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!
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.
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.
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!
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!
This is the deck I would have used had I been able to participate in the Shadow Era World Championships of 2014. Ultimately this deck is tuned to my play style and how I wanted to approach the Qualifier events. I started with my Gravebone: Undead Necromancer build and transitioned in some other cards that could help me in various matchups.
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
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.
Current Expansion: SHATTERED FATES
Current Version: 2.87
•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.
Key cards: sun-blighted one, sacrificial lamb
Now since I ever started playing shadow era one hero caught my attention. Gravebone.
Why Gravebone? Because many said he was useless, non competitive,
And his abillity is just outright redundent.
A recent Shadow Era update to Shattered Fates Expansion brings a large overhaul to the Ravager Tribe. The biggest changes for the ravagers is the transition from the +1/+1 (attack/health) stat growth pattern to a more aggressive +2/+0 flavor. The tribe still pretty much plays the same as before, however with a few games played you can really feel the difference. Being a Gravebone enthusiast, natural I decided to pair them together and see what happens.
One of faction / tribe combinations that is never really talked about or discussed in Shadow Era is the Shadow Homunculus. There is a real strong synergy within the tribe dedicated to ally growth, discarding, and manipulates card from your hand and graveyards.