Errants are the first of three multi-colored specializations in Calbria, their colors white and gray. They are Knights that have not yet learned the true meaning of honor, choosing instead to seek glory in battle.
The steel of an Errant sits impatiently in their hilts. They smile when they must 'resort' to violence to bring rogue mages and petty brigands to justice. Their masters look down upon them and shake their heads, unsure of whether they will ever reach their full potential or not. However, to an Errant, nothing matters but the speed at which they can draw their blade.
Like some of their predecessors from Winterstorm, Errants are a fast-paced, low-defense specialization that revolves around constantly pressing the attack. Many of their cards target an enemy in melee, so you'll have to get close and personal to benefit from Errantry.
The specialization itself has little means of generating card value, and must rely on the strength of their ultimate to carry the day. Luckily, their other cards have different strengths...
Firstly, you'll need to get there.
Heroic Travel cards have been conspicuously absent from Calbria, but it manifests here as To Battle in Errant. It's very important for you to be in melee range, and To Battle easily provides that.
Additionally, it does not require you to be at any range. You can simply use it whenever you need to generate power, whether you're across the battlefield or already up close.
What do you do once you get there? Bring out the plethora of low-cost Attack cards that Errants have at their disposal!
While on paper Wild Steel may seem lackluster, it's a pivotal tool in Errant's kit due to their ultimate. The card lost for you is usually insubstantial, while it can be brutal and begin to add up for your foe.
Actionless damage is always a welcome sight, anyways. And Errants are fast, especially compared to their counterpart, the Saint.
Because of Wild Steel and No Mercy combined, a substantial amount of damage can come out of nowhere in melee range while facing an Errant. Be careful around them—while they may present themselves as honorable knights, many are little more than bloodthirsty assassins waiting to cut down an unworthy foe.
The damage doesn't stop! If your foe was waiting for the big card to counter, they missed their opportunity with this in your hand. Even if they prevented your combo with Disarm earlier during your turn, your assault is still ready to go. Nearly unstoppable, Strike True is one of the safest finishers in the game.
It is very possible, especially if you closed the distance to your foe quickly during the early game, that you'll still need some extra cards. Can Errant do anything about that?
Use your Second Wind on demand! And if you've already done that, simply bring your foe down to the level of cards that you have in your hand. It'll be a lot worse for them than it is for you.
Errants focus mainly on dealing high amounts of damage quickly. They don't have much in the ways of defense, generally playing a reckless game and counting on their own training to win the day. This can prove brutally effective, or quickly show you the error of your ways.
Try combining them with Knight to utilize their Chivalry synergies, Sorcerer for the discard bonuses, or Warrior for the Frenzy effects. Even as a burst assassin, Errant has a lot of means of accomplishing their goals.
It's also possible to take a substantial amount of defensive cards from your Classes as an Errant, focusing on tempo to keep your foe under control while you steadily deal damage and wait for a powerful turn to finish the job!
Play as the young and reckless Errant in Calbria, the first expansion to Ivion!
You can find Calbria on Kickstarter Q2, 2019. Scroll down to subscribe to more updates!