Amazing game. I've just started playing the beta again, and it is coming along very nicely. The only problem is that the animations run a bit slowly in my browser. (Is there a standalone pc version?). Really looking forward to the iPhone version. I'm glad that they have resisted the temptation to rush it out though.
Yeah ..it is very clever of him not to rush it..because when he rushed battle for wesnoth their was allot of complaints..but now it is awesome . I wish I buy an iPad to only play 2 games... Battle for wesnoth HD and puzzle quest 2
everyone who can should start playing the beta and posting on shadow era a lot more. if we get it worked into a frenzy, maybe we'll get some answers sooner.i've been playing mtg a lot again lately, and all of the other ios card games seem lacking.
You can visit shadowera.com to play in your browser. The iPhone beta will be starting soon, the goal is to release early next year
I'm happy to announce that a brief beta testing period on iPhone is set to begin soon! We already have the game running great on everything from iPod Touch 2g to iPhone 4 to iPad, and plan to release it early next year. BETA CONTEST Post in this thread with your favorite Shadow Era card and the strategy you use to make it effective. Bonus points for including the card image from http://www.shadowera.com/cards Selected winners will get early access to the beta, plus start the game with a free class deck of their choice!
"BETA CONTEST Post in this thread with your favorite Shadow Era card and the strategy you use to make it effective. Bonus points for including the card image from http://www.shadowera.com/cards Selected winners will get early access to the beta, plus start the game with a free class deck of their choice! " Megrim. I use it (or, preferably, a stack of them) with Urza's guilt or recoil to do obscene damage while destroying their hand. Oh wait, wrong game : )
Elementalis Strategy Strategy Elementalis is a perfect hero in combo with Sparks (1/1) and other low resource cost allies which are easily sacrificed. Getting healed for 5 health for 1 resource cost beats the healing of any other heroes. This hero card brings a very unique strategy where you can go for tonnes of low cost allies instead of strong and costly ones. Overwhelming the enemy with a massive spam of allies while the hero is constantly being healed for more than it can be damaged for early game begs for a rush deck strategy. It can out DPS a mage hero and its spells when combined with support cards that boost all your allies and a hero weapon/armor. If you are up against a Human/Shadow deck with real strong allies that cause you problems, its easy, just bring couple of Mind Controls and they can turn the tides of the battle. Against a Human deck in which you know that it does have Aldon, Aeon and such allies with bonuses that can further improve the strength of your cheap allies, it could work better if you bring more Mind Controls instead of other support cards as this way you cut off their damaging power and so for your opponent it would be nearly impossible to bring down Elementalis. 2-3 Eternal Renewal is recommended so that you won't run out of allies and can exhaust the other player, he will most probably run out of cards much faster than you. This endless heal spam is unbeatable when you meet decks with low damage output. If you get to play against another rush deck with a different hero (other than the Male Human Mage), you most probably will win since rush decks don't always come with high damage output but an early pressure. Difficulties Facing an ally wipe hero such as Male Human Mage with its ability or spells like Tidal wave or Supernova can totally negate Elementalis' ability which will most probably make you loose. Out of allies and you know anything you bring out gonna get killed? Rain delay+ Feedback combo = Bring out couple of allies to supply your hero without them getting killed as fast as they hit the deck. Out of cards in hand and therefore its difficult to maintain constant supply of allies? Cheap way: Bazaar Expensive way: Bad Santa Afraid that you won't have enough damage output to kill the opponent's hero? If your opponent has a method of healing itself, try concentrate most of your support card to be played out in a single Attack turn when you already have plenty of allies on board. Cards like: Shard of Power, Extra Sharp etc. This is so that the opponent will be damaged critically in a single turn without being able to recover. Your opponent is rushing to kill your hero with all his/her strength? There are several other healing Hero abilities for Elementalists such as Conversion (only useful after you used mind control on a powerful ally since you won't have high health allies with urself) and Soul Reaper. Soul reaper can counter spikes (concentrated damage in a single turn), but be careful when using this card as it will make you loose some valuable allies from the graveyard which is bad in the long term.
Beta contest: Overview: Deathbone is a card that matches my way of playing perfectly. With Gravebone, I can keep playing it. It's 2/2 stats might not be very high, but its ability is magnificent, as it can hit with a force of 5 if it gets to attack, and it stops the enemy from using spells like tidal wave or supernova. Strategy: Play as many of them as you can out as fast as possible. Try to get a portal out as well. Of course, using other strong allies will let you attack harder, and will eventually force your enemy to use a card that wipes the board clean, which can really hurt if you have 3/4 Deathbones. The problem about this is that one of the other allies might get on top of the graveyard, forcing you to waste turns to get enough godpower to get the Deathbones back. When you make a deck revolving around Deathbone, remember to always have a backup plan. Countering a Deathbone deck: The card doesnt have a reliable counter, but any cheap ally that can hit Deathbone for 2 can be useful, as at least that way you're not wasting your spells and own hp. Allies can be replaced easily, your hp cannot (except if your a priest/Elemental. You can repeat the prosses, but really, Deathbone isn't easily stopped. Using freeze or webs will let you get a few free rounds to attack with all you've got, but, if you choose to run a deck revolving around deathbone, you should have a backup plan in case you struggle. Biggest backdraws: The fact that you can't use super-nova without killing your own Deathbone is a huge drawback. On another note, if you manage to set up a portal, it won't be easy to slow you down once you gain momentum. However, its a card that relies heavily on being ressurected and re-used, so it will kind of stop the use of other allies unless your willing to take the risk.
How did I miss this one!?!? I would have loved beta test it, but I will never manage to play it enough to choose my fav card in time!! Well, I guess I will play the online beta anyhow and look forward to have it on my iPad!! Cheers
Finally! My favorite card I like to sandbag and let my opponent bring in the best allies then wipe them all out, then I unleash my allies that I have been holding. I am so excited for the release on ipad! I will be waiting like a kid at Christmas. Thanks for developing such an awesome game!
I just want the damn game to hurry up and come out. I don't have my laptop at the moment so I can't and havn't been able to participate in the beta but would love to give the iPod beta a shot if you will allow it. I can't participate in the contest since I havn't played the game yet but would be more than willing to lend a hand. Just a thought... been waiting for this game eagerly for a long time now.
iPhone Beta Test Contest Elemental Gang-Bang After playing around with all of the available classes, I found myself settling in on the Elemental class. Specifically, Zaladar, whose innate ability is great for protecting the strategy I'm about to describe to you. Now I'll be honest, I was drawn to the Elemental partly due to some very cool artwork of the class, but also because there are some really fun intricate strategies to employ. Also, there is nothing more infuriating and hard to plan for (as an opponent) than a class predicated on conversion love it. So my strategy. It all starts with some lower tier, low cost allies to get out on the board, most import of which is the Spark. However, there are some critical timing parts of this. First I'll play some other simple cards like Fire Snakes. This get's the ball rolling and puts some fodder on the board to draw out some of my opponents direct damage or at least draw their focus. Then, when I have a couple Sparks (in my hand), I play one and one only. The next part is the hitch. The next card I play is the Shard of Power, this card changes the life of all my allies in play to '1' and increases their power by +2. On the surface, this creates powerful attackers at a low price (but very weak and hard to protect). So Fire Snakes become 3/1 as does my 1 Spark You get the idea. Now remember, I didn't start this process until I had at least one other Spark in hand (2 or 3 is obviously better). Because in the subsequent rounds I will put out all of my remaining Sparks. Each time I do this, their inherent effect trumps the Shard of Power's limitation causing each Spark to build +1/+1 on the original 3/1 Spark, advancing them to 4/2, 5/3, etc. Now I have some really strong allies that cost very little, and if I get a good draw, I was able to play them pretty fast because the 3-cost Shard was the most "expensive" card I cast. This little timing trick (which I guess could even be considered a bug) has served me quite well. Obviously, there are a number of other great cards that enhance and support this strategy, but that is the crux and the critical timing associated. Sorry, I guess this was actually 2 favorite cards, but you can't have much of a strategy only using 1 card, right
That's a really good trick that shows the complex interaction of cards! But if people start complaining that the shard is found to be too powerful when used with sparks, it might be changed to always activate after any other effects, since it is "ongoing" which implies "constant effect" that should trump the on-summoned/on-death effect of the Spark. But for now I think this strategy is mitigated due to the 30 card minimum deck size and only 4 maximum Sparks. I'll have to try to program the AI to use this technique
Its rather suicidal to use this technique against the Mage class and other decks which has spell damages (eg: Ice Storm, Lightning strike etc). The strategy proved good against ally centered decks where the fire snakes and sparks could bring down the opponent's allies as soon as possible without them dying. But versus spells there is no defense except maybe a couple of Life Infusions but to play that too at the same time would be difficult.
I'm only describing a fraction of my deck make up, I try to keep a balanced approach so that I'm not completely vulnerable to a play style. I will say this though, I haven't lost a game with this Elemental deck, however, obviously, I've only measured it against the AI. I'm looking forward to matching against human opponents.
Wow Well I just found this game today so can't really post much but from what I've seen looks like it will be amazing