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[MMM1] GAME 5: P1 White (FrozenStorm) vs P2 Black (Bob199)


#1

@Bob199 Last game for P2 for ya, and wouldn’t you know it I can’t draw my smoker or Sensei yet again :stuck_out_tongue: GL HF!

Game 5, Player 1, Turn 1

P1 White vs P2 Black

[details=Starting Hand]
Sensei’s Advice
Snapback
Safe Attacking
Fox Viper
Fox Primus
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (2)
  • Safe Attacking (1)
  • Worker (0)

[details=Workers]
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

####In Patrol:

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

####In Play:

  • Grave (2/3 lvl 1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Aged Sensei
Grappling Hook
Savior Monk
Smoker
Morningstar Flagbearer
[/details]

[details=End of Turn Discard]
Fox Primus
Snapback
Sensei’s Advice
[/details]

[details=My Thoughts]
This is like the same issue as last game… I’m gonna try Grave this time b/c at least he can respond to the Orpal + Rogue start (and he’s only 50/50 to draw Rogue).
[/details]


#2

You won’t get any complaints about that from me =b

Glhf

T1:

Gold (5)
Worker (4)
Orpal (2)
Rogue ()

dc3 d5

Elite : 2/3 L1 Orpal

Other : 2/1 Rogue


#3

I’m sure I won’t, but I will complain about it to myself :wink:

Game 5, Player 1, Turn 2

P1 White vs P2 Black

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

##Events of Turn:

###Upkeep:

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

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


###Main:

  • Hook Orpal to Lookout
  • Midband Grave kills Orpal, goes to lvl 5 with -1/1 (3)
  • Smoker (2)
  • Worker (1)
  • Tech1 (0)

[details=Workers]
Morningstar Flagbearer, 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

####In Patrol:

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

####In Play:

  • Grave (2/3 lvl 5)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Savior Monk
Snapback
Sensei’s Advice
Aged Sensei
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Grave is definitely better for this start, at least I can kill Orpal without giving away guaranteed levels, throw a blocker for the 50/50 of no Deteriorate, and tech 1, all while having something useful even if Grave gets -1/1’d ala sword.

Teching MM and SP for cheap cards and cycling, will probably use Sword to stymie pressure and go tech 2 rush, probably Discipline again. Training Grounds, YLD, Bird’s Nest and something else will be the likely next techs
[/spoiler][/details]


#4

T2:

Gold (6)
Worker (5)
Tech I (4)
Imp comes alive, and eats #5 (1)
Haunt

dc2 rs, d4

Patrol:
Leader:
Elite: 3/2 Imp
Scavenger:
Technician: 2/1 Rogue
Lookout:

Other - 1/1 Haunt

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 1
Hand: 4
Deck: 3
Discard: 0

Summary

H: playd / sum jav grave
W: arch sum
T: stone grasp


#5

I like your rhyme but I only have 4 cards, so I’ll just take that to mean #4

Game 5, Player 1, Turn 3

P1 White vs P2 Black

[details=Starting Hand]
Savior Monk
Snapback
Sensei’s Advice
Aged Sensei (discarded ouch)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Grave kills Rogue, you get a card
  • Smoker kills haunt safely
  • Max out Grave (4)
  • Huck sword at Imp
  • Hero’s Hall (2)
  • Worker (1)

[details=Workers]
Sensei’s Advice, Morningstar Flagbearer, Fox Viper
[/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 (3/4 lvl 7)
  • Smoker (1/1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Fox Primus
Grappling Hook
Sparring Partner
Martial Mastery
[/details]

[details=End of Turn Discard]
Aged Sensei
Training Grounds
Young Lightning Dragon
Snapback
Savior Monk
[/details]

[details=My Thoughts]
This is okay, I want to keep Grave alive awhile longer and only way to guarantee that is sword down Imp. Kinda sucky trade but that’s okay. We’ll see which hero should come out as a buddy to Sparring Partner next turn, probably Rook, which means we’ll tech Birds + another YLD or Training Grounds
[/details]


#6

T3:

Gold +F +TCN (8)
Worker (7)
Demonology II (3)
Garth + Skele ()
Deteriorate Smoker back to your hand

dc3 d2 rs d3

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

Other - 1/3 L1 Garth

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

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

Summary

H: playd / stone jav grasp jan det
W: arch sum jav
T: banez


#7

Rogue is dead, is that Garth in techn?


#8

Apparently missed that part of your turn. All’s fixed up now

@FrozenStorm


#9

Yikes

Game 5, Player 1, Turn 4

P1 White vs P2 Black

[details=Starting Hand]
Fox Primus
Grappling Hook
Sparring Partner
Martial Mastery
Smoker (returned)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bird’s Nest, Reversal
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Grave kills skeleton, takes 1
  • Rook (6)
  • Sparring Partner (5)
  • Worker (4)
  • Tech 2 Discipline (0)

[details=Workers]
Fox Primus, Sensei’s Advice, Morningstar Flagbearer, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • 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: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

####In Play:

  • Grave (3/3 lvl 7)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Young Lightning Dragon
Savior Monk
Training Grounds
Reversal
Smoker
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Hm Demonology, likely another Soul Stone + big bad wolfs situation. Grabbing Bird’s Nest and Reversal. Might need to suicide Grave to get another sword though… TerrasQ is tough to stop. I’m pretty disappointed I’m not doing better in this game…
[/details]


#10

T5:

Gold +SCV (9)
Worker (8)
Graveyard (6)
Imp, boo hoo #2 (3)
Orpal (1)
+Skele ()

dc2 d4

Patrol:
Leader: 2/2A Imp
Elite: 2/3 L1 Orpal
Scavenger:
Technician: 1/1 Skele
Lookout:

Other - 1/3 L1 Garth

Buildings:
Base: 20
Tech I: 5
Demonology II: 5
Graveyard [ / / ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 2
Discard: 4

Summary

H: playd / stone stw haunt
W: arch sum jav haunt
T: SoFK TessQ


#11

Game 5, Player 1, Turn 5

P1 White vs P2 Black

[details=Starting Hand]
Young Lightning Dragon
Savior Monk (discarded)
Training Grounds
Reversal
Smoker
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Mind-Parry Monk, Earthquake
Bird’s Nest, Reversal
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Training Grounds (7)
  • Reversal Orpal, Rook to lvl 3 (4)
  • Grave kills Imp, takes 2 damage
  • Sparring Partner kills skele safely, you get a card
  • Rook kills Garth, goes to lvl 5 and heals
  • Young Lightning Dragon (1)
  • Worker (0)

[details=Workers]
Smoker, Fox Primus, Sensei’s Advice, Morningstar Flagbearer, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • 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:

  • Grave (4/1 lvl 7)
  • Rook (4/6 lvl 5)
  • Sparring Partner (2/2)
  • Young Lightning Dragon (3/3)
  • Training Grounds (4hp)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Martial Mastery
Aged Sensei
[/details]

[details=End of Turn Discard]
Savior Monk
Reversal
Earthquake
Mind-Parry Monk
[/details]

[details=My Thoughts]
Discard missed the important stuff, I’m laying it all down here and will bring Sets out to insta-max next turn!

Martial Mastery is both a blessing and a curse if he uses that graveyard to bring Imp back, but luckily I have so much combat effectiveness on the board that he’ll really have to work to not just break under the pressure these units and heroes!
[/details]


#12

T5:

Gold +TCN (9)
Banefire (3)
Imp, boo hoo #2 again ()

dc3 d1 rs d4

Patrol:
Leader: 7/7A Bane
Elite:
Scavenger: 2/2 Imp
Technician:
Lookout:

Other -

Buildings:
Base: 20
Tech I: 5
Demonology II: 5
Graveyard [ / / ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 6
Discard: 0

Summary

H: playd / stone det jan grasp
W: arch sum jav haunt
T: stone draino


#13

Going to martial mastery (my last remaining card) to draw 2 and check your hand, what’s in it?


#14

Ah, and now we see how your question was relevant!


#15

Bane #2
Rogue
Shrine of forbidden knowledge
Soulstone
Deteriorate


#16

Phew no hero countermeasures, I think I got dis then

Game 5, Player 1, Turn 6

P1 White vs P2 Black

[details=Starting Hand]
Martial Mastery
Aged Sensei (discarded)
Grappling Hook Bird’s Nest (MM)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Mind-Parry Monk, Fox’s Den Students
Mind-Parry Monk, Earthquake
Bird’s Nest, Reversal
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery
[/details]


###Main:

  • Martial Mastery, draw 2 check your hand (8)
  • Grappling Hook Banefire Golem to lookout
  • Sparring Partner kills Imp, takes 1 damage, you get 1g
  • Setsuki, training grounds her to maxband (6)
  • Sparring Partner Readies to train with Rook (4)
  • Rook breaks your tech 2, your base to 18
  • YLD breaks your graveyard
  • Sparring Partner Readies to train with Sets (2)
  • Bird’s Nest (0)

[details=Workers]
Smoker, Fox Primus, Sensei’s Advice, Morningstar Flagbearer, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 rs Draw 1
  • 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: Grave (4/1+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

####In Play:

  • Rook (5/7 lvl 5)
  • Setsuki (5/5 lvl 6)
  • Sparring Partner (2/1)
  • Young Lightning Dragon (3/3)
  • Training Grounds (4hp)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Snapback
Martial Mastery
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Insta-max sets + buff her to get back up on cards and swift strike anything that comes my way, no anti-hero countermeasures in his next hand is a blessing. Golem will sacrifice itself, Sparring Partner and the Birds will die but I’m so massively far ahead that it won’t matter.
[/details]


#17

Yeah, that’ll be gg then

My turn to start things off