[MMM1] GAME 9: P1 Black (Bob199) vs P2 White (FrozenStorm)

@FrozenStorm , only two more to go!

T1:

Gold (4)
Worker (3)
Haunt
SQL: 2/2A Imp, boo hoo #2 ()

Other: 1/1 Haunt

1 Like

:chibighost: :“Hey! Listen! It’s your turn!” @FrozenStorm

1 Like

:wink: Thanks Navi. Busy weekend and start to the work week. GL HF

Also, it’s nuts that we’ve traded wins every single pair of games!

Game 9, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Safe Attacking
Sensei’s Advice (discarded, eh)
Fox Viper
Fox Primus
Smoker
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (3)
  • Smoker (2)
  • Worker (1)

[details=Workers]
Fox Viper
[/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: Smoker (1/1)
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

[details=End of Turn Hand]
Grappling Hook
Aged Sensei
Snapback
Morningstar Flagbearer
[/details]

[details=End of Turn Discard]
Sensei’s Advice
Fox Primus
Safe Attacking
[/details]

[details=My Thoughts]
Well, last game definitely proved I need Birds earlier, and workering Fox Primus isn’t necessarily a winning strategy. Split hook into second hand again and no Vandy from him, so we’ll start with Grave and work our way to Rook as well. Martial Mastery + Bird’s Nest perhaps? Or maybe Rambasa Twins? It’s so hard to plan with StW in play at all times. Smoker’s definitely helpful though
[/details]

2 Likes

Crazy indeed, but I’m afraid I’ll be winning the last two =b

T2:

Gold (5)
Worker (4)
Tech I (3)
Garth & Skele ()
Haunt your base to 19

dc3 d1 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 / sum rog StW
W: det rog
T: bcz

That’s confidence right there :wink:

It certainly won’t shock me if you do

Game 9, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Grappling Hook
Aged Sensei
Snapback
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Midband Grave (5)
  • Hook skeleton to Elite, Grave kills Imp and sparkshots Skeleton
  • Smoker trades with Pestering Haunt
  • Tech 1 (4)
  • Hero’s Hall (2)
  • Worker (1)

[details=Workers]
Morningstar Flagbearer, Fox Viper
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Savior Monk
Aged Sensei
Grappling Hook
Bird’s Nest
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Not really sure if this is a good move, if he went for Nether Drain it’ll be nasty but I expect he probably went Gargoyle / BC x2, maaayybe Lich’s Bargain. Going to need Hero’s Hall if I want to make this hook play, as I’m not rushing tech 2.

I think the plan is still to go Discipline + TG, but I suppose we’ll see where it goes. All I do know is that Bird’s Nest early on is super important, and then keeping him off Abom
[/spoiler][/details]

T3:

Gold (6)
Worker (5)
BC x2 (1)
+Skele ()
Haunt + Garth = Grave

dc2 d3 rs d1

Patrol:
Leader: 1/1A Skele
Elite:
Scavenger: 3/3 BC
Technician: 3/3 BC
Lookout:

Other -

Buildings:
Base: 20
Tech I : 5

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

Summary

H: playd / grave Jav Jan
W: det rog jan
T: grasp skLord

Shit I contradicted my turn without realizing it, smoker and haunt are still alive (I don’t have smoker in my deck, that’s how I know what I landed on), lmk if that changes your decision

If Haunt & Smoker lived, then
Haunt & Garth = Grave

Rest of my turn is unchanged

1 Like

Lol well that’s unfortunate :wink: sry for the delay

Game 9, Player 2, Turn 3

P1 Black vs P2 White

[details=Starting Hand]
Savior Monk
Aged Sensei
Grappling Hook
Bird’s Nest
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Rook (6)
  • Bird’s Nest (4)
  • Setsuki (2)
  • Worker (1)

[details=Workers]
Aged Sensei, Morningstar Flagbearer, Fox Viper
[/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
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Smoker (1/1)
  • :target: Lookout: Big Bird (1/1)

####In Play:

  • Setsuki (1/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Snapback
Safe Attacking
Sensei’s Advice
Fox Primus
[/details]

[details=End of Turn Discard]
Training Grounds
Rambasa Twins
Grappling Hook
Savior Monk
[/details]

[details=My Thoughts]
Okay, 2x BC, and he trades off Garth. Interesting, but not all that unsurprising I suppose. Well I’ll get Sets out for counter-pressure and Rook will just have to die to keep the BC’s out, sucks but what can you do. TG is the plan I think, grabbing Rambasa as well since that’ll be nice to have if he manages to lock off my Tech 2 again (and they do well defending against BCs). Probably next tech will be Reversal or Shuriken or Hidden Ninja + YLD or MPM?
[/details]

T4:

Gold (7)
Orpal (5)
BC x2 > Rook, Nest falls, Orpal to L3, +2 Skeles
Skeletal Archery (3)
Graveyard (1)
Old Skele pew pews Smoker

dc2 d4

Patrol:
Leader: 1/3A L3 Orpal
Elite: 2/1 Skele
Scavenger: 1/1 Skele
Technician:
Lookout:

Other - 3/1 BC, 3/1 BC, 1/1 Skele
Skeletal Archery

Buildings:
Base: 20
Tech I : 5
Graveyard [ / / ]: 3

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

Summary

H: playd / StW sum
W: det rog jan
T: Necro stone

Game 9, Player 2, Turn 4

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Safe Attacking
Sensei’s Advice
Fox Primus
Sparring Partner (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Grave (7)
  • Safe Attacking (6)
  • Sparring Partner (5)
  • Snapback Orpal for Garth (2)
  • Setsuki kills elite, takes 2 damage
  • Birds finish off BCs safely, both go to your graveyard
  • Midband Grave (0)
  • skip worker

[details=Workers]
Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

####In Play:

  • Setsuki (1/1 lvl 1)
  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Snapback
Savior Monk
Fox Primus
Grappling Hook
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Not going to tech up in the face of all that aggression, get rid of Orpal for a bit and take down those BCs. Keep the birds with Safe attacking (and thin the deck in the process), grabbing Hidden Ninja (to break that graveyard) and Shuriken Hail (to deal with all these skeletons). Probably not going to tech up, he skipped worker so I will too (in order to prevent a non-Nether Drain free levels angle on Grave)
[/details]

T4:

Gold +F (8)
+Skele (7)
Doom Grasp Grave, sac new Skele, Garth to L3 (3)
Old Skeles > Sparrer
Garth > Setsy, Garth to L5 (2)
BC ()
Haunt

dc2 rs d4

Patrol:
Leader: 3/3 BC
Elite:
Scavenger:
Technician:
Lookout:

Other - 1/1 Skele , 1/1 Skele, 1/1 Haunt, 2/4 L5 Garth
Skeletal Archery

Buildings:
Base: 20
Tech I : 5
Graveyard [ BC / / ]: 3

Economy:
Workers: 7
Spare gold: 0
Hand: 4
Deck: 6
Discard: 0

Summary

H: playd / Jav SKlord
W: det rog jan
T: Draino Hoody

Nice DG, didn’t expect it

Game 9, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Savior Monk
Fox Primus
Grappling Hook
Smoker (techn)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Birds kill skeletons safely
  • Rook (6)
  • Tech 2 Discipline (2)
  • Smoker (1)
  • Worker (0)

[details=Workers]
Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Bird’s Nest
Hidden Ninja
Shuriken Hail
Training Grounds
Sensei’s Advice
[/details]

[details=End of Turn Discard]
Sparring Partner
Training Grounds
Mind-Parry Monk
Mind-Parry Monk
Grappling Hook
Savior Monk
Snapback
[/details]

[details=My Thoughts][spoiler]
Well the good news is I have a worker and tech lead now, the bad news is I’m not going to be able to do much about Big Damage coming my way. That was a really solid Doom Grasp, I had a bad read on who to snap out (thought he’d be content with Garth just making skeletons and ult-ing.

Now that I know DG is on the table though, 2x MPM into the deck. Highly doubtful Rook lives, but c’est la vie
[/spoiler][/details]

An early DG seemed like a good idea against hero.dec

T5:

Gold (7)
Worker (6)
Necro II (2)
Garth + BC > Rook, Garth maxbands, resurrects a gargoyle, +Skele
+Skele (1)
Wake up Gargoyle ()
Haunt = Smoker
Haunt returns!

dc3 d5

Patrol:
Leader: 3/2A Gargoyle
Elite: 2/1 Skele
Scavenger: 1/1 Skele
Technician:
Lookout:

Other - 1/1 Haunt, 3/4 Max Garth, 3/1 BC
Skeletal Archery

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / / ]: 3

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

Summary

H: playd / Jav Imp StW
W: det rog jan Imp
T: zmond SKlord

Indeed it was a good idea!

Game 9, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Hidden Ninja
Shuriken Hail
Training Grounds
Sensei’s Advice
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Sets (8)
  • Grave + mid (4)
  • Shuriken Hail, skeletons die and Garg’s armor peels off (3)
  • Sensei’s Advice to Birds, one trades with Gargoyle with his fortune cookie power, and the other kills BC (1)
  • Training Grounds (1)

[details=Workers]
Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]

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

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

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Grave (4/4 lvl 3)

####In Play:

  • Setsuki (2/3 lvl 1)
  • Tweetie Bird (1/1)
  • Training Grounds (4hp)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Rambasa Twins
Hidden Ninja
Reversal
Savior Monk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
That’s fine, Necro t2 is fine, Skele Lord does short circuit my Shuriken Hail but as long as I keep Hidden Ninja in the deck, I should be able to snipe out backline stuff as needed. His graveyard is about to topple over too, which is good news for me.
[/details]

T6:

Gold +SCV (9)
Orpal (7)
Nether Drain Grave, Orpal to L3 (5)
Garth > Grave, Orpal to L5
+Skele (4)
Orpal converts Skele to plague on Tweetie
BC (2)
Hooded Executioner ()
Haunt your base to 19

dc3 d1 rs d4

Patrol:
Leader: 3/3A Executioner
Elite: 3/4 L5 Orpal
Scavenger: 3/3 BC
Technician:
Lookout:

Other - 1/1 Haunt, 3/1 Max Garth,
Skeletal Archery

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / Gargoyle / ]: 3

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 7
Discard: 0

Summary

H: playd / grasp SKlord Necro
W: det rog jan Imp
T: Necro stone

I’m pretty determined to not let you make good on this prophecy of victory :wink:

Game 9, Player 2, Turn 7

P1 Black vs P2 White

[details=Starting Hand]
Rambasa Twins
Hidden Ninja
Reversal
Savior Monk
Mind-Parry Monk (ninja draw, meh)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Martial Mastery, Earthquake
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Mid Sets (7)
  • Hidden Ninja Sets, she sneaks back to Garth and swiftly strikes him down, Sets maxbands, I draw a card (5)
  • Rook, training grounds him to instamax (3)
  • Worker (2)

[details=Workers]
Reversal, Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Rook (5/6+1armor lvl 8 two lives)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Setsuki (4/4 lvl 6)
  • Training Grounds (4hp)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

####Gold:

  • Gold: 2
  • Workers: 10

[details=End of Turn Hand]
Sensei’s Advice
Sparring Partner
Bird’s Nest
Snapback
Smoker
[/details]

[details=End of Turn Discard]
Martial Mastery
Earthquake
Hidden Ninja
Mind-Parry Monk
Savior Monk
Rambasa Twins
[/details]

[details=My Thoughts][spoiler]
That was more or less expected, with Garth down though Rook is a pretty solid brick wall. Bummer to draw an MPM off the Hidden Ninja, but at least it wasn’t Earthquake. Birds would have been so clutch though…

Hopefully Sets survives, b/c I need more card draw. MPM is pretty darn key to keeping away Sickness & Plague & DG & Nether Drain
[/spoiler][/details]

I wouldn’t expect anything less from you

T7:

Gold (8)
Worker (7)
Summon Skeles, +2 Skeles (4)
Vandy (2)
Soulstone BC ()
BC hits Rook for 3 dmg, +Skele , -Stone
Haunt your base to 18

dc2 d4

Patrol:
Leader: 3/3A Executioner
Elite: 3/4 L5 Orpal
Scavenger: 1/1 Skele
Technician: 2/3 L1 Vandy
Lookout:

Other - 1/1 Haunt, 1/1 Skele, 1/1 Skele, 3/3 BC
Skeletal Archery

Buildings:
Base: 20
Tech I : 5
Necro II : 5
Graveyard [ BC / Gargoyle / ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 3
Discard: 5

Summary

H: playd / grasp zmond Jav
W: det rog jan Imp zmond
T: zmond d&d

I might have you backed into a corner here!

Game 9, Player 2, Turn 8

P1 Black vs P2 White

[details=Starting Hand]
Sensei’s Advice
Sparring Partner
Bird’s Nest
Snapback
Smoker
Shuriken Hail + Mind-Parry Monk (sets)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+2float)
  • Draw 2 for Sets max
  • Choose to Tech 2 Cards

[details=All Teched Cards]
Fox’s Den Students, Sparring Partner
Martial Mastery, Earthquake
Earthquake, Reversal
Mind-Parry Monk x2
Shuriken Hail, Hidden Ninja
Training Grounds, Rambasa Twins
Sparring Partner, Bird’s Nest
[/details]


###Main:

  • Grave, training grounds him to instamax (10)
  • Mind-Parry Monk (5)
  • Sparring Partner (4)
  • Bird’s Nest (2)
  • Smoker (1)
  • Shuriken Hail, kill scavenger and everyone else takes a ping (pretty inconsequentially) (0)
  • Rook kills SQL, loses his extra life
  • Sets swift strikes Vandy, you get a card, levels are irrelevant at this point

[details=Workers]
Reversal, Fox Primus, Aged Sensei, Morningstar Flagbearer, Fox Viper
[/details]

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

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

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Grave (5/5+1armor lvl 7 sword)
  • :psfist: Elite: Tweetie Bird (1+1/1)
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout: Big Bird (1/1)

####In Play:

  • Setsuki (4/4 lvl 6)
  • Rook (5/6 lvl 8 crumbling)
  • Mind-Parry Monk (5/4)
  • Training Grounds (4hp)
  • Bird’s Nest
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Grappling Hook
Earthquake
Snapback
Hidden Ninja
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Killing Vandy, he has 3 + 1 + 2x(1…3 depends on skele lord) + 2 of offense, he can’t target so StW + Hoodie is all the killing he can do otherwise, and he’d have to give up his graveyard to bring all the heat. I’m in really good shape with MPM protecting the Sets + Rook duo. Grave is likely to die here but that’s fine, he’ll have done his job
[/details]

1 Like

Yep, that’s gg, MPM +the 3 Maxbanded amigos, means it’s over

And now for our finale!

2 Likes