Hidden Potential In Cards: Spirit Warden

A little while ago, Veles wrote an article about the Shadow Era card Antimatter and how it has gone from mediocre in Dark Prophecies to excellent in Shattered Fates.  The same can be said about the card Spirit Warden, except it was mediocre and is now excellent for very different reasons.  Antimatter got better because of other cards that became available to elementals, while Spirit Warden became better because of cards available to everyone else. Continue reading

Aramia, the Lonely Chick

Aramia,The Lonely Chick

Written by Jordan
The hot summer winds swept across the plains of Balor, rustling through the small villages located at the base of Mt. Miaara, the shape shifting mountain shrouded in mystery. Next to the serene majesty of Mt. Miaara lay a surprising sight; a smoking and charred wasteland of spent supernovas and failed boomerangs.
At the base of Mt. Miaara, one could make out the outline of a massive, dull blue facility pulsing with a teal fog of ethereal energies. The occasional thwack of the boomerang and fizzling of a fireball could be heard emanating from the grandiose marble entrance which faced the mountain. The surrounding villages were built with a wide berth from the facility, for good reason. The facility was known to occasionally release giant bouts of flaming gas and waves of razor sharp boomerangs. It is said, according to a Unaxion paladin who had once gotten close as it happened, that one could hear the raging screams of Aramia as she tossed out apprentices wielding unstable supernovas and sent them flying to the wastelands to released the pent up energy. Continue reading

buqs [SF v2.88] Demolition Derby (Ravager Guide)

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

[SF] Shadow Mage: Drawing Capabilities

Saving my favorite for last! Shadow Mages of Shadow Era have often been consider the weaker faction because they generally relied on a later game style deck, while humans relied on a faster deck. The Shadow Mages in Call of the Crystals and Dark Prophecies typically revolved around Tome of Knowledge, Shadow Knight and Sacrificial Lamb. Shattered Fates bring lots of new toys that work really well including new Undead tribal things, Amulet of Conjuring and Flameforged Gauntlets. In additional, Gravebone received some boost with Crystal Shards and Falseblood Cultist.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Majiya – 4SE: Target opposing ally takes 3 fire damage. Draw a card.
Gravebone – 4SE: Return any ally from your graveyard back into play.
Raikka – 3SE: Until the start of your next turn, friendly allies have +1 attack and fire attack, and opposing allies and weapons have -1 attack.

DRAWING CAPABILITIES

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[SF] Shadow Hunter: Drawing Capabilities

Much like the Human Hunters of Shadow Era, the Shadow Hunters have viable options in all of the categories. This creates a lot of variety in the ways you can build this class/faction.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Banebow – 3SE: Up to 2 different target opposing heroes or allies take 2 damage. This damage can’t be prevented by ally or armor abilities.
Baduruu– 4SE: Target weapon in your hand is summoned at no cost and gains +1 base attack.
Skervox– 4SE: All opposing allies are disabled until the start of your next turn and poisoned.

DRAWING CAPABILITIES

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Bob Ross’s [SF] Victor Profile

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).

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[SF] Human Mage: Drawing Capabilities

Human Mages are consistently one of the Top Decks of Shadow Era. Mainly they tend to be of the rush variant and they have tons of draw options to support this. Tome of Knowledge has consistently been one of the top draw engines for Mages for all expansions. Call of the Crystals and Dark Prophecies also used lots of Bad Santa and occasionally splashed Honored Dead as well as Treasured Heirloom. Shattered Fates brings a new tool in Amulet of Conjuring which really speed the flow of draw cards to the hand. In remains to be determined whether Amulet will remain in its current form or if it will receive some nerf as we move closer to completing the set.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Nishaven – 5SE: All allies take 4 electrical damage.
Eladwen Frostmire – 4SE: Target opposing ally takes 4 ice damage and is frozen (it can’t attack, defend or use abilities) for 2 turns.
Aramia – 3SE: Target item in your deck with cost 3 or less is put into play, as if summoned at no cost. Shuffle your deck.
Loest, Savior of Layar– 5SE: Target ally, item or ability is exiled (removed from the game).

DRAWING CAPABILITIES

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Card Breakdown: Hunter’s Gambit

Sorry for the lack of new content lately. Haven’t had many ideas on what to write about and was also distracted with real life matters too. Without further ado:

Hunter’s Gambit
2cc
Hunter Ability – Attachment
Attach to target opposing ally. That ally has -1 health. When Hunter’s Gambit is destroyed, draw 2 cards.

Hunter’s Gambit was (And possibly still is) one of the most debated cards, and in my opinion, game changing from the Shattered Fates expansion. This card provides the Hunter class with something they did not have back in Call of the Crystals and Dark Prophecies, a solid draw card.

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[SF] Priest: Drawing Capabilities

For our (pre) Halloween release we are blessing you night with the Priests. The Priests drawing has evolved with each expansion of Shadow Era. Call of the Crystals revolved around Tainted Oracle and Wizent’s Staff, Dark Prophecies brought new tools like Forgiveness and Elizabeth Winterborn, and recently Shattered Fates brings Scriptures of the Righteous and Glass Chalice of Knowing both which seem to have replaced all the other draw options.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Jericho Spellbane – 4SE: Target friendly hero or ally has all enemy attachments and negative effects removed, or target attachment is removed.
Zhanna Mist – 3SE: Target friendly hero or ally heals 3 damage.
Threbin the Righteous – 3SE: Until the start of your next turn, opposing heroes and allies that enter combat with Threbin take 2 arcane damage.

DRAWING CAPABILITIES

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