[MMM1] WARM-UP: BLACK (Bob199) vs WHITE (FrozenStorm)

I think he probably is. He’s so key to so many winning strategies, so much of what he can do so advantageous and economically unanswerable.

And so, he must die

Warm-up 2, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Snapback
Savior Monk (discarded, so no worker)
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Martial Mastery, Oathkeeper of Kor Mountain
Jefferson DeGrey, Ghostly Diplomat, Earthquake
Mythmaking, Morningstar Pass
Jefferson DeGrey, Ghostly Diplomat, Whitestar Grappler
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Grave (6)
  • Whitestar Grappler (3)
  • Sensei’s Advice to the Birds, they kill Garth, Grave midbands (2)
  • Worker Up (1)

[details=Workers]
Jefferson DeGrey, Ghostly Diplomat, Morningstar Flagbearer, Fox Viper, Fox Primus
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH

####In Patrol:

  • :psblueshield: Squad Leader: Whitestar Grappler (3/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (3/4 lvl 3)
  • :target: Lookout:

####In Play:

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

###Economy Info:

####Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 9

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Smoker
Aged Sensei
[/details]

[details=End of Turn Discard]
Savior Monk
Mythmaking
Morningstar Pass
Snapback
Bird’s Nest
Ardra’s Boulder
Sensei’s Advice
Jefferson DeGrey, Ghostly Diplomat
Earthquake
[/details]

[details=My Thoughts]
Pretty unlikely he has Demon tech 2 units in the deck I think, more likely spells for Garth and Vandy. With Demonz as the spec choice I don’t want to be getting into a tech 3 race, so I’m going Earthquake and planning to spend next turn maxbanding Rook again, hoping he misses a Nether Drain. I’m not sure how well I like that plan, but I suppose the pass will definitely help either way? I’m so low on cards it’s hard to imagine recovering hand size besides perhaps with a surplus, so perhaps next turn will be max Grave + Surplus…
[/details]

T6:

$$ (8)
Vandy (6)
Soulstone BC (4)
BC & Skeles > Grappler , +Skele
BC #2 (2)
Gargoyle hits your Tech II to 2 (1)

dc2, d2, rs, d2

Patrol:
Leader: 3/3A BC
Elite:
Scavenger: 2/3 L1 Vandy
Technician:
Lookout:

Other - 4/1 +stone Bone Collector , 3/2 Gargoyle , 1/1 Skele , 1/1 Skele , 1/1 Skele
Skeletal Archery

Buildings:
Base: 20
Tech I: 5
Demonology II: 5

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 2
Discard: 5

Summary

H: played, Jan, StW
W: rog , grave , det , Jav
T: Zara, SoFK
Thoughts:

Hard to imagine coming back in this game, but I’m going to try to hopefully learn something.

Warm-up 2, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Smoker
Aged Sensei
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Martial Mastery x2
Jefferson DeGrey, Ghostly Diplomat, Earthquake
Mythmaking, Morningstar Pass
Jefferson DeGrey, Ghostly Diplomat, Whitestar Grappler
Bird’s Nest, Ardra’s Boulder
[/details]


###Main:

  • Worker Up (9)
  • Grave + Bird kill SQL BC
  • Bird pings backline BC’s Soul Stone off
  • Maxband Grave, healing him, he chucks a sword at backline BC to kill it (5)
  • Tower (2)
  • Rook (0)

[details=Workers]
Aged Sensei, Jefferson DeGrey, Ghostly Diplomat, Morningstar Flagbearer, Fox Viper, Fox Primus
[/details]

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 2 STRENGTH
  • Tower HP: 4

####In Patrol:

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

####In Play:

  • Safe Attacking
  • Big Bird (1/1)
  • Tweetie Bird (1/1)
  • Grave (4/5 lvl 7 no sword)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Martial Mastery
Earthquake
Whitestar Grappler
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I’m pretty certain to lose Rook and my Tech 2 next turn, possibly tower or Grave as well (shadow blade or soul stone could do it) But I put down the BCs and hope to mitigate skeletons with the tower. Grabbing 2x MM at least gives me a potential out to try and dig for Boulder + Mythmaking to get that down, perhaps also snapback (in the likely event of Vandy maxbanding), and hope that that’s enough to stall out for Earthquake or Tech 3 or Grappler advantages, but really I think I’ve lost already. It’s going to be really difficult to win as P2 in this matchup, for either side I think. Probably have to utilize an earlier tower or Thunderclap perhaps might have helped here.
[/details]

T7:

$$ +F (9)
TerrasQ, you get 4 warlocks (3)
L3 Vandy + Garg > Rook, Vandy maxbands, skele & warlock get DOOMED ()
Skeles = 2 birds & 1 warlock
Haunt

dc2, d4

Patrol:
Leader:
Elite:
Scavenger:
Technician:
Lookout:

Other - 3/1 Gargoyle , 4/5 Max Vandy , 1/1 Haunt , 15/15 TerrasQ
Skeletal Archery

Buildings:
Base: 20
Tech I: 5
Demonology II: 5

Economy:
Workers: 8
Spare gold: 0
Hand: 4
Deck: 3
Discard: 7

Summary

H: played, Imp, StW
W: rog , grave , det , Jav
T: pact, bargain
Thoughts:

Yeah lol that’s one way to end the game. Mind doing one more as p1? I really struggle with white p2 and want one more go at this matchup specifically. I feel like the general start of birds and Boulder is right, but I feel like I drifted from there

Ïte

T1:

Worker + Garth + Jav ()

Turn reminder :disguisedmonkey: says “Hi”

2 Likes

Thanks for the reminder, lots going on and forgot :slight_smile: gl hf

Warm-up 3, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Smoker
Safe Attacking
Sensei’s Advice
Fox Viper
Morningstar Flagbearer
[/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 3 Draw 5
  • 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:
  • :target: Lookout: Smoker (1/1)

####In Play:

  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 6

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

[details=End of Turn Discard]
Morningstar Flagbearer
Sensei’s Advice
Safe Attacking
[/details]

[details=My Thoughts]
Gonna try Grave against the skeletons, I have hook in the next hand too so might help. Considered Smoker + tower and think that’d do okay too but it’s pretty weak for board pressure. Maybe we’ll tech IPN (risky against StW but possible to pull off?)
[/details]

T2:

$$ (5)
Worker (4)
Tech I (3)
Skele (2)
Graveyard ()
Haunt

dc2, rs, d4

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

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

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

Economy:
Workers: 6
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Summary

H: other 1/2
W: rog , Jan
T: BCz
Thoughts:

Warm-up 3, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Savior Monk
Grappling Hook
Aged Sensei
Fox Primus
Snapback
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Glorious Ninja x2
[/details]


###Main:

  • Savior Monk (5)
  • Aged Sensei (4)
  • Tech 1 (3)
  • Grappling Hook Jav to elite, Grave kills SQL and Sparkshots Jav down to graveyard
  • Midband Grave, he heals (1)
  • Worker (0)

[details=Workers]
Fox Primus, Fox Viper
[/details]

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

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

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

####In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Smoker (1/1)
  • :exhaust: Technician: Aged Sensei (1/1)
  • :target: Lookout:

####In Play:

  • Grave (3/4 lvl 3)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Snapback
Safe Attacking
Morningstar Flagbearer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Okay here comes the pain, I go all out on offense and board position to just buy space for a tech 2 rush. He’ll need to have drawn StW + Deteriorate to come at me, and even then he can’t do much damage with it. Glorious Ninja will be great early game shutdown, I just need to make sure to protect it from StW. I think I can do that though, I guess we’ll see.
[/details]

T3:

$$ (6)
Deteriorate Sensei
Haunt = Smoker
StW > Savior (4)
Bone Collector (2)
+Skele (1)
Haunt comes back from the Grave to annoy Grave
Garth hits your base to 19

dc1, d3

Patrol:
Leader:
Elite: 4/3 BC
Scavenger:
Technician: 1/1 Skele
Lookout:

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

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

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

Summary

H: playd / archery
W: rog , Jan
T: draino , stone
Thoughts:

Again with these worker skips! It’s messin’ with me man! Btw you’re floating 1 so 7 gold for next turn

Warm-up 3, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Safe Attacking
Morningstar Flagbearer
Glorious Ninja (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1scav)
  • Draw 1 (techn)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Bird’s Nest x2
Glorious Ninja x2
[/details]


###Main:

  • Grave trades with BC, Garth to level 3
  • Rook (6)
  • Worker (5)
  • Tech 2 Ninjutsu (1)

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

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

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

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 Ninjutsu

####In Patrol:

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

####In Play:

  • Nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

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

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
I think this is pretty solid right? Ninjas + Birds pretty well shuts down Garth plays, Shadow Blade and Soul Stone can mess with it a little but I think on the whole this will be stalwart offense and defense for long enough to make an econ advantage count. I suppose we’ll see though.
[/details]

1 Like

Who needs workers when my opponent loses all his units =b

T4:

$$+F (7)
Maxband Garth, +Gargoyle (3)
BC from the grave (1)
Worker ()
Skele + Haunt + Garth > Rook

dc2, rs, d4

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

Other - 3/2 Max Garth , 0/2 Gargoyle

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

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

Summary

H: playd / sum / bc / imp
W: rog , Jan , sum
T: sofk , stone
Thoughts:

More units incoming

Warm-up 3, Player 2, Turn 4

P1 Black vs P2 White

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

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Porcupine, Hidden Ninja
Bird’s Nest x2
Glorious Ninja x2
[/details]


###Main:

  • Glorious Ninja, kills BC, you get 1g (4)
  • Setsuki (2)
  • Worker (1)

[details=Workers]
Bird’s Nest, Safe Attacking, Fox Primus, 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 Ninjutsu

####In Patrol:

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

####In Play:

  • Glorious Ninja (4/3 haste swift strike)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 1
  • Workers: 9

[details=End of Turn Hand]
Bird’s Nest
Snapback
Aged Sensei
Smoker
Glorious Ninja
[/details]

[details=End of Turn Discard]
Porcupine
Hidden Ninja
Grappling Hook
Sensei’s Advice
Savior Monk
[/details]

[details=My Thoughts]
Losing Rook last turn was a major detail I missed… I suppose backline Sets might have been better, but oh well. He’ll get the Gargoyle to kill GN, but it’s still my best pressure play so I have to spend the gold on him. Good news is next turn I can hopefully set up what I wanted to this turn (Rook + Birds + GN)
[/details]

Rook died on my turn…

uhh I missed that part… damn…

EDIT: @Bob199 new Rook-less turn edited in above (this matchup suuckkksss lol ^_^)

1 Like

T5:

$$+SCV (8)
Worker (7)
Demonology II (3)
BC from the Grave (1)
Garg > Fabulous Ninja ()

dc3 , d5

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

Other - 3/2 Max Garth , 3/2 Gargoyle

Buildings:
Base: 20
Tech I: 5
Demonology II: 5
Graveyard [ Jav / Haunt / ]: 3

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

Summary

H: playd / stonez / imp / arch
W: rog , Jan , sum , imp
T: Terras , Bargain
Thoughts:

OKAY this time Rook may live again

Warm-up 3, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Snapback
Aged Sensei
Smoker
Glorious Ninja
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Entangling Vines x2
Porcupine, Hidden Ninja
Bird’s Nest x2
Glorious Ninja x2
[/details]


###Main:

  • Rook (8)
  • Bird’s Nest (6)
  • Glorious Ninja, kills BC (1)
  • Sets pings your tech 2 to 4hp
  • Worker (0)

[details=Workers]
Aged Sensei, Bird’s Nest, Safe Attacking, Fox Primus, 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: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 Ninjutsu

####In Patrol:

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

####In Play:

  • Setsuki (1/3 lvl 1)
  • Glorious Ninja (4/3 haste swift strike)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Morningstar Flagbearer
Snapback
Porcupine
Hidden Ninja
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Yep set up what I want, bummer I can’t also kill Garth (2 gold shy of midbanding Sets in addition to the core plan) but I guess that’ll just wait until next turn (maybe? who knows what he’s bringing from hand this turn).
[/details]

T6:

$$ (8)
Worker (7)
Shrine of Forbidden Knowledge (4)
Deteriorate SQL
Skele (3)
StW, Skele & Big Bird die (1)
Garg > Fabulous Ninja ()

dc1 , rs, d4

Patrol:
Leader:
Elite:
Scavenger:
Technician: 3/2 Max Garth
Lookout:

Other - , 3/2 Gargoyle

Buildings:
Base: 20
Tech I: 5
Demonology II: 4
Graveyard [ Jav / Haunt / BC ]: 3
Shrine of forbidden knowledge: 5

Economy:
Workers: 9
Spare gold: 0
Hand: 4
Deck: 6
Discard: 0

Summary

H: playd / draino / det / StW / BC
W: rog , Jan , sum , imp , BC
T: zmond, bane
Thoughts:

1 Like

Unstoppable flying gargoyle #notGreatBob

Warm-up 3, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Morningstar Flagbearer
Snapback
Porcupine
Hidden Ninja
Entangling Vines (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • Birds respawn
  • Draw 1 techn
  • Choose to Tech 2 cards (except turn 1)

[details=All Teched Cards]
Fox’s Den Students x2
Entangling Vines x2
Porcupine, Hidden Ninja
Bird’s Nest x2
Glorious Ninja x2
[/details]


###Main:

  • Porcupine (7)
  • Snapback Garth for Vandy (4)
  • Rook hits Vandy for 2, takes 2
  • Midband Sets kills Vandy and Maxbands (1)

[details=Workers]
Aged Sensei, Bird’s Nest, Safe Attacking, Fox Primus, 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 Ninjutsu

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout: Porcupine (2/6)

####In Play:

  • Setsuki (3/4 lvl 6)
  • Rook (2/2 from 2 damage)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

####Gold:

  • Gold: 1
  • Workers: 10

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

[details=End of Turn Discard]
Fox’s Den Students
Fox’s Den Students
Glorious Ninja
Snapback
Entangling Vines
Hidden Ninja
Morningstar Flagbearer
[/details]

[details=My Thoughts]
On mobile so I’ll be brief, but aside from sickness I’m in good shape to keep sets maxband and slam these buildings down next turn.
[/details]