About the Meat Hook. I think you misunderstood what I was saying. I didn't mean you should make it a 6 mana 3/3. I meant make it 6 mana OR make it a 3/3.
Will post feedback in the morning before I type up my submission. For now, I think I've finalised my cards. Any feedback/pointing out gamebreaking stuff would be appreciated :)
She likes her quiet. She gives quiet people chocolate, but only if they eat it quietly.
PurifySynergy! In all seriousness, Silence priest could be a thing, but it needs a bit more of a push. I'm thinking about giving this a 3/4 stat boost though.
Ironbark Protector's grandfather. Smells of woodchips.
Reworked from a former post. 4/3 for 1 seems OP, but by the time you get to attack, it's a 4/2, and would trade with some 1 drops and most 2 drops. Would find a home in Aggressive Druid decks
Some people say Garrosh has a death wish. Those same people actually have a death wish.
New Warrior Finisher. For example, Kor'kron Elite becomes a 6/1 Charge. Could fit a new Zoo style archetype, fit in Patron, or just an alternate finisher for other decks. Really worried this is broken.
Zzzap, crackle, pow!
Pretty happy with this. Will trade with any 1 drop and nearly every 2 drop in the game, and has a limited value later on.
Defending Silvermoon with just her wits and her unnecessarily low cut armour. Every distraction counts.
A bit dull, but there is Reverse Synergy in this wing, and there will be more later. I really wish I hadn't added this mechanic, but it's too late now.
It's hard to fight when a wolf is chewing on your leg.
A bit WOTOGish, a reverse Dire Wolf Alpha. Reverse Synergy!
Shivarra cults have the best punch. It's actually spiked. With spikes.
Can enable good trades, or act as a stronger Dark Iron Dwarf in Zoo, but with limited targeting.
Look at the cute widdle existence destroyer!
Reworked from previous. The main issue with the original design was the tempo gain vs the drawback. Now the drawback is harsher, and I doubt many would put this in a non-dragon deck.
Just think how much better your bones would look on the outside.
No changes, had good feedback, decided the stats were ok.
Such mean whispers. You don't look like a Leper Gnome. Honest.
6/7 for 5, over 2 bodies, and requiring another minion to be in play for a curve play seems balanced to me. Not entirely sure what deck it would fit it though. It wouldn't work with N'zoth if anyone was wondering, same as Infest.
Ready to fight in the shade?
Questionable feedback, but I'm sold on the idea. Strong vs Zoo, weak, but not entirely useless against control. Just 2 minions makes this a slightly more expensive Consecration. 4 makes this a cheap Flamestrike.
Uther sometimes uses a brief respite to make sure his armour is shiny. No one wants to die in dirty armour.
Paladin survival tool. Could be played around the same way you play around Eye for an Eye, but does anyone expect that?
Fun fact. Sylvanas' favourite party song is the Hokey Cokey.
Back to the original. An anti-aggro, bad tempo card. For use in Combo and control decks, to just keep sticking taunts up and keep damage down.
Will post feedback in the morning before I type up my submission. For now, I think I've finalised my cards. Any feedback/pointing out gamebreaking stuff would be appreciated :)
She likes her quiet. She gives quiet people chocolate, but only if they eat it quietly.
PurifySynergy! In all seriousness, Silence priest could be a thing, but it needs a bit more of a push. I'm thinking about giving this a 3/4 stat boost though.
Ironbark Protector's grandfather. Smells of woodchips.
Reworked from a former post. 4/3 for 1 seems OP, but by the time you get to attack, it's a 4/2, and would trade with some 1 drops and most 2 drops. Would find a home in Aggressive Druid decks
Some people say Garrosh has a death wish. Those same people actually have a death wish.
New Warrior Finisher. For example, Kor'kron Elite becomes a 6/1 Charge. Could fit a new Zoo style archetype, fit in Patron, or just an alternate finisher for other decks. Really worried this is broken.
Zzzap, crackle, pow!
Pretty happy with this. Will trade with any 1 drop and nearly every 2 drop in the game, and has a limited value later on.
Defending Silvermoon with just her wits and her unnecessarily low cut armour. Every distraction counts.
A bit dull, but there is Reverse Synergy in this wing, and there will be more later. I really wish I hadn't added this mechanic, but it's too late now.
It's hard to fight when a wolf is chewing on your leg.
A bit WOTOGish, a reverse Dire Wolf Alpha. Reverse Synergy!
Shivarra cults have the best punch. It's actually spiked. With spikes.
Can enable good trades, or act as a stronger Dark Iron Dwarf in Zoo, but with limited targeting.
Look at the cute widdle existence destroyer!
Reworked from previous. The main issue with the original design was the tempo gain vs the drawback. Now the drawback is harsher, and I doubt many would put this in a non-dragon deck.
Just think how much better your bones would look on the outside.
No changes, had good feedback, decided the stats were ok.
Such mean whispers. You don't look like a Leper Gnome. Honest.
6/7 for 5, over 2 bodies, and requiring another minion to be in play for a curve play seems balanced to me. Not entirely sure what deck it would fit it though. It wouldn't work with N'zoth if anyone was wondering, same as Infest.
Ready to fight in the shade?
Questionable feedback, but I'm sold on the idea. Strong vs Zoo, weak, but not entirely useless against control. Just 2 minions makes this a slightly more expensive Consecration. 4 makes this a cheap Flamestrike.
Uther sometimes uses a brief respite to make sure his armour is shiny. No one wants to die in dirty armour.
Paladin survival tool. Could be played around the same way you play around Eye for an Eye, but does anyone expect that?
Fun fact. Sylvanas' favourite party song is the Hokey Cokey.
Back to the original. An anti-aggro, bad tempo card. For use in Combo and control decks, to just keep sticking taunts up and keep damage down.
Tokens:
Andorhal Necromancer:
Darrowmere Whisperer:
I've commented on yours before and for some of these they've stayed the same, so I'll just comment on the more notable ones: SIlvermoon Cleric – Considering this is a class card and it not only requires another minion, but another SILENCED minion, I think you can get away with giving her 3/3 worth of stats. Minor change that makes her playable. Sub-par 3-drop or super value on specific decks in specific situations. Decaying Treant – After designing a few of these low cost good stat with drawback cards, I think they key to avoid OP status is the attack. Sure, it's decaying, but 4-attack means this measly 1-drop can trade with 3-drops consistently, and even later drops rather well. Imagine hitting a 6-mana 5/5 with a ping + Decaying Treant. It's essentially a 1-mana Ice Rager, which you would think is bad but in certain situations (e.g. empty board, you are ahead), it's big pressure, and when are you almost always certain to have an empty board and ahead? Turn 1.
I would redesign him so that at most, he has 3-attack. That's already pushing it. Personally I try to keep all my 1-drops at 2 Attack or less. Death Wish – The potential for massive damage is too great, I think this is broken. If you want a finisher like this (something Warrior really doesn't need right now), I'd rather it be a flat attack raise. Think "cheaper Bloodlust at the cost of minion health". Still I think Warriors do not need another finisher. They've got OTKs and Chargers for days. Your Reverse cards in general – Many new mechanics / keywords in this adventure competition, but only some do it right. I think reverse is one of them. With a handful of simple reverse cards, you're essentially creating a whole new archetype (considering you would rarely want to run Dire Wolf Omega in a non-Reverse deck, unless in Arena).
Okay, before I post them, here are the cards I have planned (there are a lot of them, but I hope I can get away with it). What do you think? I'll review some of the other cards later.
First fight (and Class Challenge): Dragonfly Queen.
The Hive Guard comes from the Class Challenge. If you compare it to Dark Arrakoa, it loses 2 attack and the C'thun buff in favour of letting your hero potentially gain 7+ Armor instead. Maybe I should nerf it to 6 health, but then it feels kind of underpowered.
The Dragonfly Nest is kind of like a bigger, slightly scarier Dragon Egg. The fact that the Dragonflies are 1/1s makes it hard for you to intentionally trigger this guy's effect over and over due to most of the cards that deal 1 damage to your dudes hit all of them.
The Dragonfly Swarm is an attempt to remedy the main problem with cards that randomly deal damage to random enemies: the damage to face is usually wasted. In this case, if the damage goes to face, you get a 1/1 out of it. 5 damage for 4 is kind of weak, but the synergy with Timber Wolf and Scavenging Hyena is off the charts.
Token:
Second Fight (And Class Challenge): Spring Keeper Vera.
Here we begin to see the Fairy synergy.
The Dryad is an example of how this synergy works. These are effects that work based on how many Fairies you control, sometimes requiring less than a certain number, sometimes requiring more. By itself, it's basically a Murloc Raider with different tribal synergy, but when you have 2 fairies on the field, it provides a total 2/3 of stats.
Sacred Springs is Fairy synergy for the priest class. By healing the fairies and giving them buffs, it forces you to choose between trading without the buffs and healing or buff then trade at the expense of the healing. It may be a little weak, so I'm considering buffing it to 2 mana (compare with Power of the Wild). The tribal tag at the bottom is a type that will be fixed.
The Spring Maiden is kind of a Nightbane Templar, received from the mage class challenge. Compared to that card, this card triggers all the time at the expense of 1 health point, and also allows you to choose to save the Sprites for later. You can use this to manipulate the amount of fairies you control to gain maximum value from the buffs.
The Faerie Lightsworn is a 2 drop for Paladin. It's a stronger Shielded Minibot on your turn and a weaker one on your opponent's. I'm not so sure about how powerful it actually is, but I reckon it's at least playable.
Token:
Third Fight (and Class Challenge): Swarmlord Xorlaz
The Lost Child is more Fairy synergy. While weak on its own, once you control 3 fairies it becomes a 1 mana 2/3 with Spell Damage and a tribal tag. I'm going to reword it to '3 or more', which makes more sense. Obviously, it's quite powerful on an already established board, and can provide some nice boosts to your spells.
Faerie Ambusher is a bit of Elusive synergy. Since Elusive itself is a tricky mechanic, synergy with it will probably rely on having minions that have it as a condition for some sort of buff or effect. This allows for your Elusive minions to perform all sorts of trades for free for a turn. It may be understatted, but since the effect can be extremely powerful, I'm withholding judgment for now.
The Faerie Sharpshooter is received from the Rogue class challenge. I didn't penalise its stats because the effect is generally not that useful. there are very few minions with Stealth that are being played these days, but it allows you to pick off Concealed minions (in your face, Miracle Rogue! Where's your Gadgetzan now?). It can ignore taunt (face rogue?) but as a rogue, is there really a need to ignore taunt these days? 4/3 for 3 isn't exactly bad, but it's certainly not ideal either.
Twisting Roots is a kind of pseudo-removal for Warlock. Compared to Aldor Peacekeeper, it allows you to completely disable a minion while putting your own on the board, while costing more and having 'Can't Attack'. Since Warlock can do a lot with 'Can't Attack' minions, this can offer all sorts of utility.
Final Legendary:
It's kind of an [deck]Arcane Missiles[/deck] type of healing. Unlike Ragnaros, Lightlord, this card will split its healing amongst damaged friendly characters, allowing it to simultaneously heal your minions while healing your face when necessary. Think of it as a kind of Healing Totem combined with Vitality Totem. Great for priest's 'Whenever a character is healed' cards, allowing some pretty cool Holy Champion gimmicks. She should be a fairy, but since I'm an idiot, I forgot to add the tag.
Also, how do you centre two images, like it shows in the example submission? When I try, they just go one underneath the other.
I've made a lot of progress on my wing, creating all of the deck lists. I've also responded to feedback. The main changes I've made are:
Direwolf Beta and Windroc Screecher buffed.
I've switched out Ancestral Grounds as an example card in favor of Direwolf Beta.
I've added additional flavor and difficulty to the Tusker fight.
Here is my updated Wing 2 post in it's entirety. Please give me any feedback you can, and I'll try to give feedback on yours, as well:
In Nesingwary's Expedition, you journey across the world with Hemet Nesingwary, hunting down great and legendary Beasts. In the first wing, you proved yourself to Nesingwary in Stranglethorn Vale. Now, Hemet has taken his expedition through the Dark Portal to Nagrand to hunt greater game there. As you arrive, he introduces you to a native Ogre guide he has hired, Ro'Mog. Ro'Mog accompanies you on the first three encounters in Nagrand. He proves extremely unreliable, shooting your own minions “by accident” in the first boss fight, and giving you very bad directions in the chase sequences in the second battle. He then betrays you in the Ring of Blood, trying to kill you off to gain favor with his father, Mogor.
Fight 1 - Gutripper:
Gutripper is the first boss in Nagrand. A giant Windroc, his Hero Power is a Piercing Screech that sets the Attack of one of your minions to 1.In the intro to this fight, Ro’Mog offers to lead you to this first deadly Beast to hunt in Nagrand and Hemet sends you off.
Additionally in this fight, Ro’Mog, your Ogre Hunter guide, tries to help you out. He tries to shoot Gutripper, but he misses every time, hitting one of your minions instead. This deals 3 damage on normal and 5 damage on Heroic. He does this every third turn.
This is kind of a unique fight. The Hero Power doesn’t have enough room to describe what it does really. Every time you would bring Bach’lor’s health below a 5 health interval, it is set to that interval (i.e., if you deal 4 damage to him and he’s at 27 health, his health goes to 25), and he “runs away”. This means your turn ends, all minions are shuffled into their owner’s deck (on Heroic, Bach’lor’s minions go back to his hand instead) and you have to chase after him. Your Ogre Hunter guide, Ro’Mog, gives you directions each time on how to catch him. These will be like “Cross the bridge, jump over the canyon, and climb over the rock”. It’s always three, chosen from a large pool. You then have to lay chase, and you are given three choices in a row. From the previous example, you would have to choose between crossing a bridge or fording a river, then you have to jump over a canyon or get in a goblin catapult, then you have to either climb over a rock or go around it. These choices are given to you like in Temple Escape, where two cards appear on the screen and you have to click one. Choose the wrong one and you take 5 damage. The trick is, though, that you not only need to remember what Ro’Mog told you, but you have to do the opposite of what he says. He’s not very reliable!
After you go through the chase sequence, you fight Bach’lor again. He will summon a Nagrand minion to his side after each of these chases (See the spoiler below for the pool he draws from). On Heroic, he summons three (his hero power is also exactly the same on Heroic, but the fight is made harder because he has 15 armor, which means 3 more chases). You win the fight as soon as you bring him to zero health, but that means going through 5 chase sequences.
In the third encounter in Nagrand, your Ogre guide leads you to the Ring of Blood to fight Brokentoe, an aged clefthoof. Of course, the Ring of Blood is where adventurers come to fight gladiatorial matches, led by Mogor the Ogre. Once you defeat Clefthoof, Gurgthock, the goblin announcer, won't let you leave, egging you on, and you have to defeat other fearsome enemies before fighting the Champion of the Warmaul, Ro’Mog, your Ogre hunter guide. Only then are you allowed to leave to carry on with your hunt.
You fight four mini-bosses in total during this encounter: Brokentoe, the Clefthoof; Rokdar, the Sundered Lord; Skra’gath, the Voidcaller, and finally, Ro’Mog, the Warmaul Champion. Each has at least 15 health, making this a battle of endurance (on Heroic, they have an additional 5 armor, and Ro’Mog has 10 armor). See the spoilers below for more details:
Nesingwary: “Okay, laddie/lassie, Ro’Mog’s led us to one of the most fearsome beasts in Nagrand: Brokentoe! Let’s bag ‘im and get out of this dump.”
Gurgthock: “Look at this, folks! We’ve got a new challenger! Does he/she have what it takes, or will Brokentoe run right over him/her? Seriously, we’re still cleaning the last guy off the floor!”
Ro’Mog: “Okay, you fight clefthoof now. Me help you, but….uh….rules say one fighter at a time!”
Brokentoe is your first adversary in the Ring of Blood. WoW veterans will remember the Ring of Blood as an arena where you fight NPC bosses one after another, with an eager goblin announcer cheering you on. As such, this clefthoof is the first of four bosses in the fight.
Drawing inspiration from Stampeding Kodo, which uses Brokentoe’s art from the TCG, his Hero Power can destroy a random minion that Costs (2) or less, discouraging the use of swarm tactics for this boss (or maybe you want to use tons of cheap tokens so that he’s spending 4 mana to kill a 1/1).
Brokentoe’s deck has no minions, and it is only 15 cards, consisting of spells similar to the Feral Druid cards like Claw and Bite, as well as plenty of removal (for example, he has a card that returns a minion to your deck). Additionally he has a number of “Enrage” cards that permanently increase his attack by 1 (2) on Heroic. He also has a “Rest” card (you, know, like Snorlax) that returns him to full health, but resets his Attack to zero. It has a high mana cost, so you might want to try to finish him off before that.
After you beat Brokentoe, Nesingwary hasn’t realized that the fighting in the Ring of Blood mean you’re in for the long haul.
Nesingwary: “Good job, adventurer! Now, let’s get goin’. There’s one more Beast to hunt on the wild Nagrand plains. A great…”
Gurgthock: “Hey! Not so fast! That gate isn’t opening until you’re done here! There’s more challengers for you to fight!”
Nesingwary: “Oh, well, it was nice knowin’ ya! I guess I’ll have to go find a new adventurer to hunt down the rest o’ these beasts…”
Nesingwary heads off (he was just watching from the stands). You’re next challenger arrives:
Gurgthock: “Next up we have Rokdar, the Sunderlord Lord! This colossus hails from the Blade’s Edge Mountains, where he eats boulders for breakfast. Literally! He’s stomped out all competition so far, and it looks our challenger is about to get rocked!”
Rokdar appears as the new boss to fight. He also has 15 health, and his Hero power returns a minion to its owner’s hand. He starts the fight with 4 mana crystals, and, on his first turn, casts a spell that returns all minions to their owner’s hand (War Stomp). Additionally, the first time you get him below 10 health, he instantly summons three 0/1 Crystal Shards with Taunt (0/3 on Heroic). He does the same thing when he goes below 5 health.
He has a 15 card deck as well, which consists of removal cards, like one which shuffles a minion into your deck (while also increasing its cost). He also has some weapons, like a 3 mana 4/3 Stone Fist. Also, reflecting his stone skin, he has a spell called Harden, that reduces the next source of damage to 1.
Gurgthock: “Our challenger is tearing through the ranks! But this next fighter casts an impressive shadow. And he know all about shadows, being a void lord and all! Give it up for Skra’gath! It’s all or nothing now!”
The third boss in the encounter is Skar’gath, a Void Lord. In WoW, he was resistant to magic, and his hero power was inspired by that. Similar to Loatheb’s ability, it makes it difficult for you to cast spells. When the fight begins, Skra’gath starts with 15 health and 6 mana crystals. He begins with three Voidwalkers on the table (5 on Heroic) and casts a spell which casts Corruption on all of your minions.
His deck is only 15 cards, but it contains minions, unlike the previous two bosses. He summons demons, but also has some removal. His spells include Demonwrath and Drain Life.
Now, throughout the fights, Ro’Mog, the Ogre Hunter who has been leading you around through this wing of the adventure, talks with Mogor, leader of the Ring of Blood. It turns out that Ro’Mog is Mogor’s son. Additionally, he takes credit for killing the first two bosses of the wing and claims you tried to steal his kills. While Mogor was initially dismissive of Ro’Mog, implying he was a chronic underachiever, his status is now elevated to the Warmaul Champion, which is why he led you around Nagrand, killing Beasts. Now, of course, he wants to have you killed off in the Ring of Blood so you can’t reveal his lies.
After you kill Skar’gath, Mogor tasks Ro’Mog with killing you. It’s his duty now, being the Champion and all.
Ro’Mog is the final boss in the encounter. He starts with 20 health and 8 mana crystals. When the fight begins, he sets the health of all your minions to 1, and he equips an awesome weapon:
Note that it has no durability, so it never goes away. He basically gets to deal 2 damage to whatever he wants each turn. His Hero Power sets the health of a random minion to 1 every turn, making them easy to remove.
Ro’Mog’s deck (a full 30 cards this time) consists of a number of Hunter cards, as well as Ogres. He will equip a lot of Secrets, so you have to watch out for those. He also has lots of low damage removal to take advantage of his Hero Power.
Tusker is the final boss of the Nagrand wing. Her Hero power is passive, and prevents any minion with less than 5 attack (7 on Heroic) from damaging her. To synergize with this hero power, she has a number of cards that reduce the attack of your minions. Note that this power has no effect on your hero attacking, or from spell damage.
In addition to this Hero Power, Tusker has another powerful mechanic. She starts the battle with two Elekks that help out minions between them (and each other):
Heroic Versions:
Remember, ‘surviving combat’ means that when a minion attacks another minion, or is attacked, and it survives. Tusker has cards to synergize with this mechanic, as well, such as Commanding Shout and Bestial Wrath. Also, while it’s easy to kill these minions, Tusker has a card that resummons them, which she’ll only use if they both die. Four of those are in her deck. Note that the Matriarchs are always summoned on the far left and right of the board, so that their directional abilities are optimized.
Card Sources: Direwolf Beta - Tusker, Ogre Hunter - Ring of Blood, Tusker - Wing Completion
Dire Wolf Beta - This is a minion with 2 mana worth of stats for one mana, but with a downside just like Zombie Chow and Flame Imp. The downside means this will mainly be used in aggro decks, or as a turn 1 drop that you trade away ASAP. This is one of several, new cheap Beasts in this adventure.
Ogre Hunter - Ogre Hunter is, I think, an interesting variation on the Ogre mechanic. It represents a distracted Ogre hunting a Beast instead of fighting his intended target. You get a better discount than for Ogre Brute, but the downside is worse.
Tusker - This is an example of the survival mechanic that is one of the main theme’s of the adventure (since the animal kingdom is about survival of the fittest). Note that this effect synergizes well with mechanics like Immune and Divine Shield.
Here are the rest of the cards from the wing:
Card Sources: Primal Rage - Gutripper (Warrior Class Challenge), Air Elemental - Bach’lor, Ancestral Grounds - Ring of Blood (Shaman Class Challenge), Windroc Screecher - Gutripper
Primal Rage - Like Cold Blood, this can give a minion +4 Attack for 1 mana, but with a condition.
Air Elemental - This is a minion that’s hard to kill. But you can’t really abuse the mechanic too much because it can only deal 1 damage, too.
Ancestral Grounds - I really enjoyed coming up with the flavor of this card. Orc Shaman have a connection with the land in Nagrand, and you can find the spirits of their ancestors at the Ancestral Grounds there. This card represents communing with those spirits, bringing back 1/1 copies of your minions that died. This is a theme similar to Ancestral Spirit and Reincarnate.
And, no, the 1/1 copies of minions mechanic is NOT associated with Priests. There is a single priest card with that mechanic. There is also a Rogue minion with it and Barnes, a neutral minion. Just because people put Barnes in Priests decks doesn’t make a neutral card somehow associated with Priests. With three cards with this mechanic in three different classes, this is a mechanic that can spread to others.
Windroc Screecher - This can be a powerful tool, especially against an Aggro deck with lots of low Attack minions. The effect is reciprocal, though, so it’s best used in Control decks.
I've reviewed yours before but just a quick note on something I noticed. Wording for Dire Wolf should be "Can't" if you want to keep it consistent with HS wording conventions. They've always used "Can't", never "Cannot", but I suppose you should only change it if you're a stickler for that sort of thing (Like I am xD)
Quick shoutout to Air Elemental and Ancestral Grounds for being my favorites from your submission. I like the potential for Air Elemental to be super great with buffs and despite what some have been saying, I would say you could get away with Ancestral Grounds if it was a Shaman card.
I've made a lot of progress on my wing, creating all of the deck lists. I've also responded to feedback. The main changes I've made are:
Direwolf Beta and Windroc Screecher buffed.
I've switched out Ancestral Grounds as an example card in favor of Direwolf Beta.
I've added additional flavor and difficulty to the Tusker fight.
Here is my updated Wing 2 post in it's entirety. Please give me any feedback you can, and I'll try to give feedback on yours, as well:
In Nesingwary's Expedition, you journey across the world with Hemet Nesingwary, hunting down great and legendary Beasts. In the first wing, you proved yourself to Nesingwary in Stranglethorn Vale. Now, Hemet has taken his expedition through the Dark Portal to Nagrand to hunt greater game there. As you arrive, he introduces you to a native Ogre guide he has hired, Ro'Mog. Ro'Mog accompanies you on the first three encounters in Nagrand. He proves extremely unreliable, shooting your own minions “by accident” in the first boss fight, and giving you very bad directions in the chase sequences in the second battle. He then betrays you in the Ring of Blood, trying to kill you off to gain favor with his father, Mogor.
Fight 1 - Gutripper:
Gutripper is the first boss in Nagrand. A giant Windroc, his Hero Power is a Piercing Screech that sets the Attack of one of your minions to 1.In the intro to this fight, Ro’Mog offers to lead you to this first deadly Beast to hunt in Nagrand and Hemet sends you off.
Additionally in this fight, Ro’Mog, your Ogre Hunter guide, tries to help you out. He tries to shoot Gutripper, but he misses every time, hitting one of your minions instead. This deals 3 damage on normal and 5 damage on Heroic. He does this every third turn.
This is kind of a unique fight. The Hero Power doesn’t have enough room to describe what it does really. Every time you would bring Bach’lor’s health below a 5 health interval, it is set to that interval (i.e., if you deal 4 damage to him and he’s at 27 health, his health goes to 25), and he “runs away”. This means your turn ends, all minions are shuffled into their owner’s deck (on Heroic, Bach’lor’s minions go back to his hand instead) and you have to chase after him. Your Ogre Hunter guide, Ro’Mog, gives you directions each time on how to catch him. These will be like “Cross the bridge, jump over the canyon, and climb over the rock”. It’s always three, chosen from a large pool. You then have to lay chase, and you are given three choices in a row. From the previous example, you would have to choose between crossing a bridge or fording a river, then you have to jump over a canyon or get in a goblin catapult, then you have to either climb over a rock or go around it. These choices are given to you like in Temple Escape, where two cards appear on the screen and you have to click one. Choose the wrong one and you take 5 damage. The trick is, though, that you not only need to remember what Ro’Mog told you, but you have to do the opposite of what he says. He’s not very reliable!
After you go through the chase sequence, you fight Bach’lor again. He will summon a Nagrand minion to his side after each of these chases (See the spoiler below for the pool he draws from). On Heroic, he summons three (his hero power is also exactly the same on Heroic, but the fight is made harder because he has 15 armor, which means 3 more chases). You win the fight as soon as you bring him to zero health, but that means going through 5 chase sequences.
In the third encounter in Nagrand, your Ogre guide leads you to the Ring of Blood to fight Brokentoe, an aged clefthoof. Of course, the Ring of Blood is where adventurers come to fight gladiatorial matches, led by Mogor the Ogre. Once you defeat Clefthoof, Gurgthock, the goblin announcer, won't let you leave, egging you on, and you have to defeat other fearsome enemies before fighting the Champion of the Warmaul, Ro’Mog, your Ogre hunter guide. Only then are you allowed to leave to carry on with your hunt.
You fight four mini-bosses in total during this encounter: Brokentoe, the Clefthoof; Rokdar, the Sundered Lord; Skra’gath, the Voidcaller, and finally, Ro’Mog, the Warmaul Champion. Each has at least 15 health, making this a battle of endurance (on Heroic, they have an additional 5 armor, and Ro’Mog has 10 armor). See the spoilers below for more details:
Nesingwary: “Okay, laddie/lassie, Ro’Mog’s led us to one of the most fearsome beasts in Nagrand: Brokentoe! Let’s bag ‘im and get out of this dump.”
Gurgthock: “Look at this, folks! We’ve got a new challenger! Does he/she have what it takes, or will Brokentoe run right over him/her? Seriously, we’re still cleaning the last guy off the floor!”
Ro’Mog: “Okay, you fight clefthoof now. Me help you, but….uh….rules say one fighter at a time!”
Brokentoe is your first adversary in the Ring of Blood. WoW veterans will remember the Ring of Blood as an arena where you fight NPC bosses one after another, with an eager goblin announcer cheering you on. As such, this clefthoof is the first of four bosses in the fight.
Drawing inspiration from Stampeding Kodo, which uses Brokentoe’s art from the TCG, his Hero Power can destroy a random minion that Costs (2) or less, discouraging the use of swarm tactics for this boss (or maybe you want to use tons of cheap tokens so that he’s spending 4 mana to kill a 1/1).
Brokentoe’s deck has no minions, and it is only 15 cards, consisting of spells similar to the Feral Druid cards like Claw and Bite, as well as plenty of removal (for example, he has a card that returns a minion to your deck). Additionally he has a number of “Enrage” cards that permanently increase his attack by 1 (2) on Heroic. He also has a “Rest” card (you, know, like Snorlax) that returns him to full health, but resets his Attack to zero. It has a high mana cost, so you might want to try to finish him off before that.
After you beat Brokentoe, Nesingwary hasn’t realized that the fighting in the Ring of Blood mean you’re in for the long haul.
Nesingwary: “Good job, adventurer! Now, let’s get goin’. There’s one more Beast to hunt on the wild Nagrand plains. A great…”
Gurgthock: “Hey! Not so fast! That gate isn’t opening until you’re done here! There’s more challengers for you to fight!”
Nesingwary: “Oh, well, it was nice knowin’ ya! I guess I’ll have to go find a new adventurer to hunt down the rest o’ these beasts…”
Nesingwary heads off (he was just watching from the stands). You’re next challenger arrives:
Gurgthock: “Next up we have Rokdar, the Sunderlord Lord! This colossus hails from the Blade’s Edge Mountains, where he eats boulders for breakfast. Literally! He’s stomped out all competition so far, and it looks our challenger is about to get rocked!”
Rokdar appears as the new boss to fight. He also has 15 health, and his Hero power returns a minion to its owner’s hand. He starts the fight with 4 mana crystals, and, on his first turn, casts a spell that returns all minions to their owner’s hand (War Stomp). Additionally, the first time you get him below 10 health, he instantly summons three 0/1 Crystal Shards with Taunt (0/3 on Heroic). He does the same thing when he goes below 5 health.
He has a 15 card deck as well, which consists of removal cards, like one which shuffles a minion into your deck (while also increasing its cost). He also has some weapons, like a 3 mana 4/3 Stone Fist. Also, reflecting his stone skin, he has a spell called Harden, that reduces the next source of damage to 1.
Gurgthock: “Our challenger is tearing through the ranks! But this next fighter casts an impressive shadow. And he know all about shadows, being a void lord and all! Give it up for Skra’gath! It’s all or nothing now!”
The third boss in the encounter is Skar’gath, a Void Lord. In WoW, he was resistant to magic, and his hero power was inspired by that. Similar to Loatheb’s ability, it makes it difficult for you to cast spells. When the fight begins, Skra’gath starts with 15 health and 6 mana crystals. He begins with three Voidwalkers on the table (5 on Heroic) and casts a spell which casts Corruption on all of your minions.
His deck is only 15 cards, but it contains minions, unlike the previous two bosses. He summons demons, but also has some removal. His spells include Demonwrath and Drain Life.
Now, throughout the fights, Ro’Mog, the Ogre Hunter who has been leading you around through this wing of the adventure, talks with Mogor, leader of the Ring of Blood. It turns out that Ro’Mog is Mogor’s son. Additionally, he takes credit for killing the first two bosses of the wing and claims you tried to steal his kills. While Mogor was initially dismissive of Ro’Mog, implying he was a chronic underachiever, his status is now elevated to the Warmaul Champion, which is why he led you around Nagrand, killing Beasts. Now, of course, he wants to have you killed off in the Ring of Blood so you can’t reveal his lies.
After you kill Skar’gath, Mogor tasks Ro’Mog with killing you. It’s his duty now, being the Champion and all.
Ro’Mog is the final boss in the encounter. He starts with 20 health and 8 mana crystals. When the fight begins, he sets the health of all your minions to 1, and he equips an awesome weapon:
Note that it has no durability, so it never goes away. He basically gets to deal 2 damage to whatever he wants each turn. His Hero Power sets the health of a random minion to 1 every turn, making them easy to remove.
Ro’Mog’s deck (a full 30 cards this time) consists of a number of Hunter cards, as well as Ogres. He will equip a lot of Secrets, so you have to watch out for those. He also has lots of low damage removal to take advantage of his Hero Power.
Tusker is the final boss of the Nagrand wing. Her Hero power is passive, and prevents any minion with less than 5 attack (7 on Heroic) from damaging her. To synergize with this hero power, she has a number of cards that reduce the attack of your minions. Note that this power has no effect on your hero attacking, or from spell damage.
In addition to this Hero Power, Tusker has another powerful mechanic. She starts the battle with two Elekks that help out minions between them (and each other):
Heroic Versions:
Remember, ‘surviving combat’ means that when a minion attacks another minion, or is attacked, and it survives. Tusker has cards to synergize with this mechanic, as well, such as Commanding Shout and Bestial Wrath. Also, while it’s easy to kill these minions, Tusker has a card that resummons them, which she’ll only use if they both die. Four of those are in her deck. Note that the Matriarchs are always summoned on the far left and right of the board, so that their directional abilities are optimized.
Card Sources: Direwolf Beta - Tusker, Ogre Hunter - Ring of Blood, Tusker - Wing Completion
Dire Wolf Beta - This is a minion with 2 mana worth of stats for one mana, but with a downside just like Zombie Chow and Flame Imp. The downside means this will mainly be used in aggro decks, or as a turn 1 drop that you trade away ASAP. This is one of several, new cheap Beasts in this adventure.
Ogre Hunter - Ogre Hunter is, I think, an interesting variation on the Ogre mechanic. It represents a distracted Ogre hunting a Beast instead of fighting his intended target. You get a better discount than for Ogre Brute, but the downside is worse.
Tusker - This is an example of the survival mechanic that is one of the main theme’s of the adventure (since the animal kingdom is about survival of the fittest). Note that this effect synergizes well with mechanics like Immune and Divine Shield.
Here are the rest of the cards from the wing:
Card Sources: Primal Rage - Gutripper (Warrior Class Challenge), Air Elemental - Bach’lor, Ancestral Grounds - Ring of Blood (Shaman Class Challenge), Windroc Screecher - Gutripper
Primal Rage - Like Cold Blood, this can give a minion +4 Attack for 1 mana, but with a condition.
Air Elemental - This is a minion that’s hard to kill. But you can’t really abuse the mechanic too much because it can only deal 1 damage, too.
Ancestral Grounds - I really enjoyed coming up with the flavor of this card. Orc Shaman have a connection with the land in Nagrand, and you can find the spirits of their ancestors at the Ancestral Grounds there. This card represents communing with those spirits, bringing back 1/1 copies of your minions that died. This is a theme similar to Ancestral Spirit and Reincarnate.
And, no, the 1/1 copies of minions mechanic is NOT associated with Priests. There is a single priest card with that mechanic. There is also a Rogue minion with it and Barnes, a neutral minion. Just because people put Barnes in Priests decks doesn’t make a neutral card somehow associated with Priests. With three cards with this mechanic in three different classes, this is a mechanic that can spread to others.
Windroc Screecher - This can be a powerful tool, especially against an Aggro deck with lots of low Attack minions. The effect is reciprocal, though, so it’s best used in Control decks.
Dire Wolf Beta - I like this one. This could fill the blank as early game for control decks after Zombie Chow got kicked out of standard.
Ogre Hunter - feels like it could at least be a 6/6. We already have a 4 mana 7/7, this would not brake the game. Compared to Ogre Brute you only get +2/+1 for 1 mana, but if Ogre Brute misses his attack, you still deal 4 damage somewhere. In case of Ogre Hunter the damage is completely wasted and sometimes you even give your opponent something useful like the deathrattle from Webspinner.
Tusker - You could also say "survive damage" like Grim Patron. It would also work on self damaging spells that way, warriors could abuse it, but I can't really think of where to use this card the way it is worded now.
Primal Rage - I have to be honest, I don't like this card, sorry. XD It feels weak compared to Blessing of Might and Power Overwhelming on one hand, but on the other makes Worgen Warrior OTK decks so much easier, and I find OTK annoying. If it would give something besides attack it would feel healthier for the game. EDIT: To recap, it's 1-mana-8-face-damage for OTK but other warrior decks won't even look at it.
Air Elemental - I like this one. Play this turn 2, put Mark of Nature on it turn 3, watch the zoolock sweating while you prepare your ramp. Clear card, interesting to combine with others. This I would put out of spoilers as example card.
Ancestral Grounds - This feels awkward in shaman since it discourages you from using your hero power. Otherwise I really like the effect, but I would rather see it in any class besides paladin or shaman.
Windroc Screechcer - feels like it could be a 4/3 at least since the effect is symmetrical, but I'm not sure. Just as with Tusker, I don't know where to use it the way it is. As an anti aggro card he still dies to almost everything and your opponent's 2 mana 3/2 minion still trades for it after the buff is applied. If it would give -1 only to enemy minions at least it could be used before trading. If it would reduce attack for more than 1 it could be an anti aggro card.
I already posted my submission so it's kinda late for reviews and if I made something wrong I would rather live in blissfulignorance. XD
Edit: To be clear on Ogre Hunter, I very much like the effect, but I just think the card is understated.
I've reviewed yours before but just a quick note on something I noticed. Wording for Dire Wolf should be "Can't" if you want to keep it consistent with HS wording conventions. They've always used "Can't", never "Cannot", but I suppose you should only change it if you're a stickler for that sort of thing (Like I am xD)
Quick shoutout to Air Elemental and Ancestral Grounds for being my favorites from your submission. I like the potential for Air Elemental to be super great with buffs and despite what some have been saying, I would say you could get away with Ancestral Grounds if it was a Shaman card.
Good catch on Dire Wolf Beta. I don't know how I messed up with that.
What if Ancestral Grounds only resummoned non-Totem minions?
I've made a lot of progress on my wing, creating all of the deck lists. I've also responded to feedback. The main changes I've made are:
Direwolf Beta and Windroc Screecher buffed.
I've switched out Ancestral Grounds as an example card in favor of Direwolf Beta.
I've added additional flavor and difficulty to the Tusker fight.
Here is my updated Wing 2 post in it's entirety. Please give me any feedback you can, and I'll try to give feedback on yours, as well:
In Nesingwary's Expedition, you journey across the world with Hemet Nesingwary, hunting down great and legendary Beasts. In the first wing, you proved yourself to Nesingwary in Stranglethorn Vale. Now, Hemet has taken his expedition through the Dark Portal to Nagrand to hunt greater game there. As you arrive, he introduces you to a native Ogre guide he has hired, Ro'Mog. Ro'Mog accompanies you on the first three encounters in Nagrand. He proves extremely unreliable, shooting your own minions “by accident” in the first boss fight, and giving you very bad directions in the chase sequences in the second battle. He then betrays you in the Ring of Blood, trying to kill you off to gain favor with his father, Mogor.
Fight 1 - Gutripper:
Gutripper is the first boss in Nagrand. A giant Windroc, his Hero Power is a Piercing Screech that sets the Attack of one of your minions to 1.In the intro to this fight, Ro’Mog offers to lead you to this first deadly Beast to hunt in Nagrand and Hemet sends you off.
Additionally in this fight, Ro’Mog, your Ogre Hunter guide, tries to help you out. He tries to shoot Gutripper, but he misses every time, hitting one of your minions instead. This deals 3 damage on normal and 5 damage on Heroic. He does this every third turn.
This is kind of a unique fight. The Hero Power doesn’t have enough room to describe what it does really. Every time you would bring Bach’lor’s health below a 5 health interval, it is set to that interval (i.e., if you deal 4 damage to him and he’s at 27 health, his health goes to 25), and he “runs away”. This means your turn ends, all minions are shuffled into their owner’s deck (on Heroic, Bach’lor’s minions go back to his hand instead) and you have to chase after him. Your Ogre Hunter guide, Ro’Mog, gives you directions each time on how to catch him. These will be like “Cross the bridge, jump over the canyon, and climb over the rock”. It’s always three, chosen from a large pool. You then have to lay chase, and you are given three choices in a row. From the previous example, you would have to choose between crossing a bridge or fording a river, then you have to jump over a canyon or get in a goblin catapult, then you have to either climb over a rock or go around it. These choices are given to you like in Temple Escape, where two cards appear on the screen and you have to click one. Choose the wrong one and you take 5 damage. The trick is, though, that you not only need to remember what Ro’Mog told you, but you have to do the opposite of what he says. He’s not very reliable!
After you go through the chase sequence, you fight Bach’lor again. He will summon a Nagrand minion to his side after each of these chases (See the spoiler below for the pool he draws from). On Heroic, he summons three (his hero power is also exactly the same on Heroic, but the fight is made harder because he has 15 armor, which means 3 more chases). You win the fight as soon as you bring him to zero health, but that means going through 5 chase sequences.
In the third encounter in Nagrand, your Ogre guide leads you to the Ring of Blood to fight Brokentoe, an aged clefthoof. Of course, the Ring of Blood is where adventurers come to fight gladiatorial matches, led by Mogor the Ogre. Once you defeat Clefthoof, Gurgthock, the goblin announcer, won't let you leave, egging you on, and you have to defeat other fearsome enemies before fighting the Champion of the Warmaul, Ro’Mog, your Ogre hunter guide. Only then are you allowed to leave to carry on with your hunt.
You fight four mini-bosses in total during this encounter: Brokentoe, the Clefthoof; Rokdar, the Sundered Lord; Skra’gath, the Voidcaller, and finally, Ro’Mog, the Warmaul Champion. Each has at least 15 health, making this a battle of endurance (on Heroic, they have an additional 5 armor, and Ro’Mog has 10 armor). See the spoilers below for more details:
Nesingwary: “Okay, laddie/lassie, Ro’Mog’s led us to one of the most fearsome beasts in Nagrand: Brokentoe! Let’s bag ‘im and get out of this dump.”
Gurgthock: “Look at this, folks! We’ve got a new challenger! Does he/she have what it takes, or will Brokentoe run right over him/her? Seriously, we’re still cleaning the last guy off the floor!”
Ro’Mog: “Okay, you fight clefthoof now. Me help you, but….uh….rules say one fighter at a time!”
Brokentoe is your first adversary in the Ring of Blood. WoW veterans will remember the Ring of Blood as an arena where you fight NPC bosses one after another, with an eager goblin announcer cheering you on. As such, this clefthoof is the first of four bosses in the fight.
Drawing inspiration from Stampeding Kodo, which uses Brokentoe’s art from the TCG, his Hero Power can destroy a random minion that Costs (2) or less, discouraging the use of swarm tactics for this boss (or maybe you want to use tons of cheap tokens so that he’s spending 4 mana to kill a 1/1).
Brokentoe’s deck has no minions, and it is only 15 cards, consisting of spells similar to the Feral Druid cards like Claw and Bite, as well as plenty of removal (for example, he has a card that returns a minion to your deck). Additionally he has a number of “Enrage” cards that permanently increase his attack by 1 (2) on Heroic. He also has a “Rest” card (you, know, like Snorlax) that returns him to full health, but resets his Attack to zero. It has a high mana cost, so you might want to try to finish him off before that.
After you beat Brokentoe, Nesingwary hasn’t realized that the fighting in the Ring of Blood mean you’re in for the long haul.
Nesingwary: “Good job, adventurer! Now, let’s get goin’. There’s one more Beast to hunt on the wild Nagrand plains. A great…”
Gurgthock: “Hey! Not so fast! That gate isn’t opening until you’re done here! There’s more challengers for you to fight!”
Nesingwary: “Oh, well, it was nice knowin’ ya! I guess I’ll have to go find a new adventurer to hunt down the rest o’ these beasts…”
Nesingwary heads off (he was just watching from the stands). You’re next challenger arrives:
Gurgthock: “Next up we have Rokdar, the Sunderlord Lord! This colossus hails from the Blade’s Edge Mountains, where he eats boulders for breakfast. Literally! He’s stomped out all competition so far, and it looks our challenger is about to get rocked!”
Rokdar appears as the new boss to fight. He also has 15 health, and his Hero power returns a minion to its owner’s hand. He starts the fight with 4 mana crystals, and, on his first turn, casts a spell that returns all minions to their owner’s hand (War Stomp). Additionally, the first time you get him below 10 health, he instantly summons three 0/1 Crystal Shards with Taunt (0/3 on Heroic). He does the same thing when he goes below 5 health.
He has a 15 card deck as well, which consists of removal cards, like one which shuffles a minion into your deck (while also increasing its cost). He also has some weapons, like a 3 mana 4/3 Stone Fist. Also, reflecting his stone skin, he has a spell called Harden, that reduces the next source of damage to 1.
Gurgthock: “Our challenger is tearing through the ranks! But this next fighter casts an impressive shadow. And he know all about shadows, being a void lord and all! Give it up for Skra’gath! It’s all or nothing now!”
The third boss in the encounter is Skar’gath, a Void Lord. In WoW, he was resistant to magic, and his hero power was inspired by that. Similar to Loatheb’s ability, it makes it difficult for you to cast spells. When the fight begins, Skra’gath starts with 15 health and 6 mana crystals. He begins with three Voidwalkers on the table (5 on Heroic) and casts a spell which casts Corruption on all of your minions.
His deck is only 15 cards, but it contains minions, unlike the previous two bosses. He summons demons, but also has some removal. His spells include Demonwrath and Drain Life.
Now, throughout the fights, Ro’Mog, the Ogre Hunter who has been leading you around through this wing of the adventure, talks with Mogor, leader of the Ring of Blood. It turns out that Ro’Mog is Mogor’s son. Additionally, he takes credit for killing the first two bosses of the wing and claims you tried to steal his kills. While Mogor was initially dismissive of Ro’Mog, implying he was a chronic underachiever, his status is now elevated to the Warmaul Champion, which is why he led you around Nagrand, killing Beasts. Now, of course, he wants to have you killed off in the Ring of Blood so you can’t reveal his lies.
After you kill Skar’gath, Mogor tasks Ro’Mog with killing you. It’s his duty now, being the Champion and all.
Ro’Mog is the final boss in the encounter. He starts with 20 health and 8 mana crystals. When the fight begins, he sets the health of all your minions to 1, and he equips an awesome weapon:
Note that it has no durability, so it never goes away. He basically gets to deal 2 damage to whatever he wants each turn. His Hero Power sets the health of a random minion to 1 every turn, making them easy to remove.
Ro’Mog’s deck (a full 30 cards this time) consists of a number of Hunter cards, as well as Ogres. He will equip a lot of Secrets, so you have to watch out for those. He also has lots of low damage removal to take advantage of his Hero Power.
Tusker is the final boss of the Nagrand wing. Her Hero power is passive, and prevents any minion with less than 5 attack (7 on Heroic) from damaging her. To synergize with this hero power, she has a number of cards that reduce the attack of your minions. Note that this power has no effect on your hero attacking, or from spell damage.
In addition to this Hero Power, Tusker has another powerful mechanic. She starts the battle with two Elekks that help out minions between them (and each other):
Heroic Versions:
Remember, ‘surviving combat’ means that when a minion attacks another minion, or is attacked, and it survives. Tusker has cards to synergize with this mechanic, as well, such as Commanding Shout and Bestial Wrath. Also, while it’s easy to kill these minions, Tusker has a card that resummons them, which she’ll only use if they both die. Four of those are in her deck. Note that the Matriarchs are always summoned on the far left and right of the board, so that their directional abilities are optimized.
Card Sources: Direwolf Beta - Tusker, Ogre Hunter - Ring of Blood, Tusker - Wing Completion
Dire Wolf Beta - This is a minion with 2 mana worth of stats for one mana, but with a downside just like Zombie Chow and Flame Imp. The downside means this will mainly be used in aggro decks, or as a turn 1 drop that you trade away ASAP. This is one of several, new cheap Beasts in this adventure.
Ogre Hunter - Ogre Hunter is, I think, an interesting variation on the Ogre mechanic. It represents a distracted Ogre hunting a Beast instead of fighting his intended target. You get a better discount than for Ogre Brute, but the downside is worse.
Tusker - This is an example of the survival mechanic that is one of the main theme’s of the adventure (since the animal kingdom is about survival of the fittest). Note that this effect synergizes well with mechanics like Immune and Divine Shield.
Here are the rest of the cards from the wing:
Card Sources: Primal Rage - Gutripper (Warrior Class Challenge), Air Elemental - Bach’lor, Ancestral Grounds - Ring of Blood (Shaman Class Challenge), Windroc Screecher - Gutripper
Primal Rage - Like Cold Blood, this can give a minion +4 Attack for 1 mana, but with a condition.
Air Elemental - This is a minion that’s hard to kill. But you can’t really abuse the mechanic too much because it can only deal 1 damage, too.
Ancestral Grounds - I really enjoyed coming up with the flavor of this card. Orc Shaman have a connection with the land in Nagrand, and you can find the spirits of their ancestors at the Ancestral Grounds there. This card represents communing with those spirits, bringing back 1/1 copies of your minions that died. This is a theme similar to Ancestral Spirit and Reincarnate.
And, no, the 1/1 copies of minions mechanic is NOT associated with Priests. There is a single priest card with that mechanic. There is also a Rogue minion with it and Barnes, a neutral minion. Just because people put Barnes in Priests decks doesn’t make a neutral card somehow associated with Priests. With three cards with this mechanic in three different classes, this is a mechanic that can spread to others.
Windroc Screecher - This can be a powerful tool, especially against an Aggro deck with lots of low Attack minions. The effect is reciprocal, though, so it’s best used in Control decks.
Dire Wolf Beta - I like this one. This could fill the blank as early game for control decks after Zombie Chow got kicked out of standard.
Ogre Hunter - feels like it could at least be a 6/6. We already have a 4 mana 7/7, this would not brake the game. Compared to Ogre Brute you only get +2/+1 for 1 mana, but if Ogre Brute misses his attack, you still deal 4 damage somewhere. In case of Ogre Hunter the damage is completely wasted and sometimes you even give your opponent something useful like the deathrattle from Webspinner.
Tusker - You could also say "survive damage" like Grim Patron. It would also work on self damaging spells that way, warriors could abuse it, but I can't really think of where to use this card the way it is worded now.
Primal Rage - I have to be honest, I don't like this card, sorry. XD It feels weak compared to Blessing of Might and Power Overwhelming on one hand, but on the other makes Worgen Warrior OTK decks so much easier, and I find OTK annoying. If it would give something besides attack it would feel healthier for the game. EDIT: To recap, it's 1-mana-8-face-damage for OTK but other warrior decks won't even look at it.
Air Elemental - I like this one. Play this turn 2, put Mark of Nature on it turn 3, watch the zoolock sweating while you prepare your ramp. Clear card, interesting to combine with others. This I would put out of spoilers as example card.
Ancestral Grounds - This feels awkward in shaman since it discourages you from using your hero power. Otherwise I really like the effect, but I would rather see it in any class besides paladin or shaman.
Windroc Screechcer - feels like it could be a 4/3 at least since the effect is symmetrical, but I'm not sure. Just as with Tusker, I don't know where to use it the way it is. As an anti aggro card he still dies to almost everything and your opponent's 2 mana 3/2 minion still trades for it after the buff is applied. If it would give -1 only to enemy minions at least it could be used before trading. If it would reduce attack for more than 1 it could be an anti aggro card.
I already posted my submission so it's kinda late for reviews and if I made something wrong I would rather live in blissfulignorance. XD
Edit: To be clear on Ogre Hunter, I very much like the effect, but I just think the card is understated.
For Ogre Hunter, I'm worried that if I buff it too high, it will just be too good. I mean, everyone says there's a 4 mana 7/7, but really there isn't. The Overload isn't nothing.
For Primal Rage, I'm thinking I might switch it out, because of the worries for OTK. It's kinda late to come up with a new idea, though. Maybe just 0 mana, activate an Enrage on one of your minions?
What if Ancestral Grounds was only for non-Totem minions?
I think I will probably just change Windroc Screecher to be enemy minions.
For Tusker, I specifically didn't want it to be 'survives damage'. The survival mechanic is one of the themes of the set, surviving combat in particular. It's kind of a unique ability that isn't supposed to be immediately obvious as an application, but, as I stated, it combines well with Divine Shield.
Ogre Hunter: I think this is quite balanced against Hungry Dragon to be honest. On one side, it doesn't guarantee a 1 drop. On the other, it could spawn more than one, and mess up your plays. Also Pit Snake is a thing. It could be a 7/5, but I understand you wanting to err on the side of caution.
Dire Wolf Beta: Interesting, I had a similar idea for a previous card comp. A 3/2 one drop isn't ground breaking, and it has next to no synergy, since it couldn't attack if you played Scavenging Hyena (to give an example) on turn 2. Have you considered making Attack the limiting factor rather than cost? It would add more value to the card in my opinion.
Tusker: So it makes all other minions slightly restricted Gurubashi Beserkers? Good stuff, and with a little set up, could be strong.
Primal Rage: Would fit in 0TK decks. Can't imagine another use for it, unless a zoo based playstyle for Warrior became a thing. This kind of buffs are generally used for efficent trades (Blessing of Might, Power Overwhelming) or finishing blows (Cold Blood). I feel this would unquestionably fall in the last category. I like your alternate idea more.
Air Elemental: Really like it. A minion version of Rusty Hook, with buff potential. Could be devastating if you got something like Blessing of Kings on it.
Ancestral Grounds: I'll echo others here, weak in Shaman. Making it Non Totem only makes it seem awkward in my opinion. Still would see play in wild due to the Shaman Reincarnate decks though.
Windroc Screecher: I would agree with the change to enemy only minions. Other than that, all good.
I'm typing mine up now, will have it in tonight. 2 card changes to the ones posted yesterday, namely:
I've reviewed yours before but just a quick note on something I noticed. Wording for Dire Wolf should be "Can't" if you want to keep it consistent with HS wording conventions. They've always used "Can't", never "Cannot", but I suppose you should only change it if you're a stickler for that sort of thing (Like I am xD)
Quick shoutout to Air Elemental and Ancestral Grounds for being my favorites from your submission. I like the potential for Air Elemental to be super great with buffs and despite what some have been saying, I would say you could get away with Ancestral Grounds if it was a Shaman card.
Good catch on Dire Wolf Beta. I don't know how I messed up with that.
What if Ancestral Grounds only resummoned non-Totem minions?
I've made a lot of progress on my wing, creating all of the deck lists. I've also responded to feedback. The main changes I've made are:
Direwolf Beta and Windroc Screecher buffed.
I've switched out Ancestral Grounds as an example card in favor of Direwolf Beta.
I've added additional flavor and difficulty to the Tusker fight.
Here is my updated Wing 2 post in it's entirety. Please give me any feedback you can, and I'll try to give feedback on yours, as well:
In Nesingwary's Expedition, you journey across the world with Hemet Nesingwary, hunting down great and legendary Beasts. In the first wing, you proved yourself to Nesingwary in Stranglethorn Vale. Now, Hemet has taken his expedition through the Dark Portal to Nagrand to hunt greater game there. As you arrive, he introduces you to a native Ogre guide he has hired, Ro'Mog. Ro'Mog accompanies you on the first three encounters in Nagrand. He proves extremely unreliable, shooting your own minions “by accident” in the first boss fight, and giving you very bad directions in the chase sequences in the second battle. He then betrays you in the Ring of Blood, trying to kill you off to gain favor with his father, Mogor.
Fight 1 - Gutripper:
Gutripper is the first boss in Nagrand. A giant Windroc, his Hero Power is a Piercing Screech that sets the Attack of one of your minions to 1.In the intro to this fight, Ro’Mog offers to lead you to this first deadly Beast to hunt in Nagrand and Hemet sends you off.
Additionally in this fight, Ro’Mog, your Ogre Hunter guide, tries to help you out. He tries to shoot Gutripper, but he misses every time, hitting one of your minions instead. This deals 3 damage on normal and 5 damage on Heroic. He does this every third turn.
This is kind of a unique fight. The Hero Power doesn’t have enough room to describe what it does really. Every time you would bring Bach’lor’s health below a 5 health interval, it is set to that interval (i.e., if you deal 4 damage to him and he’s at 27 health, his health goes to 25), and he “runs away”. This means your turn ends, all minions are shuffled into their owner’s deck (on Heroic, Bach’lor’s minions go back to his hand instead) and you have to chase after him. Your Ogre Hunter guide, Ro’Mog, gives you directions each time on how to catch him. These will be like “Cross the bridge, jump over the canyon, and climb over the rock”. It’s always three, chosen from a large pool. You then have to lay chase, and you are given three choices in a row. From the previous example, you would have to choose between crossing a bridge or fording a river, then you have to jump over a canyon or get in a goblin catapult, then you have to either climb over a rock or go around it. These choices are given to you like in Temple Escape, where two cards appear on the screen and you have to click one. Choose the wrong one and you take 5 damage. The trick is, though, that you not only need to remember what Ro’Mog told you, but you have to do the opposite of what he says. He’s not very reliable!
After you go through the chase sequence, you fight Bach’lor again. He will summon a Nagrand minion to his side after each of these chases (See the spoiler below for the pool he draws from). On Heroic, he summons three (his hero power is also exactly the same on Heroic, but the fight is made harder because he has 15 armor, which means 3 more chases). You win the fight as soon as you bring him to zero health, but that means going through 5 chase sequences.
In the third encounter in Nagrand, your Ogre guide leads you to the Ring of Blood to fight Brokentoe, an aged clefthoof. Of course, the Ring of Blood is where adventurers come to fight gladiatorial matches, led by Mogor the Ogre. Once you defeat Clefthoof, Gurgthock, the goblin announcer, won't let you leave, egging you on, and you have to defeat other fearsome enemies before fighting the Champion of the Warmaul, Ro’Mog, your Ogre hunter guide. Only then are you allowed to leave to carry on with your hunt.
You fight four mini-bosses in total during this encounter: Brokentoe, the Clefthoof; Rokdar, the Sundered Lord; Skra’gath, the Voidcaller, and finally, Ro’Mog, the Warmaul Champion. Each has at least 15 health, making this a battle of endurance (on Heroic, they have an additional 5 armor, and Ro’Mog has 10 armor). See the spoilers below for more details:
Nesingwary: “Okay, laddie/lassie, Ro’Mog’s led us to one of the most fearsome beasts in Nagrand: Brokentoe! Let’s bag ‘im and get out of this dump.”
Gurgthock: “Look at this, folks! We’ve got a new challenger! Does he/she have what it takes, or will Brokentoe run right over him/her? Seriously, we’re still cleaning the last guy off the floor!”
Ro’Mog: “Okay, you fight clefthoof now. Me help you, but….uh….rules say one fighter at a time!”
Brokentoe is your first adversary in the Ring of Blood. WoW veterans will remember the Ring of Blood as an arena where you fight NPC bosses one after another, with an eager goblin announcer cheering you on. As such, this clefthoof is the first of four bosses in the fight.
Drawing inspiration from Stampeding Kodo, which uses Brokentoe’s art from the TCG, his Hero Power can destroy a random minion that Costs (2) or less, discouraging the use of swarm tactics for this boss (or maybe you want to use tons of cheap tokens so that he’s spending 4 mana to kill a 1/1).
Brokentoe’s deck has no minions, and it is only 15 cards, consisting of spells similar to the Feral Druid cards like Claw and Bite, as well as plenty of removal (for example, he has a card that returns a minion to your deck). Additionally he has a number of “Enrage” cards that permanently increase his attack by 1 (2) on Heroic. He also has a “Rest” card (you, know, like Snorlax) that returns him to full health, but resets his Attack to zero. It has a high mana cost, so you might want to try to finish him off before that.
After you beat Brokentoe, Nesingwary hasn’t realized that the fighting in the Ring of Blood mean you’re in for the long haul.
Nesingwary: “Good job, adventurer! Now, let’s get goin’. There’s one more Beast to hunt on the wild Nagrand plains. A great…”
Gurgthock: “Hey! Not so fast! That gate isn’t opening until you’re done here! There’s more challengers for you to fight!”
Nesingwary: “Oh, well, it was nice knowin’ ya! I guess I’ll have to go find a new adventurer to hunt down the rest o’ these beasts…”
Nesingwary heads off (he was just watching from the stands). You’re next challenger arrives:
Gurgthock: “Next up we have Rokdar, the Sunderlord Lord! This colossus hails from the Blade’s Edge Mountains, where he eats boulders for breakfast. Literally! He’s stomped out all competition so far, and it looks our challenger is about to get rocked!”
Rokdar appears as the new boss to fight. He also has 15 health, and his Hero power returns a minion to its owner’s hand. He starts the fight with 4 mana crystals, and, on his first turn, casts a spell that returns all minions to their owner’s hand (War Stomp). Additionally, the first time you get him below 10 health, he instantly summons three 0/1 Crystal Shards with Taunt (0/3 on Heroic). He does the same thing when he goes below 5 health.
He has a 15 card deck as well, which consists of removal cards, like one which shuffles a minion into your deck (while also increasing its cost). He also has some weapons, like a 3 mana 4/3 Stone Fist. Also, reflecting his stone skin, he has a spell called Harden, that reduces the next source of damage to 1.
Gurgthock: “Our challenger is tearing through the ranks! But this next fighter casts an impressive shadow. And he know all about shadows, being a void lord and all! Give it up for Skra’gath! It’s all or nothing now!”
The third boss in the encounter is Skar’gath, a Void Lord. In WoW, he was resistant to magic, and his hero power was inspired by that. Similar to Loatheb’s ability, it makes it difficult for you to cast spells. When the fight begins, Skra’gath starts with 15 health and 6 mana crystals. He begins with three Voidwalkers on the table (5 on Heroic) and casts a spell which casts Corruption on all of your minions.
His deck is only 15 cards, but it contains minions, unlike the previous two bosses. He summons demons, but also has some removal. His spells include Demonwrath and Drain Life.
Now, throughout the fights, Ro’Mog, the Ogre Hunter who has been leading you around through this wing of the adventure, talks with Mogor, leader of the Ring of Blood. It turns out that Ro’Mog is Mogor’s son. Additionally, he takes credit for killing the first two bosses of the wing and claims you tried to steal his kills. While Mogor was initially dismissive of Ro’Mog, implying he was a chronic underachiever, his status is now elevated to the Warmaul Champion, which is why he led you around Nagrand, killing Beasts. Now, of course, he wants to have you killed off in the Ring of Blood so you can’t reveal his lies.
After you kill Skar’gath, Mogor tasks Ro’Mog with killing you. It’s his duty now, being the Champion and all.
Ro’Mog is the final boss in the encounter. He starts with 20 health and 8 mana crystals. When the fight begins, he sets the health of all your minions to 1, and he equips an awesome weapon:
Note that it has no durability, so it never goes away. He basically gets to deal 2 damage to whatever he wants each turn. His Hero Power sets the health of a random minion to 1 every turn, making them easy to remove.
Ro’Mog’s deck (a full 30 cards this time) consists of a number of Hunter cards, as well as Ogres. He will equip a lot of Secrets, so you have to watch out for those. He also has lots of low damage removal to take advantage of his Hero Power.
Tusker is the final boss of the Nagrand wing. Her Hero power is passive, and prevents any minion with less than 5 attack (7 on Heroic) from damaging her. To synergize with this hero power, she has a number of cards that reduce the attack of your minions. Note that this power has no effect on your hero attacking, or from spell damage.
In addition to this Hero Power, Tusker has another powerful mechanic. She starts the battle with two Elekks that help out minions between them (and each other):
Heroic Versions:
Remember, ‘surviving combat’ means that when a minion attacks another minion, or is attacked, and it survives. Tusker has cards to synergize with this mechanic, as well, such as Commanding Shout and Bestial Wrath. Also, while it’s easy to kill these minions, Tusker has a card that resummons them, which she’ll only use if they both die. Four of those are in her deck. Note that the Matriarchs are always summoned on the far left and right of the board, so that their directional abilities are optimized.
Card Sources: Direwolf Beta - Tusker, Ogre Hunter - Ring of Blood, Tusker - Wing Completion
Dire Wolf Beta - This is a minion with 2 mana worth of stats for one mana, but with a downside just like Zombie Chow and Flame Imp. The downside means this will mainly be used in aggro decks, or as a turn 1 drop that you trade away ASAP. This is one of several, new cheap Beasts in this adventure.
Ogre Hunter - Ogre Hunter is, I think, an interesting variation on the Ogre mechanic. It represents a distracted Ogre hunting a Beast instead of fighting his intended target. You get a better discount than for Ogre Brute, but the downside is worse.
Tusker - This is an example of the survival mechanic that is one of the main theme’s of the adventure (since the animal kingdom is about survival of the fittest). Note that this effect synergizes well with mechanics like Immune and Divine Shield.
Here are the rest of the cards from the wing:
Card Sources: Primal Rage - Gutripper (Warrior Class Challenge), Air Elemental - Bach’lor, Ancestral Grounds - Ring of Blood (Shaman Class Challenge), Windroc Screecher - Gutripper
Primal Rage - Like Cold Blood, this can give a minion +4 Attack for 1 mana, but with a condition.
Air Elemental - This is a minion that’s hard to kill. But you can’t really abuse the mechanic too much because it can only deal 1 damage, too.
Ancestral Grounds - I really enjoyed coming up with the flavor of this card. Orc Shaman have a connection with the land in Nagrand, and you can find the spirits of their ancestors at the Ancestral Grounds there. This card represents communing with those spirits, bringing back 1/1 copies of your minions that died. This is a theme similar to Ancestral Spirit and Reincarnate.
And, no, the 1/1 copies of minions mechanic is NOT associated with Priests. There is a single priest card with that mechanic. There is also a Rogue minion with it and Barnes, a neutral minion. Just because people put Barnes in Priests decks doesn’t make a neutral card somehow associated with Priests. With three cards with this mechanic in three different classes, this is a mechanic that can spread to others.
Windroc Screecher - This can be a powerful tool, especially against an Aggro deck with lots of low Attack minions. The effect is reciprocal, though, so it’s best used in Control decks.
Dire Wolf Beta - I like this one. This could fill the blank as early game for control decks after Zombie Chow got kicked out of standard.
Ogre Hunter - feels like it could at least be a 6/6. We already have a 4 mana 7/7, this would not brake the game. Compared to Ogre Brute you only get +2/+1 for 1 mana, but if Ogre Brute misses his attack, you still deal 4 damage somewhere. In case of Ogre Hunter the damage is completely wasted and sometimes you even give your opponent something useful like the deathrattle from Webspinner.
Tusker - You could also say "survive damage" like Grim Patron. It would also work on self damaging spells that way, warriors could abuse it, but I can't really think of where to use this card the way it is worded now.
Primal Rage - I have to be honest, I don't like this card, sorry. XD It feels weak compared to Blessing of Might and Power Overwhelming on one hand, but on the other makes Worgen Warrior OTK decks so much easier, and I find OTK annoying. If it would give something besides attack it would feel healthier for the game. EDIT: To recap, it's 1-mana-8-face-damage for OTK but other warrior decks won't even look at it.
Air Elemental - I like this one. Play this turn 2, put Mark of Nature on it turn 3, watch the zoolock sweating while you prepare your ramp. Clear card, interesting to combine with others. This I would put out of spoilers as example card.
Ancestral Grounds - This feels awkward in shaman since it discourages you from using your hero power. Otherwise I really like the effect, but I would rather see it in any class besides paladin or shaman.
Windroc Screechcer - feels like it could be a 4/3 at least since the effect is symmetrical, but I'm not sure. Just as with Tusker, I don't know where to use it the way it is. As an anti aggro card he still dies to almost everything and your opponent's 2 mana 3/2 minion still trades for it after the buff is applied. If it would give -1 only to enemy minions at least it could be used before trading. If it would reduce attack for more than 1 it could be an anti aggro card.
I already posted my submission so it's kinda late for reviews and if I made something wrong I would rather live in blissfulignorance. XD
Edit: To be clear on Ogre Hunter, I very much like the effect, but I just think the card is understated.
For Ogre Hunter, I'm worried that if I buff it too high, it will just be too good. I mean, everyone says there's a 4 mana 7/7, but really there isn't. The Overload isn't nothing.
For Primal Rage, I'm thinking I might switch it out, because of the worries for OTK. It's kinda late to come up with a new idea, though. Maybe just 0 mana, activate an Enrage on one of your minions?
What if Ancestral Grounds was only for non-Totem minions?
I think I will probably just change Windroc Screecher to be enemy minions.
For Tusker, I specifically didn't want it to be 'survives damage'. The survival mechanic is one of the themes of the set, surviving combat in particular. It's kind of a unique ability that isn't supposed to be immediately obvious as an application, but, as I stated, it combines well with Divine Shield.
If ancestral grounds was for non-totems it might work. Deathrattle shaman is fun. Besides Mana Tide Totem, no totem is really worth resurrecting. No card should exclude hero power as an option.
I think good ol' Chillwind Yeti is a better comparison to Ogre Hunter. I rather have that on turn 4, they have the same health and Yeti offers no risk. Ogre hunter might be better late game, but idk, the attack is 50% of time wasted and he hurts himself. Eerie Statue tells us that it should definitely be bellow a 7/7. Your call. (Maybe a 5/6?)
For primal rage maybe something like "Enrage your minions." for 0 mana. I think targeting a single minion isn't worth a card, no reason to use it over Inner Rage (edit: Angry Chicken aside). If it is all minions on board, that's worth testing.
Ogre Hunter: I think this is quite balanced against Hungry Dragon to be honest. On one side, it doesn't guarantee a 1 drop. On the other, it could spawn more than one, and mess up your plays. Also Pit Snake is a thing. It could be a 7/5, but I understand you wanting to err on the side of caution.
Dire Wolf Beta: Interesting, I had a similar idea for a previous card comp. A 3/2 one drop isn't ground breaking, and it has next to no synergy, since it couldn't attack if you played Scavenging Hyena (to give an example) on turn 2. Have you considered making Attack the limiting factor rather than cost? It would add more value to the card in my opinion.
Tusker: So it makes all other minions slightly restricted Gurubashi Beserkers? Good stuff, and with a little set up, could be strong.
Primal Rage: Would fit in 0TK decks. Can't imagine another use for it, unless a zoo based playstyle for Warrior became a thing. This kind of buffs are generally used for efficent trades (Blessing of Might, Power Overwhelming) or finishing blows (Cold Blood). I feel this would unquestionably fall in the last category. I like your alternate idea more.
Air Elemental: Really like it. A minion version of Rusty Hook, with buff potential. Could be devastating if you got something like Blessing of Kings on it.
Ancestral Grounds: I'll echo others here, weak in Shaman. Making it Non Totem only makes it seem awkward in my opinion. Still would see play in wild due to the Shaman Reincarnate decks though.
Windroc Screecher: I would agree with the change to enemy only minions. Other than that, all good.
I'm typing mine up now, will have it in tonight. 2 card changes to the ones posted yesterday, namely:
Token:
Replacing Death Wish:
Slight change to
Decaying Treant - This seems too weak. The Seed is too big of a detriment to get a 1 mana tempo boost. In total, this basically costs 4 mana to play a 4/3. As a class card, I think you can really afford more. I think you should make the Seed cost 1. It would still be balanced then.
Skullforge Reaver - This is a similar ability to Gladiator's Crossbow. Comparing against that, this seems pretty well-balanced.
Silvermoon Cleric - Comparing to Houndmaster, this seems a little weak. Houndmaster costs 1 more, has 1 more health, and gives Taunt. Plus, it is a lot easier for Hunter to have a Beast to target than to have a Silenced friendly minion to target. And if there's a Silenced enemy minion but no friendly one, you'd be forced to target it. I think this needs a slight buff. Like 1 more health, or a slightly better battlecry. The Battlecry is just too restrictive.
Okay, before I post them, here are the cards I have planned (there are a lot of them, but I hope I can get away with it). What do you think? I'll review some of the other cards later.
First fight (and Class Challenge): Dragonfly Queen.
The Hive Guard comes from the Class Challenge. If you compare it to Dark Arrakoa, it loses 2 attack and the C'thun buff in favour of letting your hero potentially gain 7+ Armor instead. Maybe I should nerf it to 6 health, but then it feels kind of underpowered.
The Dragonfly Nest is kind of like a bigger, slightly scarier Dragon Egg. The fact that the Dragonflies are 1/1s makes it hard for you to intentionally trigger this guy's effect over and over due to most of the cards that deal 1 damage to your dudes hit all of them.
The Dragonfly Swarm is an attempt to remedy the main problem with cards that randomly deal damage to random enemies: the damage to face is usually wasted. In this case, if the damage goes to face, you get a 1/1 out of it. 5 damage for 4 is kind of weak, but the synergy with Timber Wolf and Scavenging Hyena is off the charts.
Token:
Second Fight (And Class Challenge): Spring Keeper Vera.
Here we begin to see the Fairy synergy.
The Dryad is an example of how this synergy works. These are effects that work based on how many Fairies you control, sometimes requiring less than a certain number, sometimes requiring more. By itself, it's basically a Murloc Raider with different tribal synergy, but when you have 2 fairies on the field, it provides a total 2/3 of stats.
Sacred Springs is Fairy synergy for the priest class. By healing the fairies and giving them buffs, it forces you to choose between trading without the buffs and healing or buff then trade at the expense of the healing. It may be a little weak, so I'm considering buffing it to 2 mana (compare with Power of the Wild). The tribal tag at the bottom is a type that will be fixed.
The Spring Maiden is kind of a Nightbane Templar, received from the mage class challenge. Compared to that card, this card triggers all the time at the expense of 1 health point, and also allows you to choose to save the Sprites for later. You can use this to manipulate the amount of fairies you control to gain maximum value from the buffs.
The Faerie Lightsworn is a 2 drop for Paladin. It's a stronger Shielded Minibot on your turn and a weaker one on your opponent's. I'm not so sure about how powerful it actually is, but I reckon it's at least playable.
Token:
Third Fight (and Class Challenge): Swarmlord Xorlaz
The Lost Child is more Fairy synergy. While weak on its own, once you control 3 fairies it becomes a 1 mana 2/3 with Spell Damage and a tribal tag. I'm going to reword it to '3 or more', which makes more sense. Obviously, it's quite powerful on an already established board, and can provide some nice boosts to your spells.
The Faerie Sharpshooter is received from the Rogue class challenge. I didn't penalise its stats because the effect is generally not that useful. there are very few minions with Stealth that are being played these days, but it allows you to pick off Concealed minions (in your face, Miracle Rogue! Where's your Gadgetzan now?). It can ignore taunt (face rogue?) but as a rogue, is there really a need to ignore taunt these days? 4/3 for 3 isn't exactly bad, but it's certainly not ideal either.
Twisting Roots is a kind of pseudo-removal for Warlock. Compared to Aldor Peacekeeper, it allows you to completely disable a minion while putting your own on the board, while costing more and having 'Can't Attack'. Since Warlock can do a lot with 'Can't Attack' minions, this can offer all sorts of utility.
Final Legendary/Wing reward:
It's kind of an [deck]Arcane Missiles[/deck] type of healing. Unlike Ragnaros, Lightlord, this card will split its healing amongst damaged friendly characters, allowing it to simultaneously heal your minions while healing your face when necessary. Think of it as a kind of Healing Totem combined with Vitality Totem. Great for priest's 'Whenever a character is healed' cards, allowing some pretty cool Holy Champion gimmicks. She should be a fairy, but since I'm an idiot, I forgot to add the tag.
Faerie Ambusher is a bit of Elusive synergy. Since Elusive itself is a tricky mechanic, synergy with it will probably rely on having minions that have it as a condition for some sort of buff or effect. This allows for your Elusive minions to perform all sorts of trades for free for a turn. It may be understatted, but since the effect can be extremely powerful, I'm withholding judgment for now.
Also, how do you centre two images, like it shows in the example submission? When I try, they just go one underneath the other.
Anybody got anything on these?
@ShaveYou:
Your new Decaying Treant is a bit too weak. Maybe make the tainted seed cost (1) mana, which would kind of make it a reverse Totem Golem.
The Skullforge Reaver is very similar to the Gladiator's Longbow. There's hardly any difference, considering Warrior doesn't have that much healing cards to take advantage of the Armor instead of the not-taking damage. The synergy with Shield Slam is pretty strong. Overall quite interesting, though I'm not sure it's playable (Gorehowl is just sooooo much stronger unless you're low on health).
Silvermoon Cleric is a pretty cool card. Nothing much to say.
Only 8 posts to the Submission page? I guess I'm not the only one who was swamped this week. If this remains this way, will there be an extension, or Phase IV have these people going ahead?
I have most of my cards and ideas down, I just need to put them into Hearthcard and into a nice post. In any case, here is the boss I will most likely use in my submission, if I have the time to get to it.
Boss - Viscidus
One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing. The Twilight's Hammer have brought this ooze with them on their assault of the Midsummer Maiden's home. You'll have to stop this slime to progress.
Hero Power - Ooze Split
For his Hero Power, Viscidus will make an Ooze whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack? Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns (think an AoE Corruption). If Viscidus gets too low, he will try to pull himself back together. Kill his minions to make sure he can't come back from low health.
Okay, before I post them, here are the cards I have planned (there are a lot of them, but I hope I can get away with it). What do you think? I'll review some of the other cards later.
First fight (and Class Challenge): Dragonfly Queen.
The Hive Guard comes from the Class Challenge. If you compare it to Dark Arrakoa, it loses 2 attack and the C'thun buff in favour of letting your hero potentially gain 7+ Armor instead. Maybe I should nerf it to 6 health, but then it feels kind of underpowered.
The Dragonfly Nest is kind of like a bigger, slightly scarier Dragon Egg. The fact that the Dragonflies are 1/1s makes it hard for you to intentionally trigger this guy's effect over and over due to most of the cards that deal 1 damage to your dudes hit all of them.
The Dragonfly Swarm is an attempt to remedy the main problem with cards that randomly deal damage to random enemies: the damage to face is usually wasted. In this case, if the damage goes to face, you get a 1/1 out of it. 5 damage for 4 is kind of weak, but the synergy with Timber Wolf and Scavenging Hyena is off the charts.
Token:
Second Fight (And Class Challenge): Spring Keeper Vera.
Here we begin to see the Fairy synergy.
The Dryad is an example of how this synergy works. These are effects that work based on how many Fairies you control, sometimes requiring less than a certain number, sometimes requiring more. By itself, it's basically a Murloc Raider with different tribal synergy, but when you have 2 fairies on the field, it provides a total 2/3 of stats.
Sacred Springs is Fairy synergy for the priest class. By healing the fairies and giving them buffs, it forces you to choose between trading without the buffs and healing or buff then trade at the expense of the healing. It may be a little weak, so I'm considering buffing it to 2 mana (compare with Power of the Wild). The tribal tag at the bottom is a type that will be fixed.
The Spring Maiden is kind of a Nightbane Templar, received from the mage class challenge. Compared to that card, this card triggers all the time at the expense of 1 health point, and also allows you to choose to save the Sprites for later. You can use this to manipulate the amount of fairies you control to gain maximum value from the buffs.
The Faerie Lightsworn is a 2 drop for Paladin. It's a stronger Shielded Minibot on your turn and a weaker one on your opponent's. I'm not so sure about how powerful it actually is, but I reckon it's at least playable.
Token:
Third Fight (and Class Challenge): Swarmlord Xorlaz
The Lost Child is more Fairy synergy. While weak on its own, once you control 3 fairies it becomes a 1 mana 2/3 with Spell Damage and a tribal tag. I'm going to reword it to '3 or more', which makes more sense. Obviously, it's quite powerful on an already established board, and can provide some nice boosts to your spells.
The Faerie Sharpshooter is received from the Rogue class challenge. I didn't penalise its stats because the effect is generally not that useful. there are very few minions with Stealth that are being played these days, but it allows you to pick off Concealed minions (in your face, Miracle Rogue! Where's your Gadgetzan now?). It can ignore taunt (face rogue?) but as a rogue, is there really a need to ignore taunt these days? 4/3 for 3 isn't exactly bad, but it's certainly not ideal either.
Twisting Roots is a kind of pseudo-removal for Warlock. Compared to Aldor Peacekeeper, it allows you to completely disable a minion while putting your own on the board, while costing more and having 'Can't Attack'. Since Warlock can do a lot with 'Can't Attack' minions, this can offer all sorts of utility.
Final Legendary/Wing reward:
It's kind of an [deck]Arcane Missiles[/deck] type of healing. Unlike Ragnaros, Lightlord, this card will split its healing amongst damaged friendly characters, allowing it to simultaneously heal your minions while healing your face when necessary. Think of it as a kind of Healing Totem combined with Vitality Totem. Great for priest's 'Whenever a character is healed' cards, allowing some pretty cool Holy Champion gimmicks. She should be a fairy, but since I'm an idiot, I forgot to add the tag.
Faerie Ambusher is a bit of Elusive synergy. Since Elusive itself is a tricky mechanic, synergy with it will probably rely on having minions that have it as a condition for some sort of buff or effect. This allows for your Elusive minions to perform all sorts of trades for free for a turn. It may be understatted, but since the effect can be extremely powerful, I'm withholding judgment for now.
Also, how do you centre two images, like it shows in the example submission? When I try, they just go one underneath the other.
Anybody got anything on these?
I think most of your cards are pretty good, though I do have some issues. I'm torn on how good Hive Guard is, whether its better than Shieldmaiden or not. Faerie Sharpshooter should have either "Can Attack Stealth" or "Ignores Taunt", but not both. Faerie Ambusher might be too good as a Rare, so you might want to make it Epic.
I've just submitted my entry, so you can check it out here, or if you prefer I've shoved it all in a spoiler below. Warning though, some of the images may be a bit off in the spoiler, so I'd say check the submission topic if you want a better read.
Wing 1 can be found here. To summarise the events so far, you have been contracted by Arcanist Doan to help him clear out an old library in preparation for its grand re-opening. After clearing out the main halls of ancient defence systems and magical beasts, Doan informs you that the vast basement floors need to be taken care of, as all manner of beings have taken residence there since the dark and winding tunnels make for fantastically defensible homes. Living underground has made these foes hardy, so you'd best prepare yourself well!
Fight One - Queen Arachne
It doesn't take long before your path below is blocked by giant webs. Doan begins attempting to burn through them, but as he does so a large presence looms behind you. A loud chittering sounds, and you find yourself stuck to the ground!
Arachne is a powerful boss, grown strong from feasting on the many creatures dwelling underground. Her deck consists of a variety of spider-based cards, including a few Haunted Creepers, Nerubian Eggs, Webspinners, Nerubians, and a Maexxna.
There's even a cheeky Spider Tank hiding in her deck, although when she summons it she immediately calls it out as a pretender and destroys it. Unfortunately, the explosion also wipes your board.
On Heroic, her Hero Power only affects you, and now she has a few powerful Battlecry minions added to her deck. Houndmaster, Menagerie Warden and Ram Wrangler find a home here.
Fight Two - Protector of Scrolls
Doan inadvertently caused a rather massive blaze getting you through, which has caused one of the more permanent residents of the underground to come after you, in order to protect his precious writings. Unfortunately, they are his downfall!
While immune to all damage normally, the Protector of Scrolls takes a chunk of damage anytime a 'Book is burned' - in this case, that means playing a Book spell found in the adventure. While we don't have access to many now, Arcanist Doan happens to have plenty, and will give you one at random every three of your turns. Outlast Protector of Scrolls various minions and spells - a hybrid of Warlock and Mage cards - and burn 10 books to kill him!
Additional fun fact - the Protector will also take damage when a Babbling Book is killed, which you may find useful on Heroic, as the game is really stepped up then.
Heroic Changes
On Heroic, Arcanist Doan offers no assistance, and what's more, you have to burn twice as many books to kill the Protector!
You'll have to employ clever tactics in order to get 20 Books throughout the course of the game. Cards which spawn Books - or have the potential to, like Arcanist Doan from the first wing - will be key, and the fun fact above could prove quite instrumental too.
Fight Three - Undead Record Keeper
Venturing further down the cave system that serves as a basement, you come across what appears to be a corpse, surrounded by various hand-drawn schematics and formulae. Upon interacting with it, however, it staggers upwards, and attacks!
The Record Keeper has cleverly put together a series of formulae and magic spells which when combined allow him to see the actions of any being at any given time, from the present right back to when they were born. In his obsessive quest for knowledge he kept meticulous notes on all the beings of the world, and thus can use their own strength against them. Unfortunately, he seems unable to tell the difference between friend or foe when calculating.
He also has a powerful artifact at his disposal, which he will bring out after you first cast a spell. This will prevent you from killing him with burn spells.
His deck consists of a variety of low-cost creatures with Health greater than their Attack, though not many. The vast majority of his cards are damage dealing spells, card draw and removal, though to keep his workspace clean he will attempt to remove all your minions before attacking your face - unless he has lethal.
Heroic Changes
On Heroic, the Record Keeper has refined his calculations and is able to fell almost any foe in a single swing, before they can even touch him.
A clever work-around strategy will have to be employed, as you are still unable to target him with spells. Fortunately, refining the calculations took it out of him, and he only has 30 Health instead of 40.
Fight Four - The Author
Finally, you reach the lowest point - a massive cavern in which an enormous pile of books rests, atop which is a massive typewriter. Doan approaches it, but is swept aside by a massive tail. Rising tall above the typewriter is - The Author. Or should that be Authors?
This is a 6-stage fight, believe it or not.
The fight starts with you facing Knuckle, who unsurprisingly has a deck which features a fair amount of Battlecry minions, although he does also splash in some minions with Deathrattle and a variety of burn and armor gain spells. When you destroy his armor, his brother Ankle grows enraged and takes over. (Note that you cannot overkill him - if for example he took 6 damage and still had 5 armor, his armor would be destroyed but he would lose no Health).
The next stage is similar, as is the one after - Ankle favours Deathrattle minions, but splashes in some Inspire minions, and David Jr. favours Inspire minions and Hero Power interaction, but also throws in a few resurrection-type cards like Onyx Bishop and Kel'Thuzad, to make the most of his cards. As before, they both have burn spells and armor gain spells, and will be swapped out upon destruction of their armor.
The last three phases are simple - when the phase begins, your board is destroyed in a rain of fire, and then you must simply kill the enemy. David Jr. has gained a slight advantage - he also gains back 5 armor when his phase starts, leading to a total boss health of 65. Good luck!
Heroic Changes
On Heroic, the bosses decide that you don't deserve their bonuses, and David Jr. gets better at writing inspirational Instagram quotes in his diary. oh joy!
Showcase Cards and other rewards
A reminder: Experience means 'After this minion attacks or is attacked, do X'. This wording also means that the minion with Experience must survive the combat in order for its Experience effect to activate.
All reward cards, including when they are obtained and a brief description of the idea behind them
First Boss Rewards
Lost Egg - A more variable and in that regard slightly weaker version of Nerubian Egg. This is intentional for two reasons - the first is that you get a Beast, which matters for Druids and Hunters, and the second is that I don't think a repeat of the power level of Naxxramas would be good for the game.
Curious Hatchling - A strategic card intended to forestall an enemy. Can be played early as a general 'hope it messes up your turn' card like Saboteur, or can be cleverly played to prevent a large Reno Jackson or Alexstrasza turn, if you know what you're doing.
Second Boss Reward
Basement Dweller - Another card to add to the Deathrattle synergy group, this card might find a home in N'Zoth, the Corruptor decks. Potentially a multi-Deathrattle gaining version of Unearthed Raptor, though with less control and less premium stats.
Third Boss Rewards
Crypt Hoarder - A powerful draw engine potentially, but if you can't play the cards it gives you you lose them. This could be to your advantage however, as both Fist of Jaraxxus and Silverware Golem would be good targets, and you could run this in a Discolock for synergistic purposes.
Dwarven Researcher - Though it might not always get you a card, when it does it's quite reasonable value for its cost. Dropping it turn 1 almost guarantees at least 1 more 1-Cost card, though you'll only get it by turn 3.
Final Boss Rewards
Book of the Author - An alternative to Arcane Intellect for Dragon Mage, should they be interested in putting more burn into their deck. Synergises well as a turn 3 card giving you a turn 4 play.
Book of the Planner - Heavily intended to be used in combo decks to draw out combo pieces. While the card Charge exists, this card is clearly too strong, but at this point I don't feel like limiting a good but not otherwise broken card because of a poorly designed one.
The Author - Turns out they all know how to turn out books, and at a cheap price too! A good addition to spell-based decks and Dragon decks - perhaps that Dragon Mage I was mentioning?
Class Challenge Rewards
Drakewood Ancient - Obtained by rematching The Author. A strong 4 drop card that has very premium stats across two delayed bodies. A better split Twilight Summoner, in a way, which also offers Dragon synergy.
Argent Messenger - Obtained by rematching the Undead Record Keeper (nudge nudge, hint hint for a potential Heroic deck). A good draw card, but not so good that it will push out Azure Drake unless you're running a lot of Divine Shield.
And now, its time for me to sleep. Have fun everyone!
Thanks for the feedback, I've actually got my submission in now, with the change you suggested to Decaying Treant, as well as a minor buff to Silvermoon Cleric, making it a 3/4 over a 3/3. The idea behind Skullforge Reaver is to push cards likeRevenge and Mortal Strike, by dropping health, and then immediately armoring up to balance it. As you pointed out, Shield Slam synergy is also nice.
As for yours:
Hive Guard: Demands hard removal, or it could single handily ruins aggro decks, but not overly powerful in other match ups. I don't think it needs a nerf, looks good as it is.
Dragonfly Nest: Reviewed this previously I think. It is a big Dragon's Egg, by chance, a very good C'thun counter, being able to potentially soak 15 damage of a C'thun battlecry. Played on curve it's likely to get at least 2 procs, so 4 1/1's, as well as the damage soak. Good card.
Dragonfly Swarm: This is the perfect example of a card being absolutely awful, until synergy is taken into account. Scavenging Hyena, Cult Master, Starving Buzzard,Leokk and Timber Wolf all would love this card. Would see constructed play, and be shunned in arena.
Dryad: I assume this doesn't count itself for the battlecry? Battlecries normally sound that way, so I'll assume I'm right. Not great on curve, potential for minor value later. A bit middling on this myself.
Sacred Springs: Is the spell meant to have a Fairy tag? And is there synergy for tribe spells? Could be an interesting idea if this isn't a mistake. As for the actual card, a slightly better, but restricted Power of the Wild, with the additional heal. I can't see priest being a natural home for your fairies so far, but there may be more later on. Not a bad card, but not strong enough to make people look at Priest as the home of the fairies.
Spring Maiden: Nice idea, adding the 0 cost fairies to your hand. Would be played for the battlecry, as the body is awful. The question is, is the effect good enough to get people playing a 3 cost 2/2? Iron Sensei and Addled Grizzly didn't manage to see competitive play, so the synergy generated by those tokens would need to be overwhelming.
Faerie Lightsworn: A better Shielded Minibot on your turn, a worse one on your opponents. Nothing groundbreaking, but a nice card, and not as OP as the minibot.
Lost Child: Now this is a 1 drop with value! Nice design, although the idea of a 1 mana +Spell damage scares me, I think you've made it restricted enough to not be broken. I agree with the rewording though.
Faerie Sharpshooter: Good ideas, but I feel there's a little too much here. 4/3 is inherently worse than a 3/4, but does the ability to bypass Taunts really just merits a slightly worse stat line? Also, as you pointed out, Stealth is rarely used, and the main examples that are seen is Twisted Worgen [/card] in Aggro, and [card]Stranglethorn Tiger in Beast Druid. The worgen, you aren't going to want to attack, and you can't trade with the Tiger, so the Stealth attack ability seems both redundant, whilst making the card seem stronger than it already is. Personally, I would drop the stealth targeting, but it's your call.
Twisting Roots: Love it. Love the theme, love the mechanics, slightly wonder why it's a Warlock card, but other than that, good job.
Spring Keeper Vera: I like it, but there's one slight thing that worries me. In wild, dropping this, along with 2 x Shadowboxer, for an 8 mana combo, would be like Flamewaker [/card]on speed, dealing 12 random damage, and healing for 6. Also, may be a little too strong with [card]Holy Champion(8 mana, Holy Champion ends up at 15/5), Lightwarden(6 mana, Lightwarden ends up on 13/2) and, if I'm being really pedantic, Hooded Acolyte (8 mana, give C'thun 6/6).
Faerie Ambusher: Strong, but not broken, if supported. Do you intend on retrofitting the Elusive tag to Faerie Dragon etc?
I've buffed Sacred Springs to 2 mana, given the Spring Maiden Elusive, and made the Dryad give +2 health (I want the Fairy synergy cards to be strong). It doesn't count itself in the battlecry, obviously (otherwise Deathwing would destroy himself). I've changed Faerie Sharpshooter so that it no longer has the 'hit guys with stealth' effect.
I'm not sure I'll be able to finish everything today, however (been busy with schoolwork and other projects). Is it possible for there to be some sort of extension, considering there have only been like 7-8 posts in the submission thread?
Wow, submission window closing soon and only 12 submissions so far. I really hope they don't need to extend the deadline, but I also don't want people to proceed just because not enough people submitted (cause it'll feel more like a competition on "who has the most free time" over "who designed the best adventure" haha)
Wow, submission window closing soon and only 12 submissions so far. I really hope they don't need to extend the deadline, but I also don't want people to proceed just because not enough people submitted (cause it'll feel more like a competition on "who has the most free time" over "who designed the best adventure" haha)
There's still like 10 hours left until the window closes, and lots of people have been submitting recently. We probably will see some attrition because of time commitment, though.
Due to the restraints on images I have foregone making further adventure text bosses. They add flavor, but I'd rather have them in text then have everyone click on spoilers to get to them.
How do you handle it?
I see you use dropbox, try something else, mods usually suggest imgur. I have noticed that some of your images don't load properly.
And question for mods: Will our wing 1 also be presented in the poll or should we somehow link to it in our submission post?
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About the Meat Hook. I think you misunderstood what I was saying. I didn't mean you should make it a 6 mana 3/3. I meant make it 6 mana OR make it a 3/3.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Will post feedback in the morning before I type up my submission. For now, I think I've finalised my cards. Any feedback/pointing out gamebreaking stuff would be appreciated :)
She likes her quiet. She gives quiet people chocolate, but only if they eat it quietly.
PurifySynergy! In all seriousness, Silence priest could be a thing, but it needs a bit more of a push. I'm thinking about giving this a 3/4 stat boost though.
Ironbark Protector's grandfather. Smells of woodchips.
Reworked from a former post. 4/3 for 1 seems OP, but by the time you get to attack, it's a 4/2, and would trade with some 1 drops and most 2 drops. Would find a home in Aggressive Druid decks
Some people say Garrosh has a death wish. Those same people actually have a death wish.
New Warrior Finisher. For example, Kor'kron Elite becomes a 6/1 Charge. Could fit a new Zoo style archetype, fit in Patron, or just an alternate finisher for other decks. Really worried this is broken.
Zzzap, crackle, pow!
Pretty happy with this. Will trade with any 1 drop and nearly every 2 drop in the game, and has a limited value later on.
Defending Silvermoon with just her wits and her unnecessarily low cut armour. Every distraction counts.
A bit dull, but there is Reverse Synergy in this wing, and there will be more later. I really wish I hadn't added this mechanic, but it's too late now.
It's hard to fight when a wolf is chewing on your leg.
A bit WOTOGish, a reverse Dire Wolf Alpha. Reverse Synergy!
Shivarra cults have the best punch. It's actually spiked. With spikes.
Can enable good trades, or act as a stronger Dark Iron Dwarf in Zoo, but with limited targeting.
Look at the cute widdle existence destroyer!
Reworked from previous. The main issue with the original design was the tempo gain vs the drawback. Now the drawback is harsher, and I doubt many would put this in a non-dragon deck.
Just think how much better your bones would look on the outside.
No changes, had good feedback, decided the stats were ok.
Such mean whispers. You don't look like a Leper Gnome. Honest.
6/7 for 5, over 2 bodies, and requiring another minion to be in play for a curve play seems balanced to me. Not entirely sure what deck it would fit it though. It wouldn't work with N'zoth if anyone was wondering, same as Infest.
Ready to fight in the shade?
Questionable feedback, but I'm sold on the idea. Strong vs Zoo, weak, but not entirely useless against control. Just 2 minions makes this a slightly more expensive Consecration. 4 makes this a cheap Flamestrike.
Uther sometimes uses a brief respite to make sure his armour is shiny. No one wants to die in dirty armour.
Paladin survival tool. Could be played around the same way you play around Eye for an Eye, but does anyone expect that?
Fun fact. Sylvanas' favourite party song is the Hokey Cokey.
Back to the original. An anti-aggro, bad tempo card. For use in Combo and control decks, to just keep sticking taunts up and keep damage down.
Tokens:
Andorhal Necromancer:
Darrowmere Whisperer:
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
SIlvermoon Cleric – Considering this is a class card and it not only requires another minion, but another SILENCED minion, I think you can get away with giving her 3/3 worth of stats. Minor change that makes her playable. Sub-par 3-drop or super value on specific decks in specific situations.
Decaying Treant – After designing a few of these low cost good stat with drawback cards, I think they key to avoid OP status is the attack. Sure, it's decaying, but 4-attack means this measly 1-drop can trade with 3-drops consistently, and even later drops rather well. Imagine hitting a 6-mana 5/5 with a ping + Decaying Treant. It's essentially a 1-mana Ice Rager, which you would think is bad but in certain situations (e.g. empty board, you are ahead), it's big pressure, and when are you almost always certain to have an empty board and ahead? Turn 1.
I would redesign him so that at most, he has 3-attack. That's already pushing it. Personally I try to keep all my 1-drops at 2 Attack or less.
Death Wish – The potential for massive damage is too great, I think this is broken. If you want a finisher like this (something Warrior really doesn't need right now), I'd rather it be a flat attack raise. Think "cheaper Bloodlust at the cost of minion health". Still I think Warriors do not need another finisher. They've got OTKs and Chargers for days.
Your Reverse cards in general – Many new mechanics / keywords in this adventure competition, but only some do it right. I think reverse is one of them. With a handful of simple reverse cards, you're essentially creating a whole new archetype (considering you would rarely want to run Dire Wolf Omega in a non-Reverse deck, unless in Arena).
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Okay, before I post them, here are the cards I have planned (there are a lot of them, but I hope I can get away with it). What do you think? I'll review some of the other cards later.
First fight (and Class Challenge): Dragonfly Queen.
The Hive Guard comes from the Class Challenge. If you compare it to Dark Arrakoa, it loses 2 attack and the C'thun buff in favour of letting your hero potentially gain 7+ Armor instead. Maybe I should nerf it to 6 health, but then it feels kind of underpowered.
The Dragonfly Nest is kind of like a bigger, slightly scarier Dragon Egg. The fact that the Dragonflies are 1/1s makes it hard for you to intentionally trigger this guy's effect over and over due to most of the cards that deal 1 damage to your dudes hit all of them.
The Dragonfly Swarm is an attempt to remedy the main problem with cards that randomly deal damage to random enemies: the damage to face is usually wasted. In this case, if the damage goes to face, you get a 1/1 out of it. 5 damage for 4 is kind of weak, but the synergy with Timber Wolf and Scavenging Hyena is off the charts.
Token:
Second Fight (And Class Challenge): Spring Keeper Vera.
Here we begin to see the Fairy synergy.
The Dryad is an example of how this synergy works. These are effects that work based on how many Fairies you control, sometimes requiring less than a certain number, sometimes requiring more. By itself, it's basically a Murloc Raider with different tribal synergy, but when you have 2 fairies on the field, it provides a total 2/3 of stats.
Sacred Springs is Fairy synergy for the priest class. By healing the fairies and giving them buffs, it forces you to choose between trading without the buffs and healing or buff then trade at the expense of the healing. It may be a little weak, so I'm considering buffing it to 2 mana (compare with Power of the Wild). The tribal tag at the bottom is a type that will be fixed.
The Spring Maiden is kind of a Nightbane Templar, received from the mage class challenge. Compared to that card, this card triggers all the time at the expense of 1 health point, and also allows you to choose to save the Sprites for later. You can use this to manipulate the amount of fairies you control to gain maximum value from the buffs.
The Faerie Lightsworn is a 2 drop for Paladin. It's a stronger Shielded Minibot on your turn and a weaker one on your opponent's. I'm not so sure about how powerful it actually is, but I reckon it's at least playable.
Token:
Third Fight (and Class Challenge): Swarmlord Xorlaz
The Lost Child is more Fairy synergy. While weak on its own, once you control 3 fairies it becomes a 1 mana 2/3 with Spell Damage and a tribal tag. I'm going to reword it to '3 or more', which makes more sense. Obviously, it's quite powerful on an already established board, and can provide some nice boosts to your spells.
Faerie Ambusher is a bit of Elusive synergy. Since Elusive itself is a tricky mechanic, synergy with it will probably rely on having minions that have it as a condition for some sort of buff or effect. This allows for your Elusive minions to perform all sorts of trades for free for a turn. It may be understatted, but since the effect can be extremely powerful, I'm withholding judgment for now.
The Faerie Sharpshooter is received from the Rogue class challenge. I didn't penalise its stats because the effect is generally not that useful. there are very few minions with Stealth that are being played these days, but it allows you to pick off Concealed minions (in your face, Miracle Rogue! Where's your Gadgetzan now?). It can ignore taunt (face rogue?) but as a rogue, is there really a need to ignore taunt these days? 4/3 for 3 isn't exactly bad, but it's certainly not ideal either.
Twisting Roots is a kind of pseudo-removal for Warlock. Compared to Aldor Peacekeeper, it allows you to completely disable a minion while putting your own on the board, while costing more and having 'Can't Attack'. Since Warlock can do a lot with 'Can't Attack' minions, this can offer all sorts of utility.
Final Legendary:
It's kind of an [deck]Arcane Missiles[/deck] type of healing. Unlike Ragnaros, Lightlord, this card will split its healing amongst damaged friendly characters, allowing it to simultaneously heal your minions while healing your face when necessary. Think of it as a kind of Healing Totem combined with Vitality Totem. Great for priest's 'Whenever a character is healed' cards, allowing some pretty cool Holy Champion gimmicks. She should be a fairy, but since I'm an idiot, I forgot to add the tag.
Also, how do you centre two images, like it shows in the example submission? When I try, they just go one underneath the other.
Why Rogue is my favourite class:
My submission for this week's card design competition.
I've made a lot of progress on my wing, creating all of the deck lists. I've also responded to feedback. The main changes I've made are:
Here is my updated Wing 2 post in it's entirety. Please give me any feedback you can, and I'll try to give feedback on yours, as well:
In Nesingwary's Expedition, you journey across the world with Hemet Nesingwary, hunting down great and legendary Beasts. In the first wing, you proved yourself to Nesingwary in Stranglethorn Vale. Now, Hemet has taken his expedition through the Dark Portal to Nagrand to hunt greater game there. As you arrive, he introduces you to a native Ogre guide he has hired, Ro'Mog. Ro'Mog accompanies you on the first three encounters in Nagrand. He proves extremely unreliable, shooting your own minions “by accident” in the first boss fight, and giving you very bad directions in the chase sequences in the second battle. He then betrays you in the Ring of Blood, trying to kill you off to gain favor with his father, Mogor.
Fight 1 - Gutripper:
Gutripper is the first boss in Nagrand. A giant Windroc, his Hero Power is a Piercing Screech that sets the Attack of one of your minions to 1.In the intro to this fight, Ro’Mog offers to lead you to this first deadly Beast to hunt in Nagrand and Hemet sends you off.
Additionally in this fight, Ro’Mog, your Ogre Hunter guide, tries to help you out. He tries to shoot Gutripper, but he misses every time, hitting one of your minions instead. This deals 3 damage on normal and 5 damage on Heroic. He does this every third turn.
Deck:
2x Air Elemental
2x Direwolf Alpha
2x Dust Devil
3x Eviscerate
3x Gutrip
1x Need for Speed
2x Scavenging Hyena
3x Stampeding Kodo
2x Starving Buzzard
2x Talk to me, Windroc!
2x Windfury
4x Windroc Screecher
2x Young Dragonhawk
Fight 2 - Bach’lor
This is kind of a unique fight. The Hero Power doesn’t have enough room to describe what it does really. Every time you would bring Bach’lor’s health below a 5 health interval, it is set to that interval (i.e., if you deal 4 damage to him and he’s at 27 health, his health goes to 25), and he “runs away”. This means your turn ends, all minions are shuffled into their owner’s deck (on Heroic, Bach’lor’s minions go back to his hand instead) and you have to chase after him. Your Ogre Hunter guide, Ro’Mog, gives you directions each time on how to catch him. These will be like “Cross the bridge, jump over the canyon, and climb over the rock”. It’s always three, chosen from a large pool. You then have to lay chase, and you are given three choices in a row. From the previous example, you would have to choose between crossing a bridge or fording a river, then you have to jump over a canyon or get in a goblin catapult, then you have to either climb over a rock or go around it. These choices are given to you like in Temple Escape, where two cards appear on the screen and you have to click one. Choose the wrong one and you take 5 damage. The trick is, though, that you not only need to remember what Ro’Mog told you, but you have to do the opposite of what he says. He’s not very reliable!
After you go through the chase sequence, you fight Bach’lor again. He will summon a Nagrand minion to his side after each of these chases (See the spoiler below for the pool he draws from). On Heroic, he summons three (his hero power is also exactly the same on Heroic, but the fight is made harder because he has 15 armor, which means 3 more chases). You win the fight as soon as you bring him to zero health, but that means going through 5 chase sequences.
Nagrand minions:
And Stampeding Kodo
Deck:
2x Air Elemental
2x Charge
2x Dire Wolf Alpha
3x Headbutt
2x Headcrack
6x Kick
2x Nagrand Elekk
1x Stampeding Kodo
3x Talbuk Charger
3x Talbuk Stag
1x Timber Wolf
1x War Stomp
2x Windroc Screecher
Fight 3 - Ring of Blood
In the third encounter in Nagrand, your Ogre guide leads you to the Ring of Blood to fight Brokentoe, an aged clefthoof. Of course, the Ring of Blood is where adventurers come to fight gladiatorial matches, led by Mogor the Ogre. Once you defeat Clefthoof, Gurgthock, the goblin announcer, won't let you leave, egging you on, and you have to defeat other fearsome enemies before fighting the Champion of the Warmaul, Ro’Mog, your Ogre hunter guide. Only then are you allowed to leave to carry on with your hunt.
You fight four mini-bosses in total during this encounter: Brokentoe, the Clefthoof; Rokdar, the Sundered Lord; Skra’gath, the Voidcaller, and finally, Ro’Mog, the Warmaul Champion. Each has at least 15 health, making this a battle of endurance (on Heroic, they have an additional 5 armor, and Ro’Mog has 10 armor). See the spoilers below for more details:
Nesingwary: “Okay, laddie/lassie, Ro’Mog’s led us to one of the most fearsome beasts in Nagrand: Brokentoe! Let’s bag ‘im and get out of this dump.”
Gurgthock: “Look at this, folks! We’ve got a new challenger! Does he/she have what it takes, or will Brokentoe run right over him/her? Seriously, we’re still cleaning the last guy off the floor!”
Ro’Mog: “Okay, you fight clefthoof now. Me help you, but….uh….rules say one fighter at a time!”
Brokentoe is your first adversary in the Ring of Blood. WoW veterans will remember the Ring of Blood as an arena where you fight NPC bosses one after another, with an eager goblin announcer cheering you on. As such, this clefthoof is the first of four bosses in the fight.
Drawing inspiration from Stampeding Kodo, which uses Brokentoe’s art from the TCG, his Hero Power can destroy a random minion that Costs (2) or less, discouraging the use of swarm tactics for this boss (or maybe you want to use tons of cheap tokens so that he’s spending 4 mana to kill a 1/1).
Brokentoe’s deck has no minions, and it is only 15 cards, consisting of spells similar to the Feral Druid cards like Claw and Bite, as well as plenty of removal (for example, he has a card that returns a minion to your deck). Additionally he has a number of “Enrage” cards that permanently increase his attack by 1 (2) on Heroic. He also has a “Rest” card (you, know, like Snorlax) that returns him to full health, but resets his Attack to zero. It has a high mana cost, so you might want to try to finish him off before that.
Deck:
2x Bellow
2x Headbutt
4x Kodo Rage
1x Rest
3x Stomp
2x Tail Swipe
1x War Stomp
Heroic Versions:
After you beat Brokentoe, Nesingwary hasn’t realized that the fighting in the Ring of Blood mean you’re in for the long haul.
Nesingwary: “Good job, adventurer! Now, let’s get goin’. There’s one more Beast to hunt on the wild Nagrand plains. A great…”
Gurgthock: “Hey! Not so fast! That gate isn’t opening until you’re done here! There’s more challengers for you to fight!”
Nesingwary: “Oh, well, it was nice knowin’ ya! I guess I’ll have to go find a new adventurer to hunt down the rest o’ these beasts…”
Nesingwary heads off (he was just watching from the stands). You’re next challenger arrives:
Gurgthock: “Next up we have Rokdar, the Sunderlord Lord! This colossus hails from the Blade’s Edge Mountains, where he eats boulders for breakfast. Literally! He’s stomped out all competition so far, and it looks our challenger is about to get rocked!”
Rokdar appears as the new boss to fight. He also has 15 health, and his Hero power returns a minion to its owner’s hand. He starts the fight with 4 mana crystals, and, on his first turn, casts a spell that returns all minions to their owner’s hand (War Stomp). Additionally, the first time you get him below 10 health, he instantly summons three 0/1 Crystal Shards with Taunt (0/3 on Heroic). He does the same thing when he goes below 5 health.
He has a 15 card deck as well, which consists of removal cards, like one which shuffles a minion into your deck (while also increasing its cost). He also has some weapons, like a 3 mana 4/3 Stone Fist. Also, reflecting his stone skin, he has a spell called Harden, that reduces the next source of damage to 1.
Deck:
2x Backhand
1x Crush
1x Earthquake
4x Harden
1x Slam
2x Smash
2x Stone Fist
2x War Stomp
Heroic Versions:
Gurgthock: “Our challenger is tearing through the ranks! But this next fighter casts an impressive shadow. And he know all about shadows, being a void lord and all! Give it up for Skra’gath! It’s all or nothing now!”
The third boss in the encounter is Skar’gath, a Void Lord. In WoW, he was resistant to magic, and his hero power was inspired by that. Similar to Loatheb’s ability, it makes it difficult for you to cast spells. When the fight begins, Skra’gath starts with 15 health and 6 mana crystals. He begins with three Voidwalkers on the table (5 on Heroic) and casts a spell which casts Corruption on all of your minions.
His deck is only 15 cards, but it contains minions, unlike the previous two bosses. He summons demons, but also has some removal. His spells include Demonwrath and Drain Life.
Deck:
1x Demonwrath
1x Drain Life
1x Dread Infernal
2x Fearsome Doomguard
1x Felguard
1x Imp Gang Boss
1x Imp-losion
1x Overwhelming Power
1x Shadow Bolt
2x Voidcaller
2x Void Wave
1x Void Terror
Now, throughout the fights, Ro’Mog, the Ogre Hunter who has been leading you around through this wing of the adventure, talks with Mogor, leader of the Ring of Blood. It turns out that Ro’Mog is Mogor’s son. Additionally, he takes credit for killing the first two bosses of the wing and claims you tried to steal his kills. While Mogor was initially dismissive of Ro’Mog, implying he was a chronic underachiever, his status is now elevated to the Warmaul Champion, which is why he led you around Nagrand, killing Beasts. Now, of course, he wants to have you killed off in the Ring of Blood so you can’t reveal his lies.
After you kill Skar’gath, Mogor tasks Ro’Mog with killing you. It’s his duty now, being the Champion and all.
Ro’Mog is the final boss in the encounter. He starts with 20 health and 8 mana crystals. When the fight begins, he sets the health of all your minions to 1, and he equips an awesome weapon:
Note that it has no durability, so it never goes away. He basically gets to deal 2 damage to whatever he wants each turn. His Hero Power sets the health of a random minion to 1 every turn, making them easy to remove.
Ro’Mog’s deck (a full 30 cards this time) consists of a number of Hunter cards, as well as Ogres. He will equip a lot of Secrets, so you have to watch out for those. He also has lots of low damage removal to take advantage of his Hero Power.
Deck:
2x Animal Companion
1x Bear Trap
3x Boulderfist Ogre
1x Charm Trap
3x Deadly Shot
1x Explosive Sheep
1x Explosive Shot
2x Explosive Trap
2x Inequality
1x Lock and Load
2x Misdirection
1x Mogor the Ogre
3x Ogre Brute
3x Ogre Hunter
2x Trap Launcher
2x Unleash the Hounds
Heroic Versions:
Fight 4 - Tusker:
Tusker is the final boss of the Nagrand wing. Her Hero power is passive, and prevents any minion with less than 5 attack (7 on Heroic) from damaging her. To synergize with this hero power, she has a number of cards that reduce the attack of your minions. Note that this power has no effect on your hero attacking, or from spell damage.
In addition to this Hero Power, Tusker has another powerful mechanic. She starts the battle with two Elekks that help out minions between them (and each other):
Heroic Versions:
Remember, ‘surviving combat’ means that when a minion attacks another minion, or is attacked, and it survives. Tusker has cards to synergize with this mechanic, as well, such as Commanding Shout and Bestial Wrath. Also, while it’s easy to kill these minions, Tusker has a card that resummons them, which she’ll only use if they both die. Four of those are in her deck. Note that the Matriarchs are always summoned on the far left and right of the board, so that their directional abilities are optimized.
Deck:
2x Bellow
1x Bestial Wrath
2x Direwolf Alpha
4x Call the Herd
2x Commanding Shout
2x Headbutt
1x Humility
2x Ironfur Grizzly
2x King's Elekk
2x Nagrand Elekk
1x Savage Roar
2x Stampeding Kodo
3x Stomp
1x Tusk Swipe
1x War Stomp
2x Windroc Screecher
Heroic Versions:
Example Cards:
Card Sources: Direwolf Beta - Tusker, Ogre Hunter - Ring of Blood, Tusker - Wing Completion
Dire Wolf Beta - This is a minion with 2 mana worth of stats for one mana, but with a downside just like Zombie Chow and Flame Imp. The downside means this will mainly be used in aggro decks, or as a turn 1 drop that you trade away ASAP. This is one of several, new cheap Beasts in this adventure.
Ogre Hunter - Ogre Hunter is, I think, an interesting variation on the Ogre mechanic. It represents a distracted Ogre hunting a Beast instead of fighting his intended target. You get a better discount than for Ogre Brute, but the downside is worse.
Tusker - This is an example of the survival mechanic that is one of the main theme’s of the adventure (since the animal kingdom is about survival of the fittest). Note that this effect synergizes well with mechanics like Immune and Divine Shield.
Here are the rest of the cards from the wing:
Card Sources: Primal Rage - Gutripper (Warrior Class Challenge), Air Elemental - Bach’lor, Ancestral Grounds - Ring of Blood (Shaman Class Challenge), Windroc Screecher - Gutripper
Primal Rage - Like Cold Blood, this can give a minion +4 Attack for 1 mana, but with a condition.
Air Elemental - This is a minion that’s hard to kill. But you can’t really abuse the mechanic too much because it can only deal 1 damage, too.
Ancestral Grounds - I really enjoyed coming up with the flavor of this card. Orc Shaman have a connection with the land in Nagrand, and you can find the spirits of their ancestors at the Ancestral Grounds there. This card represents communing with those spirits, bringing back 1/1 copies of your minions that died. This is a theme similar to Ancestral Spirit and Reincarnate.
And, no, the 1/1 copies of minions mechanic is NOT associated with Priests. There is a single priest card with that mechanic. There is also a Rogue minion with it and Barnes, a neutral minion. Just because people put Barnes in Priests decks doesn’t make a neutral card somehow associated with Priests. With three cards with this mechanic in three different classes, this is a mechanic that can spread to others.
Windroc Screecher - This can be a powerful tool, especially against an Aggro deck with lots of low Attack minions. The effect is reciprocal, though, so it’s best used in Control decks.
And here is my Wing 1 post.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@nurgling13
I've reviewed yours before but just a quick note on something I noticed. Wording for Dire Wolf should be "Can't" if you want to keep it consistent with HS wording conventions. They've always used "Can't", never "Cannot", but I suppose you should only change it if you're a stickler for that sort of thing (Like I am xD)
Quick shoutout to Air Elemental and Ancestral Grounds for being my favorites from your submission. I like the potential for Air Elemental to be super great with buffs and despite what some have been saying, I would say you could get away with Ancestral Grounds if it was a Shaman card.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Nurgling13:
Ogre Hunter: I think this is quite balanced against Hungry Dragon to be honest. On one side, it doesn't guarantee a 1 drop. On the other, it could spawn more than one, and mess up your plays. Also Pit Snake is a thing. It could be a 7/5, but I understand you wanting to err on the side of caution.
Dire Wolf Beta: Interesting, I had a similar idea for a previous card comp. A 3/2 one drop isn't ground breaking, and it has next to no synergy, since it couldn't attack if you played Scavenging Hyena (to give an example) on turn 2. Have you considered making Attack the limiting factor rather than cost? It would add more value to the card in my opinion.
Tusker: So it makes all other minions slightly restricted Gurubashi Beserkers? Good stuff, and with a little set up, could be strong.
Primal Rage: Would fit in 0TK decks. Can't imagine another use for it, unless a zoo based playstyle for Warrior became a thing. This kind of buffs are generally used for efficent trades (Blessing of Might, Power Overwhelming) or finishing blows (Cold Blood). I feel this would unquestionably fall in the last category. I like your alternate idea more.
Air Elemental: Really like it. A minion version of Rusty Hook, with buff potential. Could be devastating if you got something like Blessing of Kings on it.
Ancestral Grounds: I'll echo others here, weak in Shaman. Making it Non Totem only makes it seem awkward in my opinion. Still would see play in wild due to the Shaman Reincarnate decks though.
Windroc Screecher: I would agree with the change to enemy only minions. Other than that, all good.
I'm typing mine up now, will have it in tonight. 2 card changes to the ones posted yesterday, namely:
Token:
Replacing Death Wish:
Slight change to
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
If ancestral grounds was for non-totems it might work. Deathrattle shaman is fun. Besides Mana Tide Totem, no totem is really worth resurrecting. No card should exclude hero power as an option.
I think good ol' Chillwind Yeti is a better comparison to Ogre Hunter. I rather have that on turn 4, they have the same health and Yeti offers no risk. Ogre hunter might be better late game, but idk, the attack is 50% of time wasted and he hurts himself. Eerie Statue tells us that it should definitely be bellow a 7/7. Your call. (Maybe a 5/6?)
For primal rage maybe something like "Enrage your minions." for 0 mana. I think targeting a single minion isn't worth a card, no reason to use it over Inner Rage (edit: Angry Chicken aside). If it is all minions on board, that's worth testing.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Anybody got anything on these?
@ShaveYou:
Your new Decaying Treant is a bit too weak. Maybe make the tainted seed cost (1) mana, which would kind of make it a reverse Totem Golem.
The Skullforge Reaver is very similar to the Gladiator's Longbow. There's hardly any difference, considering Warrior doesn't have that much healing cards to take advantage of the Armor instead of the not-taking damage. The synergy with Shield Slam is pretty strong. Overall quite interesting, though I'm not sure it's playable (Gorehowl is just sooooo much stronger unless you're low on health).
Silvermoon Cleric is a pretty cool card. Nothing much to say.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Only 8 posts to the Submission page? I guess I'm not the only one who was swamped this week. If this remains this way, will there be an extension, or Phase IV have these people going ahead?
I have most of my cards and ideas down, I just need to put them into Hearthcard and into a nice post. In any case, here is the boss I will most likely use in my submission, if I have the time to get to it.
Boss - Viscidus
One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing. The Twilight's Hammer have brought this ooze with them on their assault of the Midsummer Maiden's home. You'll have to stop this slime to progress.
Hero Power - Ooze Split
For his Hero Power, Viscidus will make an Ooze whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack? Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns (think an AoE Corruption). If Viscidus gets too low, he will try to pull himself back together. Kill his minions to make sure he can't come back from low health.
Decklist:
X4 Acidic Swamp Ooze
x4 Splitting Slime*
x4 Echoing Ooze
x4 Regroup*
X3 Infested Tauren
X2 Blood of The Ancient One
X3 Toxic Cloud*
X3 Blood To Ichor
x3 Cold Blood
Boss Specific Cards
And here are some of the Reward Cards. let me know what you guys think.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
I've just submitted my entry, so you can check it out here, or if you prefer I've shoved it all in a spoiler below. Warning though, some of the images may be a bit off in the spoiler, so I'd say check the submission topic if you want a better read.
Wing 1 can be found here. To summarise the events so far, you have been contracted by Arcanist Doan to help him clear out an old library in preparation for its grand re-opening. After clearing out the main halls of ancient defence systems and magical beasts, Doan informs you that the vast basement floors need to be taken care of, as all manner of beings have taken residence there since the dark and winding tunnels make for fantastically defensible homes. Living underground has made these foes hardy, so you'd best prepare yourself well!
Fight One - Queen Arachne
It doesn't take long before your path below is blocked by giant webs. Doan begins attempting to burn through them, but as he does so a large presence looms behind you. A loud chittering sounds, and you find yourself stuck to the ground!
Arachne is a powerful boss, grown strong from feasting on the many creatures dwelling underground. Her deck consists of a variety of spider-based cards, including a few Haunted Creepers, Nerubian Eggs, Webspinners, Nerubians, and a Maexxna.
There's even a cheeky Spider Tank hiding in her deck, although when she summons it she immediately calls it out as a pretender and destroys it. Unfortunately, the explosion also wipes your board.
She has few spells, although what she does have will buff her minions - Power of the Wild, Mark of Nature - or disrupt yours - Sap, Cobra Shot.
Heroic Changes
On Heroic, her Hero Power only affects you, and now she has a few powerful Battlecry minions added to her deck. Houndmaster, Menagerie Warden and Ram Wrangler find a home here.
Fight Two - Protector of Scrolls
Doan inadvertently caused a rather massive blaze getting you through, which has caused one of the more permanent residents of the underground to come after you, in order to protect his precious writings. Unfortunately, they are his downfall!
While immune to all damage normally, the Protector of Scrolls takes a chunk of damage anytime a 'Book is burned' - in this case, that means playing a Book spell found in the adventure. While we don't have access to many now, Arcanist Doan happens to have plenty, and will give you one at random every three of your turns. Outlast Protector of Scrolls various minions and spells - a hybrid of Warlock and Mage cards - and burn 10 books to kill him!
Additional fun fact - the Protector will also take damage when a Babbling Book is killed, which you may find useful on Heroic, as the game is really stepped up then.
Heroic Changes
On Heroic, Arcanist Doan offers no assistance, and what's more, you have to burn twice as many books to kill the Protector!
You'll have to employ clever tactics in order to get 20 Books throughout the course of the game. Cards which spawn Books - or have the potential to, like Arcanist Doan from the first wing - will be key, and the fun fact above could prove quite instrumental too.
Fight Three - Undead Record Keeper
Venturing further down the cave system that serves as a basement, you come across what appears to be a corpse, surrounded by various hand-drawn schematics and formulae. Upon interacting with it, however, it staggers upwards, and attacks!
The Record Keeper has cleverly put together a series of formulae and magic spells which when combined allow him to see the actions of any being at any given time, from the present right back to when they were born. In his obsessive quest for knowledge he kept meticulous notes on all the beings of the world, and thus can use their own strength against them. Unfortunately, he seems unable to tell the difference between friend or foe when calculating.
He also has a powerful artifact at his disposal, which he will bring out after you first cast a spell. This will prevent you from killing him with burn spells.
His deck consists of a variety of low-cost creatures with Health greater than their Attack, though not many. The vast majority of his cards are damage dealing spells, card draw and removal, though to keep his workspace clean he will attempt to remove all your minions before attacking your face - unless he has lethal.
Heroic Changes
On Heroic, the Record Keeper has refined his calculations and is able to fell almost any foe in a single swing, before they can even touch him.
A clever work-around strategy will have to be employed, as you are still unable to target him with spells. Fortunately, refining the calculations took it out of him, and he only has 30 Health instead of 40.
Fight Four - The Author
Finally, you reach the lowest point - a massive cavern in which an enormous pile of books rests, atop which is a massive typewriter. Doan approaches it, but is swept aside by a massive tail. Rising tall above the typewriter is - The Author. Or should that be Authors?
This is a 6-stage fight, believe it or not.
The fight starts with you facing Knuckle, who unsurprisingly has a deck which features a fair amount of Battlecry minions, although he does also splash in some minions with Deathrattle and a variety of burn and armor gain spells. When you destroy his armor, his brother Ankle grows enraged and takes over. (Note that you cannot overkill him - if for example he took 6 damage and still had 5 armor, his armor would be destroyed but he would lose no Health).
The next stage is similar, as is the one after - Ankle favours Deathrattle minions, but splashes in some Inspire minions, and David Jr. favours Inspire minions and Hero Power interaction, but also throws in a few resurrection-type cards like Onyx Bishop and Kel'Thuzad, to make the most of his cards. As before, they both have burn spells and armor gain spells, and will be swapped out upon destruction of their armor.
The last three phases are simple - when the phase begins, your board is destroyed in a rain of fire, and then you must simply kill the enemy. David Jr. has gained a slight advantage - he also gains back 5 armor when his phase starts, leading to a total boss health of 65. Good luck!
Heroic Changes
On Heroic, the bosses decide that you don't deserve their bonuses, and David Jr. gets better at writing inspirational Instagram quotes in his diary. oh joy!
Showcase Cards and other rewards
A reminder: Experience means 'After this minion attacks or is attacked, do X'. This wording also means that the minion with Experience must survive the combat in order for its Experience effect to activate.
All reward cards, including when they are obtained and a brief description of the idea behind them
First Boss Rewards
Lost Egg - A more variable and in that regard slightly weaker version of Nerubian Egg. This is intentional for two reasons - the first is that you get a Beast, which matters for Druids and Hunters, and the second is that I don't think a repeat of the power level of Naxxramas would be good for the game.
Curious Hatchling - A strategic card intended to forestall an enemy. Can be played early as a general 'hope it messes up your turn' card like Saboteur, or can be cleverly played to prevent a large Reno Jackson or Alexstrasza turn, if you know what you're doing.
Second Boss Reward
Basement Dweller - Another card to add to the Deathrattle synergy group, this card might find a home in N'Zoth, the Corruptor decks. Potentially a multi-Deathrattle gaining version of Unearthed Raptor, though with less control and less premium stats.
Third Boss Rewards
Crypt Hoarder - A powerful draw engine potentially, but if you can't play the cards it gives you you lose them. This could be to your advantage however, as both Fist of Jaraxxus and Silverware Golem would be good targets, and you could run this in a Discolock for synergistic purposes.
Dwarven Researcher - Though it might not always get you a card, when it does it's quite reasonable value for its cost. Dropping it turn 1 almost guarantees at least 1 more 1-Cost card, though you'll only get it by turn 3.
Final Boss Rewards
Book of the Author - An alternative to Arcane Intellect for Dragon Mage, should they be interested in putting more burn into their deck. Synergises well as a turn 3 card giving you a turn 4 play.
Book of the Planner - Heavily intended to be used in combo decks to draw out combo pieces. While the card Charge exists, this card is clearly too strong, but at this point I don't feel like limiting a good but not otherwise broken card because of a poorly designed one.
The Author - Turns out they all know how to turn out books, and at a cheap price too! A good addition to spell-based decks and Dragon decks - perhaps that Dragon Mage I was mentioning?
Class Challenge Rewards
Drakewood Ancient - Obtained by rematching The Author. A strong 4 drop card that has very premium stats across two delayed bodies. A better split Twilight Summoner, in a way, which also offers Dragon synergy.
Argent Messenger - Obtained by rematching the Undead Record Keeper (nudge nudge, hint hint for a potential Heroic deck). A good draw card, but not so good that it will push out Azure Drake unless you're running a lot of Divine Shield.
And now, its time for me to sleep. Have fun everyone!
You can find me here! Good luck everyone!
Thanks for the feedback, I've actually got my submission in now, with the change you suggested to Decaying Treant, as well as a minor buff to Silvermoon Cleric, making it a 3/4 over a 3/3. The idea behind Skullforge Reaver is to push cards likeRevenge and Mortal Strike, by dropping health, and then immediately armoring up to balance it. As you pointed out, Shield Slam synergy is also nice.
As for yours:
Hive Guard: Demands hard removal, or it could single handily ruins aggro decks, but not overly powerful in other match ups. I don't think it needs a nerf, looks good as it is.
Dragonfly Nest: Reviewed this previously I think. It is a big Dragon's Egg, by chance, a very good C'thun counter, being able to potentially soak 15 damage of a C'thun battlecry. Played on curve it's likely to get at least 2 procs, so 4 1/1's, as well as the damage soak. Good card.
Dragonfly Swarm: This is the perfect example of a card being absolutely awful, until synergy is taken into account. Scavenging Hyena, Cult Master, Starving Buzzard,Leokk and Timber Wolf all would love this card. Would see constructed play, and be shunned in arena.
Dryad: I assume this doesn't count itself for the battlecry? Battlecries normally sound that way, so I'll assume I'm right. Not great on curve, potential for minor value later. A bit middling on this myself.
Sacred Springs: Is the spell meant to have a Fairy tag? And is there synergy for tribe spells? Could be an interesting idea if this isn't a mistake. As for the actual card, a slightly better, but restricted Power of the Wild, with the additional heal. I can't see priest being a natural home for your fairies so far, but there may be more later on. Not a bad card, but not strong enough to make people look at Priest as the home of the fairies.
Spring Maiden: Nice idea, adding the 0 cost fairies to your hand. Would be played for the battlecry, as the body is awful. The question is, is the effect good enough to get people playing a 3 cost 2/2? Iron Sensei and Addled Grizzly didn't manage to see competitive play, so the synergy generated by those tokens would need to be overwhelming.
Faerie Lightsworn: A better Shielded Minibot on your turn, a worse one on your opponents. Nothing groundbreaking, but a nice card, and not as OP as the minibot.
Lost Child: Now this is a 1 drop with value! Nice design, although the idea of a 1 mana +Spell damage scares me, I think you've made it restricted enough to not be broken. I agree with the rewording though.
Faerie Sharpshooter: Good ideas, but I feel there's a little too much here. 4/3 is inherently worse than a 3/4, but does the ability to bypass Taunts really just merits a slightly worse stat line? Also, as you pointed out, Stealth is rarely used, and the main examples that are seen is Twisted Worgen [/card] in Aggro, and [card]Stranglethorn Tiger in Beast Druid. The worgen, you aren't going to want to attack, and you can't trade with the Tiger, so the Stealth attack ability seems both redundant, whilst making the card seem stronger than it already is. Personally, I would drop the stealth targeting, but it's your call.
Twisting Roots: Love it. Love the theme, love the mechanics, slightly wonder why it's a Warlock card, but other than that, good job.
Spring Keeper Vera: I like it, but there's one slight thing that worries me. In wild, dropping this, along with 2 x Shadowboxer, for an 8 mana combo, would be like Flamewaker [/card]on speed, dealing 12 random damage, and healing for 6. Also, may be a little too strong with [card]Holy Champion(8 mana, Holy Champion ends up at 15/5), Lightwarden(6 mana, Lightwarden ends up on 13/2) and, if I'm being really pedantic, Hooded Acolyte (8 mana, give C'thun 6/6).
Faerie Ambusher: Strong, but not broken, if supported. Do you intend on retrofitting the Elusive tag to Faerie Dragon etc?
Sorry for the iffy feedback, I'm rather tired.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Thanks for the feedback!
I've buffed Sacred Springs to 2 mana, given the Spring Maiden Elusive, and made the Dryad give +2 health (I want the Fairy synergy cards to be strong). It doesn't count itself in the battlecry, obviously (otherwise Deathwing would destroy himself). I've changed Faerie Sharpshooter so that it no longer has the 'hit guys with stealth' effect.
I'm not sure I'll be able to finish everything today, however (been busy with schoolwork and other projects). Is it possible for there to be some sort of extension, considering there have only been like 7-8 posts in the submission thread?
Why Rogue is my favourite class:
My submission for this week's card design competition.
Wow, submission window closing soon and only 12 submissions so far. I really hope they don't need to extend the deadline, but I also don't want people to proceed just because not enough people submitted (cause it'll feel more like a competition on "who has the most free time" over "who designed the best adventure" haha)
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition