MMM1 1st half: P1 Red (Dreamfire) vs P2 Blue (FrozenStorm)

Note that your base should be at 18hp

P1T3


Tech StartingHand Workers

TECH
Burning Volley
Hotter Fire


STARTING HAND
Nautical Dog
Lobber
Pillage
Lobber
Makeshift Rambaster


WORKERS
Scorch
Mad Man
Pillage


NextHand

Bloodrage Ogre
Charge
Bombaster
Careless Musketeer


Discard

Makeshift Rambaster
Nautical Dog
Burning Volley
Hotter Fire


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Exhaust Bloodburn to pop Aven, to 1
Lobber X2 - ($3)
Jaina to midband, kills Newsman, Bloodburn to 2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Jaina lvl 4 (3/2)
  • Bloodburn, 2 runes

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Good patrolling, in that it’s bad for my Lobbers. I won’t attack with them, then, and instead patrol to keep Jaina alive in the backline. Frozen could break through with MTruth + Arrest, but then he wouldn’t be able to afford to instamax Oni.
Killing Newsman lets me threaten a Charged Brogre next turn, otherwise I might just maxband Jaina. Teching Burning Volley and Hotter Fire so early is a bit presumptuous, but they could definitely come in handy later on.

Fixed, ty!

Game 5 Player 2, Turn 3

P1 Red vs P2 Blue

Starting Hand

Bluecoat Musketeer
Lawful Search
Building Inspector
Scribe
Arrest (Scribe)
OC (LS)

Events of Turn:


Upkeep:

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

Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Scribe, draw 1 (5)
  • Lawful Search, draw 1 and check out your hand (4)
  • Oni kills SQL Lobber, takes 2, bloodburn at 3
  • Overeager Cadet
  • Worker (3)
  • Oni to level 3 (1)
  • Building Inspector (0)
Workers

Bluecoat Musketeer, Porkhand Magistrate, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite: Scribe (1+1/3)
  • :pspig: Scavenger: Traffic Director (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Building Inspector (1/1 resist 1)

In Play:

  • Onimaru (2/1 lvl 3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Manufactured Truth
Flagstone Garrison
Lawful Search

End of Turn Discard
My Thoughts

K Garrison and Cadet, let’s hope I get the cadet off Scribe!

No Cadet… And Mad Man / Rambaster would get a kill on any patrol. Arrest though, if I LS I could get MTruth and wipe his board down…

No MTruth, his hand isn’t too scary (I would have been ok just teching up after Scribe, but I didn’t know that). I think I’ll give Oni 2 levels to make it look like I might be maxing Oni (dangerous for Hotter Fire plan), and lay BI, patrol everywhere but Techn, and hope I don’t draw Garrison so I can tech up next turn… I Think getting BI down nearly prevents him from teching up (he’d have to effectively sacrifice Jaina to do it)

BAH drew the Garrison! Well, I might be going max Oni then? XD I’ll certainly have stuff to swing at him with…


Umm, you haven’t built this yet, have you?

hehe nope, sorry, fixed that. I’m definitely not planning to do it on my next turn either :wink:

2 Likes

P1T4


Tech StartingHand Workers

TECH
Burning Volley
Firebat


STARTING HAND
Careless Musketeer
Bloodrage Ogre
Bombaster
Charge


WORKERS
Scorch
Mad Man
Pillage
Careless Musketeer


NextHand

Lobber
Charge
Bloodrage Ogre
Hotter Fire


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Exhaust Bloodburn to kill Inspector, to 2, pay resist - ($5)
Jaina to maxband, exhaust to kill Cadet, Bloodburn to 3 - ($2)
Bombaster - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite: Lobber (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina lvl 7 (4/3)
  • Bloodburn, 3 runes

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I’m totally tipping my hand about Burning Volley with this play, and all Frozen needs to beat it is Arrest my Bombaster, trade Oni, and tech up.
I just don’t think I have much better options - if I trade Jaina and bring Zane in, I can clear the board, but Frozen still beats me to tech 2 and runs me over with Peace engine.
I guess double Lobber was a mistake with Jaina out instead of Drakk…

Game 5 Player 2, Turn 4

P1 Red vs P2 Blue

Starting Hand

Manufactured Truth
Flagstone Garrison
Lawful Search
Arrest (LS, hmmm…)

Events of Turn:


Upkeep:

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

Elite Training, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Lawful Search, draw 1 and check your hand (7) No Burning Volley but the other Lobber…
  • Oni to level 5, kill SQL (5)
  • Tech 2 Peace (1)
  • Worker (0)
Workers

Bluecoat Musketeer, Porkhand Magistrate, Jail

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Traffic Director (1/1)
  • :exhaust: Technician: Onimaru (3/2 lvl 5)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Reputable Newsman
Spectral Aven
Overeager Cadet
Lawful Search

End of Turn Discard
My Thoughts

Unless I draw Arrest with LS and skip teching up in favor of maxing Oni (dumping my hand in the process), he has a 100% to break a tech building with Lobber, Max Jaina and Bloodburn. But, it’s too risky to count on getting Arrest (1/4) and too costly anyway. So I better plan on LS to check what he’s doing, midband Oni, and tech up, and force him (as best I can) to answer the tech building. Elite Training would help me beat that freeze, so let’s grab that, and DS just in case he does want to throw down on my board and leave the tech 2 be. I’ll worker MTruth or whatever I draw

Hmm, well no Burning Volley, that’s good at least. And the Hotter Fire before he has his tech 2, also helpful. Charge + Brogre + Lobber though means there’s tons of pain to bring. Even if I MTruth to kill the elite Lobber, I’m still getting hosed by the new one, Jaina and Bloodburn. I’m in pretty shit shape AFAICT…

Well, LS at least lets me continue to see what’s coming… And try to cycle faster for helpful things… But with Jaina maxband being able to ice Newsie single-handedly, I have no answer to Burning Volley if he has it…


I think you got this, but I’ll try to pull off an upset.

P1T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Charge
Bloodrage Ogre
Hotter Fire
Lobber


WORKERS
Scorch
Mad Man
Pillage
Careless Musketeer
Charge


NextHand

Burning Volley
Makeshift Rambaster
Firebat


Discard

Bombaster
Lobber
Hotter Fire
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Exhaust Bloodburn to ping Scribe’s armor off, to 2
Exhaust Jaina to kill Scribe, Bloodburn to 3
Lobber trades with Oni, lvls fizzle, Bloodburn to 4
Tech 2 (Anarchy) - ($3)
Lobber, kills Traffic Director - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Jaina lvl 7 (4/3)
    Lobber (2/1)
  • Bloodburn, 4 runes

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It just hit me, Frozen can easily afford Quince+Free Speech while he sets up the Peace engine, which means my Burning Volleys will be dead in my hand…
Nothing left to do but race to Gunships!

HA, I do NOT think I got this, despite a gift of a turn there from you. My last turn’s draw was unfortunate, to say the least. Why wouldn’t you ice off my tech 2 with Lobber/Jaina/Bloodburn? Safe hellfire, I thought for sure that would be your play. I feel pretty sunk in my current position regardless though…

Game 5 Player 2, Turn 5

P1 Red vs P2 Blue

Starting Hand

Reputable Newsman
Spectral Aven
Overeager Cadet
Lawful Search
Overeager Cadet (techn)
Building Inspector (LS, bah!)

Events of Turn:


Upkeep:

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

Free Speech, Drill Sergeant
Elite Training, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Quince (8)
  • Lawful search, check that hand of yours again… (7) Yep, there’s the Burning Volley. Guess I’m kinda boned…
  • Bigby (6)
  • Tower (3)
  • Overeager Cadet Pyle
  • Overeager Cadet Joker
  • Reputable Newsman, block 3-cost even though it’s totally moot (1)
  • Skip Worker
Workers

Arrest, Bluecoat Musketeer, Porkhand Magistrate, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Bigby (2/3+1armor lvl 1)
  • :psfist: Elite: Mirror Illusion (0+1/1)
  • :pspig: Scavenger: Overeager Cadet Joker (2/2)
  • :exhaust: Technician: Overeager Cadet Pyle (2/2)
  • :target: Lookout: Reputable Newsman (0/3 blocking 3-cost)

In Play:

  • Quince (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Elite Training
Flagstone Garrison
Manufactured Truth
Drill Sergeant

End of Turn Discard

Scribe
Traffic Director
Free Speech
Lawful Search
Drill Sergeant
Building Inspector
Spectral Aven

My Thoughts

WHELP… This is over with, there’s no way I’m stopping him from just repeatedly destroying my tech 2…

This is almost as frustrating as the Blue P2 into Black P1 matchup…


I admit that I didn’t see that line of play, and I certainly would’ve taken it if I did!
I still think that, given the play I made, I was very lucky you had a bad draw, or I would’ve been overrun by the Peace engine with few options to stop it.

P1T6


Tech StartingHand Workers

TECH
Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Burning Volley
Firebat
Makeshift Rambaster


WORKERS
Scorch
Mad Man
Pillage
Careless Musketeer
Charge
Firebat


NextHand

Nautical Dog
Burning Volley


Discard

Bombaster
Lobber
Hotter Fire
Pirate Gunship
Pirate Gunship
Lobber
Bloodrage Ogre
Burning Volley
Cinderblast Dragon
Cinderblast Dragon


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Exhaust Jaina to kill Newsman, pay resist - ($7)
Brogre suicides into Bigby
Zane - ($5)
Burning Volley finishes Bigby, kills Quince and pings technician, Zane to lvl 5 - ($2)
Exhaust Bloodburn to pop Mirror
Lobber trades with scav, you get 1 gold, Bloodburn back to 4
Zane to maxband, shoves technician to die in scav, we both get 1 gold
Makeshift Rambaster - ($0)
Zane and Rambaster break tech 2, your base to 16

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • Jaina lvl 7 (4/3)
  • Zane lvl 6 (4/3)
  • Bloodburn, 4 runes
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think I can pretty safely tech up+lab next turn, while dishing 9 unstoppable damage, enough to clear even maxband Oni.

I didn’t see it at first either, but every line I saw you were either going to break the tech 2, or I was going to pass on building it. So I figured with my bad draw, best damage control would be laying it as bait.

Now it’s time to force a choice (assuming you have another burning Volley): Leave Oni, or re-break the tech 2!

Game 5 Player 2, Turn 6

P1 Red vs P2 Blue

Starting Hand

Elite Training
Flagstone Garrison
Manufactured Truth
Drill Sergeant

Events of Turn:


Upkeep:

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

The Art of War x2
Free Speech, Drill Sergeant
Elite Training, Drill Sergeant
Overeager Cadet, Flagstone Garrison
Scribe, Overeager Cadet


Main:

  • Oni + Maxband (2)
  • Elite Training to Oni and a duck (0)
  • Skip worker again
Workers

Arrest, Bluecoat Musketeer, Porkhand Magistrate, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Huey (1/1+armor)
  • :psfist: Elite: Dewey (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Louie (2/1+1armor)
  • :target: Lookout: Onimaru (5/5+1armor)

In Play:

  • Nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Overeager Cadet
Building Inspector
Spectral Aven
Drill Sergeant
Flagstone Garrison

End of Turn Discard
My Thoughts

Nothing to do here but tech 2 AoW, and hope between Oni and Tech 2 he kills the thing I don’t draw cards for…

No AoW or card draw, let’s hope he kills oni…


How does Burning Volley interact with Resist? Do I pay once for targeting, no matter how much damage I deal, or 1$ per point of damage?

Each single damage BV does is an instance of targeting (just like Ember Sparks or Tricycloid), so using it for 5 on Oni would cost $3 (for the spell) + $5 (one for each instance of targeting)

Thus, why he’s in Lookout and has an extra armor :wink: Best I can do to force a choice between you killing tech 2, killing Oni and Teching Up (though you can still do all 3 with BV sadly…)

1 Like

Well, it worked. Now I’m presenting you with a similar choice about how to use AoW…

P1T7


Tech StartingHand Workers

TECH
Molting Firebird
Molting Firebird


STARTING HAND
Nautical Dog
Burning Volley


WORKERS
Scorch
Mad Man
Pillage
Careless Musketeer
Charge
Firebat


NextHand

Cinderblast Dragon
Burning Volley
Bombaster


Tech 2 card(s)
Get Paid - ($10)
Exhaust Bloodburn to ping your base to 15
Burning Volley kills SQL and elite, and singes your tech 2 to 3, Bloodburn to 4 - ($7)
Exhaust Jaina to break tech 2, your base to 13
Tech 3 - ($2)
Tech Lab (Fire) - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Jaina lvl 7 (4/3)
  • Bloodburn, 4 runes
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Fire)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Huh, I didn’t expect the Elite Training there, nice trick. I do want to tech up, so I can’t afford to take Oni out. Unfortunately, Frozen has fair odds of having drawn an AoW, but even so he’ll have to make a tough choice about what to hit.
Zane in SQL survives any MTruth play I can think of, and doesn’t let Oni suicide. I’ll refrain from trading Rambaster to slightly increase my odds of drawing a tech 3 unit. On the other hand, I’m adding Firebirds to the deck as a backup to my tech 3’s. With 1 float I could afford maxband Drakk + Firebird, and keep the tech 2 locked down.

Nope, afraid I didn’t draw AoW despite the 54% chance of it, nor did I draw the Scribe or Lawful Search (I was 81% to draw at least one of all 4 of those…) GG WP!

I’ll have to check out your thoughts and re-gather myself mentally for going as P1, perhaps crib some notes off our warm-up, which felt much more even… Here I got some gifts of turns from you and yet I was still what felt like a long ways away from staying in the game. Your usage of Jaina is pretty excellent, I have yet to find the proper answers

Can you give me a ruling for that? I’m sure there is one, but it’s not on the database and I don’t have time right now to wrestle with the forum’s search function. :wink:

Wow, didn’t think about using just arrest on Turn 4 to completely trade boards and tech up… Or better yet, MTruth + Arrest + Patrol Scribe and skip worker… I still would have had a pretty shit Turn 5, but at least I would have been eliminating the BV threat…

Having them spaced the way you did, though, I wasn’t sure you’d gone for BV (I thought maybe the max Jaina had just been for value, destroying OC) and I just wasn’t thinking about trading Oni very much…

Really bold tech of Burning Volley on Turn 3, I figured you had teched both on turn 4…

Hmm, I can’t find mention of it anywhere in the rules thread nor in the db (as you said).

I’ll pose the question so there’s something on the record, but I’m 99% confident the topic has come up before (perhaps on the old forums?)

1 Like

GG WP!
Thanks for the compliments, but I really don’t think I played this last game anywhere close to optimally. I’m happy it turned out the way it did, though, just because 4-1 reflects the substantial advantage Red has as P1.

I do think that trading into Jaina or playing a Free Speech around turns 4-5 would’ve spelt my doom, since I was way too invested in her. IIRC, one of our warm-ups went something like that and ended badly for me. But maybe that was a Blue P1 match?

@Dreamfire apologies, I had the Burning Volley and Ember Sparks mechanics wrong! Rules Questions thread - #2964 by sharpobject

1 Like

Interesting. I was just starting to think that clearing a single Resistant patroller might be a (very niche) advantage of Fire Dart/Flame Arrow over Ember Sparks, .