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

P2T3


Tech StartingHand Workers

TECH
Moments Peace
Moments Peace


STARTING HAND
Tiger Cub
Forest’s Favor
Merfolk Prospector (1/1)
Rampant Growth


WORKERS
Rich Earth
Spore Shambler
Merfolk Prospector (1/1)


NextHand

Verdant Tree
Centaur
Ironbark Treant (1+1/2 + AA)
Young Treant


Discard

Rampant Growth
Forest’s Favor
Tiger Cub
Moments Peace
Moments Peace


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cal - ($4)
Rampant Growth Panda, Panda kills Taxman - ($2)

Float ($2)
Discard 2, draw 4


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

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

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Going Balance Tech 2, Moments Peace to help me survive when I get there, relying on Mimics/Basilisks at that point. Floating Gold here to get Tech 2 down next turn with a Centaur/Basilisk hopefully.

"P1T4


Tech StartingHand Workers

TECH
Crash Barrows
Gliders


STARTING HAND
Chaos Mirror
Scorch
Bombaster
Brogre (3/2)


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch


NextHand

Bombaster
Crash Barrows
Nautical Dog
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane kills Wisp
BrOgre - ($4)
Tech 2 Blood - ($0)

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


[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]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4/ L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

P2T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Centaur
Young Treant
Ironbark Treant (1+1/2 + AA)
Verdant Tree


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


NextHand

Moments Peace
Moments Peace
Tiny Basilisk
Potent Basilisk


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 (Balance) - ($5)
Mid band Cal - ($3)
Cal kills Bro
Centaur - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4 + A, Overpower)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Playful Panda (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (3/1, lvl 3, units have Resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Drew both moments peace :frowning:, so can’t rely on a two turn lock down. Potent Basilisk will be a nice squad lead though, can take a none frenzied crashbarrow to the face and not let anything through, plus can’t be kidnapped.

"P1T5


Tech StartingHand Workers

TECH
Bug Blatter
Bug Blatter


STARTING HAND
Nautical Dog
Makeshift Rambaster
Crash Barrows
Bombaster


WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Bombaster


NextHand

Gunpoint (3/3+1a)
Gliders
Lobber


Discard

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


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Crash Barrows - ($2)
Rambaster - ($0)
Crash barrows kills Centaur, overpower to kill Panda
Zane and Rambaster take Tech 2, Base to 18

Float ($0)
Discard 1, draw 3


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

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

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

  • Hand: 3
  • Deck: 4
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
1 Like

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