[MMM1] WARM-UP: Green (Shadow Night Black) vs Red (Youngbuck)

P2T5


Tech StartingHand Workers

TECH
Potent Basilisk
Wandering Mimic


STARTING HAND
Tiny Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Rampant Growth


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth


NextHand

Wandering Mimic
Forest’s Favor
Verdant Tree
Young Treant
Tiger Cub


Discard

Centaur (3/4 + A, Overpower)
Playful Panda (2/1)
Potent Basilisk
Moments Peace
Moments Peace
Potent Basilisk
Wandering Mimic


Tech 2 card(s)
Get Paid - ($9)
Tech Draw
Rebuild Tech 2
Max Cal - ($7)
Cal kills Drak, Base to 17
Tiny Basilisk - ($5)
Hero’s Hall - ($3)
Worker - ($2)

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2 + A, Deathtouch, Unattackable/Unstopable by tech 0)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (4/4, lvl 5, units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

Patrolling Basilisk in SL to prevent a second Crash Barrow kills my Basilisk and Cal. Tech would be prefered to cycle around to the moments Peace quicker. The kill on my tech 2 that turn really hurt, getting a heros hall as a tower is not going to help much and I need to be able to summon additional heros even when my tech is down.

"P1T6


Tech StartingHand Workers

TECH
Kidnapping
Gunship


STARTING HAND
Gliders
Gunpoint (3/3+1a)
Lobber


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Chaos Mirror
Charge


Discard

Brogre (3/2+1a)
Crash Barrows
Nautical Dog
Bug Blatter
Bug Blatter
Kidnapping
Gunship


Tech 2 card(s)
Get Paid - ($9)
Glider - ($8)
Lobber - ($7)
Gunpoint - ($5)
Glider takes out Basilisk
Zane takes Heroes Hall, Base to 15
Rambaster and Lobber take Tech 2, Base to 13
Tech Lab - Anarchy - ($4)

Float ($4)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Gunpoint (3/3+1a)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
  • Makeshift Rambaster
  • Lobber (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 2
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9
    "

P2T6


StartingHand Workers

STARTING HAND
Wandering Mimic
Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor
Wandering Mimic


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)
Ironbark Treant (1+1/2 + AA)
Rampant Growth


NextHand

Centaur (3/4 + A, Overpower)
Potent Basilisk
Tiny Basilisk (1/2 + A)
Moments Peace
Playful Panda (2/1)


Discard

Wandering Mimic
Forest’s Favor
Wandering Mimic


Tech 0 card(s)
Get Paid + float - ($12)
Rebuild Tech 2
Young Treant, Draw - ($10)
Verdent Tree - ($8)
Cal Kills Gunpoint
Tiger Cub - ($6)
Heros’s Hall - ($4)

Float ($4)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: Tiger Cub (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (4/1, lvl 5, units have Resist 1)
  • Verdant Tree (-/3, Healing 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 10
1 Like

"P1T7


StartingHand Workers

STARTING HAND
Chaos Mirror
Charge
Mad Man
Kidnapping


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Brogre (3/2+1a)
Nautical Dog
Charge


Tech 0 card(s)
Get Paid + float - ($13)
Drakk + midband - ($8)
Mad Man - ($7)
Zane kilsl Tiger, I get a card
Kidnap Trent - ($2)
Chaos Mirror Rambaster and Cala - ($0)
Mad Mand (2) Lobber (3) and Rambaster (7) takes base to 1 Hp

Float ($0)
Discard 1, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk (2/3 L4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/2 from 2 dmg L6)
  • Makeshift Rambaster
  • Lobber (2/2)
  • Mad Man (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
1 Like

Sorry i messed up the drawing 1 card so had ot re-do and redraw but nothing much changed

1 Like

GG, I can’t stop the Lobber killing me next turn, my inability to draw my tech 1 units turn 3, my drawing of both Moments Peace T5, when I was unable to play midori (could suicide Cal, but not killing drak, and hence feeding levels is not a good strat, esp since I didn’t have to gold to level him up to survie the Zane + Drak Counter attack.). Feeding you Arg was also a road to defeat. I think I need to focus on using Verdent Tree and/or green’s spells more.

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant


WORKERS
Rich Earth


NextHand

Spore Shambler
Merfolk Prospector
Young Treant
Tiger Cub
Playful Panda


Discard

Verdant Tree
Forest’s Favor
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Planning on using Verdant Tree on T3/4 to help gaurentee my tech 2. Also going Growth as that seems to be the specs he has had the hardest time dealing with so far. No Cal / 1 drop to start but at least I have a Treant, just a shame all my combat tricks are in this hand.

2 Likes

GG WP!

P1T8


StartingHand Workers

STARTING HAND
Charge
Nautical Dog
Brogre (3/2+1a)


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Bug Blatter
Crash Barrows
Kidnapping
Kidnapping
Gunpoint (3/3+1a)


Discard

Charge
Nautical Dog
Brogre (3/2+1a)


Tech 0 card(s)
Get Paid - ($9)
Lobber Taps for the base win

Float ($9)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/2 from 2 dmg L6)
  • Makeshift Rambaster
  • Lobber (2/2)
  • Mad Man (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 5
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 9
  • Workers: 9
    "
1 Like

Yeah I can see where verdant tree would have helped a lot here, and the Green spells. Youre P1 now yeah?

1 Like

yes, hence my P1T1 turn last post :stuck_out_tongue:

1 Like

Ahaha sorry man, Now I look like an asshole for posting my last turn! Learn to read more carefully Buck

2 Likes

"P2T1


StartingHand Workers

STARTING HAND
Nautical Dog
Bloodrage Ogre
Careless Musketeer
Pillage
Bloodburn


WORKERS
Careless Musketeer


NextHand

Makeshift Rambaster
Mad Man
Bombaster
Scorch
Charge


Discard

Nautical Dog
Pillage
Bloodburn


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
BrOgre - ($2)
Drakk - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: BrOgre (3/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Drakk (1/3 L1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "
1 Like

Lets try this:
P1T2


Tech StartingHand Workers

TECH
Gemscout Owl
Galina Glimmer


STARTING HAND
Playful Panda
Merfolk Prospector
Spore Shambler
Young Treant
Tiger Cub
Gemscout Owl


WORKERS
Rich Earth
Spore Shambler


NextHand

Verdant Tree
Forest’s Favor
Gemscout Owl
Galina Glimmer
Rampant Growth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Young Treant, Draw - ($2)
Tech 1 - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (1/2 + AAA)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Young Treant (0/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech 1 HP: 5

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

  • Hand: 5
  • Deck: 2
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Lets try complete eco build, going into circle of Life

1 Like

"P2T2


Tech StartingHand Workers

TECH
Kidnapping
Gunpoint


STARTING HAND
Bombaster
Mad Man
Makeshift Rambaster
Scorch
Charge


WORKERS
Careless Musketeer
Scorch


NextHand

Pillage
Mad Man
Charge
Kidnapping
Bombaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Drakk and Bogre take Ironbark
Mad Man - ($1)
Mad Mand Trades with Merfolk
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Mad Man (1/1+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • BrOgre (3/1 from 1 dmg)
  • Drakk (2/2 from 1 dmg L3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

There is a young treant between the Mad man and the Merfolk (plus a restraining order, but the mad man keeps ignoring that…

1 Like

That nasty Tree! Ill Patrol the madmand instead

1 Like

P1T3


Tech StartingHand Workers

TECH
Circle of Life
Circle of Life


STARTING HAND
Verdant Tree
Forest’s Favor
Galina Glimmer
Rampant Growth
Gemscout Owl


WORKERS
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Playful Panda
Circle of Life
Tiger Cub
Rampant Growth


Tech 2 card(s)
Get Paid - ($6)
Prospector - ($7)
Worker - ($6)
Galina Glimmer - ($5)
Gemscout Owl - ($4)
Midband Arg - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/4 + A, lvl 3)
  • :psfist: [I]Elite[/I]: Young Treant (1/2, Can’t Attack)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Galina Glimmer (2/2)
  • :target: [I]Lookout[/I]: Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Arg should die (if not I can kill him next turn most likely, then midori can Circle of life (assuming I get the 70% draw, knowing my luck I won’t). I going to end up on the defensive, so I think verdent tree is best to not be workered (although I plan on cheating out my tech 2’s, so maybe it should be…), although it pains me to worker Ramant growth, I’ve seen in my last few games how Forest’s Favour is really useful in trying to let midori staying alive through a Moment’s Peace. If I am also planing on moments Peace later, then Verdant Tree loses even more use… Change of mind the verdant tree is being workered.

1 Like

"P2T3


Tech StartingHand Workers

TECH
War Drums
Gunpoint


STARTING HAND
Pillage
Charge
Mad Man
Bombaster
Kidnapping
Makeshift Rambaster


WORKERS
Careless Musketeer
Scorch
Pillage


NextHand

Nautical Dog
War Drums
Bloodburn
Gunpoint


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk and Ogre take Arg, Drak Maxbands
Kidnap Merfolk - ($2)
Merfolk trades with Glimmer
Mad Man takes Wisp
Bombaster - ($0)
Bombaster takes Trent

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Drakk (3/4 from 1 dmg L6)
  • Mad Man (1/1)
  • Bombaster (2/1 From 1 dmg
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "
1 Like

I usually don’t go for kidnapping this early, as it mostly takes units that cost a lot less than it cost to play, and I’m feeling tight on gold. But you’re showing how effective it can be, especially with mid or max Drakk, even on cheapies, as long as you’re only planning on playing one other card, and those cheapies have a lot of additional value.

You just spent 4 on the kidnapping to take out Prospector, which cost him 1 but would have gained him at least 1 more, and Glimmer, likewise, so you’re at least coming out even, while getting way ahead on board. Nicely done.

Oh, and Drakk should be at full health (3/4, 0 damage), since he healed when he maxxed.

2 Likes

Hey I found a way to have haste at tech1! :stuck_out_tongue:
EDIT: @YoungBuck fixed turn, it should all add up now
P1T4


Tech StartingHand Workers

TECH
Gemscout
Potent Basilisk


STARTING HAND
Playful Panda
Tiger Cub
Circle of Life
Rampant Growth
Forest’s Favor


WORKERS
Rich Earth
Spore Shambler
Verdant Tree


NextHand

Gemscout Owl (0/1, Flying, Can’t Attack, Resist 1+1)
Ironbark Treant (1/2 + AAA)
Merfolk Prospector (1/1)
Circle of Life


Tech 2 card(s)
Get Paid - ($7)
Tech and Scav - ($8)
Gemscout Owl finds me some gold - ($9)
Midori - ($7)
Cirle of Life on Gemscout Owl, Summoning a Wandering Mimic, who has Haste from your Bombaster (given by your max band Drak) - ($4)
Mimic Kills Drak, my base to 19, Midori to lvl 3
Tiger Cub - ($2)
Playful Panda - ($0)
Skip Worker

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


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

  • :psblueshield: [I]Squad Leader[/I]: Tiger Cub (2/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic (4/1)
  • Midori (2/3, lvl 3)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Plan is a go! Tech 2 (Balance) next turn, so put the Basilisk in now (want to keep the other mimic in codex incase I top deck Galina/Gemscout for another circle of life play)

1 Like

"P2T4


Tech StartingHand Workers

TECH
Crash Barrows
Crash Barrows


STARTING HAND
Bloodburn
Gunpoint
Nautical Dog
Charge


WORKERS
Careless Musketeer
Scorch
Pillage
Bloodburn


NextHand

BrOgre (3/1 from 1 dmg)
Kidnapping
Makeshift Rambaster


Discard

War Drums
Crash Barrows
Crash Barrows


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gunpoint - ($5)
Nautical Dog - ($4)
Tech 2 Blood - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint (3/3+1a)
  • :psfist: [I]Elite[/I]: Nautical Dog (1+1/1)
  • :ps_: [I]Scavenger[/I]: Bombaster (2/1)
  • :pschip: [I]Technician[/I]: Mad Mand (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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