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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[SF] Rogue: Drawing Capabilities

Ugggh…the class I like the least. I actually love the idea of the class and is usually the class I choose in RPGs. My displeasure actually comes from not be able to play them very well and me and Lance go back ….way back and I’m not over it yet. Originally I was going to release Rogues last but in honor of one of our authors bobross who love this class, I’ve fast tracked them to head of the class.

SHADOW ERA

Current Expansion: SHATTERED FATES

Current Version: 2.87

HEROES:
Lance Shadowstalker – 4SE: Target friendly ally has ambush, stealth and haste until the start of your next turn.
Serena Thoughtripper – 3SE: Until the end of your turn, your weapons have +2 attack, and if Serena deals combat damage to a hero, that hero’s owner discards a card at random.
Garth Ravensoul – 3SE: Target opposing ally takes 1 damage and all other damage to that ally is doubled until the start of your next turn.

DRAWING CAPABILITIES

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Garth’s Big Butts

One of the problems with the changes to Thoughtripper’s Cutlass is that popular Garth decks based on abusing Cutlass got a bit of a nerf.  I thought I’d give Garth a try now that he’s not top dog anymore. This is a new deck I just put together and tested a few times, I’ve had ok success with it, but I’m still getting to know the deck and have made some mistakes in my losses, so I think it has potential.

Essentially the goal is to flood the board with tough allies (hence “big butts”) and establish control with Anklebreaker, followed by Night Prowler.

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