[MMM1] Warmup: Urbanvelvet (Black) vs FrozenStorm (Red)

I need the advice tbh. Don’t have much experience, with codex or similar types of games

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Skeleton Javelineer
Thieving Imp
Summon Skeletons
Jandra, the Negator
Poisonblade Rogue


WORKERS
Graveyard
Jandra, the Negator


NextHand

Pestering Haunt (1/1)
Summon Skeletons
Skeleton Javelineer
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Haunt trades with dog, you get 1g
Thieving Imp, you discard #1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • L1 Garth (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Hmmm. I have a lot to learn. This seems alright though. Not trying anything clever, just walk up some and drop him a card. Double bone collector would be superb on next draw

Andddddddd no such luck. Lame

"

I think we’ll discover things together through these games, I can’t say I know exactly how both players should be playing. That said, I know that part of what Black does so well against other colors (massive card advantage w/ DP and Imp / Graveyard, early tempo w/ deteriorate, stw and Vandy attacking) dont’ matter as much against Red (Zane can always help recover cards and flip the board, and no base damage is free when Red will go straight base without hesitation)

So you have to play a little more patient as Black than normal, and you have to walk a really fine line of patrolling enough to prevent huge base swings, but not so much that Zane can combo stuff up really nasty.

MMM1 Game 2 Player 2, Turn 2

P2 Red vs P1 Black

Starting Hand

Mad Man (discarded)
Bloodburn
Bloodrage Ogre
Bombaster
Careless Musketeer

Events of Turn:


Upkeep:

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

Firebat, Ember Sparks


Main:

  • Bloodrage Ogre (6)
  • Bombaster (4)
  • Tech1 (3)
  • Worker (2)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 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: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Jaina (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Firebat
Mad Man
Charge

End of Turn Discard
My Thoughts

Card pressure might start to hurt a little here. I wanna try Fire T2 so gonna do that this game and see how it goes


It’s really hard to know just what I need to defend with. The haste potential makes me a lot at the mercy of your draws, so I feel like a certain amount of confidence is necessary in trusting you won’t want to overextend, or that I can capitalize if you do.

At this point I just know that I need to not let you build momentum. Trying my best to force you to expend cards (seems like it’s working). You will have the turn advantage for tech 2 though

"P1T3


Tech StartingHand Workers

TECH
Sickness
Terras Q, the Shackled


STARTING HAND
Summon Skeletons
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Pestering Haunt (1/1)


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)


NextHand

Bone Collector
Bone Collector
Skeletal Archery
Poisonblade Rogue


Discard

Thieving Imp (2/2+a)
Deteriorate
Sacrifice the Weak
Summon Skeletons
Sickness
Terras Q, the Shackled


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Garth makes a skele - ($1)
Skeleton Javelineer - ($0)
Deteriorate brogre
Imp trades with brogre

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 2 (1/1+a)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • L1 Garth (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Oh man, the haste potential makes defense such a fickle task. I think I am good right now. He can’t spell and haste anything of notable damage, so best case scenario he kills all patrollers. He will have tons of money though. Ugh, I really have no options besides a skele wall and I don’t think that’s cutting it. Damn shitty draws lol

"

Definitely the card pressure is real right now. Still, I don’t think you want to be building a tower as P1 in this matchup

MMM1 Game 2 Player 2, Turn 3

P2 Red vs P1 Black

Starting Hand

Firebat
Mad Man
Charge

Events of Turn:


Upkeep:

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

Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Jaina kills SQL, takes 2
  • Firebat (7)
  • Worker (6)
  • Tech 2 Fire (2)
Workers

Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • 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: Firebat (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Jaina (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Makeshift Rambaster
Pillage
Ember Sparks

End of Turn Discard
My Thoughts

I’m not particularly afraid of Garth right now, we’ll see what happens moving forward


You are probably right. I had other plans that didn’t work out though and seemed in poor footing if I didn’t do something

"P1T4


Tech StartingHand Workers

TECH
Voidblocker
Sickness


STARTING HAND
Poisonblade Rogue
Skeletal Archery
Bone Collector
Bone Collector


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
Poisonblade Rogue


NextHand

Voidblocker
Summon Skeletons
Sickness
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Demonology) - ($2)
Bone Collector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector (3/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • L1 Garth (1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Yeah he is probably right, I am making terrible choices. Tower seemed decent at the time though.

"

MMM1 Game 2 Player 2, Turn 4

P2 Red vs P1 Black

Starting Hand

Makeshift Rambaster
Pillage
Ember Sparks

Events of Turn:


Upkeep:

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

Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Ember Sparks, two damage to BC and one to tech 2 (7)
  • Bombaster trades with BC
  • Zane + Midband, kill Scav, we both get 1g (3)
  • Maxband Zane, shove lookout to techn, we both draw 1 (0)
  • Firebat kills Garth, Jaina to level 3
  • skip worker
Workers

Mad Man, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

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

In Play:

  • Jaina (2/1 lvl 3)
  • Firebat (3/1)
  • Zane (4/4)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Charge
Bamstamper Lizzo

End of Turn Discard
My Thoughts

Tech 2 Demonz means I should have a Kidnapping. Bamstamper is solid also so let’s go with that


how is this enough to kill a BC 3/3+a? where is bombaster? Did you use it to finish BC?

1 Like

I’m going to assume you meant to put a line in there killing BC with bombaster, as legion said.

It’s flu season by the way, you need to be careful and watch your health unless you want to die from sickness :wink:

"P1T5


Tech StartingHand Workers

TECH
Terras Q, the Shackled
Spreading Plague


STARTING HAND
Sacrifice the Weak
Voidblocker
Sickness
Summon Skeletons
Terras Q, the Shackled


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
Poisonblade Rogue
Summon Skeletons


NextHand

Deteriorate
Skeletal Archery
Thieving Imp (2/2+a)
Sickness


Discard

Skeleton Javelineer (1/1)
Bone Collector (3/3+a)
Terras Q, the Shackled
Sacrifice the Weak
Terras Q, the Shackled
Spreading Plague
Sickness


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Orpal - ($6)
Voidblocker - ($3)
Sickness, Jaina and firebat die from -1 runes. Orpal to lvl 3 - ($1)
Midband Orpal - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Voidblocker (2+1/6) *exhaust another unit/hero in attack
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L4 Orpal (2/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Hmm, he teched a fire spell so hopefully he was counting on Jaina to stay alive. Might be a good break. Big problem here is gonna be if he can get past voidblocker and kill orpal. Hopefully he goes for the tech 2 instead of Orpal, but either way I’m probably fine.

"

MMM1 Game 2 Player 2, Turn 5

P2 Red vs P1 Black

Starting Hand

Careless Musketeer
Makeshift Rambaster
Bloodrage Ogre
Charge
Bamstamper Lizzo

Events of Turn:


Upkeep:

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

Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Drakk (6)
  • Bamstamper Lizzo, Voidblocker takes 3 damage (2)
  • Worker (1)
Workers

Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :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 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Bamstamper Lizzo (5/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zane (4/4 lvl 6)
  • :target: Lookout:

In Play:

  • Drakk (1/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Molting Firebird
Nautical Dog
Kidnapping
Bombaster
Pillage

End of Turn Discard
My Thoughts

Bah humbug… Sickness was solid there, got some serious value… Well I spose we’ll play what was dealt and move on. I smell a tech 3 race but hopefully that isn’t what’s happening


"P1T6


Tech StartingHand Workers

TECH
Dark Pact
Dark Pact


STARTING HAND
Skeletal Archery
Deteriorate
Thieving Imp (2/2+a)
Sickness


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
Poisonblade Rogue
Summon Skeletons
Skeletal Archery


NextHand

Thieving Imp (2/2+a)
Bone Collector
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sickness, Zane and bambstamper get -1/-1 - ($6)
Deteriorate bamstamper
Garth + skele - ($3)
Orpal sacrifices skele to finish off bambstamper with a -1/-1
Orpal hits Zane for 2 -1/-1 runes, he is now a 1/1
Maxband Orpal - ($1)
Garth to lvl 2 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (2/3+a) *exhaust another unit/hero in attack
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L2 Garth (1/3)
  • :target: Lookout:

In Play:

  • L6 Orpal (2/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Okay, zane can’t do much except suicide going forward. Drakk is a problem I think, we shall see what he has coming now. Another bambstamper would be unfortunate. I think he might even be able to get all the way to orpal, let’s see

"

MMM1 Game 2 Player 2, Turn 6

P2 Red vs P1 Black

Starting Hand

Molting Firebird
Nautical Dog
Kidnapping
Bombaster
Pillage

Events of Turn:


Upkeep:

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

Molting Firebird, Hotter Fire
Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Maxband Drakk (5)
  • Molting Firebird, hasted and frenzied from Drakk, kills Orpal. Takes one from tower, levels fizzle (1)
  • Worker (0)
Workers

Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :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 FIRE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Zane (1/1 lvl 6, -3/3)
  • :target: Lookout:

In Play:

  • Drakk (3/4 lvl 6)
  • Molting Firebird (4/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Ember Sparks
Hotter Fire
Hotter Fire
Pillage
Bombaster

End of Turn Discard
My Thoughts

As much as I hate to do it, I think I have to respect Orpal and can’t leave him up for a potential death and decay. So maxband Drakk + Firebird it down. I probably end up losing the bird to StW but I guess I’ll just have to deal with that. I think Anarchy is just strictly a better choice for gunship threat and more haste


Losing Orpal is a major blow but I think I turned it around pretty well for now

"P1T7


Tech StartingHand Workers

TECH
Blackhand Dozer


STARTING HAND
Bone Collector
Thieving Imp (2/2+a)
Sacrifice the Weak


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
Poisonblade Rogue
Summon Skeletons
Skeletal Archery


NextHand

Dark Pact
Terras Q, the Shackled
Spreading Plague
Deteriorate


Discard

Sacrifice the Weak
Voidblocker (2/6+a) *exhaust another unit/hero in attack
Bone Collector
Thieving Imp (2/2+a)


Tech 1 card(s)
Get Paid - ($10)
Skip Worker
Voidblocker kills Zane, you draw. Levels to Garth
Make a skele - ($9)
Sacrifice the Weak, firebird and skeleton die - ($7)
Garth hits Drakk for 2 dmg
Maxband Garth, blackhand Dozer comes out - ($4)
Midband Vandy - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Blackhand Dozer (7/6+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Vandy (3/4) *sparkshot
  • :target: Lookout:

In Play:

  • L7 Garth (3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

That worked out better than I could have hoped for. He did the worst thing possible to damage me. He doesn’t have much haste next turn without zane or drakk. Let’s see what he does with that large hand

After edit, he still has drakk which is a problem. Damn I’m worried about his next turn

"

Unfortunately (or fortunately depending on your perspective lol) Vandy cannot doom Tech 2 units. I’m afraid you’ll have to think of a different plan

1 Like

Ahhhh, I didn’t know this. I will have to rethink my rurn

1 Like

She has a lot of text on the maxband, it can be easy to forget :wink: not a problem, lmk when you edit

@FrozenStorm

Good to go I think

1 Like

The Voidblocker didn’t die from hitting Zane, no? I’ll assume he’s chilling backline as a 2/2

MMM1 Game 2 Player 2, Turn 7

P2 Red vs P1 Black

Starting Hand

Ember Sparks
Hotter Fire
Hotter Fire
Pillage
Bombaster
Molting Firebird (techn)

Events of Turn:


Upkeep:

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

Molting Firebird, Hotter Fire
Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Hotter Fire (7)
  • Hotter Fire (4)
  • Molting Firebird, hasted and frenzied from Drakk, breaks your tech 2. Your base to 18, all your units and heroes take 3 damage (so voidblocker dies) (0)
Workers

Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch

  • :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 FIRE

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/2+1armor lvl 6, deals 3 to your base on death)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Molting Firebird (4/2)
  • Hotter Fire
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bloodrage Ogre
Makeshift Rambaster
Bamstamper Lizzo
Firebat
Charge

End of Turn Discard
My Thoughts

Again, this is a little rough, but I think the play is to take my chance to lay my hotter fires here. Would’ve been great to draw the Kidnapping right now, but such is life, can’t always get what you want


I realized I can’t do that after all because my tech 2 is down… Fixing

1 Like

Okay, this should be fixed.

"P1T8


StartingHand Workers

STARTING HAND
Spreading Plague
Deteriorate
Dark Pact
Terras Q, the Shackled


WORKERS
Graveyard
Jandra, the Negator
Pestering Haunt (1/1)
Poisonblade Rogue
Summon Skeletons
Skeletal Archery


NextHand

Sickness
Terras Q, the Shackled
Dark Pact
Skeleton Javelineer (1/1)
Bone Collector (3/3+a)


Discard

Sacrifice the Weak
Thieving Imp (2/2+a)
Bone Collector
Voidblocker (2/2) *exhaust another unit/hero in attack
Spreading Plague
Dark Pact
Terras Q, the Shackled (15/15) *shackled
Deteriorate


Tech 0 card(s)
Get Paid + rebuild tech 2 - ($10)
Make a skele - ($9)
Vandy taps (and I discard) to pull soul stone from codex and use on dozer - ($6)
Dozer kills Drakk, overpower destroys your tech 2. Dozer takes 3 and vandy maxbands

Float ($6)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (3/3+a) *doomed
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Garth (3/1)
  • :target: Lookout:

In Play:

  • Blackhand Dozer (8/2) *soulstone
  • L5 Vandy (4/5)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 6
  • Workers: 10
Thoughts

And his tech 2 is down, but I feel like he knew that was coming. Too bad I couldn’t ask get tech 1. The problem is I know he has Jaina ready with spells to destroy my buildings in one go. All of them. Maybe he got bad luck

"

MMM1 Game 2 Player 2, Turn 8

P2 Red vs P1 Black

Starting Hand

Bloodrage Ogre
Makeshift Rambaster
Bamstamper Lizzo
Firebat
Charge

Events of Turn:


Upkeep:

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

Molting Firebird, Hotter Fire
Ember Sparks, Bamstamper Lizzo
Kidnapping, Bamstamper Lizzo
Hotter Fire, Molting Firebird
Firebat, Ember Sparks


Main:

  • Zane (8)
  • Firebat (6)
  • Charge Firebat (4)
  • Makeshift Rambaster, slams doomed skeleton for 1 (2)
  • Firebird hits your base to 11, Garth dies you draw 1, Zane to level 3, Skeleton dies, Vandy takes 3, Dozer loses Soul Stone
  • Zane midbands, hits your base to 8 (1)
  • Firebat taps and pays one to torch your base to 4 (0)
Workers

Nautical Dog, Careless Musketeer, Mad Man, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FIRE

In Patrol:

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

In Play:

  • Zane (3/2 lvl 4)
  • Firebat (3/3)
  • Molting Firebird (4/1)
  • Hotter Fire
  • Hotter Fire

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Kidnapping
Ember Sparks
Bamstamper Lizzo
Bloodrage Ogre

End of Turn Discard
My Thoughts

Base damage OP :wink: I can set up lethal next turn since I’m drawing into Ember Sparks. Come at me Dozer bro!