To Hearthpwn's first ever Adventure Creation Competition! Here, you'll be tasked with creating your very own adventure, complete with it's own story, bosses, and cards (both collectible and otherwise). Just like our Class Creation Competitions, this competition will be split into 5 Phases, with contestants getting knocked out after each Phase until one Adventure finally reigns supreme, its creator becoming our first Grand Adventurer.
Unlike our Weekly Card Design Competitions, this Adventure Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
Phase I Submission and Early Voting (Starts Now! Ends 17:00 UTC 15/August/2016) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Phase I Up-Voting (Starts 17:00 UTC 15/August/2016, Ends 17:00 UTC 17/August/2016) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determined who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where, a = The total number of valid submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase II: First Wing - You will present the entire First Wing of your adventure. Submissions Wednesday 17/Aug/2016 - Wednesday 24/Aug/2016. Up-Voting Wednesday 24/Aug/2016 - Thursday 25/Aug/2016. As with Phase I to Phase II, advancement from Phase II to Phase III will be determined entirely by up-votes, weighted using the above formula.
Phase III: Second Wing - You will present the entire Second Wing of your adventure. If your Adventure has more than 4 Wings, your may present an additional Wing here. Submissions Thursday 25/Aug/2016 - Thursday 1/Sept/2016. Poll Thursday 1/Sept/2016 - Friday 2/Sept/2016. Up-Votes will be irrelevant to advancement from Phase III to Phase IV. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase III entries.
Phase IV: Third Wing - You will present the entire Third Wing of your adventure (or Fourth Wing if you presented two wings during Phase III). If your Adventure has more than 4 Wings, your may present an additional Wing here. Submissions Friday 2/Sept/2016 - Monday 12/Sept/2016. Poll Monday 12/Sept/2016 - Tuesday 13/Sept/2016. Up-Votes will be irrelevant to advancement from Phase IV to Phase V. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase IV entries.
Phase V: Final Wing - You will present the final remaining Wings of your adventure. If your Adventure has more than 4 Wings, you may present an additional Wing here. Finale Topics Tuesday 13/Sept/2016 - Monday 26/Sept/2016. Poll Monday 26/Sept/2016 - Thursday 29/Sept/2016. The Finalists who make it to this phase will be allowed to create their own individual Finale Topics. The winner will be determined by performance in a separate Poll Topic that includes all eligible Phase V entries.
Existing Adventures are all different, but we are expecting you to stick within certain "realistic" parameters. It should have 4-5 Wings with 2-4 Bosses per wing, totaling 13-17 bosses, plus a class challenge for each class. Its collectible set, spread out through the wings, should include 30-45 cards, with at least one class card for each class. Deviation from "realistic" standard parameters is not disallowed per se, but it is discouraged, and we may require extremely radically different adventures to justify themselves to avoid disqualification.
You will not be required to make full deck lists for each boss (though you will be required to give at least some sort of description or summery of each encounter), nor will you be required to present heroic challenges, but extra effort put in may be rewarded by voters.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
You are allowed to submit only one entry.
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
You may not create any topics on our forum for any competition entry. All competition material and discussion is restricted to the designated competition topics. This is to prevent the board from being flooded with competition topics. Nobody wants that.
These are the rules about your Entry:
We encourage you to create your entry material using Hearthcards.net, but please remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your cards disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
You may not submit any Gold cards or any animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I - The Concept
In this phase, all we're looking for is for you to pitch your adventure. Tell us what it's about! Each submission is expected to have three (3) things:
A Summary of the Entire Adventure - Probably the most important category, we want to know what the whole adventure is about! Why are you doing this? What kind of challenges will you meet? What will help you along the way? Get us excited for your adventure to continue! You don't have to spill all of the beans on any plot twists, but we do want to know what the story is behind your Adventure. Please keep this to one, reasonably-sized paragraph.
The Big Bad Boss - You know, the enemy who you fight at the end. Your submission must include a Hero Portrait, Hero Power, and at least a brief description of that fight (what kind of cards they use, any additional phases of the game). This needn't necessarily be the actual last boss encounter of your Adventure, but this should be your most prominent villainous figure, the main one driving the Adventure's story. If your Adventure involves battling this entity more than once, you should only include one of the boss battles here and save the rest for later phases. Full deck lists, emotes, heroic mode differences, and so on are not required (they will not be required of any boss encounter for this competition), but they're definitely not discouraged either; still, everything beyond the main Hero Portrait, Power, and brief description should be relegated to a spoiler.
Three (3) Example Cards of the Set - Obviously, adventures bring a number of new collectible cards into the game, and we want to see them! Specifically, one (1) legendary, and two (2) cards of other rarity. Try to make these cards representative of the general mechanical themes of your adventure as a whole. If these cards include a new mechanic, like how League of Explorers introduced Discover, tell us about it. Token cards, additional cards generated by your example cards, should be relegated to a spoiler.
PupleMD has provided a handy example of how they might format an entry using League of Explorers as their "entry":
The League of Explorers
Welcome to The League, explorer. Your task is to find the 4 parts of the Staff of Origination, and perhaps save the other members while your at it! This adventure will... (I didn't write a complete thing, because you guys know what the LoE is. I leave how much detail you put up to you).
Here to do some archaeology of his own, the ethereal thief Rafaam will stop at nothing to get the Staff first.
This fight starts very slow, as Rafaam is immune for the first couple of turns. When he builds up enough charge, the staff summons a random minion version of a previous adventure boss, and gives you a single turn of vulnerability before he starts charging again. His deck consists of mostly late game threats, such as Twisting Nether, as well as more flavorful cards like Burgle to represent his thief nature. Your not without aid in this fight, however. Your Hero Power is replaced with this new one that gives major advantages against his insane board presence.
I didn't actually put in all of these tokens, cause there's too many and let's be honest, you don't really care.
Example Cards:
League of Eplorers is all about searching for the best cards. The new Discover mechanic brings up a choice of three random cards, within the given parameters, for you to pick from to add to your hand. And here are the cards generated by Elise Starseeker:
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 4 competition themed around their winning adventure!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition? A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an adventure and it already has its own topic on this forum? A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that class in this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
The story begins in Gilneas, where you are training to be a soldier serving Gilneas. You are greeted by Prince Liam Greymane, and you start your training with him in the first wing and end with him being killed by a worgen ambush. As your friends get turned into worgens you begin to side with them as the Forsaken begin to invade Gilneas, and you fight back. After the story ends in Gilneas, it begins again at Shadowfang Keep where you and your Worgen comrades seek revenge on the betrayer, Lord Godfrey. You'll encouter many bosses along the way, some worgens, some forsaken and some of everything else.... but mostly worgen and forsaken. The story may seem somewhat dark for Hearthstone, but if I ever do get the chance to complete the adventure in the future, I will definitely give the adventure a friendly Hearthstone touch, because in my opinion the darker expansions are never as good. The cards in this expansion focus on a few themes; firstly, the theme of Stealth, a very common characteristic of Worgen. Secondly, transformation, because that is a key characteristic of both Worgen and Forsaken (Well, dead people are transformed into Forsaken in way, right?). Lastly, if the theme of stealing, or to specify, stealing effects because I think it shows how cunning both the Worgen and Forsaken are.
The big bad Boss!
You may have gathered from the previous paragraph that the main boss is Lord Godfrey in Shadowfang Keep
Since Lord Godfrey is the ultimate betrayer, his Hero Power is...
Now because of this, Godfrey's deck would consist of flavourful cards with rather simple text, (Simple Deathrattles, Taunt, Charge, Stealth etc.) for example Unstable Ghoul but of course, it would not be boring by any means. He would have a plethora of spells, themed around his guns and ghouls. In Heroic his Hero Power would not destroy a friendly minion. Godfrey would have a lot of cards designed specifically for the boss encounter, which would be cards with simple effects but massive stats for their mana cost, however, in order to help you out- when your health goes below 20, Darius Crowley would be summoned to your side of the field, and when you got below 10 Health, King Genn Greymane would be summoned to your side of the field. These cards would not be collectable versions of those characters, but also designed specifically for the fight. Here is an example of a card Lord Godfrey would have.
Here are some examples of collectable cards in the adventure
I'm loving the idea of this, so here's my submission:
Fabric of Time
You are guided through the Caverns of Time by Nozdormu himself, in order to prevent a plan by his future self to unravel the fabric of time, and cause the whole universe to cease to exist. You will experience major events from the history of Azeroth, and must resolve to ensure they happen as history dictates, whatever action you must take to ensure this. Once this is complete, and the timeline is restored, you must travel to the Heart of Time itself, to trap Murozond until it is his time to meet his demise.
The Final Boss(es)
Within the Heart of Time, you must face not only Murozond, but Nozdormu himself, as the two have become intertwined and now fight for control. You must be sure of your target, as if Nozdormu falls, Murozond will be unleashed, with nought to stand in his way.
(Note: the two dragons count as individual heroes, and as such, have separate life totals. Your aim is to ensure Nozdormu survives, while taking down Murozond.)
Nozdormu:
Murozond:
Three Card examples
A new mechanic to be used for this example is Reverse. Self explanatory, a minion with this key word will reverse the effects of certain spells and effects. For example, if the first card (Defender of Quel'Thalas, was targeted by Abusive Sergeant , it would get -2 attack until the end of the turn.)
EDIT: Reduced the size of the cards to stop taking up so much page.
You wake up inside a cage. Everywhere around you, you see dragons towering over you, standing guard. In this incredible, 5-Winged adventure, you will trek up this dungeon and make your way home. You will learn how you got here, why, and fight badass bosses in the process. This dragon-themed adventure will revolutionize Hearthstone as we know it, and new Dragon decks will emerge as a result. The adventure will test not only your ability to play Hearthstone, but to work with surprises, and fast. Will you escape? Or will you succumb to the eyes of intimidating beasts and face certain death? The choice is yours, and your journey starts now!
Drakkonus, Elder Drake
This massive behemoth is an enormous, 30-foot tall dragon that illuminates the dark depths of the dungeon. He is the final boss for the 4th Wing of the 5 Winged adventure. He has the ability to control and brainwash Dragons, and is the leader of his swarm. He utilizes Dragon synergizes from not only his deck, but requires it from yours as well to defeat him. He starts with 45 HP and 45 Armor, making him the beefiest boss of the adventure. His whole deck consists of heavy hitting Dragons, board clears, and buffs. Not only that, he has some unique cards of his own:
Phase 2: Takeover (Armor Depleted)
Possible Tokens:
After taking fatal damage, Drakkonus will perform an Ice Block like ability and summon all five Elemental Dragons and gain 10 Armor.
In Heroic Mode, he will also play Twisting Nether before casting the Dragons.
If he survives the next turn, he will deal his finishing blow: The Lich Dragon
Neutral:
About the Card: Infected Dragonite has a loose comparison to Obsidian Destroyer, Faceless Summoner (For it's body and mana cost) and even Dr. Boom. The effect itself is powerful on its own as it has a Boom Bot type effect and can have infinite value if the card is kept alive. The body for the card is quite weak, but overall, a 5/5 + 1/1 body that can continuously spit out extra tokens can be extremely effective and annoying to deal with. I don't expect much Constructed play with this card as the synergistic values is quite small, but if Midrange-control decks shine, then I expect this card to do fairly well in Dragon-oriented decks.
Warlock:
About the Card: Depraved Dragonling has a very similar to comparison to Void Terror where it destroys a minion to take its stats. Cards like Faceless Manipulator and Faceless Shambler can also be compared. Though, in some cases, this card can be much better than Void Terror because you can choose which card to destroy instead of killing off adjacent minions. The stats are also effective as a 2/1 drop can still contest most 1 and 2-drops if played without a board. I created this card with the intention to push a new Warlock archetype: Dragon Zoo. Although the space for Dragons seems limited in a deck like Zoo, the overall value that this card gives when played in unison with cards like Abusive Sergeant, Power Overwhelming, and other temporary buffs is tremendous. Also, it will most likely be very effective in Wild where GvG and Naxxramas have massive amounts of incredibly strong Deathrattle cards (i.e. Nerubian Egg). The Dragon synergy itself will need to require other cards which I plan on introducing to show itself and favor specifically the Warlock class. In time, I am sure that if this expansion were to be implemented, Dragon Warlock would be a fun deck to play and play against.
Shaman:
About the Card: Infernal Drake is a very strong card if Dragons are being played, otherwise it is quite average. It has a Powershot effect and a solid 2-drop body that can be deadly if matched against Flood decks like Zoo. I believe that in Constructed, if enough good Dragons are being played, then Infernal Drake will definitely shine in a new Shaman archetype that I hope this adventure will create: Midrange Dragon Shaman. Although Shaman is already in an amazing spot, a new way to play it never hurts. And with this card and others, I hope that a deck like this will be a slower midrange variation that can both counter and be countered. As far as Arena goes, a 2/3 Dragon will probably change nothing, and in the Rare slot, will not see too much action as for as Arena goes.
Hello, my sneaky friend. I bet you heard about great and almighty SI:7 and wondered, why is there no such thing in the Horde and only small rogue-like groups in some factions? Today we are here to change that. Shadow Hunters, Shadow Stalkers, Shattered Hand and all other rogues of the Horde will cooperate together, like SI:7 can never imagine. We will be the main force of the Horde to stop greteast threats for Azeroth and our people. And we call our organization:
The Shadow Horde
The Big Boss
After great acomplishments against Horde-enemies, the Shadow Horde agents eventually crossed their daggers with SI:7 and who can be their boss? Yeah, you are probably already know.
He will use iconic Rogue abilities as Hero Powers, like examples above, but that not all his hero powers, i am not going to spoil his whole arsenal. He will send his SI:7 Agents to defeat us and made us to regret that day, when we tried to compete with almighty SI:7.
His deck contains all sneaky Alliance bastards with Stealth and combo-damage stuff.
Example Cards
There will be no new mechanics, however there will be a lot of synergy between Stealth cards, like you can already see from some of the examples above.
I'd like to make an expansion surrounding Beasts, because I think they are really cool. What do beasts do? They Pounce! This is the unique keyword of my expansion, I'll explain with an example:
Pounce: (4). This means that if the opponent has a minion that costs 4 or less, the minion gains Charge and Immune this turn, as long as it attacks that minion. If the opponent has a 2-drop and a 3-drop on the board, you can play your Pounce: (4) minion and attack one of them while taking no damage (you may not attack both).
The focus of my expansion is the Beast theme, but Beast synergy (while there is some) is not all-in. Kind of like how Blackrock Mountain focused around dragons, but dragon synergy itself was only found in a couple cards.
And who better to escort you throughout the wilds than the man himself, Hemet Nesingwary!
The big baddy is the Manticore, the one who has been corrupting the wilds and reverting the beasts of nature to pure savagery! That hero power is a force to be reckoned with, but you've some tricks of your own! Every turn, you draw one of five powerful cards to help out (in the spoiler) and you also draw your friend Hemet Nesingwary if he's not already in your hand!
Here we see the Pounce keyword on two cards. As seen on the Feline Shaman, Pounce is a mechanic that is very powerful when paired with high enough Attack, so the cat only has 2 Attack. Most 2-drops have 2 Health, but some have 3 if not more so this may not kill some.
And the Hydra's powerful Pounce ability earns it legendary status. Its Stealth ability only matters if it cannot Pounce (or you choose not to), which is a real waste if you ask me. And the Enrage effect may be useful to keep tempo.
The Fox Trader is an example of a Beast card which doesn't utilize the beastly pounce mechanic but still maintains a beast presence in rogue, a class which does not utilize beasts. Hopefully these cards, among others, can allow some beast synergy across all classes.
Games, performances, weird creatures, fortune telling, vendors...the Darkmoon Faire is a world-renowned fair hosted by Silas Darkmoon and his family of travelling carnies. And you, dear player, have gotten a very special invitation from Silas himself. Naxxramas, Blackrock Mountain, The League of Explorers, Karazhan...your past adventures have made you a celebrity, which the dear Mr. Darkmoon wants to exploit. He has invited you to visit his fair and fight the carnies there in organized events, putting up a show for the other visitors. And of course, there's rewards in it for you. You will fight souvenir vendors, fortune tellers, performing troupes of dragon riders...
While at the Faire, you can, among other things, buy some new weapons from travelling vendors
I made this keyword because of the Sayge fight. Sayge will Discover various fortunes for himself.
or watch strange creatures from every corner of the world
but don't step out of line! Or else Silas's ogre bodyguard might want a word with you...
Final Boss: Silas Darkmoon
The carnies summoned by his Hero Power can be anything from the Legendaries from this very adventure, to already existing minions that fit the theme, such as Flame Juggler or Refreshment Vendor.
During the fight however, Silas will pull some tricks in order to confuse you, like escaping into the Hall of Mirrors, filling his board with reflections of himself. Area of effect spells are disabled during this, and you have to attack the correct Silas to end the mini-event. But be careful; the reflections may have only 1 Health, but they can have anywhere from 0 to 10 Attack.
The weather was nice until just a few moments ago. Now you and your party find yourself in need of immediate shelter! There is a keep in the distance perhaps you can find shelter there? Whatever the case you better watch out because this storm doesn't feel normal. The rain seems heavier, the wind stronger, the lightning more frequent and it almost sounds as if screaming is in the distance. This is no ordinary storm and you fear that the very keep you are seeking sanctuary is the very source of this horrific storm. It's time to barricade the windows, lock the door and bunker down for the storm. You only hope the locals will allow you shelter from this Storm of Ends.
The Storm of Ends is a survival adventure more then a combat adventure. There are many obstacles to overcome in preparation for this storm. Fighting your way to survival while the mistress' minions try to kick you out and ultimately a showdown with the mistress of the keep's Storm of End's. She may have been defeated (just the prior battle) but her last act was to focus the very storm you were trying to stop on the keep itself hoping to snuff out those who foiled her plan. She was small compared to the energy now focused on you and your party. It's too late to escape so you will have to bunker down and ride it out. Can you survive till the storm runs out or will you fall before the mistress' last act of vengeance?
The Storm is a ramping battle in which many "Weather" cards are played and will continue to accumulate. Damage can ramp up quickly as multiple copies of Hail of Stones and other damaging cards start to stack up and the lightning bolts and fireballs rain down upon your minions as you try to hold out. The Storm of Ends will not play any minions but that doesn't mean there isn't a reason to play minions of your own. This battle will test the resilience of your deck building skills as you try to edge out as much survival as possible. Where as the mistress was a battle of wills this is a battle to survive.
There is a new mechanic introduced in this set called "Weather" a number follows the weather ability. Example: "Weather - 2". This number is the duration in which the spell effect persists. These spells that continue to have effect until their duration runs out. They appear in the top as little circles with their remaining duration indicated with a number inside that little circle. This is similar to secrets except when hovered over by an opponent they can read what they are. At the start of your turn the duration of the spell will be reduced by 1 and when they reach 0 they are destroyed.
In addition there are many new cards that focus on interacting with hero abilities in an attempt to bring more Inspire decks into the light. Trying to fill the gaps in when it is powerful to use your hero power and making it more accessible to use your hero power. Desperation give rise to heroism after all and nothing seems more desperate then a massive natural disaster.
Been waiting for something like this for a while, so here I go! My pick is the Coilfang Reservoir because it implies a ton of stuff that should, sooner or later, be added to the game as well: more naga, more murlocs, more water-related things in general; since I like the beach and water, overall I've picked this one to be the raid of choice. The Serpentshrine Cavern is located in the Coilfang Reservoir, known as Lady Vashj's operation base (as well as the raid part of the region). The divided in 4 sectors (3 dungeons, 1 raid), each with its own unique bosses and traits, and they all need to feel your wrath, since you've passed all the tests provided by the previous challenges (fun fact: in wow, most of the time you had to farm Karazhan or Gruul's Lair - a different story - to be able to reach this raid). Of course, you'll encounter different sorts of naga, murlocs, spores and what not. Here's a taste of what you'll meet!
The final encounter has two phases: one where she will play different AoE spells and little to no minions (her hero power's purpose is to wear both your board and your hero down, but it can also backfire), so this battle's both a minion/support fiesta. Once you bring her to 15 health, the second phase begins: the part where she changes her hero power to one that doesn't allow your minions to attack, resembling her ability in wow. You have to use either minions that have continuous effects without attacking (like Rag/Gadgetzan/Demolisher/taunts) or use spells to kill her; freeze mage/miracle maly-rogue are prefered for this encounter, but that's just me, hehe!
Here's a peek at the cards that you'll be able to obtain by completing the adventure
This adventure is supposed to take a more serious attempt at the minion fighting, so I went with the idea of making the minions battle each other through their effects, or have a benefit from other minions fighting each other, thus improving their utilities. I hope you've liked my ideas!
Greetings stranger and welcome to the Nexus! I bet you're wondering how you got here... well so am I! It appears that some kind of time-space anomaly is shoving these universes together in some kind of battleground. Our only hope for resolving this dilemma and locating the culprit is to battle our way through his minions. You don't fight...? Oh you fight with cards... that's a strange way to battle, but I'm right behind you if you can force old Diablo to sit down and play by your rules. Be wary though champion, whoever is pulling the strings certainly has a plethora of villains at his disposal.
The Evil that you move against is the Dark Lord of Terror. He is known to mortal men as Diablo. His might has crushed many heroes before and if you cannot build up your forces strong enough, I'm afraid he will claim another soul for the Burning Hells. Diablo, unlike his brethren isn't afraid to get up close and personal with his assault, so the bulk of your battle with him will be dealing with his array of demonic spells and powerful attacks. Be wary as he is very capable of taking down the weak with his Hero Power, Apocalypse, so bring only the toughest and well geared Minions capable of standing up to the Prime Evil.
Many new allies will aid you throughout this adventure, lending their strength in various forms. There is no central theme, as these are all powerful heroes from across the multiverse, but where their synergy lacks, their strength is great! It may seem that with such powerful allies, perhaps you can even take down the Lord of Terror himself! I mean, who could be stronger than Diablo himself?
Professor Oak captured all the Pokemons and changed behavior since . Why ? Apparently , having the 5 legendary Pokemons made him lose his head and dream of conquering the world . I wanted to use Pokemon theme because it is a game of my childhood ( first generation obviously ) and there is a lot of material to work with.
The Big Bad Boss
Prologue : Pr Oak's Mansion
After beating the Professor, the legendary Pokemons are unchained . You must face them each to get them and calm them down.
Legion is still looking a way to conquer all of Azeroth, and decided to build a new dark portal in a hidden cave that resides in Northrend lands. Now legion pours their forces to Azeroth in fast pace and then something mysterious happen. Gul'dan who seems alive and well promises to help the Horde get rid of the portal, trapping small part of the legion's forces into Azeroth for easy pickings. But rumors are, there is a portal that can manifest on where they want if their initial portal is destroyed.
The Final Boss Battle
*Gul'dan is throughout impressed how you have slain over twenty bosses in mere moments and destroyed the legion's portal to Azeroth.*
When suddenly another portal appears!
Legion is storming through the yet another portal, this one is of the unknown origins and Mannoroth who should be dead by now is marching on your direction! Gul'dan is your dubious ally on this adventure and now it's time to face Legion's best (that they could find such a short notice.)
"Ahem, you're daring adventurer aren't ya? Now go slay that demon!" - Gul'dan the Betrayer
Match Starts
Turn 1 - "Careful, Mannoroth is guarded by two Fel Warlocks!"
*Two Fel Warlocks appear on the opponent's side of the field*
This adventures features Brann Bronzebeard guiding you through the halls of Ulduar, executing any pesky denizens you meet on the way... Even their great leader, Algalon the Observer! Algalon will be making petty remarks about you and your play style as you fight through the machine, titan formations and keepers of Ulduar. "Your friend, Dr. Boom, won't serve you for long."
Algalon The Observer
Using his astral powers, Algalon will create cosmic copies of your cards and shuffle them into his deck. Soon enough, you will be fighting your own deck! But he didn't come alone... His minions consist of wisps, portal cards (Unstable Portal, Firelands Portal, etc) and Spell Damage cards too! But throughout the adventure in the previous depths of Ulduar, the player will earn cards with a new mechanic... Flip A Coin!
Reward Cards
Flipping a coin is much like Choose One, but you have no control over what effect you will get. It is also a neutral effect, unlike Choose One, which is restricted to Druid. Here are two examples of the cards you will earn with this effect, as well as Algalon himself!
To explain, a card like Bold Adventurer will trigger his effect if the coin lands as heads, if tails, he will give you no weapon. Ironclad Warrior, however, will definitely give itself a buff, but it is not up to the player whether it will become a 7/7 or a 6/8, is up to the coin flip. Finally, Algalon will not reveal the card he copies, it will shuffle into your deck with the card facing down.
Hopefully Brann and you will be able to escape the madness of Ulduar with your bodies still intact... Lest you succumb to Algalon's wrath!
Blood-Queen Lana'thel is missing. The Blood Princes scream bloody murder. The Ymirjar see weakness in the Frozen Throne. And something really stinky is boiling in Professor Putricide's lab. Who can the Lich King turn to discover the truth of the matter before civil war erupts in the citadel?
Join Sir Finley Mrrgglton in investigating the mysterious disappearance of the Blood-Queen and visiting one of the most chilling settings in all of WARCRAFT!
The adventure will harken back to detective noir films of the 1940s with the traditional light humor of Hearthstone Adventures! In Act I both Sir Finley and yourself are asked by the Lich King to investigate the mysterious disappearance of the Blood-Queen. During the first mission Sister Svalna, one of the valkyrie and playing the role of fem fatale, directs you to Professor Putricide's lab where the Blood Queen was last seen. However, before any investigating can be done the undead doggies Stinky and Precious decide they really want to play in an exciting alternating two boss fight!
After dealing with the over excited pooches, its time to interview Festergut and Rotface in separate encounters. While Finley disapproves you have to beat the truth out of them! Festergut doesn't handle stress well and you have to survive as the room fills with bodily gases. Last long enough and he starts talking! Rotface is a more standard fight with unique minions. With the clues leading to Putricide's lab, you open the last adventure for the act to find... Prince Valanar? It seems he is not happy with your investigation and has decided to negotiate. Harshly. After dispatching him you discover Putricide to be lamb, and your bag of questions brimming full!
Each act reveals a new truth on what is going on in Icecrown, culminating in a shocking reveal!
This adventure does not present one sole Big Bad but a series of suspects leading up to the grand finale!
Story Summary: The devious Zandalari trolls have resurrected Lei Shen, the Thunder King! He once ruled over Pandaria with an iron fist and his legions of mogu soldiers. Now he sets his sights to take over the continent again if he is not stopped by brave heroes (that is you). Lorewalker Cho will guide you to the palace of lightning that rests on the Isle of Thunder. Be careful heroes, the Thunder King comes again with a variety of traps and obstacles in your way. Based upon the World of Warcraft setting... with a few exciting twists!
The Final Boss: The Thunder King himself!
The fight in World of Warcraft was based around conduits on Lei Shen's platform, each gaining special abilities when the Thunder King's electrifying presence interacted with them.
The conduits start on the board and must be defeated before Lei Shen can be attacked (if removed from the board with Sap or another similar ability, it will be replayed). In addition, the Thunder King will play a varity of lightning and elemental based cards to stop you from harming his precious conduits. Don't worry, Lorewalker Cho will be by your side granting you helpful additional spells and powers not normally obtainable for taking down the tyrant.
Once all the conduits are destroyed, phase 1 ends and phase 2 begins with a new hero power for Lei Shen!
Will you be able to survive the onslaught of his powerful energy and armies to defeat this legendary ruler? Be prepared to fight elementals, trolls, experimental horrors and more in this thrilling final boss.
And of course, the loot:
This adventure will be a total of four wings ranging from the trolls guarding the entrance to the palace, to the forgotten depths below the fortress, to the halls of twisted experiments, to the very seat where Lei Shen sits. Here are a couple examples of what the trolls might reward:
What are you waiting for adventurers? Time to raid the Throne of Thunder!
Arcanist Doan has stumbled across a great forgotten library in the mountains, hidden from the rest of the world for many years. While he would love to open it up again to the public - and see what powerful tomes may reside within - the residents of the library are less than enthused with the idea. So he has called in help from a famed Adventurer, recommended to him by a reluctantly interested Elise Starseeker - you!
This Adventure consists of 5 Wings - in the first two, you clear out the main halls and basement levels of the library, where many a beast and cultist have found their home. The third Wing is where the action kicks up a notch, as you discover a mysterious villain raiding the back room for ancient tomes. The fourth and fifth wing is all about discovering who he is, and apprehending him before he can use whatever powerful spells he found.
The First Encounter
This first encounter with our adversary sheds little light on who he is, and in fact seems rather easy at first - he only has a frail 20 Health! However, his deck is filled with an assortment of cards designed to prolong his own life long enough to find the right book to kill you - Animated Armor, Pit Snake, Mana Wyrm and Babbling Book all make an appearance, along with staple Freeze Mage cards such as Ice Barrier and Ice Block.
Books are an interesting set of cards - in this expansion, each class will be given a spell with the name 'Book of the X', and this is what our Mysterious Bookthief is drawing from. They are all 3 mana cards, which is why he has also slotted some Preparations into his deck.
And Now - New Cards
Crypt Hoarder: One of the many denizens filling the vast basement set into the mountain, the Crypt Hoarder has kept every scrap of paper that he has ever come across, compulsively adding to his overflowing backpack. With him comes the introduction of a new keyword, Experience.
A powerful ability, but it does require the minion to survive for it to activate. After all, you don't gain any experience points from fights that you lose!
Book of the Restless: An example of one of the Book cards that classes will receive in this adventure. There are books strewn about the library, and after each Wing Arcanist Doan will kindly gift you with some of them for a job well done. This one offers interesting synergies to Rogue with Gadgetzan Auctioneer and could be useful in a Mill archetype.
Yrazel, Soulleech: One of the people that Arcanist Doan suggests going to for help in locating the Mysterious Bookthief, Yrazel has fallen to the dark forces residing in the books he studied since he last met Doan. If he can't be killed in one shot by a minion, his health will continuously rise, so it's best to pick him off before he consumes too much. For being a former librarian, he's surprisingly not a fan of Silence.
My adventure is based loosely on the epic class quests of old, classic WoW. I was going to incorporate them as well as expand on it to include all of the classes. The adventure begins when the player is approached by a Hunter who requests assistance with their quest.
Her quest is to find and destroy four legendary demons, after which she'll have the means to acquire a powerful weapon. However, it seems she was not completely forthcoming in the details of her quest. As the player assists in her tasks, a powerful demon will appear, changing the strategy of certain boss fights. He will reappear at different times throughout the adventure. He is a mysterious demon, known only as The Cleaner.
The Cleaner was a mob that would spawn in WoW if you attempted to have help in completing the Epic class quests. He'll appear in this adveture and have different Hero Powers each time. This is just one early example.
Here are a couple example cards:
Anathema/Benediction was the Priest epic quest reward. It was a cool staff (at the time) and could switch between Holy/Shadow forms. The Choice here is similar, choosing Anathema vs Benediction results in a weapon favoring healing vs damage. Details of the weapons will be revealed in future phases!
This concept was created before the reveal of the new Midevh card that gives all classes a weapon. I was planning on the players, by the end, to all have access to a class-based weapon, as well as other cards of course. Hope you like the idea!
In this adventure, known as Innkeepers Tavern Challenge, your Hearthstone playing and deck-building skills will come together in the ultimate challenge to see who is the best Hearthstone player in the tavern! Battle in this fun, goofy adventure, and maybe meet a few celebrities joining the competition as well!
Final Boss:
Hero Power Explanation:
It will add an Innkeepers Creation
to the Innkeepers hand, with random stats, effects and even tribe based off of this list!
And some cards!
Explanation on card themes
The theme of this expansion is to have crazy new decks made, and each of these cards require decks to built around them!
Hope you will all come and compete in the Innkeepers Tavern Challenge!
Propositioned by the mysterious Nexus-Prince Haqqi, the adventure sets out to reclaim treasures that he claims were stolen from him and scattered across both Azeroth and the Outlands! However, some of those whom you "reclaim" these treasures from are less-than-willing to surrender what you are looking for. Your travels bring you through Kaldorei ruins of Dire Maul, the supposedly abandoned halls Auchindoun, and the crumbling wastes of Netherstorm. It is not until coming across some familiar faces that our adventurer begins to question the sincerity of Haqqi's stories. (Fun fact: For those of you who are language nerds like me, Haqqi's name comes from the arabic word/phrase meaning "Belongs to me".)
Nexus-Prince Haqqi
This fight places a lot of emphasis on Haqqi taking the stealing/copying of your minions and spells. This is accomplished through both his deck (minions/spells such as Burgle, Sylvanas Windrunner, Spellbender, and the like) as well as his Hero Power, which summons a 1/1 minion that, when it damages one of your minions, will take control of said minion! However, our good friend from the Consortium, Nexus-Prince Haramad, is well aware of Haqqi and his "collection" and is more than happy to assist you in ending his life by loaning you aid from the Twisting Nether and perhaps even some Arcane Explosions!
Example Cards:
The general theme of this set is possessing cards/themes of your opponent or quashing the usefulness of your opponent's cards. The bridge between Elven culture taking magical energy and Ethereal culture obtaining "items of interest" across the universe make this a fun combination!
Welcome, Fellow Card Creators!
To Hearthpwn's first ever Adventure Creation Competition! Here, you'll be tasked with creating your very own adventure, complete with it's own story, bosses, and cards (both collectible and otherwise). Just like our Class Creation Competitions, this competition will be split into 5 Phases, with contestants getting knocked out after each Phase until one Adventure finally reigns supreme, its creator becoming our first Grand Adventurer.
This is the Submission Topic. The Discussion Topic is here.
Competition Overview
Unlike our Weekly Card Design Competitions, this Adventure Creation Competition will be conducted over multiple Phases, each of which will have their own unique processes and submission requirements. Each Phase will conclude with our eliminating at least half of the competitors until only three or four finalists remain for Phase V.
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
See below to find out how we'll determined who advances to Phase II:
Performance in Phase I will be measured using the following formula:
(ab) / (c) = x
Where,
a = The total number of valid submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
The formula basically measures which entries stood out the most, with the necessary assumption that each page is about equal in overall submission quality. The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
We have not yet determined the number or proportion of entries that will advance to Phase II and we likely will not determine that until the end of the Phase I Submission and Early Voting period when we know how many entries we have.
But wait, there's more! During the first three Phases of the competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the next Phase, regardless of its performance. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
(Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
See below for a general overview of the future competition Phases:
Phase II: First Wing - You will present the entire First Wing of your adventure.
Submissions Wednesday 17/Aug/2016 - Wednesday 24/Aug/2016.
Up-Voting Wednesday 24/Aug/2016 - Thursday 25/Aug/2016.
As with Phase I to Phase II, advancement from Phase II to Phase III will be determined entirely by up-votes, weighted using the above formula.
Phase III: Second Wing - You will present the entire Second Wing of your adventure. If your Adventure has more than 4 Wings, your may present an additional Wing here.
Submissions Thursday 25/Aug/2016 - Thursday 1/Sept/2016.
Poll Thursday 1/Sept/2016 - Friday 2/Sept/2016.
Up-Votes will be irrelevant to advancement from Phase III to Phase IV. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase III entries.
Phase IV: Third Wing - You will present the entire Third Wing of your adventure (or Fourth Wing if you presented two wings during Phase III). If your Adventure has more than 4 Wings, your may present an additional Wing here.
Submissions Friday 2/Sept/2016 - Monday 12/Sept/2016.
Poll Monday 12/Sept/2016 - Tuesday 13/Sept/2016.
Up-Votes will be irrelevant to advancement from Phase IV to Phase V. Instead, advancement will be determined by performance in a separate Poll Topic that includes all eligible Phase IV entries.
Phase V: Final Wing - You will present the final remaining Wings of your adventure. If your Adventure has more than 4 Wings, you may present an additional Wing here.
Finale Topics Tuesday 13/Sept/2016 - Monday 26/Sept/2016.
Poll Monday 26/Sept/2016 - Thursday 29/Sept/2016.
The Finalists who make it to this phase will be allowed to create their own individual Finale Topics. The winner will be determined by performance in a separate Poll Topic that includes all eligible Phase V entries.
Existing Adventures are all different, but we are expecting you to stick within certain "realistic" parameters. It should have 4-5 Wings with 2-4 Bosses per wing, totaling 13-17 bosses, plus a class challenge for each class. Its collectible set, spread out through the wings, should include 30-45 cards, with at least one class card for each class. Deviation from "realistic" standard parameters is not disallowed per se, but it is discouraged, and we may require extremely radically different adventures to justify themselves to avoid disqualification.
You will not be required to make full deck lists for each boss (though you will be required to give at least some sort of description or summery of each encounter), nor will you be required to present heroic challenges, but extra effort put in may be rewarded by voters.
General Competition Rules
These are general competition rules that apply to all Phases of this competition and that many of you will already be familiar with if you've competed in our Weekly Card Design Competitions. Even if you're a veteran of our competitions, though, I recommend that you review the rules thoroughly just to be sure:
First, these are the rules about Posting:
These are the rules about your Entry:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
PHASE I - The Concept
In this phase, all we're looking for is for you to pitch your adventure. Tell us what it's about! Each submission is expected to have three (3) things:
PupleMD has provided a handy example of how they might format an entry using League of Explorers as their "entry":
The League of Explorers
Welcome to The League, explorer. Your task is to find the 4 parts of the Staff of Origination, and perhaps save the other members while your at it! This adventure will... (I didn't write a complete thing, because you guys know what the LoE is. I leave how much detail you put up to you).
Here to do some archaeology of his own, the ethereal thief Rafaam will stop at nothing to get the Staff first.
This fight starts very slow, as Rafaam is immune for the first couple of turns. When he builds up enough charge, the staff summons a random minion version of a previous adventure boss, and gives you a single turn of vulnerability before he starts charging again. His deck consists of mostly late game threats, such as Twisting Nether, as well as more flavorful cards like Burgle to represent his thief nature. Your not without aid in this fight, however. Your Hero Power is replaced with this new one that gives major advantages against his insane board presence.
I didn't actually put in all of these tokens, cause there's too many and let's be honest, you don't really care.
Example Cards:
League of Eplorers is all about searching for the best cards. The new Discover mechanic brings up a choice of three random cards, within the given parameters, for you to pick from to add to your hand. And here are the cards generated by Elise Starseeker:
Rewards
In addition to truly epic bragging rights, ALL competitors that make it to the Phase V of the competition will receive a special Forum Title and Avatar Border, similar to those given to winners of our forum's Weekly Card Design Competitions, as shown below:
Furthermore, the winning contestant will have a Season 4 competition themed around their winning adventure!
Q&A
Q: My submission didn't move on. Am I not allowed to participate any more for the rest of the competition?
A: Of course you are! This many cards is going to be difficult to manage, so the contestants that move on will need all of the help and input they can get to get their Adventures just right. If you get knocked out of the competition, head over to the Discussion topic and support your favorite competitor that moved on!
Q: What if I already created an adventure and it already has its own topic on this forum?
A: That's a tricky situation! But in the interest of fairness to all competitors, if you do decide to enter that class in this competition, your topic will be locked. Not deleted, just locked, and it will be unlocked after the competition is over or after it gets knocked out. It would be weird of us to stop you from referencing or linking to that topic, but please don't abuse the privilege.
If anybody has any other question, please feel free to ask us over in the Discussion topic. Otherwise, get those creative juices flowing, and I'll look forward to your submissions.
Oh, and one more thing:
Have fun! ^_^
Nightmare in Gilneas
The story begins in Gilneas, where you are training to be a soldier serving Gilneas. You are greeted by Prince Liam Greymane, and you start your training with him in the first wing and end with him being killed by a worgen ambush. As your friends get turned into worgens you begin to side with them as the Forsaken begin to invade Gilneas, and you fight back. After the story ends in Gilneas, it begins again at Shadowfang Keep where you and your Worgen comrades seek revenge on the betrayer, Lord Godfrey. You'll encouter many bosses along the way, some worgens, some forsaken and some of everything else.... but mostly worgen and forsaken. The story may seem somewhat dark for Hearthstone, but if I ever do get the chance to complete the adventure in the future, I will definitely give the adventure a friendly Hearthstone touch, because in my opinion the darker expansions are never as good. The cards in this expansion focus on a few themes; firstly, the theme of Stealth, a very common characteristic of Worgen. Secondly, transformation, because that is a key characteristic of both Worgen and Forsaken (Well, dead people are transformed into Forsaken in way, right?). Lastly, if the theme of stealing, or to specify, stealing effects because I think it shows how cunning both the Worgen and Forsaken are.
The big bad Boss!
You may have gathered from the previous paragraph that the main boss is Lord Godfrey in Shadowfang Keep
Since Lord Godfrey is the ultimate betrayer, his Hero Power is...
Now because of this, Godfrey's deck would consist of flavourful cards with rather simple text, (Simple Deathrattles, Taunt, Charge, Stealth etc.) for example Unstable Ghoul but of course, it would not be boring by any means. He would have a plethora of spells, themed around his guns and ghouls. In Heroic his Hero Power would not destroy a friendly minion. Godfrey would have a lot of cards designed specifically for the boss encounter, which would be cards with simple effects but massive stats for their mana cost, however, in order to help you out- when your health goes below 20, Darius Crowley would be summoned to your side of the field, and when you got below 10 Health, King Genn Greymane would be summoned to your side of the field. These cards would not be collectable versions of those characters, but also designed specifically for the fight. Here is an example of a card Lord Godfrey would have.
Here are some examples of collectable cards in the adventure
Thanks for reading :)
I'm loving the idea of this, so here's my submission:
Fabric of Time
You are guided through the Caverns of Time by Nozdormu himself, in order to prevent a plan by his future self to unravel the fabric of time, and cause the whole universe to cease to exist. You will experience major events from the history of Azeroth, and must resolve to ensure they happen as history dictates, whatever action you must take to ensure this. Once this is complete, and the timeline is restored, you must travel to the Heart of Time itself, to trap Murozond until it is his time to meet his demise.
The Final Boss(es)
Within the Heart of Time, you must face not only Murozond, but Nozdormu himself, as the two have become intertwined and now fight for control. You must be sure of your target, as if Nozdormu falls, Murozond will be unleashed, with nought to stand in his way.
(Note: the two dragons count as individual heroes, and as such, have separate life totals. Your aim is to ensure Nozdormu survives, while taking down Murozond.)
Nozdormu:
Murozond:
Three Card examples
A new mechanic to be used for this example is Reverse. Self explanatory, a minion with this key word will reverse the effects of certain spells and effects. For example, if the first card (Defender of Quel'Thalas, was targeted by Abusive Sergeant , it would get -2 attack until the end of the turn.)
EDIT: Reduced the size of the cards to stop taking up so much page.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
You wake up inside a cage. Everywhere around you, you see dragons towering over you, standing guard. In this incredible, 5-Winged adventure, you will trek up this dungeon and make your way home. You will learn how you got here, why, and fight badass bosses in the process. This dragon-themed adventure will revolutionize Hearthstone as we know it, and new Dragon decks will emerge as a result. The adventure will test not only your ability to play Hearthstone, but to work with surprises, and fast. Will you escape? Or will you succumb to the eyes of intimidating beasts and face certain death? The choice is yours, and your journey starts now!
Drakkonus, Elder Drake
This massive behemoth is an enormous, 30-foot tall dragon that illuminates the dark depths of the dungeon. He is the final boss for the 4th Wing of the 5 Winged adventure. He has the ability to control and brainwash Dragons, and is the leader of his swarm. He utilizes Dragon synergizes from not only his deck, but requires it from yours as well to defeat him. He starts with 45 HP and 45 Armor, making him the beefiest boss of the adventure. His whole deck consists of heavy hitting Dragons, board clears, and buffs. Not only that, he has some unique cards of his own:
Phase 2: Takeover (Armor Depleted)
Possible Tokens:
After taking fatal damage, Drakkonus will perform an Ice Block like ability and summon all five Elemental Dragons and gain 10 Armor.
In Heroic Mode, he will also play Twisting Nether before casting the Dragons.
If he survives the next turn, he will deal his finishing blow: The Lich Dragon
Neutral:
About the Card: Infected Dragonite has a loose comparison to Obsidian Destroyer, Faceless Summoner (For it's body and mana cost) and even Dr. Boom. The effect itself is powerful on its own as it has a Boom Bot type effect and can have infinite value if the card is kept alive. The body for the card is quite weak, but overall, a 5/5 + 1/1 body that can continuously spit out extra tokens can be extremely effective and annoying to deal with. I don't expect much Constructed play with this card as the synergistic values is quite small, but if Midrange-control decks shine, then I expect this card to do fairly well in Dragon-oriented decks.
Warlock:
About the Card: Depraved Dragonling has a very similar to comparison to Void Terror where it destroys a minion to take its stats. Cards like Faceless Manipulator and Faceless Shambler can also be compared. Though, in some cases, this card can be much better than Void Terror because you can choose which card to destroy instead of killing off adjacent minions. The stats are also effective as a 2/1 drop can still contest most 1 and 2-drops if played without a board. I created this card with the intention to push a new Warlock archetype: Dragon Zoo. Although the space for Dragons seems limited in a deck like Zoo, the overall value that this card gives when played in unison with cards like Abusive Sergeant, Power Overwhelming, and other temporary buffs is tremendous. Also, it will most likely be very effective in Wild where GvG and Naxxramas have massive amounts of incredibly strong Deathrattle cards (i.e. Nerubian Egg). The Dragon synergy itself will need to require other cards which I plan on introducing to show itself and favor specifically the Warlock class. In time, I am sure that if this expansion were to be implemented, Dragon Warlock would be a fun deck to play and play against.
Shaman:
About the Card: Infernal Drake is a very strong card if Dragons are being played, otherwise it is quite average. It has a Powershot effect and a solid 2-drop body that can be deadly if matched against Flood decks like Zoo. I believe that in Constructed, if enough good Dragons are being played, then Infernal Drake will definitely shine in a new Shaman archetype that I hope this adventure will create: Midrange Dragon Shaman. Although Shaman is already in an amazing spot, a new way to play it never hurts. And with this card and others, I hope that a deck like this will be a slower midrange variation that can both counter and be countered. As far as Arena goes, a 2/3 Dragon will probably change nothing, and in the Rare slot, will not see too much action as for as Arena goes.
Hello, my sneaky friend. I bet you heard about great and almighty SI:7 and wondered, why is there no such thing in the Horde and only small rogue-like groups in some factions? Today we are here to change that. Shadow Hunters, Shadow Stalkers, Shattered Hand and all other rogues of the Horde will cooperate together, like SI:7 can never imagine. We will be the main force of the Horde to stop greteast threats for Azeroth and our people. And we call our organization:
The Shadow Horde
The Big Boss
After great acomplishments against Horde-enemies, the Shadow Horde agents eventually crossed their daggers with SI:7 and who can be their boss? Yeah, you are probably already know.
He will use iconic Rogue abilities as Hero Powers, like examples above, but that not all his hero powers, i am not going to spoil his whole arsenal. He will send his SI:7 Agents to defeat us and made us to regret that day, when we tried to compete with almighty SI:7.
His deck contains all sneaky Alliance bastards with Stealth and combo-damage stuff.
Example Cards
There will be no new mechanics, however there will be a lot of synergy between Stealth cards, like you can already see from some of the examples above.
Observant Wind Serpent token
Nature's Fury
I'd like to make an expansion surrounding Beasts, because I think they are really cool. What do beasts do? They Pounce! This is the unique keyword of my expansion, I'll explain with an example:
Pounce: (4). This means that if the opponent has a minion that costs 4 or less, the minion gains Charge and Immune this turn, as long as it attacks that minion. If the opponent has a 2-drop and a 3-drop on the board, you can play your Pounce: (4) minion and attack one of them while taking no damage (you may not attack both).
The focus of my expansion is the Beast theme, but Beast synergy (while there is some) is not all-in. Kind of like how Blackrock Mountain focused around dragons, but dragon synergy itself was only found in a couple cards.
And who better to escort you throughout the wilds than the man himself, Hemet Nesingwary!
The big baddy is the Manticore, the one who has been corrupting the wilds and reverting the beasts of nature to pure savagery! That hero power is a force to be reckoned with, but you've some tricks of your own! Every turn, you draw one of five powerful cards to help out (in the spoiler) and you also draw your friend Hemet Nesingwary if he's not already in your hand!
Here we see the Pounce keyword on two cards. As seen on the Feline Shaman, Pounce is a mechanic that is very powerful when paired with high enough Attack, so the cat only has 2 Attack. Most 2-drops have 2 Health, but some have 3 if not more so this may not kill some.
And the Hydra's powerful Pounce ability earns it legendary status. Its Stealth ability only matters if it cannot Pounce (or you choose not to), which is a real waste if you ask me. And the Enrage effect may be useful to keep tempo.
The Fox Trader is an example of a Beast card which doesn't utilize the beastly pounce mechanic but still maintains a beast presence in rogue, a class which does not utilize beasts. Hopefully these cards, among others, can allow some beast synergy across all classes.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Games, performances, weird creatures, fortune telling, vendors...the Darkmoon Faire is a world-renowned fair hosted by Silas Darkmoon and his family of travelling carnies. And you, dear player, have gotten a very special invitation from Silas himself. Naxxramas, Blackrock Mountain, The League of Explorers, Karazhan...your past adventures have made you a celebrity, which the dear Mr. Darkmoon wants to exploit. He has invited you to visit his fair and fight the carnies there in organized events, putting up a show for the other visitors. And of course, there's rewards in it for you. You will fight souvenir vendors, fortune tellers, performing troupes of dragon riders...
While at the Faire, you can, among other things, buy some new weapons from travelling vendors
I made this keyword because of the Sayge fight. Sayge will Discover various fortunes for himself.
or watch strange creatures from every corner of the world
but don't step out of line! Or else Silas's ogre bodyguard might want a word with you...
Final Boss: Silas Darkmoon
The carnies summoned by his Hero Power can be anything from the Legendaries from this very adventure, to already existing minions that fit the theme, such as Flame Juggler or Refreshment Vendor.
During the fight however, Silas will pull some tricks in order to confuse you, like escaping into the Hall of Mirrors, filling his board with reflections of himself. Area of effect spells are disabled during this, and you have to attack the correct Silas to end the mini-event. But be careful; the reflections may have only 1 Health, but they can have anywhere from 0 to 10 Attack.
The weather was nice until just a few moments ago. Now you and your party find yourself in need of immediate shelter! There is a keep in the distance perhaps you can find shelter there? Whatever the case you better watch out because this storm doesn't feel normal. The rain seems heavier, the wind stronger, the lightning more frequent and it almost sounds as if screaming is in the distance. This is no ordinary storm and you fear that the very keep you are seeking sanctuary is the very source of this horrific storm. It's time to barricade the windows, lock the door and bunker down for the storm. You only hope the locals will allow you shelter from this Storm of Ends.
The Storm of Ends is a survival adventure more then a combat adventure. There are many obstacles to overcome in preparation for this storm. Fighting your way to survival while the mistress' minions try to kick you out and ultimately a showdown with the mistress of the keep's Storm of End's. She may have been defeated (just the prior battle) but her last act was to focus the very storm you were trying to stop on the keep itself hoping to snuff out those who foiled her plan. She was small compared to the energy now focused on you and your party. It's too late to escape so you will have to bunker down and ride it out. Can you survive till the storm runs out or will you fall before the mistress' last act of vengeance?
The Storm is a ramping battle in which many "Weather" cards are played and will continue to accumulate. Damage can ramp up quickly as multiple copies of Hail of Stones and other damaging cards start to stack up and the lightning bolts and fireballs rain down upon your minions as you try to hold out. The Storm of Ends will not play any minions but that doesn't mean there isn't a reason to play minions of your own. This battle will test the resilience of your deck building skills as you try to edge out as much survival as possible. Where as the mistress was a battle of wills this is a battle to survive.
There is a new mechanic introduced in this set called "Weather" a number follows the weather ability. Example: "Weather - 2". This number is the duration in which the spell effect persists. These spells that continue to have effect until their duration runs out. They appear in the top as little circles with their remaining duration indicated with a number inside that little circle. This is similar to secrets except when hovered over by an opponent they can read what they are. At the start of your turn the duration of the spell will be reduced by 1 and when they reach 0 they are destroyed.
In addition there are many new cards that focus on interacting with hero abilities in an attempt to bring more Inspire decks into the light. Trying to fill the gaps in when it is powerful to use your hero power and making it more accessible to use your hero power. Desperation give rise to heroism after all and nothing seems more desperate then a massive
naturaldisaster.Been waiting for something like this for a while, so here I go! My pick is the Coilfang Reservoir because it implies a ton of stuff that should, sooner or later, be added to the game as well: more naga, more murlocs, more water-related things in general; since I like the beach and water, overall I've picked this one to be the raid of choice. The Serpentshrine Cavern is located in the Coilfang Reservoir, known as Lady Vashj's operation base (as well as the raid part of the region). The divided in 4 sectors (3 dungeons, 1 raid), each with its own unique bosses and traits, and they all need to feel your wrath, since you've passed all the tests provided by the previous challenges (fun fact: in wow, most of the time you had to farm Karazhan or Gruul's Lair - a different story - to be able to reach this raid). Of course, you'll encounter different sorts of naga, murlocs, spores and what not. Here's a taste of what you'll meet!
The final encounter has two phases: one where she will play different AoE spells and little to no minions (her hero power's purpose is to wear both your board and your hero down, but it can also backfire), so this battle's both a minion/support fiesta. Once you bring her to 15 health, the second phase begins: the part where she changes her hero power to one that doesn't allow your minions to attack, resembling her ability in wow. You have to use either minions that have continuous effects without attacking (like Rag/Gadgetzan/Demolisher/taunts) or use spells to kill her; freeze mage/miracle maly-rogue are prefered for this encounter, but that's just me, hehe!
Here's a peek at the cards that you'll be able to obtain by completing the adventure
This adventure is supposed to take a more serious attempt at the minion fighting, so I went with the idea of making the minions battle each other through their effects, or have a benefit from other minions fighting each other, thus improving their utilities. I hope you've liked my ideas!
mfw his Yogg steals my win
Greetings stranger and welcome to the Nexus! I bet you're wondering how you got here... well so am I! It appears that some kind of time-space anomaly is shoving these universes together in some kind of battleground. Our only hope for resolving this dilemma and locating the culprit is to battle our way through his minions. You don't fight...? Oh you fight with cards... that's a strange way to battle, but I'm right behind you if you can force old Diablo to sit down and play by your rules. Be wary though champion, whoever is pulling the strings certainly has a plethora of villains at his disposal.
The Evil that you move against is the Dark Lord of Terror. He is known to mortal men as Diablo. His might has crushed many heroes before and if you cannot build up your forces strong enough, I'm afraid he will claim another soul for the Burning Hells. Diablo, unlike his brethren isn't afraid to get up close and personal with his assault, so the bulk of your battle with him will be dealing with his array of demonic spells and powerful attacks. Be wary as he is very capable of taking down the weak with his Hero Power, Apocalypse, so bring only the toughest and well geared Minions capable of standing up to the Prime Evil.
Many new allies will aid you throughout this adventure, lending their strength in various forms. There is no central theme, as these are all powerful heroes from across the multiverse, but where their synergy lacks, their strength is great! It may seem that with such powerful allies, perhaps you can even take down the Lord of Terror himself! I mean, who could be stronger than Diablo himself?
A Summary of the Entire Adventure
Professor Oak captured all the Pokemons and changed behavior since . Why ? Apparently , having the 5 legendary Pokemons made him lose his head and dream of conquering the world . I wanted to use Pokemon theme because it is a game of my childhood ( first generation obviously ) and there is a lot of material to work with.
The Big Bad Boss
Prologue : Pr Oak's Mansion
After beating the Professor, the legendary Pokemons are unchained . You must face them each to get them and calm them down.
Wings 1, 2 & 3 : Articuno, Zapdos & Moltres
Wing 4 : Mew
Wing 5 : Mewtwo, the final Boss
Three (3) Example Cards of the Set
DeathWing the return, Keepo :
An useless card XD :
Better than kodo :
REMOVED
Legion This Way Comes / March of the Legion
Overall Story
Legion is still looking a way to conquer all of Azeroth, and decided to build a new dark portal in a hidden cave that resides in Northrend lands. Now legion pours their forces to Azeroth in fast pace and then something mysterious happen. Gul'dan who seems alive and well promises to help the Horde get rid of the portal, trapping small part of the legion's forces into Azeroth for easy pickings. But rumors are, there is a portal that can manifest on where they want if their initial portal is destroyed.
The Final Boss Battle
*Gul'dan is throughout impressed how you have slain over twenty bosses in mere moments and destroyed the legion's portal to Azeroth.*
When suddenly another portal appears!
Legion is storming through the yet another portal, this one is of the unknown origins and Mannoroth who should be dead by now is marching on your direction! Gul'dan is your dubious ally on this adventure and now it's time to face Legion's best (that they could find such a short notice.)
"Ahem, you're daring adventurer aren't ya? Now go slay that demon!" - Gul'dan the Betrayer
Match Starts
Turn 1 - "Careful, Mannoroth is guarded by two Fel Warlocks!"
*Two Fel Warlocks appear on the opponent's side of the field*
Turn 2 - "Now slay those fools!"
Match Ends (to Victory)
"Well done... and by the way..."
"I would never betray you, muahahahaaa..."
Mannoroth's Deck Summary
10xShield Slam
10x Fel Warlock
5x Pit Lord
5x Fel Curse
10x Stoneskin Gargoyle
1x Kel'Thuzad
2x Warglaive of Azzinoth
1x Gorehowl
5x Fiery War Axe
Rewards
The Mysteries Of Ulduar
This adventures features Brann Bronzebeard guiding you through the halls of Ulduar, executing any pesky denizens you meet on the way... Even their great leader, Algalon the Observer! Algalon will be making petty remarks about you and your play style as you fight through the machine, titan formations and keepers of Ulduar. "Your friend, Dr. Boom, won't serve you for long."
Algalon The Observer
Using his astral powers, Algalon will create cosmic copies of your cards and shuffle them into his deck. Soon enough, you will be fighting your own deck! But he didn't come alone... His minions consist of wisps, portal cards (Unstable Portal, Firelands Portal, etc) and Spell Damage cards too! But throughout the adventure in the previous depths of Ulduar, the player will earn cards with a new mechanic... Flip A Coin!
Reward Cards
Flipping a coin is much like Choose One, but you have no control over what effect you will get. It is also a neutral effect, unlike Choose One, which is restricted to Druid. Here are two examples of the cards you will earn with this effect, as well as Algalon himself!
To explain, a card like Bold Adventurer will trigger his effect if the coin lands as heads, if tails, he will give you no weapon. Ironclad Warrior, however, will definitely give itself a buff, but it is not up to the player whether it will become a 7/7 or a 6/8, is up to the coin flip. Finally, Algalon will not reveal the card he copies, it will shuffle into your deck with the card facing down.
Hopefully Brann and you will be able to escape the madness of Ulduar with your bodies still intact... Lest you succumb to Algalon's wrath!
Return to Icecrown
Blood-Queen Lana'thel is missing. The Blood Princes scream bloody murder. The Ymirjar see weakness in the Frozen Throne. And something really stinky is boiling in Professor Putricide's lab. Who can the Lich King turn to discover the truth of the matter before civil war erupts in the citadel?
Join Sir Finley Mrrgglton in investigating the mysterious disappearance of the Blood-Queen and visiting one of the most chilling settings in all of WARCRAFT!
The adventure will harken back to detective noir films of the 1940s with the traditional light humor of Hearthstone Adventures! In Act I both Sir Finley and yourself are asked by the Lich King to investigate the mysterious disappearance of the Blood-Queen. During the first mission Sister Svalna, one of the valkyrie and playing the role of fem fatale, directs you to Professor Putricide's lab where the Blood Queen was last seen. However, before any investigating can be done the undead doggies Stinky and Precious decide they really want to play in an exciting alternating two boss fight!
After dealing with the over excited pooches, its time to interview Festergut and Rotface in separate encounters. While Finley disapproves you have to beat the truth out of them! Festergut doesn't handle stress well and you have to survive as the room fills with bodily gases. Last long enough and he starts talking! Rotface is a more standard fight with unique minions. With the clues leading to Putricide's lab, you open the last adventure for the act to find... Prince Valanar? It seems he is not happy with your investigation and has decided to negotiate. Harshly. After dispatching him you discover Putricide to be lamb, and your bag of questions brimming full!
Each act reveals a new truth on what is going on in Icecrown, culminating in a shocking reveal!
This adventure does not present one sole Big Bad but a series of suspects leading up to the grand finale!
Example cards from Act I:
The Throne of Thunder
Story Summary: The devious Zandalari trolls have resurrected Lei Shen, the Thunder King! He once ruled over Pandaria with an iron fist and his legions of mogu soldiers. Now he sets his sights to take over the continent again if he is not stopped by brave heroes (that is you). Lorewalker Cho will guide you to the palace of lightning that rests on the Isle of Thunder. Be careful heroes, the Thunder King comes again with a variety of traps and obstacles in your way. Based upon the World of Warcraft setting... with a few exciting twists!
The Final Boss: The Thunder King himself!
The fight in World of Warcraft was based around conduits on Lei Shen's platform, each gaining special abilities when the Thunder King's electrifying presence interacted with them.
The conduits start on the board and must be defeated before Lei Shen can be attacked (if removed from the board with Sap or another similar ability, it will be replayed). In addition, the Thunder King will play a varity of lightning and elemental based cards to stop you from harming his precious conduits. Don't worry, Lorewalker Cho will be by your side granting you helpful additional spells and powers not normally obtainable for taking down the tyrant.
Once all the conduits are destroyed, phase 1 ends and phase 2 begins with a new hero power for Lei Shen!
Will you be able to survive the onslaught of his powerful energy and armies to defeat this legendary ruler? Be prepared to fight elementals, trolls, experimental horrors and more in this thrilling final boss.
And of course, the loot:
This adventure will be a total of four wings ranging from the trolls guarding the entrance to the palace, to the forgotten depths below the fortress, to the halls of twisted experiments, to the very seat where Lei Shen sits. Here are a couple examples of what the trolls might reward:
What are you waiting for adventurers? Time to raid the Throne of Thunder!
Arcanist Doan has stumbled across a great forgotten library in the mountains, hidden from the rest of the world for many years. While he would love to open it up again to the public - and see what powerful tomes may reside within - the residents of the library are less than enthused with the idea. So he has called in help from a famed Adventurer, recommended to him by a reluctantly interested Elise Starseeker - you!
This Adventure consists of 5 Wings - in the first two, you clear out the main halls and basement levels of the library, where many a beast and cultist have found their home. The third Wing is where the action kicks up a notch, as you discover a mysterious villain raiding the back room for ancient tomes. The fourth and fifth wing is all about discovering who he is, and apprehending him before he can use whatever powerful spells he found.
The First Encounter
This first encounter with our adversary sheds little light on who he is, and in fact seems rather easy at first - he only has a frail 20 Health! However, his deck is filled with an assortment of cards designed to prolong his own life long enough to find the right book to kill you - Animated Armor, Pit Snake, Mana Wyrm and Babbling Book all make an appearance, along with staple Freeze Mage cards such as Ice Barrier and Ice Block.
Books are an interesting set of cards - in this expansion, each class will be given a spell with the name 'Book of the X', and this is what our Mysterious Bookthief is drawing from. They are all 3 mana cards, which is why he has also slotted some Preparations into his deck.
And Now - New Cards
Crypt Hoarder: One of the many denizens filling the vast basement set into the mountain, the Crypt Hoarder has kept every scrap of paper that he has ever come across, compulsively adding to his overflowing backpack. With him comes the introduction of a new keyword, Experience.
A powerful ability, but it does require the minion to survive for it to activate. After all, you don't gain any experience points from fights that you lose!
Book of the Restless: An example of one of the Book cards that classes will receive in this adventure. There are books strewn about the library, and after each Wing Arcanist Doan will kindly gift you with some of them for a job well done. This one offers interesting synergies to Rogue with Gadgetzan Auctioneer and could be useful in a Mill archetype.
Yrazel, Soulleech: One of the people that Arcanist Doan suggests going to for help in locating the Mysterious Bookthief, Yrazel has fallen to the dark forces residing in the books he studied since he last met Doan. If he can't be killed in one shot by a minion, his health will continuously rise, so it's best to pick him off before he consumes too much. For being a former librarian, he's surprisingly not a fan of Silence.
You can find me here! Good luck everyone!
My adventure is based loosely on the epic class quests of old, classic WoW. I was going to incorporate them as well as expand on it to include all of the classes. The adventure begins when the player is approached by a Hunter who requests assistance with their quest.
Her quest is to find and destroy four legendary demons, after which she'll have the means to acquire a powerful weapon. However, it seems she was not completely forthcoming in the details of her quest. As the player assists in her tasks, a powerful demon will appear, changing the strategy of certain boss fights. He will reappear at different times throughout the adventure. He is a mysterious demon, known only as The Cleaner.
The Cleaner was a mob that would spawn in WoW if you attempted to have help in completing the Epic class quests. He'll appear in this adveture and have different Hero Powers each time. This is just one early example.
Here are a couple example cards:
Anathema/Benediction was the Priest epic quest reward. It was a cool staff (at the time) and could switch between Holy/Shadow forms. The Choice here is similar, choosing Anathema vs Benediction results in a weapon favoring healing vs damage. Details of the weapons will be revealed in future phases!
This concept was created before the reveal of the new Midevh card that gives all classes a weapon. I was planning on the players, by the end, to all have access to a class-based weapon, as well as other cards of course. Hope you like the idea!
Edit: Fixed missing images.
Welcome to the first annual Tavern Challenge!
In this adventure, known as Innkeepers Tavern Challenge, your Hearthstone playing and deck-building skills will come together in the ultimate challenge to see who is the best Hearthstone player in the tavern! Battle in this fun, goofy adventure, and maybe meet a few celebrities joining the competition as well!
Final Boss:
Hero Power Explanation:
It will add an Innkeepers Creation
to the Innkeepers hand, with random stats, effects and even tribe based off of this list!
And some cards!
Explanation on card themes
The theme of this expansion is to have crazy new decks made, and each of these cards require decks to built around them!
Hope you will all come and compete in the Innkeepers Tavern Challenge!
Ninja Edit: Formatting
Dank Memes and Broken Dreams
Treasures of the Nexus
Propositioned by the mysterious Nexus-Prince Haqqi, the adventure sets out to reclaim treasures that he claims were stolen from him and scattered across both Azeroth and the Outlands! However, some of those whom you "reclaim" these treasures from are less-than-willing to surrender what you are looking for. Your travels bring you through Kaldorei ruins of Dire Maul, the supposedly abandoned halls Auchindoun, and the crumbling wastes of Netherstorm. It is not until coming across some familiar faces that our adventurer begins to question the sincerity of Haqqi's stories. (Fun fact: For those of you who are language nerds like me, Haqqi's name comes from the arabic word/phrase meaning "Belongs to me".)
Nexus-Prince Haqqi
This fight places a lot of emphasis on Haqqi taking the stealing/copying of your minions and spells. This is accomplished through both his deck (minions/spells such as Burgle, Sylvanas Windrunner, Spellbender, and the like) as well as his Hero Power, which summons a 1/1 minion that, when it damages one of your minions, will take control of said minion! However, our good friend from the Consortium, Nexus-Prince Haramad, is well aware of Haqqi and his "collection" and is more than happy to assist you in ending his life by loaning you aid from the Twisting Nether and perhaps even some Arcane Explosions!
Example Cards:
The general theme of this set is possessing cards/themes of your opponent or quashing the usefulness of your opponent's cards. The bridge between Elven culture taking magical energy and Ethereal culture obtaining "items of interest" across the universe make this a fun combination!