tech2 HP: 4ANARCHY

In Patrol:

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

In Play:

  • Makeshift Rambaster (1/1)
  • Drakk (2/3 lvl 4)
  • Zane (2/2 lvl 3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nautical Dog
Gunpoint Taxman
Marauder

End of Turn Discard
My Thoughts

Okay, mid Drakk to save an attacker on Rook feels worth skipping the Tank, might get snapped out so I’ll give the levels to Zane to spread it around. I don’t think I’ll live long enough to make Gunships make sense so teching Sparks and Bloodlust to just try and rush finish. I’ll rebuild tower maybe too, JIC Hidden Ninja?


[b]P1T7[/b]
Tech StartingHand Workers

TECH
Speed of the Fox
Fox’s Den School


STARTING HAND
Aged Sensei (1/1)
Bird’s Nest
Earthquake
Reversal
Fox Viper


WORKERS
Fox Primus
Smoker
Morningstar Flagbearer
W - Snapback
Sensei’s Advice
Earthquake


NextHand

Sparring Partner (2/2)
Glorious Ninja
Reversal
Savior Monk (2/1)


Discard

Bird’s Nest
Reversal
Speed of the Fox
Fox’s Den School


Tech 2 card(s)
Get Paid + float - ($11)
tech draw
Worker - ($10)
rebuild tech 1
aged sensei - ($9)
fox viper - ($7)
mid grave - ($3)
tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician:
  • :target: Lookout: Fox Viper (2/1)

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

well, they technically can one shot me next turn. so it’s all about the draws.

dont give them tech, force them to trade into rook.

float the gold since they just pillaged and no tech 1.

teching reversals to help me break through patrol.

Game 7 Player 2, Turn 7

P2 Red vs P1 White

Starting Hand

Nautical Dog
Gunpoint Taxman
Marauder

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Bloodlust, Ember Sparks
Steam Tank, Gunpoint Taxman
Surprise Attack, Steam Tank
Surprise Attack, Marauder
Kidnapping, Gunpoint Taxman


Main:

  • Max Drakk (8)
  • Gunpoint Taxman, hasted (6)
  • Marauder, trades with Grave, Zane to level 5 (3)
  • Zane kills Scav, takes 2, we each get 1g (4)
  • Maxband Zane and shove looky to scav, we both get another gold (3)
  • GPT, Drakk and Rambaster hit your base to 1hp, Rambaster dies to tower
  • Nautical Dog (2)
Workers

Charge, Mad Man, Careless Musketeer, Scorch, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 6
  • Tech1 HP: 5
  • Tech2 HP: 4ANARCHY

In Patrol:

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

In Play:

  • Gunpoint Taxman (3/2)
  • Drakk (3/3 lvl 6)
  • Zane (4/4 lvl 6)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

End of Turn Hand

Bombaster
Marauder

End of Turn Discard
My Thoughts

This should be checkmate


dah, ran out of steam. gg!

1 Like

GG WP! it was pretty darn close there

friendly reminder to start game 8 at your convenience :slight_smile: this was a banger I’m looking forward to our next go!