In the Secrets of Ulduar, players will travel alongside Brann Bronzbeard as they attempt to break into the Maximum Security Prison of the Titans while it's undergoing a full-scale revolt. They'll have to take out the fortified defenses surrounding the Flame Leviathan. Brann's been here before, but was stopped by the stone giant Kologarn, who remains in your way. Once past him, you'll find that the locks keeping Yogg-Saron contained are engaged; they're doing exactly what they're supposed to in case of escape, but it's also keeping you from reaching the Old God. You'll have to beat sense into the Watchers to unlock it, before going toe-to-tentacle with the horrific Old God of Death itself. Clock is ticking, because with each passing second Yogg-Saron grows stronger, and the world comes closer and closer to ruin.
New Race: Iron Soldier
- Long before the mortal races of Azeroth walked the earth, the Titans crafted their minions of metal and stone. They do not bleed. They do not sleep or eat or drink and nor do they tire.
Once you select the Secrets of Ulduar, you meet up with the best dwarf ever.
: You’re here! Come on, let’s crack this city open! Better hurry, too. Before Yogg-Saron escapes.
Wing One: The Halls of Lightning
: Before we take on Ulduar, ya need to clear out the Halls of Lightning. Don't want anything nasty sneaking up on us from behind.
: Oh, and don't worry about the Halls of Stone. My boys already took care of that.
Boss One: General Bjarngrim
The vanguard of Loken's forces, General Bjarngrim exterminates intruders with extreme prejudice.
: Whoa now, that's a BIG one!
General Bjarngrim is a simple boss to start with; he simply runs a Control Warrior deck, with a great many of the Iron Soldier cards players can acquire in this adventure. And with a worse Bloodlust on-demand, giving him board control is the last thing you want.
Great ideas here. I love Living Cyclone in particular. Buffet is nice as well.
I would decrease the damage of Pummel by one, to counter the fact that silence is very powerful. Last Stand is worthless as is, an Antique Healbot gives you a 3/3 body, health that isn't taken away, and costs two less mana, in exchange for... one less healing.
Reminiscent of Hodir's hard mode where you need to defeat him in a short time, here you only have 10 turns. In theory, Ice Block can buy you some more time, but then Hodir just keeps spamming Shatter. The four frozen allies change too.
Boss Two: Freya
Freya tends to the Conservatory, the entirety of which springs up to defend her.
: Tread lightly while yer in there! Whole place could come alive any moment.
There are three possibilities for Allies of Nature, which it will cycle through.
Option One: Four Detonating Lashers.
Option Two: The Trio
And Option Three: One Ancient Conservator
Being summoned by her Hero Power will still trigger its battlecry.
Freya holds Druid cards and Dream cards, including Naturalize, Emerald Drake, Laughing Sister, and Healing Touch.
Insects and birds are for the weak. Real flowers pollinate themselves.
For defeating Freya, players earn 2 Forest Swarmer cards for Druids.
Heroic Freya Changes
She also gains three new cards, based on her hard mode of leaving up the three Elders.
Boss Three: Mimiron
Once a brilliant inventor, Mimiron now builds only war machines for Yogg-Saron.
: Mimiron? He’s the one behind the Leviathan and Deconstructor. Hate to think what else he might’ve built.
Mimiron's encounter is highly scripted. He is immune for a large portion of the battle while you fight his machines. He starts with the Leviathan Mark II on board.
As you deal with the Leviathan, Mimiron throws out other mechs. Once the Leviathan Mark II is dealt with, he summons a new minion, even clearing space if he has to.
Once the VX-001 is active, Mimiron gains a new hero power.
Once the VX-001 is dead, he summons the ACU and gains a new hero power.
Once the ACU is dead, Mimiron summons all three with half health. If all three of the machines die, Mimiron loses his immunity and you can finish him off easily. While all three are alive, Mimiron rotates through his three hero powers.
Begin: You’re going to help me test out my latest and greatest creations! Now, before you change your mind.
As you can imagine, this places a bit of a damper on the player, limiting them to at most 2 mana. Luckily, Saronite Vapors spawn on Vezax's side of the board, and if there isn't room they'll just spawn when they next get the chance. The first one spawns at the start of Vezax's Turn 3, then 5, then 7, and the last one spawns at Turn 9.
Vezax plays a deck full of 'cult' cards. Faceless, Dark Cultist, Cabal, Shadow Bolt, Corruption, one Flamestrike, the likes. Also:
Sara: Who's there? Is he dead? Excellent, come quickly!
Step 1: Plant seed in a Druid's garden. Step 3: Profit!
For defeating General Vezax, players earn 2 Seed of Corruption cards for Warlocks.
Heroic General Vezax Changes
If you've ever done General Vezax, you can probably guess where this Heroic is going. Saronite Vapors will now forcibly clear a space in Vezax's board if they have to. They spawn earlier and more often: The first one spawns at the start of General Vezax's first turn, and a total of 7 will spawn.
And once there are 7, they immediately become the Animus...
Algalon's First turn: *Algalon changes the background of the inn table and purple cloth into a star-filled night sky* The pantheon will receive the Observer's message regardless of this battle's outcome.
Defeated: *Algalon's portrait cracks, but does not shatter. The board falls back from space* Desist! I... have seen worlds destroyed, its denizens fading without a whimper. Have they... all held your tenacity? Had they all loved life as you do?
I've rearranged the reply code. Your planet will be spared.
For defeating Algalon the Observer, players earn a starry Astral Cardback and 2000 Arcane Dust.
Wrapping up Heroic Mode
: I lack the strength to transmit the signal. Find a place of power close to the skies. Hurry.
It was a decision between two options for the Descent into Madness Legendary, and in the end I decided giving players the power of the Old God of Death itself was just a bit silly. And plus, I really like the mechanic I came up with for the Vezax legendary.
Hey, that's a lot of content, I'm only gonna focus on the rewards for my review:
Pummel: It's bad, as in real bad. 2 mana for 1 more damage? It also deals the damage and then silences the target, so it can't be used to kill a deathrattle minion.
Slag: It's balanced and could be useful - I like it.
Living Cyclone: Get away with that shit. Shamans don't need MORE overload, they need less. I see the idea behind the card and shamans need good early game - but sacrificing a whole turn for it? Hell no.
Titanium Wanguard: I....don't understand. What is an iron Soldier? What is "a" poison? It'd be better to introduce it later and not as the first of an archetype. Can't really have a word on it.
Loken: I don't like to review legendary cards, because there are cards like Tirion and then there's Millhouse...But I guess it's fine? Pretty strong though. But then again: legendary.
Last stand: Why not armor? And please, no. Warrior's are already the character with the biggest health pool, no need to add even more.
Chain Lightning: Great card, even with overload. Solid tool against whatever the enemy has on board (except patrons maybe)
Mechagnome battletank: There are better 6 mana cards than this, even mechs, f.e. Piloted Sky Golem.
Molten Colossus: Cool mechanic, but too expensive to use it wisely imo.
Buffet: Great card, but without the combo, it's just unplayable. It's supposed to be a little worse than the usual card.
Parts Recovery Technician: Would be good, if it'd had more health points. There are better plays for 3 mana.
XT-002: A build in equality? Cool, but then again: too expensive and too slow because it's a deathrattle. So basically, you give your opponent an equality.