GL HF @codexnewb!
MMM1 results spreadsheet
P1T1
Starting hand: 5
Merfolk Prospector
Young Treant
Playful Panda
Ironbark Treant
Verdant Tree
Thoughts
Calamandra + Prospector with spells + Tiger Cub next hand is the ideal opener.
Get paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)
Squad Leader: Calamanda L1 2/3+1A
Scavenger: Merfolk Prospector 1/1
Base HP: 20
Hand: 5
Tiger Cub
Spore Shambler
Rich Earth
Rampant Growth
Forest’s Favor
Deck: 0
Discard: 3
Young Treant
Playful Panda
Verdant Tree
Card-count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10
Gold: 0
Workers: 5
4 x start
T1: Ironbark Treant
GLHF!
[b]P2T1[/b]
StartingHand Workers
STARTING HAND
Scorch
Bloodburn
Makeshift Rambaster
Mad Man
Bloodrage Ogre
WORKERS
Bloodburn
NextHand
Charge
Nautical Dog
Bombaster
Pillage
Careless Musketeer
Discard
Makeshift Rambaster
Mad Man
Scorch
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
brogre - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Bloodrage Ogre (4/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
P1T2
Starting hand: 5
Tiger Cub
Spore Shambler
Rich Earth
Rampant Growth
Forest’s Favor
Thoughts
That’s a slow start for codexnewb. Even so, I still wouldn’t feel safe playing Rich Earth, since I’d only have one unit in front of Calamandra when codexnewb can afford maxband Zane while still teching up. Rampant Growth lets Calamandra kill the Ogre and live, then I block with Tiger Cub. That’s a bit safer against Zane, at least.
I think I’ll go for a similar approach to last time. I’ll go with double Centaur first, then add Behind the Ferns once I’m more likely to have a board to work with.
Teched cards: 2
Get paid - ($5)
Worker - ($4)
Tech I - ($3)
Rampant Growth on Calamandra - ($1)
Calamandra kills Bloodrage Ogre, takes 2+2A damage
Merfolk Prospector exhausts for gold - ($0)
Tiger Cub - ($0)
Discard 2, reshuffle, draw 4
Squad Leader: Tiger Cub 2/2+1A
Calamanda L1 2/1 (2 damage)
Merfolk Prospector 1/1
Base HP: 20
Tech I HP: 5
Hand: 4
Verdant Tree
Centaur
Centaur
Spore Shambler
Deck: 4
Young Treant
Playful Panda
Rampant Growth
Forest’s Favor
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 6
4 x start
T1: Ironbark Treant
T2: Rich Earth
[b]P2T2[/b]
Tech StartingHand Workers
TECH
Steam Tank
Steam Tank
STARTING HAND
Careless Musketeer
Nautical Dog
Pillage
Charge
Bombaster
WORKERS
Bloodburn
Pillage
NextHand
Bloodrage Ogre (4/2)
Careless Musketeer
Steam Tank
Charge
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
zane - ($5)
nautical dog - ($4)
charge - ($2)
dog trades with tiger
zane trades with Cal
drak - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Drak, lvl 1, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
i think i need to get Cal out of here. best move to pair with that i can think if is rush tech 2…
P1T3
Starting hand: 4
Verdant Tree
Centaur
Centaur
Spore Shambler
Thoughts
I suppose that could have been worse. Still going for Ferns.
Teched cards: 2
T2: 2 x Centaur
T3: Behind the Ferns, Murkwood Allies
Get paid - ($6)
Worker - ($5)
Merfolk Prospector exhausts for gold ($6)
2 x Centaur - ($0)
Discard 1, draw 3
Squad Leader: Centaur #1 3/4+1A (overpower)
Technician: Centaur #2 3/4 (overpower)
Merfolk Prospector 1/1
Base HP: 20
Tech I HP: 5
Hand: 3
Young Treant
Playful Panda
Rampant Growth
Deck: 1
Discard: 4
Tiger Cub
Behind the Ferns
Murkwood Allies
Spore Shambler
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
3 on board
3 in hand
1 in deck
4 in discard
3 in workers
Total: 14
Gold: 0
Workers: 7
4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Disguised Monkey
Disguised Monkey
STARTING HAND
Bloodrage Ogre (4/2)
Careless Musketeer
Steam Tank
Charge
WORKERS
Bloodburn
Pillage
Careless Musketeer
NextHand
Bombaster
Nautical Dog
Mad Man
Makeshift Rambaster
Discard
Charge
Steam Tank
Disguised Monkey
Disguised Monkey
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 anarchy - ($2)
brogre - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Drak, lvl 1, (1/3+A)
-
Elite:
-
Scavenger:
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
Gold:
Thoughts
lol
That’s a gutsy Anarchy.
P1T4
Starting hand: 3
Young Treant
Playful Panda
Rampant Growth
Thoughts
I’m 4 damage short of destroying the Tech II, so no hope there. I’ll try skipping Tech II again.
Teched cards: 2
T2: 2 x Centaur
T3: Behind the Ferns, Murkwood Allies
T4: 2 x Dinosize
Get paid - ($7)
Young Treant, I draw - ($5)
Worker - ($4)
Heroes’ Hall - ($2)
Calamandra Moss - ($0)
Centaur #1 hits Drakk to 1, takes 1 damage
Centaur #2 kills Drakk and Bloodrage Ogre, you draw, takes 1 damage, my base to 18, Calamandra hits level 3 (midband)
Merfolk Prospector hits your Tech II to 4
Discard 2, reshuffle, draw 4
Squad Leader: Young Treant 0/2+1A (can’t attack)
Technician: Calamandra L3 3/4
Centaur #1 3/3 (overpower, 1 damage)
Centaur #2 3/3 (overpower, 1 damage)
Merfolk Prospector 1/1
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 4
Behind the Ferns
Spore Shambler
Dinosize
Rampant Growth
Deck: 4
Tiger Cub
Murkwood Allies
Dinosize
Forest’s Favor
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
4 on board
4 in hand
4 in deck
0 in discard
4 in workers
Total: 16
Gold: 0
Workers: 8
4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
T4: Playful Panda
[b]P2T4[/b]
Tech StartingHand Workers
TECH
Kidnapping
Kidnapping
STARTING HAND
Nautical Dog
Bombaster
Makeshift Rambaster
Mad Man
Steamtank
WORKERS
Bloodburn
Pillage
Careless Musketeer
Bombaster
NextHand
Steam Tank
Scorch
Makeshift Rambaster
Nautical Dog
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
tech draw
worker - ($7)
steamtank - ($4)
tower - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Steam Tank (3/6+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 4 (Anarchy)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
well, here we go again
P1T5
Starting hand: 4
Behind the Ferns
Spore Shambler
Dinosize
Rampant Growth
Thoughts
Hmm, I’m not sure whether it’s worth playing Ferns here or not. If I don’t, then I can get a little more damage out of Rampant Growth. If I destroy Tech II, then Ferns leaves codexnewb’s base on 14. If I play Rampant Growth, it goes to 12. Alternatively, midband Calamandra puts it at 13, and I’m not as vulnerable to Kidnapping. I shouldn’t be overly vulnerable to it anyway, though, with Young Treant and Wisp in patrol. I could also use Rampant Growth to have a Centaur destroy the Tech I, so the base goes to 16. That is just enough to kill next turn, if Cal + Centaurs can get through, but that’s not so certain without the Ferns. I’ll go with the Ferns and destroy the Tower, just to be a bit safer next turn if codexnewb puts a wall down.
Teched cards: 2
T2: 2 x Centaur
T3: Behind the Ferns, Murkwood Allies
T4: 2 x Dinosize
T5: 2 x Stampede
Get paid - ($8)
Argagarg Garg, Wisp arrives - ($6)
Behind the Ferns - ($4)
Dinosize on Centaur #1 - ($0)
Centaur #1 kills Steam Tank, hits Tech II to 2 HP, takes 4A damage
Calamandra destroys Tech II, your base to 18, takes 1 damage
Centaur #2 and Prospector hit your base to 14, Centaur #2 takes 1 Tower damage
Skip worker!
Discard 2, draw 4
Squad Leader: Young Treant 0/2+1A (Calamandra: resist 0+1; can’t attack)
Scavenger: Wisp 0/1 (Calamandra: resist 0+1)
Argagarg L1 1/3
Calamandra L3 3/3 (units have resist +1, 1 damage)
Centaur #1 3/3 (Calamandra: resist 0+1; overpower, 1 damage)
Centaur #2 3/2 (Calamandra: resist 0+1; overpower, 2 damage)
Merfolk Prospector 1/1 (Calamandra: resist 0+1)
Behind the Ferns (channelled by Calamandra, my units with 3 or less attack have stealth)
Base HP: 19
Tech I HP: 5
Heroes’ Hall HP: 4
Hand: 4
Tiger Cub
Murkwood Allies
Dinosize
Forest’s Favor
Deck: 0
Discard: 5
Stampede
Stampede
Dinosize
Spore Shambler
Rampant Growth
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
5 on board
4 in hand
0 in deck
5 in discard
4 in workers
Total: 18
Gold: 0
Workers: 8
4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
T4: Playful Panda
hmm, i dont think Centaur 1 keeps stealth once it gets dinosize. i know hidden ninja works that way (maintains stealth if attack goes higher after obtaining stealth).
but for between the ferns, pretty sure it doesnt say that in rule thread, so units gaining attack (outside of steamtank since it gains attack when it attacks)
this doesnt make a huge different, but i saw that you noted centaur 1 with dinosize triggers tower, which i dont think it does.
also, Cal is at level 3 from you kills drak a ways back. lmk if that changes anything.
1 Like
Oh, good call. I’ll see if I can rearrange those attacks a bit.
I’ll just leave it, Centaur #2 takes another damage.
lol
[b]P2T5[/b]
Tech StartingHand Workers
TECH
Flame Arrow
Surprise Attack
STARTING HAND
Scorch
Makeshift Rambaster
Kidnapping
Nautical Dog
Steam Tank
WORKERS
Bloodburn
Pillage
Careless Musketeer
Bombaster
NextHand
Disguised Monkey
Bloodrage Ogre (3/2)
Mad Man
Charge
Kidnapping
Discard
Steam Tank (3/6+A)
Kidnapping
Scorch
Steam Tank
Flame Arrow
Surprise Attack
Tech 2 card(s)
Get Paid + float - ($10)
rebuild tech 2, base to 14
max drak - ($3)
nauticaldog, haste kills youngtreant - ($2)
rambaster kills wisp - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Drak, lvl 6, (3/4+A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Nautical Dog (1/1)
- Makeshift Rambaster (1/2)
Buildings:
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Anarchy)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
P1T6
Starting hand: 4
Tiger Cub
Murkwood Allies
Dinosize
Forest’s Favor
Teched cards: 2
T2: 2 x Centaur
T3: Behind the Ferns, Murkwood Allies
T4: 2 x Dinosize
T5: 2 x Stampede
T6: 2 x Whatever
Get paid + Scavenger - ($9)
Dinosize on Centaur #1 - ($5)
Centaur #1 kills Drakk, overpowers to hit base down to 10, takes 4A damage, Calamandra hits level 5 (maxband), my base to 18
Midband Argagarg - ($3)
Argagarg exhausts to boost Merfolk Prospector
Merfolk Prospector gets detected by Tower, hits base to 8, takes 1A damage
Centaur #2 hits base to 5
Forest’s Favor on Calamandra - ($1)
Calamandra destroys your base, GG!
Calamandra L5 5/5 (+, units have resist +1, 1 damage)
Argagarg L3 1/4
Centaur #1 3/3 (Calamandra: resist 0+1; overpower, 1 damage)
Centaur #2 3/2 (Calamandra: resist 0+1; overpower, 2 damage)
Merfolk Prospector 1/1 (Calamandra: resist 0+1)
Behind the Ferns (channelled by Calamandra, my units with 3 or less attack have stealth)
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Remaining hand: 2
Tiger Cub
Murkwood Allies
Deck: 0
Discard: 10
Stampede
Stampede
Dinosize
Spore Shambler
Rampant Growth
Young Treant
Whatever
Whatever
Dinosize
Forest’s Favor
Card-count check (opponent-viewable)
Expected: 10 + 10 teched = 20
4 on board
2 in hand
0 in deck
10 in discard
4 in workers
Total: 20
Remaining gold: 1
Workers: 8
4 x start
T1: Ironbark Treant
T2: Rich Earth
T3: Verdant Tree
T4: Playful Panda
getting handled here pretty hard. great game!
Good game! You need to be putting more threat on the board early, though, I don’t think this build cares much about lone Steam Tank / lone Kidnapping as long as I can keep sticking some chaff in front.
1 Like
My mans got away with a free Tech 1 and still got rocked
2 Likes