
Paradox Engine also does the trick, untapping all rocks every time you cast a spell, making it easier to draw your deck through Skullclamp or Jhoira, Weatherlight Captain. Just add Scrap Trawler and Junk Diver, and you can draw your deck with Mind Stone and friends, or make a billion Wurmcoil Engine tokens. Krark-Clan Ironworks, Ashnods Altar and Phyrexian Altar will refund mana for every spell you cast thanks to Saheeli’s servo generation. HITTING CRITICAL MASS is achieved with any number of cards in the deck. Typically, this will only take a turn or two, but even in the slowest of games, it’s worth remembering that Saheeli can keep herself protected from most threats for as long as you have artifacts to cast. Once Saheeli is in play, even the slowest of hands means you’ll generate a veritable army of servos to protect yourself and your life total until you can start hitting your engine. Getting two colored mana might be tough, which is why we have cards like Interplanar Beacon in the deck to help get there. PLAYING SAHEELI as early as possible is our goal. We have all the advantage of a turn one sol ring in commander without having to worry about anyone else following suit. If we do have two mana on turn one, one more spell like Izzet Signet or Grim Monolith can accelerate our mana far beyond what other decks can catch up to. Mox Amber is better, but needs Saheeli to start tapping, while Opal is best due to artifact lands and other rocks that can turn it on in the first turn. Mox Diamond is essential, even though we have few cards to discard for it, since at the very least it can be used for the Servo and a free cast trigger.

Mishras Workshop alone is enough to secure victory by the third turn in most cases, with Ancient Tomb close behind. The game is over for us if we have to deal with a card like Stony Silence, so we want to end the game before our opponents can find and play these cards. 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.FAST MANA is the first step to playing the deck, and what enables us to win so quickly. 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. Homunculus is a tribe of allies in Shadow Era.
