[MMM1] GAME 6: P1 Black (Bob199) vs P2 White (FrozenStorm)

The current score is 3-2 for @FrozenStorm as P1 White. What will changing the the turn order bring?

Glhf as always

T1:

Gold (4)
Worker (3)
Vandy + Jav ()

SQL : 1/1A Jav
SCV : 2/3 L1 Vandy

1 Like

A “slight edge” for P1 white is pretty amazing play by you, let’s see if I can match as P2! GL HF

Game 6, Player 2, Turn 1

P1 Black vs P2 White

[details=Starting Hand]
Fox Primus
Fox Viper
Grappling Hook
Safe Attacking
Savior Monk
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Savior Monk (3)
  • Rook (1)
  • Worker (0)

[details=Workers]
Fox Viper
[/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: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Savior Monk (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Sensei’s Advice
Morningstar Flagbearer
Snapback
Aged Sensei
Smoker
[/details]

[details=End of Turn Discard]
Safe Attacking
Grappling Hook
Fox Primus
[/details]

[details=My Thoughts]
Mostly sure this is a safe play for next turn that puts pressure on him to Summon Skeletons or Jandra, else he must midband Vandy to avoid Rook killing her.
[/details]

I think it’s moreso that Black is strong enough as either P1/P2 =b

T2:

Gold (5)
Worker (4)
Tech I (3)
Imp opens the door, gets on the floor, and walks out with #4 ()
Haunt

dc2 rs, d4

Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 1/1 Jav
Technician:
Lookout:

Other - 1/1 Haunt , 2/3 L1 Vandy

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 6
Spare gold: 0
Hand: 4
Deck: 3
Discard: 0

Summary

H: playd / det jan rog
W: sum rog
T: BCz

Game 6, Player 2, Turn 2

P1 Black vs P2 White

[details=Starting Hand]
Sensei’s Advice
Morningstar Flagbearer
Snapback
Aged Sensei (discarded)
Smoker
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Sensei’s Advice to Monk, he kills Imp (5)
  • Midband Rook, he kills Vandy and goes to level 7 (1)
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • 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:

  • Rook (3/3 lvl 7)
  • Savior Monk (2/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Bird’s Nest
Sensei’s Advice
Safe Attacking
Aged Sensei
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Skip tech 1 or worker? I think I’d rather skip the tech 1 and go down the card, as I’ll just use the room to go heavily saturated on Tech 2 for the next cycle. He’ll probably answer with Orpal (if he anticipated this and went straight for sickness that will suck), but otherwise next turn can be Max Rook, Hero’s Hall, Tech 1, Worker, and then Bird’s Nest if I draw it
…
Drew it, nice split of Rambasa in next hand too. Fortune is on my side thus far!
[/details]

T3:

Gold (6)
Bone Collector A (4)
Bone Collector B (2)
Javelin > Savior
Haunt your base to 19
Worker (1)

dc1 d3

Patrol:
Leader: 3/3A Bone Collector
Elite:
Scavenger:
Technician: 3/3 Bone Collector
Lookout:

Other - 1/1 Haunt , 1/1 Jav

Buildings:
Base: 20
Tech I: 5

Economy:
Workers: 7
Spare gold: 1
Hand: 3
Deck: 0
Discard: 4

Summary

H: playd / det stw
W: sum rog det
T: draino pact

Game 6, Player 2, Turn 3

P1 Black vs P2 White

[details=Starting Hand]
Bird’s Nest
Sensei’s Advice
Safe Attacking
Aged Sensei
[/details]

##Events of Turn:

###Upkeep:

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

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


###Main:

  • Maxband Rook, have him kill SQL (6)
  • Bird’s Nest (4)
  • Tech 1 (3)
  • Hero’s Hall (1)
  • Worker (0)

[details=Workers]
Safe Attacking, Smoker, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Big Bird (1/1)
  • :target: Lookout:

####In Play:

  • Rook (4/3 lvl 8 1-up)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Snapback
Fox Primus
Morningstar Flagbearer
Rambasa Twins
[/details]

[details=End of Turn Discard]
Savior Monk
Sparring Partner
Porcupine
Aged Sensei
Sensei’s Advice
[/details]

[details=My Thoughts]
Well he can’t have drawn Nether Drain or Sickness, so I don’t need to defend Rook. He can, however, break a building easy, so I’m going to get hero’s hall down with the tech 1 such that I have productive uses for gold next turn no matter what (he can’t break both of them). If he chooses the tech 1 that will suck, but I still want a tech 2 unit in the discard right now I think (I don’t really know what else I would want). With Birds protecting from StW, Ninjutsu seems a reasonable bet, but for the worst case I’ll grab Sparring Partner as well.
…
Got Rambasa, that’s the most important thing
[/details]

T4:

Gold +F (8)
Worker (7)
Disease II (3)
Bone Collector + Haunt > Heroes Hall, your base to 17, +Skele
Orpal (1)

dc2 rs d4

Patrol:
Leader:
Elite: 2/3 Orpal
Scavenger: 1/1 Skele
Technician: 1/1 Jav
Lookout:

Other - 1/1 Haunt , 3/3 BC

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

Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 5
Discard: 0

Summary

H: playd / Jan Grave arch
W: sum rog det arch
T: Abombz

Game 6, Player 2, Turn 4

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Fox Primus
Morningstar Flagbearer
Rambasa Twins
[/details]

##Events of Turn:

###Upkeep:

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

[details=All Teched Cards]
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Birds kill scav and techn
  • Rook kills BC, loses 1-up
  • Rambasa Twins (4)
  • Tech 2 Ninjutsu (0)

[details=Workers]
Safe Attacking, Smoker, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Rambasa Mario (3/2)
  • :exhaust: Technician: Rambasa Luigi (3/2)
  • :target: Lookout:

####In Play:

  • Rook (4/6 lvl 8 crumbling)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Grappling Hook
Earthquake
Fox Primus
Savior Monk
Sensei’s Advice
[/details]

[details=End of Turn Discard]
[/details]

[details=My Thoughts]
Skipping worker and teching up, breaking as much as possible. Likely he bet on me killing Orpal so he could get a nether drain kill, so I’ll just spend Rook’s 1-up, he may still block Earthquake but I’m teching it anyway as it presents a game-winning move if he doesn’t stop it. Need to make him respect it
…
Drew earthquake but no tech 2s, might present a problem but I guess we’ll see
[/details]

T5:

Gold +F +SCV +TCN (10)
Haunt Mario for 1
Abomination, bye bye birds & Mario (4)
Orpal > Luigi
BC (2)
Vandy ()

dc3 d4 rs d1

Patrol:
Leader: 6/6A Abomination
Elite:
Scavenger: 2/3 L1 Vandy
Technician: 2/2 BC
Lookout:

Other - 1/1 L1 Orpal

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

Economy:
Workers: 8
Spare gold: 0
Hand: 5
Deck: 7
Discard: 0

Summary

H: playd / Jan Imp
W: sum rog det arch
T: stone grasp

Reminder :disguisedmonkey: says hi

Hadn’t forgotten, just had all day dodgeball tourney yesterday and a buncha errands today. Abom puts me in a pretty tough spot!

Game 6, Player 2, Turn 5

P1 Black vs P2 White

[details=Starting Hand]
Grappling Hook
Earthquake
Fox Primus
Savior Monk
Sensei’s Advice
Glorious Ninja (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1scav)
  • Draw 1 Techn
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Speed of the Fox, Training Grounds
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Hook Abom to lookout
  • Grave (6)
  • Glorious Ninja, swiftly strikes Vandy dead, Grave to lvl 3, you get a gold
  • Rook kills BC, you get a card
  • Worker (0)

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Grave (3+1/4 lvl 3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Rook (4/4 lvl 8 crumbling)
  • Glorious Ninja (3/2)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Snapback
Aged Sensei
Porcupine
Sparring Partner
Morningstar Flagbearer
[/details]

[details=End of Turn Discard]
Rambasa Twins
Training Grounds
Speed of the Fox
Grappling Hook
Sensei’s Advice
Savior Monk
Earthquake
[/details]

[details=My Thoughts]
Whelp, I had a pretty unit-focused game plan here, so Abom shits all over that lol. Nice tech and play by Bob, Training Grounds will be my attempt to answer along with killing Vandy (so no soul stone) and BC (so he doesn’t have an easy way to avoid StW killing my Ninja).
[/details]

T5:

Gold +SCV +TCN (9)
Abomination #2, puny ninja becomes punier (3)
Abom A > Grave, Orpal to L3
Graveyard (1)
Worker ()

dc3 d5

Patrol:
Leader: 6/6A Abomination
Elite:
Scavenger: 1/1 L3 Orpal
Technician:
Lookout:

Other - 5/1 Abomination

Buildings:
Base: 20
Tech I: 5
Disease II : 5
Graveyard [ / / ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 1
Discard: 7

Summary

H: playd / StW stone pact draino
W: sum rog det arch StW
T: d&d , Gorgon

Woof, some oppressive stuff coming out!

Game 6, Player 2, Turn 6

P1 Black vs P2 White

[details=Starting Hand]
Snapback
Aged Sensei
Porcupine
Sparring Partner
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Draw 1 Techn
  • Tech 2 cards (except turn 1)

[details=All Teched Cards]
Hero’s Monument, Training Grounds
Speed of the Fox, Training Grounds
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Rook suicides into Abom (who is 5/5 from the other Abom, now 5/2), Orpal to lvl 5
  • Glorious Ninja finishes the giant smelly pudge
  • Porcupine (6)
  • Worker (5)
  • Tech Lab Discipline (4)

[details=Workers]
Aged Sensei, Fox Primus, Safe Attacking, Smoker, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tech Lab HP: 4 Discipline

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Porcupine (1+1/5)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Glorious Ninja (3/2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

####Gold:

  • Gold: 4
  • Workers: 10

[details=End of Turn Hand]
Speed of the Fox
Rambasa Twins
Snapback
Morningstar Flagbearer
Savior Monk
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
One of the few times I’m likely to tech Hero’s Monument, but I’m going to try to get some buildings down to deal with these giant Pudges (and Daigo presents a decent unit combined with the small buff for my heroes). I have the advantage that Aboms effectively cut off skeletons from Bob at least, which means I don’t have to be as fearful of Garth spells messing with Rook. Let’s just hope I don’t draw the hero’s monument right away.
…
Good draw, no earthquake or hero’s monument which are what I really want for later
[/details]

T6:

Gold (9)
Garth (7)
Imp, once more disc #4 (4)
Doom grasp porcupine, sac Imp ()
Abomination > your Tech II, your base to 15
Orpal > Ninja

dc3 d1 rs d4

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

Other - 6/2 Abomination , 2/1 L5 Orpal

Buildings:
Base: 20
Tech I: 5
Disease II : 5
Graveyard [ Imp / Abom / ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 9
Discard: 0

Summary

H: playd / haunt Jav Jan
W: sum rog det arch StW
T: stone crow

Ok, I suppose the best choice is to just sacrifice Sets into the Abom, then midband Grave as a blocker and float 1 extra. The card deficit though… :frowning:

Game 6, Player 2, Turn 7 (Redux)

P1 Black vs P2 White

[details=Starting Hand]
Speed of the Fox
Rambasa Twins
Snapback
Morningstar Flagbearer (discarded)
Savior Monk
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+4float)
  • No Techs

[details=All Teched Cards]
Hero’s Monument, Training Grounds
Speed of the Fox, Training Grounds
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Rebuild tech 2
  • Setsuki (12)
  • Snapback Garth for Vandy (9)
  • Speed of the Fox, Setsuki trades with Abom, Orpal maxbands (7)
  • Grave + Mid (3)
  • Worker (2)

[details=Workers]
Savior Monk, Aged Sensei, Fox Primus, Safe Attacking, Smoker, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tech Lab HP: 4 Discipline

####In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 6

####Gold:

  • Gold: 2
  • Workers: 11

[details=End of Turn Hand]
Earthquake
Sensei’s Advice
Grappling Hook
[/details]

[details=End of Turn Discard]
Morningstar Flagbearer
Porcupine
Glorious Ninja
Speed of the Fox
Snapback
Rambasa Twins
[/details]

[details=My Thoughts]
A lot for me to invest just to kill this Abom but I gotta get my tech 2 back…
…
Nevermind wtf I need a tech 2 for, apparently there ARENT ANY TRAINING GROUNDS IN THIS DECK…
[/details]

Orpal I suppose

T7:

Gold (9)
Dark Pact, d2, my base to 18
Death & Decay , Grave becomes 0/1A, all your buildings take 3 (1)
Orpal > Grave, Vandy to L3
Vandy > Tech II, your base to 10
Jav ()

dc4 d5

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

Other - 2/5 Max Orpal , 3/4 L3 Vandy

Buildings:
Base: 18
Tech I: 5
Disease II : 5
Graveyard [ Imp / Abom / Abom ]: 3

Economy:
Workers: 9
Spare gold: 0
Hand: 5
Deck: 2
Discard: 8

Summary

H: playd / Jav BC stone pact d&d grasp
W: sum rog det arch StW
T: hoodies

Pre-teched the DnD, nice. I guess we can see if I can recover, I think you know what the only play for me here is

Game 6, Player 2, Turn 8

P1 Black vs P2 White

[details=Starting Hand]
Earthquake
Sensei’s Advice
Grappling Hook
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (11+2float)
  • No Techs

[details=All Teched Cards]
Hero’s Monument, Training Grounds
Speed of the Fox, Training Grounds
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Rebuild tech 2
  • Rook + Maxband (4)
  • Worker (3)

[details=Workers]
Sensei’s Advice, Savior Monk, Aged Sensei, Fox Primus, Safe Attacking, Smoker, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 2
  • Tech2 HP: 5 NINJUTSU
  • Tech Lab HP: 1 Discipline

####In Patrol:

  • :psblueshield: Squad Leader: Rook (4/6+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 3
  • Workers: 12

[details=End of Turn Hand]
Training Grounds
Hero’s Monument
Training Grounds
Bird’s Nest
[/details]

[details=End of Turn Discard]
Morningstar Flagbearer
Porcupine
Glorious Ninja
Speed of the Fox
Snapback
Rambasa Twins
Grappling Hook
Earthquake
[/details]

[details=My Thoughts]
I’m not seeing the part where I win this game (especially with Earthquake in this hand…) but I’ll play it out b/c what else am I gonna do eh? :wink: Guess giving Orpal levels maybe wasn’t the best choice, really didn’t think he’d have the DnD though
[/details]

When in doubt, Rook it out =b

T8:

Gold (9)
Worker (8)
Crow (5)
Soulstone Crow (3)
Haunt
Imp returns!!! , gimp slap #1 ()
Jav Rook’s armor
Orpal puts two -1/-1 runes on Rook

dc1 d2 rs d1

Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 4/4 +soulstone Crow
Technician: 3/4 L3 Vandy
Lookout:

Other - 2/1 Max Orpal , 1/1 Jav, 1/1 Haunt

Buildings:
Base: 18
Tech I: 5
Disease II : 5
Graveyard [ / Abom / Abom ]: 3

Economy:
Workers: 10
Spare gold: 0
Hand: 3
Deck: 8
Discard: 0

Summary

H: playd / StW Gorgon
W: sum rog det arch StW
T:

Scratchin’ and survivin’, good times. Though if you drew DnD again, might as well be over

Game 6, Player 2, Turn 9

P1 Black vs P2 White

[details=Starting Hand]
Training Grounds (discarded, phooey)
Hero’s Monument
Training Grounds
Bird’s Nest
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (12+3float)
  • Tech 2 cards in

[details=All Teched Cards]
Earthquake, Jade Fox, Den’s Headmistress
Hero’s Monument, Training Grounds
Speed of the Fox, Training Grounds
Glorious Ninja, Earthquake
Porcupine, Sparring Partner
Bird’s Nest, Rambasa Twins
[/details]


###Main:

  • Tech 3 (10)
  • Bird’s Nest (8)
  • Training Grounds (7)
  • Setsuki + Maxband (0)

[details=Workers]
Sensei’s Advice, Savior Monk, Aged Sensei, Fox Primus, Safe Attacking, Smoker, Fox Viper
[/details]

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

###Board Info:
####Buildings:

  • :heart: Base HP: 10
  • Tech1 HP: 2
  • Tech2 HP: 5 NINJUTSU
  • Tech3 HP: 5
  • Tech Lab HP: 1 Discipline

####In Patrol:

  • :psblueshield: Squad Leader: Rook (3/4+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger: Big Bird (1/1)
  • :exhaust: Technician: Tweetie Bird (1/1)
  • :target: Lookout:

####In Play:

  • Training Grounds (4hp)
  • Setsuki (4/4 lvl 6)
  • Bird’s Nest

###Economy Info:

####Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 12

[details=End of Turn Hand]
Sparring Partner
Rambasa Twins
Porcupine
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Not having grapping hook here sucks, as does gimpy rook… it’s pretty much all over but the crying, but what the hell throw another tech 3 and another earthquake in b/c that’s realistically the only path to victory
…
Nope, whiff draw
[/details]