Adventure describes the events of the Cataclysm, concentrating on primal elements divided by four wings: Deepholm, Throne of the Four Winds, Abyssal Depths and Firelands. Traveling across Elemental Planes, we will try to calm down the Elemental Lords. Some of them we will help ( Neptulon , Therazane ) , some of them we will fight ( Alakir , Ragnaros ). In the final wing we will fight Deathwing himself and save Atheroth from the Cataclysm.
Final Boss:
This fight is similar to Tavern Brawl with Gearmaster Mechazod. Deathwing and Aspects have their own set of cards that you can see in the spoiler below. Your deck is not pre-made, but Deathwing stops you from using any removal-like cards:
Deathwing cards:
Aspects cards:
Besides this cards, Aspects will have a Control-Dragon-Buff deck.
Good point about Robe of the Magi, but the game already has cards with a permanent positive effect (The Mistcaller, Dreadsteed is close too). Although it is possible that the card is unbalanced (may be spell damage +1 or 10 Mana cost), the idea itself is realistic, i think.
Mason Bishop: turn 10 combo that can deal up to 9 AoE damage just with your Peasants + a 4/5 body. Or you can use this Spell Power with other spells and save a Ritual until you have no Peasants for maximum value.
Peasant Revolt: Heavy AoE and better version of Twisting Nether, because why not. Based on in-game event when everyone can play as a Peasant.
Public Execution: very close to Savage Roar, but with health buff wich provides more use in controlling the board.
Mason Shield: comparing to the Healing Touch, this card usually has more value, especially in control matchup, but takes weapon slot.
Rest of it:
Mason Dreadnought: Just really big Taunt, close to Ironbark Protector. Really usefull in defending your 0 attack minions and Peasants.
Zweihänder:Arcanite Reaper on steroids and with nice effect that perfectly represents in-game version of weapon (teamkiller simulator). If you (or your opponent) have Peasants, it's effect in 7 times out of 10 lands on them, not 100%.
Heavy Kick: 3 mana Sap or a Shadow Bolt, depends on situation. Hints on smart trading with your Peasants (in both cases).
Mason Raider: Some Peasant gain. You need them alot. Better than Razorfen Hunter (usually).
Home Guard Muster: close to Muster for Battle, but it's more control than aggro. Synergy with other class cards.
Peaceful Countryside: moar Peasant gain. Potentially infinite value, but you need to keep it in peace.
Corpse Cart: Mason army used those cards to poison agathian water source. Again, infinite value if you can keep it alive.
Inspired by the styling of Mason Order from Chivalry, I created a class builded around combos with tokens from Hero Power, and it is very similar to Paladin. But unlike the Recruits, Peasants used differently. The Peasant use does not imply increasing of their stats, they become weaker and more vulnerable, and taunts a really important. Also your Hero Power is not only way to get more Peasants, your spells and creatures can produce alot. But majority of your cards will offer you a cruel and effective way of using lives of your men. A couple of example cards with more calm and simple use of those ideas:
Yep, another card that changed the color of its character, hello Fist of Jaraxxus and breath of Gahz'rilla. There is just no good pictures of red gyreworms =(
Most of Deepholm Cards are really underpowered for their drawback, but with spare part decks or something like that it can work.
0 cards discarded:
I have an option to make this card useless and punish people for using Maelstrom without cards, but I decided to make this one, because it can help in situation when you are sitting without cards and hoping for nice topdeck, but drawing this.
1 card discarded:
2 cards discarded:
3-5 cards discarded:
3-5 discards is most common situation, so this cards are not super aggressive, unusual or anything like that. Can't say that this cards are useless fillers, but yea... just some dudes with good effects, nothing game changing.
6 cards discarded:
Better version of Dreadsteed, but with huge drawback plus shaman don't have so many tools to make it work.
7 cards discarded:
Slabhide's effect. Rock is pretty easy to remove for full boardclear, but Drake by himself is not so healthy for such a big investment.
8 cards discarded:
My favorite one. Deathrattle on segments refers to the separation of the worm into 2.
9 cards discarded:
Some decks can OTK you on 9 mana with 10 cards, so its pretty balanced I think. Cards like Deadly Shot also useless.
13
A Summary of the Adventure:
Final Boss:
Example Cards:
0
1
Good point about Robe of the Magi, but the game already has cards with a permanent positive effect (The Mistcaller, Dreadsteed is close too). Although it is possible that the card is unbalanced (may be spell damage +1 or 10 Mana cost), the idea itself is realistic, i think.
P.S. You forgot about Bloodsail Corsair =)
9
3
3
Lord (Based on Chivalry: Medieval Warfare)
Rest of it:
Throwing Knives: Powershot with alternative distribution of damage.
Long Spear: defend yourself against enemy minions on your opponent's turn, trade your face costly!
Mason Archer: require a big taunt and no AoE for your opponent to be effective.
Buyout: some draw and nice combo with other Peasant-related cards.
Severe Trainig: nice unsilenceable buff, but sadly can be applied only on buffed ones.
Catapult: moar Peasant use.
Capture: Capture + Buyout + trade with peasant = Mind Control. Opie Opie
Deadly Swing: Now Betrayal placement is important!
Onslaught: adequate alternative for Dark Bargain.
Mason Bishop: turn 10 combo that can deal up to 9 AoE damage just with your Peasants + a 4/5 body. Or you can use this Spell Power with other spells and save a Ritual until you have no Peasants for maximum value.
Tokens:
Basic set:
(http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/98082-class-creation-competition-worlds-beyond-warcraft?comment=8)
41
18
Lord (Based on Chivalry: Medieval Warfare)
Rest of it:
Mason Dreadnought: Just really big Taunt, close to Ironbark Protector. Really usefull in defending your 0 attack minions and Peasants.
Zweihänder: Arcanite Reaper on steroids and with nice effect that perfectly represents in-game version of weapon (teamkiller simulator). If you (or your opponent) have Peasants, it's effect in 7 times out of 10 lands on them, not 100%.
Heavy Kick: 3 mana Sap or a Shadow Bolt, depends on situation. Hints on smart trading with your Peasants (in both cases).
Mason Raider: Some Peasant gain. You need them alot. Better than Razorfen Hunter (usually).
Home Guard Muster: close to Muster for Battle, but it's more control than aggro. Synergy with other class cards.
Peaceful Countryside: moar Peasant gain. Potentially infinite value, but you need to keep it in peace.
Corpse Cart: Mason army used those cards to poison agathian water source. Again, infinite value if you can keep it alive.
4
Class: Lord
Hero: Malric
Inspiration: Chivalry: Medieval Warfare
Inspired by the styling of Mason Order from Chivalry, I created a class builded around combos with tokens from Hero Power, and it is very similar to Paladin. But unlike the Recruits, Peasants used differently. The Peasant use does not imply increasing of their stats, they become weaker and more vulnerable, and taunts a really important. Also your Hero Power is not only way to get more Peasants, your spells and creatures can produce alot. But majority of your cards will offer you a cruel and effective way of using lives of your men. A couple of example cards with more calm and simple use of those ideas:
11
26
Yep, another card that changed the color of its character, hello Fist of Jaraxxus and breath of Gahz'rilla. There is just no good pictures of red gyreworms =(
6
Most of Deepholm Cards are really underpowered for their drawback, but with spare part decks or something like that it can work.
0 cards discarded:
I have an option to make this card useless and punish people for using Maelstrom without cards, but I decided to make this one, because it can help in situation when you are sitting without cards and hoping for nice topdeck, but drawing this.
1 card discarded:
2 cards discarded:
3-5 cards discarded:
3-5 discards is most common situation, so this cards are not super aggressive, unusual or anything like that. Can't say that this cards are useless fillers, but yea... just some dudes with good effects, nothing game changing.
6 cards discarded:
Better version of Dreadsteed, but with huge drawback plus shaman don't have so many tools to make it work.
7 cards discarded:
Slabhide's effect. Rock is pretty easy to remove for full boardclear, but Drake by himself is not so healthy for such a big investment.
8 cards discarded:
My favorite one. Deathrattle on segments refers to the separation of the worm into 2.
9 cards discarded:
Some decks can OTK you on 9 mana with 10 cards, so its pretty balanced I think. Cards like Deadly Shot also useless.