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

It’s a tough choice. @Bob199’s been experimenting with skipping the first worker to hit with Rambaster/Zane on the first turn, and it wasn’t entirely unsuccessful!

2 Likes

T1 Zane & Rambaster / Mad Max are probably more viable in a Mono meta than a mixed meta due to some of the colors not having as strong of answers

It’s fine, My turn the stay the same

@Bob199 You know when I saw I went over I was thinking about skipping the worker but I thought there was no way it could be viable. Did you ever have success with it? Im curious as to what that balls to the walls approach looks like haha

"P1T2


Tech StartingHand Workers

TECH
Surprise Attack
Ember Sparks


STARTING HAND
Bombaster
Bloodrage Ogre
Nautical Dog
Careless Musketeer
Pillage


WORKERS
Scorch
Careless Musketeer


NextHand

Mad Man
Bloodburn
Nautical Dog
Bombaster
Ember Sparks


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
BrOgre - ($3)
Heroes Hall - ($1)
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:

  • :psfist: [I]Elite[/I]:

  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)

  • :pschip: [I]Technician[/I]:

  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

  • Rambaster (1/2)
    [B]Buildings:[/B]

  • :heart: Base HP: 20

  • :heart: Tech I HP: 5

  • :heart: Heroes’ Hall HP: 4

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

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

Zane is still not in play btw

1 Like

The problem with all in opens in Codex is that patrol zone bonuses and quick tech cycles mean that opponents will have an answer by T3/T4, then it’s up to you to to somehow deal the last ~12 dmg while not dying beforehand.

2 Likes

Bob did defeat me when I was playing purple against him (technically he missed lethal, but that’s a win for the deck). But he was also missing fire, which I would view a the best red spec for a early base race (ember sparks, lobbers etc)

P2T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Tiny Basilisk


STARTING HAND
Verdant Tree
Rich Earth
Tiger Cub
Playful Panda
Merfolk Prospector


WORKERS
Forest’s Favor
Rich Earth


NextHand

Tiger Cub
Young Treant
Tiny Basilisk
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Playful Panda - ($3)
Merfolk Prospector - ($2)
Arg - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[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]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector
  • Playful Panda (2/2)
  • Arg (1/3, lvl 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :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

"P1T3


Tech StartingHand Workers

TECH
Kipnapping
Gunpoint


STARTING HAND
Mad Man
Ember Sparks
Nautical Dog
Bombaster
Bloodburn


WORKERS
Scorch
Careless Musketeer
Bloodburn


NextHand

Mad Man
Pillage
Charge
Nautical Dog
Surprise Attack


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Jaina - ($3)
Ember Sparks deals 2 to Ironbark, and kills SCVN Wisp - ($0)
Brogre kills Ironbark, takes 1
Rambaster eliminates TechN Wisp

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


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

  • :psblueshield: [I]Squad Leader[/I]: Jaina (2/3+1a L1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre (3/1 from 1 dmg)
  • Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "

P2T3


Tech StartingHand Workers

TECH
Galima Glimmer
Murkwood Allies


STARTING HAND
Tiger Cub
Young Treant
Tiny Basilisk
Tiny Basilisk
Verdant Tree
Rampant Growth


WORKERS
Forest’s Favor
Rich Earth
Verdant Tree


NextHand

Spore Shambler
Tiny Basilisk
Ironbark Treant (1/2 + AAA)
Galima Glimmer
Rampant Growth


Tech 2 card(s)
Get Paid - ($7)
Tech Draw + Scav - ($8)
Merfolk Prospector mine for gold- ($9)
Young Treant, I Draw - ($7)
Rampant Growth Panda - ($5)
Panda kills Jaina, Arg to mid
Arg kills BRO
Max Arg - ($3)
Worker - ($2)
Hero’s Hall - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3 + A, Antiair)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)
  • Arg (1/5, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

"P1T4


Tech StartingHand Workers

TECH
Fire Dart
Lobber


STARTING HAND
Charge
Pillage
Surprise Attack
Mad Man
Nautical Dog


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage


NextHand

Kipnapping
Bombaster
Gunpoint
Ember Sparks


Discard

Bloodrage Ogre (3/1 from 1 dmg)
Surprise Attack
Charge
Fire Dart
Lobber


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Nautical Dog - ($5)
Mad Man - ($4)
Zane - ($2)

Float ($2)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Zane (2+1/2)
  • :ps_: [I]Scavenger[/I]: Mad Man (1/1)
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rambaster (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
    "

P2T4


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Spore Shambler
Galima Glimmer
Ironbark Treant (1/2 + AAA)
Rampant Growth
Tiny Basilisk


WORKERS
Forest’s Favor
Rich Earth
Verdant Tree
Spore Shambler


NextHand

Murkwood Allies
Rampant Growth
Tiny Basilisk
Blooming Ancient
Tiger Cub


Tech 2 card(s)
Get Paid - ($8)
Merfolk Prospector diggs some more - ($9)
Calamandra - ($7)
Worker - ($6)
Tech 2 (Growth) - ($2)
Galina Glimmer - ($1)
Arg buffs Water ele
Water Ele kills Zane, Cal to lvl 3
Panda kills Nautical Dog

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


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

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Galina Glimmer (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector
  • Playful Panda (2/1)
  • Arg (1/5, lvl 5)
  • Cal (3/4, lvl 3, Units have Resist 1)
  • Water Elemental (3/1, Antiair)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

Gunna FF here again.

Man, I am not a good Red player man! Ive been playing these games in between breaks at work so im a little disjointed, but Im not managing my tech choices and econ well at all!

While Ive been playing poorly, Im curious as to how other people address the T1 Ironbark. With 5 dmg needed to chew through him in SQL, it seems so damn expensive to go after him, especially when I havent drawn BrOgre to counter

I’m not a good red player, but my first instinct is to use kidnapping, With Ironbark costing 3, and being quite easy to suicide for a 5 health wall, the value that lines up seems pretty good. your other techs 1 lines up quite well as well (Taxman, even Lobbers). The thing to remember is that while he is 5hp, he’s only 1 attack, so he’s quite like an arrest, it slows you down, but doesn’t do much to remove your board presence when you kill it. At that stage of the game, if I want he to actually trade well, I need to put him in elite, but then he’s not nearly as effective as a wall because you can just kill the rest of my patrollers instead.

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Rampant Growth
Spore Shambler
Young Treant
Forest’s Favor


WORKERS
Verdant Tree


NextHand

Rich Earth
Playful Panda
Merfolk Prospector
Ironbark Treant
Tiger Cub


Discard

Rampant Growth
Forest’s Favor
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Spore Shambler - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Spore Shambler (2/3) ++
  • :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

Uhh, what is this opening hand? All my combat tricks and only one playable unit (Young treant would cause me to cycle before my techs, which is someting I do not want). Sticking with the same token spam + ramp game plan to see if red has a good answer to it.

should have stolen the gold here

1 Like

Sorry for the delay mate! Busy couple days. Lets see if I can get this together this game

P2T1


StartingHand Workers

STARTING HAND
Mad Man
Bloodrage Ogre
Charge
Nautical Dog
Careless Musketeer


WORKERS
Careless Musketeer


NextHand

Bloodburn
Makeshift Rambaster
Pillage
Scorch
Bombaster


Discard

Mad Man
Nautical Dog
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Jaina - ($0)

Float ($0)
Discard 3, draw 5


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

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

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech 1: 5

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

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

No worries.
P1T2


Tech StartingHand Workers

TECH
Ferocity
Murkwood Allies


STARTING HAND
Tiger Cub
Rich Earth
Merfolk Prospector
Playful Panda
Ironbark Treant


WORKERS
Verdant Tree
Rich Earth


NextHand

Playful Panda
Ferocity
Young Treant
Forest’s Favor


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark Treant - ($0)
Spore Shambler taps to give Ironbark +1/+1 rune

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ironbark Treant (2/3 + AAA) +
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spore Shambler (1/2) +
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

"P2T2


Tech StartingHand Workers

TECH
Ember Sparks
Lobber


STARTING HAND
Makeshift Rambaster
Bloodburn
Scorch
Pillage
Bombaster


WORKERS
Careless Musketeer
Scorch


NextHand

Nautical Dog
Mad Man
Pillage
Charge
Chaos Mirror


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Jaina - ($2)
Jaina and BroOgre kills Ironbark, Jaina takes 2 dmg
Bombaster - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2+1a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina (3/1 from 2 dmg L4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "