[MMM1] Game 6: P1 Green (charnel_mouse) vs P2 Red (codexnewb)

GL HF @codexnewb! Looking forward to seeing how this half goes.

MMM1 results spreadsheet

P1T1

Starting hand: 5

Tiger Cub
Young Treant
Playful Panda
Verdant Tree
Forest’s Favor

Thoughts

Let the awful 2-gold openers begin. Good spell/unit options to cover Calamandra next turn, if I don’t get hit with Pillage. Getting rid of Verdant Tree first, healing would be nice on offence but Young Treant could be nice to patrol in front of my attackers later on.


Get paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Discard 4, draw 5


:psblueshield: Squad Leader: Calamandra L1 2/3+1A

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Ironbark Treant
Spore Shambler
Rich Earth
Rampant Growth

Deck: 0

[spoiler]

Discard: 4

Tiger Cub
Young Treant
Playful Panda
Forest’s Favor

Card-count check (opponent-viewable)

Expected: 10
0 on board
5 in hand
0 in deck
4 in discard
1 in workers


Gold: 1
Workers: 5

4 x start
T1: Verdant Tree

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Pillage
Mad Man
Nautical Dog
Charge
Bombaster


WORKERS
Pillage


NextHand

Bloodburn
Scorch
Careless Musketeer
Bloodrage Ogre


Discard

Mad Man
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
nautical dog - ($3)
bombaster - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

alright, dont feel good about a hero just yet. none of my hero’s swing very hard on turn 2. just do the typical 2 unit drop and see what the response is.

P1T2

Starting hand: 5

Merfolk Prospector
Ironbark Treant
Spore Shambler
Rich Earth
Rampant Growth

Thoughts

I don’t think I can be punished too hard for whittling down the Bombaster like this. It seems better than midband or Rampant Growth to kill it, that doesn’t leave enough gold to give myself a board presence.

Going for bigger units to try and get something to stick: I need to go on the offensive so codexnewb can’t just go for Gunships, and Calamandra’s midband should help if codexnewb goes for Kidnapping. I’ll have 3 gold after midbanding Calamandra to heal, so I think Centaur should be good. I’m not especially confident about teching in Behind the Ferns, but it seems like a way I could potential get in some surprise kills at an early stage in the game, and I’m currently looking for ways to go on the offense earlier.

Teched cards: 2

T2: Behind the Ferns, Centaur


Get paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Ironbark Treant - ($1)
Merfolk Prospector - ($0)
Calamanda hits Bombaster down to 1 HP, takes 2 damage
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Ironbark Treant 1/2+3A
:exhaust: Technician: Merfolk Prospector 1/1

Calamandra L1 2/1 (2 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Playful Panda
Forest’s Favor
Centaur
Rampant Growth

Deck: 4

Tiger Cub
Young Treant
Behind the Ferns
Spore Shambler

[spoiler]

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
2 on board
4 in hand
4 in deck
0 in discard
2 in workers
Total: 12


Gold: 0
Workers: 6

4 x start
T1: Verdant Tree
T2: Rich Earth

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Detonate
Crash Bomber


STARTING HAND
Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn


WORKERS
Pillage
Bloodburn


NextHand

Careless Musketeer
Charge
Crash Bomber
Detonate
Makeshift Rambaster


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
tech 1 - ($5)
tower - ($2)

Float ($2)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

P1T3

Starting hand: 4

Playful Panda
Forest’s Favor
Centaur
Rampant Growth

Thoughts

Midband Calamandra kills Bombaster, Prospector trades with Dog, Rampant Growth Treant to destroy the Tech I, then I can’t afford defenders so Calamandra probably dies. Let’s not do that. On the other hand, if I cast Forest’s Favor on the Treant and destroy the Tower instead, that’s a bigger annoyance dealt with, codexnewb has to deal with a 3/1 Calamandra and a 4/2 Ironbark Treant. That’s sill vulnerable to Kidnapping, though. I’ll just kill the Bombaster, and keep building up my board ready for Behind the Ferns.

Not sure what I want for Tech II yet. I’ll put in Murkwood Allies to go with Behind the Ferns, and Galina Glimmer so codexnewb can’t just sit back and tech up.

Workering Forest’s Favor over Playful Panda: they’re both useful, but the latter is slightly better with Galina in the deck.

Teched cards: 2

T2: Behind the Ferns, Centaur
T3: Galina Glimmer, Murkwood Allies


Get paid - ($6)
Worker - ($5)
Midband Calamandra - ($3)
Calamandra kills Bombaster, takes 3 damage
Centaur - ($0)
Discard 2, draw 4


:psblueshield: Squad Leader: Centaur 3/4+1A (Calamandra aura: resist 0+1; overpower)
:ps_: Scavenger: Merfolk Prospector 1/1 (Calamandra aura: resist 0+1)
:exhaust: Technician: Ironbark Treant 1/2+2A (Calamandra aura: resist 0+1)

Calamandra L3 3/1 (units have resist +1, 3 damage)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 4

Tiger Cub
Young Treant
Behind the Ferns
Spore Shambler

Deck: 0

[spoiler]

Discard: 4

Galina Glimmer
Murkwood Allies
Playful Panda
Rampant Growth

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
4 in hand
0 in deck
4 in discard
3 in workers
Total: 14


Gold: 0
Workers: 7

4 x start
T1: Verdant Tree
T2: Rich Earth
T3: Forest’s Favor

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Crash Bomber
Surprise Attack


STARTING HAND
Makeshift Rambaster
Detonate
Careless Musketeer
Crash Bomber
Charge


WORKERS
Pillage
Bloodburn
Careless Musketeer


NextHand

detonate
Bloodrage Ogre (3/2)
Mad Man
Scorch


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
mid drak - ($3)
makeshift rambaster, dog, trade with centaur - ($1)
crash bomber - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak, lvl 4, (2/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

build the tech 2? it’s going to get broke either way…

let’s just get that centaur out of here and tech up next turn.

just checking in here. hope you had a great weekend!

1 Like

I did thanks, same to you!

P1T4

Starting hand: 4

Tiger Cub
Young Treant
Behind the Ferns
Spore Shambler

Thoughts

Tough hand, this. I’m wondering whether to risk drawing with Young Treant. I think it’s worth delaying Tech II to try and get more things on the board, especially if I can play Behind the Ferns in the process. I’m guessing from Crash Bomber that codexnewb is going for Bugblatter again, but I’m not very certain about that. In any case, I feel like trying to go Feral again.

For teching, I need cards that I can use if the Young Treant draws them. Ferocity should be good here, as should another Centaur.

Teched cards: 2

T2: Behind the Ferns, Centaur
T3: Galina Glimmer, Murkwood Allies
T4: Centaur, Ferocity


Get paid - ($7)

Young Treant, I reshuffle and draw - ($5)

Centaur

Thoughts

6 gold after Prospector is enough for worker + Centaur + Behind the Ferns, I think that’s fine. The Crash Bomber will be a pain, though.

Centaur - ($2)
Behind the Ferns - ($0)
Merfolk Prospector exhausts for gold - ($1)
Worker - ($0)
Discard 1, draw 3


:psblueshield: Squad Leader: Young Treant 0/2+1A (Calamandra: resist 0+1; can’t attack)
:psfist: Elite: Ironbark Treant 1+1/2+2A (Calamandra: resist 0+1, stealth)
:exhaust: Technician: Centaur 3/4 (Calamandra: resist 0+1, stealth; overpower)

Calamandra L3 3/1 (units have resist +1, 3 damage)
Merfolk Prospector 1/1 (Calamandra: resist 0+1, stealth)

Behind the Ferns (channelled by Calamandra, units get 3 or less attack have stealth)

:heart: Base HP: 20
:heart: Tech I HP: 5


Hand: 3

Galina Glimmer
Rampant Growth
Centaur

Deck: 3

Murkwood Allies
Playful Panda
Ferocity

Discard: 1

Spore Shambler

Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
5 on board
3 in hand
3 in deck
1 in discard
4 in workers
Total: 16


Gold: 0
Workers: 8

4 x start
T1: Verdant Tree
T2: Rich Earth
T3: Forest’s Favor
T4: Tiger Cub

it was great! thanks!

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Steam Tank
Steam Tank


STARTING HAND
Bloodrage Ogre (3/2)
Mad Man
Scorch
detonate


WORKERS
Pillage
Bloodburn
Careless Musketeer
Scorch


NextHand

Makeshift Rambaster
Bombaster (2/1+A)
Surprise Attack
Charge


Discard

Mad Man
detonate
Steam Tank
Steam Tank


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
bomber frenzy kills treant
brogre - ($5)
tech 2 anarchy - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drak, lvl 4, (2/3)
  • :target: Lookout:

In Play:

  • Crash Bomber (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

well that wasnt expected…ill take it though. instead of trading EVERYTHING, with no aptrol, ill wall up and at least force some good choices to charnel_mouse.

P1T5

Starting hand: 3

Galina Glimmer
Rampant Growth
Centaur

Thoughts

OK, Anarchy II I can deal with for now, Behind the Ferns lets me get past Steam Tanks easily enough. I don’t plan to let it stick, though.

I can just about blow through and destroy the Tech II here without spending any gold, so I’m not sure what codexnewb’s got in mind for retaliation. Maybe Zane to shove me around, but maybe I’m not expecting hasted units in tow, unless I’m looking at Sharks. Centaur + Galina should be OK to keep Calamandra safe, which is the important thing, but if I want the Prospector to help destroy the Tech II then I’ll need to delay Tech II again. In that case I want a Heroes’ Hall for Argagarg’s spells.

Teching in two Dinosizes, my deck is pretty spell-heavy but Calamandra can bring in a Tiger if I start to run low on units here, and it makes up for me workering Rampant Growth here.

Teched cards: 2

T2: Behind the Ferns, Centaur
T3: Galina Glimmer, Murkwood Allies
T4: Centaur, Ferocity
T5: 2 x Dinosize


Get paid - ($8)
Ironbark Treant is detected by Tower, trades with Bloodrage Ogre
Centaur stealthily kills Drakk, you draw, takes 2 damage, my base to 19, Calamandra hits level 5 (maxband)
Calamandra and Merfolk Prospector destroy Tech II, your base to 18, Calamandra takes 1 damage from Tower
Worker - ($7)
Centaur #2 - ($4)
Galina Glimmer - ($3)
Heroes’ Hall - ($1)
Discard 0, draw 2


:psblueshield: Squad Leader: Centaur #2 3/4+1A (Calamandra: resist 0+1, stealth; overpower)
:exhaust: Technician: Galina Glimmer 2/2 (Calamandra: resist 0+1, stealth; upkeep: 1 gold per 2 Green units)

Calamandra L5 4/4 (units have resist +1, 1 damage)
Centaur #1 3/2 (Calamandra: resist 0+1, stealth; overpower, 2 damage)
Merfolk Prospector 1/1 (Calamandra: resist 0+1, stealth)

Behind the Ferns (channelled by Calamandra, units get 3 or less attack have stealth)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 2

Murkwood Allies
Playful Panda

Deck: 1

Ferocity

Discard: 5

Spore Shambler
Young Treant
Dinosize
Dinosize
Ironbark Treant

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
5 on board
2 in hand
1 in deck
5 in discard
5 in workers
Total: 18


Gold: 1
Workers: 9

4 x start
T1: Verdant Tree
T2: Rich Earth
T3: Forest’s Favor
T4: Tiger Cub
T5: Rampant Growth

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Surprise Attack
Bombaster (2/1+A)
Charge
Makeshift Rambaster
Crash Bomber


WORKERS
Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster


NextHand

detonate
Steam Tank
Charge
Nautical Dog (1/1)


Tech 2 card(s)
Get Paid + float - ($10)
tech draw
rebuild tech 2, base to 18
worker - ($9)
zane - ($7)
fresh crash bomber - ($6)
surprise attack - ($1)
zane/old bomber hits centuar, expensive ping centaur to death - ($0)
shark kills galina
shark kills backline centaur

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Crash Bomber (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

hmm, so much board presence. but really low on cards there. i think i just have to clear as much of this board as i can. plan is to rush tech 3 here.

P1T6

Starting hand: 2

Murkwood Allies
Playful Panda

Technician draw: 1

Ferocity

Thoughts

Couple of ways I can get more on the board, but I think this is the best way: patrol full of units with 1 attack so Crash Bomber won’t get its death ability off. The Tiger can be stolen, but it only gets stealth against units so that doesn’t help codexnewb very much. I skip a worker, but the extra teched cards won’t matter for a long time, so I’m not worried about it.

My main worry is ending the game before codexnewb manages to make a Tech III stick. Secondary worry is Flame Arrow or Drakk + Monkey, since those can kill Calamandra. Not much I can do about them, unless I bring in Spirit of the Panda for the healing. I think I go for double Stampede instead, let’s try and end this.

Teched cards: 2

T2: Behind the Ferns, Centaur
T3: Galina Glimmer, Murkwood Allies
T4: Centaur, Ferocity
T5: 2 x Dinosize
T6: 2 x Stampede


Get paid + float - ($10)
Merfolk Prospector exhausts for gold - ($11)
Murkwood Allies, Frogs arrive - ($6)
Argagarg Garg, Wisp arrives - ($4)
Calamandra exhausts, Stalking Tiger arrives from codex - ($0)
Skip worker!
Discard 2, reshuffle, draw 4


:psblueshield: Squad Leader: Frog #1 1/1 (Calamandra: resist 0+1, stealth)
:psfist: Elite: Wisp 1+0/1 (Calamandra: resist 0+1, stealth)
:ps_: Scavenger: Frog #2 1/1 (Calamandra: resist 0+1, stealth)
:exhaust: Technician: Frog #3 1/1 (Calamandra: resist 0+1, stealth)
:target: Lookout: Frog #4 1/1 (Calamandra: resist 0+2, stealth)

Calamandra L5 4/4 (units have resist +1, 1 damage)
Argagarg L1 1/3
Stalking Tiger 4/4 (Calamandra: resist 0+1, invisible; stealth when attacking units)
Merfolk Prospector 1/1 (Calamandra: resist 0+1, stealth)

Behind the Ferns (channelled by Calamandra, units get 3 or less attack have stealth)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Hand: 4

Dinosize
Centaur
Murkwood Allies
Playful Panda

Deck: 9

Spore Shambler
Young Treant
Dinosize
Ironbark Treant
Centaur
Galina Glimmer
Stampede
Stampede
Ferocity

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 10 teched + 1 fetched Tiger = 21
3 on board
4 in hand
9 in deck
0 in discard
5 in workers
Total: 21


Gold: 0
Workers: 9

4 x start
T1: Verdant Tree
T2: Rich Earth
T3: Forest’s Favor
T4: Tiger Cub
T5: Rampant Growth

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Kidnapping
Kidnapping


STARTING HAND
Nautical Dog (1/1)
Charge
Steam Tank
detonate


WORKERS
Pillage
Bloodburn
Careless Musketeer
Scorch
Makeshift Rambaster


NextHand

Pirate Gunship
Bloodrage Ogre (3/2+A)
Pirate Gunship
Steam Tank
Bombaster (2/1+A)


Discard

Nautical Dog (1/1)
Charge
detonate
Kidnapping
Kidnapping


Tech 2 card(s)
Get Paid - ($10)
steamtank - ($7)
tech 3 - ($2)
zane, kills sql - ($0)
crash bomber kills lookout

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane, lvl 1, (2/1)
  • Crash Bomber (2/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

lol, they’re multiplying! boy did i pick a bad time to go anarchy instead of blood. haha.

P1T7

Starting hand: 4

Dinosize
Centaur
Murkwood Allies
Playful Panda

Teched cards: 2

T2: Behind the Ferns, Centaur
T3: Galina Glimmer, Murkwood Allies
T4: Centaur, Ferocity
T5: 2 x Dinosize
T6: 2 x Stampede
T7: 2 x Whatever


Get paid - ($9)
Midband Argagarg - ($7)
Wisp gets detected by Tower, suicides into Steam Tank for no damage
Discard 2, Calamandra gains Stealth
Dinosize on Stalking Tiger - ($3)
Argagarg exhausts to buff Stalking Tiger
Frogs (2), Calamandra (4), Merfolk Prospector (1), and Stalking Tiger (11) sneak past Tank to destroy your base, GG!


Calamandra L5 4/4 (units have resist +1, 1 damage)
Argagarg L3 1/4
Stalking Tiger 4/4 (Calamandra: resist 0+1, invisible; stealth when attacking units)
Merfolk Prospector 1/1 (Calamandra: resist 0+1, stealth)
Frog #2 1/1 (Calamandra: resist 0+1, stealth)
Frog #3 1/1 (Calamandra: resist 0+1, stealth)

Behind the Ferns (channelled by Calamandra, units get 3 or less attack have stealth)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 4


Remaining hand: 1

Centaur

Deck: 9

Spore Shambler
Young Treant
Dinosize
Ironbark Treant
Centaur
Galina Glimmer
Stampede
Stampede
Ferocity

Discard: 5

Whatever
Whatever
Dinosize
Murkwood Allies
Playful Panda

Card-count check (opponent-viewable)

Expected: 10 + 12 teched + 1 fetched Tiger = 23
3 on board
1 in hand
9 in deck
5 in discard
5 in workers
Total: 23


Remaining gold: 3
Workers: 9

4 x start
T1: Verdant Tree
T2: Rich Earth
T3: Forest’s Favor
T4: Tiger Cub
T5: Rampant Growth

dang! that definitely does it!! haha. great game!

Fun game! Beyond the Ferns worked out a lot better than I thought it would, the turn I played it on felt so awkward.

feel free to start the next one when you’re ready.

Starting tomorrow, might will slow down once we hit CAMS next week.

1 Like