[MMM1] Warmup: Akiata (Blue) vs FrozenStorm (White)

P1T2


Tech StartingHand Workers

TECH
Brave Knight
Boot Camp


STARTING HAND
Arrest
Reputable Newsman
Bluecoat Musketeer
Lawful Search


WORKERS
Jail
Lawful Search


NextHand

Manufactured Truth
Boot Camp
Porkhand Magistrate
Brave Knight


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bluecoat Musketeer (1/2, Long-range) - ($2)
Begin Constructing Tech I - ($1)
Spectral Aven hits your base to 18.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bluecoat Musketeer (1/2+A, Long-range)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Building Inspector (1/1)
  • :target: Lookout:

In Play:

  • :exhaust: Spectral Aven (2/2, Flying)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Right, really need to give Onimaru a fair shake of the old stick here. Workering Lawful Search seems like a poor idea, but Arrest and Newsman seem more useful.

@FrozenStorm’s turn!

MMM1 Game 4 Player 2, Turn 2

P2 White vs P1 Blue

Starting Hand

Morningstar Flagbearer
Fox Primus
Aged Sensei
Safe Attacking
Sensei’s Advice

Events of Turn:


Upkeep:

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

Bird’s Nest, Sparring Partner


Main:

  • Sensei’s Advice to Savior Monk, kill Musketeer (5)
  • Rook kills Inspector, you draw 1
  • Fox Primus (2)
  • Tech1 (1)
  • Worker (0)
Workers

Morningstar Flagbearer, Fox Viper

  • :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: Fox Primus (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Savior Monk (2/2)
  • Rook (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Bird’s Nest
Sparring Partner
Sensei’s Advice
Grappling Hook

End of Turn Discard
My Thoughts

My tech 1 options kind of suck against Aven… Bird’s Nest for sure, could go Vines but that’s only great if Cadet or BK comes out. I don’t think that’s a sure thing, so I guess Sparring Partner works


Turn 3 and I’m already struggling here.

P1T3


Tech StartingHand Workers

TECH
Boot Camp
Overeager Cadet


STARTING HAND
Porkhand Magistrate
Brave Knight
Manufactured Truth
Boot Camp
Traffic Director


WORKERS
Jail
Lawful Search
Manufactured Truth


NextHand

Porkhand Magistrate
Arrest
Building Inspector
Reputable Newsman


Tech 2 card(s)
Get Paid + float + Technician draw - ($7)
Worker - ($6)
Summon General Onimaru (2/3, Frenzy 1) - ($4)
Play Brave Knight (3/3, Readiness) - ($1)
Play Traffic Director (1/1, Unstoppable) - ($0)
Spectral Aven trades with Savior Monk.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+A, Unstoppable)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brave Knight (3/3, Readiness)
  • :target: Lookout:

In Play:

  • General Onimaru (2/3, Frenzy 1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Hookay, without any bodies on the board, I don’t think it’s super feasible to play Boot Camp.

Don’t like workering Manufactured Truth here, but I think I’d rather keep Porky for the extra body.

Blue starter deck always feels like I’m drawing unlucky hands…

@FrozenStorm’s turn!

MMM1 Game 4 Player 2, Turn 3

P2 White vs P1 Blue

Starting Hand

Bird’s Nest
Sparring Partner
Sensei’s Advice
Grappling Hook

Events of Turn:


Upkeep:

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

Glorious Ninja, Fox’s Den School
Bird’s Nest, Sparring Partner


Main:

  • Sparring Partner (6)
  • Fox Primus kills TD, takes 1
  • Midband Rook, walk by BK and kill Oni, Rook to level 7 (2)
  • Maxband Rook (1)
  • Worker (0)
Workers

Bird’s Nest, Morningstar Flagbearer, Fox Viper

  • :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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Fox Primus (2/1)
  • Rook (4/6 lvl 8)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Smoker
Aged Sensei
Snapback
Safe Attacking

End of Turn Discard

Savior Monk
Glorious Ninja
Fox’s Den School
Grappling Hook
Sensei’s Advice

My Thoughts

Lucky for me I get some freebie levels for Rook XD Thanks Oni!


Oof, max-level Rook is going to be rough to deal with (it’d be good if Arrest worked on Heroes)! I should have protected Onimaru better there.

Sorry for the slow posting - I’m travelling for work at the moment, so I won’t be able to post as frequently - the next couple of days especially.

P1T4


Tech StartingHand Workers

TECH
Community Service
Overeager Cadet


STARTING HAND
Reputable Newsman
Arrest
Porkhand Magistrate
Building Inspector


WORKERS
Jail
Lawful Search
Manufactured Truth
Porkhand Magistrate


NextHand

Spectral Aven
Overeager Cadet
Boot Camp


Discard

Traffic Director
Arrest
Building Inspector
Community Service
Overeager Cadet


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Reputable Newsman (0/3, can’t cast spells costing $0) - ($4)
Summon Bigby Hayes (2/3) - ($2)
Bigby issues a warrant for the Arrest of Sparring Partner - ($0)
Brave Knight kills Fox Primus, taking 2 damage.

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Brave Knight (3/1, Readiness, 2 damage)
  • :pschip: Technician: Reputable Newsman (0/3, can’t cast spells costing $0)
  • :target: Lookout:

In Play:

  • L1 - Bigby Hayes (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Well I’m just going to try and play a few cards that we haven’t played as Blue yet and see how they go. I don’t have high hopes for this game, but still plenty to learn here.

@FrozenStorm’s turn!

1 Like

No trouble whatsoever! I’m fine to play as fast or as slow as makes sense

MMM1 Game 4 Player 2, Turn 4

P2 White vs P1 Blue

Starting Hand

Aged Sensei
Smoker
Snapback
Safe Attacking

Events of Turn:


Upkeep:

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

Earthquake, Glorious Ninja
Glorious Ninja, Fox’s Den School
Bird’s Nest, Sparring Partner


Main:

  • Ready sparring partner, spar with Rook (6)
  • Smoker (5)
  • Worker (4)
  • Tech 2 Ninjutus (0)
Workers

Safe Attacking, Bird’s Nest, Morningstar Flagbearer, Fox Viper

  • :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 NINJUTSU

In Patrol:

  • :psblueshield: Squad Leader: Rook (5/7+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • Sparring Partner (2/2)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Glorious Ninja
Earthquake
Glorious Ninja
Savior Monk

End of Turn Discard
My Thoughts

Tech up, grab an Earthquake, let Smoker (hopefully) help poke stuff down


Hey @Akiata friendly bump reminder to see if you’re getting any free moments to continue play. If not nbd at all, I just know from experience if I forget about a game for a week or so I sometimes don’t get back to it even when I do have time.

Hope all’s well with work!

1 Like

As it happens my flight home was cancelled so I’m away an extra day! Good time to get back to codex!

P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Flagstone Garrison


STARTING HAND
Boot Camp
Spectral Aven
Overeager Cadet


WORKERS
Jail
Lawful Search
Manufactured Truth
Porkhand Magistrate
Boot Camp


NextHand

Bluecoat Musketeer
Boot Camp


Discard

Traffic Director
Arrest
Building Inspector
Community Service
Overeager Cadet
Drill Sergeant
Drill Sergeant


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Overeager Cadet (2/2)
Play Spectral Aven (2/2, Flying, Illusion) - ($5)
Beging constructing Tech II building… PEACE! - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/1+A, Readiness, 2 damage)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Reputable Newsman (0/3, can’t cast spells costing $0)
  • :target: Lookout:

In Play:

  • L1 - Bigby Hayes (2/3)
  • Spectral Aven (2/2, Flying, Illusion)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Let see how long I get to keep this Tech II building…

@FrozenStorm’s turn!

Sorry to hear about the delay!

MMM1 Game 4 Player 2, Turn 5

P2 White vs P1 Blue

Starting Hand

Glorious Ninja
Earthquake
Glorious Ninja
Savior Monk

Events of Turn:


Upkeep:

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

Flying Fox, Porcupine
Earthquake, Glorious Ninja
Glorious Ninja, Fox’s Den School
Bird’s Nest, Sparring Partner


Main:

  • Glorious Ninja, kill BK, goes back to your hand (4)
  • Smoker puts a damage on Newsman
  • Sparring Partner buffs GN
  • Savior Monk (2)
  • Setsuki (0)
Workers

Safe Attacking, Bird’s Nest, Morningstar Flagbearer, Fox Viper

  • :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 NINJUTSU

In Patrol:

  • :psblueshield: Squad Leader: Rook (5/7+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Savior Monk (2/2)
  • :target: Lookout:

In Play:

  • Smoker (1/1)
  • Sparring Partner (2/2)
  • Glorious Ninja (5/4)
  • Setsuki (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sensei’s Advice
Grappling Hook
Fox Primus
Aged Sensei

End of Turn Discard
My Thoughts

Rough draw, almost everything I wanted to play this cycle jam packed… More important to get GN in than Earthquake right now


I think Aven can attack with impunity? Unless I’m missing something (which, I feel like I might be…)

P1T6


Tech StartingHand Workers

TECH
The Art of War
Drill Sergeant


STARTING HAND
Bluecoat Musketeer
Boot Camp


WORKERS
Jail
Lawful Search
Manufactured Truth
Porkhand Magistrate
Boot Camp
Bluecoat Musketeer


NextHand

Flagstone Garrison
The Art of War
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Spectral Aven kills Sparring Partner.
Summon, and maxband General Onimaru, three Solider tokens arrive. - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier “Alpha” (1/1, Sparkshot)
  • :psfist: Elite: Soldier “Beta” (1/1, Sparkshot)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Reputable Newsman (0/2, 1 damage, can’t cast spells costing $0)
  • :target: Lookout: Solider “Gamma” (1/1, Sparkshot)

In Play:

  • L1 - Bigby Hayes (2/3)
  • :exhaust: Spectral Aven (2/2, Flying, Illusion)
  • L8 - General Onimaru (4/5, Frenzy 1, Readiness)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well I’ve had to go down on cards to keep up with him, and now it’s starting to show. I’m surprised I haven’t suffered catastrophic damage already. Need to draw some strong (freshly teched) cards here…

@FrozenStorm’s turn!

Indeed there was not much I could do about Aven, so one free strike was in order!

MMM1 Game 4 Player 2, Turn 6

P2 White vs P1 Blue

Starting Hand

Sensei’s Advice
Grappling Hook
Fox Primus
Aged Sensei

Events of Turn:


Upkeep:

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

Fox’s Den Students x2
Flying Fox, Porcupine
Earthquake, Glorious Ninja
Glorious Ninja, Fox’s Den School
Bird’s Nest, Sparring Partner


Main:

  • Midband Sets, kill SQL (6)
  • Smoker trades with Elite
  • Glorious Ninja swiftly kills Scav, you get 1g
  • Savior Monk kills Lookout, takes 1
  • Rook walks past Newsman to kill Oni, takes 4, Sets maxbands
  • Tower (3)
  • Fox Primus (0)
Workers

Safe Attacking, Bird’s Nest, Morningstar Flagbearer, Fox Viper

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 NINJUTSU
  • Tower HP: 4

In Patrol:

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

In Play:

  • Savior Monk (2/1)
  • Glorious Ninja (5/4)
  • Setsuki (3/4 lvl 6)
  • Rook (5/3 lvl 8)

Economy Info:

Cards:

  • Hand: 5 (+2 my next upkeep if sets lives)
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Fox’s Den School
Snapback
Fox’s Den Students
Sparring Partner
Porcupine

End of Turn Discard
My Thoughts

Another rough draw, could have really used FDSchool here… oh well


I don’t see this game going my way, but I think it has been useful as a warm up to get to know the blue deck a bit better.

P1T7


StartingHand Workers

STARTING HAND
Overeager Cadet
The Art of War
Flagstone Garrison
Community Service


WORKERS
Jail
Lawful Search
Manufactured Truth
Porkhand Magistrate
Boot Camp
Bluecoat Musketeer


NextHand

Drill Sergeant
Arrest
Building Inspector


Discard

Spectral Aven
The Art of War


Tech 0 card(s)
Get Paid + Scavenger. - ($11)
Build Flagstone Garrison - ($8)
Play Overeager Cadet. I draw 1 card. It’s Community Service!
Bigby orders Community Service for a unit in your hand. Porcupine gets the call up. - ($3)

  • My read is that Community Service would not trigger Flagstone Garrison.

Construct a Tower - ($0)
Spectral Aven trades with Saviour Monk.

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Porcupine (2/6+A, Deathtouch)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Reputable Newsman (0/2, 1 damage, can’t cast spells costing $0)
  • :target: Lookout:

In Play:

  • L1 - Bigby Hayes (2/3)
  • Flagstone Garrison (4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, I can get a garrison down, but i’m not sure I can hold it. Tower + Primus counters Aven rather well.

Ok… community service. Sparring Partner is in there… another glorious ninja?
Because no tech options came out on Frozen’s last turn, I’m hoping his hand is the place to go. His discard pile would be illuminating though… #tempted.

Ok, great, scary hand he’s got there, and I don’t think I can get to Setsuki, so he’s getting them extra cards… don’t see the Garrison surviving here.

@FrozenStorm’s turn!

I agree that at this point it is likely you will not survive much longer

MMM1 Game 4 Player 2, Turn 7

P2 White vs P1 Blue

Starting Hand

Fox’s Den School
Snapback
Fox’s Den Students
Sparring Partner
Porcupine (stolen
Aged Sensei + Smoker (sets)

Events of Turn:


Upkeep:

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

Earthquake, Sparring Partner
Fox’s Den Students x2
Flying Fox, Porcupine
Earthquake, Glorious Ninja
Glorious Ninja, Fox’s Den School
Bird’s Nest, Sparring Partner


Main:

  • Rook hits armor +4 off Porcupine
  • Smoker (8)
  • Fox’s Den Students, all ninjas go stealth, 4 ninjalinos arrive (4)
  • Sparring Partner (3)
  • Two Ninjalinos trade with Porcupine, Tower spotting used up
  • A Ninjalino and Primus sneak up and destroy the tower, your base to 18
  • Smoker ticks your tech 2 to 4hp
  • Setsuki swiftly strikes Scav down, you get 1g
  • Snapback Bigby for Quince (0)
  • Glorious Ninja swiftly strikes down Quince, levels fizzle
  • Last Ninjalino kills Quince’s mirror illusion
Workers

Safe Attacking, Bird’s Nest, Morningstar Flagbearer, Fox Viper

  • :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 NINJUTSU
  • Tower HP: 4

In Patrol:

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

In Play:

  • Fox Primus (2/2)
  • Glorious Ninja (5/4)
  • Setsuki (3/4 lvl 6)
  • Rook (5/7 lvl 8, crumbled)
  • Ninjalino (1/1)
  • Ninjalino (1/1)
  • Smoker (1/1)

Economy Info:

Cards:

  • Hand: 4 (+2 my next upkeep if sets lives)
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Sensei’s Advice
Flying Fox
Glorious Ninja
Grappling Hook

End of Turn Discard
My Thoughts

Safest to just eliminate another CService or Free Speech, so we’ll snap out bigby for quince and kill 'em. Should be able to GG for sure next turn then


  • So presumably, Porcupine goes to your discard pile here.
  • And, even though they’re attacking the tower directly, the tower does not inflict any damage on ninjalino and Fox Primus when they attack - that’s interesting to know / makes Stealth a bit cooler!
  • Curious about snapback - I guess you just wanted to make sure I could not summon Qunice on my turn?

Well, here’s a buncha units for you to carve up. :slight_smile: Happy that I managed to crank the Peace engine, the draws could have been better but also, could have certainly been worse!

P1T8


Tech StartingHand Workers

TECH
Overeager Cadet


STARTING HAND
Drill Sergeant
Arrest
Building Inspector
Brave Knight
Drill Sergeant
Boot Camp
Traffic Director
Overeager Cadet
The Art of War


WORKERS
Jail
Lawful Search
Manufactured Truth
Porkhand Magistrate
Boot Camp
Bluecoat Musketeer


NextHand

Boot Camp
Spectral Aven
Overeager Cadet
Arrest
The Art of War


Tech 1 card(s)
Get Paid + Scavenger gold - ($11)
Play Drill Sergeant (3/3), draw one - ($8)

Draw

Brave Knight

Play Building Inspector (1/1), draw one, add 1st rune to DS - ($7)

Draw

Drill Sergeant, awww yiss!

Play Drill Sergeant “Bravo” (3/3), draw one, add 2nd rune to DS, now Drill Sergeant “Alpha” - ($4)

Draw

Boot Camp

Play Brave Knight (3/3, Readiness), draw one, add 3rd rune to DS “Alpha”, add 1st rune to DS “Bravo” - ($1)

Draw

Traffic Director

Play Traffic Director (1/1), reshuffle, draw one, add 4th rune to DS “Alpha”, add 2nd rune to DS “Bravo” - ($0)

Draw

Overeager Cadet! Yay! That was a coin flip.

Play Overeager Cadet (2/2), draw one, add 5th rune to DS “Alpha”, add 3rd rune to DS “Bravo”

Draw

The Art of War

Adding two +1/+1 runes to Brave Knight.
Adding three +1/+1 runes to Drill Sergeant “Alpha”.
Adding three +1/+1 runes to Drill Sergeant “Bravo”.

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (5/5+A, Readiness, two +1/+1 runes)
  • :psfist: Elite: Drill Sergeant “Alpha” (6+1/6, three +1/+1 runes)
  • :ps_: Scavenger: Drill Sergeant “Bravo” (6/6, three +1/+1 runes)
  • :pschip: Technician: Reputable Newsman “Old Faithful” (0/2, 1 damage, can’t cast spells costing $0)
  • :target: Lookout: Overeager Cadet (2/2)

In Play:

  • Flagstone Garrison (4)
  • Traffic Director (1/1, Unstoppable, Untargetable)
  • Building Inspector (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well I contemplated the math on where to stick all those +1/+1’s but kinda gave up. Really it’s what’s in his hand that I need to be worried about. This was a good turn, but still not enough to gain the initiative I don’t think.

@FrozenStorm’s turn!

Indeed, it is a unit I “own” and thus when it dies it goes to my discard (even though you currently “control” it)

This one I always mess up / have messed up a ton in the past. @zhavier or someone can probably help point to how exactly the tower rules apply, but I think for stealth / invis, after spotting is used up, it works that:

  • If the stealth attacker hits a unit or hero, it is “spotted” by engaging a unit/hero and thus takes tower damage (I’m not 100% on this, it might be the tower doesn’t deal damage as it doesn’t “see” the attacker)
  • Otherwise, the stealth attacker hitting a building is not spotted and thus, no hit by the tower

All I know is that for a long time, I was doing this one wrong

I am drawing into a “checkmate” of sorts that could only be interrupted by losing Sets or having Free Speech played, so Quince presents a challenge (being able to copy Glorious ninja via midband, and thus get access to haste) and the Community Service also presents an opportunity to steal a Glorious Ninja.

Thus, the priority was to keep both of them away.

GG WP!

MMM1 Game 4 Player 2, Turn 8 (abbreviated)

  • Draw2 for Sets maxband (they happen to be the cards I’m about to play)
  • Fox’s Den Students, 4 ninjalinos arrive, all ninjas stealthed (5)
  • A Ninjalino hits your tech1
  • Earthquake, your tech 1 and 2 crumble, your base takes 2+2+4 down to 10hp (0)
  • Glorious Ninja, Fox Primus, and the remaining ninjalinos hit your base to -4, GGWP!
1 Like

Tower only deals damage if it sees the target. It does not matter if the target engages with a unit or hero, the tower won’t see them unless they are the first stealh/invis to attack.

So a 2nd stealthy dude attacking a unit or hero does not take tower damage, but DOES take damage from the unit or hero being attacked.

3 Likes

See I knew I should ask b/c I was going to fuck that up. TY @zhavier

3 Likes

@Akiata I am game to swap decks, or continue warming up w/ a P1 turn from me, lmk how you’d like to proceed!

Good game! I have young kids and appreciated the ninjalinos reference! :smile: I was a bit careless with Onimaru there I think, which I never quite managed to recover from.

I’m good to stick with the same decks, go ahead with a P1T1.

1 Like

As you may have guessed I also have little ones :wink: Very familiar w/ Gecko, Cat Boy and Owlette

Okay let’s find you a way to beat this White! I think utilizing more Truth is a good move, and continuing to leverage the Aven.

GL HF!

MMM1 Game 5 Player 1, Turn 1

P2 White vs P1 Blue

Starting Hand

Grappling Hook
Fox Viper
Morningstar Flagbearer
Smoker
Snapback

Events of Turn:


Upkeep:

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

Main:

  • Smoker (2)
  • Rook (1)
  • Worker (0)
Workers

Fox Viper

  • :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:

  • Rook (2/4 lvl 1)
  • Smoker (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Savior Monk
Aged Sensei
Sensei’s Advice
Fox Primus
Safe Attacking

End of Turn Discard
My Thoughts

Still playing early around Aven, want Rook for Birds.