Decks he belongs in:
*A deck without lategame, such as an aggro deck which is heavy on one-drops. If you find yourself using the trading post a lot, then Alpha One can go instead. Buffing him twice=Superior to drawing a card. He'll serve as another one-drop for your aggro plan, but also buff himself and become useful in other situations.
*A deck that wants Mechborn! He'll be your extra copies of Mechborn, since both cards are cheap (useful early-drops) and can keep attacking, becoming more powerful over time.
*A deck that wants to slowly buildup and lacks a decent "win condition" which can benefit off of his general utility. This should not be the main purpose for the card (since each faction have better cards for late-game finishers), but the versatility of the card can be quite beneficial.
*If you use him with Genesis, making him fly (Jetpack, Angelify) then using the Firestarter is a neat combo.
In terms of his raw stats...
*He costs one.
This is great if you deck lacks one drops. The game is highly limited in terms of the number of turn 1 plays. Alpha One is a little odd because you must keep investing resources to make him useful, but at any rate, Adora has already stated how important one drops are in general in the interview with Chess.
*He costs zero morale
, although he is awful against Verore. Sometimes we don't really think about morale costs, but on a card that can grow infinitely large, zero morale cost is a big deal. (I am a huge fan of Subjugated Dragon for this reason, even though the card isn't 'competitively' viable right now, as a card it can be very strong.)
*He is a 3/4 for one
. Buffs aside, his base stats are actually okay. Granted a 4/4 for one is still awful (Soldier of Fortune) but anything even slightly beyond that is very strong (such as Aspirant, a worse Soldier of Fortune that also has haste.) But with his buffs, he is mediocre against Verore. Buff him over time, but he might get Kidnapped, Hubris'd, Death Ray'd, etc, so do not spend too many resources at once or it could just be wasted. Conversely, he is that much stronger anytime your opponent cannot deal with him via a destroy effect.
*Additionally result, he can be excellent as a tool against Warpath - once he gets too big for Fight range, you can use his Immovable ability and continue to buff him to turn him into a Veroria effect.
As for his abilities...Mechborn Ability
- This is the main ability. Use it whenever, because it is cheap and efficient.Firestarter Ability
- Great when he's already big, and either needs to kill two blockers or kill a blocker & hit them directly.Immovable Ability
- Absolutely incredible once he is "big," since he can completely annihilate your opponent's entire line of attackers. This is incredible against Warpath.Primal Hunter Ability
- This is the worst ability, but its useful when he is small and you are certain they will attack/block with a certain character, and it is also useful against deathtouch (Spirits of the Ancient Guardian) and infect.
He will allow you to gain
board presence without wasting cards from your hand. This is invaluable, such as if you have cards that you are saving for the right situation but want to spend your resources on something useful (something more useful than the trading post) OR if you have built your deck intentionally using situational cards that are strong in narrow situations, but can potentially lead to dead cards in hand. (This will happen if you try to build your deck to beat everything. Erlaya is excellent at accounting for all possible situations he could run into, as he will run cards like Purify - which is potentially amazing or just mediocre.)Deck Concepts
I decided to build a couple decks around him. The first is an aggressive tempo deck built to just kill whatever they play and (try to) stay one step ahead. Coyle is great for this role since you can ignore card advantage as a tempo deck would want to focus solely on the board.http://cloud-2.steampowered.com/ugc/3282304231656042697/8436F6AFB070A2A3CB18925AE46A5E6504B26394/
The second deck is a tempo/control deck (that may be a contradiction), but it seeks to go for an early aggro plan with Coyle and if (when) that fails, you can overpower your opponent by "going big" and having your (much larger and literally unstoppable) characters to win by having higher card quality. You gain card advantage and board position through Mass Death and Veroria and deal with their cards on a 1-for-1 basis via Death Ray. Again, Coyle is your "plan A" and you can (and should) use him to gain as strong of an early advantage as you can and put your opponent on the defense. Use all your cards to keep him alive and kill their blockers. If they are defending, then (hopefully) that means you're not being killed. Which is great to set up for the deck's overwhelming amount of lategame cards.http://cloud-4.steampowered.com/ugc/3282304231656145872/7835C4D3400D957BDFDE41D3F419F276162DAC19/