So excited to be moving on to this first phase! I don't quite have the bosses completely figured out for my first Wing, but I do have something I can show you guys before I go to bed - the Wing rewards! I'll put them under a spoiler below, detailing when you get them and any extra information. I'd love to hear people's thoughts on their balance, as well as which ones are your favourites.
The New Mechanic - Experience
First Boss Rewards
Defence Matrix - An early game defensive minion that requires one full attack from a minion or hero to take it out, or whittling down by spells. Knowledge Totem - Again, a more defensive addition to Shaman's arsenal that might stick around because your opponent wants the advantage as well.
Second Boss Reward
Clockwork Librarian - I will add a further spoiler containing all the possible books tomorrow, but a brief description is that each class is receiving a 3 mana "Book" spell in this expansion, mostly themed to the class - eg the Hunter one involves interaction with Beasts.
Third Boss Rewards
Cry Havoc - Potentially interesting synergy with Warsong Commander and Protect the King!, which I think is balanced by the restricted attacking, preventing it from being used as part of an OTK. Drakonid Translator - I'm particularly proud of the theming on this one, and the balancing I think is quite good, because it does require you to at least have any minion in your hand for Dragon synergies to still occur. A 3-Drop Dragon is also something that is lacking which could be holding back some Dragon decks.
Final Boss Rewards
Grimoire Gremlin - Another interesting card. This effect is more to line up with the boss fight you will obtain it from, although who knows what synergies might occur in the future - Divine Favor already works marvelously with it. Book of the Storm - Shaman's book. Gives you a bunch more burn cards, and can also power up your Tunnel Trogg! Not quite sure of the balance on this one, the Overload might not be necessary. Book of the Divine - Paladin's book. Gives temporary immunity to all your minions so you can make favourable trades, but doesn't keep them around so you need to capitalise on it that turn. Is the penalty too harsh? Should it be at the end of your opponent's turn instead?
Class Challenge Rewards
Battle Medic - What's this, a Priest 2-Drop? Very vanilla, I know, but I feel like it is suitably powerful in Priest, and the stats are of a suitable level, especially for a class card. Seasoned Tactician - Another option for Bolster Warrior, perhaps, or maybe just a good Warrior Arena card. I think, again, that the stats available are reasonable given the condition required to get the Taunt out.
Don't feel obliged to comment on every card or anything, I just wanted them all laid out here so that I could have any glaring issues pointed out.
One thing I would add is that I've tried my best with these cards - and the cards I've designed over the whole set - to address issues in balance, both in Constructed and Arena. Rarities of cards are probably that way for a reason beyond their effect, but feel free to suggest changes to anything at all if you feel it would be more balanced. Thanks, and I hope everyone has fun with this!
Defence Matrix: could be a bit crazy in paladin or priest, but super vulnerable to silence, so mby thats ok?
Knowledge Totem: i get why it has such high hp, but it might be a bit too high? since with flametongue / rockbiter / etc. it can trade at least 2for1 or "heal" u for at least 6 hp, thats a lot of versatility for a 3 drop totem mby? hard to say :)
Clockwork Librarian: cant rly say much without seeing the Books first.
Cry havoc: interesting, but im not sure if it would be played over brawl? mby in Protect the King taunt warrior? anyway, i dont have problem with it in general :)
Drakonid Translator: i suppose its balanced, even tho i dont like very much these "trans-race abilities". One thing tho, i dont think it should be a dragon itself, more so since the pic is a demon isnt it?
Grimoire Gremlin: dunno :D it can be either just a big minion that will get removed right away or it can be something that can have semi-divine shield (immune with the right amount of cards) every turn, but it might be pretty hard to actually achieve the condition of being immune.
Book of the Storm: do u need to stress the "shaman" part? isnt discover mechanic by default restricted only for class + neutral cards? btw including all spells could be more interesting, even tho discovering only damaging spells would provide more control/burst i guess :)
Book of the Divine: honestly iv always had a bit of a problem evaluating the ability to give all friendly minions divine shield, yours is trying to be balanced by the fact, that they will not stick, so u need to use them as removals and u need to have a board to get them, but it could be pretty abused in agro pally with Blood Knight mby.
Battle medic: that seems a bit too cheap :D pretty much an ideal 2drop for priest that everyone would want :D but other than that its cool :)
Seasoned Tactician: damn this card would be pretty good in arena, especially if u could coin it on T1 and would go uncontested, might be gg right there :D other than that seems fine.
Seasoned Tactician is definitely intended to be a powerful Arena card, since Warriors still underperform there and I personally love Warrior in Arena. Knowledge Totem I was worried about - perhaps 5 health? I think 4 would just be too weak overall.
Stressing that it's Shaman spells on Book of the Storm is important - Clockwork Librarian means that other classes will get this card more often than you'd think, and I'd like for it to specifically Discover Shaman damage dealing spells. I know that some people aren't fans of Discover being used to get other classes cards, but I think when it is specified properly then it isn't in any way confusing.
Speaking of Clockwork Librarian, the books for each class! Book of the Storm has had the overload removed. Each of these is a collectible card, but don't feel obliged to rate or balance any of them that aren't appearing in this first Wing.
-Defense Matrix: I absolutely adore this card. It’s well balanced as a card itself: however, I feel like paired with any buff card, this card can actually be broken. Incredibly broken. Think about it: 6 mana 4/8 with blessing of kings is almost undefeatable since it regenerates itself not like Stoneskin Gargoyle, but each time it gets attacked by a minion with less than 8 attack. Yes you can use spells, but I feel like the experience effect here might be too much. How to tweak it? Maybe make it 3 mana and add 1 more health.
- Knowledge Totem: I like it. It won’t spawn a new archetype by itself, and it’s a niche card, which is what Shaman needs right now. Fine by me.
-Clockwork Librarian: Only one minion for reward of a boss? Isn’t it a little bit too… Little? About the card: remember that there’s already in the game a 3/3 Discover card, the Tomb Spider, and it costs 4 mana. And remember; you can discover only cards from your class. If you have a book for each class, the discovery mechanic really doesn’t work…
- Cry Havoc: I think it’s okay. However be careful; think about patron. It may be very dangerous, even if they can’t attack the enemy hero. Charge is a very delicate mechanic. Be careful.
- Drakonid Translator: I like this card. A lot. Perfectly balanced too.
- Grimoire Gremlin: I don’t really like this card: it doesn’t feel interesting, and it doesn’t feel playable. While it could do for interesting approaches to a turn, Immune is another very delicate mechanic, together with Stealth and Charge. I think this card should really need some mechanic rework.
- Book of the Storm: Really nice, but I think it’s over-costed. It should be a 2 mana with no Overload. Remember, Gang Up shuffles 3 copies of a minion in your deck and costs 2 mana. And nobody uses it except for Mill Rogues. Draw a card is actually worth about 1 mana and a half; shuffling copies of cards into your deck should actually be worth less, since it’s still somehow random. 2 mana and no overload it’s fine by me.
- Book of the Divine: Pretty strong – especially if paired with the paladin weapon – but I like it nonetheless.
- Battle Medic: Don’t like it; there’s no work behind this card, and it’s clear power creep. It has no effect, it’s true, but it’s not interesting nor playable. I think it’s just an excuse to have a 2-mana minion for Priest. I don’t like it.
- Seasoned Tactician: 2 mana? I don’t know if it’s balanced – the keyword is really powerful – but it’s okay, somehow. But I always like it when people remember interesting archetypes and doesn’t just go out and create tempo cards for the sake of being strong cards..
In regards to Defence Matrix, I was considering changing the effect to 'Experience: Restore 3 Health to this minion', thus preventing buffing its Health to extremes from being too much of a nightmare for the opponent. Do you think this might be more balanced?
Clockwork Librarian is intended to Discover any book, like 'Book' is a subset of cards. Kind of like how Arch-Thief Rafaam Discovers from 'Legendary Artifacts', except that all the books just happen to be collectible class cards. As for only 1 reward for a boss, it works with the way I've split my rewards - there's 46 total, and it just works out that some bosses only give you one card.Addressing both points, Battle Medic is at an acceptable power level, I think, looking to cards like Enchanted Raven as an example (one of my favourite Karazhan cards). It actually isn't intended as a constructed card - I actually think Defence Matrix fills that roll better - but as an Arena card, where Priest is almost definitely going to be the worst class after all of Karazhan is out. Giving them a reliable, decent early-game minion there felt right, and I didn't want anything too fancy or complicated, since it doesn't need to be.
Grimoire Gremlin's effect is an unfortunate side effect of what I hope is an interesting boss fight revolving around hand management and immunity. I actually think that my legendaries for the first two Wings are the weakest (in design, not effect), which somewhat annoys me, but I'm not sure how to go about altering the effect. Maybe a smaller body but with a (potentially) easier to achieve immunity?
Can we change cards from phase 1 just a little bit? I realized that the common card I introduced would be really bad in arena so I want to change rarity.
Can we introduce award cards from further stages in wing-1-boss decks?
Can we change cards from phase 1 just a little bit? I realized that the common card I introduced would be really bad in arena so I want to change rarity.
Can we introduce award cards from further stages in wing-1-boss decks?
So long as it's minor changes - the kinds that would be allowed for a CDC, balancing or text fix type things - then I don't see why not.
As for boss decks, I feel like other adventures probably did this, so I don't see any reason not to allow it. I would say that you shouldn't go into too much detail about them like you might the other reward cards, not only because it feels like circumventing the rules a little, but also because it might end up hindering your entry later, if people have no cards to get hyped about =P
Can we change cards from phase 1 just a little bit? I realized that the common card I introduced would be really bad in arena so I want to change rarity.
Can we introduce award cards from further stages in wing-1-boss decks?
So long as it's minor changes - the kinds that would be allowed for a CDC, balancing or text fix type things - then I don't see why not.
As for boss decks, I feel like other adventures probably did this, so I don't see any reason not to allow it. I would say that you shouldn't go into too much detail about them like you might the other reward cards, not only because it feels like circumventing the rules a little, but also because it might end up hindering your entry later, if people have no cards to get hyped about =P
Hey! I'm so happy to be part of the second phase! I have posted my entry for the first wing already (The Vials of Eternity), I'll come back later to post it here as well so we can discuss it but in the meantime, please share your thoughts with me :)
Is it a requirement to do class challenges as well?
Class Challenges have been a part of every adventure thus far, so we expect every adventure submitted to include them. The most we're asking of you, though, is just to say what class is facing off against what boss, and the reward you get - any further detail, like a description of the deck you would use or anything, is not required but highly recommended.
Is it a requirement to do class challenges as well?
Class Challenges have been a part of every adventure thus far, so we expect every adventure submitted to include them. The most we're asking of you, though, is just to say what class is facing off against what boss, and the reward you get - any further detail, like a description of the deck you would use or anything, is not required but highly recommended
Does anyone find the deck you use for the class challenges an interesting thing to include? It's just a boring set of cards they set up for you.
In the depths of the Caverns of Time, the Bronze Dragonflight is keeping time safe. It is their sacred mission to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. Shadowy agents have infiltrated the Caverns of Time, attempting to sabotage key historical events, one of which is the monumental battle of Mount Hyjal, where the Burning Legion and its infamous leader Archimonde plans to drain the energy of the World Tree. In the face of this overwhelming threat, Nozdormu is enlisting heroes to help him prevent the fabric of time from unraveling forever.
Your adventure begins as the Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were. You show up at the entrance of the Caverns of Time, ready to ensign, but things don't go as smoothly as expected...
First Wing: The Caverns of Time
Boss 1: The 3 Bronze Dragons
The Boss
The first encounter has you face the 3 Bronze Dragons that guard the entrance of the Caverns. While the trio is represented by Occulus, you really are facing Occulus, Tick and Chronalis at the same time. Every one of them has 20 Health points, with the difference that Occulus is Immune while the other two are alive. Any board clear will leave the two dragons unaffected and they will repel any instant destruction or return-to-hand spell: you have to take them down in the old-fashioned way.
The trick lies in the Passive Hero Power the three enemies have: they will split and share all damage one of them takes. The way it is calculated is that whenever a dragon should take damage, the Hero Power adds the HP of all dragons, removes the damage being dealt, then divides the remaining by 3. If the total is not a round number, it gives the remainder to Occulus so that he always has as many HP as the others - or more.
Example: Occulus HP = 20 ; Tick = 20 ; Chronalis = 20 If Chronalis takes 5 damage, calculation will be: (20+20+20-5)/3=55/3=18.3 In this case, Tick and Chronalis would both end up with 18 HP and Occulus would get 19.
The consequence will be that at the end of the fight, Occulus will be left with 1 HP and his Immune shield removed due to the disappearance of his companions, so you can kill it.
Deck-wise, Occulus will use a standard Dragon deck, using the synergies we all know. No heal spells (the battle is enough of a burden) but a lot of minions to distract you from your goal. The player should use a variety of minions to maintain board presence and use spells that deal damage to minions as anything targeted towards the hero will be useless, and any damage dealt to Tick & Chronalis will affect Occulus at the same time. Pretty standard fight if we talk about strategy.
Rewards
Boss 2: Anachronos
The Boss
The fight with Anachronos is all about card draw. His Passive Hero Power increases the cost of the first card drawn each turn (including his) by (3) mana. It is going to slow you down. The key is to rely on card-drawing spells and minions to counter this ability: any card drawn beyond the first one will have the normal cost and will help you to keep up with the tempo.
The deck played by Anachronos revolves around this idea: a lot of card draws coming from different classes, as well as some special unknown spells that will allow him to draw more (think Looming Presence) and a mix of low-cost minions to play early even with the Hero Power and big threats for the player to waste his spells on (emptying his hand). He also has a couple Summoning Stone in the deck so he can make use of those overcosted spells he gets and turn them into big minions.
He also has a few special cards that will remove minions for your board and put them back on the top of your deck, as an additional mean to slow you down and hopefully increase their cost next turn when you draw them.
Rewards
+ Rogue Challenge
Boss 3: Andormu & Nozari (The Keepers of Time)
The Boss
Phase 1
The fight against the Keepers of Time spans over two phases. You will first face Andormu as the opponent, while Nozari is on the board as a minion. Andormu is Immune during the whole fight: he will be the one playing the cards while his sister crushes everything you send at her with her 5 Attack points. He will use Taunt minions and healing spells to protect her at all costs. Your goal is to take her down to 15 HP or less, at which point, the fight will move to Phase 2. She will repel ignore all board clears and repel instant destruction spell, and if you dare to return her to the opponent's hand, he will gladly "summon" her again with full HP.
Phase 1 Hero Power
Burning Spheres is a Hero Power that triggers automatically at the start of his turn. It will summon 2 Nether Spheres on the board. They have Taunt, which means you have to deal with them if you want to reach Nozari, and will destroy every minion they damage. The strategy is to use spells to kill them or send your less valuable minions. If you let them live one turn, Andormu will use them to attack your best/biggest minions, a recipe for catastrophe.
Once Nozari is down to 15 HP, Phase 2 starts: Nozari will retreat and take Andormu's seat as the opponent, while Andormu replaces her on the board.
Phase 2
Just like her brother, Nozari is Immune to any damage. The goal will be the same as before: take Andormu down to 15 HP or less, at which point, they will stop the fight and declare you win.
Phase 2 Hero Power
Brother and sister share the same Hero Power, with a difference in the magic they use. Nozari's version of Burning Spheres will summon one Fire Sphere and one Ice Sphere.
This time, you can ignore the Spheres but you wouldn't be advised to. Every time they are summoned, you will have one full turn to deal with them if you want to avoid fatal consequences. If left alive, the Fire Sphere will deal damage randomly split between friendly characters (which could be deadly), while the Ice Sphere will freeze all friendly characters (which could result in an inability to deal with them during next turn, potentially resulting in a domino effect) - You will have to decide whether you want to deal with the spheres, if you can afford it, and if you cannot, which one you should kill and which one you can ignore.
If you can reduce Andormu's HP to 15 or less, you will have won the fight.
Rewards
Boss 4: Soridormi
The Boss
The fight against Soridomi is a little more classic. It will all be about managing tempo.
Every turn, using her Hero Power, she will increase the cost of one random card in your hand. While not immediately impactful, this could result in a slow and progressive loss of tempo, where you cannot play your cards on curve, and where any card you hold onto for too long could see its cost increase to a point where it becomes unplayable.
Soridormi's deck is full of minions, of all sizes. She will ramp up while you struggle with your tempo, and on top of that, will play a bunch of special minions whose Deathrattle will make you lose a Mana Crystal. Most of these minions are low-cost, low-attack, which doesn't make them an immediate threat but they will relentlessly attack your hero until eventually you are forced to deal with them. You will have to be careful while doing so, because losing a Mana Crystal is a huge deal, so you might want to think about the pace at which you kill them, to avoid ending up with a hand you cannot play. She will also use cards like Resurrect and Onyx Bishop to revive these minions.
If you manage to beat her, you will have completed Wing 1! Congratulations!
TO BE CONTINUED...
Rewards
+ Druid Challenge
Completion Reward
Let me know what you think (and upvote in the Submission topic if you like it!) ^^
In the depths of the Caverns of Time, the Bronze Dragonflight is keeping time safe. It is their sacred mission to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. Shadowy agents have infiltrated the Caverns of Time, attempting to sabotage key historical events, one of which is the monumental battle of Mount Hyjal, where the Burning Legion and its infamous leader Archimonde plans to drain the energy of the World Tree. In the face of this overwhelming threat, Nozdormu is enlisting heroes to help him prevent the fabric of time from unraveling forever.
Your adventure begins as the Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were. You show up at the entrance of the Caverns of Time, ready to ensign, but things don't go as smoothly as expected...
First Wing: The Caverns of Time
Boss 1: The 3 Bronze Dragons
The Boss
The first encounter has you face the 3 Bronze Dragons that guard the entrance of the Caverns. While the trio is represented by Occulus, you really are facing Occulus, Tick and Chronalis at the same time. Every one of them has 20 Health points, with the difference that Occulus is Immune while the other two are alive. Any board clear will leave the two dragons unaffected and they will repel any instant destruction or return-to-hand spell: you have to take them down in the old-fashioned way.
The trick lies in the Passive Hero Power the three enemies have: they will split and share all damage one of them takes. The way it is calculated is that whenever a dragon should take damage, the Hero Power adds the HP of all dragons, removes the damage being dealt, then divides the remaining by 3. If the total is not a round number, it gives the remainder to Occulus so that he always has as many HP as the others - or more.
Example: Occulus HP = 20 ; Tick = 20 ; Chronalis = 20 If Chronalis takes 5 damage, calculation will be: (20+20+20-5)/3=55/3=18.3 In this case, Tick and Chronalis would both end up with 18 HP and Occulus would get 19.
The consequence will be that at the end of the fight, Occulus will be left with 1 HP and his Immune shield removed due to the disappearance of his companions, so you can kill it.
Deck-wise, Occulus will use a standard Dragon deck, using the synergies we all know. No heal spells (the battle is enough of a burden) but a lot of minions to distract you from your goal. The player should use a variety of minions to maintain board presence and use spells that deal damage to minions as anything targeted towards the hero will be useless, and any damage dealt to Tick & Chronalis will affect Occulus at the same time. Pretty standard fight if we talk about strategy.
Rewards
Boss 2: Anachronos
The Boss
The fight with Anachronos is all about card draw. His Passive Hero Power increases the cost of the first card drawn each turn (including his) by (3) mana. It is going to slow you down. The key is to rely on card-drawing spells and minions to counter this ability: any card drawn beyond the first one will have the normal cost and will help you to keep up with the tempo.
The deck played by Anachronos revolves around this idea: a lot of card draws coming from different classes, as well as some special unknown spells that will allow him to draw more (think Looming Presence) and a mix of low-cost minions to play early even with the Hero Power and big threats for the player to waste his spells on (emptying his hand). He also has a couple Summoning Stone in the deck so he can make use of those overcosted spells he gets and turn them into big minions.
He also has a few special cards that will remove minions for your board and put them back on the top of your deck, as an additional mean to slow you down and hopefully increase their cost next turn when you draw them.
Rewards
+ Rogue Challenge
Boss 3: Andormu & Nozari (The Keepers of Time)
The Boss
Phase 1
The fight against the Keepers of Time spans over two phases. You will first face Andormu as the opponent, while Nozari is on the board as a minion. Andormu is Immune during the whole fight: he will be the one playing the cards while his sister crushes everything you send at her with her 5 Attack points. He will use Taunt minions and healing spells to protect her at all costs. Your goal is to take her down to 15 HP or less, at which point, the fight will move to Phase 2. She will repel ignore all board clears and repel instant destruction spell, and if you dare to return her to the opponent's hand, he will gladly "summon" her again with full HP.
Phase 1 Hero Power
Burning Spheres is a Hero Power that triggers automatically at the start of his turn. It will summon 2 Nether Spheres on the board. They have Taunt, which means you have to deal with them if you want to reach Nozari, and will destroy every minion they damage. The strategy is to use spells to kill them or send your less valuable minions. If you let them live one turn, Andormu will use them to attack your best/biggest minions, a recipe for catastrophe.
Once Nozari is down to 15 HP, Phase 2 starts: Nozari will retreat and take Andormu's seat as the opponent, while Andormu replaces her on the board.
Phase 2
Just like her brother, Nozari is Immune to any damage. The goal will be the same as before: take Andormu down to 15 HP or less, at which point, they will stop the fight and declare you win.
Phase 2 Hero Power
Brother and sister share the same Hero Power, with a difference in the magic they use. Nozari's version of Burning Spheres will summon one Fire Sphere and one Ice Sphere.
This time, you can ignore the Spheres but you wouldn't be advised to. Every time they are summoned, you will have one full turn to deal with them if you want to avoid fatal consequences. If left alive, the Fire Sphere will deal damage randomly split between friendly characters (which could be deadly), while the Ice Sphere will freeze all friendly characters (which could result in an inability to deal with them during next turn, potentially resulting in a domino effect) - You will have to decide whether you want to deal with the spheres, if you can afford it, and if you cannot, which one you should kill and which one you can ignore.
If you can reduce Andormu's HP to 15 or less, you will have won the fight.
Rewards
Boss 4: Soridormi
The Boss
The fight against Soridomi is a little more classic. It will all be about managing tempo.
Every turn, using her Hero Power, she will increase the cost of one random card in your hand. While not immediately impactful, this could result in a slow and progressive loss of tempo, where you cannot play your cards on curve, and where any card you hold onto for too long could see its cost increase to a point where it becomes unplayable.
Soridormi's deck is full of minions, of all sizes. She will ramp up while you struggle with your tempo, and on top of that, will play a bunch of special minions whose Deathrattle will make you lose a Mana Crystal. Most of these minions are low-cost, low-attack, which doesn't make them an immediate threat but they will relentlessly attack your hero until eventually you are forced to deal with them. You will have to be careful while doing so, because losing a Mana Crystal is a huge deal, so you might want to think about the pace at which you kill them, to avoid ending up with a hand you cannot play. She will also use cards like Resurrect and Onyx Bishop to revive these minions.
If you manage to beat her, you will have completed Wing 1! Congratulations!
TO BE CONTINUED...
Rewards
+ Druid Challenge
Completion Reward
Let me know what you think (and upvote in the Submission topic if you like it!) ^^
I'm actually pretty impressed with most of the reward cards. My first reaction to Soridormi is that it should be a druid card instead of a legendary, but I think she still makes sense as a legendary.
I'm actually pretty impressed with most of the reward cards. My first reaction to Soridormi is that it should be a druid card instead of a legendary, but I think she still makes sense as a legendary.
Impressed in what sense? That they are too powerful or that you basically like them? :)
My entire adventure is in the spoiler. Could use some feedback on creativity, fun and balance. Cheers :)
The Green Hills of Stranglethorn is taking place in the loveable and lushful rainforest of Stranglethorn Vale. You drop of at Booty Bay, taking part in the Fishing Extravaganza. You will battle pirates, ogres, good ol' Colonol Kurzen and his henchmen. There will be a lot of event "bosses", so why not try your luck in the Gurubashi Arena? Remember Nesingwary Senior? Well, Junior's here, and he's up for some Big Game Hunting... or well, you are. Better be a lad and help him out, ey? But beware, a dark threat is looming. The former Troll Capitol of Zul'gurub has been corrupted by The Soulflayer himself, Hakkar. You must venture through the Vale collecting items that will help you make Zul'gurub The Soulflayers final resting place.
It might sound a little weird that you drop down at Booty Bay to do a little bit of fishing, but end up having to fight Hakkar, but I ensure there will be a plotline, so it's not just a lot of random bosses! Now let's get started on that 1st wing.
1st Wing - Launch at Booty Bay
1st Boss - The Booty Bay Fishing Extravaganza
Intro:
The Boss:
The boss is pretty simple. You will have to kill 40 Speckled Tastyfish in order to win. This is an event boss, so your "opponent" has no deck, but will simply use its hero power.
Initially, 2 Speckled Tastyfish will be on the battlefield on your opponent's side. The Pesky Competitors Hero Power will summon 2-3 Speckled Tastyfish and ONE of the following:
The Speckled Tastyfish will ALWAYS go face if possible.
So what do you have to help? You'll get a Simple Fishing Rod of course (equipped from the start of the encounter)! Also, you'll get 3x Improve Gear cards shuffled into your deck.
The Imrove Gear will do the following: - 1st upgrade: +1 attack on your fishing rod (the tooltip changes to "...or have more than 2 attack"). - 2nd upgrade: +1 attack on your fishing rod (the tooltip changes to "...or have more than 3 attack"). - 3rd upgrade: Mega-Windfury instead of Windfury.
Fleet Master Firallon will use a lot of pirates (duh!) and buff his weapon. A LOT! He will try to recruit your minions (making them pirates) and make them join his side. I think the decklist and cards speak a lot for themselves, and I don't think this needs any further explanation?
The idea by this fight is obviously to fatigue him. He has fast deck, but also a lot of card draw, so it shouldn't be entirely impossible. You'll get a little help form the Cursed Coin token. Besides that, the fight is pretty straight forward and don't need more explanation (I think), except for when you make him reach 20 health, a new phase will start:
Outro:
Here are three of the cards rewarded in the 1st wing:
If we're allowed to ask for art, does anybody know where I can find some good art of Kerri Hicks? She's the strongwoman at the Darkmoon Faire, and this is the best thing I've found so far.
Here's how she looks in WoW:
This is the best Ettin art I found after a few Google searches.
I'm struggling with the mechanics for the bosses at the moment, so I thought I'd post the rewards here while I work and hope for some feedback. All in the spoilers below:
I'm struggling with the mechanics for the bosses at the moment, so I thought I'd post the rewards here while I work and hope for some feedback. All in the spoilers below:
Boss 1 - Gluggle
Rewards:
Class Challenge - Shaman :
Boss 2: Zar'Jira
Class Challenge: Paladin
Final Boss : Sen'jin
End of Wing Rewards:
Mutual benifit is a really awesome card, love the effect.
Just realized I forgot to post the Legendary reward for completing Wing 1.
The Fortunes are the same as from his boss battle. Only one of each Fortune can be active at once for each player.
Is this too strong? Too weak? Should I make him 7 Mana?
I think there are just too many fortunes. It should be like rafaam, so I always know what i can find and choose what i need. Probably ragnaros and the murloc are the less appealing.
My entire submission is there in the spoiler below. Any feedback? Mainly, I'm looking at the cards (balance) here. I will also be looking at trimming down some of the dialogue, but I kind of like it there.
For those of you that didn't read my first post, here is a quick summary of the plot of the entire adventure:
The land of Faeria, inhabited by elf-like creatures called Faeries or Fairies, as well as wild beasts, is in dire straits. A strange, corrupting evil has been seeping into the land, causing decay and stagnation everywhere it touches. Titania, queen of the fairies, has vanished. The Fairy King Oberon has sent out a call of help, which you answer. Your job? Find and defeat the evil causing all of this trouble, and save his wife.
And here is the summary of the plot for the first wing:
You have arrived in Faeria. However, a storm is near, and you have no way of entry besides climbing the seaside cliffs. Once you do, you will have to press on through a storm and two enemies to finally enter the land of Faeria itself, where you will be able to go and get some real work done.
The 'new' mechanic of this adventure is called 'Elusive'. Here it is:
Basically, it's the Faerie Dragon effect in a single word. This adventure will also introduce the new Fairy tribe, which synergises with the Elusive mechanic as well as having some synergy with beasts.
There is a prologue. Here it is, in the spoiler below.
Summary:
Titania is out hunting with Puck when they see a shadow in the woods. Sensing danger, she sends Puck back to inform Oberon and fights the monster herself. Puck returns to find both the monster and Titania missing.
The conversation that begins the prologue:
If you haven't guessed by now, you will be playing as Titania, the Fairy queen. Take a good look at your hero and hero power:
You will begin the battle at 45 health. Titania's hero power is extremely powerful, acting as a way to clear out some of the smaller dudes your adversary will summon whilst developing your hand. She plays like a combo deck, and your goal is mainly to stock up on powerful spells whilst staying alive, then kill your enemy within the span of a few turns. You will probably find it most beneficial to simply stall for time until you have gathered enough spells for an OTK. Your minions are few and far between, and generally either have spell damage or card draw effects (they won't be around for long, anyways). Here, take a look at some of the cards you will be using:
This here is your enemy and its hero power:
He'll play kind of like an aggro/zoo deck, spamming small minions and generally trying to overwhelm you. He's also not very smart, so playing around AOE and the like isn't going to cross his mind. He's not going to give you a lot of surprises, but that doesn't make him any easier. His hero power allows him to immediately repopulate the board after a clear, as well as get some good damage in. Luckily for you, he can't gain any armour or health, so you can burst him down quite quickly once you get enough spells. There will be times where he will overwhelm you and you can't do anything about it, but that's what the 'Retry' button is for.
All of his voice lines are some variant of 'ROAR'.
Here are some of his cards:
Once you 'defeat' him, this little 'conversation' will occur. You thought that was going to end him? You thought wrong. After all, if that did end him, there would be no adventure.
The screen blacks out, then comes back on with the heroes missing from their places (basically, where the heroes would normally be, there is only blank space).
And, finally, here are the rewards for clearing the battle:
Wind Shear is a mini-Flamecannon for druids. It kills almost every one drop (including Tunnel Trogg, Mana Wrym, and others) while also dealing with many 2 drops. 3 damage is still pretty significant wherever you are in the game, so it's not going to become useless later on.
The Faerie Enchantress is my take on a 2-drop for Priest. It can heal your own minions, then damage them (making it effectively a 'heal 1'), or it can even heal enemy characters that are on full health to get a delayed 'deal 2 damage'. You can force some really awkward trades with this by targeting an enemy 2/2 while the opponent has a 3/2 on the field. Also: it's extremely powerful with Auchenai Soulpriest and Embrace the Shadow.
The first battle of the first wing: Cliff Ascent.
Summary:
You have arrived at Faeria, having payed a band of seamen to take you here. A storm is coming in, and the captain of the ship drops you at the base of the seaside cliffs, the closest possible place to land. The captain gets the heck outta there after dropping you off, not wanting to endanger his crew, leaving you to scale the cliff alone with the threat of a storm behind you. Sound easy? Well, there's a catch - the cliff is crumbling away!
The conversation that begins this battle:
This is the boss you will be 'fighting'.
Every turn, you climb up a bit, only to slide back down because the cliff is crumbling away beneath you. How do you get up, then? Why, by dedicating more energy to climbing, so you can climb faster than the cliff crumbles! For this fight, your hero power is replaced by:
Yeah, that's right. You need to dedicate more mana to the act of climbing that cliff. The cliff would normally take 10 turns to climb, but since it's crumbling, it'll take longer. Your goal is to use your hero power 10 times, allowing you to get to the top of the cliff and to safety. Obviously, cards like the Garrison Commander and Coldarra Drake will be very useful. Sounds relatively easy, right? Well, no. For one, the storm is coming in behind you. If you still don't get to the top by the end of the twentieth turn, you are blown off the cliff and fall to your death.
So, you're on a timer. What's even worse? You lose if your health reaches 0 as well, and the boss isn't going to just let you climb without any interference. No. He will play minions, hit you with spells, and even knock you a few turns down the cliff. He plays cliff-dwelling minions like the Fierce Monkey (because Monkeys totally live on cliffs) as well as rock-made creatures like the Earth Elemental and the Rumbling Elemental.
All of his (why am I referring to a cliff as a 'he'?) voice lines are some variant of 'crumble' or 'crack'.
He even has a few of his own special cards to kill you some more:
Needless to say, he's not going to use Falling Rocks on you all that much, because that would just be unfair.
Once you finally scale the cliff, you have reached your destination: the magical land of Faeria itself. A holographic/arcane projection of Oberon is there, waiting for you. Here is the conversation that ensues:
[beat]
And, of course, you have your rewards! Here they are:
The Faerie Cliff Ranger is a way for you to get information. Using the information received, you can play around any AOE or Polymorph effects, as well as playing mindgames with your opponent. Note: both players see which card is revealed, similar to a Joust. (Is he baiting my hex with his Ragnaros so he can play his C'Thun, or is he just hoping I will think that way?)
Rockfall is a card the boss will use against you, and it's a pseudo AOE/Hard Removal for Druid. It summons Rolling Boulders (from the Temple Escape fight) for your opponent, and the boulders stay on the field to kill more unfortunate minions stuck in the wrong positions. Once all the boulders are done rolling, 1 will still remain on the opponent's side, allowing them to buff it (unfortunately).
The Second Fight: Fire Fairy Aera.
Summary:
You have just scaled the cliff and met with Puck, who is guiding you towards the capital of Faeria. Along the way, you see a flicker of firelight in the distance - it's Aera, a powerful Fire Mage who had become an arsonist without warning. The thunderstorm that you have been trying to outrun while climbing the cliff has arrived, and is raining lightning (and rain) down on both of you. Your job is to defeat her and stop her from burning the entire expanse of grassland you are standing on to the ground.
The conversation that kickstarts this battle:
As the battle starts, this happens:
Yep. You thought that mention of the storm up there was just for show? Nope. Lightning Storms will be raining down on both combatants throughout the entire battle. Good luck keeping minions on the board through all that. What does Puck have to say about this?
Anyways, it looks like the rain isn't going to stop her. Fighting is the only choice. This is who you'll be fighting through this encounter and her power:
Her hero power, Undying Fire, lets her 'burn' an enemy, making them take 1 damage at the end of every turn. That includes you. The effect doesn't stack, so you won't have to worry about being multi-burned to death. Any character that's 'burned' will have a kind of flickering flame animation over it. I would have keyworded the effect, but it's going to be a 1-of kind of thing, so it wasn't really worth it. She runs mainly fire-related spells like Fireball and Dragon's Breath, and packs a few minions as well, like the Fire Elemental. Your best bet is probably a spell-based deck, because your minions aren't going to stay alive for long.
Her voice lines:
Battle start:
When you make your first play:
Emote Response:
First Hero Power Use:
First time taking damage:
She has her own exclusive cards as well:
Once you finally defeat her, we get this little exchange:
[hero explodes]
And here are the rewards:
The Chained Fire Wisp is a powerful anti-aggro tool. Why didn't I just make it a 3/4 taunt with 'can't attack'? Well, this minions deals damage to its attacker BEFORE the attack connects, meaning that any minions with less than 3 health that try and attack this little guy just die without doing any damage. I'm not 100% sure that the wording conveys this accurately (I based it off Explosive Trap) but I reckon it does the job.
Flame Burst is kinda like a Fireball mixed with a Powershot. It's an alternative to Fireball for decks that have more trouble against swarms of small minions, and I reckon it'll be quite good at what it's supposed to do. It can also hit minions with Stealth or Elusive, which could turn out to be very valuable.
The Third and Final Fight (of the First wing): Ranger Captain Elura.
Summary:
Finally, you are about to enter the Steppes, the first part of your real adventure. As you are walking, Puck suddenly disappears somewhere, leaving you on your own. Just your luck - the instant he leaves, you run into Elura, the captain of what could be described as the Fairies' equivalent of the coast guard. With Puck, who was supposed to be your ticket into the realm gone, she attacks you, assuming that you are an intruder.
The conversation that starts off this battle:
*sound of bushes rustling.*
Unfortunately, your attempts to talk her down are in vain, and you are forced to fight. This is your enemy and her hero power:
Her hero power is extremely powerful, and pretty much guarantees her control over the board in the earlier stages of the game. She plays out a bit like a Midrange Hunter, running several beasts, Houndmasters, Kill Commands, some powerful weapons like the Gladiator's Longbow, and, of course, some Fairies. She can put a lot of pressure on you in the early turns, so your best bet is to aim for a early board-clear and start dropping your late-game minions which can survive her hero power shot, at which point it becomes a lot less threatening. She only has one exclusive card, but it's very powerful:
Anyways, here are her voice lines:
Battle Start:
First Hero Power Use:
First Hero (Weapon) Attack:
Emote Response:
Once you have gotten her within lethal range and are about to land the killing blow (you've dragged the red arrow to her face and released, and your hero/minion/spell is about to swing), Puck will stop you and this little conversation will occur:
And, of course, here are the rewards:
The Faerie Wolf Tamer is kind of a tech card against beast-heavy decks that's not too bad on its own either. It's sort of a reverse-Houndmaster that gets its value not from you having a beast but from your enemy having a beast. Hence, it has a higher payoff but the payoff is more uncertain. Like Kezan Mystic, it's not too bad when you play it on its own, either.
The Pack Leader is sorta like a bigger, badder, meaner Nightbane Templar for beasts instead of dragons. It summons the Dire Wolf Alphas on either side of him, like Dr. Boom. You're getting about 11/7 of stats spread across 5 bodies (including the ones buffed by the dire wolves) on the board for 7 mana, 3 of which are beasts. Not bad. Follow this up with Call of the Wild, and that's basically GG. I'm considering replacing it with this:
Here are the class challenge rewards, as well as the final legendary reward:
The Faerie Warwolf is received from the Hunter Class challenge, which is fought against Elura. Your deck is also quite a board-focused one, and has a whopping 10 Saboteurs to remove the threat of Elura's hero power in the early turns. Anyways, the card offers a possibility for a beast-fairy focused hunter deck, or it could be run in just a normal fairy deck for a 4 mana 4/4 charge. Not bad, eh? Also: Elura will use this against you.
Fire Fairy Aera is kind of an attempt to replicate the boss fight. This card has the potential to be extremely powerful in a combo deck with Shadowstep and Brann Bronzebeard. In other classes, it can be used as a way of slowly whittling down the enemy hero's health or removing their armour. Perhaps its a bit too powerful, but I'm not sure, considering it's near useless in the early game and is only good in stall-based matches or combo decks, and even then the combo does not instantly kill.
Lava Stream is basically a fireball for shamans. However, it's extremely powerful with Spell Damage, and can't hit face. I'm not sure if the wording makes that clear, but if you do this to a Kindly Grandmother, the first 1 damage will kill off the grandma, and then the second 2 damage will kill the Big Bad Wolf, so it's good against cards that spawn more dudes when they die. If it's a Haunted Creeper, the damage will only go to 1 of the spiders. If you haven't guessed, you'll be fighting the Fire Fairy for this challenge, with a deck focused on burst damage. Note: Aera will use this against you.
Stressing that it's Shaman spells on Book of the Storm is important - Clockwork Librarian means that other classes will get this card more often than you'd think, and I'd like for it to specifically Discover Shaman damage dealing spells. I know that some people aren't fans of Discover being used to get other classes cards, but I think when it is specified properly then it isn't in any way confusing.
Speaking of Clockwork Librarian, the books for each class! Book of the Storm has had the overload removed. Each of these is a collectible card, but don't feel obliged to rate or balance any of them that aren't appearing in this first Wing.
Clockwork Librarian is intended to Discover any book, like 'Book' is a subset of cards. Kind of like how Arch-Thief Rafaam Discovers from 'Legendary Artifacts', except that all the books just happen to be collectible class cards. As for only 1 reward for a boss, it works with the way I've split my rewards - there's 46 total, and it just works out that some bosses only give you one card.
Addressing both points, Battle Medic is at an acceptable power level, I think, looking to cards like Enchanted Raven as an example (one of my favourite Karazhan cards). It actually isn't intended as a constructed card - I actually think Defence Matrix fills that roll better - but as an Arena card, where Priest is almost definitely going to be the worst class after all of Karazhan is out. Giving them a reliable, decent early-game minion there felt right, and I didn't want anything too fancy or complicated, since it doesn't need to be.
Grimoire Gremlin's effect is an unfortunate side effect of what I hope is an interesting boss fight revolving around hand management and immunity. I actually think that my legendaries for the first two Wings are the weakest (in design, not effect), which somewhat annoys me, but I'm not sure how to go about altering the effect. Maybe a smaller body but with a (potentially) easier to achieve immunity?
You can find me here! Good luck everyone!
Just realized I forgot to post the Legendary reward for completing Wing 1.
The Fortunes are the same as from his boss battle. Only one of each Fortune can be active at once for each player.
Is this too strong? Too weak? Should I make him 7 Mana?
A couple of questions to mods:
Can we change cards from phase 1 just a little bit? I realized that the common card I introduced would be really bad in arena so I want to change rarity.
Can we introduce award cards from further stages in wing-1-boss decks?
As for boss decks, I feel like other adventures probably did this, so I don't see any reason not to allow it. I would say that you shouldn't go into too much detail about them like you might the other reward cards, not only because it feels like circumventing the rules a little, but also because it might end up hindering your entry later, if people have no cards to get hyped about =P
You can find me here! Good luck everyone!
Is it a requirement to do class challenges as well?
Hey! I'm so happy to be part of the second phase!
I have posted my entry for the first wing already (The Vials of Eternity), I'll come back later to post it here as well so we can discuss it but in the meantime, please share your thoughts with me :)
You can find me here! Good luck everyone!
Does anyone find the deck you use for the class challenges an interesting thing to include? It's just a boring set of cards they set up for you.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The Vials of Eternity
Plot Summary / Prologue
In the depths of the Caverns of Time, the Bronze Dragonflight is keeping time safe. It is their sacred mission to guard the caverns against the intrusion of mortals, whose interference would assuredly disrupt the flow of time. Recently, a mysterious force called the Infinite Dragonflight has begun to meddle with time. Shadowy agents have infiltrated the Caverns of Time, attempting to sabotage key historical events, one of which is the monumental battle of Mount Hyjal, where the Burning Legion and its infamous leader Archimonde plans to drain the energy of the World Tree. In the face of this overwhelming threat, Nozdormu is enlisting heroes to help him prevent the fabric of time from unraveling forever.
Your adventure begins as the Bronze Dragonflight is recruiting adventurers to make sure that the events that took place in the past remain as they were. You show up at the entrance of the Caverns of Time, ready to ensign, but things don't go as smoothly as expected...
First Wing: The Caverns of Time
Boss 1: The 3 Bronze Dragons
The Boss
The first encounter has you face the 3 Bronze Dragons that guard the entrance of the Caverns. While the trio is represented by Occulus, you really are facing Occulus, Tick and Chronalis at the same time. Every one of them has 20 Health points, with the difference that Occulus is Immune while the other two are alive. Any board clear will leave the two dragons unaffected and they will repel any instant destruction or return-to-hand spell: you have to take them down in the old-fashioned way.
The trick lies in the Passive Hero Power the three enemies have: they will split and share all damage one of them takes. The way it is calculated is that whenever a dragon should take damage, the Hero Power adds the HP of all dragons, removes the damage being dealt, then divides the remaining by 3. If the total is not a round number, it gives the remainder to Occulus so that he always has as many HP as the others - or more.
Example: Occulus HP = 20 ; Tick = 20 ; Chronalis = 20
If Chronalis takes 5 damage, calculation will be: (20+20+20-5)/3=55/3=18.3
In this case, Tick and Chronalis would both end up with 18 HP and Occulus would get 19.
The consequence will be that at the end of the fight, Occulus will be left with 1 HP and his Immune shield removed due to the disappearance of his companions, so you can kill it.
Deck-wise, Occulus will use a standard Dragon deck, using the synergies we all know. No heal spells (the battle is enough of a burden) but a lot of minions to distract you from your goal. The player should use a variety of minions to maintain board presence and use spells that deal damage to minions as anything targeted towards the hero will be useless, and any damage dealt to Tick & Chronalis will affect Occulus at the same time. Pretty standard fight if we talk about strategy.
Rewards
Boss 2: Anachronos
The Boss
The fight with Anachronos is all about card draw. His Passive Hero Power increases the cost of the first card drawn each turn (including his) by (3) mana. It is going to slow you down. The key is to rely on card-drawing spells and minions to counter this ability: any card drawn beyond the first one will have the normal cost and will help you to keep up with the tempo.
The deck played by Anachronos revolves around this idea: a lot of card draws coming from different classes, as well as some special unknown spells that will allow him to draw more (think Looming Presence) and a mix of low-cost minions to play early even with the Hero Power and big threats for the player to waste his spells on (emptying his hand). He also has a couple Summoning Stone in the deck so he can make use of those overcosted spells he gets and turn them into big minions.
He also has a few special cards that will remove minions for your board and put them back on the top of your deck, as an additional mean to slow you down and hopefully increase their cost next turn when you draw them.
Rewards
+ Rogue Challenge
Boss 3: Andormu & Nozari (The Keepers of Time)
The Boss
Phase 1
The fight against the Keepers of Time spans over two phases. You will first face Andormu as the opponent, while Nozari is on the board as a minion. Andormu is Immune during the whole fight: he will be the one playing the cards while his sister crushes everything you send at her with her 5 Attack points. He will use Taunt minions and healing spells to protect her at all costs. Your goal is to take her down to 15 HP or less, at which point, the fight will move to Phase 2. She will repel ignore all board clears and repel instant destruction spell, and if you dare to return her to the opponent's hand, he will gladly "summon" her again with full HP.
Phase 1 Hero Power
Burning Spheres is a Hero Power that triggers automatically at the start of his turn. It will summon 2 Nether Spheres on the board. They have Taunt, which means you have to deal with them if you want to reach Nozari, and will destroy every minion they damage. The strategy is to use spells to kill them or send your less valuable minions. If you let them live one turn, Andormu will use them to attack your best/biggest minions, a recipe for catastrophe.
Once Nozari is down to 15 HP, Phase 2 starts: Nozari will retreat and take Andormu's seat as the opponent, while Andormu replaces her on the board.
Phase 2
Just like her brother, Nozari is Immune to any damage. The goal will be the same as before: take Andormu down to 15 HP or less, at which point, they will stop the fight and declare you win.
Phase 2 Hero Power
Brother and sister share the same Hero Power, with a difference in the magic they use. Nozari's version of Burning Spheres will summon one Fire Sphere and one Ice Sphere.
This time, you can ignore the Spheres but you wouldn't be advised to. Every time they are summoned, you will have one full turn to deal with them if you want to avoid fatal consequences. If left alive, the Fire Sphere will deal damage randomly split between friendly characters (which could be deadly), while the Ice Sphere will freeze all friendly characters (which could result in an inability to deal with them during next turn, potentially resulting in a domino effect) - You will have to decide whether you want to deal with the spheres, if you can afford it, and if you cannot, which one you should kill and which one you can ignore.
If you can reduce Andormu's HP to 15 or less, you will have won the fight.
Rewards
Boss 4: Soridormi
The Boss
The fight against Soridomi is a little more classic. It will all be about managing tempo.
Every turn, using her Hero Power, she will increase the cost of one random card in your hand. While not immediately impactful, this could result in a slow and progressive loss of tempo, where you cannot play your cards on curve, and where any card you hold onto for too long could see its cost increase to a point where it becomes unplayable.
Soridormi's deck is full of minions, of all sizes. She will ramp up while you struggle with your tempo, and on top of that, will play a bunch of special minions whose Deathrattle will make you lose a Mana Crystal. Most of these minions are low-cost, low-attack, which doesn't make them an immediate threat but they will relentlessly attack your hero until eventually you are forced to deal with them. You will have to be careful while doing so, because losing a Mana Crystal is a huge deal, so you might want to think about the pace at which you kill them, to avoid ending up with a hand you cannot play. She will also use cards like Resurrect and Onyx Bishop to revive these minions.
If you manage to beat her, you will have completed Wing 1! Congratulations!
TO BE CONTINUED...
Rewards
+ Druid Challenge
Completion Reward
Let me know what you think (and upvote in the Submission topic if you like it!) ^^
My entire adventure is in the spoiler. Could use some feedback on creativity, fun and balance. Cheers :)
The Green Hills of Stranglethorn is taking place in the loveable and lushful rainforest of Stranglethorn Vale. You drop of at Booty Bay, taking part in the Fishing Extravaganza. You will battle pirates, ogres, good ol' Colonol Kurzen and his henchmen. There will be a lot of event "bosses", so why not try your luck in the Gurubashi Arena? Remember Nesingwary Senior? Well, Junior's here, and he's up for some Big Game Hunting... or well, you are. Better be a lad and help him out, ey? But beware, a dark threat is looming. The former Troll Capitol of Zul'gurub has been corrupted by The Soulflayer himself, Hakkar. You must venture through the Vale collecting items that will help you make Zul'gurub The Soulflayers final resting place.
It might sound a little weird that you drop down at Booty Bay to do a little bit of fishing, but end up having to fight Hakkar, but I ensure there will be a plotline, so it's not just a lot of random bosses! Now let's get started on that 1st wing.
1st Wing - Launch at Booty Bay
1st Boss - The Booty Bay Fishing Extravaganza
Intro:
The Boss:
The boss is pretty simple. You will have to kill 40 Speckled Tastyfish in order to win. This is an event boss, so your "opponent" has no deck, but will simply use its hero power.
Initially, 2 Speckled Tastyfish will be on the battlefield on your opponent's side. The Pesky Competitors Hero Power will summon 2-3 Speckled Tastyfish and ONE of the following:
The Speckled Tastyfish will ALWAYS go face if possible.
So what do you have to help? You'll get a Simple Fishing Rod of course (equipped from the start of the encounter)! Also, you'll get 3x Improve Gear cards shuffled into your deck.
The Imrove Gear will do the following:
- 1st upgrade: +1 attack on your fishing rod (the tooltip changes to "...or have more than 2 attack").
- 2nd upgrade: +1 attack on your fishing rod (the tooltip changes to "...or have more than 3 attack").
- 3rd upgrade: Mega-Windfury instead of Windfury.
2nd Boss - Fleet Admiral Firallon
Intro:
The Boss:
And here's his deck list:
2x Buccaneer
2x Swashburglar
2x Southsea Deckhand
2x Bloodsail Raider
2x Southsea Captain
2x Bloodsail Cultist
2x Dread Corsair
2x Southsea Squidface
1x Blackwater Pirate
3x Irresistible Bounty
3x Pirates assemble
2x Pirate Recruiter
1x Admiral's Cutlass
2x Fleet Chef
2x Bombardment
And the custom cards:
Fleet Master Firallon will use a lot of pirates (duh!) and buff his weapon. A LOT! He will try to recruit your minions (making them pirates) and make them join his side. I think the decklist and cards speak a lot for themselves, and I don't think this needs any further explanation?
3rd Boss - Firallon the Undying
2x Journey Below
2x Battle Rage
2x Commanding Shout
2x Quick Shot
2x Slam
1x Blood Warriors
1x Brawl
2x Curse of the Bloodsail
2x Sunken Navigator
3x Everlasting Picaroon
2x Cursed Captain
2x Into the Depths
1x Broken Cutlass
2x Cursed Corsair
1x Admiral's Left Hand
1x Admiral's Right Hand
The idea by this fight is obviously to fatigue him. He has fast deck, but also a lot of card draw, so it shouldn't be entirely impossible. You'll get a little help form the Cursed Coin token. Besides that, the fight is pretty straight forward and don't need more explanation (I think), except for when you make him reach 20 health, a new phase will start:
Outro:
Here are three of the cards rewarded in the 1st wing:
And all the other cards:
1st boss rewards
2nd boss rewards
3rd boss rewards
Wing reward
Class reward (Pala: 1st boss, Rogue: 2nd boss)
If we're allowed to ask for art, does anybody know where I can find some good art of Kerri Hicks? She's the strongwoman at the Darkmoon Faire, and this is the best thing I've found so far.
Here's how she looks in WoW:
This is the best Ettin art I found after a few Google searches.
I'm struggling with the mechanics for the bosses at the moment, so I thought I'd post the rewards here while I work and hope for some feedback. All in the spoilers below:
Boss 1 - Gluggle
Rewards:
Class Challenge - Shaman :
Boss 2: Zar'Jira
Class Challenge: Paladin
Final Boss : Sen'jin
End of Wing Rewards:
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Sorry I'm a forum noob. Ignore this.
Edit: Double-Post.
Why Rogue is my favourite class:
My submission for this week's card design competition.
My entire submission is there in the spoiler below. Any feedback? Mainly, I'm looking at the cards (balance) here. I will also be looking at trimming down some of the dialogue, but I kind of like it there.
For those of you that didn't read my first post, here is a quick summary of the plot of the entire adventure:
The land of Faeria, inhabited by elf-like creatures called Faeries or Fairies, as well as wild beasts, is in dire straits. A strange, corrupting evil has been seeping into the land, causing decay and stagnation everywhere it touches. Titania, queen of the fairies, has vanished. The Fairy King Oberon has sent out a call of help, which you answer. Your job? Find and defeat the evil causing all of this trouble, and save his wife.
And here is the summary of the plot for the first wing:
You have arrived in Faeria. However, a storm is near, and you have no way of entry besides climbing the seaside cliffs. Once you do, you will have to press on through a storm and two enemies to finally enter the land of Faeria itself, where you will be able to go and get some real work done.
The 'new' mechanic of this adventure is called 'Elusive'. Here it is:
Basically, it's the Faerie Dragon effect in a single word. This adventure will also introduce the new Fairy tribe, which synergises with the Elusive mechanic as well as having some synergy with beasts.
There is a prologue. Here it is, in the spoiler below.
Summary:
Titania is out hunting with Puck when they see a shadow in the woods. Sensing danger, she sends Puck back to inform Oberon and fights the monster herself. Puck returns to find both the monster and Titania missing.
The conversation that begins the prologue:
If you haven't guessed by now, you will be playing as Titania, the Fairy queen. Take a good look at your hero and hero power:
You will begin the battle at 45 health. Titania's hero power is extremely powerful, acting as a way to clear out some of the smaller dudes your adversary will summon whilst developing your hand. She plays like a combo deck, and your goal is mainly to stock up on powerful spells whilst staying alive, then kill your enemy within the span of a few turns. You will probably find it most beneficial to simply stall for time until you have gathered enough spells for an OTK. Your minions are few and far between, and generally either have spell damage or card draw effects (they won't be around for long, anyways). Here, take a look at some of the cards you will be using:
This here is your enemy and its hero power:
He'll play kind of like an aggro/zoo deck, spamming small minions and generally trying to overwhelm you. He's also not very smart, so playing around AOE and the like isn't going to cross his mind. He's not going to give you a lot of surprises, but that doesn't make him any easier. His hero power allows him to immediately repopulate the board after a clear, as well as get some good damage in. Luckily for you, he can't gain any armour or health, so you can burst him down quite quickly once you get enough spells. There will be times where he will overwhelm you and you can't do anything about it, but that's what the 'Retry' button is for.
All of his voice lines are some variant of 'ROAR'.
Here are some of his cards:
Once you 'defeat' him, this little 'conversation' will occur. You thought that was going to end him? You thought wrong. After all, if that did end him, there would be no adventure.
The screen blacks out, then comes back on with the heroes missing from their places (basically, where the heroes would normally be, there is only blank space).
And, finally, here are the rewards for clearing the battle:
Wind Shear is a mini-Flamecannon for druids. It kills almost every one drop (including Tunnel Trogg, Mana Wrym, and others) while also dealing with many 2 drops. 3 damage is still pretty significant wherever you are in the game, so it's not going to become useless later on.
The Faerie Enchantress is my take on a 2-drop for Priest. It can heal your own minions, then damage them (making it effectively a 'heal 1'), or it can even heal enemy characters that are on full health to get a delayed 'deal 2 damage'. You can force some really awkward trades with this by targeting an enemy 2/2 while the opponent has a 3/2 on the field. Also: it's extremely powerful with Auchenai Soulpriest and Embrace the Shadow.
The first battle of the first wing: Cliff Ascent.
Summary:
You have arrived at Faeria, having payed a band of seamen to take you here. A storm is coming in, and the captain of the ship drops you at the base of the seaside cliffs, the closest possible place to land. The captain gets the heck outta there after dropping you off, not wanting to endanger his crew, leaving you to scale the cliff alone with the threat of a storm behind you. Sound easy? Well, there's a catch - the cliff is crumbling away!
The conversation that begins this battle:
This is the boss you will be 'fighting'.
Every turn, you climb up a bit, only to slide back down because the cliff is crumbling away beneath you. How do you get up, then? Why, by dedicating more energy to climbing, so you can climb faster than the cliff crumbles! For this fight, your hero power is replaced by:
Yeah, that's right. You need to dedicate more mana to the act of climbing that cliff. The cliff would normally take 10 turns to climb, but since it's crumbling, it'll take longer. Your goal is to use your hero power 10 times, allowing you to get to the top of the cliff and to safety. Obviously, cards like the Garrison Commander and Coldarra Drake will be very useful. Sounds relatively easy, right? Well, no. For one, the storm is coming in behind you. If you still don't get to the top by the end of the twentieth turn, you are blown off the cliff and fall to your death.
So, you're on a timer. What's even worse? You lose if your health reaches 0 as well, and the boss isn't going to just let you climb without any interference. No. He will play minions, hit you with spells, and even knock you a few turns down the cliff. He plays cliff-dwelling minions like the Fierce Monkey (because Monkeys totally live on cliffs) as well as rock-made creatures like the Earth Elemental and the Rumbling Elemental.
All of his
(why am I referring to a cliff as a 'he'?)voice lines are some variant of 'crumble' or 'crack'.He even has a few of his own special cards to kill you some more:
Needless to say, he's not going to use Falling Rocks on you all that much, because that would just be unfair.
Once you finally scale the cliff, you have reached your destination: the magical land of Faeria itself. A holographic/arcane projection of Oberon is there, waiting for you. Here is the conversation that ensues:
[beat]
And, of course, you have your rewards! Here they are:
The Faerie Cliff Ranger is a way for you to get information. Using the information received, you can play around any AOE or Polymorph effects, as well as playing mindgames with your opponent. Note: both players see which card is revealed, similar to a Joust. (Is he baiting my hex with his Ragnaros so he can play his C'Thun, or is he just hoping I will think that way?)
Rockfall is a card the boss will use against you, and it's a pseudo AOE/Hard Removal for Druid. It summons Rolling Boulders (from the Temple Escape fight) for your opponent, and the boulders stay on the field to kill more unfortunate minions stuck in the wrong positions. Once all the boulders are done rolling, 1 will still remain on the opponent's side, allowing them to buff it (unfortunately).
The Second Fight: Fire Fairy Aera.
Summary:
You have just scaled the cliff and met with Puck, who is guiding you towards the capital of Faeria. Along the way, you see a flicker of firelight in the distance - it's Aera, a powerful Fire Mage who had become an arsonist without warning. The thunderstorm that you have been trying to outrun while climbing the cliff has arrived, and is raining lightning (and rain) down on both of you. Your job is to defeat her and stop her from burning the entire expanse of grassland you are standing on to the ground.
The conversation that kickstarts this battle:
As the battle starts, this happens:
Yep. You thought that mention of the storm up there was just for show? Nope. Lightning Storms will be raining down on both combatants throughout the entire battle. Good luck keeping minions on the board through all that. What does Puck have to say about this?
Anyways, it looks like the rain isn't going to stop her. Fighting is the only choice. This is who you'll be fighting through this encounter and her power:
Her hero power, Undying Fire, lets her 'burn' an enemy, making them take 1 damage at the end of every turn. That includes you. The effect doesn't stack, so you won't have to worry about being multi-burned to death. Any character that's 'burned' will have a kind of flickering flame animation over it. I would have keyworded the effect, but it's going to be a 1-of kind of thing, so it wasn't really worth it. She runs mainly fire-related spells like Fireball and Dragon's Breath, and packs a few minions as well, like the Fire Elemental. Your best bet is probably a spell-based deck, because your minions aren't going to stay alive for long.
Her voice lines:
Battle start:
When you make your first play:
Emote Response:
First Hero Power Use:
First time taking damage:
She has her own exclusive cards as well:
Once you finally defeat her, we get this little exchange:
[hero explodes]
And here are the rewards:
The Chained Fire Wisp is a powerful anti-aggro tool. Why didn't I just make it a 3/4 taunt with 'can't attack'? Well, this minions deals damage to its attacker BEFORE the attack connects, meaning that any minions with less than 3 health that try and attack this little guy just die without doing any damage. I'm not 100% sure that the wording conveys this accurately (I based it off Explosive Trap) but I reckon it does the job.
Flame Burst is kinda like a Fireball mixed with a Powershot. It's an alternative to Fireball for decks that have more trouble against swarms of small minions, and I reckon it'll be quite good at what it's supposed to do. It can also hit minions with Stealth or Elusive, which could turn out to be very valuable.
The Third and Final Fight (of the First wing): Ranger Captain Elura.
Summary:
Finally, you are about to enter the Steppes, the first part of your real adventure. As you are walking, Puck suddenly disappears somewhere, leaving you on your own. Just your luck - the instant he leaves, you run into Elura, the captain of what could be described as the Fairies' equivalent of the coast guard. With Puck, who was supposed to be your ticket into the realm gone, she attacks you, assuming that you are an intruder.
The conversation that starts off this battle:
*sound of bushes rustling.*
Unfortunately, your attempts to talk her down are in vain, and you are forced to fight. This is your enemy and her hero power:
Her hero power is extremely powerful, and pretty much guarantees her control over the board in the earlier stages of the game. She plays out a bit like a Midrange Hunter, running several beasts, Houndmasters, Kill Commands, some powerful weapons like the Gladiator's Longbow, and, of course, some Fairies. She can put a lot of pressure on you in the early turns, so your best bet is to aim for a early board-clear and start dropping your late-game minions which can survive her hero power shot, at which point it becomes a lot less threatening. She only has one exclusive card, but it's very powerful:
Anyways, here are her voice lines:
Battle Start:
First Hero Power Use:
First Hero (Weapon) Attack:
Emote Response:
Once you have gotten her within lethal range and are about to land the killing blow (you've dragged the red arrow to her face and released, and your hero/minion/spell is about to swing), Puck will stop you and this little conversation will occur:
And, of course, here are the rewards:
The Faerie Wolf Tamer is kind of a tech card against beast-heavy decks that's not too bad on its own either. It's sort of a reverse-Houndmaster that gets its value not from you having a beast but from your enemy having a beast. Hence, it has a higher payoff but the payoff is more uncertain. Like Kezan Mystic, it's not too bad when you play it on its own, either.
The Pack Leader is sorta like a bigger, badder, meaner Nightbane Templar for beasts instead of dragons. It summons the Dire Wolf Alphas on either side of him, like Dr. Boom. You're getting about 11/7 of stats spread across 5 bodies (including the ones buffed by the dire wolves) on the board for 7 mana, 3 of which are beasts. Not bad. Follow this up with Call of the Wild, and that's basically GG. I'm considering replacing it with this:
Here are the class challenge rewards, as well as the final legendary reward:
The Faerie Warwolf is received from the Hunter Class challenge, which is fought against Elura. Your deck is also quite a board-focused one, and has a whopping 10 Saboteurs to remove the threat of Elura's hero power in the early turns. Anyways, the card offers a possibility for a beast-fairy focused hunter deck, or it could be run in just a normal fairy deck for a 4 mana 4/4 charge. Not bad, eh? Also: Elura will use this against you.
Fire Fairy Aera is kind of an attempt to replicate the boss fight. This card has the potential to be extremely powerful in a combo deck with Shadowstep and Brann Bronzebeard. In other classes, it can be used as a way of slowly whittling down the enemy hero's health or removing their armour. Perhaps its a bit too powerful, but I'm not sure, considering it's near useless in the early game and is only good in stall-based matches or combo decks, and even then the combo does not instantly kill.
Lava Stream is basically a fireball for shamans. However, it's extremely powerful with Spell Damage, and can't hit face. I'm not sure if the wording makes that clear, but if you do this to a Kindly Grandmother, the first 1 damage will kill off the grandma, and then the second 2 damage will kill the Big Bad Wolf, so it's good against cards that spawn more dudes when they die. If it's a Haunted Creeper, the damage will only go to 1 of the spiders. If you haven't guessed, you'll be fighting the Fire Fairy for this challenge, with a deck focused on burst damage. Note: Aera will use this against you.
Why Rogue is my favourite class:
My submission for this week's card design competition.