[MMM1] Game 7: P1 Green (charnel_mouse) vs P2 Red (codexnewb)

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)


:psblueshield: Squad Leader: Calamanda L1 2/3+1A
:ps_: Scavenger: Merfolk Prospector 1/1

:heart: 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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bloodrage Ogre (4/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6

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

T2: 2 x Centaur


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


:psblueshield: Squad Leader: Tiger Cub 2/2+1A

Calamanda L1 2/1 (2 damage)
Merfolk Prospector 1/1

:heart: Base HP: 20
:heart: 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:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
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


:psblueshield: Squad Leader: Centaur #1 3/4+1A (overpower)
:exhaust: Technician: Centaur #2 3/4 (overpower)

Merfolk Prospector 1/1

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


Hand: 3

Young Treant
Playful Panda
Rampant Growth

Deck: 1

Forest’s Favor

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:

  • :psblueshield: Squad Leader: Drak, lvl 1, (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
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)

Forest’s Favor

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


:psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
:exhaust: Technician: Calamandra L3 3/4

Centaur #1 3/3 (overpower, 1 damage)
Centaur #2 3/3 (overpower, 1 damage)
Merfolk Prospector 1/1

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: 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:

  • :psblueshield: Squad Leader: Steam Tank (3/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
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


:psblueshield: Squad Leader: Young Treant 0/2+1A (Calamandra: resist 0+1; can’t attack)
:ps_: 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)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: 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:

  • :psblueshield: Squad Leader: Drak, lvl 6, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)
  • Makeshift Rambaster (1/2)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

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)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: 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