[MMM1] Warm-up: Red (Dreamfire) vs Blue (FrozenStorm)

Game 3 Player 1, Turn 3

P2 Red vs P1 Blue

Starting Hand

Brave Knight
Manufactured Truth
Jail
Arrest
Spectral Aven (techn)

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Overeager Cadet x2
Scribe, Brave Knight


Main:

  • Arrest Bloodrage Ogre (5)
  • Oni kills Musketeer, takes 2, you draw 1
  • Brave Knight (2)
  • Worker (1)
Workers

Spectral Aven, Porkhand Magistrate, Bluecoat Musketeer

  • :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

In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Traffic Director
Scribe
Lawful Search

End of Turn Discard

Building Inspector
Overeager Cadet
Overeager Cadet
Manufactured Truth
Arrest
Jail

My Thoughts

I want to keep his board down, and I don’t mind spending cards to stabilize here because either:
a) I’m going for Peace Engine, or
b) I’m going to tech Scribe / Boot Camp and play around maxing out Oni & using Lawful Search to play as optimally as possible

We’ll see what comes next turn from him!

EDIT Can’t MTruth two of his units, duh. Oh well, this leaves us both one card richer, not a big deal


I thought MTruth only works on your own units :thinking:

1 Like

You’re right, let me re-think that turn there

Okay, no MTruth, Arrest BROgre instead (so he’ll end up in your hand end of your turn) and kill Musketeer where he stands, so draw 1 for you. Floating 1 and dc2 d4 now

Action back to you!

Does this happen before or after my discard/draw phase?

After, see here: Codex Card Database | Bloodrage Ogre

1 Like

P2T3


Tech StartingHand Workers

TECH
Molting Firebird
Firehouse


STARTING HAND
Nautical Dog
Makeshift Rambaster
Scorch
Gunpoint Taxman
Lobber


WORKERS
Pillage
Bloodburn
Nautical Dog


NextHand

Mad Man
Bombaster
Careless Musketeer
Charge
Lobber
Bloodrage Ogre (bounced)


Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Gunpoint Taxman - ($4)
Tech 2 (Fire) - ($0)
Brogre bounces back to my hand after discard/draw

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Zane lvl 1 (2/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 6
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Pity that I drew Lobber off the technician, I would’ve preferred to have it next hand. I certainly prefer to tech up, rather than trade into BK and leave Frozen with a card advantage.
I think I’ll try Fire tech 2 this time. Firehouse and Molting Firebird are fair counters to Peace engine, and I think I can get some use out of Hotter Fire. It’s worth a shot, anyway.
I should have some options next turn, whether or not Frozen breaks through my patrol. Even if I whiff my tech 2’s I could play Brogre + Bombaster + Jaina to stall for a turn.

It’s gonna get a little crazy here!

Game 3 Player 1, Turn 4

P2 Red vs P1 Blue

Starting Hand

Traffic Director
Scribe
Lawful Search
Reputable Newsman
Arrest (rs LS)

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Scribe, The Art of War
Overeager Cadet x2
Scribe, Brave Knight


Main:

  • Lawful Search, check out your hand and rs Draw 1 (7)
  • Level Oni to 6, kill Taxman (2)
  • BK kills Zane, takes 2 damage, you get 1g, Oni maxbands and brings on the mighty nephew ducks
  • Worker (1)
Workers

Arrest, Spectral Aven, Porkhand Magistrate, Bluecoat Musketeer

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Huey (1+1/1)
  • :pspig: Scavenger: Dewey (1/1)
  • :exhaust: Technician: Louie (1/1)
  • :target: Lookout:

In Play:

  • Onimaru (4/5 lvl 8)
  • Brave Knight (3/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Overeager Cadet
The Art of War
Manufactured Truth
Scribe
Jail

End of Turn Discard

Lawful Search
Reputable Newsman
Scribe
Traffic Director

My Thoughts

Fuck it, let’s go for Oni maxband! I’ll check his hand just to make sure there’s no Ember Sparks or Bamstamper or something, but provided nothing looks too threatening (or I don’t hit the 12% to draw AoW, I’m not teching 2 in case stuff is bad, I’ll tech another Scribe for cycle help), it’ll be all systems go.

Okay, didn’t beef the draw and he doesn’t have anything too scary, full-steam ahead! Probably AoW for the Tech 2 (even if I miss the 5/7 both scribes are in the deck so I’ll for sure have access to it), maybe tech the other one then too? Probably that and Boot Camp, yea!


I’m betting the crazy part is just getting started…

P2T4


Tech StartingHand Workers

TECH
Flame Arrow
Firebat


STARTING HAND
Bombaster
Mad Man
Charge
Careless Musketeer
Lobber


WORKERS
Pillage
Bloodburn
Nautical Dog
Mad Man


NextHand

Molting Firebird
Makeshift Rambaster
Scorch
Firehouse
Firebat


Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Drakk - ($6)
Jaina - ($4)
Careless Musketeer - ($2)
Charge on Musketeer - ($0)
Exhaust Musketeer to kill Brave Knight for real, my base to 16

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk lvl 1 (1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Careless Musketeer (2/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

The way Frozen structured his turn, I’m pretty sure he has an Art of War in his next hand. Which means I’m likely to lose my tech 2 next turn and be unable to play my teched cards, definitely a bummer.
At least I can kill BK, and use my tech advantage to get 2 heroes on board without giving up any free levels. There’s definitely no point in spending cards to kill the ducks at this point. If Drakk and the tech 2 both survive, I’ll probably maxband him for a hasted Firebird. But it’s more likely I’ll spend the turn just shooting stuff with Jaina.
I’m teching things that could conceivably help deal with a Swift Striking Oni.

Darn tootin’ XD

Game 3 Player 1, Turn 5

P2 Red vs P1 Blue

Starting Hand

Overeager Cadet
The Art of War
Manufactured Truth
Scribe
Jail
Overeager Cadet (scribe)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Flagstone Garrison, The Art of War
Scribe, The Art of War
Overeager Cadet x2
Scribe, Brave Knight


Main:

  • The Art of War, Oni ignores those puny heroes and breaks your tech 2, your base to 14 (6)
  • Scribe, draw 1 (4)
  • Overeager Cadet
  • Overeager Cadet
  • Tech 2 Peace (0)
  • skip worker
Workers

Arrest, Spectral Aven, Porkhand Magistrate, Bluecoat Musketeer

  • :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 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (6/5+3armor swift strike)
  • :psfist: Elite:
  • :pspig: Scavenger: Dewey (1/1)
  • :exhaust: Technician: Louie (1/1)
  • :target: Lookout: Huey (1/1)

In Play:

  • Scribe (1/3)
  • Overeager Cadet (2/2)
  • Overeager Cadet (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Building Inspector
Traffic Director
Manufactured Truth
Scribe

End of Turn Discard
My Thoughts

Hey I can afford AoW, Scribe AND tech 2 if I skip worker. Happy to oblige that in the name of rushdown. Grabbing another AoW and a Garrison, hopefully I can draw another AoW next turn but at the least I have a lot of board presence to run train with!


should not be disc 2 draw 4? 5-musket-charge-worker is 2, right?

I had Brogre bounce to my hand at the end of my last turn

2 Likes

P2T5


Tech StartingHand Workers

TECH
Burning Volley
Hotter Fire


STARTING HAND
Firehouse
Makeshift Rambaster
Molting Firebird
Scorch
Firebat


WORKERS
Pillage
Bloodburn
Nautical Dog
Mad Man
Makeshift Rambaster


NextHand

Flame Arrow
Bombaster
Charge
Gunpoint Taxman
Bloodrage Ogre


Discard

Firehouse
Scorch
Molting Firebird
Burning Volley
Hotter Fire


Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 2
Worker - ($8)
Jaina to midband - ($5)
Exhaust Jaina and Musketeer to kill a Cadet, my base to 13
Firebat - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Jaina lvl 4 (3/3)
  • Careless Musketeer (2/1)

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

If Frozen has another Art of War, I’ve probably already lost. If not, I might be able to get Oni and stay in the game, though dealing with the Peace Engine will be hard.

Game 3 Player 1, Turn 6

P2 Red vs P1 Blue

Starting Hand

Building Inspector
Traffic Director
Manufactured Truth
Scribe
Brave Knight (scribe, oof)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Boot Camp, Drill Sergeant
Flagstone Garrison, The Art of War
Scribe, The Art of War
Overeager Cadet x2
Scribe, Brave Knight


Main:

  • Scribe, draw 1 (6)
  • Quince (4)
  • Oni kills Drakk, takes 2, my base to 19, Quince to level 3
  • Manufactured Truth, Huey purports to be a Firebat, trades with your Firebat, you get 1g (3)
  • Cadet and Dewey trade with Jaina, Quince maxbands
  • Louie trades with Musketeer
  • Brave Knight, mirror copies it (0)
Workers

Arrest, Spectral Aven, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1 armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Scribe (1/3)

In Play:

  • Quince (1/5 lvl 5)
  • Onimaru (4/3 lvl 8)
  • Brave Knight (3/3)
  • Mirror BK (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

The Art of War
Reputable Newsman
The Art of War
Lawful Search

End of Turn Discard

Overeager Cadet
Boot Camp
Drill Sergeant
Overeager Cadet
Manufactured Truth
Traffic Director
Building Inspector

My Thoughts

Grabbing DS and Boot Camp, hoping to miss my 3 dead draws before I hit an AoW

Darn, dead on the first try. Oh well, if I clear his board the only haste I need to worry about is charge, Zane and bamstamper. I expect he didn’t go for bamstamper and did go for fire spells, so hopefully I’ll be safe with just the two scribes, and hopefully mirror BK survives to lay some beat down

Fingers crossed I split the AoWs!

Darn, no Garrison either. Maybe I can finish with just AoW and BKs though!


P2T6


Tech StartingHand Workers

TECH
Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Gunpoint Taxman
Bloodrage Ogre
Bombaster
Flame Arrow
Charge


WORKERS
Pillage
Bloodburn
Nautical Dog
Mad Man
Makeshift Rambaster


NextHand

Scorch
Lobber
Careless Musketeer
Molting Firebird


Tech 2 card(s)
Get Paid - ($10)
Scav gold - ($11)
Tech 3 - ($6)
Gunpoint Taxman - ($4)
Bloodrage Ogre - ($2)
Bombaster - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Too bad I can’t afford a tech lab, since I’m not at all confident a Cinderblast Dragon will be enough to turn this around.

Game 3 Player 1, Turn 7

P2 Red vs P1 Blue

Starting Hand

The Art of War
Reputable Newsman
The Art of War
Lawful Search
Flagstone Garrison (ls)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Boot Camp, Spectral Flagbearer
Boot Camp, Drill Sergeant
Flagstone Garrison, The Art of War
Scribe, The Art of War
Overeager Cadet x2
Scribe, Brave Knight


Main:

  • Lawful Search, check your hand and draw 1 (7)
  • The Art of War, Oni smacks your base to 6 and loses 1 armor (4)
  • Mirror BK and Scribe trade with Taxman
  • Flagstone Garrison (1)
  • Tech Lab Truth (0)
Workers

Arrest, Spectral Aven, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE
  • Tech Lab HP: 4 Truth

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Onimaru (6/3+1 armor lvl 8)

In Play:

  • Quince (1/5 lvl 5)
  • Brave Knight (3/3)
  • Scribe (1/3)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Jail
Overeager Cadet
Lawful Search
Reputable Newsman

End of Turn Discard
My Thoughts

Woof… I need to check what’s in his hand and make sure I have Oni break the right thing, might need Newsman to block something too. Teching the other boot camp and Flagbearer, it’s all about cycling to draw another AoW

Woo, no major threats! Can attack the base freely. Scorch could hurt Oni but not kill him, Bombaster can only target units… And he doesn’t have enough good to haste firebird! I think it will just come down to whether I can draw Art of War next turn!

Well no luck yet, but hopefully I can dig it up


As you’ve seen, I got nothing here. GG WP!
I’mg going to have to find a way to deal with maxband Oni. Want to start the next one?

1 Like

GG WP! I was a little concerned I wouldn’t be able to dig through my deck for another Art of War and then I’d run out of steam, but indeed that Oni lockdown went about as well as I could have hoped!

I guess you run something until the other person beats it, so we’ll hedge in the same direction. GL HF in the next one!

Game 4 Player 1, Turn 1

P2 Red vs P1 Blue

Starting Hand

Spectral Aven
Building Inspector
Reputable Newsman
Jail
Lawful Search

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Onimaru (2)
  • Building Inspector (1)
  • Worker (0)
Workers

Spectral Aven

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

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Building Inspector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Traffic Director
Arrest
Porkhand Magistrate
Manufactured Truth
Bluecoat Musketeer

End of Turn Discard

Lawful Search
Jail
Reputable Newsman

My Thoughts

Bit of a good news / bad news situation here, I got a 1-drop but not the one I want, and nothing I really want to worker yet. Aven and illusions in general are pretty vulnerable to red, though, so I think that’s the way to go.


There really are only a handful of red cards that can break through AoW Oni, and most of them are at tech 2+. I think the best way to deal with him might be like the best way to deal with Pirate Gunships, don’t let him get there in the first place.

P2T1


StartingHand Workers

STARTING HAND
Bloodburn
Mad Man
Bombaster
Pillage
Bloodrage Ogre


WORKERS
Bloodburn


NextHand

Nautical Dog
Careless Musketeer
Scorch
Makeshift Rambaster


Discard

Pillage
Mad Man


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

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Main lesson from last game is that I need to open agressively, to keep up with Oni. Frozen could pull off the Arrest trick like he did last game, but this time I could punish it with Zane plus Rambaster/Charged Dog.

Yea it’s definitely difficult and expensive to set up AoW lockdown in the first place!

Game 4 Player 1, Turn 2

P2 Red vs P1 Blue

Starting Hand

Traffic Director
Arrest
Porkhand Magistrate
Manufactured Truth
Bluecoat Musketeer

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Scribe x2


Main:

  • Arrest BrOgre (3)
  • Oni kills Bombaster, you get a card
  • Traffic Director (2)
  • Worker (1)
  • Tech1 (0)
Workers

Bluecoat Musketeer, Spectral Aven

  • :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

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Building Inspector (1/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Manufactured Truth
Jail
Scribe
Porkhand Magistrate

End of Turn Discard
My Thoughts

Think neutralizing BROgre with Arrest is worth, so do that take out Bombaster and stay patrolled enough to survive all but Zane + Mad Man + Rambaster (/Charge+Unit)? Seems a reasonably good position. Grabbing two scribes to help stall for tech 2 or max Oni like last time. Seems a decent strategy!