I personally enjoy the tribe and have come to appreciate them through studying them. 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. ![]() The Ravagers are also a combo oriented tribe, however they do not necessarily need to rely on combos in order to maintain their strategies. The only thing the alignment specifically lacks is a dedicated draw engine having to rely on Class/Faction cards to fill these needs. 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 Ravager are possibly one of the most complete Alignments in Shadow Era. Homunculus having access to all the different types of combat damage really makes me appreciate the Frankenstein approach of the tribe much more. Homunculus decks are generally ally heavy and very reliant on items and attachments specifically, with a splash of other abilities here and there. The neutral side appear to be all over the place but provide some additional choices for both the human/shadow builds. The human side appears to be a wisp (no real synergy), electric theme and a combination of temporary and actual growth. 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. Essentially the tribe is using “pieces” from your hand and “parts” from graveyards to grow your allies. Then growing and augmenting them.Īs 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. 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. They seem to have a wide range of effects, some involving the graveyard, attachments, and attack/health increasing. 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 were introduced in Dark Prophecies, with further support in Shattered Fates. Only time will tell.Homunculus is a tribe of allies in Shadow Era. It could be what makes this hero tick, but it could also be horribly unreliable and slower than just playing regular allies. Note: Twilight Eidolon is another option, but I won't endorse it until trying out the new Twilight allies for myself. Not only does this help your hero immensely, but that way you have a spare in case Shriek of Vengeance tries to ruin your day. Word of the Prophet and Fleet-Footed Messenger could help, but it would be just as easy to simply play two copies. For that reason, playing only one copy of your searchable items, especially Tome, is a bit risky. The downside to Armania herself is that while she can play cards out of the deck, she can't play them out of hand. ![]() Once in burn mode, if you don't quite have enough damage, you can smack for two with the Boooomerang. Cloak of Phasing is another option, useful to stall an enemy's rush while transitioning into burn mode. Aramia can also spend that excess energy on Aldmor Conduit, though doing so is not without downsides, mainly the opponent getting a free Wizent's Staff. My recommendation for the second trigger is to pull out Scrying Eye, then pretend your hero is Jace, the Mind Sculptor. Another human hero, Aramia is a potent consistency engine for her ability to drop Tome of Knowledge from anywhere in the deck without disrupting your aggressive ally curve, something Eladwen desperately lacks.
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