Nudging the tiller - balance

I’ve been thinking about the multicolor penalty (@Nekoatl, curious what your thing is) and what I don’t like about it is

  • unless you’re splashing for a early combat hero (Rook, Zane, Vandy, Grave) with t1/t2 impact you pay the upfront 1g penalty before you get any benefit from your other spec

  • hits rushdown decks harder than midrange/controllish type decks? So multicolor decks are more likely to be midrange and rushdown decks are biased towards Finesse.

  • the gold cost hits p1 and their 3-cost starter cards much more awkwardly (5g vs. 6g is a bigger deal than 7g vs 8g), specifically limiting the variety of openings to mostly just 1+2+2 or 3+2 vs. also 1+2+3 or 1+1+2+2. (except for black, which has multiple 0g cards, and to a lesser extent green if you get Prospector turn 1).

Why not: The first off-color hero or Tech I / II / III card costs an extra 1g? Slight nerf to some of the best early-game heroes, and doesn’t take effect until your board is actually multi-colored. Might be weird with Necromancy / Present having easy access to getting “free” units ~directly from Codex; might also need the Garth maxband 5g -> 4g nerf. (there aren’t any 5g black units, so it’s a little weird in the first place, but obviously intended specifically to be able to fetch 5g off-color powerhouses like Hyperion and Oversized Rhino.)

I’m really curious what’s already been tried and found not to work, because it seems like something that must have been iterated on a lot.