This is the Discussion Topic. The Submission Topic is now up!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your entry? Do you need help finding art that will fit your card? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per week, so make sure that you've settled on your card for sure beforehand.
Discussion! Do you have thoughts on other people's entries? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone card design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. Discussion topics become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time. Any more than that and we'll have to delete your post.
Advertising Your Entry. Please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic, or insincere questions like "Thoughts?" or "Do you think this is interesting?". Yes, getting feedback on your entry is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other. 12 hours after this competition begins, there should be plenty of other posts here for you to give specific feedback or for you to comment on a trend. If you post your entry for feedback after this time and do not also offer some form of substantial commentary, critique, or praise of others' work, you may find your post deleted.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
It isn't fair that we have to include the final boss fight. That will give away the entire plot twist of my adventure. The villain isn't revealed in my adventure until after you finish the fourth wing. And, I mean, the final boss isn't revealed for Karazhan right now, so it seems counter to what Blizzard does.
It isn't fair that we have to include the final boss fight. That will give away the entire plot twist of my adventure. The villain isn't revealed in my adventure until after you finish the fourth wing. And, I mean, the final boss isn't revealed for Karazhan right now, so it seems counter to what Blizzard does.
We discussed this before Karazhan was revealed or anything came out about it, so that might be a fair point. If you're super opposed to revealing every detail about your BBEG prematurely because it actually ruins some plot twist, then I think we could accept another grandly prominent villain in its place. For example, who are the adventurers supposed to think is the main villain leading up to the fourth wing? Surely this villain is prominent enough we would consider that legitimate. Alternatively, a placeholder art and name may be acceptable. Is your adventure a mystery style? Maybe you can show off "The Real Murderer" as shadowy figure and rely more on the encounter's interesting mechanics to capture voters. At worst, I think we could see our way to accepting something like what Ragnaros was to BRM. The point is, this is just the first phase, and folks will be eliminated if they don't capture the voters immediately. If not the most important boss encounter of your adventure, the one that you show off here should be as close to it as possible and give a good sense of what your adventure builds up to or else you may never get the chance to show off the good stuff.
So, would the voters here prefer entrees with the complete emotes, deck-lists and heroic mode changes or ones that keep it minimal (keeping how good the actual post is aside ofc)?
Also, I was wondering if there's a limit to how the number of cards introduced in your set would have an effect on your upvotes. For example, if someone does an adventure with 3 cards for each class, would they be liked more than someone that does only 1 assuming that they both made equally good cards?
Can be the adventure out of the WoW format? Like for liberty?
And actually get some help of how uploading images from imgur
I'm assuming by "WoW format" you mean the warcraft universe? If so, then for this comp it does have to feasibly exist inside the constraints of warcraft. However, most if not all of the characters can be new additions to the WoW lore.
For getting images from imgur, we actually have a little blurb about that in most submission topics. All you need to do is to right-click (or whatever the equivalent is) on the picture, and select the option "Copy Image URL". Then, when you're making your post, you just have to press the landscape button on the top bar (right beside the youtube looking tool and link tool), and paste your URL into the "Source" bar. Hope that helps
Can be the adventure out of the WoW format? Like for liberty?
And actually get some help of how uploading images from imgur
I'm assuming by "WoW format" you mean the warcraft universe? If so, then for this comp it does have to feasibly exist inside the constraints of warcraft. However, most if not all of the characters can be new additions to the WoW lore.
For getting images from imgur, we actually have a little blurb about that in most submission topics. All you need to do is to right-click (or whatever the equivalent is) on the picture, and select the option "Copy Image URL". Then, when you're making your post, you just have to press the landscape button on the top bar (right beside the youtube looking tool and link tool), and paste your URL into the "Source" bar. Hope that helps
So for example, an event that ocurs for example in pandaria with almost any character from the lore of WoW is valid?
Can be the adventure out of the WoW format? Like for liberty?
And actually get some help of how uploading images from imgur
I'm assuming by "WoW format" you mean the warcraft universe? If so, then for this comp it does have to feasibly exist inside the constraints of warcraft. However, most if not all of the characters can be new additions to the WoW lore.
For getting images from imgur, we actually have a little blurb about that in most submission topics. All you need to do is to right-click (or whatever the equivalent is) on the picture, and select the option "Copy Image URL". Then, when you're making your post, you just have to press the landscape button on the top bar (right beside the youtube looking tool and link tool), and paste your URL into the "Source" bar. Hope that helps
So for example, an event that ocurs for example in pandaria with almost any character from the lore of WoW is valid?
Of course. After all, Whispers of the old Gods and League of Explorers both had very little to do with the lore.
I'll do the entire example of my submission here. I would love feedback on the theme, any changes and if I should discard this entirely. Also, any help for art for Duke Falrevere, Jessi Falrevere, Wallace Boltscrew or the Brashtide Crew would be appreciated.
It seems there is a strange formatting error, leaving a lot of empty space under the final boss' picture. The editor, however, isn't letting me fix this. My apologies.
Introducing:
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, Fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
These pirates have brought with them their want for treasure, willing to do more for those commanders who pay well. This is shown through the new mechanic, Plunder, which triggers whenever you cast The Coin. But, I hear you say, only Rogues have access to multiple copies of The Coin! Well, with this expansion, even the poorest commoner can be in charge of a thriving economy, well, at least having a good source of those oh so valuable coins.
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving access to weapons to all classes, though this weapons are weak compared to specific class weapons. It is also about building a combo over time, generating coins to power up your Pirates later on. It also adds synergy to previous mechanics, such as Long John Copper enraging all your minions without damaging them, and allowing many Priest combos by making all your minions valid for healing. There is also mech support, along with new mechs, and even Murlocs for classes that don't have any yet. Overall, this adventure is made especially for those who love tribal synergies and pulling off massive combos.
I'll do the entire example of my submission here. I would love feedback on the theme, any changes and if I should discard this entirely. Also, any help for art for Duke Falrevere, Jessi Falrevere, Wallace Boltscrew or the Brashtide Crew would be appreciated.
It seems there is a strange formatting error, leaving a lot of empty space under the final boss' picture. The editor, however, isn't letting me fix this. My apologies.
Introducing:
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, Fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
These pirates have brought with them their want for treasure, willing to do more for those commanders who pay well. This is shown through the new mechanic, Plunder, which triggers whenever you cast The Coin. But, I hear you say, only Rogues have access to multiple copies of The Coin! Well, with this expansion, even the poorest commoner can be in charge of a thriving economy, well, at least having a good source of those oh so valuable coins.
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving access to weapons to all classes, though this weapons are weak compared to specific class weapons. It is also about building a combo over time, generating coins to power up your Pirates later on. It also adds synergy to previous mechanics, such as Long John Copper enraging all your minions without damaging them, and allowing many Priest combos by making all your minions valid for healing. There is also mech support, along with new mechs, and even Murlocs for classes that don't have any yet. Overall, this adventure is made especially for those who love tribal synergies and pulling off massive combos.
Overall, I really like the idea of a Pirate themed adventure, as I actually used Duke Falrevere for the first class competition. However, I'm not sure about the keyword. Adventures don't really have enough cards to introduce entirely new archetypes, they mainly focus on augmenting existing ones. You'll notice their was no cards that worked with other discover cards, for example. Personally, I'd focus on improving what the expansion is all about: Pirates. They're a pretty underwhelming minion type at the moment, and you could do a lot just with improving their synnergy. I do like the idea of putting in murlocs though, and the high seas merchant would make for an excellent rogue card.
Oh, and if you're interested, I prefer this art for Duke Falrevere (I know there's only one official picture of him)
I'll do the entire example of my submission here. I would love feedback on the theme, any changes and if I should discard this entirely. Also, any help for art for Duke Falrevere, Jessi Falrevere, Wallace Boltscrew or the Brashtide Crew would be appreciated.
It seems there is a strange formatting error, leaving a lot of empty space under the final boss' picture. The editor, however, isn't letting me fix this. My apologies.
Introducing:
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, Fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
These pirates have brought with them their want for treasure, willing to do more for those commanders who pay well. This is shown through the new mechanic, Plunder, which triggers whenever you cast The Coin. But, I hear you say, only Rogues have access to multiple copies of The Coin! Well, with this expansion, even the poorest commoner can be in charge of a thriving economy, well, at least having a good source of those oh so valuable coins.
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving access to weapons to all classes, though this weapons are weak compared to specific class weapons. It is also about building a combo over time, generating coins to power up your Pirates later on. It also adds synergy to previous mechanics, such as Long John Copper enraging all your minions without damaging them, and allowing many Priest combos by making all your minions valid for healing. There is also mech support, along with new mechs, and even Murlocs for classes that don't have any yet. Overall, this adventure is made especially for those who love tribal synergies and pulling off massive combos.
That's hecka cool! How did you manage to get that cool speech box for your adventure?
I'll do the entire example of my submission here. I would love feedback on the theme, any changes and if I should discard this entirely. Also, any help for art for Duke Falrevere, Jessi Falrevere, Wallace Boltscrew or the Brashtide Crew would be appreciated.
It seems there is a strange formatting error, leaving a lot of empty space under the final boss' picture. The editor, however, isn't letting me fix this. My apologies.
Introducing:
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, Fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
These pirates have brought with them their want for treasure, willing to do more for those commanders who pay well. This is shown through the new mechanic, Plunder, which triggers whenever you cast The Coin. But, I hear you say, only Rogues have access to multiple copies of The Coin! Well, with this expansion, even the poorest commoner can be in charge of a thriving economy, well, at least having a good source of those oh so valuable coins.
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving access to weapons to all classes, though this weapons are weak compared to specific class weapons. It is also about building a combo over time, generating coins to power up your Pirates later on. It also adds synergy to previous mechanics, such as Long John Copper enraging all your minions without damaging them, and allowing many Priest combos by making all your minions valid for healing. There is also mech support, along with new mechs, and even Murlocs for classes that don't have any yet. Overall, this adventure is made especially for those who love tribal synergies and pulling off massive combos.
Overall, I really like the idea of a Pirate themed adventure, as I actually used Duke Falrevere for the first class competition. However, I'm not sure about the keyword. Adventures don't really have enough cards to introduce entirely new archetypes, they mainly focus on augmenting existing ones. You'll notice their was no cards that worked with other discover cards, for example. Personally, I'd focus on improving what the expansion is all about: Pirates. They're a pretty underwhelming minion type at the moment, and you could do a lot just with improving their synnergy. I do like the idea of putting in murlocs though, and the high seas merchant would make for an excellent rogue card.
Oh, and if you're interested, I prefer this art for Duke Falrevere (I know there's only one official picture of him)
Thanks for the feedback. Luckily at this point I have not made too many Plunder cards. Thanks for the art as well. I do agree that there is not enough Pirate synergy so far, and that is probably due to mechanics Pirates use, such as weapons, which is not applicable to most classes. I'll work on the cards, then, and re-post this idea later on. Thanks again!
"There's a dire problem that infests Azeroth, hero. Someone, or something... seems to be causing... disturbances in the balance of our planet. Creatures are erupting from the seas, mechanical beings are gaining life, everything seems to be taking part in this disorderly conduct. What a travesty! It's a personal insult to me, as the Arch Druid of the Cenarion Circle. Hero, you must find the root of this issue, and solve it before it spreads over all of Azeroth!"
Long ago, when the Titans first rid of the world from the curse of the Old Gods, they did so by creating a powerful race of special beings. These beings, even after defeating the Old Gods could not resist their corruption. To prevent the corruption of the Old Gods from spreading all over Azeroth, the Titans contained the power and corruption of these special beings into one creature called the "Construct of Kings", and banished it somewhere no one could ever reach it. Rumor has it, that this "Construct of Kings" still lies within Azeroth's crust, in fact, is a part of Azeroth's very core!
Someone must have found out about this information, and now seeks to unleash the power of this so-called Construct. We must get to them before they can manage to unleash the power of Azeroth's core!"- Waver Longbeard
Ancient Foes: Prepare yourself for the most ancient creatures of Azeroth to take rise as they challenge you to a fight the likes of which you've never seen!
Ancient Powers: Wield weapons and powers that are as old as Azeroth itself!
Keeping Up With The Constructs: While the "Construct of Kings" might be a part of Azeroth's core, his followers and helpers are certainly above the land; and they will stop at nothing from seeing their master renewed.
The World Could Always Use More Heroes: Thankfully, you won't be alone in the battle, as friends --- new and old will fight along side you in this battle of great proportions!
Unleash your Heroism: Unleash your Heroism with the new "Heroism" Mechanic! Heroism triggers whenever the minion with Heroism attacks a minion with higher Attack than it. Truly, it takes a brave hero to challenge someone stronger than oneself.
Card Examples:
You face Archibald Wright, the perpetrator behind the awakening of the Construct of Kings, he's a researcher gone mad and needs to be defeated before the Construct of Kings is fully awakened!
It seems he uses a special device to reanimate all those that have fought against you thus far. Worry not, hero, as you are not alone.
Your Hero Power:
The fight is very straightforward, it's pretty much your forces fighting against his forces. I'll add more of it soon!
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving weapon access to all classes, though these weapons are weak compared to weapon-class weapons (Hunter, Warrior, Paladin and Shaman). It is also about building up an army of pirates, who buff up each other or you, and keeping it. Saltscale Scout shows both Murloc and Pirate support in one card, which also gives a weapon to a usually weaponless class. In Druid, especially, this can be potent due to their Hero Power basically buffing their weapon for the turn. Ship's engineer is a glimpse at the mech synergy introduced by the expansion, while Falrevere shows the aspect of building an army that will survive. This guy can become annoying if used by a Priest, due to cards such as Circle of Healing, but his protection doesn't extend to himself, and due to his low attack, he is a possible victim of cheap and efficient removals.
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving weapon access to all classes, though these weapons are weak compared to weapon-class weapons (Hunter, Warrior, Paladin and Shaman). It is also about building up an army of pirates, who buff up each other or you, and keeping it. Saltscale Scout shows both Murloc and Pirate support in one card, which also gives a weapon to a usually weaponless class. In Druid, especially, this can be potent due to their Hero Power basically buffing their weapon for the turn. Ship's engineer is a glimpse at the mech synergy introduced by the expansion, while Falrevere shows the aspect of building an army that will survive. This guy can become annoying if used by a Priest, due to cards such as Circle of Healing, but his protection doesn't extend to himself, and due to his low attack, he is a possible victim of cheap and efficient removals.
Ship's Engineer synergizes with spare parts, but in a standard space without spare parts this card couldn't exist. This isn't exactly a problem since these cards aren't being designed as actual Hearthstone cards, but it was something that popped out to me. Also the wording for him is incorrect, it should be:
Equip a 1/1 weapon. Whenever this minion is targeted by a Spare Part, give your weapon +1 Durability.
Also Duke's text could be improved:
Whenever a minion takes fatal damage (from above 1 health), prevent it and change their health to 1.
The Darkmoon Faire. I haven't played too much WoW myself, and have never reached the Faire. So the lore parts of this Adventure is just what I can read on wikis and stuff I make up.
Games, performances, weird creatures, fortune telling, vendors...the Darkmoon Faire is a world-renowned fair hosted by Silas Darkmoon and his family of travelling carnies. And you, dear player, have gotten a very special invitation from Silas himself. Naxxramas, Blackrock Mountain, The League of Explorers, Karazhan...your past adventures have made you a celebrity, which the dear Mr. Darkmoon wants to exploit. He has invited you to visit his fair and fight the carnies there in organized events, putting up a show for the other visitors. And of course, there's rewards in it for you.
The Darkmoon Faire is host to a myriad of oddities from all around Azeroth, from ethereal bovines
to magical baked goods
but don't step out of line! Or else Silas's ogre bodyguard might want a word with you...
Final Boss: Silas Darkmoon
The carnies summoned by his Hero Power can be anything from the Legendaries from this very adventure, to already existing minions that fit the theme, such as Flame Juggler or Refreshment Vendor.
However, Step Right Up! is the Hero Power Silas uses during the last phase of the battle. During the previous phases, Silas is Immune and you have to complete a little minigame of sorts, such as finding Silas in the Hall of Mirrors.
(Also: there may be a new mechanic in the Adventure. I made it for the Sayge fight, but I'm not sure if I'm gonna keep it)
Happy Hallow’s End, stranger. It’s not often that the living decide to celebrate down here in the Undercity. Something is amiss however. Small fires have started all over Azeroth, supernatural anomalies are riling up the Scourge, the surrounding waters are churning with unnatural life, and did that Wickerman just move?
With some help from Genn Greymane and some expert trackers, you and Sylvanas must defeat these Hallow’s End horrors and outsmart their convoluted schemes. No need for unmaskings here, just a swift blade through the neck and an arrow through the heart! They’re not going to get away with it.
Click on the spoiler to see what's in store.
First off, a more spoiler-y background to the plot if you're interested and okay with being spoiled.
This adventure follows the tale of the Headless Horseman, which to people who only followed to plot of the game, seems to be just a mad spectre. However, the comics tell that The Headless Horseman was once Sir Thomas, a knight of the Silver Hand who – in a Joker-esque origin story – was made insane by a series of unfortunate events. He blames himself for many of Arthas' atrocities, had his beloved mentor Uther die, and was driven mad within the Scarlet Monestary. He now believes that he – a hero beheaded for treason – is alive, while all others are dead. He goes around trying to cull the Scourge, not realizing that it is he who is undead.
I'll tell you now that the the mad Sir Thomas is behind all the chaos in Hallow's End. But who is behind Sir Thomas? Who is the true final boss?
Here to ruin your Hallow's End celebrations is the Headless Horseman, who brings fire and chaos to all of Azeroth on this special season.
The fight has multiple phases, and the hero power you see above only applies to the first.
Phase 1: Scheming Horseman – The fight starts off with a pretty normal fight. The Horseman adds a random class spell (from his own) to his hand each turn, making it more likely that his Scheme cards can trigger. When he reaches 15 health, he becomes immune and the turn immediately goes to him (like the Kel’Thuzad fight). Enter the next phase.
NOTE: I don't have a full list of his cards atm, but it's not required anyway at this stage, so just imagine has has cool spells and cards that: 1) Are powered up if he has more cards in hand than you, or 2) Are powered up when interacting with minions with Burning Vengeance (seen in Phase 3)
Phase 2: Without a Head – He clears his board and fills it with 2/2 Pumpkin Heads and a 2/2 Horseman’s Head at a random spot (see below), requiring you to kill the right head in order to proceed. If you immediately find the real head then good on you, he only heals for 5. Keep making mistakes and he’ll be back to full health. Three card Monte? More like seven minion Monte. Enter the next phase.
The position of these minions are randomized. The more wrong guesses you make, the more Health the boss regenerates. Also note the Horseman's Phase 2 hero power. This means he can't draw a card at the start of the turn, use his minions, play cards, etc.
Phase 3: Revenge – The real fight begins. His passive hero power gives all minions a Burning Vengeance buff at the start of his turn, with does nothing to them, but powers up his spells which he will try to burst you down with. If you do not kill his minions or have a crowded board yourself, prepare for some pain. Note that any unkilled Pumpkin Heads from the previous phase remain on the field, remaining a threat.
Again, I don't have all his cards down quite yet. They're all still in text form. Burning Vengeance is a buff that does nothing, but does give you a visual indication (minions will have green fire emanating from it) so you always remember which minions have it. If you really want to imagine the cards:
Fiery Cleave x2
2-mana spell
Deal 2 damage to two random enemies. If they have Burning Vengeance, deal 4 damage instead.
Conflagration x2
4-mana spell
Deal 2 damage to all enemy minions. If they have Burning Vengeance, deal 3 damage instead.
Conflagrated Weapon x2
4-mana 3/3 weapon
Has +2 Attack if you control any minions with Burning Vengeance.
and more...
Example cards:
Rules say I have to have one legendary posted here, but I haven't refined mine yet. So for now it's replaced with a third non-Legend card. Hope that's okay, considering this is Discussion, not Submission.
The cards I made for this Adventure hope to achieve two things: 1. Add more support for the archetypes Blizzard has been pushing (Beast Druid, Discard Warlock, Thief Rogue, Control Hunter, etc), but more importantly... 2. Scheme, a non-keyword ability like Joust. "If you have more cards than your opponent, do X" rewarding control decks whilst simultaneously punishing decks who just puke out their hands. It can be attached to Battlecries, Deathrattles, aura effects, spells, etc.
1. Twilight Hoarder – Control Rogue? Dragon Rogue? A Pit Fighter with Taunt if you play him correctly. 2. Aimed Shot – Control Hunter? Becomes very efficient removal if played correctly. Might rename to "Through the Heart" for move flavor. 3. Duskwood Howler – Beast Druid? Becomes a better Dragon Consort for Beasts that rewards a good board. (You may have spotted him in hearthcard's Gallery as a currently 3.7 ranked card. No I didn't steal it, I mean, the expansion logo is no coincidence.)
“Welcome, Adventurer, to Nesingwary’s Expedition! Led by me, Hemet Nesingwary, Hunter Extraordinaire! We roam the world seeking the biggest, fiercest, and most dangerous beasts! And then we kill them to prove how tough and manly we are. Speaking of which, we only accept the best hunters into our group. You’ll have to prove yourself if you want to tag along with us. Go collect twenty panther pelts.”
Wings:
Stranglethorn Vale - Nagrand - Sholazar Basin - Valley of the Four Winds - Kodo Graveyard
Nesingwary’s Expedition follows Hemet Nesingwary throughout Azeroth and Outland as he hunts the most dangerous beasts around. The adventure moves through each of the four zones where Hemingwary has been found in World of Warcraft offering quests to hunt down the beasts there.
Now, you may be saying “Kodo Graveyard? I don’t remember that.” Well, I’ve made a little original story to go along with Nesingwary’s Expedition. As you kill the last boss in each wing, it will drop a black glowing claw, horn, etc. Nesingwary will collect them, dismissing them as harmless oddities. It will be revealed after you finish the fourth wing that these are the remains of Terroskus, the First Beast. The previously unknown villain, to be revealed later, brings these bones at the Kodo Graveyard in the Desolace and uses them to summon Terroskus and become Lord of Beasts, who you must then defeat as the final boss.
Lord of Beasts
Obviously, this is a placeholder art until I reveal more about the boss later. The Lord of Beasts starts with 30 health and 30 armor, and he will be able to summon a Legendary Beast with his hero power. The first two times he uses it, it will summon specific beasts from the adventure, and cost less (3 the first time, 4 the second time). This way, he can use it earlier, but won’t get King Krush immediately. After the second time, it can summon any Legendary Beast from any set.
After his armor is exhausted, he enters a new phase. He will resurrect Terroskus, and the four glowing remains you collected will become minions on the board:
Terroskus will not be an actual minion on the board. He is instead represented with these body parts, each of which gives an effect until you kill it. At the beginning of the Lord of Beasts turn, Terroskus will rampage across your side of the board, alternately from the left and right. The first minion he hits takes 4 damage if the Hoof is still alive, and all your minions take 1 damage if the Horn is still alive. Also, minions you play take 2 damage if the Claw is still alive. The Skull will have a buff on it when you mouse over it that tells you it can’t be targeted and is Immune until the Hoof, Horn, and Claw are dead. Note that Lord of Beasts will never attack you with any of these minions (just part of the match AI). Lord of Beasts will still be summoning Legendary Beasts during this time. So, you have to take down these minions to get the powerful effects to go away, then you have to finish him off.
Now, the boss I really wanted to show off was the first one "Collect 20 Pelts". This is an homage to the myriad gathering quests in WoW, and it starts out as repeatedly killing panthers to find pelts (with a laughably low drop rate), although a Venture Co. Poacher shows up eventually. The majority of the bosses in my adventure will be beasts, lsuch as Tusker and King Bangalash, but this is an example of some of the unconventional bosses you will find. As part of the story, you will also find yourself in the Circle of Blood in Nagrand and fighting a Pet Battle against Flash Katchull in Pandaria. I wanted to think of bosses that broke from the obvious mold to provide some variety, like the Temple Escape in LoE.
For the cards, the obvious main theme of the adventure is Beasts and Beast synergy (although there are plenty of non-Beast cards, too, because ~30 Beast cards would be kinda stupid for a set). Another theme is survival, a reflection that the animal kingdom is all about survival of the fittest. A number of cards have effects that depend on a minion(s) surviving something. Sometimes that’s surviving damage, but a lot of the time, it’s “surviving combat”. This is just like it sounds like. If a minion attacks or is attacked (not counting attacking the enemy hero), and it survives the encounter, then it has survived combat and the effect triggers. Here are a few example cards from my set:
Protector of the Wilds gives an example of Beast synergy, and I tried to design it to help Beast Druid out. Summoning several weak Beasts would help all existing Beast Druid cards. Ogre Hunter was one of my favorite ideas, and I just wanted to showcase that, and it's an example of a non-Beast card in the set (he also represents a 'native guide' you encounter in Nagrand that leads you into the Circle of Blood then betrays you). Tusker is the boss of the Nagrand wing, and he demonstrates the survival mechanic. Powerful decks could be made with it, especially with Taunt.
This is the Discussion Topic. The Submission Topic is now up!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
So, without further ado, have fun and get creating!
It isn't fair that we have to include the final boss fight. That will give away the entire plot twist of my adventure. The villain isn't revealed in my adventure until after you finish the fourth wing. And, I mean, the final boss isn't revealed for Karazhan right now, so it seems counter to what Blizzard does.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So, would the voters here prefer entrees with the complete emotes, deck-lists and heroic mode changes or ones that keep it minimal (keeping how good the actual post is aside ofc)?
Also, I was wondering if there's a limit to how the number of cards introduced in your set would have an effect on your upvotes. For example, if someone does an adventure with 3 cards for each class, would they be liked more than someone that does only 1 assuming that they both made equally good cards?
Can be the adventure out of the WoW format? Like for liberty?
And actually get some help of how uploading images from imgur
The joke is you.
The joke is you.
I'll do the entire example of my submission here. I would love feedback on the theme, any changes and if I should discard this entirely. Also, any help for art for Duke Falrevere, Jessi Falrevere, Wallace Boltscrew or the Brashtide Crew would be appreciated.
It seems there is a strange formatting error, leaving a lot of empty space under the final boss' picture. The editor, however, isn't letting me fix this. My apologies.
Introducing:
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, Fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
These pirates have brought with them their want for treasure, willing to do more for those commanders who pay well. This is shown through the new mechanic, Plunder, which triggers whenever you cast The Coin. But, I hear you say, only Rogues have access to multiple copies of The Coin! Well, with this expansion, even the poorest commoner can be in charge of a thriving economy, well, at least having a good source of those oh so valuable coins.
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving access to weapons to all classes, though this weapons are weak compared to specific class weapons. It is also about building a combo over time, generating coins to power up your Pirates later on. It also adds synergy to previous mechanics, such as Long John Copper enraging all your minions without damaging them, and allowing many Priest combos by making all your minions valid for healing. There is also mech support, along with new mechs, and even Murlocs for classes that don't have any yet. Overall, this adventure is made especially for those who love tribal synergies and pulling off massive combos.
Here's what I've got so far:
"There's a dire problem that infests Azeroth, hero. Someone, or something... seems to be causing... disturbances in the balance of our planet. Creatures are erupting from the seas, mechanical beings are gaining life, everything seems to be taking part in this disorderly conduct. What a travesty! It's a personal insult to me, as the Arch Druid of the Cenarion Circle. Hero, you must find the root of this issue, and solve it before it spreads over all of Azeroth!"
Long ago, when the Titans first rid of the world from the curse of the Old Gods, they did so by creating a powerful race of special beings. These beings, even after defeating the Old Gods could not resist their corruption. To prevent the corruption of the Old Gods from spreading all over Azeroth, the Titans contained the power and corruption of these special beings into one creature called the "Construct of Kings", and banished it somewhere no one could ever reach it. Rumor has it, that this "Construct of Kings" still lies within Azeroth's crust, in fact, is a part of Azeroth's very core!
Someone must have found out about this information, and now seeks to unleash the power of this so-called Construct. We must get to them before they can manage to unleash the power of Azeroth's core!"- Waver Longbeard
You face Archibald Wright, the perpetrator behind the awakening of the Construct of Kings, he's a researcher gone mad and needs to be defeated before the Construct of Kings is fully awakened!
It seems he uses a special device to reanimate all those that have fought against you thus far. Worry not, hero, as you are not alone.
Your Hero Power:
The fight is very straightforward, it's pretty much your forces fighting against his forces. I'll add more of it soon!
Due to feedback, I have updated my idea.
You, an adventurer, stumble across the port of Booty Bay in Stranglethorn. You are soon met by the owner of the town, Baron Revilgaz, who welcomes you to the town. After he mentions the Bloodsail Raiders have begun an attack on the town after threatening them for a while, you offer your services. He happily accepts your proposal, and mentions the main threat is a horde of Murlocs, attacking the port from the beach. After dealing with the annoying menace, you begin your quest to take down the commanders of the Bloodsail Fleets, fighting the Brashtide Crew, the mechanical fleet of Wallace Boltscrew, fleet battles against Jessi Falrevere and eventually taking down the pirates' leader, Duke Falrevere himself. This adventure will reward any who partake in it with powerful weapons, cunning pirates and money beyond belief!
We look forward to your involvement in this conflict.
The Final Boss
Duke Falrevere is the leader of the Bloodsail Buccaneers. Because of your success in taking down his fleets, he has decided to finish you off himself, in one last ship battle.
The battle begins with Falrevere having 10 armour, his initial strategy being to kill off your minions, his Hero Power helps him accomplish this. While it does nothing to minions with full health, it easily kills off most damaged minions. Because of this, he will use spells such as Arcane Shot and Powershot to weaken your minions, his cannons killing them off, or bringing them close to their demise. If you have minions which survive long enough to remove his armour, his hero power changes:
From here, he begins to demonstrate the main aspect of the adventure, Pirates. His deck has many cards with pirate and weapon synergies such as Southsea Captain and Captain Greenskin. From here, his synergies are enhanced, however, a random pirate entering the fray to defend their commander. when the second phase begins, however, the Blackwater Raiders step in to help you, giving you treasures to inspire your crew and power them up to face against the leader of the Bloodsail.
Example Cards:
Buccaneers of Booty Bay is all about building on the Pirate archetype, giving weapon access to all classes, though these weapons are weak compared to weapon-class weapons (Hunter, Warrior, Paladin and Shaman). It is also about building up an army of pirates, who buff up each other or you, and keeping it. Saltscale Scout shows both Murloc and Pirate support in one card, which also gives a weapon to a usually weaponless class. In Druid, especially, this can be potent due to their Hero Power basically buffing their weapon for the turn. Ship's engineer is a glimpse at the mech synergy introduced by the expansion, while Falrevere shows the aspect of building an army that will survive. This guy can become annoying if used by a Priest, due to cards such as Circle of Healing, but his protection doesn't extend to himself, and due to his low attack, he is a possible victim of cheap and efficient removals.
Ship's Engineer synergizes with spare parts, but in a standard space without spare parts this card couldn't exist. This isn't exactly a problem since these cards aren't being designed as actual Hearthstone cards, but it was something that popped out to me. Also the wording for him is incorrect, it should be:
Equip a 1/1 weapon. Whenever this minion is targeted by a Spare Part, give your weapon +1 Durability.
Also Duke's text could be improved:
Whenever a minion takes fatal damage (from above 1 health), prevent it and change their health to 1.
Hey guys! I just created the Phase I requirements and I'm waiting to submit my adventure when it is available tomorrow!
Check it out here and tell me what you think:
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/166659-new-adventure-dungeons-and-dragons-under?comment=1
The Darkmoon Faire. I haven't played too much WoW myself, and have never reached the Faire. So the lore parts of this Adventure is just what I can read on wikis and stuff I make up.
Games, performances, weird creatures, fortune telling, vendors...the Darkmoon Faire is a world-renowned fair hosted by Silas Darkmoon and his family of travelling carnies. And you, dear player, have gotten a very special invitation from Silas himself. Naxxramas, Blackrock Mountain, The League of Explorers, Karazhan...your past adventures have made you a celebrity, which the dear Mr. Darkmoon wants to exploit. He has invited you to visit his fair and fight the carnies there in organized events, putting up a show for the other visitors. And of course, there's rewards in it for you.
The Darkmoon Faire is host to a myriad of oddities from all around Azeroth, from ethereal bovines
to magical baked goods
but don't step out of line! Or else Silas's ogre bodyguard might want a word with you...
Final Boss: Silas Darkmoon
The carnies summoned by his Hero Power can be anything from the Legendaries from this very adventure, to already existing minions that fit the theme, such as Flame Juggler or Refreshment Vendor.
However, Step Right Up! is the Hero Power Silas uses during the last phase of the battle. During the previous phases, Silas is Immune and you have to complete a little minigame of sorts, such as finding Silas in the Hall of Mirrors.
(Also: there may be a new mechanic in the Adventure. I made it for the Sayge fight, but I'm not sure if I'm gonna keep it)
Happy Hallow’s End, stranger. It’s not often that the living decide to celebrate down here in the Undercity. Something is amiss however. Small fires have started all over Azeroth, supernatural anomalies are riling up the Scourge, the surrounding waters are churning with unnatural life, and did that Wickerman just move?
With some help from Genn Greymane and some expert trackers, you and Sylvanas must defeat these Hallow’s End horrors and outsmart their convoluted schemes. No need for unmaskings here, just a swift blade through the neck and an arrow through the heart! They’re not going to get away with it.
Click on the spoiler to see what's in store.
First off, a more spoiler-y background to the plot if you're interested and okay with being spoiled.
This adventure follows the tale of the Headless Horseman, which to people who only followed to plot of the game, seems to be just a mad spectre. However, the comics tell that The Headless Horseman was once Sir Thomas, a knight of the Silver Hand who – in a Joker-esque origin story – was made insane by a series of unfortunate events. He blames himself for many of Arthas' atrocities, had his beloved mentor Uther die, and was driven mad within the Scarlet Monestary. He now believes that he – a hero beheaded for treason – is alive, while all others are dead. He goes around trying to cull the Scourge, not realizing that it is he who is undead.
I'll tell you now that the the mad Sir Thomas is behind all the chaos in Hallow's End. But who is behind Sir Thomas? Who is the true final boss?
Here to ruin your Hallow's End celebrations is the Headless Horseman, who brings fire and chaos to all of Azeroth on this special season.
The fight has multiple phases, and the hero power you see above only applies to the first.
Phase 1: Scheming Horseman – The fight starts off with a pretty normal fight. The Horseman adds a random class spell (from his own) to his hand each turn, making it more likely that his Scheme cards can trigger. When he reaches 15 health, he becomes immune and the turn immediately goes to him (like the Kel’Thuzad fight). Enter the next phase.
NOTE: I don't have a full list of his cards atm, but it's not required anyway at this stage, so just imagine has has cool spells and cards that:
1) Are powered up if he has more cards in hand than you, or
2) Are powered up when interacting with minions with Burning Vengeance (seen in Phase 3)
Phase 2: Without a Head – He clears his board and fills it with 2/2 Pumpkin Heads and a 2/2 Horseman’s Head at a random spot (see below), requiring you to kill the right head in order to proceed. If you immediately find the real head then good on you, he only heals for 5. Keep making mistakes and he’ll be back to full health. Three card Monte? More like seven minion Monte. Enter the next phase.
The position of these minions are randomized. The more wrong guesses you make, the more Health the boss regenerates. Also note the Horseman's Phase 2 hero power. This means he can't draw a card at the start of the turn, use his minions, play cards, etc.
Phase 3: Revenge – The real fight begins. His passive hero power gives all minions a Burning Vengeance buff at the start of his turn, with does nothing to them, but powers up his spells which he will try to burst you down with. If you do not kill his minions or have a crowded board yourself, prepare for some pain. Note that any unkilled Pumpkin Heads from the previous phase remain on the field, remaining a threat.
Again, I don't have all his cards down quite yet. They're all still in text form. Burning Vengeance is a buff that does nothing, but does give you a visual indication (minions will have green fire emanating from it) so you always remember which minions have it. If you really want to imagine the cards:
and more...
Example cards:
Rules say I have to have one legendary posted here, but I haven't refined mine yet. So for now it's replaced with a third non-Legend card. Hope that's okay, considering this is Discussion, not Submission.
The cards I made for this Adventure hope to achieve two things:
1. Add more support for the archetypes Blizzard has been pushing (Beast Druid, Discard Warlock, Thief Rogue, Control Hunter, etc), but more importantly...
2. Scheme, a non-keyword ability like Joust. "If you have more cards than your opponent, do X" rewarding control decks whilst simultaneously punishing decks who just puke out their hands. It can be attached to Battlecries, Deathrattles, aura effects, spells, etc.
1. Twilight Hoarder – Control Rogue? Dragon Rogue? A Pit Fighter with Taunt if you play him correctly.
2. Aimed Shot – Control Hunter? Becomes very efficient removal if played correctly. Might rename to "Through the Heart" for move flavor.
3. Duskwood Howler – Beast Druid? Becomes a better Dragon Consort for Beasts that rewards a good board. (You may have spotted him in hearthcard's Gallery as a currently 3.7 ranked card. No I didn't steal it, I mean, the expansion logo is no coincidence.)
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Might be a good time to actually finish my Adventure I guess.
Nesingwary’s Expedition
“Welcome, Adventurer, to Nesingwary’s Expedition! Led by me, Hemet Nesingwary, Hunter Extraordinaire! We roam the world seeking the biggest, fiercest, and most dangerous beasts! And then we kill them to prove how tough and manly we are. Speaking of which, we only accept the best hunters into our group. You’ll have to prove yourself if you want to tag along with us. Go collect twenty panther pelts.”
Wings:
Stranglethorn Vale - Nagrand - Sholazar Basin - Valley of the Four Winds - Kodo Graveyard
Nesingwary’s Expedition follows Hemet Nesingwary throughout Azeroth and Outland as he hunts the most dangerous beasts around. The adventure moves through each of the four zones where Hemingwary has been found in World of Warcraft offering quests to hunt down the beasts there.
Now, you may be saying “Kodo Graveyard? I don’t remember that.” Well, I’ve made a little original story to go along with Nesingwary’s Expedition. As you kill the last boss in each wing, it will drop a black glowing claw, horn, etc. Nesingwary will collect them, dismissing them as harmless oddities. It will be revealed after you finish the fourth wing that these are the remains of Terroskus, the First Beast. The previously unknown villain, to be revealed later, brings these bones at the Kodo Graveyard in the Desolace and uses them to summon Terroskus and become Lord of Beasts, who you must then defeat as the final boss.
Lord of Beasts
Obviously, this is a placeholder art until I reveal more about the boss later. The Lord of Beasts starts with 30 health and 30 armor, and he will be able to summon a Legendary Beast with his hero power. The first two times he uses it, it will summon specific beasts from the adventure, and cost less (3 the first time, 4 the second time). This way, he can use it earlier, but won’t get King Krush immediately. After the second time, it can summon any Legendary Beast from any set.
After his armor is exhausted, he enters a new phase. He will resurrect Terroskus, and the four glowing remains you collected will become minions on the board:
Terroskus will not be an actual minion on the board. He is instead represented with these body parts, each of which gives an effect until you kill it. At the beginning of the Lord of Beasts turn, Terroskus will rampage across your side of the board, alternately from the left and right. The first minion he hits takes 4 damage if the Hoof is still alive, and all your minions take 1 damage if the Horn is still alive. Also, minions you play take 2 damage if the Claw is still alive. The Skull will have a buff on it when you mouse over it that tells you it can’t be targeted and is Immune until the Hoof, Horn, and Claw are dead. Note that Lord of Beasts will never attack you with any of these minions (just part of the match AI). Lord of Beasts will still be summoning Legendary Beasts during this time. So, you have to take down these minions to get the powerful effects to go away, then you have to finish him off.
The Lord of the Beasts deck will include cards like Animal Companion, Call of the Wild, a weapon that combines the effects of Gladiator's Longbow and Eaglehorn Longbow, a number of Hunter Secrets, and Beast synergy cards like Bestial Wrath and Mark of Y'Shaarj.
Now, the boss I really wanted to show off was the first one "Collect 20 Pelts". This is an homage to the myriad gathering quests in WoW, and it starts out as repeatedly killing panthers to find pelts (with a laughably low drop rate), although a Venture Co. Poacher shows up eventually. The majority of the bosses in my adventure will be beasts, lsuch as Tusker and King Bangalash, but this is an example of some of the unconventional bosses you will find. As part of the story, you will also find yourself in the Circle of Blood in Nagrand and fighting a Pet Battle against Flash Katchull in Pandaria. I wanted to think of bosses that broke from the obvious mold to provide some variety, like the Temple Escape in LoE.
For the cards, the obvious main theme of the adventure is Beasts and Beast synergy (although there are plenty of non-Beast cards, too, because ~30 Beast cards would be kinda stupid for a set). Another theme is survival, a reflection that the animal kingdom is all about survival of the fittest. A number of cards have effects that depend on a minion(s) surviving something. Sometimes that’s surviving damage, but a lot of the time, it’s “surviving combat”. This is just like it sounds like. If a minion attacks or is attacked (not counting attacking the enemy hero), and it survives the encounter, then it has survived combat and the effect triggers. Here are a few example cards from my set:
Protector of the Wilds gives an example of Beast synergy, and I tried to design it to help Beast Druid out. Summoning several weak Beasts would help all existing Beast Druid cards. Ogre Hunter was one of my favorite ideas, and I just wanted to showcase that, and it's an example of a non-Beast card in the set (he also represents a 'native guide' you encounter in Nagrand that leads you into the Circle of Blood then betrays you). Tusker is the boss of the Nagrand wing, and he demonstrates the survival mechanic. Powerful decks could be made with it, especially with Taunt.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition