Stranglethorn Vale; perhaps one of the most dangerous places in Azeroth, populated by ferocious beasts, bloodthirsty trolls and dangerous plant-life. Most people simply avoid it, push it back in their mind, but something is brewing inside of the Vale, causing spawling vines to grow, and grow and grow! The vale is expanding, and with it, the war drums of the Gurubashi sound, an army of troll warriors gathering to slowly, but surely take control of all of Azeroth. Will you have what it takes to brave the perilous jungle, and take down this threat once and for all?
Team up with Marcus Jonathan, a stormwind general leading a strike force into the jungle, help the gnomeregan flame squad repel the encroaching vines, find the source of the growth, then enter the city of Zul'Guruub, fighting through Jin'do's evil priests to get to Jin'do himself, then de-throne the chieftain to put an end to this mess.
Jin'do The Hexxer
Jin'do is a tricky and dirty fighter, loving to curse his enemies with terrible afflictions. He carries many transformation and curse cards in his deck, such as Hex, Polymorph and Corruption, but his best trick is his Shadow Hex, which curses a minion permanently. As long as the minion is cursed, it will summon a 2/2 Shadow of Jin'do for the opponent at the start of your opponent's turn. In a sadistic way, Jin'do forces you to trade away, or sacrifice your own minions, lest they build up his army of shadows. Jin'do isn't a blockhead either, as he will always use his hero power last, and will most likely target the highest health minion on your board. This problem is compounded in heroic mode, where his shadows are 4/4 instead.
After you defeat Jin'do, heed his dying words. "You ain't seen da last of me!"
Of course, another way you could avoid Jin'do's tricky hexes is to hide your minions from him. After all, the glades of the jungle are quite thick, obscuring the view of even the most trained hunters; introducing Ambush!
This makes trading very tricky for your opponent, as they'll have to deduce what secrets might lie underneath the underbrush. Cards that can only played conditionally can't work against an unseen foe (Such as Cabal Shadow Priest) but they can be attacked and spells can be cast on them just fine, with the minion being revealed as soon as the attack or spell goes through. This should confuse Jin'do well enough, he'll have no idea who to hex! I bet he'll just choose randomly!
All this and more in the Heart of the Vale:
Oh yeah, did I forget to mention? The stranglethorns aren't just creeping into Azeroth, they're creeping into the game board! Many cards will fill the board with these annoying vines that just seem to get in your way.
Once upon a time, there was a curious girl named Alice, who loved to travel around the world and experience strange adventures. One day, she received news that her best friend, The Hatter, was abducted by a weird-looking Dragon sent by the evil Red Queen. Anxious and eager to rescue her friend, Alice has decided to make a dangerous trip into the Queen's Castle. Would you escort Alice throughout her adventure?
The Hatter has been corrupted by the Red Queen. In order to save Hatter, you have to defeat her. Red Queen encounter has 3 phases. In the first phase, she'll summon her soldiers to protect her. In the second phase, she starts to get angrier and the fight becomes more difficult as she summons bigger minions. In the final phase, her head is about to explode. What will happen?
Your adventure begins after a chance encounter with a curious looking creature that can some how speak the common tongue.
The creature introduces itself as Bastian and informs you that this is not its true form. He begs you to aid it in its quest to save a Princess from an evil sea witch that has both transformed him into the crustacean you see before you and kidnapped and stolen the voice of his liege and dear friend Princess Tempestria.
With the promise of coin and glory you take up the quest which takes you to a nearby goblin settlement in search of a way to breath underwater. From there you must barter with a trade prince, defeat a Murloc so powerful that it is revered as a God by its people, tame a wild seahorse, rescue a Princess from turmoil and defeat the Sea Witch.
Will Neptulon be pleased to be reunited with his daughter? Or is there more to the tale than meets the eye?
This encounter with Orsola the sea witch takes place in Wing 3 of the adventure and she will have been antagonising the player throughout the adventure up until now. Earlier in the wing the player has saved Princess Tempestria but Orsola still has her voice.
Orsola's Hero Power says random Battlecry but it chooses from a pool of all existing battle cries in the game that would actually have an effect. For example Blackwing Technician's Battlecry would not be an option because it effects the minion that has the Battlecry rather than having a direct effect on the board or another minion. Whereas Elven Archer's Battlecry would and it would allow her to choose the target.
As a sea witch she will make use of mage and shaman spells as well as some of her own. She will draw upon Murlocs, sea creatures and other existing minions that she has enslaved to round out her deck.
Illidan had a rough life. He has been imprisoned by his own brother, subjugated by a demon lord, betrayed by nearly all of his allies, killed by 25 random guys who just wanted to loot his temple, and made into an unplayable card in Hearthstone! But now Illidan's back and he is pissed. With your help, he will enact a revenge they are not prepared for!
As you might imagine, this adventure is all about illidan taking revenge on his enemies. If you played WoW and/or Warcraft 3, you may have an idea of who will have their asses kicked.
Description of the adventure
This adventure will contain 5 wings with 3 bosses each. Each of these bosses will be one of Illidan's worst enemies. If, at any point, you choose Illidan's twin bro Malfurion Stormrage as a hero, he will say this during the mulligan:
There will be 45 distributed this way:
Two cards per boss, for a total of 30 cards, more than half will be class cards.
One end-of-wing legendary per wing, so 5 legendaries.
One class card after each class challenges, so 9 unique class cards.
One end-of-adventure legendary, Illidan, Highborne King (see below).
The final boss
Illidan has many enemies, but the most powerful of them all is this guy!
NORMAL:
HEROIC:
"Illidan, this miserable insect, tries to rebel against me AGAIN and he brought YOU to defeat me ?! Hahahahaha!"
Kil'jaeden has 2 phases:
In the first phase, he will play similarily to zoolock, playing minions generating tokens with his spells (he will have tons of spells that generates other cards). Given his hero power, your goal will be to keep his board clear to deal damage to him. Once all of his armor is removed (or after 10 turns), he will switch to phase two...
...In this second phase, he will continue to generate tokens and play tons of minions and this time he will get copies of any card he plays directly in his hand! ASTONISHING!
.
As you can guess, the goal here will be for you to rush him down before he generates too much value with his cards.
Cards
The cards will mostly have the following themes:
Mana interaction, this means that the cards will either interact with the mana cost of cards or with your mana pool.
Shuffle into deck effect which I think are lacking right now, but are interesting
Death and Decay is the anti-early game Priest actually needs! It is designed to be a playable Shadow Word: Horror and follows the theme of my adventure which is mana interaction.
Nether Drake is a minion that rewards you for playing on curve. When activated, he is a 6-mana 7/7 Taunt.
Illidan, Highborne King, an Illidan from an alternate timeline who stood up to Queen Azshara and took his place for the best interest of his people. Perfect for giving you a good late game, synergy with Varian Wrynn!
The adventure goes through the pve team quest arenas located in world of warcraft. These include Thunderdrome in Tanaris, Ring of Blood in Nagrand, Amphitheater of Anguish in Zul'drak and Crucible of Carnage in Twilight Highlands. Similar way to League of Explorers, not all the bosses encountered are going to be exactly the same ones as in the quests, they will include iconic zone bosses from the area such as Doctor Weavil in Tanaris, Durn the Hungerer in Nagrand, Thrym in Zul'drak and many others!
The host in the tournament is a charming goblin female, Ellie Tinker and every now and then the big boss Hoswix Snoweye himself will pop up to congratulate you (or to mock you for your failures). After completing the four arenas, player will be invited into the grand finals located in the Pleasure Palace of Trade Prince Gallywix and there they will face the hardest bosses of their lifetime and finally the grand Blackfuse company annihilator boss that is rumoured to be indestructible.
As you can expect, taking down the indestructible doomsday robot is NOT what was planned to happen since that would mean they need to acually reward the winner! Nobody has ever succeeded in that before so it is clear the player must have cheated! Therefore the plans change and the final boss is the big boss Hoswix himself!
The boss fight:
Phase 1 Hero Power:
Hoswix' deck is full of big, sturdy minions like Blackfuse Bodyguards and Hoswix will make sure that opponent stays undertoe the whole match, abusing the spells and bombs that he inheritet from the deceased Siegecrafter Helix Blackfuse. Phase 1 lasts until player has managed to get rid of Hoswix' armor. After that Hoswix will yell he quits, ending players turn. Of course it was just a trap and Hoswix will deciminate all minions from opponent's side and swap his hero power, unleashing what remains from the heart of Y'shaarj:
Phase 2 Hero Power:
After that the fight become a tactical climax where player must use alternative sources to draw cards. In the normal version Ellie (the host) will join the fight and grant the player alternative card draw mechanics until after few turns Hoswix throws Ellie into the battle as well to fight and draw cards for himself.
Theme:
The adventure does not have a new mechanic such as Discover. Instead it promotes the mechanics that require killing minions on the board, fitting into the arena theme. The current examples of similar cards are for example Flesheating Ghoul and Cult Master. The cards below will give a brief taste what kind of minions and spells to expect:
Example Cards:
I cannot wait to show you what secrets and twists lie within the adventure! Do you think the recipe for the victory is being powerful, tactical, cunning... or just good looking? Whatever is the way you decide to go, Ellie has some final words for you!
Wings: Stranglethorn Vale - Nagrand - Sholazar Basin - Valley of the Four Winds - Kodo Graveyard
Nesingwary’s Expedition follows Hemet Nesingwary throughout Azeroth and Outland as he hunts the most dangerous beasts around. The adventure moves through each of the four zones where Hemingwary has been found in World of Warcraft offering quests to hunt down the beasts there.
Now, you may be saying “Kodo Graveyard? I don’t remember that.” Well, I’ve made a little original story to go along with Nesingwary’s Expedition. As you kill the last boss in each wing, it will drop a black glowing claw, horn, etc. Nesingwary will collect them, dismissing them as harmless oddities. It will be revealed after you finish the fourth wing that these are the remains of Terroskus, the First Beast. The previously unknown villain, to be revealed later, brings these bones to the Kodo Graveyard in the Desolace and uses them to summon Terroskus and become Lord of Beasts, who you must then defeat as the final boss.
Lord of Beasts
Obviously, this is placeholder art until I reveal more on the plot twist later. The Lord of Beasts, as his name suggests, calls upon the animal kingdom to aid him, and his hero power summons Legendary Beasts to his aid. This power is expensive, so he won't use it immediately in the fight. Once his armor is depleted, he starts phase 2, where he resummons Terroskus, who will act as an unattackable enemy that attacks all of your minions each turn. His hero power switches to Rampage!, and four minions representing the remains of Terroskus spawn. At the start of his turn, he uses his hero power, and Terroskus rampages across your board, hitting all your minions. Each of his remains has an ability that damages your minions during this rampage. As you destroy the remains, these effects go away. When all four are gone, Phase 3 starts, where his hero power returns to Call on the Wilds. You then have to just get his health down to win, while fighting off an onslaught of Legendary Beasts.
Here is the fight in more detail:
The Lord of Beasts starts with 30 health and 30 armor, and he will be able to summon a Legendary Beast with his hero power. The first two times he uses it, it will summon specific beasts from the adventure, and cost less (3 the first time, 4 the second time). This way, he can use it earlier, but won’t get King Krush immediately. After the second time, it can summon any Legendary Beast from any set.
After his armor is exhausted, he enters a new phase. He will resurrect Terroskus, and the four glowing remains you collected will become minions on the board:
Terroskus will not be an actual minion on the board. He is instead represented with these body parts, each of which gives an effect until you kill it. The Lord of the Beasts gains a new hero power, Rampage!. It costs 0, so at the beginning of the Lord of Beasts’ turn, Terroskus will rampage across your side of the board, alternately from the left and right. The first minion he hits takes 4 damage if the Hoof is still alive, and all your minions take 1 damage if the Horn is still alive. If the Claw is still alive, your minion gain a debuff where they take 1 damage at the end of each of your turns (and this stacks). The Skull will have a buff on it when you mouse over it that tells you it can’t be targeted and is Immune until the Hoof, Horn, and Claw are dead. Note that Lord of Beasts will never attack you with any of these minions (just part of the match AI).
Once you destroy all of the remains, you enter the final phase of the fight. His hero power changes back to Call on the Wild (so no more Terroskus). He’ll be summoning a Legendary Beast every turn, so you have to bring him down before you get overwhelmed by these.
The Lord of the Beasts deck will include cards like Animal Companion, Call of the Wild, a weapon that combines the effects of Gladiator’s Crossbow and
The majority of the bosses in my adventure will be beasts like Tusker and King Bangalash, but there will be a number of unconventional bosses you will find. For example, you must first prove yourself to Nesingwary in the first boss fight "Collect 20 Pelts". You will also find yourself in the Circle of Blood in Nagrand and fighting a Pet Battle against Flash Katchull in Pandaria. I wanted to think of bosses that broke from the obvious mold to provide some variety, like the Temple Escape in LoE.
For the cards, the obvious main theme of the adventure is Beasts and Beast synergy (although there are plenty of non-Beast cards, too, because ~30 Beast cards would be kinda stupid for a set). Another theme is survival, a reflection of how the animal kingdom is all about survival of the fittest. A number of cards have effects that depend on a minion(s) surviving something (a la Slam). Sometimes that’s surviving damage, but a lot of the time it’s “surviving combat”. This is just like it sounds. If a minion attacks or is attacked (not counting attacking the enemy hero), and it survives the encounter, then it has survived combat and the effect triggers. Here are a few example cards from my set:
Protector of the Wilds gives an example of Beast synergy, and I tried to design it to help Beast Druid out. Summoning several weak Beasts would help all existing Beast Druid cards. Ogre Hunter was one of my favorite ideas, and I just wanted to showcase that, and it's an example of a non-Beast card in the set (he also represents a 'native guide' you encounter in Nagrand that leads you into the Circle of Blood then betrays you). Tusker is the boss of the Nagrand wing, and he demonstrates the survival mechanic. Note that this mechanic would synergize well with effects like Immune andDivine Shield.
In this adventure, the player is sent on a quest into the heart of Coilfang Reservoir to stop Lady Vashj from draining the Zangarmarsh and taking control of the Outland. In order to achieve this, you must first pass through the Slave Pens of the broken Draenei, freeing them from the tyranny of their Naga overlords as you go, wade through the treacherous flora and fauna of The Underbog, lay siege to The Steamvault - stopping Lady Vashj's plan to rule the Outland in the process - and finally take up arms against the criminal mastermind herself in Serpentshrine Cavern - just watch out for her hoards of minions trying to take you down first. Even after you defeat all of her dastardly minions the Lady herself is no easy victory, equipped with her deadly bow Frostfathom and with the ability to resurrect her fallen Naga allies, you will be struggling to stay alive let alone kill her.
The fight starts slow, as Lady Vashj will mostly be controlling your board with her weapon Frostfathom. Things really start to get interesting as she starts playing her mid-game threats - mostly consisting of highly efficient Naga Warriors. Heading into the late game Lady Vashj has a number of spells such as Frost Nova and Blizzard to keep your board frozen as she continues to wear you down with the various Naga she resurrects with her hero power. You must overcome this onslaught of Naga and vanquish Lady Vashj once and for all, and while you're at it, why not earn some of the vast variety of loot that Coilfang Reservoir has to offer?
The Cards
The Plot for the Outland adventure will introduce two new keywords as well as a new minion type - the Broken. This tribal tag describes the race of corrupted draenai who inhabit the Outland and are introduced with the new legendary card Farseer Nobundo.
Farseer Nobundo is very strong for his mana cost however the new keyword Despair reduces a minions attack by one at the start of the controlling players turn, so while he is strong as an early game presence to fight for the board, after a few turns his attack will be completely depleted. This makes him weak to spells such as Mirror Image that can stall until Nobundo exhausts his attack value.
The other mechanic introduced in this adventure is closely related to Despair. Aura will activate at the start of your turn in the same way that Despair does, but only for the amount of turns contained in the brackets. This makes Start the Forges a very strong warrior card for keeping your weapon active and scaling into the larger threats your opponent begins to play, but can be countered by weapon removal and other cards in the adventure that interact with the Aura keyword.
Finally the Underbog Mushroom is a card in the same vein as Dragon Egg, where a lot of value can be generated by repeatedly pinging or buffing it and could help reduce the amount of agro in the meta game, especially when used by decks such as control mage, paladin, priest and druid. However in many cases Underbog Mushroom could just be a dead draw and decks would have to be carefully built to make best use of the effect.
For some, school was the best time of their lives. For others, it was the worst. Well prepare for the worst of times, as we go back, not just to school, but to Scholomance! Dust off your textbooks and sharpen your sacrificial daggers and get ready to join your new classmates. As the new transfer student, you'll have to survive your first week, make friends and pass your classes. But it's not all schoolwork, you'll have time for rest and reanimation. Head out into the Plaguelands on a field trip, or loiter around the rival Scarlet Crusade Academey, but watch out -
The jockish Scarlet Crusade HATE nerds necromancers, and are more bullies than rivals to Scholomance. Every year, the Scarlet Crusade dominates Scholomance in the field of sports, taking the spotlight in the annual Light's Hope Chapel Dance. But this year, Scholomance has you. Can you rise up and change the status quo? Make a name for yourself in the Plaguelands, help Scholomance win the big game at Stratholme against the Scarlet Crusade, get crowned Plagueland King at the Light's Hope Dance and get the girl. Now is your time, seize the dead and the day, and remember - no running in the Scarlet Halls!
The Big Boss
In school, your greatest enemy isn't the bullies, the homework or the ravenous plague bears, it's time. From the beginning to the end, whether you're sneaking in the Scarlet Monastery or participating in the big game at Stratholme, the Light's Hope Dance is all anybody in the Plaguelands will be thinking about throughout the school year. Necromancer to Scarlet Crusader, the big dance is what it's all building up to, and getting crowned King of the Plaguelands is the highest honor - which has always gone to a Scarlet Crusader, until now.
Yes, you have been crowned Plagueland King!
But the vote for Queen is a tie! A three way tie! As the Plagueland King, YOU get to cast the tie breaking vote!
To cast your vote, you are given a choice of 3 cards and allowed to pick only 1, much like a Discover effect. The card you pick is crowned Plageuland Queen and instantly summoned. You lose the fight if you or your Queen loses all their health. The candidates can be found below:
This fight is about time. And this dance, although one night, will feel like an eternity for some. Just when you think you've got it, the Dance will play one of it's many spells, turning back time, resetting cards, health and more. Can you keep up with the back and forth, the rhythm of the dance floor?
The Hero Power, Backup, Off the Wall, brings a new dancer on the floor, bringing about a random minion from their deck onto the battlefield for only 2 mana. While not used much at first, this can pull some big dancers and players out. This dance is going all night long and there's no stop to who might show up.
Example Minions and spells can be found below.
Note:Inner Fire and Divine Strengthcannot be played, as they are instantly dispelled, regardless of the target.
Example Cards
The theme of this Adventure is going back to school, and it shows in the mechanics. Jocks, big minions with Taunt, Divine Shield and other avoidance abilities round out Scarlet Crusade themed cards, while the nerdy necromancers of Scholomance are kind of small and frail, BUT they have abilities that grow and activate over time, bringing a synergy of keeping these weaker minions safe so they can get more powerful as time goes by.
While there is no new Keyword, there is a new mechanic in the form of "Rituals". These are your homework, what you're learning at your time in Scholomance. These are spells that cost a chunk of mana, and task you with managing your remaining mana that turn to get effects. Extending your mana or making spells or minions cheaper will get the most out of a Ritual, as you'll get beneficial effects scaled on how many minions, spells or other mana costing actions you do that turn (varies by card).
This is my submission for the adventure competition. I chose Throne of Thunder because I had made a rudimentary version of this adventure a really long time ago (around the time of The Grand Tournament I think) and I finally have an excuse to finish it. It’s been a very long time since I have done any card creation, so hopefully I won’t be too rusty about balance and such. I also have never played WoW, so I hope my lore research is accurate. One other thing to note is generally I think the adventures in actual Hearthstone are too easy, and I would prefer with I had to work more to kill bosses and earn my cards. Thus, the difficulty level of this adventure’s normal mode is somewhat harder than usual (not too much though), although heroic difficulty is the same.
Storyline:
After years of slumber, the land of Pandaria is facing the reawakening of an old enemy. Lei-Shen the Thunder King, an ambitious Mogu lord, has begun a new conquest hoping to dominate the once-prosperous lands below. Once a holy site for the Mogu of old, Thundering Mountain was captured by Lei-Shen and his followers. Lei-Shen, corrupted by his lust for power, killed the Titanic Watcher Ra-Den who guarded the mountain, seizing his claim to the Throne of Thunder, and in the process gaining power over the elemental forces of wind and storm. Previously dead, Lei-Shen has now found an unlikely ally -- the Zandalari trolls -- who have resurrected him and may hold the key to reestablishing him as the despot of Pandaria. Taran Zhu, the Pandaren leader of the Shado-Pan Assault, has recruited you to help stop Lei-Shen in his conquest, ultimately defeating Lei-Shen himself once and for all.
Mechanics Theme:
This expansion, in terms of mechanics, will have two themes. First, the mechanic of enrage will be explored much more fully than in current Hearthstone (example: Zandalari Dinomancer, see below). Not only is this mechanic underdeveloped, but it also fits the character of the violent Mogu and Troll races. In addition, the idea of dual-sided effects will be explored. These mechanics are basically buffs which can be cast on both allies and enemies, which have a positive effect and negative effect which are approximately equal in balance. Alternatively, these mechanics could be effects that could be helpful or harmful depending on other conditions (example: Soul Extractor, see below).
The Big Bad Boss: Lei-Shen, the Thunder King
The board starts with seven conduits filling Lei-Shen’s board. Lei-Shen’s starting hero power “empowers” a conduit, which will create a powerful ongoing effect, which will last for 3 turns. Afterwards, Lei-Shen will have to choose a new conduit. You can kill the conduits, preventing Lei-Shen from utilizing their effects, but this will make room for Lei-Shen to play his powerful (OP) minions. I’m not sure about all the conduit effects, but here are some examples:
I realize the power levels here aren't equal, but they are just to give an idea of how this would work.
In addition, when Lei-Shen goes down to 20 health or below, he will "supercharge" the conduits. Because Lei-Shen has no starting armor to hint at this health threshold, the player won't know what will happen until it is too late. Supercharging makes all of the existing conduits immune for a turn, and Lei-Shen gains a lot of armor -- 2 per living conduit, and 1 per conduit destroyed previously. This happens again at 10 health, but this time Lei-Shen gains 1 armor per living conduit and 2 armor per conduit destroyed. The armor totals will be significantly more in heroic mode.
Lei-Shen also has multiple unique cards in his deck that interact with his conduits:
I don't have any art for these yet, but the ideas are finished:
Increasing Conductivity: 1 mana spell, all conduit effects last for one more turn.
This does not effect Lei-Shen's hero power -- this way, Lei-Shen can multiple conduits empowered at the same time.
Lei-Shen will have a lot of these in his deck, probably 3 or 4.
Charge Blast: 2 mana spell, give a conduit +3 attack and immune until the start of your next turn.
This allows conduits to attack, as well as helping them to survive.
Lei-Shen will have a lot of these in his deck as well.
Many OP minions (meant to discourage players from wiping out conduits too early in the game)
Voodoo Rainmaker: 3 mana 3/5 with Spell Damage +5
Lei-Shen's deck is predominantly spell based, running a lot of shaman lightning spells as well as some mage water/freeze spells. With this card, these spells get even more value.
Probably 2 in deck.
Flamewreathed Mogu: 4 mana 6/10, no card text
Big and scary value minion, that also just so happens to dodge BGH.
Probably 2 in deck.
Electric Fiend: 2 mana 4/4, your Overload affects your opponent's mana instead of your own.
Since Lei-Shen runs a lot of shaman lightning spells, this effect not only frees up his mana but also could be a devastating loss of tempo for you.
Probably 2 in deck.
Passive ability (not stated on a card): Conduits are not affected by AoE spells. This way, you can't just win with Hellfire, and Lei-Shen won't screw himself over with Elemental Destruction.
The Bonus Big Bad Boss: Ra-Den
The titanforged creation who ruled over Thundering Mountain before Lei-Shen, Ra-Den, will be represented as a legendary, but there will also be a bonus heroic only fight.
Sample Cards:
Explanations:
Gara'jal the Spiritbinder: This is the legendary of the first wing. Gara'jal is a Zandalari council member, whose signature abilities involve possessing other council members, empowering their abilities. He can also do this to the dead, enabling him to have resurrected Lei-Shen, and now your hero. Basically when the final bit of fatal damage is dealt, you discard a random 7+ cost minion from your deck, and you don't take the damage. This can happen unlimited times per turn, but it does not restore any health; that way, when you run out of expensive minions, you are very vulnerable if you have not been able to recover.
Soul Extractor: This is a weird one, that was hard to word correctly. Basically, this minion only changes a minion's stats, using the first digit on your hero's health as attack, and the second digit as health. So, if you are at 30 health, Soul Extractor will make a minion a 3/0 (i.e. the minion dies), if you are at 15 health, the minion will be a 1/5, and if you are at 5 health, the minion will be a 0/5. The minion's card text, in all of these cases, will be unchanged.
Zandalari Dinomancer: Although this card is just a filler card, it is a decent value minion for hunter with beast synergy. It also utilizes the enrage mechanic, which will be featured prominently in this adventure.
You and your friends have been gathering in his inn for a while to play Hearhstone - a card game the Inkeeper developed based on his costumers. After so much time just watching people play his game and after he gets bored of teaching adventures how to play it, He challenges you for a battle! But some RULES do not apply on him, he made the game and he will use it on his favor, using 4-Mana 7/7s and tricking you is just a glance of his powers in his domain. But before facing him you must defeat all his "not as polite" costumers!
Are you able to defeat everyone in the inn and face him?
DIALOGUE:
The Innkeeper- Haha! So you have defeat them all? Let's see if you can handle me! I will tell you that I play to win! You- You're no match for me (Morgl would say <Mrghllghghllghg!>) The Innkeeper- Such a talker, let's see how you handle this! (You go second, but he gets The Coin) You- Hey! That Coin is mine! The Innkeeper - Stop whinning and let's battle! You will see that some Rules are about to change! *Game begins* TURN 1: He summons 2 copies of Cheating Goblin and says "I am so lucky they were in my starting hand!" TURN 2: He summons Deep Sea Explorer and says "LEGENDARY" TURN 3: He plays The Coin and Set The Table saying "See? The Rules changed already!" TURN 4: He plays Rordon Gamsay and says "All this time in the Inn and you never sent the chef your regards!"
Some of the cards in his deck:
NEW MECHANIC: RULE
This adventure adds a new game mechanic: Rule! When a card with Rule is played, the effect it apply will last the whole game unless they are removed. For example, the card Set The Table that The Innkeeper plays on turn 3 has the effect "Rule: Your minions cost (1) less". So his minions will cost (1) less for the whole game.
Deep in the desert sands of Tanaris, the Caverns of Time have been opened for any adventurer brave enough to take the perilous journey. Inside, the Bronze Dragonflight and the Timewalkers guard the Hourglass of Time, protecting the future (and the past) of Azeroth. The guardians of time have discovered that the Infinite Dragonflight is attempting to rewrite history, and destroy the Hourglass of Time. It is up to you, brave adventurer, to stop the Infinite Dragons from distorting history and find the leader of these mysterious new enemies.
The Caverns of Time is a 5 wing adventure, with 60 new collectible cards. Each class will receive 2 common, 2 rare, and 1 epic card, in addition to 15 neutral cards, including 5 legendaries. There are 16 new bosses, with 3 cards earned at the end of each one, as well as 3 given as a reward for beating the adventure, as well as 9 Class Challenges.
At the climax of the conflict, Nozdormu sends you to the End of Time, where you must defeat Murozond, Lord of The Infinite and Leader of the Infinite Dragonflight.
Having taken over The Hourglass in an alternate timeline, he uses it to use powerful cards from previous boss fights that would surely destroy any adventurer. Luckily, tampering with The Hourglass has twisted reality, causing some of his cards to backfire. Nozdormu will also send you his blessings to help empower your minions, spells, and Hero Power. Even then, it will be a difficult fight, and on Heroic it will be even more challenging, as the Hourglass will switch to Hero Powers from previous Heroic bosses.
In addition to an epic new adventure, there are 50 new cards to gain from travelling in the past.
Several new spells have been added that activate twice. These spells will only target minions, but will but will be cheaper, and there effects double from spell damage, reinforcing control decks to counteract some of the stickier minions being playing in the aggressive meta.
In addition, your travels through the past have given you cards that interact with time, as many new minions will have effects at the start or end of your turn. Dragons, demons, and undead are all at your disposal.
Of course, an awesome boss must have an awesome effect. While The Lord of The Infinite does not make as big of an impact as Deathwing, he allows control decks to last longer against other control decks, and if you can repeat his effect after playing him, you can draw the war against any opponent until the End of Time! (Or until the start of the 90th turn).
This adventure will have you the player following the footsteps of Arthas from Warcraft 3. So it would include fights based on most the missions from warcraft 3, starting off fighting against the Red Orcs, then fighting off against the start of the scourge and killing Kel'thuzad, then to strathholme, to outland, finally getting frostmourne and killing Mal'Ganis. this might not be the most traditional of Adventures, since it isn't like Blackrock or Nax where it takes place ina single location, but it follows a character moreso. I feel like there are just enough major encounters in this campaign to make a good adventure. without further ado:
The Big Bad: Mal'Ganis
we all know him as the Warlock legendary, now it's time we get to know him as your worst nightmare. This fight is not the final one, this instead is the one where you are fighting him in Strathholme. he will also be the final fight, I just thought this would be a cool fight to showcase the adventure. I created a few cards that this boss will use to synergize with his hero power, I created this hero power before playing the Silverware Golem, and now it seems a little too similar, but I still think it's thematic enough to carry the fight.
The Cards
Now for the part that most people continue to use after the last boss is dead: the cards
THis card was one I wanted to make for thematic reasons, I was humming and hahing over what to make it, I knew a 2 cost would make it aweful, but a one drop would be too powerful potentially, as a 0/1 it makes it much more of a gamble on the players part, though it still I think has some versitility, for a rogue it could work best with conceal, being a 1 drop it could come out before VanCleef. maybe I am just bad at card design
I like playing with fire. this was going to be a 5 drop, then I decided to make it mroe expensive. it looks powerful, then I remmebr that stoneskin gargoyle was completely unplayed, and I feel it will be fine. the only completely broken combo is stormwind, since he would make it so it never gets weaker, but no one plays stormwind champion, so I think it is fine.
And here he is: the final legendary of the expansion! his destroy effect is based on how he got frostmourne, and of course the effect is based on the fact that when he took up the blade he gained the ability to raise dead. as far as balance you just have to look at tirion to see it's not too powerful, you can silence Arthas, you can ooze the weapon, or yuo can just ignore the 7/7 and kill your oponent first. as for the hero power, I am thinking of either making it like old bane of Doom where it selects froma small pool of some weaker minions. or it can be like new Bane of doom,in which case it could summon even kel'thuzad or something else large that comes up. I know undead isn't a tag, but neither is Horde warrior, but Power of the horde works fine, I figure this is the smae
I hope you all liked this, thank you for encouraging me to get creative
Welcome, lost traveler, to the wonderful world of Amoz! Shame about your house, but that sort of thing happens from time to time. In fact, a girl came around here not that long ago... whatever happened to her anyways?
Well, never mind that. I'm sure you'd like to get home again. Sadly, The Wicked Witch of the West has corrupted our land. Her magic has turned our scarecrows haywire crazy, our machines ravenous for our hearts, and our animals frightened and defensive. Why, even our Lollipop Guild has turned into a den of evil!
If you wish to get home, I'm certain the Wizard could help you. But the journey will be dangerous. To reach his sanctuary in the Emerald City, you must make your way through this twisted land. Think you're up to it? Well then, get going, adventurer! To start your quest, just follow the Yellow Brick Road...
The Wicked Witch of the West, Elphaba
Oh! That chill! The wickedest of all evils, Elphaba the Wicked Witch of the West, must be vanquished! But how does one stop such cruel power?
Elphaba is loaded with magical power. With her persistent Spell Damage, she launches many powerful Mage spells, such as Fireball and Flamestrike. Elphaba is in a strong position to control the board with magic, while her loyal army of Winged Primates (see card examples) rush down your face with Windfury. And what's that... she's invincible too!? What hope do you have of stopping such power?
Lucky for you, Dorothy Galeforce is on your side. When Dorothy finds a pail of arcane water, use it to dispel Elphaba's protection and fill the room with overflowing magic. With her and your other new friends at your side, I'm sure you can melt that witch away!
When Elphaba's vulnerable, it's time to wreck havoc! Overtake the board with your own supercharged AoE, then start slinging spells at that ugly witch's face. But be warned, Elphaba won't just sit there and let you murder her. She's got some more tricks up her sleeve, I'm sure of it! Find out in the full adventure!
Card Examples
This card set is focused on a few basic principals: Spell Damage matters, Beasts are neat, and moving minions off the board and back to your hand (or deck). Peppered in are some powerful control tools, a few surprise Mechs, and hopefully a few new archetypes for each class. Here's a glimpse at three of the cards in the set.
Lionel, the Cowardly: This timid beast wants nothing more than to be left alone. And with a wall of Taunts defending him, he'll get just that! Slow the roll of face decks with this powerful legendary, as you drop Taunt after Taunt to the battlefield. The face is the place no more!
Winged Primate: Need some oomph for your Spell Damage deck? Say hell to the Winged Primate, a powerful new neutral Beast with some fairly premium Windfury stats. Control the board with AoEs and let this flying monkey take care of the rest.
Twisting Tornado: Toto, we're not in Kansas anymore... nor the battlefield, for that matter. This Entomb + Vanquish combo card lets you steal your opponent's best minions, while hopefully filling their deck with your worst. Healing Totem for Ragnaros is a fair exchange, right?
Stranglethorn Vale; perhaps one of the most dangerous places in Azeroth, populated by ferocious beasts, bloodthirsty trolls and dangerous plant-life. Most people simply avoid it, push it back in their mind, but something is brewing inside of the Vale, causing spawling vines to grow, and grow and grow! The vale is expanding, and with it, the war drums of the Gurubashi sound, an army of troll warriors gathering to slowly, but surely take control of all of Azeroth. Will you have what it takes to brave the perilous jungle, and take down this threat once and for all?
Team up with Marcus Jonathan, a stormwind general leading a strike force into the jungle, help the gnomeregan flame squad repel the encroaching vines, find the source of the growth, then enter the city of Zul'Guruub, fighting through Jin'do's evil priests to get to Jin'do himself, then de-throne the chieftain to put an end to this mess.
Jin'do The Hexxer
Jin'do is a tricky and dirty fighter, loving to curse his enemies with terrible afflictions. He carries many transformation and curse cards in his deck, such as Hex, Polymorph and Corruption, but his best trick is his Shadow Hex, which curses a minion permanently. As long as the minion is cursed, it will summon a 2/2 Shadow of Jin'do for the opponent at the start of your opponent's turn. In a sadistic way, Jin'do forces you to trade away, or sacrifice your own minions, lest they build up his army of shadows. Jin'do isn't a blockhead either, as he will always use his hero power last, and will most likely target the highest health minion on your board. This problem is compounded in heroic mode, where his shadows are 4/4 instead.
After you defeat Jin'do, heed his dying words. "You ain't seen da last of me!"
Of course, another way you could avoid Jin'do's tricky hexes is to hide your minions from him. After all, the glades of the jungle are quite thick, obscuring the view of even the most trained hunters; introducing Ambush!
This makes trading very tricky for your opponent, as they'll have to deduce what secrets might lie underneath the underbrush. Cards that can only played conditionally can't work against an unseen foe (Such as Cabal Shadow Priest) but they can be attacked and spells can be cast on them just fine, with the minion being revealed as soon as the attack or spell goes through. This should confuse Jin'do well enough, he'll have no idea who to hex! I bet he'll just choose randomly!
All this and more in the Heart of the Vale:
Oh yeah, did I forget to mention? The stranglethorns aren't just creeping into Azeroth, they're creeping into the game board! Many cards will fill the board with these annoying vines that just seem to get in your way.
Once upon a time, there was a curious girl named Alice, who loved to travel around the world and experience strange adventures. One day, she received news that her best friend, The Hatter, was abducted by a weird-looking Dragon sent by the evil Red Queen. Anxious and eager to rescue her friend, Alice has decided to make a dangerous trip into the Queen's Castle. Would you escort Alice throughout her adventure?
The Hatter has been corrupted by the Red Queen. In order to save Hatter, you have to defeat her. Red Queen encounter has 3 phases. In the first phase, she'll summon her soldiers to protect her. In the second phase, she starts to get angrier and the fight becomes more difficult as she summons bigger minions. In the final phase, her head is about to explode. What will happen?
Final Boss:
New Cards:
Your adventure begins after a chance encounter with a curious looking creature that can some how speak the common tongue.
The creature introduces itself as Bastian and informs you that this is not its true form. He begs you to aid it in its quest to save a Princess from an evil sea witch that has both transformed him into the crustacean you see before you and kidnapped and stolen the voice of his liege and dear friend Princess Tempestria.
With the promise of coin and glory you take up the quest which takes you to a nearby goblin settlement in search of a way to breath underwater. From there you must barter with a trade prince, defeat a Murloc so powerful that it is revered as a God by its people, tame a wild seahorse, rescue a Princess from turmoil and defeat the Sea Witch.
Will Neptulon be pleased to be reunited with his daughter? Or is there more to the tale than meets the eye?
This encounter with Orsola the sea witch takes place in Wing 3 of the adventure and she will have been antagonising the player throughout the adventure up until now. Earlier in the wing the player has saved Princess Tempestria but Orsola still has her voice.
Orsola's Hero Power says random Battlecry but it chooses from a pool of all existing battle cries in the game that would actually have an effect. For example Blackwing Technician's Battlecry would not be an option because it effects the minion that has the Battlecry rather than having a direct effect on the board or another minion. Whereas Elven Archer's Battlecry would and it would allow her to choose the target.
As a sea witch she will make use of mage and shaman spells as well as some of her own. She will draw upon Murlocs, sea creatures and other existing minions that she has enslaved to round out her deck.
Illidan had a rough life. He has been imprisoned by his own brother, subjugated by a demon lord, betrayed by nearly all of his allies, killed by 25 random guys who just wanted to loot his temple, and made into an unplayable card in Hearthstone! But now Illidan's back and he is pissed. With your help, he will enact a revenge they are not prepared for!
As you might imagine, this adventure is all about illidan taking revenge on his enemies. If you played WoW and/or Warcraft 3, you may have an idea of who will have their asses kicked.
Description of the adventure
This adventure will contain 5 wings with 3 bosses each. Each of these bosses will be one of Illidan's worst enemies. If, at any point, you choose Illidan's twin bro Malfurion Stormrage as a hero, he will say this during the mulligan:
There will be 45 distributed this way:
The final boss
Illidan has many enemies, but the most powerful of them all is this guy!
NORMAL:
HEROIC:
"Illidan, this miserable insect, tries to rebel against me AGAIN and he brought YOU to defeat me ?! Hahahahaha!"
Kil'jaeden has 2 phases:
As you can guess, the goal here will be for you to rush him down before he generates too much value with his cards.
Cards
The cards will mostly have the following themes:
Death and Decay is the anti-early game Priest actually needs! It is designed to be a playable Shadow Word: Horror and follows the theme of my adventure which is mana interaction.
Nether Drake is a minion that rewards you for playing on curve. When activated, he is a 6-mana 7/7 Taunt.
Illidan, Highborne King, an Illidan from an alternate timeline who stood up to Queen Azshara and took his place for the best interest of his people. Perfect for giving you a good late game, synergy with Varian Wrynn!
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Carnival of Carnage
The adventure goes through the pve team quest arenas located in world of warcraft. These include Thunderdrome in Tanaris, Ring of Blood in Nagrand, Amphitheater of Anguish in Zul'drak and Crucible of Carnage in Twilight Highlands. Similar way to League of Explorers, not all the bosses encountered are going to be exactly the same ones as in the quests, they will include iconic zone bosses from the area such as Doctor Weavil in Tanaris, Durn the Hungerer in Nagrand, Thrym in Zul'drak and many others!
The host in the tournament is a charming goblin female, Ellie Tinker and every now and then the big boss Hoswix Snoweye himself will pop up to congratulate you (or to mock you for your failures). After completing the four arenas, player will be invited into the grand finals located in the Pleasure Palace of Trade Prince Gallywix and there they will face the hardest bosses of their lifetime and finally the grand Blackfuse company annihilator boss that is rumoured to be indestructible.
As you can expect, taking down the indestructible doomsday robot is NOT what was planned to happen since that would mean they need to acually reward the winner! Nobody has ever succeeded in that before so it is clear the player must have cheated! Therefore the plans change and the final boss is the big boss Hoswix himself!
The boss fight:
Phase 1 Hero Power:
Hoswix' deck is full of big, sturdy minions like Blackfuse Bodyguards and Hoswix will make sure that opponent stays undertoe the whole match, abusing the spells and bombs that he inheritet from the deceased Siegecrafter Helix Blackfuse. Phase 1 lasts until player has managed to get rid of Hoswix' armor. After that Hoswix will yell he quits, ending players turn. Of course it was just a trap and Hoswix will deciminate all minions from opponent's side and swap his hero power, unleashing what remains from the heart of Y'shaarj:
Phase 2 Hero Power:
After that the fight become a tactical climax where player must use alternative sources to draw cards. In the normal version Ellie (the host) will join the fight and grant the player alternative card draw mechanics until after few turns Hoswix throws Ellie into the battle as well to fight and draw cards for himself.
Theme:
The adventure does not have a new mechanic such as Discover. Instead it promotes the mechanics that require killing minions on the board, fitting into the arena theme. The current examples of similar cards are for example Flesheating Ghoul and Cult Master. The cards below will give a brief taste what kind of minions and spells to expect:
Example Cards:
I cannot wait to show you what secrets and twists lie within the adventure! Do you think the recipe for the victory is being powerful, tactical, cunning... or just good looking? Whatever is the way you decide to go, Ellie has some final words for you!
May your nets always be full! 🎣
Nesingwary's Expedition:
Wings: Stranglethorn Vale - Nagrand - Sholazar Basin - Valley of the Four Winds - Kodo Graveyard
Nesingwary’s Expedition follows Hemet Nesingwary throughout Azeroth and Outland as he hunts the most dangerous beasts around. The adventure moves through each of the four zones where Hemingwary has been found in World of Warcraft offering quests to hunt down the beasts there.
Now, you may be saying “Kodo Graveyard? I don’t remember that.” Well, I’ve made a little original story to go along with Nesingwary’s Expedition. As you kill the last boss in each wing, it will drop a black glowing claw, horn, etc. Nesingwary will collect them, dismissing them as harmless oddities. It will be revealed after you finish the fourth wing that these are the remains of Terroskus, the First Beast. The previously unknown villain, to be revealed later, brings these bones to the Kodo Graveyard in the Desolace and uses them to summon Terroskus and become Lord of Beasts, who you must then defeat as the final boss.
Lord of Beasts
Obviously, this is placeholder art until I reveal more on the plot twist later. The Lord of Beasts, as his name suggests, calls upon the animal kingdom to aid him, and his hero power summons Legendary Beasts to his aid. This power is expensive, so he won't use it immediately in the fight. Once his armor is depleted, he starts phase 2, where he resummons Terroskus, who will act as an unattackable enemy that attacks all of your minions each turn. His hero power switches to Rampage!, and four minions representing the remains of Terroskus spawn. At the start of his turn, he uses his hero power, and Terroskus rampages across your board, hitting all your minions. Each of his remains has an ability that damages your minions during this rampage. As you destroy the remains, these effects go away. When all four are gone, Phase 3 starts, where his hero power returns to Call on the Wilds. You then have to just get his health down to win, while fighting off an onslaught of Legendary Beasts.
Here is the fight in more detail:
The Lord of Beasts starts with 30 health and 30 armor, and he will be able to summon a Legendary Beast with his hero power. The first two times he uses it, it will summon specific beasts from the adventure, and cost less (3 the first time, 4 the second time). This way, he can use it earlier, but won’t get King Krush immediately. After the second time, it can summon any Legendary Beast from any set.
After his armor is exhausted, he enters a new phase. He will resurrect Terroskus, and the four glowing remains you collected will become minions on the board:
Terroskus will not be an actual minion on the board. He is instead represented with these body parts, each of which gives an effect until you kill it. The Lord of the Beasts gains a new hero power, Rampage!. It costs 0, so at the beginning of the Lord of Beasts’ turn, Terroskus will rampage across your side of the board, alternately from the left and right. The first minion he hits takes 4 damage if the Hoof is still alive, and all your minions take 1 damage if the Horn is still alive. If the Claw is still alive, your minion gain a debuff where they take 1 damage at the end of each of your turns (and this stacks). The Skull will have a buff on it when you mouse over it that tells you it can’t be targeted and is Immune until the Hoof, Horn, and Claw are dead. Note that Lord of Beasts will never attack you with any of these minions (just part of the match AI).
Once you destroy all of the remains, you enter the final phase of the fight. His hero power changes back to Call on the Wild (so no more Terroskus). He’ll be summoning a Legendary Beast every turn, so you have to bring him down before you get overwhelmed by these.
The Lord of the Beasts deck will include cards like Animal Companion, Call of the Wild, a weapon that combines the effects of Gladiator’s Crossbow and
The majority of the bosses in my adventure will be beasts like Tusker and King Bangalash, but there will be a number of unconventional bosses you will find. For example, you must first prove yourself to Nesingwary in the first boss fight "Collect 20 Pelts". You will also find yourself in the Circle of Blood in Nagrand and fighting a Pet Battle against Flash Katchull in Pandaria. I wanted to think of bosses that broke from the obvious mold to provide some variety, like the Temple Escape in LoE.
For the cards, the obvious main theme of the adventure is Beasts and Beast synergy (although there are plenty of non-Beast cards, too, because ~30 Beast cards would be kinda stupid for a set). Another theme is survival, a reflection of how the animal kingdom is all about survival of the fittest. A number of cards have effects that depend on a minion(s) surviving something (a la Slam). Sometimes that’s surviving damage, but a lot of the time it’s “surviving combat”. This is just like it sounds. If a minion attacks or is attacked (not counting attacking the enemy hero), and it survives the encounter, then it has survived combat and the effect triggers. Here are a few example cards from my set:
Protector of the Wilds gives an example of Beast synergy, and I tried to design it to help Beast Druid out. Summoning several weak Beasts would help all existing Beast Druid cards. Ogre Hunter was one of my favorite ideas, and I just wanted to showcase that, and it's an example of a non-Beast card in the set (he also represents a 'native guide' you encounter in Nagrand that leads you into the Circle of Blood then betrays you). Tusker is the boss of the Nagrand wing, and he demonstrates the survival mechanic. Note that this mechanic would synergize well with effects like Immune andDivine Shield.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Plot for the Outland
In this adventure, the player is sent on a quest into the heart of Coilfang Reservoir to stop Lady Vashj from draining the Zangarmarsh and taking control of the Outland. In order to achieve this, you must first pass through the Slave Pens of the broken Draenei, freeing them from the tyranny of their Naga overlords as you go, wade through the treacherous flora and fauna of The Underbog, lay siege to The Steamvault - stopping Lady Vashj's plan to rule the Outland in the process - and finally take up arms against the criminal mastermind herself in Serpentshrine Cavern - just watch out for her hoards of minions trying to take you down first.
Even after you defeat all of her dastardly minions the Lady herself is no easy victory, equipped with her deadly bow Frostfathom and with the ability to resurrect her fallen Naga allies, you will be struggling to stay alive let alone kill her.
The fight starts slow, as Lady Vashj will mostly be controlling your board with her weapon Frostfathom. Things really start to get interesting as she starts playing her mid-game threats - mostly consisting of highly efficient Naga Warriors. Heading into the late game Lady Vashj has a number of spells such as Frost Nova and Blizzard to keep your board frozen as she continues to wear you down with the various Naga she resurrects with her hero power.
You must overcome this onslaught of Naga and vanquish Lady Vashj once and for all, and while you're at it, why not earn some of the vast variety of loot that Coilfang Reservoir has to offer?
The Cards
The Plot for the Outland adventure will introduce two new keywords as well as a new minion type - the Broken. This tribal tag describes the race of corrupted draenai who inhabit the Outland and are introduced with the new legendary card Farseer Nobundo.
Farseer Nobundo is very strong for his mana cost however the new keyword Despair reduces a minions attack by one at the start of the controlling players turn, so while he is strong as an early game presence to fight for the board, after a few turns his attack will be completely depleted. This makes him weak to spells such as Mirror Image that can stall until Nobundo exhausts his attack value.
The other mechanic introduced in this adventure is closely related to Despair. Aura will activate at the start of your turn in the same way that Despair does, but only for the amount of turns contained in the brackets. This makes Start the Forges a very strong warrior card for keeping your weapon active and scaling into the larger threats your opponent begins to play, but can be countered by weapon removal and other cards in the adventure that interact with the Aura keyword.
Finally the Underbog Mushroom is a card in the same vein as Dragon Egg, where a lot of value can be generated by repeatedly pinging or buffing it and could help reduce the amount of agro in the meta game, especially when used by decks such as control mage, paladin, priest and druid. However in many cases Underbog Mushroom could just be a dead draw and decks would have to be carefully built to make best use of the effect.
EDIT: Adjusted spacing
For some, school was the best time of their lives. For others, it was the worst. Well prepare for the worst of times, as we go back, not just to school, but to Scholomance! Dust off your textbooks and sharpen your sacrificial daggers and get ready to join your new classmates. As the new transfer student, you'll have to survive your first week, make friends and pass your classes. But it's not all schoolwork, you'll have time for rest and reanimation. Head out into the Plaguelands on a field trip, or loiter around the rival Scarlet Crusade Academey, but watch out -
The jockish Scarlet Crusade HATE
nerdsnecromancers, and are more bullies than rivals to Scholomance. Every year, the Scarlet Crusade dominates Scholomance in the field of sports, taking the spotlight in the annual Light's Hope Chapel Dance. But this year, Scholomance has you. Can you rise up and change the status quo? Make a name for yourself in the Plaguelands, help Scholomance win the big game at Stratholme against the Scarlet Crusade, get crowned Plagueland King at the Light's Hope Dance and get the girl. Now is your time, seize the dead and the day, and remember - no running in the Scarlet Halls!The Big Boss
In school, your greatest enemy isn't the bullies, the homework or the ravenous plague bears, it's time. From the beginning to the end, whether you're sneaking in the Scarlet Monastery or participating in the big game at Stratholme, the Light's Hope Dance is all anybody in the Plaguelands will be thinking about throughout the school year. Necromancer to Scarlet Crusader, the big dance is what it's all building up to, and getting crowned King of the Plaguelands is the highest honor - which has always gone to a Scarlet Crusader, until now.
Yes, you have been crowned Plagueland King!
But the vote for Queen is a tie! A three way tie! As the Plagueland King, YOU get to cast the tie breaking vote!
To cast your vote, you are given a choice of 3 cards and allowed to pick only 1, much like a Discover effect. The card you pick is crowned Plageuland Queen and instantly summoned. You lose the fight if you or your Queen loses all their health. The candidates can be found below:
This fight is about time. And this dance, although one night, will feel like an eternity for some. Just when you think you've got it, the Dance will play one of it's many spells, turning back time, resetting cards, health and more. Can you keep up with the back and forth, the rhythm of the dance floor?
The Hero Power, Backup, Off the Wall, brings a new dancer on the floor, bringing about a random minion from their deck onto the battlefield for only 2 mana. While not used much at first, this can pull some big dancers and players out. This dance is going all night long and there's no stop to who might show up.
Example Minions and spells can be found below.
Note: Inner Fire and Divine Strength cannot be played, as they are instantly dispelled, regardless of the target.
Example Cards
The theme of this Adventure is going back to school, and it shows in the mechanics. Jocks, big minions with Taunt, Divine Shield and other avoidance abilities round out Scarlet Crusade themed cards, while the nerdy necromancers of Scholomance are kind of small and frail, BUT they have abilities that grow and activate over time, bringing a synergy of keeping these weaker minions safe so they can get more powerful as time goes by.
While there is no new Keyword, there is a new mechanic in the form of "Rituals". These are your homework, what you're learning at your time in Scholomance. These are spells that cost a chunk of mana, and task you with managing your remaining mana that turn to get effects. Extending your mana or making spells or minions cheaper will get the most out of a Ritual, as you'll get beneficial effects scaled on how many minions, spells or other mana costing actions you do that turn (varies by card).
Edits: Resized and reorganized some stuff.
Additional Edits: More resizing. Sorry.
(Return of) The Thunder King
This is my submission for the adventure competition. I chose Throne of Thunder because I had made a rudimentary version of this adventure a really long time ago (around the time of The Grand Tournament I think) and I finally have an excuse to finish it. It’s been a very long time since I have done any card creation, so hopefully I won’t be too rusty about balance and such. I also have never played WoW, so I hope my lore research is accurate. One other thing to note is generally I think the adventures in actual Hearthstone are too easy, and I would prefer with I had to work more to kill bosses and earn my cards. Thus, the difficulty level of this adventure’s normal mode is somewhat harder than usual (not too much though), although heroic difficulty is the same.
Storyline:
After years of slumber, the land of Pandaria is facing the reawakening of an old enemy. Lei-Shen the Thunder King, an ambitious Mogu lord, has begun a new conquest hoping to dominate the once-prosperous lands below. Once a holy site for the Mogu of old, Thundering Mountain was captured by Lei-Shen and his followers. Lei-Shen, corrupted by his lust for power, killed the Titanic Watcher Ra-Den who guarded the mountain, seizing his claim to the Throne of Thunder, and in the process gaining power over the elemental forces of wind and storm. Previously dead, Lei-Shen has now found an unlikely ally -- the Zandalari trolls -- who have resurrected him and may hold the key to reestablishing him as the despot of Pandaria. Taran Zhu, the Pandaren leader of the Shado-Pan Assault, has recruited you to help stop Lei-Shen in his conquest, ultimately defeating Lei-Shen himself once and for all.
Mechanics Theme:
This expansion, in terms of mechanics, will have two themes. First, the mechanic of enrage will be explored much more fully than in current Hearthstone (example: Zandalari Dinomancer, see below). Not only is this mechanic underdeveloped, but it also fits the character of the violent Mogu and Troll races. In addition, the idea of dual-sided effects will be explored. These mechanics are basically buffs which can be cast on both allies and enemies, which have a positive effect and negative effect which are approximately equal in balance. Alternatively, these mechanics could be effects that could be helpful or harmful depending on other conditions (example: Soul Extractor, see below).
The Big Bad Boss: Lei-Shen, the Thunder King
The board starts with seven conduits filling Lei-Shen’s board. Lei-Shen’s starting hero power “empowers” a conduit, which will create a powerful ongoing effect, which will last for 3 turns. Afterwards, Lei-Shen will have to choose a new conduit. You can kill the conduits, preventing Lei-Shen from utilizing their effects, but this will make room for Lei-Shen to play his powerful (OP) minions. I’m not sure about all the conduit effects, but here are some examples:
I realize the power levels here aren't equal, but they are just to give an idea of how this would work.
In addition, when Lei-Shen goes down to 20 health or below, he will "supercharge" the conduits. Because Lei-Shen has no starting armor to hint at this health threshold, the player won't know what will happen until it is too late. Supercharging makes all of the existing conduits immune for a turn, and Lei-Shen gains a lot of armor -- 2 per living conduit, and 1 per conduit destroyed previously. This happens again at 10 health, but this time Lei-Shen gains 1 armor per living conduit and 2 armor per conduit destroyed. The armor totals will be significantly more in heroic mode.
Lei-Shen also has multiple unique cards in his deck that interact with his conduits:
I don't have any art for these yet, but the ideas are finished:
The Bonus Big Bad Boss: Ra-Den
The titanforged creation who ruled over Thundering Mountain before Lei-Shen, Ra-Den, will be represented as a legendary, but there will also be a bonus heroic only fight.
Sample Cards:
Explanations:
Look at this... or else: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/43518-coilfang-reservoir-a-hearthstone-adventure
You and your friends have been gathering in his inn for a while to play Hearhstone - a card game the Inkeeper developed based on his costumers. After so much time just watching people play his game and after he gets bored of teaching adventures how to play it, He challenges you for a battle! But some RULES do not apply on him, he made the game and he will use it on his favor, using 4-Mana 7/7s and tricking you is just a glance of his powers in his domain. But before facing him you must defeat all his "not as polite" costumers!
Are you able to defeat everyone in the inn and face him?
DIALOGUE:
The Innkeeper - Haha! So you have defeat them all? Let's see if you can handle me! I will tell you that I play to win!
You - You're no match for me (Morgl would say <Mrghllghghllghg!>)
The Innkeeper - Such a talker, let's see how you handle this! (You go second, but he gets The Coin)
You - Hey! That Coin is mine!
The Innkeeper - Stop whinning and let's battle! You will see that some Rules are about to change!
*Game begins*
TURN 1: He summons 2 copies of Cheating Goblin and says "I am so lucky they were in my starting hand!"
TURN 2: He summons Deep Sea Explorer and says "LEGENDARY"
TURN 3: He plays The Coin and Set The Table saying "See? The Rules changed already!"
TURN 4: He plays Rordon Gamsay and says "All this time in the Inn and you never sent the chef your regards!"
Some of the cards in his deck:
NEW MECHANIC: RULE
This adventure adds a new game mechanic: Rule! When a card with Rule is played, the effect it apply will last the whole game unless they are removed. For example, the card Set The Table that The Innkeeper plays on turn 3 has the effect "Rule: Your minions cost (1) less". So his minions will cost (1) less for the whole game.
EXAMPLE CARDS:
Deep in the desert sands of Tanaris, the Caverns of Time have been opened for any adventurer brave enough to take the perilous journey. Inside, the Bronze Dragonflight and the Timewalkers guard the Hourglass of Time, protecting the future (and the past) of Azeroth. The guardians of time have discovered that the Infinite Dragonflight is attempting to rewrite history, and destroy the Hourglass of Time. It is up to you, brave adventurer, to stop the Infinite Dragons from distorting history and find the leader of these mysterious new enemies.
The Caverns of Time is a 5 wing adventure, with 60 new collectible cards. Each class will receive 2 common, 2 rare, and 1 epic card, in addition to 15 neutral cards, including 5 legendaries. There are 16 new bosses, with 3 cards earned at the end of each one, as well as 3 given as a reward for beating the adventure, as well as 9 Class Challenges.
At the climax of the conflict, Nozdormu sends you to the End of Time, where you must defeat Murozond, Lord of The Infinite and Leader of the Infinite Dragonflight.
Having taken over The Hourglass in an alternate timeline, he uses it to use powerful cards from previous boss fights that would surely destroy any adventurer. Luckily, tampering with The Hourglass has twisted reality, causing some of his cards to backfire. Nozdormu will also send you his blessings to help empower your minions, spells, and Hero Power. Even then, it will be a difficult fight, and on Heroic it will be even more challenging, as the Hourglass will switch to Hero Powers from previous Heroic bosses.
In addition to an epic new adventure, there are 50 new cards to gain from travelling in the past.
Several new spells have been added that activate twice. These spells will only target minions, but will but will be cheaper, and there effects double from spell damage, reinforcing control decks to counteract some of the stickier minions being playing in the aggressive meta.
In addition, your travels through the past have given you cards that interact with time, as many new minions will have effects at the start or end of your turn. Dragons, demons, and undead are all at your disposal.
Of course, an awesome boss must have an awesome effect. While The Lord of The Infinite does not make as big of an impact as Deathwing, he allows control decks to last longer against other control decks, and if you can repeat his effect after playing him, you can draw the war against any opponent until the End of Time! (Or until the start of the 90th turn).
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Adventure: A dangerous Path
This adventure will have you the player following the footsteps of Arthas from Warcraft 3. So it would include fights based on most the missions from warcraft 3, starting off fighting against the Red Orcs, then fighting off against the start of the scourge and killing Kel'thuzad, then to strathholme, to outland, finally getting frostmourne and killing Mal'Ganis. this might not be the most traditional of Adventures, since it isn't like Blackrock or Nax where it takes place ina single location, but it follows a character moreso. I feel like there are just enough major encounters in this campaign to make a good adventure. without further ado:
The Big Bad: Mal'Ganis
we all know him as the Warlock legendary, now it's time we get to know him as your worst nightmare. This fight is not the final one, this instead is the one where you are fighting him in Strathholme. he will also be the final fight, I just thought this would be a cool fight to showcase the adventure. I created a few cards that this boss will use to synergize with his hero power, I created this hero power before playing the Silverware Golem, and now it seems a little too similar, but I still think it's thematic enough to carry the fight.
The Cards
Now for the part that most people continue to use after the last boss is dead: the cards
THis card was one I wanted to make for thematic reasons, I was humming and hahing over what to make it, I knew a 2 cost would make it aweful, but a one drop would be too powerful potentially, as a 0/1 it makes it much more of a gamble on the players part, though it still I think has some versitility, for a rogue it could work best with conceal, being a 1 drop it could come out before VanCleef. maybe I am just bad at card design
I like playing with fire. this was going to be a 5 drop, then I decided to make it mroe expensive. it looks powerful, then I remmebr that stoneskin gargoyle was completely unplayed, and I feel it will be fine. the only completely broken combo is stormwind, since he would make it so it never gets weaker, but no one plays stormwind champion, so I think it is fine.
And here he is: the final legendary of the expansion! his destroy effect is based on how he got frostmourne, and of course the effect is based on the fact that when he took up the blade he gained the ability to raise dead. as far as balance you just have to look at tirion to see it's not too powerful, you can silence Arthas, you can ooze the weapon, or yuo can just ignore the 7/7 and kill your oponent first. as for the hero power, I am thinking of either making it like old bane of Doom where it selects froma small pool of some weaker minions. or it can be like new Bane of doom,in which case it could summon even kel'thuzad or something else large that comes up. I know undead isn't a tag, but neither is Horde warrior, but Power of the horde works fine, I figure this is the smae
I hope you all liked this, thank you for encouraging me to get creative
BattleOn,
Loop Dragonblade
The Wizard of Amoz
Welcome, lost traveler, to the wonderful world of Amoz! Shame about your house, but that sort of thing happens from time to time. In fact, a girl came around here not that long ago... whatever happened to her anyways?
Well, never mind that. I'm sure you'd like to get home again. Sadly, The Wicked Witch of the West has corrupted our land. Her magic has turned our scarecrows haywire crazy, our machines ravenous for our hearts, and our animals frightened and defensive. Why, even our Lollipop Guild has turned into a den of evil!
If you wish to get home, I'm certain the Wizard could help you. But the journey will be dangerous. To reach his sanctuary in the Emerald City, you must make your way through this twisted land. Think you're up to it? Well then, get going, adventurer! To start your quest, just follow the Yellow Brick Road...
The Wicked Witch of the West, Elphaba
Oh! That chill! The wickedest of all evils, Elphaba the Wicked Witch of the West, must be vanquished! But how does one stop such cruel power?
Elphaba is loaded with magical power. With her persistent Spell Damage, she launches many powerful Mage spells, such as Fireball and Flamestrike. Elphaba is in a strong position to control the board with magic, while her loyal army of Winged Primates (see card examples) rush down your face with Windfury. And what's that... she's invincible too!? What hope do you have of stopping such power?
Lucky for you, Dorothy Galeforce is on your side. When Dorothy finds a pail of arcane water, use it to dispel Elphaba's protection and fill the room with overflowing magic. With her and your other new friends at your side, I'm sure you can melt that witch away!
When Elphaba's vulnerable, it's time to wreck havoc! Overtake the board with your own supercharged AoE, then start slinging spells at that ugly witch's face. But be warned, Elphaba won't just sit there and let you murder her. She's got some more tricks up her sleeve, I'm sure of it! Find out in the full adventure!
Card Examples
This card set is focused on a few basic principals: Spell Damage matters, Beasts are neat, and moving minions off the board and back to your hand (or deck). Peppered in are some powerful control tools, a few surprise Mechs, and hopefully a few new archetypes for each class. Here's a glimpse at three of the cards in the set.
Lionel, the Cowardly: This timid beast wants nothing more than to be left alone. And with a wall of Taunts defending him, he'll get just that! Slow the roll of face decks with this powerful legendary, as you drop Taunt after Taunt to the battlefield. The face is the place no more!
Winged Primate: Need some oomph for your Spell Damage deck? Say hell to the Winged Primate, a powerful new neutral Beast with some fairly premium Windfury stats. Control the board with AoEs and let this flying monkey take care of the rest.
Twisting Tornado: Toto, we're not in Kansas anymore... nor the battlefield, for that matter. This Entomb + Vanquish combo card lets you steal your opponent's best minions, while hopefully filling their deck with your worst. Healing Totem for Ragnaros is a fair exchange, right?
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