Recent Shadow Era up version 2.86 during the Shattered Fates Expansion did a complete overhaul of the Ravager Tribe. They transitions from standard +1/+1 boring growth pattern to a more aggressive +2/+0 growth pattern. This is actually a huge change which dramatically changes their playability as a tribe in general. The update also brings in a new 2cc ally creating even more flexibility the build. The Ravagers are still a very much a combo oriented tribe, however since the update they rely a bit less on the combos in order to maintain their strategies. In addition to being combo oriented the Tribe also represents a lot of the new game cost mechanic Sustain (read more here) to help offset some of the tremendous strength of the tribe. I personally enjoy the tribe much more and have come to appreciate them through studying them. Continue reading
Victor has always been a favorite hero of mine. In Dark Prophecies and before he was often underrated. Although he was capable of being strong in certain matchups, he used to have great difficulty with others, potentially having several decks and heroes that would be auto-losses. The problem with Victor was his draw. He could recycle cards, which was pseudo-draw, but had few cards that offered any kind of good consistent draw. On top of that, his strongest ally killing cards were Death Traps, which had the disadvantage of triggering Ill-Gotten Gains, making Rogues a near auto-loss matchup. At the same time, his ability requires opposing allies in play, which made him very weak against solo decks (decks without allies) which used to be much more common.
Shattered Fates, and specifically Hunter’s Gambit and Deepwood Bobcat have greatly changed this. Now Victor has few bad matchups and no auto-losses. Even when facing a solo deck and denied of their shadow energy abilities, most Victor decks can still present with decent draw and consistent threats. This is because solo decks gain advantage by completely nullifying opposing cards devoted to ally removal (making 1/3 of an opponent’s deck irrelevant); Victor doesn’t need a lot of cards devoted to ally removal and so solo decks only nullify a small number of his cards and his SE ability, still leaving him free to mount a strong offense. Victor is generally considered a tier 1 hero (if not, tier 1.5 or 2).
Garth Ravensoul is ‘King of the Board’. I mean this both in terms of his strengths and his limitations. His strength is that any ally or weapon on the board can easily be made a threat to opposing allies. This translates to Garth being able to establish and keep board control relatively well throughout matches. King of the Board is also a reference to the game, ‘King of the Hill’, in which one person tries to stay on top and shove everyone else down. Indeed, this is the game that Garth plays. He does it well, but he needs to win at this game to be effective. Allowing the opponent to dominate the board for too long (and become ‘King of the Board’) is a sure way to lose as Garth.
On the Shadow Era Wiki Sustain is defined as a game mechanic that was introduced in Shattered Fates. This mechanic is found on cards that would otherwise be rather powerful for their cost. This effect causes the controller of a card with a Sustain cost to have to pay a cost (health from their hero or shadow energy generally) as the cost for keeping that card on the field.
Aside from a cards original casting cost, sustain is an ongoing unpreventable cost that a players HERO must pay at the end of each of your turns. The sustain cost must be paid in full for the card to persist and the cost can not be reduced in any way. At the end of your turn, if the sustain cost can not be paid, the card enforcing the sustain cost will self destruct. If there are more than one card with the same sustain costs, they will be paid at the end of turn in Standard Resolution Order.
Now let’s take an in depth look at some of the current Sustain costs and the cards associated with those costs:
Current Version: SHATTERED FATES (2.87)
Serena Thoughtripper – 3SE: Until the end of your turn, your weapons have +2 attack, and if Serena deals combat damage to a hero, that hero’s owner discards a card at random.
Serena excels at control, and has since the beginning. She represents a difficult, hybrid play-style, combining items and allies. Like other rogues, she does best when she has some board presence; however she sometimes has difficulty regaining board presence or control once she’s lost it. She has comparably little room for error and it is often important to anticipate your opponent’s moves. For this reason, Serena is often considered difficult to play, like Logan. Unlike Logan, she has been considered a middle-tier hero (not the strongest, but not the weakest), and may even be top-tier in the current version (2.86-2.87). Serena requires a weapon to use her ability, which means that Serena decks would do well to have at least 6 weapons in a 40 card deck. Having many items and abilities makes Serena have less room for allies, and so it is important to make those allies count. When Serena is played well with a good deck, it feels like everything is under control: even when the opponent doesn’t know it, she has an answer for everything.
This will be my first article. This article is aimed at the newer players, and is not going to go into the in depth statistical analysis that the high end players use. I use this in my deckbuilding before I start to really tweak, and I call it my 2,3,4 rule. Continue reading
I feel like writing another article and subjecting you all to my gibberish and ranting So this time it’s going to be about another of those words that’s thrown around on the forums….. ‘teching’. Continue reading
#1: Find the decks mission
What is my strategy and what is my goal to win with the deck (Board control? Damage? Particular finisher? etc.) and what archetype it is going to be (aggro, aggro-control, mid-range, control). Just looking at cards for board control, balancing with draw and allies isn’t just the answere of building a deck because without using the point I mentioned above, there is no point to continue. Continue reading
*Takes a seat*
Good day, sir Conquest here. I’m here to share with all my fellow sirs the anatomy and components of a standard SE deck. Now, what does it mean by standard? In this case, standard would be defined as used or accepted normally or on average. A brief overview would show us that a standard deck would be composed of various components available in Shadow Era: A Hero and its allies, abilities, weapons and armors. Aside from reviewing deck components, we will also take a look at the ratios of the components, assuming the build of a consistent 40-42 card deck. Continue reading
BUQS GRAVEBONE HERO PROFILE
Current Version: SHATTERED FATES
- Gravebone – 4SE: Return any ally from your graveyard back into play.
Gravebone for the most part remains the same in Shattered Fates but he has a general increase in the speed of his game. He relies on his allies to control the board and win the game. Shatter Fates introduced many allies and tools to help Gravebone, however the new discard mechanic has been the largest factor in the growth of Gravebone, reducing his deck speed from slow to medium. Before SF, Gravebone had to wait until turn 6+ before he could effectively use his ability on a consistent level which made him extremely slow. He had to constantly minimize the amount of damage taken early so that he could transition into the mid-late game. With SF a plethora of discard options have become available which have help shaped the speed up and flexibility of his game. Now he can consistently use his ability by turn 4 (with SBO as early as turn 3). Continue reading