[MMM1] Warmup: Black (FrozenStorm) vs Purple (zhavier)

MMM1 Warmup Game 6 Player 2, Turn 2

P2 Black vs P1 Purple

Starting Hand

Pestering Haunt
Graveyard
Poisonblade Rogue
Skeletal Archery
Sacrifice the Weak

Events of Turn:


Upkeep:

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

Hooded Executioner, Dark Pact


Main:

  • Graveyard (5)
  • Orpal (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Graveyard

  • :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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+armor)
  • :psfist: Elite: Orpal (1+1/3 lvl 1)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Hooded Executioner
Dark Pact
Skeletal Archery
Pestering Haunt
Summon Skeletons

End of Turn Discard
My Thoughts

hmmm this looks tough, I think I’ll let Orpal take the fall here, might backfire but I spose we’ll see!


P1T3


Tech StartingHand Workers

TECH
Research & Development
Knight of the Conclave


STARTING HAND
Knight of the Conclave
Temporal Research
Nullcraft
Seer
Forgotten Fighter
Time Spiral


WORKERS
Hardened Mox
Fading Argonaut
Nullcraft


NextHand

Battle Suits
Neo Plexus
Knight of the Conclave


Tech 2 card(s)
Get Paid - ($6)
Knight of the Conclave
Temporal Research, draw 2 - ($4)
Seer, Plasmo Arrives - ($3)
Forgotten Fighter,imp back to hand - ($1)
Plasmo kills Orpal
Geiger and Tinkerer break Graveyard
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer 2/1
  • :target: Lookout:

In Play:

  • Plasmodium 2/2, -2
  • Tinkerer 1/2
  • Knight of the Conclave, forecast 3
  • Geiger 2/4, lvl 3

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

I’ll probably be playing slower the next couple weeks, rolling onto a new project so have some catching up to do

MMM1 Warmup Game 6 Player 2, Turn 3

P2 Black vs P1 Purple

Starting Hand

Hooded Executioner
Dark Pact
Skeletal Archery
Pestering Haunt
Summon Skeletons
Thieving Imp (FF)
Det + StW (DP)

Events of Turn:


Upkeep:

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

Hooded Executioner, Dark Pact


Main:

  • Vandy (6)
  • Dark Pact, base to 18 draw 2
  • Deteriorate Seer, you draw 1
  • Thieving Imp, discard #1 of 4 (3)
  • Hooded Executioner (1)
  • Pestering Haunt
  • Worker (0)
Workers

Summon Skeletons, Poisonblade Rogue, Jandra, The Negator

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Thieving Imp (2/2)

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeleton Javelineer
Deteriorate
Sickness
Skeletal Archery

End of Turn Discard
My Thoughts

That was basically as expected… We’ll see what comes next


P1T4


Tech StartingHand Workers

TECH
Seer
Tricycloid


STARTING HAND
Neo Plexus
Battle Suits
Knight of the Conclave
Temporal Research
Time Spiral
Forgotten Fighter


WORKERS
Hardened Mox
Fading Argonaut
Nullcraft
Forgotten Fighter


NextHand

Plasmodium
Research & Development
Seer


Tech 2 card(s)
Get Paid - ($7)
Knight of the Conclave
Temporal Research - ($5)
Tinkerer Removes Rune from Knight
Geiger and Plasmo kill Hooded Exec
Max Geiger, flicker Tinkerer - ($3)
Time Spiral, Knight Arrives - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Knight of the Conclave 4/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tinkerer 1/2
  • :target: Lookout:

In Play:

  • Knight of the Conclave, forecast 3
  • Geiger 3/4, lvl 5

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

MMM1 Warmup Game 6 Player 2, Turn 4

P2 Black vs P1 Purple

Starting Hand

Skeleton Javelineer
Deteriorate
Sickness
Skeletal Archery

Events of Turn:


Upkeep:

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

Metamorphosis, Dark Pact
Sickness, Hooded Executioner
Hooded Executioner, Dark Pact


Main:

  • Deteriorate KotC (7)
  • Mid Vandy, she smacks KotC, Haunt trades to finish him (5)
  • Max Vandy, doom Imp and Tinkerer (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Thieving Imp (4/4)
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Dark Pact
Sacrifice the Weak
Hooded Executioner
Graveyard

End of Turn Discard
My Thoughts

Hmm, well I have managed to put the card count really low, but I spose we’ll see if R&D got teched and pulled. Setting up Meta, next turn we’ll probably tech up as well, not sure if Demon or Disease will be better though


Despite this turn, I don’t actually feel like I am making any progress… :confused:

P1T5


Tech StartingHand Workers

TECH
Origin Story
Gilded Glaxx


STARTING HAND
Research & Development
Plasmodium
Seer
Battle Suits
Neo Plexus
Temporal Research
Seer
Time Spiral


WORKERS
Hardened Mox
Fading Argonaut
Nullcraft
Forgotten Fighter
Neo Plexus


NextHand

Research & Development
Tricycloid
Temporal Research
Knight of the Conclave


Tech 2 card(s)
Get Paid + float - ($9)
Research & Development - ($7)
Plasmodium - ($5)
Seer - ($4)
Seer - ($3)
Time Spiral - ($2)
Plasmo arrives, kills Imp
Tinkerer and Geiger trade with Vandy
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Seer 2/1
  • :pschip: Technician: Seer 2/1
  • :target: Lookout:

In Play:

  • Knight of the Conclave, forecast 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

WOWZA that’s some heavy drop!

MMM1 Warmup Game 6 Player 2, Turn 5

P2 Black vs P1 Purple

Starting Hand

Dark Pact
Sacrifice the Weak
Hooded Executioner
Graveyard
Skeleton Javelineer (rs techn)

Events of Turn:


Upkeep:

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

Cursed Ghoul, Gorgon
Metamorphosis, Dark Pact
Sickness, Hooded Executioner
Hooded Executioner, Dark Pact


Main:

  • Orpal (7)
  • Hooded Executioner (5)
  • Skeleton Javelineer (4)
  • Tech 2 Disease (0)
Workers

Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Orpal (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Pestering Haunt
Deteriorate
Metamorphosis
Thieving Imp
Sickness

End of Turn Discard
My Thoughts

Nice RnD draw, but yeah didn’t advance the board crazy much. I can deal with it teching up. Nullc + Suits would get Orpal killed sadly, could drop Jav also, but want to worker… I spose I would rather keep Orpal, so we’ll do that.


P1T6


Tech StartingHand Workers

TECH
Hyperion
Temporal Distortion


STARTING HAND
Tricycloid
Research & Development
Temporal Research
Knight of the Conclave


WORKERS
Hardened Mox
Fading Argonaut
Nullcraft
Forgotten Fighter
Neo Plexus
Research & Development


NextHand

Gilded Glaxx
Tinkerer
Origin Story
Battle Suits


Discard

Temporal Research
Tricycloid
Hyperion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($10)
Prynn to Max - ($2)
Knight of the Conclave
Prynn exiles HE
Worker - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Prynn 3/5+A, fading 2 (Hooded Exec)
  • :psfist: Elite:
  • :ps_: Scavenger: Seer 2/1
  • :pschip: Technician: Seer 2/1
  • :target: Lookout:

In Play:

  • Knight of the Conclave, forecast 1
  • Knight of the Conclave, forecast 3

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 10

MMM1 Warmup Game 6 Player 2, Turn 6

P2 Black vs P1 Purple

Starting Hand

Pestering Haunt
Deteriorate
Metamorphosis
Thieving Imp
Sickness

Events of Turn:


Upkeep:

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

Death and Decay, Abomination
Cursed Ghoul, Gorgon
Metamorphosis, Dark Pact
Sickness, Hooded Executioner
Hooded Executioner, Dark Pact


Main:

  • Sickness Prynn and scav Seer, you get 1g (7)
  • Deteriorate techn Seer, you draw 1
  • Vandy + Maxband, doom Jav, hucks spear at Prynn who takes 2 after armor (1)
  • Worker (0)
Workers

Pestering Haunt, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Orpal (1/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Vandy (4/5, resist 2)

In Play:

  • Hoodie (in the void)
  • Skeleton Javelineer (3/3 no rune, doomed)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Hooded Executioner
Cursed Ghoul
Graveyard

End of Turn Discard
My Thoughts

Kinda weird? But I guess I’ll threaten meta smore?


P1T7


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Tinkerer
Gilded Glaxx
Origin Story
Battle Suits
Plasmodium


WORKERS
Hardened Mox
Fading Argonaut
Nullcraft
Forgotten Fighter
Neo Plexus
Research & Development


NextHand

Hyperion
Temporal Research
Now!
Time Spiral
Seer


Tech 2 card(s)
Get Paid + float - ($12)
Origin Story Vandy - ($7)
Tech 2 Present - ($3)
Gilded Glaxx - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gilded Glaxx 3/4+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Knight of the Conclave 4/4
  • :target: Lookout:

In Play:

  • Knight of the Conclave, forecast 2
  • Hooded Exec, exiled
  • Prynn 2/2 Fading 1

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Oof well timed Origin!

MMM1 Warmup Game 6 Player 2, Turn 7

P2 Black vs P1 Purple

Starting Hand

Dark Pact
Hooded Executioner
Cursed Ghoul
Graveyard
Gorgon + Sickness (dp)

Events of Turn:


Upkeep:

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

Death and Decay, Abomination
Cursed Ghoul, Gorgon
Metamorphosis, Dark Pact
Sickness, Hooded Executioner
Hooded Executioner, Dark Pact


Main:

  • Vandy (8)
  • Dark Pact, base to 16 draw 2
  • Hooded Executioner + boost, kill Glaxx (3)
  • Gorgon (0)
Workers

Pestering Haunt, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Jandra, The Negator

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

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 DISEASE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gorgon (2/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Hooded Executioner (3/3)
  • :target: Lookout:

In Play:

  • Hoodie (in the void)
  • Vandy (2/3 lvl 1)
  • Orpal (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Deteriorate
Death and Decay
Abomination
Metamorphosis

End of Turn Discard
My Thoughts

Oooof! Good timing on that Meta, well I think I will DP and just try to get done what I can off that.

So since there’s no float, hoodie killing Glaxx is a great trade, and Gorgon stops KotC nicely (lest there is battle suits). Okay, we can manage this!


And so it ends. I screwed up that patrol, forgot i didnt have the spare gold, or I woulda swapped those 2 positions, but even if I hadn’t, my draw was terrible. What I needed in hand was almost completely different from what I actually got. I tried to use Prynn midband to screw with you, but that is very much not even close to a detriment to black, with vandy and garth available.

I thought maybe I could get plasmo to put you on the back foot and you shrugged it off like no biggie. I thought blue v black was hard but… woo boy.

I think its time we swap colors. Im out of ideas :shrug:

1 Like

I’ll be honest you seem to have thought through things well and I’m not sure I’ll do any better.

But I’m down to at least try it! Let’s start on Monday

@Shadow_Night_Black i know you are fond of purple, can we trouble you for a review of a game or two to pick your brain for ideas?

uhh sure! Black was probs my second worst matchup as purple (red was worst) but I’ll have a look at it tomorrow!

1 Like

Right thoughts,

Generic Purple v Black match Notes:

This matchup is hard for purple against a strong black player, because black can easily adapt a counter strategy to your strong early game plans as purple. Getting to a tech 2 strat is essential, because only there do you actually have an advantage

  • Grind out value until tech 2, and then use Purple’s insane tech 2’s to demolish opponent. -> Black can both out grind (Graveyard + imp / Dark pact), or can maintain pressure (again thanks to dark pack) while keeping your tech 2 down to destroy your base.

  • Give up early board presence to gain tempo/control later (Plasmo + Forecast units, normally into tech 2 Past/R&D) -> Giving black this much board presence normally leads to a broken tech 1, and without a tech 1 you quickly get swarmed and killed.

  • Push Tempo (Nullcraft, Fargo, Stewardess) and use space to develop threats (tech 2/ Double Time) -> Black can push tempo harder and since we need Glax over Argo, we cant both defend + attack at tech 1.

To counter this, you generally need to mix and match strategies, and try and catch your opponent off guard (either that, or just push for tech 2 and get lucky with the redraw). Early heros are generally a trap for purple (they’re weak combat stats, only geiger has an aggressive level set, and black’s hero are terrifying with levels, and we just can’t protect them). We want to force a tech 2 battle (blacks is weaker at the tech 2 stage, and neither of us has great tech 3 that we are going to push for, so the game will typically end here.)

Some thoughts over the past few games:
Game 6, P1 Black, P2 Purple.

  • T1/2 - Not sure about the T1 Tinker, I think it gets punished too hard by any Aggressive black hand (most of them), but we get away with it here. early Geiger thanks to the weak black start is fine. Would probs tech both Knights, we really want to hit one T3, and draw 3 off TR T3/T4 when we draw it (and either tinkerer gets us Plasmo T3, or they stw, and dont have a board we want to punish).
  • T3 - FF on imp is so bad for card value, not sure its worth here (black has so many low gold plays that trading cards for gold here is questionable, esp since we’re not jumping straight to Hyperions for a refill). Killing the imp with plasmo and orpal with nullcraft + geiger gives us a better board which gives us better options next turn. Tech wise we know we’re reshuffling the turn after thanks to TR, so getting tech 2 options in now is probs better. Drawing 5 is nice, but we’re often going to be gold starved to make use of most of them, even with double KotC and double Seer.
  • T4 - Black is using that card advantage here to dump threats on board. We’re not setting up a long term threat here, which means its probably not going to get online in time. We really need to get tech 2 online this turn. With a (larger) plasmo + nullcraft, we could probs afford to drop neo + build tech 2 here, ready for next turn. As it is we just dont have enough board to really do that (nor really to keep presure up.
  • T5 - Strong R&D turn, but we no longer have geiger, so this momentum has just run out (probs 3 turns before we can threaten R&D again, and the game is likely decided before that point). We also dont have a tech 2 and we have little presure, so black can take the turn off and develop theirs…
  • T6 - Interested on your thoughts here, why not take the oppertunity for tech 2? I know we only have a single tech 2 card in our deck before this turn (and we’re not getting a reshuffle for 2 more), but 8 gold in prynn is just so bad for board presence against black. Either that or Prynn KotC, TR, Glaxx gives a lot more board.
  • T7/8 - I think you highlighted what went wrong here yourself. Also draws my mind into the fact that this is still manageable at this point with Battlesuits in play. Not sure without going back through where we can fit it in (Maybe t4 instead of neo? hard to say) battlesuits makes breakpoints much easier to hit, but I do think it was not in easy to play hands this game, which was unlucky.

Overall very nice purple play :slight_smile: unfortunately Frozenstorm is very good at black, which is what makes this matchup so difficult. If you want any thing clearing up/want more reasons into why I think anything feel free to @me or pm me.

2 Likes

The main difference i see between purple and black here is that Black doesnt ever play something and go “if they have x, im gonna be in a bad spot” while basically anything purple does, I am thinking this about black for multiple different cards.

I do think you highlighted some things I did wrong with purple, and I agree, and I think you can find things like that in several of the games in this thread. But the laternative’s seemed like they would be rapidly punished.

Thanks very much @Shadow_Night_Black! This is awesome stuff (I think I should probably link it from the resources thread, since as you said this seems a tough matchup for Purple).

@zhavier I’ll take a couple games here armed w/ that perspective and let’s see what we can find out!

MMM1 Warmup Game 7 Player 1, Turn 1

P2 Black vs P1 Purple

Starting Hand

Forgotten Fighter
Neo Plexus
Fading Argonaut
Hardened Mox
Time Spiral

Events of Turn:


Upkeep:

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

Main:

  • Hardened Mox (1)
  • Worker (0)
Workers

Time Spiral

  • :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: Hardened Mox (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Tinkerer
Nullcraft
Plasmodium
Temporal Research
Battle Suits

End of Turn Discard
My Thoughts

I need Mox to try and stall I feel like, he makes for decent card parity w/ Black, so let’s start there


Yeah, until you get to tech 2, you just don’t have threats that worry them. While black makes things difficult from the get go, and can quickly create game winning boards/threats (often while staying ahead in cards annoyingly).

For strong player in both colours, I think its probably a 7-3 matchup in favour of black for that exact reason. With a Perfect purple player vs a strong black, I think it maybe for 5 - 5 (with purple being able to effective read every tech/game plan black is going for, but not knowing cards in hand etc, which is basically impossible levels of play).

@FrozenStorm dont worry about linking it, I’ll copy the relevant parts into my guide to purple (which I’ll get around to finishing at some point I swear)

2 Likes

Too late already did XD too good not to.

When you get the guide up just replace that part of the “Strategy Discussion” :wink:

The guide is up already (after all it has value even half completed) - link is here: Temporal Mastery (Mono purple primer) - Google Docs comments on any of it are very much welcome. There was a thread around here somewhere for it, but no idea where it go to.

2 Likes