Poor Garrosh Hellscream. Maybe if he was hugged and loved just a little bit more, he wouldn't have becoming a bloodthirsty, warmongering maniac? Can't change the past (in a...erm, manner of speaking?), but you can change the present! Garrosh has had enough of those Alliance dogs and their namby-pampy learning and sharing, and has decided to gatecrash every one of their major capitals! And you, adventurer - Slayer of Kel'thuzad, Nefarian and various stupid, incompetent and disappointing minions! - are the vanguard of this new and improved Horde! Lok'tar Ogar!
This adventure is based off of many ideas and concepts introduced in my Warlords of Iron expansion. Check it out for more details! (Especially for the "Surge" keyword mechanic) (Really...it's....lol, it's kind of awesome if I say so myself!)
Location cards play a huge role in this adventure. In fact, it's the big twist! At the end of each wing (aka, city), you'll get a Legendary Location card. Legendary Locations play by pretty much the same rules as your average Location card - permanent, ongoing neutral spells that equally affect both players. Legendary Locations are a bit more powerful, cost 7 mana (up from 5), and you can only have a single Legendary Location in your deck. So, you'll have to choose between Stormwind City and Orgrimmar. Sorry, can't have both!
As always, I like to mix things up when it comes to the Heroic rewards. This time, you'll get a golden alternate-art version of a minion.
Throughout the adventure, you're gonna face some bosses that are already playable heroes (Jaina, for example). Despite this, their boss versions will have unique and new Hero Powers, cards and mechanics.
REWARDS
WING 1 - THE FALL OF THERAMORE ISLE
WING 2 - BRINGING DOWN IRONFORGE
WING 3 - DARNASSUS BURNING
WING 4 - ASSAULT ON STORMWIND CITY
WING 5 - SIEGE OF ORGRIMMAR
ADVENTURE COMPLETION REWARD
CLASS CHALLENGE REWARDS
HEROIC COMPLETION REWARD
Arcanomage's Spell Damage stacks. So, every time Surge is triggered (aka, whenever you draw a card), her Spell Damage goes up by 1. So, she's tiny but pretty powerful!
For obvious reasons, Scrapper is an awesome card to have in a Demonlock deck.
Six-Shooter could be the single greatest card I've ever made! :D ....If I say so myself. Her uses are practically infinite! From giving Control Warriors insane muscle, to easily getting rid of something with Divine Shield.
Playing Darnassus could potentially obliterate somebody's deck-strategy in a single move. Or make it even more dangerous. Use with caution! Now for clarification, some Battlecries require you to target a minion (or character). When it's turned into a Deathrattle, the effect will still kick but it will target a random character.
Stormwind City's Inspire works for both players. So, whenever someone uses their Hero Power, they get a Tabard.
Orgrimmar was more or less designed for Control Warriors, but it can work well with any deck that utilizes lots of expendable minions.
I imagine Determinator's voice actor to be the same guy who voiced the Thor unit in Starcraft II!
Garrosh won't always be your "guide" throughout this adventure! By the time you take down Stormwind City, Varian Wrynn will become pissed off and send you to take out Garrosh! Enemy of my enemy is a guy who wants more cards!
I will be posting up the boss battles, along with their mechanics and decks throughout today and the weekend. Also, Imgur is acting really, really funky, so some of the images might not display correctly. Post if that's the case so I may reupload them!
Really like this, and the concept of locations. But you have Kaiz twice and I think the hunter minion shares art with Quick Shot. On another note, CAN YOU SMELL WHAT THE LOK'TAR IS COOKING?! How'd you get Garrosh to 'pop' out of the speech bubble like that?
BOSS STRATEGY His deck is comprised of almost entirely TGT cards, and almost all of them revolved around Inspire. His Hero Power is pretty nasty business - at the start of his turn, it will automatically trigger his minions' Inspires - TWICE. So if he summons a Lowly Squire on his first turn, on his second, that Squire will already become a 3/2. And the same tactic goes for the rest of his minions - spam the board, then use whatever he can to boost them quickly. If you try and summon anything too big, he's got a Flame Lance in his arsenal to boot.
HEROIC CHANGES 60 Health instead of 30, and his Hero Power will now trigger Inspire THREE TIMES! At this point, your best bet is to go straight for the face - ignore the minions, and simply freeze them when you can.
BOSS STRATEGY A purely defensive boss. Her entire strategy is to lay down minions with Taunt to stonewall you, then build them up while waiting for even bigger ones like Lord of the Arena. Silence will be a good friend here. Also, don't try to summon any minions with Taunt yourself since she has a Black Knight in here.
HEROIC CHANGES Her Hero Power costs only 1 mana now, meaning she will start using it very early and more often.
BOSS STRATEGY She's a tweaked "garden-variety" Mage, taking certain cues from her Practice mode expert match, but with a few minor changes, including more copies of certain spells and the inclusion of Rhonin and Saraad. Her Hero Power is also slightly more powerful - enough to discourage face huntards. One thing of note is her stash of Arcane Missiles - she will actually save these AFTER she plays Theramore Isle, giving them a significant boost.
HEROIC CHANGES Rather than changing up her Health and Hero Power (or board presence), her Heroic Change is minor yet hilariously, cruelly significant. She exchanges her five Arcane Missiles for five Ice Barbs, her three Arcane Explosions for three Brittilizes and her two Blizzards for two insanely powerful Super Blizzards! Her strategy is overall the same, just has much, much nastier unique cards in her deck this time.
Really like this, and the concept of locations. But you have Kaiz twice and I think the hunter minion shares art with Quick Shot. On another note, CAN YOU SMELL WHAT THE LOK'TAR IS COOKING?! How'd you get Garrosh to 'pop' out of the speech bubble like that?
Thanks! And DAMN, you're right! I'll have to get to fixing the art for that one! And for Kairoz, that's the idea. Every time I make an adventure, I do something different for the Heroic reward. This time around, it's a golden version of Kairoz albeit with alternate art (and it would be the only way to get a gold Kairoz).
As for the speech bubble thing, well...I made it myself lol! Photoshop is a magical thing!
I kinda like these. I'm assuming that Garrosh will be coming after thrall next :P
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If you look closely, you can see this is a signature and not a comment. Why are you reading? Stop reading this. Did you read this too? Dang you must like reading.
I kinda like these. I'm assuming that Garrosh will be coming after thrall next :P
I'm saving that for something else. ;) Hearthstone's never done anything like "blocks" before - in TCG's, "blocks" are sets of three expansions that follow a similar theme and narrative. So, I thought why not make a "block" for Hearthstone? The first part was the Warlords of Iron Expansion. The Final Countdown was the second part (though it canonically would take place before...).
Ha, have a biscuit! Though I can't help but notice that Jaina's decklist doesn't actually include any of her new cards... derp I'm stupid, those new cards are for Heroic.
Mmm, biscuits. Guardian Archmage looks like it could be a fun thing. 'This hands sucks! I know, I'll just get a completely new hand!'
BOSS STRATEGY Moira is very simple. Her entire deck revolves around taking advantage of her hero power. Any minions that deal damage other than through attacking, whether it be a battlecry, deathrattle, inspire, or general ability - they do +1 more. And this translated similarly as spell damage - Mad Bomber will split 4 bombs instead of three, while Knife Juggler will deal 2 damage every time you summon a minion. Hence, all of her minions are damage-dealers. Including Ragnaros! Fortunately, her hero power also applies to you!
HEROIC CHANGES Her hero power is a bit more powerful, and it only affects HER minions this time.
BOSS STRATEGY Another fairly simple one that revolves around his hero power, though if left un-checked can easily overwhelm you. Falstad's deck is composed entirely of minions and spells that summon adds - all made to benefit from his hero power - whenever a minion enters his side, it gets +1/+1. Fortunately, his hero power automatically also uses up a mana crystal each time it's triggered, so he tends to burn through his mana like crazy. That said, later in the game when he has quite a bit more of it is when he's at his most dangerous.
HEROIC CHANGES His hero power no longer costs mana, and gives his minions +2/+2 instead.
BOSS STRATEGY Muradin is a little bit mean. And a cheater! He's got TWO of a single Legendary in his deck. But moving forward, his deck is composed almost entirely of Deathrattlers that will summon another minion when they die, making his strategy fairly simple: He'll use his hero power on his own minions when they're compromised (aka, near death), to get something new AND trigger their deathrattle, gaining two for the price of one. When not using that particular cheap tactic, he'll just use his hero power on your most dangerous minions. Also...why the hell are The Lost Vikings here!?
HEROIC CHANGES Gains a significant boost in Health. His Hero Power also becomes tweaked to specifically kill enemy minions easily, rather than reinforce his numbers. And The Lost Vikings got a good, chunky buff in Attack and Health. ...And they're still here, for some reason.
BOSS DECKLIST -Howling Oak Protector x10 -Flash Heal x20
BOSS STRATEGY Gwen is the classiest, most English woman you'll ever meet. Until she turns! An Azerothian Werewolf in London! Or....vice versa. Something. She starts the board with three of her Howling Oak Protectors already out on the board, and she will continue to play them every turn. Her Hero Power Night of the Moon will transform her when 10 turns pass, so if you CAN get past those Howling Oak Protectors, DO IT! And with only 10 Health, you should do it in a single strike. However, IF she were to turn....it's a wholly different beast altogether. She'll continue playing Howling Oak Protectors, in addition to wailing at you with her Claws (which she equips as soon as she transforms). And of course, her new Hero Power will quickly get rid of anything too small you try to play. And lastly....if you DO manage to get a whole lot of damage in her, she'll simply recover with a crapload of Flash Heals. In short, she's a much smarter and more cunning Patchwerk!
HEROIC CHANGES Her transformed state boards 99 Health now! Additionally, her Claws are a bit bigger and her Howling Oak Protectors are beefier. She still starts the game with only 10 Health with three Protectors out, but in addition to them, she also has Bartholomew Cleese out if you try to cheapen your way into getting rid of them.
BOSS STRATEGY This is a classical endurance match. Malfurion has an extremely easy and cheap way to get out 2/2 Treants every turn, and their purposes is clear and simple: Stall you while he gets out is much, much bigger minions and spells.
HEROIC CHANGES 70 Health instead of 50, and now summons TWO Treants for the price of one (literally).
BOSS STRATEGY Tyrande's overall approach is to bring out her small minions at first and power them up with either spells or her Hero Power, essentially stalling and bringing out bigger things. The big difference between her and Malfurion is that she has the ability to debilitate your strategy or minions with some nasty Priest spells.
HEROIC CHANGES Three changes: 45 Health instead of 30, her Hero Power is a bit more economical now (and slightly more powerful with Spell-Taunt), and she starts the board with two copies of Vision of Youth already out. Same strategy, she simply has more chances to power up her minions now.
BOSS STRATEGY A mill rogue, but with a twist! His hero power will randomly swap out a card in your hand with a more "suitable one" - aka, either a useless minion like a Wisp or Target Dummy, or minions and cards that make you discard a card, likeSoulfire and Succubus.
HEROIC CHANGES His hero power is juiced up, to almost hilarious levels - to a point where your deck doesn't even matter! But at the very least his overall strategy and stats remain the same. Just....try to bum rush him, and hope he at least gives you some decent minions. Remember, this is still the Hearthstone AI you're dealing with. There's always hope!
BOSS STRATEGY Much like heroic Mathias Shaw, Anduin is almost 90% RNG. His deck, save for a few tweaks here and there, is almost a complete copy of his Expert Practice deck. The twist is Mind Scramble - it completely randomizes your entire deck and hand. Hence, preparing for this fight is useless - the only thought you should put anywhere is into which hero to take with you. Fortunately, his randomization also means you can get cards from other classes. So, fingers crossed!
HEROIC CHANGES 70 HP instead of 50, and his hero power is the boosted version of Justicar Trueheart.
BOSS STRATEGY Genn is kind of a mix between a Rogue and a Hunter with a dash of Warrior who plays exclusively stealthed minions. As a result, he's always going to go for your face, and because of his hero power, he doesn't have to worry too much about you becoming too aggro. He'll more or less live through it.
The second phase is when things get interesting in that he will play more conservatively - going for your minions (himself mostly) and healing/armoring up. His hero power is nasty in that it STACKS - it's not "until end of turn" - rather, it builds up each turn. A particularly nasty combination is when he equips Poisoned Blade in the second phase since it can increase his attack to scary levels.
HEROIC CHANGES 60 Health in second phase, giving him even more leeway and time to kill you.
BOSS STRATEGY This could be a fun one. Varian has quite a few Legendary minions in his deck, any of which can come out at any time thanks to his nasty hero power. If not, then his deck is almost entirely loaded up with Taunt minions who can take a good hit or two, many of which will get upgraded and juice if they stick around too long. He also has an extremely powerful weapon that can pretty much take out anything too big that you throw out.
HEROIC CHANGES His hero power is now the equivalent of his minion card - so, basically, hell. In addition to that, Shalamayne no longer has "deals half damage to heroes" thing going for it, so he can smack you pretty damn hard in the face.
Holy crap. Shaw and Anduin's Mind Scramble! I'm scared just looking at it.
I'm surprised Genn doesn't have Garrison Commander. Can you imagine?
Really liking Varian's hero power. Though Stormwind City, what's Stormwind Tabbard again?
So I'm guessing Varian doesn't actually explode and die, rather just gives up/retreats?
Varian doesn't retreat. >:3 He's too....holier than thou for that. And there's still one wing left.
Also:
As far as Legendary Locations, Stormwind is probably the most normal and sedate out of all them - fitting as it's the human capital, I guess. Nowhere near as random and game changing as Darnassus.
Okay. Everyone, go listen to the song one more time... Because it's time!
Boss #14: Iron Juggernaut
UNIQUE CARDS
BOSS DECKLIST -Crawler Mine x30
BOSS STRATEGY Fucking Varian. He lied! Garrosh DOESN'T stand alone! He's got a huge bloody robot scorpion thing! And it's damn scary to boot. 99 Health, and it can summon a Boom Bot each turn for no cost! And once it can start plunking down Crawler Mines, it doesn't stop. At the very least, the Bots and Mines here are of a weaker variety. Still not much comfort.
Its weapon is pretty unique though. Once it's destroyed/runs out of durability, it immediately equips a different one, in this order: Drill, Saw, Cannon. And it continues to cycle through them. So, good luck...
HEROIC CHANGES Just one: Its hero power summons two Boom Bots. So, it'll probably suck especially.
REWARD
Boss #15: Garrosh Hellscream
UNIQUE CARDS
BOSS DECKLIST -Warchief's Command #1 x3 -Warchief's Command #2 x2
BOSS STRATEGY The final boss, and the most unique and straightforward. He's very similar to Pathwerk, but....a bit more quirky. He doesn't actually have a deck - but he does have an opening hand with his Warchief Command cards, which he'll use surprisingly sparingly. Only on the really big and scary minions.
So, what makes him unique? For starters, he starts with 99 Health and 100 Armor. That already seems overkill, but his hero power makes things interesting - it's Immune to everything except Fatigue. And since he has no deck, he'll always take fatigue damage at the start of a turn. Hence, the fight against him is essentially a waiting game for him to kill himself. If you want to speed things up, milling him works quite well.
HEROIC CHANGES This one is going to suck majorly... He has three changes. First, his starts with 99 Health...and 200 Armor. Secondly, his Gorehowl is beefier. And thirdly, his opening hand is a bit bigger. The most important change is that he gets a new card, Warchief's Command #3, which instantly gives him +30 Armor. And with three of these, you can pretty much assume that he has a total of 400 Health give or take. A good way to go about it is to simultaenously mill him, and bait his Warchief's Commands on big minions....only for you to bust out even bigger ones. Overall, this fight WILL feel like a battle of attrition, but it's quite doable. I calculated! Druids and Rogues will probably have an easier time than other classes.
Poor Garrosh Hellscream. Maybe if he was hugged and loved just a little bit more, he wouldn't have becoming a bloodthirsty, warmongering maniac? Can't change the past (in a...erm, manner of speaking?), but you can change the present! Garrosh has had enough of those Alliance dogs and their namby-pampy learning and sharing, and has decided to gatecrash every one of their major capitals! And you, adventurer - Slayer of Kel'thuzad, Nefarian and various stupid, incompetent and disappointing minions! - are the vanguard of this new and improved Horde! Lok'tar Ogar!
REWARDS
WING 1 - THE FALL OF THERAMORE ISLE
WING 2 - BRINGING DOWN IRONFORGE
WING 3 - DARNASSUS BURNING
WING 4 - ASSAULT ON STORMWIND CITY
WING 5 - SIEGE OF ORGRIMMAR
ADVENTURE COMPLETION REWARD
CLASS CHALLENGE REWARDS
HEROIC COMPLETION REWARD
THE BOSSES (Will be posted and linked periodically as I put them up)
WING 1 - The Fall of Theramore Isle (Archmage Tervor | Colonel Lorena | Jaina Proudmoore)
WING 2 - Bringing Down Ironforge (Moira Thaurissan | Falstad Wildhammer | Muradin Bronzebeard)
WING 3 - Darnassus Burning (Gwen Armstead | Malfurion Stormrage | Tyrande Whisperwind)
WING 4 - Assault on Stormwind City (Mathias Shaw | Anduin Wyrnn | Genn Greymane | Varian Wrynn)
WING 5 - Siege of Orgrimmar (Iron Juggernaut | Garrosh Hellscream)
Obligatory:
I will be posting up the boss battles, along with their mechanics and decks throughout today and the weekend. Also, Imgur is acting really, really funky, so some of the images might not display correctly. Post if that's the case so I may reupload them!
Really like this, and the concept of locations. But you have Kaiz twice and I think the hunter minion shares art with Quick Shot. On another note, CAN YOU SMELL WHAT THE LOK'TAR IS COOKING?! How'd you get Garrosh to 'pop' out of the speech bubble like that?
Boss #1 - Archmage Tervos
BOSS DECKLIST
-Lowly Squire x2
-Boneguard Lieutenant x2
-Silver Hand Regent x2
-Tournament Medic x2
-Kvaldir Raider x2
-Mukla's Champion x2
-Recruiter x2
-Brave Archer x2
-Dalaran Aspirant x2
-Flame Lance x2
-Effigy x2
-Duplicate x2
-Competitive Spirit x2
-Seal of Champions x2
-Convert x2
BOSS STRATEGY
His deck is comprised of almost entirely TGT cards, and almost all of them revolved around Inspire. His Hero Power is pretty nasty business - at the start of his turn, it will automatically trigger his minions' Inspires - TWICE. So if he summons a Lowly Squire on his first turn, on his second, that Squire will already become a 3/2. And the same tactic goes for the rest of his minions - spam the board, then use whatever he can to boost them quickly. If you try and summon anything too big, he's got a Flame Lance in his arsenal to boot.
HEROIC CHANGES
60 Health instead of 30, and his Hero Power will now trigger Inspire THREE TIMES! At this point, your best bet is to go straight for the face - ignore the minions, and simply freeze them when you can.
REWARD
Boss #2 - Colonel Lorena
BOSS DECKLIST
-Sen'jin Shieldmasta x2
-Voidwalker x2
-Annoy-0-Tron x2
-Evil Heckler x2
-Fen Creeper x2
-The Black Knight
-Goldshire Footman x2
-Lord of the Arena x2
-Mogu'shan Warden x2
-Deathlord x2
-Arcane Nullifier X-21 x2
-Bolster x5
-King's Defender x2
-Holy Nova x2
BOSS STRATEGY
A purely defensive boss. Her entire strategy is to lay down minions with Taunt to stonewall you, then build them up while waiting for even bigger ones like Lord of the Arena. Silence will be a good friend here. Also, don't try to summon any minions with Taunt yourself since she has a Black Knight in here.
HEROIC CHANGES
Her Hero Power costs only 1 mana now, meaning she will start using it very early and more often.
REWARD
Boss #3 - Jaina Proudmoore
UNIQUE CARDS
BOSS DECKLIST
-Arcane Missiles x5
-Arcane Explosion x3
-Blizzard x2
-Counterspell x2
-Fireball x2
-Vaporize x2
-Rhonin
-Nexus-Champion Saraad
-Kirin Tor Mage x2
-Mana Wyrm x2
-Kobold Geomancer x2
-Sorcerer's Apprentice x2
-Water Elemental x2
-Azure Drake
-Theramore Isle
BOSS STRATEGY
She's a tweaked "garden-variety" Mage, taking certain cues from her Practice mode expert match, but with a few minor changes, including more copies of certain spells and the inclusion of Rhonin and Saraad. Her Hero Power is also slightly more powerful - enough to discourage face huntards. One thing of note is her stash of Arcane Missiles - she will actually save these AFTER she plays Theramore Isle, giving them a significant boost.
HEROIC CHANGES
Rather than changing up her Health and Hero Power (or board presence), her Heroic Change is minor yet hilariously, cruelly significant. She exchanges her five Arcane Missiles for five Ice Barbs, her three Arcane Explosions for three Brittilizes and her two Blizzards for two insanely powerful Super Blizzards! Her strategy is overall the same, just has much, much nastier unique cards in her deck this time.
REWARDS
Thanks! And DAMN, you're right! I'll have to get to fixing the art for that one! And for Kairoz, that's the idea. Every time I make an adventure, I do something different for the Heroic reward. This time around, it's a golden version of Kairoz albeit with alternate art (and it would be the only way to get a gold Kairoz).
As for the speech bubble thing, well...I made it myself lol! Photoshop is a magical thing!
I kinda like these. I'm assuming that Garrosh will be coming after thrall next :P
If you look closely, you can see this is a signature and not a comment. Why are you reading? Stop reading this. Did you read this too? Dang you must like reading.
I'm saving that for something else. ;) Hearthstone's never done anything like "blocks" before - in TCG's, "blocks" are sets of three expansions that follow a similar theme and narrative. So, I thought why not make a "block" for Hearthstone? The first part was the Warlords of Iron Expansion. The Final Countdown was the second part (though it canonically would take place before...).
Ergo, there's also a third part. ;)
Ha, have a biscuit! Though I can't help but notice that Jaina's decklist doesn't actually include any of her new cards... derp I'm stupid, those new cards are for Heroic.
Mmm, biscuits. Guardian Archmage looks like it could be a fun thing. 'This hands sucks! I know, I'll just get a completely new hand!'
Boss #4 - Moira Thaurissan
UNIQUE CARDS
BOSS DECKLIST
-Council of Three Hammers x2
-Ragnaros the Firelord
-Flame Leviathan
-Fire Elemental x2
-Flamewaker x2
-Cruel Taskmaster x2
-Knife Juggler x2
-Flame Juggler x2
-Mad Bomber x2
-Stormpike Commando x2
-Demolisher x2
-Muster for Battle x2
-Imp-losion x2
-Fireball x2
-Lava Burst x2
-Lava Shock x2
BOSS STRATEGY
Moira is very simple. Her entire deck revolves around taking advantage of her hero power. Any minions that deal damage other than through attacking, whether it be a battlecry, deathrattle, inspire, or general ability - they do +1 more. And this translated similarly as spell damage - Mad Bomber will split 4 bombs instead of three, while Knife Juggler will deal 2 damage every time you summon a minion. Hence, all of her minions are damage-dealers. Including Ragnaros! Fortunately, her hero power also applies to you!
HEROIC CHANGES
Her hero power is a bit more powerful, and it only affects HER minions this time.
REWARD
Boss #5 - Falstad Wildhammer
UNIQUE CARDS
BOSS DECKLIST
-Council of Three Hammers x2
-Defias Ringleader x2
-Dragonling Mechanic x2
-Piloted Shredder x2
-Silver Hand Knight x2
-Grim Patron x2
-Echoing Ooze x2
-Violet Teacher x2
-Piloted Sky Golem x2
-Gelbin Mekkatorque
-Mekgineer Thermaplugg
-Snake Trap x2
-Mindgames x2
-Muster for Battle x2
-Noble Sacrifice x2
-Bear Trap x2
BOSS STRATEGY
Another fairly simple one that revolves around his hero power, though if left un-checked can easily overwhelm you. Falstad's deck is composed entirely of minions and spells that summon adds - all made to benefit from his hero power - whenever a minion enters his side, it gets +1/+1. Fortunately, his hero power automatically also uses up a mana crystal each time it's triggered, so he tends to burn through his mana like crazy. That said, later in the game when he has quite a bit more of it is when he's at his most dangerous.
HEROIC CHANGES
His hero power no longer costs mana, and gives his minions +2/+2 instead.
REWARD
Boss #6 - Muradin Bronzebeard
UNIQUE CARDS
BOSS DECKLIST
-Council of Three Hammers x2
-The Lost Vikings
-Confessor Palatress
-Sneed's Old Shredder x2
-Harvest Golem x2
-Piloted Shredder x2
-Savannah Highmane x2
-Piloted Skygolem x2
-Loot Hoarder x2
-Dancing Swords x2
-Dark Cultist x2
-Ancestral Spirit x2
-Feign Death x2
-Crush x2
-Brawl x2
-Flameheart x2
BOSS STRATEGY
Muradin is a little bit mean. And a cheater! He's got TWO of a single Legendary in his deck. But moving forward, his deck is composed almost entirely of Deathrattlers that will summon another minion when they die, making his strategy fairly simple: He'll use his hero power on his own minions when they're compromised (aka, near death), to get something new AND trigger their deathrattle, gaining two for the price of one. When not using that particular cheap tactic, he'll just use his hero power on your most dangerous minions. Also...why the hell are The Lost Vikings here!?
HEROIC CHANGES
Gains a significant boost in Health. His Hero Power also becomes tweaked to specifically kill enemy minions easily, rather than reinforce his numbers. And The Lost Vikings got a good, chunky buff in Attack and Health. ...And they're still here, for some reason.
REWARDS
Don't ask me, ask them. They're the ones who are always lost.
Hoooly shit Muradin! You scary! Also, can I somehow cheat Council of Three Hammers into my constructed deck? :-P
I dunno. Once we figure out how to set up our own private Hearthstone server and mess with the files however we want, why not!?
Boss #7 - Gwen Armstead
UNIQUE CARDS
BOSS DECKLIST
-Howling Oak Protector x10
-Flash Heal x20
BOSS STRATEGY
Gwen is the classiest, most English woman you'll ever meet. Until she turns! An Azerothian Werewolf in London! Or....vice versa. Something. She starts the board with three of her Howling Oak Protectors already out on the board, and she will continue to play them every turn. Her Hero Power Night of the Moon will transform her when 10 turns pass, so if you CAN get past those Howling Oak Protectors, DO IT! And with only 10 Health, you should do it in a single strike. However, IF she were to turn....it's a wholly different beast altogether. She'll continue playing Howling Oak Protectors, in addition to wailing at you with her Claws (which she equips as soon as she transforms). And of course, her new Hero Power will quickly get rid of anything too small you try to play. And lastly....if you DO manage to get a whole lot of damage in her, she'll simply recover with a crapload of Flash Heals. In short, she's a much smarter and more cunning Patchwerk!
HEROIC CHANGES
Her transformed state boards 99 Health now! Additionally, her Claws are a bit bigger and her Howling Oak Protectors are beefier. She still starts the game with only 10 Health with three Protectors out, but in addition to them, she also has Bartholomew Cleese out if you try to cheapen your way into getting rid of them.
REWARD
Boss #8 - Malfurion Stormrage
BOSS DECKLIST
-Cenarius
-Malorne
-Aviana
-Bolf Ramshield
-Ancient of War x2
-Ancient of Lore x2
-Volcanic Lumberer x2
-Keeper of the Grove x2
-Ironbark Protector x2
-Druid of the Claw x2
-Tree of Life
-Dark Whispers
-Living Roots
-Mark of Nature
-Force of Nature x2
-Soul of the Forest x2
-Poison Seeds x2
-Mark of the Wild x2
-Healing Touch x2
BOSS STRATEGY
This is a classical endurance match. Malfurion has an extremely easy and cheap way to get out 2/2 Treants every turn, and their purposes is clear and simple: Stall you while he gets out is much, much bigger minions and spells.
HEROIC CHANGES
70 Health instead of 50, and now summons TWO Treants for the price of one (literally).
REWARD
Boss #9 - Tyrande Whisperwind
UNIQUE CARDS
BOSS DECKLIST
-Archery Apprentice x4
-Vision of Youth x2
-Gentle Steps x4
-Cenarius
-Eydis Darkbane
-Druid of the Flame x2
-Darnassus Aspirant x2
-Lightspawn x2
-Shrinkmeister x2
-Mark of the Wild x2
-Shadow Word: Pain x2
-Shadow Word: Death x2
-Velen's Chosen x2
-Mass Dispel x2
BOSS STRATEGY
Tyrande's overall approach is to bring out her small minions at first and power them up with either spells or her Hero Power, essentially stalling and bringing out bigger things. The big difference between her and Malfurion is that she has the ability to debilitate your strategy or minions with some nasty Priest spells.
HEROIC CHANGES
Three changes: 45 Health instead of 30, her Hero Power is a bit more economical now (and slightly more powerful with Spell-Taunt), and she starts the board with two copies of Vision of Youth already out. Same strategy, she simply has more chances to power up her minions now.
REWARDS
Quite liking this, and that art of Gwen's worgen form is amazingly cute. Reminds me of when my dog looks at me like 'What? I didn't do anything'.
Firespitter looks like it would be QUITE nasty in warlock decks, don't you think, though the Vengeful Guardian just screams 'facehunter' to me.
Easily stonewalled by minions with Taunt, though.
Boss #10: Mathias Shaw
BOSS DECKLIST
-Coldlight Oracle x2
-Deathlord x2
-Sludge Belcher x2
-SI:7 Agent x2
-Perdition's Blade x2
-Assassin's Blade x2
-Preperation x2
-Shadowstep x2
-Deadly Poison x2
-Blade Flurry x2
-Eviscerate x2
-Gang Up x2
-Sap x2
-Vanish x2
-Surgical Strike
BOSS STRATEGY
A mill rogue, but with a twist! His hero power will randomly swap out a card in your hand with a more "suitable one" - aka, either a useless minion like a Wisp or Target Dummy, or minions and cards that make you discard a card, likeSoulfire and Succubus.
HEROIC CHANGES
His hero power is juiced up, to almost hilarious levels - to a point where your deck doesn't even matter! But at the very least his overall strategy and stats remain the same. Just....try to bum rush him, and hope he at least gives you some decent minions. Remember, this is still the Hearthstone AI you're dealing with. There's always hope!
REWARD
Boss #11: Anduin Wrynn
UNIQUE CARDS
BOSS DECKLIST
-Mind Scramble x3
-Prophet Velen
-Acolyte of Pain x2
-Faceless Manipulator x2
-Leper Gnome x2
-Lightspawn x2
-Loot Hoarder x2
-Northshire Cleric x2
-Temple Enforcer x2
-Mind Control x2
-Power Word: Shield x2
-Power World: Pain x2
-Shadow Madness x2
-Silence x2
-Confuse x2
BOSS STRATEGY
Much like heroic Mathias Shaw, Anduin is almost 90% RNG. His deck, save for a few tweaks here and there, is almost a complete copy of his Expert Practice deck. The twist is Mind Scramble - it completely randomizes your entire deck and hand. Hence, preparing for this fight is useless - the only thought you should put anywhere is into which hero to take with you. Fortunately, his randomization also means you can get cards from other classes. So, fingers crossed!
HEROIC CHANGES
70 HP instead of 50, and his hero power is the boosted version of Justicar Trueheart.
REWARD
Boss #12: Genn Greymane
BOSS DECKLIST
-Druid of the Saber x2
-Jungle Panther x2
-Silent Knight x2
-Worgen Infiltrator x2
-Master of Disguise x2
-Ravenholdt Assassin x2
-Patient Assassin x2
-Cutpurse x2
-Conceal x4
-Poisoned Blade x2
-Sabotage x2
-Bash x2
-Flash Heal x4
BOSS STRATEGY
Genn is kind of a mix between a Rogue and a Hunter with a dash of Warrior who plays exclusively stealthed minions. As a result, he's always going to go for your face, and because of his hero power, he doesn't have to worry too much about you becoming too aggro. He'll more or less live through it.
The second phase is when things get interesting in that he will play more conservatively - going for your minions (himself mostly) and healing/armoring up. His hero power is nasty in that it STACKS - it's not "until end of turn" - rather, it builds up each turn. A particularly nasty combination is when he equips Poisoned Blade in the second phase since it can increase his attack to scary levels.
HEROIC CHANGES
60 Health in second phase, giving him even more leeway and time to kill you.
REWARD
Boss #13: Varian Wrynn
UNIQUE CARDS
BOSS DECKLIST
-Shalamayne x2
-Tirion Fordring
-Rhonin
-Eadric the Pure
-Toshley
-Captain Greenskin
-Hogger
-Booty Bay Bodyguard x2
-Fen Creeper x2
-Gnomeregan Infantry x2
-Goldshire Footman x2
-Lord of the Arena x2
-Master Jouster x2
-Shieldbearer x2
-Bolster x2
-Upgrade! x2
-Commanding Shout x2
-Rampage x2
BOSS STRATEGY
This could be a fun one. Varian has quite a few Legendary minions in his deck, any of which can come out at any time thanks to his nasty hero power. If not, then his deck is almost entirely loaded up with Taunt minions who can take a good hit or two, many of which will get upgraded and juice if they stick around too long. He also has an extremely powerful weapon that can pretty much take out anything too big that you throw out.
HEROIC CHANGES
His hero power is now the equivalent of his minion card - so, basically, hell. In addition to that, Shalamayne no longer has "deals half damage to heroes" thing going for it, so he can smack you pretty damn hard in the face.
REWARDS
Holy crap. Shaw and Anduin's Mind Scramble! I'm scared just looking at it.
I'm surprised Genn doesn't have Garrison Commander. Can you imagine?
Really liking Varian's hero power. Though Stormwind City, what's Stormwind Tabbard again?
So I'm guessing Varian doesn't actually explode and die, rather just gives up/retreats?
Also:
As far as Legendary Locations, Stormwind is probably the most normal and sedate out of all them - fitting as it's the human capital, I guess. Nowhere near as random and game changing as Darnassus.
Okay. Everyone, go listen to the song one more time... Because it's time!
Boss #14: Iron Juggernaut
UNIQUE CARDS
BOSS DECKLIST
-Crawler Mine x30
BOSS STRATEGY
Fucking Varian. He lied! Garrosh DOESN'T stand alone! He's got a huge bloody robot scorpion thing! And it's damn scary to boot. 99 Health, and it can summon a Boom Bot each turn for no cost! And once it can start plunking down Crawler Mines, it doesn't stop. At the very least, the Bots and Mines here are of a weaker variety. Still not much comfort.
Its weapon is pretty unique though. Once it's destroyed/runs out of durability, it immediately equips a different one, in this order: Drill, Saw, Cannon. And it continues to cycle through them. So, good luck...
HEROIC CHANGES
Just one: Its hero power summons two Boom Bots. So, it'll probably suck especially.
REWARD
Boss #15: Garrosh Hellscream
UNIQUE CARDS
BOSS DECKLIST
-Warchief's Command #1 x3
-Warchief's Command #2 x2
HEROIC DECKLIST
-Warchief's Command #1 x3
-Warchief's Command #2 x3
-Warchief's Command #3 x3
BOSS STRATEGY
The final boss, and the most unique and straightforward. He's very similar to Pathwerk, but....a bit more quirky. He doesn't actually have a deck - but he does have an opening hand with his Warchief Command cards, which he'll use surprisingly sparingly. Only on the really big and scary minions.
So, what makes him unique? For starters, he starts with 99 Health and 100 Armor. That already seems overkill, but his hero power makes things interesting - it's Immune to everything except Fatigue. And since he has no deck, he'll always take fatigue damage at the start of a turn. Hence, the fight against him is essentially a waiting game for him to kill himself. If you want to speed things up, milling him works quite well.
HEROIC CHANGES
This one is going to suck majorly... He has three changes. First, his starts with 99 Health...and 200 Armor. Secondly, his Gorehowl is beefier. And thirdly, his opening hand is a bit bigger. The most important change is that he gets a new card, Warchief's Command #3, which instantly gives him +30 Armor. And with three of these, you can pretty much assume that he has a total of 400 Health give or take. A good way to go about it is to simultaenously mill him, and bait his Warchief's Commands on big minions....only for you to bust out even bigger ones. Overall, this fight WILL feel like a battle of attrition, but it's quite doable. I calculated! Druids and Rogues will probably have an easier time than other classes.
REWARDS
No. Actually, after he got his ass kicked he ran away to an alternate universe like a little bitch. That's what he chose. Still rage quitting though.
Anyway....the Countdown is ended! Finally! After a month long delay.