This is my forth incarnation of my non-Tribal Banebow deck. Although many people have gone with a fairly Tribal or themed route, I still like this non-Tribal and un-themed route the best.
Tag Archives: banebow
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