[MMM1] Warm-Up: Red (Penatronic) vs White (petE)

How dare you leave an open patrol zone

"P1T8


Tech StartingHand Workers

TECH
fire dart
fire dart


STARTING HAND
Flame Arrow
Flame Arrow
Makeshift Rambaster (1/1)


WORKERS
Careless Musketeer
Bombaster
Nautical Dog (1/1), frenzy
Bloodburn


NextHand

Pillage
Chaos Mirror
Crashbomber (2/2)


Discard

Lobber
Crashbarrow
Chaos Mirror
Charge
Kidnapping
Kidnapping
Flame Arrow
Flame Arrow
fire dart
fire dart


Tech 2 card(s)
Get Paid - ($8)
Jaina - ($6)
Flame Arrow your base - ($2)
makeshift rambaster, hits base for the win - ($0)

Float ($0)
Discard 1, 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]: L1 Jaina (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Crashbomber (2/2) entangled
  • Makeshift Rambaster (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 9
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 5
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

yolo

"

1 Like

GG, well played! One more warm-up before the start?

That or more, Iā€™ve played very little red, which is why I picked it. Definitely donā€™t feel like an expert yet, as I normally play very conservative controlling styles and I rarely play this kind of yolo. Start the game!

1 Like

@Penatronic red yolo tip:

Ember Sparks >>> Flame Arrow, always.

Youā€™d have unstoppable lethal from hand that way, whereas @petE probably grinds out a win against 2x Flame Arrow if he just patrols Rook while breaking your HH and T2 (instead of killing Zane, if Birds hit HH and tech 2 and Sets hits base, you wouldnā€™t get to squeeze that rambaster through)

3 Likes

Definitely happy for more warming up. Havenā€™t played White very often, and somehow always struggle to turn midgame positions into wins. Need to get to grips with effective builds for the 3 specs, not just be a serial Quaker. Appreciate the comments @FrozenStorm

WARM-UP GAME #4

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Aged Sensei
Morningstar Flagbearer
Savior Monk
Senseiā€™s Advice
Safe Attacking


WORKERS
Morningstar Flagbearer


[/spoiler][/details]

[details=NextHand][spoiler]
Snapback
Fox Viper
Smoker
Grappling Hook
Fox Primus


[/spoiler][/details]

[details=Discard][spoiler]
Safe Attacking
Savior Monk
Senseiā€™s Advice


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Grave (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei (1/1)
  • :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

[details=Thoughts from warmup#3][spoiler]


STOP GIVING AWAY A T2 HERO KILL EVERY GAME, YOU IDIOT !

Boulder did a good job as a cheap Crashbarrow block. Not sure that Mythmaking was worth the extra card. Combo would make more sense if Iā€™m teching Boulder T2 instead of T3, expecting to play it twice. Or as part of a Strength plan including DeGrey (though heā€™d kill my Birds).

ā€¦

For this game, looks like Iā€™ve an ideal Grave opening split, Aged Sensei/Grappling Hook in T1/T2 hands. Letā€™s give that a try, maybe head for Rambasa Twins for pressure.


[/spoiler][/details]

1 Like

"P2T1


StartingHand Workers

STARTING HAND
Mad Man
Makeshift Rambaster
Bombaster
Careless Musketeer
Scorch


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Bloodburn
Charge
Pillage
Bloodrage Ogre


Discard

Mad Man
Makeshift Rambaster
Scorch


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

Float ($2)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2A)
  • :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: 2
  • Workers: 6
    "

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Sparring Partner
Rambasa Twins


STARTING HAND
Snapback
Fox Primus
Fox Viper
Grappling Hook
Smoker


WORKERS
Morningstar Flagbearer
Fox Viper


[/spoiler][/details]

[details=NextHand][spoiler]
Senseiā€™s Advice
Rambasa Twins
Grappling Hook
Sparring Partner


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook, Bombaster to lookout
Grave kills Bombaster
Grave to lvl 3 - ($2)
Smoker - ($1)
Tech 1 - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei (1/1)
  • :pschip: [I]Technician[/I]: Smoker (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave lvl 3 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech1 HP: 5

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

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

[details=Thoughts][spoiler]


Think Grave is safe unless he has Mad Man + Charge + Ogre in hand.

[/spoiler][/details]

1 Like

You need your t1 in play

"P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Nautical Dog
Bloodrage Ogre
Charge
Bloodburn
Pillage


WORKERS
Careless Musketeer
Bloodburn


NextHand

Makeshift Rambaster
Bombaster (2/2A)
Gunpoint Taxman
Charge


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
t1 - ($6)
tower - ($3)
bro - ($1)
dog - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Nautical Dog (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bloodrage Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

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

time to try to turtle again. the hero situation is frustrating as red p2 because they are all so flimsy and itā€™s so easy for white to get around that

"

Been very lucky so far this series with drawing Tech1s on T3, mean-reversion to come no doubt.

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Entangling Vines
Birdā€™s Nest


STARTING HAND
Sparring Partner
Rambasa Twins
Grappling Hook
Senseiā€™s Advice


WORKERS
Morningstar Flagbearer
Fox Viper
Grappling Hook


[/spoiler][/details]

[details=NextHand][spoiler]
Snapback
Savior Monk
Safe Attacking


[/spoiler][/details]

[details=Discard][spoiler]
Senseiā€™s Advice
Entangling Vines
Birdā€™s Nest


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sensei taps to give Grave 1/1
Grave kills Dog
Rambasa Twins - ($1)
Sparring Partner - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Smoker (2/1)
  • :ps_: [I]Scavenger[/I]: Rambasa Twin #1 (3/2)
  • :pschip: [I]Technician[/I]: Rambasa Twin #2 (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave lvl 3 (3/3)
  • Aged Sensei (1/1)
  • Sparring Partner (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 3
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Letting his Ogre attack into my patrol, to trade down or give me a scav/tech bonus. Think itā€™s worth going down to 3 cards here to get both of my Tech1s out. If I keep board control then Sparring Partner could stay around most of the game and give great value (eg buff Glorious Ninja to 5/4 swift strike, safe from 3HP arrival damage from a Bamstamper Lizzo). Iā€™ve two sets of techs before my next cycle, so teching Birds Nest and Vines (clear blocker to destroy that Tower?) and decide next turn which Tech2 spec to go for.


[/spoiler][/details]

This is targeting and will bounce the smoker :wink: youā€™ll need to find a new attack vector

2 Likes

Turn redone

"P2T3


Tech StartingHand Workers

TECH
Disguised Monkey
Steam Tank


STARTING HAND
Makeshift Rambaster
Charge
Gunpoint Taxman
Bombaster (2/2A)


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster


NextHand

Mad Man
Scorch
Gunpoint Taxman


Discard

Nautical Dog (1/1A)
Bloodrage Ogre (3/2)
Charge
Disguised Monkey
Steam Tank


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman - ($4)
Jaina - ($2)
Bro trades with Scav rambasa
bombaster - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :pschip: [I]Technician[/I]: L1 Jaina (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Well that was a very nice draw for him, not looking so good for the turtle plan. I donā€™t want to go so far down in cards but I have to keep up to not get so far behind I canā€™t come back

"

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Whitestar Grappler
Whitestar Grappler


STARTING HAND
Safe Attacking
Savior Monk
Snapback


WORKERS
Morningstar Flagbearer
Fox Viper
Grappling Hook
Savior Monk


[/spoiler][/details]

[details=NextHand][spoiler]
Safe Attacking
Fox Primus
Entangling Vines
Whitestar Grappler


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Sensei taps to give Rambasa Twin +1/1
Rambasa Twin trades with Taxman
Sparring Partner taps to give Grave +1/1 rune
Grave kills Jaina, to lvl 5, sparkshot 1 to Bombaster
Smoker trades with Bombaster
Grave to max - ($5)
Tech 2 Strength - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Grave lvl 7 (5/6 + 1, with 1/1 rune and sword)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Sparring Partner (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

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

**Rambasa Twins card back in my Codex, as one Twin died on your turn and the other on this turn.

[details=Thoughts][spoiler]


Tempted to go Ninjutsu with Glorious Ninjas. But instead trying Strength, and teching 2xWhitestar Grapplers. Big enough to block a Crashbarrow if he goes Blood, grapple down a Bamstamper Lizzo or Firebird if he goes Fire, and cheap enough to leave $$ to level Rook or Sets.

[/spoiler][/details]

"P2T4


Tech StartingHand Workers

TECH
Bamstamper Lizzo
Bamstamper Lizzo


STARTING HAND
Gunpoint Taxman
Mad Man
Scorch
Pillage


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster


NextHand

Charge
Bamstamper Lizzo
Gunpoint Taxman (3/3A)
Steam Tank


Tech 2 card(s)
Get Paid + tech + scav - ($9)
t2 - ($5)
taxman - ($3)
drakk - ($1)
madman - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint Taxman (3/3A), antiair
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Madman (1/1), haste
  • :pschip: [I]Technician[/I]: L1 Drakk (1/3), retribution dmg
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

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

i dont think tower up and wait works in this matchupā€¦ it may in another one, but white can work around the tower pretty easily and you dont really want them on the offensive anyways. back to the drawing board i fear

"

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Earthquake
Earthquake


STARTING HAND
Fox Primus
Safe Attacking
Whitestar Grappler
Entangling Vines


WORKERS
Morningstar Flagbearer
Fox Viper
Grappling Hook
Savior Monk
Fox Primus


[/spoiler][/details]

[details=NextHand][spoiler]
Birdā€™s Nest
Whitestar Grappler
Snapback


[/spoiler][/details]

[details=Discard][spoiler]
Whitestar Grappler
Safe Attacking
Earthquake
Earthquake


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rook - ($6)
Entangling Vines on Taxman - ($3)
Sensei taps to give Grave +1/1
Grave kills Drakk, sparkshot kills Mad Man, Rook to lvl 3
Sparring Partner taps to give Rook +1/1 rune
Whitestar Grappler - ($0)

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Whitestar Grappler (3/5 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rook lvl 3 (3/5, with 1/1 rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Entangling Vines [Gunpoint Taxman]
  • Aged Sensei (1/1)
  • Sparring Partner (2/2)
  • Grave lvl 7 (5/5, with 1/1 rune and sword)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Edits: corrected Dog to Mad Man, Base to 19HP

[details=Thoughts][spoiler]


All looking good, other than hand size.

[/spoiler][/details]

"P2T5


Tech StartingHand Workers

TECH
Pirate Ship
Pirate Ship


STARTING HAND
Steam Tank
Gunpoint Taxman (3/3A)
Charge
Bamstamper Lizzo
Bloodrage Ogre (3/2)


WORKERS
Careless Musketeer
Bloodburn
Makeshift Rambaster
Charge


NextHand

Nautical Dog (1/1A)
Scorch
Pillage


Discard

Madman (1/1), haste
Pirate Ship
Pirate Ship
Bamstamper Lizzo


Tech 2 card(s)
Get Paid + tech + scav - ($9)
Worker - ($8)
Taxman - ($6)
steam tank - ($3)
BRO - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Steam Tank (3/6)
  • :pschip: [I]Technician[/I]: Gunpoint Taxman (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gunpoint Taxman (3/3), entangld
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 4

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

  • Hand: 3
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Feels bad passing on lizzo but wasnā€™t going to get a whole lot out of him this turn

"

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Foxā€™s Den Students
Foxā€™s Den Students


STARTING HAND
Whitestar Grappler
Birdā€™s Nest
Snapback


WORKERS
Morningstar Flagbearer
Fox Viper
Grappling Hook
Savior Monk
Fox Primus
Snapback


[/spoiler][/details]

[details=NextHand][spoiler]
Senseiā€™s Advice
Earthquake
Smoker


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sensei taps to give Grave +1/1
Grave kills Ogre
Graveā€™s Sword kills Steam Tank
Grappler grapples Taxman, takes no damage
Birdā€™s Nest, summon Birds - ($6)
Rook to max - ($1)
Rook breaks Tech2, your Base to 18HP
Sparring Partner taps to give a Bird +1/1 rune

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


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

  • :psblueshield: [I]Squad Leader[/I]: Bird #1 (1/1 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Grave lvl 7 (5/2, with 1/1 rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Entangling Vines [Gunpoint Taxman]
  • Birdā€™s Nest
  • Aged Sensei (1/1)
  • Sparring Partner (2/2)
  • Whitestar Grappler (3/5)
  • Rook lvl 8 (5/6, with 1/1 rune, two lives)
  • Bird #2 (2/2, with 1/1 rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

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

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]



[/spoiler][/details]

Gg, stall till t3 does not seem to be viable

1 Like

GG. Think these games have been a bit skewed so far by me getting very good draws ā€“ keep getting double Tech1 cards on T3. Grave/Sensei with that follow-up pretty hard to stop.

See you teched Bamstamper Lizzos T4, were you going for Tech Lab Fire, or were they Chameleon Lizzos?