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.
Hi, the theme is interesting and the final boss battle seems like it has potential, it will be just a matter of the right execution.
But i have a big problem with the example cards, not only is the wording kinda weak, but they r either super underpowered or overpowered. Let me elaborate:
Gara'jal:
Wording: "Battlecry: Give a hero 20 Armor, double all damage delt to the hero for the rest of the game." (inspiration in Alexstrasza, Cursed Blade)
Balance: absolutely OP, 20 armor is nothing, like totaly and absolutely nothing in a right deck, look at warriors losing games with 60 armor. But the fact, that the enemy will take double dmg for the rest of the game is a big deal. BIG. Average midgame minion can take the armor down in 2 turns and then only profit. I dont like this effect at all.
Soul Extractor:
Wording: not rly sure how to approach this one, just what u have there now is definitely not a good one, i dont think u need to explain what goes where (or u can do it outside of the card), so mby something like: "Battlecry: Give a minion's Attack and Health to your hero." or "Battlecry: Destroy a minion and give its Attack and Health to your hero." (dont know if convert means it will destroy the minion or not).
Balance: pretty unbalanced, ur basically givin your hero unlimited "weapon" ? like wtf?
Zandalari Dinomancer:
Wording: ok
Balance: super weak, in most games this will never activate, mby u can make it like 2/4 or 1/5, but i dont know ...
PS: also the heropowers r supposed to have the text "Hero Power" or "Passive Hero Power" in bold on them in the first line of text, mby u forgot or u didnt want to do it, cause u have tons of text there already so it wouldnt fit, but thats how its supposed to be. Mby u dont have to explain what it does, simply write "Empower conduit" or smthing, Nefarian had the text of his hero power "Let the games beggin" and it didnt say what it does either.
I can't say much to the lore/story, but I can definitely comment on the boss and cards.
On Lei-Shan I fear Lightning Strike is too weak, even for a non-heroic fight (and especially for the final boss). Of course, without knowing his deck's cards, it's hard to say for certain, but I think he could do with having a 3 or even 4 damage hero power. Alternatively, you could link it to whether he has conduits in play (i.e. if he has no conduits, he gets the lightning bolts)
On Gara'Jal I think this shares too much design space with Alexstraza. He does the same 'maybe hurt maybe help' thing, but he's even more skewed towards 'hurt' (since the break even point is 20 health/armour, as opposed to '15 health, ignores armour'). Even with the stat drop, the sheer burst damage this is capable of applying is pretty silly.
On Soul Extractor I'm not sure whether this is 'destroy a friendly minion and heal yourself for its combined attack and health', or 'destroy a friendly minion and give its attack and health to your hero'. The former hard to judge due to the investment it requires (a powerful minion plus playing a 7 mana 3/5), while the latter is both horribly overpowered and not entirely in Warlock's wheelhouse (aside from Jaraxxus, who gets a free pass in the same way that Form of the Dragon does in MTG).
On Zandalari Dinomancer Compares very poorly to both Bloodhoof Brave and Aberrant Berserker, primarily due to its low health. Could do with having higher health, or being cheaper (I don't think a 3 mana 2/3 with the same effect would be too potent)
Now, if I may, I have my own submission I'd like some feedback on before I submit it. Apologies to MarioToast for the similarities in theme; I swear I had this idea before I saw your submission :\.
Cirque Du Soul
The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?
Cirque Du Soul is a 5 Wing Adventure (with 16 battles total; 4–3–4–3–2) based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. It features 16 Neutral cards (including 5 Legendary Minions rewarded for completing each wing, 2 rewarded across each dungeon and 1 for completing the adventure) and 27 Class Cards (16 earned through normal battles, 9 for class challenges and a bonus class card for buying the first wing/completing the adventure). The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.
The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’, ‘new uses/interactions for old mechanics’ and ‘effects based on card draw/deck manipulation’. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.
The Climax (The Ring Master/The Circus Itself)
“It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”
The Ringmaster initially appears as a fairly standard boss, though with a much larger deck than usual. His hero power allows him to pick whatever card he wants out of his deck, and play it for free, allowing him to make use of his powerful non-collectible minions (as well as powerful existing cards such as Savannah Highmane), plus a number of potent, though situational spells. The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.
Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.
The Cards
To clarify for Three Card Monty if it's not clear, you select a card that goes to your opponent's hand, and you add the other two to your own hand. I'm not certain if that's perhaps too potent. His effect is somewhat based off his encounter where his hero power lets each player discover a card at the start of their turn, but he always mysteriously manages to pick the one that counters your card...
Also, yes, I'm aware that Coconut Shy is actually the opposite of how actual Coconut Shy works. It has the same feeling though :P.
So, I've compiled a quick feedback on the last five pages of this thread, as they are most likely to still be updated. If I've missed your entry, or you want feedback on an earlier post, feel free to remind me!
Sinti's Damsel in Distress
Quite the unique theme, and I like it! A lot of references from what I see.
Mukla looks fine but rather basic. Are we to guess what the final boss is, or will he work in the same way? Some info is missing and I fear that older players may feel like they've already dealt with too many bananas.
Skybash and Right Hand are both fine cards with the second being a bit more interesting than the first. Warrior have no really used Battlecry weapons as of yet, but that might change. I dislike the Aura keyword however. Hearthstone works of always presenting information and with Aura that becomes very complicated. The card itself feels over the top as well, but that's a balance issue that easily can be solved.
Overall I like the concept, unsure about Mukla and dislike Aura.
Hi, thanks for the feedback, i agree with u on the things u said and i almost have rdy a bit rework of the Aura mechanic (would be only on minions as a "persistent" effect, but it would activate at the start of each turn, so it wouldnt be like Raid Leader for example, active always, but it would just proc once at the start of each turn) and i also am gonna add the second part of the Mukla boss battle, i made the first part kinda "dull" on purpouse, that was suppose to give the player and Bilakh a sence of safety after they defeat Mukla and saved Poobah, but then the second part would start which would be the real challange. I think that was a mistake not to include that part, i wanted it to be a surprise, but at the same time i wont make ppl excited about it if i dont present it now (although i will still keep a few surprises left even now :)). Asylum already told me that including the second part of my boss battle is ok if i put it in the spoiler, so i will do that, im just waiting for him to tell me if its ok to adjust the Aura mechanic as well. Problem was, that noone was givin feedback for like 2 days, so i just went ahead and submited it, but after DialM4Murloc suggested some rly smart things i got a better idea how to go about my adventure, so id like to redo it a little :)
Hi Sgtfailure thanks for the feedback I think it is very useful and I'm going to make some changes based on it before the final submission. I will change the cards that I showcase to better explain the ideas I gave about freeze. There will be positive effects to it as well. As for charm I was planning to limit the cards that have the key word but I think you're right and they should just be worded cards without a keyword.
I think it was just because everyone seems to be coming up with shiny new keywords but I think my adventure will stand up without one if it gets the chance.
Take two on the Adventure presentation, this time with less graphics and more cards! Any feedback would be great!
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...
<Transmission secure. Decrypting message. Standby for briefing.>
Greetings, Agent, and welcome to the great game of espionage and statecraft. I am Matthias Shaw, spymaster of SI:7, where secrets are our weapon, blackmail our armour. Let me be upfront with you: we’re not usually this laissez-faire when it comes to recruitment, but our situation at the moment is dire.
Now I’m sorry I can’t meet you in person to do this but a lot of people want me dead. Eventually, they’ll come after you too, and that’s if we succeed.
A splinter cell leader of Mister E’s Cabal by the name of Dr Juggler has surfaced with a doomsday device, and all our top agents in the area have suddenly gone dark. Should you choose to accept it, your mission is to find Dr Juggler before he can launch his doomsday device and bring him alive for interrogation.
Good luck, Agent.
<This card pack will disenchant in 3 . . . 2 . . . 1>
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. For his fighting style Dr. Juggler uses a deck filled to the brim with Jugglers, with Bots, and all other kind good stuff. Have a look! A warning is to be issued though, as the Bots may explode.
Along with his army of more or less explosive friends Dr Juggler starts the game with his masterpiece on the board, the device that is to bring an end to all of Azeroth. The Doomsday Device!
The many evil things, you ask? Well let me tell you, Agent...
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 gotten to know earlier. She'll let you discover one of his subsystems to disable, usually though using Dr Juggler's monologue against him. In one of those cases, he brags about his ability to turn of the A/C, leaving him quite vulnerable...
This then leads you into a usual discovery interface, letting you choose one of the six subsystems to disable.
Finally you either defeat Dr Juggler, releasing the Doomsday Device from his grasp, or you completely disable all the subsystems of the Doomsday Device leading to Dr Juggler's swift arrest. Either way, you saved the day agent! You saved the world, the evil Dr Juggler has been toppled, balance has been brought to Hearthstone once more and you get to celebrate with VA-11-A.
The good news?
The world might still be in danger, balance may still be broken, and VA-11-A may still be but another gnomish bombshell but hey at least you get access to some of SI:7 assets. Oh and after his defeat it appears that the evil Dr decided to help you instead of destroying the world, if only he could ever shut up...
Weapon of Class: Only the most daring of hunters dare use the truest weapon of class, the Hat! While some other odd jobs made the tophat popular, Rexxar uses something far more fashionable! A powerful tempo alternative to Eaglehorn Bow Weapon of Class wants to push control hunter, midrange hunter, or even a deathrattle hunter while still providing unique weapons to hunter.
Lordaeron Sleeper: A sleeper agent to an organisation that no longer exists isn't much use. You never really know what they gonna do, who they gonna possess, which child they gonna curse... Usable as Embrace the Shadows or to nullify a Flamestrike, you decide.
Dr Juggler: Back again, and not a moment passes without the Doctor babbling about his Doomsday Device. Maybe it's better just to sit down and listen, surely he must stop soon? Right? A powerful control card that lets you build your own Doomsday Device Dr Juggler lets you spend two mana any number of times to increase the potency of the Doomsday Device's battlecry!
Monologue and Evil Plans
Any last words?
Huge thanks to user Frostivus for his cooperation with me in this adventure, as a person to talk to regarding strategies and cards, as well as an amazing card designer!
Thanks for reading through, I'll add the Evil Plans on the next update! Do ignore them in the meanwhile.
The intro looks better now i think.
What is the correct name of "Dr. Juggler" ? Is it "Dr" without a point or "Dr." with a point" Ur not very consistent with this, i think it should be with a point ;-)
Dr. Juggler's hero power could probably be more smoothly worded: "Doomsday Device can't attack and is Immune."
Force Field: Armour > Armor
Mind Reader: Should be "At the end of your turn + pretty much copy of the entire text of Mind Vision." But that wont fit into 4 lines of text, so u have a problem :P
Weapon of Class: is this some kind of WOW reference? Cause i dont get it and it seems wierd to me that a hat has same dmg/stats as a bow :F
So, I've compiled a quick feedback on the last five pages of this thread, as they are most likely to still be updated. If I've missed your entry, or you want feedback on an earlier post, feel free to remind me!
Yebaba's Brawler's Guild:
I really like the idea of a boxing inspired adventure and with the wings set up as you've done the callback to boxing games on earlier and newer consoles alike is sure to score you some extra points!
I'm a sucker for positioning based effects so both the final boss and his card are home runs in my eyes. Old Ironjaw is cute and nice but the effect feels more rogue than hunter. The Duelist is nice, it's interesting to have cards that rewards you to trade downwards instead of upwards, and promotes an interesting type of warrior.
Overall a great start on an adventure I'd like to continue!
Mocandragon's BBB or Murloc Holmes:
Both interesting ideas I'd like to push you towards the Booty Bay adventure instead of Murloc Holmes. Discover is a mechanic that is very flavorful and fun to use but I don't think that you can base an adventure as heavily around it as you have done.
While some of your cards and hero portraits are lost in time and space a general feedback on the cards is that they are far too complex. There are often at least four lines of text and the effects are multiple, with some not fitting the theme (Mainly Spare Parts) and others just being out of place in Hearthstone.
I'm sure you can remedy these mistakes though, as you seem eager to improve your adventure! Main ideas are interesting, and I wish you good luck!
Mewdrops' Corruption of Faeria
First of all I fear that having an adventure fully out of the Warcraft universe might damage your chances here. Faeria for me might not be the same as for you, or some other user. A word of warning, nothing more.
The boss looks interesting in that you have to prepare for the fight with the real boss but it doesn't feel very epic. Maybe the spells and minions used can change this, but it feels like it is a tad bit too basic. Run a few board clears and you're fine basically.
I hate seeing Elusive keyworded even though I myself refer to it from time to time. Keywording this ability implies that it will be used more than before and with it being one of the most non-interactive mechanics in the game I really don't want to see that happen. Your legendary is fine but, as mentioned by other users, a bit underwhelming. Faerie Sniper is even more uninteractive than a normal Elusive minion and thus fall far from my liking. Swarm is fine, Fairy Fire is weird but probably just an assassinate?
Overall interesting but I fear that your setting might hurt you and that Elusive isn't such a great mechanic.
Electro522's ???
Same as with earlier entries I think that going so far away from the Warcraft universe only hurts your chances of success.
Can't really say too much about the Emperor without knowing the deck and the effects of the board, so I'll stay neutral on it.
Same with the cards I don't know what happens if you go onto a Wilderness board, for example, and so can't judge the balance of it. It does however ring a warning bell if new players can't understand cards at all. Same with the Harvest. Light Eater is cute, works well but shouldn't have the same mana cost as other Divine Shield cards.
There's a lot of work left here, but there might be some potential.
Sinti's Damsel in Distress
Quite the unique theme, and I like it! A lot of references from what I see.
Mukla looks fine but rather basic. Are we to guess what the final boss is, or will he work in the same way? Some info is missing and I fear that older players may feel like they've already dealt with too many bananas.
Skybash and Right Hand are both fine cards with the second being a bit more interesting than the first. Warrior have no really used Battlecry weapons as of yet, but that might change. I dislike the Aura keyword however. Hearthstone works of always presenting information and with Aura that becomes very complicated. The card itself feels over the top as well, but that's a balance issue that easily can be solved.
Overall I like the concept, unsure about Mukla and dislike Aura.
Tomerick88's Under the Sea
First off, novelty points! Talking crabs and underwater adventure!
I don't want to fight Neptulon, but if I get a special card for it I suppose it's fine. He does however look very unfun to play against which might be a problem, seeing as there is little counterplay and very many turns where you simply won't do anything. Maybe you can spice it up a little?
Both the idea of Charm and that of bringing Freeze into more classes presents a rather interesting dilemma. It is sure to present control decks with more cards, but it is also sure to feel bad. Charm stealing minions might work as a single card but not a mechanic, as it would bleed priest too much. Freeze in all classes sounds wrong, but feel free to prove me wrong instead.
Overall the adventure looks to limit rather than expand gameplay, and if such is the case I would hardly like to play it myself.
WestonSmith's The Wizard of Amos
After Karazhan's spoiling it is daring to create another theme of the Wizard of Oz, but you've got some courage I give you that! Oh, and be careful with non-warcraft themes!
Wicked Witch is such an anonymous name I don't really feel like I'm fighting the final boss. Here Hero Power makes sure she is a challenge but she looks more like a boss that is simply hard than one that is interesting, this based without the decklist or similar things. Spice her up, bring her some more attention, make her unique!
Lionel is a legendary sure, but not one I can see being used. Taunts are good and with stealth he might just draw the game on too long. Tornado is a nice card but probably a priest or paladin card, and Hooligan is simply strong. While all flavorful cards with a spot in the tale they don't tell me what the adventure is about.
MrGoodie94's A Song From the Shadows
I love the theme, fits well with Warcraft's current status and strays just far enough away form official things. It doesn't feel very Hearthstone-y though, maybe a little light might benefit it?
Abraxxas looks like a fun final encounter, and a truly unique one. While I think the cards will confuse newer players I like the curses in their own form but I don't like his hero power. Clogging your hand is the only thing it will do, and it won't do it in a fun way. It also limits classes useable to weapon classes, as most others won't have enough damage to kill him.
Curses are fine on paper but when shuffled into your opponent's deck they become very tricky to balance. Not only do they negate a draw they also cost mana to play, and such I feel like you're better of designing cards that add curses to hand or cards that also replace themselves when drawn. Fallen Lord/Noble is fine, I like low cost minions that also have value later.
Hurien's War of the Ancients
Standard theme, a solid one but nothing too novel.
I like the bossfight, her toying with you feels very Azhara and the fight looks like it could force out quite an array of different tactics. I also like the fact that she's a mage, and that once you bring her "Armor" down she'll become so much more powerful! The thing that really stand out is her legendary card! Such a great way to replace Emperor, and pushes combo away from OTK into very much synergistic combo instead.
Blessed Ranger doesn't feel very priest but is a fine minion otherwise, and Amplify is a nice mechanic. Aim is probably too powerful though.
RoofTopOctopus's The Thunder King
A fine theme, a WoW raid so quite the obvious one with quite the obvious bosses.
Lei-Shen is pretty much what could be expected, but a very interesting boss nonetheless. I like how the board is filled with conduits and how he works in stages of 3 turns, and I'd love to see more of him!
Gara'Jal is, as previously stated, problematic but I don't know if he is much worse than Alexstraza. Worse stats and worse against midrange decks but better against Warrior I think he's fine. Soul Extractor is too complicated to understand, I still don't really grasp it, and the Dinomancer is a nice touch, could probably stand being a 2/5 from start. Both to reduce confusion about enrage and heals, but also to increase powerlevel a bit.
FusilierDude's Cirque Du Sol
I love the theme, and I love the boss! A classic twist in a classic adventure, the main problem I have with it is that the conductor may lack counterplay. Your strategy is probably still best focused on tempo plays unless he have a lot of card value.
Monty is a great legendary, really spices up Discover. He's not build around but not a card I'd like to see as a two of either. Shy and Tamer are both fine, flavorful card. Solid cards but I lack a common theme, but that might be a personal preference.
Overall you've got me excited! Good luck!
Yeah, after reading this, I figured I made a mistake in not specifying what the boards do. Ill try to change that.
Since the Boards also have a persistent effect, I'll change Osis' hero power to 2 mana instead of 0, that way the board isn't changing too uch, and the player could actually try and take advantage of any particular board that may pop up.
Anyway, the 4 board states are:
Apocalyptic: A war torn board that makes summoning minions a bit more difficult. Any minion summoned gets dealt 1 damage (if the minion is already in play when the board changes, the damage will not apply).
Experimental: A board where technology has run rampant. Any minion summoned gets either Divine Shield, Windfury, or Taunt (basically the Enhance-o Mechano effect) at random. (Again, the effect will not apply if the minion is already in play when the board changes)
Wilderness: Its called the Wilderness for a reason, for anything goes out here. Whenever a minion is summoned, randomly cast a spell of the same mana cost. Whenever a spell is cast, summon a random minion of the same mana cost.
Industrial: A land of infinite resources and wealth. ALL cards have their mana cost reduced by 1.
The board states affect BOTH players, so both can take advantage of them, or get completely wrecked by them. They are not permanent, mostly staying on the board until the END of the next turn of the player who created them (unless you have a card that says other wise, like Merilda). This is so that the player who created the board gets to use a full turn with the board they created (sometimes, it will take a full turn just to make the board). However, this also gives their opponent a chance to counter whatever onslaught might be coming by using the board created to their advantage (if they even can).
Does all of this make sense, or is it WAY too complicated?
Illidan had a rough life. He has been imprisoned by his own brother, subjugated by a demon lord, betrayed by nearly all of his allies, killed by 25 random guys who just wanted to loot his temple, and made into an unplayable card in Hearthstone! But now Illidan's back and he is pissed. With your help, he will enact a revenge they are not prepared for!
As you might imagine, this adventure is all about illidan taking revenge on his enemies. If you played WoW and/or Warcraft 3, you may have an idea of who will have their asses kicked.
<center>
Description of the adventure
</center>
This adventure will contain 5 wings with 3 bosses each. Each of these bosses will be one of Illidan's worst enemies. If, at any point, you choose Illidan's twin bro Malfurion Stormrage as a hero, he will say this during the mulligan:
There will be 30 [or 45,I'm not sure how many I want to include yet] distributed this way:
One [or 2] card[s] per boss, for a total of 15[30] cards, more than half will be class cards.
One end-of-wing legendary per wing, so 5 legendaries.
One class card after each class challenges, so 9 unique class cards.
One end-of-adventure legendary, Illidan, Highborne King (see below).
<center>
The final boss
</center>
Illidan has many enemies, but the most powerful of them all is this guy!
HERO PORTRAIT
HERO POWER Phase 1
HERO POWER Phase 2
"Illidan, this miserable insect, tries to rebel against me AGAIN and he brought YOU to defeat me ?! Hahahahaha!"
<center>
Kil'jaeden has 2 phases:
</center>
In the first phase, he will play similarily to zoolock, playing minions generating tokens with his spells (he will have tons of spells that generates other cards). Given his hero power, your goal will be to keep his board clear to deal damage to him. Once all of his armor is removed (or after 10 turns), he will switch to phase two...
...In this second phase, he will continue to generate tokens and play tons of minions and this time he will get copies of any card he plays directly in his hand! ASTONISHING!
.
As you can guess, the goal here will be for you to rush him down before he generates too much value with his cards.
<center>
Cards
</center>
The cards will mostly have the following themes:
Mana interaction, this means that the cards will either interact with the mana cost of cards or with your mana pool.
Shuffle into deck effect which I think are lacking right now, but are interesting
Death and Decay is the anti-early game Priest actually needs! It is designed to be a playable Shadow Word: Horror and follows the theme of my adventure which is mana interaction.
Nether Drake is a minion that rewards you for playing on curve. When activated, he is a 6-mana 7/8 Taunt.
Illidan, Highborne King, an Illidan from an alternate timeline who stood up to Queen Azshara and took his place for the best interest of his people. Perfect for ramp/combo decks but he also affects your opponent's card, so he might have some unexpected effects on the game...
So, what do you think ?
EDIT: Sorry I fucked up with the HTML code of my post, will fix that tomorrow.
So I've decided to go back to the drawing board for Gara'jal, cause he's probably just an OP version of Alexstrasza. Also, I'll probably just make the Dinomancer a 2/5. The main card I'm not sure what to do with is the Soul Extractor. I think a lot of people misinterpreted how it works, which was my fault for unclear wording (not sure how to fix it). What it is supposed to do is change any minion's stats into a new statline based on your health, so full health is a 3/0 (i.e. it dies), 15 health would be a 1/5, and 5 health would be a 0/5. The minion's card text is unchanged. It doesn't work with armor, because it would still just consider you at full health. Although it is fairly complicated, I like this design -- I don't want to flavor to change much, but it might need some simplification.
I have a few ideas for Gara'jal, with a similar flavor but less OP and Alex-esque:
While Gara'jal is alive, targeted hero takes double damage but reflects all damage back to its source. For example, if you have this effect an a yeti attacks you, you will take 8 damage but the yeti dies. This also works for spells, so if you get fireballed, you and your opponent will take 12 damage. This isn't for the rest of the game, it only lasts while Gara'jal is alive (or until the end of your next turn?) This could also be an ongoing effect for both heroes.
Similarly, whenever one hero takes damage, the other hero takes an equal amount as well. Basically an ongoing Eye For An Eye effect for both heroes.
While Gara'jal is alive, all sources of damage you deal are amplified by (some amount). Deathrattle: deal all excess amplified damage to your hero.
I think I like the second idea the most, but what are your thoughts?
Also, here's some feedback for other adventures:
Cirque du Soul: I definitely like both the mechanics theme and the circus/carnival influence. It might be a little similar to TGT at times because of the festival-based theme, but it's probably distinct enough. The boss fight, especially the second phase, is very interesting, but I think the Ringmaster's hero power might get out of hand, depending on what you choose to put in his deck. Don't necessarily change it, just warning about how variant his power level is depending on his deck. Otherwise, I really like this fight.
Three Card Monty: Seems fine, but the effect seems like it might be better on a rare or epic.
Coconut Shy: I really like this one. I feel like more people would probably play this to deny your opponent of potential minion spots than to deal a little damage, but that's fine. Only real criticism is the art -- I doubt there is proper fantasy art for this, but it looks kind of un-fitting.
Lion Tamer: Balanced, ok as a filler card. Again, I don't really like the art though; it's fine except for the blank white background.
SI: 007: Great theme/story. The theme on its own its decent, but you have implemented it amazingly, especially with the card pack opening thing. As for Dr. Juggler, I would imagine he uses a ton of GvG cards, which seems kind of awkward with the advent of Standard. Also, what does Doom Juggler do by throwing a Boom Bot at someone? I'm assuming that means a random player gets a Boom Bot, but it is a little unclear. Also, does the Doomsday Machine do all of the evil things at once, or something like one per turn? I think the hacking/disabling feature would be much more significant if the machine did everything. Also, this means the fight gets easier as it progresses, because the machine has less abilities. I don't really like how that works, because it makes more sense for the difficulty to increase. In general, I'm not a huge fan of the fight, although with some adjustment or clarification I think it could be good. Also, no mechanics theme? It's ok if you don't have one, but I was a bit surprised there wasn't one in the description.
Weapon of Class: Balanced, nice flavor, although still definitely a filler card. Seems good though.
Lordaeron Sleeper: This is really cool, seriously one of the most interesting designs on a sample card I have seen yet. I might make it a 2/2, but otherwise it's great.
Dr. Juggler: Again, very interesting. I really like how well the character flavor and card design work together. It's also flashy enough to make a good final legendary, but still has real game potential. One question though: can you choose the same Evil Plan more than once? If so would the effect stack? It could be pretty interesting/OP if you could (multiple Voltrons?)
Illidan had a rough life. He has been imprisoned by his own brother, subjugated by a demon lord, betrayed by nearly all of his allies, killed by 25 random guys who just wanted to loot his temple, and made into an unplayable card in Hearthstone! But now Illidan's back and he is pissed. With your help, he will enact a revenge they are not prepared for!
As you might imagine, this adventure is all about illidan taking revenge on his enemies. If you played WoW and/or Warcraft 3, you may have an idea of who will have their asses kicked.
<center>
Description of the adventure
</center>
This adventure will contain 5 wings with 3 bosses each. Each of these bosses will be one of Illidan's worst enemies. If, at any point, you choose Illidan's twin bro Malfurion Stormrage as a hero, he will say this during the mulligan:
There will be 30 [or 45,I'm not sure how many I want to include yet] distributed this way:
One [or 2] card[s] per boss, for a total of 15[30] cards, more than half will be class cards.
One end-of-wing legendary per wing, so 5 legendaries.
One class card after each class challenges, so 9 unique class cards.
One end-of-adventure legendary, Illidan, Highborne King (see below).
<center>
The final boss
</center>
Illidan has many enemies, but the most powerful of them all is this guy!
HERO PORTRAIT
HERO POWER Phase 1
HERO POWER Phase 2
"Illidan, this miserable insect, tries to rebel against me AGAIN and he brought YOU to defeat me ?! Hahahahaha!"
<center>
Kil'jaeden has 2 phases:
</center>
In the first phase, he will play similarily to zoolock, playing minions generating tokens with his spells (he will have tons of spells that generates other cards). Given his hero power, your goal will be to keep his board clear to deal damage to him. Once all of his armor is removed (or after 10 turns), he will switch to phase two...
...In this second phase, he will continue to generate tokens and play tons of minions and this time he will get copies of any card he plays directly in his hand! ASTONISHING!
.
As you can guess, the goal here will be for you to rush him down before he generates too much value with his cards.
<center>
Cards
</center>
The cards will mostly have the following themes:
Mana interaction, this means that the cards will either interact with the mana cost of cards or with your mana pool.
Shuffle into deck effect which I think are lacking right now, but are interesting
Death and Decay is the anti-early game Priest actually needs! It is designed to be a playable Shadow Word: Horror and follows the theme of my adventure which is mana interaction.
Nether Drake is a minion that rewards you for playing on curve. When activated, he is a 6-mana 7/8 Taunt.
Illidan, Highborne King, an Illidan from an alternate timeline who stood up to Queen Azshara and took his place for the best interest of his people. Perfect for ramp/combo decks but he also affects your opponent's card, so he might have some unexpected effects on the game...
So, what do you think ?
EDIT: Sorry I fucked up with the HTML code of my post, will fix that tomorrow.
I like the theme, pretty funny :D
Death of Decay: Im very torn on this card, its either ok or super OP, cant decide :D
Nether Drake: OP as F ... u basically get a 6 mana Bog Creeper with +1 attack and a dragon tag, u can see how that is not balanced right? Not to mention u would totally broke arena with the common rarity ... and the wording is rly bad, i know its not easy to put this in words, but this is just not good, try something like "Battlecry: If u have no Mana left after u summon this, gain +1 Health and Taunt."
Illidan: i dont think if this is broken or not, probably is .. very. Imagine the current combo decks, that rely on OTK that is provided by Emperor Thaurissan by discounting only SOME of its parts, now imagine having discounted every card. Also imagine friggin miracle rogues with 5 mana Gadgetzans and 0 mana cost half deck spells ... ye i get what ur goin for, but it aint good.
Killjaiden battle: hes just gonna mill himself very fast, especially in heroic mode, how r u gonna fix that? is he just gonna play one card entire game?
So I've decided to go back to the drawing board for Gara'jal, cause he's probably just an OP version of Alexstrasza. Also, I'll probably just make the Dinomancer a 2/5. The main card I'm not sure what to do with is the Soul Extractor. I think a lot of people misinterpreted how it works, which was my fault for unclear wording (not sure how to fix it). What it is supposed to do is change any minion's stats into a new statline based on your health, so full health is a 3/0 (i.e. it dies), 15 health would be a 1/5, and 5 health would be a 0/5. The minion's card text is unchanged. It doesn't work with armor, because it would still just consider you at full health. Although it is fairly complicated, I like this design -- I don't want to flavor to change much, but it might need some simplification.
I have a few ideas for Gara'jal, with a similar flavor but less OP and Alex-esque:
While Gara'jal is alive, targeted hero takes double damage but reflects all damage back to its source. For example, if you have this effect an a yeti attacks you, you will take 8 damage but the yeti dies. This also works for spells, so if you get fireballed, you and your opponent will take 12 damage. This isn't for the rest of the game, it only lasts while Gara'jal is alive (or until the end of your next turn?) This could also be an ongoing effect for both heroes.
Similarly, whenever one hero takes damage, the other hero takes an equal amount as well. Basically an ongoing Eye For An Eye effect for both heroes.
While Gara'jal is alive, all sources of damage you deal are amplified by (some amount). Deathrattle: deal all excess amplified damage to your hero.
I think I like the second idea the most, but what are your thoughts?
1) link the stuff (preferably in a spoiler) ur talking about when u talk about something that is not obvious to most ppl, i think i was giving u some feedback on this, about how OP that card was, but i dont rly remmember the card as a whole so i cant see the whole picture.
2) 1st option is still pretty OP, if u manage to stay alive, its a "free kills" on enemy minions and clearing their board, i dont rly like that too much. 2nd option is OP as hell, if u somehow can deal dmg to yourself (which i dont remmember if its a class card or neutral), but u can see the problem right? 3rd option is interesting, but it would have to be balanced on how much dmg would the increase be, how much survivability the minion has, what class could take this card, it could be as well used only as a finisher, like bloodlust/savage roar, if the dmg increase was enought to justify that, so the drawback would never come ... or if warrior could sit comfortably at 40 armor and use this and laught on 20dmg taken etc.
I love the theme, and I love the boss! A classic twist in a classic adventure, the main problem I have with it is that the conductor may lack counterplay. Your strategy is probably still best focused on tempo plays unless he have a lot of card value.
Monty is a great legendary, really spices up Discover. He's not build around but not a card I'd like to see as a two of either. Shy and Tamer are both fine, flavorful card. Solid cards but I lack a common theme, but that might be a personal preference.
Overall you've got me excited! Good luck!
Good to hear the idea is palatable :D
Hmm... Thinking it over, perhaps it'd be best for his hero power to be 'add a card of your choice, reduce its cost by (2)', and have the reduce to (0) version be heroic only.
The reason there's not much of a solid theme is that I was trying to cover the array of different themes (which are somewhat different). There are definitely other cards I could use as starters, for example.
Would you guys prefer either of those as part of the three example cards? (and should the bear be nerfed to a 4/3 or 3/3?)
SI: 007 by SgtFailure
Quote from
That opening is incredible.
The boss itself feels perhaps a little over complicated, but I suspect that's part of the point. I'm not super certain as to what to say about it as it stands; I haven't quite grokked how it plays out in my head, so I'll avoid commenting further.
The noble seems fine; handlock almost certainly will welcome it. In constructed, it's probably a better Vilefin (in the aggro v control match up where it's most useful, at least). In arena, it's a bit of a crapshoot. Shadow of Doubt is an odd one; I assume 'damage effect' doesn't include attacking...? If it does, it might be too potent at board control (since you almost always will target your opponent to either prevent an attack, or instantly trade up). Otherwise, it probably fills the same role as Auchenai (though the ability to protect a 1 health card in arena from mages is nice). Doctor Juggler seems balanced enough, though ultimately a 'fun' card over a competitive one.
The scenario seems rather curious, but has potential, I suppose (though off the top of my head, aside from Maiev obviously, Illidan doesn't have that many notable people who have wronged him...? I don't know Warcraft lore very well).
Kil'Jaeden appears to have a slight problem dealing with King Mukla or Lorewalker Cho. It's possible to fill his hand with useless cards in his second form, and completely paralyse him. Other than that, he seems fine enough, though he seems very dependant on the specifics of what cards he plays.
I'm mostly willing to give Death and Decay a pass on balance, since Priest needs a good board wipe, though this might be too potent even knowing Priest's current state. Nether Drake seems primed to be the new 'Doctor 6'; a 7/8 Taunt on turn 6 is back breaking (yes, yes, four mana 7/7; truth is stranger than fiction because fiction needs to make sense :\). I'd suggest toning it down to be a 5/5 base at minimum, or make it 7 mana. The new Illidan is dangerous, both in a 'this could break the meta' and a 'this could lose you the game' sense. IMO, he'd be more appealing if there was some allusion to either his current card or his original 'draw 3, discard 3' version. Currently, he feels more like Thaurissen than anyone else.
Cirque du Soul: I definitely like both the mechanics theme and the circus/carnival influence. It might be a little similar to TGT at times because of the festival-based theme, but it's probably distinct enough. The boss fight, especially the second phase, is very interesting, but I think the Ringmaster's hero power might get out of hand, depending on what you choose to put in his deck. Don't necessarily change it, just warning about how variant his power level is depending on his deck. Otherwise, I really like this fight.
Three Card Monty: Seems fine, but the effect seems like it might be better on a rare or epic.
Coconut Shy: I really like this one. I feel like more people would probably play this to deny your opponent of potential minion spots than to deal a little damage, but that's fine. Only real criticism is the art -- I doubt there is proper fantasy art for this, but it looks kind of un-fitting.
Lion Tamer: Balanced, ok as a filler card. Again, I don't really like the art though; it's fine except for the blank white background.
As I mentioned previously, I think I'll change his power to reduce cost by (2) in the normal mode fight, and make it reduce to (0) in the Heroic. His deck isn't quite at the level of Tavern Brawl Kel'thuzad :P, let's put it that way.
I'm not kidding or exaggerating when I say 90% of the time I spent designing the cards for this was looking for art. I know the art for Coconut Shy looks unfitting and I tried to mitigate the fact that Lion Tamer has no background as best I could, but I have no talent in photoshop (or any visual art) and finding art that looks even close to appropriate for this theme is like trying to find a needle in a haystack :\.
I mainly put Lion Tamer there as a demonstration of the 'deck/hand manipulation'. Shadow Word: Showtime is probably a better example to use.
So, I've compiled a quick feedback on the last five pages of this thread, as they are most likely to still be updated. If I've missed your entry, or you want feedback on an earlier post, feel free to remind me!
Mewdrops' Corruption of Faeria
First of all I fear that having an adventure fully out of the Warcraft universe might damage your chances here. Faeria for me might not be the same as for you, or some other user. A word of warning, nothing more.
The boss looks interesting in that you have to prepare for the fight with the real boss but it doesn't feel very epic. Maybe the spells and minions used can change this, but it feels like it is a tad bit too basic. Run a few board clears and you're fine basically.
I hate seeing Elusive keyworded even though I myself refer to it from time to time. Keywording this ability implies that it will be used more than before and with it being one of the most non-interactive mechanics in the game I really don't want to see that happen. Your legendary is fine but, as mentioned by other users, a bit underwhelming. Faerie Sniper is even more uninteractive than a normal Elusive minion and thus fall far from my liking. Swarm is fine, Fairy Fire is weird but probably just an assassinate?
Overall interesting but I fear that your setting might hurt you and that Elusive isn't such a great mechanic.
Thanks for the feedback!
For the out-of-warcraft thing: Unfortunately, I didn't really have any option. I know basically no WoW lore.
Yes, I definitely plan on the spells and minions the final boss uses as a way to discourage just stacking your deck with AOE clears. Unfortunately, I didn't have time to make them, and I'm rather busy right now. Quick Question: Would it be against the rules to add them to the post later on, when I do find time to make them?
As for Fairyfire - the wording was kind of weird. I've reworded it, but it's basically Arcane Missiles that hits for 3 each time instead of 1. I've removed Faerie Sniper, as well as Fenrir, in favour of some other cards. The Elusive mechanic is something I actually quite like because it kinda punishes very heavily spell-focused decks (which are also kinda un-interactive) and puts more focus onto minions, but I might be an odd one out here.
Hi, thanks to some feedback i wanted to slightly change how my keyword (Aura) would work. Originally i wanted to have it on spells too, but it was kinda wierd, so i reworked it to have it only on minions and its not tied to a certain number of turns anymore (e.g Aura: 3), but rather to the survivability of a minion.
I also wanted to make the main hero of the story (Bilakh Skybash) into more iconic legendary that would pioneer synergy with the new keyword as DialM4Murloc suggested and i like that idea.
Here r the new stuff:
Aura keyword:
Old mechanic: "Aura: (X) - For the next X turns, at the start of each turn do something."
New mechanic:
Example cards with Aura mechanic:
So it will proc at least once (at the start of your opponent turn) and if it survives, it will proc at the start of your turn and if u dont trade it off, then on your opponents turn again and so on and so on. Balance: dunno if i should make it 3/4, but i think the effect is rather strong and has good synergy so i shouldnt go over the top ...
I know ppl might hate me for this card, since it looks like a face hunters wet dream, but it rly isnt in my opinion. U play it as a 2/1 + 1/1, but u will get the 1/1 at the start of your opponent turn, so u cant attack with it. If it survives, u have 2/1 + 2x1/1 and u can attack with all of them, but 1hp is rather easy to deal with, so this card is more like a snowball card than super big threat, if u dont deal with it, it can overrun u rather fast. And it spawns beast so some cute synergies possible. I had it at 1 mana, but that would be probably broken AF :D 2 seems alright. This card will take part in one of the early events of the adventure *wink wink* :)
Now i wanted to make an ability, that would retain Auras of minions that were on board while this was played even after their deaths. Like the Bilakh would keep the Auras flowing for several more turns by the force of his will or something :D. Problem is, i dont know how to phrase it within the current HS wording,this is the best i came up with, it will give all friendly minions a deathrattle, that will make their Auras last for two more turns. Friendly minions without Aura effects will be uneffected by this deathrattle (nothing will happen when they die), but i didnt want to have to go into more detail and write tons of text there. Do u think this is ok or do u have a better idea on how to phrase it?
Thanks for feedback everyone, I made the following changes:
Hand clutching not possible anymore, but obviously in heroic mode you will have to kill him very quickly!
Nether Drake is now only a 6-mana 7/7 Taunt when activted, which is manageable I think. Also it has been reworded
Illidan HK has been given a pretty unique effect which will guarantee you a good late game. Imagine combining this with Varian Wrynn!
Im not sure i like the new hero power either, so he will just be replaying the same cards over and over and if he has some weak(er) cards he will play them and has a chance to draw them again and play and draw etc. Mby if heroic with the 0 cost was just a regular one, that would be something that might work, but still, dunno ... kinda depends entirely on what cards would the boss have i guess.
Nether drake: i guess its ok now, still seems to be a little too good, but mby it has to be in order to be playable.
Illidan: again, i understand what ur goin for, but am not entirely sure its something that would help u in the end, the example with Varian is good and u might keep the card in the hand until u know its the right time to use it, but once u do pretty much any remaining removals in your deck will be buried at the bottom ... im not sure how much playable u want to make this card, it would certainly see play at some decks, but probably not many i think :/
PS: could u check my post that is before yours and give me your thoughts? thanks ;-) (if u need more background, there is a link in my sig to my submission post).
So, I've compiled a quick feedback on the last five pages of this thread, as they are most likely to still be updated. If I've missed your entry, or you want feedback on an earlier post, feel free to remind me!
Yebaba's Brawler's Guild:
I really like the idea of a boxing inspired adventure and with the wings set up as you've done the callback to boxing games on earlier and newer consoles alike is sure to score you some extra points!
I'm a sucker for positioning based effects so both the final boss and his card are home runs in my eyes. Old Ironjaw is cute and nice but the effect feels more rogue than hunter. The Duelist is nice, it's interesting to have cards that rewards you to trade downwards instead of upwards, and promotes an interesting type of warrior.
Overall a great start on an adventure I'd like to continue!
Mocandragon's BBB or Murloc Holmes:
Both interesting ideas I'd like to push you towards the Booty Bay adventure instead of Murloc Holmes. Discover is a mechanic that is very flavorful and fun to use but I don't think that you can base an adventure as heavily around it as you have done.
While some of your cards and hero portraits are lost in time and space a general feedback on the cards is that they are far too complex. There are often at least four lines of text and the effects are multiple, with some not fitting the theme (Mainly Spare Parts) and others just being out of place in Hearthstone.
I'm sure you can remedy these mistakes though, as you seem eager to improve your adventure! Main ideas are interesting, and I wish you good luck!
Mewdrops' Corruption of Faeria
First of all I fear that having an adventure fully out of the Warcraft universe might damage your chances here. Faeria for me might not be the same as for you, or some other user. A word of warning, nothing more.
The boss looks interesting in that you have to prepare for the fight with the real boss but it doesn't feel very epic. Maybe the spells and minions used can change this, but it feels like it is a tad bit too basic. Run a few board clears and you're fine basically.
I hate seeing Elusive keyworded even though I myself refer to it from time to time. Keywording this ability implies that it will be used more than before and with it being one of the most non-interactive mechanics in the game I really don't want to see that happen. Your legendary is fine but, as mentioned by other users, a bit underwhelming. Faerie Sniper is even more uninteractive than a normal Elusive minion and thus fall far from my liking. Swarm is fine, Fairy Fire is weird but probably just an assassinate?
Overall interesting but I fear that your setting might hurt you and that Elusive isn't such a great mechanic.
Electro522's ???
Same as with earlier entries I think that going so far away from the Warcraft universe only hurts your chances of success.
Can't really say too much about the Emperor without knowing the deck and the effects of the board, so I'll stay neutral on it.
Same with the cards I don't know what happens if you go onto a Wilderness board, for example, and so can't judge the balance of it. It does however ring a warning bell if new players can't understand cards at all. Same with the Harvest. Light Eater is cute, works well but shouldn't have the same mana cost as other Divine Shield cards.
There's a lot of work left here, but there might be some potential.
Sinti's Damsel in Distress
Quite the unique theme, and I like it! A lot of references from what I see.
Mukla looks fine but rather basic. Are we to guess what the final boss is, or will he work in the same way? Some info is missing and I fear that older players may feel like they've already dealt with too many bananas.
Skybash and Right Hand are both fine cards with the second being a bit more interesting than the first. Warrior have no really used Battlecry weapons as of yet, but that might change. I dislike the Aura keyword however. Hearthstone works of always presenting information and with Aura that becomes very complicated. The card itself feels over the top as well, but that's a balance issue that easily can be solved.
Overall I like the concept, unsure about Mukla and dislike Aura.
Tomerick88's Under the Sea
First off, novelty points! Talking crabs and underwater adventure!
I don't want to fight Neptulon, but if I get a special card for it I suppose it's fine. He does however look very unfun to play against which might be a problem, seeing as there is little counterplay and very many turns where you simply won't do anything. Maybe you can spice it up a little?
Both the idea of Charm and that of bringing Freeze into more classes presents a rather interesting dilemma. It is sure to present control decks with more cards, but it is also sure to feel bad. Charm stealing minions might work as a single card but not a mechanic, as it would bleed priest too much. Freeze in all classes sounds wrong, but feel free to prove me wrong instead.
Overall the adventure looks to limit rather than expand gameplay, and if such is the case I would hardly like to play it myself.
WestonSmith's The Wizard of Amos
After Karazhan's spoiling it is daring to create another theme of the Wizard of Oz, but you've got some courage I give you that! Oh, and be careful with non-warcraft themes!
Wicked Witch is such an anonymous name I don't really feel like I'm fighting the final boss. Here Hero Power makes sure she is a challenge but she looks more like a boss that is simply hard than one that is interesting, this based without the decklist or similar things. Spice her up, bring her some more attention, make her unique!
Lionel is a legendary sure, but not one I can see being used. Taunts are good and with stealth he might just draw the game on too long. Tornado is a nice card but probably a priest or paladin card, and Hooligan is simply strong. While all flavorful cards with a spot in the tale they don't tell me what the adventure is about.
MrGoodie94's A Song From the Shadows
I love the theme, fits well with Warcraft's current status and strays just far enough away form official things. It doesn't feel very Hearthstone-y though, maybe a little light might benefit it?
Abraxxas looks like a fun final encounter, and a truly unique one. While I think the cards will confuse newer players I like the curses in their own form but I don't like his hero power. Clogging your hand is the only thing it will do, and it won't do it in a fun way. It also limits classes useable to weapon classes, as most others won't have enough damage to kill him.
Curses are fine on paper but when shuffled into your opponent's deck they become very tricky to balance. Not only do they negate a draw they also cost mana to play, and such I feel like you're better of designing cards that add curses to hand or cards that also replace themselves when drawn. Fallen Lord/Noble is fine, I like low cost minions that also have value later.
Hurien's War of the Ancients
Standard theme, a solid one but nothing too novel.
I like the bossfight, her toying with you feels very Azhara and the fight looks like it could force out quite an array of different tactics. I also like the fact that she's a mage, and that once you bring her "Armor" down she'll become so much more powerful! The thing that really stand out is her legendary card! Such a great way to replace Emperor, and pushes combo away from OTK into very much synergistic combo instead.
Blessed Ranger doesn't feel very priest but is a fine minion otherwise, and Amplify is a nice mechanic. Aim is probably too powerful though.
RoofTopOctopus's The Thunder King
A fine theme, a WoW raid so quite the obvious one with quite the obvious bosses.
Lei-Shen is pretty much what could be expected, but a very interesting boss nonetheless. I like how the board is filled with conduits and how he works in stages of 3 turns, and I'd love to see more of him!
Gara'Jal is, as previously stated, problematic but I don't know if he is much worse than Alexstraza. Worse stats and worse against midrange decks but better against Warrior I think he's fine. Soul Extractor is too complicated to understand, I still don't really grasp it, and the Dinomancer is a nice touch, could probably stand being a 2/5 from start. Both to reduce confusion about enrage and heals, but also to increase powerlevel a bit.
FusilierDude's Cirque Du Sol
I love the theme, and I love the boss! A classic twist in a classic adventure, the main problem I have with it is that the conductor may lack counterplay. Your strategy is probably still best focused on tempo plays unless he have a lot of card value.
Monty is a great legendary, really spices up Discover. He's not build around but not a card I'd like to see as a two of either. Shy and Tamer are both fine, flavorful card. Solid cards but I lack a common theme, but that might be a personal preference.
So The Thunder King is almost done, except I still haven't sorted out what to do for the legendary. I want to do the first wing's legendary, Gara'jal, to get it over with for next week. Here's two more ideas for him:
Battlecry: For the rest of the game, whenever you take fatal damage, discard a 7+ cost minion from your deck and counter the damage.
A different take on Gara'jal's character. Instead of empowering your hero, he has the ability to resurrect your hero from near-death (like he did for Lei-Shen). Basically, when you would die, a random 7+ cost minion in your deck gets discarded and you don't take the damage. This can occur unlimited times per turn, but once you run out of these minions, you can be easily killed as this effect does not actually restore any health.
Battlecry: Choose a minion costing 3 or less; its battlecry becomes your hero power.
In my idea for the Gara'jal fight, he can empower his legendary minions (other troll council members, similar to the Baron Rivendare fight), converting them into the hero and making Gara'jal a minion until the duration ends. This legendary is a version of that for your own hero, in which one of your minions "becomes" your new hero. There are, unfortunately, a few cards that could drastically affect the balance of this minion. Because of Darnassus Aspirant, Gara'jal would have to cost a lot so ramp couldn't get out of hand. Also, C'thun cards like Disciple of C'thun could be problematic for balance -- not sure what to do here, there might just be some sort of interaction were Gara'jal tells you something about serving the Loa and not the Old Gods and then choosing a different minion.
I'm not going to post my entire submission for feedback yet, but some feedback on the example cards that I plan to use would be helpful. If any of the cards don't seem well balanced or well designed , it would be good to know so I could rebalance it or make a replacement/redesign.
Note: A rough outline for this adventure is that it will take place in a prison run by ogres, and while there isn't any new mechanics (yet), alot of the cards use the % of doing something mechanic (Ogre Brute, Mogor the Ogre) , and the moving around of minions 'mechanic'(Sap, Malorne, Entomb ...) .
Each time you attack with a minion, you will be given an option to either attack the target you originally chose, or completely miss. This will synergize with cards like Ogre Brute, and more cards in the set that use the mechanic in a similar way. Another advantage would be to bypass taunts if you are playing an aggro decks.
A card showcasing how the % mechanic can be used in different ways. The '100%' doesn't need to be there, but it does add to the ogre flavor.
Whenever this minion is moved out of the battlefield (Sap, Shadowstep, Entomb, Recycle, Vanish ...), a copy will be made on the battlefield. Cards that create a copy of a minion (Shadowcaster) will not trigger the effect. This is mainly a card made for flavor, but it also represents a possible new build around card, which is going to be a main focus with alot of cards in this expansion.
When you start the adventure, you are greeted by a familiar face:
Long story short: A hole in space-time has opened a gateway to a new dimension, quite like Azeroth's, but with some endemic creatures, which is where most, if not all of the adventure will take place in. This hole may as well threaten not only Azeroth, but the Great Dark Beyond as well. Arch-Thief Rafaam was among the first to notice and, though you can't trust him at the start, he helps you (Pro tip: One of his goals is to seek for artifacts, but he will not backstab you; however, he will desert you in the middle of the adventure). As you investigate the new dimension, heroes will help you in your journey.
The guy responsible for everything would be him:
Too generic? It's a codename.
He is attended to by his servitors:
The Servitors:
NOTE: The Slaver counts as a Servitor.
The encounter:
His deck is like a control/midrange/zoo-ish mix deck (something like Paladin and Warlock), and he starts the fight with a Shock Trooper. His deck also contains Servitor synergy and late-game threats like Ragnaros the Firelord.
Fortunately, the heroes you encountered help you (like Ragnaros did in the battle vs Nefarian in Blackrock Mountain).
In heroic mode, his Hero Power costs (1), now starts the game with a Slave Soldier, and his servitors are like so:
Grunt - 4/3
Feral Watcher - 3/3 with Taunt
Shock Trooper - 3/2 with Divine Shield
Slave Soldier - 1/1 with Deathrattle: Summon a 3/3 Slaver.
His deck is also meaner.
The heroes will still help you, but the cards they bring are a tad more expensive.
As you journey through this dimension, you will receive rewards, many from this dimension:
This great tick is out of this world! You'd never see it anywhere on Azeroth. Or on Draenor. Or even in Argus, according to certain elderly Draenei.
It's a giant tick! Though it may cost (9) and is 5/5 of stats, it summons another when it hits the field. Talk about 10/10 of stats for 9 Mana. On top of that, it has Beast synergy!
Though these look familiar, these are but a manifestation as a result of a phenomenon endemic to a place in this dimension.
It appears to be a Paladin in Judgement Armor. But it is actually an apparition based on the psyche of the Paladin. I created this with a lack of a non-reactive 2-drop card for Paladin in mind. It can come out of Silvermoon Portal or from Piloted Shredder, and it can quite counter a Mage's Mirror Entity!
Archmagus Teris is a hero of the other dimension. He can be compared to Khadgar in Azeroth (and perchance Draenor).
His ability is quite a familiar one, reminding one of the Battle for Tol Barad Tavern Brawl. That was the inspiration.
PS: also the heropowers r supposed to have the text "Hero Power" or "Passive Hero Power" in bold on them in the first line of text, mby u forgot or u didnt want to do it, cause u have tons of text there already so it wouldnt fit, but thats how its supposed to be. Mby u dont have to explain what it does, simply write "Empower conduit" or smthing, Nefarian had the text of his hero power "Let the games beggin" and it didnt say what it does either.
- Click Here To Join Us On Discord! -
I fear Lightning Strike is too weak, even for a non-heroic fight (and especially for the final boss). Of course, without knowing his deck's cards, it's hard to say for certain, but I think he could do with having a 3 or even 4 damage hero power. Alternatively, you could link it to whether he has conduits in play (i.e. if he has no conduits, he gets the lightning bolts)
I think this shares too much design space with Alexstraza. He does the same 'maybe hurt maybe help' thing, but he's even more skewed towards 'hurt' (since the break even point is 20 health/armour, as opposed to '15 health, ignores armour'). Even with the stat drop, the sheer burst damage this is capable of applying is pretty silly.
I'm not sure whether this is 'destroy a friendly minion and heal yourself for its combined attack and health', or 'destroy a friendly minion and give its attack and health to your hero'. The former hard to judge due to the investment it requires (a powerful minion plus playing a 7 mana 3/5), while the latter is both horribly overpowered and not entirely in Warlock's wheelhouse (aside from Jaraxxus, who gets a free pass in the same way that Form of the Dragon does in MTG).
Compares very poorly to both Bloodhoof Brave and Aberrant Berserker, primarily due to its low health. Could do with having higher health, or being cheaper (I don't think a 3 mana 2/3 with the same effect would be too potent)
Cirque Du Soul
The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?
Cirque Du Soul is a 5 Wing Adventure (with 16 battles total; 4–3–4–3–2) based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. It features 16 Neutral cards (including 5 Legendary Minions rewarded for completing each wing, 2 rewarded across each dungeon and 1 for completing the adventure) and 27 Class Cards (16 earned through normal battles, 9 for class challenges and a bonus class card for buying the first wing/completing the adventure). The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.
The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’, ‘new uses/interactions for old mechanics’ and ‘effects based on card draw/deck manipulation’. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.
The Climax (The Ring Master/The Circus Itself)
“It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”
The Ringmaster initially appears as a fairly standard boss, though with a much larger deck than usual. His hero power allows him to pick whatever card he wants out of his deck, and play it for free, allowing him to make use of his powerful non-collectible minions (as well as powerful existing cards such as Savannah Highmane), plus a number of potent, though situational spells. The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.
Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.
The Cards
To clarify for Three Card Monty if it's not clear, you select a card that goes to your opponent's hand, and you add the other two to your own hand. I'm not certain if that's perhaps too potent. His effect is somewhat based off his encounter where his hero power lets each player discover a card at the start of their turn, but he always mysteriously manages to pick the one that counters your card...
The Tactician Class (LOE Complete!)
- Click Here To Join Us On Discord! -
Hi Sgtfailure thanks for the feedback I think it is very useful and I'm going to make some changes based on it before the final submission. I will change the cards that I showcase to better explain the ideas I gave about freeze. There will be positive effects to it as well. As for charm I was planning to limit the cards that have the key word but I think you're right and they should just be worded cards without a keyword.
I think it was just because everyone seems to be coming up with shiny new keywords but I think my adventure will stand up without one if it gets the chance.
- Click Here To Join Us On Discord! -
Illidan's Revenge
</center>Illidan had a rough life. He has been imprisoned by his own brother, subjugated by a demon lord, betrayed by nearly all of his allies, killed by 25 random guys who just wanted to loot his temple, and made into an unplayable card in Hearthstone! But now Illidan's back and he is pissed. With your help, he will enact a revenge they are not prepared for!
As you might imagine, this adventure is all about illidan taking revenge on his enemies. If you played WoW and/or Warcraft 3, you may have an idea of who will have their asses kicked.
<center>
Description of the adventure
</center>This adventure will contain 5 wings with 3 bosses each. Each of these bosses will be one of Illidan's worst enemies. If, at any point, you choose Illidan's twin bro Malfurion Stormrage as a hero, he will say this during the mulligan:
There will be 30 [or 45,I'm not sure how many I want to include yet] distributed this way:
<center>
The final boss
</center>Illidan has many enemies, but the most powerful of them all is this guy!
"Illidan, this miserable insect, tries to rebel against me AGAIN and he brought YOU to defeat me ?! Hahahahaha!"
<center>Kil'jaeden has 2 phases:
</center>As you can guess, the goal here will be for you to rush him down before he generates too much value with his cards.
<center>
Cards
</center>The cards will mostly have the following themes:
Death and Decay is the anti-early game Priest actually needs! It is designed to be a playable Shadow Word: Horror and follows the theme of my adventure which is mana interaction.
Nether Drake is a minion that rewards you for playing on curve. When activated, he is a 6-mana 7/8 Taunt.
Illidan, Highborne King, an Illidan from an alternate timeline who stood up to Queen Azshara and took his place for the best interest of his people. Perfect for ramp/combo decks but he also affects your opponent's card, so he might have some unexpected effects on the game...
So, what do you think ?
EDIT: Sorry I fucked up with the HTML code of my post, will fix that tomorrow.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks for the feedback on The Thunder King!
So I've decided to go back to the drawing board for Gara'jal, cause he's probably just an OP version of Alexstrasza. Also, I'll probably just make the Dinomancer a 2/5. The main card I'm not sure what to do with is the Soul Extractor. I think a lot of people misinterpreted how it works, which was my fault for unclear wording (not sure how to fix it). What it is supposed to do is change any minion's stats into a new statline based on your health, so full health is a 3/0 (i.e. it dies), 15 health would be a 1/5, and 5 health would be a 0/5. The minion's card text is unchanged. It doesn't work with armor, because it would still just consider you at full health. Although it is fairly complicated, I like this design -- I don't want to flavor to change much, but it might need some simplification.
I have a few ideas for Gara'jal, with a similar flavor but less OP and Alex-esque:
I think I like the second idea the most, but what are your thoughts?
Also, here's some feedback for other adventures:
Cirque du Soul: I definitely like both the mechanics theme and the circus/carnival influence. It might be a little similar to TGT at times because of the festival-based theme, but it's probably distinct enough. The boss fight, especially the second phase, is very interesting, but I think the Ringmaster's hero power might get out of hand, depending on what you choose to put in his deck. Don't necessarily change it, just warning about how variant his power level is depending on his deck. Otherwise, I really like this fight.
SI: 007: Great theme/story. The theme on its own its decent, but you have implemented it amazingly, especially with the card pack opening thing. As for Dr. Juggler, I would imagine he uses a ton of GvG cards, which seems kind of awkward with the advent of Standard. Also, what does Doom Juggler do by throwing a Boom Bot at someone? I'm assuming that means a random player gets a Boom Bot, but it is a little unclear. Also, does the Doomsday Machine do all of the evil things at once, or something like one per turn? I think the hacking/disabling feature would be much more significant if the machine did everything. Also, this means the fight gets easier as it progresses, because the machine has less abilities. I don't really like how that works, because it makes more sense for the difficulty to increase. In general, I'm not a huge fan of the fight, although with some adjustment or clarification I think it could be good. Also, no mechanics theme? It's ok if you don't have one, but I was a bit surprised there wasn't one in the description.
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
- Click Here To Join Us On Discord! -
2nd option is OP as hell, if u somehow can deal dmg to yourself (which i dont remmember if its a class card or neutral), but u can see the problem right?
3rd option is interesting, but it would have to be balanced on how much dmg would the increase be, how much survivability the minion has, what class could take this card, it could be as well used only as a finisher, like bloodlust/savage roar, if the dmg increase was enought to justify that, so the drawback would never come ... or if warrior could sit comfortably at 40 armor and use this and laught on 20dmg taken etc.
- Click Here To Join Us On Discord! -
Hmm... Thinking it over, perhaps it'd be best for his hero power to be 'add a card of your choice, reduce its cost by (2)', and have the reduce to (0) version be heroic only.
Illidan's Revenge by CheeseEatingSurrenderMonkey
The Tactician Class (LOE Complete!)
Why Rogue is my favourite class:
My submission for this week's card design competition.
Hi, thanks to some feedback i wanted to slightly change how my keyword (Aura) would work. Originally i wanted to have it on spells too, but it was kinda wierd, so i reworked it to have it only on minions and its not tied to a certain number of turns anymore (e.g Aura: 3), but rather to the survivability of a minion.
I also wanted to make the main hero of the story (Bilakh Skybash) into more iconic legendary that would pioneer synergy with the new keyword as DialM4Murloc suggested and i like that idea.
Here r the new stuff:
Aura keyword:
Old mechanic: "Aura: (X) - For the next X turns, at the start of each turn do something."Example cards with Aura mechanic:
So it will proc at least once (at the start of your opponent turn) and if it survives, it will proc at the start of your turn and if u dont trade it off, then on your opponents turn again and so on and so on.
Balance: dunno if i should make it 3/4, but i think the effect is rather strong and has good synergy so i shouldnt go over the top ...
I know ppl might hate me for this card, since it looks like a face hunters wet dream, but it rly isnt in my opinion. U play it as a 2/1 + 1/1, but u will get the 1/1 at the start of your opponent turn, so u cant attack with it. If it survives, u have 2/1 + 2x1/1 and u can attack with all of them, but 1hp is rather easy to deal with, so this card is more like a snowball card than super big threat, if u dont deal with it, it can overrun u rather fast. And it spawns beast so some cute synergies possible. I had it at 1 mana, but that would be probably broken AF :D 2 seems alright. This card will take part in one of the early events of the adventure *wink wink* :)
Now i wanted to make an ability, that would retain Auras of minions that were on board while this was played even after their deaths. Like the Bilakh would keep the Auras flowing for several more turns by the force of his will or something :D. Problem is, i dont know how to phrase it within the current HS wording,this is the best i came up with, it will give all friendly minions a deathrattle, that will make their Auras last for two more turns. Friendly minions without Aura effects will be uneffected by this deathrattle (nothing will happen when they die), but i didnt want to have to go into more detail and write tons of text there. Do u think this is ok or do u have a better idea on how to phrase it?
- Click Here To Join Us On Discord! -
Thanks for feedback everyone, I made the following changes:
Hand clutching not possible anymore, but obviously in heroic mode you will have to kill him very quickly!
Nether Drake is now only a 6-mana 7/7 Taunt when activted, which is manageable I think. Also it has been reworded
Illidan HK has been given a pretty unique effect which will guarantee you a good late game. Imagine combining this with Varian Wrynn!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
- Click Here To Join Us On Discord! -
Damn, my submission is doing sooo bad :'D I thought I were on to something, how wrong one can be lol
So The Thunder King is almost done, except I still haven't sorted out what to do for the legendary. I want to do the first wing's legendary, Gara'jal, to get it over with for next week. Here's two more ideas for him:
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
I'm not going to post my entire submission for feedback yet, but some feedback on the example cards that I plan to use would be helpful. If any of the cards don't seem well balanced or well designed , it would be good to know so I could rebalance it or make a replacement/redesign.
Note: A rough outline for this adventure is that it will take place in a prison run by ogres, and while there isn't any new mechanics (yet), alot of the cards use the % of doing something mechanic (Ogre Brute, Mogor the Ogre) , and the moving around of minions 'mechanic'(Sap, Malorne, Entomb ...) .
Each time you attack with a minion, you will be given an option to either attack the target you originally chose, or completely miss. This will synergize with cards like Ogre Brute, and more cards in the set that use the mechanic in a similar way. Another advantage would be to bypass taunts if you are playing an aggro decks.
A card showcasing how the % mechanic can be used in different ways. The '100%' doesn't need to be there, but it does add to the ogre flavor.
Whenever this minion is moved out of the battlefield (Sap, Shadowstep, Entomb, Recycle, Vanish ...), a copy will be made on the battlefield. Cards that create a copy of a minion (Shadowcaster) will not trigger the effect. This is mainly a card made for flavor, but it also represents a possible new build around card, which is going to be a main focus with alot of cards in this expansion.
How does this idea look?
When Dimensions Collide
When you start the adventure, you are greeted by a familiar face:
Long story short: A hole in space-time has opened a gateway to a new dimension, quite like Azeroth's, but with some endemic creatures, which is where most, if not all of the adventure will take place in. This hole may as well threaten not only Azeroth, but the Great Dark Beyond as well. Arch-Thief Rafaam was among the first to notice and, though you can't trust him at the start, he helps you (Pro tip: One of his goals is to seek for artifacts, but he will not backstab you; however, he will desert you in the middle of the adventure). As you investigate the new dimension, heroes will help you in your journey.
The guy responsible for everything would be him:
Too generic? It's a codename.
He is attended to by his servitors:
The Servitors:
NOTE: The Slaver counts as a Servitor.
The encounter:
His deck is like a control/midrange/zoo-ish mix deck (something like Paladin and Warlock), and he starts the fight with a Shock Trooper. His deck also contains Servitor synergy and late-game threats like Ragnaros the Firelord.
Fortunately, the heroes you encountered help you (like Ragnaros did in the battle vs Nefarian in Blackrock Mountain).
In heroic mode, his Hero Power costs (1), now starts the game with a Slave Soldier, and his servitors are like so:
Grunt - 4/3
Feral Watcher - 3/3 with Taunt
Shock Trooper - 3/2 with Divine Shield
Slave Soldier - 1/1 with Deathrattle: Summon a 3/3 Slaver.
His deck is also meaner.
The heroes will still help you, but the cards they bring are a tad more expensive.
As you journey through this dimension, you will receive rewards, many from this dimension:
This great tick is out of this world! You'd never see it anywhere on Azeroth. Or on Draenor. Or even in Argus, according to certain elderly Draenei.
It's a giant tick! Though it may cost (9) and is 5/5 of stats, it summons another when it hits the field. Talk about 10/10 of stats for 9 Mana. On top of that, it has Beast synergy!
Though these look familiar, these are but a manifestation as a result of a phenomenon endemic to a place in this dimension.
It appears to be a Paladin in Judgement Armor. But it is actually an apparition based on the psyche of the Paladin. I created this with a lack of a non-reactive 2-drop card for Paladin in mind. It can come out of Silvermoon Portal or from Piloted Shredder, and it can quite counter a Mage's Mirror Entity!
Archmagus Teris is a hero of the other dimension. He can be compared to Khadgar in Azeroth (and perchance Draenor).
His ability is quite a familiar one, reminding one of the Battle for Tol Barad Tavern Brawl. That was the inspiration.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.