"Medivh, the Last Guardian, made his home in Deadwind Pass, in the bright tower of Karazhan. Though he was the greatest wizard of his day (and humanity's intended custodian) Medivh was secretly possessed by the dark spirit of Sargeras, the Destroyer of Worlds. Through Medivh, Sargeras opened the Dark Portal and allowed the orcs to wage war upon the kingdoms of Azeroth. Medivh is now long gone, but his tower is most certainly not abandoned..."
31 new cards. 19 common cards, 9 of which are class-specific, 5 rares, 2 epics, and 7 legendaries in all.
A brand new Legendary Location.
A few new Neutral demons!
REWARDS
WING 1 - The Guest Quarters
WING 2 - Servant's Quarters
WING 3 - The Opera House
WING 4 - The Repository
WING 5 - Gamesman's Hall
ADVENTURE CLEAR REWARD
CLASS CHALLENGE REWARDS
HEROIC CLEAR REWARD
Phantom Guardsman is kind of quirky. Because he has Stealth, his Taunt is useless the turn he is played. It's only after he attacks that he can serve in that capacity, but even then, he has low health for a Taunt minion. I'm sure there's some uses for him though. I can imagine face huntards considering him.
The Maiden of Virtue has everything built in! Almost. But of course, the big risk is Silence - she has pitiful stats for her cost, so a Silence will make her into a giant board weight.
Vampiric Shadowbat is the minion I'm strongly considering nerving. His stats are insane for his cost, and he's a Beast to boot. To make things more complicated, his Sonic Ping only really serves to clog up your opponent's hand and deck. Unless, of course, they draw it while your bat is still out. That's about his only balancing grace.
If Skeletal Usher is the only minion on the field, then he has to Silence himself. Welp. Dem's the breaks.
Homunculus is another minion with insane value. Sure he's a 1/1 with no effect for 0 cost....but he's also a Demon! Ergo, synergy!
Unlike other Legendary dragons, Netherspite doesn't come with instant gratification. In fact, he's quite difficult to use, but Void Zone without a doubt has its uses. It can disrupt enemy synergies, for starters, while also replacing your "compromised" and damaged minions with something fresh. Use wisely!
Void Specter possibly has more value than Sludge Belcher. Unfortunately, to get at that value, he's gotta pull out a Voidwalker direct from your deck, making you short one to the draw. And if you have none, well crap then. Basically, this guy gets you some extra value if you didn't draw a Voidwalker earlier in the game - or if he's cruelly at the bottom of the pile.
Aegwynn is like a considerably less useless Ancient Mage and slightly easier to use than Malygos.
When you clear heroic mode, you'll get a golden version of Aegwynn. Yes, gold - not the regular kind. If you want the regular kind, you have to craft it (AFTER clearing heroic). It's as silly as it sounds.
TACTICS The easiest boss in Karazhan, Attumen tends to send out various minions with Charge and occasionally buff. He has a few ways to deal with miniature minions, but nothing major. The card that you have to watch out for is Reincarnate, since he'll use it on Midnight. And speaking of which, there's his Hero Power. Once he hits 10 mana, he'll summon Midnight which will render him Immune until you kill it (and destroy 5 of his crystals). There's two ways of going around Midnight - one - just kill him before he reaches 10 mana, two - just Silence or insta-kill midnight. The former is better since he won't summon Midnight if there's already one on the field.
HEROIC CHANGES Two changes: His Hero Power now costs 5 instead of 10, and doesn't destroy his crystals. He'll also summon more than one Midnight if given the chance (sometimes, he'll prioritize spells and other minions over it). So....you'll basically really want a Priest for this one.
STRATEGY Moroes is a little bit more intricate than Attumen. For starters, his hero power disables you from playing weapons, equipments, or Secrets, so you may as well stick with a class that has none of those. Secondly, you'll going to have to juggle damage between Moroes and his Dinner Guests - whenever a Guest dies, Moroes gets stronger, whenever Moroes takes damage the Guests gets stronger. The thing that you'll really have to watch out for is Blade Flurry.
Slight note...he starts the match with his weapon already equipped, and its Deathrattle is an automatic equip, both circumnavigating his hero power.
HEROIC CHANGES Two changes, and they're massive. First off, his hero power disables the use of weapons, equips, and secrets in ADDITION to minions with Battlecries and Deathrattles. Secondly, his Dinner Guests are much beefier with a nastier ability. Basically, it's probably gonna suck a lot.
TACTICS This fight will be challenging! Even in Normal. Her Passive Hero Power will give any minion that enters the battlefield a Divine Shield, free of charge - even yours. This may seem like an awesome deal, but her entire tactic revolves around stripping YOUR minions of Divine Shield so she can use her Repentance, which silences all minions without Divine Shield THEN kills them no holds barred. So, no pesky Deathrattles will work here - sometimes. She also sends out a lot of RNG damage your way. Essentially, the best way to deal with her is strip her own minions of Divine Shield as soon as you get the chance, then focus with weapons and spells to directly damage her.
Just in case things get out of hand, she does have a single Twisting Nether in her deck.
HEROIC CHANGES She has 20 Armor up, taking a little bit longer to kill her. Her Hero Power will also only give HER minions Divine Shield, not yours. Basically, just try to soldier through the Repentances until she uses them up (she has 7 in her deck), then bum rush her as best you can. Save your strongest and best minions for as long as possible.
Medivh's chess board doesn't work. Play the board, never cast another minion and you'll never lose. It's text basically becomes "Whoever has more cards in their deck wins" because that game will go to fatigue.
I think it really, really is high time I finish this up. I've already made the first change as per digikun's suggestion. The Adventure Clear reward is now Echo of Medivh:
Echo of Medivh also counts your opponent's minions as well, which makes it a card that requires serious analysis of your opponent before playing. If they're using a minion-rush heavy deck, it'll be the death of you. If it's something like miracle rogue, it can be amazing.
BOSS STRATEGY Both Hyakiss' deck and hero power are designed to completely swarm the board with minions, and extremely quickly at that. Fortunately, most of them are tiny. Your biggest problems will be Bloodlust, and Acid Sling. Poison is nothing more than "Destroy any minion damaged by this minion" (the effect as a keyword was introduced in my last expansion). When you have seven weenie minions with that kind of effect, things will become much more difficult to handle. Bring lots of AOE damage.
HEROIC CHANGES A very, very small one that makes all the difference - his Hero Power now summons two Haunted Creepers for the price of 1.
REWARD
Boss #5 - Rokad
UNIQUE CARDS
BOSS DECKLIST N/A
BOSS STRATEGY Like Patchwerk, Rokad has no deck and draws no card - his style relies entirely on his hero power and weapon. At the end of each turn, his weapon gains +1 Attack (including your turns), and...well, he just attacks. The twist comes in that unlike Patchwerk, he WILL attack minions and almost always will. Dead minions give him a huge armor boost, and as he draws no cards, Rokad is an enemy that benefits from drawn out fights with lots of minions.
Fortunately, his weapon has a weakness - its Durability. Once it's destroyed, the attack is reset to 1. Use that to your advantage for a very easy fight.
HEROIC CHANGES He starts the fight with 20 Armor. His weapon is now a 3/9, so exhausting it will be considerably more difficult, and it now gives him insane armor upon each kill. For this one, Freeze and Divine Shield will be your best friends.
BOSS STRATEGY A much simpler boss than the previous two. His hero power will put minions into your deck, that when drawn will automatically be summon on his side. They're 3/3s, so as long as you don't draw them almost at the beginning, or too often, this will be painfully easy to deal with. The rest of his deck is focused on making use of Deathrattles and direct damage. He has a couple of hard removals too. And with two Unearthed Raptors in his deck, obviously don't rely too much on Deathrattle yourself.
HEROIC CHANGES The hungry bats he sneaks into your deck are now 6/6's. Whereas threes are easy to handle, spontaneous sixes are bit more of a pain. And keep in mind, unlike other similar cards, Hungry Bats don't have a "draw a card" at the end of their effect - if you draw them, that's all you'll draw (unless you make use of effects, of course).
BOSS STRATEGY Much like the raid encounter, this is a fucking weird one. Similar to the Collapsing Temple and Mine Cart, this isn't a boss battle - it's more akin to an encounter. To clear this encounter, you must clear all three acts of the Opera - The Big Bad Wolf, Oz, and Romulo and Julianne - one after another. Each time you clear it, the number goes down by 1 - when it hits 0, you win. It won't be easy it, as many of these individual matches are long and grueling, making it something of an endurance match.
One of the beneficial things throughout the event is Audience Participation, which is active during all three phases - there is a small chance that one of Zinaar's wishes will be granted when you play a card. So, fingers crossed!
And lastly, don't try to cheap out with this one. Hard removals, transforms, silences, destroys - the Opera won't allow for such foolishness, and will automatically counter and destroy it if you try it! Don't even bother putting in such cards.
The Big Bad Wolf The first on the scene, with 3 Attack and 30 Health. Unlike Mechazod, he actually attacks and deals Attack damage with unique spells - he'll only cast a single spell per turn. But don't worry, he's not so easy baited to attack something like a Giant: His scariest ability is Little Red Riding Hood - if you summon a powerful minion, like a legendary or one of the giants, he'll immediately turn it into the Little Red, guaranteed to die next turn. Fortunately, it dying equals him freezing, so make use of that.
Wizard of Oz Once the Big Bad is dead, the curtain falls onto Act 2, and the wicked Crone will be summoned! Unlike the Wolf, the Crone never attacks, rather she resorts to Warlock, Mage, and Shaman spells (ALL of them! Sans secrets of course.). Unfortunately, she can cast two of these per turn. This already makes her quite a bit tougher. Fortunately, you have the yellow brick road gang! When the Crone enters the scene, you'll automatically get Tito added to your hand. Each death of one of them leads to the other getting placed into your hand, each one having a more beneficial effect than the last. It all culminates with Dorothee. As the entire Opera Event is one huge endurance match, you will NEED her ability (you've probably already used up most of your deck by this point), but her Death (against the Crone anyway) ends the match. If you DON'T play Dorothee by the time the Crone dies, she'll be removed from your hand (along with any of the others), so you can't simply save her for later if you want to use her.
Romulo & Julianne The final act is a topsy turvy one. Romulo will be summoned on the enemy side while you will gain control of Julianne. Neither of them will attack, instead of resorting to spells - Rumulo uses Paladin and Warrior spells, Julianne uses Mage and Priest spells - to deal damage to one another. The twist comes at the end of your opponent's turn - control of the two will be swapped! And whomever you control, be it Romulo or Julianne, if they die, you lose! So, you'll have to carefully navigate and manipulate how you want it to end!
BOSS STRATEGY This guy uses a lot of RNG damage - a lot. Normally, that's a pretty bad idea of any single tactic, but this guy has the advantage of using cards from different classes which really makes things annoying. Much like with Flame mage, the combination of Flamewaker and Arcane Missiles will hit hard.
The worst part is his hero power - whenever a card is played, no matter who or what, he'll summon an Astral Spark. This annoying little guys have a Countdown effect - after the number of turns passes (next to the Countdown), the effect takes. Though in this case, the Astral Spark also dies, preventing you from using this to your advantage to clog his board. Fortunately, the Sparks are utterly harmless before the Countdown, so kill them quickly and easily. The worst thing, without a doubt, is Saraad. Each time his hero power activates, Saraad will give him a random spell. So the MOMENT you see this guy, KILL HIM.
HEROIC CHANGES Just in his Hero Power. He summons two Sparks, with higher health and a much shorter Countdown. You basically have just one turn to kill them after they are summoned, so make it count.
BOSS STRATEGY Aran is almost an entry-level basic mage, with both his minions and spells, though be careful of Rafaam in there. He'll always use him to fill his board with Zombies.
The real trick with this guy are his Conjured Water Elementals, and his hero power. He has a lot of the former, and uses the latter often.
HEROIC CHANGES Two of them: His Hero Power now costs 2 instead of 4, and his Water Elementals are waaaay more dangerous. Not only does he pay just 3 for a 4/5, but they no longer draw cards for you upon death.
REWARDS
I've always wanted to see the Opera Event in Hearthstone! Never happened....so I made it! I've always wanted to do it since Hearthcards went up!
BOSS STRATEGY This guy is fairly simple and straightforward. His has very low Health, at just 10, so he should go down quickly. His hero power however makes him Immune as long as he controls a single minion - and his deck is filled to the brim with nothing but crap that churns out Imps en masse. Lots of AOE and he'll go down very quickly.
HEROIC CHANGES He now has 30 Health instead of 10, and his Hero Power also makes him minions considerably cheaper. Don't be surprised of he starts pumping out Imp Gang Bosses and Imp Masters on the first turn.
BOSS STRATEGY Another boss with lower-than-average Health. Unlike Kil'rek, this one is going to be a real pain. His Hero Power is costly, but it fills his entire board with Imps right off the bat. You can try and use this to your advantage to clutter his board so he can't bring out his nastier minions. He also has some powerful spells to beef up his minions and get rid of yours. If you don't want to clutter, bring alot of AOE.
One good note is, at the start of this fight, you'll have Pinprik added to your hand. Don't waste him! Wait until he plays Mal'ganis, or has something nastier out there.
HEROIC CHANGES His Hero Power is a bit scarier - it's reduced to 4 Mana, and now summons 2/2 Imps. With this in tow, don't ever let him play Mal'ganis. He also starts the fight with Kil'rek on the board as a minion. And lastly...no Pinprik in this fight - you're on your own.
REWARD
Boss #12 - Netherspite
UNIQUE CARDS
BOSS DECKLIST -Void Zone x30
BOSS STRATEGY This is probably the most difficult boss so far. Netherspite has no minions or spells save for Void Zone, and his Hero Power too is a once-per-turn affair. His Void Zone hero power will randomly whisk away one of your active minions. When that happens, the minion is more or less gone, but NOT KILLED! So Deathrattles won't trigger! It's essentially "removed from the game." Once he has 5 mana, he'll play the Void Zone spell which will fill his board with random minions that were capture in the Void Zone. THIS WILL INCLUDE DUPLICATES! If he capture just a single minion, then he will summon seven copies of that minion. And that's his tactic in a nutshell.
The most practical strategy is to rely solely on spells and Hero Powers, though he does have a very high Health. So, just try to stick with Mage or Hunter.
HEROIC CHANGES Two big changes: His Health is now 99, and your Hero Power is locked. So don't try to cheapen your way out of it through spamming Hunter's hero power. This includes powers obtained from minions.
One strategy that will work for both mods is using his own hero power against him with Majordomo Executus. Have him snatch Majordomo so he can eventually resummon it. Kill him, and Netherspite's Health will go down to 8 and he'll lose his Void Zone Hero Power. With such a low Health, he's much easier to deal with. Though, his Void Zone spells will still do their thing when used.
The Netherspite encounter looks fun! But the Majordomo Executus play looks cheap. Also, tokens Paladin looks cool there for Normal.
I kind of took a cue from Explorers with that one actually lol. Most past heroic encounters I made were insanely difficult, but in truth, in actual Hearthstone fashion, heroic encounters are merely designed to look difficult - they always have an extremely cheap solution to them. More often than not, it's simply a matter of RNG - drawing the right card at the right time.
But, ask yourself: IF Netherspite was an actual encounter, would you have thought of using Majordomo effect against him? ;)
Another potential solution is Alexstrasza. Draw the game out until you draw her, use her, and, well, hope that you have sufficient enough spells to finish him off in one turn, because otherwise...you're dealing with seven 8/8's.
Don't you think that a legendary golden card which can possibly be broken be too much of a reward,i mean,the fact that it's golden is only asthetic but i'm okay with that,what i'm not okay with is that you're FORCING players to complete Heroic Mode if they want that card which is horrible,as a player who hates to play Heroic Mode (and i'm sure there are others like me) it's really not an enjoyable experience. oh and if you're making me craft it then why does the card come with the adventure and not on the next expansion since Adventure cards are uncraftable?
Dude, she's really not that powerful. Useful, but certainly has her downsides... And besides, wouldn't you want a slightly more substantial reward for the pain in the ass heroics?
Sure, there are folks who hate doing heroics. But those are also the same ones who complain that the card backs are "too good of a reward" for that too. With folks like that, I just honestly don't buy that argument. :/ In fact, it motivates me to want to have even better rewards!
BOSS STRATEGY This'll be a fun one! Now, two things of note: 1) This only loosely follows chess rules. 2) Medivh cheats! At the start of his turn, he'll activate a random cheat. This fight is best explained in that it follows three phases - each time Medivh's board is cleared of minions, the game moves to the next phase. The object is really simple: Kill every one of his minions. Each minion you kill ticks the portrait counter by 1.
PHASE 1 - His board is full of seven 1/1 pawns, aka "Orc Grunts." During this phase, at the start of your turn a Human Footman will appear in your hand. Overall...this is the single easiest and simplest phase out of all of them. Just play an Arcane Explosion and you're done with it. Though....that actually might not be such a good idea because of...
PHASE 2 - His board will now have two Orc Necrolytes, two Orc Wolves, two Conjured Demons, and a single Orc Warlock. If you kill all his pawns on turn 2, you'll find yourself severely outmatched and easily killed, hence why it's a good idea to cherry tap the first phase - build up your board presence so he doesn't kill you during this phase. At the start of each of your turns during phase 2, a Conjured Water Elemental, a Human Cleric, a Charger, or a Human Conjurer will randomly appear in your hand.
PHASE 3 - This is a super easy phase. During this phase, he'll only have a single minion out, Warchief Blackhand. Just kill him, and it's game over. You can use Assassinate, Polymorth - whatever - kill his last minion, and you win. During this phase, King Llane will appear in your hand at the start of your turn.
HEROIC CHANGES His cheats are way, waaay scarier this time around. No other changes.
BOSS STRATEGY This fight might get a little bit rough. Malchezaar turns all of your minions into Demons (though their other types and abilities all remain), and almost every single one of his cards benefits from demons on the board. You COULD risk it...and play a Demonlock yourself to make use of some of his demons, but it's a very big risk since he has more of those types of cards.
HEROIC CHANGES His has twice as much health, and his hero power is....a bit nastier. Now, it transforms your minions into completely different ones, albeit demons. So don't rely on minion abilities; stick with spells and the minions as fodder. His ridiculous charger Raging Doomguard now costs 5 instead of 10.
REWARD
Boss #15 - Nightbane
UNIQUE CARDS
BOSS DECKLIST N/A
BOSS STRATEGY This fight will either be easier, or harder than the last...depending on your playstyle. He works almost exactly like "Boss Minions" like Mechazod - he'll never attack himself, and at the start of his turn, he'll activate one of the above random spells. His deck has no cards, so you could if you want deal some good damage with a mill druid.
HEROIC CHANGES Now this might actually feel a lot like the actual Nightbane encounter in WoW. He has an insane 99 Health, and his Hero Power activates THREE spells instead of one. He could very easily deal up to 15 damage to your on just his first turn - thankfully, his abilities are semi-random. The other change is in his Restless Skeletons - they no longer have their Deathrattle, and they're a bit stronger at 3/4.
REWARDS
And...that's all folks. Took way too damn long for me to finish this, but finished I have!
Well this was a shitty way to necro a thread, but it is a cool creation. Please do not do this unless you are the creator of the thread updating it, or you have something constructive or comprehensible to say. We also do not need further posts commenting on the necro :) Anyway i guess your creation has become relevant due to hype, so grats
Nice job! Really cool adventure, that may or may not tie in with the next adventure. Some of the cards are a bit lackluster, but most of them are pretty good!
"Medivh, the Last Guardian, made his home in Deadwind Pass, in the bright tower of Karazhan. Though he was the greatest wizard of his day (and humanity's intended custodian) Medivh was secretly possessed by the dark spirit of Sargeras, the Destroyer of Worlds. Through Medivh, Sargeras opened the Dark Portal and allowed the orcs to wage war upon the kingdoms of Azeroth. Medivh is now long gone, but his tower is most certainly not abandoned..."
REWARDS
WING 1 - The Guest Quarters
WING 2 - Servant's Quarters
WING 3 - The Opera House
WING 4 - The Repository
WING 5 - Gamesman's Hall
ADVENTURE CLEAR REWARD
CLASS CHALLENGE REWARDS
HEROIC CLEAR REWARD
THE BOSSES (The list be updated with links as I post the individual wings)
WING 1 - The Guest Quarters (Attumen the Huntsman | Moroes | Maiden of Virtue)
WING 2 - Servant's Quarters (Hyakiss | Rokad | Shadikith)
WING 3 - Opera House (The Opera | The Curator | Shade of Aran)
WING 4 - The Repository (Kil'rek | Terestian Illhoof | Netherspite)
WING 5 - Gamesman's Hall (A Game of Chess | Prince Malchezaar | Nightbane)
WING 1 - The Guest Quarters
Boss #1 - Attumen the Huntsman
UNIQUE CARDS
DECKLIST
-Dreadsteed x2
-Argent Horserider x2
-Armored Warhorse x2
-Stablemaster x2
-Dancing Swords x2
-Unrelenting Rider x2
-Deathcharger x2
-Seal of Champions x2
-Dark Bargain x2
-Bash x2
-Lightbomb x2
-Forgotten Torch x2
-Reincarnate x2
-Resurrect x2
-Shield Block x2
TACTICS
The easiest boss in Karazhan, Attumen tends to send out various minions with Charge and occasionally buff. He has a few ways to deal with miniature minions, but nothing major. The card that you have to watch out for is Reincarnate, since he'll use it on Midnight. And speaking of which, there's his Hero Power. Once he hits 10 mana, he'll summon Midnight which will render him Immune until you kill it (and destroy 5 of his crystals). There's two ways of going around Midnight - one - just kill him before he reaches 10 mana, two - just Silence or insta-kill midnight. The former is better since he won't summon Midnight if there's already one on the field.
HEROIC CHANGES
Two changes: His Hero Power now costs 5 instead of 10, and doesn't destroy his crystals. He'll also summon more than one Midnight if given the chance (sometimes, he'll prioritize spells and other minions over it). So....you'll basically really want a Priest for this one.
REWARD
Boss #2 - Moroes
UNIQUE CARDS
BOSS DECKLIST
-Dinner Guest x15
-Shield Block x5
-Bash x5
-Blade Flurry x5
STRATEGY
Moroes is a little bit more intricate than Attumen. For starters, his hero power disables you from playing weapons, equipments, or Secrets, so you may as well stick with a class that has none of those. Secondly, you'll going to have to juggle damage between Moroes and his Dinner Guests - whenever a Guest dies, Moroes gets stronger, whenever Moroes takes damage the Guests gets stronger. The thing that you'll really have to watch out for is Blade Flurry.
Slight note...he starts the match with his weapon already equipped, and its Deathrattle is an automatic equip, both circumnavigating his hero power.
HEROIC CHANGES
Two changes, and they're massive. First off, his hero power disables the use of weapons, equips, and secrets in ADDITION to minions with Battlecries and Deathrattles. Secondly, his Dinner Guests are much beefier with a nastier ability. Basically, it's probably gonna suck a lot.
REWARD
Boss #3 - Maiden of Virtue
UNIQUE CARDS
BOSS DECKLIST
-Repentance x7
-Flamewaker x3
-Knife Juggler x4
-Frostwolf Warlord x2
-Dragonling Mechanic x2
-Piloted Shredder x2
-Muster for Battle x3
-Unleash the Hounds x3
-Avenging Wrath x3
-Twisting Nether
TACTICS
This fight will be challenging! Even in Normal. Her Passive Hero Power will give any minion that enters the battlefield a Divine Shield, free of charge - even yours. This may seem like an awesome deal, but her entire tactic revolves around stripping YOUR minions of Divine Shield so she can use her Repentance, which silences all minions without Divine Shield THEN kills them no holds barred. So, no pesky Deathrattles will work here - sometimes. She also sends out a lot of RNG damage your way. Essentially, the best way to deal with her is strip her own minions of Divine Shield as soon as you get the chance, then focus with weapons and spells to directly damage her.
Just in case things get out of hand, she does have a single Twisting Nether in her deck.
HEROIC CHANGES
She has 20 Armor up, taking a little bit longer to kill her. Her Hero Power will also only give HER minions Divine Shield, not yours. Basically, just try to soldier through the Repentances until she uses them up (she has 7 in her deck), then bum rush her as best you can. Save your strongest and best minions for as long as possible.
REWARDS
Medivh's chess board doesn't work. Play the board, never cast another minion and you'll never lose. It's text basically becomes "Whoever has more cards in their deck wins" because that game will go to fatigue.
I think it really, really is high time I finish this up. I've already made the first change as per digikun's suggestion. The Adventure Clear reward is now Echo of Medivh:
WING 2 - Servant's Quarters
Boss #4 - Hyakiss
UNIQUE CARDS
BOSS DECKLIST
-Web Wrap x3
-Acid Sling x4
-Maexxna
-Webspinner x2
-Haunted Creeper x2
-Tomb Spider x2
-Nerubian Egg x2
-Beneath the Grounds x2
-Ball of Spiders x2
-Gang Up x2
-Bloodlust x2
-Far Sight x2
-Flare x2
-Locust Swarm x2
BOSS STRATEGY
Both Hyakiss' deck and hero power are designed to completely swarm the board with minions, and extremely quickly at that. Fortunately, most of them are tiny. Your biggest problems will be Bloodlust, and Acid Sling. Poison is nothing more than "Destroy any minion damaged by this minion" (the effect as a keyword was introduced in my last expansion). When you have seven weenie minions with that kind of effect, things will become much more difficult to handle. Bring lots of AOE damage.
HEROIC CHANGES
A very, very small one that makes all the difference - his Hero Power now summons two Haunted Creepers for the price of 1.
REWARD
Boss #5 - Rokad
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
Like Patchwerk, Rokad has no deck and draws no card - his style relies entirely on his hero power and weapon. At the end of each turn, his weapon gains +1 Attack (including your turns), and...well, he just attacks. The twist comes in that unlike Patchwerk, he WILL attack minions and almost always will. Dead minions give him a huge armor boost, and as he draws no cards, Rokad is an enemy that benefits from drawn out fights with lots of minions.
Fortunately, his weapon has a weakness - its Durability. Once it's destroyed, the attack is reset to 1. Use that to your advantage for a very easy fight.
HEROIC CHANGES
He starts the fight with 20 Armor. His weapon is now a 3/9, so exhausting it will be considerably more difficult, and it now gives him insane armor upon each kill. For this one, Freeze and Divine Shield will be your best friends.
REWARD
Boss #6 - Shadikith
UNIQUE CARDS
BOSS DECKLIST
-The Skeleton Knight
-Baron Rivendare
-Bloodmage Thalnos
-Ancient Shade x2
-Cult Master x2
-Sludge Belcher x2
-Tomb Pillager x2
-Dark Cultist x2
-Unearthed Raptor x2
-Ancestral Spirit x2
-Corruption x2
-Entomb x2
-Bite x2
-Swipe x2
-Sinister Strike x2
-Mind Blast x2
-Sabotage
BOSS STRATEGY
A much simpler boss than the previous two. His hero power will put minions into your deck, that when drawn will automatically be summon on his side. They're 3/3s, so as long as you don't draw them almost at the beginning, or too often, this will be painfully easy to deal with. The rest of his deck is focused on making use of Deathrattles and direct damage. He has a couple of hard removals too. And with two Unearthed Raptors in his deck, obviously don't rely too much on Deathrattle yourself.
HEROIC CHANGES
The hungry bats he sneaks into your deck are now 6/6's. Whereas threes are easy to handle, spontaneous sixes are bit more of a pain. And keep in mind, unlike other similar cards, Hungry Bats don't have a "draw a card" at the end of their effect - if you draw them, that's all you'll draw (unless you make use of effects, of course).
REWARDS
WING 3 - The Opera House
Boss #7 - The Haunted Opera
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
Much like the raid encounter, this is a fucking weird one. Similar to the Collapsing Temple and Mine Cart, this isn't a boss battle - it's more akin to an encounter. To clear this encounter, you must clear all three acts of the Opera - The Big Bad Wolf, Oz, and Romulo and Julianne - one after another. Each time you clear it, the number goes down by 1 - when it hits 0, you win. It won't be easy it, as many of these individual matches are long and grueling, making it something of an endurance match.
One of the beneficial things throughout the event is Audience Participation, which is active during all three phases - there is a small chance that one of Zinaar's wishes will be granted when you play a card. So, fingers crossed!
And lastly, don't try to cheap out with this one. Hard removals, transforms, silences, destroys - the Opera won't allow for such foolishness, and will automatically counter and destroy it if you try it! Don't even bother putting in such cards.
The Big Bad Wolf
The first on the scene, with 3 Attack and 30 Health. Unlike Mechazod, he actually attacks and deals Attack damage with unique spells - he'll only cast a single spell per turn. But don't worry, he's not so easy baited to attack something like a Giant: His scariest ability is Little Red Riding Hood - if you summon a powerful minion, like a legendary or one of the giants, he'll immediately turn it into the Little Red, guaranteed to die next turn. Fortunately, it dying equals him freezing, so make use of that.
Wizard of Oz
Once the Big Bad is dead, the curtain falls onto Act 2, and the wicked Crone will be summoned! Unlike the Wolf, the Crone never attacks, rather she resorts to Warlock, Mage, and Shaman spells (ALL of them! Sans secrets of course.). Unfortunately, she can cast two of these per turn. This already makes her quite a bit tougher. Fortunately, you have the yellow brick road gang! When the Crone enters the scene, you'll automatically get Tito added to your hand. Each death of one of them leads to the other getting placed into your hand, each one having a more beneficial effect than the last. It all culminates with Dorothee. As the entire Opera Event is one huge endurance match, you will NEED her ability (you've probably already used up most of your deck by this point), but her Death (against the Crone anyway) ends the match. If you DON'T play Dorothee by the time the Crone dies, she'll be removed from your hand (along with any of the others), so you can't simply save her for later if you want to use her.
Romulo & Julianne
The final act is a topsy turvy one. Romulo will be summoned on the enemy side while you will gain control of Julianne. Neither of them will attack, instead of resorting to spells - Rumulo uses Paladin and Warrior spells, Julianne uses Mage and Priest spells - to deal damage to one another. The twist comes at the end of your opponent's turn - control of the two will be swapped! And whomever you control, be it Romulo or Julianne, if they die, you lose! So, you'll have to carefully navigate and manipulate how you want it to end!
REWARD
Boss #8 - The Curator
UNIQUE CARDS
BOSS DECKLIST
-Dr. Boom
-Nexus-Champion Saraad
-Rhonin
-Mad Bomber x2
-Madder Bomber x2
-Bomb Lobber x2
-Flamewaker x2
-Piloted Sky Golem x2
-Piloted Shredder x2
-Unstable Portal x2
-Arcane Missiles x2
-Multi-Shot x2
-Deadly Shot x2
-Avenging Wrath
-Dart Trap x2
-Misdirection x2
BOSS STRATEGY
This guy uses a lot of RNG damage - a lot. Normally, that's a pretty bad idea of any single tactic, but this guy has the advantage of using cards from different classes which really makes things annoying. Much like with Flame mage, the combination of Flamewaker and Arcane Missiles will hit hard.
The worst part is his hero power - whenever a card is played, no matter who or what, he'll summon an Astral Spark. This annoying little guys have a Countdown effect - after the number of turns passes (next to the Countdown), the effect takes. Though in this case, the Astral Spark also dies, preventing you from using this to your advantage to clog his board. Fortunately, the Sparks are utterly harmless before the Countdown, so kill them quickly and easily. The worst thing, without a doubt, is Saraad. Each time his hero power activates, Saraad will give him a random spell. So the MOMENT you see this guy, KILL HIM.
HEROIC CHANGES
Just in his Hero Power. He summons two Sparks, with higher health and a much shorter Countdown. You basically have just one turn to kill them after they are summoned, so make it count.
REWARD
Boss #9 - Shade of Aran
UNIQUE CARDS
BOSS DECKLIST
-Conjured Water Elemental x6
-Malygos
-Bloodmage Thalnos
-Arch-Thief Rafaam
-Ancient Mage x2
-Wee Spellstopper x2
-Deathlord x2
-Frostbolt x2
-Fireball x2
-Arcane Missiles x2
-Duplicate x2
-Counterspell x2
-Mirror Entity x2
-Effigy x2
-Ice Block
BOSS STRATEGY
Aran is almost an entry-level basic mage, with both his minions and spells, though be careful of Rafaam in there. He'll always use him to fill his board with Zombies.
The real trick with this guy are his Conjured Water Elementals, and his hero power. He has a lot of the former, and uses the latter often.
HEROIC CHANGES
Two of them: His Hero Power now costs 2 instead of 4, and his Water Elementals are waaaay more dangerous. Not only does he pay just 3 for a 4/5, but they no longer draw cards for you upon death.
REWARDS
WING 4 - The Repository
Boss #10 - Kil'rek
BOSS DECKLIST
-Imp Gang Boss x5
-Imp Master x5
-Flame Imp x5
-Imp-losion x5
-Sense Demons x2
-Sacrificial Pact x3
-Power Overwhelming
BOSS STRATEGY
This guy is fairly simple and straightforward. His has very low Health, at just 10, so he should go down quickly. His hero power however makes him Immune as long as he controls a single minion - and his deck is filled to the brim with nothing but crap that churns out Imps en masse. Lots of AOE and he'll go down very quickly.
HEROIC CHANGES
He now has 30 Health instead of 10, and his Hero Power also makes him minions considerably cheaper. Don't be surprised of he starts pumping out Imp Gang Bosses and Imp Masters on the first turn.
REWARD
Boss #11 - Terrestian Illhoof
UNIQUE CARDS
BOSS DECKLIST
-Lunatic Imp x2
-Mal'Ganis
-Summoning Portal
-Blood Imp x2
-Imp Gang Boss x2
-Imp Master x2
-Felguard x3
-Dark Peddler x2
-Imp-losion x5
-Demonfuse x2
-Demonfire x2
-Shadow Bolt x2
-Mortal Coil x2
-Demonwrath x2
BOSS STRATEGY
Another boss with lower-than-average Health. Unlike Kil'rek, this one is going to be a real pain. His Hero Power is costly, but it fills his entire board with Imps right off the bat. You can try and use this to your advantage to clutter his board so he can't bring out his nastier minions. He also has some powerful spells to beef up his minions and get rid of yours. If you don't want to clutter, bring alot of AOE.
One good note is, at the start of this fight, you'll have Pinprik added to your hand. Don't waste him! Wait until he plays Mal'ganis, or has something nastier out there.
HEROIC CHANGES
His Hero Power is a bit scarier - it's reduced to 4 Mana, and now summons 2/2 Imps. With this in tow, don't ever let him play Mal'ganis. He also starts the fight with Kil'rek on the board as a minion. And lastly...no Pinprik in this fight - you're on your own.
REWARD
Boss #12 - Netherspite
UNIQUE CARDS
BOSS DECKLIST
-Void Zone x30
BOSS STRATEGY
This is probably the most difficult boss so far. Netherspite has no minions or spells save for Void Zone, and his Hero Power too is a once-per-turn affair. His Void Zone hero power will randomly whisk away one of your active minions. When that happens, the minion is more or less gone, but NOT KILLED! So Deathrattles won't trigger! It's essentially "removed from the game." Once he has 5 mana, he'll play the Void Zone spell which will fill his board with random minions that were capture in the Void Zone. THIS WILL INCLUDE DUPLICATES! If he capture just a single minion, then he will summon seven copies of that minion. And that's his tactic in a nutshell.
The most practical strategy is to rely solely on spells and Hero Powers, though he does have a very high Health. So, just try to stick with Mage or Hunter.
HEROIC CHANGES
Two big changes: His Health is now 99, and your Hero Power is locked. So don't try to cheapen your way out of it through spamming Hunter's hero power. This includes powers obtained from minions.
One strategy that will work for both mods is using his own hero power against him with Majordomo Executus. Have him snatch Majordomo so he can eventually resummon it. Kill him, and Netherspite's Health will go down to 8 and he'll lose his Void Zone Hero Power. With such a low Health, he's much easier to deal with. Though, his Void Zone spells will still do their thing when used.
REWARDS
The Netherspite encounter looks fun! But the Majordomo Executus play looks cheap. Also, tokens Paladin looks cool there for Normal.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
But, ask yourself: IF Netherspite was an actual encounter, would you have thought of using Majordomo effect against him? ;)
Another potential solution is Alexstrasza. Draw the game out until you draw her, use her, and, well, hope that you have sufficient enough spells to finish him off in one turn, because otherwise...you're dealing with seven 8/8's.
Sure, there are folks who hate doing heroics. But those are also the same ones who complain that the card backs are "too good of a reward" for that too. With folks like that, I just honestly don't buy that argument. :/ In fact, it motivates me to want to have even better rewards!
FINAL WING - Gamesman's Hall
Boss #13 - A Game of Chess
UNIQUE CARDS
MEDIVH'S PIECES
PLAYER PIECES
BOSS DECKLIST
N/A
BOSS STRATEGY
This'll be a fun one! Now, two things of note: 1) This only loosely follows chess rules. 2) Medivh cheats! At the start of his turn, he'll activate a random cheat. This fight is best explained in that it follows three phases - each time Medivh's board is cleared of minions, the game moves to the next phase. The object is really simple: Kill every one of his minions. Each minion you kill ticks the portrait counter by 1.
PHASE 1 - His board is full of seven 1/1 pawns, aka "Orc Grunts." During this phase, at the start of your turn a Human Footman will appear in your hand. Overall...this is the single easiest and simplest phase out of all of them. Just play an Arcane Explosion and you're done with it. Though....that actually might not be such a good idea because of...
PHASE 2 - His board will now have two Orc Necrolytes, two Orc Wolves, two Conjured Demons, and a single Orc Warlock. If you kill all his pawns on turn 2, you'll find yourself severely outmatched and easily killed, hence why it's a good idea to cherry tap the first phase - build up your board presence so he doesn't kill you during this phase. At the start of each of your turns during phase 2, a Conjured Water Elemental, a Human Cleric, a Charger, or a Human Conjurer will randomly appear in your hand.
PHASE 3 - This is a super easy phase. During this phase, he'll only have a single minion out, Warchief Blackhand. Just kill him, and it's game over. You can use Assassinate, Polymorth - whatever - kill his last minion, and you win. During this phase, King Llane will appear in your hand at the start of your turn.
HEROIC CHANGES
His cheats are way, waaay scarier this time around. No other changes.
REWARD
Boss #14 - Prince Malchezaar
UNIQUE CARDS
BOSS DECKLIST
-Ruthless Execution x4
-Raging Doomguard x3
-Annihilan x3
-Dreadlord x2
-Tiny Infernal x4
-Mal'Ganis
-Void Crusher
-Imp Gang Boss
-Dreadsteed
-Voidcaller x2
-Light's Champion x2
-Sacrificial Pact x2
-Sense Demons x2
-Demonheart x2
BOSS STRATEGY
This fight might get a little bit rough. Malchezaar turns all of your minions into Demons (though their other types and abilities all remain), and almost every single one of his cards benefits from demons on the board. You COULD risk it...and play a Demonlock yourself to make use of some of his demons, but it's a very big risk since he has more of those types of cards.
HEROIC CHANGES
His has twice as much health, and his hero power is....a bit nastier. Now, it transforms your minions into completely different ones, albeit demons. So don't rely on minion abilities; stick with spells and the minions as fodder. His ridiculous charger Raging Doomguard now costs 5 instead of 10.
REWARD
Boss #15 - Nightbane
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
This fight will either be easier, or harder than the last...depending on your playstyle. He works almost exactly like "Boss Minions" like Mechazod - he'll never attack himself, and at the start of his turn, he'll activate one of the above random spells. His deck has no cards, so you could if you want deal some good damage with a mill druid.
HEROIC CHANGES
Now this might actually feel a lot like the actual Nightbane encounter in WoW. He has an insane 99 Health, and his Hero Power activates THREE spells instead of one. He could very easily deal up to 15 damage to your on just his first turn - thankfully, his abilities are semi-random. The other change is in his Restless Skeletons - they no longer have their Deathrattle, and they're a bit stronger at 3/4.
REWARDS
And...that's all folks. Took way too damn long for me to finish this, but finished I have!
dude... fucking forsite AF
Wut?
for a second I thought this was official and was disappointed they spoiled all the rewards at once
Say "Wow" for RNG!
Fullas brought me here.
was going to say something about fake then realized the dates of the original posts and now i have to say Holy necro fuck.
Nice necro rez
Well this was a shitty way to necro a thread, but it is a cool creation. Please do not do this unless you are the creator of the thread updating it, or you have something constructive or comprehensible to say. We also do not need further posts commenting on the necro :) Anyway i guess your creation has become relevant due to hype, so grats
Nice job! Really cool adventure, that may or may not tie in with the next adventure. Some of the cards are a bit lackluster, but most of them are pretty good!
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
The new projected expantion is karazan so...