Wtzky's beginners guide to Shadow Era heroes
Finally, Rogues are a force to be reckoned with! After many versions of Rogues being the laughingstock of classes, a much needed buff to key hards has seen them rocket up the tier list to sit squarely at the top echelons.
Lance Shadowstalker
Faction: Human
Class: Rogue
Tier: 1
Utilisation: Lance is possibly the most used hero currently, and is being utilised so because of his strength.
Pros and Cons (explanations after table):
Pros: Strong ability 1 Good unilateral draw engine2 Good item destruction3 Access to strong weapons4 Cons: Damage output reliant on allies 5 Not versatile in terms of play styles6
1 Lance’s current ability has always been quite strong, in that it allows you to either play for the early board and haste in a strong human 3cc ally such as a Jasmine, or it allows you to save it for a stronger ally to haste in to get board control. It works particularly well on turn 5, being able to haste in a Raven which not only will be able to exert control by instantly reducing an opposing ally to 0 base attack, but also demands that your opponent does something about her; not an easy task when she also gets Stealth and thus cannot be attacked! Jasmine also works really well as a turn 5 play, as she can also use her ability, and still hit for 3 damage that isn’t countered due to Ambush. Lance’s ability is thus very suited to both early and late game and a very nice board control move.
His ability also works quite nicely now with his card pool, in that he can afford to miss turn 4 to play an Ill Gotten Gains to give him card draw, knowing that he can haste in a strong ally the next turn and wrestle back board control. Failing to get back board control with his turn 5 ally, he can also play one of his weapons for some decent control.
2 The smallest of buffs to Ill Gotten Gains has seen it now become a great card. The price drop by 1 may not seem by much, but as I said in point 1 above, the greatest thing about Ill Gotten Gains now is how easily it synergizes with Lance’s ability (and also the rest of his cards) and how it can now be dropped on turn 4 readily, knowing that on turn 5 you still have a very decent chance of getting back the board with a hasted ally or an Anklebreaker. Ill Gotten Gains allows Lance to dominate once he has some semblance of board control, as every ally or item that is removed from the opponent gives Lance extra cards, which usually only means more allies to plonk down on the board, or more board control items such as Retreat!, Stop Thief!, Assassinate and so on.
3 Stop Thief! was another great buff to the Rogue card pool, in that it’s cost is now reasonable and it works on all items (unlike Ley Line Nexus or Shriek of Vengeance for example). It also now synergizes very well with Ill Gotten Gains, whereas in the past the combo of Ill Gotten Gains + Stop Thief! was very expensive and generally not worth pulling off. Now however, one can play a turn 4 Ill Gotten Gains, and on turn 5 use Stop Thief to accelerate your resources, your card advantage (not only do you draw an extra card but you get to 5 or 6 resources without having to sac one of your cards) and destroy an all important opponent item.
4 Anklebreaker is specifically what I am talking about here. It has now become one of the better weapons in the game, because of how strong it’s secondary ability is. Being able to bring it in on turn 5 and immediately have an impact on the board by disabling an ally and reducing its base attack makes it a very formidable threat to opponents. In fact, it is that good of a weapon for Rogues that it has now become an auto-include times 4 in every Rogue deck, and is one of the main reasons Lance sits quite comfortably at tier 1. Without it he would probably drop down to tier 1.5. Lance still also has access to Dagger of Unmaking, which is also a great weapon and worth including as a secondary weapon if you so wish.
5 While Lance is very strong, his win condition is essentially secondary to allies only. His weapons are strong in their secondary abilities rather than their attack. He has no access to burn, and he can’t mill/stall very effectively. That makes him susceptible to certain tactics/heroes (eg. Moonstalker).
I should also take the time to mention here that Lance’s card pool is now very strong mainly because of a few of the key cards – Ill Gotten Gains, Stop Thief! and Anklebreaker (with Black Garb also being a very nice card). Some of his other cards are still lacking in their effectiveness (although the intent is there); including Mugged, Reconnaissance and Assasin’s Cloak (they are basically not worth the price effects). I personally also am not a fan of Assassinate in my Rogue decks, preferring to utilise Retreat! (which is cheaper and has no condition requiring its use) and Black Garb (which I find is effective at preventing damage to your hero and as a tempting target for item destruction). Having said that, that is my personal preference and I have seen many great decks utilise Assassinate quite well. Lay Low and Throwing knife are also cards that are not seen very often because their effects are not worth including in most Rogue decks (although Throwing Knife may be more useful in a Serena deck).
6 I’ve touched on this above, but basically a strong Lance is very predictable. It will include 4 of the following: Ill Gotten Gains, Anklebreaker, Stop Thief! (or at least 3) and Retreat!. It will also have; several Raven’s, either Black Garb or Assassinate and plenty of allies.
What that amounts to is a strong mid to late game control play style. That’s basically Lance’s party trick, and basically the only way to play a good Lance. He is not versatile in that you could never use burn to kill your opponent, you could never stall/mill an opponent (or at least not very effectively) and a rush Lance deck would work, but just not as effectively as other decks and won’t be as strong as a control Lance.
The predictable nature of strong Lance decks makes them easy to counter – IF you are expecting him. It also means that players who are looking for versatile heroes that they can build in many different styles of play, should probably look elsewhere.
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