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
On the Shadow Era Wiki Sustain is defined as a game mechanic that was introduced in Shattered Fates. This mechanic is found on cards that would otherwise be rather powerful for their cost. This effect causes the controller of a card with a Sustain cost to have to pay a cost (health from their hero or shadow energy generally) as the cost for keeping that card on the field.
Aside from a cards original casting cost, sustain is an ongoing unpreventable cost that a players HERO must pay at the end of each of your turns. The sustain cost must be paid in full for the card to persist and the cost can not be reduced in any way. At the end of your turn, if the sustain cost can not be paid, the card enforcing the sustain cost will self destruct. If there are more than one card with the same sustain costs, they will be paid at the end of turn in Standard Resolution Order.
Now let’s take an in depth look at some of the current Sustain costs and the cards associated with those costs: