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

After all my pondering I realize its futile. But hey, close right?

"P1T9


Tech StartingHand Workers

TECH
Carrion Curse
Carrion Curse


STARTING HAND
Sickness
Skeleton Javelineer (1/1)
Terras Q, the Shackled
Dark Pact
Bone Collector (3/3+a)
Sickness
Carrion Curse
Spreading Plague


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


NextHand

Soulstone
Terras Q, the Shackled (15/15) *shackled
Bone Collector
Carrion Curse
Deteriorate


Discard

Carrion Curse
Dark Pact
Sickness
Spreading Plague
Bone Collector (3/3+a)
Sickness


Tech 2 card(s)
Get Paid + float - ($16)
Dark Pact, I draw 2
Orpal - ($14)
Carrion Curse, get rid of kidnapping and ember sparks - ($11)
Vandy trades with Zane, levels to Orpal
Terras Q, the Shackled, oh so many wizards appear - ($5)
Maxband Orpal - ($2)
Sickness firebird and a wizard, it spreads cause of maxband and kills another 2 warlocks - ($0)
Dozer kills firebat, takes 3

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L6 Orpal (2/5)+a
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Blackhand Dozer (7/3)
  • Terras Q, the Shackles (15/15) *shackles 1

Buildings:

  • :heart: Base HP: 2
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

What a clutch curse. But have I set up the win?

Nope, he inevitably wins since Iā€™m at 2 now

"

Close indeed! I think by sticking drakk in technician I can basically win no matter what next turn, no? If Iā€™m wrong play on, Iā€™ll build a surplus with the rest of my gold and float 3

Yep, pretty much drakks ability seals the deal. Dang, got interesting at the end. I guess you are up for turn 1

you could have avoided making a skele.If black has no troops, sac t w still activates and kills one of the enemies units. you simply wasted 1 g

I believe he still had an unlisted voidblocker

2 Likes

Yep an unlisted voidblocker is correct.

1 Like

GG WP! I donā€™t think Hotter Fire is a great plan for me, took too long to get to it and I think Iā€™d have been better server with Anarchy or Blood.

That said thatā€™s what these games are for and I guess I still won so thereā€™s that? Your Orpal strats are proving very effective though, Orpal is underrated.

MMM1 Game 3 Player 1, Turn 1

P1 Red vs P2 Black

Starting Hand

Makeshift Rambaster
Charge
Scorch
Nautical Dog
Bombaster

Events of Turn:


Upkeep:

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

Main:

  • Nautical Dog (3)
  • Jaina (1)
  • Worker (0)
Workers

Scorch

  • :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: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Nautical Dog (1/1)

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Bloodburn
Mad Man
Bloodrage Ogre
Careless Musketeer
Pillage

End of Turn Discard
My Thoughts

I donā€™t feel like I was well served by that Hotter Fire stratā€¦ stuffā€™s too expensive and it lacks the more pressing inevitability of Gunships. I think Iā€™ll stick to Anarchy until Urban beats it. Base damage is hella stronk though, canā€™t deny that


I like Orpal maybe too much. I myself might need to try something other than demonology. Not really seeing a strong counter to red though, so I probably just need to focus my win con more

"P2T1


StartingHand Workers

STARTING HAND
Jandra, the Negator
Pestering Haunt
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer


WORKERS
Pestering Haunt


NextHand

Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Graveyard


Discard

Sacrifice the Weak
Jandra, the Negator


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp - ($1)
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Hmmm, imp is always a solid choice. Skeleton to keep from floating, otherwise I would have left the 1g for next turn. Pillage is annoying

"

MMM1 Game 3 Player 1, Turn 2

P1 Red vs P2 Black

Starting Hand

Bloodburn
Mad Man
Bloodrage Ogre
Careless Musketeer
Pillage (random 5of5 so discarded)

Events of Turn:


Upkeep:

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

Gunpoint Taxman x2


Main:

  • Jaina slaps Imp for 1 after armor
  • Mad Man, trades with Imp (4)
  • Bloodrage Ogre (2)
  • Worker (1)
  • Tech 1 (0)
Workers

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Jaina (2/1 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bombaster
Careless Musketeer
Makeshift Rambaster

End of Turn Discard
My Thoughts

Goin down on cards, tough but whatcha gonna do


Guess I should have patrolled those in reverse order huh? Or maybe not, you could have gotten both without needing to hire madman which would have been a totally safe play for you. I guess that was okay

This turn I feel like my options are all terrible. Jaina is giving you loads of options next turn and I canā€™t really get adequate defense up.

So this is what I got anyway!

"P2T2


Tech StartingHand Workers

TECH
Sickness
Sickness


STARTING HAND
Graveyard
Poisonblade Rogue
Summon Skeletons
Skeletal Archery


WORKERS
Pestering Haunt
Skeletal Archery


NextHand

Thieving Imp (2/2+a)
Graveyard
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tower - ($2)
Poisonblade Rogue - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I would have to be lucky for him to leave Jaina on 1 life when he can midband easily. And recover a card in his hand. If I draw sickness I should be able to stop brogre if it lives and also weaken Jaina.

"

No I think your patrol made perfect sense, forcing me to spend a card to kill Imp was a reasonable choice as now Iā€™m on 3 cards, which is a little roughā€¦ The tower as P2 is also a reasonable choice IMO

Indeed using Jaina like I am, sheā€™s super expendable but itā€™s tough for you to safely have a hero out also. That said, I still think Vandy would serve you well for counter-pressure here

MMM1 Game 3 Player 1, Turn 3

P1 Red vs P2 Black

Starting Hand

Bombaster
Careless Musketeer
Makeshift Rambaster

Events of Turn:


Upkeep:

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

Marauder, Disguised Monkey
Gunpoint Taxman x2


Main:

  • Jaina trades with SQL, levels fizzle
  • Drakk + midband (1)
  • Nautical Dog trades with PBR, you draw 1
  • Brogre breaks your tower, your base to 18
  • Worker (0)
Workers

Careless Musketeer, 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

In Patrol:

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

In Play:

  • Drakk (2/3 lvl 4)
  • Bloodrage Ogre (3/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Gunpoint Taxman
Gunpoint Taxman
Charge
Pillage

End of Turn Discard
My Thoughts

This feels worth, negating the 3g investment in the tower immediately and not spending any cards. Letā€™s see if Iā€™m right.


"P2T3


StartingHand Workers

STARTING HAND
Deteriorate
Graveyard
Thieving Imp (2/2+a)
Sacrifice the Weak
Summon Skeletons


WORKERS
Pestering Haunt
Skeletal Archery
Graveyard


NextHand

Sickness
Jandra, the Negator
Deteriorate
Sickness


Tech 2 card(s)
Get Paid + technician draw - ($7)
Worker - ($6)
Tech 1 - ($5)
Vandy - ($3)
Thieving Imp, you discard #4 - ($0)
Deteriorate brogre to death

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy (2/3) *sparkshot
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

He is still so menacing. He canā€™t sacrifice drakk for zane which is nice. Canā€™t believe I didnā€™t get either sickness. Ugh.

"

Very hurtful, that imp right there

MMM1 Game 3 Player 1, Turn 4

P1 Red vs P2 Black

Starting Hand

Gunpoint Taxman
Gunpoint Taxman
Charge
Pillage (discarded)

Events of Turn:


Upkeep:

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

Kidnapping, Steam Tank
Marauder, Disguised Monkey
Gunpoint Taxman x2


Main:

  • Gunpoint Taxman (5)
  • Worker (4)
  • Tech 2 Anarchy (0)
Workers

Kidnapping, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Drakk (2/3 lvl 4)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Mad Man
Bloodrage Ogre
Kidnapping

End of Turn Discard
My Thoughts

Man imp is such a dragā€¦


Iā€™m trying to be as much of a pain as I can be

"P2T4


Tech StartingHand Workers

TECH
Gorgon
Cursed Crow


STARTING HAND
Sickness
Jandra, the Negator
Sickness
Poisonblade Rogue (2/1)
Deteriorate


WORKERS
Pestering Haunt
Skeletal Archery
Graveyard
Sickness


NextHand

Twilight Baron
Twilight Baron
Summon Skeletons


Discard

Deteriorate
Sickness
Gorgon
Cursed Crow


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Deteriorate taxman
Midband Vandy, she kills taxman - ($5)
Maxband Vandy, she dooms imp - ($3)
imp kills Drakk
Jandra, the Negator - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5) *sparkshot
  • Thieving Imp (4/1) *doomed

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well, I knew going into that he might do something different and not leave himself open to sickness. He kinda did but knew it meant I was giving up a lot. Hmmm. Letā€™s change the gameplan

"

You arenā€™t playing Codex properly unless a spectator would look you in the eye and shake their head in disgust. :wink:

3 Likes

Lol itā€™s definitely a pain

Your base on 17 from Drakk btw

MMM1 Game 3 Player 1, Turn 5

P1 Red vs P2 Black

Starting Hand

Mad Man
Bloodrage Ogre
Kidnapping

Events of Turn:


Upkeep:

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

Surprise Attack, Steam Tank
Kidnapping, Steam Tank
Marauder, Disguised Monkey
Gunpoint Taxman x2


Main:

  • Jaina (6)
  • Bloodrage Ogre (4)
  • Tower (1)
  • Worker (0)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nautical Dog
Marauder
Charge

End of Turn Discard
My Thoughts

Stall for Gunships!


"P2T5


Tech StartingHand Workers

TECH
Carrion Curse
Spreading Plague


STARTING HAND
Twilight Baron
Twilight Baron
Summon Skeletons


WORKERS
Pestering Haunt
Skeletal Archery
Graveyard
Sickness
Summon Skeletons


NextHand

Skeleton Javelineer (1/1+a)
Sacrifice the Weak


Discard

Deteriorate
Sickness
Gorgon
Cursed Crow
Thieving Imp (4/1) *doomed
Carrion Curse
Spreading Plague


Tech 2 card(s)
Get Paid + imp dies - ($9)
Worker - ($8)
Vandy kills Jaina, takes 2+1
Twilight Baron - ($4)
Twilight Baron - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Twilight Baron (4/4+a) *overpower
  • :psfist: Elite:
  • :ps_: Scavenger: Twilight Baron (4/4) *overpower
  • :pschip: Technician: Jandra, the Negator (3/3+a) * overpower
  • :target: Lookout:

In Play:

  • Vandy (4/2) *sparkshot

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

This is one of those scenarios where I just make sure Iā€™m offensively as potent as possible. 3 overpower units totaling 11. Seems like a good setup. Brogre + frenzy is 4 atk, letā€™s make things difficult with a baron in sql.

"

MMM1 Game 3 Player 1, Turn 6

P1 Red vs P2 Black

Starting Hand

Nautical Dog
Marauder
Charge

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Surprise Attack, Steam Tank
Kidnapping, Steam Tank
Marauder, Disguised Monkey
Gunpoint Taxman x2


Main:

  • Zane + maxband, shove SQL to lookout (2)
  • Zane trades with Scav, levels fizzle we both get 1g(3)
  • Brogre trades with lookout
  • Drakk (1)
  • Worker (0)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

  • :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 ANARCHY
  • Tower HP: 4

In Patrol:

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

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Steam Tank
Bombaster
Makeshift Rambaster
Pillage

End of Turn Discard
My Thoughts

Continue to stall for Gunships! Urban should have patrolled the other TB in Lookout and not SQL probably, this was too easy to defeat


"P2T6


Tech StartingHand Workers

TECH
Doom Grasp


STARTING HAND
Skeleton Javelineer (1/1+a)
Sacrifice the Weak


WORKERS
Pestering Haunt
Skeletal Archery
Graveyard
Sickness
Summon Skeletons


NextHand

Sacrifice the Weak
Twilight Baron (4/4) *overpower
Gorgon
Carrion Curse
Cursed Crow


Tech 1 card(s)
Get Paid + scav - ($11)
Vandy trades with Drakk, my base takes 1
Garth + maxband, twilight baron rises from the grave - ($3)
Jandra does 3 to your tech 2 and takes 1
Heroes Hall - ($1)
Garth makes and sacks a skele - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Twilight Baron (4/4+a) *overpower
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Garth (3/4)
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/2) * overpower

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ahhhh, I hate Zane lol. He will have to use Jaina on defense, but I can likely expect hasty invisible pain soon. Trying to stop the tech 3 but we shall see.

"

MMM1 Game 3 Player 1, Turn 7

P1 Red vs P2 Black

Starting Hand

Steam Tank
Bombaster
Makeshift Rambaster
Pillage

Events of Turn:


Upkeep:

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

Pirate Gunship x2
Surprise Attack, Steam Tank
Kidnapping, Steam Tank
Marauder, Disguised Monkey
Gunpoint Taxman x2


Main:

  • Steam Tank (7)
  • Bombaster (5)
  • Tech3 (0)
Workers

Mad Man, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 2 ANARCHY
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Disguised Monkey
Gunpoint Taxman
Pirate Gunship
Charge

End of Turn Discard
My Thoughts

Continue to stall for Gunships!