It is a time of peace. The Alliance and the Horde are getting along well, and everything seems to be going just fabulously. However, deep in the reaches of the Twisting Nether, Beings of void prepare for one final push at perfect manifestation, and the melding of Reality and Void into one until they are indistinguishable, allowing the void to corrupt all life in the universe. At the same time, Sargeras, The Dark Titan and Leader of the Burning Legion, is hellbent on Destroying the universe before it can be corrupted by the Void lords. It seems that if nothing is done, not only will all of Azeroth be destroyed, but it will be the end of all worlds. Knowing this, the pantheon was determined to strengthen their servants to destroy all that would threaten existence itself. Will your new powers be enough? Only you can show that your combined powers are enough to destroy enemies stronger than you could ever possibly imagine.
The Voidlords, incorporeal beings of vast power, but minimal conduit, seek to grant themselves physical form in this world. When they do, any life worth living will be cast aside, descending eternally into infinitely insatiable madness.
This is a battle of epic proportions. He will use all sorts of powerful late game cards, including the old gods. Also, he starts at 10 Mana, but by that time in the adventure, so will you! As you go through the adventure, your hero will gain more and more perks to become stronger and stronger. i.e. more health, better hero power, more mana, ect. Additionally, for this battle, you will be able to put cards from every class into the same deck for this battle, as all of Azeroth bands together for this showdown!
Example Cards:
BtGD is all about making sacrifices for the greater good. So i think these cards represent what kind of sacrifices you will have to make, whether the sacrifice is a single card, or the way you build your entire deck.
COME ONE, COME ALL, TO WITNESS THE MOST SPECTACULAR EVENT AZEROTH HAS EVER SEEN!
For the first time in eons, all the nations have joined together in the spirit of global competition. Participants from Northrend to Kalimdor to Pandaria have gathered for 1 month of the most intense competition ever devised. A challenge that spans nations, traveling through the most dangerous and iconic locations in the realm. Many will compete, One will be victorious. Join us, as we join them, on the journey of a lifetime.
Ladies, Gentledwarves, Taurens, Gnomes, and all others,
WELCOME TO:
Note: Artwork has been blatantly stolen from a fantastic movie until I have time to make my own)
Concept:
This adventure contains 17 fights over 5 wings, and rewards 52 cards. (2 class commons, 2 class rares, 5 neutral epics and 12 Legendaries (2 legionaries each wing, with 2 of them being double legionaries in the style of Stallag/Feugan or Dreadscale/Acidmaw)) Each wing is located within a specific region of Azeroth, and most boss fights are with one of the other originally designed competitors in the race, with the match having traps and unique effects based of the current location you are racing through. The last fight of each wing being an "escape" boss fight similar to the Mine-cart or Escape fights in LoE, as you race to the end of each leg of the race.
The entire event is also continually seen over by a pair of announcers (current names and appearance unknown) as they commentate of various fights and races each wing.
Theme:
The main themes of this expansion are order, pre-planning, and (most appropriately for a race) positioning. The card rewards are all centered around ideas such as order of play, thinking a few turns ahead in the match, and a lot of them have abilities that effect adjacent minions, or are otherwise based on their positions on the board. The boss fights also have a similar theme, with either the location based hero powers, or more rarely commentary from the announcers, letting you know about events and effects that will take place at specific and repeatable times.
Boss Fight:
NOT the final boss fight in the adventure, but more of a example of a standard fight that shall occur.
While travelling through the wing that is located in the Southern Eastern Kingdoms, the player will find themselves traveling through the jungles of Stranglethorn. At this point, you enter into direct confrontation with:
A pair of goblins that specialize in randomness, mayhem, and just all around blasting things apart.
2x Increase Speed (Boss card, 0-mana: Return a Legendary minion to your opponents hand. One of these is always in the opening hand. Explanations to follow)
As the race (and by extension, the fight) is currently going through the Jungle, a place filled with deadly beasts and creatures that will attack anyone in sight, the Hero power is representative of that.
At the start of each players turn, a random low cost beast is added to the opponents field, symbolizing monsters coming out of the Jungle to attack them. As they do not have charge, they do not become a problem until next turn, giving players time to decide how to deal with the opponents or use the one they they get given.
With the limitations in question, it is possible for you to get 2 legendary minions, King Mukla and Dreadscale. The Increase Speed card the boss has is an attempt to give them a slight mitigation if you get them.
The Announcers also have unique dialogue if these minions or the boss cards show up:
Dreadscale: We-ell, looks like someone might be in for a serious de-worming later.
Bombing Madness: Uh, it's okay, we didn't need that part of the jungle anyway.
Increase Speed: And they. ARE. OUTTA HERE!
Heroic Mode:
New Hero Power
.
Now only summons beasts for your opponent, and can summon any beast in the game. The change to the end of turn is to limit damage caused from King Krush.
Bombing Madness now costs 1 mana and does 10 damage randomly.
Increase Speed now costs 1 mana and destroys an enemy legendary minion.
Example Cards:
A card that places emphasis forethought. Similar to Fel Reaver, you can only play this card safely when you know you are not going to need to play any more cards on the next turn.
A card designed to help Priest, and also has the idea of turn order. Note that much like the Dragon Consort, the ability does not specify time restriction. So playing this on turn 1 will turn your Hero Power into "Deal 2 damage" on turn 2. Also designed to give Priest a bit of early game control.
A set of twin legendaries solidifying the theme of positioning. When played together, this is a 10 mana 9/9 that gives all friendly minions +3/+3. Made with the design intent of having the great gates empowering those that walk between them.
A group of hunters are traveling deep into the frozen mountains of Northrend. A massive storm shakes the earth & consumes the sky. The hunting party takes shelter within a small cave and wait out the storm. After the storm calms, the hunters embark on the journey home. Suddenly the hunters notice a massive golden light in the distance. The group races to see what it is. Amazingly, the storm's power ripped a massive section of the mountain away. The shocked hunters stand in amazement of a massive golden door built right into the mountainside. The party leader (Torok Splinterspear) commands the others to spread the word to Azeroth of their discovery. Who in the world can unlock this secret door and the unbelievable artifacts this vault may hold. Adventures & rewards await for you in the mountains of Northrend.
Adventure Concept: The Vault of the Ancients
Below is the first encounter of the adventure. A taste of things to come.
(HEROIC) BOSS ENCOUNTER: THE VAULT DOOR
The Vault Door encounter would have a new gameplay feature that will blow people away. At the start of your turn, the vault will pop up a randomized question (>100) with 3 answer options to choose from. The questions will include some awsome Warcraft lore questions, riddle style questions, and even some silly math equations. Correct answers will reward 1 of 10 lock combination character to open the door. Incorrect answers will clear all lock combination characters previously awarded (you start over) and insult/intimidate you with awsome emotes. The encounter has 2 ways to complete it. Which shall it be? Answer 10 correct questions in a row or try to break the door down with brute force? Goodluck adventurers.
(HEROIC) THE VAULT DOOR HERO POWER: ANCIENT DEFENSE SYSTEM
Check out all the amazing Hero Power abilities in the spoiler below.
The Ancient Defense System hero power will randomly trigger 1 of 8 possible "defensive actions".
This encounter has a massive amount of variety upon each time you may face it in the adventure. The randomness of the Hero Power makes this encounter truly fun & challenging. Below are the 8 random abilities of the Hero Power.
#1: Arcane Annihilation: Deal 2-4 damage to all enemies.
A powerful board clear with potential to shift the battle.
#2: Summon Vault Guardian: Summon a 4/4 Vault Guardian with Taunt & Charge
This minion serves to protect the Ancient Vault Door.
#3: Reinforce the Wall: Gain 5 armor.
Remember, two copies of shield slam also exist in this encounter's deck.
#4: Destroy Intruder: Destroy a random enemy minion.
Boom! Your minion is dead.
#5: Overloading Shock: Overload 1-2 enemy mana crystals.
This spell can drive the greatest champion mad with anger!
#6: Alter Time: Return a random enemy minion to their owner's deck.
This spell just may send one of your minions back into your deck.
#7: Initiate World Destruction Sequence: Summon a 0/10 World Destruction Device
This fun card has a 50% chance to end the game if it's deathrattle effect triggers.
#8: Malfunction: Do Nothing.
This spell literally does nothing. Lucky for you if the Vault door is malfunctioning often.
Sample Card rewards for the adventure
Torok Splinterspear is a main character in the adventure. You will get to know him quite well during your adventure through The Vault of the Ancients.
Torok Splinterspear is one of the major characters in this adventure. He is a master hunter who specializes in 1 shot kills of any beast he has hunted. This is powerful card in the set with an excellent battlecry and a pretty handy deathrattle. The card would see plenty of play with the popular beast decks along with deathrattle synergy decks.
Check out the Splinterspear Cannon!
This weapon could get pretty scary if it has time to build up!
This adventure will introduce a "rune spell card" for each class. This is the Shaman class spell. These spells will have very new and interesting effects.
The other set "Rune spell cards" early ideas.
Priest: Rune of Darkest Shadow -This adventure has some serious shadow priest tools.
Paladin: Rune of Purist Light
Warrior: Rune of Mountain's Strength
Hunter: Rune of Ancient Vision -This spell could be a game changer for hearthstone! Vote to see it's glory!
Mage: Rune of the Elemental Plane
Warlock: Rune of Deepest Fear -A new keyword: Fear will be introduced to the game in this adventure.
Rogue: Rune of Gusting Winds
Druid: Rune ofThundering Storms
Vote for this adventure to see these ideas fleshed out!
And last but not least, introducing Richard Honoraxe. This is another new character of the adventure with some amazing catch phrases and hilarious jokes.
Richard Honoraxe is a fearless character of this adventure with an amazing ability to reveal an enemies card and perhaps destroy it. The card has weak stats but massive potential to disrupt an enemies plan.
Thanks everyone! I am looking forward to this competition!
Vote below for this adventure! I would love to expand this concept for the community!
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 based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. 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’ and ‘new uses/interactions for old mechanics’, plus a couple of cards which exist solely to imitate the circus environment. 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...”
First Stage
The Ringmaster initially appears as a fairly standard boss (albeit, with a 45 card deck). His hero power allows him to pick whatever card he wants out of his deck. In addition to a variety of situational cards that he can choose at any time, plus a couple of vaguely flavourful existing cards such as Flame Juggler and Savannah HIghmane, The Ringmaster brings a couple of over-statted, non-collectible minions, such as:
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.
Second Stage
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.
Example Cards
EDIT: Fixed the spacing and fix'd the bear so it has the Beast tag.
The Green Hills of Stranglethorn is a brand new Hearthstone adventure taking place in the loveable and lushful rainforest of Stranglethorn Vale. You drop of at Booty Bay, taking part in the Fishing Extravaganza. You will battle pirates, ogres, good ol' Colonol Kurzen and his henchmen. There will be a lot of event "bosses", so why not try your luck in the Gurubashi Arena? Remember Nesingwary Senior? Well, Junior's here, and he's up for some Big Game Hunting... or well, you are. Better be a lad and help him out, ey? But beware, a dark threat is looming. The former Troll Capitol of Zul'gurub has been corrupted by The Soulflayer himself, Hakkar. You must venture through the Vale collecting items that will help you make Zul'gurub The Soulflayers final resting place.
It might sound a little weird that you drop down at Booty Bay to do a little bit of fishing, but end up having to fight Hakkar, but I ensure there will be a plotline, so it's not just a lot of random bosses!
The Big Bad Boss is a familiar face in the universe of Warcraft; none other than the Soulflayer, Hakkar.
When a minion is affected by "Cause Insanity", it get's the following debuff:
Woah, that's one powerful Hero Power. Sure is, but at least you get a little something to counter it. Check out the spoiler for the fight details:
You have been traversing Stranglethorn Vale, taking part in the Fishing Extravaganza, beating pirates, collecting loot from the pesky Gurubashi Arena, and last but certainly not least, you've collected The Mind's Eye from the ogre Mai'Zoth. A powerful relique, that will help you vanquish The Soulflayer for good. The items you've collected a long the way, and the Hero Power you get from The Mind's Eye should help you out in doing so.
But trust me adventurer, you WILL need these powerful items, cause Hakkar will not be an easy victory. Hakkar will deal A LOT of damage to enemy minions and Hero, which is why you will need the aforementioned.
He will summon some of the troll worshippers to his aid, as well as his Serpents (as in, these are some of the minions he will summon). Some of these must be killed immediatly, or else havoc will break lose. Why you might ask? Here's why:
So to sum up: He does a lot of damage to enemy minions and hero, he will try to heal himself, and you will use his minions to your advantage.
The Cards:
The cards mainly focus on Battlecry, but is not as such what this Adventure is about. There will be one common, one rare and one epic for each class. There will be a lot of neutrals, and lets not forget the real thing; Shiny Legendaries. You will see a lot of Trolls, Beasts and Pirates in these cards! And just a little teaser for you:
A few comments on the shown cards:
Atal'ai Priest: I think I can justify this being a 2/2 when you compare it to Jeweled Scarab. Scarab lets you Discover a minion, and it's a neutral. The Atal'ai Priest gives a random card., it has a Deathrattle that can be silenced, and it's a class card. The 3-cost card can be from any class, just in line with Thoughtsteal and Mind Vision.
Survival of the Fittest: A (probably) below average removal for druids, but with versatility. You could argue that it should maybe cost 3, and you might be right. Actually thought this was hard to balance.
Hakkar: The wording might seem weird, but I've used it from Shadow Madness. Vanilla stats, Hakkar is a 4,5 cost minion, meaning the effect costs around 3,5. I think it's fair when you compare to Shadow Madness, as Hakkar could potentially give you very good value, but could also be pretty bad.
A Scandal in Azeroth - A Hearthstone Adventure by Sylicas and Vultrae :
"Over the many years it has been my privelege to record the exploits of my remarkable friend, Mr. Murloc Holmes, it has been sometimes difficult to choose which of his many cases to set before my readers. Some are still too sensitive to recount, while others are too recent in the minds of the public. But in all our many adventures together, no case pushed my friend to such mental and physical extremes as that of the Scandal in Azeroth." - Watt-Son
Join Murloc Holmes and Watt-son as they investigate the recent rise in crime occurrences and discover the truth behind it all! From the Stockage Breakouts to the Theft at Scholomance, our heroes slowly uncover clues as to who the mastermind behind them all could be...
Take a good look of your primary suspect, Mrriarty.
He may be an Undead Murloc he is just as cunning and manipulative as Azeroth's greatest criminals. Your job is to link Mrriarty to the crimes and put an end to the chaos and crime that has sweeped over Azeroth.
We want to keep as much about the boss fight a secret as possible so we don't spoil anything for the last post. Mrriarty, as a criminal mastermind, has a lot of work to do, and a lot of criminals to keep in line. Mrriarty's Hero Power is a great reflection of his leadership and control over criminal activity. Each time he uses his Hero Power, a random Hero Power effect from the Adventure's bosses will be activated. This will only activate Boss Hero Powers from the "A Scandal in Azeroth", and will not activate Boss Hero Powers from any other adventures in Hearthstone.
Again, we don't want to spoil too much about the boss encounters throughout the adventure, but below we have some examples of Hero Powers Mrriarty can activate through his own Hero Power:
The way the Illusions work is that Mrriarty will "disguise" himself as one of the summoned Illusions. It is up to the player to figure out which minion is really Mrriarty. Once the right minion is damaged, it will disappear and the enemy hero, Mrriarty, will take the damage.
The three major mechanics and themes that we chose to focus on in the adventure are:
Schizo Characters
Throughout this investigation, you will meet some of Azeroth's most insane. They will be willing to work for you, as crazy people who get defeated in card games do. While their power is available for you to use, these minions have drawbacks that you have to take note of if you plan to use them in combat! Utilise these drawbacks to your advantage, and harness their power for your duels in Hearthstone!
Re-Discovering "Discover"
With a Scandal in Azeroth we wanted to expand upon the Discover mechanic. We really liked the idea of including Discover on some of our cards because of how well it fits thematically. We decided to put an interesting twist on the Discover mechanic by broadening its use beyond "Discover a 3 Cost Card", "Discover a Beast", or "Discover a Spell". Ivory Knight is a pretty good example of a card with a unique Discover effect. One example is our use of Discover to retrieve Discarded cards with the use of Scholomance Acolyte. Stay on the lookout for more creative, unique uses of the Discover keyword in this adventure!
Neutral Secrets
The neutral Secrets, collectively called "Red Herrings", referred to on the card text are one of the primary themes of this adventure. These neutral Secrets are not collectible like normal secrets, instead they are token spells generated by cards from the adventure. Think of how Goblins vs Gnomes introduced neutral Spells in the form of Spare Parts. There are a total of 5 neutral Secrets. For some examples of neutral Secrets generated by cards such as Randolph Moloch, please check the spoiler below:
Reward Cards:
Card Explanations & Flavour Text:
Crazed Cleric: "Sounds like somebody needs to be Purified."
A card that helps out Priests with the early game control. The main purpose for this card is to dominate the early-board against Aggro decks - the drawback prevents the card from maintaining too much board control against all other characters by healing them back up. The healing on the enemy can be used as a way to trigger certain card effects such as Northshire Cleric.
And yes, it can be combo'd with Purify if you wish. I thought Deathlord was a good contender for Purify if it didn't get excluded out of the Standard set.
Expect to see more cards with good effects and negative drawbacks throughout this adventure!
Scholomance Acolyte: "This necromancer-in-training is not quite ready to conjure up fallen allies, so Darkmaster Gandling lets him retrieve discenchanted cards instead." <Darkmaster Gandling confirmed hacker.
A card that will help out Discard Warlock a great deal. This negates some of the drawback of playing cards with the Discard mechanic by allowing you to retrieve one or two of them later. With Brann Bronzebeard this could potentially make Discard Warlock a prominent deck archetype by allowing the player to "recycle" discarded cards.
Randolph Moloch: "Time spent in the Stockade has taught him one thing - don't get the cell in the middle if you don't wish to be incriminated by prison breakouts."
You can see this card as a mini-Mysterious Challenger, but the key difference of this card is that it doesn't thin out your deck, yet the secrets that are summoned are inadvertently more powerful than your paladin secrets. Secrets have been a fun aspect of playing around, and by having only 3 secrets out, it causes your opponent to think more as to which combination of secrets could have been summoned!
As the final battle vs the Lich King approaches, the forces of Azeroth must prepare to battle their way through the defenses of the Scourge. At the end of the adventure, the Lich King awaits your arrival ready for battle.
Arthas, The Lich King
After battling through the challenges of Icecrown Citadel, Arthas the Lich King awaits you at the Frozen Throne, hungry for the souls of your minions. It’ll be a battle for survival as he brings the full force of the Scourge down upon you. Using Frostmourne and the unforgiving blast of winter, he’ll stall the board until he can raise a formidable group of Undead.
Fueled by the hunger of Frostmourne, the Lich King uses the souls of your minions to fill the board. The Lich King's deck has a very small amount of early game cards, however Frostmourne provides a very strong answer to most early game cards. Resummoning itself like a Dreadsteed, Frostmourne hungers for the souls of your minions.
Undead Minions
The new expansion brings with it an all-new minion type: Undead! Hordes of the fallen have risen to protect Icecrown, and they don’t stop fighting easily.
Change to Existing Cards
There’s a lot of cards already in the game that are Undead, and they’ll be changed to have the Undead minion type on release, such as Sylvanas in this diagram.
One of the key things Undead bring to the game is interacting with death and deathrattles, but they’re not the only ones that like to leave a surprise! Collapse of Icecrown Citadel brings new synergies to the Undead and deathrattle cards of the game.
Introducing: Death Knight!
And after defeating the Lich King, 10 class challenges await! That’s right, 10, not 9. The 9 classic classes are joined by the Death Knight, unlocked after playing the Death Knight class challenge. Upon unlocking the class you’re awarded the Death Knight Darion Mograine, with enough cards to make it have the same size card pool as other classes in standard.
Runeforge gives Death Knight the power to get into the fight themselves, or supplement their arsenal of weapons to stay alive longer. In addition, similar to how multiple Blessing of Wisdoms stack on a minion, the armor ability stacks on weapons. This gives the Death Knight the choice of holding more durable weapons for slow armor gain overtime.
Infect
Apocalypse shows of Death Knight’s class mechanic: Infect. Similar to how the original 9 classes have mechanics associated with them, Death Knight’s Infect shows their power of disease and death. An infected minion takes damage at the beginning of its controller’s turn, it encourages opponents to trade in before the minion dies from disease. Death Knight is encouraged to play a slower midrange or control strategy in order to let Infect do the most work and then let the inevitable horde of the Undead overwhelm their opponents.
So that's a brief look at Fall of Icecrown Citadel, a fanset made in collaboration. You can find us on reddit as u/MinMacAttack and u/Cartridge512
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. Along the way, you will face some of the most famous of demons, like Azzinoth, Hakkar or Mannoroth; and some of the noble Highborne, including Xavius and VaroThen.
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 turn 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 unsurmountable.
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.
Shadowmancer: 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 on creating something that makes opponents think twice about going face. She basicaly provides you with a temporal Shadowform, and if you cast it the next turn you will end up with a permanent 3 damage Hero Power.
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. It showcases the fact that cards that can be amplified might be a bit expensive, because of their flexibility.
I hope you like this adventure, because I have a lot of things prepared for the next round. Good luck to everyone!
Note: In depth details and pictures will be shown in the Prologue (which will be shown in the phase 2 submission).
Disappearances all over Azeroth have left many worried for their lives. All kinds of races have been affected, which makes the disappearances all the more mysterious. You have even been affected, seeing that minions housed in your collection (like Harrison Jones and Sir Finley Mrrgglton) have gone missing without a trace (if you check for them in your collection, they will be missing from their card portraits). Events that occur in the Prologue will lead you to a man who knows where these people have gone, and it is to a Prison ran by Ogres, called Skel'Mar Hold (located somewhere near the Searing Gorge). He says he can bring you inside, but you must be a brought in as a prisoner due to the risks that would be taken by any other means of entrance. You oblige, and once locked up at the very bottom of this 'prison', you will try to find a way to escape. Along the way you will encounter new and unique bosses, tons of Ogres, and the dark secrets that lay hidden within.
Final Boss:
Note: Some story points will be avoided due to spoilers.
Phase 1:
Warden Skel'Mar, not only the owner of this prison, but a feared boss by the workers. He feeds on the fear of others, but also holds a temper (of course he would never admit such a thing). While no story points will be given , all you should know is that he's the only thing that stands in your way, and he won't give up that easily.
Skel'Mar likes to fight (mostly) alone, which means he keeps a deck with spells that fit his theme (mainly warrior cards that represent recklessness and ruthlessness). Once Skel'Mar's armour depletes, his hero power changes (and his mood).
Once this hero power is activated, phase 2 begins.
Phase 2:
Skel'Mar will coward off to the side while you must survive his oncoming forces held in the prison, and he is ready to defeat you if it means depleting his forces. This fight is similar to the LOE minecart boss, but this time you must fight with your own deck.
Waves of Ogre minions and weapons (like catapults) will be unleashed onto the battlefield. It won't be an easy fight, but with the right strategy and deck, this army will be left in the dust. Once 6 turns have passed, Skel'Mar will return to the battlefield for a final fight.
Phase 3:
The Warden is beyond rage at this point. Since his army has been defeated, he will only have his spells and his fist to destroy you. His hero power definitely packs and punch, and your life and deck size will probably be low by this point. You will have to use clever strategies to defeat Skel'Mar since the three phases will each require different plans and strategies to defeat, so putting together a deck that can defeat all three will prove a challenge.
A mysterious Portal has appeared in the Caverns of Time, Iron and Magma spew out of the portal creating a new adventure. Images of Blackrock Foundry can be seen just on the other side of the portal. The Bronze Dragonflight calls on to you adventurer to set this timeline straight and stop the Infinite Dragonflight from causing who knows what kind of havoc on this event in Time.
Big Boss
The Infinite Dragonflight have gone back in time disguising a loyal blackrock orc to look like Blackhand when the first adventurers traveled through the Foundry for the first time. Now Blackhand is back and he's not happy with what has become of his once great Foundry. With the Power of the Infinite Dragonflight at his side he will change the course of time for his Iron Horde.
Blackhand's Deck, A slow building deck with lots of Armor gaining Spells to get to the midgame were his hero power comes in. He will do anything to slow you down as well. Watch out for cards that increase the mana cost of your spells and minions over the course of the game.
Example Cards
Leader of the Infinite Infinite Dragonflight Blackrock Orc
Adventurer the time is now stop the Infinite Dragonflight and Take down Blackhand.
Get ready to rumble, because YOU are about to witness (or participate in) one of the greatest events of the continent of the north, I welcome you all to the magnificent...
Northrend RACE
Yes, that's right! The Northrend Racing Annual Competition Extraordinaire, also known as the Northrend RACE has YOU as one of the competitors. If you have never raced before, don't worry, a skilled racing partner will join your team so you can win it together. Your competitors are just as fierce though, so don't go light on them! There will also be two new gameboards, one showing the barren, icy landscape of Northrend and one showing alot of racing equipment and of course the marvelous black and white checkerboard pattern! There will also be 14 bosses spread across 4 wings for a total of 41 cards. Together with your partner and buggy, you'll start at Dalaran and travel through the Storm Peaks, Zul'Drak, Grizzly Hills and the Dragonblight to Angrathar the Wrathgate, where the finish line will be located, while passing various places of interest such as Naxxramas and Wyrmrest Temple. So now, that you know, get on it! Travel safe! But also fast!
Nearing the end of the race, you are one of the two frontrunners. And the tricky Trickster Sarrick happens to be the other one. He plays in a very nasty way, releasing spikes on the ground and using nasty cards all together. In 10 turns you'll both reach the finish, but what matters most is who is ahead by then (if you haven't won already). Health will be used as a manner to determine who is ahead, so you'd better keep your life up, especially against his hero power and his other cards that often deal direct damage in some way.
Here the example cards an the each represent a different mechanic of the adventure.
Skeletal Necrosmith: In the adventure, the driving aspect will be represented in you having your buggy as a permanent weapon which doesn't lose Durability while attacking. Some bosses might reward you with upgrades for it, such as having permanent +1 Attack or giving it an extra effect for you to use in the coming matches. If an enemy ever knocks you of it (breaking your weapon in HS' terms), this dude can put you back on it (equipping it again).
Power Word: Courage: Crash is a new mechanic which resembles you ramming your buggy into an enemy in flavor terms. You can put it like this: "Whenever a minion or hero Crashes into another minion or hero, it deals its attack as damage (including weapon attack) to the target while being immune and without spending an attack or losing weapon Durability." PW:C is a multifunctional card seeing as you can either use your own minion or an enemy minion to crash into an(other) enemy minion.
Torgrin Navnic: Now this is your racing partner. He's an interesting dude, really. He is a skilled mechanic as well as a navigator and this is reflected in his effect. This is guy is also your announcer, providing a sounding board as well as voicing your own thoughts... for most of the adventure. The changing of the gameboard is the unworded mini-effect of this adventure and makes sense flavorwise because of the nature of the race, changing landscapes at every turn. This is not the only card to take advantage of that though, there are more. Here's a list of the gameboards and their parts:
Orgrimmar – Armor Plating
Pandaria – Time Rewinder
Stormwind – Whirling Blades
Stranglethorn – Finicky Cloakfield
Naxxramas – Emergency Coolant
Gnomeregan – Reversing Switch
Blackrock Mountain – Whirling Blades
The Grand Tournament – Rusty Horn
Uldaman – Finicky Cloakfield
Hall of Explorers – Time Rewinder
Karazhan – Rusty Horn
Northrend - Emergency Coolant
Race - Reversing Switch
Also, this is the buggy you start your adventure with, that accompanies you in every battle. Upgrades will be revealed in the corresponding wings.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
General Overview: Welcome to Violet Hold, where the worst criminals of Azeroth are held. Up until now, their cells have been quite secure, keeping them seperate from the people of Dalaran. However, with the events of Legion, those same cells are starting to weaken. Your job is to go into the hold, and subdue these criminals, however you can.
The adventure will consist of four wings, each representing a different type of criminal. The first are the scientists and alchemists, those without many inherent combat abilities. There, stat manipulation will be the norm, and trait also used by our very own prison warden. Next, the criminal mages and rogues. These battles will feature tactics that directly effect you as a player, such as hiding your hand, revealing cards you don't usually see, and so forth. Next there is the demons, where almost all cards will have an additional non-mana cost. Lastly, the center of the hold contains the big boss of this expansion, Fel Lord Betrug.
This battle will be one of few recources. Betrug will harness many of the expansions cards (Like the Druid of the Corrupted Spring) to destroy his own cards and sabotage you. Fel Guards, Warlock discard Cards, and more will fill his deck.
Example Cards
Each of these cards represents a mechanical theme of the adventure, and all are associated with a different wing.
Alternate Druid Forms:
Hidden Minion (Minion is hidden until it takes damage):
REMOVED
REMOVED
Beyond the Great Dark
It is a time of peace. The Alliance and the Horde are getting along well, and everything seems to be going just fabulously. However, deep in the reaches of the Twisting Nether, Beings of void prepare for one final push at perfect manifestation, and the melding of Reality and Void into one until they are indistinguishable, allowing the void to corrupt all life in the universe. At the same time, Sargeras, The Dark Titan and Leader of the Burning Legion, is hellbent on Destroying the universe before it can be corrupted by the Void lords. It seems that if nothing is done, not only will all of Azeroth be destroyed, but it will be the end of all worlds. Knowing this, the pantheon was determined to strengthen their servants to destroy all that would threaten existence itself. Will your new powers be enough? Only you can show that your combined powers are enough to destroy enemies stronger than you could ever possibly imagine.
The Voidlords, incorporeal beings of vast power, but minimal conduit, seek to grant themselves physical form in this world. When they do, any life worth living will be cast aside, descending eternally into infinitely insatiable madness.
This is a battle of epic proportions. He will use all sorts of powerful late game cards, including the old gods. Also, he starts at 10 Mana, but by that time in the adventure, so will you! As you go through the adventure, your hero will gain more and more perks to become stronger and stronger. i.e. more health, better hero power, more mana, ect. Additionally, for this battle, you will be able to put cards from every class into the same deck for this battle, as all of Azeroth bands together for this showdown!
Example Cards:
BtGD is all about making sacrifices for the greater good. So i think these cards represent what kind of sacrifices you will have to make, whether the sacrifice is a single card, or the way you build your entire deck.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
COME ONE, COME ALL, TO WITNESS THE MOST SPECTACULAR EVENT AZEROTH HAS EVER SEEN!
For the first time in eons, all the nations have joined together in the spirit of global competition. Participants from Northrend to Kalimdor to Pandaria have gathered for 1 month of the most intense competition ever devised. A challenge that spans nations, traveling through the most dangerous and iconic locations in the realm. Many will compete, One will be victorious. Join us, as we join them, on the journey of a lifetime.
Ladies, Gentledwarves, Taurens, Gnomes, and all others,
WELCOME TO:
Note: Artwork has been blatantly stolen from a fantastic movie until I have time to make my own)
Concept:
This adventure contains 17 fights over 5 wings, and rewards 52 cards. (2 class commons, 2 class rares, 5 neutral epics and 12 Legendaries (2 legionaries each wing, with 2 of them being double legionaries in the style of Stallag/Feugan or Dreadscale/Acidmaw)) Each wing is located within a specific region of Azeroth, and most boss fights are with one of the other originally designed competitors in the race, with the match having traps and unique effects based of the current location you are racing through. The last fight of each wing being an "escape" boss fight similar to the Mine-cart or Escape fights in LoE, as you race to the end of each leg of the race.
The entire event is also continually seen over by a pair of announcers (current names and appearance unknown) as they commentate of various fights and races each wing.
Theme:
The main themes of this expansion are order, pre-planning, and (most appropriately for a race) positioning. The card rewards are all centered around ideas such as order of play, thinking a few turns ahead in the match, and a lot of them have abilities that effect adjacent minions, or are otherwise based on their positions on the board. The boss fights also have a similar theme, with either the location based hero powers, or more rarely commentary from the announcers, letting you know about events and effects that will take place at specific and repeatable times.
Boss Fight:
NOT the final boss fight in the adventure, but more of a example of a standard fight that shall occur.
While travelling through the wing that is located in the Southern Eastern Kingdoms, the player will find themselves traveling through the jungles of Stranglethorn. At this point, you enter into direct confrontation with:
A pair of goblins that specialize in randomness, mayhem, and just all around blasting things apart.
Boss Decklist:
2x Quick Shot
2x Mad Bomber
2X Madder Bomber
2x Bombing Madness (Which is identical to Spreading Madness but goblin themed)
2X Hunter's Mark
2x Clockwork Gnome
2x Enhance-o Mechano
2x Bomb Lobber
1x Arcane Shot
1x Glaivezooka
2x Mech-Bear-Cat
2x Explosive Trap
2x Fel Cannon
1x Screwjank Clunker
1x Upgraded Repair Bot
1x Bouncing Blade
1x Lightbomb
2x Increase Speed (Boss card, 0-mana: Return a Legendary minion to your opponents hand. One of these is always in the opening hand. Explanations to follow)
As the race (and by extension, the fight) is currently going through the Jungle, a place filled with deadly beasts and creatures that will attack anyone in sight, the Hero power is representative of that.
At the start of each players turn, a random low cost beast is added to the opponents field, symbolizing monsters coming out of the Jungle to attack them. As they do not have charge, they do not become a problem until next turn, giving players time to decide how to deal with the opponents or use the one they they get given.
With the limitations in question, it is possible for you to get 2 legendary minions, King Mukla and Dreadscale. The Increase Speed card the boss has is an attempt to give them a slight mitigation if you get them.
The Announcers also have unique dialogue if these minions or the boss cards show up:
King Mukla: Whoops! Monkey on the track!
Dreadscale: We-ell, looks like someone might be in for a serious de-worming later.
Bombing Madness: Uh, it's okay, we didn't need that part of the jungle anyway.
Increase Speed: And they. ARE. OUTTA HERE!
Heroic Mode:
New Hero Power
.
Now only summons beasts for your opponent, and can summon any beast in the game. The change to the end of turn is to limit damage caused from King Krush.
Heroic Deck:
Replace Bouncing Blade with a second Lightbomb
Replace Arcane Shot and Glaivezooka with 2 more Bombing madness.
Replace 1 Increase Speed with Gazlowe.
Bombing Madness now costs 1 mana and does 10 damage randomly.
Increase Speed now costs 1 mana and destroys an enemy legendary minion.
Example Cards:
A card that places emphasis forethought. Similar to Fel Reaver, you can only play this card safely when you know you are not going to need to play any more cards on the next turn.
A card designed to help Priest, and also has the idea of turn order. Note that much like the Dragon Consort, the ability does not specify time restriction. So playing this on turn 1 will turn your Hero Power into "Deal 2 damage" on turn 2. Also designed to give Priest a bit of early game control.
A set of twin legendaries solidifying the theme of positioning. When played together, this is a 10 mana 9/9 that gives all friendly minions +3/+3. Made with the design intent of having the great gates empowering those that walk between them.
A group of hunters are traveling deep into the frozen mountains of Northrend. A massive storm shakes the earth & consumes the sky. The hunting party takes shelter within a small cave and wait out the storm. After the storm calms, the hunters embark on the journey home. Suddenly the hunters notice a massive golden light in the distance. The group races to see what it is. Amazingly, the storm's power ripped a massive section of the mountain away. The shocked hunters stand in amazement of a massive golden door built right into the mountainside. The party leader (Torok Splinterspear) commands the others to spread the word to Azeroth of their discovery. Who in the world can unlock this secret door and the unbelievable artifacts this vault may hold. Adventures & rewards await for you in the mountains of Northrend.
Adventure Concept: The Vault of the Ancients
Below is the first encounter of the adventure. A taste of things to come.
(HEROIC) BOSS ENCOUNTER: THE VAULT DOOR
The Vault Door encounter would have a new gameplay feature that will blow people away. At the start of your turn, the vault will pop up a randomized question (>100) with 3 answer options to choose from. The questions will include some awsome Warcraft lore questions, riddle style questions, and even some silly math equations. Correct answers will reward 1 of 10 lock combination character to open the door. Incorrect answers will clear all lock combination characters previously awarded (you start over) and insult/intimidate you with awsome emotes. The encounter has 2 ways to complete it. Which shall it be? Answer 10 correct questions in a row or try to break the door down with brute force? Goodluck adventurers.
(HEROIC) THE VAULT DOOR HERO POWER: ANCIENT DEFENSE SYSTEM
Check out all the amazing Hero Power abilities in the spoiler below.
The Ancient Defense System hero power will randomly trigger 1 of 8 possible "defensive actions".
This encounter has a massive amount of variety upon each time you may face it in the adventure. The randomness of the Hero Power makes this encounter truly fun & challenging. Below are the 8 random abilities of the Hero Power.
#1: Arcane Annihilation: Deal 2-4 damage to all enemies.
A powerful board clear with potential to shift the battle.
#2: Summon Vault Guardian: Summon a 4/4 Vault Guardian with Taunt & Charge
This minion serves to protect the Ancient Vault Door.
#3: Reinforce the Wall: Gain 5 armor.
Remember, two copies of shield slam also exist in this encounter's deck.
#4: Destroy Intruder: Destroy a random enemy minion.
Boom! Your minion is dead.
#5: Overloading Shock: Overload 1-2 enemy mana crystals.
This spell can drive the greatest champion mad with anger!
#6: Alter Time: Return a random enemy minion to their owner's deck.
This spell just may send one of your minions back into your deck.
#7: Initiate World Destruction Sequence: Summon a 0/10 World Destruction Device
This fun card has a 50% chance to end the game if it's deathrattle effect triggers.
#8: Malfunction: Do Nothing.
This spell literally does nothing. Lucky for you if the Vault door is malfunctioning often.
Sample Card rewards for the adventure
Torok Splinterspear is a main character in the adventure. You will get to know him quite well during your adventure through The Vault of the Ancients.
Torok Splinterspear is one of the major characters in this adventure. He is a master hunter who specializes in 1 shot kills of any beast he has hunted. This is powerful card in the set with an excellent battlecry and a pretty handy deathrattle. The card would see plenty of play with the popular beast decks along with deathrattle synergy decks.
Check out the Splinterspear Cannon!
This weapon could get pretty scary if it has time to build up!
This adventure will introduce a "rune spell card" for each class. This is the Shaman class spell. These spells will have very new and interesting effects.
The other set "Rune spell cards" early ideas.
Priest: Rune of Darkest Shadow -This adventure has some serious shadow priest tools.
Paladin: Rune of Purist Light
Warrior: Rune of Mountain's Strength
Hunter: Rune of Ancient Vision -This spell could be a game changer for hearthstone! Vote to see it's glory!
Mage: Rune of the Elemental Plane
Warlock: Rune of Deepest Fear -A new keyword: Fear will be introduced to the game in this adventure.
Rogue: Rune of Gusting Winds
Druid: Rune of Thundering Storms
Vote for this adventure to see these ideas fleshed out!
And last but not least, introducing Richard Honoraxe. This is another new character of the adventure with some amazing catch phrases and hilarious jokes.
Richard Honoraxe is a fearless character of this adventure with an amazing ability to reveal an enemies card and perhaps destroy it. The card has weak stats but massive potential to disrupt an enemies plan.
Thanks everyone! I am looking forward to this competition!
Vote below for this adventure! I would love to expand this concept for the community!
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 based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. 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’ and ‘new uses/interactions for old mechanics’, plus a couple of cards which exist solely to imitate the circus environment. 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...”
First Stage
The Ringmaster initially appears as a fairly standard boss (albeit, with a 45 card deck). His hero power allows him to pick whatever card he wants out of his deck. In addition to a variety of situational cards that he can choose at any time, plus a couple of vaguely flavourful existing cards such as Flame Juggler and Savannah HIghmane, The Ringmaster brings a couple of over-statted, non-collectible minions, such as:
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.
Second Stage
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.
Example Cards
EDIT: Fixed the spacing and fix'd the bear so it has the Beast tag.
The Tactician Class (LOE Complete!)
The Green Hills of Stranglethorn is a brand new Hearthstone adventure taking place in the loveable and lushful rainforest of Stranglethorn Vale. You drop of at Booty Bay, taking part in the Fishing Extravaganza. You will battle pirates, ogres, good ol' Colonol Kurzen and his henchmen. There will be a lot of event "bosses", so why not try your luck in the Gurubashi Arena? Remember Nesingwary Senior? Well, Junior's here, and he's up for some Big Game Hunting... or well, you are. Better be a lad and help him out, ey? But beware, a dark threat is looming. The former Troll Capitol of Zul'gurub has been corrupted by The Soulflayer himself, Hakkar. You must venture through the Vale collecting items that will help you make Zul'gurub The Soulflayers final resting place.
It might sound a little weird that you drop down at Booty Bay to do a little bit of fishing, but end up having to fight Hakkar, but I ensure there will be a plotline, so it's not just a lot of random bosses!
The Big Bad Boss is a familiar face in the universe of Warcraft; none other than the Soulflayer, Hakkar.
When a minion is affected by "Cause Insanity", it get's the following debuff:
Woah, that's one powerful Hero Power. Sure is, but at least you get a little something to counter it. Check out the spoiler for the fight details:
You have been traversing Stranglethorn Vale, taking part in the Fishing Extravaganza, beating pirates, collecting loot from the pesky Gurubashi Arena, and last but certainly not least, you've collected The Mind's Eye from the ogre Mai'Zoth. A powerful relique, that will help you vanquish The Soulflayer for good. The items you've collected a long the way, and the Hero Power you get from The Mind's Eye should help you out in doing so.
But trust me adventurer, you WILL need these powerful items, cause Hakkar will not be an easy victory.
Hakkar will deal A LOT of damage to enemy minions and Hero, which is why you will need the aforementioned.
He will summon some of the troll worshippers to his aid, as well as his Serpents (as in, these are some of the minions he will summon). Some of these must be killed immediatly, or else havoc will break lose. Why you might ask? Here's why:
So to sum up: He does a lot of damage to enemy minions and hero, he will try to heal himself, and you will use his minions to your advantage.
The Cards:
The cards mainly focus on Battlecry, but is not as such what this Adventure is about. There will be one common, one rare and one epic for each class. There will be a lot of neutrals, and lets not forget the real thing; Shiny Legendaries. You will see a lot of Trolls, Beasts and Pirates in these cards! And just a little teaser for you:
A few comments on the shown cards:
Atal'ai Priest: I think I can justify this being a 2/2 when you compare it to Jeweled Scarab. Scarab lets you Discover a minion, and it's a neutral. The Atal'ai Priest gives a random card., it has a Deathrattle that can be silenced, and it's a class card. The 3-cost card can be from any class, just in line with Thoughtsteal and Mind Vision.
Survival of the Fittest: A (probably) below average removal for druids, but with versatility. You could argue that it should maybe cost 3, and you might be right. Actually thought this was hard to balance.
Hakkar: The wording might seem weird, but I've used it from Shadow Madness. Vanilla stats, Hakkar is a 4,5 cost minion, meaning the effect costs around 3,5. I think it's fair when you compare to Shadow Madness, as Hakkar could potentially give you very good value, but could also be pretty bad.
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A Scandal in Azeroth - A Hearthstone Adventure by Sylicas and Vultrae :
"Over the many years it has been my privelege to record the exploits of my remarkable friend, Mr. Murloc Holmes, it has been sometimes difficult to choose which of his many cases to set before my readers. Some are still too sensitive to recount, while others are too recent in the minds of the public. But in all our many adventures together, no case pushed my friend to such mental and physical extremes as that of the Scandal in Azeroth." - Watt-Son
Join Murloc Holmes and Watt-son as they investigate the recent rise in crime occurrences and discover the truth behind it all! From the Stockage Breakouts to the Theft at Scholomance, our heroes slowly uncover clues as to who the mastermind behind them all could be...
Take a good look of your primary suspect, Mrriarty.
He may be an Undead Murloc he is just as cunning and manipulative as Azeroth's greatest criminals. Your job is to link Mrriarty to the crimes and put an end to the chaos and crime that has sweeped over Azeroth.
We want to keep as much about the boss fight a secret as possible so we don't spoil anything for the last post. Mrriarty, as a criminal mastermind, has a lot of work to do, and a lot of criminals to keep in line. Mrriarty's Hero Power is a great reflection of his leadership and control over criminal activity. Each time he uses his Hero Power, a random Hero Power effect from the Adventure's bosses will be activated. This will only activate Boss Hero Powers from the "A Scandal in Azeroth", and will not activate Boss Hero Powers from any other adventures in Hearthstone.
Again, we don't want to spoil too much about the boss encounters throughout the adventure, but below we have some examples of Hero Powers Mrriarty can activate through his own Hero Power:
The way the Illusions work is that Mrriarty will "disguise" himself as one of the summoned Illusions. It is up to the player to figure out which minion is really Mrriarty. Once the right minion is damaged, it will disappear and the enemy hero, Mrriarty, will take the damage.
The three major mechanics and themes that we chose to focus on in the adventure are:
Schizo Characters
Throughout this investigation, you will meet some of Azeroth's most insane. They will be willing to work for you, as crazy people who get defeated in card games do. While their power is available for you to use, these minions have drawbacks that you have to take note of if you plan to use them in combat! Utilise these drawbacks to your advantage, and harness their power for your duels in Hearthstone!
Re-Discovering "Discover"
With a Scandal in Azeroth we wanted to expand upon the Discover mechanic. We really liked the idea of including Discover on some of our cards because of how well it fits thematically. We decided to put an interesting twist on the Discover mechanic by broadening its use beyond "Discover a 3 Cost Card", "Discover a Beast", or "Discover a Spell". Ivory Knight is a pretty good example of a card with a unique Discover effect. One example is our use of Discover to retrieve Discarded cards with the use of Scholomance Acolyte. Stay on the lookout for more creative, unique uses of the Discover keyword in this adventure!
Neutral Secrets
The neutral Secrets, collectively called "Red Herrings", referred to on the card text are one of the primary themes of this adventure. These neutral Secrets are not collectible like normal secrets, instead they are token spells generated by cards from the adventure. Think of how Goblins vs Gnomes introduced neutral Spells in the form of Spare Parts. There are a total of 5 neutral Secrets. For some examples of neutral Secrets generated by cards such as Randolph Moloch, please check the spoiler below:
Reward Cards:
Card Explanations & Flavour Text:
Crazed Cleric: "Sounds like somebody needs to be Purified."
A card that helps out Priests with the early game control. The main purpose for this card is to dominate the early-board against Aggro decks - the drawback prevents the card from maintaining too much board control against all other characters by healing them back up. The healing on the enemy can be used as a way to trigger certain card effects such as Northshire Cleric.
And yes, it can be combo'd with Purify if you wish. I thought Deathlord was a good contender for Purify if it didn't get excluded out of the Standard set.
Expect to see more cards with good effects and negative drawbacks throughout this adventure!
A card that will help out Discard Warlock a great deal. This negates some of the drawback of playing cards with the Discard mechanic by allowing you to retrieve one or two of them later. With Brann Bronzebeard this could potentially make Discard Warlock a prominent deck archetype by allowing the player to "recycle" discarded cards.
Randolph Moloch: "Time spent in the Stockade has taught him one thing - don't get the cell in the middle if you don't wish to be incriminated by prison breakouts."
You can see this card as a mini-Mysterious Challenger, but the key difference of this card is that it doesn't thin out your deck, yet the secrets that are summoned are inadvertently more powerful than your paladin secrets. Secrets have been a fun aspect of playing around, and by having only 3 secrets out, it causes your opponent to think more as to which combination of secrets could have been summoned!
As the final battle vs the Lich King approaches, the forces of Azeroth must prepare to battle their way through the defenses of the Scourge. At the end of the adventure, the Lich King awaits your arrival ready for battle.
Arthas, The Lich King
After battling through the challenges of Icecrown Citadel, Arthas the Lich King awaits you at the Frozen Throne, hungry for the souls of your minions. It’ll be a battle for survival as he brings the full force of the Scourge down upon you. Using Frostmourne and the unforgiving blast of winter, he’ll stall the board until he can raise a formidable group of Undead.
Fueled by the hunger of Frostmourne, the Lich King uses the souls of your minions to fill the board. The Lich King's deck has a very small amount of early game cards, however Frostmourne provides a very strong answer to most early game cards. Resummoning itself like a Dreadsteed, Frostmourne hungers for the souls of your minions.
Undead Minions
The new expansion brings with it an all-new minion type: Undead! Hordes of the fallen have risen to protect Icecrown, and they don’t stop fighting easily.
Change to Existing Cards
There’s a lot of cards already in the game that are Undead, and they’ll be changed to have the Undead minion type on release, such as Sylvanas in this diagram.
One of the key things Undead bring to the game is interacting with death and deathrattles, but they’re not the only ones that like to leave a surprise! Collapse of Icecrown Citadel brings new synergies to the Undead and deathrattle cards of the game.
Introducing: Death Knight!
And after defeating the Lich King, 10 class challenges await! That’s right, 10, not 9. The 9 classic classes are joined by the Death Knight, unlocked after playing the Death Knight class challenge. Upon unlocking the class you’re awarded the Death Knight Darion Mograine, with enough cards to make it have the same size card pool as other classes in standard.
Runeforge gives Death Knight the power to get into the fight themselves, or supplement their arsenal of weapons to stay alive longer. In addition, similar to how multiple Blessing of Wisdoms stack on a minion, the armor ability stacks on weapons. This gives the Death Knight the choice of holding more durable weapons for slow armor gain overtime.
Infect
Apocalypse shows of Death Knight’s class mechanic: Infect. Similar to how the original 9 classes have mechanics associated with them, Death Knight’s Infect shows their power of disease and death. An infected minion takes damage at the beginning of its controller’s turn, it encourages opponents to trade in before the minion dies from disease. Death Knight is encouraged to play a slower midrange or control strategy in order to let Infect do the most work and then let the inevitable horde of the Undead overwhelm their opponents.
So that's a brief look at Fall of Icecrown Citadel, a fanset made in collaboration. You can find us on reddit as u/MinMacAttack and u/Cartridge512
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. Along the way, you will face some of the most famous of demons, like Azzinoth, Hakkar or Mannoroth; and some of the noble Highborne, including Xavius and VaroThen.
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 turn 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 unsurmountable.
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.
I hope you like this adventure, because I have a lot of things prepared for the next round. Good luck to everyone!
Story:
Note: In depth details and pictures will be shown in the Prologue (which will be shown in the phase 2 submission).
Disappearances all over Azeroth have left many worried for their lives. All kinds of races have been affected, which makes the disappearances all the more mysterious. You have even been affected, seeing that minions housed in your collection (like Harrison Jones and Sir Finley Mrrgglton) have gone missing without a trace (if you check for them in your collection, they will be missing from their card portraits). Events that occur in the Prologue will lead you to a man who knows where these people have gone, and it is to a Prison ran by Ogres, called Skel'Mar Hold (located somewhere near the Searing Gorge). He says he can bring you inside, but you must be a brought in as a prisoner due to the risks that would be taken by any other means of entrance. You oblige, and once locked up at the very bottom of this 'prison', you will try to find a way to escape. Along the way you will encounter new and unique bosses, tons of Ogres, and the dark secrets that lay hidden within.
Final Boss:
Note: Some story points will be avoided due to spoilers.
Phase 1:
Warden Skel'Mar, not only the owner of this prison, but a feared boss by the workers. He feeds on the fear of others, but also holds a temper (of course he would never admit such a thing). While no story points will be given , all you should know is that he's the only thing that stands in your way, and he won't give up that easily.
Skel'Mar likes to fight (mostly) alone, which means he keeps a deck with spells that fit his theme (mainly warrior cards that represent recklessness and ruthlessness). Once Skel'Mar's armour depletes, his hero power changes (and his mood).
Once this hero power is activated, phase 2 begins.
Phase 2:
Skel'Mar will coward off to the side while you must survive his oncoming forces held in the prison, and he is ready to defeat you if it means depleting his forces. This fight is similar to the LOE minecart boss, but this time you must fight with your own deck.
Waves of Ogre minions and weapons (like catapults) will be unleashed onto the battlefield. It won't be an easy fight, but with the right strategy and deck, this army will be left in the dust. Once 6 turns have passed, Skel'Mar will return to the battlefield for a final fight.
Phase 3:
The Warden is beyond rage at this point. Since his army has been defeated, he will only have his spells and his fist to destroy you. His hero power definitely packs and punch, and your life and deck size will probably be low by this point. You will have to use clever strategies to defeat Skel'Mar since the three phases will each require different plans and strategies to defeat, so putting together a deck that can defeat all three will prove a challenge.
Example Cards:
Blackrock Infinite Foundry
A mysterious Portal has appeared in the Caverns of Time, Iron and Magma spew out of the portal creating a new adventure. Images of Blackrock Foundry can be seen just on the other side of the portal. The Bronze Dragonflight calls on to you adventurer to set this timeline straight and stop the Infinite Dragonflight from causing who knows what kind of havoc on this event in Time.
Big Boss
The Infinite Dragonflight have gone back in time disguising a loyal blackrock orc to look like Blackhand when the first adventurers traveled through the Foundry for the first time. Now Blackhand is back and he's not happy with what has become of his once great Foundry. With the Power of the Infinite Dragonflight at his side he will change the course of time for his Iron Horde.
Blackhand's Deck, A slow building deck with lots of Armor gaining Spells to get to the midgame were his hero power comes in. He will do anything to slow you down as well. Watch out for cards that increase the mana cost of your spells and minions over the course of the game.
Example Cards
Leader of the Infinite Infinite Dragonflight Blackrock Orc
Adventurer the time is now stop the Infinite Dragonflight and Take down Blackhand.
Get ready to rumble, because YOU are about to witness (or participate in) one of the greatest events of the continent of the north, I welcome you all to the magnificent...
Northrend RACE
Yes, that's right! The Northrend Racing Annual Competition Extraordinaire, also known as the Northrend RACE has YOU as one of the competitors. If you have never raced before, don't worry, a skilled racing partner will join your team so you can win it together. Your competitors are just as fierce though, so don't go light on them! There will also be two new gameboards, one showing the barren, icy landscape of Northrend and one showing alot of racing equipment and of course the marvelous black and white checkerboard pattern! There will also be 14 bosses spread across 4 wings for a total of 41 cards. Together with your partner and buggy, you'll start at Dalaran and travel through the Storm Peaks, Zul'Drak, Grizzly Hills and the Dragonblight to Angrathar the Wrathgate, where the finish line will be located, while passing various places of interest such as Naxxramas and Wyrmrest Temple. So now, that you know, get on it! Travel safe! But also fast!
Nearing the end of the race, you are one of the two frontrunners. And the tricky Trickster Sarrick happens to be the other one. He plays in a very nasty way, releasing spikes on the ground and using nasty cards all together. In 10 turns you'll both reach the finish, but what matters most is who is ahead by then (if you haven't won already). Health will be used as a manner to determine who is ahead, so you'd better keep your life up, especially against his hero power and his other cards that often deal direct damage in some way.
Here the example cards an the each represent a different mechanic of the adventure.
Skeletal Necrosmith: In the adventure, the driving aspect will be represented in you having your buggy as a permanent weapon which doesn't lose Durability while attacking. Some bosses might reward you with upgrades for it, such as having permanent +1 Attack or giving it an extra effect for you to use in the coming matches. If an enemy ever knocks you of it (breaking your weapon in HS' terms), this dude can put you back on it (equipping it again).
Power Word: Courage: Crash is a new mechanic which resembles you ramming your buggy into an enemy in flavor terms. You can put it like this: "Whenever a minion or hero Crashes into another minion or hero, it deals its attack as damage (including weapon attack) to the target while being immune and without spending an attack or losing weapon Durability." PW:C is a multifunctional card seeing as you can either use your own minion or an enemy minion to crash into an(other) enemy minion.
Torgrin Navnic: Now this is your racing partner. He's an interesting dude, really. He is a skilled mechanic as well as a navigator and this is reflected in his effect. This is guy is also your announcer, providing a sounding board as well as voicing your own thoughts... for most of the adventure. The changing of the gameboard is the unworded mini-effect of this adventure and makes sense flavorwise because of the nature of the race, changing landscapes at every turn. This is not the only card to take advantage of that though, there are more. Here's a list of the gameboards and their parts:
Also, this is the buggy you start your adventure with, that accompanies you in every battle. Upgrades will be revealed in the corresponding wings.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
General Overview: Welcome to Violet Hold, where the worst criminals of Azeroth are held. Up until now, their cells have been quite secure, keeping them seperate from the people of Dalaran. However, with the events of Legion, those same cells are starting to weaken. Your job is to go into the hold, and subdue these criminals, however you can.
The adventure will consist of four wings, each representing a different type of criminal. The first are the scientists and alchemists, those without many inherent combat abilities. There, stat manipulation will be the norm, and trait also used by our very own prison warden. Next, the criminal mages and rogues. These battles will feature tactics that directly effect you as a player, such as hiding your hand, revealing cards you don't usually see, and so forth. Next there is the demons, where almost all cards will have an additional non-mana cost. Lastly, the center of the hold contains the big boss of this expansion, Fel Lord Betrug.
This battle will be one of few recources. Betrug will harness many of the expansions cards (Like the Druid of the Corrupted Spring) to destroy his own cards and sabotage you. Fel Guards, Warlock discard Cards, and more will fill his deck.
Example Cards
Each of these cards represents a mechanical theme of the adventure, and all are associated with a different wing.
Alternate Druid Forms:
Hidden Minion (Minion is hidden until it takes damage):
And that's the last of this competition's submissions. Take the next 48 hours to up-vote your favorites. =)