I was going to add bosses and boss abilities to this one - in fact, I REALLY wanted to and had it all planned out, but the lack of artwork was really disheartening. :< And I just don't want to use ingame shots... But who knows, I might just do that and soon. Cause I'm feeling inspired! In any case, there's quite a few cool things in this one. :)
A brand new Fury mechanic/keyword. If you have a minion on the field with Fury on it, that effect will kick in as soon as your hero takes damage. It's essentially a hero-oriented Enrage. And much like Enrage, it's one-time only. Once Fury is activated, it won't trigger again unless you do stuff to it. Hearthstony stuff.
Lots of Locations. Previously, I would only include maybe just one or two Locations per expansion, but this time there are five in total. To recap, Locations are permanent, (mostly) neutral spells that affect both players equally. Only a single Location can be active at a time, and the only way to destroy a Location is to replace it or use specific cards/spells/effects that target Locations.
Bunch of neutral Demons. Because it's the Sunwell raid! Demonlock is no longer specific to...lock!
Now some notes and clarifications on some of these!
Brutallus destroys Armor before he deals damage. In fact, the very act of attacking is what destroy the Armor - so if your opponent has a Secret that will somehow prevent damage, it will still destroy Armor. Soo...a pretty fucking powerful minion, safe to say.
Hand of the Deceiver is basically just an upgraded Boulderfist Ogre. Reason why he's Rare is because he's a Demon type, therefore susceptible to more effects and synergy.
Kil'jaeden destroys your own Secrets as well.
Complete all five wings, and receive Lor'themar as the reward!
Hunter's Instinct is useful, but also difficult to justify since your opponent will know exactly which Secret you will steal and play. So, it definitely cuts some of the usefulness, but all the same, some Secrets are universally useful, like Ice Block for example.
Never Enough Violence is one such example of Hearthstony Stuff I mentioned earlier. This card will reset a minion's Fury so it can be used again. It doesn't take away or disable any previously activated Fury effects. Simply makes it useable one more time.
Shadow Silhouettes absorbs any damage your hero takes while it is still alive - if your hero were to take 5 damage, either from an attack or from a spell, this minion will take it instead. May come off as "not very useful", but if there's any way to divert attention towards other friendly minions, it definitely has uses. Plus it's a 6/6! Priest doesn't really have any beefy minions at the moment.
In real Hearthstone adventures, cardbacks are Heroic Rewards. In my adventures, golden legendaries are heroic rewards. This time it's different! Just because. Each time you complete a wing on heroic, you will receive an epic Location card.
In any case, again, I REALLY want to do bosses and all their ins and outs for this one (it's my second favorite WoW raid), but I need arts! :< If anyone wants to help out, just say the word. Thanks!
The cards seem nice, and i love the fury keyword. It really puts you off attacking a Hero before clearing away the minions with Fury. If its an adventure, who are the AI Classes/Heroes?
Okay lol, screw it. I said I wanted to post bosses and their unique cards/decks/powers, and I will! If any art was missing, I'd just quickly photoshop something together. In any case, without further ado...
BOSS STRATEGY: Selin serves largely as an introduction to the Fury mechanic, so his strategy will come off as a bit reckless - plunk down minions with Fury, then make sure of minions that are guaranteed to deal damage to him directly to trip the Fury mechanic. Because of that, he has a lot of AOE damage at his disposal. To keep his health high and clear your board of minions, his hero power helps with that. When low on Health, he'll use Fel Crystals to use his hero power again per turn.
HEROIC CHANGES: Only one change - his Hero Power is significantly more powerful and damaging, but his strategy largely remains the same.
BOSS STRATEGY: A rather straightforward Frost mage. Everything is designed to freeze your minions, and deal high damage directly to your hero. His Hero Power prevents his minions from losing their ability to Freeze.
HEROIC CHANGES Loses both of his Ice Barrier cards and gains two more Frostbolts. He loses all four Frost Shocks to gain 2 additional Frost Novas and 2 Cones of Cold. He loses two Snowchuggers for two Ice Lances. And his strategy is a pure evil delay/freeze mage. He will constantly freeze your minions with aoe freezes and build up his hand until he has enough Frostbolts and Ice Lances to kill you off in one-to-two turns.
BOSS STRATEGY: Never running out of minions to swarm the board with is her primary game. Her hero power can resurrect a random friendly minion - and all of them, in some way or another, are designed to empower each other. More than that, she really likes stealing stuff from you as well - and once its hers, it affects her hero power.
HEROIC CHANGES: Just one. Her hero power no longer costs mana, and is automatically used at the start of a turn. Just to be extra annoying!
BOSS STRATEGY Classical burn strategy - lay down minions that benefit from spells, then simply pelt you and your minions with lots and lots of burn spells. To prevent bum rushing or facetards doing their thing, he's got RNG and AOE countermeasures in place along with two Vaporizes. His hero power also easily clears the board of unwanted attention.
HEROIC CHANGES He has 60 Health instead of 45, and his Hero Power only costs 4 mana and it affects just your minions - his still remain on the field. He also starts the fight with his Phoenix already out on the field.
BOSS STRATEGY A straight-forward, maybe even an easy fight. He starts with 5-mana. Kalecgos has no minions in his deck and will rely entirely on Unstable Portals, Mirror Entities and Duplicates to get minions out. Each turn he will start with Wild Magic, and....that's pretty much it. He's kind of a lite-Nefarian.
HEROIC CHANGES He has 50 Health, and he starts with 10 mana. That's pretty much it. Expect him to bust out big minions quickly via Unstable Portal.
BOSS STRATEGY You get Kalec in this battle right at the get go! He will give you a random spell each turn, provide a decent punch with 4 Attack, and a good sponge with 12 Health. Satth will try to get out his big demons as soon as possible and beef them up, and will focus his offense almost entirely on Kalec, so plan accordingly!
HEROIC CHANGES You have to fight him without Kalec. Have fun!
BOSS STRATEGY This is probably not gonna be a whole lot of fun. Her Hero Power is a Countdown - meaning it goes down by 1 at the end of each turn. When it hits zero, it's triggered. And she has 99 Health. So, you would think something like a face huntard will do the trick. Except she will pelt you with nothing but AOE spells. In short, you have to deal 99 damage to her before you get 10 mana crystals, or you're probably dead. Good luck!
HEROIC CHANGES Her Countdown is now changed to 10, meaning you will have FIVE turns to try and end her before her hero power hits you. Make love to a delay/freeze mage with this one.
BOSS STRATEGY Quite a bit like Patchwerk, only more annoying. He can't deal quite as much damage as Patchwerk each turn, and he can't kill a minion right off the bat, but his deck is comprised of nothing but his own unique cards meant to annoy you as much as possible. Using your Hero Power is probably not a good idea against him - though, you wouldn't need to fill your deck with taunt minions either since he WILL attack your minions if they are a sufficient threat. Basically, just try to soldier through him. Should be fairly easy with a control warrior that makes great use of EVERYONE! GET IN HERE!!!
HEROIC CHANGES His weapon now has Windfury, making him a tad closer to Patchwerk.
BOSS STRATEGY The fight is very similar to The Four Horsemen, but with a rather unique spin. The board starts with Alythess as the hero, and Sacrolash as a minion - difference being, you can choose who you can attack, though the same rules of Hearthstone apply - kill the current hero, you win the game. The spin is the Hero Power - at cost of 3 mana, the two can switch places - carrying over their Health. Aside from this, the fight is quite similar to the four horsemen - they'll use a lot of quick removals if you try to go for the face. They also have the Blood Fury weapon in their deck, which if equipped, can certainly make your life more difficult.
HEROIC CHANGES Simple, but hellish. They both have 30 Health, instead of 15, and 4 Attack, instead of 3. Moreover, they now have The Four Horsemen's trademark Immunity, meaning you have to exclusively focus on the minion - of course, if the minion's health gets too low, they'll simply switch places.
BOSS STRATEGY A classical mech-spammer who will put out as many mechs out as possible and synergies them. Only instead of a mech-mage, he has the added benefits of other class cards. His hero power - used automatically at the start of his turn - and unique Scrap Heap card will constantly give him Spare Parts, so his minions have the potential to get very strong very quickly. Just try to take him down the same way you would a mech mage.
HEROIC CHANGES Has 60 Health instead of 30, and his Hero Power gives him two Spare Parts instead of one. Will probably be the easiest heroic boss to take down as overall he changes his game very little.
REWARDS
Boss #11 - M'uru
UNIQUE CARDS
BOSS DECKLIST N/A
BOSS STRATEGY A very simple, almost hilariously easy fight that's designed to be more of a warm-up for Entropius more than anything else. Like Patchwerk, M'uru doesn't have a deck - therefore he doesn't draw and take fatigue damage (unless you mill him). Instead he starts the fight with three Voidwalkers out on the board. Immediately on his second turn, he'll start using his hero power which will summon on of the following: Voidwalker, Void Crusher, Void Spawn or Void Sentinel. The fight boils down to you just essentially trying to get past all of them before he overwhelms you with minions.
HEROIC CHANGES He starts the fight with seven Voidwalkers (instead of 3), and his hero power summons two instead of one. But other than that, basically the same.
REWARDS
Boss #12 - Entropius
UNIQUE CARDS
BOSS DECKLIST N/A
BOSS STRATEGY Almost the same as M'uru, but almost hilariously cheap in comparison. He too lacks a card deck, and everything that comes with that. His hero power is used automatically at the start of his turn and summons two Void Demons right off the bat. In addition to that, he has a weapon equipped and 99 Health. Fun stuff. At the end of each turn, his weapon grants him one of two "Darkness spells", Singularity and Negative Energy - hard removal spells and stuff that essentially pushes him closer to kicking your ass. However, he can't use those until his 10th turn. So make the best of what you have. A good way to go about this fight is to use lots of minions with Deathrattle, healing spells and other ways to bulk up (control warrior would work great). Mage's counterspells would also be invaluable in stopping his darkness spells dead in their tracks.
HEROIC CHANGES He starts the fight with 30 Armor in addition to 99 Health, and his Darkness spells now cost 5 mana instead of 10. May not seem like much, but it's enough to give you hell. For heroic difficulty, I imagine Harrison Jones and Acidic Swamp Ooze would be absolutely invaluable as his weapon still costs 10 mana to re-play.
BOSS STRATEGY Kael'thas isn't too big on learning. His deck and his overall strategy is exactly the same as the first time around. The big difference is his Hero Power this time, which lets him summon a random demon - ANY - from a useless 1/1 Imp, to Jaraxxus and Illidan. With is combination of destructive spells, he is almost guaranteed to retain board control. Your best bet would be a good ol' handlock.
HEROIC CHANGES Has 60 Health instead of 45, and his hero power summons two demons instead of one for half the cost. Other than that, pretty much the same. Stress handlock more than anything!
BOSS DECKLIST - PHASE 2 -Fire Bloom x6 -Soul Portal x5 -Soul Flay x5 -Flame Dart x6 -Summon Shield Orb x5 -Darkness of a Thousand Souls x3
BOSS STRATEGY You start the fight with three Marks of Kil'jaeden in your hand, which deal 10 damage to any target for 5 mana. Do not waste these. Kil'Jaeden starts with 50 Health, and when you kill him, he'll enter Phase 2 of the fight, with 99 Health.
His strategy in Phase 1 is the same as Kael'thas - in fact, his deck is mostly the same. However, you have a nice benefit of him not having any real hero powers. Save your best stuff for the second phase.
In phase two, he now has 99 Health and his deck is replaced with one made of spells wholly unique to him - mostly powerful removals and damage dealers. In addition to that, his hero power lets him quickly flood the board with potentially nasty demons. The good news is, his mana crystals become reset whereas yours are the same - giving you one hell of an advantage for the first couple of turns. Don't waste that. If he brings out something huge, you have Marks of Kil'jaeden for that - or, they work as excellent finishers. Overall, you want huge minions out in droves by the time phase 2 starts so you can kill him quickly. Because if he plays Darkness of a Thousand Souls, it's pretty much game over. :<
HEROIC CHANGES You only get one Mark of Kil'jaeden. There are no changes whatsoever in Phase 1, but phase 2 definitely makes things more hellish for you. His hero power costs less and summons three demons, and he doesn't lose his mana crystals when the phase begins. Good luck!
REWARDS
I realize Kil'jaeden's hero power is the same name as the minion Hand of the Deceiver. Kil'jaeden's power is a more literal meaning, while the minion's is...well, a mook.
Forgotten, alone and sad in the halls. Really though, artwork for arcane elementals is non-existant and their in-game models are just fugly. I already hated having to use model images for Felmyst and Entropius, but at least they were kind of passable.
That, and the actual in-game fight is just a little too straight forward. His gimmick with the adds wouldn't really work in Hearthstone. At least...I don't think it will. :< I mean, technically, it's already present with Loatheb's spores in a way.
I was going to add bosses and boss abilities to this one - in fact, I REALLY wanted to and had it all planned out, but the lack of artwork was really disheartening. :< And I just don't want to use ingame shots... But who knows, I might just do that and soon. Cause I'm feeling inspired! In any case, there's quite a few cool things in this one. :)
WING 1 - Magister's Terrace
WING 2 - The Dead Scar
WING 3 - Agamath the First Gate
WING 4 - Rohendor the Second Gate
WING 5 - The Sunwell
COMPLETE ADVENTURE REWARD
CLASS CHALLENGE REWARDS
HEROIC REWARDS
Now some notes and clarifications on some of these!
In any case, again, I REALLY want to do bosses and all their ins and outs for this one (it's my second favorite WoW raid), but I need arts! :< If anyone wants to help out, just say the word. Thanks!
WING 1:
1-Selin Fireheart
2-Yazzai
3-Priestess Delrissa
4-Kael'thas Sunstrider
WING 2:
1-Kalecgos
2-Sathrovarr
3-Felmyst
4-Brutallus
WING 3:
1-Eredar Twins
WING 4:
1-Zelfan
2-M'uru
3-Entropius
WING 5:
1-Kael'thas Sunstrider
2-Kil'jaeden
Okay lol, screw it. I said I wanted to post bosses and their unique cards/decks/powers, and I will! If any art was missing, I'd just quickly photoshop something together. In any case, without further ado...
WING 1 - MAGISTER'S TERRACE
Boss # 1 - Selin Fireheart
UNIQUE CARDS:
BOSS DECKLIST
-Flame Imp x4
-Abomination x3
-Baron Geddon
-Madder Bomber x2
-Wretched Bruiser x2
-Wretched Mage x2
-Sunblade Slayer x2
-Dread Infernal x2
-Life Champion x2
-Never Enough Violence x3
-Fel Crystal x5
-Hellfire x2
BOSS STRATEGY:
Selin serves largely as an introduction to the Fury mechanic, so his strategy will come off as a bit reckless - plunk down minions with Fury, then make sure of minions that are guaranteed to deal damage to him directly to trip the Fury mechanic. Because of that, he has a lot of AOE damage at his disposal. To keep his health high and clear your board of minions, his hero power helps with that. When low on Health, he'll use Fel Crystals to use his hero power again per turn.
HEROIC CHANGES:
Only one change - his Hero Power is significantly more powerful and damaging, but his strategy largely remains the same.
REWARD:
Boss # 2 - Yazzai
BOSS DECKLIST:
-Water Elemental x4
-Frost Elemental x2
-Frost Shock x4
-Cone of Cold x2
-Frost Nova x2
-Blizzard x2
-Snowchugger x4
-Frostbolt x4
-Ice Lance x4
-Ice Barrier x2
BOSS STRATEGY:
A rather straightforward Frost mage. Everything is designed to freeze your minions, and deal high damage directly to your hero. His Hero Power prevents his minions from losing their ability to Freeze.
HEROIC CHANGES
Loses both of his Ice Barrier cards and gains two more Frostbolts. He loses all four Frost Shocks to gain 2 additional Frost Novas and 2 Cones of Cold. He loses two Snowchuggers for two Ice Lances. And his strategy is a pure evil delay/freeze mage. He will constantly freeze your minions with aoe freezes and build up his hand until he has enough Frostbolts and Ice Lances to kill you off in one-to-two turns.
REWARD
Boss # 3 - Priestess Delrissa
BOSS DECKLIST
-Dark Cultist x2
-Northshire Cleric x2
-Wretched Mage x4
-Temple Enforcer x2
-Coilskar Witch x2
-Cabal Shadow Priest x3
-Duplicate x4
-Mindgames x2
-Resurrect x3
-Thoughtsteal x2
-Mind Vision x4
BOSS STRATEGY:
Never running out of minions to swarm the board with is her primary game. Her hero power can resurrect a random friendly minion - and all of them, in some way or another, are designed to empower each other. More than that, she really likes stealing stuff from you as well - and once its hers, it affects her hero power.
HEROIC CHANGES:
Just one. Her hero power no longer costs mana, and is automatically used at the start of a turn. Just to be extra annoying!
REWARD:
Boss # 4 - Kael'thas Sunstrider
UNIQUE CARDS:
BOSS DECKLIST:
-Phoenix
-Verdant Sphere x3
-Mana Wyrm x3
-Sorcerer's Apprentice x2
-Flamewalker x2
-Soot Spewer x2
-Kirin Tor Mage x2
-Fireball x2
-Dragon's Breath x2
-Flamecannon x2
-Vaporize x2
-Pyroblast x2
-Counterspell x2
-Flamestrike x2
-Echo of Medivh x1
BOSS STRATEGY
Classical burn strategy - lay down minions that benefit from spells, then simply pelt you and your minions with lots and lots of burn spells. To prevent bum rushing or facetards doing their thing, he's got RNG and AOE countermeasures in place along with two Vaporizes. His hero power also easily clears the board of unwanted attention.
HEROIC CHANGES
He has 60 Health instead of 45, and his Hero Power only costs 4 mana and it affects just your minions - his still remain on the field. He also starts the fight with his Phoenix already out on the field.
REWARDS
---------
WING 2 - THE DEAD SCAR
Boss #5 - Kalecgos
BOSS DECKLIST
-Unstable Portal x10
-Flamecannon x5
-Echo of Medivh x3
-Mirror Image x4
-Mirror Entity x3
-Duplicate x5
BOSS STRATEGY
A straight-forward, maybe even an easy fight. He starts with 5-mana. Kalecgos has no minions in his deck and will rely entirely on Unstable Portals, Mirror Entities and Duplicates to get minions out. Each turn he will start with Wild Magic, and....that's pretty much it. He's kind of a lite-Nefarian.
HEROIC CHANGES
He has 50 Health, and he starts with 10 mana. That's pretty much it. Expect him to bust out big minions quickly via Unstable Portal.
REWARD
Boss #6 - Sathrovarr
UNIQUE CARDS
BOSS DECKLIST
-Calculating Dreadlord x6
-Scheming Dreadlord x6
-Mal'Ganis
-Voidcaller x2
-Imp-losion x2
-Demonheart x3
-Demonwrath x2
-Demonfire x2
-Shadowflame x2
-Sense Demons x2
-Sacrificial Pact x2
BOSS STRATEGY
You get Kalec in this battle right at the get go! He will give you a random spell each turn, provide a decent punch with 4 Attack, and a good sponge with 12 Health. Satth will try to get out his big demons as soon as possible and beef them up, and will focus his offense almost entirely on Kalec, so plan accordingly!
HEROIC CHANGES
You have to fight him without Kalec. Have fun!
REWARDS
Boss #7 - Felmyst
BOSS DECKLIST
-Arcane Missiles x5
-Cone of Cold x5
-Frost Nova x5
-Dragon's Breath x5
-Consecration x5
-Equality x5
BOSS STRATEGY
This is probably not gonna be a whole lot of fun. Her Hero Power is a Countdown - meaning it goes down by 1 at the end of each turn. When it hits zero, it's triggered. And she has 99 Health. So, you would think something like a face huntard will do the trick. Except she will pelt you with nothing but AOE spells. In short, you have to deal 99 damage to her before you get 10 mana crystals, or you're probably dead. Good luck!
HEROIC CHANGES
Her Countdown is now changed to 10, meaning you will have FIVE turns to try and end her before her hero power hits you. Make love to a delay/freeze mage with this one.
REWARDS
Boss #8 - Brutallus
UNIQUE CARDS
BOSS DECKLIST
-Ruination x5
-Meteor Slash x5
-Stomp x5
-Burn x5
-Terror x5
-Sadism x5
BOSS STRATEGY
Quite a bit like Patchwerk, only more annoying. He can't deal quite as much damage as Patchwerk each turn, and he can't kill a minion right off the bat, but his deck is comprised of nothing but his own unique cards meant to annoy you as much as possible. Using your Hero Power is probably not a good idea against him - though, you wouldn't need to fill your deck with taunt minions either since he WILL attack your minions if they are a sufficient threat. Basically, just try to soldier through him. Should be fairly easy with a control warrior that makes great use of EVERYONE! GET IN HERE!!!
HEROIC CHANGES
His weapon now has Windfury, making him a tad closer to Patchwerk.
REWARDS
Wing 3 only has a single boss, but I like to think it's a unique one.
WING 3 - AGAMATH THE FIRST GATE
Boss #9 - Eredar Twins
UNIQUE CARDS
BOSS DECKLIST
-Blood Fury x2
-Soulfire x2
-Mortal Coil x2
-Frostbolt x2
-Drain Life x2
-Shadow Bolt x2
-Consecration x2
-Imp-losion x2
-Deadly Poison x2
-Blessing of Wisdom x2
-Blessing of Might x2
-Hand of Protection x2
-Redemption x2
-Arcane Intellect x2
-Mirror Image x2
BOSS STRATEGY
The fight is very similar to The Four Horsemen, but with a rather unique spin. The board starts with Alythess as the hero, and Sacrolash as a minion - difference being, you can choose who you can attack, though the same rules of Hearthstone apply - kill the current hero, you win the game. The spin is the Hero Power - at cost of 3 mana, the two can switch places - carrying over their Health. Aside from this, the fight is quite similar to the four horsemen - they'll use a lot of quick removals if you try to go for the face. They also have the Blood Fury weapon in their deck, which if equipped, can certainly make your life more difficult.
HEROIC CHANGES
Simple, but hellish. They both have 30 Health, instead of 15, and 4 Attack, instead of 3. Moreover, they now have The Four Horsemen's trademark Immunity, meaning you have to exclusively focus on the minion - of course, if the minion's health gets too low, they'll simply switch places.
REWARDS
WING 4 - ROHENDOR THE SECOND GATE
Boss #10 - Zelfan
UNIQUE CARDS
BOSS DECKLIST
-Tinker's Tool x2
-Scrap Heap x2
-Explosive Sheep x2
-Clockwork Gnome x2
-Mechwarper x2
-Spider Tank x2
-Antique Healbot x2
-Mechanical Yeti x2
-Piloted Shredder x2
-Enhance-o Mechano x2
-Piloted Sky Golem x2
-Flamecannon x2
-Tinker's Sharpsword Oil x2
-Darkbomb x2
-Bouncing Blade x2
BOSS STRATEGY
A classical mech-spammer who will put out as many mechs out as possible and synergies them. Only instead of a mech-mage, he has the added benefits of other class cards. His hero power - used automatically at the start of his turn - and unique Scrap Heap card will constantly give him Spare Parts, so his minions have the potential to get very strong very quickly. Just try to take him down the same way you would a mech mage.
HEROIC CHANGES
Has 60 Health instead of 30, and his Hero Power gives him two Spare Parts instead of one. Will probably be the easiest heroic boss to take down as overall he changes his game very little.
REWARDS
Boss #11 - M'uru
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
A very simple, almost hilariously easy fight that's designed to be more of a warm-up for Entropius more than anything else. Like Patchwerk, M'uru doesn't have a deck - therefore he doesn't draw and take fatigue damage (unless you mill him). Instead he starts the fight with three Voidwalkers out on the board. Immediately on his second turn, he'll start using his hero power which will summon on of the following: Voidwalker, Void Crusher, Void Spawn or Void Sentinel. The fight boils down to you just essentially trying to get past all of them before he overwhelms you with minions.
HEROIC CHANGES
He starts the fight with seven Voidwalkers (instead of 3), and his hero power summons two instead of one. But other than that, basically the same.
REWARDS
Boss #12 - Entropius
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
Almost the same as M'uru, but almost hilariously cheap in comparison. He too lacks a card deck, and everything that comes with that. His hero power is used automatically at the start of his turn and summons two Void Demons right off the bat. In addition to that, he has a weapon equipped and 99 Health. Fun stuff. At the end of each turn, his weapon grants him one of two "Darkness spells", Singularity and Negative Energy - hard removal spells and stuff that essentially pushes him closer to kicking your ass. However, he can't use those until his 10th turn. So make the best of what you have. A good way to go about this fight is to use lots of minions with Deathrattle, healing spells and other ways to bulk up (control warrior would work great). Mage's counterspells would also be invaluable in stopping his darkness spells dead in their tracks.
HEROIC CHANGES
He starts the fight with 30 Armor in addition to 99 Health, and his Darkness spells now cost 5 mana instead of 10. May not seem like much, but it's enough to give you hell. For heroic difficulty, I imagine Harrison Jones and Acidic Swamp Ooze would be absolutely invaluable as his weapon still costs 10 mana to re-play.
REWARDS
The final battle!
WING 5 - THE SUNWELL
Boss #13 - Kael'thas Sunstrider (Again!)
UNIQUE CARDS
BOSS DECKLIST
-Phoenix
-Verdant Sphere x3
-Mana Wyrm x3
-Sorcerer's Apprentice x2
-Flamewalker x2
-Soot Spewer x2
-Kirin Tor Mage x2
-Fireball x2
-Dragon's Breath x2
-Flamecannon x2
-Vaporize x2
-Pyroblast x2
-Counterspell x2
-Flamestrike x2
-Echo of Medivh x1
BOSS STRATEGY
Kael'thas isn't too big on learning. His deck and his overall strategy is exactly the same as the first time around. The big difference is his Hero Power this time, which lets him summon a random demon - ANY - from a useless 1/1 Imp, to Jaraxxus and Illidan. With is combination of destructive spells, he is almost guaranteed to retain board control. Your best bet would be a good ol' handlock.
HEROIC CHANGES
Has 60 Health instead of 45, and his hero power summons two demons instead of one for half the cost. Other than that, pretty much the same. Stress handlock more than anything!
REWARDS
Boss #14 - Kil'jaeden
UNIQUE CARDS
BOSS DECKLIST - PHASE 1
-Arcane Missiles x2
-Flameheart x2
-Mana Wyrm x3
-Sorcerer's Apprentice x2
-Flamewalker x2
-Soot Spewer x2
-Kirin Tor Mage x2
-Fireball x2
-Dragon's Breath x2
-Flamecannon x2
-Vaporize x2
-Pyroblast x2
-Counterspell x2
-Flamestrike x2
-Echo of Medivh x1
BOSS DECKLIST - PHASE 2
-Fire Bloom x6
-Soul Portal x5
-Soul Flay x5
-Flame Dart x6
-Summon Shield Orb x5
-Darkness of a Thousand Souls x3
BOSS STRATEGY
You start the fight with three Marks of Kil'jaeden in your hand, which deal 10 damage to any target for 5 mana. Do not waste these. Kil'Jaeden starts with 50 Health, and when you kill him, he'll enter Phase 2 of the fight, with 99 Health.
His strategy in Phase 1 is the same as Kael'thas - in fact, his deck is mostly the same. However, you have a nice benefit of him not having any real hero powers. Save your best stuff for the second phase.
In phase two, he now has 99 Health and his deck is replaced with one made of spells wholly unique to him - mostly powerful removals and damage dealers. In addition to that, his hero power lets him quickly flood the board with potentially nasty demons. The good news is, his mana crystals become reset whereas yours are the same - giving you one hell of an advantage for the first couple of turns. Don't waste that. If he brings out something huge, you have Marks of Kil'jaeden for that - or, they work as excellent finishers. Overall, you want huge minions out in droves by the time phase 2 starts so you can kill him quickly. Because if he plays Darkness of a Thousand Souls, it's pretty much game over. :<
HEROIC CHANGES
You only get one Mark of Kil'jaeden. There are no changes whatsoever in Phase 1, but phase 2 definitely makes things more hellish for you. His hero power costs less and summons three demons, and he doesn't lose his mana crystals when the phase begins. Good luck!
REWARDS
Wait, where's Vexallus?
Forgotten, alone and sad in the halls. Really though, artwork for arcane elementals is non-existant and their in-game models are just fugly. I already hated having to use model images for Felmyst and Entropius, but at least they were kind of passable.
That, and the actual in-game fight is just a little too straight forward. His gimmick with the adds wouldn't really work in Hearthstone. At least...I don't think it will. :< I mean, technically, it's already present with Loatheb's spores in a way.
Anyway, I don't think I'll be coming up with class challenge lists since that's nothing more than a decklist. But other than that, that's that.
Thoughts, opinions, criticisms?
No Anveena Teague reference in Kil'jaeden?
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