[MMM1] GAME 3: P1 White (FrozenStorm) vs P2 Black (Bob199)

@Bob199 well so far adaptation seems to be a prevailing factor, time to see if I can adapt to Aboms and Soul Stones. GL HF, I’m pleased we’re even after two games!

Game 3, Player 1, Turn 1

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Aged Sensei
Fox Primus
Sensei’s Advice
Smoker
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Grave (2)
  • Aged Sensei(1)
  • Worker (0)

[details=Workers]
Fox Primus
[/details]

  • :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: Aged Sensei (1/1 resist 1)

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 5

[details=End of Turn Hand]
Savior Monk
Safe Attacking
Fox Viper
Morningstar Flagbearer
Snapback
[/details]

[details=End of Turn Discard]
Smoker
Sensei’s Advice
Grappling Hook
[/details]

[details=My Thoughts]
Yay I got Aged Sensei, let’s see if I can figure out how to beat these Aboms. Probably YLD will do the trick? I like the hero pressure I bring with Grave and Rook but perhaps I’m due to make a tech 2 building lol. I guess we’ll see how this plays out
[/details]

1 Like

I should be more pleased lol, I managed to take a game away from P1 White. Glhf as always

T1:

Gold (5)
Worker (4)
Imp, Card #1 is done for (1)
Haunt

dc2, d4

TCN: 2/2 Imp

Other: 1/1 Haunt

2 Likes

Yea I have to pick up a P2 White win now to keep a 5-5 (and that’s assuming I can get more P1 wins!)

Game 3, Player 1, Turn 2

P1 White vs P2 Black

[details=Starting Hand]
Savior Monk (discarded, sad)
Safe Attacking
Fox Viper
Morningstar Flagbearer
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Safe Attacking (4)
  • Grave kills Imp, you get a card
  • Sensei kills Haunt safely
  • Hero’s Hall (2)
  • Worker (1)
  • Tech 1 (0)

[details=Workers]
Fox Viper, Fox Primus
[/details]

  • :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
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Grave (2/1 lvl 1)
  • Aged Sensei (1/1)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Morningstar Flagbearer
Sensei’s Advice
Savior Monk
Sparring Partner
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
This should work out decently well. Keeping pressure on him using heroes.
[/details]

T2:

Gold +F (7)
Worker (6)
Tech I (5)
Garth (3)
StW Sensei (1)
Skele ()

dc3, rs, d5

Patrol:
Leader:
Elite:
Scavenger: 1/1 Skele
Technician:
Lookout:

Other - 1/3 L1 Garth

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 0
Hand: 5
Deck: 5
Discard: 0

Summary

H: playd / rog / arch / Jan
W: grave , arch
T: grasp, crawler

Game 3, Player 1, Turn 3

P1 White vs P2 Black

[details=Starting Hand]
Savior Monk (discarded, sad)
Safe Attacking
Fox Viper
Morningstar Flagbearer
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Young Lightning Dragon, Training Grounds
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Midband Grave, kill Jav (4)
  • Rook (2)
  • Sparring Partner (1)
  • Worker (0)

[details=Workers]
Fox Viper, Fox Primus
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • 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: Rook (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout: Grave (3/3 lvl 3)

####In Play:

  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Grappling Hook
Smoker
Bird’s Nest
Snapback
[/details]

[details=End of Turn Discard]
Young Lightning Dragon
Training Grounds
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer
[/details]

[details=My Thoughts]
I’m teching up for tech 2 and patrolling technician in the hopes that I can get a solid turn 5 draw. His threat next turn is relatively low with no hero’s hall and just garth on the board, so we’ll hope to go Bird’s Nest + some killing and see how things shake out.
[/details]

T2:

Gold +SCV (8)
Worker (7)
Disease II (3)
+Skele (2)
Jav (1)

dc3, d5

Patrol:
Leader: 1/1A Skele
Elite:
Scavenger: 1/3 L1 Garth
Technician:
Lookout: 1/1 Jav

Other -

Buildings:
Base: 20
Tech I: 5
Disease II: 5

Economy:
Workers: 8
Spare gold: 1
Hand: 5
Deck: 0
Discard: 5

Summary

H: playd / stw jan sum rog
W: grave , arch , rog
T: Gorgons

Game 3, Player 1, Turn 4

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook
Smoker
Bird’s Nest
Snapback
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Young Lightning Dragon, Martial Mastery
Young Lightning Dragon, Training Grounds
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Hook SQL to Elite, Grave kills Garth and Sparks skele dead, you get a gold Grave to level 5
  • Sparring Partner kills Lookout safely
  • Ready Sparring Partner, he buffs Rook (5)
  • Rook hits your tech 2 for 3
  • Worker (4)
  • Tech 2 Discipline (0)

[details=Workers]
Smoker, Fox Viper, Fox Primus
[/details]

  • :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 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Grave (3/2 lvl 5)
  • Rook (3/5 lvl 1)
  • Sparring Partner (2/2)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Grappling Hook
Training Grounds
Young Lightning Dragon
Young Lightning Dragon
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Thought about maxing Rook here to kill his tech 2 and then going for Earthquakes, but I think it’s better to keep tech parity. In case he does get an Abom or other tech 2 unit, I don’t think I want to spend money on birds (plus I want to keep my card count up), so we’ll spend the last of the gold on buffing Rook. Next tech Mind Parry Monk and Earthquake or FDS probably.

What a draw, everything hits the board and mayhem ensues XD
[/details]

T3:

Gold +SCV +F (10)
Worker (9)
Plague Spitter (6)
Imp, #1 is done again (3)
Heroes Hall (1)

dc2, rs, d4

Patrol:
Leader:
Elite:
Scavenger: 2/2 Imp
Technician: 3/3 Spitter
Lookout:

Other -

Buildings:
Base: 20
Tech I: 5
Disease II: 2
Heroes Hall: 4

Economy:
Workers: 9
Spare gold: 1
Hand: 4
Deck: 6
Discard: 0

Summary

H: playd / det grasp haunt
W: grave , arch , rog , det
T: stone , hoody

I think this one is pretty well over

Game 3, Player 1, Turn 5

P1 White vs P2 Black

[details=Starting Hand]
Grappling Hook (discarded)
Training Grounds
Young Lightning Dragon
Young Lightning Dragon
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Mind-Parry Monk, Earthquake
Young Lightning Dragon, Martial Mastery
Young Lightning Dragon, Training Grounds
Bird’s Nest, Sparring Partner
[/details]


###Main:

  • Maxband Grave, he kills Imp and flings his sword at PS (6)
  • Training Grounds (5)
  • Young Lightning Dragon (2)
  • Setsuki (0)
  • Sparring Partner kills your tech 2
  • Rook kills your hero’s hall, your base to 16

[details=Workers]
Smoker, Fox Viper, Fox Primus
[/details]

  • :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 DISCIPLINE
  • Hero’s Hall HP: 4

####In Patrol:

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

####In Play:

  • Grave (5/3 lvl 7)
  • Rook (4/5 lvl 1)
  • Setsuki (2/3 lvl 1)
  • Sparring Partner (2/2)
  • Young Lightning Dragon (3/3)
  • Training Grounds (4hp)
  • Safe Attacking

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Bird’s Nest
Snapback
Aged Sensei
[/details]

[details=End of Turn Discard]
Grappling Hook
Mind-Parry Monk
Earthquake
Young Lightning Dragon
[/details]

[details=My Thoughts]
He’s locked up and meanwhile I have scary heroes and they’ll now be maxbanding for free. I think it’s over
[/details]

Going to agree with you, gg

Onwards to Game 4