I wanted to talk about the paradox today and what they are shaping up to be in ELO form. For the sake of simplicity, I will only be referencing Paradox as a mono deck.
To start: I have not taken paradox into ELO since they came out with wave 1 because I am looking to get consistent data on the deck I am currently using and don't want to jeopardize my standing with testing. To this end, I have formulated a type 1 deck that fits elo standards and have been using them specifically for daily tournaments. Now considering the two formats are close enough to each other for comparison sake and possibly even a better grounds for testing because of no player bans...I feel that the success seen in daily tournament can spill over into elo very easily. The one major thing to consider is the life gap from 12 to 14, but being such a high damage clan I feel it doesn't jeopardize the results too much. The deck is fairly simple: it consists of Anagone at 5 stars, Ramak and Elios at 4 stars, Xerpes and Dagostini Ld at 3 stars, and finally, Leonaparte, Galahad and Aneta at 2 stars for a grand total of 25. I wanted to push the importance of the clans strength so I chose all the highest damage cards at their specific levels, this is why Doela didn't make the cut. Being able to threated a 2hK0 for game is the most important aspect of the clan. Playing your cards as such as to guarantee the last 2 rounds are asymmetrical can turn a game completely around. Now for some notes.
The most important play of the game is the lead in and the follow up turn. Rounds 1 and 2 determine the match. this is quite honestly true for most games with any clan, but specifically as a paradox player you need to take advantage of the board state and make sure you can line up your bonus in the later rounds. It pays to win the first round. You need to come out swinging and drawing your opponents big threats out first. Cards like Ramak, Elios, #Dagostini, and Anagone are crucial to this end. A lead in with a powerful threat will either cause your opponent to respect the play and pill to win or concede the round in hopes of you over pilling. To this end, a low pill investment on the lead in going first sets you up to be able to KO at any moment if you won the gamble. Alternatively, if they over pill well, it just gets easier to win on the back end with a nuke like Xerpes. Taking the shortest route to victory in close pill encounters is usually the best route. Even if your opponent anticipates it and beats you out at times, not everyone is willing to take a gamble on you going for a furious KO at round 2. This is especially true on turns where your courage ability is not active (Shock and Awe). Outside of SOB clans, where you have to play more reliant on your abilities for the game, the damage you are able to reach on each and every card makes your opponent tighten up their pill usage. Galahad and Leonaparte share the same magic pill number: 4 + mandatory 1 (5).
I have consistently found that the worst possible way to play the clan currently is by holding back. Now yeah...sometimes you can and will get that sweet KO with Anagone, but that should not be leaned on. All of your cards have a high damage potential so being able to catch up a life lead loss is not a problem. It's more important to lead your opponent into the later rounds where pills are scarce and finishing up with whoever is available. Now with that being said...as far as DT goes...if they disrespect your Anagone by playing an obvious bluff that is not adjacent to him....FINISH HIM!!!! Those are the best games! A (2,4,6) pill split is a good template to follow. Round 1: (2), Round 2 or Round 3: (4), Round 3 or Round 4: (6). Depending on when you choose to bluff: Rounds 2 or 3. Well that's about all for now. I will post more as new elements are brought to light, but this is my experience and winning strategies as of yet.