Heya, everybody! I've been mulling the idea of an Ulduar adventure over in my head for awhile, since it's one of my favorite raids. Only recently did I discover this forum and hearthcards, and seeing how simple it is to make, I figured, why not? I took a bit to scrabble the cards together and so far, I've got the first wing complete. I hope y'all like it!
Feedback is extremely appreciated, and taken into consideration.
Ulduar
In the icy north of the Storm Peaks, an ancient city looms over the surrounding mountains. This titan-built stronghold's true purpose has been lost to the ages, and it's now used for just one thing: Holding the Old God Yogg-Saron prisoner. As millennia passed, the God's influence seeped through his cell, bending his captor's minds.
Unfortunately for you, this doesn't make them any easier to beat at Hearthstone. So get your best cards ready for a grand adventure, and you too can add the power of the Titans to your deck!
Wings:
1 - The Outer City
Flame Leviathan, Ignis, Razorscale
2 - The Antechamber (Incomplete)
XT-002 Deconstructor, The Iron Assembly, Kologarn
3 - The Keepers of Ulduar (Incomplete)
Hodir, Thorim, Freya, Mimiron
4 - The Descent into Madness (Incomplete)
Auriaya, General Vezax, Sara, The Madness of Yogg
5 - The Celestial Observatory (Incomplete)
Algalon the Observer (Heroic Only)
Wing 1: The Outer City
Your first task is to get through the multitude of defenses that bar the way into the city's inner chambers. Three massive threats stand in the way here, and you won't even make it to the front gate if you can't outplay them. In order:
Flame Leviathan
Former mage card, current adversary. This humongous construction of metal and flame has been programmed to annihilate any intruders. Spoiler alert: That includes you.
Details:
Leviathan is really bulky, reminiscent of Loatheb. And like Loatheb, it has a way of taking it down a few notches. Leviathan also uses a deck centered around Mechs and Mage fire spells. Let's start with its hero power:
Leviathan will be dealing constant damage to your tokens every turn, so Aggro isn't gonna work. Additionally, it'll start the match with a turret and resummons it again if you destroy it. This is both a blessing and a curse, as you'll see here:
It'll add on to the damage you're taking every turn, but it's also your key to breaking through the Leviathan's massive health pool. When destroyed, you get a reprieve from the assault and get the chance to hit the boss where it hurts as you overload its circuits for a turn. To help you out, you also get a card at the start of the fight:
This will let you pick any one of these three cards to help you out. Pick the one that fits your strategy the best - one suits focusing the turret, one benefits spell casters, and the last will let you tank it out.
Each one's built to last awhile, but eventually you'll have to make do without them unless you keep them healed. This isn't made any easier by the medley of custom cards Leviathan uses:
This'll keep you from stat-boosting your starter vehicles too much, lest they get blown right off the field. Everything else will make it a bit rougher to keep the turrets down so you can focus on the boss.
Dialogue:
Intro: Brann: Bronzebeard: Glad ta see ya again, explorer! We'll need your help if we're ever gonna crack the mysteries of this place. Be wary, I'm sure they still have some nasty defenses laying arou- WHAT IN BLAZES IS THAT?! EVASIVE ACTION!
Fight Start: Target locked.
Emote: Not programmed with communication protocols.
Turret Defeated (1st time): ZGRWXWRRR. Circuits overloaded. Activating support systems.
Heroic Cardactivated: Orbital countermeasures enabled.
Brann: That was only the first boss? Boy, are we in for a ride.
Heroic:
On heroic, Leviathan's health pool grows even bigger, meaning you'll have to hit harder or last longer to take him down. His turrets and spells stay the same, thankfully, but its hero power...
...Will be hitting even harder, as well as slowly chipping away at your hero. And that's the least of your worries. On heroic, Leviathan gains FOUR LEGENDARIES that can potentially come into play from turn 5 onwards. They can't attack, but if not dealt with quick their effects will leave you helpless.
Whether they're destroying, halting, damaging, or outnumbering your forces, you're in trouble if they're not dealt with quickly.
Rewards and Class Challenge:
For surviving the onslaught, you get to rip off one of the machine's turrets and take it home with you - without the increased damage, thankfully.
'RA-TAT-TAT-TAT-TAT'
As for the class challenge, you'll be given an all mech Mage deck to face off against the Leviathan's. You'll be given a new card as well to buff up your forces, and when you win, you get to add it to your Mage deck:
'This is also what musicians call cleaning their instruments.'
Ignis the Furnace Master
The big bad magma man behind many of the city's constructs. To cut off their reinforcements, you'll need to head into his workshop and take the heat.
Details:
Ignis is also heavy on the Mage flame cards, though he also has a knack for Warrior abilities and weapons. His hero power also puts a spin on things:
If he has the mana, he'll dunk your hero in his pot, covering your portrait in a red-tinged shadowform effect. This disables your hero power, so make sure you build a deck that doesn't rely on it. Ignis also has a few spells of his own, plus a minion that's strengthened as he burns your tokens to ash:
You'll have to place your minions strategically and prepare to lose some of your bulkier ones occasionally. Just make sure to deal with those constructs before they heat up too much.
Dialogue:
Intro: Brann: Alright, if we want to make it any further in we're going to have to get past the legions of iron infantry. Or, ya know, we could just cut them off at the source. Whatever suits your fancy.
Fight start: You dare step foot in my workshop? You will burn!
Emote: Begone!
1st Hero Power use: I WILL BURN AWAY YOUR IMPURITIES!
Defeat: Who will... take care... of my creations?
Brann: Ach... is it hot in here, or is it just me? Let's get a move on before I keel over. I mean - you keel over.
Heroic:
Ignis gets a bit bulkier on heroic, and his deck/AI are a lot better, but for the most part his spells stay the same. One major difference, though, is you can't use your hero power at all. Don't build around it.
Rewards:
Once Ignis is all burnt out, you get to steal one of his constructs to take home with you. Sweet.
'Little known fact: It's also programmed to make a mean Magma Shake.'
Razorscale
She used to be the prized drake of Thorim, but now serves as a fierce protector of Ulduar's skies. Good luck trying to get in when a massive steel dragon's trying to pluck you off the ground.
Details:
Razorscale is a two-phase fight and she starts the fight Immune and with 5 armor. Her deck is stuffed with dragon cards, as well as some dwarven helpers and fire spells. You can't touch her with anything you have - you'll have to rely on her minions to do the work for you. While you work on destroying her armor, you'll have to contend with her hero power:
When used, she'll bash one of your tokens, flinging it into your hero's face and hurting you both. She'll continue knocking you around until you get rid of the armor and put her into phase 2, which you can do by killing her dwarves:
You'll need to defeat at least one watcher, and the rest can be any mixture of dwarves that would deal 5 damage to her. Once her armor's gone, she loses immune and enters phase 2, replacing her hero power with this:
This works as an enrage, and you'll need to defeat her before she becomes too strong to defeat. Additionally, she uses a couple custom spells to harass you:
Yep, she won't think twice about roasting her own minions. She'll tend to save it for emergencies, though.
Dialogue:
Intro: Brann: Alright, we've got one last thing in our way - and it's a big one. Razorscale's flying up high, and we can't get any further until she's out of our way. Bring her down.
Fight start:Razorscale: (Dragon screeching)
Brann: Whoa, she's way up! There's no way we'll bring her down alone. Maybe she'll play something that can help us...?
Emote:(Roar)
Phase2: Brann: Whoa whoa, look out, she's coming down! Oof, that looked painful! Alright, now's your chance... take her out!
Defeat:Brann: Alright, ya did it! The courtyard's clear. According to the scouts, there's just one last thing between us and the inner city - come find me when you're ready.
Heroic:
Razorscale's not much bulkier on heroic, but the real problem comes from her now having 8 armor - that means you'll have to defeat every one of her dwarves to bring her down. To keep it from being too RNG heavy, she'll always have them near the front of her deck, but you'll still have to deal with an overall stronger card selection (and a thankfully exact same hero power). Phase 2, however, toughens up her second power as well as adding a new spell:
This gives you less time to finish her off, and will occasionally make her minions too strong to get destroyed by her Devouring Flame.
Rewards and Class Challenge:
If you tough it out, you get the ability to add some Dark Rune Dwarves of your own to your arsenal. Again, they're now rendered harmless to the user and retain their other effects. The Watcher's battlecry will now activate as soon as it's summoned, though.
'The leading cause of injuries among dwarven ranks is accidentally drilling into people's bathrooms.'
Additionally, for completing the entire first wing, you get to add Razorscale herself to your deck as a strong-statted legendary. She also brings an entire roster of dwarves with her to give you a lot of board control, albeit some rather fragile control.
'Razorscale and the Three Dwarves. Yeah... has a nice ring to it.'
Lastly, the final class challenge for this wing pits an overload-focused shaman against Razorscale once more. Defeating her again grants you a new card that gives you some early-game randomized burst:
'You spin me right round, baby, right round.'
And that's what I've got so far. If you've read this far, thanks for taking the time to look over my thoughts.
Next up will be the Antechamber, when I can get some time.
> Defence Turret seems balanced. A flame juggler which can potentially accrue a lot more value in exchange for a worse stat line.
>Tune Up is a very weak buff for three mana, even if it didn't have a conditional effect. Also there aren't many mechs atm, though I assume your expansion will add a lot.
>Molten Construct is OP. Too easy to have it survive and get loads of value.
> Dark iron Drill seems really weak given that the Dwarves are so low in stats. The thing could cost 3 mana I think.
>Razorscale on the other hand is quite strong due to it's sheer stats.
>Lightning Whirl seems balanced.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
Loving it so far. It’s a shame that, since Yogg is a card, we’re almost certainly never going to get an Ulduar adventure. But that’s what this forum is for!
Love the Flame Leviathan boss, though the hero power is a bit wordy even if I don’t know how you’d fix that. The reward isn’t half bad either, but Tune Up seems really bad. A 3 mana minion is worth 3/4, and you could conceivably make it even more since it’s only mechs. Also, you forgot to put a rarity on Tune Up.
Also, you forgot to put a rarity on Molten Construct, or on Razorscale's reward. Also, I think Razorscale’s reward summoning the Battlecry dwarf would be… kinda bad.
Don’t know why you don’t have XT-002. He’s part of the Outer City. Like the Razorscale legendary though.
Also, little suggestion. Try using this website to make dialogue. It works like a charm.
Loving it so far. It’s a shame that, since Yogg is a card, we’re almost certainly never going to get an Ulduar adventure. But that’s what this forum is for!
Love the Flame Leviathan boss, though the hero power is a bit wordy even if I don’t know how you’d fix that. The reward isn’t half bad either, but Tune Up seems really bad. A 3 mana minion is worth 3/4, and you could conceivably make it even more since it’s only mechs. Also, you forgot to put a rarity on Tune Up.
Also, you forgot to put a rarity on Molten Construct, or on Razorscale's reward. Also, I think Razorscale’s reward summoning the Battlecry dwarf would be… kinda bad.
Don’t know why you don’t have XT-002. He’s part of the Outer City. Like the Razorscale legendary though.
Also, little suggestion. Try using this website to make dialogue. It works like a charm.
Can't wait to see how you'll handle Yogg-Saron.
I wanted to put XT in, but if I did that it'd kinda unbalance the order of the adventure since the first wings have 3 and latter have 4. If I had him as the final boss:
Leviathan->Ignis->Razorscale->XT Council->Kologarn->Auriaya. This not only throws off the balance, but I feel Auriaya is nowhere near as fitting a wing finale as Kologarn is. This offers a more steady progression - plus, I guess it could be argued XT is part of the Antechamber since he guards it.
Fair point on Tune-Up. I wanted to make a card that promotes Mage Mech decks a bit more, but since it's so specific it could use a boost. I'll look into it. I did forget the rarities, but I didn't figure they'd be that important... will keep in mind in the future. What's the typical rarity for adventure cards, does it vary?
Thanks a bunch for the dialogue generator, as well as the feedback. I'm excited for Yogg, too... I've got a very interesting mechanic in mind for him.
> Defence Turret seems balanced. A flame juggler which can potentially accrue a lot more value in exchange for a worse stat line.
>Tune Up is a very weak buff for three mana, even if it didn't have a conditional effect. Also there aren't many mechs atm, though I assume your expansion will add a lot.
>Molten Construct is OP. Too easy to have it survive and get loads of value.
> Dark iron Drill seems really weak given that the Dwarves are so low in stats. The thing could cost 3 mana I think.
>Razorscale on the other hand is quite strong due to it's sheer stats.
>Lightning Whirl seems balanced.
When I was making the Construct I had 'stronger Mana Wyrm' theme in mind, since it was meant to 'heat up and grow stronger' as spells are played. Maybe I should bump its attack down one or two?
> Defence Turret seems balanced. A flame juggler which can potentially accrue a lot more value in exchange for a worse stat line.
>Tune Up is a very weak buff for three mana, even if it didn't have a conditional effect. Also there aren't many mechs atm, though I assume your expansion will add a lot.
>Molten Construct is OP. Too easy to have it survive and get loads of value.
> Dark iron Drill seems really weak given that the Dwarves are so low in stats. The thing could cost 3 mana I think.
>Razorscale on the other hand is quite strong due to it's sheer stats.
>Lightning Whirl seems balanced.
When I was making the Construct I had 'stronger Mana Wyrm' theme in mind, since it was meant to 'heat up and grow stronger' as spells are played. Maybe I should bump its attack down one or two?
Fair point on the drill. I'll think about it.
I think if it was a 3/3 it would be fine. Just seems a bit much to give it premium stats and an effect.
Rollback Post to RevisionRollBack
"I wouldn't anticipate seeing much of doctor boom" - Trump 2014
"I myself am not too hopeful about the Grim Patron deck" - Trump 2015
"(Secret Paladin) didn't work out and I don't think Mysterious Challenger will change that." - Trump 2015
"(Darkshire Councilman) takes a bit too long to get set up...bad" - Trump 2016
To post a comment, please login or register a new account.
Heya, everybody! I've been mulling the idea of an Ulduar adventure over in my head for awhile, since it's one of my favorite raids. Only recently did I discover this forum and hearthcards, and seeing how simple it is to make, I figured, why not? I took a bit to scrabble the cards together and so far, I've got the first wing complete. I hope y'all like it!
Feedback is extremely appreciated, and taken into consideration.
Ulduar
In the icy north of the Storm Peaks, an ancient city looms over the surrounding mountains. This titan-built stronghold's true purpose has been lost to the ages, and it's now used for just one thing: Holding the Old God Yogg-Saron prisoner. As millennia passed, the God's influence seeped through his cell, bending his captor's minds.
Unfortunately for you, this doesn't make them any easier to beat at Hearthstone. So get your best cards ready for a grand adventure, and you too can add the power of the Titans to your deck!
Wings:
1 - The Outer City
Flame Leviathan, Ignis, Razorscale
2 - The Antechamber (Incomplete)
XT-002 Deconstructor, The Iron Assembly, Kologarn
3 - The Keepers of Ulduar (Incomplete)
Hodir, Thorim, Freya, Mimiron
4 - The Descent into Madness (Incomplete)
Auriaya, General Vezax, Sara, The Madness of Yogg
5 - The Celestial Observatory (Incomplete)
Algalon the Observer (Heroic Only)
Wing 1: The Outer City
Your first task is to get through the multitude of defenses that bar the way into the city's inner chambers. Three massive threats stand in the way here, and you won't even make it to the front gate if you can't outplay them. In order:
Flame Leviathan
Former mage card, current adversary. This humongous construction of metal and flame has been programmed to annihilate any intruders. Spoiler alert: That includes you.
Details:
Leviathan is really bulky, reminiscent of Loatheb. And like Loatheb, it has a way of taking it down a few notches. Leviathan also uses a deck centered around Mechs and Mage fire spells. Let's start with its hero power:
Leviathan will be dealing constant damage to your tokens every turn, so Aggro isn't gonna work. Additionally, it'll start the match with a turret and resummons it again if you destroy it. This is both a blessing and a curse, as you'll see here:
It'll add on to the damage you're taking every turn, but it's also your key to breaking through the Leviathan's massive health pool. When destroyed, you get a reprieve from the assault and get the chance to hit the boss where it hurts as you overload its circuits for a turn. To help you out, you also get a card at the start of the fight:
This will let you pick any one of these three cards to help you out. Pick the one that fits your strategy the best - one suits focusing the turret, one benefits spell casters, and the last will let you tank it out.
Each one's built to last awhile, but eventually you'll have to make do without them unless you keep them healed. This isn't made any easier by the medley of custom cards Leviathan uses:
This'll keep you from stat-boosting your starter vehicles too much, lest they get blown right off the field. Everything else will make it a bit rougher to keep the turrets down so you can focus on the boss.
Dialogue:
Intro: Brann: Bronzebeard: Glad ta see ya again, explorer! We'll need your help if we're ever gonna crack the mysteries of this place. Be wary, I'm sure they still have some nasty defenses laying arou- WHAT IN BLAZES IS THAT?! EVASIVE ACTION!
Fight Start: Target locked.
Emote: Not programmed with communication protocols.
Turret Defeated (1st time): ZGRWXWRRR. Circuits overloaded. Activating support systems.
Heroic Card activated: Orbital countermeasures enabled.
Defeated: Error. ERROR. ERRORERRORERRERRERR (Explodes)
Brann: That was only the first boss? Boy, are we in for a ride.
Heroic:
On heroic, Leviathan's health pool grows even bigger, meaning you'll have to hit harder or last longer to take him down. His turrets and spells stay the same, thankfully, but its hero power...
...Will be hitting even harder, as well as slowly chipping away at your hero. And that's the least of your worries. On heroic, Leviathan gains FOUR LEGENDARIES that can potentially come into play from turn 5 onwards. They can't attack, but if not dealt with quick their effects will leave you helpless.
Whether they're destroying, halting, damaging, or outnumbering your forces, you're in trouble if they're not dealt with quickly.
Rewards and Class Challenge:
For surviving the onslaught, you get to rip off one of the machine's turrets and take it home with you - without the increased damage, thankfully.
'RA-TAT-TAT-TAT-TAT'
As for the class challenge, you'll be given an all mech Mage deck to face off against the Leviathan's. You'll be given a new card as well to buff up your forces, and when you win, you get to add it to your Mage deck:
'This is also what musicians call cleaning their instruments.'
Ignis the Furnace Master
The big bad magma man behind many of the city's constructs. To cut off their reinforcements, you'll need to head into his workshop and take the heat.
Details:
Ignis is also heavy on the Mage flame cards, though he also has a knack for Warrior abilities and weapons. His hero power also puts a spin on things:
If he has the mana, he'll dunk your hero in his pot, covering your portrait in a red-tinged shadowform effect. This disables your hero power, so make sure you build a deck that doesn't rely on it. Ignis also has a few spells of his own, plus a minion that's strengthened as he burns your tokens to ash:
You'll have to place your minions strategically and prepare to lose some of your bulkier ones occasionally. Just make sure to deal with those constructs before they heat up too much.
Dialogue:
Intro: Brann: Alright, if we want to make it any further in we're going to have to get past the legions of iron infantry. Or, ya know, we could just cut them off at the source. Whatever suits your fancy.
Fight start: You dare step foot in my workshop? You will burn!
Emote: Begone!
1st Hero Power use: I WILL BURN AWAY YOUR IMPURITIES!
Defeat: Who will... take care... of my creations?
Brann: Ach... is it hot in here, or is it just me? Let's get a move on before I keel over. I mean - you keel over.
Heroic:
Ignis gets a bit bulkier on heroic, and his deck/AI are a lot better, but for the most part his spells stay the same. One major difference, though, is you can't use your hero power at all. Don't build around it.
Rewards:
Once Ignis is all burnt out, you get to steal one of his constructs to take home with you. Sweet.
'Little known fact: It's also programmed to make a mean Magma Shake.'
Razorscale
She used to be the prized drake of Thorim, but now serves as a fierce protector of Ulduar's skies. Good luck trying to get in when a massive steel dragon's trying to pluck you off the ground.
Details:
Razorscale is a two-phase fight and she starts the fight Immune and with 5 armor. Her deck is stuffed with dragon cards, as well as some dwarven helpers and fire spells. You can't touch her with anything you have - you'll have to rely on her minions to do the work for you. While you work on destroying her armor, you'll have to contend with her hero power:
When used, she'll bash one of your tokens, flinging it into your hero's face and hurting you both. She'll continue knocking you around until you get rid of the armor and put her into phase 2, which you can do by killing her dwarves:
You'll need to defeat at least one watcher, and the rest can be any mixture of dwarves that would deal 5 damage to her. Once her armor's gone, she loses immune and enters phase 2, replacing her hero power with this:
This works as an enrage, and you'll need to defeat her before she becomes too strong to defeat. Additionally, she uses a couple custom spells to harass you:
Yep, she won't think twice about roasting her own minions. She'll tend to save it for emergencies, though.
Dialogue:
Intro: Brann: Alright, we've got one last thing in our way - and it's a big one. Razorscale's flying up high, and we can't get any further until she's out of our way. Bring her down.
Fight start: Razorscale: (Dragon screeching)
Brann: Whoa, she's way up! There's no way we'll bring her down alone. Maybe she'll play something that can help us...?
Emote: (Roar)
Phase 2: Brann: Whoa whoa, look out, she's coming down! Oof, that looked painful! Alright, now's your chance... take her out!
Defeat: Brann: Alright, ya did it! The courtyard's clear. According to the scouts, there's just one last thing between us and the inner city - come find me when you're ready.
Heroic:
Razorscale's not much bulkier on heroic, but the real problem comes from her now having 8 armor - that means you'll have to defeat every one of her dwarves to bring her down. To keep it from being too RNG heavy, she'll always have them near the front of her deck, but you'll still have to deal with an overall stronger card selection (and a thankfully exact same hero power). Phase 2, however, toughens up her second power as well as adding a new spell:
This gives you less time to finish her off, and will occasionally make her minions too strong to get destroyed by her Devouring Flame.
Rewards and Class Challenge:
If you tough it out, you get the ability to add some Dark Rune Dwarves of your own to your arsenal. Again, they're now rendered harmless to the user and retain their other effects. The Watcher's battlecry will now activate as soon as it's summoned, though.
'The leading cause of injuries among dwarven ranks is accidentally drilling into people's bathrooms.'
Additionally, for completing the entire first wing, you get to add Razorscale herself to your deck as a strong-statted legendary. She also brings an entire roster of dwarves with her to give you a lot of board control, albeit some rather fragile control.
'Razorscale and the Three Dwarves. Yeah... has a nice ring to it.'
Lastly, the final class challenge for this wing pits an overload-focused shaman against Razorscale once more. Defeating her again grants you a new card that gives you some early-game randomized burst:
'You spin me right round, baby, right round.'
And that's what I've got so far. If you've read this far, thanks for taking the time to look over my thoughts.
Next up will be the Antechamber, when I can get some time.
Check out my Ulduar Adventure here!
Just some feedback on the reward cards.
> Defence Turret seems balanced. A flame juggler which can potentially accrue a lot more value in exchange for a worse stat line.
>Tune Up is a very weak buff for three mana, even if it didn't have a conditional effect. Also there aren't many mechs atm, though I assume your expansion will add a lot.
>Molten Construct is OP. Too easy to have it survive and get loads of value.
> Dark iron Drill seems really weak given that the Dwarves are so low in stats. The thing could cost 3 mana I think.
>Razorscale on the other hand is quite strong due to it's sheer stats.
>Lightning Whirl seems balanced.
Loving it so far. It’s a shame that, since Yogg is a card, we’re almost certainly never going to get an Ulduar adventure. But that’s what this forum is for!
Love the Flame Leviathan boss, though the hero power is a bit wordy even if I don’t know how you’d fix that. The reward isn’t half bad either, but Tune Up seems really bad. A 3 mana minion is worth 3/4, and you could conceivably make it even more since it’s only mechs. Also, you forgot to put a rarity on Tune Up.
Also, you forgot to put a rarity on Molten Construct, or on Razorscale's reward. Also, I think Razorscale’s reward summoning the Battlecry dwarf would be… kinda bad.
Don’t know why you don’t have XT-002. He’s part of the Outer City. Like the Razorscale legendary though.
Also, little suggestion. Try using this website to make dialogue. It works like a charm.
Can't wait to see how you'll handle Yogg-Saron.
Check out my Ulduar Adventure here!
Check out my Ulduar Adventure here!