That’s a good point. At least to begin with, you probably need to learn how to use the starting decks more than anything else. The other parts will start to become more important as you get better, and the nice thing about the starting decks is that they’re each only 10 cards, most of which are relatively simple.
I think the best way of summing up Red is the way Sirlin described how he played it. To paraphrase, he said that he wants to end the game with his board empty, his resources exhausted, and he’d lose next turn… But he won by getting the last point of damage needed onto his opponent’s Base just before it was too late. Again, that’s not the only way to play Red, but the color is designed to support that kind of plan where you race to finish off your opponent before they can stop you. That’s why something like Mad Man is helpful, since there may come a time when you’re doing that strategy when you only need one more point of damage on whatever you’re trying to destroy and you need it right away.
That said, if you’d like me to clarify anything about either the Red starting deck or opening strategy, I’d be happy to! Just let me know what you’re having trouble with.
This is true, there is a lot going on in Codex. I know that before I got the Starter Set I had trouble teaching new players using just the Core Set, but I had a much easier time last week teaching a friend the basics using the Starter Set so there wasn’t as much to focus on at once. We’ll see if he gets lost when I move him up to the full game, though…
Yeah, I knew something like that would happen. Don’t worry about it, you seem to have a much better grasp of it now than before, and everyone makes mistakes with it their first few games.
Sounds good! I’m doing this on my phone, so I’ll edit in thoughts on this turn when I get home.
Edit: Thoughts have been added.
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Drakk - ($1)
Recruit the Nautical Dog! - ($0)
Discard 3, draw 5
- Drakk Ramhorn Lv. 1 (1/3)
- Nautical Dog (1/1) (Frenzy 1)
Base HP: 20
Given this starting hand, I could use Rambaster to start a base race, play Nautical Dog and either Drakk or Jaina to threaten high damage output next turn, or if I’m feeling crazy I could play Bloodburn as a trickshot opening. Since I want to teach Azuset how to use Red, Dog + Hero seems best to bridge the gap between how he seems to think and how Red works. It doesn’t commit to a base race, it’s based on good play for any color (a hero and a 1-gold unit is pretty much always a good opening for player 1), and if I go with Drakk in particular I could reinforce the idea of how powerful granting Frenzy and/or Haste to units can be.
No need to patrol as player 1 against Green, since they have nothing like haste or spells that target opposing patrollers. Workered Bloodburn because it’s hard to find a good chance to play a 3-gold upgrade with such a delayed effect later.
If all goes well, I’d like this to lead into “EricF’s Recommended First Red Plan” of Fire units supported by Drakk’s abilities and spells.