[MMM1] GAME 1: P1 White (FrozenStorm) vs P2 Blue (Akiata)

All right @Akiata, we’ve had a good set of warm-ups, hopefully that will make for a representative and exciting 10-game series here! As suggested we’ll do 5 games same sides (White P1, Blue P2) and then switch sides and do 5 the other way.

Good Luck and Have Fun!

MMM1 Game 1: White vs Blue, Player 1 Turn 1

P1 White vs P2 Blue

Starting Hand

Fox Viper
Fox Primus
Aged Sensei
Snapback
Sensei’s Advice

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (2)
  • Aged Sensei (1)
  • Worker (0)
Workers

Fox Viper

  • :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:

In Play:

  • Rook (2/4 lvl 1)
  • Aged Sensei (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Smoker
Grappling Hook
Morningstar Flagbearer
Safe Attacking
Savior Monk

End of Turn Discard
My Thoughts

Rook has proven himself the superior early-game brawler to Grave for this particular matchup (IMO, along with Bird’s Nest), so let’s do that!


Best of luck!

P2T1


StartingHand Workers

STARTING HAND
Lawful Search
Porkhand Magistrate
Building Inspector
Spectral Aven
Traffic Director


WORKERS
Porkhand Magistrate


NextHand

Arrest
Jail
Bluecoat Musketeer
Manufactured Truth
Reputable Newsman


Discard

Spectral Aven
Building Inspector
Lawful Search


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Traffic Director - ($3)
Construct a Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director (1/1, Untargetable)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Strong opening! With Traffic Director in hand I can get a hero out safely.

I’m tempted to get Tower up instead though. Next turn I can get Newsman, Musketeer and maybe Oni out, and it might help me to fight for the board. I’ll try that.

@FrozenStorm’s turn!

MMM1 Game 1: White vs Blue, Player 1 Turn 1

P1 White vs P2 Blue

Starting Hand

Smoker
Grappling Hook
Morningstar Flagbearer
Safe Attacking
Savior Monk

Events of Turn:


Upkeep:

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

Bird’s Nest, Sparring Partner


Main:

  • Rook kills TD, takes 2, you get 1g
  • Safe Attacking (4)
  • Aged Sensei hits your base to 19
  • Savior Monk (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Morningstar Flagbearer, Fox Viper

  • :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

In Patrol:

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

In Play:

  • Rook (2/2 lvl 1)
  • Aged Sensei (1/1)
  • Savior Monk (2/2)
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Grappling Hook
Smoker
Bird’s Nest
Sensei’s Advice

End of Turn Discard
My Thoughts

Hmm, weak start there, I feel confident I can punish.


P2T2


Tech StartingHand Workers

TECH
Brave Knight
Scribe


STARTING HAND
Reputable Newsman
Arrest
Manufactured Truth
Bluecoat Musketeer
Jail


WORKERS
Porkhand Magistrate
Jail


NextHand

Arrest
Building Inspector
Scribe
Brave Knight


Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Play Reputable Newsman (0/3, blocking spells/upgrades costing $2) - ($4)
Play Bluecoat Musketeer (1/2, Long-range) - ($2)
Begin constructing Tech I building - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bluecoat Musketeer (1/2+A, Long-range)
  • :psfist: Elite:
  • :ps_: Scavenger: Reputable Newsman (0/3, blocking spells/upgrades costing $2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Let it thus be known that my cunning strategy of building a T1 Tower has in fact caused 1 damage (so far) to Rook, that will be healed on Frozen’s next upkeep. You have to celebrate these small victories. And this one certainly is. Small. As frustrating cards go, Safe Attacking is waaay up there. Really seems like Blue has no good answers.

Ugh, a 1-drop would be nice to have here. Sensei’s advice is going to really screw me over. Because with that, by biggest blocker (Newsman) in SQL succumbs to Savior + Aged Sensei, and then Rook can midband and stomp past Musketeer to assassinate Oni. And Frozen would still have the cash and cards to worker.

So, it’s beginning to look like my plan for this game still has a couple of kinks to work out. It’s baaad trades all day. So what are my least worst options?

Worker, Tech I and Muskteer in SQL, float $3. Saviour Monk + Aged Senei account for Musketeer. Then a maxband Rook could break the tower. If Sensei’s advice? Midband Rook accounts for Musketeer, and Monk and Sensei break tech I.

Worker, Tech I. Musketeer and Newsman, float $1. I’m making very crummy trades, but protecting my tower and tech I. Down to four cards. Birds will be coming out. Really rough.

@FrozenStorm’s turn!

MMM1 Game 1: White vs Blue, Player 1 Turn 3

P1 White vs P2 Blue

Starting Hand

Grappling Hook
Smoker
Bird’s Nest
Sensei’s Advice

Events of Turn:


Upkeep:

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

Sparring Partner, Training Grounds
Bird’s Nest, Sparring Partner


Main:

  • Sensei’s Advice to Monk and Sensei (5)
  • Monk kills Musketeer safely
  • Rook, buffed by Aged Sensei, kills Newsman, you get 1g
  • Bird’s Nest (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Grappling Hook, Morningstar Flagbearer, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (2/3 lvl 1)
  • Aged Sensei (1/1)
  • Savior Monk (2/2)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sparring Partner
Fox Primus
Snapback

End of Turn Discard
My Thoughts

Yeah this is super dominant for me, not sure what Aki’s plan will be to recover…


P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet

STARTING HAND
Building Inspector
Scribe
Arrest
Brave Knight
Lawful Search


WORKERS
Porkhand Magistrate
Jail
Lawful Search


NextHand

Traffic Director (1/1, Untargetable)
Spectral Aven
Manufactured Truth


Discard

Bluecoat Musketeer (1/2+A, Long-range)
Reputable Newsman (0+1/3, blocking spells/upgrades costing $2)
Arrest
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float + Scavenger - ($9)
Play Scribe (1/3), I draw 1 - ($7)

draw

Lawful Search

Play Brave Knight (3/3, Readiness) - ($4)
Play Building Inspector (1/1) - ($3)
Summon Sirus Quince (1/3), a Mirror (0/1) arrives - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+A, Readiness)
  • :psfist: Elite: Scribe (1+1/3)
  • :ps_: Scavenger: Building Inspector (1/1)
  • :pschip: Technician: Sirus Quince (1/3)
  • :target: Lookout: Mirror (0/1, Resist 1)

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Oh he was holding Sensei’s Advice? Worst case scenario confirmed.

And here come the birbs, and it’s more bad trades… and birds + mid Rook and that’s a tech break vs a lone patroller. I was thinking that fending white off until I can get to Tech II would be the go, but unless I flood the board here, I can’t actually protect Tech II. Even still this is going to go pretty poorly methinks.

@FrozenStorm’s turn!

MMM1 Game 1: White vs Blue, Player 1 Turn 4

P1 White vs P2 Blue

Starting Hand

Sparring Partner
Fox Primus
Snapback

Events of Turn:


Upkeep:

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

Reversal, Martial Mastery
Sparring Partner, Training Grounds
Bird’s Nest, Sparring Partner


Main:

  • Aged Sensei buffs Rook, he and Tweetie take down BK
  • Big Bird kills BI, you get 1g
  • Savior Monk kills Mirror
  • Grave + midband (3)
  • Sparring Partner (2)
  • Worker (1)
Workers

Grappling Hook, Morningstar Flagbearer, Fox Viper

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • 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: Grave (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger: Big Bird (1/1)
  • :exhaust: Technician: Tweetie Bird (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/1 lvl 1)
  • Aged Sensei (1/1)
  • Savior Monk (2/2)
  • Sparring Partner (2/2)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Snapback
Sensei’s Advice
Smoker

End of Turn Discard
My Thoughts

Going to go MM + Reversal, likely to tech up next turn but want to be able to react quickly if an injunction or Judgment Day comes down.


@akiata just a friendly reminder bump, no sweat if you’re busy!

Apologies for the delay, life got a little hectic there for a few days!

I don’t think this one’s going to go my way here.

P2T4


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Spectral Aven
Manufactured Truth
Traffic Director (1/1, Untargetable)


WORKERS
Porkhand Magistrate
Jail
Lawful Search


NextHand

Building Inspector (1/1)
Arrest
Overeager Cadet


Tech 2 card(s)
Get Paid + Scavenger - ($9)
Skip worker
Re-play Brave Knight (3/3, Readiness) - ($6)
Play Spectral Aven (2/2, Flying, Illusion) - ($4)
Begin constructing Tech II building … PEACE! - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+A, Readiness)
  • :psfist: Elite: Scribe (1+1/3)
  • :ps_: Scavenger: Spectral Aven (2/2, Flying, Illusion)
  • :pschip: Technician: Sirus Quince (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

OK, I’m basically just giving stuff away for free here, and not keeping up.

Teching in Judgement Day, and building Tech 2 as a bit of a misdirect… but I’m pretty humped here either way.

@FrozenStorm’s turn!

Totally understand, no sweat!

MMM1 Game 1: White vs Blue, Player 1 Turn 5

P1 White vs P2 Blue

Starting Hand

Snapback
Sensei’s Advice
Smoker

Events of Turn:


Upkeep:

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

Young Lightning Dragon, Training Grounds
Reversal, Martial Mastery
Sparring Partner, Training Grounds
Bird’s Nest, Sparring Partner


Main:

  • Sparring Partner buffs Rook and Birds (5)
  • Sensei’s Advice to Savior Monk and Big Bird (4)
  • Aged Sensei, buffs Grave, who kills BK, sparkshots Scribe
  • Big Bird kills Aven, takes 1 from tower after 2a
  • Savior Monk kills Quince, Grave to level 5
  • Tweetie Bird kills Scribe
  • Rook hits the tech 2 to 2hp, takes 1 from tower
  • Tech 2 Discipline (0)
  • also skip worker
Workers

Grappling Hook, Morningstar Flagbearer, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Big Bird (2/1, +)
  • Tweetie Bird (2/2, +)
  • Rook (3/2 lvl 1, +)
  • Aged Sensei (1/1)
  • Savior Monk (2/2)
  • Sparring Partner (2/2)
  • Grave (3/1 lvl 5)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Training Grounds
Martial Mastery
Reversal
Sparring Partner

End of Turn Discard
My Thoughts

That was pretty milk toast, I can beat the Peace engine np


P2T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Building Inspector (1/1)
Overeager Cadet
Arrest
Judgment Day


WORKERS
Porkhand Magistrate
Jail
Lawful Search
Arrest


NextHand

Manufactured Truth
Overeager Cadet
Reputable Newsman (0+1/3, blocking spells/upgrades costing $2)


Discard

Spectral Aven (2/2, Flying, Illusion)
Scribe (1+1/3)
Judgment Day
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + Scavenger + Technician Draw - ($9)
Worker - ($8)
Play Brave Knight (3/3+A, Readiness) - ($5)
Play Overeager Cadet (2/2)
Play Building Inspector (1/1) - ($4)
Summon General Onimaru (2/3, Frenzy 1) - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+A, Readiness)
  • :psfist: Elite: Building Inspector (1/1)
  • :ps_: Scavenger: Overeager Cadet
  • :pschip: Technician: General Onimaru (2/3, Frenzy 1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Yay! Drew Judgement Day from technician. Boo! I’m $1 short of casting it.

@FrozenStorm’s turn!

MMM1 Game 1: White vs Blue, Player 1 Turn 6

P1 White vs P2 Blue

Starting Hand

Training Grounds
Martial Mastery
Reversal
Sparring Partner
Smoker + Sensei’s Advice (MM)

Events of Turn:


Upkeep:

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

Fuzz Cuddles, Young Lightning Dragon
Young Lightning Dragon, Training Grounds
Reversal, Martial Mastery
Sparring Partner, Training Grounds
Bird’s Nest, Sparring Partner


Main:

  • Setsuki (6)
  • Big Bird hits BK, Reversal kills it and puts it in your discard pile (3)
  • Aged Sensei buffs Savior Monk, who kills Onimaru, you draw 1, Grave maxbands and heals
  • Grave kills OC and sparkshot kills BI, you get 1g
  • Tweetie Bird breaks your tech 2, your base to 17
  • Rook and Sparring Partner break your tech 1, your base to 15
  • Sparring Partner (2)
  • Training Grounds (1)
  • Martial Mastery, rs Draw 2 then check out your hand (0)
Workers

Grappling Hook, Morningstar Flagbearer, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Big Bird (2/1, +)
  • Tweetie Bird (2/1, +)
  • Rook (4/2 lvl 1, +)
  • Aged Sensei (1/1)
  • Savior Monk (2/1)
  • Sparring Partner (2/1)
  • Grave (5/2 lvl 7, sword rune)
  • Setsuki (2/3 lvl 1)
  • Sparring Partner (2/2)
  • Training Grounds (4hp, granting +1 atk to heroes)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Fuzz Cuddles
Reversal
Training Grounds
Young Lightning Dragon

End of Turn Discard
My Thoughts

This’ll be GG there’s no coming back from this much board advantage


I’ll concede the game there. Very well played! I was 50/50 to draw Judgement Day from my technician draw there and I missed it. Though, at this stage I’m not sure it would have made a difference. I thought an early tower would really help prop up my T0 units but white’s got plenty of answers and it proved wholly ineffectual. Wasn’t able to get the Aven out early either, which didn’t help.

I certainly could have played better, but perhaps that counts as a ‘representative’ matchup of these two decks. We’ll see I suppose - on to Game 2!!

It would have stalled but yea, I don’t think it was going to dramatically change things; GG WP!

I will start a G2 thread shortly, indeed the tower is reasonably mitigated by Safe Attacking for pretty cheap.

I do think going Aven + TD T1 would have worked out better than the tower; Aven is really key to hitting back.