[MMM1] WARM-UP: Green (Shadow Night Black) vs Red (Youngbuck)

"P1T7


StartingHand Workers

STARTING HAND
Crash Barrows
Bloodlust
Glider
Crash Barrows
Glider


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage


NextHand

Bombaster
Makeshift Rambaster
Kidnapping


Tech 0 card(s)
Get Paid - ($8)
Crashbarrows x2 - ($2)
Glider x2 - ($0)
Glider 1 takes out Young Trent
Crashbarrow 1 kills Merfolk, overpowers 5 dmg to your Tech 2, Base to 16
Glider 2 kills Frog
Crashbarrow 2 attacks base to 10 hp

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 13
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

SotP doesn’t fall off when Arg dies, any change of plans?

Its an ongoing spell, doesnt that mean it goes when the hero goes? I can’t seem to find a ruling anywhere.

I stand corrected: Ongoing spell does not mean channeling. I suppose I will change my turn then, taking out the Frog instead of Arg

2 Likes

P2T7


StartingHand Workers

STARTING HAND
Playful Panda
Stampede!
Tiger Cub (2/1)
Murkwood Allies


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns


NextHand

Forest’s Favor
Playful Panda
Rampant Growth
Tiger Cub (2/1)
Dinosize


Tech 0 card(s)
Get Paid - ($10)
Tech + Scav - ($11)
Rebuild Tech 2
Max Cal - ($5)
Murkwood Allies (Frogs) - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/3 + A, lvl 5)
  • :psfist: [I]Elite[/I]: Frog #1 (1/1)
  • :ps_: [I]Scavenger[/I]: Frog #2 (1/1)
  • :pschip: [I]Technician[/I]: Frog #3 (1/1)
  • :target: [I]Lookout[/I]: Frog #4 (1/1)
    [B]In Play:[/B]
  • Cal (4/5, lvl 5, Units have resist 1)
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well, that was a painful turn, all the tech 2 units he could want in one hand, Maxing Cal for feral strike possibilities, Tech 3 next turn might be a plan.

1 Like

"P1T8


StartingHand Workers

STARTING HAND
Bombaster
Kidnapping
Makeshift Rambaster


WORKERS


NextHand

Kidnapping
Charge
Gunpoint


Discard

Kidnapping


Tech 0 card(s)
Get Paid - ($8)
Worker - ($7)
Tower - ($4)
Jaina - ($2)
Bombaster - ($0)

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bombaster (2/2)
  • :pschip: [I]Technician[/I]: Jaina (2/3 L1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 10
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

I just realised, you’ve missed your last two techs (you haven’t hit 10 workers yet), and one of them is meant to be in your reshuffle last turn. If you retake your turn (adding in the techs before drawing your hand), that should correct it.

[details=Alternate play for youngbuck turn 7]I hope this isn’t overstepping my bounds.
Get paid(8)
Summon zane(6)
Glider(5) kills arg, zane to 3
Zane to midband(4), kill young treant and get 1 gold back(5).
Crashbarrow(2) kills merfolk and tech II
Glider(1) kills frog
Worker(0)
discard 1 draw 3

This way you: don’t skip a worker, his board is completely wiped, you have a midband zane on the board, uses the same number of cards.

Moral of the story is to not forget about zane shenanigans.[/details]

1 Like

This was a much wiser move. I have a lot of difficutly when I play inbetween work of really exploring my options instead of what is immeadiately available. Thanks for the tip!

@Shadow_Night_Black Hey man I just added in my techs to discard and decks, but I can’t get my spreadsheet to redraw accurately. I’m using the google spreadsheet, any idea on how to make that happen?

I mean Im happy keeping the hand I have, but understand if you want me to redraw

Normally I use the revision history for this (click on the “Everything saved to google drive” next to the “Help” on the toolbar), and go back in time before the draw, otherwise just keep your current hand, it shouldn’t make too much difference.

1 Like

Yeah I imagine im about cooked here, but i added in my techs and redrew. Editted my turn to reflect

P2T8


StartingHand Workers

STARTING HAND
Dinosize
Forest’s Favor
Tiger Cub (2/1)
Playful Panda
Rampant Growth


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns
Playful Panda


NextHand

Merfolk Prospector (1/1)
Murkwood Allies
Feral Strike
Young Treant (0/2, Can’t Attack)
Spirit of the Panda (Attached to Frog)


Discard

Rampant Growth
Dinosize
Tiger Cub (2/1)
Forest’s Favor


Tech 0 card(s)
Get Paid - ($10)
Tech 3 - ($5)
Rampant Growth Frog #4 - ($3)
Midori - ($1)
Frog #4 trades with Jaina, Midori to lvl 3
Arg buffs Frog #3
Frog #3 Trades with Bombaster
Cal and Frog 2 break Tech 2, your base to 14
Worker - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Frog #1 (1/1)
  • :pschip: [I]Technician[/I]: Midori (2/3, lvl 3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Cal (4/4, lvl 5, Units have resist 1)
  • Arg (1/3, lvl 5)
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

Basic rule of thumb is that once you have 7-8 gold always ask yourself, “but what if I summoned Zane this turn”.* Summoning and maxing Zane is 7 gold but to avoid skipping a worker you either need to kill scav, kill a hero, get a 2 gold pillage, or start with 8 gold. You don’t always need to max Zane either so you could look for opportunities at lower gold totals, but this is just a general rule.

*this applies even if you have to suicide a hero to play Zane because sometimes it’s actually worth it.

4 Likes

Gunna try for this “Using Zane” rule you speak of!

P1T9


Tech StartingHand Workers

TECH
Flame Arrow
Fire Dart


STARTING HAND
Kipnapping
Charge
Gunpoint
Gunpoint (3/2+1a)
Glider


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage
Makeshift Rambaster


NextHand

Crash Barrows
Bloodlust
Mad Man
Nautical Dog (1/1)
Crash Barrows


Discard

Kidnapping
Ogre
Bombaster
Gunpoint (3/2+1a)
Charge
Gunpoint
Glider
Kipnapping
Flame Arrow
Fire Dart


Tech 2 card(s)
Get Paid + float - ($9)
Scanvenger and Draw - ($10)
Zane and Midband - ($5)
Zane kills Midori, Draw 1, Maxband shoves Frog to Elite and kills w/ resist - ($4)
Gunpoint Taxman - ($2)
Charge - ($0)
Taxman trades wih Cala
Rebuild Tech 2

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/4 L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
2 Likes

P2T9


Tech StartingHand Workers

TECH
TREX
TREX


STARTING HAND
Spirit of the Panda (Attached to Frog)
Merfolk Prospector (1/1)
Feral Strike
Murkwood Allies
Young Treant (0/2, Can’t Attack)
Feral Strike
Stampede!


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns
Playful Panda
Stampede!


NextHand

Murkwood Allies
Feral Strike
Tiger Cub (2/1)
Dinosize
Feral Strike


Tech 2 card(s)
Get Paid - ($11)
Worker - ($10)
Young Treant, Draw - ($8)
Prospector - ($6)
Spirit of the Panda Prospector - ($2)
Worker - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/3 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2, Can’t Attack)
  • :pschip: [I]Technician[/I]: Pandafolk Prospector (3/3, Healing 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Spirit of the Panda (Attached to Prospector)
    [B]Buildings:[/B]
  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 12
Thought

Ahh Zane, I had forgotten how much of a pain he was. I am actually teching units (mainly becuase it’s time for reshuffle, and everyone loves a good trex.)

Of course the three times i can draw a Feral Strike this game are the 3 turns after Cal dies. And no TRex. I Suppose I have a 2/5 if he kills my prospector to be able to draw into it.

"P1T10


StartingHand Workers

STARTING HAND
Crash Barrows
Mad Man
Crash Barrows
Bloodlust
Nautical Dog (1/1)
Bug blatter


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage
Makeshift Rambaster


NextHand

Bug Blatter
Chaos Mirror
Glider
Gunpoint (3/2+1a)
BrOgre (3/2+1a)


Tech 0 card(s)
Get Paid - ($9)
Drakk - ($7)
CrashBarrows - ($4)
Barrows kills Arg, Overpowers to kill Trent, Drakk to L3
Zane kill Merfolk, Takes 3 dmg, draw 1
Crash Barrows - ($1)
Mad Man ($0)
Barrows and Man Man slam your base to 3 hp

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk (1/3 L3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane (4/1 from 3 dmg L6)
  • Mad Man (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 16
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "
5 Likes

Boom, baby, boom!

3 Likes

P2T10


StartingHand Workers

STARTING HAND
Murkwood Allies
Tiger Cub (2/1)
Dinosize
Feral Strike
Feral Strike
TREX


WORKERS
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Behind the Ferns
Playful Panda
Stampede!


NextHand

TREX
Murkwood Allies
Rampant Growth
Murkwood Allies
Forest’s Favor


Tech 0 card(s)
Get Paid + float - ($13)
Tech + Scav - ($14)
TREX! (Yes it’s my first none tech 0 unit) - ($6)
TRex Blow up your Madman and a worker
Max Cal - ($0)

Float ($0)
Discard 5, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: TREX (10/10 + A, OverPower, Resist 2)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Cal (4/5, lvl 5, Units have Resist 1)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 3
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 12

I want to see some style here, please. Red is not about restraint.

2 Likes

GGWP! My first win, though it seemed to depend on a couple of serendipitous draws

@ARMed_PIrate So I could have gone with a Choas Mirrored Glider (or plain glider) for the win, but clearing the board and giving a Drakk suicide for the win count for enough style?

P1T11


StartingHand Workers

STARTING HAND
Glider
Chaos Mirror
Bug Blatter
BrOgre (3/2+1a)
Gunpoint (3/2+1a)


WORKERS
Scorch
Careless Musketeer
Bloodburn
Pillage


NextHand

Kidnapping
Bug blatter
Crash Barrows
Charge
Ogre


Discard

Mad Man (1/1)
Bug Blatter
Chaos Mirror
Chaos Mirror
BrOgre (3/2+1a)
Gunpoint (3/2+1a)
Glider


Tech 0 card(s)
Get Paid - ($8)
Maxband Drakk - ($5)
Caputed Bugblatter - ($2)
Chaos Mirror Trex and Bugs - ($0)
Bugs, hasted and Frenzied by Drakk, trades with Trex, killing two units and dealing 2 dmg to your base
Zane deals 4 dmg to Cala, dies
Drakk goes down while trading with Cala, dealing the killing blow to your base

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 14
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 10
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "
3 Likes