The most powerful entity ever to exist in the twisting nether has reawoken! The dark beast storm crow has come to destroy Azeroth as we know it and you the brave hero is the only thing standing between us and certain death by Storm Crow and certain death. So grab your sword and spellbook and charge into the home of Storm Crow to take him down once and for all. Battle your way across the 5 wings of Alara, home of the Storm Crow and will you taste the sweetness of victory or be crushed by an entity more ancient and powerful than the titans?
The Big Bad
The dark lord storm crow is the apex of evil, out to consume all of Azeroth in a horrific rise of darkness, corrupting and twisting all its citizens.he final confrontation won't be nice, Storm Crow needs time to slowly power himself up after an eternity of sleeping and if you don't stop him before he fully awakens death will be your new friend. Of course even if by some miracle you survive past turn 10 (so he can't hero power anymore) a new wave of darkness will begin. *Storm Crow laughs evily*
The set itself
The adventure will feature a new predominant card mechanic - corrupt. Similar to death rattle it triggers when a minion dies and an effect is placed on a random minion (can be friendly or evil). Then at the end of your next turn if that minion is still alive, destroy it and resummon the original minion that died. (imagine the alien emerging from someones stomach).
The allies of Storm Crow
Along the way you're going to run into some allies of Storm Crow, why not force them to join your collection? After all they are the entities that killed the titans and forced the old gods to sleep for a millennia. Behold the right hand of Storm Crow. Emracrow the Aeons Torn! One of the most powerful crows ever to descend upon Azeroth, nearly rivaling the mighty Storm Crow himself in power. (look above to find out how corrupt works). Even the most powerful gods need some goons to do their dirty work! Crow cultist a man fascinated by Storm Crow and the other Crow gods is here to convert even the most anti-crow people!Do be careful of the crow guards when you are plundering Alara, home of Storm Crow of all its servants and treasure. After all you wouldn't want a crow bursting out of your chest.
NOW GET YOUR SWORD AND SAVE THE WORLD ADVENTURER! STORM CROW IS COMING...
Hello Everybody! My name is Electro522, and welcome to my very first submission to one of the major competitions here on Hearthpwn! I've wanted to enter one of these ever since I saw the class design competition, and I figured this would be a great time to start! I am a rookie here, and my work may show it, but I figured "What do I have to lose?"
Adventure Overview
Unlike most other people who play Hearthstone, I am not an avid WoW player. I love Hearthstone (and Overwatch) but I really only keep up with enough lore from WoW to understand who's who in Hearthstone. Thus, whereas most other posts may focus on some raid or dungeon from WoW, I'm going to take a risk and throw in a world of my own into the mix.
Welcome to Titan
While partying hard with Medivh in his castle, a certain drunken explorer accidentally knocks over one of the bookstands. This particular bookstand just so happens to hold the book that governs and powers the portals of the castle, and the portal that opens up not only sucks you and Medivh out of the castle, it also throws you into a much darker and evil universe. Its your job to work with Medivh (who isn't being the greatest help at the moment) to find a way home. Unfortunately, the way home might be a bit more difficult than you may expect.
The portal you were sucked through just so happens to place you at the feet of one of the most feared men in the entire galaxy: Emperor Osis. Ruler of the planet named Titan, Osis takes pleasure in forcing hapless victims through his custom made arena, and he was just about to start looking for new combatants when you suddenly popped into existence. Eventually, the Emperor himself challenges you to a duel, but since you're on his planet, you play by his rules. He will constantly change the battlefield to work against you, and the less life he has, the more potent the effects of each battlefield become.
Here is how the different board states will play out.
Apocalyptic: A war torn board that makes summoning minions a bit more difficult. Any minion summoned gets dealt 1 damage (if the minion is already in play when the board changes, the damage will not apply).
Experimental: A board where technology has run rampant. Any minion summoned gets either Divine Shield,Windfury, or Taunt (basically the Enhance-o Mechano effect) at random. (Again, the effect will not apply if the minion is already in play when the board changes)
Wilderness: Its called the Wilderness for a reason, for anything goes out here. Whenever a minion is summoned, randomly cast a spell of the same mana cost. Whenever a spell is cast, summon a random minion of the same mana cost.
Industrial: A land of infinite resources and wealth. ALL cards have their mana cost reduced by 1.
The board states affect BOTH players, so both can take advantage of them, or get completely wrecked by them. They are not permanent, mostly staying on the board until the END of the next turn of the player who created them (unless you have a card that says other wise, like Merilda). This is so that the player who created the board gets to use a full turn with the board they created (sometimes, it will take a full turn just to make the board). However, this also gives their opponent a chance to counter whatever onslaught might be coming by using the board created to their advantage (if they even can).
But don't think he's alone in this endeavor to put you down, for he has an entire planet's worth of "faithful" subjects and experimental tools that he can use against you.
As you can see, fighting Osis will not be easy, this is his world afterall. Though, if you can somehow survive the onslaught of an ever shifting battlefield, and the strongest army you could ever imagine, there will be rewards (and new allies) besides just being able to go home.
In the depths of Azeroth, where the Treants live, there has been a cry for help across the whole world, for a deadly force has infected the Treants and turned them into dangerous savages. They no longer understand the language of Darnassian, but instead devote themselves to the tongue of Agamede, an ancient witchdoctor that has created this horrible scenario. Throughout this adventure, you will be fighting multiple creatures of the Grove, including Treants, and also those who are devoted to Agamede. Will you save Azeroth (and maybe the world) or will you bow down to the might of Agamede?
BEHOLD THE MIGHT OF AGAMEDE:
Agamede's deck consists of cards like Ressurect, Pit lord, Dark Bomb, Sylvannas Windrunner, N'zoth The Corrupter, Yogg-Saron Hope's End, Dancing Swords, The Skeleton Knight, Deathlord, and a few other uncollectible cards, and cards that have yet to be released in this adventure (Not Spoiling Anything). His deck manages to use his hero power very well, in the sense that a card like Deathlord that he summons through his hero power for you could be very bad knowing many big minions he has in his deck.
Example Cards:
This card could be a staple in any non-zoo warlock deck, and could work incredibly well with Wilfred Fizzlebang. This card works well in situations where you are behind (board-wise) and you need some damage to be dealt to enemy minions without your hero being put in a Lethal-position. It is also a great arena card due to the value it provides, Kripp would like this card.
This card would be a staple in many Rogue decks, especially ones that include N'zoth. An example of a use of this card could be on turn 7, where you use your 2 mana to kill a minion and activate the Combo, then you discover a Sylvannas Windrunner that died on the last turn. And when you use N'zoth, you get 2 Sylvanni (Is that the plural?)! It is also a Beast, which would be good in a Beast Rogue Deck Kappa.
Right from the start of Hearthstone, Druid has been constantly lacking viable removal, from the mediocre Recycle to the strictly dangerous Mulch, it is finally time to give Druid a card that every other class has, solid removal! It also uses the Choose One mechanic that is common in Druid decks, and the healing could be used to save yourself from being rushed down by one of the bosses in this Adventure or Aggro decks in normal fights.
After the discovery of the Vault of Y'Shaarj by the Kor'kron Guard, Garrosh Hellscream has decided to use the energy of Vale's pools in order to revive the dormant Heart of Y'Shaarj sealed within a Titan cache, and use it as his ultimate weapon and source of power
Garrosh Boss fight:
Phase 1:
Garrosh has 20 armor hero power: Dececrate and has Xal'atoh equipped, when garrosh loses his armor phase 2 begins
Phase 2:
garrosh summons Y'Shaarj, Rage Unbound , his hero power becomes Touch of Y'shaaj and is immune as long as y'shaarj is on the board when garrosh is down to 10 health the final phase begins:
Final Phase:
garrosh restores 20 health garrosh's and his hero power becomes "for the horde"
3 cards examples:
Rollback Post to RevisionRollBack
Check out my submission for the weekly card design competition by clicking Here!
The adventure takes place in the nerubian capital, Azjol-Nerub, and Anub'arak has returned yet again (he said he'd be back). Kilix the Unraveler enlists the help of the adventurer to slay the traitor king for the 4th and (maybe) final time and return the city to the control of the (living) nerubians. The adventurer spends the first 2-3 wings (not sure how many yet) battling the undead nerubian elite to get to Anub'arak. Throughout these wings Anub'arak laments about how the kingdom is rightfully his, undead or not, and how Kilix is not worthy of the title of King. Kilix joins the player in battle, but is gravely wounded by Anub'arak. Upon his defeat Anub'arak has one last message for the adventurer.
After uttering these last words, faceless ones burst into the kings chambers and attack the adventurer! The last few wings consist of the adventurer fighting faceless ones and co. before finally reaching their old god master, the big bad boss, The Forgotten One. An old god rumoured to have been undiscovered by the titans, she lay dormant while her brothers were imprisoned, biding her time. And now, she has begun to sow the seeds of corruption.
Ai'thar uses mostly faceless minions (like Faceless Manipulator), along with cards that can copy the adventurer's cards (like Mind Vision etc.), effectively trying to turn the adventurers cards against them. Her hero power is a passive and 'random minion' includes the adventurers own minions (so your minions might attack each other). During the fight she will also resurrect previous boss encounters as minions in a variety of ways, including secrets, spells and regular summoning.
The Cards
First up, Priest! This new card functions in a similar way to Shadow Madness except it triggers on your opponents turn like Beneath the Grounds and you can attack with the minion you stole on your turn. However if the opponent draws it and they have no minions on the board then the card has no effect.
A decent utility card can can copy friendly or enemy effects, it can copy battlecries however they will not be triggered. Because it has such a powerful effect it has poor health and attack for it's cost. Similar to Faceless Manipulator it does not copy 2 effects from interactions with Brann Bronzebeard.
"It's like Master of Disguise but good!", well maybe. It can protect 2 other minions from being targeted however stuff like Rag's effect still breaks stealth and it can leave you open to being attacked in the face if you don't have other non-stealthed minions, but it can also set up lethal pretty well since it also has stealth.
So In conclusion the card theme is along the lines of copying, stealing & randomly summoning cards; and trying to have some more interesting and (hopefully) fun ways of using and interacting with the stealth mechanic.
Edit: fixed some [card] tags and clarified some interactions
We all know what hearthstone needs... no, it isn't a Priest 2 drop... enrage minions neither - You know what, I KNOW what Hearthstone needs. It needs Pirates. Pirates and cool spell damage card. But mostly Pirates.
And the Deadmines have those. This time you will sneak inside the most well guarded defias hideout, their headquarters, to find out what the Broderhod is plotting this time.
Guided by the brave Luitenant Horatio Laine, you will fight against crazed goblin engineers, mighty ogres, powerful mages and obviously ruthless pirates! Beat down your foes and stop VanCleef and his new insidious plan of revenge. Live an adventure full of Goblin Crazyness, Piraty Burglary, Weapony Weapons and Epic Battles.
The Big Bad Boss
Speaking of Epic battles here it is the final boss, the greatest of them all: VAN CLEEF! Actually not that VanCleef.
Here she is, Vanessa, the doughter of the great Edwin, leading the crew toward the acomplishment of a great plan. Surprised? Don't worry, our heroes also were when they encountered her on the top of... wait, this is a spoiler. Well, if you know the raid from WoW you should know on top of what she is. Anycase, her Hero Power summons Bodyguards to protect her, and you have to get rid of them if want to damage her. And if you're thinking that is going to be too easy because "you know, 15 Health is not much", i remind you that she won't sit there and wait, she will destroy your minions with spells and weapons, she will summon many pirates and, eventually, kill you. So be prepared. Oh, and silence does not work, she will summon bodyguards anyway.
The bodyguards.
This comes alone.
These come in pairs.
These come three at the time
These are three example cards, showing you two of the main themes of the adventure.
EDIT: Mr. Smite is now surely more... LEGENDARY!
EDIT 2: Now I know how to do that thingy thing with the people talking... WOO-HU!
Unknown to the normal visitor, deep within Outland's own Shattrath city is an institution made for containing dangerous entities. Shattrath Paranormal Prison is hidden so well that only a select few know about it - but amongst those is Nar'jar, the Troll Private Eye who has taken residence here. And it would be him that calls for help, as only a true hero can assist such a large detective caliber in solving the many mysteries regarding the ancient ruins of Auchindoun - which are misteriously awakening after an even more mysterious prison revolt. As you will delve deeper and deeper into the supernatural halls of Auchindoun, you will encounter more and more wicked enemies, and with them new, criminal cards to add into your collection.
Alot of Auchindoun cards are focused on spells - wheter you talk about synergies, direct Spell Damage increase or just, y'know, spells. The ruins contain tons of objects left after it's former inhabitants filled with dangerous and explosive magic, thus why should one not try making some use of that?
Another large theme of Auchindoun is a new mechanic - Ritual. There are weird cultgoers that keep roaming the ruins, and they dare to bring their arts to you. Ritual cards activate their ability when a certain amount of minions died on that same turn - requiring you to think ahead, but also allowing you to take large risks or recover from losing.
The number indicates the needed amount of minions that died the same turn to activate the effect - then it works just like Combo or Battlecry once you have the requirement filled in. Now, sacrifical rituals are definitely bad and sinister, but y'know, if you want to solve a real case, you have to do more than ordinary policework. I'm not talking about Nar'jar. He won't do anything like this ever (and he will lament you for that if you will ever tell him), but your minions will gladly come help you out.
Atleast I think.
Meet the Villain
Grandmaster Vorpil is a very powerful individual, one with special interest of destroying the world. At the beginning of his fight, you will have to take down an artifact known as a Void Crystal to be able to engage Vorpil directly. While you will be doing that, he will summon various portals to aid him, granting him powerful advantages. However destroy the Void Crystal, and you will see Vorpil's wrath.. not only his powers will change to fit the situation, but so will his playstyle.
Grandmaster Vorpil uses void-based cards such as Voidwalker or Voidcaller as well as a plenthora of Demons (ranging from Flame Imp to Doomguard), all topped off with thematic spells such as Shadow Bolt and Dark Bargain (no worries, he has mastered it).
Cards of Great Potential
Ethereals are the masters of the Black Market. They have also good eyes for prized stuff - and if you want it, they will get it. Ethereal Scavenger might be just looking for profit, but he will make sure to give you a sweet discount on any spell he will draw from your deck. Especially useful for decks filled with mostly spells, as they can get absurd Value out of this card. However, you do have to build around it if you want it to be somewhat consistent.
This crafty guy is your companion on the path to unveil paranormal activities (and of course their causes), just remember he has to catch people alive. Now if something does catch the attention of someone, it is going to be a massive red hat with a gold trim. Why does this work? I don't know, it's probably the Mageweave inside the hat. Using the Hat, Nar'jar is a card that allows you to bring out massive things early on, or maybe get a second copy of a very important win condition, or if you know your opponent has no way to fight back, you can simply secure a on-curve play.
Truly, this card offers alot of possibilites. Just like the hat.
All in overall: An adventure with focus on spell-related effects and a completely new mechanic, Ritual (if (X) minions died this turn, do something), and a compelling story about a paranormal investigation in a place you'd both expect and not.
With that being said, welcome to "Reno's Madness", a four wing adventure where you have to go through all 4 major continents, starting with Kalimdor and ending with Pandaria. In each wing you have to defeat the biggest threats of that continent, ending with Reno EACH TIME! Every time you fight against him he has new abilities from the wing you are currently in.
In this expansion you discover all the possibilites of Reno Jackson with his 4 ability spells. These spells are really unique, because they are for TWO classes at the same time! This works like if they were two spells for two classes with the exact same text, but glued together into one! One of these ability spells is an example card so you can see how it looks. But the ability spells do a little more than that! They are giving Reno new powers wherever he is (like C'Thun) and also changing his voice lines! What exactly is said under the cards in the preview here.
"Soul of the Demon" (Warlock/Hunter) will change Reno's Deathsound into: "You are NOT prepared... I guess."
"Reno, the very Rich" was created for a very specific reason: Having two Renos in your deck. The ability spells buffs all Renos, not only one.
With "Reno's Madness" I wanted to create a very unique adventure with many little ideas in it. I made the ability spells so most classes (8 out of 9) can get a Reno upgrade and not only 4. English is not my mother tongue, so please don't judge me based on a few grammar mistakes.
I hope you had fun reading it and are interested in seeing more from "Reno's Madness".
You are sleeping in a local tavern in the city. But your sleep is cut short when you hear howling and screaming from the streets. You look outside the window and you see a Worgen clan attacking the city. You recognize their banners immediately- it's the Icefur clan. Their only motivation is blood, and they won't stop until everybody in the city is killed. You must fight through each part of the city and eliminate every Worgen chieftain to stop the attack.
The Final Boss: The Big Bad Wolf
Boss card examples:
Darius Icefur is the leader of Icefur clan. His main tactic is to overwhelm you with his minions. His Hero Power can summon a 2/4 Worgen with taunt for only 2 mana which makes killing him a lot more difficult. He doesn't need magic and cheap tricks to beat you, he can easily kill you with his Worgen minions and weapons which synergies with each other extremely well. His spells buff his Worgen minions to incredible strengths. Wolves are stronger in packs, so make sure that Darius doesn't have too many minions on the board.. or things might end up bad for you. Darius is designed to be simple, yet difficult boss. No fancy tricks or crazy Hero Power effects. Just pure synergy and brute force.
Rewards
All minions from this adventure are Worgen- a new tribe. All previous minions in HS who are Worgen will also have a Worgen tribe (like mechs in GvG). Also all spells are somehow related to Worgen minions. Worgen minions are the strongest when they synergies with each other. Here are few examples.
In the depths of the Caverns of Time, the Bronze Dragonflight is keeping time safe. It is their sacred mission to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. Shadowy agents have infiltrated the Caverns of Time, attempting to sabotage key historical events, one of which is the monumental battle of Mount Hyjal, where the Burning Legion and its infamous leader Archimonde plans to drain the energy of the World Tree. In the face of this overwhelming threat, Nozdormu is enlisting heroes to help him prevent the fabric of time from unraveling forever.
Your adventure begins as the Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were. Before sending you in this perilous mission, they will test your abilities and push your limits to ensure you are up to the task.
After proving yourself, the Bronze Dragonflight will send you retrieve two Vials of Eternity, required as a catalyst to open a gateway to any event tied to Mount Hyjal, recent or ancient. After Illidan Stormrage drew seven vials from the Well of Eternity to create a second well, he gave what was left of them to two of his lieutenants, Lady Vashj and Kael'thas Sunstrider. To retrieve them, you will have to sneak into their strongholds, Serpentshrine Cavern and Tempest Keep. It is safe to say that you will not be welcome, and therefore, you should prepare to face the greatest of dangers. There is a reason why Illidan picked Lady Vashj and Kael'thas as his lieutenants and you are about to find out why. These two dungeons are going to act as wings 2 and 3 respectively.
Ultimately, should you manage to overcome those perils and recover the Vials of Eternity, the Bronze Dragonflight will open a passage to Mount Hyjal. It is very likely that Archimonde and his armies of undead and demons will already be there, destroying everything on their way up to the summit, where the World Tree lies. You will have no choice but to face them if you want to save the world. The outcome of the Battle of Mount Hyjal must be preserved: if Archimonde succeeded, it would be the end of the world as we know it.
The Big Baddie
The fight against Archimonde begins slowly. His Hero Power, Soul Charge, triggers automatically at the beginning of his turn, much like many other boss encounters. On turn 1, it will deal 1 damage to a random enemy target. However, as you deal with his legions of undead and demons on the board, every friendly minion that dies will make his weapon stronger.
Archimonde doesn't swing his weapon as a regular weapon: it is the manifestation of the power he accumulates as the fight progresses. The more minions die on your side of the board, the bigger his weapon, and ultimately the more powerful his Hero Power becomes. You thought Ragnaros was scary with his 8 random damage every turn? Try 10, 12, or even 15 damage on a random target. Sure, 15 damage isn't much scarier than 10 on a standard minion, but what if his Soul Charge goes face? Can you handle it? You'd better have a board full of minions to soak the damage!
But there's more. Archimonde has another ability that affects the board from the beginning of the fight. His Doomfire ability will divide the board in 3 smaller boards, using fire trails. Every time a minion (friend or enemy) crosses one of those lines to either attack another minion on the other side of the board, or to make space for another minion being summoned, it will take 1 damage. Reversely, when a minion is killed, other minions will move closer to the center and may cross the lines once again, for an extra 1 damage. You are going to have a hard time keeping your minions alive! Fortunately, enemy minions are also affected by the flames of the board: use this at your advantage to deal with Archimonde's armies!
This is what the board would look like with the two Doomfire trails. Of course, the rest of the environment doesn't make sense since I used LoE adventure to make it but hey :)
Archimonde is going to send his most powerful demons and undead. His deck consists mostly of minions, and he frankly doesn't care about the regular deck-building rules. He may have more than 2 of the same demons or undead, some of them you don't even know about, in order to protect lower minions like Malchezaar's Imp, which he will abuse to summon bigger demons (Succubus, Doomguard) and cycle cards instead of discarding them. He will also cast spells to kill your minions more quickly and clean the board (Hellfire, Spreading Madness), making his Hero Power scarier than ever, because that's what he does.
If you manage to overcome this mighty foe, you will have saved the World Tree... and the entire present world!
Example Cards:
The overarching theme of the adventure is time, which is why many of its cards are going to be about tempo, whether it is you gaining, or your opponent losing tempo. You can also expect to find minions tied to the Bronze Dragonflight, Serpentshrine Cavern, Tempest Keep and the Burning Legion.
Edit 08/08/2016 : Added a screenshot for the Doomfire board-changing ability.
I don't know who you are, but the Nexus just played its last card to get you here so you must be pretty important. Look the Nexus is in dire straits, there's something taking it over and anything that can control a place that sucks in a universe's most powerful figures is NOT something that should be allowed to run free. So I sure hope you can help us, name's Raynor by the way.
The Nexus is being conquered by a mysterious force and as a last ditch effort it brought you in to defeat this mysterious foe. Luckily for you Raynor is here for you to help navigate this strange land and help you towards your final goal. This is a 5 wing adventure that will take you through various maps fighting both corrupt Nexus Lords and Heroes, ending in The Heart of the Nexus where you find that the mystery villan is-
Justin Browder, Dustin Browder's evil twin! Justin is tired of living in his brother's shadow and is now destroying all of his (and the rest of the team's) hard work.With Justin's control of the Nexus the fight will slightly break the 4th wall with ridiculous buffs and nerfs to minions and crazy overpowered versions of spells. The whole adventure will revolve around a very important mechanic in Heroes but only around 5 cards that interact with it in HS- Positioning. The leftmost minion will take 8 damage next turn, the minion and the one to the right of a targeted minion will be silenced, things like that. Of course with positioning being very important, so is board control because you cant position anything if there is nothing on the board. So now let's get onto the important part- new cards!
Edit: whoops forgot to add Blackheart's Chest. I hope this is legal
On your way to Thunder Bluff you encounter a young tauren warrior, jumping from one traveler to the next asking them for help with his problem, but noone cares. You take pity on the little guy and ask him what is goin on.
"Calm down, calm down, just tell me what is this all about."
The young tauren introduces himself as Bilakh Skybash and tells you all about what happened. A giant gorilla that calls himself King Mukla kidnapped his beloved Poobah right before their wedding. You are a sucker for good love story, but more importantly, you never shy away from an epic adventure! U decide to help this poor soul.
On your journey you will have to discover the secret hiding place of King Mukla in the heart of Jaguero Isle, which is said to be only know by Mukla himself and his long lost brother. Luckily enough, one of the travelers Bilakh was trying to enroll earlier told him about a strange red haired gorilla that he saw at a newly opened zoo-like resort in Marshal's Stand inside the Un'Goro Crater. You will have to find a way to get to the Un'Goro Crater and save Mukla's brother from whatever fate befallen him, if you ever want to learn a location of Mukla's mysterious hiding place and rescue Poobah from that despicable beast.
Little do u and Bilakh know, that Poobah is hatching an escape plan of her own in the meantime ...
Final Battle: King Mukla / (???)
The final boss battle starts off vs King Mukla, who will have a whole plethora of enslaved beasts to his disposal and will toss a huge barrels at you from afar. But dont think you can just simply overrun him with small minions, his AOEs like Stomp will make short work of your little weenies. You will have to stack your deck with resilient minions, but balance your hand size, since Mukla's main cannon fodder - Crazy Monkeys - will throw bananas at ya and will fill your hand pretty quickly. After you finish Mukla off and the happy couple is reunited once again and u think everything is over, thats where the real fight begins. It will be on you, adventurer, to deal with the unexpected threat and mby recieve help from someone u thought long gone.
For the sneak peek of the second part of boss battle see spoiler below:
After u defeat Mukla you will notice that something isnt right, u discover that Mukla was infected by corruption from the Old Gods and all this time he was trying to resist it. Thats why he took Poobah in a first place! But now all his strength and will are gone and the corruption has finally overcame him and completely taken over his mind and body. For a price.
Mukla himself can now corrupt other creatures, taking them under his control, so u will have to make hard decisions on which minions to sacrifice and still be able to beat him, beside his powerful hero power he will have a new dark minions to his disposal and some twisted spells that will play tricks on your mind. But dont despair, when u think all is lost, an unexpected ally will come to your aid and together u might just take down this monstrosity once and for all!
Some of the boss cards:
Example Cards:
New keyword: Aura mechanic is supposed to snowball the game fast, if left unchecked.
I reworked the Aura mechanic a bit, previously it was "(Aura: X) - For the next X turns, at the start of the turn, do something". I wanted to be able to use Aura on spells, but it didnt reflect the nature of the keyword, so i reworked it and now its only on minions and each turn the minion is alive, the Aura will go off and activate its effect. WIth that in mind, i decided to give the iconic legendary of this adventure (Bilakh) a new ability that would synergize with the Aura mechanic and would drive it even further. Hope u like it :)
Bilakh Skybash: young tauren warrior that will keep "the drums beating" for two extra turns, after the minions that provided Auras died off. It is ment to boost the Aura mechanic in general, since now Aura is tied to the minion's survivability rather than to a fixed number of turns.
PS: the deathrattle on minions without Aura mechanic wouldnt do anything, its just easier to word it this way to fit it in 4 lines of text. I couldnt figure out better wording, if anyone has better idea, pls PM, thanks :)
Gibbert's RIght Hand wording: i didnt use "your equipped weapon", since pretty much every card that manipulates your equipped weapon reads only "your weapon", hope thats correct wording then :) Pretty interesting mechanic i think, can give u value on your Gorehowl or just even Winaxe, for the cost of replaying the weapon ofc. I think its a better card than Upgraid! in current meta, since it provides a body or can be played on T2 for tempo. One of the bosses mby even whole wing will be about weapon manipulation :) PS: i might change this card to be a neutral, mby i should offer it to more than just a warrior class. Thoughts?
Thunder Bluff Healer: previously a spell (with the same ability) now reworked into a minion to go together with the new spirit of the Aura keyword. The effect will go off at least once (at the start of your opponents turn), and if minion can survive, the effect can net value gradually over time. Good synergy with other priest cards and helps to keep your board alive in general. PS: i was so hyped about this minion at the beginning, but lately iv realized, that it isnt the best example of the snowball part of the Aura mechanic, welp i will have to show better one in the next Phase if i get there :)
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!
How can you fight off these pirates? How about with swords?
At the end of each wing, along with the Class Challenges, you unlock a Weapon Challenge, where you are given certain restrictions to build your deck, and you have to face one of the challenges in the wing. This gives each class an Epic Weapon.
Introducing the bosses of the various wings.
Beasts of Stranglethorn
Booty Bay is under attack by vicious beasts from the Stranglethorn Jungle, led by a mysterious troll. Beasts are summoned each turn, similar to the minions in Temple Escape, given options on which beasts you'd rather fight as your allies in Booty Bay fight off the others.
Long John Copper
After killing two members of the Brashtide Crew and defeating Wailing Mary Smitts, you come across Long John Copper, the last member of the Brashtide crew. Nothing too out of the ordinary for this fight.
Wallace Boltscrew
You have just taken down Wallace Boltscrew's mechs and you now have to face the genius himself. He challenges you to a one-on-one duel, only allowing each participant to have one minion at a time. Because of this, he is all about upgrading his minions to massive stats.
Jessi Falrevere
After chasing down her ship and making it aboard, you realise all too late the ship has started sinking. You'll have to get to Jessi before she escapes and steal her getaway. It's a race against time!
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. 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.
FUNNEL CAKE MADNESS!!! - As I’m sure we’re all aware, funnel cake isn’t just a delicious fried treat- it’s an insidious drug ruining the lives of innocent citizens throughout Azeroth! The drug is a green liquid in a conical bottle (as seen in Darkshire Alchemist and Shady Dealer), but is often disguised to look like innocent carrots or meat. Here is some background for those who don't know. Help McDuff the Crime Worgen take a chomp out of crime and discover exactly what funnel cake is, discover who is behind it, and put an end to this epidemic once and for all! Visit the exciting locales of the Stormwind Stockades, Kezan, Gnomeregan, and the Deadmines! The adventure will take the shape of a mystery story with each chapter providing vital a clue to this refreshing adventure.
Final Boss:
Vanessa Van Cleef- While it’a always a shame to spoil the mystery before the story even takes shape, the competition rules demand it, so the mystery of what funnel cake is exactly will have to be my big reveal. The Defias Brotherhood is behind it- both to wreak havoc throughout Stormwind and beyond, and also to fund their further misdeeds. By this point in the story, the funnel cake operation is shut down and thus not an aspect of the fight, but that just means she’s mad!
Hero power- Inspire Piracy- gives +2/+2 to ALL pirates-heroic only buffs her own. She’ll have a lot of pirates, and they will grow FAST, so this fight is all about crowd control before the board can get too huge to handle.
SAMPLE CARDS:
Radiation Storm- A priest AoE spell of variable power. I'm very bitter about Karazhan's treatment of my beloved priests. I'm going to fix it by giving them truly useful cards, starting with this flexible board clear.
Vial of Refreshment- In an effort to make control more viable, this paladin weapon exists purely as an effective stalling tactic. Deal a little damage, but heal both players for 12 over the course of 3 turns. Really hurts aggro decks; not so good if you're losing the control battle.
Lord Overheat- a board clearing 6 drop that can takes finesse to use well.
In general, the cards of this adventure are going to run 3 themes- bringing class balance (weaker classes are going to get better cards), dual healing (both for the funnel cake theme and to slow down the meta), and cards that are powerful, but hard to use well. The end result would theoretically be a slower meta where there is a lot more balance and potential for deck variety.
What is the funnel cake's secret? Stay tuned and find out!
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 unwelcome help from Genn Greymane and The Scarlet Crusade, 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.
Extra Story (Plot spoilers)
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.
So here is The Headless Horseman, your final opponent in this Hallow's End mystery... or is he? Spoiler alert: Nope. It's actually Balnazzar disguised as Grand Crusader Dathrohan, who ordered one of his men, Morville Roggers, to send you on a wild goose chase so he has more time to prepare.
Click the Spoiler for Boss Fight mechanics.
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. More details in Spoiler.
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. More details in Spoiler.
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. This means that yes, all his 2/2 heads can't attack while in this phase, but they will be able to if you go to the next phase before killing everything.
Think this phase is too easy? Read this: "Oh but I'll just use Consecration and remove all the heads at once!" "Sure, but all the Deathrattles trigger, meaning the Horseman heals back to full."
"What if I used Mass Dispel then Holy Nova?" "He doesn't heal, sure. But you'll need enough mana to cast it both, plus he's still at 20 Health."
"What if I luckily killed the right head on my first try?" "He still heals for 5, and all the other 2/2 heads remain and can now attack. Meaning? He has a gigantic board to attack you with."
"I can clear everything in one move. What a boring phase 2!" "Remember the final Nefarian fight? I destroyed Onyxia in one turn too. That doesn't mean it wasn't a challenging fight. There are still his OTHER phases you have to worry about."
Phase 3: Revenge – The real fight begins. His passive hero power gives all minions a Burning Vengeance buff, 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. More details in Spoiler.
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 procs his various cards that will try to clear your board and burst you down.
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.
Immolate x2 4-mana spell Deal damage equal to the number of minions with Burning Vengeance.
and more...
Example cards:
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, 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. Headless Horseman – A neutral mini-C'Thun that can be used as a win condition burst or a board clear if played in the right deck. Excellent addition to Renolock for sure, but valuable in any control deck since they're likely to hoard cards. In sub-par situations? It'll probably only do 3-5 damage or so. In a Handlock situation? 9 damage easy. I would say, not too OP for a legendary. I mean, compare him to Ragnaros and the Horseman seems pretty normal.
2. Twilight Hoarder – More dragon support, extra good in Control. A Pit Fighter with Taunt if you play him correctly. Why Epic? Because Twilight Guardian was Epic too. It's a total accident that all my non-Legendaries to be shown off are Epics.
3. Psychic Scream – Priest's new board clear? It might seem a tad OP, removing anything with 5 or less Health and essentially neutering the rest. However, don't forget that it only does -3/-3 if you don't have more cards. It sounds like a simple task for Priest, but this means that 1) You can only use this in a Control deck, and 2) It's less effective against Control. Plus, take it in the context of all my other cards, which will support a Control/Handlock style of deck in ALL classes. It's a Lightbomb that is not always effective, but when it is, it does it really well.
Adventure describes the events of the Cataclysm, concentrating on primal elements divided by four wings: Deepholm, Throne of the Four Winds, Abyssal Depths and Firelands. Traveling across Elemental Planes, we will try to calm down the Elemental Lords. Some of them we will help ( Neptulon , Therazane ) , some of them we will fight ( Alakir , Ragnaros ). In the final wing we will fight Deathwing himself and save Atheroth from the Cataclysm.
Final Boss:
This fight is similar to Tavern Brawl with Gearmaster Mechazod. Deathwing and Aspects have their own set of cards that you can see in the spoiler below. Your deck is not pre-made, but Deathwing stops you from using any removal-like cards:
Deathwing cards:
Aspects cards:
Besides this cards, Aspects will have a Control-Dragon-Buff deck.
Several powerful villains that were once dead and others that had disappeared are back in Azeroth once more doing evil deeds. However it seems like it's not necromancy that brought them back, because the powerful characters are back to their old selves and not some kind of undead version of their former selves. What on Earth* is going on exactly?! You are visited by the dragon Chronormu in her gnome form, Chromie, and she informs you that the leader of the Bronze Dragonflight, Nozdormu, became corrupted by some kind of evil might before he became saved by her. She also tells you that time in Azeroth has been distorted by this power. This has led to villains travelling to the future to join each other in spreading destruction across Azeroth. It's up to you, your minions and Chromie to fight against the villains and figure out what's going on!
*Azeroth
Overview
So, this adventure would be about the distortion of time and would present a history of WoW, which I think is appropriate at the moment because of the soon to be released expansion, Legion (30th August). It would be an overview over all expansions so far (5) and would feature iconic bosses from these expansions. Each wing would be about one expansion with the "evil power" being the last boss in the last wing. However, because time has been distorted, the expansions might not be in their real order, who knows?
The adventure will feature a quite small but hopefully fun feature that I call "Time Traps & Time Tools" which will only be present in the adventure. These things are of different sorts and one to five of each will randomly shuffle into your deck at the start of each boss encounter, apart from the first boss battle. One each for the first wing, two for the second etc. The Time Traps and Time Tools will activate when drawn, like Flame Leviathan's effect does, with a negative effect, respective a postitive effect. They would encourage players to "find them all in their decks" and who knows, players who find them all might get some kind of reward? However, because some persons dislike all forms of RNG it would be possible to turn the both Time Traps and Time Tools off in a corner on the Adventure screen. Also worth mentioning is that some A Timely Tale-cards (ATT for short) only would be available and these would synergize with the Time Traps and Time Tools in different ways, by for example negating a Time Trap's (negative) effect. These ATT-only cards would be unlocked by completing different challenges, for example beating a boss in X amount of rounds. All this would increase the re-playability of this adventure and would give completionists a fun challenge. Just to make this adventure EXTRA special. The adventure only-cards would be based more on fun and synergy than viability, so they are not needed to complete the adventure. Just an added bonus!
Nozdormu, the first boss of the adventure
Nozdormu would be featured in the adventure's prologue (only one boss in it). However, this boss would be very different from bosses so far featured in the game!
As you can see, this will be no standard boss fight. As this is a prologue you will not play as any of the real classes but instead play as Chromie in her attempt to help Nozdormu overcome his corruption. The deck will be premade and focus on helping Nozdormu in different ways, by for example healing your "opponent". If Nozdormu's health is reduced to 0 or below the fight is lost. You must instead make Nozdormu survive for 12 rounds to win. The corrupted Nozdormu will destroy Chromie's minions, damage himself with his Hero Power and suffer the consequences of the Time Traps.
Example Cards
Thoughts on Chromie:
In a buff heavy meta a card like my Chromie would be a good choice in many decks as you would revert the buffs. She would also be good versus silence as she will not only remove buffs but also debuffs. Another thing worth noting is that the health of all minions would be restored to their original state which means she could act like a pseudo-heal. This could be especially good in Priest when played on curve after an Injured Blademaster as she would make the Injured Blademaster into a 4/7. Also worth noting is that minions like Blackwing Technician would not keep its battle cry buff as it's original state is what its stats are in the player's hand.
Thoughts on Shadowfreak:
Priests need a good 2-drop and Shadowfiend wants to help! This would be a great minion for early game trades and would be quite sticky. If your opponent attacks this minion with a minion that dies after attacking Shadowfiend, Shadowfiend will gain +2 Health despite it not being your turn, as long as Shadowfiend doesn't die aswell in the attack. If you don't think the art and name is "priesty" enough, there are actually Shadowpriests in the Warcraft universe and these use....questionable powers if you ask me.
Thoughts on Payback Time!:
This adventure will be a lot about time so I thought this would be a good way of showing that off. Paladins are also lacking good single target removal if you ask me so this was a good match if you ask me.
If you played WoW during Cataclysm, you might have a good idea of what does this means. For all others, Nozdormu will explain briefly what does it needs to be done:
You will travel to a future where Deathwing destroyed all life on Azeroth, except from some twisted echoes of heroes who stood against them, and agents of the Infinite Dragonflight who obstruct all attempts to get the Dragon Soul. The adventure does not end there. You'll have to travel to the very own Well of Eternity, and even if you succeed, bring the Dragon Soul to Wyrmrest across hordes of Twilight zealots.
Although there is'nt a real "big bad boss behind everything", the big bad boss would be the Twilight Prophet himself, the one and only:
This fight will start slowly. At first you can put some pressure to him, as he lacks some strong early game, even with his hero power:But at turn 7, Benedictus will unleash a nasty surprise.
Cost rounded up.
After this, you'll have to withstand waves of low-cost big drops, powerful spells, and a stronger hero power:
This of course, speaking about the normal fight, as I guess we don't have to reveal how our heroic fight will work.
The main theme of this expansion's cards is the board state, card plays, and sometimes even time played, interaction. Here we can see some examples of this set:
This is all for now, but remember there are still lots of surprises in this set, and even those who already know how the dungeons worked will find surprises waiting in this adventure.
Let me present you with a new Hearthstone adventure:
The most extraordinary and bizarre circus came to town! Get ready for a night full of clauns, fire breathers, magic tricks, somersaults, tamed beasts, jugglers and bearded women. Get your tickets ready for the four grand acts that you're going to witness.
But something isn't quite right with the circus. The new principal is making all the performers act strange and somewhat more aggressive. Help the friendly claun Cisco beat the beast tamers, fire breathers, magicians and the Principal himself.
The Principal will take your minions from you but you can use that to your advantage by giving him terrible minions or by flooding the board with small minions. His deck consists of circus performers including both of the existing jugglers (plus a new one I have planned) and a bunch of beats and other cards fitting the circus theme that I don't want to spoil just yet. And there is a twist at the end ;-)
For all the hard work you'll earn rewards. Here are three examples (keep in mind that these might not be final):
I hope you like my adventure and will let me show you more. Good luck and have fun everyone!
!!!THE RISE OF STORM CROW!!!
The most powerful entity ever to exist in the twisting nether has reawoken! The dark beast storm crow has come to destroy Azeroth as we know it and you the brave hero is the only thing standing between us and certain death by Storm Crow and certain death. So grab your sword and spellbook and charge into the home of Storm Crow to take him down once and for all. Battle your way across the 5 wings of Alara, home of the Storm Crow and will you taste the sweetness of victory or be crushed by an entity more ancient and powerful than the titans?
The Big Bad
The dark lord storm crow is the apex of evil, out to consume all of Azeroth in a horrific rise of darkness, corrupting and twisting all its citizens.he final confrontation won't be nice, Storm Crow needs time to slowly power himself up after an eternity of sleeping and if you don't stop him before he fully awakens death will be your new friend. Of course even if by some miracle you survive past turn 10 (so he can't hero power anymore) a new wave of darkness will begin. *Storm Crow laughs evily*
The set itself
The adventure will feature a new predominant card mechanic - corrupt. Similar to death rattle it triggers when a minion dies and an effect is placed on a random minion (can be friendly or evil). Then at the end of your next turn if that minion is still alive, destroy it and resummon the original minion that died. (imagine the alien emerging from someones stomach).
The allies of Storm Crow
Along the way you're going to run into some allies of Storm Crow, why not force them to join your collection? After all they are the entities that killed the titans and forced the old gods to sleep for a millennia. Behold the right hand of Storm Crow. Emracrow the Aeons Torn! One of the most powerful crows ever to descend upon Azeroth, nearly rivaling the mighty Storm Crow himself in power. (look above to find out how corrupt works). Even the most powerful gods need some goons to do their dirty work! Crow cultist a man fascinated by Storm Crow and the other Crow gods is here to convert even the most anti-crow people!Do be careful of the crow guards when you are plundering Alara, home of Storm Crow of all its servants and treasure. After all you wouldn't want a crow bursting out of your chest.
NOW GET YOUR SWORD AND SAVE THE WORLD ADVENTURER! STORM CROW IS COMING...
Creator Introduction
Hello Everybody! My name is Electro522, and welcome to my very first submission to one of the major competitions here on Hearthpwn! I've wanted to enter one of these ever since I saw the class design competition, and I figured this would be a great time to start! I am a rookie here, and my work may show it, but I figured "What do I have to lose?"
Adventure Overview
Unlike most other people who play Hearthstone, I am not an avid WoW player. I love Hearthstone (and Overwatch) but I really only keep up with enough lore from WoW to understand who's who in Hearthstone. Thus, whereas most other posts may focus on some raid or dungeon from WoW, I'm going to take a risk and throw in a world of my own into the mix.
Welcome to Titan
While partying hard with Medivh in his castle, a certain drunken explorer accidentally knocks over one of the bookstands. This particular bookstand just so happens to hold the book that governs and powers the portals of the castle, and the portal that opens up not only sucks you and Medivh out of the castle, it also throws you into a much darker and evil universe. Its your job to work with Medivh (who isn't being the greatest help at the moment) to find a way home. Unfortunately, the way home might be a bit more difficult than you may expect.
The portal you were sucked through just so happens to place you at the feet of one of the most feared men in the entire galaxy: Emperor Osis. Ruler of the planet named Titan, Osis takes pleasure in forcing hapless victims through his custom made arena, and he was just about to start looking for new combatants when you suddenly popped into existence. Eventually, the Emperor himself challenges you to a duel, but since you're on his planet, you play by his rules. He will constantly change the battlefield to work against you, and the less life he has, the more potent the effects of each battlefield become.
Here is how the different board states will play out.
Apocalyptic: A war torn board that makes summoning minions a bit more difficult. Any minion summoned gets dealt 1 damage (if the minion is already in play when the board changes, the damage will not apply).
Experimental: A board where technology has run rampant. Any minion summoned gets either Divine Shield,Windfury, or Taunt (basically the Enhance-o Mechano effect) at random. (Again, the effect will not apply if the minion is already in play when the board changes)
Wilderness: Its called the Wilderness for a reason, for anything goes out here. Whenever a minion is summoned, randomly cast a spell of the same mana cost. Whenever a spell is cast, summon a random minion of the same mana cost.
Industrial: A land of infinite resources and wealth. ALL cards have their mana cost reduced by 1.
The board states affect BOTH players, so both can take advantage of them, or get completely wrecked by them. They are not permanent, mostly staying on the board until the END of the next turn of the player who created them (unless you have a card that says other wise, like Merilda). This is so that the player who created the board gets to use a full turn with the board they created (sometimes, it will take a full turn just to make the board). However, this also gives their opponent a chance to counter whatever onslaught might be coming by using the board created to their advantage (if they even can).
But don't think he's alone in this endeavor to put you down, for he has an entire planet's worth of "faithful" subjects and experimental tools that he can use against you.
As you can see, fighting Osis will not be easy, this is his world afterall. Though, if you can somehow survive the onslaught of an ever shifting battlefield, and the strongest army you could ever imagine, there will be rewards (and new allies) besides just being able to go home.
Are you ready for the arena?
A Nightmare In The Grove: A Hearthstone Adventure
In the depths of Azeroth, where the Treants live, there has been a cry for help across the whole world, for a deadly force has infected the Treants and turned them into dangerous savages. They no longer understand the language of Darnassian, but instead devote themselves to the tongue of Agamede, an ancient witchdoctor that has created this horrible scenario. Throughout this adventure, you will be fighting multiple creatures of the Grove, including Treants, and also those who are devoted to Agamede. Will you save Azeroth (and maybe the world) or will you bow down to the might of Agamede?
BEHOLD THE MIGHT OF AGAMEDE:
Agamede's deck consists of cards like Ressurect, Pit lord, Dark Bomb, Sylvannas Windrunner, N'zoth The Corrupter, Yogg-Saron Hope's End, Dancing Swords, The Skeleton Knight, Deathlord, and a few other uncollectible cards, and cards that have yet to be released in this adventure (Not Spoiling Anything). His deck manages to use his hero power very well, in the sense that a card like Deathlord that he summons through his hero power for you could be very bad knowing many big minions he has in his deck.
Example Cards:
This card could be a staple in any non-zoo warlock deck, and could work incredibly well with Wilfred Fizzlebang. This card works well in situations where you are behind (board-wise) and you need some damage to be dealt to enemy minions without your hero being put in a Lethal-position. It is also a great arena card due to the value it provides, Kripp would like this card.
This card would be a staple in many Rogue decks, especially ones that include N'zoth. An example of a use of this card could be on turn 7, where you use your 2 mana to kill a minion and activate the Combo, then you discover a Sylvannas Windrunner that died on the last turn. And when you use N'zoth, you get 2 Sylvanni (Is that the plural?)! It is also a Beast, which would be good in a Beast Rogue Deck Kappa.
Right from the start of Hearthstone, Druid has been constantly lacking viable removal, from the mediocre Recycle to the strictly dangerous Mulch, it is finally time to give Druid a card that every other class has, solid removal! It also uses the Choose One mechanic that is common in Druid decks, and the healing could be used to save yourself from being rushed down by one of the bosses in this Adventure or Aggro decks in normal fights.
After the discovery of the Vault of Y'Shaarj by the Kor'kron Guard, Garrosh Hellscream has decided to use the energy of Vale's pools in order to revive the dormant Heart of Y'Shaarj sealed within a Titan cache, and use it as his ultimate weapon and source of power
Garrosh Boss fight:
Phase 1:
Garrosh has 20 armor hero power: Dececrate and has Xal'atoh equipped, when garrosh loses his armor phase 2 begins
Phase 2:
garrosh summons Y'Shaarj, Rage Unbound , his hero power becomes Touch of Y'shaaj and is immune as long as y'shaarj is on the board when garrosh is down to 10 health the final phase begins:
Final Phase:
garrosh restores 20 health garrosh's and his hero power becomes "for the horde"
3 cards examples:
Check out my submission for the weekly card design competition by clicking Here!
The Big Bad Boss?
The adventure takes place in the nerubian capital, Azjol-Nerub, and Anub'arak has returned yet again (he said he'd be back).
Kilix the Unraveler enlists the help of the adventurer to slay the traitor king for the 4th and (maybe) final time and return the city to the control of the (living) nerubians. The adventurer spends the first 2-3 wings (not sure how many yet) battling the undead nerubian elite to get to Anub'arak. Throughout these wings Anub'arak laments about how the kingdom is rightfully his, undead or not, and how Kilix is not worthy of the title of King. Kilix joins the player in battle, but is gravely wounded by Anub'arak. Upon his defeat Anub'arak has one last message for the adventurer.
After uttering these last words, faceless ones burst into the kings chambers and attack the adventurer! The last few wings consist of the adventurer fighting faceless ones and co. before finally reaching their old god master, the big bad boss, The Forgotten One. An old god rumoured to have been undiscovered by the titans, she lay dormant while her brothers were imprisoned, biding her time. And now, she has begun to sow the seeds of corruption.
Ai'thar uses mostly faceless minions (like Faceless Manipulator), along with cards that can copy the adventurer's cards (like Mind Vision etc.), effectively trying to turn the adventurers cards against them. Her hero power is a passive and 'random minion' includes the adventurers own minions (so your minions might attack each other). During the fight she will also resurrect previous boss encounters as minions in a variety of ways, including secrets, spells and regular summoning.
The Cards
First up, Priest! This new card functions in a similar way to Shadow Madness except it triggers on your opponents turn like Beneath the Grounds and you can attack with the minion you stole on your turn. However if the opponent draws it and they have no minions on the board then the card has no effect.
A decent utility card can can copy friendly or enemy effects, it can copy battlecries however they will not be triggered. Because it has such a powerful effect it has poor health and attack for it's cost. Similar to Faceless Manipulator it does not copy 2 effects from interactions with Brann Bronzebeard.
"It's like Master of Disguise but good!", well maybe. It can protect 2 other minions from being targeted however stuff like Rag's effect still breaks stealth and it can leave you open to being attacked in the face if you don't have other non-stealthed minions, but it can also set up lethal pretty well since it also has stealth.
So In conclusion the card theme is along the lines of copying, stealing & randomly summoning cards; and trying to have some more interesting and (hopefully) fun ways of using and interacting with the stealth mechanic.
Edit: fixed some [card] tags and clarified some interactions
The Horrific and Endearing Critters of Azeroth Expansion!
Something shady in the DEADMINES
We all know what hearthstone needs... no, it isn't a Priest 2 drop... enrage minions neither - You know what, I KNOW what Hearthstone needs. It needs Pirates. Pirates and cool spell damage card. But mostly Pirates.
And the Deadmines have those. This time you will sneak inside the most well guarded defias hideout, their headquarters, to find out what the Broderhod is plotting this time.
Guided by the brave Luitenant Horatio Laine, you will fight against crazed goblin engineers, mighty ogres, powerful mages and obviously ruthless pirates! Beat down your foes and stop VanCleef and his new insidious plan of revenge. Live an adventure full of Goblin Crazyness, Piraty Burglary, Weapony Weapons and Epic Battles.
The Big Bad Boss
Speaking of Epic battles here it is the final boss, the greatest of them all: VAN CLEEF! Actually not that VanCleef.
Here she is, Vanessa, the doughter of the great Edwin, leading the crew toward the acomplishment of a great plan. Surprised? Don't worry, our heroes also were when they encountered her on the top of... wait, this is a spoiler. Well, if you know the raid from WoW you should know on top of what she is. Anycase, her Hero Power summons Bodyguards to protect her, and you have to get rid of them if want to damage her. And if you're thinking that is going to be too easy because "you know, 15 Health is not much", i remind you that she won't sit there and wait, she will destroy your minions with spells and weapons, she will summon many pirates and, eventually, kill you. So be prepared. Oh, and silence does not work, she will summon bodyguards anyway.
The bodyguards.
This comes alone.
These come in pairs.
These come three at the time
These are three example cards, showing you two of the main themes of the adventure.
EDIT: Mr. Smite is now surely more... LEGENDARY!
EDIT 2: Now I know how to do that thingy thing with the people talking... WOO-HU!
Sorry, this wasn't meant to be a post, i just don't know how to delet this. Ignore it.
Stories from Auchindoun - Three Cases, One Finale
Unknown to the normal visitor, deep within Outland's own Shattrath city is an institution made for containing dangerous entities. Shattrath Paranormal Prison is hidden so well that only a select few know about it - but amongst those is Nar'jar, the Troll Private Eye who has taken residence here. And it would be him that calls for help, as only a true hero can assist such a large detective caliber in solving the many mysteries regarding the ancient ruins of Auchindoun - which are misteriously awakening after an even more mysterious prison revolt. As you will delve deeper and deeper into the supernatural halls of Auchindoun, you will encounter more and more wicked enemies, and with them new, criminal cards to add into your collection.
Alot of Auchindoun cards are focused on spells - wheter you talk about synergies, direct Spell Damage increase or just, y'know, spells. The ruins contain tons of objects left after it's former inhabitants filled with dangerous and explosive magic, thus why should one not try making some use of that?
Another large theme of Auchindoun is a new mechanic - Ritual. There are weird cultgoers that keep roaming the ruins, and they dare to bring their arts to you. Ritual cards activate their ability when a certain amount of minions died on that same turn - requiring you to think ahead, but also allowing you to take large risks or recover from losing.
The number indicates the needed amount of minions that died the same turn to activate the effect - then it works just like Combo or Battlecry once you have the requirement filled in. Now, sacrifical rituals are definitely bad and sinister, but y'know, if you want to solve a real case, you have to do more than ordinary policework. I'm not talking about Nar'jar. He won't do anything like this ever (and he will lament you for that if you will ever tell him), but your minions will gladly come help you out.
Atleast I think.
Meet the Villain
Grandmaster Vorpil is a very powerful individual, one with special interest of destroying the world. At the beginning of his fight, you will have to take down an artifact known as a Void Crystal to be able to engage Vorpil directly. While you will be doing that, he will summon various portals to aid him, granting him powerful advantages. However destroy the Void Crystal, and you will see Vorpil's wrath.. not only his powers will change to fit the situation, but so will his playstyle.
Grandmaster Vorpil uses void-based cards such as Voidwalker or Voidcaller as well as a plenthora of Demons (ranging from Flame Imp to Doomguard), all topped off with thematic spells such as Shadow Bolt and Dark Bargain (no worries, he has mastered it).
Cards of Great Potential
Ethereals are the masters of the Black Market. They have also good eyes for prized stuff - and if you want it, they will get it. Ethereal Scavenger might be just looking for profit, but he will make sure to give you a sweet discount on any spell he will draw from your deck. Especially useful for decks filled with mostly spells, as they can get absurd Value out of this card. However, you do have to build around it if you want it to be somewhat consistent.
This crafty guy is your companion on the path to unveil paranormal activities (and of course their causes), just remember he has to catch people alive. Now if something does catch the attention of someone, it is going to be a massive red hat with a gold trim. Why does this work? I don't know, it's probably the Mageweave inside the hat. Using the Hat, Nar'jar is a card that allows you to bring out massive things early on, or maybe get a second copy of a very important win condition, or if you know your opponent has no way to fight back, you can simply secure a on-curve play.
Truly, this card offers alot of possibilites. Just like the hat.
All in overall: An adventure with focus on spell-related effects and a completely new mechanic, Ritual (if (X) minions died this turn, do something), and a compelling story about a paranormal investigation in a place you'd both expect and not.
Behold Ragnaros the Firelord! He who was ancient, when this world was young!
Reno's Madness
With that being said, welcome to "Reno's Madness", a four wing adventure where you have to go through all 4 major continents, starting with Kalimdor and ending with Pandaria. In each wing you have to defeat the biggest threats of that continent, ending with Reno EACH TIME! Every time you fight against him he has new abilities from the wing you are currently in.
This is the final fight against Reno, where he uses the power of the Old Gods to fight you. His Hero Power forces you to play big minions on curve, which could get interesting. He uses flavorful cards like Y'Shaarj, Rage Unbound, N'Zoth, the Corruptor, Yogg-Saron, Hope's End, C'Thun, Infested Tauren, Possessed Villager, Servant of Yogg-Saron and spells like Spreading Madness to defeat you on curve.
In this expansion you discover all the possibilites of Reno Jackson with his 4 ability spells. These spells are really unique, because they are for TWO classes at the same time! This works like if they were two spells for two classes with the exact same text, but glued together into one! One of these ability spells is an example card so you can see how it looks. But the ability spells do a little more than that! They are giving Reno new powers wherever he is (like C'Thun) and also changing his voice lines! What exactly is said under the cards in the preview here.
"Soul of the Demon" (Warlock/Hunter) will change Reno's Deathsound into: "You are NOT prepared... I guess."
"Reno, the very Rich" was created for a very specific reason: Having two Renos in your deck. The ability spells buffs all Renos, not only one.
With "Reno's Madness" I wanted to create a very unique adventure with many little ideas in it. I made the ability spells so most classes (8 out of 9) can get a Reno upgrade and not only 4. English is not my mother tongue, so please don't judge me based on a few grammar mistakes.
I hope you had fun reading it and are interested in seeing more from "Reno's Madness".
Wolves of Icefur
You are sleeping in a local tavern in the city.
But your sleep is cut short when you hear howling and screaming from the streets.
You look outside the window and you see a Worgen clan attacking the city.
You recognize their banners immediately- it's the Icefur clan.
Their only motivation is blood, and they won't stop until everybody in the city is killed.
You must fight through each part of the city
and eliminate every Worgen chieftain to stop the attack.
The Final Boss: The Big Bad Wolf
Boss card examples:
Darius Icefur is the leader of Icefur clan. His main tactic is to overwhelm you with his minions. His Hero Power can summon a 2/4 Worgen with taunt for only 2 mana which makes killing him a lot more difficult. He doesn't need magic and cheap tricks to beat you, he can easily kill you with his Worgen minions and weapons which synergies with each other extremely well. His spells buff his Worgen minions to incredible strengths. Wolves are stronger in packs, so make sure that Darius doesn't have too many minions on the board.. or things might end up bad for you.
Darius is designed to be simple, yet difficult boss. No fancy tricks or crazy Hero Power effects. Just pure synergy and brute force.
Rewards
All minions from this adventure are Worgen- a new tribe. All previous minions in HS who are Worgen will also have a Worgen tribe (like mechs in GvG). Also all spells are somehow related to Worgen minions. Worgen minions are the strongest when they synergies with each other. Here are few examples.
Token, Crazed Worgen:
I didn't have a signature so Flux added one for me.
The Vials of Eternity
In the depths of the Caverns of Time, the Bronze Dragonflight is keeping time safe. It is their sacred mission to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. Shadowy agents have infiltrated the Caverns of Time, attempting to sabotage key historical events, one of which is the monumental battle of Mount Hyjal, where the Burning Legion and its infamous leader Archimonde plans to drain the energy of the World Tree. In the face of this overwhelming threat, Nozdormu is enlisting heroes to help him prevent the fabric of time from unraveling forever.
Your adventure begins as the Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were. Before sending you in this perilous mission, they will test your abilities and push your limits to ensure you are up to the task.
After proving yourself, the Bronze Dragonflight will send you retrieve two Vials of Eternity, required as a catalyst to open a gateway to any event tied to Mount Hyjal, recent or ancient. After Illidan Stormrage drew seven vials from the Well of Eternity to create a second well, he gave what was left of them to two of his lieutenants, Lady Vashj and Kael'thas Sunstrider. To retrieve them, you will have to sneak into their strongholds, Serpentshrine Cavern and Tempest Keep. It is safe to say that you will not be welcome, and therefore, you should prepare to face the greatest of dangers. There is a reason why Illidan picked Lady Vashj and Kael'thas as his lieutenants and you are about to find out why. These two dungeons are going to act as wings 2 and 3 respectively.
Ultimately, should you manage to overcome those perils and recover the Vials of Eternity, the Bronze Dragonflight will open a passage to Mount Hyjal. It is very likely that Archimonde and his armies of undead and demons will already be there, destroying everything on their way up to the summit, where the World Tree lies. You will have no choice but to face them if you want to save the world. The outcome of the Battle of Mount Hyjal must be preserved: if Archimonde succeeded, it would be the end of the world as we know it.
The Big Baddie
The fight against Archimonde begins slowly. His Hero Power, Soul Charge, triggers automatically at the beginning of his turn, much like many other boss encounters. On turn 1, it will deal 1 damage to a random enemy target. However, as you deal with his legions of undead and demons on the board, every friendly minion that dies will make his weapon stronger.
Archimonde doesn't swing his weapon as a regular weapon: it is the manifestation of the power he accumulates as the fight progresses. The more minions die on your side of the board, the bigger his weapon, and ultimately the more powerful his Hero Power becomes. You thought Ragnaros was scary with his 8 random damage every turn? Try 10, 12, or even 15 damage on a random target. Sure, 15 damage isn't much scarier than 10 on a standard minion, but what if his Soul Charge goes face? Can you handle it? You'd better have a board full of minions to soak the damage!
But there's more. Archimonde has another ability that affects the board from the beginning of the fight. His Doomfire ability will divide the board in 3 smaller boards, using fire trails. Every time a minion (friend or enemy) crosses one of those lines to either attack another minion on the other side of the board, or to make space for another minion being summoned, it will take 1 damage. Reversely, when a minion is killed, other minions will move closer to the center and may cross the lines once again, for an extra 1 damage. You are going to have a hard time keeping your minions alive! Fortunately, enemy minions are also affected by the flames of the board: use this at your advantage to deal with Archimonde's armies!
This is what the board would look like with the two Doomfire trails. Of course, the rest of the environment doesn't make sense since I used LoE adventure to make it but hey :)
Archimonde is going to send his most powerful demons and undead. His deck consists mostly of minions, and he frankly doesn't care about the regular deck-building rules. He may have more than 2 of the same demons or undead, some of them you don't even know about, in order to protect lower minions like Malchezaar's Imp, which he will abuse to summon bigger demons (Succubus, Doomguard) and cycle cards instead of discarding them. He will also cast spells to kill your minions more quickly and clean the board (Hellfire, Spreading Madness), making his Hero Power scarier than ever, because that's what he does.
If you manage to overcome this mighty foe, you will have saved the World Tree... and the entire present world!
Example Cards:
The overarching theme of the adventure is time, which is why many of its cards are going to be about tempo, whether it is you gaining, or your opponent losing tempo. You can also expect to find minions tied to the Bronze Dragonflight, Serpentshrine Cavern, Tempest Keep and the Burning Legion.
Edit 08/08/2016 : Added a screenshot for the Doomfire board-changing ability.
Reclaiming the Nexus
I don't know who you are, but the Nexus just played its last card to get you here so you must be pretty important. Look the Nexus is in dire straits, there's something taking it over and anything that can control a place that sucks in a universe's most powerful figures is NOT something that should be allowed to run free. So I sure hope you can help us, name's Raynor by the way.
The Nexus is being conquered by a mysterious force and as a last ditch effort it brought you in to defeat this mysterious foe. Luckily for you Raynor is here for you to help navigate this strange land and help you towards your final goal. This is a 5 wing adventure that will take you through various maps fighting both corrupt Nexus Lords and Heroes, ending in The Heart of the Nexus where you find that the mystery villan is-
Justin Browder, Dustin Browder's evil twin! Justin is tired of living in his brother's shadow and is now destroying all of his (and the rest of the team's) hard work.With Justin's control of the Nexus the fight will slightly break the 4th wall with ridiculous buffs and nerfs to minions and crazy overpowered versions of spells. The whole adventure will revolve around a very important mechanic in Heroes but only around 5 cards that interact with it in HS- Positioning. The leftmost minion will take 8 damage next turn, the minion and the one to the right of a targeted minion will be silenced, things like that. Of course with positioning being very important, so is board control because you cant position anything if there is nothing on the board. So now let's get onto the important part- new cards!
Edit: whoops forgot to add Blackheart's Chest. I hope this is legal
Damsel in Distress: A Hearthstone Adventure
On your way to Thunder Bluff you encounter a young tauren warrior, jumping from one traveler to the next asking them for help with his problem, but noone cares. You take pity on the little guy and ask him what is goin on.
"Calm down, calm down, just tell me what is this all about."
The young tauren introduces himself as Bilakh Skybash and tells you all about what happened. A giant gorilla that calls himself King Mukla kidnapped his beloved Poobah right before their wedding. You are a sucker for good love story, but more importantly, you never shy away from an epic adventure! U decide to help this poor soul.
On your journey you will have to discover the secret hiding place of King Mukla in the heart of Jaguero Isle, which is said to be only know by Mukla himself and his long lost brother. Luckily enough, one of the travelers Bilakh was trying to enroll earlier told him about a strange red haired gorilla that he saw at a newly opened zoo-like resort in Marshal's Stand inside the Un'Goro Crater. You will have to find a way to get to the Un'Goro Crater and save Mukla's brother from whatever fate befallen him, if you ever want to learn a location of Mukla's mysterious hiding place and rescue Poobah from that despicable beast.
Little do u and Bilakh know, that Poobah is hatching an escape plan of her own in the meantime ...
Final Battle: King Mukla / (???)
The final boss battle starts off vs King Mukla, who will have a whole plethora of enslaved beasts to his disposal and will toss a huge barrels at you from afar. But dont think you can just simply overrun him with small minions, his AOEs like Stomp will make short work of your little weenies. You will have to stack your deck with resilient minions, but balance your hand size, since Mukla's main cannon fodder - Crazy Monkeys - will throw bananas at ya and will fill your hand pretty quickly. After you finish Mukla off and the happy couple is reunited once again and u think everything is over, thats where the real fight begins. It will be on you, adventurer, to deal with the unexpected threat and mby recieve help from someone u thought long gone.
For the sneak peek of the second part of boss battle see spoiler below:
After u defeat Mukla you will notice that something isnt right, u discover that Mukla was infected by corruption from the Old Gods and all this time he was trying to resist it. Thats why he took Poobah in a first place! But now all his strength and will are gone and the corruption has finally overcame him and completely taken over his mind and body. For a price.
Mukla himself can now corrupt other creatures, taking them under his control, so u will have to make hard decisions on which minions to sacrifice and still be able to beat him, beside his powerful hero power he will have a new dark minions to his disposal and some twisted spells that will play tricks on your mind. But dont despair, when u think all is lost, an unexpected ally will come to your aid and together u might just take down this monstrosity once and for all!
Some of the boss cards:
Example Cards:
New keyword: Aura mechanic is supposed to snowball the game fast, if left unchecked.
Bilakh Skybash: young tauren warrior that will keep "the drums beating" for two extra turns, after the minions that provided Auras died off. It is ment to boost the Aura mechanic in general, since now Aura is tied to the minion's survivability rather than to a fixed number of turns.I reworked the Aura mechanic a bit, previously it was "(Aura: X) - For the next X turns, at the start of the turn, do something". I wanted to be able to use Aura on spells, but it didnt reflect the nature of the keyword, so i reworked it and now its only on minions and each turn the minion is alive, the Aura will go off and activate its effect. WIth that in mind, i decided to give the iconic legendary of this adventure (Bilakh) a new ability that would synergize with the Aura mechanic and would drive it even further. Hope u like it :)
PS: the deathrattle on minions without Aura mechanic wouldnt do anything, its just easier to word it this way to fit it in 4 lines of text. I couldnt figure out better wording, if anyone has better idea, pls PM, thanks :)
Gibbert's RIght Hand wording: i didnt use "your equipped weapon", since pretty much every card that manipulates your equipped weapon reads only "your weapon", hope thats correct wording then :) Pretty interesting mechanic i think, can give u value on your Gorehowl or just even Winaxe, for the cost of replaying the weapon ofc. I think its a better card than Upgraid! in current meta, since it provides a body or can be played on T2 for tempo. One of the bosses mby even whole wing will be about weapon manipulation :)
PS: i might change this card to be a neutral, mby i should offer it to more than just a warrior class. Thoughts?
Thunder Bluff Healer: previously a spell (with the same ability) now reworked into a minion to go together with the new spirit of the Aura keyword. The effect will go off at least once (at the start of your opponents turn), and if minion can survive, the effect can net value gradually over time. Good synergy with other priest cards and helps to keep your board alive in general.
PS: i was so hyped about this minion at the beginning, but lately iv realized, that it isnt the best example of the snowball part of the Aura mechanic, welp i will have to show better one in the next Phase if i get there :)
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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!
How can you fight off these pirates? How about with swords?
At the end of each wing, along with the Class Challenges, you unlock a Weapon Challenge, where you are given certain restrictions to build your deck, and you have to face one of the challenges in the wing. This gives each class an Epic Weapon.
Introducing the bosses of the various wings.
Beasts of Stranglethorn
Booty Bay is under attack by vicious beasts from the Stranglethorn Jungle, led by a mysterious troll. Beasts are summoned each turn, similar to the minions in Temple Escape, given options on which beasts you'd rather fight as your allies in Booty Bay fight off the others.
Long John Copper
After killing two members of the Brashtide Crew and defeating Wailing Mary Smitts, you come across Long John Copper, the last member of the Brashtide crew. Nothing too out of the ordinary for this fight.
Wallace Boltscrew
You have just taken down Wallace Boltscrew's mechs and you now have to face the genius himself. He challenges you to a one-on-one duel, only allowing each participant to have one minion at a time. Because of this, he is all about upgrading his minions to massive stats.
Jessi Falrevere
After chasing down her ship and making it aboard, you realise all too late the ship has started sinking. You'll have to get to Jessi before she escapes and steal her getaway. It's a race against time!
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. 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.
FUNNEL CAKE MADNESS!!! - As I’m sure we’re all aware, funnel cake isn’t just a delicious fried treat- it’s an insidious drug ruining the lives of innocent citizens throughout Azeroth! The drug is a green liquid in a conical bottle (as seen in Darkshire Alchemist and Shady Dealer), but is often disguised to look like innocent carrots or meat. Here is some background for those who don't know. Help McDuff the Crime Worgen take a chomp out of crime and discover exactly what funnel cake is, discover who is behind it, and put an end to this epidemic once and for all! Visit the exciting locales of the Stormwind Stockades, Kezan, Gnomeregan, and the Deadmines! The adventure will take the shape of a mystery story with each chapter providing vital a clue to this refreshing adventure.
Final Boss:
Vanessa Van Cleef- While it’a always a shame to spoil the mystery before the story even takes shape, the competition rules demand it, so the mystery of what funnel cake is exactly will have to be my big reveal. The Defias Brotherhood is behind it- both to wreak havoc throughout Stormwind and beyond, and also to fund their further misdeeds. By this point in the story, the funnel cake operation is shut down and thus not an aspect of the fight, but that just means she’s mad!
Hero power- Inspire Piracy- gives +2/+2 to ALL pirates-heroic only buffs her own. She’ll have a lot of pirates, and they will grow FAST, so this fight is all about crowd control before the board can get too huge to handle.
SAMPLE CARDS:
Radiation Storm- A priest AoE spell of variable power. I'm very bitter about Karazhan's treatment of my beloved priests. I'm going to fix it by giving them truly useful cards, starting with this flexible board clear.
Vial of Refreshment- In an effort to make control more viable, this paladin weapon exists purely as an effective stalling tactic. Deal a little damage, but heal both players for 12 over the course of 3 turns. Really hurts aggro decks; not so good if you're losing the control battle.
Lord Overheat- a board clearing 6 drop that can takes finesse to use well.
In general, the cards of this adventure are going to run 3 themes- bringing class balance (weaker classes are going to get better cards), dual healing (both for the funnel cake theme and to slow down the meta), and cards that are powerful, but hard to use well. The end result would theoretically be a slower meta where there is a lot more balance and potential for deck variety.
What is the funnel cake's secret? Stay tuned and find out!
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 unwelcome help from Genn Greymane and The Scarlet Crusade, 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.
Extra Story (Plot spoilers)
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.
So here is The Headless Horseman, your final opponent in this Hallow's End mystery... or is he?
Spoiler alert: Nope. It's actually Balnazzar disguised as Grand Crusader Dathrohan, who ordered one of his men, Morville Roggers, to send you on a wild goose chase so he has more time to prepare.
Click the Spoiler for Boss Fight mechanics.
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. More details in Spoiler.
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. More details in Spoiler.
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. This means that yes, all his 2/2 heads can't attack while in this phase, but they will be able to if you go to the next phase before killing everything.
Think this phase is too easy? Read this:
"Oh but I'll just use Consecration and remove all the heads at once!"
"Sure, but all the Deathrattles trigger, meaning the Horseman heals back to full."
"What if I used Mass Dispel then Holy Nova?"
"He doesn't heal, sure. But you'll need enough mana to cast it both, plus he's still at 20 Health."
"What if I luckily killed the right head on my first try?"
"He still heals for 5, and all the other 2/2 heads remain and can now attack. Meaning? He has a gigantic board to attack you with."
"I can clear everything in one move. What a boring phase 2!"
"Remember the final Nefarian fight? I destroyed Onyxia in one turn too. That doesn't mean it wasn't a challenging fight. There are still his OTHER phases you have to worry about."
Phase 3: Revenge – The real fight begins. His passive hero power gives all minions a Burning Vengeance buff, 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. More details in Spoiler.
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 procs his various cards that will try to clear your board and burst you down.
Immolate x2
4-mana spell
Deal damage equal to the number of minions with Burning Vengeance.
and more...
Example cards:
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, 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. Headless Horseman – A neutral mini-C'Thun that can be used as a win condition burst or a board clear if played in the right deck. Excellent addition to Renolock for sure, but valuable in any control deck since they're likely to hoard cards. In sub-par situations? It'll probably only do 3-5 damage or so. In a Handlock situation? 9 damage easy. I would say, not too OP for a legendary. I mean, compare him to Ragnaros and the Horseman seems pretty normal.
2. Twilight Hoarder – More dragon support, extra good in Control. A Pit Fighter with Taunt if you play him correctly. Why Epic? Because Twilight Guardian was Epic too. It's a total accident that all my non-Legendaries to be shown off are Epics.
3. Psychic Scream – Priest's new board clear? It might seem a tad OP, removing anything with 5 or less Health and essentially neutering the rest. However, don't forget that it only does -3/-3 if you don't have more cards. It sounds like a simple task for Priest, but this means that 1) You can only use this in a Control deck, and 2) It's less effective against Control. Plus, take it in the context of all my other cards, which will support a Control/Handlock style of deck in ALL classes. It's a Lightbomb that is not always effective, but when it is, it does it really well.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
A Summary of the Adventure:
Final Boss:
Example Cards:
A Timely Tale
Several powerful villains that were once dead and others that had disappeared are back in Azeroth once more doing evil deeds. However it seems like it's not necromancy that brought them back, because the powerful characters are back to their old selves and not some kind of undead version of their former selves. What on Earth* is going on exactly?! You are visited by the dragon Chronormu in her gnome form, Chromie, and she informs you that the leader of the Bronze Dragonflight, Nozdormu, became corrupted by some kind of evil might before he became saved by her. She also tells you that time in Azeroth has been distorted by this power. This has led to villains travelling to the future to join each other in spreading destruction across Azeroth. It's up to you, your minions and Chromie to fight against the villains and figure out what's going on!
*Azeroth
Overview
So, this adventure would be about the distortion of time and would present a history of WoW, which I think is appropriate at the moment because of the soon to be released expansion, Legion (30th August). It would be an overview over all expansions so far (5) and would feature iconic bosses from these expansions. Each wing would be about one expansion with the "evil power" being the last boss in the last wing. However, because time has been distorted, the expansions might not be in their real order, who knows?
The adventure will feature a quite small but hopefully fun feature that I call "Time Traps & Time Tools" which will only be present in the adventure. These things are of different sorts and one to five of each will randomly shuffle into your deck at the start of each boss encounter, apart from the first boss battle. One each for the first wing, two for the second etc. The Time Traps and Time Tools will activate when drawn, like Flame Leviathan's effect does, with a negative effect, respective a postitive effect. They would encourage players to "find them all in their decks" and who knows, players who find them all might get some kind of reward? However, because some persons dislike all forms of RNG it would be possible to turn the both Time Traps and Time Tools off in a corner on the Adventure screen. Also worth mentioning is that some A Timely Tale-cards (ATT for short) only would be available and these would synergize with the Time Traps and Time Tools in different ways, by for example negating a Time Trap's (negative) effect. These ATT-only cards would be unlocked by completing different challenges, for example beating a boss in X amount of rounds. All this would increase the re-playability of this adventure and would give completionists a fun challenge. Just to make this adventure EXTRA special. The adventure only-cards would be based more on fun and synergy than viability, so they are not needed to complete the adventure. Just an added bonus!
Nozdormu, the first boss of the adventure
Nozdormu would be featured in the adventure's prologue (only one boss in it). However, this boss would be very different from bosses so far featured in the game!
As you can see, this will be no standard boss fight. As this is a prologue you will not play as any of the real classes but instead play as Chromie in her attempt to help Nozdormu overcome his corruption. The deck will be premade and focus on helping Nozdormu in different ways, by for example healing your "opponent". If Nozdormu's health is reduced to 0 or below the fight is lost. You must instead make Nozdormu survive for 12 rounds to win. The corrupted Nozdormu will destroy Chromie's minions, damage himself with his Hero Power and suffer the consequences of the Time Traps.
Example Cards
Thoughts on Chromie:
In a buff heavy meta a card like my Chromie would be a good choice in many decks as you would revert the buffs. She would also be good versus silence as she will not only remove buffs but also debuffs. Another thing worth noting is that the health of all minions would be restored to their original state which means she could act like a pseudo-heal. This could be especially good in Priest when played on curve after an Injured Blademaster as she would make the Injured Blademaster into a 4/7. Also worth noting is that minions like Blackwing Technician would not keep its battle cry buff as it's original state is what its stats are in the player's hand.
Thoughts on Shadowfreak:
Priests need a good 2-drop and Shadowfiend wants to help! This would be a great minion for early game trades and would be quite sticky. If your opponent attacks this minion with a minion that dies after attacking Shadowfiend, Shadowfiend will gain +2 Health despite it not being your turn, as long as Shadowfiend doesn't die aswell in the attack. If you don't think the art and name is "priesty" enough, there are actually Shadowpriests in the Warcraft universe and these use....questionable powers if you ask me.
Thoughts on Payback Time!:
This adventure will be a lot about time so I thought this would be a good way of showing that off. Paladins are also lacking good single target removal if you ask me so this was a good match if you ask me.
Other things
Time Trap example:
Time Tool example:
Exclusive A Timely Tale-minion:
HOUR OF TWILIGHT
A Hearthstone Adventure:
If you played WoW during Cataclysm, you might have a good idea of what does this means. For all others, Nozdormu will explain briefly what does it needs to be done:
You will travel to a future where Deathwing destroyed all life on Azeroth, except from some twisted echoes of heroes who stood against them, and agents of the Infinite Dragonflight who obstruct all attempts to get the Dragon Soul. The adventure does not end there. You'll have to travel to the very own Well of Eternity, and even if you succeed, bring the Dragon Soul to Wyrmrest across hordes of Twilight zealots.
Although there is'nt a real "big bad boss behind everything", the big bad boss would be the Twilight Prophet himself, the one and only:
This fight will start slowly. At first you can put some pressure to him, as he lacks some strong early game, even with his hero power:But at turn 7, Benedictus will unleash a nasty surprise.
Cost rounded up.
After this, you'll have to withstand waves of low-cost big drops, powerful spells, and a stronger hero power:
This of course, speaking about the normal fight, as I guess we don't have to reveal how our heroic fight will work.
The main theme of this expansion's cards is the board state, card plays, and sometimes even time played, interaction. Here we can see some examples of this set:
This is all for now, but remember there are still lots of surprises in this set, and even those who already know how the dungeons worked will find surprises waiting in this adventure.
Click to see my Hearthstone projects:
Let me present you with a new Hearthstone adventure:
The most extraordinary and bizarre circus came to town! Get ready for a night full of clauns, fire breathers, magic tricks, somersaults, tamed beasts, jugglers and bearded women. Get your tickets ready for the four grand acts that you're going to witness.
But something isn't quite right with the circus. The new principal is making all the performers act strange and somewhat more aggressive. Help the friendly claun Cisco beat the beast tamers, fire breathers, magicians and the Principal himself.
The Principal will take your minions from you but you can use that to your advantage by giving him terrible minions or by flooding the board with small minions. His deck consists of circus performers including both of the existing jugglers (plus a new one I have planned) and a bunch of beats and other cards fitting the circus theme that I don't want to spoil just yet. And there is a twist at the end ;-)
For all the hard work you'll earn rewards. Here are three examples (keep in mind that these might not be final):
I hope you like my adventure and will let me show you more. Good luck and have fun everyone!