[MMM1] GAME 7: P1 Black (Bob199) vs P2 White (FrozenStorm)

It was bound to happen at some point @FrozenStorm , I got a Vandy & Friends opening

Btw, feel free to start our CAMS match as well =b

T1:

Gold (4)
Worker (3)
Vandy, Jav & Haunt say hi ()

1 Like

Yep, this is going to be rough I expect :wink: GL HF

Game 7, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Grappling Hook
Aged Sensei
Snapback
Safe Attacking
Smoker
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Rook (3)
  • Aged Sensei (2)
  • Worker (1)

[details=Workers]
Safe Attacking
[/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: Rook (2/4+1armor lvl 1) “Come get maxbanded Vandy”
  • :psfist: Elite:
  • :pspig: Scavenger: Aged Sensei (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Fox Viper
Morningstar Flagbearer
Fox Primus
Sensei’s Advice
Savior Monk
[/details]

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

[details=My Thoughts]
Well no safe heroes against that start, I could bait an early Vandy maxband by bringing Rook out in SQL and backing him up with Sensei Scav, forces him to lose the Jav and the haunt and additionally Vandy can just get snapped out before Meta is an actual threat… You know what, ya let’s see where that line leads
[/details]

T2:

Gold (5)
Worker (4)
Sensei deteriorates due to being too damn old
L3 Vandy + Javelin + Haunt > Rook, Vandy Maxbands, doom Javelineer (2)
Heroes Hall ()

dc2 d1 rs d3

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

Other - 3/3 DOOMED Jav , 4/5 Max Vandy

Buildings:
Base: 20
Heroes Hall : 4

Economy:
Workers: 6
Spare gold: 0
Hand: 4
Deck: 5
Discard: 0

Summary

H: playd / det jan rog StW
W: arch rog
T: bcz

Game 7, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Fox Viper
Morningstar Flagbearer
Fox Primus
Sensei’s Advice
Savior Monk
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • Savior Monk (6)
  • Tech 1 (5)
  • Worker (4)

[details=Workers]
Fox Viper, Safe Attacking
[/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

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 4
  • Workers: 7

[details=End of Turn Hand]
Grappling Hook
Snapback
Sensei’s Advice
Morningstar Flagbearer
Speed of the Fox
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
So do I gamble that you didn’t tech and draw Nether Drain or Shadow Blade? I can:

  • Midband Grave + Tech 1, and only lose to Nether Drain or Shadow Blade
  • Level Grave to 5 + Tech 1, no float, only lose to 2x Nether Drain or Shadow Blade
  • Just Savior Monk in resource to force a good trade and plan to wall up + fast tech

I think option 3 is safest. I have Snapback to deal with Vandy, pairing it with Speed of the Fox can help get a surprise swing. Let’s hope we draw IPN though!

Bummer. Snapback + Tech up is still an option though, as is a technician draw
[/spoiler][/details]

T3 maxband Rook incoming?!?!?

T3:

Gold (6)
Worker (5)
Garth (3)
Vandy > Savior
Imp, don’t bother me number 3 ()

dc2 d4

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

Other - 4/3 Max Vandy

Buildings:
Base: 20
Heroes Hall : 4

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 1
Discard: 5

Summary

H: playd / bcz sum
W: arch rog BC
T: grasp lord

Negative on the Rook instamax

Game 7, Player 2, Turn 3

P1 Black vs P2 White

[details=Starting Hand]
Grappling Hook
Snapback
Sensei’s Advice (discard)
Morningstar Flagbearer
Speed of the Fox
Aged Sensei (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+4float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Training Grounds x2
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • Rook (9)
  • Snapback Vandy for Orpal (5)
  • Worker (4)
  • Tech 2 Discipline (0)

[details=Workers]
Aged Sensei, Fox Viper, Safe Attacking
[/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
  • Tech2 HP: 5 DISCIPLINE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Rook (2/4 lvl 1)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Smoker
Fox Primus
Inverse Power Ninja
Savior Monk
Snapback
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Snapping out Vandy, no dark pact or shadow blade for him. Wondering if perhaps he’s planning Lich’s Bargain. Teching up though b/c it’s my safest investment of gold at present, go ahead and let Rook die as long as it means more cards for me to work with.
[/details]

T7:

Gold (7)
Worker (6)
Tech I (5)
L4 Orpal & Imp > Rook, Garth to L3 (2)
+Skele (1)
Haunt

dc2 d1 rs d3

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

Other - 2/2 L4 Orpal, 2/2 Imp , 1/3 L3 Garth , 1/1 Haunt

Buildings:
Base: 20
Tech I : 5
Heroes Hall : 4

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 6
Discard: 0

Summary

H: playd / det stw
W: arch rog BC det
T: hoodie stone

That’s some double double time right there :wink:

Game 7, Player 2, Turn 4

P1 Black vs P2 White

[details=Starting Hand]
Smoker
Fox Primus
Inverse Power Ninja
Savior Monk
Snapback
Morningstar Flagbearer (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Mind Parry Monk, Martial Mastery
Training Grounds x2
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • Grave (6)
  • Inverse Power Ninja (3)
  • Savior Monk (1)
  • Worker (0)

[details=Workers]
Fox Primus, Aged Sensei, Fox Viper, Safe Attacking
[/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
  • Tech2 HP: 5 DISCIPLINE

####In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (2/3 lvl 1)
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Sensei’s Advice
Training Grounds
Grappling Hook
Training Grounds
Speed of the Fox
[/details]

[details=End of Turn Discard]
Mind Parry Monk
Martial Mastery
Morningstar Flagbearer
Snapback
Smoker
[/details]

[details=My Thoughts]
Keep tech 2 alive, get some Training Grounds down, hopefully Grave survives (or maybe even Grave + IPN!) and then we can cause some real havoc! If nothing else, keeping Orpal off DnD with a sword and landing 2x Training Grounds
[/details]

1 Like

T14:

Gold +F (9)
Boosted Executioner eats Savior (4)
Necro II ()
Haunt your Tech II to 4

dc3 d5

Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 2/2 L4 Orpal
Technician: 3/3 Executioner
Lookout:

Other - 1/3 L3 Garth , 1/1 Haunt , 1/1 Skele

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Heroes Hall : 4

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

Summary

H: playd / grave stw stone
W: arch rog BC det
T: zmondz

Okie dokie

Game 7, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Sensei’s Advice
Training Grounds
Grappling Hook
Training Grounds
Speed of the Fox
Snapback (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Fox’s Den Students, Rambasa Twins
Mind Parry Monk, Martial Mastery
Training Grounds x2
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • Training Grounds (8)
  • Training Grounds (7)
  • Setsuki (5)
  • Grave to lvl 5 (1)
  • Grave kills Imp
  • IPN kills Orpal, takes -2/2, Grave maxbands you get 1g
  • Grave swords Garth, Sets to lvl 3
  • Worker (0)

[details=Workers]
Sensei’s Advice, Fox Primus, Aged Sensei, Fox Viper, Safe Attacking
[/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
  • Tech2 HP: 5 DISCIPLINE

####In Patrol:

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

####In Play:

  • Grave (6/5 lvl 7)
  • Inverse Power Ninja (2/2)
  • Training Grounds (4hp)
  • Training Grounds (4hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Savior Monk
Smoker
Mind Parry Monk
Martial Mastery
Morningstar Flagbearer
[/details]

[details=End of Turn Discard]
Fox’s Den Students
Rambasa Twins
Snapback
Speed of the Fox
Grappling Hook
[/details]

[details=My Thoughts]
Necro is an interesting choice for him, not sure what the angle is there but I’m sure not giving him a discard fetch, easy smackdown of Orpal and Garth and while Sets will likely die to Hoodie + Wimp / Vandy Doom / Soulstone, I should get to keep my tech 2 and bring out instamax Rook.
[/details]

T14:

Gold +F (9)
Vandy (7)
Summon Skeles, +2 Skeles (4)
Jav (3)
BC (1)
Haunt your base to 19

dc2 d1 rs d4

Patrol:
Leader: 3/3A Executioner
Elite:
Scavenger: 3/3 BC
Technician: 2/3 L1 Vandy
Lookout:

Other - 1/1 Haunt , 1/1 Skele , 1/1 Skele, 1/1 Skele, 1/1 Jav

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Heroes Hall : 4

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

Summary

H: playd / grave stw stone
W: arch rog BC det
T: plague Lordz

I’m going to start this turn off by killing your patrol zone and then martial mastery, what’s your next hand including technician draw

locked in choices for me

Teching fds and earthquake, ipn dies pre reshuffle so I can draw her earlier to worker, discarding flagbearer, rs draw is

Speed of the Fox
Grappling Hook

Graveyard
Zarramonde
Skeletal Lord
Doom Grasp
Plague Lord

I suppose you have so many skeletons, you’ll probably end up drawing a ton of stuff anyway…

Game 7, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Savior Monk
Smoker
Mind Parry Monk
Martial Mastery
Morningstar Flagbearer (discard)
Speed of the Fox
Grappling Hook (rs MM draw)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Fox’s Den Students, Earthquake
Fox’s Den Students, Rambasa Twins
Mind Parry Monk, Martial Mastery
Training Grounds x2
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • Training Grounds to max out Sets, she swift strikes SQL
  • IPN peels 2 hp off Scav and dies
  • Grave kills Vandy and sparkshots Scav, you get a card and a gold Grave takes 2
  • Martial Mastery, dc 1 rs draw 2 and peek at your hand (9)
  • Mind Parry Monk (4)
  • Savior Monk (2)
  • Smoker (1)

[details=Workers]
Sensei’s Advice, Fox Primus, Aged Sensei, Fox Viper, Safe Attacking
[/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
  • Tech2 HP: 5 DISCIPLINE

####In Patrol:

  • :psblueshield: Squad Leader: Grave (6/3+1armor lvl 7)
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

####In Play:

  • Setsuki (5/4 lvl 6)
  • Mind-Parry Monk (5/4)
  • Training Grounds (4hp)
  • Training Grounds (4hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Inverse Power Ninja
Earthquake
Snapback
Rambasa Twins
[/details]

[details=End of Turn Discard]
Martial Mastery
Grappling Hook
Speed of the Fox
[/details]

[details=My Thoughts]
On second thought, teching Earthquake was kinda dumb (there was basically no way I’d use it this cycle), but oh well… Lay down units to max protect, but now with 2x Training Grounds + Mind Parry Monk and a 2 worker lead, I should be able to bury him. Grave will have to be sacrificed so likely he maxes out Garth and grabs 2x Skele Lord, but I’ll finish all them those skeletons with FDS and we’ll roll forward with Sets and Rook leading the charge

Of course, didn’t draw any FDS, but splitting one to the bottom of the deck might not be so bad, as then I’m guaranteed one for the turn after. Next turn Rook + FDS + HH, worker IPN (or use it as a post-FDS tech building finisher? maybe…)
[/details]

T28:

Gold +F (9)
Garth +Skele (6)
Skeletal Lord (3)
Exaust my 5 Skeles, summon Exodia

Oops, wrong game, summon Zarramonde instead, nuke a Worker
Graveyard (1)
Haunt = Smoker

dc3 d5

Patrol:
Leader: 3/3A Skeletal Lord
Elite:
Scavenger: 1/3 L1 Garth
Technician: 11/11 Zarramonde
Lookout:

Other - 2/2 Skele , 2/2 Jav , 2/2 Skele , 2/2 Skele , 2/2 Skele

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Heroes Hall : 4
Graveyard [ Haunt / / ]: 3

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 3
Discard: 7

Summary

H: playd / listed above
W: arch rog BC det
T: carrion Curse necromancer

2 Likes

LMAO I totally forgot about that whole play tech 3 things Skeletal Lord does… I was wondering like wtf why do you have Zarra in hand…

I think I have this pretty locked down? I’m not sure how that Graveyard was supposed to help

Game 7, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Inverse Power Ninja
Earthquake
Snapback
Rambasa Twins
Fox’s Den Students
Morningstar Flagbearer (sets draw)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float+1scav)
  • Draw 2 for sets maxband
  • Savior Monk heals everyone
  • Tech 2 cards

[details=All Teched Cards]
Earthquake, Sparring Partner
Fox’s Den Students, Earthquake
Fox’s Den Students, Rambasa Twins
Mind Parry Monk, Martial Mastery
Training Grounds x2
Inverse Power Ninja, Speed of the Fox
[/details]


###Main:

  • MPM smacks Skele Lord to graveyard, takes 3 damage
  • Savior Monk beats up on Garth, takes 1 back
  • Grave suicides into Zarra, sparks Garth dead you get a gold
  • Sets swift strikes Zarra dead to graveyard, you get a card
  • Fox’s Den Students (8)
  • One ninja trades with Jav, who overflows the graveyard
  • Two ninjas trade with two other skeletons, bringing you to 2 skeletons
  • Last ninja pings your tech 2 to 4hp
  • Rambasa Twins (4)
  • Rook, instamax him from Training Grounds (2)
  • Worker (1)

[details=Workers]
Inverse Power Ninja, Sensei’s Advice, Fox Primus, Aged Sensei, Fox Viper, Safe Attacking
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE

####In Patrol:

  • :psblueshield: Squad Leader: Rook (6/6+1armor lvl 8 two lives)
  • :psfist: Elite:
  • :pspig: Scavenger: Rambasa Mario (3/2)
  • :exhaust: Technician: Rambasa Luigi (3/2)
  • :target: Lookout:

####In Play:

  • Setsuki (5/4 lvl 6)
  • Mind-Parry Monk (5/1)
  • Savior Monk (2/1)
  • Ninja (1/1)
  • Training Grounds (4hp)
  • Training Grounds (4hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 11

[details=End of Turn Hand]
Fox’s Den Students
Snapback
Morningstar Flagbearer
Earthquake
Speed of the Fox
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
This looks totally over, good lulz to lay the Zarra down but he’s not getting anything done here besides be a big body…

Kill jav + 2 ninjas so no Skele Lord + Summon Skeletons shenanigans happens, even though we’ve proven that’s manageable
[/spoiler][/details]

Yep, that’s gg. Wanted to see if Skeletal Lord was viable, possibly as P2, but not here

Yea, I think you likely would have had me, if you’d gone for your usual Abom or TerrasQ gameplan. On to the next game to find out!