• 2

    posted a message on Priest God Control

    Curious as to why there's no Blademaster Samuro or Sethekk Veilweaver

    Posted in: Priest God Control
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Dear Blizzard,

    If we can get a 50% reduced appearance for Vicious Fledgling and Flamestrike in Arena, can we get one of those for MOTHER FUCKING Spikeridged Steed?!

    DEAR LORD, JUST WENT UP AGAINST A PALLY WHO WENT 
    T5: CoinSpikeridged Steed

    T6: Spikeridged Steed

    T7: Spikeridged Steed

    CARD MAKES PALLY UNSTOPPABLE IN ARENA, NEEDS TO BE SHOT IN THE FUCKING DICK. ITS NOT LIKE PALLYS ARE ALREADY ONE OF THE BEST CLASSES.

    Posted in: General Discussion
  • 0

    posted a message on Snuxi's Tempo secret mage

    This deck is more cancerous than Pirate Warrior

    Posted in: Snuxi's Tempo secret mage
  • 0

    posted a message on Disturbing lack of Legendaries

    5 Legendaries in 70 packs. Not as bad as some people, but I remember getting much better odds in the Basic set.

    Posted in: General Discussion
  • 0

    posted a message on Adventure Creation Competition - [PHASE III SUBMISSION]

    Heroes of the Holidays

     

    After locating the Lunar Maiden, Peddlefeet and the Noblegarden Bunny, the player makes their way to the home of the Midsummer Maiden. Unfortunately, she is under attack by her old nemesis: Ahune the Frostlord. Aided by the Twilight's Hammer Cult, Ahune seeks to destroy the Midsummer Maiden once and for all! Stop this elemental before he has a chance to ruin the Midsummer Festival!

    First Boss:

    Twilight Assualt

    The first boss of the wing has the player dealing with the Twilight's Hammer cultists assualting the home of the Midsummer Maiden. Sounds  simple enough right? Well that's where the Orphan comes into play.

    The Oprhan shows up on your side of the board on the first turn, running away from the Cultists. Claiming to be a ward of The Matron (the Spirit of Children's Week), the Orphan asks that you help and protect it. The next turn, the player is given a choice of several "Orphan Quests" to accomplish. By performing these quests (Note: Quests can be done over multiple turns), the player gains favor with the Little Orphan. After completing all 5 Quests, The Matron appears and the player wins the game.

    Boss specific card(and its token):

    Rewards:

     Second Boss:

    Boss - Viscidus

    One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing. The Twilight's Hammer have brought this ooze with them on their assault of the Midsummer Maiden's home. You'll have to stop this slime to progress.

    Hero Power - Ooze Split

    For his Hero Power, Viscidus will make an Ooze whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you deal 1 damage at a time and flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack? Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns . If Viscidus gets too low, he will try to pull himself back together using his Regroup spell. Kill his minions to make sure he can't come back from low health.

    Decklist:

    X3 Infested Tauren

    X4 Acidic Swamp Ooze
    x4 Splitting Slime*
    x4 Echoing Ooze
    x4 Regroup*

    X2 Blood of The Ancient One

    X3 Toxic Cloud*

    X3 Blood To Ichor

    x3 Cold Blood

     

    Boss Specific Cards:

     Rewards:

     Third Boss:

    Grand Cultist Nihilart

    Leader of the Twilight's Hammer assisting Ahune, Nihilart will attempt to stop you before you reach Ahune. The cultist plays a combination of Freeze cards like Blizzard and Demented Frostcaller and C'thun cards like C'Thun's Chosen and Cult Sorcerer. His Hero Power means he'll be able to dig even faster for his insidious master, and with Nnarb Darkbeard (an Old God-ified version of Brann Bronzebeard), The old God is a threat that the player cannot afford to have come down. Slay this cultist pronto and book it to the Midsummer Maiden!

    Boss Specific cards:

    Reward Cards: 

    Class Challenge:

     Final Boss:

    Ahune

    Ahune is the final boss of the wing, holding the Misummer Maiden captive. The player must put this elemental on ice, and save the Midsummer Maiden. But Ahune won't go down without a fight, and with nearly every card in his deck having to do with Freezing, it will be a long and cold fight. I hope you brought a sweater!

    Wing Reward Cards:

    Class Challenge Reward:

     Showcase Cards:

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE III DISCUSSION]
    Quote from Mewdrops >>
    Quote from Mewdrops>>

    Okay, before I post them, here are the cards I have planned (there are a lot of them, but I hope I can get away with it). What do you think? I'll review some of the other cards later.

    First fight (and Class Challenge): Dragonfly Queen.

    CardCardCard

    The Hive Guard comes from the Class Challenge. If you compare it to Dark Arrakoa, it loses 2 attack and the C'thun buff in favour of letting your hero potentially gain 7+ Armor instead. Maybe I should nerf it to 6 health, but then it feels kind of underpowered.

    The Dragonfly Nest is kind of like a bigger, slightly scarier Dragon Egg. The fact that the Dragonflies are 1/1s makes it hard for you to intentionally trigger this guy's effect over and over due to most of the cards that deal 1 damage to your dudes hit all of them.

    The Dragonfly Swarm is an attempt to remedy the main problem with cards that randomly deal damage to random enemies: the damage to face is usually wasted. In this case, if the damage goes to face, you get a 1/1 out of it. 5 damage for 4 is kind of weak, but the synergy with Timber Wolf and Scavenging Hyena is off the charts.

    Token:

    Card

     Second Fight (And Class Challenge): Spring Keeper Vera.

    cardCardCardCard

    Here we begin to see the Fairy synergy.

    The Dryad is an example of how this synergy works. These are effects that work based on how many Fairies you control, sometimes requiring less than a certain number, sometimes requiring more. By itself, it's basically a Murloc Raider with different tribal synergy, but when you have 2 fairies on the field, it provides a total 2/3 of stats.

    Sacred Springs is Fairy synergy for the priest class. By healing the fairies and giving them buffs, it forces you to choose between trading without the buffs and healing or buff then trade at the expense of the healing. It may be a little weak, so I'm considering buffing it to 2 mana (compare with Power of the Wild). The tribal tag at the bottom is a type that will be fixed.

    The Spring Maiden is kind of a Nightbane Templar, received from the mage class challenge. Compared to that card, this card triggers all the time at the expense of 1 health point, and also allows you to choose to save the Sprites for later. You can use this to manipulate the amount of fairies you control to gain maximum value from the buffs.

    The Faerie Lightsworn is a 2 drop for Paladin. It's a stronger Shielded Minibot on your turn and a weaker one on your opponent's. I'm not so sure about how powerful it actually is, but I reckon it's at least playable.

    Token:

    Card

    Third Fight (and Class Challenge): Swarmlord Xorlaz

    CardCardCard

    The Lost Child is more Fairy synergy. While weak on its own, once you control 3 fairies it becomes a 1 mana 2/3 with Spell Damage and a tribal tag. I'm going to reword it to '3 or more', which makes more sense. Obviously, it's quite powerful on an already established board, and can provide some nice boosts to your spells.

    The Faerie Sharpshooter is received from the Rogue class challenge. I didn't penalise its stats because the effect is generally not that useful. there are very few minions with Stealth that are being played these days, but it allows you to pick off Concealed minions (in your face, Miracle Rogue! Where's your Gadgetzan now?). It can ignore taunt (face rogue?) but as a rogue, is there really a need to ignore taunt these days? 4/3 for 3 isn't exactly bad, but it's certainly not ideal either.

    Twisting Roots is a kind of pseudo-removal for Warlock. Compared to Aldor Peacekeeper, it allows you to completely disable a minion while putting your own on the board, while costing more and having 'Can't Attack'. Since Warlock can do a lot with 'Can't Attack' minions, this can offer all sorts of utility.

     Final Legendary/Wing reward:

    CardCard

    It's kind of an [deck]Arcane Missiles[/deck] type of healing. Unlike Ragnaros, Lightlord, this card will split its healing amongst damaged friendly characters, allowing it to simultaneously heal your minions while healing your face when necessary. Think of it as a kind of Healing Totem combined with Vitality Totem. Great for priest's 'Whenever a character is healed' cards, allowing some pretty cool Holy Champion gimmicks. She should be a fairy, but since I'm an idiot, I forgot to add the tag.

    Faerie Ambusher is a bit of Elusive synergy. Since Elusive itself is a tricky mechanic, synergy with it will probably rely on having minions that have it as a condition for some sort of buff or effect. This allows for your Elusive minions to perform all sorts of trades for free for a turn. It may be understatted, but since the effect can be extremely powerful, I'm withholding judgment for now.

    Also, how do you centre two images, like it shows in the example submission? When I try, they just go one underneath the other. 

    Anybody got anything on these?

     

     I think most of your cards are pretty good, though I do have some issues. I'm torn on how good Hive Guard is, whether its better than Shieldmaiden or not. Faerie Sharpshooter should have either "Can Attack Stealth" or "Ignores Taunt", but not both. Faerie Ambusher might be too good as a Rare, so you might want to make it Epic.
    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE III DISCUSSION]

    Only 8 posts to the Submission page? I guess I'm not the only one who was swamped this week. If this remains this way, will there be an extension, or Phase IV have these people going ahead?

    I have most of my cards and ideas down, I just need to put them into Hearthcard and into a nice post.  In any case, here is the boss I will most likely use in my submission, if I have the time to get to it.

    Boss - Viscidus

    One of the most vicious (and viscous) slimes in Azeroth, Viscidus is a prized pet of the Old God, able to pull himself back together from almost nothing. The Twilight's Hammer have brought this ooze with them on their assault of the Midsummer Maiden's home. You'll have to stop this slime to progress.

    Hero Power - Ooze Split

    For his Hero Power, Viscidus will make an Ooze whenever he takes damage. The oozes will gain power based on how much damage Viscidus took, giving you several options on how to deal with this boss. Do you flood his board with 1/1s, or make 1 big Ooze and destroy it before it can attack? Of course, Viscidus has a few tricks of his own. He can create toxic clouds which can destroy your entire board in a few turns (think an AoE Corruption). If Viscidus gets too low, he will try to pull himself back together. Kill his minions to make sure he can't come back from low health.

     

    Decklist:

    X4 Acidic Swamp Ooze
    x4 Splitting Slime*
    x4 Echoing Ooze
    x4 Regroup*

    X3 Infested Tauren

    X2 Blood of The Ancient One

    X3 Toxic Cloud*

    X3 Blood To Ichor

    x3 Cold Blood

    Boss Specific Cards

     And here are some of the Reward Cards. let me know what you guys think.

     

     

     

     

    Posted in: Fan Creations
  • 2

    posted a message on Adventure Creation Competition - [PHASE II SUBMISSION]

    Heroes of the Holidays

    Plot Summary / Prologue

    Every year, we celebrate the holidays. From the Lunar Revel, to The Feast of Winter Veil, every holiday is a time for us to lay down our weapons, come together, and celebrate. But have you ever wondered where all this holiday magic comes from?  If not, I say it high time you've begun. For there are ancient beings whose magic powers the holiday cheer.  But now someone seeks that power, and will do anything to get it. So join us, and protect the days we love from the forces of evil!

    In the first wing, the player starts by investigating a strange voice urging them to Moonglade, whereupon the find the Lunar Maiden under attack by Omen. After defeating Omen, the player join the Lunar Maiden in searching for two of her compatriots: Kwee Q. Peddlefeet, and The Noblegarden Bunny.

    2nd Boss: GRENZO and LUNK

     

    Grenzo (the goblin) and Lunk (the ogre) are two goons hired by Copperpinch to track down and capture Peddlefeet (who might be in over his head in gambling debt). Their Hero power changes each turn, starting with Brew, and turning to Bash at the start of his next turn(all the time arguing with each other). Their deck consists of Goblin mercenaries they’ve hired, troll barbarians, and a few alchemists to mix things up.

    DECKLIST:

     

    POTIONS:


    DIALOGUE: 

    NOTE: For all Dialogue of Grenzo and Lunk, Lunk's dialogue is in parentheses.

    Upon first clicking the boss battle:

    On start of game: Move it moron!

    On emote: Oh yeah?! (Sez you!)

    On Turn 1:

    On first use of Bash:

    Randomly said after first use of Bash:

    On First use of Brew:

    On Defeat: This is all your fault you idiot! (MY FAULT! WHY I OUGHTA...)

    Rewards:



    Heroic Changes:


    In the Heroic version of this fight, the two put aside their differences, and work together, combining their hero powers and removing the random aspect from the damage portion.They also start with an additional 15 Armor.

     

    First Boss:

     

    The first boss of the adventure, Omen was a mighty guardian who fell during the War of the Ancients, and is now corrupted. Every year, he  rises from his slumber , but is generally kept calm by the Lunar Maiden. But with something wrong with her powers, Omen is running rampant! With a deck full of cards going for the face with the face, Omen can quickly chow down on his opponents with his 2 Heads Hero Power. Can you stop this rampaging Ancient before it's to late?

    DECKLIST:

    X2 Swipe
    X2 Bite
    X2 Infested Wolf
    X2 Savage Combatant
    X2 Mire Keeper
    X2 Claw
    X2 Addled Grizzly
    X4 Forbidden Ancient
    X4 Starfall
    X2 Ominous Howl
    x2 Corrupted Druid
    X2 Boomkin
    X2 Moonfire


    DIALOGUE:

    Rewards:



    Heroic Changes: In the Heroic version of this fight, Omen gains +2 Attack and Armor now from his hero power, which now costs (1). In addition to this, Omen  starts with 15 Armor. The Corrupted Druids now add +3 Attack as well, making the beast even more formidable.

     

     

     

    THIRD BOSS:

    After rescuing Peddlefeet, you venture to The Noblegarden  to find The Noblegarden Bunny.  Unfortunately, Hunters employed by Copperpinch are scouring the area as well. You'll need to find The Noblegarden Bunny before the Hunters do.

    At the start of the game, The Noblegarden Hunt will have 6 Hiding Spot Cards on the battlefield, and 1 card in hand. Every time the players destroy a Hiding spot on their turn, they receive a Point towards finding The Noblegarden Bunny. However, this also creates a Goblin Enforcer, who is the also the first and only card played.

     

    These goblins also hunt for the Noblegarden Bunny, and whenever they destroy Hiding Spots, they will gain points. The player must get 7 Points before the Noblegarden Bunny is found, and they win the encounter. If the Goblins get 7 points, or reduce your health to 0, then they win (like Temple Escape, the player cannot damage the enemy “Hero”.)

    Dialogue:



    Rewards:



    Heroic Changes: The Hiding Spots become 0/12s, the Goblin Enforcers become 6/6s that deal 6 at random to Bushes at EOT, and the player must get 12 Points to win. Doomsayer is immediately countered in this fight as well, with Peddlefeet chastising you for “Spreading nonsense during the holidays”.

     WING REWARDS:



    Egg Cards:

     

     

     

    CLASS CHALLENGES:


    Malfurion goes up against Omen, bringing a deck chock full of spells and spell power. Use cards like Violet Teacher and Boomkin to generate card advantage, then overpower the enemy with Savage Roar and Power of the Wild.

    Uther find himself up against Grenzo and Lunk, and uses a deck with lots of minions. These minions can be buffed in multiple ways, from Competitive Spirit to Commander’s Maul. Use cards like Solemn Vigil and Humble Giftgiver to find the right cards for the right time.

     

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE II DISCUSSION]
    Quote from DialM4Murloc >>

    Some feedback on these cards would be appreciated! I can give feedback back on your cards if you wish, just link me to the relevant post(s)

     

    Vashj Flavor: Vashj was a handmaiden to Queen Azshara. When Azshara wanted to hire Tyrande as another handmaiden Vashj became jealous and tried to kill Tyrande. So, when you summon another minion, Vashj becomes jealous and performs worse. Simple card but I think it serves my theme (time) well and not all legendaries has to be super flashy!

    Snake Bite: Extremely slow and bad on taunts, could be good in a control hunter though IMO

    Any problems with wording btw?

     Sanke Bite sounds really powerful, as it can be a cheap way to remove at least 1-and up to 3, rather powerful creatures for just 2 mana. I'd make the damage down to 4 or up the cost to 3. For Reverse Age, I'm assuming the Infant forms are Murloc Tinyfin, some Whelp for Dragons, but what about Mechs? Small time Pact feels weak compared to Forbidden Ritual, as it costs 2 cards rather than one, even though it still allows for other things to be done in the turn. Other than that, I like your cards, especially Vashj, and Arcane Brilliance.

    My first post containing my reward cards can be found here ( http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/168343-adventure-creation-competition-phase-ii-discussion?comment=95 ) and my post containing the first two bosses of the wing is at the top of page 6. As for my final Boss(as well as some card changes) , they can Also be found...HERE!

    BOSS NUMBER 3


    After rescuing Peddlefeet, you venture to the home of The Noblegarden Bunny.   Unfortuneately, Hunter employed by Copperpinch are scouring the area as well. You'll need to find The Noblegarden Bunny before the Hunters do.


    At the start of the game, The Noblegarden Hunt will have 6 Hiding Spot Cards on the battlefield, and 1 card in hand. Every time the players destroy a Hiding spot(on their turn?), they receive a Clue to finding The Noblegarden Bunny. However, this also creates a Goblin Enforcer, who is the also the first and only card played regularly. 

    These goblins also hunt for the Noblegarden Bunny, and whenever they destroy Hiding Spots, you'll lose the ability to get Clues. If ever the board enemy board is filled with Enforcers during the opponent's turn, or is somehow fully destroyed, the game is over. The player must find 10 Clues before the Noblegarden Bunny is found, and the encounter is over


    REWARDS:
      

    WING REWARDS:

    Egg CARDS:

     CARD CHANGES:

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE II DISCUSSION]
    Quote from SnorlaxBR >>

    @M_Surge

    About your cards:
    Peddlefeet's Helper - His body seems really weak for a not amazing effect.
    Noblegarden Bunny - Remember Hearthstone is fun and interactive doesn't really allow a player to have action during the other player's turn. The deathrattle would only work if you pop them... If I remember well, discovering a card during your opponent's turn crashes the game. 

     @SnorlaxBR
    Thanks for the feedback. I'll be changing both of those cards to improve them based on that feedback(lowering the mana cost on Helper  to 2 and making Bunny "Battlecry:Discover an Egg Card for each minion you control".
    As for rules, what happens if a player with 3 Rules plays a 4th? Does that rule fizzle, or does it replace the first rule?

    @alegadget: The City Walls on Stormwind Guard could be buffed to 0/2s, Is the Secret put into play by  your Mage card always a mage secret, or can it be ANY secret? 
    In the meantime, I have the first versions of  the first two bosses and decklist for people to critique. let me know what you think

    FIRST BOSS:


    The first boss of the adventure, Omen was a mighty guardian who fell during the War of the Ancients, and is now corrupted. Every year, he  rises from his slumber , but is generally kept calm by the Lunar Maiden. But with something wrong with her powers, Omen is running rampant!

    DECKLIST:

    X2 Swipe
    X2 Bite
    X2 Infested Wolf

    X2 Savage Combatant
    X2 Mire Keeper
    X2 Claw
    X2 Addled Grizzly
    X4 Forbidden Ancient
    X4 Starfall
    X2 Ominous Howl
    x2 Corrupted Druid
    X2 Boomkin

    X2 Moonfire

     

     

     SECOND BOSS:

    Grenzo (the goblin) and Lunk (the ogre) are two goons hired by Copperpinch to track down and capture Peddlefeet (who might be in over his head in gambling debt). Their Hero power changes each turn, starting with Brew, and turning to Bash at the start of his next turn.

    X2 Booty Bay Bodyguard
    X2 Mad Bomber
    X2 Madder Bomber
    X2 Ogre Brute
    X2 Venture Co. Mercenary
    X2 Season’s Beatings
    X2 Fiery War Axe
    X2 Crush
    X2 Crazed Alchemist
    X2 Tinker’s Sharpsword Oil
    X2 Gurubashi Berserker
    X2 Slam
    X2 Commander’s Maul

    X2 Frothing Berserker
    X2 Deadly Poison

    POTIONS:

     Edit: Format changes

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE II DISCUSSION]
    Quote from SnorlaxBR >>

    I think I managed to finish the 3 bosses. For those who are not aware of my keyword:

    THIRD BOSS OF THE FIRST WING:

    HIS DECK, REWARDS, ETC:

    His deck includes the following new cards:

    He starts with Pirana Shoot equiped and Pirana Bullet is a token. Bunch Of Explosives is Evel Gnevel's token, but also a mage rare spell.
    His complete decklist:

    2x Clockwork Gnome
    2x Charging Bomber
    2x Dark Bomb
    2x Garden Gnome-o-Tron
    2x Mechwarper
    1x Mrs. Boom
    2x Shielded Minibot
    2x Whirling Zap-o-matic
    2x Metaltooth Leaper
    1x Crazed Technician
    2x Dr. Boom's Minion
    1x Annoy-o-Master
    1x Evel Gnevel
    2x Goblin Blastmage
    2x Mech Tech
    2x Piloted Shredder
    1x Bomb Lobber
    1x Dr. Boom

    REWARDS:

    FIRST BOSS OF THE FIRST WING:

    His deck includes the following new cards:


    His complete decklist:

    2x Blessing of Might
    2x Sinister Strike
    2x Execute
    2x Abusive Sergeant
    2x Duskboar
    2x Coldlight Oracle
    2x Savage Roar
    1x Time's Up, Let's Do This (Which he always cast on turn 3)
    2x Warsong Commander
    2x Dark Iron Dwarf
    2x Hungry Dragon
    2x Grim Patron
    1x Leeroy Jenkins
    2x Core Hound
    2x Molten Giant
    2x Giant Sandworm

    REWARDS:



    SECOND BOSS OF THE FIRST WING:

    HIS DECK, REWARDS, ETC:

     WING REWARDS:

     CLASS CHALLENGES:

    Hunter (vs Hogger):


    Warrior (vs Leeroy Jenkins):


    Rogue (vs Dr. Boom):

     



     Looks good so far, here's what I have to say for now.

    On Rules, how would a player know which Rules are in effect after cards like Bunch of Explosives are played?
    In terms of bosses, a general thing I have to say is that I think your decks might be a bit to powerful,especially for the first wing. I remember Blizzard saying they design their basic adventure to be beatable with just the basic cards, so keep that in mind when building your decks. For Leeroy, he doesn't really NEED his hero power after T3 if every T3 he casts Time's Up Let's do this, so you might want to remake the hero power or the card (perhaps a card with a reference to "At least I have chicken"?)
    On cards, Evel Gnevel should cost more, so that he isn't a strictly better Kor'kron Elite.  Annoy-o-Master should also have its mana cost increased, for as it stands, it can be more powerful than Enhance-O-Mechano.

    If other people would like me to review their things so far, shoot me a PM and I'll do my best to review them. In the meantime, I have the reward cards from my first win, and would like some feedback.


    Egg cards are all 2 mana cards with various abilities (See spoilers for the list not in card form).  Helper and Shapeshifter are both common(forgot to put the tag on them).

    Gummy Growth Egg - Give a minion +2/+2
    Super Sugar Egg - Give a minion Charge
    Hatching Egg- Summon a random 2 Cost minion
    Darkbomb Chocolate Egg - Deal 3 damage
    Egg of Endless Mysteries - Look at the top 3 cards of your deck. Put one in your hand and the shuffle the rest into your deck.
    Holy Nougat Egg - Restore 6 Health
    Mighty Wrapped Egg - Give a Minion Divine Shield and Taunt
    Rock egg -  2/2 Weapon

     

    Posted in: Fan Creations
  • 6

    posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]

    The Holiday Heroes

    Every year, we celebrate the holidays. From the Lunar Revel, to The Feast of Winter Veil, every holiday is a time for us to lay down our weapons, come together, and celebrate. But have you ever wondered where all this holiday magic comes from?  If not, I say it high time you've begun. For there are ancient beings whose magic powers the holiday cheer.  But now someone seeks that power, and will do anything to get it. So join us, and protect the days we love from the forces of evil! Join the Holiday Heroes as you fight your way through nihilistic cultists, moneygrubbing goblins, and one abominable Greench!

    The Heroes

    Below are a sample of some of the Heroes you will meet on your journey:


    The Lunar Maiden

    The first hero you rescue, The Lunar Maiden is the spirit of the Lunar Revel. She will be your most notable companion throughout the adventure.

     

    The Midsummer Maiden

    The spirit of the Midsummer Festival, the player meets the Midsummer Maiden while she is under attack by Twilight's Hammer cultists lead by the adventure's second boss. 

     

    The Great Pumpking

    The Spirit of Hallow's End, The Great Pumpking is encountered in the third wing, where players must aid him in defeating The Headless Horsemen.


    Greatfather Winter

    Known and beloved throughout the world, Greatfather Winter is the spirit of Winter Veil. In the adventure, he switches between his kindly dwarf form, and gruffer Orc form. Unfortunately, player learn that he has been taken captive by a fiend most abominable.

     

     

     

    Final Boss: Oswald Coppenpinch

    The villian behind the attempted kidnappings, Copperpinch hopes to use the Heroes power to fuel his empire of greeting cards, expensive chocolate, and robotic singing Greatfather Winters! He thinks money is the way to solve every problem, and even buys copies of your cards! With a deck full of thieving effects like Burgle, Thoughtsteal and the new Ethereal Peddler in Karazhan, Copperpinch will have multiple ways of getting whatever he wants, heartlessly and cheaply.


    New Cards:

     

    This expansion is all about the holidays, and many of the cards will either feature mentions of holidays, or figures from the holidays themselves.

    Greatfather Winter switches between the form shown above and this form every turn:

     

     
    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]
    Quote from Mewdrops >>
    Quote from Mewdrops >>

    What do you guys think of this?

    Banner

    Introduction

    All the info:

    Adventure Summary:

    Legends tell of a land where Fairies dwell, where nature shines through in all its splendid beauty, where there is nothing but prosperity and thriving wildlife. This land has always been known as Faeria. Many explorers have tried to find it, and none have succeeded. Many had given up in discovering this mystical island. Until now. The Fairy King Oberon, who rules over this land, has sent out envoys all across the world seeking assistance. A creeping darkness has enshrouded Faeria, transforming lush greenery and expansive grasslands into a mass of decay and stagnation. Corrupted beasts and fallen Fairies roam the land, laying siege to the lustrous capital of Faeria, known only as The Glade. The Fairy Queen, Titania, had disappeared on a hunting trip one day and never returned. Forced to dedicate all of his magic and power to the defence of the Glade, Oberon has promised the legendary Moon Emerald, said to be worth billions, to the one who can find his lost wife and end the chaos. That is where you come in. Oberon will send a guide (Who'll be the legendary of the second wing) to help you through the first 3 and join you personally for the last one, providing assistance in the form of powerful spells shuffled into your deck.

    New Mechanics:

    This adventure doesn't bring any new mechanics to the table, but does give a Keyword to an already existing one: Elusive

    It also introduces the Fairy Tribe, which is closely related with the Elusive mechanic. There will be a lot more Elusive cards released, as well as cards that synergise with it, cards that make minions Elusive, etc... Spell damage will also play a large part here.

     The Final Boss:

    BossPowerBossPowerToken:Card

    The final boss fight will start off against the Corrupted Fairy Queen, Titania, after you fight through the Swarmlords that populate the fourth and final wing of the adventure. She will throw swarms of small minions and powerful damage dealing spells at you. She will steadily take damage as her insect-like armour decays, with 1/1s coming out from inside her carapace. Once you have rescued Titania from her corrupted body by defeating her, Oberon will thank you for your assistance and grant you the card versions of himself and Titania, as well as shuffling some powerful  AOE spells into your deck. Then, the Unbound Swarmlord, which had been contained in her body, will burst out and continue the fight, with a new deck, swarming you with more small minions and clearing your dudes with powerful weapons. He will also drop card versions of the various lesser Swarmlords you will have to fight before you reach him, which will buff his small dudes and hit you real hard. 

     The cards:

    FenrirCardCardCard

    Explanations:

    Fenrir is the Legendary from the first wing, where you will have to fight your way through Steppes inhabited by Wolves, Wolf-men, and some Nomadic Fairies. He's also the final boss of the wing, and guards the entrance to the second wing, the Dragonfly Forest. He's a powerful taunt minion packing some AOE that helps you clear boards of small minions (he'll be useful later in the adventure).

    The Dragonfly Swarm is a pseudo-AOE for Hunter, which can be buffed by the likes of Timber Wolf. You get it from the second wing, the Dragonfly Forest. It shouldn't need much more explanation. In this wing, you have to traverse a Forest populated by -you guessed it - dragonflies, and, of course, more fairies. Not to mention a few dinosaurs and other forest dwelling creatures.

    The Faerie Sniper is a card from the third wing, where you enter the Glade and meet with the Fairy king. You'll have to fight through swarms of corrupted beasts and fairies to reach the capital. She's a nice card, immune while attacking and able to ignore taunt because she snipes the enemy from afar.

    Fairyfire is my take on a powerful and flexible pseudo-AOE for priest (it can take out big minions as well as lots of small ones). It might seem OP at first glance (to be fair, it is pretty powerful, amounting to 15 damage in total). However, by having it deal 3 damage at a time, it will often waste quite a few points of damage taking out cards with stuff like 1 or 4 health (like Totem Golem), and the random nature of the effect might help with balance. Received from finishing the third wing. Also, compared to stuff like assassinate, it's not as efficient in removing big minions. I'm still worried it's too powerful, though.

    Which 3 should I submit?

    Token for Dragonfly Swarm:

    Card

    Anybody have any feedback? 

     Faerie Sniper seems INSANE at common. An Arcane Nullifier X-21 that trades Taunt for Immune while attacking AND ignores taunt (and changes tribes for one that probably has some form of tribal support in your adventure) sounds really good already, and at common, this card would be bonkers in Arena.  I'd probably trim down at least one of the abilities there, probably Immune while attacking as its the most powerful.

    That being said, I do like the theme you have going so far (please tell me there's a Puck fairy to go along with Oberon and Titinia), and would be interested in seeing more of what you have.

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]
    Quote from MrGoodie94 >>

    I wanted to ask something to the mods: my adventure will have 5 wings, 3 bosses each. Now, following the LoE structure, it means 49 cards total, 25 commons, 16 rares, 2 epics and 6 legendaries (5 legendaries +1 like Karazhan and LoE are 4+1). You stated in the rules  though, that 30-45 is suggested. Is it acceptable the way I've structured it, since it's not a way to bring in votes but a way to be coherent with the current adventure reward system?

     I'm not a mod, but I wouldn't have a problem it.  You could also remove one/some of the commons so that it fits into the system better.
    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]
    Quote from MrGoodie94 >>

     

    The Holiday Heroes by @M_Surge : Really like the idea behind it. WoW's and Warcraft's festivities have always been somehow fascinating, so to me it's a plus. The boss is interesting as well. However, I must ask: how Veteran Brewmaster work? Can you just take an enemy minion and return it to YOUR hand? Because if not, you should add "friendly" to the card text. Also, a piece of advice: for Greatfather Winter, you should specifiy in the card text "Transform this into a 4/8 Greatfather Winter" and "into a 8/4 Greatfather Winter", otherwise it gets confusing.

     

     Thanks for the input. Veteran Brewmaster is supposed to be for friendly minions only, I must've forgotten to put it on. I do like our idea for Greatfather Winter, though I might hold back on it if it doesn't fit well on the card. I also might sub out Season's Beatings for one of these cards: the first representing Children's Week, and the other a card relating to the second wing's boss.. Thoughts?

    Posted in: Fan Creations
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