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Coteaz - Mobile Assassins (1st draft)




3 Comments

DavidDisab has flagged this deck, asking for comment, so here's some comments:

 

Overall, it's interesting deck concept, but I think you may have gone too far down the web of combo possibilities and lost sight of basic efficiency.

 

Command first: with just 6 1-for-1 cards and 3 2-for-2s, you are going to struggle in the command phase. Don't look at the command icon total for the deck, which is misleading, but rather pull a bunch of card draws. Most tourney-ready decks will pull out 5 or 6 command icons on their first turn, and the more command-slow ones will be around 4 icons. The 8/8 start helps a lot, but pulling 20 or so hands, the command performance I got was very high variance, but often in the 2-4 command icon range.

 

What you also have is alternate economy approaches that pull in different directions.

 

Ammo Depot in Coteaz is an interesting one. Basically, to play and use it on turn 1, you'll have gone from 8C8R to 7CR7R after playing it, and now to get down to triggering it you need to play 4 more cards with 7R. That averages at 1.75R per card. Of course, its more complex than just looking at your deck average cost: on that first turn any card that can't be played in Deploy Phase is going to lock you away from being able to use the Depot, and in later turns any card that can be ditched for shields or be played at no cost is going to run your hand down faster. Some cards are clearly strongly synergistic with ammo depot, others have more subtle interactions, others are clearly anergistic.

 

Calamity is strongly anergistic with Ammo Depot, for example. On a turn you play Ammo Depot, a Calamity in hand is one you can't clear till the HQ phase. On the turn after you play Calamity, its very hard to get down to 3 cards in hand.

 

Muster the Guard does have a mild synergy with Calamity AND Ammo Depot, but by including all three cards you're pulling the deck in different directions. Also, Muster the Guard is going to have a hard time paying off for you: look at your deck, and you'll see theres only 17 cards that benefit from Muster The Guard. That is to say, at any given time you play Muster, its likely a third of the cards in your hand will benefit from it.

With a low cost curve and an Ammo Depot basis, you're basically looking at exhausting your warlord to save 1-2R: a complete non starter. Don't forget that an exhausted Warlord doesn't win command, so likely you're losing a command struggle you would have won otherwise to make that saving. 

Sure, Calamity the turn before will maximise the saving, but you're now running six card slots for a two card combo that isn't that great even in ideal circumstances. Under best circumstances you're spending 3R2C and a warlord exhaust, with high set up requirements, to save yourself a handful of resources. Say you have 10 discountable units in hand after that combo, you've now saved 10R. Except actually, you won't have 10 units in play, because Coteaz is sacrificing units to keep himself going, you're probably losing the command game so won't have drawn that many cards yet, and units die all the time in game. 

 

As to cards that DO synergise Ammo Depot? Promotion is the obvious one - its zero cost, it helps you win those resource command struggles that depot decks play, and Ammo Depot decks often make 6-8 deploy turns, you can play it really late in the deploy phase to maximise its effectiveness.

 

In there too you've got some other nice combos that are hard to assemble, like Goff Big Choppa and Cadian Mortar Squad, but the cost curve of these combos is so high that you won't be able to afford to use them.

 

Broadly, what you need to do is to pick an aspect of the Coteaz game that you want to optimise, then build that on top of a sound foundation of command, straightforward combat presence and easy to access control effects. For example, if you're running Depot as your main draw engine, you do so with a very low cost curve, with cheap and easy to play events, and you swarm like crazy. If you want to do the Big Choppa thing, then you run 3 Big Choppas, multiple targets that benefit from it, and multiple means of getting the combo running.

 

Anyroads, I'll knock up an Ammo Depot Coteaz build and come back to you shortly.

Coteaz Depot / Ambush Deck
-fun level deck, T 1.5-
 
Total Cards: (50)
 
Warlord: 
1x Torquemada Coteaz (The Threat Beyond) 
 
Army Unit: (29)
4x Coteaz’s Henchmen (The Threat Beyond)
3x Mystic Warden (Gift of the Ethereals)
3x Ratling Deadeye (Core Set)
3x Shoota Mob (Core Set)
3x Tallarn Raiders (Zogwort's Curse)
2x Rogue Trader (Core Set)
2x Void Pirate (Core Set)
3x Evil Sunz Warbiker (The Threat Beyond)
3x Snake Bite Thug (The Threat Beyond)
3x Iron Guard Recruits (The Scourge)
 
Note here that no unit costs more than 2, and that most of the units are Staging Ground friendly. Despite having only 35 command icons total (which is middling) this deck is actually going to be deceptively command strong, because of the deploy delays from a larger hand and resource start, and from the Depots. We have 13 1-for-1s, 3 2-for-2s and 3 promotions. 
 
Attachment: (4)
1x The Glovodan Eagle (The Threat Beyond)
3x Promotion (Core Set)
 
Event: (11)
2x The Emperor Protects (The Threat Beyond)
3x To Arms! (Gift of the Ethereals)
3x Suppressive Fire (Core Set)
3x Preemptive Barrage (Core Set)
 
These cards are all cheap and easy to play in combat as shields or effects, and in a pinch you can even use To Arms on Ammo Depot, though I advise resisting doing so most of the time.
 
Support: (6)
1x Formosan Black Ship (The Threat Beyond)
3x Ammo Depot (Gift of the Ethereals)
2x Staging Ground (Zogwort's Curse)
 
Lots of low cost. Yes, Catachan Outpost is a fantastic card, but fact is it is anergistic with a Depot-based build.
 
 
Strengths of this deck:
- Decent shielding
- Decent but not superlative command, but high draw speed.
- Great choke resistance
- Lower than usual predictability on Coteaz, once Staging Grounds in.
- Coteaz unlikely to run out of bodies to sacrifice.
- Exceptionally consistent in performance.
 
Weaknesses of this deck:
- Lower spike damage potential than most Coteaz decks
- Sowing Chaos and Calamity can wreck it, potentially.
- Not as hard hitting or resilient as a Worr Staging deck.

Continuing the discussion, check this deck out:

 

http://www.cardgamed...-nationals-r563

 

That deck won the philippines nationals, and uses both Depot and Muster, and is more rounded. However, 12 players isn't exactly a huge nationals, and the discussion there is an interesting one.

 

Also, check out this deck:

 

http://www.cardgamed...ved-coteaz-r520

 

..which is in my opinion a MUCH BETTER coteaz deck than the one above, and in fact the only truly top tier Coteaz build I have seen so far.

 

I've played both of the above builds extensively, and I find the Philipines winner has some excellent games against Kith (as you might expect, with the Mortar Squad machine gun and Ammo Depots) but is fragile in a lot of match ups, especially command strong ones. The Jeermaster "Solved Coteaz" build on the other hand actually quite suffers from being choked, but can pull through that, and actually is all round more resilient.

 

However, opinions may vary!