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[MMM1] GAME 1: P1 WHITE (FrozenStorm) vs P2 BLACK (Bob199)

@Bob199 and we are the first to officially start, GL HF!

Game 1, Player 1, Turn 1

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Smoker
Savior Monk
Morningstar Flagbearer
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (2)
  • Smoker (1)
  • Worker (0)

[details=Workers]
Savior Monk
[/details]

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Smoker (1/1 resist 1)

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Morningstar Flagbearer
Sensei’s Advice
Snapback
Aged Sensei
Fox Primus
[/details]

[details=End of Turn Discard]
Snapback
Morningstar Flagbearer
Grappling Hook
[/details]

[details=My Thoughts]
Similar hand to my warm-up game 1, and I think a similar start is appropriate. Sparkshot and hero pressure that Grave brings, I think he’s the stronger P1 hero in this matchup over Rook, and Smoker compliments him fine (though all things considered, of course I’d rather have Safe Attacking and Grappling Hook in my T2 hand :wink:
[/details]

Glhf

T1:

Gold (5)
Worker (4)
Orpal + Jav (1)
Haunt

dc2, d4

Patrol:
Leader:
Elite: 2/3 L1 Orpal
Scavenger:
Technician: 1/1 Jav
Lookout:

Other - 1/1 Haunt

Buildings:
Base: 20

Economy:
Workers: 6
Spare gold: 1
Hand: 4
Deck: 1
Discard: 2

Summary

H: playd / grave / imp / rog
W: rog
T:

Game 1, Player 1, Turn 2

P1 White vs P2 Black

[details=Starting Hand]
Morningstar Flagbearer
Sensei’s Advice
Snapback
Aged Sensei
Fox Primus
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Grave kills Jav, you get a card
  • Hero’s Hall (3)
  • Aged Sensei (2)
  • Worker (1)
  • Tech 1 (0)

[details=Workers]
Fox Primus, Fox Viper
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Smoker (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Aged Sensei (1/1)
  • :target: Lookout:

####In Play:

  • Grave (2/2 from 1 damage lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Snapback
Morningstar Flagbearer
Grappling Hook
Sparing Partner
Savior Monk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m taking the risk of Deteriorate + Investing in Orpal allowing him to get maxband off a Grave kill, mostly because Birds are just too key in this matchup. Patrolling such that I have the best possible chance to go Rook + Birds + Sparring Partner + worker next turn, and if Grave is alive through all that well even better!
[/details]

T2:

Gold +F +TCN (7)
Worker (6)
StW, Smoker dies (4)
Deteriorate Sensei, you +card
L4 Orpal > Grave, Maxbands (1)
Haunt pokes your Tech I to 4
Tech I ()

dc2, rs, d4

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Other - 1/1 Haunt , 2/5 Max Orpal

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 6
Discard: 0

Summary

H: playd / jan / arch / sum
W: rog , arch
T: spitterz

Game 1, Player 1, Turn 3

P1 White vs P2 Black

[details=Starting Hand][spoiler]
Snapback
Morningstar Flagbearer
Grappling Hook
Sparing Partner
Savior Monk

[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 techn
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Martial Mastery, Reversal
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Rook (4)
  • Savior Monk (2)
  • Sparring Partner (1)
  • Worker (0)

[details=Workers]
Grappling Hook, Fox Primus, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 4
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Savior Monk (2/2)
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Safe Attacking
Bird’s Nest
Aged Sensei
Snapback
Smoker
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Oof for StW? I don’t feel like that’s worth it to him, maxband Orpal isn’t going to be that super effective against white. I get two chunky units down behind Orpal, and hope to draw Snapback next turn for a snap out and hero kill. He’ll need to bleed more cards to stay even on the board, and I’ll get birds down next turn.

Success, Snapback drawn, commence Grave and Rook show XD
[/details]

Your board state shows a completely different set of units and hero than your turn summary. I’m assuming you forgot to edit your copied board from last turn?

Yup :wink: fixed it

1 Like

T3:

Gold (7)
2x Plague Spitter (1)
Haunt pokes your Base to 19

dc2, d4

Patrol:
Leader: 3/3A Spitter
Elite:
Scavenger: 3/3 Spitter
Technician:
Lookout:

Other - 1/1 Haunt , 2/5 Max Orpal

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 2
Discard: 4

Summary

H: playd / jan / det
W: rog , arch
T: Abomb, stone

Game 1, Player 1, Turn 4

P1 White vs P2 Black

[details=Starting Hand]
Safe Attacking
Bird’s Nest
Aged Sensei
Snapback
Smoker
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Sparring Partner, Ardra’s Boulder
Martial Mastery, Reversal
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Grave (5)
  • Bird’s Nest (3)
  • Snapback Orpal for Garth (0)
  • Sparring Partner buffs Savior Monk
  • Skip Worker

[details=Workers]
Grappling Hook, Fox Primus, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 4
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (3/3+1armor)
  • :psfist: Elite: Rook (2+1/4 lvl 1)
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

####In Play:

  • Sparring Partner (2/2)
  • Grave (2/3 lvl 1)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Reversal
Sensei’s Advice
Martial Mastery
Morningstar Flagbearer
Ardra’s Boulder
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well he skips a worker to get massive board position, I don’t really want Orpal spreading -1/1 to everything so Snapback is happening, I want my Birds so that’s happening, and I would like to have Grave around to clean house after a reversal next turn, so I guess I’ll match the worker skip to keep board pressure high. Let’s hope he tries to shell up for a tech rush, and I just beat that down. It’s possible he’ll go for a Rook kill here, but it means giving up both Spitters and I don’t think he’ll do that against birds, sparring partner AND grave

Teching in cheap T1 stuff since I want to press my card advantage further still, and I’m not likely going to tech 2 anytime soon.

Boulder on the turn, solid option for going to tech 2 if I want to.
[/spoiler][/details]

T4:

Gold +F (8)
Worker (7)
Disease II (3)
Imp, you -card#2 ()
Haunt your base to 18

dc2, d1 , rs , d3

Patrol:
Leader: 3/3A Spitter
Elite:
Scavenger: 3/3 Spitter
Technician: 2/2 Imp
Lookout:

Other - 1/1 Haunt , 1/3 L1 Garth

Buildings:
Base: 20
Tech I: 5
Disease II: 5

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0

Summary

H: playd / sum / stw / grave
W: rog , arch , grave
T: Abomb, shadowblade

Game 1, Player 1, Turn 5

P1 White vs P2 Black

[details=Starting Hand]
Reversal
Sensei’s Advice (discarded)
Martial Mastery
Morningstar Flagbearer
Ardra’s Boulder (discarded for MM)
Sparring Partner
Aged Sensei (MM)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Rambasa Twin, Martial Mastery
Sparring Partner, Ardra’s Boulder
Martial Mastery, Reversal
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Reversal SQL Spitter, it takes 2 damage and gets disabled (4)
  • Grave kills Imp and sparks Spitter, you get a card
  • Birds finish Spitter, you get a gold
  • Martial Mastery, dc 1 Draw 2 and check what’s in your hand (3)

Continued… @Bob199 see below

  • Sparring Partner and Monk break tech 2, your base to 18
  • Ready Sparring Partner to give Rook a buff (1)
  • Rook kills Garth, Grave to level 3
  • Worker (0)

[details=Workers]
Aged Sensei, Grappling Hook, Fox Primus, Fox Viper
[/details]

  • :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: 4
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Sparring Partner (2/2)
  • Rook (3/4 from 1 damage and +1/1, lvl )
  • Savior Monk (3/3)
  • Grave (3/4 lvl 4)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Safe Attacking
Snapback
Smoker
Rambasa Twin
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
I’m not sure if I want to break the tech 2 or just kill Garth. It’s a bummer I don’t keep Sensei’s Advice b/c that’d be nice to keep, but let’s clear out this patrol then MM to see what he’s up to. Grabbing Twins and another MM, as I’m still not sure what I want at tech 2 and my deck’s going to be a bit bloated for the worker skip.

So double Abom, not what I would have expected so really glad to have seen his hand! 100% breaking that tech 2 then, and with the Summon Skeletons and Jav in hand I think I’d like to kill Garth as well to avoid skeleton stacking.

Safe Attacking I actually probably want to play next turn, so I can finish that spitter I sidelined with Monk and have him still live.
[/spoiler][/details]

Javelineer
Abomination x2
Shadowblade
Summon Skeles

And that’s the end of G1, can’t keep you from locking me out of T2 at this point, gg

1 Like

GG WP! I feel like I got kind of lucky I got a peek at your hand just as the double Abom was readied. I will start Game 2 later today!