Buqs [LL 3.16] Wolfpack [Outside of Wulven Class – Wulven Alignment]

1

VERSION: 3.160

Lore: TO BE ADDED

Wulven, though not “wolves”, behave very similar to them in that they do have a pack mentality, and this is represented through various card designs requiring only Wulven or effects happen with another Wulven ally. Generally in a wolf pack, many of the members are young (2-3 years old) represented by the lower cost of all the existing allies, with 2 Alphas (Male/Female) which are currently absent from the alignment (outside of Wulven Class). The Wulven alignment has been my favorite to investigate because of its uniqueness of existing within and outside of the Class. For this articles purposes, currently I will not be discussing the Wulven Class, though I may decide to include this at a later time.

This guide is an evolving article which will change periodically, depending on balancing card changes or a change in my though process after playing more with the cards. Special thanks, as always, to Gondorian and TJ Starval for input!

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Buqs [LL 3.160] Frankenstein’s Castle (Shadow/Human/Neutral Homunculus Alignment Guide)

FROM SHADOWERA WIKI:

Homunculus is a tribe of allies in Shadow Era. They were introduced in Dark Prophecies, with further support in Shattered Fates. This type of ally are made up of creatures which have been artificially created by their specific faction (they have members on both the Human and Shadow sides). They seem to have a wide range of effects, some involving the graveyard, attachments, and attack/health increasing.

1VERSION: 3.160

Lore: The Homunculus alignment is tied together by the idea of created allies, usually with some elemental (fire, ice, electrical) theme or being created from other allies. Then growing and augmenting them.

As I look over the tribe in general and read the wiki about what the alignment is, I can’t help but think of the Frankenstein monster. Essentially the tribe is using “pieces” from your hand and “parts” from graveyards to grow your allies. So far the shadow side of the tribe revolves around discarding from the hand and exiling from any graveyards to manipulate the board and receives one or more bonuses from doing so. The human side appears to be a wisp (no real synergy), electric theme and a combination of temporary and actual growth. The neutral side appear to be all over the place but provide some additional choices for both the human/shadow builds. Homunculus decks are generally ally heavy and very reliant on items and attachments specifically, with a splash of other abilities here and there. Homunculus having access to all the different types of combat damage really makes me appreciate the Frankenstein approach of the tribe much more.

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Buqs [LL 3.160] Engineering an Empire (Aldmor Alignment Guide)

1VERSION: 3.160

Lore: TO BE ADDED

The Aldmor Alignment reminds me a lot of a show I watched on the History Channel, Engineering an Empire, which follows how various Civilizations used Engineering to help win battles. The Aldmor have a great number of Artifacts (Engineering) which help to create various bonuses to benefit the tribe. In addition, the Aldmor are also very Shadow Energy based and benefit greatly from SE activated abilities and/or having equal to/more than your opponents.

This guide is an evolving article which will change periodically, depending on balancing card changes or a change in my thought process after playing more with the cards. Special thanks, as always, to Gondorian, Starval, Veles, Preybird and Bob Ross for input!

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Buqs [LL 3.160] Necronomicon (Undead Alignment Guide)

Necronomicon

VERSION: 3.16

Lore: TO BE ADDED

The Undead Alignment is one of the most synergistic alignments in Shadow Era, and also the most versatile. This is most likely due to having available Undead alignment cards as early as Call of the Crystals and having been constantly added with each of the subsequent expansions up to our current Lost Lands Expansion. The tribe in general has an overall feeling of aggression and being hard to get rid of …. completely.

This guide is an evolving article which will change periodically, depending on balancing card changes or a change in my though process after playing more with the cards. Special thanks, as always, to Gondorian, Starval, and BobRoss for input!

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Buqs [LL 3.160] Demolition Derby (Ravager Alignment Guide)

VERSION: 3.160

Lore: TO BE ADDED

The Ravager are possibly one of the most complete Alignments in Shadow Era. They have a great blend of aggressive and defensive allies, ability damage, attack boosters, a variety of item/ability destruction and even negative effects removal. The only thing the alignment specifically lacks is a dedicated draw engine having to rely on Class/Faction cards to fill these needs. The Ravagers are also a combo oriented tribe, however they do not necessarily need to rely on combos in order to maintain their strategies. In addition the Alignment also represents a lot of the cost mechanic Sustain (read more here) to help offset some of the tremendous strengths of the tribe. I personally enjoy the tribe and have come to appreciate them through studying them.

This guide is an evolving article which will change periodically, depending on balancing card changes or a change in my thought process after playing more with the cards. Special thanks, as always, to Gondorian, Starval, Veles, Preybird and Bob Ross for input!

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WC 2014 Top 4 Interviews – A1 Sisyphos

How does it feel to finally get that boulder to stay on top of the hill?

😀 You have to imagine me happy ofc. But also quite ready for a little nap. My back hurts. I guess i could lean against that boulder over here.

When did you first start playing Shadow Era?

~3 and a half years ago.

How did you find the game?

I googled „bored“ and „browser game“. Was at work so it had to be a browser game.
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WC2014 Top 4 Interviews – BP Lorgi

What is the significance of your IGN?

My IGN is derived from my last name and I’ve been using it as a gaming nickname for quite a while now. Also, some people call me by that nick in rl because my first name is the most common name in the country.

When did you first start playing Shadow Era?

I started playing SE around the time CotC was oficially released iirc. But after several months or so I took a longer break and didn’t return till after Iclipse won WC.

How did you find the game?

I found the game while I was looking for free to play online TCGs. It was recommended on some forums so I thought I’d give it a go…
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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 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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