[MMM1] Warmup: Urbanvelvet (Black) vs FrozenStorm (Red)

not like it matters, but i think obliterate takes care of taxman before sickness does, unless you change the order of the actions

1 Like

I will GG to that, well played @UrbanVelvet! Go ahead and start our next game, I can say with the benefit of hindsight that “pivotal turn” 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? It’s a Christmas miracle everyone!

I didn’t want to bring Orpal out that turn cause he wouldn’t be safe, and honestly I didn’t 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 I’m sure you would have had pirate gunship to close out the game.

I’ll post a turn when I get home later

2 Likes

Well, I’m feeling better about it but there still doesn’t 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:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+a) *overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Okay, I’ll do some thoughts this match. Jandra is really my only option for turn one. I don’t 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 I’m 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. It’s 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

P2 Red vs P1 Black

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

  • :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: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Mad Man (1/1)
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jandra, the Negator (3/3) *overpower
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: 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

P2 Red vs P1 Black

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

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: 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:

  • :psblueshield: Squad Leader: L4 Orpal (2/4+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ 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 it’s 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

P2 Red vs P1 Black

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader: L1 Vandy (2/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

He could kill vandy but that’s not a huge concern. Got the terras Q coming I just won’t have Orpal timing quite right. May take 2 turns to get Q rolling. He didn’t get his tech 2 which is some breathing room, but that means he might rush those gunships

"

MMM1 Game 9 Player 2, Turn 4

P2 Red vs P1 Black

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

  • :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
  • Tech2 HP: 5 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Terras Q, the Shackled (15/15) *resist 3 *shackled

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Yeah, I’ll 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. Let’s just go for it, without trying I will certainly get overrun

"

MMM1 Game 9 Player 2, Turn 5

P2 Red vs P1 Black

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 RS Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE
  • Tech3 HP: 5
  • Tech Lab HP: 4 Anarchy

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Drakk (1+1/3 lvl 1)
  • :pspig: Scavenger: Warlock (0/1)
  • :exhaust: Technician: Warlock (0/1)
  • :target: 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… Let’s do that

Don’t 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:

  • :psblueshield: Squad Leader: Terras Q, the Shackled (15/15+a) *resist 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L6 Orpal
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Yeah there isn’t 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 doesn’t matter either way here

MMM1 Game 9 Player 2, Turn 6

P2 Red vs P1 Black

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

  • :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
  • Tech2 HP: 5 FIRE
  • Tech3 HP: 5
  • Tech Lab HP: 4 Anarchy

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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; it’s a little too slow to setup, even when your draws line up decently.

Where’s your comfort level at? Think you’ve 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 can’t 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 can’t just totally suck at playing this matchup lol

1 Like

I’m on board with that line of thinking :slight_smile: You haven’t 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

P1 Red vs P2 Black

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

  • :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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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 doesn’t look to have much in the way of a win condition against you. We’ll 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:

  • :psblueshield: Squad Leader: Vandy (2/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
    "