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:
Using webs to trap is so last year. Ice is what's in now.
For defeating Hyakiss the Lurker, players earn 2 Coldmist Widow cards for Hunters.
Heroic Hyakiss the Lurker Changes
Notice, Hyakiss's hero power can now target heroes too, so effectively you only have around 27 health. Beyond the exchange of three Webspinners for Coldmist Widows, it stays the same.
Similar to Naxxramas, attempting to play Alexstrasza will result in her being destroyed before she has a chance to use her hero power, and you hear:
: The Titans' puppet has no power here, fool.
The Servant's Quarter is a very dull wing. Nobody ever went in there in Karazhan.
Boss Two: Rokad the Ravager
It's hardly any surprise that a species called 'Darkhounds' would move into Karazhan.
: Ah yes, the Darkhound Alpha. I assure you, Rokad's bite is far worse than his bark.
This effect DOES stack, so if you hit Rokad twice on turn 2, then three times on turn 4, he'll be hitting for 5 on his turn. In addition to an aggressive mix of Karazhan cards, he has some:
: You have provided me with great entertainment, mortal. Now, again.
Reward
Hunting dogs become noticeably more threatening when they're magical.
For defeating Rokad the Ravager, players earn 2 Phase Hound cards.
Clarification: The Stealth comes after the attack. A Grim Patron attacks the Phase Hound, it takes 3 damage, and then stealths.
Heroic Rokad the Ravager Changes
Rokad's Hero Power is now far, far more dangerous. As you get him lower and lower, he'll eventually end up able to one-shot your hero. At least he doesn't have Windfury.
Boss Three: Shadikith the Glider
Bats like to hang upside down. Sometimes they grow very, VERY big.
: Shadikith the Glider, hmm? I do so wonder how you'll look with burst eardrums, mortal.
Shadikith's Hero Power is basically a cheaper, On-Demand Mass Dispel without the card draw. Your cards' effects won't be nearly as effective as they would otherwise.
Shadikith plays primarily beast cards, with a lot of the new Shadowbat cards and:
: You've cleaned them out so quickly. Very entertaining, mortal.
Reward
'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.
Wing Reward
He earned his title after going Hang-Gliding with his colony.
For clearing the Servant's Quarters, players earn one Shadikith the Glider.
Class Challenges
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.
Just a reminder, 6 minions brings this up to 32 damage, 7 minions to 64.
The other change is that her Mass Repentance, well...
Wing Reward
Her one vice is that she could never help the Maiden of Grief. And eating the last cookie.
For clearing the Lower Levels, players earn one Maiden of Virtue.
Class Challenges
Warriors go up against Attumen the Huntsman to secure 2 Intercept cards.
Hit my minions will you?!
After that, Rogues fight Moroes for two Garrote cards.
Here, friendship necklace from me! No no, ignore the spikes.
Alright, that is two out of five wings down. See you next time in the... well, you should be able to guess what wing comes next. As always please do leave a reply, helps a lot.
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.
Dialogue
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*
In addition to their Karazhan cards - including a lot of their reward card - Romulo and Julianne have two special spells:
And two Legendary minions...
At first, the player must simply go through Julianne's 10 HP and hero power. When she dies, her portrait cracks and flies apart, leaving no crater. Into the space leaps...
And then, once Romulo is dead and shattered, Julianne resurrects herself as the hero, then brings Romulo back to life as the minion:
Which means that Romulo will become the hero, with no attack - though Tobalt's deathrattle can change that - and as much health as he had when switching, while Julianne becomes:
... with as much health she had during the switch. Whichever hero dies first will end the battle.
Whoever is Last Defeated: : Splendid! One more and we're closed for the night, I promise.
Reward
She didn't spend ten years in acting school for this.
For defeating Romulo and Julianne, players earn 2 Spectral Performer cards.
Clarification: It's 2 damage on top of the 3 damage suffered from trading.
Heroic Romulo and Julianne Changes
Eternal Affection now heals a lot more.
When Romulo comes in:
And when they start tag-teaming, their minion forms are:
Furthermore, it's not enough to kill the one currently the hero. Doing so will make the one who is a minion swap in, and you must finish them off as well.
Boss Three: The Wizard of Oz
A poor little girl and her dog, trying to get home. How bad could it be?
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...
@Zenmasta Well the problem is that some things, like Tinhead or Romulo, simply don't have any good art. Where I can find good Hearthstone-y art I use it, but a lot of things simply don't have it.
Well I know that problem, so placeholding is actually not a bad idea. As a suggestion, you can also use other art if you find them fitting to the character. Never tried it out but it might help :P
Anyway, great job with the Adventure itself. So much effort for all the boss interactions and new mechanics are cool, especially that banish one. Love it! Have a good day!
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
+10 Armor
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.
Reward
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:
AUTOCAST
Boss Two: Terestian Illhoof
Terestian is Prince Malchezaar's most loyal minion within Karazhan.
: Your master has use for you, satyr. End this interloper.
Which summons:
Terestian has Sense Demons (Though no actual demons in his deck) and a lot of spells such as Corruption, Shadow Bolt, Imp-losion and Hellfire. However, Terestian also has a very particular set of skills, 2 of each:
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...
How could a Nether Dragon resist residing in Medivh's tower?
: Not much further now, mortal. Surely your feeble body can make it.
Netherspite's hero power does a lot of damage to your board, so your minions are going to have a bad time.
Furthermore, Netherspite starts with 3 minions:
You'll really want to snag these portals and protect them somehow. Serenity, luckily enough, can outheal Netherspite's hero power.
Of course, portals, arcane spells, and Karazhan cards aren't the only thing up Netherspite's sleeve.
The graphic fills Netherspite's hero portrait with blue. Taking damage makes the blue 'drain' down, but then it refills at the end of the turn if not fully drained.
: Such a shame. I was planning on re-purposing those portals.
Reward
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.
For defeating the Chess Event, players earn 2 Hand of Sacrifice cards for Paladins.
Heroic The Chess Event Changes
Mostly, the Chess Event has no changes at all. However, Medivh's AI receives a slight upgrade, and when the decks and hands are cleared, Medivh has 3 cards returned to his hand, one of each:
Boss Three: Prince Malchezaar
+ 10 Armor
Self-Proclaimed Lord and Master of Karazhan
: Boldly you have sought to conquer the tower. Bravely you sought treasure and power beyond your understanding.
: You seek power? You shall witness it. You desire Karazhan? Your remains will never leave.
Once you break Prince Malchezaar's armor, bad things begin to happen. At the start of Malchezaar's turn, a meteor falls and impacts his board, giving him one:
Once the armor has been shattered, these meteors will keep falling until one of you die.
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
+30 Armor
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...
Wing Reward
All cards, all decks are open to me.
For clearing the Upper Levels, players earn one Prince Malchezaar.
Class Challenges
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
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:
Dialogue
Begin: *hiss*
Emote Response: *screech*
Defeated: *weak hiss*
: Hmm, you have an interesting style, mortal.
Reward
Using webs to trap is so last year. Ice is what's in now.
For defeating Hyakiss the Lurker, players earn 2 Coldmist Widow cards for Hunters.
Heroic Hyakiss the Lurker Changes
Notice, Hyakiss's hero power can now target heroes too, so effectively you only have around 27 health. Beyond the exchange of three Webspinners for Coldmist Widows, it stays the same.
Similar to Naxxramas, attempting to play Alexstrasza will result in her being destroyed before she has a chance to use her hero power, and you hear:
: The Titans' puppet has no power here, fool.
The Servant's Quarter is a very dull wing. Nobody ever went in there in Karazhan.
Boss Two: Rokad the Ravager
It's hardly any surprise that a species called 'Darkhounds' would move into Karazhan.
: Ah yes, the Darkhound Alpha. I assure you, Rokad's bite is far worse than his bark.
This effect DOES stack, so if you hit Rokad twice on turn 2, then three times on turn 4, he'll be hitting for 5 on his turn. In addition to an aggressive mix of Karazhan cards, he has some:
Edit: Boss Deck courtesy of Captain_Kaos!
Dialogue
Begin: *snarl*
Emote Response: *bark*
Defeated: *growl*
: You have provided me with great entertainment, mortal. Now, again.
Reward
Hunting dogs become noticeably more threatening when they're magical.
For defeating Rokad the Ravager, players earn 2 Phase Hound cards.
Clarification: The Stealth comes after the attack. A Grim Patron attacks the Phase Hound, it takes 3 damage, and then stealths.
Heroic Rokad the Ravager Changes
Rokad's Hero Power is now far, far more dangerous. As you get him lower and lower, he'll eventually end up able to one-shot your hero. At least he doesn't have Windfury.
Boss Three: Shadikith the Glider
Bats like to hang upside down. Sometimes they grow very, VERY big.
: Shadikith the Glider, hmm? I do so wonder how you'll look with burst eardrums, mortal.
Shadikith's Hero Power is basically a cheaper, On-Demand Mass Dispel without the card draw. Your cards' effects won't be nearly as effective as they would otherwise.
Shadikith plays primarily beast cards, with a lot of the new Shadowbat cards and:
Dialogue
Begin: *warble*
Emote Response: *screech*
Defeated: *scree*
: You've cleaned them out so quickly. Very entertaining, mortal.
Reward
'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.
Wing Reward
He earned his title after going Hang-Gliding with his colony.
For clearing the Servant's Quarters, players earn one Shadikith the Glider.
Class Challenges
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.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
@Zkaletus I defend that with the notion that... well... the Servant's Quarter in general is subpar. It's the Servant's Quarter.
Hmm... I like it personally. Can't wait to see the next wing.
Mrghl Mrghl!
Wing Two: The Lower Levels
: 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.
Dialogue
Begin: Perhaps you would rather test yourself against a more formidable opponent?!
First time Midnight kills a minion: Well done, Midnight!
First time Huntsman's Sword breaks: Weapons are merely a convenience for a warrior of my skill.
Emote Response: Such easy sport!
Mounting Midnight: Come Midnight, let's disperse this petty rabble!
Defeated: Always knew… someday I would become… the hunted.
: I gave you an order, weakling. Who are you to defy Prince Malchezaar?
Reward
All the bones make for a rather uncomfortable ride, saddle or no.
For defeating Attumen the Huntsman, players earn 2 Spectral Stallion cards.
Heroic Attumen the Huntsman Changes
Attumen's hero power now, instead of stealthing two minions, stealths all of them. Basically, an on-demand Conceal that's slightly more expensive.
His sword is now an Ashbringer that ignores taunt. And Midnight...
... if Attumen mounts her, he now gains +2 attack instead of +1.
Boss Two: Moroes
The Tower Steward Moroes hosts an eternal party of long-dead nobles.
: Do you truly seek to conquer Karazhan? To take the tower? From me?
Moroes has a variety of Rogue spells in addition to Karazhan minions. Shiv, Assassinate, Sinister Strike, Eviscerate, and Sap. Oh, and:
But the big thing is that Moroes starts with 4 minions, as follows from left to right:
They technically aren't required to be dealt with, but it's strongly advised.
Dialogue
Begin: Hmm, unannounced visitors. Preparations must be made.
First Garrote: You rang?
Third Garrote: Now, where was I? Oh yes…
The Player is brought below 10 HP: I've gone and made a mess.
Emote Response: Time… Never enough time.
Defeated: How terribly clumsy of me.
: Do not seek to try my patience, mortal. Be still and die of your own accord, lest you encounter a far worse fate.
Reward
Excuse me waiter, there's a jaw in my soup!
For defeating Moroes, players earn 2 Skeletal Waiter cards for Rogues.
Heroic Moroes Changes
The major change, of course, is that Moroes's starting 'party' of minions is tougher.
Boss Three: Maiden of Virtue
In life, Medivh enjoyed collecting rare artifacts. Whether or not they were alive didn't matter.
: Very well, mortal. Your desire for agony shall be granted.
AUTOCAST
The Maiden of Virtue has mainly Paladin spells. Holy Wrath, Repentance, Avenging Wrath, Avenge, Holy Light, and Lay on Hands. Even a few Holy Fires snuck in. Ironically enough, 2 of her Reward card snuck in as well. Though she has a few special tricks of her own.
Titanic Holy Wrath can, in theory, reach up to 64 damage on its last hit for a total of 127 damage.
And what would the Maiden of Virtue be without:
Which, of course, combos quite well with Holy Ground.
Dialogue
Begin: Your behavior will not be tolerated.
First Mass Repentance: Cast out your corrupt thoughts.
First time Killing a minion: Ah ah ah…
Emote Response: Impure thoughts lead to profane actions.
Defeated: Death comes. Will your conscience be clear?
: Come then, gnat. Come and face Prince Malchezaar.
Reward
One wonders what the Maiden of Virtue was doing around these ladies.
For defeating the Maiden of Virtue, players earn 2 Concubine cards for Warlocks.
Succubus, for reference.
Heroic Maiden of Virtue Changes
Just a reminder, 6 minions brings this up to 32 damage, 7 minions to 64.
The other change is that her Mass Repentance, well...
Wing Reward
Her one vice is that she could never help the Maiden of Grief. And eating the last cookie.
For clearing the Lower Levels, players earn one Maiden of Virtue.
Class Challenges
Warriors go up against Attumen the Huntsman to secure 2 Intercept cards.
Hit my minions will you?!
After that, Rogues fight Moroes for two Garrote cards.
Here, friendship necklace from me! No no, ignore the spikes.
Alright, that is two out of five wings down. See you next time in the... well, you should be able to guess what wing comes next. As always please do leave a reply, helps a lot.
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?
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
@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.
Wing Three: The Opera
: Taste the wrath of Prince Malche -
: Excellent, just in time! Come in, come in!
: What? What is the meaning of -
: You look like an actor, or at least like a natural. You ready to begin?
: No, NO! I will destroy you, morta -
: Splendid! I'm going to get the audience ready. Break a leg!
Boss One: Grandmother
You've arrived at Grandmother's home with a basket of food.
: Good evening ladies and gentlemen, welcome to this evening's presentation!
: Tonight, things are not what they seem... for tonight your eyes may not be trusted!
: Take for instance this quiet elderly woman waiting for a visit from her granddaughter... surely there is nothing to fear from this sweet, gray-haired old lady!
: But don't let me pull the wool over your eyes! See for yourself what lies beneath those covers!
: And now... on with the show!
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...
Along with Karazhan cards, Raging Worgen, Worgen Infiltrator, Timber Wolf, and Dire Wolf Alpha, the Big Bad Wolf has...
3x
And...
Which changes a minion 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.
Dialogue
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 Big Bad Wolf: The better to BM you with!
First time playing Wide Swipes: Run away little girl! Run away...
First time killing Little Red: Mmmm, delicious!
Emote Response: *howl*
Defeated: *agonized screams*
: Marvelous, well done! Oh no, please don't go quite yet! There's still more to do!
Reward
It seems to get sharper with each swing.
For defeating the Big Bad Wolf, players earn 2 Huntsman's Axe cards for Warriors.
Heroic The Big Bad Wolf Changes
Grandmother's role is completely unchanged, quite obviously. The Wolf himself, however...
His Howl is unchanged, but Wide Swipes is quite a bit more dangerous.
Boss Two: Romulo and Julianne
Romulo and Julianne, a classic tale that goes on, whether or not the actors have met the characters' fate.
: Welcome, ladies and gentlemen, welcome to this evening's presentation!
: Tonight... we explore a tale of forbidden love!
: But beware, for not all love stories end happily, as you may find out. Sometimes, love pricks like a thorn!
: But don't take it from me; see for yourself what tragedy lies ahead when the paths of star crossed lovers meet!
: And now... on with the show!
In addition to their Karazhan cards - including a lot of their reward card - Romulo and Julianne have two special spells:
And two Legendary minions...
At first, the player must simply go through Julianne's 10 HP and hero power. When she dies, her portrait cracks and flies apart, leaving no crater. Into the space leaps...
And then, once Romulo is dead and shattered, Julianne resurrects herself as the hero, then brings Romulo back to life as the minion:
Which means that Romulo will become the hero, with no attack - though Tobalt's deathrattle can change that - and as much health as he had when switching, while Julianne becomes:
... with as much health she had during the switch. Whichever hero dies first will end the battle.
Dialogue
Begin: Where is my lord? Where is my Romulo?
Julianne Emote Response: What devil art thou, that dost torment me thus?
Player dies while Julianne is alive: Parting is such sweet sorrow.
Julianne First Death: Romulo, I come! Oh this do I drink to thee!
Romulo Spawns: Wilt thou provoke me? Then have at thee, boy!
Romulo Emote Response: How well my comfort is revived by this!
Romulo First Death: Oh thou smilest… upon the stroke that… murders me.
Julianne revives Romulo: Come gentle night, and give me back my Romulo!
Romulo Switches In Second Time: Thou detestable maw, thou womb of death; I enforce thy rotten jaws to open!
Julianne Defeated: O happy dagger! This is thy sheath; there rust, and let me die!
Romulo Defeated: This day’s black fate on more days doth depend. This but begins the woe. Others must end.
Whoever is Last Defeated: : Splendid! One more and we're closed for the night, I promise.
Reward
She didn't spend ten years in acting school for this.
For defeating Romulo and Julianne, players earn 2 Spectral Performer cards.
Clarification: It's 2 damage on top of the 3 damage suffered from trading.
Heroic Romulo and Julianne Changes
Eternal Affection now heals a lot more.
When Romulo comes in:
And when they start tag-teaming, their minion forms are:
Furthermore, it's not enough to kill the one currently the hero. Doing so will make the one who is a minion swap in, and you must finish them off as well.
Boss Three: The Wizard of Oz
A poor little girl and her dog, trying to get home. How bad could it be?
: Welcome, ladies and gentlemen, to this evening's presentation!
: Tonight we plumb the depths of the human soul as we join a lost, lonely girl trying desperately - with the help of her loyal companions - to find her way home!
: But she is pursued... by a wicked, malevolent crone!
: Will she survive? Will she prevail? Only time will tell.
: And now... on with the show!
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.
Dialogue
Begin: Oh dear we simply must find a way home! The old wizard could be our only hope! Strawman, Roar, Tinhead, will you – wait.
Oh golly look, we have visitors!
Summon Tito: Don’t let them hurt us Tito! Oh you won’t, will you?
Tito Dies: Tito! Oh Tito, no!
Emote Response: Just follow the yellow brick road…
Defeated: Oh at last, at last, I can go home.
Roar Enters: I’m not afraid of you! You wanna fight? Huh, do ya? Come on, I’ll fight you with both paws behind my back!
Roar Kills a Minion the First Time: Go ahead and take forty winks.
Roar Dies: Y-You didn’t have to go and do THAT!
Strawman Enters: Now what should I do with you? I simply can’t make up my mind!
Stawman Kills a Minion the First Time: I guess I’m not a failure after all!
Strawman Dies: Don’t let them make… a mattress outta me.
Tinhead Enters: I could really use a heart. Say, can I have yours?
Tinhead Kills a Minion the First Time: Guess I’m not so rusty after all.
Tinhead Dies: Back to being an old rustbucket.
Crone Begins: Woe upon you, my pretty! AAAAHAHAHAHAA!
Crone Emote Response: It will all be over soon! AAAAHAHAHAHAA!
Crone Kills the Player: Fixed you didn’t I? AAHAHAHAAHAHA!
Crone Defeated: How could you?! What a cruel, cruel world!
: Marvelous, marvelous! Simply splendid! Here, this passage leads to the Menagerie, see the sights a bit! You've earned it.
Reward
For when you just can't stand seeing kites any more.
For defeating the Wizard of Oz, players earn 2 Wind Shear cards for Shamans.
Heroic The Wizard of Oz Changes
Remember the 0 mana 3 damage hero power Dorothee got if Tito died? She starts with that now.
And of course, all of Dorothee's companions got stronger too.
Now if he dies, her hero power becomes:
And of course, when The Crone appears:
Wing Reward
She keeps insisting she used to be much prettier, but nobody's buying it.
For clearing the Opera, players earn one The Crone.
Class Challenges
Priests go head to head with Romulo and Julianne for two copies of Mind Sear.
After searing the mind, make sure to broil it thoroughly.
And after that, Druids go against the Wizard of Oz event to secure 2 Cyclone cards.
Who's up for a game of Twister?
That is three out of five wings, a little more than halfway. Like always please leave a reply, means a lot.
You really need to work on getting better card art.
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.
Your friends will abandon you...Your heart will explode...
-C'Thun
@Sahgos
@Zenmasta Well the problem is that some things, like Tinhead or Romulo, simply don't have any good art. Where I can find good Hearthstone-y art I use it, but a lot of things simply don't have it.
Well I know that problem, so placeholding is actually not a bad idea. As a suggestion, you can also use other art if you find them fitting to the character. Never tried it out but it might help :P
Anyway, great job with the Adventure itself. So much effort for all the boss interactions and new mechanics are cool, especially that banish one. Love it! Have a good day!
Your friends will abandon you...Your heart will explode...
-C'Thun
Wing Four: The Guardian's Library
: Nobody to save you this time, mortal. Your frailty shall be your undoing.
Boss One: The Curator
+10 Armor
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:
AUTOCAST
Dialogue
Begin: The Menagerie is for guests only.
First Hero Power: This Curator is equipped for gallery protection.
Third Hero Power: Gallery rules will be strictly enforced.
Second Evocation: Your request cannot be processed.
Emote Response: You are not a guest.
Hero Power Changes: Failure to comply will result in offensive action.
Defeated: Curator is no longer operation-a-l.
: Worthless piece of junk. Very well then mortal, proceed. See what becomes of you.
Reward
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:
AUTOCAST
Boss Two: Terestian Illhoof
Terestian is Prince Malchezaar's most loyal minion within Karazhan.
: Your master has use for you, satyr. End this interloper.
Which summons:
Terestian has Sense Demons (Though no actual demons in his deck) and a lot of spells such as Corruption, Shadow Bolt, Imp-losion and Hellfire. However, Terestian also has a very particular set of skills, 2 of each:
Dialogue
Begin: Ah, you’re just in time. The rituals are about to begin!
First Sacrifice: Please accept this humble offering, oh great one…
First Demonic Portal: Gather, my pets! There is plenty for all!
Emote Response: Your blood will anoint my circle.
Defeated: My life is yours, oh great one…
: Useless.
Reward
How exactly does one pillage shadows anyway?
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...
Dialogue
Begin: I will not be tortured again!
Flame Wreath Triggers the First Time: I’ll show you! This beaten dog still has some teeth!
First time Shade Kills a Minion: I am not some simple jester! I am Nielas Aran!
First Mass Polymorph sequence: Surely you wouldn't deny an old man a replenishing drink? No, no I thought not.
Emote Response: I want this nightmare to be over!
Defeated: At last, the nightmare is over…
: By all means, continue on mortal. I am waiting.
Reward
How many spells could a sorcerous shade cast? All of them.
For defeating the Shade of Aran, players earn 2 Sorcerous Shade cards for Mages.
Heroic Shade of Aran Changes
Most goes as before, however the Shade of Aran now only starts with 5 mana, not 9.
Also, this got stronger:
Furthermore, when the Shade of Aran reaches or falls below 20 Health, he summons 4 Water Elementals.
Elementals: I’m not finished yet! No, I have a few more tricks up my sleeve.
Boss Four: Nightbane
Nightbane used to be a blue dragon until Medivh got a hold of him.
: How fortuitous you are dealing with that winged skeleton for me.
Nightbane comes with fire magic like Fireball, Pyroblast and Flamestrike, as well as things like Unstable Ghoul and other Karazhan cards. Plus, he can do:
Which summons:
Dialogue
Begin: *fiery growl*
First Hero Power: *roar*
Emote Response: *fiery roar*
Defeated: *crumbling roar*
: And now insect, you can finally face my power, and in doing so understand your utter insignificance.
Reward
Never go near animals when their fur bristles. It's a good way to lose a hand. Or a deck.
For defeating Nightbane, players earn 2 Bristling Fur cards for Druids.
Heroic Nightbane Changes
Nightbane's Hero Power has a little more of a reach now:
Charred Earth and Rain of Bones both remain unchanged, but the Skeletons summoned from Rain of Bones are not.
Wing Reward
He likes to roast marshmallows on his own seething rage.
For clearing the Guardian's Library, players earn one Nightbane.
Class Challenges
Warlocks challenge none other than Terestian Illhoof for 2 copies of Immolate.
Not to be confused with the popular drink Immolatté.
Mages, on the other hand, challenge the Shade of Aran for 2 Arcane Blast cards.
Tourists describe staying in Dalaran as 'a blast'.
Alright, one more wing to go and this adventure will be all wrapped up. Like always please do leave a reply. See you next time for the last wing.
Wing Five: The Upper Levels
: Come then, mortal. Come and face your doom.
Boss One: Netherspite
How could a Nether Dragon resist residing in Medivh's tower?
: Not much further now, mortal. Surely your feeble body can make it.
Netherspite's hero power does a lot of damage to your board, so your minions are going to have a bad time.
Furthermore, Netherspite starts with 3 minions:
You'll really want to snag these portals and protect them somehow. Serenity, luckily enough, can outheal Netherspite's hero power.
Of course, portals, arcane spells, and Karazhan cards aren't the only thing up Netherspite's sleeve.
The graphic fills Netherspite's hero portrait with blue. Taking damage makes the blue 'drain' down, but then it refills at the end of the turn if not fully drained.
Dialogue
Begin: *roar*
Emote: *rasping chuckle*
First Portal Stolen: *questioning growl*
Defeated: *low snarl*
: Such a shame. I was planning on re-purposing those portals.
Reward
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.
Dialogue
Begin: Very well. Let the game begin.
Medivh trades the First Time: Ah, the wheels have begun to turn.
Medivh trades the Third Time: The slightest loss of concentration is all it takes.
Player’s Legendary is Attacked the First Time: As it should be.
Emote Response: One must not become too complacent.
Player trades the Second Time: No matter.
: Who knows what secrets hide in the dark? Ah yes, I do.
Player trades the Fourth Time: A necessary sacrifice.
Medivh’s Legendary is Damaged the First Time: And so, the end draws near.
Medivh Wins: Nothing less than perfection will do.
Defeated: And so it ends.
: Face me, mortal!
Reward
No, YOU get down!
For defeating the Chess Event, players earn 2 Hand of Sacrifice cards for Paladins.
Heroic The Chess Event Changes
Mostly, the Chess Event has no changes at all. However, Medivh's AI receives a slight upgrade, and when the decks and hands are cleared, Medivh has 3 cards returned to his hand, one of each:
Boss Three: Prince Malchezaar
+ 10 Armor
Self-Proclaimed Lord and Master of Karazhan
: Boldly you have sought to conquer the tower. Bravely you sought treasure and power beyond your understanding.
: You seek power? You shall witness it. You desire Karazhan? Your remains will never leave.
No, you can't Sacrificial Pact Prince Malchezaar.
Prince Malchezaar plays a form of Demonlock with no legendaries, and Karazhan cards, as well as his own special cards:
Which functions as relatively cheap boardclear. Also, his weapons.
Which summon:
Of course those aren't the only weapons Prince Malchezaar has in his arsenal. He also has one each of:
Light's Justice
and
Gorehowl
Once you break Prince Malchezaar's armor, bad things begin to happen. At the start of Malchezaar's turn, a meteor falls and impacts his board, giving him one:
Once the armor has been shattered, these meteors will keep falling until one of you die.
Dialogue
Begin: Madness has brought you here to me. I shall be your undoing.
First Enfeeble: Time is the fire in which you’ll burn!
Emote Response - Greeting: Begone, insect.
Emote Response – Thank: Spare your pleasantries.
Emote Response – Well Played: Simple fool.
Emote Response – Sorry: Apologies will grant you no mercy.
Emote Response – Oops: You are but a plaything, unfit even to amuse.
Emote Response – Threaten: Your soul will wander these halls for eternity.
Lord Jaraxxus Enters: Jaraxxus? This is treason!
Mal'ganis Enters: Mal'ganis, an eternal failure of a dreadlord.
Prince Malchezaar wins: Surely, you did not think you could win.
Or: Your greed, your foolishness, has brought you to this end.
Armor broken: How can you hope to stand against such overwhelming power?
Second Infernal: You face not Malchezaar alone, but the legions I command!
Fifth Infernal: All realities, all dimensions are open to me!
Defeated: I refuse to concede defeat! I am a prince of the eredar! I. AM...
Reward
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
+30 Armor
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...
Wing Reward
All cards, all decks are open to me.
For clearing the Upper Levels, players earn one Prince Malchezaar.
Class Challenges
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.
looking at adventures is great, but even a rough estimate could tell us a lot more about the boss
like my example rorkad all you've shown is the hero power and a card, that honestly doesn't make it feel exiting
if there was a deck list showing what you had in mind, it would feel far more intriguing and amazing (in my opinion)
for example
5 darkhound 3 Dire Wolf Alpha 2 Kill Command 1 Enrage 2 phase hound 2 Haunted Creeper
2 Savannah Highmane 1 Webspinner 2 Scavenging Hyena 3 Houndmaster
1 Bestial Wrath 2 Call Pet 2 Unleash the Hounds 1 The Beast and a coldmist spider
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
@Captain_Kaos yes but here's the thing, I suck at deck building. Really, really, REALLY suck at it.
honestly it wasn't that hard but to be fair, all you showed was the hero power and a card and said it was a agro deck.
i could create lists for the other ones if you want
p.s phase hound isn't a beast, not sure if thats intentional
That would be greatly appreciated. And it's not a beast. They're kinda... undead, as far as I could tell.
1 aspect of the pack 2 shadow bat 2 cyclone 2 Savage Roar 3 Shadow Word: Pain 2 Shadow Word: Death (12)
4 Haunted Creeper 2 Webspinner 2 Lost Tallstrider 1 spectral stable hand 1 spectral servant (22)
2 spectral stallion 3 Kill Command 1 beastial wrath 1 Unleash the Hounds (29)
and one (pre-nerf) Starving Buzzard
a beastie zoo deck based around gaining board control