Something odd is afoot! The Battlegrounds have always been headed fields when it comes to the war between the Alliance and Horde. But now, the battles have gotten more intense than ever! And why are suddenly long-time allies waging battles amongst themselves? ...And who in the world is this "Tim"!?
Much in the same vein as The League of Explorers, I've always kind of wanted to do an original Adventure that pays tribute to WoW pastimes, and nothing says "ode" quite like battlegrounds! Humungous clusterfucks of PVP nonsense where veteran and PUG alike are on even footing! ...More or less! As such, I decided to take my five favorite BG's from WoW and make them each into adventure "wings." Some populated by long-standing NPC's, some original! First some information!
There are 55 new cards in this set! 28 Neutral cards, 9 class cards, and 18 Quest cards! ...Wait, what?
Quest cards! A brand new type of card! We'll go into more detail on these!
No new mechanics for the cards, but some established roles are delved into. You'll see a bigger emphasis on damage control and aggro! Both tactical players, and facehuggers will get something of value.
A few new Locations! If you want a refresher on what Locations are, click here!
So....exactly what is a Quest card?
Behold...the Quest card!
Quest cards are brand new neutral cards that look like spells, but don't actually count them! With that, some rules and mechanics of Quests:
Quests are most easily identified by the giant Quest symbol where the mana cost would usually be located. And since there IS NO mana crystal, how much do Quests cost to play? ZERO. These cards have a cost of ZERO!
How do Quests function? Very similar to Secrets. Once you play a Quest, it will remain on the field, just sort of....hanging around until its effect is triggered. Once the effect on the card is triggered, the Quest will be complete and the card will be destroyed.
You can have as many Quests in your deck as you want, but...obviously, like with everything else, careful selection is crucial.
You can only have one Quest active at a time. If you already have a Quest active and you play another, it will replace it.
Unlike with Locations, of which only one can be active at a time (for both players!), each player can have a single Quest active.
You can only have one copy of a single Quest in your deck - like with Legendaries!
Quests don't actually have a rarity (rare, epic, legendary, etc...). But they DO have their own rarity symbol - the Quest rarity! It's just there to give them a unique flavor, and to function similarly to Legendary rarity - that you can only have a single copy of each Quest in a deck.
How are Quests earned? This is the best part! Currently, Adventures have three modes: Adventure, Heroic, and Class Challenge. This one adds a fourth mode: Quest Challenge! It can best be thought of as a combination of Class Challenge and Tavern Brawl. There are 18 bosses in the adventure, and thus 18 Quest cards. Each boss will have its own unique requirements for the Quest challenge - some require you to build a specific kind of deck, others will have some other crazy rule! From there, it's simple - clear the challenge, beat the boss, get the Quest card as a reward!
How exactly do Quests look like when they are played? Well, like this:
As I said above, they function very similarly to Secrets, but they can be triggered anytime - not just during your opponent's turn. Also, unlike Secrets which are...well, you know, hidden, your opponent can see the active Quest by simply mousing over it.
So do they take up Secret spaces? Actually, yes. If you have a Quest active, that means you can only have four Secrets up. Plan accordingly!
So with that, onto the cards!
Battleground 1 - WARSONG GULCH
Battleground 2 - ARATHI BASIN
Battleground 3 - ALTERAC VALLEY
Battleground 4 - BATTLE FOR HILLSBRAD
Battleground 5 - ISLE OF CONQUEST
Adventure Clear Rewards
Class Challenge Rewards
Quest Challenge Rewards
Now for some clarifications:
Illiyana Moonblaze is a Rogue's delight. In fact, she was designed with rogues in mind. That said, since plenty of other classes make heavy use of weapons, she's a neutral legendary. Adventures can't have class legendaries!
Lord of Bone has essentially a built in minion version of Ice Block. It only works once though - the turn after it's hit, it's more or less helpless.
Adam Eternum is very powerful! A more useful version of Millhouse Manastorm is a potentially broken version. I've considered making him cost 3 mana, but with Keldor thrown into the mix, he barely gets by.
I'm not a big fan of power creep, but Novice Engineer is just too squishy for her cost. Kobold Digger is meant to be a slightly more usable replacement for her.
Hillsbrad Questgive is the first, and so far only minion that specifically interacts with Quests. That might change with anything else I cook up.
Kasha is pure value: She shuffles three very powerful cards into your deck. Now, regarding Kingslayer's Breastplate, that's not a weapon, it's an Equipment card - a card type I cooked up some time ago. To get an idea on how Equipments work, click here!
In the past, I've made Adventure Clear Rewards a legendary minion. This time, you get all five Battlegrounds as Location at once once you clear all five wings!
Also in the past, I've given a golden Legendary upon completion of heroic mode. This time, there's none of that! All you get is a card back. ...Which I haven't made. Or posted here. Because I'm terrible at making them.
Celestial Blast might seem counterintuitive, but it's ideal for mill druids. Keep in mind, it helps clutter their hand!
The longer short of Evelasting Cold is that it makes it so a minion "Can't Attack." It just keeps it frozen as well, if you want to make use of other fridge benefits.
Spirit Wrench is possibly the single most powerful minion removal spell. Just use it with caution... You're basically giving your opponent a free Reno Jackson.
PUG Leader was a card I made with great hesitation since it strongly favors face hunters. But considering all other 1/2's in the game, and neutral ones at that, I decided he could barely squeeze in. And the name is quite evocative too! In the world of WoW, PUG Leaders tend to be the best of the worst! He's the best mostly useless minion you can have!
THE BOSSES(Will update with links periodically as I put them up) WARSONG GULCH - Kelm Hargunth | Su'ura Swiftarrow | Gargok | Illiyana Moonblaze ARATHI BASIN - Shawn of the Dead | The Black Bride | Keldor the Lost ALTERAC VALLEY - Taskmaster Snivvle | Morloch | Drek'Thar | Vandaar Stormpike BATTLE FOR HILLSBRAD - Bartholomew Snip | Tim | Kingslayer Orkus ISLE OF CONQUEST - Keep Guard Bronson | Longeye | Overlord Agmar | Halford Wyrmbane
I'm confused by the quest cards. They take up a draw like any other card, right? But four of them do literally nothing except draw another card and replace themselves. So are they just an awkward 0-mana way to dig through your deck a little faster? A drop of grease for my combo deck is not an exciting reward for fulfilling a quest.
I'm confused by the quest cards. They take up a draw like any other card, right? But four of them do literally nothing except draw another card and replace themselves. So are they just an awkward 0-mana way to dig through your deck a little faster? A drop of grease for my combo deck is not an exciting reward for fulfilling a quest.
They are, but the idea is that you don't want a whole bunch of them in a deck. Draw is a very powerful tool not to be underestimated. And for example, Dead Drop is also triggered when your opponent plays a Quest as well.
There is a whole bunch of draw cards, no doubt, but obviously you're not meant to bunch up a whole mess of them. I ideally, you'd want no more than two of them, and ones best suited to take advantage of your deck - you don't want to have a combo specifically reliant on a Quest completion. Ideally, they are merely a nice, free bonus. And so with that, there are plenty of options!
Dextrous warrior is just a far worse bloodsail raider.
Lol. I kept wondering just what the hell you were talking about until I saw precisely where I derp'd.
That's the real Dextrous Warrior lol. Or rather, the tweaked one. I kept the tweaked cards in a separate folder, and I overlooked it when making this thread. Because I'm retarded sometimes like that. :X Thanks for actually pointing it out or I definitely would've missed it!
I'm confused by the quest cards. They take up a draw like any other card, right? But four of them do literally nothing except draw another card and replace themselves. So are they just an awkward 0-mana way to dig through your deck a little faster? A drop of grease for my combo deck is not an exciting reward for fulfilling a quest.
They are, but the idea is that you don't want a whole bunch of them in a deck. Draw is a very powerful tool not to be underestimated. And for example, Dead Drop is also triggered when your opponent plays a Quest as well.
There is a whole bunch of draw cards, no doubt, but obviously you're not meant to bunch up a whole mess of them. I ideally, you'd want no more than two of them, and ones best suited to take advantage of your deck - you don't want to have a combo specifically reliant on a Quest completion. Ideally, they are merely a nice, free bonus. And so with that, there are plenty of options!
Yes, but the cards have no effect. All they do is reduce your deck size by one.
I'm confused by the quest cards. They take up a draw like any other card, right? But four of them do literally nothing except draw another card and replace themselves. So are they just an awkward 0-mana way to dig through your deck a little faster? A drop of grease for my combo deck is not an exciting reward for fulfilling a quest.
They are, but the idea is that you don't want a whole bunch of them in a deck. Draw is a very powerful tool not to be underestimated. And for example, Dead Drop is also triggered when your opponent plays a Quest as well.
There is a whole bunch of draw cards, no doubt, but obviously you're not meant to bunch up a whole mess of them. I ideally, you'd want no more than two of them, and ones best suited to take advantage of your deck - you don't want to have a combo specifically reliant on a Quest completion. Ideally, they are merely a nice, free bonus. And so with that, there are plenty of options!
Yes, but the cards have no effect. All they do is reduce your deck size by one.
...You...you do realize that pretty much every draw card does that, right?
And besides. Four Quests draw cards - out of eighteen. And each one of those is quite situational, so ideally you only need one to make the most use of it.
Something odd is afoot! The Battlegrounds have always been headed fields when it comes to the war between the Alliance and Horde. But now, the battles have gotten more intense than ever! And why are suddenly long-time allies waging battles amongst themselves? ...And who in the world is this "Tim"!?
Much in the same vein as The League of Explorers, I've always kind of wanted to do an original Adventure that pays tribute to WoW pastimes, and nothing says "ode" quite like battlegrounds! Humungous clusterfucks of PVP nonsense where veteran and PUG alike are on even footing! ...More or less! As such, I decided to take my five favorite BG's from WoW and make them each into adventure "wings." Some populated by long-standing NPC's, some original! First some information!
So....exactly what is a Quest card?
Behold...the Quest card!
So with that, onto the cards!
Battleground 1 - WARSONG GULCH
Battleground 2 - ARATHI BASIN
Battleground 3 - ALTERAC VALLEY
Battleground 4 - BATTLE FOR HILLSBRAD
Battleground 5 - ISLE OF CONQUEST
Adventure Clear Rewards
Class Challenge Rewards
Quest Challenge Rewards
Now for some clarifications:
THE BOSSES (Will update with links periodically as I put them up)
WARSONG GULCH - Kelm Hargunth | Su'ura Swiftarrow | Gargok | Illiyana Moonblaze
ARATHI BASIN - Shawn of the Dead | The Black Bride | Keldor the Lost
ALTERAC VALLEY - Taskmaster Snivvle | Morloch | Drek'Thar | Vandaar Stormpike
BATTLE FOR HILLSBRAD - Bartholomew Snip | Tim | Kingslayer Orkus
ISLE OF CONQUEST - Keep Guard Bronson | Longeye | Overlord Agmar | Halford Wyrmbane
Let the battle begin!
For the atmosphere!
I'm confused by the quest cards. They take up a draw like any other card, right? But four of them do literally nothing except draw another card and replace themselves. So are they just an awkward 0-mana way to dig through your deck a little faster? A drop of grease for my combo deck is not an exciting reward for fulfilling a quest.
There is a whole bunch of draw cards, no doubt, but obviously you're not meant to bunch up a whole mess of them. I ideally, you'd want no more than two of them, and ones best suited to take advantage of your deck - you don't want to have a combo specifically reliant on a Quest completion. Ideally, they are merely a nice, free bonus. And so with that, there are plenty of options!
Dextrous warrior is just a far worse bloodsail raider.
I returned to this game much like how a recovering alcoholic can relapse.
Some really good and cool ideas but bad balancing
"Rogues do it from behind...sapped girls can't say no"
That's the real Dextrous Warrior lol. Or rather, the tweaked one. I kept the tweaked cards in a separate folder, and I overlooked it when making this thread. Because I'm retarded sometimes like that. :X Thanks for actually pointing it out or I definitely would've missed it!
And besides. Four Quests draw cards - out of eighteen. And each one of those is quite situational, so ideally you only need one to make the most use of it.
I'm bumping/necroing this. Because...well, honestly, I think my Quests are a little bit better than Blizz's. :3
Not to mention the timing. Un'goro is coming out almost exactly one year after I posted this. COINCIDENCE!?
wow you predicted the Quest cards to a perfect dagree
DAMN. Even the little exclamation point/secret connection.
Did they send you a check?!?!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist