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

yeah, I didn’t want to rely on Drakk being up but I think usually when I play too heavy around Snapback, I end up worse off. I could have played better for an incremental advantage. I feel like maybe Desperation needs to see more early use, especially as P2. Would help counter the Hero + t1 spam white succeeds on

1 Like

Whacha think? I’m okay to start the series but wouldn’t mind one more pair of warm-ups

one more pair works for me! feel free to post your T1

Mmk cool, let’s each get one more shot at P2 to see a little more draw variance. GL HF!

Game 9 Player 1, Turn 1

P1 Red vs P2 White

Starting Hand

Pillage
Makeshift Rambaster
Bombaster
Nautical Dog
Bloodburn

Events of Turn:


Upkeep:

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

Main:

  • Jaina (2)
  • Nautical Dog (1)
  • Worker (0)
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:

  • Jaina (2/3 lvl 1)
  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Mad Man
Careless Musketeer
Bloodrage Ogre
Scorch
Charge

End of Turn Discard
My Thoughts

Hmm. The more I think about it the more I wonder if putting a hero out is really advisable. Rook + Monk P2T1 as a response is tough to counter, same for Grave depending on what I lay.

But I think maybe w/ Sparkshot, we can make Jaina work. Maxing her early is risky w/ Snapback but I’m going to try playing less against Snapback


sounds good!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer
Smoker
Safe Attacking


WORKERS
Morningstar Flagbearer


NextHand

Fox Viper
Savior Monk
Fox Primus
Snapback


Discard

Grappling Hook
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
smoker - ($3)
rook - ($1)
safe attacking - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

no bro/dog? let’s drop rook and see if i can make something happen. at least they’ll have to trade a second unit or scorch rook?

Lucky me, no Monk

Game 9 Player 1, Turn 2

P1 Red vs P2 White

Starting Hand

Mad Man
Careless Musketeer
Bloodrage Ogre
Scorch
Charge

Events of Turn:


Upkeep:

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

Gunpoint Taxman, Crash Bomber


Main:

  • Jaina kills Smoker
  • Bloodrage Ogre (3)
  • Worker (2)
  • Tech1 (1)
Workers

Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Jaina (2/2 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Pillage
Charge
Crash Bomber
Bombaster
Scorch

End of Turn Discard
My Thoughts

So far so good!


eh…

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Fox Primus
Fox Viper
Savior Monk
Snapback


WORKERS
Morningstar Flagbearer
Fox Primus


NextHand

Smoker
Fox Viper
Sparring Partner
Aged Sensei


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
savior monk - ($2)
hero’s 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: Rook, lvl 1, (2/4)
  • :target: Lookout:

In Play:

  • Safe Attacking

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

hmm, ember sparks + mad man results in tech 1 break…let’s build the hero’s hall as well.

Game 9 Player 1, Turn 3

P1 Red vs P2 White

Starting Hand

Pillage
Charge
Crash Bomber
Bombaster
Scorch

Events of Turn:


Upkeep:

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

Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber


Main:

  • Brogre Trades Monk
  • Mid Jaina, hit Rook, Dog kills, Jaina maxes (4)
  • Crash Bomber (3)
  • Worker (2)
Workers

Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • 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: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Jaina (4/3 lvl 6)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Mad Man
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack
Bloodrage Ogre

End of Turn Discard
My Thoughts

Have to anticipate getting Snapback’d or Twins, either way should be in good shape to move towards anarchy


yuck

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Bird’s Nest
Fuzz Cuddles


STARTING HAND
Aged Sensei
Smoker
Sparring Partner
Fox Viper
Sparring Partner


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker


NextHand

Fuzz Cuddles
Snapback
Sensei’s Advice
Grappling Hook


Tech 2 card(s)
Get Paid - ($7)
tech draw
Worker - ($6)
grave - ($4)
sets - ($2)
sparring partner - ($1)
sparring partner - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Sparring Partner (2/2)
  • Sparring Partner (2/2)

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: 8
Thoughts

that’s not so bad. plays well into rook/snapback next turn.

editing… miscalculated dmg

Game 9 Player 1, Turn 4

P1 Red vs P2 White

Starting Hand

Mad Man
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack
Bloodrage Ogre

Events of Turn:


Upkeep:

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

Kidnapping, Steam Tank
Marauder, Surprise Attack
Gunpoint Taxman, Crash Bomber


Main:

  • Jaina kill Sets, levels fizzle
  • CB trades with Grave, you draw 1, levels fizzle
  • Bloodrage Ogre (7)
  • Gunpoint Taxman (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Careless Musketeer, Bloodburn

  • :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

In Patrol:

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

In Play:

  • Jaina (4/2 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Marauder
Charge
Pillage
Nautical Dog

End of Turn Discard

Kidnapping
Steam Tank
Makeshift Rambaster
Surprise Attack
Crash Bomber

My Thoughts

Playing to maximize board presence and tech up, should be smooth sailing to tech 3


[b]P2T4[/b]
Tech StartingHand Workers

TECH
Reversal
Reversal


STARTING HAND
Grappling Hook
Sensei’s Advice
Snapback
Fuzz Cuddles
Savior Monk


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
savior monk


NextHand

Aged Sensei
Reversal
Fox Viper
Bird’s Nest


Tech 2 card(s)
Get Paid - ($8)
tech draw
Worker - ($7)
rook - ($5)
snapback jaina for zane - ($2)
fuzz cuddles - ($0)
tap spartners rune rook and cuddles

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fuzz Cuddles (3/4+A)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook, lvl 1, (3/5)+
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Sparring Partner (2/2)
  • Sparring Partner (2/2)

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: 9
Thoughts

hmm, kind of experimenting here.

Game 9 Player 1, Turn 5

P1 Red vs P2 White

Starting Hand

Marauder
Charge
Pillage
Nautical Dog
Bombaster (zane)

Events of Turn:


Upkeep:

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

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


Main:

  • Max Zane, shove Fuzz to Scav (3)
  • Gpt trades with Fuzz, I steal scav gold (4)
  • Brogre smacks Rook around and Zane kills, we both draw
  • Bombaster (2)
  • Nautical Dog (1)
  • Worker (0)
Workers

Pillage, Mad Man, Scorch, Careless Musketeer, 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
  • Tech2 HP: 5 ANARCHY

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Zane (4/1 lvl 6)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Bloodrage Ogre
Steam Tank
Surprise Attack
Gunpoint Taxman

End of Turn Discard
My Thoughts

Really good shape to push tech 3 XD


hmmm, where did drak come from, and where did he go?

No Drakk, sorry for confusion!

no worries!

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Entangling Vines
Hidden Ninja


STARTING HAND
Fox Viper
Aged Sensei
Bird’s Nest
Reversal
Snapback


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper


NextHand

Sensei’s Advice
Sparring Partner (2/2)
Grappling Hook
Snapback
Reversal


Tech 2 card(s)
Get Paid - ($9)
tech draw
Worker - ($8)
grave - ($6)
reversal bombaster, dies - ($3)
sparring partner safely kills dog, you draw
sparring partner trades with zane, grave to lvl 3
sets - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Safe Attacking
  • Sparring Partner (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

okay, it’s not the worst thing in the world if they draw both gunships because of the tech draw. i just need to put the pressure on them to tech up…

10% chance they draw both as is

18% chance they draw both with tech

even a max drak with haste shinanigans isn’t that scary if they skip tech 3 for a turn. so let’s clear board and wall up.

float the gold because there really isnt any better place for it right now.

what to tech? im so tempted to double down on earthquake or FDS, but it just doesnt seem smart. ill go with other spells for now to have options.

Game 9 Player 1, Turn 6

P1 Red vs P2 White

Starting Hand

Bloodrage Ogre
Steam Tank
Surprise Attack
Gunpoint Taxman
Makeshift Rambaster (techn)

Events of Turn:


Upkeep:

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

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


Main:

  • Steam Tank (6)
  • Worker (5)
  • Tech 3 (0)
Workers

Bloodrage Oger, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • 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: Steam Tank (3/6)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Marauder
Pirate Gunship
Kidnapping
Crash Bomber
Charge

End of Turn Discard

Nautical Dog
Bombaster
Steam Tank
Marauder
Makeshift Rambaster
Gunpoint Taxman
Surprise Attack

My Thoughts

Possible I don’t get to gunship next turn if there’s SotF or Reversal, but otherwise should be well set


[b]P2T6[/b]
Tech StartingHand Workers

TECH
Fox’s Den Students
Fox’s Den Students


STARTING HAND
Sensei’s Advice
Reversal
Grappling Hook
Snapback
Sparring Partner (2/2)


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Savior Monk
Fox Viper


NextHand

Aged Sensei
Hidden Ninja
Fuzz Cuddles
Entangling Vines
Bird’s Nest


Discard

Reversal
Snapback
Grappling Hook
Sensei’s Advice
Fox’s Den Students
Fox’s Den Students


Tech 2 card(s)
Get Paid + float - ($11)
sparring partner - ($10)
expensive reversal, disable steamtank - ($6)
grave and sparring partner break tech 3, your base to 18
max sets, hits your tech 2 down to 2 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave, lvl 3, (3/4)
  • :target: Lookout:

In Play:

  • Safe Attacking
  • Sets, lvl 6, (3/4)
  • Sparring Partner (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

time to make a gamble. im teching FDS.

Game 9 Player 1, Turn 7

P1 Red vs P2 White

Starting Hand

Marauder
Pirate Gunship
Kidnapping
Crash Bomber
Charge

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

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


Main:

  • Drakk (8)
  • Kidnapping, take SQL (4)
  • Marauder, trades with Grave, you draw 1, Drakk to level 3 (1)
  • Kidnapped partner trades with your backline partner
  • Crash Bomber (0)
Workers

Bloodrage Ogre, Pillage, Mad Man, Scorch, Careless Musketeer, Bloodburn

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 2 ANARCHY
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Drakk (1/3+1armor lvl 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Crash Bomber (2/2)
  • :target: Lookout:

In Play:

  • Steam Tank (3/3)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Pirate Gunship
Nautical Dog
Marauder
Pirate Gunship

End of Turn Discard
My Thoughts

Ok, hope for no 2x FDS

EDIT:
Miscounted the deck, I often eyeball it


1 Like

are you tapping spartner for a rune or something?