Draka and Durotan switch places each turn. They share the same deck, hand and board, but have different Hero Power and Health. Once you defeat either of them, they will draw two cards, get 5 Armor and upgrade their Hero Power:
Yeah, I also faced that problem, but i finally got it. That would be probably easier if I'd do that during first phase.
Funnily enough, that didn't happen to me, but yeah, it was hard. I've managed to more or less fit everything, though.
Anyways... Feedback time!
Klipce's Emerald Dreams and Nightmares
About the theme: A clear upgrade over your previous wing, which felt pretty generic in the context of your Adventure as a whole. Forests are always cool.
About the Bosses:
Deliah: HP is alright, but I can't really judge without knowing the general theme of her deck.
Rottenbark: His HP seems too OP, like Heroic levels of OP. I'd reduce it to just gain 2 or 3 Armor whenever something dies. As a side note, I find it a tad weird that an Ancient doesn't have any Druid card xD
Ursoc: A Hero with a refreshable HP is pretty interesting. I'd give him some form of Healing, though.
About the cards:
Power Word: Dream is very flavourful, but I'm not a fan of cards that use quotation marks. That might be personal preference, though.
Veil of Delusion is definitely my favourite of the bunch. Pretty tactical card.
Haunted Ancient is quite neat. I really like that you use individual Dream cards as tokens.
Cursed Wood Totem is quite tricky. Right now, all Totems are crap, so it would be hard to use. Besides, I think sure it would'nt activate the effect right away, but I can't confirm here.
Feral Shapeshifter is pretty okay, I think. A bit on the smorc side, but I think the fact that if you use it as a turn 1 play, it'll be a vanilla 3/1 somewhat balances it.
Claws of Ursoc is cool, and I like having a Neutral Legendary weapon. However, I think that only Warrior would run it...
About spelling: In Ursoc's deck you wrote Fire Imp (instead of Flame Imp) and Diseased Vultur (instead of Diseased Vulture).
whatTheHeck's Treasures of VanCleef
About the theme: See creatures are cool. I like it!
About the Bosses: Kinda hard to judge without having a glimpse of their HP or their decks. About the order, I'd put Crusty as the final boss, given he doesn't have a Class challenge.
About the cards:
Pincer Strike is really hard to judge, honestly. I guess it's alright as it is. It's flavour doesn't really fit Paladin, though.
Murloc Ambusher is quite nice. I really like your Blast keyword.
Resourceful Murloc is slightly OP. Reduce its stats to 2/2 and it might be fine, though.
Panther of the Grove is very dicey, but I don't think it would be OP, so it's a cool source of meme decks. Its artwork is terrible, though. Consider changing it.
Resourceful Shot is alright, even if it powercreeps an acceptable card (Deadly Shot) its artwork is in the weak side, too. Change it if you can.
Hemet Nesingwary Jr. is quite creative, but I'd lower his stats a little bit, since he can singlehandedly destroy the enemy board way too easily.
About spelling:
Pincer Strike should capitalize the "S" in Strike.
Resourceful Murloc should capitalize the "M" in Murloc of the text.
MrBurger's Step into Darkness
About the theme: Mushroom Power! I find it quite amusing that you managed to find so much variety within such a limited theme (the shrooms, I mean)
About the Bosses:
Groag: Very creative fight! Really like it! One little doubt... Does Groag Fatigue, since he has no deck?
Necrofibrus: Seems quite neat. Not much to add here.
Bolethal: Love the pun of his name. The form change thing is quite interesting. As a sidenote, I also plan to make a Boss which gains permanent Attack.
About the cards:
Belching Spore is a bit weird, but is a pretty interesting pack filler.
Fungal Alchemist is interesting. Like a Worgen that triggers on the board.
Flesheating Monstrosity has a cool effect, but it's incredibly OP. Keep in mind that if he dies and restores back some Health, he would not die! Either make it 3 mana or reduce the stats to at least 2/2,
Unstable Energy is one of your most interesting cards. Not much to ad here.
Fungal Guard is probably OP if you drop it on curve. With 4 Attack, it'll kill almost every minion that attacks it, thus negating his drawback. Give it a more defensive statline, such as 3/7 or 2/8.
King Bolethal: Your coolest card hands down. It's a minion that feels like a mini-boss! I don't think any other minion in the game does that, so good job.
Granduroi Celestial Coup d'Etat
About the theme: Not really mindblowing, but fits your storyline really well. First, you enter the city and then you fight against soldiers in the streets.
About the Bosses:
City's Guards: Is really, really cool. Like one of the best so far. That said, I don't like your "Angel" tribe tag, especially since you haven't introduced synergies so far.
Éolon Xadrin: Really annoying Boss, but I like it xD
Sfax: Less interesting than the other two, but it's alright.
About the cards:
Scarlet Shield adds some variety to the pretty straightforward Warrior weapons. Good job.
Domestic Griffin could easily cost 3 Mana. Compared with Raging Worgen, this card's power level is off the charts.
Spell-Proofed seems weak. I'd reduce its cost to 1 Mana or give it a cycle effect.
Mystical Bow is too similar to Aetiesh and The Fist of Ra-den. I'd try with a different Hunter weapon.
Angel Vindicator seems a bit weak. I'd buff her to a 5/6 or something. Think that droping her and a buff in the same turn can only be done very late in the game.
Éolon Xadrin: The text seems kinda goofy. Either use a keyword for "Can't be targeted for spells or Hero Powers" or think an alternative effect.
Wow, I've been trying to structure my whole adventure in a way that the rewards fit each boss and it's extremely hard to do, especially considering the distribution of class challenges.
Okay, I'm gonna post my WIP. It's not much yet, so let me know what do you think:
Wing theme: The second wing in my adventure is going to be set in some orcish citadel, probably Warspear. Not sure if I should showcase Mag'har Orcs or regular ones, since my adventure takes place in this weird timeline somewhere in between Warlords of Draenor and the regular one.
Boss 1: Draka and Durotan
How does this fight work? It's kinda similar to George and Karl, but not quite. Draka and Durotan switch places each turn. Their hand and deck is shared, but their Hero Power and Health is different. Once you defeat one of them, the other will draw a bunch of cards, gain some Armor and get an upgraded Hero Power.
Rewards:
A Neutral minion when you defeat them.
A Shaman card for the class challenge. I know, they're both Warriors, but they're the parents of Thrall, one of the most powerful Shamans in the lore.
Boss 2: Orgrim Doomhammer
How does this fight work? Well, it's pretty straightforward. This guy will run a ton of weapon buffs in his deck, as well as some low cost minions to do something until he can use his Hero Power.
Rewards:
Blackrock Instructor is the regular reward. There is a running theme in my Adventure of "army spells", which summon a variable number tokens. So far, we've seen Hunting Pack in the previous wing, but there'll be two or three more.
Horde's Assassin is the Rogue challenge reward. Orgrim himself will run this minion in his deck.
Boss 3: Ner'zhul
How does this fight work? Ner'zhul will run an Overload Shaman deck. The main issue is that you'll be Overloaded as well.
Rewards:
A Warlock card as regular reward. Even if the Ner'zhul portrayed here is still a Shaman, he's often referred as the first Warlock.
Ner'zhul as the wing reward. His effect is based on the fact that he can foresee the future.
Conquest of Draenor
Showcase Cards
Boss One: Draka and Durotan
Battle Explanation
Draka and Durotan switch places each turn. They share the same deck, hand and board, but have different Hero Power and Health. Once you defeat either of them, they will draw two cards, get 5 Armor and upgrade their Hero Power:
Decklist
Minions (20):
Spells (6):
Weapons (4):
Rewards (Class Challenge: Shaman)
Heroic Hero Powers
Boss Two: Orgrim Doomhammer
Decklist
Minions (12):
Spells (16):
Rewards (Class Challenge: Rogue)
Heroic Hero Power
Boss Three: Ner'zhul
Decklist
Minions (15):
Spells (13):
Weapons (2):
Rewards
Heroic Hero Power
Changes I might make:
Funnily enough, that didn't happen to me, but yeah, it was hard. I've managed to more or less fit everything, though.
Anyways... Feedback time!
Klipce's Emerald Dreams and Nightmares
About the theme: A clear upgrade over your previous wing, which felt pretty generic in the context of your Adventure as a whole. Forests are always cool.
About the Bosses:
About the cards:
About spelling: In Ursoc's deck you wrote Fire Imp (instead of Flame Imp) and Diseased Vultur (instead of Diseased Vulture).
whatTheHeck's Treasures of VanCleef
About the theme: See creatures are cool. I like it!
About the Bosses: Kinda hard to judge without having a glimpse of their HP or their decks. About the order, I'd put Crusty as the final boss, given he doesn't have a Class challenge.
About the cards:
About spelling:
MrBurger's Step into Darkness
About the theme: Mushroom Power! I find it quite amusing that you managed to find so much variety within such a limited theme (the shrooms, I mean)
About the Bosses:
About the cards:
Granduroi Celestial Coup d'Etat
About the theme: Not really mindblowing, but fits your storyline really well. First, you enter the city and then you fight against soldiers in the streets.
About the Bosses:
About the cards:
I'll post my complete wing very soon!
Wow, I've been trying to structure my whole adventure in a way that the rewards fit each boss and it's extremely hard to do, especially considering the distribution of class challenges.
Okay, I'm gonna post my WIP. It's not much yet, so let me know what do you think:
Wing theme: The second wing in my adventure is going to be set in some orcish citadel, probably Warspear. Not sure if I should showcase Mag'har Orcs or regular ones, since my adventure takes place in this weird timeline somewhere in between Warlords of Draenor and the regular one.
Boss 1: Draka and Durotan
How does this fight work? It's kinda similar to George and Karl, but not quite. Draka and Durotan switch places each turn. Their hand and deck is shared, but their Hero Power and Health is different. Once you defeat one of them, the other will draw a bunch of cards, gain some Armor and get an upgraded Hero Power.
Rewards:
Boss 2: Orgrim Doomhammer
How does this fight work? Well, it's pretty straightforward. This guy will run a ton of weapon buffs in his deck, as well as some low cost minions to do something until he can use his Hero Power.
Rewards:
Boss 3: Ner'zhul
How does this fight work? Ner'zhul will run an Overload Shaman deck. The main issue is that you'll be Overloaded as well.
Rewards:
Hey, one little question...
Will we need to do four bosses in the two final wings?
I know it won't be applied until later rounds, but I'd like to know it in order to plan my wings better.