[MMM1] GAME 2: P1 WHITE (FrozenStorm) vs P2 BLACK (Bob199)

@Bob199 I drew a similar hand so we’ll be starting just as in Game 1, GLHF!

Game 2, Player 1, Turn 1

P1 White vs P2 Black

[details=Starting Hand]
Savior Monk
Snapback
Morningstar Flagbearer
Safe Attacking
Smoker
[/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]
Fox Primus
Grappling Hook
Aged Sensei
Fox Viper
Sensei’s Advice
[/details]

[details=End of Turn Discard]
Safe Attacking
Morningstar Flagbearer
Snapback
[/details]

[details=My Thoughts]
Keeping the winning start since I drew the same worker and unit. Grave is best anti-skeleton pressure
[/details]

Hopefully it doesn’t end the same way as well =b

T1:

Gold (5)
Worker (4)
Imp, card #1 is done (1)
Haunt

SQL : 2/2A Imp

Other : 1/1 Haunt

Game 2, Player 1, Turn 2

P1 White vs P2 Black

[details=Starting Hand]
Fox Primus
Grappling Hook
Aged Sensei
Fox Viper
Sensei’s Advice
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Midband Grave, kill Imp (3)
  • Aged Sensei (2)
  • Worker (1)
  • Tech 1 (0)

[details=Workers]
Fox Viper, Savior Monk
[/details]

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

####In Play:

  • Grave (3/2 lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Martial Mastery to help cycle, b/c I want the Hero’s Hall next turn and Birds on Turn 4. Pair it with Sparring Partner, he’s a cheap drop
[/details]

T2:

Gold +F (7)
Worker (6)
Tech I (5)
Jandra (2)
Vandy ()
Haunt = Sensei

dc2, d1, rs, d4

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

Other - 2/3 L1 Vandy

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0

Summary

H: playd / det / arch / sum
W: grave , arch
T: stone, abomb

Game 2, Player 1, Turn 3

P1 White vs P2 Black

[details=Starting Hand]
Sensei’s Advice
Morningstar Flagbearer
Martial Mastery
Snapback
Sparring Partner (techn)
[/details]

##Events of Turn:

###Upkeep:

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

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


###Main:

  • Maxband Grave, kill Jandra, sword Vandy (2)
  • Smoker pokes your tech 1 to 4hp
  • Sparring Partner (1)
  • Worker (0)

[details=Workers]
Morningstar Flagbearer, Fox Viper, Savior Monk
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • 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: Sparring Partner (2/2)
  • :target: Lookout:

####In Play:

  • Grave (4/2 lvl 7)
  • Smoker (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Grappling Hook
Fox Primus
Safe Attacking
Snapback
Bird’s Nest
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Not in love with this play but really don’t want to be giving away free levels to Vandy.
[/details]

T4:

Gold (8)
RB Disease II
Vandy (6)
Jandra +Soulstone (1)
Haunt

dc2, rs, d4

Patrol:
Leader: 4/5A +stone Jandra
Elite:
Scavenger:
Technician: 2/3 L1 Vandy
Lookout:

Other - 1/1 Haunt

Buildings:
Base: 18
Tech I: 5
Disease II : 5

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 5
Discard: 0

Summary

H: playd / StW / Jav
W: grave , arch rog
T: stone, drain

Game 2, Player 1, Turn 4

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Fox Primus
Safe Attacking
Snapback
Bird’s Nest
[/details]

##Events of Turn:

###Upkeep:

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

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


###Main:

  • Grappling Hook Orpal to Lookout
  • Safe Attacking (6)
  • Sparring Partner and Smoker kill Orpal Safely, levels fizzle
  • Ready Sparring Partner so he can buff Grave up (4)
  • Grave breaks your tech 2, your base to 18hp
  • Hero’s Hall (2)
  • Worker (1)

[details=Workers]
Bird’s Nest, Morningstar Flagbearer, Fox Viper, Savior Monk
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Grave (5/3 lvl 7)
  • Sparring Partner (2/2)
  • Smoker (1/1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Sensei’s Advice
Reversal
Martial Mastery
Aged Sensei
[/details]

[details=End of Turn Discard]
Bird’s Nest
Grappling Hook
Sparring Partner
Snapback
Fox Primus
[/details]

[details=My Thoughts][spoiler]
I’m going to posit that he teched Dark Pact + a tech 1 unit, so I’m debating if the right play here is to break the Tech 1,
just go straight face, or just break the tech 2 just in case he’s drawing into dark pact (and it keeps him off Garth + Vandy). True Power of Storms would be possible (though I did worker Flagbearer)…

Teching Bird’s Nest (so I can worker the useless one of right now) and another Sparring Partner. Next turn will decide if I’m going for tech 2 or staying on tech 1 + heroes. Let’s really hope I can draw Birds with Martial Mastery XD
[/spoiler][/details]

T4:

Gold (8)
RB Disease II
Garth (6)
StW Smoker (4)
Summon Skeles + Garth’s ()
Haunt

dc2, rs, d4

Patrol:
Leader: 1/1A Skele
Elite:
Scavenger:
Technician: 1/1 Skele
Lookout:

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

Buildings:
Base: 18
Tech I: 5
Disease II : 5

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

Summary

H: playd / stone / Jav
W: grave , arch rog
T: stone, drain

Game 2, Player 1, Turn 5

P1 White vs P2 Black

[details=Starting Hand]
Sensei’s Advice
Reversal
Martial Mastery
Aged Sensei (dc to MM)
Aged Sensei
Smoker (sad panda)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards (except turn 1)

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


###Main:

  • Martial Mastery, rs draw 2 and let’s see what you’re up to over there (8)

@Bob199 continuing turn (I liked the old turn better tbh)

  • Rook (6)
  • Reversal SQL, he dead (3)
  • Sparring Partner kills technician safely, you get a card
  • Ready Sparring Partner then give Rook some love (1)
  • Grave breaks tech 2 again
  • Worker (0)

[details=Workers]
Aged Sensei, Bird’s Nest, Morningstar Flagbearer, Fox Viper, Savior Monk
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Rook (3/5+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (5/3 lvl 7)
  • Sparring Partner (2/2)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Grappling Hook
Thunderclap
Snapback
Fox Primus
[/details]

[details=End of Turn Discard]
Martial Mastery
Sensei’s Advice
Reversal
Fox Primus
[/details]

[details=My Thoughts][spoiler]
Well I wanted to make new techs after seeing the changed patrol, (thunderclap > reversal for skeleton hordes), so I figured only fair to re-draw the MM (which I still want to do right away, again b/c I don’t want the Reversal shuffled in).

This draw was not successful in hitting Rook spells I really want right now. What’s more, he’s drawn StW and Deteriorate, not great for the White Knights here. So Sparring partner is probably going down, but at least we get Rook all buffed up before he does, and we get to worker (which is nice).

Next turn I probably tech Earthquake + Rambasa or something, continue to pound tech buildings.

Still no Birds in the draw, but yes to Thunderclap! That’s nice for keeping up lockdown pressure.
[/spoiler][/details]

Turn fixed

Martial Masters ONLY

StW, Jandra, Deteriorate, Javelineer

I too liked the old turn better, it was actually semi viable

T5:

Gold +TCN (8)
RB Disease II again
Worker (7)
Jandra (4)
+Skele (3)
Haunt hits your base to 19

dc3 , d5

Patrol:
Leader: 3/3A Jandra
Elite:
Scavenger: 1/1 Skele
Technician: 1/1 Skele
Lookout: 1/3 L1 Garth

Other - 1/1 Haunt ,

Buildings:
Base: 16
Tech I: 5
Disease II : 5

Economy:
Workers: 9
Spare gold: 3
Hand: 5
Deck: 1
Discard: 5

Summary

H: playd / det / stw / jav
W: grave , arch rog det
T: grasp , Gorgon

Actually the way things were going with my turn 5 against the Soul Stone Jandra, I was in much better position

Your tech 1 is at 4hp from turn 3 btw, might be relevant coming up here

Game 2, Player 1, Turn 6

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Thunderclap
Snapback
Fox Primus
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Earthquake x2
Ardra’s Boulder, Thunderclap
Sparring Partner, Bird’s Nest
Bird’s Nest, Reversal
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Grappling Hook Garth to Elite (8)
  • Grave trades into Jandra and sparkshots Garth, Garth to level 3, all your other units die so you get a card and a gold
  • Sparring Partner kills Garth and takes 1 damage for attackign safely, Rook to level 3
  • Maxband Rook, he breaks your tech 2 once more with feeling, your base to 14
  • Sparring Partner readies and spars with himself (1)
  • Worker (0)

[details=Workers]
Thunderclap, Aged Sensei, Bird’s Nest, Morningstar Flagbearer, Fox Viper, Savior Monk
[/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: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Rook (5/7 lvl 8)
  • Sparring Partner (3/2)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Bird’s Nest
Ardra’s Boulder
Sparring Partner
Earthquake
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I think this will be GG, man White P1 is nasty…
[/details]

T6:

Gold +TCN +SCV +Disease II (13)
Worker (12)
Heroes Hall (10)
Imp, card #4 goes out the door (7)
Vandy (5)
Imp +soulstone (3)

dc3 , rs, d5

Patrol:
Leader: 3/3A +soulstone Imp
Elite:
Scavenger:
Technician: 2/3 L1 Vandy
Lookout:

Other -

Buildings:
Base: 14
Tech I: 4
Disease II : 5
Heroes Hall: 4

Economy:
Workers: 10
Spare gold: 3
Hand: 5
Deck: 7
Discard: 0

Summary

H: playd / abombz / draino / summ
W: grave , arch rog det summ
T: pact , draino

Game 2, Player 1, Turn 7

P1 White vs P2 Black

[details=Starting Hand]
Ardra’s Boulder
Bird’s Nest
Sparring Partner
Earthquake (discarded, booo)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Earthquake x2
Ardra’s Boulder, Thunderclap
Sparring Partner, Bird’s Nest
Bird’s Nest, Reversal
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Rook smacks Imp, he loses soul stone
  • Sparring Partner kills mortal Imp, takes 1 damage
  • Setsuki (8)
  • Ardra’s Boulder (6)
  • Sparring Partner (5)
  • Bird’s Nest (3)

[details=Workers]
Thunderclap, Aged Sensei, Bird’s Nest, Morningstar Flagbearer, Fox Viper, Savior Monk
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2+1armor)
  • :psfist: Elite: Ardra’s Boulder (1/6)
  • :pspig: Scavenger:
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout: Tweetie Bird (1/1)

####In Play:

  • Setsuki (1/3 lvl 1)
  • Rook (5/4 from 3 damage lvl 8)
  • Sparring Partner (3/1)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 3
  • Workers: 10

[details=End of Turn Hand]
Reversal
Grappling Hook
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Ugh discards my Earthquake AND gets a mega-patroller down in front, this is a bit of a bummer. Snapback sure would have been nice in this instance, but I should have enough defense to keep him from causing too much damage. A Shadow Blade Nether Drain StW combo with Orpal breaking down birds is about the worst case scenario where he could end up killing Rook, so let’s hope that is as unlikely as it sounds. I suppose even Nether Drain + Maxband Orpal + Tech 3 could prove enough stall to do serious damage though. I have to be able to threaten Earthquake.

No Earthquake draw, so I suppose I want him to Nether Drain now (just without a Doom Grasp or other means to kill rook)
[/details]

T7:

Gold +F (13)
Dark Pact, ++card, -2hp
Abomination , All Units -1/-1 , you +card (7)
Gorgon (4)
Abomination +soulstone (2)
Vandy > SQL, sparks Boulder
Worker (1)

dc3 , d5

Patrol:
Leader: 7/7A +soulstone Abomination
Elite:
Scavenger:
Technician: 1/3 Gorgon
Lookout:

Other - 2/2 L1 Vandy

Buildings:
Base: 12
Tech I: 4
Disease II : 5
Heroes Hall: 4

Economy:
Workers: 11
Spare gold: 1
Hand: 4
Deck: 1
Discard: 7

Summary

H: playd / draino / jav / haunt
W: grave arch rog det summ haunt
T: Crow , Plague Lord

Forgot about the Aboms lol, this is getting dangerously close

Game 2, Player 1, Turn 8

P1 White vs P2 Black

[details=Starting Hand]
Reversal
Grappling Hook
Smoker (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+3float)
  • tech 1 card

[details=All Teched Cards]
Doubling Barbarbarian
Earthquake x2
Ardra’s Boulder, Thunderclap
Sparring Partner, Bird’s Nest
Bird’s Nest, Reversal
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Setsuki suicides into Abom, Vandy to lvl 3
  • Grave (11)
  • Reversal Abom, he’s disabled (8)
  • Rook walks past Gorgon and breaks tech 2, your base to 10
  • Tech 2 Strength (4)

[details=Workers]
Thunderclap, Aged Sensei, Bird’s Nest, Morningstar Flagbearer, Fox Viper, Savior Monk
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Ardra’s Boulder (0/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (3/4 lvl 3)
  • :target: Lookout:

####In Play:

  • Rook (5/4 from 3 damage lvl 8)
  • Bird’s Nest (unable to make little birdies)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 4
  • Workers: 10

[details=End of Turn Hand]
Sensei’s Advice
Martial Mastery
Fox Primus
Snapback
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Well it’s all going to come down to whether he can kill Rook. If he can, I probably just lose. If he can’t, I might be able to earthquake for the win, or perhaps get Oathkeeper to help me out, but with that Abom locking birds out and stuffing my other units for the most part, this will be tough. That Earthquake discard was really rough…
[/details]

T8:

Gold +F +Disease II (12)
Gorgon > Boulder
Garth (10)
Nether Drain Rook, Vandy Maxbands, Doom Gorgon (9)
Doom Grasp Rook, sac Gorgon, you -nest, me +card, Garth = L3 (5)
Vandy > Grave, you +card, Garth = L5

dc3 , rs , d5

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout: 2/4 L5 Garth

Other - 4/2 Max Vandy , 7/5 +soulstone Abomination

Buildings:
Base: 10
Tech I: 4
Disease II : 5
Heroes Hall: 4

Economy:
Workers: 11
Spare gold: 5
Hand: 5
Deck: 8’
Discard: 0

Summary

H: playd / Jan / StW / Abomb
W: grave arch rog det summ haunt
T:

That’s a GG combo Drain and Doom draw, I missed Earthquake last turn and you discarded it turn prior. I can tech 3 here, but I can’t block at all locked completely off heroes. You’ll burst my base before I can muster a counter-attack

DId you actually roll #4 of 4, or just name it knowing it was the recycle card?

Named it based on not having called 4 yet and also figuring out a rhyme for it lol

2 Likes

I suppose in that Turn 8, Maxbanding Sets so I’d have the ability to summon Grave this turn would’ve been better, but really with Rook dead I don’t get much of a higher chance.

Well played with the Abom and Soul Stone! Really shuts down the tech 1 + hero pressure

I may start a new game for us tomorrow, probably evening, but we’ll see