[MMM1] WARM-UP: Red (FrozenStorm) vs White (CodexNewb)

Game 4 Player 2, Turn 2

P2 Red vs P1 White

Starting Hand

Charge
Bloodburn
Makeshift Rambaster
Careless Musketeer

Events of Turn:


Upkeep:

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

Gunpoint Taxman x2


Main:

  • Drakk + midband (2)
  • Dog trades SQL
  • Brogre trades Rook, Drakk maxbands
  • Tech 1 (1)
  • Worker (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 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:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Drakk (3/4 lvl 6)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bombaster
Bloodrage Ogre
Pillage
Mad Man
Gunpoint Taxman

End of Turn Discard
My Thoughts

I can setup a snapback lockout (save skipping worker), that’s an easy yes. Should’ve put Rook in scav XD


[b]P1T3[/b]
Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Rambasa Twin
Smoker
Sparring Partner
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper
Smoker


NextHand

Snapback
Bird’s Nest
Grappling Hook
Savior Monk


Tech 2 card(s)
Get Paid - ($6)
tech draw
Worker - ($5)
rambasa twins - ($1)
sparring partner - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Sparring Partner (2/2

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

i feel like i know a kidnapping is coming…but the twins are still such good value. let’s go with it.

Game 4 Player 2, Turn 3

P2 Red vs P1 White

Starting Hand

Bombaster
Bloodrage Ogre
Pillage
Mad Man
Gunpoint Taxman

Events of Turn:


Upkeep:

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

Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Bombaster, hasted by Drakk, kill SQL and detonate on techn, you get a card (4)
  • Mad Man, trade with scav, you get 1g (3)
  • Drakk kills SP backline
  • Gunpoint Taxman (1)
  • Worker (0)
Workers

Bloodrage Ogre, Bloodburn, Scorch

  • :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:
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)
  • Gunpoint Taxman (3/3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nautical Dog
Careless Musketeer
Gunpoint Taxman

End of Turn Discard

Bombaster
Mad Man
Kidnapping
Surprise Attack
Pillage

My Thoughts

Clear the board, put enough damage on Drakk that he doesn’t want to snapback, play for gunship? So boring but also always seems like the right call


lol. sometimes i make poor life choices.

[b]P1T4[/b]
Tech StartingHand Workers

TECH
Vigor Adept
Vigor Adept


STARTING HAND
Snapback
Grappling Hook
Bird’s Nest
Savior Monk
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer


NextHand

Snapback
Sparring Partner (2/2
Sensei’s Advice
Sparring Partner
Vigor Adept


Tech 2 card(s)
Get Paid - ($7)
tech draw, scav gold - ($8)
Worker - ($7)
rook - ($5)
tech 2 discipline - ($1)
tech lab ninjitsu - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

really no idea what to do here. wishing i had a drop. note to self. dont worker smoker next time.

Game 4 Player 2, Turn 4

P2 Red vs P1 White

Starting Hand

Nautical Dog
Careless Musketeer
Gunpoint Taxman

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Gunpoint Taxman, hasted, both my Taxmen kill Rook, levels fizzle (6)
  • Drakk hits your tech2 to 2hp
  • Nautical Dog (5)
  • Tech 2 Anarchy (1)
  • Worker (0)
Workers

Bloodrage Ogre, Bloodburn, Scorch

  • :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 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)
  • Gunpoint Taxman (3/1)
  • Gunpoint Taxman (3/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Makeshift Rambaster
Charge

End of Turn Discard

Bombaster
Mad Man
Kidnapping
Surprise Attack
Pillage
Pirate Gunship
Pirate Gunship

My Thoughts

Unless there’s a Ninja in hand, I should be pretty well set to break stuff and tech 3


[b]P1T5[/b]
Tech StartingHand Workers

TECH
Mind-Parry Monk
Speed of the Fox


STARTING HAND
Sparring Partner
Sensei’s Advice
Sparring Partner (2/2
Snapback
Vigor Adept


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Sensei’s Advice


NextHand

Grappling Hook
Vigor Adept
Savior Monk
Rambasa Twin (3/2)


Discard

Sparring Partner (2/2
Snapback
Mind-Parry Monk
Speed of the Fox


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
vigor adept - ($3)
sparring partner - ($2)
grave - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vigor Adept (5/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Grave, lvl 1, (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Discipline)
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

thank god this is a warmup. learned a lot. dont trade hero levels so freely.

Game 4 Player 2, Turn 5

P2 Red vs P1 White

Starting Hand

Makeshift Rambaster
Charge

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Steam Tank, Chameleon Lizzo
Pirate Gunship x2
Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Taxmen trade with Adept
  • Dog trades with SP, you draw 1
  • Drakk kills your tech2, your base to 18
  • Jaina (7)
  • Worker (6)
  • Tech 3 (1)
Workers

Charge, Careless Musketeer, Bloodrage Ogre, Bloodburn, Scorch

  • :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: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (3/2 lvl 6)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Chameleon Lizzo
Nautical Dog
Makeshift Rambaster

End of Turn Discard
My Thoughts

I feel like I can slam everything, break the tech2, throw Jaina in front as a blocker, and play for Gunship just fine, or I could double break techs using Zane while killing the grave, if I really wanted to be spicy. Probably makes more sense to tech up though, so I think that’s the way. 40% to draw a Gunship. If I whiff it and Grave does a double-up, that’ll be rough, but hopefully we’ll be able to deal.


correction 2: no savior monk, rambasa twins instead.

correction: forgot to move worker.

4 cards in hand, 8 in deck. 10 workers

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Versatile Style
Versatile Style


STARTING HAND
Rambasa Twin (3/2)
Vigor Adept
Grappling Hook
Savior Monk
Aged Sensei (1/1)


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Sensei’s Advice
aged sensei


NextHand

speed of the fox
vigor adept
savior monk
Bird’s Nest


Tech 2 card(s)
Get Paid - ($9)
tech draw
Worker - ($8)
rebuild tech 2, base to 18
grappling jaina to lookout - ($8)
mid grave, kill jaina, go to lvl 5 - ($6)
max grave, tap, sword rune drak, lvls fizzle - ($4)
rambasa twins - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rambasa Twin (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Grave, lvl 7, (4/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

ooof, that’s much worse

Game 4 Player 2, Turn 6

P2 Red vs P1 White

Starting Hand

Chameleon Lizzo
Nautical Dog
Makeshift Rambaster

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • No techs
All Teched Cards

Steam Tank, Chameleon Lizzo
Pirate Gunship x2
Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Zane + maxband, shove SQL to lookout (4)
  • Rambaster trades with lookout (2)
  • Zane kills techn, we both draw
  • Nautical Dog (1)
Workers

Charge, Careless Musketeer, Bloodrage Ogre, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Gunpoint Taxman
Pirate Gunship
Surprise Attack
Pillage

End of Turn Discard
My Thoughts

Ooof big difference between Monk and Twins, hopefully no ninjas!


dah, sorry, unfortunately it does. not that i have much of a chance here, just learnign from my mistakes.

ill throw out Twins instead of savior monk.

updates above, feel free to update your turn as well.

1 Like

that does make a big difference, fingers crossed no Glorious Ninjas!

nope! not this time!

[b]P1T7[/b]
StartingHand Workers

STARTING HAND
Bird’s Nest
Grappling Hook
Vigor Adept
Mind-Parry Monk
Rambasa Twin (3/2)
Sparring Partner (2/2
Versatile Style
Sparring Partner (2/2)
Vigor Adept (5/5+A)
Savior Monk
Speed of the Fox


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Sensei’s Advice
Aged Sensei (1/1)


NextHand

Snapback
Grappling Hook
Versatile Style
Mind-Parry Monk
Sparring Partner (2/2


Discard

Rambasa Twin (3/2)
Speed of the Fox
Bird’s Nest
Vigor Adept (5/5+A)
Savior Monk


Tech 0 card(s)
Get Paid - ($10)
sets - ($8)
speed of the fox - ($6)
grave readily kills dog
sets readily swift strike kills zane, goes to lvl 3
tech 3 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave, lvl 7, (4/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

Sets doesn’t have Swift strike on level 1, foxy speed or not

woops, ive been misread that this whole time. i guess she’ll trade and ill float a gold

1 Like

Sorry not scared of tech 3

Game 4 Player 2, Turn 7

P2 Red vs P1 White

Starting Hand

Gunpoint Taxman
Pirate Gunship
Surprise Attack
Pillage
Pirate Gunship (techn)

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • No techs
All Teched Cards

Steam Tank, Chameleon Lizzo
Pirate Gunship x2
Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Jaina (9)
  • Pirate Gunship, break your tech lab, your base to 16 (3)
  • Gunpoint Taxman (1)
  • Pillage, steal your float, your base to 14
Workers

Charge, Careless Musketeer, Bloodrage Ogre, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

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

In Play:

  • Drakk (1/3 lvl 1)
  • Pirate Gunship (7/6 flying long range haste resist 2 obliterate 2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Mad Man
Steam Tank
Bombaster
Gunpoint Taxman

End of Turn Discard
My Thoughts

Not scared of Discipline t2 or 3, but both are more concerning for Ninjutsu. So let’s just break the tech lab for right now


at this point every turn i last is a win

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Jade Fox, Den’s Headmistress
Jade Fox, Den’s Headmistress


STARTING HAND
Sparring Partner (2/2
Grappling Hook
Mind-Parry Monk
Versatile Style
Snapback


WORKERS
Fox Primus
Fox Viper
Smoker
Morningstar Flagbearer
Sensei’s Advice
Aged Sensei (1/1)


NextHand

Versatile Style
Sparring Partner (2/2)
Vigor Adept
Versatile Style


Tech 2 card(s)
Get Paid - ($11)
pillaged - ($10)
versatile style - disable gunship - ($6)
grapple taxman to lookout, kill with grave
rook, lvl 3 - ($4)
sparring partner - ($3)
tech lab ninjitsu - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Grave, lvl 7, (4/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Ninjutsu)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

Bah! Versatile Style disabling my gunship?? Bah!

Game 4 Player 2, Turn 8

P2 Red vs P1 White

Starting Hand

Mad Man
Steam Tank
Bombaster
Gunpoint Taxman

Events of Turn:


Upkeep:

  • Get Gold (10+1float)
  • No techs
All Teched Cards

Steam Tank, Chameleon Lizzo
Pirate Gunship x2
Surprise Attack, Kidnapping
Gunpoint Taxman x2


Main:

  • Zane + maxband, shove Rook to scav and kill him, we both get 1g, Drakk to lvl 3 (6)
  • Midband Drakk, kill SP, you draw 1 (5)
  • Maxband Drakk (3)
  • Gunpoint Taxman, hasted from Drakk, breaks the tech lab again, your base to 12 (1)
  • Mad Man, kills Grave, levels fizzle (0)
Workers

Charge, Careless Musketeer, Bloodrage Ogre, Bloodburn, Scorch

  • :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
  • Tech2 HP: 5 ANARCHY
  • Tech3 HP: 5

In Patrol:

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

In Play:

  • Drakk (3/4 lvl 6)
  • Gunpoint Taxman (3/3)
  • Zane (4/2 lvl 6)
  • Pirate Gunship (7/6 flying long range haste resist 2 obliterate 2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Nautical Dog
Surprise Attack
Pillage
Steam Tank

End of Turn Discard
My Thoughts

Grinding it out…


ill gg there. nicely played. i always knew T3 rush was a thing, but sometimes it’s tough to cope.

1 Like

GG WP! I had just enough to buy the space for it, whiffing the first draw was not ideal but I was fairly certain I had enough space to pull it off.

I’ll start us another one next week!

1 Like

GL HF as we warm up here @codexnewb! As always, we’ll play til we both feel comfortable in how the matchup works in this thread :slight_smile:

Game 5 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Bloodrage Ogre
Careless Musketeer
Nautical Dog
Pillage
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Main:

  • Bloodrage Ogre (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Careless Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • 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:

  • Bloodrage Ogre (3/2)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Mad Man
Scorch
Charge
Bombaster

End of Turn Discard
My Thoughts

Bingo’d my draw finally! Let’s see if this makes things easier