Hearthstone: Sands of Ahn' Qiraj is a custom single player Hearthstone Adventure. In Sands of Ah'nQiraj, players delve into the ruined city of Ahn'Qiraj, fighting off armies of angry bugs, angry cultists, and other dark minions of the Old Gods. Players will face off against bosses like the mighty General Rajaxx, the ooey gooey Viscidus, before squaring off against the nefarious Old God: C'thun. Besting these foes will allow players to gain powerful new cards, but the bosses won't go down easily. So shuffle your decks, make some room by the hearth, and get ready to squash some bugs.
New Mechanic: Frenzy
Frenzy is a new keyword introduced in Sands of Ahn'Qiraj. Similar to Battlecry, Frenzy is an ability that activates when a minion card is played from the hand. However, Frenzy only activates if the enemy hero has already been damaged this turn. This allows more powerful triggers to have a check of needing to have an activation before happening.
Outer Ruins:
Boss - Kurinnaxx
The first boss of Sands of Ahn'Qiraj, Kurinnaxx will test the mettle of any adventurers looking to defeat the Qiraji and their insidious God.
Hero Power: Pincers
Kurinnaxx will use his mighty pincers to defeat opponents. Pincers will get stronger the more Kurinnaxx attacks with them.
Boss Card - Gift of the Old Gods and Sand Trap
Kurinnaxx, along with many of the other bosses in this adventure, will use the nefarious powers of C'thun to bolster their minions. Though adventurers best be careful, as mighty minions may find themselves in Sand Traps, and put back into your hand.
KURINNAXX DECKLIST:
Claw x 2
Swipe x2
Savagery x2
Cleave x2
Slam x2
Cult Master x2
Goblin Auto Barberx2
Hive Zara Wasp x2*
Angry Egg Keeper x2*
Anubisath Sentinel x2*
Qiraji Swarmguard x2*
Burrowing Wurm x2*
Sand Trap x2*
Might of the Old Gods x2*
*denotes a custom card
Reward Card - Sand Spirit
"Sand in your gears?" For defeating Kurinnaxx, players will receive x2 Sand Spirits. Sand Spirit, similar to Nerub'ar Weblord, is a hate-card, though instead of Battlecry cards, Sand Spirit will slow down pesky Mechs.
Boss: General Rajaxx
The second and final boss of the Outer Ruins, General Rajaxx will lead his troops against those foolish enough to resist the Qiraji.
Hero Power - Call Captain
Rajaxx will call his subordinates into battle, much like he did in WoW. However, here they will fight alongside their general rather than being a guantlet of minibosses.
The Captains
Though Rajaxx can only have 3 captains at a time (he can never have the same one twice, similar to the Shaman Hero Power), a captain's death will force a Major to come out...
The Majors...
Should a major die, a colonel will take its place.
The Colonel
Though Rajaxx can only have 3 Captains at a time, he can have as many Majors and Colonels as he can fit on the board. If to many Colonels get on the board, it could very well spell doom for you.
Boss Card - Mighty Claws
Of course, Rajaxx isn't one to let his underlings have ALL the fun. Rajaxx's Mighty Claws can smash through pitiful defenses, and if the enemy hero has already taken damage this turn, Frenzy will activate, giving the general a defensive boost. Players will have to balance the board state while being able to deal with the bloodthirsty general.
GENERAL RAJAXX DECKLIST:
x2 Slam x2 Cleave x2 Charge
X2 Power Overwhelming x2 Battle Rage
x2 Execute
x4 Mighty Claws*
x2 Cult Master
x2 Abusive Sargeant x2 Qiraji Swarmguard*
x2 Angry Egg Keeper*
x2 Anubisnath Sentinel*
x2 Crush
x2 Whisperer of Madness*
*denotes custom card
Reward Card - Qiraji Swarmguard
"Protect the hive!" For defeating Rajaxx, players will receive x2 Qiraji Swarmguards. These deadly minions gain Charge if the enemy has taken damage this turn, but can always gain Windfury if Enraged.
Wing Reward Card - General Rajaxx
"The time of our retribution is at hand! All Troops: ATTACK!"
Completing the wing will get players General Rajaxx himself. If you thought Abusive Sergeant was mean, just wait until Rajaxx pumps an entire field of minions!
Class Challenge Card - Zealous Scepter (Paladin)
Much like Curse of Naxxramas, Sands of AQ will have several class challenges for players to add more cards to their decks. For the Outer Ruins, it's the armies of The Light vs the armies of the Old Gods as Uther faces off against Rajaxx. Completing the challenge will net you a pair of Zealous Scepters. Great for leading the charge, this weapon makes your minions stronger when you attack.
So that's the first wing of the adventure. Sometime next week I'll post the next wing: The Inner Ruins, where players battle against bosses like Ayamiss the Hunter, and Ossirian the Unscarred. Until then, leave your thoughts, comments and questions in the thread, and I'll respond to them as soon as I can.
Be aware however that after a bolded character (i.e: Taunt, Windfury, Divine Shield, Stealth) need a period at the end.
The art is alright although some are blurry, text could use some work (hearthwiki is a good website for looking at how Blizzard would word and capitalize card text).
Be aware however that after a bolded character (i.e: Taunt, Windfury, Divine Shield, Stealth) need a period at the end.
The art is alright although some are blurry, text could use some work (hearthwiki is a good website for looking at how Blizzard would word and capitalize card text).
+1; these cards are really creative!
Thanks for the feedback.
I know that some of the art is blurry( AQ, despite being super awesome, has very little WoW TCG art or Fan art of it) so many of the pictures I'm using are taken straight from WoW.
I've also been looking at how Blizz words their cards, so hopefully there will be less grammatical errors in the next wing.
Speaking of the next wing, I have about 80% of the cards for the next wing finished, so it should be up either tomorrow or Wednesday at worst.
Thanks for the feedback so far guys, and sorry about the update not being here as soon as promised(I've been working overtime at work). However, we're back to delve into the next wing of Sands of Ahn'Qiraj: the Inner Ruins
Boss: Moam
The first boss of the Inner Ruins is Moam. This massive construct's hunger for your destruction is second only to his hunger for mana.
Hero Power - Mana Charge
Moam quickly begins to charge up his Mana, trying to hit 10 mana as fast as possible.
Boss Card - Arcane Eruption
Once Moam hits 10, he'll be able to unleash a deadly Arcane Eruption, putting a massive dent in both your life total and your board. It'll be important to take this construct down fast, before to many Arcane Eruptions happen.
Boss Card - Energize
Of course, Moam just won't sit around and wait to hit 10 mana. He'll be playing a variety of secrets and minions to slow your assault down.
Boss Card - Summon Mana Fiends
Many of Moam's creatures will have Taunt, and will have to be broken through in order to reach the construct himself. However, this may lead to the creation of Mana Fiends. Thankfully though, Moam's minions are pretty weak by themselves, so players won't have to deal with many powerful minions. Break through the line of defense and shatter the construct!
MOAM DECKLIST:
X3 Arcane Absorber*
x2 Anubisnath Sentinel*
x2 Royal Guard*
x2 Ancestral healing
x2 Mogu shan Warden
x2 Illuminator
x2 Voidwalker
x3 Summon Mana Fiends*
x2 Stone Form*
x4 Arcane Eruption *
x2 SpellBreaker
x2 Vaporize
x2 Counterspell
*denotes a custom card
Reward Card - Arcane Absorber
"Ahhh, sweet magic..."
For defeating Moam, players will receive 2 Arcane Absorbers. These hefty elementals will not only take quite a beating, but can also silence an enemy minion as well.
Boss: Buru the Gorger
Buru the Gorger is a colossal Silithid who watches over the growing eggs of the armies. He takes great pride in his work, and also in killing those foolish enough to venture into the Hatching grounds.
Hero Power - Gaining Speed
Each turn, Buru will gain Attack, and attempt to beat your face in. It's also important to know that his Attack does not go away, and stacks each turn (+1 Attack on the first turn, +2 on the second , +3 on the third, etc.). Should the stacks get high enough, Buru can conceivably one shot a player.
Boss Card - Silithid Egg/ Silithid
In order to stop Buru, players must crack open the nearby eggs. Buru starts with 5 Eggs on the field, which when cracked, deals damage to Buru, makes his attack drop to 0, and gives him a Silithid.
Boss Card - Overrun
Don't think your safe behind walls of Taunt minions. With Overrun, Buru can easily trample over your puny minions.
Hero Power (Phase 2) - Creeping Plague
Once all the eggs are destroyed (or Buru reaches 10 life), Buru will switch Hero Powers to Creeping Plague. Quickly burn him down the last 10 life before he's able to burn you down.
BURU THE GORGER DECKLIST:
x4 Angry Egg Keeper*
x4 Overrun*
x4 Savagery
x2 Nerub’ar Weblord
x2 Nerubian Egg
x2 Sand Spirit*
x2 Cult Master
x2 Might of the Old Gods*
x2 Royal Guard*
x2 Shrinkifier
x4 Sinister Strike
Reward Card - Angry Egg Keeper
"SCREEE"
I hope you like swinging to the red zone, cuz that's all Angry Egg Keeper wants to do. This irate insect may look like a Wolf Rider, but trades 1 mana for...longevity.
Boss: Ayamiss the Hunter
A deadly predator, Ayamiss will use a combination of cunning and swarm tactics to take down her prey. Will you be the hunter, or the hunted?
Hero Power - Sacrificial Larva
Ayamiss will summon sacrificial larva to attack her prey, hoping that they make they first kill soon.
Hero Power - Sacrificial Larva token
Should these minions take down an enemy minion and survive, they will transform into an Elite Wasp. These mighty wasps can spell doom for you if not taken care of, so best not to let them grow in size and numbers.
Boss Card - Numbing Poison
Unfortunately, Ayamiss has nasty tricks up her...sleeve... to disable minions. Numbing Poison can turn even the mightiest of minions into a lowly 1/1, perfect for the larva to fight. Cards like Shrinkmiester and Hunter's Mark will also be put to this use.
Boss Card - Swarm the Skies
Ayamiss can grow the board wide as well as tall. Swarm the Skies summons up to seven minions on the board at once, and with cards like Power of the Wild, Savage Roar, and Bloodlust, these tiny flies can soon overwhelm you. Best to save those AoE Spells.
AYAMISS THE HUNTER DECKLIST:
x3 Hive Zara Wasp*
x2 Webspinner
x2 Numbing Poison*
x3 Summon Swarmers *
x2 Cobra Shot
x2 Stonesplitter Trogg
x2 Haunted Creeper
x2 Sand Spirit*
x2 Hunter’s Mark
x2 Might of the Old Gods*
x2 Royal Guard*
x2 Shrinkifier
x2 Bloodlust
x2 Power of the Wild
x2 Savage Roar
*denotes a custom card
Reward Card - Hive Zara Wasp
"Kshshshshshk"
Hive Zara Wasp, the reward card for this boss, can remove pesky low health minions and draw cards while doing it. Though he may not be constructed material due to his Frenzy requirement, I suspect he could be pretty popular in arena.
Boss - Ossirian the Unscarred
The final boss of the Inner Ruins, Ossirian has surpassed all his brethren to become a Horusath. Exceptionally strong and impervious to nearly everything, Ossirian stands between you and moving further into Ahn'Qiraj
Hero Power -Supreme Mode
Every turn, Ossirian will become Immune until the start of his next turn, where he will activate his hero power to become immune again. With the attack boost he gains, its clear to see how the Horusath gained his fame.
Boss Card - Crystal
Fortunately for you, Ossirian's power is tied to nearby Crystals that, when destroyed, will make Ossirian vulnerable for a short while. However, there are only 6 Crystals, so you'll have to play your cards right if you want to best this construct.
Boss Card - Curse of Tounges
Ossirian doesn't like people who damage his crystals. And he certainly doesn't like people who Pyroblast him after damaging his Crystals. To that end, Ossirian will use the Curse of Tounges to ensure that powerful spells are harder to cast against him.
Boss Card - Enveloping Winds
Don't worry aggro decks, the Horusath has a card for you too! Enevloping Winds can lock a minion up until it takes damage, which can incapacitate a strong minion for many turns.
OSSIRIAN DECKLIST:
X3 Enveloping Winds*
2x Might of the Old Gods*
2x Obsidian Sentinel*
X2 Divine Favor
X2 Acidic Swamp Ooze*
X2 Whisperer of Madness*
x2 Royal Guard*
X2 Hand of Protection
X2 Twilight Drake*
X2 Cult Master*
X3 Curse of Tounges*
X2 Sand Spirit*
X2 Arcane Absorber*
X2 Avenging Wrath
Reward Card - Obsidian Sentinel
"I shall protect"
4 mana gets you a Chillwind Yeti, and 2 mana gets you a Chillwind Yeti who can't Attack. For 3 Mana, Obsidian Sentinel is a Yeti who comes down a turn early, but bounces minions at the start of your turn to do so. Do you play him alone and hope your opponent can't deal with a singular 4/5? Or do you play him a deck with many Battlecry minions, and reap extra value off them?
Wing Reward Cad - Ossirian the Unscarred
For defeating the forces of the Inner Ruins, you get Ossirian himself. Witness his awesome might as he trades with cards, taking nary a scratch while doing it. Your opponent will only have a limited amount of time do deal with him before the mighty Horusath comes back in full force.
Druid Class Challenge Card - Cyclone
For this round of Class Challenge, Malfurion faces off against Moam in a race for Mana. Fortunately, you have the Cyclone card at your disposal. Use it to bounce Moam's taunt minions back to his hand, or use it on your own minions to gain value off their Choose Ones, Frenzies, and Battlecries.
Warrior Class Challenge Card - Shieldwielder
"I wield, the shield" 2 mighty warriors go head to head in this class challenge, Garrosh trading blows with Ossirian. The Shieldwielder card allows Garrosh to gain Armor while attacking, allowing the Orc to use his mana for other purposes.
And that's another wing down. I do unfortunately see the next week taking about the same time as this one (maybe a little less), but it should be up by next Friday at worst. Join us then as we begin our assault on the Temple Gates, facing off against the likes of The Prophet Skeram and Battleguard Sartura. Until then, leave your thoughts, comments and questions in the thread, and I'll respond to them as soon as I can.
Sorry I wasn't able to post last week. Work got the better of me for these last two weeks, but now that things have calmed down, on with the show! This week we're going into the Temple istelf, fighting off against some of the most dangerous Qiraji in Silithus.
Boss - The Prophet Skeram
First boss of the third wing is The Prophet Skeram, an insidious insect who foresaw the coming of C'thun and his destruction of the world. It's up to you to prove him wrong.
Hero Power - Triplicate
When Skeram reaches or goes below 20 and 10 health, he will summon two Mimics (similar to how KT summoned the Guardians of Icecrown). However, unlike KT, the turn doesn't end when this happens, allowing the player to deal with the 4/4s before Skeram gets to use them.
Boss Card - True Fufillment
Skeram has seen the coming of the Old Gods, and will show your minions the power these nefarious beings posess. This will drive them mad, send them to the side of Skeram, and increase their power tremendously. Be careful not to let strong minions fall under the sway of the Old Gods.
THE PROPHET SKERAM DECKLIST:
x2 lightning storm
x2 earth shock
x2 Crackle
x2 Dust Devil
x2 Fire Elemental
x2 Unbound Elemental
x2 Earth Elemental
x2 True Fufillment *
x2 Lava Shock
x2 Qiraji Swarmguard*
x2 Whisperer of Madness*
x2 Sand Spirit*
x2 Hive Zara Wasp*
x2 Obsidian Retainer*
x2 Arcane Absorber*
Reward Card - Mindflayer
For defeating the Prophet, players will get a pair of Mindflayers. These minions are a new take on "Can't be the target if Spells or Hero Powers", unable to be affected by Battlecries.
Boss - Silithid Royalty
The next encounters pits you against three of the Silithid Royalty: Lord Kri, Vem, and Princess Yauj. Similar to the Four Horsemen of Naxx, heroes must fight off three enemies to emerge victorious.
Boss Cards - Vem and Princess Yauj
Much like the Four Horsemen, Lord Kri will start with two minions that give him Immune. These are the deck's only minions and must be dealt with before killing the hero himself. However, killing these minions will make the remaining lords stronger. Take out the lords together to prevent them from their power from getting out of hand.
Hero Power - Toxic Volley
If the scaling damage of the minions isn't enough, the hero power, Toxic Volley, is a way to clear minions and put your hero on a clock to take these insects out for good.
Boss Card - Fear Pulse
With only two minions, the Silithid Royalty play a bevy of spells to deal with minions. Fear Pulse can send a minion running back to your hand, and adds insult to injury by prohibiting you from playing it on your next turn.
Boss Card - Greater Heal
In addition to dealing with your minions, the royal bugs will also bolster themselves with several buffs. Greater Heal will bring a minion back from the brink of death, ready to get back in the fray.
SILITHID ROYALTY DECKLIST: X4 Mortal Strike
X2 Battle Rage
X2 Cleave
X2 Rampage
X2 Greater Heal*
X2 Blessed Champion
X2 Divine Favor
X2 Humility
X3 Fear Pulse*
X3 Revenge
X2 Savage Roar
X2 Execute
Reward Card - Anubisath Sentinel
For overthrowing the royal Silithids, your reward will be 2 Anubisath Sentinels. Should the opponent be damaged on the turn you summon this minion, it will become stronger and gain taunt as well.
Boss - Battleguard Sartura
The final boss you must defeat before you can venture forward is Battleguard Sartura, leader of the Swarmguards.
Hero Power - Whirling Dervish
Sartura's Hero power is a miniature Swipe she can deliver almost every turn. This, along with strong minions and a host of AoE spells (Bouncing Blades, Equality, Whirlwind), can quickly decimate your board.
BATTLEGUARD SARURA DECKLIST: X2 Commanding Shout
X2 Equality
X3 Whirlwind
X2 Execute
X2 Humility
X4 Qiraji Swarmguard*
X1 Bouncing Blades
X2 Seal of Light
X2 Anubisath Sentinel*
X2 Abusive Sergeant
X2 Acolyte of Pain
X3 Blessing of Might
X2 Whisperer of Madness*
X1 Burrowing Wurm*
Reward Card - Glowing Grub
For defeating Sartura, players will receive a pair of Glowing Grubs. These bright little beasts will shine their light all over the board, de-Stealthing all minions on the board. Worgen Infiltrators and Patient Assassins beware.
Wing Reward Card - Battleguard Sartura
Battleguard Sartura is the reward card for this wing. The Grim Patrons of Blackrock may come in waves, but this mighty Qiraji can clear entire boards when she takes damage and survives.
Priest Class Challenge Card - Battle Medic
Anduin's faith in the light will be put to the test when he fights the wicked Prophet Skeram. Fighting off the hordes of Qiraji and elementals, Battle Medic can be used to keep a friendly minion alive, leaving your own mana to either heal yourself, or to play larger minions.
Shaman Class Challenge Card - Totem Walker
Thrall battles Sartura in this class challenge, and this time, Totems will run rampant.Totem Walker can grab you any of the 7 totems in the game, which can lead to multiple totems of the Hero Power totems, as well as the copies of Mana Tide, Flametounge, and Vitality.
And with that, another wing is done. I suspect that the next wing will take about as much time as this one did (Unfortunately, one of my cards I had made was very similar to the newly released Imp Gang Boss, so I'm doing that card over. Otheriwse it's just a matter of finding the art and making them in Hearthcards. As always, feedback is greatly appreciated.
Really awesome stuff! I especially like Battle Medic. Your cards are creative but balanced, so very cool. One small thing that I wanted to mention but it doesn't really matter is that on the earlier wing you kept spelling tongue wrong.
We're back, and with another wing. This week we delve deeper into the Hive Works, fighting off more nefarious Silithids and minions of the Old God.
Boss - Fankriss the Unyielding
The first boss of the Hive Works is Fankriss the Unyielding. One of the most deadly Sand Reavers in all of Silithus, Fankriss is not happy that you killed his younger brother Kurinnaxx.
Hero Power - Spawn of Fankriss
Fankriss will not fight you alone though. He can summon his mighty brood to defend himself.Every turn, these minions will get stronger, so make sure to take them out quickly before they overpower you.
Hero Card - Pincers
Much like his younger brother, Fankriss will employ Pincers to try and destroy your minions. Put this insect in his place and take him down.
Fankriss the Unyeilding Decklist:
Pincers X4*
Claw x 2 Swipe x2 Savagery x2
Cleave x2 Slam x2
Sand Spirit x2*
Splitting Slime x2*
Angry Egg Keeper x2*
Anubisnath Sentinel x2*
Qiraji Swarmguard x2*
Burrowing Wurm x2*
Royal Guard x2*
Might of the Old Gods x2*
*denotes a custom card
Reward Card - Sand Reaver
"Shkshkshk"
For Besting your second Sand Reaver, players will recieve a Sand Reaver of their very own. These mighty beasts get stronger the more damage they take, making them great for taking out a decks smaller threats before moving onto larger prey.
Boss - Viscidus
One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing.
Hero Power - Ooze Split
Viscidus was an interesting boss in WoW, forcing players to freeze him solid, break him into little globs, then kill the little globs in order to defeat him. Due to the lack of Freezing being available to all classes in Hearthstone however, Viscidus will now make Oozes whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack?
Boss Card - Toxic Cloud
Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns (think an AoE Corruption).
Boss card - Regroup
If Viscidus gets too low, he will try to pull himself back together. Kill his minions to make sure he can't come back from low health.
"Glooplop" For overpowering the Ooze, players will receive two Splitting Slimes. These sticky slimes will split into two smaller slimes when defeated, but only if the opponent was damaged the turn the card was played.
Boss - Princess Huhuran
The only obstacle between you and the Twin Emperors is Princess Huhuran, mightiest of the Silithid wasps.
Hero Power - Poison Bolt
Huhuran's dangerous venom will strike at your minions, slowly deriving them of their health.
Boss Card - Viper Sting
Huhuran's venom comes in many deadly varieties as well. Wyvern Sting will silence your minions in addition to dealing damage to them.
Boss Card - Frenzy
Huhuran will also get into the fray herself, going into a frenzy and gaining the ability to deal damage to several enemies. Survive her poisons and take out the silithid monarchy once and for all.
Princess Huhuran Decklist:
X2 Emperor Cobra
X2 Patient Assassin
X2 Charge
X2 Royal Guard*
X4 Wyvern Sting*
x2 Frenzy* x2 Grim Iron Patron
X2 Hive Zara Wasp*
X2 Dark Cultist
X2 Cult Master
X2 Inner Rage
X2 Hunter’s Mark
X2 Rampage
X2 Warsong Commander
Reward Card - Royal Guard
"Protect the hive" For besting the princess, players will get a pair of Royal Guards. These guards will stop at nothing to protect their masters, making sure to kill all who try to oppose their master.
Wing Reward Card - Princess Huhuran
"SHREEEEEEEEE" Huhuran herself will be the reward card for this section. With her mighty power, she can wipe the rest of the board clean if she's been whipped up into a frenzy.
Warlock Class Challenge Card - Fel Pup
"GrrrrROWR". Guldan faces off against Viscidus, asking the age old question of how low are you willing to go to defeat your enemies. Fel Pup will make a strong early game impression on the board, but will end up hurting you when it gets hit. But with cards like Floating Watcher, Molten Giant and Mal'Ganis, you may consider the loss of life "merely a setback".
Mage Class Challenge Card - Molten Mage
"I'm burnin' for you." Frost, Fire and Arcane will battle poison in this class challenge. Get some early damage in to allow your Molten Mages to trigger. These minions will grab a random Spell in your deck if the opponent was damaged the turn it was played.
And we're almost there. Next week will be the final wing of the adventure, where heroes will fight against The Twin Emperors, a massive sand worm, and the Old God C'thun himself. It will probably be another week or two until that wing is ready, but until then, I may post some other things for the adventure. As always, leave thoughts and questions in the comments below.
I'm going to hold off on releasing the final wing of Sands of Ahn'Qiraj for a while, so that I can provide other adventure based things. What things you might ask? Well I'm been working on a mock-up of both the new game board for the expansion and the boss select page. Keep in mind that these are rough copies (I'm not an artist) and that they're merely there to get the points across.
Do you mean "craft" as in making the cards or getting the cards as a hypothetical player? If you want to make the cards, use hearthcards.net, but if you are asking about acquiring the cards, that depends on the adventure.
Ancient kingdom hidden in the sands
Whose might armies once scoured the lands
And though pushed back behind its walls
Eldritch horrors still stalk the halls
Now the Aspects's power fades
The Titans' work shall be unmade
For the world will know the wrath of a God...
But until then, let's play some cards!
Hearthstone: Sands of Ahn' Qiraj is a custom single player Hearthstone Adventure. In Sands of Ah'nQiraj, players delve into the ruined city of Ahn'Qiraj, fighting off armies of angry bugs, angry cultists, and other dark minions of the Old Gods. Players will face off against bosses like the mighty General Rajaxx, the ooey gooey Viscidus, before squaring off against the nefarious Old God: C'thun. Besting these foes will allow players to gain powerful new cards, but the bosses won't go down easily. So shuffle your decks, make some room by the hearth, and get ready to squash some bugs.
New Mechanic: Frenzy
Frenzy is a new keyword introduced in Sands of Ahn'Qiraj. Similar to Battlecry, Frenzy is an ability that activates when a minion card is played from the hand. However, Frenzy only activates if the enemy hero has already been damaged this turn. This allows more powerful triggers to have a check of needing to have an activation before happening.
Outer Ruins:
Boss - Kurinnaxx
The first boss of Sands of Ahn'Qiraj, Kurinnaxx will test the mettle of any adventurers looking to defeat the Qiraji and their insidious God.
Hero Power: Pincers
Kurinnaxx will use his mighty pincers to defeat opponents. Pincers will get stronger the more Kurinnaxx attacks with them.
Boss Card - Gift of the Old Gods and Sand Trap
Kurinnaxx, along with many of the other bosses in this adventure, will use the nefarious powers of C'thun to bolster their minions. Though adventurers best be careful, as mighty minions may find themselves in Sand Traps, and put back into your hand.
KURINNAXX DECKLIST:
Claw x 2
Swipe x2
Savagery x2
Cleave x2
Slam x2
Cult Master x2
Goblin Auto Barberx2
Hive Zara Wasp x2*
Angry Egg Keeper x2*
Anubisath Sentinel x2*
Qiraji Swarmguard x2*
Burrowing Wurm x2*
Sand Trap x2*
Might of the Old Gods x2*
*denotes a custom card
Reward Card - Sand Spirit
"Sand in your gears?"
For defeating Kurinnaxx, players will receive x2 Sand Spirits. Sand Spirit, similar to Nerub'ar Weblord, is a hate-card, though instead of Battlecry cards, Sand Spirit will slow down pesky Mechs.
Boss: General Rajaxx
The second and final boss of the Outer Ruins, General Rajaxx will lead his troops against those foolish enough to resist the Qiraji.
Hero Power - Call Captain
Rajaxx will call his subordinates into battle, much like he did in WoW. However, here they will fight alongside their general rather than being a guantlet of minibosses.
The Captains
Though Rajaxx can only have 3 captains at a time (he can never have the same one twice, similar to the Shaman Hero Power), a captain's death will force a Major to come out...
The Majors...
Should a major die, a colonel will take its place.
The Colonel
Though Rajaxx can only have 3 Captains at a time, he can have as many Majors and Colonels as he can fit on the board. If to many Colonels get on the board, it could very well spell doom for you.
Boss Card - Mighty Claws
Of course, Rajaxx isn't one to let his underlings have ALL the fun. Rajaxx's Mighty Claws can smash through pitiful defenses, and if the enemy hero has already taken damage this turn, Frenzy will activate, giving the general a defensive boost. Players will have to balance the board state while being able to deal with the bloodthirsty general.
GENERAL RAJAXX DECKLIST:
x2 Slam
x2 Cleave
x2 Charge
X2 Power Overwhelming
x2 Battle Rage
x2 Execute
x4 Mighty Claws*
x2 Cult Master
x2 Abusive Sargeant
x2 Qiraji Swarmguard*
x2 Angry Egg Keeper*
x2 Anubisnath Sentinel*
x2 Crush
x2 Whisperer of Madness*
*denotes custom card
Reward Card - Qiraji Swarmguard
"Protect the hive!" For defeating Rajaxx, players will receive x2 Qiraji Swarmguards. These deadly minions gain Charge if the enemy has taken damage this turn, but can always gain Windfury if Enraged.
Wing Reward Card - General Rajaxx
"The time of our retribution is at hand! All Troops: ATTACK!"
Completing the wing will get players General Rajaxx himself. If you thought Abusive Sergeant was mean, just wait until Rajaxx pumps an entire field of minions!
Class Challenge Card - Zealous Scepter (Paladin)
Much like Curse of Naxxramas, Sands of AQ will have several class challenges for players to add more cards to their decks. For the Outer Ruins, it's the armies of The Light vs the armies of the Old Gods as Uther faces off against Rajaxx. Completing the challenge will net you a pair of Zealous Scepters. Great for leading the charge, this weapon makes your minions stronger when you attack.
Imgur Link: http://imgur.com/a/ho7Xb#Coi2ENP
So that's the first wing of the adventure. Sometime next week I'll post the next wing: The Inner Ruins, where players battle against bosses like Ayamiss the Hunter, and Ossirian the Unscarred. Until then, leave your thoughts, comments and questions in the thread, and I'll respond to them as soon as I can.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
This is really awesome
Be aware however that after a bolded character (i.e: Taunt, Windfury, Divine Shield, Stealth) need a period at the end.
The art is alright although some are blurry, text could use some work (hearthwiki is a good website for looking at how Blizzard would word and capitalize card text).
+1; these cards are really creative!
Thanks for the feedback.
I know that some of the art is blurry( AQ, despite being super awesome, has very little WoW TCG art or Fan art of it) so many of the pictures I'm using are taken straight from WoW.
I've also been looking at how Blizz words their cards, so hopefully there will be less grammatical errors in the next wing.
Speaking of the next wing, I have about 80% of the cards for the next wing finished, so it should be up either tomorrow or Wednesday at worst.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
This is a very well thought-of adventure! Though i don't know pretty much any WoW lore i can see a good intersting story behind this!
Sorry i dont have time to say much more; +1 vote.
I need YOUR feedback on my ideas for this weeks card contest!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/41516-weekly-design-competition-15-discussion-thread?comment=265
Fear me, for i am the Slayer of Stupid, Incompetent, minions!
Thanks for the feedback so far guys, and sorry about the update not being here as soon as promised(I've been working overtime at work). However, we're back to delve into the next wing of Sands of Ahn'Qiraj: the Inner Ruins
Boss: Moam
The first boss of the Inner Ruins is Moam. This massive construct's hunger for your destruction is second only to his hunger for mana.
Hero Power - Mana Charge
Moam quickly begins to charge up his Mana, trying to hit 10 mana as fast as possible.
Boss Card - Arcane Eruption
Once Moam hits 10, he'll be able to unleash a deadly Arcane Eruption, putting a massive dent in both your life total and your board. It'll be important to take this construct down fast, before to many Arcane Eruptions happen.
Boss Card - Energize
Of course, Moam just won't sit around and wait to hit 10 mana. He'll be playing a variety of secrets and minions to slow your assault down.
Boss Card - Summon Mana Fiends
Many of Moam's creatures will have Taunt, and will have to be broken through in order to reach the construct himself. However, this may lead to the creation of Mana Fiends. Thankfully though, Moam's minions are pretty weak by themselves, so players won't have to deal with many powerful minions. Break through the line of defense and shatter the construct!
MOAM DECKLIST:
X3 Arcane Absorber*
x2 Anubisnath Sentinel*
x2 Royal Guard*
x2 Ancestral healing
x2 Mogu shan Warden
x2 Illuminator
x2 Voidwalker
x3 Summon Mana Fiends*
x2 Stone Form*
x4 Arcane Eruption *
x2 SpellBreaker
x2 Vaporize
x2 Counterspell
*denotes a custom card
Reward Card - Arcane Absorber
"Ahhh, sweet magic..."
For defeating Moam, players will receive 2 Arcane Absorbers. These hefty elementals will not only take quite a beating, but can also silence an enemy minion as well.
Boss: Buru the Gorger
Buru the Gorger is a colossal Silithid who watches over the growing eggs of the armies. He takes great pride in his work, and also in killing those foolish enough to venture into the Hatching grounds.
Hero Power - Gaining Speed
Each turn, Buru will gain Attack, and attempt to beat your face in. It's also important to know that his Attack does not go away, and stacks each turn (+1 Attack on the first turn, +2 on the second , +3 on the third, etc.). Should the stacks get high enough, Buru can conceivably one shot a player.
Boss Card - Silithid Egg/ Silithid
In order to stop Buru, players must crack open the nearby eggs. Buru starts with 5 Eggs on the field, which when cracked, deals damage to Buru, makes his attack drop to 0, and gives him a Silithid.
Boss Card - Overrun
Don't think your safe behind walls of Taunt minions. With Overrun, Buru can easily trample over your puny minions.
Hero Power (Phase 2) - Creeping Plague
Once all the eggs are destroyed (or Buru reaches 10 life), Buru will switch Hero Powers to Creeping Plague. Quickly burn him down the last 10 life before he's able to burn you down.
BURU THE GORGER DECKLIST:
x4 Angry Egg Keeper*
x4 Overrun*
x4 Savagery
x2 Nerub’ar Weblord
x2 Nerubian Egg
x2 Sand Spirit*
x2 Cult Master
x2 Might of the Old Gods*
x2 Royal Guard*
x2 Shrinkifier
x4 Sinister Strike
Reward Card - Angry Egg Keeper
"SCREEE"
I hope you like swinging to the red zone, cuz that's all Angry Egg Keeper wants to do. This irate insect may look like a Wolf Rider, but trades 1 mana for...longevity.
Boss: Ayamiss the Hunter
A deadly predator, Ayamiss will use a combination of cunning and swarm tactics to take down her prey. Will you be the hunter, or the hunted?
Hero Power - Sacrificial Larva
Ayamiss will summon sacrificial larva to attack her prey, hoping that they make they first kill soon.
Hero Power - Sacrificial Larva token
Should these minions take down an enemy minion and survive, they will transform into an Elite Wasp. These mighty wasps can spell doom for you if not taken care of, so best not to let them grow in size and numbers.
Boss Card - Numbing Poison
Unfortunately, Ayamiss has nasty tricks up her...sleeve... to disable minions. Numbing Poison can turn even the mightiest of minions into a lowly 1/1, perfect for the larva to fight. Cards like Shrinkmiester and Hunter's Mark will also be put to this use.
Boss Card - Swarm the Skies
Ayamiss can grow the board wide as well as tall. Swarm the Skies summons up to seven minions on the board at once, and with cards like Power of the Wild, Savage Roar, and Bloodlust, these tiny flies can soon overwhelm you. Best to save those AoE Spells.
AYAMISS THE HUNTER DECKLIST:
x3 Hive Zara Wasp*
x2 Webspinner
x2 Numbing Poison*
x3 Summon Swarmers *
x2 Cobra Shot
x2 Stonesplitter Trogg
x2 Haunted Creeper
x2 Sand Spirit*
x2 Hunter’s Mark
x2 Might of the Old Gods*
x2 Royal Guard*
x2 Shrinkifier
x2 Bloodlust
x2 Power of the Wild
x2 Savage Roar
*denotes a custom card
Reward Card - Hive Zara Wasp
"Kshshshshshk"
Hive Zara Wasp, the reward card for this boss, can remove pesky low health minions and draw cards while doing it. Though he may not be constructed material due to his Frenzy requirement, I suspect he could be pretty popular in arena.
Boss - Ossirian the Unscarred
The final boss of the Inner Ruins, Ossirian has surpassed all his brethren to become a Horusath. Exceptionally strong and impervious to nearly everything, Ossirian stands between you and moving further into Ahn'Qiraj
Hero Power -Supreme Mode
Every turn, Ossirian will become Immune until the start of his next turn, where he will activate his hero power to become immune again. With the attack boost he gains, its clear to see how the Horusath gained his fame.
Boss Card - Crystal
Fortunately for you, Ossirian's power is tied to nearby Crystals that, when destroyed, will make Ossirian vulnerable for a short while. However, there are only 6 Crystals, so you'll have to play your cards right if you want to best this construct.
Boss Card - Curse of Tounges
Ossirian doesn't like people who damage his crystals. And he certainly doesn't like people who Pyroblast him after damaging his Crystals. To that end, Ossirian will use the Curse of Tounges to ensure that powerful spells are harder to cast against him.
Boss Card - Enveloping Winds
Don't worry aggro decks, the Horusath has a card for you too! Enevloping Winds can lock a minion up until it takes damage, which can incapacitate a strong minion for many turns.
OSSIRIAN DECKLIST:
X3 Enveloping Winds*
2x Might of the Old Gods*
2x Obsidian Sentinel*
X2 Divine Favor
X2 Acidic Swamp Ooze*
X2 Whisperer of Madness*
x2 Royal Guard*
X2 Hand of Protection
X2 Twilight Drake*
X2 Cult Master*
X3 Curse of Tounges*
X2 Sand Spirit*
X2 Arcane Absorber*
X2 Avenging Wrath
Reward Card - Obsidian Sentinel
"I shall protect"
4 mana gets you a Chillwind Yeti, and 2 mana gets you a Chillwind Yeti who can't Attack. For 3 Mana, Obsidian Sentinel is a Yeti who comes down a turn early, but bounces minions at the start of your turn to do so. Do you play him alone and hope your opponent can't deal with a singular 4/5? Or do you play him a deck with many Battlecry minions, and reap extra value off them?
Wing Reward Cad - Ossirian the Unscarred
For defeating the forces of the Inner Ruins, you get Ossirian himself. Witness his awesome might as he trades with cards, taking nary a scratch while doing it. Your opponent will only have a limited amount of time do deal with him before the mighty Horusath comes back in full force.
Druid Class Challenge Card - Cyclone
For this round of Class Challenge, Malfurion faces off against Moam in a race for Mana. Fortunately, you have the Cyclone card at your disposal. Use it to bounce Moam's taunt minions back to his hand, or use it on your own minions to gain value off their Choose Ones, Frenzies, and Battlecries.
Warrior Class Challenge Card - Shieldwielder
"I wield, the shield"
2 mighty warriors go head to head in this class challenge, Garrosh trading blows with Ossirian. The Shieldwielder card allows Garrosh to gain Armor while attacking, allowing the Orc to use his mana for other purposes.
And that's another wing down. I do unfortunately see the next week taking about the same time as this one (maybe a little less), but it should be up by next Friday at worst. Join us then as we begin our assault on the Temple Gates, facing off against the likes of The Prophet Skeram and Battleguard Sartura. Until then, leave your thoughts, comments and questions in the thread, and I'll respond to them as soon as I can.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
much better 8)
+1
Sand Spirit: Finally a way to piss off mech decks!
On a quest to capture every zone in Azeroth into Hearthstone cards! Elwynn Forest, Redridge Mountains, Stranglethorn Vale and Northern Barrens!
Hey guys, I'm back.
Sorry I wasn't able to post last week. Work got the better of me for these last two weeks, but now that things have calmed down, on with the show! This week we're going into the Temple istelf, fighting off against some of the most dangerous Qiraji in Silithus.
Boss - The Prophet Skeram
First boss of the third wing is The Prophet Skeram, an insidious insect who foresaw the coming of C'thun and his destruction of the world. It's up to you to prove him wrong.
Hero Power - Triplicate
When Skeram reaches or goes below 20 and 10 health, he will summon two Mimics (similar to how KT summoned the Guardians of Icecrown). However, unlike KT, the turn doesn't end when this happens, allowing the player to deal with the 4/4s before Skeram gets to use them.
Boss Card - True Fufillment
Skeram has seen the coming of the Old Gods, and will show your minions the power these nefarious beings posess. This will drive them mad, send them to the side of Skeram, and increase their power tremendously. Be careful not to let strong minions fall under the sway of the Old Gods.
THE PROPHET SKERAM DECKLIST:
x2 lightning storm
x2 earth shock
x2 Crackle
x2 Dust Devil
x2 Fire Elemental
x2 Unbound Elemental
x2 Earth Elemental
x2 True Fufillment *
x2 Lava Shock
x2 Qiraji Swarmguard*
x2 Whisperer of Madness*
x2 Sand Spirit*
x2 Hive Zara Wasp*
x2 Obsidian Retainer*
x2 Arcane Absorber*
Reward Card - Mindflayer
For defeating the Prophet, players will get a pair of Mindflayers. These minions are a new take on "Can't be the target if Spells or Hero Powers", unable to be affected by Battlecries.
Boss - Silithid Royalty
The next encounters pits you against three of the Silithid Royalty: Lord Kri, Vem, and Princess Yauj. Similar to the Four Horsemen of Naxx, heroes must fight off three enemies to emerge victorious.
Boss Cards - Vem and Princess Yauj
Much like the Four Horsemen, Lord Kri will start with two minions that give him Immune. These are the deck's only minions and must be dealt with before killing the hero himself. However, killing these minions will make the remaining lords stronger. Take out the lords together to prevent them from their power from getting out of hand.
Hero Power - Toxic Volley
If the scaling damage of the minions isn't enough, the hero power, Toxic Volley, is a way to clear minions and put your hero on a clock to take these insects out for good.
Boss Card - Fear Pulse
With only two minions, the Silithid Royalty play a bevy of spells to deal with minions. Fear Pulse can send a minion running back to your hand, and adds insult to injury by prohibiting you from playing it on your next turn.
Boss Card - Greater Heal
In addition to dealing with your minions, the royal bugs will also bolster themselves with several buffs. Greater Heal will bring a minion back from the brink of death, ready to get back in the fray.
SILITHID ROYALTY DECKLIST:
X4 Mortal Strike
X2 Battle Rage
X2 Cleave
X2 Rampage
X2 Greater Heal*
X2 Blessed Champion
X2 Divine Favor
X2 Humility
X3 Fear Pulse*
X3 Revenge
X2 Savage Roar
X2 Execute
Reward Card - Anubisath Sentinel
For overthrowing the royal Silithids, your reward will be 2 Anubisath Sentinels. Should the opponent be damaged on the turn you summon this minion, it will become stronger and gain taunt as well.
Boss - Battleguard Sartura
The final boss you must defeat before you can venture forward is Battleguard Sartura, leader of the Swarmguards.
Hero Power - Whirling Dervish
Sartura's Hero power is a miniature Swipe she can deliver almost every turn. This, along with strong minions and a host of AoE spells (Bouncing Blades, Equality, Whirlwind), can quickly decimate your board.
BATTLEGUARD SARURA DECKLIST:
X2 Commanding Shout
X2 Equality
X3 Whirlwind
X2 Execute
X2 Humility
X4 Qiraji Swarmguard*
X1 Bouncing Blades
X2 Seal of Light
X2 Anubisath Sentinel*
X2 Abusive Sergeant
X2 Acolyte of Pain
X3 Blessing of Might
X2 Whisperer of Madness*
X1 Burrowing Wurm*
Reward Card - Glowing Grub
For defeating Sartura, players will receive a pair of Glowing Grubs. These bright little beasts will shine their light all over the board, de-Stealthing all minions on the board. Worgen Infiltrators and Patient Assassins beware.
Wing Reward Card - Battleguard Sartura
Battleguard Sartura is the reward card for this wing. The Grim Patrons of Blackrock may come in waves, but this mighty Qiraji can clear entire boards when she takes damage and survives.
Priest Class Challenge Card - Battle Medic
Anduin's faith in the light will be put to the test when he fights the wicked Prophet Skeram. Fighting off the hordes of Qiraji and elementals, Battle Medic can be used to keep a friendly minion alive, leaving your own mana to either heal yourself, or to play larger minions.
Shaman Class Challenge Card - Totem Walker
Thrall battles Sartura in this class challenge, and this time, Totems will run rampant.Totem Walker can grab you any of the 7 totems in the game, which can lead to multiple totems of the Hero Power totems, as well as the copies of Mana Tide, Flametounge, and Vitality.
And with that, another wing is done. I suspect that the next wing will take about as much time as this one did (Unfortunately, one of my cards I had made was very similar to the newly released Imp Gang Boss, so I'm doing that card over. Otheriwse it's just a matter of finding the art and making them in Hearthcards. As always, feedback is greatly appreciated.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Really awesome stuff! I especially like Battle Medic. Your cards are creative but balanced, so very cool. One small thing that I wanted to mention but it doesn't really matter is that on the earlier wing you kept spelling tongue wrong.
Why am I sticky?
We're back, and with another wing. This week we delve deeper into the Hive Works, fighting off more nefarious Silithids and minions of the Old God.
Boss - Fankriss the Unyielding
The first boss of the Hive Works is Fankriss the Unyielding. One of the most deadly Sand Reavers in all of Silithus, Fankriss is not happy that you killed his younger brother Kurinnaxx.
Hero Power - Spawn of Fankriss
Fankriss will not fight you alone though. He can summon his mighty brood to defend himself.Every turn, these minions will get stronger, so make sure to take them out quickly before they overpower you.
Hero Card - Pincers
Much like his younger brother, Fankriss will employ Pincers to try and destroy your minions. Put this insect in his place and take him down.
Fankriss the Unyeilding Decklist:
Pincers X4*
Claw x 2
Swipe x2
Savagery x2
Cleave x2
Slam x2
Sand Spirit x2*
Splitting Slime x2*
Angry Egg Keeper x2*
Anubisnath Sentinel x2*
Qiraji Swarmguard x2*
Burrowing Wurm x2*
Royal Guard x2*
Might of the Old Gods x2*
*denotes a custom card
Reward Card - Sand Reaver
"Shkshkshk"
For Besting your second Sand Reaver, players will recieve a Sand Reaver of their very own. These mighty beasts get stronger the more damage they take, making them great for taking out a decks smaller threats before moving onto larger prey.
Boss - Viscidus
One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing.
Hero Power - Ooze Split
Viscidus was an interesting boss in WoW, forcing players to freeze him solid, break him into little globs, then kill the little globs in order to defeat him. Due to the lack of Freezing being available to all classes in Hearthstone however, Viscidus will now make Oozes whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack?
Boss Card - Toxic Cloud
Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns (think an AoE Corruption).
Boss card - Regroup
If Viscidus gets too low, he will try to pull himself back together. Kill his minions to make sure he can't come back from low health.
X4 Acidic Swamp ooze
x4 Splitting Slime*
x4 Echoing Ooze
x4 Regroup*
X3 Might of the Old Gods*
X3 Power of the Wild
X2 Sea Giant
X3 Toxic Cloud*
X3 Cold Blood
*Denotes custom cards
Reward Card - Splitting Slime
"Glooplop" For overpowering the Ooze, players will receive two Splitting Slimes. These sticky slimes will split into two smaller slimes when defeated, but only if the opponent was damaged the turn the card was played.
Boss - Princess Huhuran
The only obstacle between you and the Twin Emperors is Princess Huhuran, mightiest of the Silithid wasps.
Hero Power - Poison Bolt
Huhuran's dangerous venom will strike at your minions, slowly deriving them of their health.
Boss Card - Viper Sting
Huhuran's venom comes in many deadly varieties as well. Wyvern Sting will silence your minions in addition to dealing damage to them.
Boss Card - Frenzy
Huhuran will also get into the fray herself, going into a frenzy and gaining the ability to deal damage to several enemies. Survive her poisons and take out the silithid monarchy once and for all.
Princess Huhuran Decklist:
X2 Emperor Cobra
X2 Patient Assassin
X2 Charge
X2 Royal Guard*
X4 Wyvern Sting*
x2 Frenzy*
x2 Grim Iron Patron
X2 Hive Zara Wasp*
X2 Dark Cultist
X2 Cult Master
X2 Inner Rage
X2 Hunter’s Mark
X2 Rampage
X2 Warsong Commander
Reward Card - Royal Guard
"Protect the hive" For besting the princess, players will get a pair of Royal Guards. These guards will stop at nothing to protect their masters, making sure to kill all who try to oppose their master.
Wing Reward Card - Princess Huhuran
"SHREEEEEEEEE" Huhuran herself will be the reward card for this section. With her mighty power, she can wipe the rest of the board clean if she's been whipped up into a frenzy.
Warlock Class Challenge Card - Fel Pup
"GrrrrROWR". Guldan faces off against Viscidus, asking the age old question of how low are you willing to go to defeat your enemies. Fel Pup will make a strong early game impression on the board, but will end up hurting you when it gets hit. But with cards like Floating Watcher, Molten Giant and Mal'Ganis, you may consider the loss of life "merely a setback".
Mage Class Challenge Card - Molten Mage
"I'm burnin' for you." Frost, Fire and Arcane will battle poison in this class challenge. Get some early damage in to allow your Molten Mages to trigger. These minions will grab a random Spell in your deck if the opponent was damaged the turn it was played.
And we're almost there. Next week will be the final wing of the adventure, where heroes will fight against The Twin Emperors, a massive sand worm, and the Old God C'thun himself. It will probably be another week or two until that wing is ready, but until then, I may post some other things for the adventure. As always, leave thoughts and questions in the comments below.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Hey guys,
I'm going to hold off on releasing the final wing of Sands of Ahn'Qiraj for a while, so that I can provide other adventure based things. What things you might ask? Well I'm been working on a mock-up of both the new game board for the expansion and the boss select page. Keep in mind that these are rough copies (I'm not an artist) and that they're merely there to get the points across.
AHN QIRAJ GAME BOARD
BOSS SELECT SCREEN:
Let me know what you guys think.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Hi, how can you craft boss cards? I don't know and also want to make adventures.
Click to see my Hearthstone projects:
Do you mean "craft" as in making the cards or getting the cards as a hypothetical player? If you want to make the cards, use hearthcards.net, but if you are asking about acquiring the cards, that depends on the adventure.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
You kinda predicted "Wrathguard" with your Fel Pup card ;)
Ahn'Qiraj was my favorite instance in World of Warcraft, I really do hope they use some of your ideas and make an Ahn'Qiraj expansion :)