In the Mysteries of Karazhan, players will venture to the very first 10 man raid and see what has become of it. Medivh's tower has certainly seen better days; the ramparts are shattered, cobwebs gather everywhere, and even though there are few living denizens you'll find the tower quite packed. To make matters worse, a certain Prince has decided to attach his personal pocket dimension to the top of the tower and seize control of the whole thing. You'll have to charge up through the tower, battling the echoes of what used to be, before finally arriving at the very top and facing Prince Malchezaar himself.
New Mechanic: Negative Spell Damage
- Why ramp up yourself up when you can instead push the other guy down?
Once you select the Mysteries of Karazhan, you get a personal welcome right away.
: Welcome, mortal. Do stay a while. I hear the former Guardian's hospitality is to... die for.
Boss Only Cards
There are a few cards that only Karazhan Bosses can use.
Wing One: The Servant Quarters
: Of course, you'll find that Karazhan, as the only true shelter for miles, lends itself home to all manner of creatures.
Boss One: Hyakiss the Lurker
Hyakiss the Lurker makes his home in the corners of the Servant Quarters, but he likes to eat out once in a while.
: Please, do amuse me.
Hyakiss the Lurker is a theoretically simple boss, with a familiar gimmick. Aside from his one special spell which I'll get into in a moment, his deck consists entirely of Webspinners. You can guess where this is going. And three copies of the spell:
: You've cleaned them out so quickly. Very entertaining, mortal.
'Shadowbat' is a bit of a redundant statement if you think about it.
For defeating Shadikith the Glider, players earn 2 Shadowbat cards for Priests.
Heroic Shadikith the Glider Changes
Very little changes for Shadikith, except he has more health and his hero power is now an on-demand AoE Earth Shock. I'll confess, there's not a lot you can do with the Servant's Quarters bosses.
He earned his title after going Hang-Gliding with his colony.
For clearing the Servant's Quarters, players earn one Shadikith the Glider.
Hunters challenge Hyakiss the Lurker for two copies of the Aspect of the Pack card.
Alright everyone, pack it up!
Shamans challenge Shadikith the Glider to secure two copies of the Grounding Totem card.
You're grounded! - Thrall to Garrosh.
That is the first wing of Karazhan - and the most boring one because seriously, the Servant's Quarters - down. Please do let me know what you think of the bosses, and how brokenly OP/pathetically underpowered the cards are.
Most of the cards are... sub-par. While i guess shadowbat could be interesting, the phase hound's text makes it sound like the stealth only happens when an enemy attacks it - not when it attacks an enemy. That would make it useless without taunt - and if you gave it taunt, the taunt would be obsolete after the first blow. Coldmist spinner is a somewhat crappy version of snowchugger, and Shadikith is far too weak, despite his ability. If he had more health and a little more attack, maybe he'd be passable.
: You've brought me suitable entertainment, lesser creature. Your purpose is complete. You may die now.
Boss One: Attumen the Huntsman
Attumen rides upon his stead, Midnight, engaged in glorious hunts.
: What are you doing? What is the meaning of this?
In addition to his hero power, constantly stealthing his various Karazhan dudes, Attumen has a special spell to take out your dudes:
And of course, 3 copies of his sword.
And of course, what would Attumen be without having one Midnight in his deck?
Basically, there is no way to prevent Midnight's deathrattle aside from transforming her. What 'mount' means is that Attumen transforms into a slightly different hero.
Attumen 2.0 has permanent +1 attack. And while technically he has 45 health, his starting health will be Attumen's health plus how much health Midnight had before she died. So if you bring Attumen to 20 health, and Midnight to 8 health before killing her with a Mountain Giant, Attumen 2.0 will have 28 health out of 45 to start.
Now these are some more interesting cards. I really like Concubine and Intercept - they really seem solid for their cost. Garrote's a bit expensive for what it does - lower the cost to 2 or even 3 and it would be better. Skeletal waiter is a great card - a bit too great. I'd bring its attack down a tick or two. As for spectral stallion, i really like the concept, but it's far too expensive for its stats. Make it a 3-drop and it would definitely see some play. Oh, and the legendary's good too.
The real complain i have for this wing is the hero powers can be a touch confusing. Attumen's for example - why not just say "give 2 friendly minions stealth"? unless he targets an enemy minion with it, and why the heck would he do that? For moroes, why is the "at the start of each turn" necessary? why not just reduce it to "deal one damage to an enemy minion and another random enemy minion"? Or even, deal the damage to them at the end of the turn, if you really wanted. As for the maiden, my only question is, what happens when two minions have the same max health, or only one minion is on the board?
@Zkaletus It's the question of targeting. It'd be like if the Mage hero power also dealt 1 damage to a random character. You choose something you want to get the effect for sure, and then you get another one random as a bonus. As for Maiden, if minions have the same attack - not health - all the ones with that attack get hit by Holy Ground. Which makes Mass Repentance function as board clear.
Yes, you know exactly where this is going. As long as Grandmother is... well, Grandmother, neither player draws any cards from their deck, nor will Grandmother play any cards. Plus, the player starts with an extra card in their hand...
This triggers a short event, and then Grandmother turns into...
If Little Red dies to the last use of the Big Bad Wolf's weapon, her deathrattle gives it +6/+1 before it breaks. If she survives until Wide Swipes dies, she is changed back to how she was before. So if you have a Mountain Giant at 8/2, and it's turned into a 0/6 Little Red who the wolf takes down to 0/2, she'll change back into the 8/2.
Plus, her taunt combined with 'can only be attacked by heroes' means that the Big Bad Wolf's minions can attack other things even if she's up. The taunt only counts for the Big Bad Wolf himself.
Begin: Grandmother: Hello, my child.
Emote Response: Grandmother: Do you have something for me?
Playing Why Granny: Player: Oh grandmother, what big ears you have.
Grandmother: The better to hear you with, my child.
Player: Oh grandmother, what big eyes you have.
Grandmother: The better to see you with, my child.
Player: Oh grandmother, what OP cards you have!
*Grandmother is covered in smoke, which fades to reveal the Big Bad Wolf*
The Wizard of Oz encounter has a lot of Lightning spells, and 5 Flying Monkey cards.
At the start of Dorothee's first turn, she summons Tito.
If Tito's deathrattle activates, Dorothee's hero power transforms into:
At the start of Dorothee's second turn, Roar falls into the scene to defend her.
On turn three, Strawman arrives.
And last but not least, on turn 4:
Once you fight through all of these and destroy Dorothee, a new hero enters in her place:
What this 'remove' does is lift a minion up. It still occupies the space, so if you have 7 minions and one is lifted, you can't drop down another. However it cannot attack, its taunt does not matter, it cannot be attacked or targeted by spells and effects, cannot give effects. Basically, it does not exist save for the space it uses, and then it comes back exactly as it was.
I suppose that the card arts are only a placeholder, because card ideas are nice and encounters are perfect. But artwork is a pretty important factor. Otherwise outdated wow in-game models look lifeless and dull in a card game where we got lots of visual effects and flashy stuff going on.
Rollback Post to RevisionRollBack
Your friends will abandon you...Your heart will explode...
: Nobody to save you this time, mortal. Your frailty shall be your undoing.
Boss One: The Curator
It's a giant magic robot that shoots lightning. What else do you want?
: Curator! This mortal is not a guest. Show them out.
On turn 2, The Curator will coin out his hero power, summoning seven:
The Curator's entire deck has one card, and one card only.
After summoning his flares, the Curator will ramp up to 10 mana one way or another. The moment he has 10 mana he'll cast an Evocate, then on the next turn he'll use his Hero Power. The problem is, he'll use Evocate whether or not there are any Astral Flares alive, and if there are he won't take the 30 damage.
Once at or below 20 health, The Curator stops using Evocation and his hero power changes to:
: Worthless piece of junk. Very well then mortal, proceed. See what becomes of you.
He doesn't like the way he pops being compared to water balloons.
For defeating The Curator, players earn 2 Arcane Anomaly cards.
Clarification: If you have a Malygos and the opponent has Bloodmage Thalnos, they'll all lose their Spell Damage and the Arcane Anomaly will become a 7/7, and on death will refill 6 mana crystals. But if you've had a Shaman Wind Shear your Blingtron so it's -1 Spell Damage, then the Arcane Anomaly will become a 0/0 , instantly die, and drain one of your mana crystals.
Heroic The Curator Changes
It starts normal, the Curator even loses his armor. However, the Astral Flares are twice as powerful.
Furthermore, Evocation changes.
You will now require 4 Evocations instead of 3 to change his hero power, and he'll be able to summon Flares on the same turn.
Once you do bring him to 20 or less health, his hero power changes to:
Boss Two: Terestian Illhoof
Terestian is Prince Malchezaar's most loyal minion within Karazhan.
: Your master has use for you, satyr. End this interloper.
For defeating Terestian Illhoof, players earn 2 Shadow Pillager cards.
Heroic Terestian Illhoof Changes
Terestian, however, now starts with both Kil'rek AND a Demonic Portal on the board.
Also, his chains are meaner.
Boss Three: Shade of Aran
Medivh and his father once fell asleep. Eventually, Medivh woke up. His father didn't.
: Shade, this fiend is here to punish you for your son's transgressions.
The Shade of Aran is unique in that he starts with 9 mana crystals, but does NOT gain any over time. In fact, sprinkled in with his spells-only deck are some that will actually destroy them, which the AI won't be able to distinguish from regular spells.
And of course, what would Shade of Aran be without:
When the Shade of Aran runs out of mana, bad things happen. First is a Polymorph.
Which gives him one:
He'll cast it immediately, bringing him to 10 full mana crystals. By the way...
: Such a shame. I was planning on re-purposing those portals.
Mages hate him! Learn his secret to unlimited magic today!
For defeating Netherspite, players earn 2 Ethereal Spellfilcher cards.
Clarification: Heals and + Health effects are treated the same. If a priest casts Holy Nova and heals 5 of their characters, they will each only be healed for 1. The Spellfilcher will take 2 damage, but then heal for 2 and gain another 3 health, leaving you with a 5/9. Similarly, if he is at 5/1, and a Blessing of Kings is cast, the BoK gives the minion +4/+3 and the Spellfilcher heals to 5/2.
Heroic Netherspite Changes
Netherspite's hero power is now quite a bit nastier. The portals also got an upgrade.
'Increasing under Netherspite's Command' means that while Netherspite controls them, they ramp up their effects 1, 2, 3, 4 etc. The player only gets them at 1 effect each time, and if Netherspite steals them back they're back to 1 for him as well.
The last change is that, predictably, Empowerment's nastier.
Boss Two: The Chess Event
For years Medivh's Echo has roamed Karazhan, trying to turn card games into Chess.
: How about a game...?
This doesn't actually do anything.
At the start of the player's first turn, they and Medivh have their entire hands and decks emptied out. Card draw stops, so no fatigue occurs.
Both players start with a board filled with 'Pawns', and they can attack immediately. At the start of a player's turn, their board's filled with pawns again.
Both heroes are also Immune and do not gain mana crystals.
Alliance goes first, Horde goes second.
Druid, Mage, Paladin, and Priest are Alliance.
Hunter, Rogue, Shaman, Warlock and Warrior are Horde.
As you can imagine, it's fairly easy to min/max the Chess Event, but you also have to remember that, were this an actual adventure players wouldn't know the various pieces going into the fight.
It's a MAJOR step up from the regular Flesh Beast.
For defeating Prince Malchezaar and freeing Karazhan from the Legion's influence, players earn 2 Greater Fleshbeast cards.
Heroic Prince Malchezaar Changes
Malchezaar's big change is that his Infernals begin falling from the very beginning.
However, the changes don't stop there. Once the Prince's armor is broken, their rate goes from one at the start of Prince Malchezaar's turn to one at the start of each turn. Also, these accelerated Infernals can take a little more punishment than the regular ones...
All cards, all decks are open to me.
For clearing the Upper Levels, players earn one Prince Malchezaar.
Here there is only one Class Challenge, for the Paladin who has to fight Prince Malchezaar for two copies of:
It's a thankless job, but she doesn't mind. No really, she doesn't.
Wrapping up Karazhan
And that is everything. Prince Malchezaar is dead and Karazhan has been quite thoroughly exorcised. Collect your reward cards and - if you cleared Heroic - your Grand Library cardback in addition to the dusty Karazhan cardback.
This was fun, see you around. Please do leave a reply.
bam... if this was real you would see that hes got a dog/cyote themed semi hybrid hunter deck built around rushing down with minions but with a weakness to taunt, and if you wanted to have a little cheeky peek at nax, you could replace the coldmist and the webspinner for two Deathcharger and have a kt or the prince questioning it in the deck like in the maexxna fight and sea giants