MMM1 - Warm Up - Red (codexnewb) vs Green (charnel_mouse)

Got enough gold over there, bub?

P1T3

Starting Hand: 5

Spore Shambler
Forest’s Favor
Centaur
Ferocity
Tiger Cub

Thoughts

Hmm, fast Tech II into Gunship rush, maybe? Or just Surprise Attack + Tech II. Hmm, I think I want to go with Balance here. Ferocity + Centaur should be fine for this turn, outside of Kidnapping.

Teched cards: 2

T2: Centaur, Ferocity
T3: Ferocity, Potent Basilisk


Get paid - ($6)
Worker - ($5)
Centaur - ($2)
Ferocity - ($0)
Calamandra kills Nautical Dog, you draw, takes 1 damage
Discard 2, reshuffle, draw 4


:psfist: Elite: Centaur 1+3/4 (Ferocity: swift strike; overpower)
:exhaust: Technician: Young Treant 0/2 (can’t attack)

Calamandra L1 2/2 (1 damage)

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


Hand: 4

Rampant Growth
Playful Panda
Ferocity
Potent Basilisk

Deck: 5

Merfolk Prospector
Verdant Tree
Ferocity
Spore Shambler
Forest’s Favor

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
2 on board
4 in hand
5 in deck
0 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Tiger Cub

I just couldn’t decide how to spend it…

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Steam Tank
Steam Tank


STARTING HAND
Gunpoint Taxman
Charge
Bloodrage Ogre (4/2)
Mad Man
Bombaster (2/2)
Careless Musketeer


WORKERS
Bloodburn
Pillage
Bombaster (2/2)


NextHand

Gunpoint Taxman
Charge
Steam Tank
Scorch
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($12)
tech draw
Worker - ($11)
tech 2 anarchy - ($7)
gunpoint taxman - ($5)
brogre - ($3)
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

P1T4

Starting Hand: 4

Rampant Growth
Playful Panda
Ferocity
Potent Basilisk

Thoughts

Verdant Tree in the next hand if we’re in a Tech III race, that plus Moment’s Peace might just see me through… Until then, I’ll bring in Murkwood Allies and Wandering Mimic to try and get some more offense going quickly.

Rampant Growth + Ferocity is expensive, but it lets me clear the patrol here with no losses and weaken the Tech II, and it leaves Cal alive against a single Monkey, Centaur alive against anything except a Charged Tank(!).

Teched cards: 2

T2: Centaur, Ferocity
T3: Ferocity, Potent Basilisk
T4: Murkwood Allies, Wandering Mimic


Get paid - ($7)
Worker - ($6)
Rampant Growth on Centaur - ($4)
Ferocity - ($2)
Centaur swiftly kills Bloodrage Ogre and Gunpoint Taxman, you draw, takes 1A damage
Calamandra hits your Tech II down to 3, takes 1 damage
Midband Calamandra - ($0)
Discard 1, draw 3


:exhaust: Technician: Young Treant 0/2 (can’t attack)

Calamandra L3 3/4 (units have +1 resist)
Centaur 3/4 (Ferocity: swift strike; overpower)

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


Hand: 3

Merfolk Prospector
Verdant Tree
Forest’s Favor

Deck: 2

Ferocity
Spore Shambler

Discard: 5

Murkwood Allies
Wandering Mimic
Rampant Growth
Ferocity
Potent Basilisk

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
3 in hand
2 in deck
5 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Tiger Cub
T4: Playful Panda

that’s ferocious…

also centaur still takes tower damage. just no damage from brogre.

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Gunpoint Taxman
Makeshift Rambaster
Scorch
Charge
Steam Tank
Careless Musketeer


WORKERS
Bloodburn
Pillage
Bombaster (2/2)
Careless Musketeer


NextHand

Makeshift Rambaster
Steam Tank
Nautical Dog (1/1)
Mad Man
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
tech draw
Worker - ($7)
steamtank - ($4)
gunpoint taxman - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Gunpoint Taxman (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

The tower damage gets absorbed by the Rampant Growth armour, does that change anything about your turn?

oh that’s right! nevermind then. no turn changes.

P1T5

Starting Hand: 3

Merfolk Prospector
Verdant Tree
Forest’s Favor

Thoughts

I can’t deal with that Steam Tank, unless I sacrifice my Centaur, and maxband heal Calamandra afterwards. That leaves me one gold after teching up for the Merfolk Prospector. I think I’d rather just maxband + Prospector, and wait for a better attack hand. Faerie Dragon and Polymorph: Squirrel are good against Tanks, the latter works against Gunships too if it comes to that. I’m already pretty heavy on spells, though. Behind the Ferns is probably my best bet to get a Tech building down quickly, especially if I get the Allies out too. In that case, I want the Dragon over the second Mimic, I think.

Teched cards: 2

T2: Centaur, Ferocity
T3: Ferocity, Potent Basilisk
T4: Murkwood Allies, Wandering Mimic
T5: Behind the Ferns, Faerie Dragon


Get paid - ($8)
Worker - ($7)
Tech II Balance - ($3)
Maxband Calamandra - ($1)
Merfolk Prospector - ($0)
Discard 1, draw 2, reshuffle, draw 1


:psblueshield: Squad Leader: Young Treant 0/2+1A (can’t attack)
:psfist: Elite: Merfolk Prospector 1+1/1
:exhaust: Technician: Centaur 3/4 (overpower)

Calamandra L5 4/5 (units have +1 resist)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)


Hand: 3

Ferocity
Spore Shambler
Forest’s Favor

Deck: 7

Murkwood Allies
Wandering Mimic
Rampant Growth
Ferocity
Potent Basilisk
Behind the Ferns
Faerie Dragon

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
3 on board
3 in hand
7 in deck
0 in discard
5 in workers
Total: 18


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Tiger Cub
T4: Playful Panda
T5: Verdant Tree

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Disguised Monkey
Surprise Attack


STARTING HAND
Steam Tank
Nautical Dog (1/1)
Mad Man
Makeshift Rambaster
Pirate Gunship


WORKERS
Bloodburn
Pillage
Bombaster (2/2)
Careless Musketeer
Makeshift Rambaster


NextHand

Pirate Gunship
Charge
Gunpoint Taxman (3/3)
Bloodrage Ogre


Discard

Mad Man
Pirate Gunship
Nautical Dog (1/1)
Disguised Monkey
Surprise Attack


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
steamtank - ($7)
tech 3 - ($2)
taxman kills treant
mad man, runs into centaur - ($1)
steam tank kills centaur

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Steam Tank (3/3)
  • Gunpoint Taxman (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

Uh oh

P1T6

Starting Hand: 3

Ferocity
Spore Shambler
Forest’s Favor

Technician draw: 1

Ferocity

Thoughts

Aw, I was hoping to draw the Dragon and hit the Tech III. Calamandra and Prospector can kill a Tank without losses with Favor/Shambler + Ferocity, though. That takes most of my gold, though. I think I just bring in Argagarg + pets, and hope for no Gunship this turn. Last-ditch effort will be using Polymorph to kill Gunships damaged by the Tower.

Teched cards: 2

T2: Centaur, Ferocity
T3: Ferocity, Potent Basilisk
T4: Murkwood Allies, Wandering Mimic
T5: Behind the Ferns, Faerie Dragon
T6: 2 x Polymorph: Squirrel


Get paid - ($9)
Worker - ($8)
Argagarg Garg, Wisp arrives - ($6)
Maxband Argagarg, Water Elemental arrives - ($2)
Merfolk Prospector exhausts for gold - ($3)
Tower - ($0)


:psblueshield: Squad Leader: Water Elemental 3/3+1A (anti-air)
:psfist: Elite: Argagarg L5 1+1/5
:ps_: Scavenger: Wisp 0/1

Calamandra L5 4/5 (units have +1 resist)
Merfolk Prospector 1/1

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tower HP: 4


Hand: 5

Murkwood Allies
Wandering Mimic
Rampant Growth
Potent Basilisk
Behind the Ferns

Deck: 1

Faerie Dragon

Discard: 0

Young Treant
Centaur
Polymorph: Squirrel
Polymorph: Squirrel
Ferocity
Spore Shambler
Ferocity

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
1 on board
5 in hand
1 in deck
7 in discard
6 in workers
Total: 18


Gold: 0
Workers: 10

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Tiger Cub
T4: Playful Panda
T5: Verdant Tree
T6: Forest’s Favor

yeah…

[b]P2T6[/b]
StartingHand Workers

STARTING HAND
Bloodrage Ogre
Pirate Gunship
Charge
Gunpoint Taxman (3/3)


WORKERS
Bloodburn
Pillage
Bombaster (2/2)
Careless Musketeer
Makeshift Rambaster


NextHand

Scorch
Gunpoint Taxman (3/3)
Nautical Dog (1/1)
Pirate Gunship


Tech 0 card(s)
Get Paid + float - ($11)
zane - ($9)
pirate gunship, long range breaks tech 2, takes 1 from tower and 3 from elemental, your base to 18, obliterate wisp and merfolk - ($3)
CHARGE taxman, trades with water elemental - ($1)
…steal your new scav gold - ($2)
zane runs into arg, dies, lvls fizzle
Drak - ($0)
injured steamtank trades with arg, drak to lvl 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak lvl 3, (1/3)
  • :target: Lookout:

In Play:

  • Pirate Gunship (7/2)
  • Steam Tank (3/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

If gunship attacks first, it will take the 3 anti-air damage from the elemental

i think taxman can probably just attack first then to be safe.

But for my own learning, dosn’t Gunship have long-range? i dont think it would take the damage back. It doesnt have to fly over water elemental to shoot down the tech building.

Long-range only means it doesn’t take damage from the thing it attacks. It still has to go over the patrol zone to attack something behind it.

oh, you’re so right. i should have just looked it up.

Long-range does not prevent anti-air patrollers that the attacker flies over from dealing damage. — sharpo, 01/08/17

so ill just have the taxman attack first since it’s doenst change anything

Yes it does; you no longer get the stolen gold.

ahh yes, okay, applied the WE damage. very good learning experience.

P1T7

Starting Hand: 5

Murkwood Allies
Wandering Mimic
Rampant Growth
Potent Basilisk
Behind the Ferns

Thoughts

Just doubling down on Gunship stall here. The Tanks are nasty too, but are a distant second. As long as the Gunships take some Tower damage, Polymorph can take them out. If there isn’t a second Gunship this turn, I can stall for a little longer…

Teched cards: 2

T2: Centaur, Ferocity
T3: Ferocity, Potent Basilisk
T4: Murkwood Allies, Wandering Mimic
T5: Behind the Ferns, Faerie Dragon
T6: 2 x Polymorph: Squirrel
T7: 2 x Moment’s Peace


Get paid - ($10)
Rebuild Tech II
Murkwood Allies: Frogs - ($5)
Calamandra exhausts to summon a Stalking Tiger - ($1)
Worker - ($0)
Discard 3, draw 1, reshuffle, draw 4


:psblueshield: Squad Leader: Frog #1 1/1+1A (Calamandra: resist 0+1)
:psfist: Elite: Frog #2 1+1/1 (Calamandra: resist 0+1)
:ps_: Scavenger: Frog #3 1/1 (Calamandra: resist 0+1)
:exhaust: Technician: Frog #4 1/1 (Calamandra: resist 0+1)

Calamandra L5 4/5 (units have +1 resist)
Stalking Tiger 4/4 (Calamandra: resist 0+1, invisible; stealth when attacking units)

:heart: Base HP: 18
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Balance)
:heart: Tower HP: 4


Hand: 5

Faerie Dragon
Centaur
Ferocity
Wandering Mimic
Potent Basilisk

Deck: 10

Young Treant
Polymorph: Squirrel
Polymorph: Squirrel
Spore Shambler
Ferocity
Merfolk Prospector
Moment’s Peace
Moment’s Peace
Murkwood Allies
Behind the Ferns

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 12 teched + 1 Tiger fetched = 23
1 on board
5 in hand
10 in deck
0 in discard
7 in workers
Total: 23


Gold: 0
Workers: 11

4 x start
T1: Rich Earth
T2: Ironbark Treant
T3: Tiger Cub
T4: Playful Panda
T5: Verdant Tree
T6: Forest’s Favor
T7: Rampant Growth

definitely learned a lot this game.

[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Scorch
Gunpoint Taxman (3/3)
Pirate Gunship
Nautical Dog (1/1)


WORKERS
Bloodburn
Pillage
Bombaster (2/2)
Careless Musketeer
Makeshift Rambaster


NextHand

Gunpoint Taxman (3/3)
Surprise Attack
Mad Man
Bloodrage Ogre
Steam Tank (3/3)


Discard

Nautical Dog (1/1)
Gunpoint Taxman (3/3)
Scorch


Tech 0 card(s)
Get Paid - ($10)
pirate gunship #2 - hits your base to 11, obliterate 2 frogs, take 1 from tower - ($4)
pirate gunship #1 hits your base to 4, obliterate remaining 2 frogs, takes 1 from tower
steamtank +4 attack finishes your base,

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drak lvl 3, (1/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pirate Gunship (7/1)
  • Pirate Gunship (7/5)
  • Steam Tank (3/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Anarchy)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 4
  • Workers: 10

seems like red P2 is going to be pretty straightforward. im sure you’ll throw a wrench in that engine.

do you want more warm ups games, or are you ready to start the real deal?

if you’re ready to start, do you want to go P1 or P2 for the first five games?

Well, that was scary, I obviously need to set up more before I try to lock your board down. Anything you were afraid of seeing me play while you were setting up?

I’m happy to start, do you want to go first?