Hi Hearthpwn, I'm embarking on my second Hearthstone adaptation project: creating an adventure for based on each of the Harry Potter books. This adventure will be released one wing a week (five wings) over the course of five weeks. As of now there are two new mechanics and one new tribe, but as more cards come into focus, I may make more mechanics. Also in each wing, you have a guide that is usually constant throughout the adventure. This guide will give you advice before and during the boss fight, and depending on the fight, may aid or hinder you.
Without further ado, let me introduce you to the first adventure: Harry Potter and the Sorcerer's Stone.
Harry Potter and the Sorcerer's Stone
Preview Cards
New Mechanic - Empower
Empower is a Mechanic which is passively activated for an effect at the start of each of your turns. If you have too many of these effects, it could end up hindering your mana efficiency during your following turns. If you don't have enough mana for all empower effects, the effect doesn't trigger. Empower effects, like all other effects, trigger based on order played.
New Mechanic- Consume
Consume is a mechanic I commonly use for potions. It is a tempo play, as it is typically card disadvantageous. Consumed cards count as discarded.
New Tribe- Wizard
Wizards are mages or sorcerer's, young or old. Several old cards have been reclassified as Wizards and are shown below. Wizard synergy focuses on Spell Damage and gaining spells.
The first adventure is guided by Vernon Dursley through the Perfectly Normal Four Privet Drive, where nothing is ever out of normal and there is no such thing as magic. It contains three bosses, which reward four neutral cards and two class cards, from class challenges. As Vernon Dursley is your guide, he will negate all spells (and get mad at you for using them) so be prepared to use a lot of minions and spells this wing.
1.1.1 : The Brazillian Boa Constrictor.
The first boss is the Brazillian Boa Constrictor, who focuses on both continued aggression through a growing weapon, and mitigating the enemies board. As spells are negated, you'll have to rely on weapons and minions to complete the fight. The deck is listed below in the spoilers. This bosses high damage output and resilience should prove a tough fight to even veteran players.
Letter's from No One is a boss fight reminiscent of a few skirmishes from League of Explorers. While defeating the enemy is a path to victory, the best way forward is to surviv until the fight ends, at 9 turns. Every turn, the letters from no one will attack your hero and attempt to kill you, so surviving is no easy feat.
1.1.3 The Keeper of the Keys
The last boss for this wing is Rubeus Hagrid, the keeper of the keys. As shown by his Hero Power, Hagrid excels in Beast of all shapes and sizes, and synergy with Beasts. His deck actually contains one of each beast printed (except forStarving Buzzard lol), well exceeding thirty cards, in addition to some fan-made and synergy cards. This will mostly be a battle of attrition as, with the no spell requirement, your best bet is to counter his minions with your minions. The deck list is in the spoilers below.
Rubeus Hagrid Deck List (aka a Bunch of Beasts)
Blast-Ended Skrewt Fluffy Aragog 3x Magic Umbrella King Krush Acidmaw Captured Jormungar Core Hound Gahr'zilla Malorne Maexxna Savannah Highmane The Beast King of Beasts Mukla's Champion Stampeding Kodo Stranglethorn Tiger Tundra Rhino Armored Warhorse Core Rager Jungle Moonkin Lost Tallstrider Oasis Snapjaw Savage Combatant Tomb Spider Desert Camel Dreadscale Emperor Cobra Fierce Monkey Ironfur Grizzly Jungle Panther King Mukla Mounted Raptor Bloodfen Raptor Dire Wolf Alpha Haunted Creeper Huge Toad Ironbeak Owl King's Leek River Crocolisk Scavenging Hyena Pit Snake Webspinner Stonetusk Boar Timber Wolf 3x Unleash the Hounds Houndmaster 3x Animal Companion Ram Wrangler
Wing Rewards
Restless Adder- Brazillian Boa Constrictor Reward. For better or for worse, Restless Adder gives each class a strong and flexible removal. To balance this, its stats are godawful for its cost. For any class with better removal, don't expect to find a place for Restless Adder except in Arena(where it would be an amazing card), but for others Restless Adder could be a flexible charge minion that can take another down with it.
Unsuspecting Muggle- Letters from No One Reward. Oh muggles, how can you fit in the wizarding world? By blatantly ignoring everything magical to their peril. Unsuspecting Muggle is a very powerful vanilla minion that ignores card effects. It ignores Taunt and Divine Shield. It ignores effects like Acolyte of Pain and Grim Patron. Deathrattles are not ignored.
Carrier Owl- Rubeus Hagrid reward. Carrier Owl adds a Howler to the opponent's hand. The Howler adds a Howler to your hand if it is in your hand at the end of your turn. TL:DR, at the end of your turn, the Howler adds another Howler to your hand, doubling, quadrupling, or octoupling. Each Howler costs (1) mana to play, so the longer you put it off, the more you have to pay. Kind of like Howlers in the wizarding world :D
Hagrid- Wing 1 Reward. Hagrid makes all friendly beasts Immune as a 7-mana 5/6. For a 7-mana card, his stat line is pretty awful, but the effect is potentially powerful. Other beast immunity cards(relegated to hunter) haven't worked out in the past, but a permanent effect-all beast immunity could open up many possibilities. Hounds act as Dreadsteeds, Huffer becomesArgent Commander. As with all immune cards, Taunt does not stack with this effect.
Magic Umbrella- Hunter class challenge reward. A slow weapon for control(lol) or midrange hunter. Could be relatively powerful when combined with a deadly Unleash the Hounds, but not any more powerful than combining that unleash the hounds with cheaper cards likeAnimal Companion,Dire Wolf Alpha, or evenTimber Wolf.
Letterswarm- Paladin class challenge reward. Personally my favorite card from this set. As it does one damage THEN two damage, its a perfect spell to get rid of pesky divine shields or act as a 3-mana 3-damage spell. But because of its wording, both damage effects would benefit from spell damage. Therefore, with +1 spell damage its a 3-mana 5-damage card, and at +2 spell damage its a 3-mana 7-damage card. Thus, its a card that lets paladin benefit enormously from Spell Damage minions.
Enjoy! And as always, any and all feedback is greatly appreciated.
Wing 2: Hogwarts School of Witchcraft and Wizardry
New Guide- Rubeus Hagrid
Now that we're officially at Hogwarts, you can use your spells again. Hagrid acts as your guide for the rest of the adventure, and he has an annoying or useful effect, depending on how its used. In normal mode, there's a 15% chance that he prevents your non-token minions from taking fatal damage. In hard mode, there's a 10% chance that he prevents all non-token minions from taking fatal damage. Oh, and I now speak fluent Hagrid.
Boss 1.2.1 The Sorting Hat
Just because the Sorting Hat only has 30 health, doesn't make it an easy boss. It's hero power activates based on every action or inaction you take, summoning a variety of monsters to use against you. If you summon a Taunt, the Sorting hat calls forth a Gryffindor lion, use a spell, a Ravenclaw Raven, and do nothing, a Hufflepuff Badger. The continuous threat these minions cause forces the player to think very carefully in making a move. Luckily the Sorting Hat doesn't have too threatening of a deck. I would recommend a combo deck. The minions get summoned based on the following actions.
Gryffindor Lion- When you attack with a hero or a minion, or summon a Charge or Taunt minion. Ravenclaw Raven- When you cast a spell or play a Spell Damage minion. Slytherin Serpent- When you cast a Secret or play a minion that doesn't summon one of the above. Hufflepuff Badger- When you end your turn with mana crystals left, one badger for every 2 mana crystals.
This boss is a unique fight, as indicated by the lack of health on the enemy hero. This fight can only be won by destroying the Bubbling cauldron, which can't be removed, the battle rests upon whose turn the bubbling cauldron dies during. Every turn you get a potion from the enemy hero power out of the five shown above at equal probabilities. Also to note any removal that isn't a target spell or a deathrattle, such asTwisting Nether, will be confiscated by Snape. Good luck!
The third boss is a flying Draco Malfoy. Most bosses you won't face twice throughout this series, but I'm pretty sure Draco will be a boss in every single adventure, so look forward to that :D. Draco sets a timer for 14 turns. If he isn't killed before then, McGonagall arrives and you lose. He has a lot of Quidditch cards affiliated with this battle being in the air. Lucky for you, he also bought a lot of legendary cards without reading what they do. Some are good, some are not.
The hardest part about this fight is surviving and healing up. The troll may be powerful, but he doesn't have many moves. He can wield his Stick, summon a Troll, and cast windfury on himself.
10x Stikk 10x Attack Moar 10x Mini Troll
Wing Rewards
Sorting Hat- The Sorting Hat Reward. The Sorting Hat is similar to Violet Teacher, just with a more expensive, more powerful effect. As such, it will be a great card for token decks or decks with a lot of cheap cards. Yet, most of the tokens will be Hufflepuff Badgers or Ravenclaw Ravens. The tokens are summoned as follows Gryfiindor Lion- Equip a Weapon Slytherin Serpent- Play a Secret Ravenclaw Raven- Cast a non-secret spell. Hufflepuff Badger- Play a minion.
Gryffindor Prefect- Potions Class Reward. Gryffindor Prefect is the first major Wizard synergy card. Like Malygos, it can create a lot of spell damage at once to cast cheap spells with. Unlike Malygos, it requires synergy and a board, but the spell power is a lot harder to remove if it works.
Overzealous Seeker- Draco Malfoy(Flying) Reward. Overzealous Seeker is an expensive card that adds a win condition to each deck, that deals 15 damage to the other player. While 15 damage will not always kill the other player, catching the Snitch doesn't always win the game. But it gives you a way to win the game if you can catch the Snitch before the other player can.
Undersized Troll - Halloween Troll Reward. Undersized Troll is an anti-aggro card that, because of its mechanics, should never be able to attack but will always be there to defend. As a 5-mana 5/8 Taunt, it is very difficult for the opponent to remove and can eat a lot of damage at that mana-level. And of course, if it is silenced its a 5-mana 5/8, which is amazing.
Draco Malfoy- Wing 2 Reward. Malfoy, like the pureblood scum he is, damages all non wizards upon entering and leaving the battlefield. This unique effect will allow a great AoE for some decks, one AoE controlled by the caster and one AoE controlled by either player. Its powerful effect is balanced by its very poor stat line. Malfoys a git.
Draught of Living Death- Warlock Class Challenge Reward. This is by far my favorite card of the adventure, as well as the first potion of the set. Draught of Living Death is similar to Sap and Freezing Trap, returning a target enemy minion to its owners hand(no 1-mana Malygos/Antonidas) at the cost of 2 cards. As it is a potion is it a very mana-efficient, card-inefficient play, spending 2 cards for 0. The effect, however, lets you customize what mana-cost you set the card at. Do you really hate Sylvannas, spend 2 mana on it and a Deathwing, and Sylvannas might never brace the field again. I know many of you are thinking that this card will be amazing in Handlock in conjunction with Molten Giant and just remember that as the mana cost of Molten Giant changes, so will its effect on the card. But it does give a use for Molten Giant if you draw it as Jaraxxus :D
As this is the first potion, I wanted to clarify a few things. You would play the potion as a normal card, targeting the minion you want to send to sleep. Then after that targeting, you would pick a card in your hand to consume. Consuming the card would use the same mechanics as discarding the card, so Fist of Jaraxxus can finally see some play.
Wingardium Leviosa- Shaman Class Challenge Reward. No this card is not called Draw Doomhammer, but that's probably what you should use it for until another amazing weapon is released for Shaman.
Enjoy! And as always, any and all feedback is greatly appreciated.
Yes, that is a lot of cards. For this boss you are given a pre-made deck and you and your opponent have THE SAME DECK. The only difference is that your opponent has 60 health in hard mode. There are two main battles going on here, the battle over the Quaffle(board control) and the battle over the snitch(card draw). Either or both can win you the game. The main cards in the deck are the four quidditch players: seeker, chaser, keeper, and beater and how they interact with each other.
Boss 1.3.2 The Forbidden Section
This boss has no deck, but its hero powers are scary enough. On top of that, because its hero powers switch, the boss can cast multiple of them each turn. It starts at 3 mana, so the first turn it can cast 1 hero power, and the next turn 2, and by turn 4 3 hero powers. These hero powers will devastate the board. On top of this, the boss has no health and the only win condition is to survive for 10 turns until Harry can find his Invisibility cloak again.
So the Mirror of Erised is an interesting boss. On turn 1, it uses its hero power and replaces its deck with the aggro deck. On turn 7, or when it runs out of cards, it replaces its hero power with Desire again and upon use replaces its deck with the control deck. On turn 13, the same thing happens and it replaces its deck with the combo deck. While all of these decks are powerful and its combination is downright scary, there is very little synchronization within the deck, which you can use to your advantage. A synchronized fatigue or control deck can destroy this hero.
Wing Rewards
Gryffindor Keeper- Quidditch Reward. The Gryffindor Keeper is a 4-mana Taunt on par withSen'jin Shieldmasta andEvil Heckler that, if you wait a turn, becomes a 5-mana pseudoSunwalker. The recurring 1 mana for a Divine Shield allows a powerful constant threat that should be removed before it can trigger the first divine shield.
Restricted Bookshelf- The Forbidden Section Reward. The Restricted Bookshelf is a continually buffer for token decks. Every turn it costs 1 mana, but it casts aPower of the Wild on your characters.
Hogwarts Administrator- The Mirror of Erised Reward. I think the Hogwarts Administrator is a really cool card. Similar to other minions, it discovers from a set of minions, in this case Wizards. And for better or for worse, it shuffles the two options you did not pick into your opponents deck, giving him/her anything from Dalaran Mage to Archmage Antonidas. This could horribly disrupt the deck synergy or benefit the opponent based on how you play the card and the choices you make, which could alter which card you pick.
The Mirror of Erised- Wing 3 Reward. The Mirror of Erised is a 4-drop minion that transforms into a 5-drop minion. The battlecry, however, is irrelevant with this transformation making premier 5-drops such asAntique Healbot andAzure Drake subpar choices. Which minion is the best to transform into varies depending on the board state. Keep in mind, you do not get to keep the card you discover, it is only used for the purposes of transformation.
Wronski Feint- Rogue Class Challenge Reward. Wronski Feint allows the Rogue to deal additional damage to a minion or the enemy hero with a supercharged weapon without damaging the weapon, improving its decidedly high DPS. Note even with this card,Blade Flurry will still break your weapon.
Ravenclaw Chaser- Maybe attaching Charge to a minion will see it play.
Norbert(a) is so cute, but she's also a fire breathing growing dragon. Norbert is all about spell damage and dragons, two concepts that go hand in hand. As the deck is mainly spells, anti-spell minions likeLoatheb or any of the Trogs would be quite good. Also keep in mind that most dragon minions have a battlecry. That's all for this ridgeback, its a simple, yet powerful hero.
The Unicorn Killer's gimmick is that it draws 2 cards every time one of its minion's die, and most of its cards flood the board. At 99 health with its draw potential, defeating it in the traditional sense would be difficult. It's gimmick, however, can easily be its undoing by forcing it to fatigue itself. Keep in mind that if fatigue is the only damage source, its 50 cards and 99 health means that it'll take 14 turns of fatigue after 46 draws to kill it.
Neville has pretty much the most annoying deck ever and it's hero power yields stall mechanics. As clarification, its hero power will act as negative spell damage, so spells like Arcane Missiles will deal 2 damage not 0, and spells like Arcane Blast will deal 0 damage, not 1. This introduces a concept of negative spell damage, which is continued with the incarnation oNeville as a card.
Rewards
Norwegian Ridgeback- Norbert(a) the Norwegian Ridgeback Reward. The Norwegian Ridgeback is a combo-starter for better or for worse. While not as flexible as Bloodmage Thalnos, it makes up for it by costing only 1-mana and allowing 2 copies in a deck. This means extremely cheap spell damage for combos, or ramping spell damage for the early game. It's one of the simplest cards in this adventure, but in its simplicity lies its power. Also screw off Kobold Geomancer.
Apocalyptic Centaur- Unicorn Killer Reward. WhileDoomsayer has a great mechanic, its vulnerability to removal makes it a combo card. Apocalyptic Centaur has the same effect and health, but its immunity to spells and hero powers in addition to its higher cost makes it a simple stall instead.
Star Seeker- Neville Longbottom Reward. Another Spell Damage card, Star Seeker's true strength becomes apparent when a Spell Damage minion is on the field, becoming a Spell Damage +2 minion with vanilla stats! A must for any spell damage deck.
Phoenix Feather Wand- Mage Class Challenge Reward. The Phoenix Feather Wand is the first mage weapon in Hearthstone. While Shamans have hammers, warriors have axes, hunters have bows, paladins have swords, and rogues have daggers now mages have wands, not unlike their WoW incarnations. Future adventures will have a couple more wands, but for now this is the only mage weapon. As it says it can't attack, and its only effect is that it treats the hero power Fireblast like a spell. This means not only is the hero power benefitted by Spell Damage, but cards likeMana Wyrm and Flamewaker.
Corrupted Unicorn- Priest Class Challenge Reward. Because Priest only gets annoying cards. At first glance this seems pretty awful, its a late game card and usually at 10 mana destroying 2 mana for a couple turns doesn't do much, and it doesn't validate a 7-mana 6/6. But because it destroys 2 mana full crystals on their turn, it'll take the enemy 2 full turns to get back to 10 mana during which time 10-mana combos are effectively disabled. It's not overly powerful, but it is a very solid card that's quite annoying. Perfect for priest.
Neville Longbottom- Wing 4 Reward. Of course Neville is a hindrance. Neville is the first and only minion to go over to the opponent upon being summoned. The opponent can then use him as they would any friendly minion, but at 1 attack and 9 health, there's not much they can do with him. In addition, he REDUCES the spell damage of your enemy, makingFireball deal 3 damage andFrostbolt deal 0 damage. Neville also combos very well withMind Control Tech and as a counter toMirror Entity.
Enjoy! And as always, any and all feedback is greatly appreciated.
Fluffy, similar to Thaurissian, is a boss that you hope won't use its hero power. Unlike Thaurissian, however, the hero power won't kill you. For clarification, the hero power deals 10 damage to a random minion in 3 separate instances, similar to a 10 damage per strikeArcane Missiles. To survive until you can tank the hero power, Hagrid gives you five flutes, one on turns 2 through 6. Other than this gimmick, Fluffy uses a lot of area of effect and biting cards.
Devil's Snare doesn't look very intimidating, but on Heroic it starts out with 4 mana, so on turn 1 it has 5 mana and can use Nourish. Besides that it looks a lot like a ramp druid, so finish it off by rushing it down. It's hero power makes high damage area of effect spells likeShadowflame and Blade Fluffy incredibly potent.
Similar to the Quidditch boss fight, this is another mirror match where you and your opponent each have the same deck and the same hero. You even start with the same board, 6 Wizard Pawns and a Wizard King, and 10 cards in your hand. Your deck is mainly made up of Wizard Pawns and ways to use those pawns for victory. The pawns can only damage minions with attack lower than them, so starting out they can't damage anything. The hero power and promotions raise their attack to allow them to attack a greater variety of minions. Knights gain the ability to attack any minion, regardless of attack. Bishops damage a diagonal minion Ragnaros-style. By diagonal minion, I obviously mean any minion adjacent to the minion directly across from your minion. Rooks gain the ability to shield their neighbors from damage, which is especially useful when summoning new pawns. And Queens gain a massive stat boost, allowing them to kill any unit in the game.
Quirrell is like any boss at the end of an adventure, he has multiple forms, insanely powerful cards, and he cheats. It's actually pretty simple...
Rewards
Gracious Apothecary- Fluffy Reward. Gracious Apothecary is a neutral 4-drop minion that utilizes the consume command to screw with both your and your opponent's minions. Using the consume effect, you can control what power level of minion you want to limit. For example, if you were playing as Zoolock against a Ramp Druid, you would want to consume a 3 or 4 drop, so that you could still play most of your minions but your opponent's minions were more expensive. The increased stats of the gracious apothecary derive from it consuming a card.
Devil's Snare- Devil's Snare Reward. A stall card to use against a deck that has a lot of cheap minions. Many minions will kill themselves before they are able to attack. Keep in mind, this also applies to your minions so be careful.
Flying Key- Wizard Queen Reward. Flying Key summons 2 1/1 minions with Charge, usable for both flooding the board and dealing burst damage. A very versatile Charge minion. :)
Disembodied Soul- Quirinus Quirrel Reward. Disembodied Soul is an awful card that your opponent could draw. It is good in the same vein thatUnearthed Evil could be good, it has a slightly below average effect but could deny your opponent a draw.
Wizard Pawn- Druid Class Challenge Reward. Wizard Pawn is a very versatile Druid 1 drop. It's two forms, as shown, are Wizard Queen and Wizard Knight. Wizard Queen is a very powerful 1 mana 4/3 with a catch. Every turn it is on the field, it drains you of 2 mana. So if you play it on turn 1 and it lives, turn 2 you will have 0 mana to work with and turn 3 you will have 1 mana to work will, essentially having it cost 1+2*turns survived mana. It breaks even if you kill it off on turn 2 as costing 3 mana over a period of 2 turns. Wizard Knight is a Stealth minion that ignores Taunt that can either be good for early board presence to snipe weak minions, or as a way to utilize Savage Roar in late game.
Fluffy- Wing 5 Reward. The mechanic "also damages adjacent minion" sucks right now because the minions that have it rarely get to attack. Fluffy brings that mechanic as a Charge, essentially acting as a 6-manaFlamestrike that could survive as a 4/4. It is a Hunter card and this is on purpose. Throughout the 7 adventures, each class will be receiving one legendary.
And that concludes the first expansion, Harry Potter and the Sorcerer's Stone. Enjoy and as always, any and all feedback is greatly appreciated.
These encounters are on Heroic level, right? Cos for normal, the games tend to be quite easy - and these ones are far from that. All would make great heroics, but for the basic, I'd tone them down quite a bit (leaving them at 30 HP and possibly Vernon coutering only the first spell you cast each turn, not all of them (that's for heroic)). And small adjustments in decklists and card power (Hungry Adder 2/2, Monday postage 2-4 Letters, Umbrella 2/2).
On Blast-Ended Skrewt, you have Concentrate keyword, that's probably Empower, right?
Anyway, nice job. Looking forward to more.
Ah nice catch. It was originally concentrate, but that ended up being too bulky. I'll fix that. And yes, these are encounters for heroic, I don't think listing the decklist or making balanced HP totals for normal would be worth it in this thread, as it could be assumed to just be a highly dumbed down version of the heroic encounter. The dumbed down hero powers are a little more interesting, but I can leave that up to the imagination for now :)
Thanks for the feedback, the other wings will be pretty awesome as well, and I'm currently wrapping up on the Chamber of Secrets!
Seriously, the flavor for this series is fucking AWESOME. Unbelievable how you manage to take relatively mundane situations - such as the letterstorm and the potions class - and turn them into friggin' bosses. Are you legit going to do all seven books? Massive kudos!
Bit of a gripe, though - the first wing seems really hard. That's good - challenge is good - but it seriously borders on being unfair. The very first boss in the entire series has an invincible, growing weapon, can destroy minions for free, and according to the info, for the entire first wing, you can't use ANY spells. Again, very flavorful, but seriously, that's kind of unfair.
Seriously, the flavor for this series is fucking AWESOME. Unbelievable how you manage to take relatively mundane situations - such as the letterstorm and the potions class - and turn them into friggin' bosses. Are you legit going to do all seven books? Massive kudos!
Bit of a gripe, though - the first wing seems really hard. That's good - challenge is good - but it seriously borders on being unfair. The very first boss in the entire series has an invincible, growing weapon, can destroy minions for free, and according to the info, for the entire first wing, you can't use ANY spells. Again, very flavorful, but seriously, that's kind of unfair.
Haha thanks :) And hopefully I'll do all seven books, I'm just doing one book at a time for now. I'm getting through a Chamber of Secrets right now, and its turning out really well. And about the difficulty of the bosses, the hero powers/boss HP/boss cards listed are for hard mode, for normal mode I'm sure the fangs would not increase in damage, the passive hero power would be negligible, and the boss health would be 30. But still no spells :P
Yup, for them consuming a card is a walk in the park compared to the random discard mechanic. In reality though, Draught of Living Death won't be THAT powerful, because it will mainly be used to send a 3-4 cost minion back to its hand and make it cost 7-8 mana for 2 cards. StillFist of Jaraxxus is happy.
Wing 5: Through the Trapdoor is out and the first adventure is complete! If anyone has any feedback, please let me know and if not enjoy the adventure.
The next adventure is of course, the Chamber of Secrets and that will be coming out probably in 2 weeks. Maybe 3 weeks. Here's a sneak peek of some of the cards.
Rollback Post to RevisionRollBack
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Hi Hearthpwn, I'm embarking on my second Hearthstone adaptation project: creating an adventure for based on each of the Harry Potter books. This adventure will be released one wing a week (five wings) over the course of five weeks. As of now there are two new mechanics and one new tribe, but as more cards come into focus, I may make more mechanics. Also in each wing, you have a guide that is usually constant throughout the adventure. This guide will give you advice before and during the boss fight, and depending on the fight, may aid or hinder you.
Without further ado, let me introduce you to the first adventure: Harry Potter and the Sorcerer's Stone.
Harry Potter and the Sorcerer's Stone
Preview Cards
New Mechanic - Empower
Empower is a Mechanic which is passively activated for an effect at the start of each of your turns. If you have too many of these effects, it could end up hindering your mana efficiency during your following turns. If you don't have enough mana for all empower effects, the effect doesn't trigger. Empower effects, like all other effects, trigger based on order played.
New Mechanic- Consume
Consume is a mechanic I commonly use for potions. It is a tempo play, as it is typically card disadvantageous. Consumed cards count as discarded.
New Tribe- Wizard
Wizards are mages or sorcerer's, young or old. Several old cards have been reclassified as Wizards and are shown below. Wizard synergy focuses on Spell Damage and gaining spells.
Rhonin
Archmage Antonidas
Confessor Paletress
Archmage
Cabal Shadow Priest
Wilfred Fizzlebang
Darkscale Healer
Ethereal Arcanist
Kezan Mystic
Violet Teacher
Dalaran Mage
Kirin Tor Mage
Doomsayer
Sorcerer's Apprentice
Lightwarden
Wing 1: The Perfectly Normal Four Privet Drive
The first adventure is guided by Vernon Dursley through the Perfectly Normal Four Privet Drive, where nothing is ever out of normal and there is no such thing as magic. It contains three bosses, which reward four neutral cards and two class cards, from class challenges. As Vernon Dursley is your guide, he will negate all spells (and get mad at you for using them) so be prepared to use a lot of minions and spells this wing.
1.1.1 : The Brazillian Boa Constrictor.
The first boss is the Brazillian Boa Constrictor, who focuses on both continued aggression through a growing weapon, and mitigating the enemies board. As spells are negated, you'll have to rely on weapons and minions to complete the fight. The deck is listed below in the spoilers. This bosses high damage output and resilience should prove a tough fight to even veteran players.
Brazillian Boa Constrictor Deck List
3x Hungry Adder
3x Blade Flurry
2x Tinker's Sharpsword Oil
2x Deadly Poison
3x Emperor Cobra
3x Snake Trap
1x Restless Adder
2x Pit Snake
3x Fan of Knives
3x Shiv
2x Bite
3x Kill Command
1.1.2 Letters from No One
Letter's from No One is a boss fight reminiscent of a few skirmishes from League of Explorers. While defeating the enemy is a path to victory, the best way forward is to surviv until the fight ends, at 9 turns. Every turn, the letters from no one will attack your hero and attempt to kill you, so surviving is no easy feat.
1.1.3 The Keeper of the Keys
The last boss for this wing is Rubeus Hagrid, the keeper of the keys. As shown by his Hero Power, Hagrid excels in Beast of all shapes and sizes, and synergy with Beasts. His deck actually contains one of each beast printed (except forStarving Buzzard lol), well exceeding thirty cards, in addition to some fan-made and synergy cards. This will mostly be a battle of attrition as, with the no spell requirement, your best bet is to counter his minions with your minions. The deck list is in the spoilers below.
Rubeus Hagrid Deck List (aka a Bunch of Beasts)
Blast-Ended Skrewt
Fluffy
Aragog
3x Magic Umbrella
King Krush
Acidmaw
Captured Jormungar
Core Hound
Gahr'zilla
Malorne
Maexxna
Savannah Highmane
The Beast
King of Beasts
Mukla's Champion
Stampeding Kodo
Stranglethorn Tiger
Tundra Rhino
Armored Warhorse
Core Rager
Jungle Moonkin
Lost Tallstrider
Oasis Snapjaw
Savage Combatant
Tomb Spider
Desert Camel
Dreadscale
Emperor Cobra
Fierce Monkey
Ironfur Grizzly
Jungle Panther
King Mukla
Mounted Raptor
Bloodfen Raptor
Dire Wolf Alpha
Haunted Creeper
Huge Toad
Ironbeak Owl
King's Leek
River Crocolisk
Scavenging Hyena
Pit Snake
Webspinner
Stonetusk Boar
Timber Wolf
3x Unleash the Hounds
Houndmaster
3x Animal Companion
Ram Wrangler
Wing Rewards
Restless Adder- Brazillian Boa Constrictor Reward. For better or for worse, Restless Adder gives each class a strong and flexible removal. To balance this, its stats are godawful for its cost. For any class with better removal, don't expect to find a place for Restless Adder except in Arena(where it would be an amazing card), but for others Restless Adder could be a flexible charge minion that can take another down with it.
Unsuspecting Muggle- Letters from No One Reward. Oh muggles, how can you fit in the wizarding world? By blatantly ignoring everything magical to their peril. Unsuspecting Muggle is a very powerful vanilla minion that ignores card effects. It ignores Taunt and Divine Shield. It ignores effects like Acolyte of Pain and Grim Patron. Deathrattles are not ignored.
Carrier Owl- Rubeus Hagrid reward. Carrier Owl adds a Howler to the opponent's hand. The Howler adds a Howler to your hand if it is in your hand at the end of your turn. TL:DR, at the end of your turn, the Howler adds another Howler to your hand, doubling, quadrupling, or octoupling. Each Howler costs (1) mana to play, so the longer you put it off, the more you have to pay. Kind of like Howlers in the wizarding world :D
Hagrid- Wing 1 Reward. Hagrid makes all friendly beasts Immune as a 7-mana 5/6. For a 7-mana card, his stat line is pretty awful, but the effect is potentially powerful. Other beast immunity cards(relegated to hunter) haven't worked out in the past, but a permanent effect-all beast immunity could open up many possibilities. Hounds act as Dreadsteeds, Huffer becomesArgent Commander. As with all immune cards, Taunt does not stack with this effect.
Magic Umbrella- Hunter class challenge reward. A slow weapon for control(lol) or midrange hunter. Could be relatively powerful when combined with a deadly Unleash the Hounds, but not any more powerful than combining that unleash the hounds with cheaper cards likeAnimal Companion,Dire Wolf Alpha, or evenTimber Wolf.
Letterswarm- Paladin class challenge reward. Personally my favorite card from this set. As it does one damage THEN two damage, its a perfect spell to get rid of pesky divine shields or act as a 3-mana 3-damage spell. But because of its wording, both damage effects would benefit from spell damage. Therefore, with +1 spell damage its a 3-mana 5-damage card, and at +2 spell damage its a 3-mana 7-damage card. Thus, its a card that lets paladin benefit enormously from Spell Damage minions.
Enjoy! And as always, any and all feedback is greatly appreciated.
Wing 2: Hogwarts School of Witchcraft and Wizardry
New Guide- Rubeus Hagrid
Now that we're officially at Hogwarts, you can use your spells again. Hagrid acts as your guide for the rest of the adventure, and he has an annoying or useful effect, depending on how its used. In normal mode, there's a 15% chance that he prevents your non-token minions from taking fatal damage. In hard mode, there's a 10% chance that he prevents all non-token minions from taking fatal damage. Oh, and I now speak fluent Hagrid.
Boss 1.2.1 The Sorting Hat
Just because the Sorting Hat only has 30 health, doesn't make it an easy boss. It's hero power activates based on every action or inaction you take, summoning a variety of monsters to use against you. If you summon a Taunt, the Sorting hat calls forth a Gryffindor lion, use a spell, a Ravenclaw Raven, and do nothing, a Hufflepuff Badger. The continuous threat these minions cause forces the player to think very carefully in making a move. Luckily the Sorting Hat doesn't have too threatening of a deck. I would recommend a combo deck. The minions get summoned based on the following actions.
Gryffindor Lion- When you attack with a hero or a minion, or summon a Charge or Taunt minion.
Ravenclaw Raven- When you cast a spell or play a Spell Damage minion.
Slytherin Serpent- When you cast a Secret or play a minion that doesn't summon one of the above.
Hufflepuff Badger- When you end your turn with mana crystals left, one badger for every 2 mana crystals.
4x Carrier Owl
2x Naturalize
3x Grove Tender
3x Coldlight Oracle
2x Arcane Intellect
2x Raid Leader
2x Timber Wolf
1x Frostwolf Warlord
1x Troggzor the Earthinator
1x Gormok the Impaler
2x Ironfur Grizzly
2x Sorcerer's Apprentice
2x Gryffindor Prefect
2x Violet Teacher
Boss 1.2.2 - Potions Class
This boss is a unique fight, as indicated by the lack of health on the enemy hero. This fight can only be won by destroying the Bubbling cauldron, which can't be removed, the battle rests upon whose turn the bubbling cauldron dies during. Every turn you get a potion from the enemy hero power out of the five shown above at equal probabilities. Also to note any removal that isn't a target spell or a deathrattle, such asTwisting Nether, will be confiscated by Snape. Good luck!
2x Felix Felices
2x Polyjuice Potion
2x Dragonsbane Potion
2x Experimental Potion
2x Draught of Living Death
3x Azure Drake
1x Malygos
1x Alexstrasza
1x Ysera
1x Nefarian
1x Onyxia
1x Nozdormu
4x Fist of Jaraxxus
2x Mana Wyrm
3x Arcane Intellect
2x Preparation
Boss 1.2.3 - Draco Malfoy(Flying)
The third boss is a flying Draco Malfoy. Most bosses you won't face twice throughout this series, but I'm pretty sure Draco will be a boss in every single adventure, so look forward to that :D. Draco sets a timer for 14 turns. If he isn't killed before then, McGonagall arrives and you lose. He has a lot of Quidditch cards affiliated with this battle being in the air. Lucky for you, he also bought a lot of legendary cards without reading what they do. Some are good, some are not.
2x Wronski Feint
4x Throw Quaffle
3x Divert Seeker
3x Beater
1x Keeper
2x Ravenclaw Chaser
3x Innervate
2x Haunted Creeper
1x Harrison Jones
1x King Mukla
1x Millhouse Manastorm
1x Nat Pagle
1x Lorewalker Cho
1x Gelbin Mekkatorque
1x Elite Tauren Chieftain
1x Onyxia
1x Nefarian
1x Mogor the Ogre
Boss 1.2.4 Halloween Troll
The hardest part about this fight is surviving and healing up. The troll may be powerful, but he doesn't have many moves. He can wield his Stick, summon a Troll, and cast windfury on himself.
10x Stikk
10x Attack Moar
10x Mini Troll
Wing Rewards
Sorting Hat- The Sorting Hat Reward. The Sorting Hat is similar to Violet Teacher, just with a more expensive, more powerful effect. As such, it will be a great card for token decks or decks with a lot of cheap cards. Yet, most of the tokens will be Hufflepuff Badgers or Ravenclaw Ravens. The tokens are summoned as follows
Gryfiindor Lion- Equip a Weapon
Slytherin Serpent- Play a Secret
Ravenclaw Raven- Cast a non-secret spell.
Hufflepuff Badger- Play a minion.
Gryffindor Prefect- Potions Class Reward. Gryffindor Prefect is the first major Wizard synergy card. Like Malygos, it can create a lot of spell damage at once to cast cheap spells with. Unlike Malygos, it requires synergy and a board, but the spell power is a lot harder to remove if it works.
Overzealous Seeker- Draco Malfoy(Flying) Reward. Overzealous Seeker is an expensive card that adds a win condition to each deck, that deals 15 damage to the other player. While 15 damage will not always kill the other player, catching the Snitch doesn't always win the game. But it gives you a way to win the game if you can catch the Snitch before the other player can.
Undersized Troll - Halloween Troll Reward. Undersized Troll is an anti-aggro card that, because of its mechanics, should never be able to attack but will always be there to defend. As a 5-mana 5/8 Taunt, it is very difficult for the opponent to remove and can eat a lot of damage at that mana-level. And of course, if it is silenced its a 5-mana 5/8, which is amazing.
Draco Malfoy- Wing 2 Reward. Malfoy, like the pureblood scum he is, damages all non wizards upon entering and leaving the battlefield. This unique effect will allow a great AoE for some decks, one AoE controlled by the caster and one AoE controlled by either player. Its powerful effect is balanced by its very poor stat line. Malfoys a git.
Draught of Living Death- Warlock Class Challenge Reward. This is by far my favorite card of the adventure, as well as the first potion of the set. Draught of Living Death is similar to Sap and Freezing Trap, returning a target enemy minion to its owners hand(no 1-mana Malygos/Antonidas) at the cost of 2 cards. As it is a potion is it a very mana-efficient, card-inefficient play, spending 2 cards for 0. The effect, however, lets you customize what mana-cost you set the card at. Do you really hate Sylvannas, spend 2 mana on it and a Deathwing, and Sylvannas might never brace the field again. I know many of you are thinking that this card will be amazing in Handlock in conjunction with Molten Giant and just remember that as the mana cost of Molten Giant changes, so will its effect on the card. But it does give a use for Molten Giant if you draw it as Jaraxxus :D
As this is the first potion, I wanted to clarify a few things. You would play the potion as a normal card, targeting the minion you want to send to sleep. Then after that targeting, you would pick a card in your hand to consume. Consuming the card would use the same mechanics as discarding the card, so Fist of Jaraxxus can finally see some play.
Wingardium Leviosa- Shaman Class Challenge Reward. No this card is not called Draw Doomhammer, but that's probably what you should use it for until another amazing weapon is released for Shaman.
Enjoy! And as always, any and all feedback is greatly appreciated.
Wing 3: The Sorcerer's Stone
Boss 1.3.1 Quidditch
2x Keeper
6x Chaser
2x Seeker
4x Beater
4x Throw Quaffle
4x Quidditch Formations
2x Divert Seeker
2x Hide and Seek
2x Wronski Feint
1x Golden Snitch
1x Ravenclaw Chaser
Yes, that is a lot of cards. For this boss you are given a pre-made deck and you and your opponent have THE SAME DECK. The only difference is that your opponent has 60 health in hard mode. There are two main battles going on here, the battle over the Quaffle(board control) and the battle over the snitch(card draw). Either or both can win you the game. The main cards in the deck are the four quidditch players: seeker, chaser, keeper, and beater and how they interact with each other.
Boss 1.3.2 The Forbidden Section
This boss has no deck, but its hero powers are scary enough. On top of that, because its hero powers switch, the boss can cast multiple of them each turn. It starts at 3 mana, so the first turn it can cast 1 hero power, and the next turn 2, and by turn 4 3 hero powers. These hero powers will devastate the board. On top of this, the boss has no health and the only win condition is to survive for 10 turns until Harry can find his Invisibility cloak again.
Boss 1.3.3 The Mirror of Erised
Turn 1-6 or when the hand is empty
Hero Power: Deal 3 damage to the enemy hero.
2x Leper Gnome
2x Clockwork Gnome
2x Abusive Sergeant
2x Knife Juggler
2x Shielded Minibot
2x Fiery War Axe
2x Frostbolt
1x Ironbeak Owl
2x Muster for Battle
2x Unleash the Hounds
2x Animal Companion
2x Savage Roar
2x Piloted Shredder
2x Dark Iron Dwarf
1x Defender of Argus
2x Druid of the Claw
Turn 7-12
Hero Power: Gain 4 armor.
2x Aldor Peacekeeper
2x Cabal Shadow Priest
2x Shadow Word: Death
2xBash
2x Entomb
2x Death's Bite
2x Grim Patron
2x Frothing Berserker
2x Fireball
2x Big Game Hunter
1x Gorehowl
1x Dr. Boom
2x Hellfire
2x Azure Drake
1x Piloted Sky Golem
1x Ysera
2x Ancient of Lore
After turn 12
Hero Power: Draw a card.
3x Emperor Thaurissian
2x Loatheb
2x Sprint
1x Malygos
2x Alexstrasza
2x Eviscerate
2x Savage Roar
2x Force of Nature
1x Grommash Hellscream
2x Raging Worgen
2x Charge
2x Inner Rage
2x Anyfin Can Happen
5x Old Murk-Eye
So the Mirror of Erised is an interesting boss. On turn 1, it uses its hero power and replaces its deck with the aggro deck. On turn 7, or when it runs out of cards, it replaces its hero power with Desire again and upon use replaces its deck with the control deck. On turn 13, the same thing happens and it replaces its deck with the combo deck. While all of these decks are powerful and its combination is downright scary, there is very little synchronization within the deck, which you can use to your advantage. A synchronized fatigue or control deck can destroy this hero.
Wing Rewards
Gryffindor Keeper- Quidditch Reward. The Gryffindor Keeper is a 4-mana Taunt on par withSen'jin Shieldmasta andEvil Heckler that, if you wait a turn, becomes a 5-mana pseudoSunwalker. The recurring 1 mana for a Divine Shield allows a powerful constant threat that should be removed before it can trigger the first divine shield.
Restricted Bookshelf- The Forbidden Section Reward. The Restricted Bookshelf is a continually buffer for token decks. Every turn it costs 1 mana, but it casts aPower of the Wild on your characters.
Hogwarts Administrator- The Mirror of Erised Reward. I think the Hogwarts Administrator is a really cool card. Similar to other minions, it discovers from a set of minions, in this case Wizards. And for better or for worse, it shuffles the two options you did not pick into your opponents deck, giving him/her anything from Dalaran Mage to Archmage Antonidas. This could horribly disrupt the deck synergy or benefit the opponent based on how you play the card and the choices you make, which could alter which card you pick.
The Mirror of Erised- Wing 3 Reward. The Mirror of Erised is a 4-drop minion that transforms into a 5-drop minion. The battlecry, however, is irrelevant with this transformation making premier 5-drops such asAntique Healbot andAzure Drake subpar choices. Which minion is the best to transform into varies depending on the board state. Keep in mind, you do not get to keep the card you discover, it is only used for the purposes of transformation.
Wronski Feint- Rogue Class Challenge Reward. Wronski Feint allows the Rogue to deal additional damage to a minion or the enemy hero with a supercharged weapon without damaging the weapon, improving its decidedly high DPS. Note even with this card,Blade Flurry will still break your weapon.
Ravenclaw Chaser- Maybe attaching Charge to a minion will see it play.
Enjoy!
Wing 4: The Forbidden Forest
Boss 1.4.1 Norbert the Norweigan Ridgeback
2x Azure Drake
4x Dragon Consort
1x Ysera
1x Alexstrasza
1x Nefarian
1x Malygos
2x Blackwing Corrupter
2x Blackwing Technician
2x Arcane Blast
2x Mortal Coil
2x Frostbolt
2x Forgotten Torch
2x Fireball
2x Dragon's Breath
2x Arcane Explosion
2x Hellfire
2x Norweigian Ridgeback
Norbert(a) is so cute, but she's also a fire breathing growing dragon. Norbert is all about spell damage and dragons, two concepts that go hand in hand. As the deck is mainly spells, anti-spell minions likeLoatheb or any of the Trogs would be quite good. Also keep in mind that most dragon minions have a battlecry. That's all for this ridgeback, its a simple, yet powerful hero.
Boss 1.4.2 Unicorn Killer
4x Nerubian Egg
4x Haunted Creeper
4x Living Roots
4xMad Scientist
4x Dragon Egg
4x Imp-losion
4x Effigy
4x Mirror Entity
4x Snake Trap
4x Muster for Battle
4x Unleash the Hounds
4x Duplicate
2x Force of Nature
The Unicorn Killer's gimmick is that it draws 2 cards every time one of its minion's die, and most of its cards flood the board. At 99 health with its draw potential, defeating it in the traditional sense would be difficult. It's gimmick, however, can easily be its undoing by forcing it to fatigue itself. Keep in mind that if fatigue is the only damage source, its 50 cards and 99 health means that it'll take 14 turns of fatigue after 46 draws to kill it.
Boss 1.4.3 Neville Longbottom
2x Cabal Shadow Priest
4x Shadow Word: Pain
2x Argent Protector
2x Defender of Argus
2x Aldor Peacekeeper
2x Power Word: Shield
2x Shield Block
2x Truesilver Champion
4x Acolyte of Pain
2xThoughtsteal
2x Antique Healbot
2x Entomb
2x Armorsmith
Neville has pretty much the most annoying deck ever and it's hero power yields stall mechanics. As clarification, its hero power will act as negative spell damage, so spells like Arcane Missiles will deal 2 damage not 0, and spells like Arcane Blast will deal 0 damage, not 1. This introduces a concept of negative spell damage, which is continued with the incarnation oNeville as a card.
Rewards
Norwegian Ridgeback- Norbert(a) the Norwegian Ridgeback Reward. The Norwegian Ridgeback is a combo-starter for better or for worse. While not as flexible as Bloodmage Thalnos, it makes up for it by costing only 1-mana and allowing 2 copies in a deck. This means extremely cheap spell damage for combos, or ramping spell damage for the early game. It's one of the simplest cards in this adventure, but in its simplicity lies its power. Also screw off Kobold Geomancer.
Apocalyptic Centaur- Unicorn Killer Reward. WhileDoomsayer has a great mechanic, its vulnerability to removal makes it a combo card. Apocalyptic Centaur has the same effect and health, but its immunity to spells and hero powers in addition to its higher cost makes it a simple stall instead.
Star Seeker- Neville Longbottom Reward. Another Spell Damage card, Star Seeker's true strength becomes apparent when a Spell Damage minion is on the field, becoming a Spell Damage +2 minion with vanilla stats! A must for any spell damage deck.
Phoenix Feather Wand- Mage Class Challenge Reward. The Phoenix Feather Wand is the first mage weapon in Hearthstone. While Shamans have hammers, warriors have axes, hunters have bows, paladins have swords, and rogues have daggers now mages have wands, not unlike their WoW incarnations. Future adventures will have a couple more wands, but for now this is the only mage weapon. As it says it can't attack, and its only effect is that it treats the hero power Fireblast like a spell. This means not only is the hero power benefitted by Spell Damage, but cards likeMana Wyrm and Flamewaker.
Corrupted Unicorn- Priest Class Challenge Reward. Because Priest only gets annoying cards. At first glance this seems pretty awful, its a late game card and usually at 10 mana destroying 2 mana for a couple turns doesn't do much, and it doesn't validate a 7-mana 6/6. But because it destroys 2 mana full crystals on their turn, it'll take the enemy 2 full turns to get back to 10 mana during which time 10-mana combos are effectively disabled. It's not overly powerful, but it is a very solid card that's quite annoying. Perfect for priest.
Neville Longbottom- Wing 4 Reward. Of course Neville is a hindrance. Neville is the first and only minion to go over to the opponent upon being summoned. The opponent can then use him as they would any friendly minion, but at 1 attack and 9 health, there's not much they can do with him. In addition, he REDUCES the spell damage of your enemy, makingFireball deal 3 damage andFrostbolt deal 0 damage. Neville also combos very well withMind Control Tech and as a counter toMirror Entity.
Enjoy! And as always, any and all feedback is greatly appreciated.
Wing 5: Through the Trapdoor
Boss 1.5.1 Fluffy
1x Hagrid
1x Aragog
2x Restless Adder
2x Bite
3x Claw
2x Savagery
2x Magnataur Alpha
4x Swipe
1x Foe Reaper 4000
2x Animal Companion
2x Houndmaster
2x Kill Command
2x Druid of the Claw
4x Wild Growth
Fluffy, similar to Thaurissian, is a boss that you hope won't use its hero power. Unlike Thaurissian, however, the hero power won't kill you. For clarification, the hero power deals 10 damage to a random minion in 3 separate instances, similar to a 10 damage per strikeArcane Missiles. To survive until you can tank the hero power, Hagrid gives you five flutes, one on turns 2 through 6. Other than this gimmick, Fluffy uses a lot of area of effect and biting cards.
Boss 1.5.2 Devil's Snare
2x Wild Growth
4x Innervate
2x Nourish
2x Force of Nature
3x Ancient of Lore
3x Ancient of War
2x Ironbark Protector
3x Poison Seeds
3x Soul of the Forest
1x Ragnaros the Firelord
1x Cenarius
1x Malorne
1x Onyxia
1x Emperor Thaurissian
1x Kel'Thuzad
Devil's Snare doesn't look very intimidating, but on Heroic it starts out with 4 mana, so on turn 1 it has 5 mana and can use Nourish. Besides that it looks a lot like a ramp druid, so finish it off by rushing it down. It's hero power makes high damage area of effect spells likeShadowflame and Blade Fluffy incredibly potent.
Boss 1.5.3 Wizard Queen
10x Wizard Pawn
2x Promotion: Queen
3x Promotion: Bishop
2x Promotion: Rook
3x Promotion: Knight
3x Pin
4x Sacrifice
3x Protection
Similar to the Quidditch boss fight, this is another mirror match where you and your opponent each have the same deck and the same hero. You even start with the same board, 6 Wizard Pawns and a Wizard King, and 10 cards in your hand. Your deck is mainly made up of Wizard Pawns and ways to use those pawns for victory. The pawns can only damage minions with attack lower than them, so starting out they can't damage anything. The hero power and promotions raise their attack to allow them to attack a greater variety of minions. Knights gain the ability to attack any minion, regardless of attack. Bishops damage a diagonal minion Ragnaros-style. By diagonal minion, I obviously mean any minion adjacent to the minion directly across from your minion. Rooks gain the ability to shield their neighbors from damage, which is especially useful when summoning new pawns. And Queens gain a massive stat boost, allowing them to kill any unit in the game.
Boss 1.5.4 Quirinus Quirrell
2x Disembodied Soul
3x Soulfire
3x Hellfire
3x Draught of Living Death
2x Sacrificial Pact
2x Molten Giant
4x Death Eater
3x Dark Mark
2x Mini Troll
2x Voidwalker
2x Sabateur
2x Gracious Alchemist
1x Kel'Thuzad
Quirrell is like any boss at the end of an adventure, he has multiple forms, insanely powerful cards, and he cheats. It's actually pretty simple...
Rewards
Gracious Apothecary- Fluffy Reward. Gracious Apothecary is a neutral 4-drop minion that utilizes the consume command to screw with both your and your opponent's minions. Using the consume effect, you can control what power level of minion you want to limit. For example, if you were playing as Zoolock against a Ramp Druid, you would want to consume a 3 or 4 drop, so that you could still play most of your minions but your opponent's minions were more expensive. The increased stats of the gracious apothecary derive from it consuming a card.
Devil's Snare- Devil's Snare Reward. A stall card to use against a deck that has a lot of cheap minions. Many minions will kill themselves before they are able to attack. Keep in mind, this also applies to your minions so be careful.
Flying Key- Wizard Queen Reward. Flying Key summons 2 1/1 minions with Charge, usable for both flooding the board and dealing burst damage. A very versatile Charge minion. :)
Disembodied Soul- Quirinus Quirrel Reward. Disembodied Soul is an awful card that your opponent could draw. It is good in the same vein thatUnearthed Evil could be good, it has a slightly below average effect but could deny your opponent a draw.
Wizard Pawn- Druid Class Challenge Reward. Wizard Pawn is a very versatile Druid 1 drop. It's two forms, as shown, are Wizard Queen and Wizard Knight. Wizard Queen is a very powerful 1 mana 4/3 with a catch. Every turn it is on the field, it drains you of 2 mana. So if you play it on turn 1 and it lives, turn 2 you will have 0 mana to work with and turn 3 you will have 1 mana to work will, essentially having it cost 1+2*turns survived mana. It breaks even if you kill it off on turn 2 as costing 3 mana over a period of 2 turns. Wizard Knight is a Stealth minion that ignores Taunt that can either be good for early board presence to snipe weak minions, or as a way to utilize Savage Roar in late game.
Fluffy- Wing 5 Reward. The mechanic "also damages adjacent minion" sucks right now because the minions that have it rarely get to attack. Fluffy brings that mechanic as a Charge, essentially acting as a 6-manaFlamestrike that could survive as a 4/4. It is a Hunter card and this is on purpose. Throughout the 7 adventures, each class will be receiving one legendary.
And that concludes the first expansion, Harry Potter and the Sorcerer's Stone. Enjoy and as always, any and all feedback is greatly appreciated.
This is brilliant, great job!
Thanks, it was pretty fun to make!
just wow!!!!
Wing 2: Hogwarts School of Witchcraft and Wizardry is out!
Sorry for the delay, my internet crashed and it deleted the post and I didn't feel like writing it all out again until late :D
Seriously, the flavor for this series is fucking AWESOME. Unbelievable how you manage to take relatively mundane situations - such as the letterstorm and the potions class - and turn them into friggin' bosses. Are you legit going to do all seven books? Massive kudos!
Bit of a gripe, though - the first wing seems really hard. That's good - challenge is good - but it seriously borders on being unfair. The very first boss in the entire series has an invincible, growing weapon, can destroy minions for free, and according to the info, for the entire first wing, you can't use ANY spells. Again, very flavorful, but seriously, that's kind of unfair.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
wow this is such a strange cool idea ^ ^
NICE JOB!
I hear zoolocks laughing
Wing 3: The Sorcerer's Stone is out!
I just wonder, If J.K and Warner made a game based on it, would be insane, i guess everyone in every worlds would play it XD
Wing 5: Through the Trapdoor is out and the first adventure is complete! If anyone has any feedback, please let me know and if not enjoy the adventure.
The next adventure is of course, the Chamber of Secrets and that will be coming out probably in 2 weeks. Maybe 3 weeks. Here's a sneak peek of some of the cards.