The Doom Lord Kazzak has gone and done something very foolish - he unleashed his most unhinged pit lord, Vile the Hungerer, loose upon Outland. Now the three most powerful factions in the remnants of Draenor have to put a stop to him - only problem is, they just can't seem to get along. Defeat their leaders, get their minions, and use them to defeat Kazzak and his personal psychopath!
30 new cards!
Priests, Paladins, and Hunters can fight alongside the noble and mighty Aldor. Buffs and healing is the name of the game for this crew.
Mages, Rogues and Druids can use shady tactics for the Scryers.
Warlocks, Warriors and Shamans can pledge their loyalty to Illidan's personal crew, the Illidari. Their tactics revolve around strategic use of the Illidari Council.
WING 1 - Aldor Rise (Priests, Paladins & Hunters)
The Aldor are generally the simplest of the three factions. They focus largely on buffing and healing.
Terrokar Guardian is an excellent Hunter guard, as it provides a good deal of damage for the cost and stats, plus is generally the only current practical application of healing minions for Hunters.
Vindicator is pure, utter value. For example, for two mana, combining him with the Aldor Anchorite gets you a 2/2 and a 2/3 right off the bat. It's not the most impressive first turn play a class can pull out, but it's up there.
Ishanah works much the same way as the The Mistcaller does - she permanently doubles up the effects of healing spells in your deck. When compounded with others cards, like Prophet Velen, she can easily outpace even Reno Jackson's healing ability.
WING 2 - Scyrer's Tier (Mage, Rogue, Druid)
Scryer Trainer works pretty much how you think she does - if you're playing a Druid, she'll discover mage and rogue cards. If you're playing a mage, she'll discover rogue and druid cards. Basically, she discovers faction cards except for the class you're playing. Helps mix things up a bit!
Scryer Demonologist is technically a mage, but she's gotten in touch with her dark side a bit. She straddles that line between Mage and Warlock, hence her ability to summon Imps.
Voren'thal can cast ANY secret, from ANY class and ANY expansion. Sheer craziness and RNG, but giver her cost, not half bad! Two random secrets for just 1 mana? Why not!
WING 3 - The Black Temple (Warlock, Warrior, Shaman)
Sooo.... Does anyone remember Light's Champion? Lol. Didn't think so! Demon Hunter is basically a MUCH, MUUUUCH more useful power creeped version of that guy. Especially since this expansion actually includes a few neutral Demons! So, not horrible to keep around anymore!
So, the big one. The Illidari Council. These guys very much work the same way as Feugen and Stalagg did. All four need to die in the span of the game for their effects to be triggered, so in short, you have to time which one you want to die last depending on the situation. Lady Malande is an absolutely incredible healer, so she can give you a much needed second wind. Gathios deals big damage. Veras gives your remaining minions a seriously significant buff, and Zerevor gives you a nice healthy hand fill. They're slow, and definitely take some time to take off, but their overall stats (that magic middle ground of 4 Attack and Health) and their powerful effects make them quite handy! The secret is all in the timing and deck build. But they can pretty much aid any Warrior, Warlock and Shaman deck.
WING 4 - Throne of Kil'jaeden (Neutrals)
Jaraxxus doesn't have the best taste in Stewards, as this one is pretty stupid and disloyal. Still, a 4/4 for 2 mana with Charge, he does well against big minions that need chipping away.
Vile the Hungerer is hungry as fuck. Any minion he kills, he adds their stats and abilities to his own - so destroying an 8/8 makes him a 13/13. To make it worse, he extracts their abilities for himself as well - stuff like Taunt, Divine Shield, and of course Deathrattles. Vile eating Ragnaros is pretty much a living nightmare.
Kazzak discovers Legendary minions. How does that work? He enslaves them! He's a lord of the Burning Legion after all.
Class Challenge Rewards
Honestly, these are all very straight-forward and simple and essentially add to their respective classes playstyles, rather than reinventing the wheel. I was really tempting to switch things up a bit, like give Druids Combos and whatnot, but I actually tried that once before to....mixed reception.
Also, for the first time, I'm not gonna list and create the individual boss battles for this adventure, as no one really pays any attention to them and they are very hard and time consuming to make. So, this time around it's just the cards!
What about Kabal Lackey? For 1 mana, that guys lets you pick and choose which Secret you want to cast - and it affects cards like Mana Wyrm since you're playing the Secret yourself.
What about Kabal Lackey? For 1 mana, that guys lets you pick and choose which Secret you want to cast - and it affects cards like Mana Wyrm since you're playing the Secret yourself.
Kabal Lackey requires you to A) have the secret in hand, b) actually run it in your deck. It basically makes you discard a card. Sort of.
Voren'Thal, on the other hand, gives it to you free of charge, unconditionally. And it's not like Yogg, where some spells are bad for you. Secrets are almost always good for you.
The First 3 out of 4 cards ARE to op. You got to lower the battlecry dmg, and thr attack buff should be +1 After divine shield is lost. Vorenthal mana Costs should be raised to 3.
Cards that might need to be changed: Voren'thal, the Seer: Seems far too strong, mana cost should be increased by 2 or even 3. Right now it's a 1 mana card that's worth 0.5 for the minion, 2.5+2.5 for the secrets, 1 for drawing both secrets without having them in your deck = 6.5 mana.
Vindicator: Might also be a bit too strong for 1 mana in Paladin (maybe even Priest?) with their buffs, but i kind of like the idea and paladin isn't strong at all right now.
Illidari Assassin: It's like a N'zoth's First Mate with +2 Health, even though it has overload it would be run in every single aggressive deck.
Nether Caller: I think Shaman and Warrior might have a bit too easy time abusing these cards, Warrior has tons of whirlwind effects that clears the imps and Shaman has Maelstrom Portal.
Steward of Jaraxxus: I love this card, but that's only because otk decks is my thing. This is just far to abusable in combo decks, even without Emperor Thaurisan you can do crazy shit with this card and in the late game you can even use it as a 2 mana deal 4 damage - would probably be run i decks like ZooLock too as it's either a good finisher or a very good trading tool. A bit of the combo's you could do (Without Emperor!) in classes: Warlock: Steward of Jaraxxus, Power Overwhelming, Power Overwhelming, Faceless Manipulator = 24 damage for 9 with 4 cards, you could even throw a Abbusive Sergent in there for another 4. Shaman: Steward of Jaraxxus, Abbusive Sergent, Windfury, Faceless Manipulator = 24 damage for 10 with 4 cards. Paladin: Steward of Jaraxxus, Blessing of Might, Blessing of Might, Faceless Manipulator = 20 damage for 9 with 4 cards. Rogue: Steward of Jaraxxus, Cold Blood, Cold Blood, Faceless Manipulator = 24 damage for 9 with 4 cards, in Rogue you can even use Preparation and coins to do even more. I think you get the idea. :P
Overall i really like your cards even though you might need to balance them a little bit.
There's some cool ideas here. Might need to rebalance a few, and I'm not sure how many people would want to devote 4 deck slots toward the counsel. Also, how did you create the custom triclass cards? I've been wanting to make my own but it wasn't an option on hearthcards.
There's some cool ideas here. Might need to rebalance a few, and I'm not sure how many people would want to devote 4 deck slots toward the counsel. Also, how did you create the custom triclass cards? I've been wanting to make my own but it wasn't an option on hearthcards.
I just made them myself with photoshop lol. I could try sending the hearthcards guy an email if he can implement these later, but no promises obviously lol. It only took him four months to implement the Magtheridon expansion symbol. :P
Okay! So rebalances! I was sure 1 mana for Voren'thal was the sweet spot considering we have secrets with all kinds of costs and flavors, but I suppose 2 should do it. Vindicator should also get bumped to 1 mana, or maybe even 2 and change the stats to a 1/2 - though that might make him a bit unwieldy.
I agree that Voren'thal should be raised to 2 mana. A lot of secrets, especially paladin, can be somewhat situational, but she still gives way too much value for just 1 mana. Vindicator should be fine at 1 mana I think, depending on whether or not his ability works when he's in your hand. I'm not sure about Blessed protector, a 4/5 minion with taunt for 3 mana is pretty strong. He is really weak to silence though. Aldor anchorite is also insanely strong, 2/3 stats with buffing effects from both the battlecry and deathrattle is pretty overpowered. Both of these cards pale in comparison with Terokkar Guardian, though. It powercreeps Disciple of C'Thun not only in the amount of damage dealt, but also in stats. It even has the option to heal!
One card I really like is Scryer Demonologist. She would be a great addition to anti-spell decks, acting as kind of an early game Troggzor the Earthinator. Also, I think that the Illidari Council members could be made even stronger. They're just incredibly slow! You need to sacrifice 4 deckslots in your deck to use them, and even after that there will be countless games where one of the cards will be the last one in your deck, so they're useless against aggro. If you somehow manage to play them all, though, you only get one of their effects, and even then the opponent can just silence the last minion and it was all for nothing. If you've already survived so long, healing doesn't really matter, 10 damage probably isn't enough to kill, you won't have many minions to give stealth to and the 3 spells aren't too impressive, either. The idea is cool, but the cards are too slow so they'll rarely be used.
Nether caller is a really strong card. Being able to use it + Whirlwind on turn two is pretty insane. I really like Hemet's elekk gun, although I think Hunter already has enough 3 mana 3/2 weapons, so maybe the cost + stats could be changed a bit. On paper, Grip of the forlorn seems like it could be good for a miracle deck with Sprint, but you'll usually be getting enough cards with Auctioneers anyway, so it seems kinda meh. It's a 10-mana card that lowers the cost of other cards, which is pretty hilarious. I think Illidari sentry totem could definitely cost 2 mana without being overpowered. It does give you info about your opponent, but other than that it doesn't really do anything to affect the board. A very angry orc could definitely be better as well, since it has inferior stats when compared to Kor'kron Elite, and the 1/2 weapon is pretty much useless on turn 4.
Overall, I really love the concept of most of these cards, and I would love to have these kinds of effects in the game. I just think some of them could do with a little bit of rebalancing. I'm looking forward to your next custom adventure!
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The Doom Lord Kazzak has gone and done something very foolish - he unleashed his most unhinged pit lord, Vile the Hungerer, loose upon Outland. Now the three most powerful factions in the remnants of Draenor have to put a stop to him - only problem is, they just can't seem to get along. Defeat their leaders, get their minions, and use them to defeat Kazzak and his personal psychopath!
WING 1 - Aldor Rise (Priests, Paladins & Hunters)
WING 2 - Scyrer's Tier (Mage, Rogue, Druid)
WING 3 - The Black Temple (Warlock, Warrior, Shaman)
WING 4 - Throne of Kil'jaeden (Neutrals)
Class Challenge Rewards
Also, for the first time, I'm not gonna list and create the individual boss battles for this adventure, as no one really pays any attention to them and they are very hard and time consuming to make. So, this time around it's just the cards!
Voren'thal seems way overpowered.
I got excited. I thought this was the new xpac :(
Omicron016#1732
Why Rogue is my favourite class:
My submission for this week's card design competition.
This isn't an official expansion right?..
Omicron016#1732
The First 3 out of 4 cards ARE to op. You got to lower the battlecry dmg, and thr attack buff should be +1 After divine shield is lost. Vorenthal mana Costs should be raised to 3.
Cards that might need to be changed:
Voren'thal, the Seer: Seems far too strong, mana cost should be increased by 2 or even 3. Right now it's a 1 mana card that's worth 0.5 for the minion, 2.5+2.5 for the secrets, 1 for drawing both secrets without having them in your deck = 6.5 mana.
Vindicator: Might also be a bit too strong for 1 mana in Paladin (maybe even Priest?) with their buffs, but i kind of like the idea and paladin isn't strong at all right now.
Illidari Assassin: It's like a N'zoth's First Mate with +2 Health, even though it has overload it would be run in every single aggressive deck.
Nether Caller: I think Shaman and Warrior might have a bit too easy time abusing these cards, Warrior has tons of whirlwind effects that clears the imps and Shaman has Maelstrom Portal.
Steward of Jaraxxus: I love this card, but that's only because otk decks is my thing. This is just far to abusable in combo decks, even without Emperor Thaurisan you can do crazy shit with this card and in the late game you can even use it as a 2 mana deal 4 damage - would probably be run i decks like ZooLock too as it's either a good finisher or a very good trading tool.
A bit of the combo's you could do (Without Emperor!) in classes:
Warlock: Steward of Jaraxxus, Power Overwhelming, Power Overwhelming, Faceless Manipulator = 24 damage for 9 with 4 cards, you could even throw a Abbusive Sergent in there for another 4.
Shaman: Steward of Jaraxxus, Abbusive Sergent, Windfury, Faceless Manipulator = 24 damage for 10 with 4 cards.
Paladin: Steward of Jaraxxus, Blessing of Might, Blessing of Might, Faceless Manipulator = 20 damage for 9 with 4 cards.
Rogue: Steward of Jaraxxus, Cold Blood, Cold Blood, Faceless Manipulator = 24 damage for 9 with 4 cards, in Rogue you can even use Preparation and coins to do even more.
I think you get the idea. :P
Overall i really like your cards even though you might need to balance them a little bit.
There's some cool ideas here. Might need to rebalance a few, and I'm not sure how many people would want to devote 4 deck slots toward the counsel. Also, how did you create the custom triclass cards? I've been wanting to make my own but it wasn't an option on hearthcards.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Cool concept, but spotted two clearly broken cards :
Take a look at my card creations here in vojza's mini expansion topic.
I agree that Voren'thal should be raised to 2 mana. A lot of secrets, especially paladin, can be somewhat situational, but she still gives way too much value for just 1 mana. Vindicator should be fine at 1 mana I think, depending on whether or not his ability works when he's in your hand. I'm not sure about Blessed protector, a 4/5 minion with taunt for 3 mana is pretty strong. He is really weak to silence though. Aldor anchorite is also insanely strong, 2/3 stats with buffing effects from both the battlecry and deathrattle is pretty overpowered. Both of these cards pale in comparison with Terokkar Guardian, though. It powercreeps Disciple of C'Thun not only in the amount of damage dealt, but also in stats. It even has the option to heal!
One card I really like is Scryer Demonologist. She would be a great addition to anti-spell decks, acting as kind of an early game Troggzor the Earthinator. Also, I think that the Illidari Council members could be made even stronger. They're just incredibly slow! You need to sacrifice 4 deckslots in your deck to use them, and even after that there will be countless games where one of the cards will be the last one in your deck, so they're useless against aggro. If you somehow manage to play them all, though, you only get one of their effects, and even then the opponent can just silence the last minion and it was all for nothing. If you've already survived so long, healing doesn't really matter, 10 damage probably isn't enough to kill, you won't have many minions to give stealth to and the 3 spells aren't too impressive, either. The idea is cool, but the cards are too slow so they'll rarely be used.
Nether caller is a really strong card. Being able to use it + Whirlwind on turn two is pretty insane. I really like Hemet's elekk gun, although I think Hunter already has enough 3 mana 3/2 weapons, so maybe the cost + stats could be changed a bit. On paper, Grip of the forlorn seems like it could be good for a miracle deck with Sprint, but you'll usually be getting enough cards with Auctioneers anyway, so it seems kinda meh. It's a 10-mana card that lowers the cost of other cards, which is pretty hilarious. I think Illidari sentry totem could definitely cost 2 mana without being overpowered. It does give you info about your opponent, but other than that it doesn't really do anything to affect the board. A very angry orc could definitely be better as well, since it has inferior stats when compared to Kor'kron Elite, and the 1/2 weapon is pretty much useless on turn 4.
Overall, I really love the concept of most of these cards, and I would love to have these kinds of effects in the game. I just think some of them could do with a little bit of rebalancing. I'm looking forward to your next custom adventure!