A while ago - a whiiiiile ago, I posted an Icecrown Citadel adventure on here. It was....kinda bad, but I wanted to give the idea another shot. So, here it is. Icecrown Citadel V.2!
There aren't any new mechanics being introduced in here, but there is a bit of emphasis on Deathrattle - not so much as minions with Deathrattle, but rather taking advantage of it in different ways.
Some characters and bosses didn't make the cut as Legendaries. Sorry to everyone who loves Sindragosa!
There actually aren't as many wings - and therefore bosses - in this adventure as there would be, so there's quite a bit of a "rarity creep" here - while you only get 4 Legendary minions, there are three epics and quite a few rares - all class challenges reward a rare.
Bosses, their strategies and cards will be posted periodically. At the end of the whole thing, there's even a Tavern Brawl!
REWARDS
WING 1 - THE SPIRE
WING 2 - THE PLAGUEWORKS
WING 3 - THE CRIMSON HALLS
WING 4 - FROSTWING HALLS & THE FROZEN THRONE
CLASS CHALLENGE REWARDS
HEROIC REWARD
Skeletal Soldier's effect may seem slow and a bit redundant, but he's the type of minion that's necessary to have two of in a deck, or some way to duplicate him. He's obviously best played on turn 4, when you plonk down both of them. After that, simply try to get the weaker one killed so he's recycled. Mage obviously benefits the best with this guy, but overall he's slow and requires patience. Not to mention, you're not really getting anything initially with a 1/1 for 2 mana.
Frost Wyrm is a built-in Frostbolt and RNGesus in one, but as a drawback you can't draw any cards. AT ALL. As long as he's on the field. This includes from spells and minions with the capability. If you play Arcane Intellect, nothing will happen - except of course losing 3 mana.
Mega-Windfury really should've been kept unique to Mimiron, but for some reason...Marrowgar's BOOOOONE STOOOORM!! really fits it. So, he gets it!
Plague Eruptor is horrendously scary, and arguably, an excellent Taunt minion without having Taunt since your opponent will ALWAYS focus on killing him first. An anti-zoolock's delight.
Darkfallen Commander was designed to be the biggest minion EVAR, but only a bit more practical than Deathwing. Aaaand...that's about it, really. He's just there to continue the stat creep tradition.
Darkfallen Blood Knight is very much the evil, estranged corpsified twin of Blood Knight. His effect isn't as powerful, but is overall a bit more practical as Deathrattle is far more common in a game than Divine Shield. His effect is something of a pseudo-Silence, though, as he removes the Deathrattle - he doesn't trigger, but nothing else. All other bonuses on a minion are in-tact.
Ymirjar Warlord's effect is a bit confusing, but it basically works like so: Summon a Deathrattler, and he'll gain a random ability. ANY ability. From ANY CURRENT collectable minion. Now, this is an ABILITY - so no Battlecries, Deathrattles, Inspires, Enrages, or stat-boost. We're talking built in abilities that stick around, like Acolyte of Pain or even Kel'Thuzad. These stack, so he can get hilariously scary if luck is on your side.
The Lich King is a freakishly powerful minion, but making him any weaker would simply be heresy, wouldn't it? He's unique in that he has two triggers in one - a Choose One activated by a Deathrattle. In his case, you can choose to either equip a Frostmourne, or get three Defiles. Both are very powerful and designed for specific types of play and situations. It's for this reason that he both costs 10 mana and has a Deathrattle instead of a Battlecry, but otherwise, scary guy to plunk out.
Fel Trade was made to make one final use out of "compromised" minions.
Servant of the Light is very much a Tirion Fordring Lite. Would you put him in a deck? ...Maybe?
Bryntroll is hilariously scary when combined with certain minions - like, say Captain Greenskin. That guy almost never gets any use, yet here's a card that can really squeeze some uses out of him.
Like how Multi-Shot requires at least two enemy minions out on the field, Spread Shot requires at least three.
I wanted to do something different for a Heroic clear reward, so instead of a cardback or legendary golden minion, you get a Legendary golden neutral weapon - the first of its kind! Any class can equip it, and how you use it is up to you.
The Blood Prince council was separated into three different bosses simply because the adventure needed some meat and playability to it. While it certainly would've been interesting (and fun!) to do all three of them as a single boss, the whole adventure would've been too short, and there would've been too few rewards.
It is absolutely IMPOSSIBLE to do a Valithria Dreamwalker boss battle in Hearthstone's current format. I doubt even the guys at Blizzard would be able to make it work successfully, hence, Sister Svalna takes her place.
Ooh, now this is much better. I didn't even know art like that existed for Defile. I'm especially intrigued by Deathspeaker High Priest for things like Warrior.
It is absolutely IMPOSSIBLE to do a Valithria Dreamwalker boss battle in Hearthstone's current format. I doubt even the guys at Blizzard would be able to make it work successfully, hence, Sister Svalna takes her place.
I don't know, I think I did it pretty well in my Icecrown adventure.
Ooh, now this is much better. I didn't even know art like that existed for Defile. I'm especially intrigued by Deathspeaker High Priest for things like Warrior.
Thanks! :D Though I'm thinking High Priest needs just a teeny nerf - 2 Health, maybe. But other than that, yeah, he's fit for pretty much any weapon deck - rogue would benefit just as much, especially since rogues can't bolster the sort of defenses warriors can.
BOSS STRATEGY A simple, "introductory" sort of fight made to make sure you got the right types of cards to deal with any situations - a "gear check" if you will. Marrowgar will almost entirely depend on his weapon doing the brunt of the damage, so the first thing you should do is have minions (and mulligan for such minions) that can destroy his weapons. He has only two Bryntrolls in his deck, so if you get rid of both, his threat level plummets. The rest is straight forward - his spells consist entirely of AoE damage, and his minions are all tiny and low cost - some of which get rid by those same AoE spells. If you can get out a few big minions at a time, he's nothing.
HEROIC CHANGES 50 Health instead of 30. His weapon is stronger at 4 Attack, and his Bonestorm spell now causes 2 damage and gives him Mega-Windfury. In addition to whatever you got for him in the normal version, stick him with freeze spells to delay him.
BOSS STRATEGY Another fairly straightforward fight - he strategy relies entirely on flooding her side of the board with numbers, while immediately killing anything you summon. Her hero power will randomly summon one of her four unique minions (hope she doesn't call out the muscle) at the start of her turn at no cost. To prevent any pesky specialized minions with Battlecry, she has those annoying spider weblords, and when her side of the board gets meaty, to attempt to discourage any AoE damage she has the nerubian eggs. A fairly regular freeze mage should do the trick. In fact, even a face huntard will work - considering she has very high Health. If you try to go with huge minions, she has a few ways to make your life not so much fun in that regard as well - namely Dominate Mind. She will almost always try to suicide the big minion, but if not, will outright hit you with it.
HEROIC CHANGES Only one change - her hero power now summons three minions at no cost. So, by turn 2, her board will already be almost filled up. Delay, delay, delay.
REWARD
Boss #3 - Deathbringer Saurfang
UNIQUE CARDS
BOSS DECKLIST -Blood Beast x30
BOSS STRATEGY Here's a fight that could go even quicker than Patchwerk - for both sides. Saurfang's strategy is based entirely around pumping iron, and virtually every turn his weapon will get very strong very quickly. It never runs out of Durability, and it can't be destroyed - so, no Acidic Swamp Oozes or Harrison Jones' here.. His deck, too, is based entirely around powering his weapon via cheap Blood Beasts. As such, there's no ways of doing this - once again, delay/freezing him will do the trick; or, focus entirely on wiping out the beasts and developing board presence. To make your life a little bit easier, you get two Deathbringer's Wills in your hand at the start if the game (similar to Atramedes).
HEROIC CHANGES Could redefine hell. He's got a whopping 99 Health instead of 55, and his Blood Beasts now grand him +2 Attack instead of +1. That, and you don't get any Deathbringer's Wills. Have fun!
REWARDS
You might ask why Marrowgar is rewarded by Saurfang - technically, Lord Marrowgar is the wing reward - not boss reward. Secondly, Lord Marrowgar is way, way cooler. Just look at him! And thirdly, back when I made my Death Knight complete class set, I decided Saurfang would be the ideal class legendary as the "most powerful death knight." So, there you have it. :)
Pretty cool, but the one thing I agree with Blizzard is that making your opponent discard a card isn't very fun (for the opponent). At least I would make it discard a card from the deck but not from the hand, but that's still questionable. Frostmourne is pretty cool though.
Pretty cool, but the one thing I agree with Blizzard is that making your opponent discard a card isn't very fun (for the opponent). At least I would make it discard a card from the deck but not from the hand, but that's still questionable. Frostmourne is pretty cool though.
It's something that's never actually been done in Hearthstone before. Pretty much every other card game has an effect to the jibe of "Look at your opponent's hand - make them discard a card." One thing that Hearthstone has that other traditional CCG's don't is RNG, so I figured an effect like that would at least be worth a shot trying out.
Besides, it would hardly be the most annoying or not-so-very-fun thing in Hearthstone.
Besides, it would hardly be the most annoying or not-so-very-fun thing in Hearthstone.
You mean when someone plays 3 of those in a row and removes the board, removes your hand and can still play something on the same turn and you have no control over it? Other card games have this mechanic because you often have either a handful of cards, and decks twice the size of Hearthstone's, or they have better mana/card draw mechanics, so that you don't loose immediately when you have 5 cards less than your opponent.
You mean when someone plays 3 of those in a row and removes the board, removes your hand and can still play something on the same turn and you have no control over it?
Which is exactly why it's triggered by a Deathrattle from a minion that cost 10 mana and is an 8/8. ;) It IS very powerful, but card advantage doesn't count for much that late in the game - that, or your opponent has almost always built up their current hand.
BOSS STRATEGY Fairly straightforward fight. Rotface's power works on ALL minions - including his own, hence his strategy for the most part is to flood his side of the board with weenies in the hopes of summoning a Big Ooze. And his deck is chock-full of weenies, from TEN Echoing Oozes to even a bunch of Spiders. Then there's Precious! Awww. She too will help him get weenies on board. If you manage to kill her, you'll get her ribbon, which will snag you a whole lot of nice bonuses for practically nothing.
HEROIC CHANGES 50 HP instead of 30. He starts the fight with Precious already on the field, and his Hero Power costs less and will only summon Big Oozes, making his weeny deck a whole lot more threatening. Focus on getting rid of precious first to keep from the board getting filled up, then rely on AOE spells to do the rest.
BOSS STRATEGY Despite having almost exactly the same deck as Rotface, Festergut's strategy is wholly different - and scarier. His game revolves entirely around summoning Spores on your side so he can boost his weenie minions. Stinky's there to help with mass Spore poppage as well. Fortunately, there are two things going for you - his Spores are weaker than Loatheb's, only giving +3 Attack instead of 8. And, you also start the game with two Fungal Pops to try and even the odds a little bit.
HEROIC CHANGES Starts with 60 Health instead of 30, and already has Stinky on his opening board. His Spores are now the same as Loatheb's - granting +8 Attack, and you get no Fungal Pops.
BOSS STRATEGY A fairly unusual fight - his Hero Power automatically gives him a 1-cost spell at the start of his turn that emulates one of the nine basic class hero powers - and these 1-cost spells are specifically designed to juice the minions he has in his deck - almost all of them are affected by casting of spells or cards. And that's...really all there is to him. The rest of his deck is also made of cheap spells - the most dangerous being Naturalize and Duplicate. Basically, try not to let him get too many of his minions out there.
HEROIC CHANGES Quite a few. He starts the fight with 60 Health instead of 30, and he starts with both Festergut and Rotface as minions on his opening board. They too are designed to complement with his bottles, making the fight a whole lot tougher. Most interestingly though, in Heroic Mode his hero power now has the chance to grant him two additional bottles, BOTTLED INFERNO! and BOTTLED MAGMA! - which emulate the powers of Jaraxxus and Ragnaros. Sooo...hope he doesn't get them.
BOSS STRATEGY The first of the Blood Prince council, and the first one to set the stage. His Hero Power (along with the other three) will randomly make one of his minions Immune that turn. Combined with the fact that he has mostly Deathrattle minions that multiply, he's all about board dominance. You can make use of his Baron Rivendare when he summons a Skeletal Soldier, since those will actually multiply in your deck. The real trouble comes with his Kinetic Bombs - they have a Countdown timer of 10 turns - once 10 turns are up, they'll pop and blow away your whole side for 5 damage. So, obviously, kill them before they do that.
HEROIC CHANGES Just one change - his Kinetic Bombs are a helluva lot more dangerous now, with a Countdown timer of just 3 (though doing 1 less damage). Mulligan for stuff that can silence them.
BOSS STRATEGY An incredibly lame and cowardly fight. He has the exact same hero power and Kinetic Bombs as Valanar, so beware of that. His overall strategy though is to copy your minions with Gang Up, then get red of them with either a Frostbolt or Shadow Bolt (or Mortal Coil - whatever). So, his overall strategy is to steal your own minions en masse then summon them to the forefront. If his Health is low, he makes it even more annoying by using your own minions against you with a Healing Wave. Flamewalkers are also there to make it just right.
HEROIC CHANGES Same as Valanar - his only change are the more powerful Kinetic Bombs, though it gets much, MUUUCH worse here: He'll often use Gang Up on his own Kinetic Bombs to multiply them, and basically wipe you out. Have fun!
BOSS STRATEGY If you don't play Priest, then at the very least bring a few reliable ways to constantly heal your hero, or build up armor very quickly. Taldaram will constantly attack your face with direct-damage minions and spells. Outside of this, out of the three he's easily the simplest to work around
HEROIC CHANGES Just the Kinetic Bombs. Though, given his preference for face attacks, it's just the kick he needed to elevate himself officially to a pain in the ass.
BOSS STRATEGY A fairly unusual one. The Queen's strategy is all about killing your things, while keeping her Health as high as possible. All of her minions give her Health with her hero power, then there's some that already have that as an effect - doubling the gain. One possible go-about is to play Handlock and just summon really, really big things - although, she does have a few ways of dealing with that as well.
HEROIC CHANGES One of the stranger heroic changes out there. She starts with a whopping 99 Health, and this time she has the entire Blood Prince council on her starting board as minions, who play by their own little rules: Keleseth and Taldaram are immune, and the only way to get rid of them is to kill them in that specific order, starting with Valanar. If you want to Silence someone, do it only on Taldaram, since you want them to keep their Deathrattles.
Really liking it, though I feel the 3 Blood Princes could use some more variation in their unique cards. Only one of them has the kinetic bomb, while another has super powerful shadow bolts, and another has that flame orb.
Really like Lana'thel though, both boss and minion.
Really liking it, though I feel the 3 Blood Princes could use some more variation in their unique cards. Only one of them has the kinetic bomb, while another has super powerful shadow bolts, and another has that flame orb.
Really like Lana'thel though, both boss and minion.
Hm. Perhaps. I like to think their overall decks are what separate them, and individually speaking, their dungeon incarnations weren't all that different to begin with. Again, ideally, they work best as a single boss battle, but then ICC would have few too fights. :<
Thanks! The final wing and the Tavern Brawl are coming up later tonight (I think...)!
BOSS STRATEGY Svalna would be almost hilariously easy if her hero power wasn't quite so nasty - she essentially steals your dead minions, rendering most of her deck to be made of power ups. A good way to take her on is to play with an Argent Paladin deck, and use her own hero power against her to clog her board with Silver Hand Recruits, then AOE damage. Though be careful that she doesn't buff those same recruits too much.
HEROIC CHANGES Just 60 Health instead of 30. Sounds more tame than it is giver her, again, assholish hero power.
BOSS STRATEGY Sindragosa has a very, very nasty hero power that will pretty much be the end of you once she starts using it. The only thing keeping her from using it are Ice Tombs - you get one out on your side of the field when you start, and three more in your opening hand. They're pretty much your life savers. Unfortunately, Sindragosa has a few removals and some really big minions in the forms of dragons. Fortunately, Rimefang and Spinestalker play by the same rules as her hero power, which ironically if you've got managed, render them useless. They're just there to intimidate you (and clutter her board!) - ignore them.
HEROIC CHANGES You start the board with two Ice Tombs out, but none in your hand. Those two are all you get - keep them alive at all costs, otherwise you're done.
BOSS STRATEGY A tough but fun one! He's got some very nasty spells and minions in his deck, along with a hero power that will always bring him a worthwhile minion per turn - in addition to a whopping 99 Health. Fortunately, you start the board with Tirion Fordring right then and there! Basically, just try and tough it out - watch out especially for Remorseless Winter, and keep in mind Blighted Abominations can bypass Tirion - and they will, straight for your face.
Once you get him down to 1 Health (he cannot go below 1), Terenas Menethil will show up in your hand. Play him, and you finally win. If your board is full, tough tits - wait until next turn until you have an open spot. If your hand was already full when you get him down to 1 Health, then you're spectacularly boned - just be a man and hit concede. You have to play him to win.
HEROIC CHANGES Two changes, but significant enough. He gets 50 Armor on top of his 99 Health, and you don't start the game with Tirion on your board. So, same basic strategy, just requires better survival skills!
REWARDS
And that's the end of that! The whole of Icecrown Citadel. Tomorrow, the Tavern Brawl goes up and it'll be the end of it. For the record, Rimefang uses the same art as the Frost Wyrm by mistake (will be corrected tomorrow as of the Tavern Brawl's posting), and Defile got nerfed per suggestions.
the 3 mana 5/3 with "your hero is immune on your turn is insanely op. 5/3 sats are a huge power creep over 5/2, and it has a positive ability. it should be a 4/3 or 3/3. also, spread shot is a worse version of consecration and powershot. it has to be 3 damage to be reasonable. also, does the +3/+3 effect trigger only when you summon a skeletal soldier while the other one is on the board, or whenever it's summoned that game?
the 3 mana 5/3 with "your hero is immune on your turn is insanely op. 5/3 sats are a huge power creep over 5/2, and it has a positive ability. it should be a 4/3 or 3/3. also, spread shot is a worse version of consecration and powershot. it has to be 3 damage to be reasonable. also, does the +3/+3 effect trigger only when you summon a skeletal soldier while the other one is on the board, or whenever it's summoned that game?
Only when you summon it - it would just be hilariously OP otherwise.
As a nostalgic WoW player, I absolutely love these cards, well designed lore-wise.
As a Hearthstone player, it's a bit on the OP side ;) But these abilities are quite interesting, I liked Fingers of Frost, and Vengeful Fleshripper is a thing that absolutely should exist in the game. Also variable mana cost like in Feral Rage is an interesting mechanic which, I think, could add depth to the game.
Thanks! :D I wanted to do something different with Shadowmourne - a neutral weapon that any class can use. I think that's just a little bit more interesting - I mean, imagine a Priest deck with a huge axe in it? Mixes things up!
As for heroic Lich King, I think it's possible! Both Handlock and Mill Druid should be able to handle him decently. The only hurdle is his insanely high Health total (149 in total). Again, I think Mill Druid should be able to do the trick.
In any case, before the Tavern Brawl, some minor changes I made:
Deathspeaker High Priest got a nerf, per suggestions: He's now a 3/3 for 3 (as opposed to 5/3 for 3).
Were you really expecting anything else? :P Upon the opening of the first wing, The Spire, that week's Tavern Brawl would be the legendary Gunship Battle between the Skybreaker and Orgrimm's Hammer! When entering the Brawl, you'll be given one of the two randomly, each one having their own unique styles and mechanics.
Now, just one a slight note, the Gunship Battle here is a tad different from WoW, in that the Skybreaker will be the one playing aggressive while Orgrimm's Hammer will utilize a patient control game.
THE LOWDOWN The Skybreaker starts the battle with 60 Heath, and Muradin Bronzebeard out on the field. Compared to Orgrimm's Hammer, The Skybreaker is all about offense and assault. Its Hero Power is fairly unique - off the bat, it only deals 1 damage, but for every turn it goes unused, it deals 1 extra damage - up to 5 (this includes your opponent's turns as well). This makes it extremely versatile for just about any situation if you apply proper timing.
THE LOWDOWN Orgrimm's Hammer starts the battle with 30 Health and 30 Armor, along with Varok Saurfang out on the field. Compared to the Skybreaker, the Hammer plays a much more control oriented methodical game with a bit of focus on gaining lot of armor. In this instance, unlike the Skybreaker, Orgrimm's Hammer actually has a way to "heal." The rest is biding your time and playing big minions when you get them. Another neat thing Orgrimm's Hammer has are Axe Flingers - during the battle, the Skybreaker will be dishing out a whole lot of damage all over the place. Axe Flingers are an excellent way to use this to your advantage.
And, that's the end of the Tavern Brawl. The reward is the usual free card pack, although I like to think that playing the actual Gunship Battle in Hearthstone is a reward in and of itself. ;) Make it happen, Blizz!
EDIT: Accidentally uploaded wrong version of Varok Saurfang. Fixed now!
REWARDS
WING 1 - THE SPIRE
WING 2 - THE PLAGUEWORKS
WING 3 - THE CRIMSON HALLS
WING 4 - FROSTWING HALLS & THE FROZEN THRONE
CLASS CHALLENGE REWARDS
HEROIC REWARD
THE BOSSES (Will be added and linked periodically as I post them)
WING 1 - THE SPIRE (Lord Marrowgar | Lady Deathwhisper | Deathbringer Saurfang)
WING 2 - THE PLAGUEWORKS (Rotface | Festergut | Professor Putricide)
WING 3 - THE CRIMSON HALLS (Valanar | Keleseth | Taldaram | Blood Queen Lana'thel)
WING 4 - FROSTWING HALLS & THE FROZEN THRONE (Sister Svalna | Sindragosa | The Lich King)
TAVERN BRAWL
GUNSHIP BATTLE - Click here to check it out!
Ooh, now this is much better. I didn't even know art like that existed for Defile. I'm especially intrigued by Deathspeaker High Priest for things like Warrior.
Was just about to make on of my own. :D Will surely take help from yours.
Also:
I don't know, I think I did it pretty well in my Icecrown adventure.
Thanks! :D Though I'm thinking High Priest needs just a teeny nerf - 2 Health, maybe. But other than that, yeah, he's fit for pretty much any weapon deck - rogue would benefit just as much, especially since rogues can't bolster the sort of defenses warriors can.
Here's something to set the mood...
WING 1 - THE SPIRE
Boss #1 - Lord Marrowgar
UNIQUE CARDS
BOSS DECKLIST
-The Damned x5
-Bone Storm x3
-Bryntroll x2
-Bloodmage Thalnos
-The Skeleton Knight
-Skeleton x5
-Boneguard Lieutenant x2
-Arcane Explosion x2
-Hellfire x2
-Explosive Trap x2
-Vaporize x2
-Flamestrike x1
-Whirlwind x2
BOSS STRATEGY
A simple, "introductory" sort of fight made to make sure you got the right types of cards to deal with any situations - a "gear check" if you will. Marrowgar will almost entirely depend on his weapon doing the brunt of the damage, so the first thing you should do is have minions (and mulligan for such minions) that can destroy his weapons. He has only two Bryntrolls in his deck, so if you get rid of both, his threat level plummets. The rest is straight forward - his spells consist entirely of AoE damage, and his minions are all tiny and low cost - some of which get rid by those same AoE spells. If you can get out a few big minions at a time, he's nothing.
HEROIC CHANGES
50 Health instead of 30. His weapon is stronger at 4 Attack, and his Bonestorm spell now causes 2 damage and gives him Mega-Windfury. In addition to whatever you got for him in the normal version, stick him with freeze spells to delay him.
REWARD
Boss #2 - Lady Deathwhisper
UNIQUE CARDS
BOSS DECKLIST
-Dominate Mind x2
-Nerubian x4
-Neru'bar Weblord x4
-Nerubian Egg x2
-Sunfury Protector x2
-Soulfire x2
-Corruption x2
-Mortal Coil x2
-Frostbolt x2
-Shadow Word: Pain x2
-Shadow Word: Death x2
-Shadow Bolt x2
-Drain Life x2
BOSS STRATEGY
Another fairly straightforward fight - he strategy relies entirely on flooding her side of the board with numbers, while immediately killing anything you summon. Her hero power will randomly summon one of her four unique minions (hope she doesn't call out the muscle) at the start of her turn at no cost. To prevent any pesky specialized minions with Battlecry, she has those annoying spider weblords, and when her side of the board gets meaty, to attempt to discourage any AoE damage she has the nerubian eggs. A fairly regular freeze mage should do the trick. In fact, even a face huntard will work - considering she has very high Health. If you try to go with huge minions, she has a few ways to make your life not so much fun in that regard as well - namely Dominate Mind. She will almost always try to suicide the big minion, but if not, will outright hit you with it.
HEROIC CHANGES
Only one change - her hero power now summons three minions at no cost. So, by turn 2, her board will already be almost filled up. Delay, delay, delay.
REWARD
Boss #3 - Deathbringer Saurfang
UNIQUE CARDS
BOSS DECKLIST
-Blood Beast x30
BOSS STRATEGY
Here's a fight that could go even quicker than Patchwerk - for both sides. Saurfang's strategy is based entirely around pumping iron, and virtually every turn his weapon will get very strong very quickly. It never runs out of Durability, and it can't be destroyed - so, no Acidic Swamp Oozes or Harrison Jones' here.. His deck, too, is based entirely around powering his weapon via cheap Blood Beasts. As such, there's no ways of doing this - once again, delay/freezing him will do the trick; or, focus entirely on wiping out the beasts and developing board presence. To make your life a little bit easier, you get two Deathbringer's Wills in your hand at the start if the game (similar to Atramedes).
HEROIC CHANGES
Could redefine hell. He's got a whopping 99 Health instead of 55, and his Blood Beasts now grand him +2 Attack instead of +1. That, and you don't get any Deathbringer's Wills. Have fun!
REWARDS
Pretty cool, but the one thing I agree with Blizzard is that making your opponent discard a card isn't very fun (for the opponent). At least I would make it discard a card from the deck but not from the hand, but that's still questionable. Frostmourne is pretty cool though.
It's something that's never actually been done in Hearthstone before. Pretty much every other card game has an effect to the jibe of "Look at your opponent's hand - make them discard a card." One thing that Hearthstone has that other traditional CCG's don't is RNG, so I figured an effect like that would at least be worth a shot trying out.
Besides, it would hardly be the most annoying or not-so-very-fun thing in Hearthstone.
You mean when someone plays 3 of those in a row and removes the board, removes your hand and can still play something on the same turn and you have no control over it? Other card games have this mechanic because you often have either a handful of cards, and decks twice the size of Hearthstone's, or they have better mana/card draw mechanics, so that you don't loose immediately when you have 5 cards less than your opponent.
Which is exactly why it's triggered by a Deathrattle from a minion that cost 10 mana and is an 8/8. ;) It IS very powerful, but card advantage doesn't count for much that late in the game - that, or your opponent has almost always built up their current hand.
WING 2 - THE PLAGUEWORKS
Boss #4 - Rotface
UNIQUE CARDS
BOSS DECKLIST
-Precious
-Ooze Flood x4
-Echoing Ooze x10
-Acidic Swamp Ooze x4
-Sludge Belcher x4
-Haunted Creeper x4
-Ball of Spiders x3
BOSS STRATEGY
Fairly straightforward fight. Rotface's power works on ALL minions - including his own, hence his strategy for the most part is to flood his side of the board with weenies in the hopes of summoning a Big Ooze. And his deck is chock-full of weenies, from TEN Echoing Oozes to even a bunch of Spiders. Then there's Precious! Awww. She too will help him get weenies on board. If you manage to kill her, you'll get her ribbon, which will snag you a whole lot of nice bonuses for practically nothing.
HEROIC CHANGES
50 HP instead of 30. He starts the fight with Precious already on the field, and his Hero Power costs less and will only summon Big Oozes, making his weeny deck a whole lot more threatening. Focus on getting rid of precious first to keep from the board getting filled up, then rely on AOE spells to do the rest.
REWARD
Boss #5 - Festergut
UNIQUE CARDS
BOSS DECKLIST
-Stinky
-Gaseous Blight x4
-Echoing Ooze x10
-Vengeful Fleshripper x4
-Sludge Belcher x4
-Haunted Creeper x4
-Ball of Spiders x3
BOSS STRATEGY
Despite having almost exactly the same deck as Rotface, Festergut's strategy is wholly different - and scarier. His game revolves entirely around summoning Spores on your side so he can boost his weenie minions. Stinky's there to help with mass Spore poppage as well. Fortunately, there are two things going for you - his Spores are weaker than Loatheb's, only giving +3 Attack instead of 8. And, you also start the game with two Fungal Pops to try and even the odds a little bit.
HEROIC CHANGES
Starts with 60 Health instead of 30, and already has Stinky on his opening board. His Spores are now the same as Loatheb's - granting +8 Attack, and you get no Fungal Pops.
REWARD
Boss #6 - Professor Putricide
UNIQUE CARDS
BOTTLES
BOSS DECKLIST
-Ooze Flood x2
-Unbound Experiment x4
-Nexus-Champion Saraad
-Questing Adventurer x2
-Gadgetzan Auctioneer
-Mana Wyrm x2
-Mana Addict x2
-Violet Teacher x2
-Flamewalker x2
-Blighted Abomination x2
-Sludge Belcher x2
-Naturalize x4
-Duplicate x2
-Arcane Intellect x2
BOSS STRATEGY
A fairly unusual fight - his Hero Power automatically gives him a 1-cost spell at the start of his turn that emulates one of the nine basic class hero powers - and these 1-cost spells are specifically designed to juice the minions he has in his deck - almost all of them are affected by casting of spells or cards. And that's...really all there is to him. The rest of his deck is also made of cheap spells - the most dangerous being Naturalize and Duplicate. Basically, try not to let him get too many of his minions out there.
HEROIC CHANGES
Quite a few. He starts the fight with 60 Health instead of 30, and he starts with both Festergut and Rotface as minions on his opening board. They too are designed to complement with his bottles, making the fight a whole lot tougher. Most interestingly though, in Heroic Mode his hero power now has the chance to grant him two additional bottles, BOTTLED INFERNO! and BOTTLED MAGMA! - which emulate the powers of Jaraxxus and Ragnaros. Sooo...hope he doesn't get them.
REWARDS
WING 3 - THE CRIMSON HALLS
Boss #7 - Prince Valanar
UNIQUE CARDS
BOSS DECKLIST
-Kinetic Bomb x6
-Skeletal Soldier x4
-Blighted Abomination x2
-Sludge Belcher x2
-Baron Rivendare
-Dark Cultist x2
-Webspinner x3
-Feign Death x2
-Rebirth x2
-Nerubian Egg x2
-Poison Seeds x2
-Deathlord x2
BOSS STRATEGY
The first of the Blood Prince council, and the first one to set the stage. His Hero Power (along with the other three) will randomly make one of his minions Immune that turn. Combined with the fact that he has mostly Deathrattle minions that multiply, he's all about board dominance. You can make use of his Baron Rivendare when he summons a Skeletal Soldier, since those will actually multiply in your deck. The real trouble comes with his Kinetic Bombs - they have a Countdown timer of 10 turns - once 10 turns are up, they'll pop and blow away your whole side for 5 damage. So, obviously, kill them before they do that.
HEROIC CHANGES
Just one change - his Kinetic Bombs are a helluva lot more dangerous now, with a Countdown timer of just 3 (though doing 1 less damage). Mulligan for stuff that can silence them.
REWARD
Boss #8 - Prince Keleseth
UNIQUE CARDS
BOSS DECKLIST
-Kinetic Bomb x5
-Frostbolt x5
-Gang Up x10
-Flamewalker x2
-Shadow Bolt x2
-Mortal Coil x2
-Dark Bargain x2
-Healing Wave x2
BOSS STRATEGY
An incredibly lame and cowardly fight. He has the exact same hero power and Kinetic Bombs as Valanar, so beware of that. His overall strategy though is to copy your minions with Gang Up, then get red of them with either a Frostbolt or Shadow Bolt (or Mortal Coil - whatever). So, his overall strategy is to steal your own minions en masse then summon them to the forefront. If his Health is low, he makes it even more annoying by using your own minions against you with a Healing Wave. Flamewalkers are also there to make it just right.
HEROIC CHANGES
Same as Valanar - his only change are the more powerful Kinetic Bombs, though it gets much, MUUUCH worse here: He'll often use Gang Up on his own Kinetic Bombs to multiply them, and basically wipe you out. Have fun!
REWARD
Boss #9 - Prince Taldaram
UNIQUE CARDS
BOSS DECKLIST
-Kinetic Bomb x4
-Leper Gnome x4
-Nightblade x2
-Gormok the Impaler
-Headcrack
-Axe Flinger x2
-Sinister Strike x4
-Cold Blood x2
-Shiv x2
-Mind Blast x4
-Innervate x2
-Ball of Spiders x2
BOSS STRATEGY
If you don't play Priest, then at the very least bring a few reliable ways to constantly heal your hero, or build up armor very quickly. Taldaram will constantly attack your face with direct-damage minions and spells. Outside of this, out of the three he's easily the simplest to work around
HEROIC CHANGES
Just the Kinetic Bombs. Though, given his preference for face attacks, it's just the kick he needed to elevate himself officially to a pain in the ass.
REWARD
Boss #10 - Blood-Queen Lana'thel
UNIQUE CARDS
BOSS DECKLIST
-Vampiric Fiend x4
-Darkfallen Invoker x4
-Incite Terror x2
-Darkfallen Commander x2
-Sylvanas Windrunner
-Kel'Thuzad
-Drain Life x2
-Holy Fire x2
-Mind Control x2
-Mindgames x2
-Holy Nova x2
-Siphon Soul x2
-Ancient of Lore x2
-Effigy x2
BOSS STRATEGY
A fairly unusual one. The Queen's strategy is all about killing your things, while keeping her Health as high as possible. All of her minions give her Health with her hero power, then there's some that already have that as an effect - doubling the gain. One possible go-about is to play Handlock and just summon really, really big things - although, she does have a few ways of dealing with that as well.
HEROIC CHANGES
One of the stranger heroic changes out there. She starts with a whopping 99 Health, and this time she has the entire Blood Prince council on her starting board as minions, who play by their own little rules: Keleseth and Taldaram are immune, and the only way to get rid of them is to kill them in that specific order, starting with Valanar. If you want to Silence someone, do it only on Taldaram, since you want them to keep their Deathrattles.
REWARDS
Really liking it, though I feel the 3 Blood Princes could use some more variation in their unique cards. Only one of them has the kinetic bomb, while another has super powerful shadow bolts, and another has that flame orb.
Really like Lana'thel though, both boss and minion.
Hm. Perhaps. I like to think their overall decks are what separate them, and individually speaking, their dungeon incarnations weren't all that different to begin with. Again, ideally, they work best as a single boss battle, but then ICC would have few too fights. :<
Thanks! The final wing and the Tavern Brawl are coming up later tonight (I think...)!
The final wing!
WING 4 - THE FROSTWING HALLS & THE FROZEN THRONE
Boss #11 - Sister Svalna
UNIQUE CARDS
BOSS DECKLIST
-Fjola Lightbane
-Eydis Darkbane
-Val'kyr Soulclaimer x2
-Val'kyr Herald x2
-Val'kyr Shadowguard x2
-Ymirjar Warlord x2
-Sludge Belcher x2
-Skeletal Soldier x2
-Gang Up x2
-Hand of Protection x2
-Blessed Champion x2
-Velen's Chosen x2
-Seal of Champions x2
-Competitive Spirit x2
-Dark Bargain x2
-Power Word: Shield x2
BOSS STRATEGY
Svalna would be almost hilariously easy if her hero power wasn't quite so nasty - she essentially steals your dead minions, rendering most of her deck to be made of power ups. A good way to take her on is to play with an Argent Paladin deck, and use her own hero power against her to clog her board with Silver Hand Recruits, then AOE damage. Though be careful that she doesn't buff those same recruits too much.
HEROIC CHANGES
Just 60 Health instead of 30. Sounds more tame than it is giver her, again, assholish hero power.
REWARD
Boss #12 - Sindragosa
UNIQUE CARDS
BOSS DECKLIST
-Chillmaw
-Rimefang
-Spinestalker
-Coldarra Drake x2
-Hungry Dragon x2
-Dragon Consort x2
-Twilight Whelp x2
-Frost Wyrm x2
-Frost Elemental x2
-Frostbolt x2
-Ice Lance x2
-Ice Block
-Frost Shock x2
-Blizzard x2
-Ice Barrier x2
-Cone of Cold x2
-Frost Nova x2
BOSS STRATEGY
Sindragosa has a very, very nasty hero power that will pretty much be the end of you once she starts using it. The only thing keeping her from using it are Ice Tombs - you get one out on your side of the field when you start, and three more in your opening hand. They're pretty much your life savers. Unfortunately, Sindragosa has a few removals and some really big minions in the forms of dragons. Fortunately, Rimefang and Spinestalker play by the same rules as her hero power, which ironically if you've got managed, render them useless. They're just there to intimidate you (and clutter her board!) - ignore them.
HEROIC CHANGES
You start the board with two Ice Tombs out, but none in your hand. Those two are all you get - keep them alive at all costs, otherwise you're done.
REWARD
Boss #13 - The Lich King
UNIQUE CARDS
BOSS DECKLIST
-Frostmourne
-Val'kyr Herald x2
-Frost Wyrm x2
-Val'kyr Shadowguard x2
-Defile x2
-Soul Reaper x2
-Quake x2
-Remorseless Winter x3
-The One True King x2
-Pain and Suffering x2
-Skeletal Soldier x2
-Blighted Abomination x2
-Blizzard x2
-Frost Bolt x2
-Shadow Bolt x2
BOSS STRATEGY
A tough but fun one! He's got some very nasty spells and minions in his deck, along with a hero power that will always bring him a worthwhile minion per turn - in addition to a whopping 99 Health. Fortunately, you start the board with Tirion Fordring right then and there! Basically, just try and tough it out - watch out especially for Remorseless Winter, and keep in mind Blighted Abominations can bypass Tirion - and they will, straight for your face.
Once you get him down to 1 Health (he cannot go below 1), Terenas Menethil will show up in your hand. Play him, and you finally win. If your board is full, tough tits - wait until next turn until you have an open spot. If your hand was already full when you get him down to 1 Health, then you're spectacularly boned - just be a man and hit concede. You have to play him to win.
HEROIC CHANGES
Two changes, but significant enough. He gets 50 Armor on top of his 99 Health, and you don't start the game with Tirion on your board. So, same basic strategy, just requires better survival skills!
REWARDS
And that's the end of that! The whole of Icecrown Citadel. Tomorrow, the Tavern Brawl goes up and it'll be the end of it. For the record, Rimefang uses the same art as the Frost Wyrm by mistake (will be corrected tomorrow as of the Tavern Brawl's posting), and Defile got nerfed per suggestions.
the 3 mana 5/3 with "your hero is immune on your turn is insanely op. 5/3 sats are a huge power creep over 5/2, and it has a positive ability. it should be a 4/3 or 3/3. also, spread shot is a worse version of consecration and powershot. it has to be 3 damage to be reasonable. also, does the +3/+3 effect trigger only when you summon a skeletal soldier while the other one is on the board, or whenever it's summoned that game?
Only when you summon it - it would just be hilariously OP otherwise.
As a nostalgic WoW player, I absolutely love these cards, well designed lore-wise.
As a Hearthstone player, it's a bit on the OP side ;) But these abilities are quite interesting, I liked Fingers of Frost, and Vengeful Fleshripper is a thing that absolutely should exist in the game. Also variable mana cost like in Feral Rage is an interesting mechanic which, I think, could add depth to the game.
Thanks! :D I wanted to do something different with Shadowmourne - a neutral weapon that any class can use. I think that's just a little bit more interesting - I mean, imagine a Priest deck with a huge axe in it? Mixes things up!
As for heroic Lich King, I think it's possible! Both Handlock and Mill Druid should be able to handle him decently. The only hurdle is his insanely high Health total (149 in total). Again, I think Mill Druid should be able to do the trick.
In any case, before the Tavern Brawl, some minor changes I made:
TAVERN BRAWL
Were you really expecting anything else? :P Upon the opening of the first wing, The Spire, that week's Tavern Brawl would be the legendary Gunship Battle between the Skybreaker and Orgrimm's Hammer! When entering the Brawl, you'll be given one of the two randomly, each one having their own unique styles and mechanics.
Now, just one a slight note, the Gunship Battle here is a tad different from WoW, in that the Skybreaker will be the one playing aggressive while Orgrimm's Hammer will utilize a patient control game.
The Skybreaker
UNIQUE CARDS
DECKLIST
-Gunship Cannon x4
-Skybreaker Rifleman x3
-Rocket Pack x3
-Flying Machine x2
-Gnomeregan Infantry x2
-Force-Tank MAX x2
-Toshley
-Enhance-o Mechano
-Flamecannon x2
-Soot Spewer x2
-Darkbomb x2
-Flamestrike x2
-Cobra Shot x2
-Recombobulator x2
THE LOWDOWN
The Skybreaker starts the battle with 60 Heath, and Muradin Bronzebeard out on the field. Compared to Orgrimm's Hammer, The Skybreaker is all about offense and assault. Its Hero Power is fairly unique - off the bat, it only deals 1 damage, but for every turn it goes unused, it deals 1 extra damage - up to 5 (this includes your opponent's turns as well). This makes it extremely versatile for just about any situation if you apply proper timing.
Orgrimm's Hammer
UNIQUE CARDS
DECKLIST
-Gunship Cannon x4
-Kor'kron Battle-Mage x3
-Kor'kron Rocketeer x3
-Axe Flinger x2
-Piloted Shredder x2
-Piloted Sky Golem
-Siege Engine
-Sunwalker x2
-Sneed's Old Shredder
-Iron Juggernaut
-Bouncing Blade x2
-Bash x2
-Shield Block x2
-Shield Slam x2
-Ice Barrier x2
THE LOWDOWN
Orgrimm's Hammer starts the battle with 30 Health and 30 Armor, along with Varok Saurfang out on the field. Compared to the Skybreaker, the Hammer plays a much more control oriented methodical game with a bit of focus on gaining lot of armor. In this instance, unlike the Skybreaker, Orgrimm's Hammer actually has a way to "heal." The rest is biding your time and playing big minions when you get them. Another neat thing Orgrimm's Hammer has are Axe Flingers - during the battle, the Skybreaker will be dishing out a whole lot of damage all over the place. Axe Flingers are an excellent way to use this to your advantage.
And, that's the end of the Tavern Brawl. The reward is the usual free card pack, although I like to think that playing the actual Gunship Battle in Hearthstone is a reward in and of itself. ;) Make it happen, Blizz!
EDIT: Accidentally uploaded wrong version of Varok Saurfang. Fixed now!