[MMM1] WARM-UP: BLUE (Nekoatl) vs BLACK (FrozenStorm)

Cool. I’d be salty about the Garrison, except I too hit a 29% draw that should turn out pretty well…

Game 4, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Nether Drain
Deteriorate
Thieving Imp
Death and Decay
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Twilight Baron, Crypt Crawler
Death and Decay x2
Dark Pact, Nether Drain
Gorgon x2
[/details]


###Main:

  • Nether Drain Quince, Garth to lvl 3 (8)
  • Death and Decay, your buildings all take 3 damage, all your units and heros die, maxbanding Garth who fetches a Twilight Baron from discard (0)
  • Orpal breaks your tech 2, your base to 15
  • Garth breaks your tech 1, your base to 13
  • Haunt breaks your Garrison
  • Skip Worker

[details=Workers]
Graveyard, Skeletal Archery, Jandra, the Negator
[/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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Garth (3/4 lvl 7)
  • Orpal (2/4 from 1 damage lvl 6)
  • Twilight Baron (4/4)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Dark Pact
Gorgon
Skeleton Javelineer
Death and Decay
Sacrifice the Weak
[/details]

[details=End of Turn Discard]
Death and Decay
Nether Drain
Crypt Crawler
Thieving Imp
Deteriorate
Summon Skeletons
[/details]

[details=My Thoughts]
DnD should end it here, yahoo
[/details]

Yeah, but I didn’t have an appropriate hand to capitalize on the Garrison, so I probably would have been better off drawing something else. Also, I need to put a higher priority on keeping Free Speech on hand, lol. GG. Did you want to try your alternate turn 2 now?

1 Like

Yes though I’d almost rather see what happens if I missed the DnD there… And what I really need to do is get some work done today ha! Let’s resume this evening / tomorrow with a turn 4 where I don’t draw DnD, and then do the alternate turn 2 after

Okay here’s the 70% case where I don’t draw DnD until next turn,

Game 4, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Nether Drain
Deteriorate
Thieving Imp
Gorgon
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Crypt Crawler, Cursed Crow
Death and Decay x2
Dark Pact, Nether Drain
Gorgon x2
[/details]


###Main:

  • Deteriorate Aven, it dies (8)
  • Thieving Imp, discard #1 of 3 (5)
  • Tech 2 Disease (1)
  • Pestering Haunt hits your Garrison to 3hp
  • Worker (0)

[details=Workers]
Summon Skeletons, Graveyard, Skeletal Archery, Jandra, the Negator
[/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: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (1/3 lvl 1)
  • :target: Lookout:

####In Play:

  • Orpal (2/4 from 1 damage lvl 6)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Death and Decay
Gorgon
Dark Pact
Skeleton Javelineer
[/details]

[details=End of Turn Discard]
Cursed Crow
Crypt Crawler
Deteriorate
Gorgon
Nether Drain
[/details]

[details=My Thoughts]
More average case that I didn’t hit that DnD, what happens here?
[/details]

"P1T6


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HANDFlagstone Garrison
Arrest
Lawful Search
Traffic Director
Building Inspector
Spectral Hound
Spectral Hound
Lawful Search
Overeager Cadet
Overeager Cadet
Free Speech


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Reputable Newsman
Manufactured Truth


NextHand

Drill Sergeant
Free Speech


Discard

Lawful Search
Free Speech


Tech 2 card(s)
Get Paid + float - ($10)
Lawful Search: hand - ($9)
Traffic Director - ($8)
Building Inspector: $1 tax - ($7)
Spectral Hound - ($6)
Spectral Hound - ($5)
Lawful Search: discard - ($4)
Overeager Cadet
Overeager Cadet
Free Speech - ($2)
Arrest: disable Imp - ($0)
Quince attacks Garth
Bigby kills Garth and levels

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Spectral Hound (3/3+A)
  • :psfist: [I]Elite[/I]: Spectral Hound (3+1/3)
  • :ps_: [I]Scavenger[/I]: Overager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Overager Cadet (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison (3)
  • L3 Sirus Quince (1/4-1dmg)
  • L3 Bigby Hayes (2/4)
  • Traffic Director (1/1) Untargetable
  • Building Inspector (1/1) $1 tax
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 3
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
2 Likes

Wow Dang! That is a lot of units!

Game 4, Player 2, Turn 6

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Nether Drain
Deteriorate
Thieving Imp
Gorgon
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Plague Lord x2
Crypt Crawler, Cursed Crow
Death and Decay x2
Dark Pact, Nether Drain
Gorgon x2
[/details]


###Main:

  • Haunt Trades with Inspector
  • Tech 3 (5)
  • Gorgon (2)
  • Worker (1)
  • Skeleton Javelineer (0)

[details=Workers]
Death and Decay, Summon Skeletons, Graveyard, Skeletal Archery, Jandra, the Negator
[/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 DISEASE
  • Tech3 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite: Orpal (2+1/4 from 1 damage, lvl 6)
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

####In Play:

  • Thieving Imp (2/2)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 11

[details=End of Turn Hand]
Death and Decay
Plague Lord
Gorgon
Cursed Crow
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Play for tech 3 instead, use Orpal as max protection, he only has a 2-card hand and with Orpal in Elite, -1/1’s will spread unless he casts Free Speech before his attack, which will probably mean he doesn’t get as easy of replays on his cadets and hounds. This patrol should mostly ensure tech 3 survives, and then it’s just a matter of Plague Lords finishing the job hopefully?
[/details]

2 Likes

"P1T7


Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Free Speech
Drill Sergeant
Drill Sergeant
Flagstone Garrison


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Reputable Newsman
Manufactured Truth
Free Speech


NextHand

Flagstone Garrison
Spectral Aven
Spectral Flagbearer


Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant - ($6)
Drill Sergeant - ($3)
Hound and Cadet trade with Gorgon
Quince kills Javelineer, you draw 1
Hound and Director trade with Orpal, Quince levels
Sergeant trains Cadet
Cadet and Bigby destroy Tech III, 2 base damage
Worker - ($2)

Float ($2)
Stash 1, Discard 0, draw 1, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Drill Sergeant (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drill Sergeant (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Flagstone Garrison (3)
  • L5 Sirus Quince (1/5)
  • L3 Bigby Hayes (2/4)
  • Overager Cadet (3/3) +
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
    "

Who gets the -1/-1s from Orpal’s maxband when the first of these dies? I assume the Drill Sergeants, to make the rest of the turn work? You’d need to have the Sergeant with the rune train the Cadet before taking out Orpal, otherwise the -1/-1 on Sergeant will annihilate the +1/+1 already there before you can transfer it.

Oh, right… when I was planning my turn, I originally had cast Free Speech before trading, and so disregarded the -1/-1s, but then at some point forgot about why I cast it, and turned it into a worker instead. I’ll fix it in my spreadsheet, but basically instead of that worker, I cast Free Speech prior to attacking Orpal. Good catch.

1 Like

I did not expect this would be this close

Game 4, Player 2, Turn 7

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Nether Drain
Deteriorate
Thieving Imp
Gorgon
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11)
  • Draw 1 for gorgon, 1 for techn
  • Elect to tech 2 cards in

[details=All Teched Cards]
Cursed Ghoul, Voidblocker
Plague Lord x2
Crypt Crawler, Cursed Crow
Death and Decay x2
Dark Pact, Nether Drain
Gorgon x2
[/details]


###Main:

  • Rebuild tech 3
  • Tech Lab Demonology (10)
  • Gorgon (7)
  • Cursed Crow (4)
  • Vandy (2)
  • Worker (1)

[details=Workers]
Pestering Haunt, Death and Decay, Summon Skeletons, Graveyard, Skeletal Archery, Jandra, the Negator
[/details]

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

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

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Tech3 HP: 5
  • Tech Lab HP: 4 DEMONOLOGY

####In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite: Vandy (2+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (2/2)
  • :target: Lookout: Cursed Crow (3/3)

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 1
  • Workers: 12

[details=End of Turn Hand]
Dark Pact
Crypt Crawler
Plague Lord
Nether Drain
Sacrifice the Weak
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Ugh… Double DS draw right on time… this is bad now. He’ll likely re-break the tech 3, so bring in some tech 2 units and build a tech lab, should help but damn… I’ll keep workering up in the hopes he slips up not casting free speech and I get to max a hero for some extra firepower.
[/details]

Yeah, this draw engine can produce incredible consistency and value once it gets up and running; it’s just a question of whether or not a successful defense lasts until that happens. I think the details of that defense may need to vary depending on the matchup, but at least against Black’s devastating ults, I think it’s important to take 2x Free Speech early, preferably using Stash to ensure that there’s always one available in case a hero hits max level (discard can breach this, but keeping a full hand reduces the chance of that happening). Once the engine starts drawing the entire deck each turn, one Free Speech can safely be converted into a Worker.

"P1T9


Tech StartingHand Workers

TECH
Macciatus, the Whisperer
Injunction


STARTING HAND
Overeager Cadet
Spectral Hound
Spectral Hound
Arrest
Building Inspector
Free Speech
Spectral Hound
Spectral Hound
Free Speech
Overeager Cadet
Arrest
Spectral Flagbearer
Injunction
Macciatus, the Whisperer


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Reputable Newsman
Manufactured Truth


NextHand

Spectral Aven
Free Speech
Overeager Cadet
Free Speech
Macciatus, the Whisperer


Tech 2 card(s)
Get Paid + float - ($11)
Flagstone Garrison - ($8)
Spectral Flagbearer - ($7)
Traffic Director - ($6)
Building Inspector - ($5)
Spectral Hound - ($4)
Overeager Cadet
Spectral Hound - ($3)
Injunction: Tech II units & building disabled - ($0)
Bigby kills Imp, you draw 1
Cadet trades with Vandy, Bigby levels
Sergeants destroy your Tech III and Tech I, 4 damage to base
Quince attaks your base for 1

Float ($0)
Stash 1, Discard 6, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1+A) Untargetable
  • :psfist: [I]Elite[/I]: Spectral Hound (3/3)
  • :ps_: [I]Scavenger[/I]: Spectral Flagbearer (2/2) must target
  • :pschip: [I]Technician[/I]: Spectral Hound (3/3)
  • :target: [I]Lookout[/I]: Building Inspector (1/1) $1 tax, resist 1
    [B]In Play:[/B]
  • Flagstone Garrison (3)
  • Flagstone Garrison (4)
  • L5 Sirus Quince (1/5)
  • L5 Bigby Hayes (3/4)
  • Overeager Cadet (2/2)
  • Drill Sergeant (9/9) 6+
  • Drill Sergeant (9/9) 6+
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Truth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
1 Like

That will certainly be GG! It appears as if I needed to go digging up a Baron on turn 4, rather than teching up.

I have to say, I’m used to playing this matchup on autopilot, and you’re proving I need to think a little harder to take a victory!

If it’s all right with you, I’ll try one more time with the whiffed draw on Turn 4, and dig up that Baron, as I want to see if my poor play caused this situation, or if this really is a consistent win condition.

2 Likes

That’s fine; this is all about learning and exploration, after all.

1 Like

Arright final try here on 70% case where I don’t draw DnD until next turn, this time we’ll try to have Black be more aggro and force you to either Free Speech OR suffer casualties!

Game 4, Player 2, Turn 5

P1 Blue vs P2 Black

[details=Starting Hand]
Summon Skeletons
Nether Drain
Deteriorate
Thieving Imp
Gorgon
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Crypt Crawler, Gargoyle
Death and Decay x2
Dark Pact, Nether Drain
Gorgon x2
[/details]


###Main:

  • Deteriorate Aven, it dies (8)
  • Thieving Imp, discard #1 of 3 (5)
  • Nether Drain Quince, Garth to lvl 3 (4)
  • Garth to lvl 5 (2)
  • Garth then Orpal Gloor hit and kill Bigby, Garth Maxbands, fetches a Gargoyle from discard
  • Haunt hits your Garrison to 3hp
  • Garth makes a skeleton (1)
  • Worker (0)

[details=Workers]
Summon Skeletons, Graveyard, Skeletal Archery, Jandra, the Negator
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Orpal (2/2 from 1 damage lvl 6)
  • Garth (3/2 from 2 damage lvl 7)
  • Gargoyle (0/2)
  • Pestering Haunt (1/1)

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Sacrifice the Weak
Death and Decay
Skeleton Javelineer
[/details]

[details=End of Turn Discard]
Crypt Crawler
Nether Drain
Deteriorate
Gorgon
[/details]

[details=My Thoughts]
More average case that I didn’t hit that DnD, but it appears I need an out to ensure I can get a kill on Quince or the Garrison, so let’s try that. I’m purposefully having Garth take more damage than he needs to so that I have potential access to Vandy next turn if I want it.
[/details]

Decided to go with a Gargoyle instead of a Baron?

Yea, knowing that blockers for Baron are cheap but that I just buried Aven and he’s expensive, it seems the best way to force you to lose either Garrison or Quince next turn, and puts the most pressure on your gold to potentially give up free speech

2 Likes

Makes sense. I wasn’t able to draw a Free Speech this time, though, so there’s no way for me to defend. I really did need to tech them in sooner; it was only by a stroke of luck that I managed to recover from teching them in late previously, and that was only after you rigged a draw against yourself.

Yea you really dug hard to get to it didn’t you! And looking at your hand if Thieving Imp hits Lawful Search instead, you don’t get any unit engine at all!

This is a really tough matchup, I’m happy to keep playing it if you like though!

Yes, please. I do think I’m onto a winning strategy here, but I just need to iron out the details. Did you still want to roll back to turn 2? That’s earlier than the mistakes I’ve identified from this game.

Haha oh yea that’s right, I did want to try a slightly more weird turn 2. I’ll post that in a bit