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

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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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[SF – 2.92] Bloodfang Wulven Buddy System

I’ve been really busy working with the Players Focus Group (PFG) to balance the upcoming release of Lands Lost Expansion so please forgive me that it has been a while since my last deck post.

There was a recent update to Shattered Fates Expansion of Shadow Era in which Bloodpack Shaman received a rejig:

Bloodpack Shaman – Ability changed to “When Bloodpack Shaman is summoned, target Wulven ally in your graveyard except Bloodpack Shaman is returned to your hand.” (from “When Bloodpack Shaman is summoned while every ally in your graveyard is a Wulven ally, target Wulven ally in your graveyard with cost 3 or less is returned to your hand.”).

This particular change was interesting to me as I quite enjoy playing with Bloodfang but have really had zero success with the “OP Shaman Looping”. The Shaman rejig fits my playstyle quite a bit more so I decide testing was going to be quite enjoyable and it is.

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[SF] Bloodfang “Wulven Necromancer” (Undead/Wulven Hybrid)

Shatter Fates expansion of Shadow Era has brought to us many new Heroes. In my continuing adventures to find unlikely pairings that actually work together I attempted to match Bloodfang with a non-Wulven alliance. Bloodfang’s ability forces him to play with Wulven allies to max the potential of his Shadow Energy ability creating a great challenge for me. I decide pairing him with Undead would be a good test since they are easily the most developed and synergistic tribes.


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[SF] Wulven: Draw Capabilities

Aaaaaaoooooowwwwwww!!!!! Who doesn’t like wolves? These guys have lots of variety for draw but in general they revolve around the pack (allies) as seen with Bloodpack Shaman as well as armor like Wrath of the Forest. However the primary draw engine is Blood Moon which has one of my favorite arts in the game.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Darkclaw – 3SE: Until the start of your next turn, your weapons have +2 attack and Darkclaw has ambush (his attacks can’t be defended).
Moonstalker – 3SE: Moonstalker and all friendly allies have stealth (they can’t be attacked) until the start of your next turn.
Bloodfang – 5SE: Target Wulven ally in your hand is summoned at no cost and it gains +1 base attack and +1 health.

DRAWING CAPABILITIES

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Bloodfang: Here Be Bloodfang

This deck is result of an effort to find alternative ways of playing Bloodfang. In QM and tournaments he has been mostly used as pure ally based Wulven deck with pretty straightforward strategy of swarming the board thanks to his ability and synergy between Wulven tribe allies. However if you draw a parallel between his and Baduruu’s ability you can see that in its nature Bloodfangs ability is also a tempo boost as it can save up to 8 resources per turn (Howlfang + 3cc ally for example). This lead to me believing it is also possible to make  a Bloodfang deck that would mimic Baduruu’s Resource Destruction.

Key Cards: Here Be Monsters, Crescent of Doom, Wulven Tactician

Speed: Medium

Difficulty: 4/5

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Moonstalker – Whip It

With SF and new cards that support undead tribe Moonstalker has become even more annoying. With stealth and damage reduction provided by Grave Resistance Moonstalker’s normally bad match ups are now significantly mitigated making him in my opinion tier 1 hero.

Key Cards: Grave Resistance, Gromm’s Whip

Speed: Medium

Difficulty: 2/5

 

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