Hello Hearthpwn, here is my second adventure Harry Potter and the Chamber of Secrets. If you missed the first one, the Sorcerer's Stone, you can find the link below.
The Chamber of Secrets adventure includes more spells than the previous adventure, leading more into the magic of the Wizarding World. Voldemort appears, and while there aren't as many Beasts and Wizards as the previous adventure, they still show up with surprising alacrity. The card set is more control and tempo heavy than the first adventure, and includes unique cards such. There are cards that steal card text, reduce incoming damage the next turn, miss 100% of the time, and even one with a Jaraxxus-esque nature. I hope you enjoy the expansion. There are five wings in total each containing 3-4 class cards and 1-2 neutral minions and one legendary minion.
Welcome to the Chamber of Secrets, an adventure following Harry Potter as he tries to solve the decade old mystery of the Chamber of Secrets before its monster, the Basilisk, kills again. We start out at the Dursleys, with the first wing involved in an escape to the magic world from an abhorrence of it.
New Guide - Vernon Dursley
While the adventure revolves around Harry Potter, we are the adventurer led through a series of bosses, guided by a variety of characters. Some guides will be be annoyed at Harry, some will be following Harry, and some will be Harry. Guide powers are passive effects active throughout certain battles that change depending on who's guiding you(who's talking to you before you start the fight). Many of the bosses that appear when Harry is at the Dursleys have Vernon as the guide, and therefore the players can't use spells. Sorry.
New Guide - Ronald Weasley
Similar to Hagrid, you will both hate and love Ron.
Dobby starts with 5 mana crystals and can cast spells in the Muggle world! This is, of course, because he is not an underage wizard, but let's pretend it's because he's a house elf who doesn't abide by wizard rules. Anyways Dobby is a harsh enemy whose passive hero power is his only vice. Similarly to Loatheb, it abusing his mechanic is the best way to quickly kill Dobby. Play a deck that get to play a lot of low cost cards either by either card draw or cards that generate more cards.
Yes this is a joke boss, and yes I will make more gnome parodies on request. Similar to Baron Rivendare, you have to clear the board in order to damage the low health boss, as the hero is immune otherwise. Of course, the gnomes entire deck revolves around summoning more gnomes through their powerful hero power and card parodies.
For a flying car, the Flying Ford Anglia is a very selfish boss. It's hero power switches between it being stealthed, and hence invulnerable, and its minions being stealthed and it being vulnerable. Therefore the key to this fight is switching between clearing its board to prevent damage to yourself and bursting down the hero while you can't target his minions. Board clears that don't target minions are key for this fight.
Lots of tree cards :) The Whomping Willow is a boss you want to hit once and only once. Luckily it doesn't have much in the early game, and its late game is taken up by a crazy amount of large Taunts. The best way to destroy this boss is to play around its one board clear and buff a minion up to 45 attack, then remove the enemies Taunts and attack the hero.
Rewards
Hover Charm- Dobby the House Elf Reward. Hover Charm is a delayed AoE for mages, working similarly to doomsayer, but it is highly unavoidable. The delayed aspect of Hover Charm let's the enemy play around it more, but it comes at a lot cheaper cost than it normally would. Hover Charm would be a great removal option for Freeze Mages as a stalling tactic, or for tempo mages who want to get the most out of their early game mana.
Garden Gnome- Garden Gnome Reward. Garden Gnome is the 1-drop that just keeps on giving. On the turn you play it it's a 1/1 for 1-mana, which is awful. On your next turn, its 2 1/1s. And they keep multiplying so kill them quickly. Upon reading this, it might be too overpowered and I might make it two mana, but I'll have to think about it. Good, obviously, for aggro decks.
Flying Ford Anglia- Flying Ford Anglia Reward, Have you ever wanted a spell damage behind another minion. Well, this isn't necessarily that but it's close! Similar on a power level of Piloted Sky Golem, this weak 7 drop drops a powerful Wizard upon death, which can range fromDalaran Aspirant toArchmage Antonidas. The guarantee of a Wizard on death also helps with Wizard synergy cards.
Whomping Willow- The Whomping Willow Reward. The Whomping Willow is a Druid common card that joins Ancient of Lore and Ancient of War as Choose One trees, either gaining 4 attack and turning into an 8/4 Taunt, or dealing 4 damage on a battlecry and entering as a 4/4. The versatility and power of this card will fit into many druid decks, especially with the recent nerfs to the class.
Hand of Glory- Rogue Class Challenge. A pretty straightforward Rogue Rare. For this turn only, Taunts aren't quite as effective. It's a high cost, but for burst decks it could easily be worth it so that you don't have to Sap or remove all of the Taunts.
Dobby- Wing 1 Reward. Dobby is the first legendary card of the Chamber of Secrets and operates in an interesting manner. Whenever you play a card with Dobby on the field, you get one of five random Sock cards. These Sock cards are very powerful buff cards, but they only affect Dobby(because who else wants socks? Besides Dumbledore). Snitch Socks grant Charge and Health, Hogwarts Socks give Divine Shield and Attack, Wizard Socks gives Dobby a stackable deathrattle to deal more burst damage, Tea Cozy heals Dobby, and the most powerful Dragon Socks use Dobby's attack for random removal. While these socks are very powerful, they only affect Dobby and cost 1 mana each, so their applications are limited. One comment on Dobby's sock cards, is that they DO NOT COUNT AS SPELLS. SorrySorcerer's Apprentice. Oh and sorry Miriacle Rogue.
Enjoy! And as always, all feedback is greatly appreciated.
At the start of your turn, Lockhart silences a random minion, be it friendly or enemy minion. The flavor is based on Lockhart's tendency to erase the memories of witches and wizards. This ability is actually a very useful in the right situation, so playing around it could be beneficial.
The first boss of this wing are the Pixies, and they are an annoying bunch. Every turn, their hero power will equip a random weapon that they will then attack with. They then use those weapons to buff their deck, which turns out to be all pirates. The best way to defeat this boss would be to let it take too much face damage through Taunts, but beware of the power of the pirates in the deck.
Boss 2.2.2 - Headless Huntsman
Guide Power - Weasley Family Web
The Headless Huntsman's hero power takes a minion from the battlefield and turns it into a weapon, keeping the card text and turning its health into durability.
This is amazing. All of the bosses are interesting and hard, but balanced, the cards are very well made and balanced, and the new guide mechanic is unique as well as sensible and interesting. I love it. Good job :)
Harry Potter and the Chamber of Secrets
Hello Hearthpwn, here is my second adventure Harry Potter and the Chamber of Secrets. If you missed the first one, the Sorcerer's Stone, you can find the link below.
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/124138-hp1-the-sorcerers-stone-complete
The Chamber of Secrets adventure includes more spells than the previous adventure, leading more into the magic of the Wizarding World. Voldemort appears, and while there aren't as many Beasts and Wizards as the previous adventure, they still show up with surprising alacrity. The card set is more control and tempo heavy than the first adventure, and includes unique cards such. There are cards that steal card text, reduce incoming damage the next turn, miss 100% of the time, and even one with a Jaraxxus-esque nature. I hope you enjoy the expansion. There are five wings in total each containing 3-4 class cards and 1-2 neutral minions and one legendary minion.
Rewards
Class Cards:
Neutral Cards:
Wing 1: The Burrow
Welcome to the Chamber of Secrets, an adventure following Harry Potter as he tries to solve the decade old mystery of the Chamber of Secrets before its monster, the Basilisk, kills again. We start out at the Dursleys, with the first wing involved in an escape to the magic world from an abhorrence of it.
New Guide - Vernon Dursley
While the adventure revolves around Harry Potter, we are the adventurer led through a series of bosses, guided by a variety of characters. Some guides will be be annoyed at Harry, some will be following Harry, and some will be Harry. Guide powers are passive effects active throughout certain battles that change depending on who's guiding you(who's talking to you before you start the fight). Many of the bosses that appear when Harry is at the Dursleys have Vernon as the guide, and therefore the players can't use spells. Sorry.
New Guide - Ronald Weasley
Similar to Hagrid, you will both hate and love Ron.
Boss 2.1.1 - Dobby the House Elf
2x Fireball
2x Holy Fire
4x Kvaldir Raider
4x Power Word: Glory
2x Mukla's Champion
4x Forbidden Shaping
4x Forbidden Healing
2x Azure Drake
2x Hover Charm
2x Draught of Living Death
2x Freezing Trap
2x Effigy
Guide Power: Spellsbane.
Dobby starts with 5 mana crystals and can cast spells in the Muggle world! This is, of course, because he is not an underage wizard, but let's pretend it's because he's a house elf who doesn't abide by wizard rules. Anyways Dobby is a harsh enemy whose passive hero power is his only vice. Similarly to Loatheb, it abusing his mechanic is the best way to quickly kill Dobby. Play a deck that get to play a lot of low cost cards either by either card draw or cards that generate more cards.
Boss 2.1.2 Garden Gnomes
P
4x Wild Growth
6x Solemn Vigil
10x Gnome-Plosion
10x Gnomish Quartermaster
Guide Power: Weasley Family Web
Yes this is a joke boss, and yes I will make more gnome parodies on request. Similar to Baron Rivendare, you have to clear the board in order to damage the low health boss, as the hero is immune otherwise. Of course, the gnomes entire deck revolves around summoning more gnomes through their powerful hero power and card parodies.
Boss 2.1.3 Flying Ford Anglia
3x Whirling Zap-o-matic
4x Wrath
1x Edwin Vancleaf
4x Questing Adventurer
2x Savage Roar
3x Magma Rager
4x Ancient Shade
2x Bloodlust
3x Sludge Belcher
1x Emperor Thaurissian
2x Savannah Highmane
1x Gadgetzan Auctioneer
Guide Power: Weasley Family Web
For a flying car, the Flying Ford Anglia is a very selfish boss. It's hero power switches between it being stealthed, and hence invulnerable, and its minions being stealthed and it being vulnerable. Therefore the key to this fight is switching between clearing its board to prevent damage to yourself and bursting down the hero while you can't target his minions. Board clears that don't target minions are key for this fight.
Boss 2.1.4 The Whomping Willow
4x Living Roots
3x Wild Growth
5x Ancestral Knowledge
1x Poison Seeds
5x Loatheb
2x Dark Wispers
5x Ancient of War
5x Ancient of Lore
5x Volcanic Lumberer
Guide Power: Weasley Family Web
Lots of tree cards :) The Whomping Willow is a boss you want to hit once and only once. Luckily it doesn't have much in the early game, and its late game is taken up by a crazy amount of large Taunts. The best way to destroy this boss is to play around its one board clear and buff a minion up to 45 attack, then remove the enemies Taunts and attack the hero.
Rewards
Hover Charm- Dobby the House Elf Reward. Hover Charm is a delayed AoE for mages, working similarly to doomsayer, but it is highly unavoidable. The delayed aspect of Hover Charm let's the enemy play around it more, but it comes at a lot cheaper cost than it normally would. Hover Charm would be a great removal option for Freeze Mages as a stalling tactic, or for tempo mages who want to get the most out of their early game mana.
Garden Gnome- Garden Gnome Reward. Garden Gnome is the 1-drop that just keeps on giving. On the turn you play it it's a 1/1 for 1-mana, which is awful. On your next turn, its 2 1/1s. And they keep multiplying so kill them quickly. Upon reading this, it might be too overpowered and I might make it two mana, but I'll have to think about it. Good, obviously, for aggro decks.
Flying Ford Anglia- Flying Ford Anglia Reward, Have you ever wanted a spell damage behind another minion. Well, this isn't necessarily that but it's close! Similar on a power level of Piloted Sky Golem, this weak 7 drop drops a powerful Wizard upon death, which can range fromDalaran Aspirant toArchmage Antonidas. The guarantee of a Wizard on death also helps with Wizard synergy cards.
Whomping Willow- The Whomping Willow Reward. The Whomping Willow is a Druid common card that joins Ancient of Lore and Ancient of War as Choose One trees, either gaining 4 attack and turning into an 8/4 Taunt, or dealing 4 damage on a battlecry and entering as a 4/4. The versatility and power of this card will fit into many druid decks, especially with the recent nerfs to the class.
Hand of Glory- Rogue Class Challenge. A pretty straightforward Rogue Rare. For this turn only, Taunts aren't quite as effective. It's a high cost, but for burst decks it could easily be worth it so that you don't have to Sap or remove all of the Taunts.
Dobby- Wing 1 Reward. Dobby is the first legendary card of the Chamber of Secrets and operates in an interesting manner. Whenever you play a card with Dobby on the field, you get one of five random Sock cards. These Sock cards are very powerful buff cards, but they only affect Dobby(because who else wants socks? Besides Dumbledore). Snitch Socks grant Charge and Health, Hogwarts Socks give Divine Shield and Attack, Wizard Socks gives Dobby a stackable deathrattle to deal more burst damage, Tea Cozy heals Dobby, and the most powerful Dragon Socks use Dobby's attack for random removal. While these socks are very powerful, they only affect Dobby and cost 1 mana each, so their applications are limited. One comment on Dobby's sock cards, is that they DO NOT COUNT AS SPELLS. SorrySorcerer's Apprentice. Oh and sorry Miriacle Rogue.
Enjoy! And as always, all feedback is greatly appreciated.
Wing 2: Deathday Party
New Guide - Gilderoy Lockhart
At the start of your turn, Lockhart silences a random minion, be it friendly or enemy minion. The flavor is based on Lockhart's tendency to erase the memories of witches and wizards. This ability is actually a very useful in the right situation, so playing around it could be beneficial.
Boss 2.2.1 - Pixies
Guide Power: Memory Rewrite
3x Southsea Deckhand
2xSavagery
2x Upgrade
2x Bucaneer
3x Blade Flurry
4x Bloodsail Raider
4x Bloodsail Cultist
2x Southsea Squidface
1x Captain Greenskin
3x Skycap'n Kragg
4x Southsea Captain
The first boss of this wing are the Pixies, and they are an annoying bunch. Every turn, their hero power will equip a random weapon that they will then attack with. They then use those weapons to buff their deck, which turns out to be all pirates. The best way to defeat this boss would be to let it take too much face damage through Taunts, but beware of the power of the pirates in the deck.
Boss 2.2.2 - Headless Huntsman
Guide Power - Weasley Family Web
The Headless Huntsman's hero power takes a minion from the battlefield and turns it into a weapon, keeping the card text and turning its health into durability.
Boss 2.2.3 - Moaning Myrtle
Rewards
[Reserved for Wing 3: The Polyjuice Potion]
[Reserved for Wing 4: Inside the Diary]
[Reserved for Wing 5: The Chamber of Secrets]
Sorry for the delay, the first wing of the Chamber of Secrets is released. Open the Chamber at your own peril!
This is amazing. All of the bosses are interesting and hard, but balanced, the cards are very well made and balanced, and the new guide mechanic is unique as well as sensible and interesting. I love it. Good job :)