[MMM1] Warmup: Green (codexnewb) vs Blue (FrozenStorm)

Lol all is fine! I had it in my mental accounting I was waiting on you XD Thanks for the reminder

Warmup Game 6 Player 2, Turn 3

P2 Blue vs P1 Green

Starting Hand

Overeager Cadet
Arrest
Porkhand Magistrate
Brave Knight
Reputable Newsman (techn)

Events of Turn:


Upkeep:

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

Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • Brave Knight (5)
  • Onimaru (3)
  • Reputable Newsman, blocking 2 (1)
  • Overeager Cadet
  • Worker (0)
Workers

Porkhand Magistrate, Lawful Search, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite: Reputable Newsman (0+1/3 blocking 1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Brave Knight (3/3)
  • :target: Lookout:

In Play:

  • Onimaru (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Bluecoat Musketeer
Manufactured Truth
Spectral Aven

End of Turn Discard
My Thoughts

This seems fine, I mean my tech1 on life support is obviously not ideal, but I can load up pretty well this way, and tech up next turn while still threatening pressure (or if I can get rid of the Tiny B, I can max Oni too)


[b]P1T4[/b]
Tech StartingHand Workers

TECH
Blooming Elm
Blooming Elm


STARTING HAND
Ironbark Treant
Verdant Tree
Playful Panda
Merfolk Prospector (1/1)


WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant


NextHand

Spore Shambler
Tiger Cub (2/2)
Feral Strike
Ferocity


Discard

Galina Glimmer (2/2)
Tiny Basilisk (1/2)
Verdant Tree
Playful Panda
Blooming Elm
Blooming Elm


Tech 2 card(s)
Get Paid - ($7)
galaina gold - ($8)
Worker - ($7)
merfolk - ($6)
max Cal, heals - ($4)
tech 2 growth - ($0)
Cal kills cadet, takes 3
galina hits newsman for 2, dies to tower
tiny baslisk trades with brave knight, he bounces to your hand, i assume that you draw? not sure here.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

wellm newman blocking 2 is not horrible. there is a path to feral strike here. let’s clear what i can and hope for no double bootcamp, or bootcamp / arrest, arrest / mft.

Feels like an Ancient is coming

Warmup Game 6 Player 2, Turn 4

P2 Blue vs P1 Green

Starting Hand

Bluecoat Musketeer
Manufactured Truth
Spectral Aven
Brave Knight (picked up)
Overeager Cadet (rs techn)

Events of Turn:


Upkeep:

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

Drill Sergeant, Spectral Flagbearer
Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • Brave Knight (5)
  • Oni kills YT
  • Overeager Cadet
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Bluecoat Musketeer, Porkhand Magistrate, Lawful Search, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Brave Knight
  • :target: Lookout:

In Play:

  • Onimaru (2/3 lvl 1)
  • Reputable Newsman (0/1 blocking 2cost)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Building Inspector
Arrest
Traffic Director
Flagstone Garrison

End of Turn Discard
My Thoughts

No cala kill, newsie is too weak


ahh, but alas, the newsman has 2 damage, and dies the second it manufactured truth’s into an “aven”

1 Like

Ooooh good spot! I wondered why you would dink him like that w/ Galina Glimmer. In that case, I’ll just BK instead of MTruth + Aven, and fear the almost certain Feral Strike (as you clearly thought carefully about keeping Cala alive)

1 Like

yes, it bounces and no draw.

[b]P1T5[/b]
Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Spore Shambler
Tiger Cub (2/2)
Ferocity
Feral Strike


WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant
Tiger Cub (2/2)


NextHand

Galina Glimmer (2/2)
Ferocity
Blooming Elm
Blooming Ancient


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tap merfolk, get a gold - ($8)
feral strike, boosted, x2 rampaging elephant from codex to hand to field - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rampaging Elephant (6/7+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rampaging Elephant (6/7)
  • :target: Lookout:

In Play:

  • Cal, lvl 5, (4/2)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well, feral strike it is, but what to bring in? i doubt they have injunction yet. probably garrisons?elephants will help clear that pretty well.

not planning on them surviving. teching ancients to pair with elms. injunction would ruin everything right now, but im betting they dont have it pre-teched.

I had the mistaken impression BK does get the patrol bonuses for death trigger, @codexnewb do you want to back up to end of my turn 3 and I’d patrol BK SQL and cadet technician, or just play on with how we have it?

That’s fine. No turn change here

Ooofda, big ol elephants

Warmup Game 6 Player 2, Turn 5

P2 Blue vs P1 Green

Starting Hand

Flagstone Garrison
Traffic Director
Building Inspector
Arrest
OC (TD)
Drill Serg (rs OC)
MTruth (BI)

Events of Turn:


Upkeep:

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

Drill Sergeant, Spectral Flagbearer
Drill Sergeant, Spectral Flagbearer
Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • OC runs into SQL elephant
  • Flagstone Garrison (6)
  • Traffic Director, draw 1 (5)
  • Overeager Cadet, rs Draw 1
  • Arrest techn elephant, paying resist (2)
  • Building Inspector, draw 1 (1)
  • Mtruth, Newsman becomes BK (0)
  • BK and “BK” trade with SQL elephant, both back to my hand
  • Oni trades with Cala, levels fizzle
Workers

Bluecoat Musketeer, Porkhand Magistrate, Lawful Search, Jail

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Building Inspector (1/1)
  • :exhaust: Technician: Traffic Director (1/1)
  • :target: Lookout:

In Play:

  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Spectral Aven
Overeager Cadet
Spectral Flagbearer
Drill Sergeant
Spectral Flagbearer

End of Turn Discard

Arrest
Brave Knight
Manufactured Truth
Reputable Newsman
Drill Sergeant

My Thoughts

Well I had better arrest one of those, and try to kill the other. I have the board to do that luckily, but let’s hope I can get a decent patrol down first…


dah, unfortunately, Cal gives all the units resist 1. so you’re one gold short for that arrest.

1 Like

Ah you are correct. So I re-did my RS draw for OC, and ended up with no DS or Newsman, but a BI and a dead Cala. I’ll take that. Back to you in the studio, @codexnewb :wink:

[b]P1T6[/b]
Tech StartingHand Workers

TECH
Nature Reclaims
Nature Reclaims


STARTING HAND
Ferocity
Blooming Elm
Blooming Ancient
Galina Glimmer (2/2)


WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant
Tiger Cub (2/2)


NextHand

Blooming Ancient
Spore Shambler
Young Treant (0/2)
Playful Panda


Discard

Rampaging Elephant
Galina Glimmer (2/2)
Ferocity
Nature Reclaims
Nature Reclaims


Tech 2 card(s)
Get Paid - ($9)
tap merfolk, get a gold - ($10)
blooming ancient - ($6)
expensive, bloomng elm - ($2)
arg, wisp, 2 runes - ($0)
move runes

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Blooming Elm 4HP
  • Rampaging Elephant (6/7)
  • Blooming Ancient (2/4)
  • Merfolk Prospector (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

good old fashioned rune battle here.

This is gonna be a close one!

Warmup Game 6 Player 2, Turn 6

P2 Blue vs P1 Green

Starting Hand

Spectral Aven
Overeager Cadet
Spectral Flagbearer
Drill Sergeant
Spectral Flagbearer
Arrest (rs DS)
BK (OC)
Hallucination (flagbearer1)
DS (SF2)

Events of Turn:


Upkeep:

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

Hallucination x2
Drill Sergeant, Spectral Flagbearer
Drill Sergeant, Spectral Flagbearer
Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • Drill Sergeant, rs draw 1 (6)
  • OC, DS +1 Draw 1
  • Spectral Flagbearer, DS+1 draw 1 (5)
  • Spectral Flagbearer, DS+1 Draw 1 (4)
  • Quince (2)
  • Give a rune to BI
  • OC + BI kill Arg, Quince midbands
  • Hallucination, Elephant and BA become figmentary
  • DS targets the imaginary bigguns, they both die
Workers

Bluecoat Musketeer, Porkhand Magistrate, Lawful Search, Jail

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite: Quince (1+1/4 lvl 3)
  • :pspig: Scavenger: Spectral Flagbearer (2/2)
  • :exhaust: Technician: Spectral Flagbearer, hoover vacuum for BA and Elm and other buffs (2/2)
  • :target: Lookout: Mirror Illusion (0/1)

In Play:

  • Overeager Cadet (2/1)
  • Building Inspector (2/1, +)
  • Drill Sergeant (3/3)
  • Traffic Director (1/1)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Reputable Newsman
Manufactured Truth
Hallucination
Arrest
Hallucination

End of Turn Discard
My Thoughts

Hallucination, ho! Gotta pick off that backline garbage. Flagbearers do a good job of diverting Blooming Elm but most likely he’s got another BA here to blow both of them up and Quince will end up dying. That’s fine though, the engine is online, I can start making big plays attacking


eh, not so sure. pretty sure your runes are bigger than mine

[b]P1T7[/b]
Tech StartingHand Workers

TECH
Moment’s Peace
Moment’s Peace


STARTING HAND
Blooming Ancient
Playful Panda
Spore Shambler
Young Treant (0/2)
Tiny Basilisk (1/2)


WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant
Tiger Cub (2/2)


NextHand

Blooming Elm
Verdant Tree
Blooming Ancient (2/4)
Feral Strike


Tech 2 card(s)
Get Paid - ($9)
blooming ancient - ($5)
playful panda, wisp, 2 runes - ($3)
move runes, pop both flagbearers
tap elm, 3 runes to now empty BA
young treant, draw 1, rune - ($1)
3 runes to merfolk, 1 to wisp
merfolk kills cadet, takes 3, overpower 1 to quince
wisp kills quince, lvls fizzle, takes 3

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blooming Ancient (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Blooming Elm 4HP
  • Playful Panda (2/2)
  • Wisp (3/1))+++
  • Merfolk Prospector (4/3)+++

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

not looking good

That’s 5 runes but you gave him 3+1YT (as you used the first 2 on flagbearers), or did I miss something?

should have been 3 to merfolk and 1 to wisp. updated.

1 Like

My runes are easier to come by, w/ the cycling

Warmup Game 6 Player 2, Turn 7

P2 Blue vs P1 Green

Starting Hand

Reputable Newsman
Manufactured Truth
Hallucination
Arrest
Hallucination
BK (techn)

Events of Turn:


Upkeep:

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

Scribe x2
Hallucination x2
Drill Sergeant, Spectral Flagbearer
Drill Sergeant, Spectral Flagbearer
Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • Reputable Newsman, blocking 2, DS +1 draw 1 (8)
  • Drill Sergeant, DS +1 draw 1 (5)
  • BK, DS +2, rs Draw 1 (2)
  • OC, DS +2, Draw 1
  • Scribe, DS +2, Draw 2 (0)
  • DS Kills BA, takes 2
  • BI kills YT, you draw 1
  • TD kills wisp, you draw 1
  • Give two runes to OC, break the Elm
  • Move some of the remaining 6 runes around
Workers

Bluecoat Musketeer, Porkhand Magistrate, Lawful Search, Jail

  • :pspurpleshield: Patrol as below
  • Discard 7 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (4/4+1armor, ++)
  • :psfist: Elite: Scribe (1+1/3)
  • :pspig: Scavenger: Mirror Illusion (0/1)
  • :exhaust: Technician: Reputable Newsman (2/4 blocking 2, ++)
  • :target: Lookout: Brave Knight (3/3)

In Play:

  • Overeager Cadet (4/3, ++)
  • Building Inspector (2/1, +)
  • Drill Sergeant (4/4, +)
  • Drill Sergeant (4/2, 2 damage, +)
  • Traffic Director (1/1)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Spectral Flagbearer
Spectral Aven
Arrest
Manufactured Truth
Scribe

End of Turn Discard
My Thoughts

I think I’ve hit the tipping point, hard to say for sure, but it’s easier for me to bust CN’s stuff up w/ my card econ at this point I think


yep yep

[b]P1T8[/b]
Tech StartingHand Workers

TECH
Murkwood Allies
Murkwood Allies


STARTING HAND
Blooming Elm
Feral Strike
Verdant Tree
Blooming Ancient (2/4)
Moment’s Peace


WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Ironbark Treant
Tiger Cub (2/2)
Verdant Tree


NextHand

Nature Reclaims
Moment’s Peace
Nature Reclaims
Spore Shambler


Discard

Blooming Elm 4HP
Young Treant (0/2)
Blooming Ancient (2/4+A)
Moment’s Peace
Blooming Elm
Feral Strike
Murkwood Allies
Murkwood Allies


Tech 2 card(s)
Get Paid + float - ($10)
scav gold, tech draw - ($11)
blooming ancient - ($7)
midori, rune - ($5)
arg, wisp, 2 runes - ($3)
2 runes to wisp, trades with sql
rune to merfolk (5/4)++++, kills newsman, takes 3, survives with 1
panda kills illusion, takes 1
moment’s peace - ($1)
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Midori, lvl 1, (2/3)
  • BA (2/4)
  • Playful Panda (2/1)
  • MP (5/1)++++
  • Wisp (0/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

still not looking good

I’ve just about fully got the lockdown set up now

Warmup Game 6 Player 2, Turn 8

P2 Blue vs P1 Green

Starting Hand

Spectral Flagbearer
Spectral Aven
Arrest
Manufactured Truth
Scribe
Spectral Flagbearer (techn)
Hallucination x2 (Scribe)
Free Speech (rs SF)
Reputable Newsman (SF2)

Events of Turn:


Upkeep:

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

Free Speechx2
Scribe x2
Hallucination x2
Drill Sergeant, Spectral Flagbearer
Drill Sergeant, Spectral Flagbearer
Flagstone Garrison, Overeager Cadet
Brave Knight, Overeager Cadet


Main:

  • Scribe, draw 2 DS+2 (8)
  • Spectral Flagbearer, rs draw 1, DS +2 (7)
  • Quince (5)
  • Free Speech (3)
  • Hallucination, ping down BA and Merfolk (1)
  • Spectral Flagbearer, DS +2 draw 1 (0)
  • Move a couple runes to scribe
Workers

Bluecoat Musketeer, Porkhand Magistrate, Lawful Search, Jail

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 2
  • Tech2 HP: 5 PEACE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Scribe (3/5+1armor, ++)
  • :psfist: Elite: Overeager Cadet (4+1/3, ++)
  • :pspig: Scavenger: Spectral Flagbearer (2/2)
  • :exhaust: Technician: Spectral Flagbearer (2/2)
  • :target: Lookout: Brave Knight (3/3)

In Play:

  • Quince (1/3 lvl 1)
  • Mirror Illusion (0/1)
  • Building Inspector (2/1, +)
  • Drill Sergeant (5/5, ++)
  • Drill Sergeant (5/3, 2 damage, ++)
  • Traffic Director (1/1)
  • Flagstone Garrison (4hp)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Free Speech
Overeager Cadet
Free Speech
Spectral Aven
Manufactured Truth

End of Turn Discard
My Thoughts

Free Speech to make sure I don’t stay locked down w/ Moment’s Peace or anything, I should be virtually guaranteed to draw it here, and Hallucinate away the heavy hitters, and I think I have him choked out