News Shop
Events Chat

[MMM1] Game5: Red (FrozenStorm) vs White (CodexNewb)

Arright P2 is on the board! Nice job last game @codexnewb , GL HF in this one!

Game 5 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Careless Musketeer
Scorch
Bloodrage Ogre
Pillage
Mad Man

Events of Turn:


Upkeep:

  • Get Gold (4)
  • no techs
All Teched Cards

Main:

  • Bloodrage Ogre (2)
  • Worker (1)
Workers

Careless Musketeer

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Makeshift Rambaster
Nautical Dog
Bombaster
Bloodburn
Charge

End of Turn Discard
My Thoughts

Hey! finally got Brogre


[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Fox Primus
Fox Viper
Safe Attacking
Sensei’s Advice
Savior Monk


WORKERS
Fox Primus


NextHand

Morningstar Flagbearer
Grappling Hook
Snapback
Smoker
Aged Sensei


Discard

Fox Viper
Sensei’s Advice
Safe Attacking


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave, lvl 1, (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Sm out front for sure. options for hero

grave
P1T2 - gg 6, worker 5, tech one 4, BB 2, drak 0 - bb tech, drak backline
P2T2 - gg 6, worker 5, tech one 4, grave->BB, aged sensei (tech), mid grave, heals (backline)
P1T3 - gg 6, worker 5, drak->sensei, mid drak 2, lobber 1, mad man 0->grave, drak maxbands
P2T3 - gg 7, worker 6, rook 4, rambasa twins 0

honestly, that sounds fine to me. but should grave be on backline or scav (scav can gethit by mid zane, resulting in max zane and tech 1 for frozen)

Option 2 - rook

P1T2 - gg 6, worker 5, tech one 4, bb 2, dog 1 - sql bb, tech dog
P2T2 - gg 6, worker 5, grapple bb to lookout, rook kills, tech one 4,

eh, i like grave better. let’s go with that.

Game 5 Player 1, Turn 2

P1 Red vs P2 White

Starting Hand

Makeshift Rambaster
Nautical Dog
Bombaster
Bloodburn
Charge

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • no techs
All Teched Cards

Gunpoint Taxman, Lobber


Main:

  • Brogre trades with Monk
  • Bombaster (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Bloodburn, Careless Musketeer

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Lobber
Gunpoint Taxman
Bloodrage Ogre
Makeshift Rambaster

End of Turn Discard
My Thoughts

Idk if getting brogre was better! We’ll see about next turn


[b]P2T2[/b]
Tech StartingHand Workers

TECH
Rambasa Twin
Inverse Power Ninja


STARTING HAND
Aged Sensei
Grappling Hook
Snapback
Smoker
Morningstar Flagbearer


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Smoker
Aged Sensei
Safe Attacking
Grappling Hook
Savior Monk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
grappling hook bombaster to elite, grave trades, levels fizzle
rook - ($2)
hero’s hall - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Option 1 - mid grave - 4/5 split, most likely lose grave to gg 7, worker 6 drak 4, lobber->sensei 3, dog->grave, gpt 1

Option 2 - trade away grave - 4/5 split, rook out front, can still lose rook and give free levels, but at least force early maxband for drak. gg 7, worker 6, mid drak 1, mad man/dog->rook

Option 3 - level 1 grave - 4/5 split, get hero’s hall, heal grave, gg 7, worker 6, zane->aged senei 4, lobber/dog->grave 3, gpt 1.


Two seems best. teching a twin and an IPN to have a solid patrol option either way. obviously a qhiff sucks and is a near death sentence for P2T3 regardless (hence not playing aged sensei to patrol as well).

build the hero’s hall for two reasons: 1. 2 gold pillage with GPT is way too tempting for anyone to pass up, 2. ill need it at some opint, so might at well do it now.


annnnnnnnd the whiff. well, let’s hope it even’s out this game.

Game 5 Player 1, Turn 3

P1 Red vs P2 White

Starting Hand

Lobber
Gunpoint Taxman
Bloodrage Ogre
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • no techs
All Teched Cards

Marauder, Steam Tank
Gunpoint Taxman, Lobber


Main:

  • Gunpoint Taxman (5)
  • Lobber, molly your base to 19 (4)
  • Drakk (2)
  • Worker (1)
Workers

Bloodrage Ogre, Bloodburn, Careless Musketeer

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Lobber (2/2)
  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Mad Man
Pillage
Scorch

End of Turn Discard
My Thoughts

Odd choice to trade away the Grave… but okay I guess. Doesn’t want to sac levels I guess


[b]P2T3[/b]
Tech StartingHand Workers

TECH
Whitestar Grappler
Whitestar Grappler


STARTING HAND
Grappling Hook
Safe Attacking
Savior Monk
Smoker
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker


NextHand

Rambasa Twin
Inverse Power Ninja
Fox Viper
Sensei’s Advice
Snapback


Discard

Grappling Hook
Safe Attacking
Aged Sensei
Whitestar Grappler
Whitestar Grappler


Tech 2 card(s)
Get Paid - ($7)
worker - ($6)
savior monk - ($4)
tech 2 strength - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook, lvl 1, (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

whiff hurts. but i like this line of play regardless.

Game 5 Player 1, Turn 4

P1 Red vs P2 White

Starting Hand

Mad Man
Pillage
Scorch

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • no techs
All Teched Cards

Surprise Attack, Marauder
Marauder, Steam Tank
Gunpoint Taxman, Lobber


Main:

  • Midband Drakk (5)
  • Lobber trades with Monk
  • GPT kills Rook, takes 2, you rs draw 1, Drakk maxbands
  • Drakk and Dog break tech 2, your base to 17 as it was 19 from molly
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Scorch, Bloodrage Ogre, Bloodburn, Careless Musketeer

  • :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 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Gunpoint Taxman (3/1)
  • Nautical Dog (1/1)
  • Drakk (3/4 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Charge
Makeshift Rambaster
Mad Man
Surprise Attack

End of Turn Discard
My Thoughts

The hero’s hall just isn’t getting a ton of value…


[b]P2T4[/b]
Tech StartingHand Workers

TECH
Speed of the Fox
Entangling Vines


STARTING HAND
Fox Viper
Rambasa Twin
Snapback
Sensei’s Advice
Inverse Power Ninja
Whitestar Grappler


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker
Fox Viper


NextHand

Aged Sensei
Safe Attacking
Savior Monk (2/2+A)
Whitestar Grappler
Grappling Hook


Discard

Sensei’s Advice
Whitestar Grappler
Snapback
Speed of the Fox
Entangling Vines


Tech 2 card(s)
Get Paid - ($8)
reshuffle, draw 1
then tech 2 cards
rebuild tech 2, base to 17
Worker - ($7)
rambasa twins - ($3)
inverse power ninja - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger: IPN (4/4) +1/+1 as twins leave
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

at least im predicting moves better! hahahaha!

im looking at some bad hastiness swinging my way. maruader would mean dog->twin, maurauder->ipn, gpt->tech, steal float, drak/zane->tech 2,

potentially looking at max rook next turn, so do i want to bring in earthquake?

i dont think so. not yet. speed of the fox to try and get drak or zane out of there. vines to be safe for steamtank.

Game 5 Player 1, Turn 5

P1 Red vs P2 White

Starting Hand

Charge
Makeshift Rambaster
Mad Man
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (8)
  • no techs
All Teched Cards

Pirate Gunship x2
Surprise Attack, Marauder
Marauder, Steam Tank
Gunpoint Taxman, Lobber


Main:

  • Zane + Maxband, shove SQL to lookout (1)
  • GPT trades with IPN, I steal your scav gold (2)
  • Zane kills techn, we both draw 1
  • Mad Man, trades with lookout (1)
  • Drakk and Dog break the tech2 again, your base to 15
  • Worker (0)
Workers

Bombaster, Scorch, Bloodrage Ogre, Bloodburn, Careless Musketeer

  • :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 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 6)
  • Nautical Dog (1/1)
  • Drakk (3/4 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Pillage
Steam Tank
Marauder
Marauder
Lobber

End of Turn Discard
My Thoughts

Well patrolled against sharks, if I had marauder here it’d be fine to beat up the IPN, but no matter what Max Zane buys good space. 7g and a card net for 3g and a card net (since Zane survives) makes great space here. If earthquake is pre-teched, that’ll suck, but we’ll be able to kill max rook either way so should be smooth sailing to gunships.


[b]P2T5[/b]
Tech StartingHand Workers

TECH
Versatile Style
Versatile Style


STARTING HAND
Grappling Hook
Whitestar Grappler
Aged Sensei
Savior Monk (2/2+A)
Safe Attacking
Speed of the Fox


WORKERS
Fox Primus
Morningstar Flagbearer
Smoker
Fox Viper
Savior Monk (2/2+A)


NextHand

Snapback
Entangling Vines
IPN
Sensei’s Advice
Whitestar Grappler


Discard

Rambasa Twin (3/2)
Speed of the Fox
Grappling Hook
Whitestar Grappler
Safe Attacking
Versatile Style
Versatile Style


Tech 2 card(s)
Get Paid - ($9)
ipn to discard
twin to codex
reshuffle, draw 1, then tech 2 cards
twin to discard
rebuild tech 2, base to 15
Worker - ($8)
mid sets - ($3)
speed of the fox - ($1)
sets swift strike kills zane, maxband and heals
aged sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Sets, lvl 6, (3/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

GG WP!

Game 5 Player 1, Turn 6

P1 Red vs P2 White

Starting Hand

Events of Turn:


Upkeep:

  • Get Gold (9)
  • no techs
All Teched Cards

Ember Sparks x2
Pirate Gunship x2
Surprise Attack, Marauder
Marauder, Steam Tank
Gunpoint Taxman, Lobber


Main:

  • Steam Tank, hasty from Drakk (6)
  • Drakk kills SQL
  • Marauder, kills Sets, levels fizzle, you get 1g (3)
  • Pillage, your base to 13, I take the gold
  • Marauder, it 5 Steam Tank 8 and Dog 3 destroy your base, GG WP! (0)

I probably won’t play much over the weekend, but feel free to start the next game whenever!

1 Like

@codexnewb friendly reminder to start game 6 whenever you’re ready, nbd if it’ll be a bit just lmk