"P1T7
StartingHand Workers
STARTING HAND
Summon Skeletons
Deteriorate
Blackhand Resurrector
WORKERS
Poisonblade Rogue
Jandra, the Negator
Graveyard
Bone Collector
Sacrifice the Weak
Sickness
NextHand
Skeletal Lord (3/3)
Nether Drain
Pestering Haunt (1/1)
Dark Pact
Discard
Dark Pact
Lord of Shadows
Thieving Imp (2/2)
Skeleton Javelineer
Deteriorate
Summon Skeletons
Tech 0 card(s)
Get Paid + float - ($11)
Garth + skele - ($8)
Maxband Garth, skeletal Lord arises - ($2)
Blackhand Resurrector - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Garth (3/4+a)
-
Elite:
-
Scavenger:
-
Technician: Skele (2/2)
-
Lookout:
In Play:
- Skeletal Archery
- Skeletal Lord (3/3)
- Blackhand Resurrector (3/3)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Necromancy)
Economy Info:
Cards:
Gold:
Thoughts
And somehow he didnât. Oh well, I wonât get that lucky again I donât think
"
Ahhhh, canât seem to get anything past you. Iâll lead us off I another
Edit: nvm I went first last time, you are up
GG WP. I think Necro T2 is going to be tough for you to pull off when itâs pretty easy for me to pick off Skeletons. I think heroes and demonology are the best bet generally.
Indeed it is my turn to start! GL HF!
MMM1 Game 8 Player 1, Turn 1
P2 Red vs P1 Black
Starting Hand
Bloodrage Ogre
Charge
Scorch
Bombaster
Pillage
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Bloodrage Ogre (3/2)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Careless Musketeer
Bloodburn
Nautical Dog
Makeshift Rambaster
Mad Man
End of Turn Discard
My Thoughts
Tough spot here with no 1-drop, but Brogre definitely seems worth over a hero!
Thatâs rich seeing as you beat me handily with necro tech 2 both times iirc. Demonology was my first lean to, but kidnapping really made me reconsider that.
"P2T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Jandra, the Negator
Skeletal Archery
WORKERS
Skeletal Archery
NextHand
Thieving Imp
Pestering Haunt
Sacrifice the Weak
Graveyard
Summon Skeletons
Discard
Poisonblade Rogue
Deteriorate
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Jandra, the Negator (3/3+a) *overpower
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Tech should be safe so letâs build it to avoid float. He could easily get at it for some dmg but that would require him to use zane to accomplish it, or madman or even rambaster. On the off chance he doesnât have rambaster or madman then he has to do zane, which at that point seems like itâs not worth it for him. Letâs do this
"
Oh. Lol. I forgot I used it both games, I knew I had done one but I felt kinda fortunate to have gotten it to work. I guess the other game was with that also. Sorry, no disrespect was meant there. Itâs possible that plan might have worked out, but I do think you have to be really careful how you patrol if you want the skeleton plan to pan out, and you have to tech for it as well. Lichâs Bargain and using Summon Skeletons (but keeping the skeletons away from easy Zane double ups) is vital to building enough skeletons up to make the Skele Lord pay off as effective, and as you saw Kidnapping can be just as effective against Necro as Demonz. Itâs an important card to tech and have floating around in your deck as Red
Yeah itâs tough for Black in this matchup, as Red has decent counters to all the various game plans Black runs. I canât say I have a hard and fast âhedge towards this thingâ bit of advice, but perhaps using heroes more is the best simplified advice I can give. I think some of the better moves I made in my two black games prior here were to utilize a Heroâs Hall as P1, and use Heroes as chump blockers as P2 (along with a tower) to minimize strong trading opportunities.
MMM1 Game 8 Player 1, Turn 2
P2 Red vs P1 Black
Starting Hand
Bloodrage Ogre
Charge
Scorch
Bombaster
Pillage
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Mad Man, poke Jandraâs armor off (5)
- Brogre trades with Jandra
- Makeshift Rambaster, hits your tech1 to 2hp (3)
- Worker (2)
- Tech 1 (1)
Workers
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Careless Musketeer
Gunpoint Taxman
Pillage
Charge
End of Turn Discard
My Thoughts
Yea probably ended up being the right call. Canât have Jandra stick around now can we? So we take her down, going down a card in the process, but continuing to put the pressure on. Standard T1 unit techs here, maybe spend some coin on Zane or Drakk next turn
Dang, I am probably going to regret building t1 to avoid float
"P2T2
Tech StartingHand Workers
TECH
Shadow Blade
Bone Collector
STARTING HAND
Summon Skeletons
Thieving Imp
Sacrifice the Weak
Graveyard
Pestering Haunt
WORKERS
Skeletal Archery
Graveyard
NextHand
Summon Skeletons
Bone Collector
Pestering Haunt
Poisonblade Rogue
Deteriorate
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, discard #2 - ($2)
Vandy - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2+a)
-
Elite:
-
Scavenger:
-
Technician: L1 Vandy (2/3)
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 2
Economy Info:
Cards:
Gold:
Thoughts
Tech should be safe so letâs build it to avoid float. He could easily get at it for some dmg but that would require him to use zane to accomplish it, or madman or even rambaster. On the off chance he doesnât have rambaster or madman then he has to do zane, which at that point seems like itâs not worth it for him. Letâs do this
"
Oh thatâs why you did that. Makes sense. Ugh this Imp with the Snipes! That one really hurts
MMM1 Game 8 Player 1, Turn 3
P1 Red vs P2 Black
Starting Hand
Careless Musketeer
Gunpoint Taxman (discarded, ouch)
Pillage
Charge
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber
Main:
- Jaina (5)
- Tower (2)
- Worker (1)
Workers
Careless Musketeer, Bloodburn, Scorch
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite: Jaina (2+1/3 lvl 1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Mad Man
Lobber
Bloodrage Ogre
End of Turn Discard
My Thoughts
Oof, that discard hurt really bad⌠Really could have used that gpt here. I guess Iâll take a gamble Urban didnât tech Shadow Blade, and patrol to prevent free levels otherwise. Tough spot though
Yeah, I figured you probably didnât have both madman and rambaster but I was proved wrong. 3 is a lot of dmg for it to take on your t2.
Tower seems like an odd choice to me, must have gotten quite lucky with the imp I guess
"P2T3
Tech StartingHand Workers
TECH
Voidblocker
Sickness
STARTING HAND
Deteriorate
Bone Collector
Poisonblade Rogue
Pestering Haunt
Summon Skeletons
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
NextHand
Jandra, the Negator (3/3+a) *overpower
Shadow Blade
Sacrifice the Weak
Skeleton Javelineer
Discard
Deteriorate
Summon Skeletons
Voidblocker
Sickness
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Demonology) - ($2)
Bone Collector - ($0)
Pestering Haunt
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2+a)
-
Elite:
-
Scavenger:
-
Technician: Bone Collector (3/3)
-
Lookout:
In Play:
- L1 Vandy (2/3)
- Pestering Haunt (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Thoughts
He is gonna want to bring out tech 2 which leaves him little gold after. Iâm pretty sure he will have to spend gold to sacrifice Jaina and pull out zane for hasty damage so he wonât do much without postponing tech 2, big win I think. If he doesnât do much I have options next turn. Shadowblade means I could kill a patroller, and having it next turn is good setup
"
It did indeed bigly snipe me
MMM1 Game 8 Player 1, Turn 4
P1 Red vs P2 Black
Starting Hand
Nautical Dog
Mad Man
Lobber
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber
Main:
- Bloodrage Ogre (6)
- Worker (5)
- Tech 2 Anarchy (1)
Workers
Mad Man, Careless Musketeer, Bloodburn, Scorch
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Bloodrage Ogre (3/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Jaina (2/3 lvl 1)
-
Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Lobber
Kidnapping
Disguised Monkey
End of Turn Discard
My Thoughts
Donât really think thereâs a scary demon coming, but we shall see.
If you are celebrating today I am wishing you the best!
This was a difficult turn for me. Definitely want to revisit this turn with you after the match to see if you would have done it differently
"P2T4
Tech StartingHand Workers
TECH
Sickness
Terras Q, the Shackled
STARTING HAND
Shadow Blade
Sacrifice the Weak
Jandra, the Negator (3/3+a) *overpower
Skeleton Javelineer
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
NextHand
Thieving Imp
Sickness
Voidblocker
Jandra, the Negator (3/3+a) *overpower
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Shadow Blade brogre, you discard #3 - ($4)
Garth - ($2)
Haunt and imp trade with Jaina, garth to lvl 3 and you draw
Midband garth and make a skele - ($0)
Bone collector and vandy destroy your tech 2 and take 1 each. Skele appears
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: L4 Garth (2/4)
-
Elite:
-
Scavenger: Skele (1/1)
-
Technician: Skele (1/1)
-
Lookout:
In Play:
- L1 Vandy (2/2)
- Bone Collector (3/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Likewise! There was much celebration and family and delicious food today and it was very much the best
That Shadow Blade, OTOH, was big snipe #2 of this game and is beginning to unravel me lol. I obviously canât see spoilers but generally, I think that seems a reasonable turn, though I think I probably would not have given levels to the chump blocker in front. I probably would have brought out Orpal, given the levels to Vandy, and lived with having just the one skeleton. But I canât see what else youâre up to.
MMM1 Game 8 Player 1, Turn 5
P1 Red vs P2 Black
Starting Hand
Bombaster
Lobber
Kidnapping (discarded, this game lol⌠heat seeking discards)
Disguised Monkey
Steam Tank (technician, NOT GREAT BOB)
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber
Main:
- Zane + Midband, smack Garth around (4)
-
Lobber, trades with Garth, Zane maxbands and shoves techn skeleton to elite, killing it (3)
- Rambaster kills scav skeleton, you get 1g
- Bombaster (1)
- Worker (0)
Workers
Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite: Bombaster (2+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane (4/4 lvl 6)
- Makeshift Rambaster (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Nautical Dog
Gunpoint Taxman
End of Turn Discard
Kidnapping
Bloodrage Ogre
Lobber
Disguised Monkey
Marauder
Chaos Mirror
My Thoughts
Shadow Blade though, woof. And itâs a HEAT SEEKING MISSLE for my most interesting card yet again. Discard the Monkey I canât play, eh? Steam Tank techn is also a big bummer, really could have used playing that next turn.
Oh well, Not going to let midband Garth sit here and get a cheap resurrect, sick 'em Zane!
Do I have another lucky snipe in me?
"P2T5
Tech StartingHand Workers
TECH
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge
STARTING HAND
Sickness
Jandra, the Negator (3/3+a) *overpower
Thieving Imp
Voidblocker
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower
NextHand
Deteriorate
Sacrifice the Weak
Terras Q, the Shackled
Discard
Bone Collector (3/2)
Sickness
Voidblocker
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge
Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Orpal - ($7)
Sickness Zane and Rambaster - ($5)
Thieving Imp, you discard #2 - ($2)
Vandy trades with bombaster. Levels fizzle
Bone collector trades with Zane, levels to Orpal and skele appears
Midband Orpal - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2+a)
-
Elite:
-
Scavenger:
-
Technician: Skele (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Demonology)
Economy Info:
Cards:
Gold:
Wasnât much to snipe in this hand lol
MMM1 Game 8 Player 1, Turn 6
P1 Red vs P2 Black
Starting Hand
Pillage
Nautical Dog (discarded, so much discardâŚ)
Gunpoint Taxman
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber
Main:
- Drakk (7)
- Jaina (5)
- Gunpoint Taxman (4)
- Worker (3)
Workers
Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch
-
-
Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
-
Squad Leader: Jaina (2/3+1armor lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Gunpoint Taxman (3/3)
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
End of Turn Discard
Kidnapping
Bloodrage Ogre
Lobber
Disguised Monkey
Marauder
Chaos Mirror
Bombaster
Makeshift Rambaster
Pirate Gunship
Pirate Gunship
Nautical Dog
My Thoughts
So much discard lol⌠Well, next turn weâll get Zane back in the game with some Sharks (possibly), and tech up to Gunships
@Bryce_The_Rice thanks for pointing that out, Iâll just assume he is floating 1 less
"P2T6
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Terras Q, the Shackled
Deteriorate
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower
NextHand
Sickness
Pestering Haunt (1/1)
Shadow Blade
Discard
Bone Collector (3/2)
Sickness
Voidblocker
Zarramonde, the Obliterator
Shrine of Forbidden Knowledge
Thieving Imp (2/2+a)
Deteriorate
Sacrifice the Weak
Tech 0 card(s)
Get Paid + float - ($11)
Skip Worker
Terras Q, the Shackled - ($5)
Orpal and imp kill Jaina, levels to Orpal and he heals from maxband
Orpal sacrifices skele to kill a wizard, 2 other wizards die from maxband
Deteriorate the last wizard, Q is unshackled
Garth - ($3)
Tower - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: L1 Garth (1/3+a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Terras Q, the Shackled (15/15) *resist 3+1 *obliterate 2
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Demonology)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
2 Likes
Seems you might actually pull this off lol Nicely done
MMM1 Game 8 Player 1, Turn 7
P1 Red vs P2 Black
Starting Hand
Events of Turn:
Upkeep:
- Get Gold (10+2float)
- No techs
All Teched Cards
Pirate Gunship x2
Marauder, Chaos Mirror
Disguised Monkey, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber
Main:
- Zane (10)
-
Surprise Attack, Sharks arrive (5)
- Drakk and GPT take down Garth, Drakk to level 3
- Sharks deal 6 to Terras Q
- Tech 3 (0)
Workers
Steam Tank, Mad Man, Careless Musketeer, Bloodburn, Scorch
-
-
Patrol as below
- Discard 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Zane (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Drakk (1/1 lvl 3)
- Gunpoint Taxman (3/1 marked for death)
Economy Info:
Cards:
Gold:
End of Turn Hand
Marauder
Chaos Mirror
Bloodrage Ogre
End of Turn Discard
My Thoughts
Well Urbanâs on the clock now to keep tech 3 down, but I imagine between maxband Orpal and Terras Q unshackled, that wontâ be too much of a problem. Endâs in sight for me, well played game thus far!
Your taxman should still be alive, I think
Indeed, though I hold no delusions that he will be for long
This game might just be a matter of luck to be honest good sniped and my draws have been amazing
"P2T7
Tech StartingHand Workers
TECH
Death and Decay
Death and Decay
STARTING HAND
Shadow Blade
Sickness
Pestering Haunt (1/1)
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Jandra, the Negator (3/3+a) *overpower
NextHand
Pestering Haunt (1/1)
Summon Skeletons
Shrine of Forbidden Knowledge
Tech 2 card(s)
Get Paid - ($10)
Skip Worker
Vandy - ($8)
Shadow Blade Zane, you discard #1 and levels to vandy - ($5)
Q does 15 to your base, takes 1
Sickness, drakk and taxman die. Levels to Vandy,maxband whiffs- ($3)
Orpal hits your base for 2, takes 1
Float ($3)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: L5 Vandy (4/5+a)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L6 Orpal (2/4)
- Terras Q, the Shackled (15/8) *resist 3+1 *obliterate 2
Buildings:
-
Base HP: 20
-
Tech I HP: 2
-
Tech II HP: 5 (Demonology)
-
Tower HP: 4
Economy Info:
Cards:
Gold: