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

Well I did a carrion curse and saw your hand, nothing much I can do. Had I drawn better with my reshuffle draw 5 I would have been just fine. Multiple options and none of them lined up unfortunately.

Sucks cause I felt like I had some good things going there but you manage to keep getting your techs out while all the pressure.

I’ll post a T1 in a bit

1 Like

GG WP! Bit lucky for me to get the Gunship on the rs (37%), Doom Grasp or Sickness + Spreading Plague certainly would have been tough-er to deal with, but idk that even with them, you’d be well set up to continue to stall. Zane makes it really tough to stall out Red b/c you have no way of stopping some really nasty hasty stuff (I had a Surprise Attack and Kidnapping lurking in the deck also, which then you’re counting on Carrion Curse lining up with those AND DG / Plague lining up with big body drops).

It’s tough b/c you want to put out hero pressure w/ Vandy early, but the Haste red can bring makes it tough to really bully like Vandy can well. I’m game to swap decks for a short while to see if I can’t help find a slightly better line for Black, but otherwise I’m good to just keep warming up and work on the decks we have

1 Like

I definitely want to try this one as black again, then it might serve best to view you piloting black. I’ve got some adjustments I think might help me

GL HF!

"P1T1


StartingHand Workers

STARTING HAND
Pestering Haunt
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Poisonblade Rogue


WORKERS
Poisonblade Rogue


NextHand

Skeletal Archery
Summon Skeletons
Thieving Imp
Graveyard
Skeleton Javelineer


Discard

Jandra, the Negator
Deteriorate
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy, +1 level so I don’t float - ($0)
Pestering Haunt

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L2 Vandy (2/3+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
    "

Not sure you really need to avoid one float on turn 1… Not a good use of cards for me to Pillage on turn 1

MMM1 Game 4 Player 2, Turn 1

P2 Red vs P1 Black

Starting Hand

Mad Man
Charge
Scorch
Pillage
Careless Musketeer

Events of Turn:


Upkeep:

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

Main:

  • Mad Man (4)
  • Worker (3)
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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mad Man (1/1)
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6

End of Turn Hand

Bloodburn
Mad Man
Bloodrage Ogre
Careless Musketeer
Pillage

End of Turn Discard
My Thoughts

No Bombaster, Brogre, Dog or Bloodburn… Woof. I almost want to patrol technician despite the draw difficulty it imposes… Yeah Maybe I should?


Well this is interesting. So many options for you and I surely haven’t countered them all

"P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Skeleton Javelineer
Thieving Imp
Graveyard
Summon Skeletons
Skeletal Archery


WORKERS
Poisonblade Rogue
Graveyard


NextHand

Skeletal Archery
Deteriorate
Skeleton Javelineer
Thieving Imp
Bone Collector


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Haunt pings your base for 1
Summon Skeletons - ($0)
Vandy kills madman, takes 1 and you draw

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


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt
  • L2 Vandy (2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "

MMM1 Game 4 Player 2, Turn 2

P2 Red vs P1 Black

Starting Hand

Bombaster
Bloodrage Ogre
Bloodburn
Nautical Dog
Makeshift Rambaster
Mad Man (rs techn)

Events of Turn:


Upkeep:

  • Get Gold (6+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Lobber x2


Main:

  • Bloodburn (6)
  • Bloodrage Ogre (4)
  • Bombaster (2)
  • Worker (1)
  • Tech 1 (0)
Workers

Mad Man, 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: 19
  • 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:

  • Bloodburn (0 stacks)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Pillage
Charge
Careless Musketeer
Lobber

End of Turn Discard
My Thoughts

I guess I did win the Hotter Fire Plan? So let’s try some stuff. Bloodburn time


Bloodburn play on your last turn is surprising to me

"P1T3


Tech StartingHand Workers

TECH
Dark Pact
Gargoyle


STARTING HAND
Thieving Imp
Skeleton Javelineer
Deteriorate
Bone Collector
Skeletal Archery


WORKERS
Poisonblade Rogue
Graveyard
Skeletal Archery


NextHand

Sacrifice the Weak
Dark Pact
Summon Skeletons
Jandra, the Negator
Bone Collector


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Haunt pings tech 1
Thieving Imp, you discard #3 - ($2)
Midband Vandy, she kills brogre and takes 3 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt (1/1)
  • L3 Vandy (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I really hope he can’t get to Vandy. If he maxbands Zane that’s all his money. He can use bloodburn if he suicides bombaster, and thus open up the chance for him to zane maxband and then move imp to scav and then recover a card off technician. That’s probably his best bet because it helps him recover cards, but it also means he won’t have anything left for vandy. I guess I like this right now

"

Warmups, gotta try stuff out :slight_smile: Tower was an alternate consideration, but I think I’m happy with the choice right now :wink:

MMM1 Game 4 Player 2, Turn 3

P2 Red vs P1 Black

Starting Hand

Pillage
Charge
Careless Musketeer
Lobber

Events of Turn:


Upkeep:

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

Hotter Fire x2
Lobber x2


Main:

  • Zane + Midband, kill Imp, BB at 2 (2)
  • Bloodburn kills scav skele, now at 1 rune, you get a gold
  • Maxband Zane, shove techn to scav, we both get 1, BB at 2 (1)
  • Pillage, steal those 2 gold I just gave you, your base to 18 (2)
  • Lobber, trades with Vandy, levels fizzle, BB at 3 (1)
  • Bombaster kills Haunt, takes 1, BB at 4
  • skip worker
Workers

Mad Man, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 4

In Patrol:

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

In Play:

  • Bombaster (2/1)
  • Zane (4/4 lvl 6)
  • Bloodburn (4 stacks)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Lobber
Makeshift Rambaster
Nautical Dog

End of Turn Discard
My Thoughts

Zane shenanigans! Grabbing those Hotter Fires, tech up next turn


Well that went much worse than expected. Looks like you forgot to pay for lobber though

"P1T4


Tech StartingHand Workers

TECH
Gorgon
Gorgon


STARTING HAND
Bone Collector
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Dark Pact


WORKERS
Poisonblade Rogue
Graveyard
Skeletal Archery
Summon Skeletons


NextHand

Gargoyle
Skeleton Javelineer
Bone Collector
Deteriorate


Discard

Pestering Haunt (1/1)
Thieving Imp (2/2+a)
Dark Pact
Sacrifice the Weak
Gorgon
Gorgon


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I did not expect that. Damn me. Damn zane. So frustrating lol

"

You are correct, sorry about that!

I’m going to intervene here in the sake of interesting game and say you need to reconsider that patrol. As it stands, I can easily sac Bombaster and use Bloodburn to kill Jandra and double off BC in the process.

Backline Jandra would probs be best, lookout if you feel you absolutely must patrol it, but definitely not where I can readily make a huge trade

1 Like

I definitely overlooked that option. I guess I’ll backline and move BC to technician

1 Like

Are you sure about BC in techn? I can draw cards with that, too. I think the SQL was fine, as would be Elite or Lookout, but if it were me I probably wouldn’t do the scav or especially techn, unless I felt I really needed the card

1 Like

Lol, well now I’m torn between SQL and lookout

Let’s go with SQL.

1 Like

Ok proceeding forward with Jandra backline

MMM1 Game 4 Player 2, Turn 4

P2 Red vs P1 Black

Starting Hand

Lobber
Makeshift Rambaster
Nautical Dog

Events of Turn:


Upkeep:

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

Desperation, Kidnapping
Hotter Fire x2
Lobber x2


Main:

  • Bloodburn hits your tech1 to 4hp
  • Zane kills BC, BB to 3
  • Lobber, hits your tech1 to 2hp (7)
  • Bombaster breaks your tech1, your base to 16
  • Worker (6)
  • Tech 2 Fire (2)
Workers

Nautical Dog, Mad Man, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 4
  • Tech2 HP: 5 FIRE

In Patrol:

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

In Play:

  • Bombaster (2/1)
  • Zane (4/1 lvl 6)
  • Lobber (2/2)
  • Bloodburn (3 stacks)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Hotter Fire
Kidnapping
Lobber

End of Turn Discard
My Thoughts

Lookin’ good so far :slight_smile:


Well this game feels totally lost already. Guess I’m hoping for a miracle

"P1T5


StartingHand Workers

STARTING HAND
Bone Collector
Gargoyle
Deteriorate
Skeleton Javelineer


WORKERS
Poisonblade Rogue
Graveyard
Skeletal Archery
Summon Skeletons
Bone Collector


NextHand

Pestering Haunt (1/1)
Gargoyle
Skeleton Javelineer
Dark Pact


Tech 0 card(s)
Get Paid + float + rebuild tech 1 - ($9)
Worker - ($8)
Garth - ($6)
Deteriorate bombaster
Jandra trades with Zane, levels to Garth
Maxband Garth, thieving imp comes out. You discard #1 - ($2)
Heroes Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L7 Garth (3/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Ugh. This game is already over and I know it

"

Not to have to pour cold water on this plan, but Garth can only maxband tech 1s and 2s and only if the building is up. He can’t bring back tech 0s like Imp

You might be better off getting Orpal maxed out

Okay then I can declare this gg at this point

1 Like

GG WP! I think Imp on Turn 2 instead of skeletons, as well as teching a Dark Pact, would be a much better way to handle that turn. The skeletons are too easy for me to take advantage of, especially if you patrol them.

What would you like to do next?