MM1 Warmup: TheKonamiCode (Blue) vs FrozenStorm (White)

Poor Barbs :_(

Game 2 Player 2, Turn 7

P1 White vs P2 Blue

Starting Hand

Young Lightning Dragon
Entangling Vines
Savior Monk
Aged Sensei
Grappling Hook (techn)
Fox’s Den Students + Sparring Partner (sets max)

Events of Turn:


Upkeep:

  • Get Gold (10+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Training Grounds, Fox’s Den Students
Training Grounds, Oathkeeper of Kor Mountain
Young Lightning Dragon, Fox’s Den Students
Doubling Barbarbarian, Entangling Vines
Doubling Barbarbarian, Sparring Partner
Sparring Partner, Bird’s Nest


Main:

  • Grappling Hook SQL Mirror, it dies
  • Grave (11)
  • Young Lighting Dragon (8)
  • Fox’s Den Students, 4 hasty ninjas (4)
  • One ninja trades with Brave Knight, BK back to your hand (no technician bonus b/c it goes to hand instead of dying)
  • One ninja is unspotted by tower and kills Lookout mirror safely
  • Last two ninjas kill Newsman safely
  • Tweetie Bird sacrifices himself for the greater good to kill Aven
  • Setsuki kills Cadet, takes 1 back from tower
  • Sparring Partner (3)
  • Savior Monk (1)
  • Aged Sensei (0)
Workers

Safe Attacking, Fox Viper, Smoker, Fox Primus, Morningstar Flagbearer

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 STRENGTH
  • Tech Lab HP: 4 DISCIPLINE

In Patrol:

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

In Play:

  • Setsuki (3/3 lvl 6)
  • Young Lightning Dragon (3/3)
  • 3x Ninja (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Doubling Barbarbarian
Oathkeeper of Kor Mountain
Bird’s Nest

End of Turn Discard
My Thoughts

Going to tech in another TG and FDS, since it doesn’t look like I’ll be teching up this turn. I want to clear as much of his board as possible, get air superiority going. Think this does the trick well. Despite the potential for giving Quince levels, I think I’d better have Grave blocking: Sets has to survive, and however unlikely I don’t want that DS getting through patrol off of like Injunction + Arrest or something.

Well so far, not a great RS draw… We’ll see what Setsy digs up (provided no Free Speech, that’d suck…)