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 3.16] Book of Ellos’ (Templar Alignment Guide)

knight_s_prayer_by_matthieumaVERSION: 3.16

Lore: Templar – Tribes in Focus

The Templar Alignment resemble priest-like or crusading warrior figures. They have varying effects revolving around arcane damage, abilities, and buffing/debuffing various things.

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] Suicide Squad (Twilight Alignment Guide)

Suicide SquadVERSION: 3.160

Lore: TO BE ADDED

Twilight Alignment is very much an interesting alignment to me. They have an interesting playstyle which includes a variety of characteristics of various Shadow Alignments. They have a likeness to the Undead in that they are death oriented having things trigger along with dying or having things happen based on their graveyards. Similarities exist to the Ravager in that they both are combo oriented and generally remove 1 combo piece in order to execute the combo. Like the Shadow Homunculus they have various growth options and can play Tower Ally builds. Finally they are very much dependent on other Twilight allies giving them a pack mentality similar to the Wulven/Yari Alignments.

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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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 Hunter: Draw Capabilities

Hunters have such a wide variety of draw options, including class specific in every category except allies. In earlier expansions, Bazaar was a favorite of Solo-Gwen helping her to dig for stall cards while she went for the throat, and Victor used Tainted Oracle and Treasured Heirloom for burst drawing. SF bring some new toys but all the Hunters love Hunters Gambit.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Victor Heartstriker – 4SE: Target opposing ally is reduced to 1 health. Return the top Hunter card from your graveyard to your hand.
Gwenneth Truesight – 3SE: Target weapon you control gains +2 durability and has +2 attack until the start of your next turn.
Ythan Redthorn – 4SE: Target friendly ally can attack 2 times this turn, and has +1 attack and ambush until the end of the turn.

DRAWING CAPABILITIES

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