[MMM1] Game 9: P1 Green (charnel_mouse) vs P2 Red (codexnewb)

Right, let’s get this going again! @codexnewb

MMM1 results spreadsheet

P1T1

Starting hand: 5

Young Treant
Playful Panda
Rich Earth
Rampant Growth
Forest’s Favor

Thoughts

The 2-gold hand strikes again. Except Rich Earth, but I’m not playing that. I think a hero is the only good option here: Playful Panda just has its Wisp picked off, and a Scavenger Wisp leaves me with 2 float and vulnerable to Zane + Pirate + Pillage + worker.

Next turn is probably worker + Tech I + Merfolk Prospector + Tiger Cub / Ironbark Treant. Calamandra + Treant worked out OK in Game 6, I’ll go with that again.


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


:psblueshield: Calamandra L1 2/3+1A

:heart: Base HP: 20


Hand: 5

Merfolk Prospector
Tiger Cub
Ironbark Treant
Spore Shambler
Verdant Tree

Deck: 0
Discard: 4

Young Treant
Playful Panda
Rampant Growth
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
Total: 10


Gold: 1
Workers: 5

4 x start
T1: Rich Earth

let’s see if i can finish strong here.

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Bloodrage Ogre
Bombaster
Bloodburn
Makeshift Rambaster
Careless Musketeer


WORKERS
Bloodburn


NextHand

Charge
Mad Man
Nautical Dog
Scorch


Discard

Careless Musketeer
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
brogre - ($2)
bombaster - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Bombaster (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
1 Like

P1T2

Starting hand: 5

Merfolk Prospector
Tiger Cub
Ironbark Treant
Spore Shambler
Verdant Tree

Thoughts

Ironbark Treant’s ideal for those attackers, if unassisted. Teching in Centaur and Ferocity, as usual.


Get paid + float - (6)
Worker - (5)
Tech I - (4)
Ironbark Treant - (1)
Merfolk Prospector - (0)
Discard 2, reshuffle, draw 4


:psfist: Ironbark Treant 1+1/2+2A

Calamandra L1 2/3
Merfolk Prospector 1/1

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


Hand: 4

Playful Panda
Rampant Growth
Ferocity
Spore Shambler

Deck: 4

Young Treant
Forest’s Favor
Centaur
Tiger Cub

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: Rich Earth
T2: Verdant Tree

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Crash Bomber
Surprise Attack


STARTING HAND
Scorch
Mad Man
Charge
Nautical Dog


WORKERS
Bloodburn
Scorch


NextHand

Mad Man
Charge
Pillage
Crash Bomber


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
mad man, brogre, trade with IBT - ($4)
zane kills merfolk - ($2)
tech 1 - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Zane, lvl 1, (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

well, mad man and brogre are the only way through IBT. zane kills teh merfolk, and tower blocks Cal.

crashbomber and SA to assist.

lol, didnt pay for zane, one sec.

fixed. no tower.

@charnel_mouse ready when you are! hope you had a great weekend!

1 Like

I did thanks, hope you did too. Sorry for delaying again, I can only cope with one game at a time at the moment.

no worries. happy to pick this up when you’re ready.

hey @charnel_mouse. i hope this finds you well. would you like to pick this up again?

Heya! I’ve been a bit swamped, so haven’t felt able to play for a few weeks. I’ll pick this up next week.

1 Like

OK, let’s see if I can remember what I was doing here.

P1T3

Starting hand: 4

Playful Panda
Rampant Growth
Ferocity
Spore Shambler

Thoughts

Ooh, lost my Prospector this time. That could make a big difference in the long run.

It feels bad, but I’m going for Shambler + Ferocity here, with Calamandra killing the Bombaster. With codexnewb talking about going for Bloodlust, then playing Zane, I wouldn’t be surprised if he’s gone for Surprise Attack, so swift strike is useful here, and killing the Technician increases his chances to whiff.

I think I’m still comfortable going for Giant Panda and Murkwood Allies here: 1 attack is enough against Sharks. As long as nothing hits Calamandra this turn, I’m OK.

Teched cards: 2

T2: Centaur, Ferocity
T3: Giant Panda, Murkwood Allies


Get paid - (6)
Calamandra kills Bombaster, you draw, takes 2 damage
Worker - (5)
Spore Shambler - (2)
Ferocity, Shambler has armour-piercing and swift strike until my next turn - (0)
Discard 1, draw 3


:psfist: Spore Shambler 1+2/3 (Ferocity: armour-piercing, swift strike; ++)

Calamandra L1 2/1 (2 damage)

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


Hand: 3

Young Treant
Forest’s Favor
Tiger Cub

Deck: 1

Centaur

Discard: 6

Ironbark Treant
Merfolk Prospector
Giant Panda
Murkwood Allies
Ferocity
Rampant Growth

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
1 on board
3 in hand
1 in deck
6 in discard
3 in workers
Total: 12


Gold: 0
Workers: 7

4 x start
T1: Rich Earth
T2: Verdant Tree
T3: Playful Panda

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Pillage
Mad Man
Charge
Crash Bomber
Bloodrage Ogre (3/2)


WORKERS
Bloodburn
Scorch
Pillage


NextHand

Surprise Attack
Nautical Dog
Careless Musketeer
Makeshift Rambaster


Discard

Bombaster (2/2)
Charge
Bloodrage Ogre (3/2)
Crashbarrow
Shoddy Glider


Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
crash bomber - ($5)
tech 2 blood - ($1)
mad man - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:

  • Zane, lvl 1, (2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Definitely feeling the loss of the Prospector here.

P1T4

Starting hand: 3

Young Treant
Forest’s Favor
Tiger Cub

Thoughts

If codexnewb only teched one Surprise Attack, it’s even odds that he’s drawn it this turn instead of last turn. Killing Zane with Calamandra to prevent it puts me way down on cards, but I can bring in a Stalking Tiger to offset that. On the other hand, killing Zane lets him bring in Drakk, so the Crash Bomber could do a lot of damage for their cost.

Tech II Blood is interesting if codexnewb assumed I’m going for weenies + Behind the Ferns again, since Crashbarrows won’t do much. I assume he’s going for Bugblatters, but if he has gone for Crashbarrows then I don’t have much time to set up a wide board.

  1. Midband Calamandra, Young Treant, Tiger Cub. A decent board, and Sharks would get let me recover my hand with Technician. I could also reduce codexnewb’s board a bit by attacking with Calamandra, but I’m not sure whether that’s worth it or not. Zane survives, and could be supported by Drakk, pretty nasty. He can’t afford that and midband Zane, though, so he’d probably prefer to go midband Zane -> Scavenger kill, so he can still play Surprise Attack and worker. The Crash Bomber couldn’t help the wipe with its death ability in that case, due to the resist aura, so Zane and Mad Man are left to kill Calamandra, in which case Zane dies. Maybe that’s enough of a disincentive to not go for the wipe, and that’s if I patrol something in Scavenger at all. I’m not in as good a spot if he just chooses to build his board or recover hand size, but if I get lucky and draw Behind the Ferns next turn I could gamble on a tech break.

  2. As above, but the Spore Shambler kills the Mad Man. This puts me in a much worse position against Surprise Attack, but the Technician draw means that codexnewb has only had two rounds of teched cards going into his first Tech II shuffle. I’m not sure that’s enough to make up for the easier reprisal board wipe, since I’m probably in trouble once codexnewb starts playing Tech II units anyway.

  3. Heroes’ Hall, midband Calamandra, stealth to kill Zane. I don’t think Tech II is worth it here, I’m too low on hand size to compete in a fair Tech II fight, and I’d be too low on board presence, since I’m discarding everything for stealth. Add Drakk in the wings to let the Crash Bomber and the Mad Man hit hard for their cost, and I don’t think this is viable.

Option 1 is the best of a mediocre list. Ferocity is probably the way to go: it’s great against Crashbarrows, maybe Shoddy Gliders if I tech and get a Huntress in front, OK against Bugblatters since only his units die, becomes great if I get Behind the Ferns out too since Frogs can kill them pretty efficiently. That’s a heavy drain on my gold, though, especially with the Prospector out of action. I’m fairly low on hand size either way, too, so drawing into Ferocity regularly isn’t likely.

An alternative option is that I gamble on getting a Tiger out, and trying to Dinosize it / Calamandra twice for the base kill while putting enough weenies on patrol to keep it alive, preferably with Ferocity.

Another option is to go for Galina Glimmer + Moment’s Peace, and try to ramp up my gold income to go into one of the above strategies. I’m not sure whether I’ve got enough board presence to go for this, though: if I don’t get Murkwood Allies up quickly, I’ll get rolled up pretty quicky.

Going for the gamble option, and teching in Dinosize + second Ferocity. That doesn’t leave me much space with gold, and I still need a Heroes’ Hall, so hopefully the reshuffle will be kind.

Teched cards: 2

T2: Centaur, Ferocity
T3: Giant Panda, Murkwood Allies
T4: Dinosize, Ferocity


Get paid - (7)
Worker - (6)

Young Treant, I draw - (4)

Centaur

Tiger Cub - (2)
Midband Calamandra - (0)
Calamandra kills Crash Bomber, takes 2 damage, my base to 19
Discard 1, reshuffle, draw 3


:psblueshield: Spore Shambler 2/3+1A (Calamandra: resist 0+1; ++)
:psfist: Young Treant 1+0/2 (Calamandra: resist 0+1; can’t attack)
:exhaust: Tiger Cub 2/2 (Calamandra: resist 0+1)

Calamandra L3 3/2 (units have resist +1, 2 damage)

:heart: Base HP: 19
:heart: Tech I HP: 5


Hand: 3

Ironbark Treant
Ferocity
Centaur

Deck: 6

Merfolk Prospector
Giant Panda
Murkwood Allies
Ferocity
Rampant Growth
Dinosize

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

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


Gold: 0
Workers: 8

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

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Captured Bugblatter
Shoddy Glider


STARTING HAND
Nautical Dog
Careless Musketeer
Makeshift Rambaster
Surprise Attack


WORKERS
Bloodburn
Scorch
Pillage
Nautical Dog


NextHand

Surprise Attack
Bloodrage Ogre (3/2)
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($8)
surprise attack - ($3)
shark and mad man trade with shambler
shark trades with tiger cub, you draw
careless musketeer - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Careless Musketeer (2/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Zane, lvl 1, (2/1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

P1T5

Starting hand: 3

Ironbark Treant
Ferocity
Centaur

Technician draw: 1

Ferocity

Thoughts

Terrible technician draw. However, if I don’t midband Calamandra then I can build the Heroes’ Hall while putting down a ferocious Centaur, that should be OK for patrolling this turn. Next turn is when I really get into trouble.

Teched cards: 2

T2: Centaur, Ferocity
T3: Giant Panda, Murkwood Allies
T4: Dinosize, Ferocity
T5: Dinosize, Giant Panda


Get paid - (8)
Worker - (7)
Centaur - (4)
Ferocity - (2)
Heroes’ Hall - (0)
Discard 1, draw 3


:psblueshield: Centaur 3/4+1A (Calamandra: resist 0+1; Ferocity: armour-piercing, swift strike; overpower)
:psfist: Young Treant 1+0/2 (Calamandra: resist 0+1; Ferocity: armour-piercing, swift strike; can’t attack)

Calamandra L3 3/2 (units have resist +1, 2 damage)

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


Hand: 3

Merfolk Prospector
Giant Panda
Murkwood Allies

Deck: 2

Rampant Growth
Dinosize

Discard: 6

Spore Shambler
Tiger Cub
Dinosize
Giant Panda
Ferocity
Ferocity

Card-count check (opponent-viewable)

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


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Verdant Tree
T3: Playful Panda
T4: Forest’s Favor
T5: Ironbark Treant

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Flame Arrow
Kidnapping


STARTING HAND
Surprise Attack
Makeshift Rambaster
Bloodrage Ogre (3/2)
Captured Bugblatter


WORKERS
Bloodburn
Scorch
Pillage
Nautical Dog
Makeshift Rambaster


NextHand

Mad Man (1/1)
Shoddy Glider
Shoddy Glider
Bombaster (2/2)


Discard

Flame Arrow
Kidnapping
Surprise Attack
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($9)
max zane, shove centaur to tech - ($4)
zane kills centaur, takes 3, we both draw
captured bugblatter - ($1)
tap musketeer, ping hero’s hall
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Captured Bugblatter (4/2)
  • :target: Lookout:

In Play:

  • Zane, lvl 6, (4/1)
  • Careless Musketeer (2/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

Your base is still on 20 HP, isn’t it?

P1T6

Starting hand: 3

Merfolk Prospector
Giant Panda
Murkwood Allies

Technician draw: 1

Rampant Growth

Thoughts

Another bad draw, so I’m going to be hitting the base pretty late, and I’m at risk of dying to Bugblatter drain first. I want three cards in hand next turn so I can stealth Calamandra and cast Dinosize, so if I worker I can only play Murkwood Allies this turn. If I skip a worker I have less income, but I can play another card this turn, and the game will probably be settled before the extra teched cards matter. On the other hand, there’s a good chance codexnewb has a Glider in hand to knock out the Heroes’ Hall, so I’d like to build Tech II to not get locked out of Argagarg for the Dinosize next turn.

  1. Allies, maxband Calamandra, stealth, Rampant Growth, either hit the base for 6 or destroy codexnewb’s Tech II to give me some breathing room. Knocks out all the real threats against Calamandra / Heroes’ Hall, but I go down to a 2-card hand so probably can’t hit the base with Dinosize next turn. I could try to sucker codexnewn into giving me another card by putting the Treant in Technician. I’d probably want to tech Behind the Ferns, so if I get a lucky draw any surviving Frogs can hit Zane. Skipping worker, but that’s fine.
  2. Murkwood Allies, Tech II, skip worker. Probably able to play Argagarg, but Calamandra is at low health so any Gliders can target her instead, taking away all my stealth options.
  3. Boosted Murkwood Allies. I have a 4/4 beast to put in front, needing a Zane trade, Crashbarrow, or frenzied Glider to take down. Calamandra is still vulnerable, though, and so is the Heroes’ Hall. Two Gliders would rip my game plan to shreds.
  4. Midband Argagarg, maxband Calamandra, 3 gold left for Giant Panda, or worker + Prospector. This leaves my patrol much smaller than I’d like; Crashbarrows would let codexnewb break through, and I need codexnewb to not break through.

The Tech II break might be the least bad option here. Delaying the game too much will let codexnewb clean up with Bugblatters, but Tech II units would let him easily get through to Calamandra right now, and I need her alive for my game plan to work. Do I tech double Ferns, or add something else? Polymorph: Squirrel would be nice for slowing down the Bugblatter burn, but it’s a little expensive. Spirit of the Panda could be nice on a Stalking Tiger, but it’s expensive if I’m also trying to play Dinosize / summon the Tiger. Nice if I can play it, though, I’ve been in dire need of extra income so far. I’ll give it a shot.

Teched cards: 2

T2: Centaur, Ferocity
T3: Giant Panda, Murkwood Allies
T4: Dinosize, Ferocity
T5: Dinosize, Giant Panda
T6: Behind the Ferns, Spirit of the Panda


Get paid - (9)
Murkwood Allies, Frogs arrive - (4)
Maxband Calamandra - (2)
Rampant Growth on Calamandra - (0)
Discard 2, Calamandra gains stealth
Calamanda destroys your Tech II, your base to 18
Skip worker!
Discard 0, draw 1, reshuffle, draw 1


:psblueshield: Frog #1 1/1 (Calamandra: resist 0+1)
:psfist: Frog #2 1+1/1 (Calamandra: resist 0+1)
:ps_: Frog #3 1/1 (Calamandra: resist 0+1)
:exhaust: Young Treant 0/2 (Calamandra: resist 0+1; can’t attack)
:target: Frog #4 1/1 (Calamandra: resist 0+2)

Calamandra L5 4/5 (units have resist +1)

:heart: Base HP: 19
:heart: Tech I HP: 5
:heart: Heroes’ Hall HP: 3


Hand: 2

Dinosize
Behind the Ferns

Deck: 12

Spore Shambler
Tiger Cub
Dinosize
Giant Panda
Ferocity
Ferocity
Centaur
Spirit of the Panda
Murkwood Allies
Rampant Growth
Merfolk Prospector
Giant Panda

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

Expected: 10 + 10 teched = 20
1 on board
2 in hand
12 in deck
0 in discard
5 in workers
Total: 20


Gold: 0
Workers: 9

4 x start
T1: Rich Earth
T2: Verdant Tree
T3: Playful Panda
T4: Forest’s Favor
T5: Ironbark Treant

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Captured Bugblatter


STARTING HAND
Mad Man (1/1)
Shoddy Glider
Bombaster (2/2)
Shoddy Glider
Charge


WORKERS
Bloodburn
Scorch
Pillage
Nautical Dog
Makeshift Rambaster


NextHand

Crashbarrow
Crash Bomber (2/2+A)
Surprise Attack
Brogre


Tech 2 card(s)
Get Paid - ($10)
rebuild tech 2, base to 17 (took 1 from careless musketeer last turn)
Bugblatter kills sql, your base to 18
musketeer trades with elite, your base to 16
Zane trades with tech, levels fizzle, your base to 15, we both draw
Jaina - ($8)
bombaster - ($6)
charge bombaster - ($4)
bombaster kills lookout, your base to 14
mad man, trades with scav, your base to 12 - ($3)
tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina, lvl 1, (2/3)
  • :target: Lookout:

In Play:

  • Captured Bugblatter (4/1)
    Bombaster (2/1)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Bombaster targets; still gotta pay resist. Also, I think that should do 2 damage.

good point, ill use mad man instead. updated board and hand.