Shadow Elves

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Shadow Elves, with their Light / Dark symbol pairing, is a faction that sacrifices life to power-up the ability to move units between the battlefield and the hand, specifically their combat units come to the battlefield, do their job and then return to the hand with Selundar’s Return to Shadow.

One could say Shadow Elves units come in and out of the shadows.

This is a deck about setting up complicated plans and doing assassination plays.
This guide may go a little more in depth than usual as Shadow Elves are so tricky and complex that they deserve the extra paragraphs even if this is just an introductory guide.

The deck packs three commons with good summon effects that you want to play and replay.  True Seeker, Sage Ranger and Shadow Knight. Lastly a common that serves as the core combat unit and also helps support the Shadow Elves engines by drawing cards and helping Selundar to gather boosts, the Shadow Mage.

Selundar’s ability is powerful and versatile, you want to generate boosts very regularly on Selundar as they are necessary for the economic poke potential of this faction and necessary to execute their more powerful assassination plays.

Selundar generates boosts when you damage your own cards within his range, and the deck has many tools to do that, the most common and efficient one being the Shadow Mage. But even attacking your own cards with a 1-strength True Seeker can work well.

Because the Shadow Elves commons are very powerful the turn they are summoned, just returning them to hand has value on its own. But returning units to the hand always has value, economically it means you “gain 1 magic” and deny the possibility for the opponent to spend 1 attack to gain 1 magic.
Also, when the opponent spends resources / attacks to wound your unit, but doesn't kill it and that unit is returned to your hand, the work your opponent did goes mostly to waste.

Returning your own units can also serve well to create two attacks on a single flank, as you can just attack with a unit, return it to your hand and then attack with a ranged unit that was behind.

Shadow Elves is a highly complex deck with a lot of tricks and as with other “bag of tricks decks”, it’s very versatile in its strategies, but all of their strategies rely on the power of Selundar’s Return to Shadow ability and his own high attack strength.

The usual flow of the game for Shadow Elves is a start with ranged poking and generating boost quickly on Selundar while trying to set up big plays. In general a play that results in a lot of pressure on the opponent summoner or their gates.
But sometimes their start can be very explosive using their tough units + movement to push fast and threaten the opponent’s gates from the start. All Shadow Elves commons have properties that make them very good at pressuring enemy gates.
Selundar
While Selundar is ultimately a support summoner and the deck relies on his ability a lot, the high 5 strength is crucial for the deck’s success.  Be it on defense, offense, poking or assassination plans, both Return to Shadow and the impressive 5 strength are key for winning as Shadow Elves.
Despite this, Selundar has only 11 life and opponents will target him if possible because he is so essential to Shadow Elves success. You can still use Selundar aggressively thanks to True Seekers ability to protect him after he attacks and Glinting Speed which allows him to get in and out of situations.
Sage Ranger
Sage Ranger
This is the most niche unit in the deck. Its obvious main use is poke at key targets, especially the enemy summoner, but also some low life units hiding behind others. It has particularly good range not only because of its shoot-through ability but also its ability to move further on the turn summoned, sometimes allowing you to bring Shadow Knights to the frontlines more readily and unexpectedly.
But for the most part, Sage Ranger should be used sparingly with the other 3 commons fulfilling the key roles.
Shadow Knight
The Shadow Knight is the tank of the team, as you can not only strike from the shadows but soak up damage from the shadows also.
A tank that you can summon almost from anywhere that hopefully will get bounced back to hand before it dies.
For just 1 cost it has 5 health. The big drawback is that not only does it wound the card it gets summoned from, but also damages your summoner if killed. However Shadow Elves deck is prepared to nullify those drawbacks. Damaging your own units can be a plus because of Selundar’s ability and also because wounding a unit you are going to return to hand anyway is a non-issue.
Damaging your summoner is problematic, but you can return a Shadow Knight to hand if heavily wounded.
Now it may seem that defies the purpose of a tank but the reality is, if you pay 1 magic and Return to Shadow (thus returning the “card cost” and denying the bounty), you get say 3 or 4 life for 1 cost. That in terms of Summoner Wars economy, is a great return. True, you have to pay the Return to Shadow cost, but a Shadow Knight if summoned within range of Selundar provides half the cost already. The Knight can also attack and block as any unit, so ultimately if the Knight gets 3 or 4 wounds and then it’s returned to your hand, it is a great deal, making it a great tank.
Shadow Mage
An essential and extremely versatile unit in the Shadow Elves arsenal, this card fulfills two roles.
One as a combat unit. With the great statline of 3/4 for 2 cost, it is a great combat unit on its own. But Shadow Mage is also a support unit. It’s ability wouldn’t be that great in other decks and even a drawback, but the self-damage ability of Shadow Mage helps to fuel Selundar’s ability. The card draw is just icing on the cake.

The unit also has one extra use: to take down gates. Its ability also works on enemy gates, which is good to open assassination paths, help reduce the opponent’s summoning points or just allows you to use Shadow Pulse.  In combination with the other commons, you can see how Shadow Elves have the tools to push, threaten enemy gates and clog opponent factions.
True Seeker
The core and most important common unit of the Shadow Elves with a lot of uses.
The first very important use was already mentioned, Feint can be used to protect the summoner or another ranged unit after it attacks.
But Feint has more uses, it allows you to take spots after it kills a unit which is a very powerful ability and in general it allows you to reposition the True Seeker after attacking, which is also important to threaten future Shadow Knights, this combination proves essential for pushes and gate clogging strategies.

Its initial 3 strength is good enough for its 1 cost and while in theory the opponent can ignore the Seeker, they can be returned to hand, block spots, or threaten to work as Shadow Knight summoning points.

Use True Seekers a lot and then return them to your hand, they are very efficient for 1 cost.
Lucian
Shadow Elves do not have many heavy hitter commons, and Selundar needs to do most of their heavy hitting work himself, but one alternative to Selundar is Lucian. Lucian can hit for a lot of damage and make your boosts on Selundar very good. Now every boost on Selundar is basically half damage. If Selundar’s boosts were already a valuable commodity, with Lucian in play, they become amazingly good. 
Note Lucian’s ability also triggers when a unit you have dies, no matter who kills it.
If you need damage, Lucian can add a lot very quickly, be careful to remember though that you can’t use her ability on opponent summoners.
Samara
A game changer, when Samara is in play some summoner is going to be damaged, but the odds are on your side. Samara is a great way to close games, her stats are very good and it’s not hard to kill a unit with her 4 strength. If things go wrong and Samara can’t find good targets, you can always return her to your hand.
Taliya
A niche unit which, thanks to Onyx Tome can see more play than otherwise it would. Taliya is great at punishing summoners that hope to survive behind gates, and can also be decent on pushes to help you clog enemy gates. If you do not plan to do either of these things, you are  probably better to bring other options to the table.

Into Darkness
This is a very versatile and powerful event that should find use almost always. It just does so many things, is good for tempo, pressure and economy, it does it all. It can return very expensive commons, which is crucial. It can even return your own cards if needed.

Despite the complexity of the Shadow Elves, there isn’t much to say about this event. Just return stuff to hand as needed.
Glinting Speed
Note this event can be used any number of times on your turn and can also trigger when you destroy an enemy unit.
It’s important to remember that this event is only in the attack phase, so you can't combo with Into Darkness and you can’t use it during the movement phase.

Glinting Speed can help you maximize the 5 strength of Selundar. It’s very easy with this event in combination with several boosts on Selundar to get in to almost any target you want and then get out, hopefully to a position where you can keep supporting the rest of your army.

Thanks to this event sometimes you can play Selundar super aggressively, ready to place some offensive gates next turn or a second round of sneaky attacks on the opponent summoner.
Onyx Tome
A wild card to get you what you need when you need it. Often it is better to keep Onyx Tome if you are not sure what to return. While the extra magic can seem a steep cost in addition to the 2 wounds, those 2 wounds can work in your favor, allowing you to damage a unit that you were going to return to hand anyway and getting 2 boosts in the process. The versatility and + 2 boosts on Selundar are often worth its steep cost. Remember it can be used also to return champions to hand.
Shadow Pulse
Kind of an odd event that still combines very well with multiple Shadow Elves tactics. In part because thanks to your Mages and Knights, gates on both sides will end wounded more often than not. 
Shadow Pulse is a great event on defense, allowing you to soften up aggressive armies. It’s also good to punish armies that cluster around their own gates and can often help you finish off a wounded summoner hiding from Selundar.

Have in mind that you can damage your own gates to get Selundar’s Boosts.
Shadow Elves is a faction about striking and hiding, while setting up a big strike or push for the near future. It requires finesse but also being very bold and aggressive at the right moments.
This is a faction hard to grasp at first with several unconnected cogs that, once a player knows how to connect them, will seem very hard to deal with for the opponent, but super satisfying for the player that is piloting them.

If you like to plan and develop a complex assassination strategy, building the proper hand, setting up the combos and resources, meanwhile doing surgical strikes and hit and run tactics, Shadow Elves are the right faction for you.
Copyrights for the Summoner Wars logo and art belong to Plaid Hat Games, used herein with their express permission.
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