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

Does Gilded Glaxx actually see play in competitive matches? Interesting it wasn’t buffed in this rebalance efforts.

I’m not playing it for funsies XD It’s very good against high-removal decks like Black (and red / purple to a lesser extent) It’s not among the best tech 1 in the game but it’s very useful in spots. You’d almost always rather use it than Argo against Black

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I see. I guess it makes sense against black. I’ve not seen it in my games but I’ve not played much Purple either :slight_smile:

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The fact that I need floating gold every turn to make it’s effect active was just too much for me.

P2T4


Tech StartingHand Workers

TECH
Cursed Ghoul
Gorgon


STARTING HAND
Shadow Blade
Skeletal Archery
Hooded Executioner
Dark Pact
Sacrifice the Weak
Thieving Imp


WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
Skeletal Archery


NextHand

Shadow Blade
Sickness
Deteriorate
Pestering Haunt
Summon Skeletons


Tech 2 card(s)
Get Paid - ($8)
Dark Pact
Sacrifice the Weak, so long little skelly and destitute glaxx - ($6)
Worker - ($5)
Tech 2 Disease - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Vandy 4/5, lvl 5

In Play:
*

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

MMM1 Warmup Game 9 Player 1, Turn 5

P2 Black vs P1 Purple

Starting Hand

Temporal Research
Origin Story
Rememberer
Gilded Glaxx

Events of Turn:


Upkeep:

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

Yesterday’s Golgort, Now!
Origin Story, Rememberer
Origin Story, Seer
Gilded Glaxx x2


Main:

  • Prynn (6)
  • Very expensive Origin Story, go away Vandy (1)
  • Mox tickles your tech2 to 4hp
  • Worker (0)
Workers

Gilded Glaxx, Tinkerer, Forgotten Fighter, Time Spiral, Plasmodium

  • :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 PAST

In Patrol:

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

In Play:

  • Prynn (1/3 lvl 1 fade 4)
  • Hardened Mox (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Neo Plexus
Fading Argonaut
Origin Story
Seer

End of Turn Discard
My Thoughts

Good news / bad news draw here, I got the OS on time, but also my card draw and my big t2 unit… No money to get Vir out and stash…

Well, likely then I’m running for Tech 3, but let’s see what happens next turn. Workering Glaxx b/c I want to keep TR and Rememberer more


P2T5


Tech StartingHand Workers

TECH
Cursed Ghouk
Cursed Crow


STARTING HAND
Summon Skeletons
Deteriorate
Sickness
Pestering Haunt
Shadow Blade


WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons


NextHand

Sacrifice the Weak
Gorgon
Dark Pact
Hooded Executioner


Discard

Sickness
Deteriorate
Shadow Blade
Cursed Ghouk
Cursed Crow


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Orpal - ($7)
Sickness mox and Prynn - ($5)
Garth, make a skeleton - ($2)
Heroes’ Hall - ($0)
Pestering Haunt

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal 1/3+A, lvl 1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • Garth 1/3, lvl 1
  • Pestering Haunt

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

MMM1 Warmup Game 9 Player 1, Turn 6

P2 Black vs P1 Purple

Starting Hand

Neo Plexus
Fading Argonaut
Origin Story
Seer

Events of Turn:


Upkeep:

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

Ebbflow Archon x2
Yesterday’s Golgort, Now!
Origin Story, Rememberer
Origin Story, Seer
Gilded Glaxx x2


Main:

  • Vir (7)
  • Worker (6)
  • Tech3 (1)
Workers

Gilded Glaxx, Tinkerer, Forgotten Fighter, Time Spiral, Plasmodium

  • :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 PAST
  • Tech3 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Vir (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Prynn (0/2 fade 3)
  • :target: Lookout:

In Play:

  • Hardened Mox (0/0)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Nullcraft
Battle Suits
Seer
Origin Story
Gilded Glaxx

End of Turn Discard
My Thoughts

Yep, last out here is tech 3, so we do that…

Ouch, whiffed the Tech 3s AND the Tech2s AND TR… Not meant to be I spose


P2T6


Tech StartingHand Workers

TECH
Metamorphosis
Plague Lab


STARTING HAND
Hooded Executioner
Sacrifice the Weak
Dark Pact
Gorgon
Thieving Imp
Cursed Ghoul
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons


NextHand

Dark Pact
Sickness
Plague Lab
Sacrifice the Weak
Metamorphosis


Tech 2 card(s)
Get Paid - ($10)
Vandy - ($8)
Dark Pact
Maxband Vandy, doom mox and skeleton - ($4)
Skeleton and haunt kill Vir Garth to 3
Mid Garth, kills Prynn, garth to lvl 6 - ($3)
Sac doomed skeleton for draw
Orpal hits tech 3 for 1
Max Garth, fetch Cursed Ghoul, mox gets another rune - ($2)
Hooded Executioner - ($0)

Float ($0)
Discard 5, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cursed Ghoul 4/5+A
  • :psfist: Elite:
  • :ps_: Scavenger: Hooded Executioner 3/3
  • :pschip: Technician:
  • :target: Lookout: Vandy 4/5

In Play:

  • Garth 3/4, lvl 7
  • Orpal 1/3, lvl 1

Buildings:

  • :heart: Base HP: 13
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Disease)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Even with the Technician, whiffed the tech 3 AND tech 2’s… Game’s over

GG WP! That one was at least a solid 60% I draw the Ebbflow Archon, where I would have been able to clear the board entirely and probably win from there!

yea, i was worried about that, figured id have a shot at killing the ebbflow with sac, but it woulda been a struggle from there.

OS is just such a pricey and inefficient way of neutralizing Vandy, and her Resist is such overkill on top… You have to tech 2 of them to setup a draw on time, but that means foregoing setting up much of anything for yourself.

Had my Turn 5 and 6 draws been a little flopped around and I got the rememberer AFTER the OS, maybe I have a decent shot to hit back, but even so the 60% for tech3 was probably my best win con.

Your turn to go first! @Shadow_Night_Black penny for your thoughts?

Did I ever tell you guys the time I asked Leontes and LK4O4 about the resist on Vandy?
I said “Surely that’s just actual overkill. There’s no way she needs it!”
Their response: “oh yeah, we actually forgot she had it because we always played without it in our playtesting, cause we thought it was too good”

I’m not making this up guys, Vandy should not have had resist 1 on midband

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Doesn’t surprise me at all, it is definitely overkill

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@zhavier did you wanna start another game, or shall we break for awhile?

Definitely feels like the win con for Purple is pretty narrow here, Vandy is such a nuisance. Past stall for tech 3, or maybe a Hasty Future tech 2 unit. Present feels not fast enough and unable to get to Vandy in time on its own.

I’ll take a break for a bit. It definitely doesn’t feel as oppressive as blue but still rough.

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