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

From the rule book
"You can attack with any unit or hero that you controlled at the beginning of your turn."

3 Likes

I wondered about this and it makes since with Kidnappings wording. Iā€™ll edit to have Mad Man take the Tech 2 and have Shambler patrol

1 Like

redoing turn

1 Like

@Shadow_Night_Black I think you only get 1 Hero Yet here, Tech 2 isnā€™t built yet

2 Likes

P1T8


StartingHand Workers

STARTING HAND
Rampant Growth
Moments Peace
Stampede!
Artisian Mantis
Artisian Mantis


WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forestā€™s Favor
Stampede!


NextHand

Ironbark Treant
Blooming Ancient
Blooming Ancient
Moments Peace
Artisian Mantis


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech 2
Midori - ($8)
Midori to mid - ($4)
Moments Peace - ($2)
Wisp kills Spore shambler
Worker - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Midori (3/4 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wisp (2/2) +
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11

Hey man just to clarify, Wisp was 1/2 at start of turn? So Wisp canā€™t kill Shambler?

1 Like

He doesnā€™t have any abilities, so he receives Midbandori buff

4 Likes

Got to remember this for future use.

4 Likes

My bad! I completely forgot about Midbandori!

2 Likes

"P2T8


Tech StartingHand Workers

TECH
Bug Blatter
Flame Arrow


STARTING HAND
Pillage
Crash Barrows
Glider


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage


NextHand

Glider
War Drums
Gunpoint (3/3)
Crash Barrows


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 3 - ($5)
Zane deals 3 dmg thru 1 armor to Midbandori, dies, Midbandori to L7
Jaina - ($3)
Drakk kills Midbandori, takes 3 dmg. Jaina to L3

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


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

  • :psblueshield: [I]Squad Leader[/I]: Jaina (2/3 L3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Ogre Recruiter (5/3 from 1 dmg)
  • Drakk (3/1 from 3 dmg L6)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 4
  • Deck: 12
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 11
    "

P1T9


StartingHand Workers

STARTING HAND
Blooming Ancient
Ironbark Treant
Blooming Ancient
Moments Peace
Artisian Mantis


WORKERS
Verdant Tree
Rich Earth
Young Treant
Stampede!
Galina Glimmer
Forestā€™s Favor
Stampede!


NextHand

Artisian Mantis
Giant Panda (2/1)
Tiger Cub (2/2)
Moments Peace
Rampant Growth


Discard

Artisian Mantis
Moments Peace
Ironbark Treant


Tech 0 card(s)
Get Paid + float - ($12)
Blooming Ancient x2 (BA 1 Rune) - ($4)
Arg (BA 5 runes) - ($2)
3 Runes to Wisp
Wisp kills Jainia, Arg to lvl 3
Max Band Arg (BA 4 Runes) - ($0)
Move Runes

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (4/4 + A) +
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Blooming Ancient #1 (3/5) +
  • :pschip: [I]Technician[/I]: Arg (1/5, lvl 5)
  • :target: [I]Lookout[/I]: Blooming Ancient #2 (4/6) ++
    [B]In Play:[/B]
  • Wisp (4/2) ++++
  • Wisp (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 5
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
1 Like

GG VWP! I honestly thought I had that in the bag several turns ago but the Midori play caught me off guard!

P2T9


StartingHand Workers

STARTING HAND
Glider
Gunpoint (3/3)
Nautical Dog (1/1+1a)
Crash Barrows


WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Charge
Pillage


NextHand

Rambaster (1/2)
Glider


Discard

Crash Barrows
War Drums
Gunpoint (3/3)


Tech 0 card(s)
Get Paid + float - ($14)
War Drums - ($12)
Gunpoint, Hasted - ($10)
Crash Barrows - ($7)
Glider - ($6)
Glider attacks base for 9 dmg (3+Frezny+5 units)
Crash Barrows (6+Frenzy + 5 units) kills Water Elemental, Overpowers killing BA #2
Gunpoint (3+Frenzy + 4 units) kills BA #1, Steals the Scvn gold - ($7)
Ogre Kills Arg, Takes Big Wisp
Mad Man and Drakk take Base

Float ($7)
Discard 0, 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]
  • Ogre Recruiter (5/2 from 2 dmg)
  • Drakk (3/1 from 3 dmg L6)
  • Mad Man (1/1)
  • Wisp (4/2) +++
  • Glider (3/1)
  • War Drums
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

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

  • Hand: 2
  • Deck: 10
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 7
  • Workers: 11
    "
3 Likes

@Shadow_Night_Black Looking back at our game, I was surprised by your Double Stampede tech early on. I canā€™t say Iā€™ve seen Stampede much in my limited number of games. Can you give me some insight into your thought process on that one? Its such a cool spell, but I have a hard time figuring when to use it

1 Like

That was the play that probs costed me the game. the aim was continuous stampedes, overruning your units techs etc. Iā€™ve had it work quite well against a few friends in the past, but never tried it against red, and I am now sure that it wonā€™t work with all the haste at your disposal. The moments peace looked promising though, if I had a heroā€™s hall there, I could have played contentious moments peace, using my other hero as a chump block until I had snowballed enough to win. Your turn to go first?

1 Like

Ah yeah I can see how early on you could cycle rapidly enough to make the threat constant: I like it. True that the haste Red can bring makes that much more difficult, and obviously if I had some kind of hero removal that wouldnt be viable, but a cool idea nonetheless

Yes my turn for P1, will post shortly

"P1T1


StartingHand Workers

STARTING HAND
Bloodrage Ogre
Scorch
Careless Musketeer
Pillage
Bombaster


WORKERS
Careless Musketeer


NextHand

Makeshift Rambaster
Mad Man
Charge
Nautical Dog
Bloodburn


Discard

Bombaster
Scorch
Pillage


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BrOgre - ($1)

Float ($1)
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]: Brogre (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
    "

P2T1


StartingHand Workers

STARTING HAND
Merfolk Prospector
Rich Earth
Young Treant
Forestā€™s Favor
Ironbark Treant


WORKERS
Rich Earth


NextHand

Verdant Tree
Rampant Growth
Spore Shambler
Playful Panda


Discard

Forestā€™s Favor
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Ironbark - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Ironbark Treant (1+1/2 + AA)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

"P1T2


Tech StartingHand Workers

TECH
Chaos Mirror
Gunpoint


STARTING HAND
Charge
Nautical Dog
Bloodburn
Makeshift Rambaster
Mad Man


WORKERS
Careless Musketeer
Bloodburn


NextHand

Gunpoint
Mad Man
Makeshift Rambaster
Charge
Pillage


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Zane - ($3)
Charge Brogre - ($1)
Brogre trades with Ironbark
Zane kills Merfolk
Tech 1 ($0)

Float ($0)
Discard 3, reshuffle, 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 (2/1 from 1 dmg L1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
    "

P2T2


Tech StartingHand Workers

TECH
Centaur
Tiny Basilisk


STARTING HAND
Rampant Growth
Verdant Tree
Playful Panda
Spore Shambler


WORKERS
Rich Earth
Spore Shambler


NextHand

Merfolk Prospector (1/1)
Tiger Cub
Rampant Growth
Forestā€™s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Arg - ($3)
Tech 1 - ($2)
Playful Panda - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Wisp (0/1)
  • :pschip: [I]Technician[/I]: Wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Going for the more standard unit tech, heā€™s open Zane, so I feel less pressure about Kidnapping, so Centaurs can go in. Arg is going in as SL as it should take several resources to kill him, and with the Charge Bro into Ironbark, I feel that with the bigger units in, as long as I trade out from here, I should be in a good spot.

"P1T3


Tech StartingHand Workers

TECH
Kidnapping
Lobber


STARTING HAND
Gunpoint
Pillage
Mad Man
Charge
Makeshift Rambaster


WORKERS
Careless Musketeer
Bloodburn
Pillage


NextHand

Scorch
Chaos Mirror
Brogre (3/2)
Bombaster


Discard

Mad Man
Charge
Makeshift Rambaster
Kidnapping
Lobber


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Zane - ($3)
Mad Man - ($2)
Mad Man peels armor off Arg
Zane kills Arg, Maxbands and heals, pushes TechN Wisp to Elite and kills
Gunpoint - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Gunpoint (3/3+1a)
  • :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: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
    "