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[MMM1] GAME 8: P1 Black (Bob199) vs P2 White (FrozenStorm)

I’m traveling until Sunday, so this game will be a bit slower @FrozenStorm

T1:

Gold (4)
Worker (3)
Sql: 2/2A Imp, away with #2 ()

No worries dude, have a safe journey! GL HF

Game 8, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Morningstar Flagbearer
Snapback (discarded)
Savior Monk
Aged Sensei
Safe Attacking
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (3)
  • Savior Monk (1)
  • Worker (0)

[details=Workers]
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

####In Patrol:

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Grappling Hook
Sensei’s Advice
Fox Primus
Fox Viper
[/details]

[details=End of Turn Discard]
Snapback
Aged Sensei
Morningstar Flagbearer
[/details]

[details=My Thoughts]
Card pressure start from him, we’ll see where this leads. I’m going with Grave, want early martial mastery into the Discipline TG engine perhaps? I hate to keep teching the exact same way, but Black deals too easily with units so Ninja and Strength aren’t as effective as heroes.
[/details]

Much appreciated

In the meantime, what do you feel the MU is?

Definitely seems adv goes to Black, due to combination of small unit removal , and difficult to remove units. I would currently call it 6-4, and all the way up to 8-2. P1 White is strong enough to pull out a few games, but as P2, I don’t know if any of White’s T2’s are impacted enough to make up for the loss of initiative.

I don’t think it’s that tilted just yet, maybe 5.5-4.5 and maybe 7-3 or even 6-4 for black p1. Hard to say given we’re 1-1 so far here but you were experimenting a bit with the last game.

As of right now I definitely think IPN and Training Grounds are pretty must have for white p2. Having Snapback means it’s okay to play heavy at heroes and give up levels to blacks heroes, which most other colors can’t handle doing; they have to rely on tankier units or swarms.

I’m really enjoying the back and forth though, I just noticed we’ve rotated winning every game and it really does feel like both sides have answers and it boils down to good reads and opportune draws!

It definitely is tough having a starter with no 3hp units and tech 3s that get pretty easily outclassed though. It feels like I really have to win with heroes and ultimates

3 Likes

I’m baaaack!!!

T2:

Gold (5)
Worker (4)
Tech I (3)
Garth & Skele ()
Haunt

dc3 rs d5

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

Other - 1/1 Haunt , 1/3 L1 Garth

Buildings:
Base: 20
Tech I : 5

Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0

Summary

H: playd / arch rog StW
W: sum rog
T: gargiez

Unlucky for you I have a solid draw

Game 8, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Grappling Hook
Sensei’s Advice
Fox Primus
Fox Viper
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Training Grounds x2
[/details]


###Main:

  • Grappling Hook Skeleton to Elite
  • Midband Grave, he kills Imp and sparks Skeleton dead (4)
  • Sensei’s Advice on Monk, he kills Garth, Grave to lvl 5 (3)
  • Tech 1 (2)
  • Worker (1)

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

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

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Grave (3/2+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Savior Monk (2/2)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Smoker
Grappling Hook
Sensei’s Advice
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Killing Garth skele and Imp with double combat spells, I don’t need to play a card next turn really, just tech up and Max Out Grave to keep the board reasonably clear. Once I’ve stuck 2x training grounds, I can play pretty even. So tech them both in the hopes that I don’t draw either right away, and play for quick teching XD

Lol drew hook again? if he doesn’t have StW or Deteriorate + Haunt hitting Monk, I’ll definitely have board clear potential
[/details]

T3:

Gold +SCV (6)
Worker (5)
Orpal (3)
Jandra ()
Haunt + Deteriorate = Savior

dc2 d3 rs d1

Patrol:
Leader: 3/3A Jandra
Elite:
Scavenger:
Technician: 1/3 L1 Orpal
Lookout:

Other -

Buildings:
Base: 20
Tech I : 5

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

Summary

H: playd / arch StW jav
W: sum rog arch
T: grasp stone

Game 8, Player 2, Turn 3

P1 Black vs P2 White

[details=Starting Hand]
Smoker
Grappling Hook
Sensei’s Advice
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]


###Main:

  • Maxband Grave, kill Jandra (6)
  • Worker (5)
  • Tech 2 Discipline (1)

[details=Workers]
Sensei’s Advice, 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 (4/2+1armor lvl 7 sword active)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Snapback
Fox Primus
Training Grounds
Aged Sensei
[/details]

[details=End of Turn Discard]
Mind-Parry Monk
Entangling Vines
Grappling Hook
Smoker
Savior Monk
[/details]

[details=My Thoughts]
Leaving Orpal up, he isn’t much of a threat, tech up and plan next turn to drop one / both (if drawn) Training Grounds, Rook, and a hero’s hall, using Sword to relieve pressure (or maybe if I draw Snapback, keeping Garth away as an option)

One TG but not both, Snapback though, so not the worst thing!
[/details]

T4:

Gold (7)
Worker (6)
2x Gargoyles ()

dc1 d3

Patrol:
Leader:
Elite: 2/3 L1 Orpal
Scavenger:
Technician:
Lookout:

Other - 0/2 Gargoyle, 0/2 Gargoyle

Buildings:
Base: 20
Tech I : 5

Economy:
Workers: 8
Spare gold: 0
Hand: 3
Deck: 3
Discard: 6

Summary

H: playd / grave grasp
W: sum rog arch grave
T: Abomz

Nice mixup!

Game 8, Player 2, Turn 4

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Fox Primus
Training Grounds
Aged Sensei
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]


###Main:

  • Training Grounds (8)
  • Rook (6)
  • Snapback Orpal for Garth (3)
  • Grave breaks your tech 1, your base to 18
  • Fox Primus (0)

[details=Workers]
Sensei’s Advice, Fox Viper, Safe Attacking
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • 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 (3/4+1armor)
  • :psfist: Elite: Fox Primus (2+1/2 anti-air)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (5/2 lvl 7 sword active)
  • Training Grounds (4hp)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 8

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Training Grounds
Morningstar Flagbearer
Snapback
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Moving orpal out the way to strangle a tech advantage, skipping worker to get Fox Primus down. Likely 4/7 chance he doesn’t have StW in this hand, same for deteriorate but that’s free so I’m playing to at least protect the backline against Deteriorate, and teching in Air Support b/c I’m gonna need it XD
[/details]

T5:

Gold +RB (8)
+Skele (7)
Garth isn’t the hero I want out, so I ask Rook for some help, Garth < Rook, Rook +2 lvls for his efforts
Gargoyles wake up (5)
Vandy (3)
Soulstone a Gargoyle (1)
Soulstone’d > Primus
Gargoyle #2 > Grave, Vandy to L3

dc2 d3 rs d1

Patrol:
Leader: 1/1A Skele
Elite:
Scavenger:
Technician: 3/4 L3 Vandy
Lookout:

Other - 3/2 Gargoyle, 3/2 Gargoyle

Buildings:
Base: 18
Tech I : 5

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

Summary

H: playd / Imp det
W: sum rog arch grave
T: crowz

Well let’s see how this plays out!

Game 8, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Training Grounds
Morningstar Flagbearer
Snapback
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]


###Main:

  • Snapback Vandy for Garth, paying resist tax (4)
  • Training Grounds #2 (3)
  • Training Grounds #1 maxes out Rook
  • Rook smashes your tech 1, your base to 16hp
  • Setsuki (1)
  • Worker

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

####In Patrol:

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

####In Play:

  • Garus Rook (7/6 lvl 8 two lives)
  • Training Grounds #1 (4hp)
  • Training Grounds #2 (4hp)

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Savior Monk
Aged Sensei
[/details]

[details=End of Turn Discard]
Fox Primus
Snapback
Earthquake
Earthquake
[/details]

[details=My Thoughts]
Endgame plan will need to be ultimates or perhaps Hero’s Monument? I can’t keep him off tech 1 forever, but at least this is stalling for both my Training Grounds to become operational. With Vandy off the table, he can’t buff the Gargs, which means unless he really wants to kill my tech 2 and leave Sets + Rook up, I should be able to tech up + worker + Grave / tower next turn. Or perhaps get some fliers down to stall those gargs, who are a terrible nuisance.
[/details]

Leave my Tech I alone!!!

T6:

Gold +RB +F (9)
+Skele (8)
Gargoyles wake up (6)
Heroes Hall (4)
Haunt
Worker (3)
Jav (2)
Gargoyle > Setsy, Garth to L3 , you +card
Gargoyle + L4 Garth take down your Tech II, your base to 18 (1)
Old Skele hits your base to 17
Garth converts old Skele to +card

dc2 d4

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

Other - 3/2 Gargoyle, 3/2 Gargoyle , 1/1 Haunt , 2/4 L4 Garth

Buildings:
Base: 16
Tech I : 5
Heroes Hall : 4

Economy:
Workers: 9
Spare gold: 1
Hand: 4
Deck: 4
Discard: 4

Summary

H: playd / StW Crow
W: sum rog arch grave crow
T: meta pact

Hmm, so far looking like not great…

Game 8, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Savior Monk
Aged Sensei
Young LIghtning Dragon (crap…)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Fox’s Den Students x2
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]


###Main:

  • RB Tech 2
  • Hero’s Hall (7)
  • Savior Monk (5)

[details=Workers]
Morningstar Flagbearer, Sensei’s Advice, 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: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout: Garus Rook (7/6 lvl 8 two lives resist 1)

####In Play:

  • Training Grounds #1 (4hp)
  • Training Grounds #2 (4hp)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 8

####Gold:

  • Gold: 5
  • Workers: 9

[details=End of Turn Hand]
Bird’s Nest
Smoker
Entangling Vines
Grappling Hook
[/details]

[details=End of Turn Discard]
Fox Primus
Snapback
Earthquake
Earthquake
Fox’s Den Students
Fox’s Den Students
Young Lightning Dragon
Aged Sensei
[/details]

[details=My Thoughts]
This is rough… Garth is too good, and Vandy is probably coming to maxband + Soul Stone and really ruin my day. If I continue to be locked off heroes it’s going to be a bad time. Maybe I was a little too aggressive with Snapback? I really needed Bird’s Nest here…
[/details]

T7:

Gold +F (10)
+Skele (9)
Gargoyles wake up (7)
Garth > Savior
Maxband Vandy, doom a Gargoyle (1)
DOOMgoyle > your Tech II, your base to 15
Gargoyle + Haunt > your Heroes Hall, your base to 13
Worker ()

dc3 d3 rs d2

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

Other - 3/2 Gargoyle, 5/4 DOOMgoyle , 1/1 Haunt , 2/2 L4 Garth , 4/5 Max Vandy

Buildings:
Base: 16
Tech I : 5
Heroes Hall : 4

Economy:
Workers: 10
Spare gold: 0
Hand: 5
Deck: 5
Discard: 0

Summary

H: playd / Jan Imp Grasp Abom
W: sum rog arch grave crow Jan
T:

Not great…

Game 8, Player 2, Turn 7

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Smoker
Entangling Vines
Grappling Hook
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+5float)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Speed of the Fox, Rambasa Twins
Fox’s Den Students x2
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]


###Main:

  • RB Tech 2
  • Tower (11)
  • Bird’s Nest (9)
  • Entangling Vines the Javelineer (6)

[details=Workers]
Morningstar Flagbearer, Sensei’s Advice, 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: 13
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Tweetie Bird (1/1+armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout: Garus Rook (7/6 lvl 8 two lives resist 1)

####In Play:

  • Training Grounds #1 (4hp)
  • Training Grounds #2 (4hp)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 6
  • Workers: 9

[details=End of Turn Hand]
Grappling Hook
Fox’s Den Students
Aged Sensei
Earthquake
Young Lightning Dragon
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Ok, finally get to my bird’s nest, one of his Gargoyles is out for the count, Tower should help take these pesky things down and protect against Meta instadeath. It’s still a dire situation but at least I have tons of gold to lay down whatever…
[/details]

T8:

Gold (10)
DOOMgoyle sleeps off doom
+Skele (9)
Deteriorate Tweety
StW , Jav & Big Bird bye bye (7)
Gargoyle wake up (6)
Gargoyle & Haunt > Tower, your base to 11
Convert all 3 Skeles to +3 cards
Dark Pact the remaining 2 cards of my deck, my base to 14
Metamorphosis, clear my board, Garth maxbands, resurrects the Gargoyle that just died, Vandy & Garth gain 2x +1/+1 runes ()
Vandy & Garth > your base
Gg

1 Like

GG WP! Gargoyles were a strong play for my Training Grounds rush

Good game . half way through I was thinking why is Bob not conceding already !
Maybe if setsuki only came when one of TGs is ready to give her max?

That’s an awesome use of Gargoyles but I was surprised you let that one die - I thought the whole point of dooming them is that they can return to being indestructible before doom expires. It’s less good than Gilded Galxx who just brushes off the doom because being indestructible, they have to exhaust when they would die and so it wouldn’t be ready until next turn but you could have still used Garth’s max on something else (not that it matters in this case because you won anyway!)