not like it matters, but i think obliterate takes care of taxman before sickness does, unless you change the order of the actions
I will GG to that, well played @UrbanVelvet! Go ahead and start our next game, I can say with the benefit of hindsight that âpivotal turnâ was done well to preserve Orpal for when he was needed. I still would have given Vandy the levels, but I understand wanting the extra patrollers and meat on garths hp.
Omg, I won? Itâs a Christmas miracle everyone!
I didnât want to bring Orpal out that turn cause he wouldnât be safe, and honestly I didnât want you to whiff the vandy maxband sacrificing zane. Of course I ended up whiffing the maxband anyway, but rather do it on my terms.
To be honest though I drew the cards in the right order to succeed getting Q out in the one turn. Had I not managed that Iâm sure you would have had pirate gunship to close out the game.
Iâll post a turn when I get home later
Well, Iâm feeling better about it but there still doesnât seem to be a truly safe win condition I can go for. Q is difficult to pull out very quick and that extra time allows for a counter such as chaos mirror. Dozer seems like a really poor choice for this matchup what with kidnapping. I have nothing untargetable which is truly unfortunate.
"P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue
WORKERS
Skeletal Archery
NextHand
Skeleton Javelineer
Graveyard
Thieving Imp
Pestering Haunt
Deteriorate
Discard
Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Jandra, the Negator - ($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
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
Okay, Iâll do some thoughts this match. Jandra is really my only option for turn one. I donât think a hero and floating one is my best option. Last time if I recall he threw dog down in technician and floated 3. If he does something like that again then at least overpower can do some base damage. Imp is a good follow up next turn I think, although Iâm totally not doing what he suggested of heroes hall and pressuring. I think for now this is the right choice without having something to pull out with the hero. Itâs going to be tempting to go way down on cards though next turn with both 0 cost cards available
"
I agree that TerrasQ is a risky proposition for both Chaos Mirror and just taking too long to setup Sickness with. Still, it obviously can work!
MMM1 Game 9 Player 2, Turn 1
Starting Hand
Mad Man
Scorch
Pillage
Bloodburn
Charge
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jaina (3)
- Mad Man (2)
- Worker (1)
Workers
Bloodburn
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Jaina (2/3+1armor lvl 1)
- Elite:
- Scavenger: Mad Man (1/1)
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Bloodrage Ogre
Careless Musketeer
Bombaster
Nautical Dog
Makeshift Rambaster
End of Turn Discard
My Thoughts
Really coulda used Brogre or Bombaster here, ah well!
"P1T2
Tech StartingHand Workers
TECH
Shadow Blade
Soul Stone
STARTING HAND
Skeleton Javelineer
Pestering Haunt
Thieving Imp
Graveyard
Deteriorate
WORKERS
Skeletal Archery
Graveyard
NextHand
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Shadow Blade
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Thieving Imp, you discard #3 - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2+a)
- Elite:
- Scavenger:
- Technician: Jandra, the Negator (3/3) *overpower
- Lookout:
In Play:
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
Soulstone would be great to throw down on Jandra. Shadowblade is a great pickup to drop Jaina or brogre or something. Jandra out makes a patrol vulnerable to shadowblade more likely I think. I feel like he might rush anarchy again and try and drop steam tank. Maybe hooded executioner is a good pickup next tech.
"
MMM1 Game 9 Player 2, Turn 2
Starting Hand
Bloodrage Ogre
Careless Musketeer
Bombaster
Nautical Dog
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Lobber, Ember Sparks
Main:
- Jaina and Mad Man kill sql
- Midband Jaina (4)
- Bloodrage Ogre (2)
- Tech 1 (1)
- Worker (0)
Workers
Bloodburn
- Patrol as below
- Discard 2 rs 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: Bloodrage Ogre (3/2)
- Lookout:
In Play:
- Jaina (3/3 lvl 4)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Lobber
Mad Man
Nautical Dog
Ember Sparks
End of Turn Discard
My Thoughts
Going to get messy with Jaina here, but attacking then midbanding feels like the best course of action
"P1T3
Tech StartingHand Workers
TECH
Hooded Executioner
Terras Q, the Shackled
STARTING HAND
Shadow Blade
Poisonblade Rogue
Sacrifice the Weak
Deteriorate
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
NextHand
Skeleton Javelineer
Summon Skeletons
Soul Stone
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Orpal - ($3)
Deteriorate brogre
Haunt trades with brogre
Jandra trades with Jaina, Orpal to lvl 3
Midband Orpal - ($2)
Heroes hall - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: L4 Orpal (2/4+a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Heroesâ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Well my first techs are proving kinda worthless, but I like this right here. He is light on gold if he wants to tech 2, so itâs a choice to kill Orpal or build tech 2. Orpal is nasty to leave up. I will I guess likely be throwing a hero out next turn for defense to get tech 2 out. Teching Q early and hoping for the best
"
MMM1 Game 9 Player 2, Turn 3
Starting Hand
Lobber
Mad Man
Nautical Dog
Ember Sparks
Makeshift Rambaster (techn)
Events of Turn:
Upkeep:
- Get Gold (7)
- draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Hotter Fire, Bamstamper Lizzo
Lobber, Ember Sparks
Main:
- Zane + midband, ram Orpal for 3, take -2/2 (2)
- Lobber, trades with Orpal, Zane maxbands but nothing to shove (1)
- Worker (0)
Workers
Nautical Dog, Careless Musketeer, Bloodburn
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
- 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:
- Zane (2/2 lvl 6)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Pillage
Scorch
Bombaster
Charge
Ember Sparks
End of Turn Discard
My Thoughts
no ty orpal
"P1T4
Tech StartingHand Workers
TECH
Sickness
Shrine of Forbidden Knowledge
STARTING HAND
Skeleton Javelineer
Summon Skeletons
Soul Stone
Sacrifice the Weak
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Summon Skeletons
NextHand
Shadow Blade
Terras Q, the Shackled
Thieving Imp (2/2+a)
Jandra, the Negator (3/3) *overpower
Hooded Executioner
Discard
Soul Stone
Sacrifice the Weak
Skeleton Javelineer
Sickness
Shrine of Forbidden Knowledge
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Vandy - ($4)
Tech 2 (Demonology) - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L1 Vandy (2/3+a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Demonology)
- Heroesâ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 5
Gold:
- Gold: 0
- Workers: 8
Thoughts
He could kill vandy but thatâs not a huge concern. Got the terras Q coming I just wonât have Orpal timing quite right. May take 2 turns to get Q rolling. He didnât get his tech 2 which is some breathing room, but that means he might rush those gunships
"
MMM1 Game 9 Player 2, Turn 4
Starting Hand
Pillage
Scorch
Bombaster
Charge
Ember Sparks
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Hotter Fire, Ember Sparks
Hotter Fire, Bamstamper Lizzo
Lobber, Ember Sparks
Main:
- Scorch Vandy, she goes to 2h (5)
- Zane trades with Vandy
- Tech 2 Fire (1)
- Worker (0)
Workers
Pillage, Nautical Dog, Careless Musketeer, Bloodburn
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Makeshift Rambaster
Bamstamper Lizzo
Hotter Fire
Bloodrage Ogre
Mad Man
End of Turn Discard
My Thoughts
No ty Vandy either lol
"P1T5
Tech StartingHand Workers
TECH
Shrine of Forbidden Knowledge
Sickness
STARTING HAND
Thieving Imp (2/2+a)
Terras Q, the Shackled
Shadow Blade
Jandra, the Negator (3/3) *overpower
Hooded Executioner
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Summon Skeletons
Shadow Blade
NextHand
Shrine of Forbidden Knowledge
Soul Stone
Sickness
Pestering Haunt (1/1)
Deteriorate
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Terras Q, the Shackled - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Terras Q, the Shackled (15/15) *resist 3 *shackled
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Demonology)
- Heroesâ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
Yeah, Iâll just have to drop terras Q now but might be able to bring it out next turn. Lizard would snipe anything else I put down. Letâs just go for it, without trying I will certainly get overrun
"
MMM1 Game 9 Player 2, Turn 5
Starting Hand
Makeshift Rambaster
Bamstamper Lizzo
Hotter Fire
Bloodrage Ogre
Mad Man
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Hotter Fire, Ember Sparks
Hotter Fire, Bamstamper Lizzo
Lobber, Ember Sparks
Main:
- Drakk (7)
- Worker (6)
- Tech 3 (1)
- Tech lab Anarchy (0)
Workers
Bloodrage Ogre, Pillage, Nautical Dog, Careless Musketeer, Bloodburn
- Patrol as below
- Discard 3 Draw 1 RS Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
- Tech3 HP: 5
- Tech Lab HP: 4 Anarchy
In Patrol:
- Squad Leader:
- Elite: Drakk (1+1/3 lvl 1)
- Scavenger: Warlock (0/1)
- Technician: Warlock (0/1)
- Lookout: Warlock (0/1)
In Play:
- Warlock (0/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Lobber
Pirate Gunship
Ember Sparks
Scorch
Bombaster
End of Turn Discard
My Thoughts
I can draw 57% for gunships if I tech em in now⌠Letâs do that
Donât think this one is going to go my way
"P1T6
Tech StartingHand Workers
TECH
Zarramonde, the Obliterator
Metamorphosis
STARTING HAND
Pestering Haunt (1/1)
Deteriorate
Sickness
Soul Stone
Shrine of Forbidden Knowledge
WORKERS
Skeletal Archery
Graveyard
Poisonblade Rogue
Summon Skeletons
Shadow Blade
NextHand
Sickness
Skeleton Javelineer
Sacrifice the Weak
Hooded Executioner
Jandra, the Negator (3/3) *overpower
Discard
Sickness
Deteriorate
Soul Stone
Pestering Haunt
Shrine of Forbidden Knowledge
Zarramonde, the Obliterator
Metamorphosis
Tech 2 card(s)
Get Paid + float - ($10)
Skip Worker
Orpal + maxband - ($3)
Sickness Drakk and techn, you and card. Maxband kills other two wizards in patrol, pay 1 for resist and you get 1g for scav - ($0)
Deteriorate backline wizard, Q is unshackled
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Terras Q, the Shackled (15/15+a) *resist 3
- Elite:
- Scavenger:
- Technician: L6 Orpal
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Demonology)
- Heroesâ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 7
Gold:
- Gold: 0
- Workers: 9
Thoughts
Yeah there isnât much hope for me now. Foolish of me to go for Q there, should have taken my chances with previous plan
"
Indeed it will not. Do note, you could attack with Terras Q there, and I think killing Drakk is worth doing, even though it probably doesnât matter either way here
MMM1 Game 9 Player 2, Turn 6
Starting Hand
Lobber
Pirate Gunship
Ember Sparks
Scorch
Bombaster
Pirate Gunship (techn, eh)
Events of Turn:
Upkeep:
- Get Gold (10+1scav)
- Draw 1 techn
- No techs
All Teched Cards
Pirate Gunship x2
Hotter Fire, Ember Sparks
Hotter Fire, Bamstamper Lizzo
Lobber, Ember Sparks
Main:
- Jaina (9)
- Pirate Gunship, kills Orpal, you draw 1, Drakk to level 3 (3)
- Lobber, it hits your base to 18 (2)
- Bombaster (0)
Workers
Bloodrage Ogre, Pillage, Nautical Dog, Careless Musketeer, Bloodburn
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FIRE
- Tech3 HP: 5
- Tech Lab HP: 4 Anarchy
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bombaster (2/2)
- Jaina (2/3 lvl 1)
- Drakk (0/2 lvl 3)
- Lobber (2/2)
- Pirate Gunship (7/6 flying)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 3
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Hotter Fire
Ember Sparks
Hotter Fire
Makeshift Rambaster
Mad Man
End of Turn Discard
My Thoughts
Good Coin flip (well, better than coin flip with the techn, 68%). Urban should have killed drakk probably, but oh well
I have no response. GG
GG WP! I think that was the more expected outcome in trying to do Terras Q; itâs a little too slow to setup, even when your draws line up decently.
Whereâs your comfort level at? Think youâve got enough of a hang of where the matchup hinges to play for real? Want to try switching decks again to see what other approaches might work? Or shall we continue with warmups as we have?
I canât say I feel comfortable yet, would prefer to continue as is for another game or two then evaluate again.
If we are going to do the 10 series right I canât just totally suck at playing this matchup lol
Iâm on board with that line of thinking You havenât tried Disease Tech 2 yet, perhaps that + heroes is a path to victory? LMK if you want to stop and analyze where things went wrong or if you want me to play a couple more black games to find some further insight.
GL HF!
MMM1 Game 10 Player 1, Turn 1
Starting Hand
Bloodrage Ogre
Pillage
Bloodburn
Makeshift Rambaster
Bombaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodburn (1)
- Worker (0)
Workers
Bombaster
- 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:
- Technician:
- Lookout:
In Play:
- Bloodburn
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Charge
Nautical Dog
Mad Man
Scorch
Careless Musketeer
End of Turn Discard
My Thoughts
Going to try Bloodburn again, I just really like the idea of Hotter Fire against black, even though in practice it feels like rush gunships is hyper effective
Thanks. I have considered disease but it doesnât look to have much in the way of a win condition against you. Weâll see where this game takes me!
"P2T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Deteriorate
Graveyard
Skeletal Archery
Skeleton Javelineer
WORKERS
Skeletal Archery
NextHand
Thieving Imp
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
Discard
Summon Skeletons
Skeleton Javelineer
Deteriorate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Graveyard - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy (2/3+a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Graveyard (3)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
"