[MMM1] GAME 7: P1 Blue (Akiata) vs P2 White (FrozenStorm)

GLHF!

Matchup spreadsheet is here.

And now for something completely different…

P1T1


StartingHand Workers

STARTING HAND
Reputable Newsman
Manufactured Truth
Bluecoat Musketeer
Jail
Building Inspector


WORKERS
Bluecoat Musketeer


NextHand

Lawful Search
Spectral Aven
Traffic Director
Porkhand Magistrate
Arrest


Discard

Manufactured Truth
Reputable Newsman
Building Inspector


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Build a Jail - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • :heart: Jail HP: 3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

What could go wrong?!

@FrozenStorm’s turn!

Jail, switchin it up, okay! GL HF!

MMM1 Game 7: White vs Blue, Player 2 Turn 1

P1 White vs P2 Blue

Starting Hand

Grappling Hook
Aged Sensei
Smoker
Fox Primus
Savior Monk

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Fox Primius

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Grave (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Morningstar Flagbearer
Sensei’s Advice
Snapback
Fox Viper
Safe Attacking

End of Turn Discard
My Thoughts

I think I can play around Jail just fine with heroes, so we’re gonna do that. Next turn Rook + Tech 1 + either Safe Attacking or Grave midband + worker


P1T2


Tech StartingHand Workers

TECH
Elite Training
Overeager Cadet


STARTING HAND


WORKERS
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Lawful Search
Arrest
Overeager Cadet
Manufactured Truth


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Spectral Aven - ($2)
Play Traffic Director - ($1)
Begin constructing Tech I building - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Traffic Director (1/1, Untargetable)
  • :target: Lookout:

In Play:

  • Jail :heart: HP: 3
  • Spectral Aven (2/2, Flying, Illusion)

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

Slightly different tack this game, let’s see…

@FrozenStorm’s turn!

Just triple checking, last turn was your turn 2 not 3, yeah?

MMM1 Game 7: White vs Blue, Player 2 Turn 2

P1 White vs P2 Blue

Starting Hand

Morningstar Flagbearer
Sensei’s Advice
Snapback
Fox Viper
Safe Attacking

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Bird’s Nest, Martial Mastery


Main:

  • Rook (4)
  • Grave kills TD, you get a card
  • Midband to heal Grave (2)
  • Safe Attacking (1)
  • Worker (0)
Workers

Fox Viper, Fox Primius

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Grave (3/4 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Sensei’s Advice
Martial Mastery
Bird’s Nest
Grappling Hook
Savior Monk

End of Turn Discard
My Thoughts

Skipping the tech1 is fine here, we’ll do that.


Er yeah, turns are muddled on my sheet apparently. I’ve edited my previous turn.

P1T3… ?


Tech StartingHand Workers

TECH
Flagstone Garrison
Overeager Cadet


STARTING HAND
Arrest
Overeager Cadet
Lawful Search
Manufactured Truth
Reputable Newsman
Building Inspector


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Arrest


NextHand

Elite Training
Flagstone Garrison
Building Inspector
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Summon Onimaru - ($4)
Lawful Search of your hand … Martial Mastery eh? - ($3)

Draw

Building Inspector… ugh, coin flip not going my way.

Play Reputable Newsman, blocking $2 spells/upgrades - ($1)
Play Overeager Cadet
Worker - ($0)
Spectral Aven swoops on Grave for 2 damage.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 - Onimaru (2/3, Frenzy 1, Resist 1)

In Play:

  • Jail :heart: HP: 3
  • :exhaust: Spectral Aven (2/2, Flying, Illusion)
  • Reputable Newsman (0/3, blocking $2 spells/upgrades)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Well this feels desperate already.

Grappling Hook… ugh. Starting to feel traumatised just looking at some of these cards. lol.

@FrozenStorm’s turn!

No sweat!

MMM1 Game 7: White vs Blue, Player 2 Turn 3

P1 White vs P2 Blue

Starting Hand

Sensei’s Advice
Martial Mastery
Bird’s Nest
Grappling Hook
Savior Monk

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery


Main:

  • Grappling Hook Cadet to Elite
  • Rook kills Cadet, takes 3
  • Maxband Grave, kill Oni, Rook to level 3 (3)
  • Grave hucks his sword at Newsman
  • Bird’s Nest (1)
  • Tech 1 (0)
  • skip worker
Workers

Fox Viper, Fox Primius

  • :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
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Grave (4/3 lvl 7)
  • Rook (2/1 lvl 3)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Smoker
Snapback
Aged Sensei
Morningstar Flagbearer
Martial Mastery

End of Turn Discard
My Thoughts

Going to need to tech up, Training Grounds feels like the right call, but JIC let’s get a YLD as well. Tempted to go MPM but isn’t that effective against Blue. I’m vulnerable to MTruth but at least that’ll prevent Aki from teching up, which is likely to be the game plan given OC teched.


Well, I did not account for Readiness to allow Grave to attack and exhaust in one turn. Nifty trick.

I’m thinking the resources spent on Jail would have been better spent elsewhere. I do not hold out much hope for this game.

P1T54


Tech StartingHand Workers

TECH
Flagstone Garrison
Free Speech


STARTING HAND
Elite Training
Building Inspector
Flagstone Garrison
Overeager Cadet


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Arrest
Building Inspector


NextHand

Flagstone Garrison
Lawful Search
Manufactured Truth
Traffic Director (1/1, Untargetable)


Discard

Overeager Cadet (2/2+A)
Reputable Newsman (0/3, blocking $2 spells/upgrades)
Elite Training
Flagstone Garrison
Free Speech


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Bigby - ($4)
Construct Tech II … PEACE! - ($0)
Play Overeager Cadet

Float ($0)
Stash 1, Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Aven (2/2+A, Flying, Illusion)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout: Bigby (2/3)

In Play:

  • Jail :heart: HP: 3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Blargh.

@FrozenStorm’s turn!

Yeah, that’s Grave’s bread and butter counter-pressure :slight_smile: Don’t count yourself out just yet though! You’ve gotten to T2 Peace w/o me having a ton of offense, the jail is keeping me without units well

Note that was your turn 4, not 5 :wink:

MMM1 Game 7: White vs Blue, Player 2 Turn 4

P1 White vs P2 Blue

Starting Hand

Smoker
Snapback (discarded to MM)
Aged Sensei
Morningstar Flagbearer
Martial Mastery
YLD + Training Grounds (MM, oooof!!)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery


Main:

  • Martial Mastery, dc 1 draw 2 check your hand (6) That’s a good lookin’ hand…
  • Grave kills Bigby, takes 2, Rook Midbands
  • Worker (5)
  • Tech 2 Discipline (1)
Workers

Morningstar Flagbearer, Fox Viper, Fox Primius

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • 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: Rook (3/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Big Bird (1/1)
  • :exhaust: Technician: Tweetie Bird (1/1)
  • :target: Lookout:

In Play:

  • Grave (4/1 lvl 7)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Savior Monk
Sensei’s Advice
Grappling Hook
Speed of the Fox
Training Grounds

End of Turn Discard
My Thoughts

YLD + SotF makes for some decent complimentary options to this game plan, rule the skies against Peace and threaten nasty heroes. I think MM makes sense here to gamble on, as a Grappling Hook or Sensei’s Advice gives me the air superiority immediately, and I can react to Aki’s hand. Fingers crossed no YLD or TG…

AHHHHH! UN. LUCKY. This does not bode well. At least I can score the free Bigby levels for Rook and max him next turn. Fingers crossed the rs draw is solid.

Well TG + SotF is pretty solid, would like to start getting YLDs down but at the very least I should be able to break the jail with my birds or Rook. Earthquake’s still a good endgame goal.


This is not going well.

P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Free Speech


STARTING HANDFlagstone Garrison
Traffic Director (1/1, Untargetable)
Manufactured Truth
Lawful Search
Elite Training
Flagstone Garrison


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Arrest
Building Inspector
Manufactured Truth


NextHand

Drill Sergeant
Free Speech
Free Speech
Overeager Cadet (2/2)


Discard

Lawful Search
Flagstone Garrison
Elite Training


Tech 2 card(s)
Get Paid - ($8)
Build a Flagstone Garrison - ($5)
Overeager Cadet suicides into Rook, inflicting 1 damage after armour.
Play Traffic Director - ($4)

Reshuffle, draw 1

Elite Training… doesn’t turn up when I need it, suddenly appears when I don’t. I know it’s a good card and everything, but if it wants to get workered, this is the right way to go about getting workered!

I WILL TURN THIS CAR AROUND!!

Summon Sirus Quince, a Mirror arrives - ($2)
Quince conducts a late-in-the-day Lawful Search of your hand, my my, look at all those units the Jail is preventing you from playing! - ($1)

Draw 1

The other Garrison. So yeah, nah, not Free Speech, or an Overeager Cadet.

Worker - ($0)
Spectral Aven kills Scav Bird, takes 1 damage.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1, Untargetable)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 - Sirus Quince (1/3)
  • :pschip: Technician:
  • :target: Lookout: Mirror (0/1)

In Play:

  • Jail :heart: HP: 3
  • Flagstone Garrison :heart: HP: 4
  • :exhaust: Spectral Aven (2/1, Flying, Illusion, 1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Elite training… and I’m sporting an Illusion and an Untargetable unit. That’s just smashing.

The question is whether to go for Lawful Search or not. 2 in 7 to pull a cadet, which would definitely help shore up my patrol. I mean, tbh, I’m likely looking at Entangling Vines / Reversal / or Thunderclap. And the Aven is probably dead to Grappling Hook here as well. If Free Speech comes over I can skip a worker and play it… that’s 2 in 7 as well. Ok, we’ll give it a whirl.


no bueno. And lookit, a hand full of spells.

And actually what’s going to happen is Grave will suicide (likely with a Grappling Hooked chump to Sparkshot) and the Hasty Setsuki will mop up Quince, Rook will maxband and I’ll be stuck holding two Free Speeches next turn.


Called it!! :crazy_face:

@FrozenStorm’s turn!

I’d have a lot more pressure w/o the Jail :wink:

MMM1 Game 7: White vs Blue, Player 2 Turn 5

P1 White vs P2 Blue

Starting Hand

Savior Monk
Sensei’s Advice
Grappling Hook
Speed of the Fox
Training Grounds

Events of Turn:


Upkeep:

  • Get Gold (8+1float+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Earthquake, Fox’s Den Students
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery


Main:

  • Sensei’s Advice, Tweetie Bird buffs (9)
  • Bird kills TD
  • Grappling Hook Lookout (8)
  • Setsuki (6)
  • Training Grounds (5)
  • Speed of the Fox, Sets kills Quince, you get 1g, Rook to level 7 (3)
  • Grave kills your Tech 2, your base to 18
  • Rook kills your Garrison
Workers

Morningstar Flagbearer, Fox Viper, Fox Primius

  • :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: Big Bird (1/1)

In Play:

  • Grave (5/1 lvl 7)
  • Rook (4/4 lvl 7)
  • Setsuki Hiruki (2/3 lvl 1)
  • Training Grounds (4hp)
  • Tweetie Bird (1/1)
  • Bird’s Nest
  • Safe Attacking

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

Aged Sensei
Martial Mastery
Snapback

End of Turn Discard
My Thoughts

SotF + TG ends up being the perfect draw, and allows me to stall Peace out here for a sec while I get online. This is looking more like GG


This isn’t Chess, you can’t have two Rooks.

1 Like

P1T6


Tech StartingHand Workers

TECH
The Art of War
Drill Sergeant


STARTING HAND
Free Speech
Overeager Cadet (2/2)
Drill Sergeant
Free Speech


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Arrest
Building Inspector
Manufactured Truth
Free Speech


NextHand

Flagstone Garrison
Drill Sergeant
Reputable Newsman (0/3, blocking $2 spells/upgrades)
Overeager Cadet (2/2+A)


Tech 2 card(s)
Get Paid + Scavenger bonus - ($10)
Rebuild Tech II
Worker - ($9)
Maxband Oni - ($0)
Play Overeager Cadet

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Aven (2/1+A, Flying, Illusion, 1 damage)
  • :psfist: Elite: Overeager Cadet (2/2+A)
  • :ps_: Scavenger: Alfie (1/1, Sparkshot)
  • :pschip: Technician: Bertie (1/1, Sparkshot)
  • :target: Lookout: Chuck (1/1, Sparkshot, Resist 1)

In Play:

  • Jail :heart: HP: 3
  • L8 - General Onimaru (4/5, Frenzy 1, Readiness)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ah, ok, no need to suicide with Grave if you’ve got Tech II online with HH.

yeah, idk maeng. Here comes Thunderclap?

@FrozenStorm’s turn!

Time to finally put some units down

MMM1 Game 7: White vs Blue, Player 2 Turn 6

P1 White vs P2 Blue

Starting Hand

Aged Sensei (dc to MM)
Martial Mastery
Snapback
YLD + Smoker (MM)

Events of Turn:


Upkeep:

  • Get Gold (8+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Earthquake, Fox’s Den Students
Earthquake, Fox’s Den Students
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery


Main:

  • Martial Master, dc 1 draw 2 check your hand out (10)
  • Grave trades with Elite, sparkshots Aven, levels fizzle
  • Big Bird trades with Aven
  • Tweetie Bird kills scav, you get 1g
  • Training Grounds to maxband Setsuki
  • Sets swiftly strikes lookout
  • Maxband Rook (9)
  • Rook walks past technician and breaks your tech 2, your base to 16
  • Young Lightning Dragon, to Jail (6)
  • Smoker to Jail, YLD arrives (5)
  • Snapback Oni for Quince + Mirror (2)
Workers

Morningstar Flagbearer, Fox Viper, Fox Primius

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 1 rs Draw 1
  • 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: Young Lightning Dragon (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (5/6 lvl 8)
  • Setsuki Hiruki (4/4 lvl 6, costs 1 to attack)
  • Training Grounds (4hp)
  • Tweetie Bird (1/1)
  • Bird’s Nest
  • Safe Attacking
  • Smoker (in jail)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Young Lightning Dragon
Grappling Hook

End of Turn Discard
My Thoughts

Definitely going to MM and then act based on what’s in Aki’s hand. If it’s Free Speech, probably snap in Quince and kill him. If it’s Garrison + units, probably break the tech 2. Teching the other ultimates

So heavy Peace engine hand, no Free Speech or Arrest, probably best here to break the tech 2 and bring Quince in. Aki will be able to copy YLD if I bring it out but will cost a pretty penny, will be able to copy the OC and kill Sets but super expensive to do so. Newsie is a bit of a bummer but getting YLD down will mean I can just kill it if need be (otherwise kill Jail and get my other YLD out)


:musical_note: Baaad traaades for daaays! :musical_note:

P1T7


StartingHand Workers

STARTING HAND
Overeager Cadet (2/2+A)
Reputable Newsman (0/3, blocking $2 spells/upgrades)
Drill Sergeant
Flagstone Garrison


WORKERS
Bluecoat Musketeer
Porkhand Magistrate
Arrest
Building Inspector
Manufactured Truth
Free Speech


NextHand

Flagstone Garrison :heart: HP: 4
Lawful Search
Free Speech
Traffic Director (1/1, Untargetable)
The Art of War


Discard

Spectral Aven (2/1+A, Flying, Illusion, 1 damage)
Overeager Cadet (2/2+A)
Reputable Newsman (0/3, blocking $2 spells/upgrades)
Drill Sergeant
Flagstone Garrison


Tech 0 card(s)
Get Paid + Scavenger - ($11)
Rebuild Tech II
Maxband Quince - ($7)
Quince conjures another Mirror - ($5)
Mirror 1 copies YLD - ($3)
Boost Mirror 1 YLD 1 time - ($2)
Mirror 1 YLD kills the OG YLD.
Play Overeager Cadet.
Mirror 2 copies Overeager Cadet.
Bertie hits Training Grounds for 1. Yep.
Trash mirror 1.

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror copy of Overeager Cadet (2/2+A, Illusion)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout: L5 - Sirus Quince (1/5, Resist 1)

In Play:

  • Jail :heart: HP: 3
    :exhaust: Bertie (1/1, Sparkshot)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

When life gives you lemons, spend all your money and pretend they’re actually dragons!

(Then throw them in the trash.)

@FrozenStorm’s turn!

1 Like

The already around mirror can attack, but the one that you conjure does not have haste I’m afraid

1 Like

Oh right, yeah, sorry. I’ll have a look if there’s anything else to be done, but I’m thinking resigning is the likely outcome here.

Edit: Arright, I’ve cooked another version of that turn with reasonably minor changes - hopefully free of errors.

1 Like

YLD, we hardly knew ye :frowning:

MMM1 Game 7: White vs Blue, Player 2 Turn 7

P1 White vs P2 Blue

Starting Hand

Young Lightning Dragon
Grappling Hook
Savior Monk + Speed of the Fox (sets max)

Events of Turn:


Upkeep:

  • Get Gold (8+2float)
  • Big Bird respawns
  • Tech 2 cards in (except turn 1)
All Teched Cards

Vigor Adept, Fuzz Cuddles
Earthquake, Fox’s Den Students
Earthquake, Fox’s Den Students
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery


Main:

  • Grappling Hook SQL Cadet, it pops
  • Speed of the Fox to Setsuki, she kills Quince swiftly, levels fizzle (8)
  • Rook walks past Cadet and breaks tech 2 yet again, your base to 14
  • Tweetie Bird kills backline Soldier
  • Young Lightning Dragon to jail, Smoker arrives (5)
  • Savior Monk to jail, YLD arrives (3)
Workers

Morningstar Flagbearer, Fox Viper, Fox Primius

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • 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: Smoker (1/1)

In Play:

  • Rook (5/6 lvl 8)
  • Setsuki Hiruki (4/4 lvl 6, costs 1 to attack)
  • Training Grounds (3hp)
  • Tweetie Bird (1/1)
  • Big Bird (1/1)
  • Young Lightning Dragon (3/3)
  • Bird’s Nest
  • Safe Attacking
  • Savior Monk (in jail)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 8

End of Turn Hand

Martial Mastery
Earthquake

End of Turn Discard
My Thoughts

War of attrition here but as long as the Tech2 stays down and I can continue building up some board, I should be able to either get some ultimates off or break the base eventually


Well I’ll concede there. GGWP!

I think I’ll take a break from this series for a while. Feels like I spend a lot of my time weighing up which option loses the slowest, which does not make for compelling game play. This game in particular I did not get good luck or have much fun.

Blue has some great options for slowing down an opponent, but White seems versatile enough to cope with a negligible loss of momentum. And spending resources on slowing down an opponent comes at the cost of making your own advances.

I dunno, I’ve been making mistakes here and there, and perhaps I’ve persisted with Peace a bit too long, but it never seems as though there are any viable options available. Very tough to come out of T1 / T2 with the initiative.

1 Like

This match-up looks almost as bad as blue black. What’s your score at now?

6-1.

Managed a win with Truth in game 5 as P2 - [MMM1] GAME 5: P1 White (FrozenStorm) vs P2 Blue (Akiata) - #24 by Akiata, but it felt like many lucky things happened for that to shake out the way it did.