In this spoiler is my submission. Thoughts and feedback would be appreciated so I can change things if needed. For example I'm not sure which picture of the boss hero power I should use. If you give me feedback and have a submission of your own, link it or message me and I will give you feedback back. Thanks!
A Timely Tale
Several powerful villains that were once dead and others that had disappeared are back in Azeroth once more doing evil deeds. However it seems like it's not necromancy that brought them back, because the powerful characters are back to their old selves and not some kind of undead version of their former selves. What on Earth* is going on exactly?! You are visited by the dragon Chronormu in her gnome form, Chromie, and she informs you that the leader of the Bronze Dragonflight, Nozdormu, became corrupted by some kind of evil might before he became saved by her. She also tells you that time in Azeroth has been distorted by this power. This has led to villains travelling to the future to join each other in spreading destruction across Azeroth. It's up to you, your minions and Chromie to fight against the villains and figure out what's going on!
*Azeroth
Overview
So, this adventure would be about the distortion of time and would present a history of WoW, which I think is appropriate at the moment because of the soon to be released expansion, Legion (30th August). It would be an overview over all expansions so far (5) and would feature iconic bosses from these expansions. Each wing would be about one expansion with the "evil power" being the last boss in the last wing. However, because time has been distorted, the expansions might not be in their real order, who knows?
The adventure will feature a quite small but hopefully fun feature that I call "Time Traps & Time Tools" which will only be present in the adventure. These things are of different sorts and one to five of each will randomly shuffle into your deck at the start of each boss encounter, apart from the first boss battle. One each for the first wing, two for the second etc. The Time Traps and Time Tools will activate when drawn, like Flame Leviathan's effect does, with a negative effect, respective a postitive effect. They would encourage players to "find them all in their decks" and who knows, players who find them all might get some kind of reward? However, because some persons dislike all forms of RNG it would be possible to turn the both Time Traps and Time Tools off. Also worth mentioning is that some A Timely Tale-cards (ATT for short) only would be available and these would synergize with the Time Traps and Time Tools in different ways, by for example negating a Time Trap's (negative) effect. These ATT-only cards would be unlocked by completing different challenges, for example beating a boss in X amount of rounds. All this would increase the re-playability of this adventure and would give completionists a fun challenge. Just to make this adventure EXTRA special. The adventure only-cards would be based more on fun and synergy than viability, so they are not needed to complete the adventure. Just an added bonus!
Nozdormu, the first boss of the adventure
Nozdormu would be featured in the adventure's prologue (only one boss in it). However, this boss would be very different from bosses so far featured in the game!
As you can see, this will be no standard boss fight. As this is a prologue you will not play as any of the real classes but instead play as Chromie in her attempt to help Nozdormu overcome his corruption. The deck will be premade and focus on helping Nozdormu in different ways, by for example healing your "opponent". If Nozdormu's health is reduced to 0 or below the fight is lost. You must instead make Nozdormu survive for 12 rounds to win. The corrupted Nozdormu will destroy Chromie's minions, damage himself with his Hero Power and suffer the consequences of the Time Traps.
Example Cards
Thoughts on Chromie:
In a buff heavy meta a card like my Chromie would be a good choice in many decks as you would revert the buffs. She would also be good versus silence as she will not only remove buffs but also debuffs. Another thing worth noting is that the health of all minions would be restored to their original state which means she could act like a pseudo-heal. This could be especially good in Priest when played on curve after an Injured Blademaster as she would make the Injured Blademaster into a 4/7. Also worth noting is that minions like Blackwing Technician would not keep its battle cry buff as it's original state is what its stats are in the player's hand.
Thoughts on Shadowfiend:
Priests need a good 2-drop and Shadowfiend wants to help! This would be a great minion for early game trades and would be quite sticky. If your opponent attacks this minion with a minion that dies after attacking Shadowfiend, Shadowfiend will gain +2 Health despite it not being your turn, as long as Shadowfiend doesn't die aswell in the attack. If you don't think the art and name is "priesty" enough, there are actually Shadowpriests in the Warcraft universe and these use....questionable powers if you ask me.
Thoughts on Payback Time!:
This adventure will be a lot about time so I thought this would be a good way of showing that off. Paladins are also lacking good single target removal if you ask me so this was a good match if you ask me.
Other things
Time Trap example:
Time Tool example:
Exclusive A Timely Tale-minion:
I like you cards here. Chromie is very interesting, with an effect deserving of Legendary status. Does it also revive minions that died, though? I feel like if all it does it reset buffs / heals, it's not as impactful.
Priest need good 2-drops, but also good 3-drops. I think Shadowfiend would fare better as a 3-mana 3/4, increasing survivability and the chance for the effect to proc. You might also want to rename him since Shadowfiend already exists.
Finally, does Payback Time hit a minion with the last damage your hero took last turn, or the total damage your hero took last turn? I think total might be balanced. Sure you could have a 3-mana Pyroblast to a minion, but you could also have a 3-mana do nothing against control decks.
Hello! So I'm doing a Throne of Thunder adventure, and I'm almost done with the Phase 1 component, but I'm not sure which cards to showcase. I've narrowed in down to three plus the legendary.
So, that being said, I think the main problem is showcasing cards crucial to the theme vs. cards that are just interesting. The adventure has two themes, dual-sided effects (Gara'jal, kind of Soul Extractor) and Enrage (Dinomancer). However, I feel like Mists of Perception is a more interesting card, and plus it is the only spell of the group. Show which of the non-legendaries should I not showcase?
EDIT: It's worth noting the Gara'jal upgrades are different than Justicar ones. The Gara'jal effects are meant to leave the damage unaffected, so it remains an independent side effect. If they were Justicar upgrades, warrior and warlock would be completely unaffected.
I've been out of loop with the discussion here, so while I won't reading through all the possible submissions in the latest 10 pages feel free to hit me up for some feedback on the theme, boss, and example cards after this. My time is limited but I'll make sure to give you something, be it a page long discussion about the problems with a Murloc Hero that saves the Naga Princess from an underwater castle, or a simple balance note.
That said I've been toying, along with Frostivus, on a spy themed adventure filled to the brim with adventure, high tech gadgets, betrayal and a new mechanic. Before submitting it officially I wanted to have your feedback on the theme and presentation. Do keep in mind that there's a lot of things not shown of, such as the graphics for the Boss Fight or all the dialogue options when fighting the nefarious Dr. Juggler. Thanks in advance!
Enter the world of the famous spy agency SI:7 as they look for new Agents to fight a threat to all of Azeroth. Take on the life as a spy in all its glory and despair as you're presented with state of the art gadgets, inside agents, missions deemed impossible and... a free card pack! That's right, as you purchase SI:007 you're given a free, one-of-a-kind card pack to open. You open for cards, revealing incredibly powerful and outright broken cards until you hover over the last one. It emits a... red aura?
As you flip over the last card a transmission begins, and head of SI:7 Mathias Shaw speaks to you:
You didn't think SI:7 would let you keep all those assets would you? As the pack is dusted in front of your eyes and 120 dust is added to your collection your adventure begins, and you set out to save the world from the nefarious Dr Juggler and his Doomsday Device.
Dr. Juggler
The big bad, the nefarious, the infamous Dr. Juggler. Letting the story of how you got here be untold this is the guy. He might not look much but as you enter his lair and he activate his Doomsday device you can feel the ground shaking. Black smoke spew from crude exhaust pipes and throughout the gigantic area the, by now familiar, voice of Dr. Juggler echoes:
60 Health tough and with a minion already on board, the battle begins with you in quite the pickle. The Doomsday device looks like this:
And the many evil things are listed below, and can bee seen when hovering on the minion:
Factory - summon a 3/1 Doom Bot
Firewall - deal 1 damage to all enemy minions
Freeze Ray - Freeze a random enemy minion
Sheep Cannon - Deal 2 damage to the enemy hero
Mind Reader - Add a random card from your opponent’s deck to your hand
Force Field - Give 3 Armor to Dr Juggler
Fear not hero, for every couple of turns Dr Juggler will open himself up for you to gain some help from VA-11-A, a companion who you've found earlier. She'll let you choose down one of his systems, usually though using Dr Juggler's mistakes against him. Like this, for example:
The fights ends when either the Doomsday Device is fully disabled, and Dr Juggler gives up, or if you manage to kill Dr Juggler before this. Each way has its own ending and unique dialogue, but that's a story for another time.
That's it for now, I want to know if the theme looks good most of all. There are cards waiting to be shown but one thing at a time. Thanks for reading!
The theme is ok and your jokes r pretty good, especially the one with inkeeper pic that killed it for me :D but mby its a little too wordy for ppl to read, i have quite a lot of text in my introduction of the story as well, but i think if u do all the "talking" in the bubbles, it seems too long, i dont know, mby im wrong, but thats how it feels to me.
One thing im kinda confused about is the art for Dr. Juggler ... it looks like some kind of wolf/worgen or is it a goblin? why is he called "juggler"? its wierd for me since only jugglers i know r knife and flame jugglers and this doesnt seem to have anything even remotely do with anything like that. Doomsday Device art is pretty cool. Looking forward to example card :)
I've been out of loop with the discussion here, so while I won't reading through all the possible submissions in the latest 10 pages feel free to hit me up for some feedback on the theme, boss, and example cards after this. My time is limited but I'll make sure to give you something, be it a page long discussion about the problems with a Murloc Hero that saves the Naga Princess from an underwater castle, or a simple balance note.
That said I've been toying, along with Frostivus, on a spy themed adventure filled to the brim with adventure, high tech gadgets, betrayal and a new mechanic. Before submitting it officially I wanted to have your feedback on the theme and presentation. Do keep in mind that there's a lot of things not shown of, such as the graphics for the Boss Fight or all the dialogue options when fighting the nefarious Dr. Juggler. Thanks in advance!
That's it for now, I want to know if the theme looks good most of all. There are cards waiting to be shown but one thing at a time. Thanks for reading!
The Adventure seems nice and the theme is cool, but doesn't it seem rather odd to offer your ideas for feedback, but not give it to anyone else?
So this is what I came up with, I am only presenting the concept here, so I can get some feedback. Also, I have a big problem: ARTWORK. Searched every art website I know and I can barely find any tuskarr or kvaldir art other than what we already have in the game. And I am not capable of creating my own art so yea... kind of in a bad spot right now.
Let's get into it: Battle for Hrothgar's Landing = A war between the Tuskarr and the Kvaldir. (Totally different from GvG)
The tuskarr are peaceful humanoid walrus people who live in Northrend (and they have such a friendly face).
The kvaldir, or tuk-hariq (meaning walkers of the fog/sons of the mist), are fearsome seafaring vrykul raiders who roam the seas raiding ships and coastal settlements.
Short story goes like this: The tuskarr are very peaceful. The kvaldir are not. They raid tuskarr villages and claim them as their own. The poor tuskarr are forced to move somewhere else. So how about our friendly walrus people learn how to fight for what's theirs? Hrothgar's Landing was their former home until the kvaldir captured it. And now they want to take it back! Suppose they are desperate because... they are an endangered species (kappa). Or some other good reason. Smells like Hearthstone Adventure to me. So what do you guys think?
I like the theme. I assume you'll be taking out those demons lieutenants and such as extra bosses since 5 bosses don't form an adventure, Heh. Cool though. I like Maiev and this really fits in with the Legion expansion coming out soon in World of Warcraft.
As for your your art choices. I like the second choices for both curse of greed and fallen Noble.
I've reworked the introduction and changed the art to a couple of cards. I'm ready to submit it, but I want some opinions first!
Story
Some rumours have been running around Azeroth; some people say that someone has been taking advantage of the chaos created by the Old Gods, so that they could further their very own plans. Some say it was a very familiar power, an influence not so different from what was felt once upon a time… When the Burning Legion first apporached Azeroth. But nobody has declared war yet, and that’s definitely different from their usual approach. The Legendary Huntress, Maiev, has been tracking their movement, and gathered intel on the location of at least one of these influences. Will you join her to uncover a truth that could probably spell doom if nobody acts soon enough?
A Song from the Shadows is a new Hearthstone Adventure, that will see Maiev, Illidan’s bane, and you joining forces to find and take out 5 different unique Demons, scattered all across Azeroth. You’ll have to resist their powers and their curses, and maybe gain some trust from Maiev in the process. Are you ready to face danger? And remember: there’s no place for weak-hearted adventurers on this journey. Stay strong, stay sharp. And look out for Imps.
Boss Fight - Abraxxar, The Proud
This is the second to last mission in this adventure, and takes place on the Broken Isles. Saying more than this would be a spoiler. You’re facing off against the final Demon of your adventure, the strongest, the purest. A Nethrezim, a Dreadlord. But he has one-single flaw. His pride is somehow unhuman, or well… undemon? Anyway, he’s so proud, that he will not accept the aid of any minion. Of course, he doesn’t want you to fight him with any minion either. It’s a total one-on-one. If you happen to have minions in your deck, right at the start of the encounter he will destroy each and every single one of them and you’ll be left with what is left. But Abraxxas is no cheater; he will hand you an armour – you’ll start with 30hp and 30 armor – and he will let ylou Discover a weapon from your deck, making it cost 0. Of course he will have a weapon as well. However, he’s a Nethrezim. As such, he’s just as mighty with the sword as he is with his mind. While he’ll be fighting you, he will try to corrupt you, using his Hero Power Darkness of the Soul.
In this combat, cards will make you lose Health. Losing Health is different from taking damage; if you have 30 armour and 30 health, if you take 10 damage, you will have 20 armour and 30 health. However, losing health doesn’t touch your Armor, but only your Health. The Cursed cards are cards that allow you to gain great value at the price of your Health; for example, if you were to have full Health and full Armor, if you play Cursed Endurance, you would end up with 50 Armor and 20 Health. And while your enemy’s weapon will require to break your Armor before reaching your Health, be careful: Abraxxar can end you if your Health is too low, with cards like Break the Mind.
In this fight, however, you’re not alone. Maiev – and maybe someone – or something – else will grant you power with cards like Blessing of Maiev
It’s a one on one, but it’s not just a fist fight. You need to know when to use the powerful curses to your advantage, without being overwhelmed by them. But rest assured; both you and Abraxxar will be able to play spells or weapons from your deck. And remember; duels rarely last too long. So choose carefully and wisely.
Special Features!
I need more! MORE! Face off against all kinds of enemies; from proud dreadlords whose skills spike when they’re alone, to annoying little imps, to hungry – and strangely eye-filled – demons, to greedy smugglers, thieves and noblemen, like the Fallen Noble. The more he spends, the more he’ll keep drawing from his – and your – funds.
How do you feel? Not so well, I hope. The “A Song from the Shadows” adventure brings a new keyword, together with a revisited mechanic.
With the release of the set, Curse of Rafaam will be re-edited accordingly.
Classes will have their own Curses or Blessings; but this is not restricted to spells. For example, let’s look at the Mischievous Imp.
Even when you kill it, you'll keep feeling him calling at you and poking your sides with a stick. It'll be like he has never left... As you see, Curses are a new way of interacting with the enemy’s deck and hand
Powers from the Nether. Face off 5 foul Demons, scattered across all Azeroth, from the Underbelly of Dalaran, to the foul Darkshore marshes, from the vice of Grangol’var Village, to the dangerous Felwood Forest, to the Broken Isles. Each of these powerful Demons are driven by one powerful vice; Greed, Gluttony, Lust, Envy and Pride. But don’t be fooled; they can control it. You can’t though. When you defeat each wing, you’ll be rewarded with 5 different cursing demons, plus an extra… legend. The first demon you’ll fight is Mr Pinkerton, Greed incarnated.
As you can see, these curses are different from the usual; they cost more, and they’re shuffled into your opponent’s deck. This will act as sort of ongoing negative – or positive – effect for the player, until, of course, they find it and they decide to get rid of it by paying a good amount of mana - these curses are cast by professionals, it's no easy task getting rid of them.
The Hero. Maiev will be your compass and your sword. You’ll fight with her, talk to her – not a lot, actually – and you will hunt all those damned demons down. You’ll know what made her Illidan’s greatest adversary, and who knows… If you manage to impress her, she might even give you a reward…
Last advice; which card do you prefer of the two versions?
vs
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Even tho the story seems quite ordinary, i like how u approached the cursed mechanic, but one thing i think can be a little too OP, that those abilities will work even when the card is in the deck, meaning there is no way that opponent can do anything about it. I dont think thats the best design, mby keep it just when its in their hand?
Curse of greed: 1st art (coins), Fallen Noble seems better to me.
So this is what I came up with, I am only presenting the concept here, so I can get some feedback. Also, I have a big problem: ARTWORK. Searched every art website I know and I can barely find any tuskarr or kvaldir art other than what we already have in the game. And I am not capable of creating my own art so yea... kind of in a bad spot right now.
Let's get into it: Battle for Hrothgar's Landing = A war between the Tuskarr and the Kvaldir. (Totally different from GvG)
The tuskarr are peaceful humanoid walrus people who live in Northrend (and they have such a friendly face).
The kvaldir, or tuk-hariq (meaning walkers of the fog/sons of the mist), are fearsome seafaring vrykul raiders who roam the seas raiding ships and coastal settlements.
Short story goes like this: The tuskarr are very peaceful. The kvaldir are not. They raid tuskarr villages and claim them as their own. The poor tuskarr are forced to move somewhere else. So how about our friendly walrus people learn how to fight for what's theirs? Hrothgar's Landing was their former home until the kvaldir captured it. And now they want to take it back! Suppose they are desperate because... they are an endangered species (kappa). Or some other good reason. Smells like Hearthstone Adventure to me. So what do you guys think?
Create some memorable plot characters and i think u can do just fine :)
I'm going to post my first draft of my entry into this competition. Any comment is welcome, specially card balancing. Hope you like it!
More than 10,000 years ago, when the world was young and all the continents were one, after the Trol Empires bested the Aqir and before the dwarves came to be, the grat Kaldorei Empire was a thriving nation. Thanks to the energies from the Well of Eternity, they mastered the arcane arts and weaved magic like no other. However, the noble wizards, Highborne, seeked more power, and a voice answered their plea. Travel back in time to save the planet from the direst of outcomes by battling the generals and antagonists of the War of the Ancients, helping the likes of Malfurion and Illidan Stormrage, Jarod Shadowsong and Tyrande Whisperwind gather new allies and resist against the Burning Legion in an epic new adventure.
Queen Azshara herself, leader of the Highborne and Supreme Ruler of the night elves is the one who orchestrated this whole ordeal. Sargeras reached to her, and promised power and paradise. Proud as she is, she is sure to be able to impress and maybe even seduce the Dark Titan, and she stands tall before even the mighty Mannoroth.
As the most powerful sorcerer of Azeroth, her deck will consist of many mage spells, like Frostbolt, Arcane Intellect and Flamestrike. Apart from these, she will also use cards from the Warlock class, like Soulfire, showing the slight corruption she has suffered already. At first, she will use her Hero Power to manipulate the board, trying to gain the advantage through subterfuge. If you are able to get her life total, you will be surprised by the fact that she was only toying with you.
She will once again stand against you with 15 health, and now the battle will tuen into a race as she tries to defeat with raw magic energies. You will have to deal a lot of damage in very little time, or the value provided by her new Hero Power will prove to be insurmountable.
Example Cards:
The War of the Ancients translates the strange and powerful energies of the Well of Eternity into new and exciting forms of playing with mana. Many cards in these expansion will change the costs of other cards, and with the new mechanic, Amplify, you can even choose how much to invest into a single card.
Queen Azshara: meant as a tool for combo and control decks, her presence would mean a bright future for Malygos even when Emperor Thaurissan rotates out. It is meant to be used alongside the blue dragon, Alexstrasza or Prophet Velen, abusing the power this minions provide with cards like Ice Lance, Eviscerate or Mind Blast, while being too expensive for other types of decks.
Blessed Ranger: priest lacks a quality 2-drop, and needs it in order to survive against other decks that contest the board from the early turns. This is my take at creating something durable enough for priests to take advantage of their buffs, while remaining relatively harmless in the long run.
Aim: one of the decks with which I had the most fun was the Yogg n' Load Hunter. This provides a tool for hunters to last into the late stages of the game while providing card draw if mana is available.
Thanks for reading this rather long introduction to this new adventure, and any feedback provided is great. Cheers!
PD: I can't center align anything now. Anyone that knows why out there?
I've added how to turn it off in my post now :) And it would change the adventure slightly for sure, I would say that's a good thing! Because people could get a different experience twice. If people enjoy the Time Traps and Time Tools they will be able to and if not, they won't have to. I don't really see the problem :'D It's not like how hard or easy the adventure is will affect other players than yourself.
Thanks for the heads up, forgot about that! I've changed it now.
____
Good vs aggro, sure! But there can be fun anti-aggro cards you know :P
Aura is a fine name when on minions but spells with the effect just seems weird :/ Lets say many things happen in your round, then the Aura card will be removed from the "action history" on the left. This means that people might have 1+ aura effects active that isn't shown. The keyword just doesn't work on spells imo. A workaround that could be a legendary minion that makes all active friendly auras activate for the next X turns, even if the aura's "owner" is destroyed.
In this spoiler is my submission. Thoughts and feedback would be appreciated so I can change things if needed. For example I'm not sure which picture of the boss hero power I should use. If you give me feedback and have a submission of your own, link it or message me and I will give you feedback back. Thanks!
A Timely Tale
Several powerful villains that were once dead and others that had disappeared are back in Azeroth once more doing evil deeds. However it seems like it's not necromancy that brought them back, because the powerful characters are back to their old selves and not some kind of undead version of their former selves. What on Earth* is going on exactly?! You are visited by the dragon Chronormu in her gnome form, Chromie, and she informs you that the leader of the Bronze Dragonflight, Nozdormu, became corrupted by some kind of evil might before he became saved by her. She also tells you that time in Azeroth has been distorted by this power. This has led to villains travelling to the future to join each other in spreading destruction across Azeroth. It's up to you, your minions and Chromie to fight against the villains and figure out what's going on!
*Azeroth
Overview
So, this adventure would be about the distortion of time and would present a history of WoW, which I think is appropriate at the moment because of the soon to be released expansion, Legion (30th August). It would be an overview over all expansions so far (5) and would feature iconic bosses from these expansions. Each wing would be about one expansion with the "evil power" being the last boss in the last wing. However, because time has been distorted, the expansions might not be in their real order, who knows?
The adventure will feature a quite small but hopefully fun feature that I call "Time Traps & Time Tools" which will only be present in the adventure. These things are of different sorts and one to five of each will randomly shuffle into your deck at the start of each boss encounter, apart from the first boss battle. One each for the first wing, two for the second etc. The Time Traps and Time Tools will activate when drawn, like Flame Leviathan's effect does, with a negative effect, respective a postitive effect. They would encourage players to "find them all in their decks" and who knows, players who find them all might get some kind of reward? However, because some persons dislike all forms of RNG it would be possible to turn the both Time Traps and Time Tools off. Also worth mentioning is that some A Timely Tale-cards (ATT for short) only would be available and these would synergize with the Time Traps and Time Tools in different ways, by for example negating a Time Trap's (negative) effect. These ATT-only cards would be unlocked by completing different challenges, for example beating a boss in X amount of rounds. All this would increase the re-playability of this adventure and would give completionists a fun challenge. Just to make this adventure EXTRA special. The adventure only-cards would be based more on fun and synergy than viability, so they are not needed to complete the adventure. Just an added bonus!
Nozdormu, the first boss of the adventure
Nozdormu would be featured in the adventure's prologue (only one boss in it). However, this boss would be very different from bosses so far featured in the game!
As you can see, this will be no standard boss fight. As this is a prologue you will not play as any of the real classes but instead play as Chromie in her attempt to help Nozdormu overcome his corruption. The deck will be premade and focus on helping Nozdormu in different ways, by for example healing your "opponent". If Nozdormu's health is reduced to 0 or below the fight is lost. You must instead make Nozdormu survive for 12 rounds to win. The corrupted Nozdormu will destroy Chromie's minions, damage himself with his Hero Power and suffer the consequences of the Time Traps.
Example Cards
Thoughts on Chromie:
In a buff heavy meta a card like my Chromie would be a good choice in many decks as you would revert the buffs. She would also be good versus silence as she will not only remove buffs but also debuffs. Another thing worth noting is that the health of all minions would be restored to their original state which means she could act like a pseudo-heal. This could be especially good in Priest when played on curve after an Injured Blademaster as she would make the Injured Blademaster into a 4/7. Also worth noting is that minions like Blackwing Technician would not keep its battle cry buff as it's original state is what its stats are in the player's hand.
Thoughts on Shadowfiend:
Priests need a good 2-drop and Shadowfiend wants to help! This would be a great minion for early game trades and would be quite sticky. If your opponent attacks this minion with a minion that dies after attacking Shadowfiend, Shadowfiend will gain +2 Health despite it not being your turn, as long as Shadowfiend doesn't die aswell in the attack. If you don't think the art and name is "priesty" enough, there are actually Shadowpriests in the Warcraft universe and these use....questionable powers if you ask me.
Thoughts on Payback Time!:
This adventure will be a lot about time so I thought this would be a good way of showing that off. Paladins are also lacking good single target removal if you ask me so this was a good match if you ask me.
Other things
Time Trap example:
Time Tool example:
Exclusive A Timely Tale-minion:
I like you cards here. Chromie is very interesting, with an effect deserving of Legendary status. Does it also revive minions that died, though? I feel like if all it does it reset buffs / heals, it's not as impactful.
Priest need good 2-drops, but also good 3-drops. I think Shadowfiend would fare better as a 3-mana 3/4, increasing survivability and the chance for the effect to proc. You might also want to rename him since Shadowfiend already exists.
Finally, does Payback Time hit a minion with the last damage your hero took last turn, or the total damage your hero took last turn? I think total might be balanced. Sure you could have a 3-mana Pyroblast to a minion, but you could also have a 3-mana do nothing against control decks.
No, because then it would restore the state of the board, now its restores the state of the minions. I would consider her impactful during the right circumstances, but she's by no means a must include-legendary :3 I think she would work well in Priest for example. Trading Injured Blademaster into a 1 or 2-attack minion and then playing Chromie after would 8/11 worth of stats + destroying a weak minion for 7 mana, I don't think thats tooo shabby :P
Need good 3-drops? They have Injured Blademaster! :) And Dragondecks have Blackwing Technician, while Wild has Dark Cultist. 2 drops they have one of in Dragon decks but apart from that...not really if you don't count Museum Curator. That minion's body is so damn weak though.
Total damage!
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Feedback for you:
I don't think Sylv should be the "greeter", especially not in a pleasant tone which you seems to have now. She's not the friendliest girl in the world :P A watermark is also visible on the boss portrait.
Your legendary doesn't feel so sexy, it's more of a filler legendary if you ask me. Which is OK, but that legendary seems to be the last one you get, so it should be more fun IMO.
Hoarder: Well designed card, but you should add "in your hand" to make things more clear.
Scream: So, so OP. -X/X is more than just pure damage as it can't be healed and also affect the minion's attack. Also the "in your hand" don't seem to fit the card, it seems like it's there to show off the mechanic. Flamestrike is worse than this card and it costs 1 mana more...
Good vs aggro, sure! But there can be fun anti-aggro cards you know :P
Aura is a fine name when on minions but spells with the effect just seems weird :/ Lets say many things happen in your round, then the Aura card will be removed from the "action history" on the left. This means that people might have 1+ aura effects active that isn't shown. The keyword just doesn't work on spells imo. A workaround that could be a legendary minion that makes all active friendly auras activate for the next X turns, even if the aura's "owner" is destroyed.
Yeah, i know i kinda felt like that myself, but didnt want to restrict the effect only on minions, but mby it would be better that way. And the legendary card is actually pretty good idea, i might just use that! :) Now that i think about it, it would be pretty good effect for Bilakh as a face of the adventure and could fit very nicely into some boss battles, since i was planing on him showing up and helping u, so he would like "keep the auras goin" :D damn i dont know if i can so drastically change the promo cards now ... noone was giving me any feedback before u rly, so i just went ahead and submited it early :(
Even tho the story seems quite ordinary, i like how u approached the cursed mechanic, but one thing i think can be a little too OP, that those abilities will work even when the card is in the deck, meaning there is no way that opponent can do anything about it. I dont think thats the best design, mby keep it just when its in their hand?
Curse of greed: 1st art (coins), Fallen Noble seems better to me.
About the story: it has its own interesting twists, I can assure you, but... Yeah, it's nothing groundbreaking.
About the cards: I totally agree with the fact that yes, they very well may be broken. But I think I've managed to keep their power level under check. I wanted to differentiate the way these 5 curses worked from the "normal curses" such as Rafaam's and others that will come with this adventure; I wanted them to impact the game with ongoing effects, and not just hurt the tempo for one-turn and that's it. The spells won't be broken, but they'll be peculiar. The other 4 are already done, if you want to see them I can put them on, just to put them under a balance check. Thanks for the feedback!
The real problem i saw in it was if u manage to give your opponent several of the same one, that might escalate super quickly, if he would get like 6 dmg per turn without him being able to do anything about it or was drawing 3 cards a turn that might start burning his cards very fast as well. So if u manage to adress this aspect, i think u might be ok.
The real problem i saw in it was if u manage to give your opponent several of the same one, that might escalate super quickly, if he would get like 6 dmg per turn without him being able to do anything about it or was drawing 3 cards a turn that might start burning his cards very fast as well. So if u manage to adress this aspect, i think u might be ok.
I think I could tweek the Greed one in order to make it just "draw 1 more card" instead of double it. However, to give your opponent several of the same one, you can only; Brann Bronzebeard; Shadowcaster; Gang Up; Shadowstep. You'll see that the only really beneficial card to repeat to the extreme in a broad spectrum of decks is the Curse of Lust; the Curse of Pride has no use in doubling it - you'll see it even if I don't pass the competition phases - and the Curse of Gluttony has an RNG element that helps it keeping it in check. The Curse of Envy is... very peculiar, but again I don't think having more copies of it would creat a huge mess. The Greed one has use in fatigue decks and mill decks, and that's about it. If you play it early game, you risk to give to your opponent too many tools; if you wait for Brann, maybe the enemy's hand size is already thin, and maybe they're already punding you to the ground. And again; the faster you draw with the Curse of Greed, the faster you'll find it and the faster you'll be able to get rid of it - even mill it, without having to pay for its cost. So in the end it sorts of limits itself, according to me. Don't you think? I mean, while it's true that the Curse of Greed can quickly get out of hand, it's also true that it's the faster curse you'll be able to get rid of if it bothers you. And again; the more the copies, the faster you'll find a copy of it out your deck and destroy it. Ultimately, I think it can encourage people to play around a certain curse or change gameplan accordingly - you'll see what I'm talking about especially with the Curses of Envy and Pride,
P.S. And no, there is no curse that says: "deal x damage to the hero" or "destroy x minions" or "heal for x" or something like that.
Oh yeah, i mixed the Curse of Rafaam into it for some reason, i thought there would be another way to give it to your opponent, thats why i thought it would be OP if u could shuffle like 3 of them into his deck. And u might be right about the Curse of Greed, hard to say rly without playtesting,
This is my submission for the adventure competition. I chose Throne of Thunder because I had made a rudimentary version of this adventure a really long time ago (around the time of The Grand Tournament I think) and I finally have an excuse to finish it. It’s been a very long time since I have done any card creation, so hopefully I won’t be too rusty about balance and such. I also have never played WoW, so I hope my lore research is accurate. One other thing to note is generally I think the adventures in actual Hearthstone are too easy, and I would prefer with I had to work more to kill bosses and earn my cards. Thus, the difficulty level of this adventure’s normal mode is somewhat harder than usual (not too much though), although heroic difficulty is the same.
Storyline:
After years of slumber, the land of Pandaria is facing the reawakening of an old enemy. Lei-Shen the Thunder King, an ambitious Mogu lord, has begun a new conquest hoping to dominate the once-prosperous lands below. Once a holy site for the Mogu of old, Thundering Mountain was later captured by Lei-Shen and his followers. Lei-Shen, corrupted by his lust for power, killed the Titanic Watcher Ra-Den who guarded the mountain, seizing his claim to the Throne of Thunder, and in the process gaining power of the elemental forces of wind and storm. Previously dead, Lei-Shen has now found an unlikely ally -- the Zandalari trolls -- who have resurrected him and may hold the key to reestablishing him as the despot of Pandaria. Taran Zhu, the Pandaren leader of the Shado-Pan Assault, has recruited you to help stop Lei-Shen in his conquest, ultimately defeating Lei-Shen himself once and for all.
Mechanics Theme:
The theme of this expansion, in terms of mechanic, will have two themes. First, the mechanic of enrage will be explored much more fully than in current Hearthstone. Not only is this mechanic underdeveloped, but it also fits the character of the violent Mogu and Troll races. In addition, the idea of dual-sided effects will be explored. These mechanics are basically buffs which can be cast on both allies and enemies, which have a positive effect and negative effect which are approximately equal in balance. For example, the legendary Gara’jal (see sample cards) can upgrade either hero’s hero power, but deals damage to the target hero at the end of their turn.
The Big Bad Boss: Lei-Shen, the Thunder King
The board starts with seven conduits filling Lei-Shen’s board. Lei-Shen’s starting hero power “empowers” a conduit, which will create a powerful ongoing effect, which will last for 3 turns (although Lei-Shen will most likely have cards in his deck that can extend this time). Afterwards, Lei-Shen will have to choose a new conduit. You can kill the conduits, preventing Lei-Shen from utilizing their effects, but this will make room for Lei-Shen to play his powerful minions. I’m not sure about all the conduit effects, but here are some examples:
I realize the power levels here aren’t equal, but they are just to give an idea of how this would work.
In addition, I am thinking at a certain health threshold Lei-Shen could “supercharge” the conduits, rendering them immune and gaining more armor depending on how many conduits still alive.
The Bonus Big Bad Boss: Ra-Den
The titan forged creation who ruled over Thundering Mountain before Lei-Shen, Ra-Den, will be represented as a legendary, but there will also be a bonus heroic only fight.
Sample Cards:
...
...
I already posted a question about this a while ago, but I basically answered it on my own. So here's the rough draft of the post.
I really like the theme and concept of your adventure. The Throne of Thunder has lots of interesting fights that could translate well into Hearthstone, and both mogu and troll are two of the races I find most interesting. Lei-Shen's fight sounds pretty interesting. Maybe some Conduits could be stronger than others, so that you have priorities when killing them? Just to spice things up. I really like the balance between killing Conduits and letting him drop his (probably overpowered) minions.
Regarding your example cards, my first thoughts regarding Garajal were that he was tremendously unbalanced. However, after some thought I think it may actually be alright, because you are practically doubling the hero's total health. You may want to update the brief description you give earlier, because it doesn't match up with its current ability. The mogu is very interesting. Would it kill the minion outright if you are at 30, 20 or 10 health? Does it take Armor into account? The Dinomancer is cool, but it may be too easy to deal with without activating its Enrage. Compared to Twilight Summoner, it is fairly easy to avoid the 5/5 in your case. Maybe something like summoning a 5/5 Devilsaur if you have an enraged minion, being the Dinomancer a 3/4? I don't know.
Priest need good 2-drops, but also good 3-drops. I think Shadowfiend would fare better as a 3-mana 3/4, increasing survivability and the chance for the effect to proc. You might also want to rename him since Shadowfiend already exists.
Finally, does Payback Time hit a minion with the last damage your hero took last turn, or the total damage your hero took last turn? I think total might be balanced. Sure you could have a 3-mana Pyroblast to a minion, but you could also have a 3-mana do nothing against control decks.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Hello! So I'm doing a Throne of Thunder adventure, and I'm almost done with the Phase 1 component, but I'm not sure which cards to showcase. I've narrowed in down to three plus the legendary.
So, that being said, I think the main problem is showcasing cards crucial to the theme vs. cards that are just interesting. The adventure has two themes, dual-sided effects (Gara'jal, kind of Soul Extractor) and Enrage (Dinomancer). However, I feel like Mists of Perception is a more interesting card, and plus it is the only spell of the group. Show which of the non-legendaries should I not showcase?
EDIT: It's worth noting the Gara'jal upgrades are different than Justicar ones. The Gara'jal effects are meant to leave the damage unaffected, so it remains an independent side effect. If they were Justicar upgrades, warrior and warlock would be completely unaffected.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
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I probably won't edit my entry with tables at this point, but now I know how to do it in the future :D
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
What do i do if someone else submitted the same adventure I thought of (70% similar) before me? :( Am I supposed to think of something else now?
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Battle for Hrothgar's Landing
So this is what I came up with, I am only presenting the concept here, so I can get some feedback. Also, I have a big problem: ARTWORK. Searched every art website I know and I can barely find any tuskarr or kvaldir art other than what we already have in the game. And I am not capable of creating my own art so yea... kind of in a bad spot right now.
Let's get into it: Battle for Hrothgar's Landing = A war between the Tuskarr and the Kvaldir. (Totally different from GvG)
The tuskarr are peaceful humanoid walrus people who live in Northrend (and they have such a friendly face).
The kvaldir, or tuk-hariq (meaning walkers of the fog/sons of the mist), are fearsome seafaring vrykul raiders who roam the seas raiding ships and coastal settlements.
Short story goes like this: The tuskarr are very peaceful. The kvaldir are not. They raid tuskarr villages and claim them as their own. The poor tuskarr are forced to move somewhere else. So how about our friendly walrus people learn how to fight for what's theirs? Hrothgar's Landing was their former home until the kvaldir captured it. And now they want to take it back! Suppose they are desperate because... they are an endangered species (kappa). Or some other good reason. Smells like Hearthstone Adventure to me. So what do you guys think?
I like the theme. I assume you'll be taking out those demons lieutenants and such as extra bosses since 5 bosses don't form an adventure, Heh. Cool though. I like Maiev and this really fits in with the Legion expansion coming out soon in World of Warcraft.
As for your your art choices. I like the second choices for both curse of greed and fallen Noble.
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I'm going to post my first draft of my entry into this competition. Any comment is welcome, specially card balancing. Hope you like it!
More than 10,000 years ago, when the world was young and all the continents were one, after the Trol Empires bested the Aqir and before the dwarves came to be, the grat Kaldorei Empire was a thriving nation. Thanks to the energies from the Well of Eternity, they mastered the arcane arts and weaved magic like no other. However, the noble wizards, Highborne, seeked more power, and a voice answered their plea. Travel back in time to save the planet from the direst of outcomes by battling the generals and antagonists of the War of the Ancients, helping the likes of Malfurion and Illidan Stormrage, Jarod Shadowsong and Tyrande Whisperwind gather new allies and resist against the Burning Legion in an epic new adventure.
Queen Azshara herself, leader of the Highborne and Supreme Ruler of the night elves is the one who orchestrated this whole ordeal. Sargeras reached to her, and promised power and paradise. Proud as she is, she is sure to be able to impress and maybe even seduce the Dark Titan, and she stands tall before even the mighty Mannoroth.
As the most powerful sorcerer of Azeroth, her deck will consist of many mage spells, like Frostbolt, Arcane Intellect and Flamestrike. Apart from these, she will also use cards from the Warlock class, like Soulfire, showing the slight corruption she has suffered already. At first, she will use her Hero Power to manipulate the board, trying to gain the advantage through subterfuge. If you are able to get her life total, you will be surprised by the fact that she was only toying with you.
She will once again stand against you with 15 health, and now the battle will tuen into a race as she tries to defeat with raw magic energies. You will have to deal a lot of damage in very little time, or the value provided by her new Hero Power will prove to be insurmountable.
Example Cards:
The War of the Ancients translates the strange and powerful energies of the Well of Eternity into new and exciting forms of playing with mana. Many cards in these expansion will change the costs of other cards, and with the new mechanic, Amplify, you can even choose how much to invest into a single card.
Thanks for reading this rather long introduction to this new adventure, and any feedback provided is great. Cheers!
PD: I can't center align anything now. Anyone that knows why out there?
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(Return of) The Thunder King
This is my submission for the adventure competition. I chose Throne of Thunder because I had made a rudimentary version of this adventure a really long time ago (around the time of The Grand Tournament I think) and I finally have an excuse to finish it. It’s been a very long time since I have done any card creation, so hopefully I won’t be too rusty about balance and such. I also have never played WoW, so I hope my lore research is accurate. One other thing to note is generally I think the adventures in actual Hearthstone are too easy, and I would prefer with I had to work more to kill bosses and earn my cards. Thus, the difficulty level of this adventure’s normal mode is somewhat harder than usual (not too much though), although heroic difficulty is the same.
Storyline:
After years of slumber, the land of Pandaria is facing the reawakening of an old enemy. Lei-Shen the Thunder King, an ambitious Mogu lord, has begun a new conquest hoping to dominate the once-prosperous lands below. Once a holy site for the Mogu of old, Thundering Mountain was later captured by Lei-Shen and his followers. Lei-Shen, corrupted by his lust for power, killed the Titanic Watcher Ra-Den who guarded the mountain, seizing his claim to the Throne of Thunder, and in the process gaining power of the elemental forces of wind and storm. Previously dead, Lei-Shen has now found an unlikely ally -- the Zandalari trolls -- who have resurrected him and may hold the key to reestablishing him as the despot of Pandaria. Taran Zhu, the Pandaren leader of the Shado-Pan Assault, has recruited you to help stop Lei-Shen in his conquest, ultimately defeating Lei-Shen himself once and for all.
Mechanics Theme:
The theme of this expansion, in terms of mechanic, will have two themes. First, the mechanic of enrage will be explored much more fully than in current Hearthstone. Not only is this mechanic underdeveloped, but it also fits the character of the violent Mogu and Troll races. In addition, the idea of dual-sided effects will be explored. These mechanics are basically buffs which can be cast on both allies and enemies, which have a positive effect and negative effect which are approximately equal in balance. For example, the legendary Gara’jal (see sample cards) can upgrade either hero’s hero power, but deals damage to the target hero at the end of their turn.
The Big Bad Boss: Lei-Shen, the Thunder King
The board starts with seven conduits filling Lei-Shen’s board. Lei-Shen’s starting hero power “empowers” a conduit, which will create a powerful ongoing effect, which will last for 3 turns (although Lei-Shen will most likely have cards in his deck that can extend this time). Afterwards, Lei-Shen will have to choose a new conduit. You can kill the conduits, preventing Lei-Shen from utilizing their effects, but this will make room for Lei-Shen to play his powerful minions. I’m not sure about all the conduit effects, but here are some examples:
I realize the power levels here aren’t equal, but they are just to give an idea of how this would work.
In addition, I am thinking at a certain health threshold Lei-Shen could “supercharge” the conduits, rendering them immune and gaining more armor depending on how many conduits still alive.
The Bonus Big Bad Boss: Ra-Den
The titan forged creation who ruled over Thundering Mountain before Lei-Shen, Ra-Den, will be represented as a legendary, but there will also be a bonus heroic only fight.
Sample Cards:
...
...
I already posted a question about this a while ago, but I basically answered it on my own. So here's the rough draft of the post.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure