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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Zhanna – Unaxio’s Blessing

This is a deck that I made at the very beginning of Lost Lands and have been playing off and on and tweaking as I go. Currently I’m rated 346 with it in quick match, so it’s certainly competitive – in the right meta. This deck has gotten me great compliments like “lucky top-decker!” and “Tidal wave won that game, not you!” I like being the only one playing the deck, as it makes it less likely that people will know how to deal with it, or that the meta will adapt, but people have finally caught on and started copying me, so I figured I’d post it and let you all know how it works.

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Zhanna’s Blessings


Allow me to introduce you to my attachment Zhanna.
I have been trying to make a workable version for quite some time. Now that Confluence of Fate no longer has Sustain 1HP, I feel like I have found a deck.
This deck takes some time to learn, but can be very successful if played correctly.
My favorite thing about the deck is its power to draw.
Almost every turn I have a full hand and play 3-5 cards.
With all of the attachments in this deck, any ally on the board is a potential threat. Continue reading

Starval’s [SF] Hero Profile: Zhanna 

Zhanna has been my favorite hero since I started playing in the early days of Call Of The Crystals (COTC). In Dark Prophecies (DP) and especially in COTC, Zhanna had no autoloss conditions using a standard deck – featuring The King’s Pride (TKP), Retreat, Healing Touch (HT), and Focused Prayer (FP) while mixing in Tainted Oracle (TO), Elizabeth Winterborn (EW), and Wizent’s Staff (WS) for draw. She had no consistent way of dealing high damage (like a Mage’s Fireball) or instant death (like a Rogue’s Assassinate) to an opposing ally but the constant knowledge of Tidal Wave kept opponents at bay. The opponent had two routes – play into Tidal Wave or play single allies that get bounced by a Retreat/Banish or get locked by Jasmine Rosecult. It was a golden age for Zhanna.

Shattered Fates (SF) introduced new heroes and new cards across the board for all classes. Already difficult matches for Zhanna became even more difficult. Discard Zaladar, Wulven Moonstalker, Serena, and Homunculus Aramia are all vastly difficult for a standard Zhanna deck to compete with. The slow and steady pace of the old style of Zhanna became no longer good enough.
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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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