[MMM1] Game 7: P1 Blue (Frozenstorm) vs P2 Green (Codexnewb)

Okay P1 so far feeling pretty dominant, let’s see how we continue! GL HF @codexnewb

MMM1 Game 7 Player 1, Turn 1

P1 Blue vs P2 Green

Starting Hand

Reputable Newsman
Traffic Director
Arrest
Building Inspector
Manufactured Truth

Events of Turn:


Upkeep:

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

Main:

  • Oni (2)
  • Traffic Director (1)
  • Worker (0)
Workers

Building Inspector

  • :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: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Onimaru (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Jail
Lawful Search

End of Turn Discard
My Thoughts

So far aggro is working, so let’s stick to it


yeah. slower decks tend to play on their backfoot as P2 i guess.

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Young Treant
Playful Panda
Tiger Cub
Rampant Growth
Merfolk Prospector
Rich Earth


WORKERS
Rich Earth


NextHand

Forest’s Favor
Playful Panda
Verdant Tree
Spore Shambler
Ironbark Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
young treant, draw 1 - ($2)
merfolk prospector - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Young Treant (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

MMM1 Game 7 Player 1, Turn 2

P1 Blue vs P2 Green

Starting Hand

Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Jail
Lawful Search

Events of Turn:


Upkeep:

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

Overeager Cadet, Brave Knight


Main:

  • Jail (2)
  • Worker (1)
  • Oni kills YT
  • Tech1 (0)
Workers

Bluecoat Musketeer, Building Inspector

  • :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: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2/2 lvl 1)
  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Manufactured Truth
Brave Knight
Reputable Newsman
Arrest
Overeager Cadet

End of Turn Discard
My Thoughts

Maybe porky would be better here, but I feel like the card advantage will work doubly well w/ the early reshuffle so /shrug


[b]P2T2[/b]
Tech StartingHand Workers

TECH
Nature Reclaims
Murkwood Allies


STARTING HAND
Ironbark Treant
Forest’s Favor
Verdant Tree
Spore Shambler
Playful Panda


WORKERS
Rich Earth
Forest’s Favor


NextHand

Ironbark Treant
Young Treant (1/2)
Playful Panda
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tap merfolk - ($7)
tech 1 - ($6)
verdant tree - ($4)
mid Cal - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Cal, lvl 3, (4/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree 3HP
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

MMM1 Game 7 Player 1, Turn 3

P1 Blue vs P2 Green

Starting Hand

Manufactured Truth
Brave Knight
Reputable Newsman
Arrest
Overeager Cadet

Events of Turn:


Upkeep:

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

Scribe, Flagstone Garrison
Overeager Cadet, Brave Knight


Main:

  • Brave Knight (3)
  • TD smacks into Cala, Oni trades
  • Overeager Cadet
  • Bigby (1)
  • Worker (0)
Workers

Arrest, Bluecoat Musketeer, Building Inspector

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bigby (2/3 lvl 1)
  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bluecoat Musketeer
Lawful Search
Spectral Aven
Reputable Newsman

End of Turn Discard
My Thoughts

Cala’s a problem w/ stealthing, I think I just take that trade w/ TD and Oni, keeps the Jail safe, can bring Bigby out safe, can use bigby to sideline tech 1s, should be good.


yuck.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Potent Basilisk
Potent Basilisk


STARTING HAND
Rampant Growth
Tiger Cub
Playful Panda
Young Treant (1/2)
Ironbark Treant


WORKERS
Rich Earth
Forest’s Favor
Rampant Growth


NextHand

Playful Panda
Spore Shambler
Murkwood Allies
Tiger Cub
Nature Reclaims


Tech 2 card(s)
Get Paid - ($7)
worker - ($6)
tap merfolk - ($7)
max arg - ($1)

Float ($1)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Water Elemental (3/3+A)
  • :psfist: Elite: Arg, lvl 5, (2/5)
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree 3HP
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

hmm, dig for nature reclaims, or tech up to get value? let;s tech up, next turn i can murkwood at the worst.

MMM1 Game 7 Player 1, Turn 4

P1 Blue vs P2 Green

Starting Hand

Bluecoat Musketeer
Lawful Search
Spectral Aven
Reputable Newsman

Events of Turn:


Upkeep:

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

Scribe, Overeager Cadet
Scribe, Flagstone Garrison
Overeager Cadet, Brave Knight


Main:

  • Bigby and OC trade with SQL, levels fizzle
  • BK kills wisp, you get 1g
  • Reputable Newsman, blocking 3 (5)
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector

  • :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 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Reputable Newsman (0/3 blocking 3)
  • :target: Lookout:

In Play:

  • Jail (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Traffic Director
Scribe
Manufactured Truth
Flagstone Garrison

End of Turn Discard
My Thoughts

Just trade, block MOLAC, and continue? Seems reasonable I guess… Arrest would be nice here, the Verdant is a real pain here, giving him free fast forward on teching (and thus more gold to work with now)


[b]P2T4[/b]
Tech StartingHand Workers

TECH
Nature Reclaims
Fairie Dragon


STARTING HAND
Spore Shambler
Nature Reclaims
Murkwood Allies
Tiger Cub
Playful Panda


WORKERS
Rich Earth
Forest’s Favor
Rampant Growth
Tiger Cub


NextHand

Fairie Dragon
Potent Basilisk
Ironbark Treant
Young Treant (1/2)
Potent Basilisk


Tech 2 card(s)
Get Paid + float - ($9)
scav gold - ($10)
tap merfolk - ($11)
tech two balance, tap tree, builds instantly - ($7)
midori - ($5)
nature reclaims, trash jail, trash nature reclaims - ($3)
worker - ($2)

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Arg, lvl 5, (1/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Midori, lvl 1, (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Verdant Tree 3HP
  • Merfolk Prospector (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

MMM1 Game 7 Player 1, Turn 5

P1 Blue vs P2 Green

Starting Hand

Traffic Director
Scribe
Manufactured Truth
Flagstone Garrison
OC + Aven (scribe)
Garrison (OC)

Events of Turn:


Upkeep:

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

Flagstone Garrison, Drill Sergeant
Scribe, Overeager Cadet
Scribe, Flagstone Garrison
Overeager Cadet, Brave Knight


Main:

  • Flagstone Garrison (5)
  • Scribe, rs draw 2 (3)
  • Overeager Cadet, draw 1
  • Quince (1)
  • MTruth, newsman is BK
  • BK and “BK” kill Arg, Quince midbands
Workers

Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/2+1armor blocking 3)
  • :psfist: Elite: Scribe (1+1/3)
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician: Mirror Illusion (0/1)
  • :target: Lookout: Brave Knight (3/2)

In Play:

  • Jail (trashed)
  • Flagstone Garrison (4hp)
  • Quince (1/4 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Drill Sergeant
Overeager Cadet
Scribe
Lawful Search
Spectral Aven

End of Turn Discard
My Thoughts

This is getting dicey now… danger of not blocking 2 with Newsman, perhaps a costly mistake for the game. Going to take the Arg kill in lieu of pumping the board with more scrubs, hope I get a OC on the RS draw 2, tech the other Garrison so I have it in case of midori maxband / another NR

Got one, not bad


[b]P2T5[/b]
Tech StartingHand Workers

TECH
Tyrannosaurus Rex
Tyrannosaurus Rex


STARTING HAND
Young Treant (1/2)
Potent Basilisk
Potent Basilisk
Ironbark Treant
Fairie Dragon
Playful Panda


WORKERS
Rich Earth
Forest’s Favor
Rampant Growth
Tiger Cub
Ironbark Treant


NextHand

Spore Shambler
Nature Reclaims
Murkwood Allies
Tyrannosaurus Rex


Tech 2 card(s)
Get Paid + float - ($11)
worker - ($10)
tap merfolk - ($11)
fairy dragon, feather rune to BK, pay resist, BK dies from health reduction, goes to discard - ($6)
young treant, draw 1 - ($4)
potent basilisk - ($0)
midori hits newsman for armor and 1

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant (0/2)
  • :pschip: Technician:
  • :target: Lookout: Fairy Dragon (4/2)

In Play:

  • Verdant Tree 3HP
  • Merfolk Prospector (1/1)
  • Midori, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

MMM1 Game 7 Player 1, Turn 6

P1 Blue vs P2 Green

Starting Hand

Drill Sergeant
Overeager Cadet
Scribe
Lawful Search
Spectral Aven

Events of Turn:


Upkeep:

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

Drill Sergeant, Hallucination
Flagstone Garrison, Drill Sergeant
Scribe, Overeager Cadet
Scribe, Flagstone Garrison
Overeager Cadet, Brave Knight


Main:

  • Maxband Quince (6)
  • Drill Sergeant, draw 1 (3)
  • Spectral Aven, mirror copies, DS+1, draw 1 (1)
  • Overeager Cadet, DS+1 draw 1
  • Give Scribe a rune
  • Mirror Aven trades with Fairie Dragon
  • Manufactured Truth, Scribe is an Aven (0)
  • “Aven” kills Midori, levels fizzle
Workers

Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector

  • :pspurpleshield: Patrol as below
  • Discard 4 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2)
  • :psfist: Elite:
  • :pspig: Scavenger: Overeager Cadet (2/2)
  • :exhaust: Technician: Reputable Newsman (0/1 blocking 3)
  • :target: Lookout: Spectral Aven (2/2)

In Play:

  • Jail (trashed)
  • Flagstone Garrison (4hp)
  • Quince (1/5 lvl 5)
  • Scribe (2/4, +)
  • Drill Sergeant (4/4, +)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Manufactured Truth
Brave Knight
Scribe
Traffic Director
Drill Sergeant

End of Turn Discard
My Thoughts

I think I should prioritize incremental improvement + eliminating threats to the garrison over blowing up the tech buildings and/or the tree / midori. I can grind with this, so let’s keep grinding


how? isn’t midori 2/3 and aven a 2/2?

He gave it a rune

2 Likes

Indeed like bomber said, pre truth manufacturing I gave my “aven” a buff, so he was a big bird at 3/3

1 Like

not looking so hot here.

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Polymorph: Squirrel
Polymorph: Squirrel


STARTING HAND
Nature Reclaims
Spore Shambler
Murkwood Allies
Tyrannosaurus Rex


WORKERS
Rich Earth
Forest’s Favor
Rampant Growth
Tiger Cub
Ironbark Treant


NextHand

Playful Panda
Polymorph: Squirrel
Tyrannosaurus Rex
Potent Basilisk (3/5+A)
Fairy Dragon (4/2)


Tech 2 card(s)
Get Paid - ($10)
tech 3 - ($5)
spore shambler - ($2)
move rune, pay resist, pop aven - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant (0/2)
  • :pschip: Technician: Spore Shambler (1/2)+
  • :target: Lookout: Merfolk Prospector (1/1)

In Play:

  • Verdant Tree 3HP

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Idk this newsman not being on 2 is starting to get incredibly dicey…

MMM1 Game 7 Player 1, Turn 7

P1 Blue vs P2 Green

Starting Hand

Manufactured Truth
Brave Knight
Scribe
Traffic Director
Drill Sergeant
Hallucination (ds)
Garrison + LS (scribe)
OC (td)
SF (oc)
Aven (SF)

Events of Turn:


Upkeep:

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

Spectral Flagbearer x2
Drill Sergeant, Hallucination
Flagstone Garrison, Drill Sergeant
Scribe, Overeager Cadet
Scribe, Flagstone Garrison
Overeager Cadet, Brave Knight


Main:

  • Drill Sergeant, DS+1 draw 1 (5)
  • Scribe, DS+2 draw 2 (3)
  • Give 4 runes to OC, trade with basilisk
  • TD, DS+2 rs draw 1 (2)
  • Quince kills MP
  • Cadet kills Shambler, you draw 1
  • Scribe kills YT, you get 1g
  • Overeager Cadet, DS+2 draw 1
  • Spectral Flagbearer, DS+2 draw 1 (1)
  • Shift 6 total DS runes to ready DS, hit your base to 11
  • Give Newsman all those runes, hit your base to 5
  • Worker (0)
Workers

Brave Knight, Bluecoat Musketeer, Arrest, Porkhand Magistrate, Building Inspector

  • :pspurpleshield: Patrol as below
  • Discard 5 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 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2)
  • :psfist: Elite: Traffic Director (1+1/1)
  • :pspig: Scavenger: Scribe (1/3)
  • :exhaust: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout: Drill Sergeant (3/3)

In Play:

  • Jail (trashed)
  • Flagstone Garrison (4hp)
  • Quince (1/4 lvl 5)
  • Scribe (2/4, +)
  • Overeager Cadet (2/1)
  • Drill Sergeant (3/3)
  • Reputable Newsman (6/7, 6x+, 2dmg)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Spectral Flagbearer
Spectral Aven
Manufactured Truth
Hallucination
Flagstone Garrison

End of Turn Discard
My Thoughts

I have no doubt there’s a T-Rex in that hand, but TBH that’s not that big of a problem if I can get an SF out, which I have a guaranteed chance of digging up (aven is the only problem, but even then I can dodge a bad draw on that with LS).

Bigger problems are Moment’s Peace, as I have no intention of getting hard with heroes, and nature reclaims, and there’s no money for either if a TRex comes out.

So I think I just break base as much as possible (I should be able to do 11 damage minimum if I bottom 2 OC, 19 if I bottom deck aven, 15 if aven anywhere in the middle), play for hammer + td to finish things. That feels like the big brain play to me. Maybe if I hit the 11 case I break the tech 3 and verdant…


ill GG it there. even with t rex in hand, can’t stop the flood.

1 Like

I was thinking that this MU is really ugly for green, since even potent B can be mirrored by quince’s midb (it doesn’t target). green really has no safe option.

That was what I was counting on; Moment’s Peace and Nature Reclaims were going to be much worse for me than TRex, especially w/ a Flagbearer out to protect the sergeants. I over-indexed on MoLaC with that Newsman, definitely should have put it on 2 in hindsight.

GG WP! that was a close one. time to go next :slight_smile:

1 Like

Green P1 had relative impunity to growth engine; it was rough sledding as Blue P2 (which really struggles with generating early pressure, especially with Cala threatening to blow up Oni at any moment).

In warmups and in the real deal here it’s been highly P1 favored thus far

1 Like