The Path To Naz'Karak
Made by me and Aiden2380 on Discord.
I am creating an idea for a dungeon run solo adventure called The Path To Naz'Karak (might rename it) where the characters attempt to find a magical artifact named Naz'Karak that has disastrous potential. If anyone has any suggestions, please comment them. Each hero has a unique twist. This adventure is in a very early stage and does not have the complete heroes, treasures and bosses it needs yet.
Note: This post will not always be up-to date with the discord server! (and vice versa depending on who made what)
What are "Boss Treasures"?
Certain bosses have treasures included in their decks. Upon defeating a boss that rewards treasure, the boss treasure will be an option.
Heroes:
Tannik And Kereb: Shaman/Rogue
Tannik and Kereb were a two-headed ogre, and each head pursued different skills in life. They always remained
Twist: Dual-Headed
At the start of the game, the player decides to become Tannik (shaman) and summon a 1/1 elemental or become Kereb (rogue) and discover a card. They are offered cards from both classes in their starting deck and loot buckets.
Unique Treasures
Jade Following: When you use your hero power, summon a Jade Golem.
Ritual Blessing: Your hero power costs 0.
Power: When you use your hero power, Draw a card (Kereb) or summon a 2/2 elemental (Tannik).
Taz: Druid
This Darkspear troll has gone off to do some adventuring with his trusty raptors!
Twist: Raptors!
You start with The Marsh Queen in play. Your hero power is "Add a random raptor to your hand." Raptors are:
Raptor Hatchling
Bloodfen Raptor
Mounted Raptor
Shellshifter's Raptor form.
A new 3 mana 5/2 Raptor card.
A new 1 mana 0/2 egg that summons a 3/1 raptor when destroyed.
Note: The raptor from raptor hatchling and the new raptor egg are raptors, but cannot be granted by this hero power.
Unique Treasures
Tasty Treat: Your raptors have +1/1.
Fast Raptors: Your raptors have rush and immune the turn they are summoned.
Pack Mentality: When a raptor dies, all other raptors on the battlefield gain +1/+1.
Jalataja: Hunter
This Zandalari is an old friend of Taz.
Twist: Traps!
You start with a random trap, and your hero power plays a random trap. Traps are all 0/3 minions with stealth. After they trigger, they lose stealth.
Spike Pit: When an enemy attacks your hero, deal 2 damage to them.
Hidden Net: When a friendly minion dies, summon a 1/3 net with Taunt.
Fake Supplies: When the enemy casts a spell, deal 3 damage to them.
Dart Trap: When the enemy plays 2 cards in a turn, add 2 0-cost darts to your hand that deal 2 damage.
Swinging Axe: When an enemy attacks, deal 1 damage to all enemy minions.
Unique Treasures
Boulder Trap: 2 mana 0/8. Taunt. When damaged, destroy a random enemy minion.
Barrage: 1 mana, Play 5 random traps.
Stolen Artifacts: 1 mana, shuffle 3 random treasures and this card into your deck.
Raff: Warrior
Raff is a worgen general who commands a leigon of worgen warriors!
Twist: Worgen Leigon
Your hero power is "Worgen Reinforcements". It summons a 2/2 worgen with Rush.
Your second hero power option is "Animated Armour". It summons a 0/3 shield with Deathrattle: Gain 3 armour.
Unique Treasures
Raff General Black Paw: Hero card, Fill your board with 3/6 worgen warriors. Your hero power is "Shields Up" and summons a 3/6 worgen warrior. Worgen Warriors have Rush, Taunt and Deathrattle: Gain 6 Armour.
Blackpaw Hammer: Weapon, 4 mana 3/4. After you attack, summon a 0/3 animated armour stand. If you killed a minion, summon a 3/6 worgen warrior.
Eli Tinkpatch: Mage
Tinkpatch is a gnome who builds mechs to assist and help him adventure!
Twist: Mech-Maker
Your hero power is "Tinker." It lets you build a mech, functioning like zombeast but with mechs.
Unique Treasures
Tinoz Fuzzbeam: 4 mana 4/5, Battlecry: Summon a mech that costs 5 or more for each mech you played this game.
Tinkmaster Wigglechalk: 8 mana, Battlecry: Your mechs have +5/+5. Add 3 Wargears to your hand that cost 0. Hero Power: "Upgrade!" Add a random magnetic mech to your hand.
(Name Not Decided): Passive, your hero power uses 3 mechs but only the cost of the first 2.
Alo Blacktalon: Warlock
Alo is a Tauren, outcast from his tribe for practicing dark magic.
Twist: Warding
Your hero power is "Be Gone". It is 1 mana. It discards a card and draws a card.
Unique Treasures
Warding Amulet: At the start of your turn, cast 'Plot Twist'.
Planned Heroes:
Mech Paladin
Pandaren Demon Hunter
Kobold Priest
Bosses:
Chapter 1: Silverspine Forest
Silverpine forest has frozen over due to the energies of Naz'Karak, and our heroes are struggling to find a way out!
Snowcone: Boss 1 or 2
A snobold who wants loot! Has 10 health on boss 1 or 15 on boss 2. As boss 1, 2 cards are missing from the deck. Mage class.
Hero Power: "Snowball" (2 Mana) Freeze a Character. Heroic: (1 Mana) Freeze a Character.
Deck:
x2 Freezing Potion
x2 Frostbolt
x2 Ice Walker (On play: Haha, Double freeze! That how work, right???)
x1 Snowchugger
x1 Coldwraith
x1 Hyldnir Frostrider
x1 Ice Cream Peddler (On death: NOOOO! NOT ICE CREAM!)
x2 Water Elemental
Fimmir: Boss 1 or 2
A brainwashed dwarf. Has 10 health on boss 1 or 15 on boss 2. As boss 1, 2 cards are missing from the deck. Priest Class.
Secret: If Fimmir dies of fatigue, he will be free from the mind control and join your deck. He is a 4 mana 3/4 with Taunt, Divine Shield and "Battlecry: Add a random deathrattle card to your hand."
Hero Power: "SERVE!" (2 Mana) Use a random basic hero power. Heroic: (2 Mana) Use a random upgraded hero power.
Deck:
x2 Potion of Madness
x2 Zealous Initiate
x1 Violet Haze
x2 Shadowy Figure
x2 Infested Goblin (On Play: His mind has been controlled by our special scarabs.)
x1 Infest (On Play: We will control them all.)
x2 Corpse Widow
Gorloc Master: Boss 2
A Gorloc trying to find food in the ice.
Hero Power: "Chomp" (2 Mana) Discover a Murloc or destroy a friendly Murloc to gain 5 health.. Heroic: (1 Mana) Discover a Murloc or destroy a friendly murloc to gain 5 health.
Deck:
x2 Murloc Tinyfin
x2 Grimscale Oracle
x2 Murloc Tidehunter
x2 Underbelly Angler
x2 Ghost Light Angler
x1 Old Murk-Eye
x1 Scargil
Alliance Mercenary: Boss 2 or 3
This heavily-armoured mercenary is trying to find you.
Hero Power: "Deep Stare" (Passive) After an enemy minion is played, gain armour equal to its attack. Heroic: (Passive) After a minion is played, gain armour equal to Its attack.
Deck: (Note: As boss 2, 3 random cards will be missing.)
x3 Sword and Board
x1 Armorsmith
x3 Vicious Scraphound
x2 Shield Block
x3 Eternium Rover
x2 Shield Slam
x1 Geosculptor Yip
Boss Treasure: Mercenary's Enchanted Armour; 0 mana spell, gain 15 armour that also reflects damage.
Heroic Only:
x2 Mogor's Champion
x2 Alliance Cavalry, 5 mana 6/3 with Rush, Deathrattle: Summon a 2/2 Horse with Rush.
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Well it is working, so it is a user error.
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Colour Chart entry:
Reservoir is the class' keyword. A little complex, though easy to understand once seen in action, Reservoir is essentially a Battlecry with a conditional effect, that is, deck size. It operates much like Combo, which is also a conditional Battlecry-like effect. In addition, like most cards with a conditional effect, a yellow glow will appear around a Reservoir card if it meets its requirement.
List of Changes from Wild/Classic versions:
Commons
Rares
Epics
Legendary
Highborne Cards
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May 4, 2021 update:
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This is a pretty tough call. If we do just a core set, there's very little to do, in all honesty.
I am considering the following:
Would it help if I started it in late June or early July?
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Summer's arriving soon, and that is usually when Hearthpwn does a large competition, of which is usually a custom class. If you want to make your opinion heard, use the poll above. It would be a month-long contest, as usual.
Furthermore, I've considered maaaaaybe bringing back the single card competitions, but since one each week is pretty tough to keep up consistently, I thought about maybe a monthly one. They'll be more streamlined, with no voting phases, just upvotes on posts themselves. Winner gets to pick the next creation prompt, as per usual. Do let me know if any of you would be interested in that.
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I am going to be tweaking the spell, minion, and hero border for the motherboard border. Just a heads up in case you planned to do more.
Also a few things about you latest cards. Should be lose -3/-3, not gain. Mind infiltrator should specify add a copy first, before silencing. For neural link, maybe "Give your minions deathrattle: add a copy of this minion with all enchantments except this one to your hand" is shorter? Not sure. If it is longer just disregard this.
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Kudos for being the first, from what I can tell, to use this border.
I don't like how you're using the keyword. The common and epic minion use it fine, but then your legendary sort of just throws the tooltip definition out the window. Your secret also might be very restrictive. If your opponent sees your salvaging, and then the secret pops up, they'll know exactly which secret it is, unless *all* your secrets salvage a minion, hence, restricting design space.
I'm sure this is in your future plans, but you'll probably have resurrecting mechanics in order to make use of the "remove from pool", right? That'll be interesting to see.
I would probably have to see the Hero Power to comment more but it is an intriguing start.
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Upgraded Hero Power and Tokens:
Showcase Cards
Many thanks to all of the contestants and voters in the contest!
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It was a good effort by all, this contest has some very high quality classes.
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The Custom Class Competition is back for its seventh iteration! With the success of the previous format, it has been decided to bring it all back for another round, with a couple of minor adjustments.
This is the Voting Thread! You can post additional comments here if you wish.
You can also view the entire Submission Thread here.
Overview
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