[MMM1] Warmup: Akiata (Blue) vs FrozenStorm (White)

Apologies for the delay, it’s been a busy week!

MMM1 Game 9 Player 1, Turn 3

P1 White vs P2 Blue

Starting Hand

Smoker
Fox Primus
Sensei’s Advice
Bird’s Nest
Snapback (techn, should have gone scav…)

Events of Turn:


Upkeep:

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

Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Midband Rook, walk past Newsman and kill Oni, Rook takes 3 and goes to level 7 (2)
  • Smoker (1)
  • Worker (0)
Workers

Fox Primus, Fox Viper, Morningstar Flagbearer

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:

  • Safe Attacking
  • Rook (3/2 lvl 7)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sparring Partner
Grappling Hook
Aged Sensei
Sparring Partner
Snapback

End of Turn Discard
My Thoughts

Blocked on Birds, bah humbug. I suppose Aki probably teched both Elite Training, so killing Oni here makes sense to me. I’ll throw Smoker out front and hope there’s no Arrest + MTruth, which would suck, but would cost a lot for not a huge benefit. So I’m teching Earthquake, too, and I hope I’ll draw the birds on the way back


Not a problem at all - I had some tournament turns to catch up on so it worked out well.

P2T3


Tech StartingHand Workers

TECH
Scribe
Brave Knight


STARTING HAND
Spectral Aven
Elite Training
Arrest
Manufactured Truth


WORKERS
Porkhand Magistrate
Jail
Elite Training


NextHand

Lawful Search
Elite Training
Building Inspector


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Begin constructing Tech I building - ($5)
Summon Bigby Hayes (2/3) - ($3)
Play Spectral Aven (2/2, Flying, Illusion) - ($1)
According to Bigby’s Manufactured Truth, Musketeer is actually a Spectral Aven - ($0)
“Spectral Aven” kills Rook, Bigby midbands.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3+A, blocking spells/upgrades consting $2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 - Bigby Hayes (2/4)
  • :exhaust: Bluecoat Musketeer (1/1, Long-range, 1 damage)
  • Spectral Aven (2/2, Flying, Illusion)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well, got my levels back! Elite Training really helped me to keep a unit or two on the board and now look, Careless Musketeer has been a body for some very useful spells. It has come at the cost of hand size though, which, I guess I can cycle with lawful search and maxband Bigby.

I’d still like to try law here… if I can stay up on board juggernauts would be good!

@FrozenStorm’s turn!

I have spaced on Aven too many times… that was really dumb, should have maxed Rook instead of smoker. Got greedy lol… Oh well, let’s see if this is salvageable!

MMM1 Game 9 Player 1, Turn 4

P1 White vs P2 Blue

Starting Hand

Sparring Partner
Grappling Hook
Aged Sensei
Sparring Partner
Snapback

Events of Turn:


Upkeep:

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

Thunderclap, Martial Mastery
Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Sparring Partner (6)
  • Sparring Partner (5)
  • Smoker safely takes down Musketeer
  • Grave (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Grappling Hook, Fox Primus, Fox Viper, Morningstar Flagbearer

  • :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
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Safe Attacking
  • Smoker (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bird’s Nest
Savior Monk
Sensei’s Advice
Earthquake

End of Turn Discard
My Thoughts

Why do I always forget about Aven??!? So frustrating, I need to remember that! Ugh, oh well, try to salvage things here by getting an SP to stick, next turn Birds + maybe tech up, maybe somethin else


No fat ladies singing over here just yet! :slight_smile:

P2T4


Tech StartingHand Workers

TECH
Injunction
Justice Juggernaut


STARTING HAND
Elite Training
Building Inspector
Lawful Search
Traffic Director
Arrest


WORKERS
Porkhand Magistrate
Jail
Elite Training
Building Inspector


NextHand

Manufactured Truth
Brave Knight
Scribe


Discard

:exhaust: Bluecoat Musketeer (1/1, Long-range, 1 damage)
Lawful Search
Arrest
Elite Training
Injunction
Justice Juggernaut


Tech 2 card(s)
Get Paid - ($8)
Bigby has a Lawful Search of your hand carried out, I draw 1 - ($7)

Draw

Traffic Director

Level up and activate Bigby’s maxband, to draw another - ($5)

Draw

Arrest

Worker - ($4)
Bigby issues a warrant for the Arrest of SQL Sparring Partner - ($2)
Spectral Aven swoops on Tech Sparring Partner, you draw 1.
Play Traffic Director (1/1) - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1, Untargetable)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman (0/3, blocking spells/upgrades consting $2)
  • :target: Lookout:

In Play:

  • :exhaust: L5 - Bigby Hayes (3/4)
  • :exhaust: Spectral Aven (2/2, Flying, Illusion)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Earthquake, well that could be a thing.
Bird’s Nest… blocked, but he has the attackers to nuke Newsman, so that could also come out… and probably pretty itchy to play that to counter Aven.
Sensei’s Advice… man, never a comfortable card to see. And with safe attacking, oof.

Walling up with 1-drop weenies might buy me some time? I think I’d better max bigby to see if I can fish out something beefier.

OK, well, Arrest + Aven takes care of the Sparring Partners, effectively counters Sensei’s Advice. Still, there’s a couple of ways to assassinate Bigby, which seems likely. Maybe there’ll be a quiet Tech up turn?

@FrozenStorm’s turn!

I feel like the band is warming up though lol :wink:

MMM1 Game 9 Player 1, Turn 5

P1 White vs P2 Blue

Starting Hand

Bird’s Nest
Savior Monk
Sensei’s Advice
Earthquake
Snapback (techn)

Events of Turn:


Upkeep:

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

Doubling Barbarbarian, Whitestar Grappler
Thunderclap, Martial Mastery
Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Rook (6)
  • Tech 2 Strength (2)
  • Smoker pokes at Reputable Newsman
  • Grave kills TD
  • Midband Grave to heal (0)
Workers

Grappling Hook, Fox Primus, Fox Viper, Morningstar Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 5 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Smoker (1/1)
  • Sparring Partner (2/2)
  • Grave (3/4 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Thunderclap
Martial Mastery
Sparring Partner
Aged Sensei
Earthquake

End of Turn Discard
My Thoughts

Gonna be rough here…


P2T5


Tech StartingHand Workers

TECH
Insurance Agent
Free Speech


STARTING HAND
Manufactured Truth
Brave Knight
Scribe
Free Speech


WORKERS
Porkhand Magistrate
Jail
Elite Training
Building Inspector
Manufactured Truth


NextHand

Free Speech
Justice Juggernaut
Elite Training


Tech 2 card(s)
Get Paid + float - ($10)
Begin constructing Tech II building… LAW!! - ($6)
Play Scribe (1/3), I draw 1 - ($4)

Draw

Free Speech… ahh, hmmm, don’t think there’s a way for me to get Quince into play this turn?

Play Brave Knight (3/3, Readiness) - ($1)
Bigby and Aven take down Rook. Bigby takes 2 damage. Levels fizzle.
Worker - ($0)

Float ($0)
Stash 1, Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3+A, Readiness)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • :exhaust: L5 - Bigby Hayes (3/2, 2 damage)
  • :exhaust: Spectral Aven (2/2, Flying, Illusion)
  • Reputable Newsman (0/2, blocking spells/upgrades consting $2, 1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Uhm, so, gosh… Worker vs hand draw? It’s an awfully big deck o cards there. Worker is probably best eh?

@FrozenStorm’s turn!

Not looking good…

MMM1 Game 9 Player 1, Turn 6

P1 White vs P2 Blue

Starting Hand

Thunderclap (dc)
Martial Mastery
Sparring Partner
Aged Sensei
Earthquake
Bird’s Nest + Savior Monk (MM, ugh)

Events of Turn:


Upkeep:

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

Reversal, Doubling Barbarbarian
Doubling Barbarbarian, Whitestar Grappler
Thunderclap, Martial Mastery
Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Martial Mastery, dc 1 draw 2, let’s see what you’re up to… (7)
  • Sparring Partner buffs Grave, who kills BK back to your hand
  • Maxband Grave, have him toss a sword at Aven, who dies (3)
  • Smoker pokes Reputable Newsman
  • Sparring Partner (2)
  • Aged Sensei (1)
  • Worker (0)
Workers

Earthquake, Grappling Hook, Fox Primus, Fox Viper, Morningstar Flagbearer

  • :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
  • Tech2 HP: 5 STRENGTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Smoker (1/1)
  • Sparring Partner (2/2)
  • Grave (5/6 lvl 7 no sword)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Doubling Barbarbarian
Snapback
Sensei’s Advice
Whitestar Grappler

End of Turn Discard
My Thoughts

Pesky fkin Aven lol… I’ll try to setup Bigby for a death next turn that I can use, same with Newsman, bummer to draw Birds w/ that MM (and NOT grappler or doubling) though


Well here comes the Justice Juggernaut. It feels really tough to establish enough board presence to get one of these out, and in so doing I’m worried I’ve taken too much pressure off. Lets see how this goes!

P2T6


StartingHand Workers

STARTING HANDFree Speech
Justice Juggernaut
Elite Training


WORKERS
Porkhand Magistrate
Jail
Elite Training
Building Inspector
Manufactured Truth


NextHand

Traffic Director (1/1, Untargetable)
Arrest
Insurance Agent
Elite Training


Discard

:exhaust: Spectral Aven (2/2, Flying, Illusion)
Free Speech
Brave Knight (3/3+A, Readiness)


Tech 0 card(s)
Get Paid - ($10)
Skipping worker
Summon Sirus Quince (1/3), a Mirror (0/1) arrives - ($8)
Sirus decrees Free Speech for all (subject to approvals) - ($6)
Play Justice Juggernaut (4/6, Unstoppable, Can’t patrol) - ($0)
Bigby respectfully dismisses Aged Sensei, takes 1 damage.

Float ($0)
Stash 1, Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 - Sirus Quince (1/3+A)
  • :psfist: Elite: Scribe (1+1/3)
  • :ps_: Scavenger: Mirror (0/1)
  • :pschip: Technician: Reputable Newsman (0/1, blocking spells/upgrades consting $2, 2 damage)
  • :target: Lookout:

In Play:

  • :exhaust: L5 - Bigby Hayes (3/1, 3 damage)
  • Justice Juggernaut (4/6, Unstoppable, Can’t patrol)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

OK, well… Doubling Barbarrian(s) is(are) coming, and that is going to be painful.

  1. Oni + Elite Training ($6), means Bigby and Scribe can go kill patrollers. Leaves me with Newsman + Oni + Brave Knight ($3) to patrol vs Smoker, Sparring Partner, and Grave.
  2. Play the Juggernaut ($4). Stash Elite Training for next trun tech break. Replay Brave Knight for BK ($1) + Scribe + Newsman + Bigby vs Smoker, Sparring Partner, Sparring Partner.
  3. Quince + Free Speech ($6), This has the benefit of a) an extra body to block, and b) newsman death isn’t so critical.

@FrozenStorm’s turn!

Tough to say, time will tell, but I currently feel as if it probably wasn’t worth it… I’m not super afraid of it atm

MMM1 Game 9 Player 1, Turn 7

P1 White vs P2 Blue

Starting Hand

Doubling Barbarbarian
Snapback
Sensei’s Advice
Whitestar Grappler

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Rambasa Twin, Reversal
Reversal, Doubling Barbarbarian
Doubling Barbarbarian, Whitestar Grappler
Thunderclap, Martial Mastery
Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Doubling Barbarbarian (6)
  • Rook (4)
  • Whitestar Grappler (1)
  • Grave kills Quince, takes 1, Rook to level 3
  • Smoker trades with Bigby, Rook to level 5
  • Spar with Rook
  • Spar with Doubling Barb
  • skip worker
Workers

Earthquake, Grappling Hook, Fox Primus, Fox Viper, Morningstar Flagbearer

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (4/6+1armor lvl 5, +)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Doubling Barbarbarian (5/7, ++)
  • Whitestar Grappler (3/5)
  • Sparring Partner (2/2)
  • Sparring Partner (2/2)
  • Grave (5/5 lvl 7 no sword)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Snapback
Aged Sensei
Martial Mastery
Sensei’s Advice

End of Turn Discard
My Thoughts

JJ isn’t super scary, I can deal with that!


Whaddya think, Smoker for MVP?

P2T7


Tech StartingHand Workers

TECH
Lawbringer Gryphon
Guardian of the Gates


STARTING HANDElite Training
Traffic Director (1/1, Untargetable)
Insurance Agent
Arrest
Injunction


WORKERS
Porkhand Magistrate
Jail
Elite Training
Building Inspector
Manufactured Truth


NextHand

Lawful Search
Injunction
:exhaust: Bluecoat Musketeer (1/1, Long-range, 1 damage)
Brave Knight (3/3+A, Readiness)


Tech 2 card(s)
Get Paid - ($10)
Skipping Worker
Summon General Onimaru (2/3, Frenzy 1) - ($8)
The General conducts Elite Training with Scribe and Justice Juggernaut - ($6)
Insurance Agent (2/2) writes a policy for Scribe - ($5)
Scribe and Justice Juggernaut kill Rook,

  • Scribe dies, I gain $2 and draw 1,
  • Justice Juggernaut takes 3 after amour,
  • The General advances to levels to 3rd - ($7)
Draw

Injunction

Promote Onimaru to maxband, the recruits arrive - ($2)
Play Traffic Director (1/1, Unstoppable vs buildings, Untargetable) - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier “Alpha” (1+A/1, Sparkshot)
  • :psfist: Elite: Soldier “Bravo” (1+1/1, Sparkshot)
  • :ps_: Scavenger: Soldier “Charlie” (1/1, Sparkshot)
  • :pschip: Technician: Insurance Agent (2/2)
  • :target: Lookout: Mirror (0/1, Resist 1)

In Play:

  • L8 - General Onimaru (4/5, Frenzy 1, Readiness)
  • Justice Juggernaut (5/3, Unstoppable, Can’t patrol, Sparkshot, Anti-air, 3 damage)
  • Reputable Newsman (0/1, blocking spells/upgrades costing $2, 2 damage)
  • Traffic Director (1/1, Unstoppable vs buildings, Untargetable)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Blargh, I should have thought harder about my previous turn. I’d like to try playing some of the cards in the law spec, but it’s not so straight forward.

@FrozenStorm’s turn!

Onimaru does not have haste

1 Like

Blargh… my bad. Thanks for catching that. I shall edit my turn to correct.

1 Like

I’m going to be killing a lot of stuff and then casting Martial Mastery, could you let me know what your techn draw is (and perhaps include it in future turns?) I have my outline of what I’m likely to do at the ready here to post once you do, may edit the post-MM part based on the draw

MMM1 Game 9 Player 1, Turn 8

P1 White vs P2 Blue

Starting Hand

Snapback
Aged Sensei (MM dc)
Martial Mastery
Sensei’s Advice
Bird’s Nest + Savior Monk (MM draw)

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Fox’s Den Students, Earthquake
Rambasa Twin, Reversal
Reversal, Doubling Barbarbarian
Doubling Barbarbarian, Whitestar Grappler
Thunderclap, Martial Mastery
Earthquake, Sparring Partner
Bird’s Nest, Sparring Partner


Main:

  • Setsuki (8)
  • Grave kills SQL and sparkshots elite
  • Whitestar Grappler taps to suplex techn, you draw 1
  • Martial Mastery, dc 1 draw 2 and look at your hand (7)
    … probably what comes nextJJ isn’t super scary, I can deal with that!
  • Sparring Partner Miyagi kills Lookout
  • Snapback Oni for Bigby (4)
  • Doubling Barb kills scav and overpowers to kill Bigby, Sets to level 3
  • **Sparring Partner Splinter kills TD
  • Savior Monk (2)
  • Worker (1)
Workers

Bird’s Nest, Earthquake, Grappling Hook, Fox Primus, Fox Viper, Morningstar Flagbearer

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grave (5/4+1armor lvl 7 no sword)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Doubling Barbarbarian (5/6, ++)
  • Whitestar Grappler (3/5)
  • Savior Monk (2/2)
  • Sparring Partner Miyagi (2/2)
  • Sparring Partner Splinter (2/1)
  • Setsuki (1/3 lvl 3 pay 1 to attack)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Reversal
Smoker
Reversal

End of Turn Discard
My Thoughts

Yep, I’ve got really strong board now, can probably Max Sets or Rook by next cycle and want some kind of game-ender threat, so let’s tech one each of FDS and EQ. Plan to MM then snap out oni for whichever of Quince or Bigby poses the bigger threat based on Aki’s hand

We’ll wait and see on techn but w/ the Injunction there, likely I’m snapping in Bigby and killin’ em


Technician draw will be Arrest. Happy Hunting!

@Akiata okay cool, turn revealed above (only thing changed from my original plan based on Arrest is putting Savior Monk backline)

Carry on!

Ah, I’ll concede the game there - very well played!

Law seems pretty tough. I’d like to give it another shake but I’m not seeing the types of plays that make Peace and Truth viable. Basically every card feels like I’m giving up tempo in order to get it out. Possibly somewhat exacerbated as P2.

1 Like

GG WP! Yea, law is kinda slow, don’t feel bad struggling to find success with it; it’s undertuned. Insurance Agent is the only really decent card in tech 2, and the Tech 3 is good but not top 5 in terms of Tech 3 options in the game (though it’s probably top ten). So I think the only strong winning line there is to use Agents to boost econ for the Gryphon (or better yet, tech lab for Liberty Gryphon XD).

That said, I think you had the right general idea of boosting the JJ w/ Elite Training (or Boot Camp if you can get that going), and maybe Tower would’ve been better on turn 6 to keep Bigby alive? Idk, I can’t say I know for sure if it could’ve worked.

What would you like to do next?

1 Like

Yeah, seems like using Insurance Agents to build some advantage is the way to go - but a) it’s slow, b) does not help to build board presence (because things have to die for insurance purposes), and c) cedes tempo - all problems that blue already starts with.

However - it was a very useful lesson for me! :slight_smile:

I think that’ll do for warm ups - let’s begin the series. If it’s OK with you, I’d like to play out all the blue P2 matches before switching to P1?

1 Like

That works for me! I’ll start a G1 thread tomorrow

1 Like