"Azeroth stirs. Flames dance and the oceans boil, the wind sweeps and the mountains tremble! Those Elemental Lords are at it again. Whether it's their whim to cause trouble, or at the call of an Old God, you, the adventurer, must cool them down!"
38 new cards.
The second appearance of an Old God minion following the Scourgewar expansion.
An emphasis on Hero Powers and calling forth the elements.
Murlocs where they aren't wanted! Several new classes are getting an exclusive Murloc, to mix things up! A Rogue Murloc? A Warrior Murloc!? Why not.
REWARDS
Wing 1 - Skywall
WING 2 - The Firelands
WING 3 - Abyssal Maw
WING 4 - Deepholm
ADVENTURE CLEAR REWARD
CLASS CHALLENGE REWARDS
HEROIC REWARD
The cards in this set a little bit more traditional and....maybe sedade than what I've done before. Though I still wanted to include at least one crazy card or two.
One of the things I was always curious about is how classes that don't handle Murlocs well could be switched up so they can! For Rogues, making Murlocs sneaky and stealthy could certainly be the boon. For Warriors, anything that gives their weapons more durability is always good. And Priests specialize in debilitating their opponents. These three classes are the least likely to use Murlocs, so I gave them one!
Flamewaker Pathfinder will shuffle any killed minions into BOTH decks. Meaning, if it kill any of your opponent's minions, you'll get them as well.
Faceless Sapper might seem like a more expensive Saraad. But keep in mind this guy draws cards from your deck - they're random, but you still have a general idea of what you'll be getting.
Ozumat is maybe the scariest minion in this set. His cost is crazy high for his stats, but once he does...he can utterly cripple your opponent. Neptulon sucks lol. His Health is low, and his hero power is crap. The ONLY saving grace is a small chance to summon Chompers. But needless to say, this guy can really hurt your opponent. That said, I like to think his cost and stats keep him from being broken.
War of the Elements is a Location card. Click here for information on them. This is a bit different in that in changes into a different one randomly - though it's a one-time change. Personally, I wouldn't use this card - but it can certainly mix things up if you like to mess with your opponent with RNG.
C'thun is an Old God minion. The first one was Yogg-Saron introduced in Scourgewar. Old Gods work a little bit differently. For starters, you can only have a single Old God in your deck, so you have to choose between C'thun or Yogg. Secondly, they don't have a normal or gold flavor - only silver. And lastly, their stats are always 10/10 for 10 mana. As a result, they need to have a substantial effect. In this case, C'thun will lower the health of both heroes to 10. Like Alexstrasza, this can work as either a finisher or a savior. Though of course, he can't be used with as much precision, and affects both equally.
BOSS STRATEGY An incredibly easy "introductory" fight. His deck is primarly composed of direct-damaged spells (many of which are AOE) and dragons. Since most of his dragons require some mana build-up to summon, use that time to create as big a board presence as possible.
Whenever one of your minions is killed, you'll get a "Wind card" - either Upwind or Downwind. Use this to establish a line of defense, then go for the attack.
HEROIC CHANGES Only one, but a strange one - his power is changed to something else altogether. His hero power now lets him the double the attack of ANY minions - usually his, making his big dragons even bigger. Early board presence is key here.
BOSS STRATEGY This fight might have too much RNG for some people. Each turn, he'll randomize the stats of all minions on the field. Therefore...it might not be such a great idea to rely on any specific minions. Loading a Paladin deck with weenies is probably the best approach. That said, he's got plenty of AOE and removals in his disposal. His Hero Power arguably makes Imp-losion at its deadliest.
HEROIC CHANGES Quite a bit more health, and his hero power only affects your minions. This arguably makes him even easier! Because you now have some consistency when his minions are in question - you know exactly what he'll play and what stats they'll always have.
BOSS STRATEGY Don't let his 10 Health fool you - this fight will be far more annoying and long than you'd think. At the start of the fight, his Hero Power is "challenge accepted" - it's simple, it lets him equip Biting Wind. His Hero Power then changes to Divine Wind, giving all his minions Divine Shield when they enter the board. Biting Wind makes him Immune as long as he has a minion, which is why he has loooots of tiny, 1 and 2 cost minions - he can summon lots of them, and with Divine Shield, they stick around a lot longer than they ought to as well. So, bring lots of AOE with you.
Once Biting Wind runs out of Durability, it changes his hero power to "Squall Line" which is.....quite a bit more nasty. That said, by this point in the fight, one would assume you already got this!
HEROIC CHANGES Has 30 Health instead of 10, his Biting Wind now has 3 attack, and his Squall Line is a fuck-ton more dangerous. You have to try and kill him before Biting Wind runs out of Durability, because once it does it's the end of you.
BOSS DECKLIST -Flamewaker x15 -DIE, INSECT! x2 -Flameheart x2 -Flameburst x5 -Lava Pool x2 -Arcane Missiles x4
BOSS STRATEGY Shannox is like the Flamewaker Mage from hell. Literally. Cause, the Firelands are all....firey. And he's got fucking fifteen Flamewakers! And true to form, his deck consists entirely of spells that do random chip damage. Fortunately, you start the game with Rune of Ragnaros in your hand which will give you cheap and impossibly useful Sulfuras. Obviously, don't attack with it unless you're close to finishing.
Your biggest issue will be those damned Flamewakers. So, bring lots of AOE and damage-sponge minions. If you have any ways of cluttering his board, like with Elite Tauren Chieftain, do so. This is the Hearthstone AI, so you know he'll summon a bunch of useless murlocs!
HEROIC CHANGES Three big ones. 50 Health instead of 30, his Hero Power does 5 damage instead of 3, and you no get no Sulfuras. It'll probably suck quite a bit. Combo Rogue should have an easier time.
REWARD
Boss #5 - Alysrazor
UNIQUE CARDS
BOSS DECKLIST N/A
BOSS STRATEGY A weaker, though slightly more impressive Patchwerk. Doesn't have as strong of a weapon as Patch, but Aly's hero power can instantly kill one of your minions and summon a Fire Hawk. Your best bet...? Don't bring any minion. Make quick work with pure spell damage. Much easier than Shannox.
HEROIC CHANGES The weapon now boasts 4 Attack, which will force you more or less to have a minion or two on the field - but don't fall for it!. Which makes the hero power even worse - the cost is down to 3, and now summons two Fire Hawks. If you have no minions on the field, Alysrazor will kill one of his own Fire Hawks to get an additional two out, swarming you very quickly. If this DOES happen, good to have some AOE insurance.
BOSS STRATEGY This bastard is back, and way worse than he was in Blackrock Mountain or the Tavern Brawl. First thing you'll notice is his Hero Power....same as Thaurrisan's. He uses it, and it's game over - or damn close anyway. Fortunately, Sulfuras prevents him from using it. But, every time he attacks, it gets one turn closer to usability. So, don't let him use it! Freeze the hell out of him to prolong it as much as possible.
Then, we have the spells. He's got some very nasty spells in tow, which all deal ridiculous damage. If you have no way to fortify your hero, he can kill you with these spells alone. And lastly, his minions. Like that bitch Shannox, he also has a few Flamewakers, but the real problem are the Molten Giants and Golemagg. The close you are to victory, the more likely he's to play them. If you ever think of getting wise and stealing Golemagg, or building a big minion yourself, he's got Firelord's Rage.
And finally, if you ever try to mount a huge offense, he has Deathwing to dash those plans. In a way....this might actually be your best bet of killing him. Let Deathwing force him to discard (hopefully) his ridiculous spells, and you might have a good shot at it.
HEROIC CHANGES 80 Health instead of 40. And Sulfuras is....a whole lot less cool. With 4 Attack and 5 Durability, you really don't want him to attack you. Because of his insane Health, you'll need Alexstrasza in this one.
BOSS STRATEGY The first boss in the Abyssal Maw is a Hero Power trigger-happy one. All of her unique minions have Inspire that will very much work to make your life harder, while the rest of her deck sports quick removal spells. Tiny minions will do you no good here. She also has her own variant of Varian Wrynn in the form of Waters of Elune.
Her Hero Power will change yours into one of three different ones, randomly. They can more or less help you deal with some of the stuff she throws out, but it's best not to depend on them.
HEROIC CHANGES She has 70 Health instead of 30, and her Hero Power is a bit nastier. Instead of changing your Hero Power, it allows her to summon an Invader - one of the nastier minions in her deck. Fortunately, her new Hero Power costs a bit more.
BOSS STRATEGY A fairly normal-ish Handlock-type enemy. He'll most pelt you with spells and abuse his Hero Power until he can get those giants out. Since his Hero Power makes you guys completely unfit to battle those giants, you need to end him before it gets to that. Have plenty of Hard Removals since he has six giants in his deck. Don't let the Summoning Portals stick for too long.
HEROIC CHANGES His Hero Power is insanely nastier now. Your minions are officially completely useless against his big minions, so stick to pure spells.
BOSS STRATEGY Things could get a little bit weird with this one. His Hero Power will automatically cast two random secrets, from ANY class, so that right there is gonna make this guy the single most annoying boss so far. His deck is also loaded with nothing but Faceless Manipulators....so, it's probably a good idea not to bring any overtly powerful minions. Stick to weenies, but always be wary of the secrets he sets - tiny minions are always a bit more susceptible. If you don't bring any minions, then he's gonna have a lot of 3/3's, so DO try and bring something tiny for him to copy.
Once you get his Health to 0, your turn will automatically end and he'll show his "true form." That of a puny, useless squid thing. You'll get Erunak Stonespeaker added to your hand, so finish him as soon as your turn starts.
HEROIC CHANGES He has two noteworthy changes. His Hero Power now casts FOUR secrets - as it it wasn't annoying enough. The cost of his Faceless Manipulators has also gone down from 5 to 2. So those tiny minions will be more important than ever.
BOSS STRATEGY Murloc overdrive! Ozumat won't be the easiest of enemies. He has very high health, and his hero power allows him to instantly flood the board with random murlocs. You're gonna need some serious AOE and board presence with this one.
As an addition, Neptulon has you covered in this fight! But like how Ragnaros has your back against Nefarian, Neptulon will provide you with a random card at the start of a turn: Sneaky Murloc, Deep Sea Bobbler, Murlocs Cometh!, and Unleash The Swarm! They're not good as Rag's....but take what you can get, right?
HEROIC CHANGES 95 Health instead of 60, and don't depend on Neptulon. He'll only give you a single card at the start of your first turn, and nothing more.
BOSS STRATEGY The final boss of the Abyssal Maw will likely be the most difficult fight yet. If you aren't careful, he can quickly turn the fight into a battle of attrition with his particularly powerful hero power. Each turn, his current Health will double, so you have to seriously act fast before it builds up too high.
Now, there are two ways around it. The first is using his Hero Power's mechanic against him - whenever he uses his Power, it increases its cost by 1. Meaning, when he uses it a tenth time, he won't be able to use it again (as it'll cost 11 mana)! Granted, doubling up every time, you'll need some seriously high attack power to get to this point. He also has a few cards that will help him deal with his hero power. Be especially wary of Crushing Pressure.
The second way and doubtless the most efficient is...Ozumat! The pissing match between the two continues. Whenever you kill one of his minions, Ozumat will give you his special card: Ozumat's Hold. At 0 cost, it will halve his current Health (rounded down to the highest number), making sure you don't fall behind.
HEROIC CHANGES His starting Health is 25, making his Hero Power something seriously nasty - by the second time he uses it, he'll have a 100 Health. You still have Ozumat's Hold, but this time it costs 4 mana, so you'll want some cost reduction methods present.
I theorycrafted it. :) It's more than doable - even without Ozumat's Hold, a handlock should be able to punch through. Another deck-type that can punch through is a Ragmage - that is, getting three ragnaroses out and having ragnaros as your hero. Though, that one will need Ozumat's Hold.
There's also the factor of the math. The more he uses his hero power, the more expensive it'll be meaning he won't use it every turn. He also has 15 minions in his deck, which will let you halve his HP up to 15 times. If you "gift" him any minions, like with Leeroy Jenkins, that's even more.
BOSS STRATEGY For some reason, Millhouse Manastorm has challenged you! Millhouse Manastorm is...well, he's Millhouse Manastorm. The most innocuous boss in the adventure. He's got 25 Health, the basic Mage hero power, and some rather lackluster cards in his deck. About the only things to watch out for are Saraad and his Fireblasts. Lorewalker Cho can also complicate things a little bit, but not by much. Basically, if you can beat a normal practice mode Mage, Millhouse is a joke.
HEROIC CHANGES Now things get...interesting? Is that really even Millhouse anymore? ...What with the evil glowing eyes, and his Hero Power....holy crap! The power of the Old Gods has gotten to him! Firestorm gives him a built in Fireblast for only 2 Mana! Thus, you'll need to bring some serious defense and healing. His deck also cheats! He's got the Druid spell Innervate in here! The rest of his deck is made up for considerably nastier stuff, but the worst of them is doubtless Frost Blitz. For just 2 mana, he can deal almost insane damage all across the board.
Since his Hero Power is his biggest asset, consider stealing it! Sideshow Spelleater should be of considerable boon to you in this fight.
BOSS STRATEGY Ozruk can be a little bit scary. His Hero Power will always give him +2 Attack every turn, but he can't attack unless he has at least 10 Attack! So...first order of business is to make sure he can't Attack. Freeze minions, freeze spells, whatever. Also, destroying his weapon resets the Attack to 0, so don't be afraid to get rid of it when necessary.
The other problem are his minions. He's got some pretty big ones in tow. Stonecore Magmalord will likely be your biggest issue, so bring enough stuff to heal and some hard removals. Warrior should do well against him.
HEROIC CHANGES Two big changes: He starts the fight with one Stonecore Magmalord already out in the field, and he starts the match with 4 Mana. Other than that, it's the same strategy - you'll simply need to be faster about it.
REWARD
Boss #14 - Therazane the Stonemother (But it's really Deathwing!)
BOSS STRATEGY Therazane won't be so easily manipulated by the Old Gods - not like the other Elemental Lords! Deathwing messed up her home, so instead of fighting her, you're gonna have to help her take him down!
The actual mechanics of the fight work exactly like the Mechazod Tavern Brawl - if either you or Therzane die, you lose. The only difference is, your partner is AI controlled....at the mercy of the Hearthstone AI. Still, she'll more or less do just fine. No matter which class you pick, you'll have the same pre-constructed deck and Hero Power that lets you summon a 3/3 for 2 Mana. They are mostly fodder for Deathwing's abilities - and speaking of those, he'll use a random one at the start of each turn as he switches sides of the board.
In general, Therazane supplies the support and heals while you have plenty of decent minions and spells to take him out.
HEROIC CHANGES Quite a few changes. First off, Therazane has 30 Health instead of 60, meaning she won't use all of her heals on you. Deathwing is also much bigger and scarier, and 8/90. However, the fight itself works the same way.
REWARDS
And that's it! It's done! ...Or is it? It all feels a little bit anti-climactic, doesn't it?
What would happen if the minion you "Downwind" is currently at 0 attack? like "Summoning Portal"
It would change its Attack to 1. I should have probably used "change" instead of "reduce", but's okay. Small typographical errors and inconsistencies is something I always tweak at the very end, so I'll get to fixing it.
Wow - I REALLY like this expansion. I particularly like how you actually included the boss tavern brawl into the last fight - that's legitimately cool.
BOSS STRATEGY C'thun is a heroic only boss, available once all 14 previous bosses were defeated on heroic - essentially a "secret boss." A very gimmicky fight, C'thun has no deck and only a suite of simple abilities, he lets most of the Elemental Lords do the fighting for him. Once you kill an elemental lord, you gain a unique badass card, and out comes the next boss. Each turn, the elemental lord will use one of their abilities, followed by C'thun. His actions are mostly random, so pray he doesn't summon those giants too often... As a rule, you can't silence, transform, outright destroy, control, or use secrets. C'thun will immediately cancel it, resulting in a loss of mana for you.
Al'akir - The first boss minion is Al'akir. Super easy and simple, he'll just attack you or whatever minion you summoned. With only 10 Health, he'll go down super fast. Much like himself, his boss ability card, Biting Wind is next to useless. It allows you to equip a 2/3 weapon with windfury. Though, it WILL come in handy later... Keep it around.
Ragnaros - Things will get tougher here. Ragnaros doesn't attack, merely uses one of his three random cards - DIE, INSECT!, Son of the Flame, or Living Lava. Once you kill him, you get Wrath of Ragnaros, which will transform you into...well, Ragnaros. In this fight, having only 8 Health is next to suicide...but like everything else, it could have its uses. That 8 damage hero power can be mighty useful.
Neptulon - Neptulon just sits back, and summons two random Murlocs each turn. This is where that Biting Wind will come in handy, to get rid of the smaller murlocs. It's also good to have some AOE spells. Once you kill him, you'll get Drench, a considerably better boss ability card. Use it post-haste!
Therazane - The final boss minion is Therazane. Her only ability is Rock Shock, but it gets nastier each turn. Kill her quickly! Once you do, you'll get The Stonemother card, an absolute god-send in this fight. You'll need it!
Once all four elemental lords are down, it's just you versus C'thun. He'll continue using one of his powers per turn, but once you get him down below 50 Health, he'll start using two. Below 25 Health, he'll start using three. And no...Alexstrasza and Ozumat don't work in this fight. They'll be immediately cancelled out.
Protip: Paladin cards are the absolute best in this fight...
REWARD
And that's it! Adventure cleared!
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"Azeroth stirs. Flames dance and the oceans boil, the wind sweeps and the mountains tremble! Those Elemental Lords are at it again. Whether it's their whim to cause trouble, or at the call of an Old God, you, the adventurer, must cool them down!"
REWARDS
Wing 1 - Skywall
WING 2 - The Firelands
WING 3 - Abyssal Maw
WING 4 - Deepholm
ADVENTURE CLEAR REWARD
CLASS CHALLENGE REWARDS
HEROIC REWARD
THE BOSSES (The list will be updated with links as I put them up)
WING 1 - Skywall (Altairus | Asaad | Al'Akir)
WING 2 - The Firelands (Shannox | Alysrazor | Ragnaros [again!])
WING 3 - Abyssal Maw (Lady Naz'jar | Ulthok | Ghur'sha | Ozumat | Neptulon)
WING 4 - Deepholm (Millhouse Manastorm | Ozruk | Therazane)
WING 5 - Ahn'Qiraj (C'thun) - HEROIC ONLY
WING 1 - Skywall
Boss #1 - Altairus
UNIQUE CARDS
BOSS DECKLIST
-Chillmaw
-Drakonid Crusher x2
-Hungry Dragon x2
-Twilight Whelp x2
-Azure Drake
-Twilight Drake
-Twilight Guardian x2
-Dragon Consort x2
-Wyrmrest Agent x2
-Frost Shock x2
-Windfury x2
-Crackle x2
-Forked Lightning x2
-Lightning Bolt x2
-Lightning Storm x2
-Blizzard x2
-Ice Barrier
BOSS STRATEGY
An incredibly easy "introductory" fight. His deck is primarly composed of direct-damaged spells (many of which are AOE) and dragons. Since most of his dragons require some mana build-up to summon, use that time to create as big a board presence as possible.
Whenever one of your minions is killed, you'll get a "Wind card" - either Upwind or Downwind. Use this to establish a line of defense, then go for the attack.
HEROIC CHANGES
Only one, but a strange one - his power is changed to something else altogether. His hero power now lets him the double the attack of ANY minions - usually his, making his big dragons even bigger. Early board presence is key here.
REWARDS
Boss #2 - Asaad
BOSS DECKLIST
-Jeweled Scarab x2
-Summoning Stone x2
-Djinni of Zephyrs x2
-Keeper of Uldaman x2
-Museum Curator x2
-Unearthed Raptor x2
-Aldor Peacekeeper x2
-Hand of Protection x2
-Consecration x2
-Windfury x2
-Lightning Storm x2
-Burgle x2
-Gang Up x2
-Curse of Rafaam x2
-Imp-losion x2
BOSS STRATEGY
This fight might have too much RNG for some people. Each turn, he'll randomize the stats of all minions on the field. Therefore...it might not be such a great idea to rely on any specific minions. Loading a Paladin deck with weenies is probably the best approach. That said, he's got plenty of AOE and removals in his disposal. His Hero Power arguably makes Imp-losion at its deadliest.
HEROIC CHANGES
Quite a bit more health, and his hero power only affects your minions. This arguably makes him even easier! Because you now have some consistency when his minions are in question - you know exactly what he'll play and what stats they'll always have.
REWARD
Boss #3 - Al'Akir
UNIQUE CARDS
BOSS DECKLIST
-Arch-Thief Rafaam
-Hogger
-Abusive Sergeant x2
-Wisp x2
-Bloodsail Corsair x2
-Clockwork Gnome x2
-Dust Devil x2
-Elven Archer x2
-Windfury x2
-Lightning Storm x2
-Crackle x2
-Feral Spirit x2
-Rockbiter Weapon x2
-Frostbolt x2
-Assassinate x2
-Ancestral Spirit x2
BOSS STRATEGY
Don't let his 10 Health fool you - this fight will be far more annoying and long than you'd think. At the start of the fight, his Hero Power is "challenge accepted" - it's simple, it lets him equip Biting Wind. His Hero Power then changes to Divine Wind, giving all his minions Divine Shield when they enter the board. Biting Wind makes him Immune as long as he has a minion, which is why he has loooots of tiny, 1 and 2 cost minions - he can summon lots of them, and with Divine Shield, they stick around a lot longer than they ought to as well. So, bring lots of AOE with you.
Once Biting Wind runs out of Durability, it changes his hero power to "Squall Line" which is.....quite a bit more nasty. That said, by this point in the fight, one would assume you already got this!
HEROIC CHANGES
Has 30 Health instead of 10, his Biting Wind now has 3 attack, and his Squall Line is a fuck-ton more dangerous. You have to try and kill him before Biting Wind runs out of Durability, because once it does it's the end of you.
REWARDS
WING 2 - The Firelands
Boss #4 - Shannox
UNIQUE CARDS
BOSS DECKLIST
-Flamewaker x15
-DIE, INSECT! x2
-Flameheart x2
-Flameburst x5
-Lava Pool x2
-Arcane Missiles x4
BOSS STRATEGY
Shannox is like the Flamewaker Mage from hell. Literally. Cause, the Firelands are all....firey. And he's got fucking fifteen Flamewakers! And true to form, his deck consists entirely of spells that do random chip damage. Fortunately, you start the game with Rune of Ragnaros in your hand which will give you cheap and impossibly useful Sulfuras. Obviously, don't attack with it unless you're close to finishing.
Your biggest issue will be those damned Flamewakers. So, bring lots of AOE and damage-sponge minions. If you have any ways of cluttering his board, like with Elite Tauren Chieftain, do so. This is the Hearthstone AI, so you know he'll summon a bunch of useless murlocs!
HEROIC CHANGES
Three big ones. 50 Health instead of 30, his Hero Power does 5 damage instead of 3, and you no get no Sulfuras. It'll probably suck quite a bit. Combo Rogue should have an easier time.
REWARD
Boss #5 - Alysrazor
UNIQUE CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
A weaker, though slightly more impressive Patchwerk. Doesn't have as strong of a weapon as Patch, but Aly's hero power can instantly kill one of your minions and summon a Fire Hawk. Your best bet...? Don't bring any minion. Make quick work with pure spell damage. Much easier than Shannox.
HEROIC CHANGES
The weapon now boasts 4 Attack, which will force you more or less to have a minion or two on the field - but don't fall for it!. Which makes the hero power even worse - the cost is down to 3, and now summons two Fire Hawks. If you have no minions on the field, Alysrazor will kill one of his own Fire Hawks to get an additional two out, swarming you very quickly. If this DOES happen, good to have some AOE insurance.
REWARD
Boss #6 - Ragnaros! Again.
UNIQUE CARDS
BOSS DECKLIST
-Deathwing
-Emperor Thaurissan
-Golemagg
-Molten Giant x4
-Flamewaker x3
-Magma Rager x5
-Unstoppable Flame
-Firelord's Rage
-DIE, INSECT! x5
-Magma Blast x2
-TIME BURNS AWAY! x2
-Fireball x2
-Flamestrike x2
BOSS STRATEGY
This bastard is back, and way worse than he was in Blackrock Mountain or the Tavern Brawl. First thing you'll notice is his Hero Power....same as Thaurrisan's. He uses it, and it's game over - or damn close anyway. Fortunately, Sulfuras prevents him from using it. But, every time he attacks, it gets one turn closer to usability. So, don't let him use it! Freeze the hell out of him to prolong it as much as possible.
Then, we have the spells. He's got some very nasty spells in tow, which all deal ridiculous damage. If you have no way to fortify your hero, he can kill you with these spells alone. And lastly, his minions. Like that bitch Shannox, he also has a few Flamewakers, but the real problem are the Molten Giants and Golemagg. The close you are to victory, the more likely he's to play them. If you ever think of getting wise and stealing Golemagg, or building a big minion yourself, he's got Firelord's Rage.
And finally, if you ever try to mount a huge offense, he has Deathwing to dash those plans. In a way....this might actually be your best bet of killing him. Let Deathwing force him to discard (hopefully) his ridiculous spells, and you might have a good shot at it.
HEROIC CHANGES
80 Health instead of 40. And Sulfuras is....a whole lot less cool. With 4 Attack and 5 Durability, you really don't want him to attack you. Because of his insane Health, you'll need Alexstrasza in this one.
REWARDS
WING #3 - Abyssal Maw
Boss #7 - Lady Naz'jar
UNIQUE CARDS
ALTERNATE HERO POWERS
BOSS DECKLIST
-Invader x3
-Sentinel x3
-Spiritmender x3
-Tempest Witch x3
-Honor Guard x3
-Garrison Commander x2
-Waters of Elune x3
-Frostbolt x2
-Blizzard x2
-Ice Lance x2
-Lightning Storm x2
-Forked Lightning x2
BOSS STRATEGY
The first boss in the Abyssal Maw is a Hero Power trigger-happy one. All of her unique minions have Inspire that will very much work to make your life harder, while the rest of her deck sports quick removal spells. Tiny minions will do you no good here. She also has her own variant of Varian Wrynn in the form of Waters of Elune.
Her Hero Power will change yours into one of three different ones, randomly. They can more or less help you deal with some of the stuff she throws out, but it's best not to depend on them.
HEROIC CHANGES
She has 70 Health instead of 30, and her Hero Power is a bit nastier. Instead of changing your Hero Power, it allows her to summon an Invader - one of the nastier minions in her deck. Fortunately, her new Hero Power costs a bit more.
REWARD
Boss #8 - Commander Ulthok
UNIQUE CARDS
BOSS DECKLIST
-Sea Giant x3
-Frost Giant x3
-Summoning Portal x2
-Dark Peddler x2
-North Sea Kraken x2
-Curse of Fatigue x3
-Dark Fissure x3
-Shadow Bolt x2
-Corruption x2
-Soulfire x2
-Twisting Nether
BOSS STRATEGY
A fairly normal-ish Handlock-type enemy. He'll most pelt you with spells and abuse his Hero Power until he can get those giants out. Since his Hero Power makes you guys completely unfit to battle those giants, you need to end him before it gets to that. Have plenty of Hard Removals since he has six giants in his deck. Don't let the Summoning Portals stick for too long.
HEROIC CHANGES
His Hero Power is insanely nastier now. Your minions are officially completely useless against his big minions, so stick to pure spells.
REWARD
Boss #9 - Mindbender Ghur'sha
UNIQUE CARDS
BOSS DECKLIST
-Faceless Manipulator x30
BOSS STRATEGY
Things could get a little bit weird with this one. His Hero Power will automatically cast two random secrets, from ANY class, so that right there is gonna make this guy the single most annoying boss so far. His deck is also loaded with nothing but Faceless Manipulators....so, it's probably a good idea not to bring any overtly powerful minions. Stick to weenies, but always be wary of the secrets he sets - tiny minions are always a bit more susceptible. If you don't bring any minions, then he's gonna have a lot of 3/3's, so DO try and bring something tiny for him to copy.
Once you get his Health to 0, your turn will automatically end and he'll show his "true form." That of a puny, useless squid thing. You'll get Erunak Stonespeaker added to your hand, so finish him as soon as your turn starts.
HEROIC CHANGES
He has two noteworthy changes. His Hero Power now casts FOUR secrets - as it it wasn't annoying enough. The cost of his Faceless Manipulators has also gone down from 5 to 2. So those tiny minions will be more important than ever.
REWARDS
Boss #10 - Ozumat
UNIQUE CARDS
BOSS DECKLIST
-Deep Sea Servant x2
-Murloc Tinyfin
-Bluegill Warrior x2
-Grimscale Oracle x2
-Murloc Tidehunter x2
-Murloc Knight x2
-Coldlight Seer x2
-Coldlight Oracle
-Murloc Tidecaller x2
-Siltfin Spiritwalker x2
-Murloc Warleader x2
-Hungry Crab x2
-Anyfin Can Happen x2
-Everyfin is Awesome x2
-Blizzard x2
-Flash Heal x2
BOSS STRATEGY
Murloc overdrive! Ozumat won't be the easiest of enemies. He has very high health, and his hero power allows him to instantly flood the board with random murlocs. You're gonna need some serious AOE and board presence with this one.
As an addition, Neptulon has you covered in this fight! But like how Ragnaros has your back against Nefarian, Neptulon will provide you with a random card at the start of a turn: Sneaky Murloc, Deep Sea Bobbler, Murlocs Cometh!, and Unleash The Swarm! They're not good as Rag's....but take what you can get, right?
HEROIC CHANGES
95 Health instead of 60, and don't depend on Neptulon. He'll only give you a single card at the start of your first turn, and nothing more.
REWARD
Boss #11 - Neptulon The Tidehunter
UNIQUE CARDS
BOSS DECKLIST
-Neptulon's Servant x3
-Neptulon's Revenant x3
-Neptulon's Torrent x3
-Sea Giant x2
-Frost Giant x2
-Water Elemental x2
-Crushing Pressure x2
-Blizzard x2
-Frostbolt x2
-Resurrect x3
-Sword of Justice x2
-Deadly Shot x2
-Drain Life x2
BOSS STRATEGY
The final boss of the Abyssal Maw will likely be the most difficult fight yet. If you aren't careful, he can quickly turn the fight into a battle of attrition with his particularly powerful hero power. Each turn, his current Health will double, so you have to seriously act fast before it builds up too high.
Now, there are two ways around it. The first is using his Hero Power's mechanic against him - whenever he uses his Power, it increases its cost by 1. Meaning, when he uses it a tenth time, he won't be able to use it again (as it'll cost 11 mana)! Granted, doubling up every time, you'll need some seriously high attack power to get to this point. He also has a few cards that will help him deal with his hero power. Be especially wary of Crushing Pressure.
The second way and doubtless the most efficient is...Ozumat! The pissing match between the two continues. Whenever you kill one of his minions, Ozumat will give you his special card: Ozumat's Hold. At 0 cost, it will halve his current Health (rounded down to the highest number), making sure you don't fall behind.
HEROIC CHANGES
His starting Health is 25, making his Hero Power something seriously nasty - by the second time he uses it, he'll have a 100 Health. You still have Ozumat's Hold, but this time it costs 4 mana, so you'll want some cost reduction methods present.
REWARDS
That was a lot of bosses!
There's also the factor of the math. The more he uses his hero power, the more expensive it'll be meaning he won't use it every turn. He also has 15 minions in his deck, which will let you halve his HP up to 15 times. If you "gift" him any minions, like with Leeroy Jenkins, that's even more.
Tiny update. I went ahead and changed C'thun a little bit.
WING 4 - Deepholm
Boss #12 - Millhouse Manastorm
UNIQUE CARDS
NORMAL BOSS DECKLIST
-Lorewalker Cho
-Nexus-Champion Saraad
-Mana Wyrm x2
-Sorcerer's Apprentice x2
-Water Elemental x2
-Pint-Sized Summoner x2
-Ancient Mage x2
-Flame Juggler x2
-Heat Mage x2
-Arcane Explosion x2
-Arcane Intellect x2
-Arcane Missiles x2
-Frostbolt x2
-Fireball x2
-Mirror Image x2
-Flamecannon x2
HEROIC BOSS DECKLIST
-Rhonin
-Malygos
-Archmage Antonidas
-Bloodmage Thalnos
-Flamewaker x3
-Animated Armor
-Water Elemental x2
-Ethereal Conjurer x2
-Master of Ceremonies x2
-Kodorider
-Garrison Commander
-Innervate x2
-Frost Blitz x4
-Unstable Portal x2
-Arcane Missiles x2
-Counterspell x2
-Spellbender x2
BOSS STRATEGY
For some reason, Millhouse Manastorm has challenged you! Millhouse Manastorm is...well, he's Millhouse Manastorm. The most innocuous boss in the adventure. He's got 25 Health, the basic Mage hero power, and some rather lackluster cards in his deck. About the only things to watch out for are Saraad and his Fireblasts. Lorewalker Cho can also complicate things a little bit, but not by much. Basically, if you can beat a normal practice mode Mage, Millhouse is a joke.
HEROIC CHANGES
Now things get...interesting? Is that really even Millhouse anymore? ...What with the evil glowing eyes, and his Hero Power....holy crap! The power of the Old Gods has gotten to him! Firestorm gives him a built in Fireblast for only 2 Mana! Thus, you'll need to bring some serious defense and healing. His deck also cheats! He's got the Druid spell Innervate in here! The rest of his deck is made up for considerably nastier stuff, but the worst of them is doubtless Frost Blitz. For just 2 mana, he can deal almost insane damage all across the board.
Since his Hero Power is his biggest asset, consider stealing it! Sideshow Spelleater should be of considerable boon to you in this fight.
REWARD
Boss #13 - Ozruk
UNIQUE CARDS
BOSS DECKLIST
-Stonecore Sentry x4
-Stonecore Magmalord x4
-Earth Elemental x2
-Fire Elemental x2
-Dust Devil x2
-Frost Giant x2
-Rockbiter Weapon x2
-Earth Shock x2
-Reincarnate x2
-Bash x2
-Shield Block x2
-Upgrade! x2
-Bolster x2
BOSS STRATEGY
Ozruk can be a little bit scary. His Hero Power will always give him +2 Attack every turn, but he can't attack unless he has at least 10 Attack! So...first order of business is to make sure he can't Attack. Freeze minions, freeze spells, whatever. Also, destroying his weapon resets the Attack to 0, so don't be afraid to get rid of it when necessary.
The other problem are his minions. He's got some pretty big ones in tow. Stonecore Magmalord will likely be your biggest issue, so bring enough stuff to heal and some hard removals. Warrior should do well against him.
HEROIC CHANGES
Two big changes: He starts the fight with one Stonecore Magmalord already out in the field, and he starts the match with 4 Mana. Other than that, it's the same strategy - you'll simply need to be faster about it.
REWARD
Boss #14 - Therazane the Stonemother (But it's really Deathwing!)
UNIQUE CARDS
DEATHWING!
PLAYER DECKLIST
-Stalagg
-Feugen
-Millhouse Manastorm
-Lorewalker Cho
-Icehowl
-King Mukla
-Dancing Swords x2
-Refreshment Vendor x2
-Shielded Minibot x2
-Arcane Golem x2
-Fireblast x2
-Pyroblast x2
-Frostbolt x2
-Ice Lance x2
-Forgotten Torch x2
-Flame Lance x2
-Ice Barrier x2
-Bash x2
THERAZANE DECKLIST
-Stalagg
-Feugen
-Millhouse Manastorm
-Lorewalker Cho
-Troggzor the Earthinator
-Refreshment Vendor x3
-Zombie Chow x2
-Holy Champion x2
-Earthen Ring Farseer x2
-Lightwarden x2
-Stone Ring x2
-Healing Touch x2
-Holy Light x2
-Flash Heal x2
-Power Word: Glory x2
-Healing Wave x2
-Tree of Life x2
BOSS STRATEGY
Therazane won't be so easily manipulated by the Old Gods - not like the other Elemental Lords! Deathwing messed up her home, so instead of fighting her, you're gonna have to help her take him down!
The actual mechanics of the fight work exactly like the Mechazod Tavern Brawl - if either you or Therzane die, you lose. The only difference is, your partner is AI controlled....at the mercy of the Hearthstone AI. Still, she'll more or less do just fine. No matter which class you pick, you'll have the same pre-constructed deck and Hero Power that lets you summon a 3/3 for 2 Mana. They are mostly fodder for Deathwing's abilities - and speaking of those, he'll use a random one at the start of each turn as he switches sides of the board.
In general, Therazane supplies the support and heals while you have plenty of decent minions and spells to take him out.
HEROIC CHANGES
Quite a few changes. First off, Therazane has 30 Health instead of 60, meaning she won't use all of her heals on you. Deathwing is also much bigger and scarier, and 8/90. However, the fight itself works the same way.
REWARDS
And that's it! It's done! ...Or is it? It all feels a little bit anti-climactic, doesn't it?
What would happen if the minion you "Downwind" is currently at 0 attack? like "Summoning Portal"
What would happen if the minion you "Downwind" is currently at 0 attack? like "Summoning Portal"
Wow - I REALLY like this expansion. I particularly like how you actually included the boss tavern brawl into the last fight - that's legitimately cool.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Bring Deathwing to 1 health.
Next turn Therazane: Tree of Life. "I'm Helping!"
WING 5 - Temple of Ahn'Qiraj [HEROIC ONLY]
Boss #15 - C'thun
C'THUN'S UNIQUE CARDS
ELEMENTAL LORDS
BOSS ABILITY CARDS
BOSS DECKLIST
N/A
BOSS STRATEGY
C'thun is a heroic only boss, available once all 14 previous bosses were defeated on heroic - essentially a "secret boss." A very gimmicky fight, C'thun has no deck and only a suite of simple abilities, he lets most of the Elemental Lords do the fighting for him. Once you kill an elemental lord, you gain a unique badass card, and out comes the next boss. Each turn, the elemental lord will use one of their abilities, followed by C'thun. His actions are mostly random, so pray he doesn't summon those giants too often... As a rule, you can't silence, transform, outright destroy, control, or use secrets. C'thun will immediately cancel it, resulting in a loss of mana for you.
Al'akir - The first boss minion is Al'akir. Super easy and simple, he'll just attack you or whatever minion you summoned. With only 10 Health, he'll go down super fast. Much like himself, his boss ability card, Biting Wind is next to useless. It allows you to equip a 2/3 weapon with windfury. Though, it WILL come in handy later... Keep it around.
Ragnaros - Things will get tougher here. Ragnaros doesn't attack, merely uses one of his three random cards - DIE, INSECT!, Son of the Flame, or Living Lava. Once you kill him, you get Wrath of Ragnaros, which will transform you into...well, Ragnaros. In this fight, having only 8 Health is next to suicide...but like everything else, it could have its uses. That 8 damage hero power can be mighty useful.
Neptulon - Neptulon just sits back, and summons two random Murlocs each turn. This is where that Biting Wind will come in handy, to get rid of the smaller murlocs. It's also good to have some AOE spells. Once you kill him, you'll get Drench, a considerably better boss ability card. Use it post-haste!
Therazane - The final boss minion is Therazane. Her only ability is Rock Shock, but it gets nastier each turn. Kill her quickly! Once you do, you'll get The Stonemother card, an absolute god-send in this fight. You'll need it!
Once all four elemental lords are down, it's just you versus C'thun. He'll continue using one of his powers per turn, but once you get him down below 50 Health, he'll start using two. Below 25 Health, he'll start using three. And no...Alexstrasza and Ozumat don't work in this fight. They'll be immediately cancelled out.
Protip: Paladin cards are the absolute best in this fight...
REWARD
And that's it! Adventure cleared!