[MMM1] Game2: Red (FrozenStorm) vs White (CodexNewb)

okay, 1-0, let’s do it again! GL HF @codexnewb

Game 2 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Bombaster
Careless Musketeer
Makeshift Rambaster
Charge
Bloodburn

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bombaster (2)
  • Worker (1)
Workers

Bloodburn

  • :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:

In Play:

  • Bombaster (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Bloodrage Ogre
Pillage
Scorch
Nautical Dog
Mad Man

End of Turn Discard
My Thoughts

Pretty similar start to last game, bummer!


glhf!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Grappling Hook
Aged Sensei
Morningstar Flagbearer
Sensei’s Advice
Fox Primus


WORKERS
Morningstar Flagbearer


NextHand

Savior Monk
Fox Viper
Smoker
Safe Attacking


Discard

Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
fox primus - ($1)
aged sensei - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fox Primus (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Aged Sensei (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

hmmm, not much to do here. let’s get primus out there to help clear the board.

Game 2 Player 1, Turn 2

P1 Red vs P2 White

Starting Hand

Bloodrage Ogre
Pillage
Scorch
Nautical Dog
Mad Man

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Lobber


Main:

  • Bloodrage Ogre (4)
  • Nautical Dog (3)
  • Tech1 (2)
  • Worker (1)
Workers

Scorch, Bloodburn

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Bombaster (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Lobber

End of Turn Discard
My Thoughts

I like Primus instead of Grave much better, I think I can deal with this fine. Probably Safe Attacking comes, so I’ll patrol to make sure that PLUS something else is required to keep things alive. Keep hero threat for next turn, hoping Drakk but maybe Zane ends up more appropriate, and the ambiguity is what is most dangerous XD


[b]P2T2[/b]
Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Fox Viper
Safe Attacking
Savior Monk
Smoker


WORKERS
Morningstar Flagbearer
Fox Viper


NextHand

Sensei’s Advice
Fox Primus (2/2)
Sparring Partner
Snapback


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
savior monk - ($2)
primus trades with bombaster
heros hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Aged Sensei (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

kidnapping is too real a risk, so spartners see to be the way to go. could love the HH, but they’d go low on cards to do so.

Game 2 Player 1, Turn 3

P1 Red vs P2 White

Starting Hand

Makeshift Rambaster
Careless Musketeer
Gunpoint Taxman
Lobber

Events of Turn:


Upkeep:

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

Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Brogre trades with Monk
  • Zane, kill Sensei, you draw 1 (5)
  • Lobber, it and Dog hit your tech1 to 1hp (4)
  • Gunpoint Taxman (2)
  • Worker (1)
Workers

Careless Musketeer, Scorch, Bloodburn

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Zane (2/1 lvl 1)
  • Lobber (2/2)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Pillage
Mad Man
Charge

End of Turn Discard
My Thoughts

Odd choice here to patrol techn AND go HH. Maybe teched 2x SP (or maybe SotF / MM?) I can setup a tech1 break next turn which will force a decision about tech2 also, so I’m pretty happy with going down to 3 to pull that off. Probably next turn I tech 2 and do Zane things, but we’ll see XD


[b]P2T3[/b]
Tech StartingHand Workers

TECH
Entangling Vines
Entangling Vines


STARTING HAND
Snapback
Sparring Partner
Fox Primus (2/2)
Sensei’s Advice
Safe Attacking


WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus (2/2)


NextHand

Smoker
Aged Sensei (1/1)
Entangling Vines
Grappling Hook
Sparring Partner


Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
rook - ($4)
tech 2 ninjitsu - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 1, (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Ninjutsu)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

going a different route here.

Game 2 Player 1, Turn 4

P1 Red vs P2 White

Starting Hand

Pillage
Mad Man
Charge

Events of Turn:


Upkeep:

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

Marauder, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Zane lvl 2 (7)
  • Dog suicides into Rook, GPT kills Rook, takes 2, Zane midbands
  • Zane and Lobber break tech2, your base to 18
  • Mad Man, break tech1, your base to 16 (6)
  • Worker (5)
  • Tech 2 Anarchy (1)
Workers

Pillage, Careless Musketeer, Scorch, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY

In Patrol:

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

In Play:

  • Zane (3/3 lvl 4)
  • Gunpoint Taxman (3/1)
  • Lobber (2/2)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Kidnapping
Steam Tank
Surprise Attack

End of Turn Discard
My Thoughts

Worth it to double break here, so we’ll do that. I could suicide Zane and give Drakk levels to save a card and still break t2, but that makes Sharks a dead draw, would rather not have that.


lol

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Glorious Ninja
Glorious Ninja


STARTING HAND
Grappling Hook
Smoker
Sparring Partner
Entangling Vines
Aged Sensei (1/1)


WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus (2/2)
Smoker (2/1)


NextHand

Safe Attacking
Snapback
Entangling Vines
Savior Monk
Sensei’s Advice


Discard

Sparring Partner
Grappling Hook
Entangling Vines
Glorious Ninja
Glorious Ninja


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
rebuild tech 1, base to 18
mid grave - ($3)
sets - ($1)
aged sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 3, (3/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei (1/1)
  • :pschip: Technician: Sets, lvl 1, (1/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

going a different route here.

yea this one escalated quickly lol

Game 2 Player 1, Turn 5

P1 Red vs P2 White

Starting Hand

Kidnapping
Steam Tank
Surprise Attack
Bombaster + marauder (zane draws)

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Marauder, Steam Tank
Surprise Attack, Kidnapping
Gunpoint Taxman, Lobber


Main:

  • Drakk + lvl 2 (6)
  • Surprise Attack, kill Grave, Drakk midbands (1)
  • Zane kills Sets, we both draw 1, maxband and shove AS to techn, we both draw another 1
  • Lobber and Mad Man, break t1 again, base to 14
  • GPT hits base to 10
  • Worker (0)
Workers

BombasterPillage, Careless Musketeer, Scorch, Bloodburn

  • :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
  • Tech2 HP: 5 ANARCHY

In Patrol:

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

In Play:

  • Zane (4/4 lvl 6)
  • Drakk (2/3 lvl 4)
  • Gunpoint Taxman (3/1)
  • Lobber (2/2)
  • Mad Man (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Charge
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
Steam Tank

End of Turn Discard
My Thoughts

Think this is GG


lol, ill just GG it there. so tough to patrol early. but ill figure it out one of these days.

1 Like

GG WP! P2 patrolling is hard in this matchup

I do think it is worth to have primus trade Brogre instead of Bombaster, and patrolling AS in technician after going Hero’s Hall doesn’t make a lot of sense (you’ll run out of money to spend on cards and heroes!), and perhaps Rook backline would have been better.

B/C let’s think about the P2T2 to P1T3 and how it changes in this scenario:

  • Primus trading Brogre means my hand size goes up, but I can’t 1-shot trade Monk in SQL
  • Rook backline means I have to trade my attackers to kill him (vs free setup damage on tech 1)
  • You probably don’t have money to spend on 2x heroes so HH isn’t super efficient when you really need your gold to count efficiently in early defense
  • I have to respect Rook b/c Birds are a serious nuissance

I think that sets up much better for you. What you think?

1 Like

yeah, can’t disagree with that.