Salzar was a Grey Elf warmage. He played a pivotal role in the First Alliance War as an organizer of the Alliance. It was on his urging that the Alliance broke the Golden Covenant that forbade the use of large-scale destructive magic against living targets. Salzar’s actions allowed the Xorians to retaliate and he became a war criminal. Amalgami the Betrayer, fearing that he would be blamed for Salzar’s actions, murdered his companion. Salzar’s life ended prematurely and the First Alliance crumbled soon afterward. Continue reading →
Bigby is actually not a creation of my own, but that of Gary Gygax and Robert Kuntz, two of the original creators of Dungeons and Dragons. My creation is more of tribute than a direct port of the character that Gygax and Kuntz created. If you’d like to learn more about the original Bigby, he’s actually important enough to have his own Wikipedia page!Who’d have thought?
Bigby was an elven sorcerer whose magical style revolutionized many magical fields and has been often duplicated since. He lived in the forest that now bears his name and defended it from attackers of all sorts. Bigby joined with the other heroes of his time to fight in the Dragon War. He imprisoned the green dragon matriarchs that plagued his forest in the Green Orb of Dragonkind. After sealing away his foe, Bigby slept along with the other heroes of the Dragon War, ready to wake when the world needed him again.
Tentineh was one of the most powerful wizards who ever lived. Master of the elements he came up with many new spells never seen before. He became the defender of Greshendale during the Age of Monsters. Frustrated with draconic tyranny, Tentineh led the heroes of the land during the Dragon War. He invented the Orbs of Dragonkind to imprison the dragons. Greshendale was destroyed during the war, but upon the heroes’ victory, Tentineh used half of the Orbs to rebuild Greshendale as a flying city. Tentineh now lies with the other heroes of the Dragon War, deep beneath the earth awaiting the return of the silver dragons which he personally imprisoned.
Tentineh was the first son born to a wealthy farmer in the Greshen Valley. Tentineh’s family did not know, but he was destined for great things. His mother had been attacked by one of the wyverns of the Terror Mountains in her youth. The poison from the wyvern’s sting lingered in her body and transferred into the babe during her pregnancy. The poison tested the boy and he came through, not weakened, but fortified with the might of the dragon.
Tentineh’s father saved up all his gold to pay for the boy’s education. He apprenticed his son to an accomplished wizard who also happened to be a descendant of Sadroston. From a young age Tentineh learned all the secrets passed down by Sadroston. He mastered them with a unnatural speed due to the draconic power flowing in his veins. He swiftly surpassed his master and rose to be the greatest spellcaster in the whole of Greshen Valley.
The dragons in the Terror Mountains did not permit the people in the valley to organize armies, but the same could not be said for the trolls in the foothills. Tentineh had experience repelling smaller troll attacks with his command over the elements, but his powers could not stop an entire army of the beasts when they attacked. Instead, the young wizard turned to dark, forbidden magicks. He summoned a fiery demon from beyond the realm of Hades to vanquish the trolls. This slaad, as it was called, defeated the troll army, but it demanded a terrible price. It would see the whole world burn in payment for it’s service.
Tentineh moved quickly to thwart this new threat to Greshendale’s safety. The infernal slaad rested after obliterating the trolls to regain its power. Tentineh dug through old tomes of binding spells. He found what he needed and used the magic to imprison the slaad forever. A magical rod provided the key to the slaad’s prison and the key could only be turned by three mages, one of good nature, one of evil, and one of neither. The rod was broken into pieces and scattered across the realm to prevent the slaad’s return.
Tentineh never wanted to resort to such dire measures again. He began secretly training the people of Greshendale in the magical and martial arts. If the dragons would not let him have an army, then he would hide it from them. In time, a force of giants descended from the mountains. Tentineh could not halt the giants’ advance on his own. He was forced to use his army and in so doing, reveal it to the dragons. The punishment was certain, death.
Rather than submit to the dragons’ judgement, Tentineh gathered the heroes of the land alongside his army. Thus began the Dragon War. The war lasted many long years. Killing the dragons proved difficult. The elder wyrms that ruled their species could regenerate even the most dire of wounds. Tentineh’s past experience proved invaluable in solving this problem. Instead of killing the dragons he bound their leaders to ten crystal orbs. Each dragon color had two elder wyrms that led it. Each Orb contained within it one of those leaders while the other leader was set to guard the Orb for all eternity. The Orbs in turn gave great power to any mortal that possessed them.
Tentineh advised the other heroes he had fought with to place eternal defenses around the Orbs. Those who could not or would not gave their Orbs to their architect. Tentineh used them to build a new Greshendale, for the original city in the valley had been destroyed during the war. Vast power was poured into the city. A volcano imprisoning an ancient enemy of Zeus was used in the creation of the new city, freeing the monstrous Dahak and winning its gratitude. Other powerful artifacts besides the Orbs were used in the city’s construction but it was still not enough. Tentineh took more magic from the surrounding land and the valley died as its life energy was given over to the city. Holes in the fabric of the world were ripped asunder. These holes are still present in the valley as empty spheres, consuming all that is placed within them.
In the end, Tentineh completed his vision. Greshendale flew. The magic within the city made it a paradise, providing light, food, water, shelter, communication, and entertainment to all who lived within it. The people of the valley were offered a choice, live in the floating city or strike out on their own. Many accepted Tentineh’s offer and moved into new homes. The others attempted to settle a new Greshendale to the south, but the settlement upon the ground atrophied within a few generations.
Tentineh did his best to be a good leader to his subjects. He set up the War Mage Academy to teach them battle magic for defense. He invited druids, sorcerers, and psions to the city to teach other forms of magic. He bound elementals to his service to further enhance the city’s comforts. Tentineh even set up a ruling council of mages so that he would not have absolute tyrannical power over the city.
Despite all his accomplishments, a dark fear still lingered in Tentineh’s heart. The Orbs were not indestructible. The dragons could return in time. He worked out a plan along with the nine other heroes who had imprisoned the dragons. Should an Orb be broken, the hero who defeated that dragon would be summoned once more to re-imprison the beast. To keep their youthful edge sharp for all eternity, the heroes would voluntarily accept a death-like slumber. Eons could pass, but they would not age. They would wait, and when the dragons returned, they would be ready.
Tentineh sleeps with his companions beneath the earth now, awaiting the return of the silver dragons.
Blizzard had released the next Hearthstone adventure and I still haven’t finished the Heroic versions of all the Blackrock Mountain bosses.
When the adventure was announced I rushed to do a few of them. Here are the decks I came up with.
A lot of double taunt creatures in this deck help with Direbrew’s nonstop aggression. Then there’s some high attack minions to deal him damage. The Windfury card is what really pulls it together. Drop it on something like a Core Hound to deal a bunch of damage to Direbrew at once.
Thaurissan’s challenge remains the same, you have to keep his wife alive. Only now instead of being a 1/3 she’s a 3/1. So you’re taking more damage from her each turn and she dies from just one stray point of damage. The solution? Flip-flop her attack and health with Crazed Alchemist, buff her health and heal her when Thaurissan gets all “wife-beaty,” and win in the end with the typical Divine Spirit/Inner Fire combo.
In this deck I also included a few cards to try and steal Moira. I never got the chance to use them, so I’m not sure what happens if you succeed. Let me know if you do! Either way, the minion theft cards are unnecessary to clear Heroic Thaurissan.
For finishing off Executus and Ragnaros I give you the traditional Divine Spirit/Inner Fire deck. This one works a little differently. The idea is to kill Executus and Ragnaros in the same turn so Ragnaros doesn’t get to use his double strength hero power. The deck also has some Light Warden/Holy Champion heal combos to try and get some more minions with super high attack while sustaining yourself. Executus has 30 Health and 15 Armor while Ragnaros has 30 Health and 30 Armor. Coming up with 60+ damage in one turn might seem difficult, but this deck manages it well.
Omokk kills a minion every turn. To get around that, we have to give him a lot of weak targets. Imp Master spawns a few and the Paladin’s hero power pumps out one every turn. Couple that with the Inspire spawning power of Silver Hand Regent and Murloc Knight and by the midgame you should be ending every turn with a board of 7 minions. The deck has a little difficulty starting because often you can’t play anything until turn 3 or 4 because Omokk will kill any minion you play by itself. If you stabilize after getting to the point where you can play some cards and hero power every turn, then you should win.
Drakkisath has a nice thing going because he can play two cards every turn while you only get one card. So what do we do? Try to trade two for one as much as we can! Not much else to say about this deck. Getting Alexstrasza and Ragnaros are probably the most important parts to beating Drakkisath and you need them to get you a big advantage before he plays Twisting Nether. Winning this takes some luck and as you can see, a lot of legendaries.
Defeating Razorgore means never letting his eggs hatch. They turn into 7/7 drakes once they reach 5 health. The deck has a lot of low cost minions so you can start keeping the eggs under control right away. Razorgore will build a little bit of an advantage while you concentrate on his eggs. You’ll take a lot of damage from his attacks, so the Tournament Medic is in the deck to help stabilize. Once you have enough minions the egg count will start reducing and you can slowly push back against Razorgore and win the game.
Now on to League of Explorers. The first wing is out, the second releases on Thursday, with a third and fourth wing coming after Thanksgiving.
League of Explorers has an Indiana Jones theme to it. Delving into ancient ruins to uncover forbidden treasure, trading witty insults back and forth with your trusted teammates, and battling Azerothian Nazis or something like that. All of these things and more are part of the League of Explorers.
Obviously there’s some new cards. I’ll be covering those and my opinions on them in a post later this week. For now I’d like to give some guides to beating all the Heroic bosses of League of Explorers first wing, the Temple of Orsis.
Zinaar’s whole thing is that he has more cards and mana than you, but at the cost of giving you free stuff, specifically, a bunch of spells that cost 0 mana. To take advantage of that we make a deck that has Mana Addicts, Mana Wyrms, and Questing Adventurers in it (Flamewakers would also work). These get buffed every time you cast one of the wishes. You attack Zinaar with your buffed minions while freezing his hordes out with typical Mage freeze stuff. Easy win!
Phaerix’s staff only makes him immune for Heroic and is a 3/8 for Phaerix while only being a 0/5 for you. A 3/8 is still killable with a Shadow Word: Pain spell though. Then proceed to do the typical Divine Spirit/Inner Fire nonsense. I had a perfect draw with this one where I got all three of the necessary cards in my starting hand. Phaerix had no answer for it and lost quickly.
This boss was a lot of fun! Instead of trying to defeat the Temple, you are trying to get out as fast as you can. You need to survive ten turns while the temple’s guardians and traps attack you. Since you don’t need to (and can’t) attack your enemy, all you need to do is survive. Freeze Mage is perfect at surviving a long time and now the deck doesn’t even need a win condition like Antonidas! There is a specific sequence event for each turn as follows.
1. Summons a 6/7. You get to draw a card or gain a mana crystal.
2. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You get to take 5 damage or flip a coin to take 0 or 10 damage.
3. Summons 2 8/8 minions with Divine Shield. A Rolling Boulder is summoned to the far right side of your board that destroys one minion to its left every turn.
4. Summons a 10/10. You draw 2 cards or gain 10 Health.
5. All minions are destroyed on both sides.
6. Summons 2 6/15 minions.
7. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You can do nothing or reduce the turn counter by 1 and let the temple summon an additional 7/7.
8. Summons a 5/9 that deals 5 damage to you and all your stuff at the end of every turn (skipped if you summoned the 7/7).
9. Summons 3 10/6 minions.
10. Survive this turn and you win!
I hope all of this helps you beat a few more of the Heroic Hearthstone bosses!
The original concept for this city was created by one of the players in my group. His internet pseudonym is Middle_Snu, so he should get some of the credit for making Phoenix what it is. I expanded on his ideas to write what you see below.
At the merging of the Curving Stream and Delain Tribute lies Phoenix, a city of some 120,000 inhabitants. Phoenix has always revolved around guilds. Every Phoenixian worth their salt belongs to one of the influential guilds of the city. Guilds are legally allowed to kill unlicensed professionals who fall under their jurisdiction if those individuals refuse a position within the guild. As a result, being blacklisted from a guild generally means a move to a new city or a change in profession. Strangely, even the thieves of Phoenix have an official guild. In actuality, “thieves” keep the streets clean acting as a police force, assuming that a sum of protection money is paid to them. Unlicensed thieves, in the meantime, are tortured for days upon being captured.
Phoenix is a major trade center between Western and Eastern Cimmeria. Many things can be bought in Phoenix, including people. The Slaver’s Guild is a major force, though there isn’t much traffic in newly captured slaves. Phoenix imports a lot of metal from Jord, and grain barges moving upriver for the Dwarves are not an uncommon sight.
Spellcasters have a special place in the guild system. Sorcerers and wizards must register for the Mage’s Guild in order to be able to cast spells legally (costs 50 gp), but clerics, even those of the Titans, may cast freely. Because full members of the Mage’s Guild are required to create a certain number of magical items for sale every year, Phoenix has a booming trade in magical items. Arcane scrolls, potions, and magical items can generally be bought here for as much as 10% below market price. On the other hand, selling magical items without being a member of the Mage’s Guild or a member of the local clergy is a capital crime.
The Mage’s Guild and the rights of clergy were recently upset by the Xorian takeover of Phoenix. All resident clerics of the Olympian pantheon were given a choice, convert to Dragoviniysm or face execution. Most of the clerics chose to die rather than betray their gods. The members of the Mage’s Guild were given a similar choice, but they accepted. The majority of the mage journeymen were turned into dragovinians to become the new elite of Phoenix.
There was an Adventurer’s Guild in Phoenix prior to the Xorian invasion. The members were simple individuals for the most part who hired themselves out to the highest bidder. Groups of six or more adventurers could be hired for contracts, although prices were steep. There was a ill-defined barrier between the Mercenary’s Guild and the Adventurer’s Guild as to the proper jurisdictions of each. This disagreement had sparked street-fighting in the past, but the difference between the two guilds were set aside when the Xorians approached the city. During the Battle of Phoenix, the Adventurer’s Guild was wiped out. Many of the mercenaries fought on to the last while the guild leaders of Phoenix escaped. Those who surrendered were given the choice of turning to dragovinians. Many accepted this offer. The two headmasters of the Mercenary’s Guild, Gradorian and Junai, escaped and are rebuilding a military force in Jipangu to combat the Xorians.
Prior to the Xorian invasion the Thief’s Guild oversaw the day to day business of the city and, with the assistance of the clerics, arbitrated any disputes between the guilds. The laws of the city fluctuated based on what guild a person belonged to. Nonmember visitors to the city fell under the Thief’s Guild jurisdiction leading to a high pickpocket rate in Phoenix for people without guild membership. Since the invasion, the militocracy of Phoenix has taken over. King Jevaninada II has made Phoenix into a base to quarter his troops for the coming winter. Blendegad has also moved his throne to the main temple of Phoenix. Blendegad and Jevaninada II personally oversee the activities of the city.
The city’s supplies were already stretched thin during the protracted siege, but now they are forced to provide for thousands of additional Xorian soldiers who were once the city’s enemies. The Xorian supply chains alleviate some of this problem, but those same supply chains are also under attack by the Rebels in Gazeara. Not wanting his own troops to suffer, King Jevaninada II has taken food, clothing, and homes from the people of Xoria and given them to his own soldiers. Thousands of Phoenix citizens are left on the streets with food or shelter. The execution of most of the clerics in Phoenix has only exacerbated this issue. Winter will come soon and many malnourished people will die once the temperature drops.
The Innkeeper’s Guild continues to maintain only one inn in Phoenix, the King’s Rest. Spanning some three blocks, the King’s Rest has everything from a hard floor and gruel to the most luxurious suites with gourmet foot on demand. Prices range from 1 cp-100 gp a night. Stables are an additional 1 silver per night per horse. The Innkeeper’s guildmaster is Bernarda, a human. The King’s Rest was used to house hundreds of Alliance soldiers before the invasion and now it holds a complementary amount of Xorian troops. Bernarda has taking a liking to Dragoviniysm. She attends services every week and hopes that her actions as the Innkeeper’s guildmaster will earn her immortality as a dragovinian.
I didn’t record my victories this time, but I did keep track of my decks.
First up, I defeated the Dark Iron Arena using a Freeze Mage deck. Here’s the deck list:
If you’ve seen other Freeze Mage decks, the idea is pretty simple. Prevent your opponent from killing you until Antonidas is on the board. Then use Antonidas’ endless supply of Fireballs to destroy your opponent.
The deck works best if the computer drops Millhouse Manastorm the turn before you play Antonidas. That didn’t happen during my game, but the deck was still strong enough to get me a victory in one try. Just destroy threats as they come up and use Antonidas as a finisher.
The deck is expensive to craft, but it gets the job done in constructed and in Heroic mode.
The other Heroic boss I took down was Garr, the guy with all the exploding Firesworn.
Here’s my deck list:
This deck is also pretty simple.
On Heroic mode, Garr’s Firesworn deal three damage per death and he starts with seven. That means if all seven blow up at the same time you take 49 damage.
Killing them off earlier helps, but you still take some damage.
So what’s the easiest way of preventing the Firesworn from activating? Silencing them!
Mass Dispel is the reason this deck works. And there’s tons of healing to save your butt too.
I won on my first try without even using the Inner Fire combo.
I kept my creatures alive by healing and adding health to them against Garr’s onslaught.
Now that the adventure is over and I’ve collected all the cards, which ones are the best and most fun?
Hungry Dragon stays a favorite for me. You get a good creature and your opponent gets something useless or something that completely messes you up. Shieldbearer is one of my least favorite minions to pop for my opponent even though its usually trash.
Volcanic Drake is pretty good in Arena and might make mid-range Hunter much more viable. The Drake combines well with Unleash the Hounds. Drop the Hounds, wipe your opponent’s board, and then play the Drake for free.
Blackwing Corruptor is pretty much an auto-include if you’re building a dragon tribe deck. The Battlecry effect is just so strong. Get a decent sized minion and probably eliminate one of your opponent’s minions as well. Awesome card.
Drakonid Crusher is another winner for Arena. 6 mana for a 6/6 isn’t bad. It’s only got 1 worse health than Boulderfist Ogre. And Drakonid is a dragon so it can activate the Battlecries of Blackwing Corruptor and other similar cards. Best part is that if you’re already winning and you drop Drakonid, you get a 9/9. Even bigger than a giant! Solid draft in Arena. Not so good in constructed because you usually need things other than huge creatures in constructed.
Dragonkin Sorcerer is terrifying when a Paladin plays it. It’s stats are average for its cost, but if the Paladin drops a buff spell on it, look out. And its a dragon for that dragon synergy as well.
Emperor Thaurissan made a lot of combo decks much more viable. Specifically Freeze Mage and Combo Druid. If the cards necessary for lethal are all 1 mana cheaper then the combo can be pulled of in one turn instead of two if needed or at an earlier turn thatn previously possible. Thaurissan is a great card.
Nefarian and Majordomo Exectus both underperformed my expectations to be honest. Nefarian often gets you spells that are completely useless in your current situation. Exectus is often a liability because becoming Ragnaros reduces your health to 8. In what situation would you want your health to go that low? Usually if its already that low. And if it is that low, then your opponent will just deal damage to you instead of Exectus.
Resurrect is one card that I’m excited to see more of. I’ve heard that it combos well with Injured Blademaster because it comes back at 4/7 instead of 4/3. I’d like to see if slightly modifying a Preist deck could make this card awesome, but I don’t play that much Priest anymore. I’ll give a try sometime! Maybe for the Heroic bosses.
Imp Gang Boss is a really nice Warlock card. Demons are getting better and better as Blizzard releases more of them. Imp Gang Boss is chock full of demons and quite difficult for your opponent to fully remove. Pretty much a solid card in any situation.
Lava Shock and Fireguard Destroyer are the two new Shaman class cards. Lava Shock is definitely cool. There are a few Shaman decks I’ve wanted to try out in the past, but Overloading too much stopped those decks from working. Lava Shock could fix that. And Fireguard is just a good card for its cost. It will almost always be worth the Overload cost you pay for it, just like Crackle.
Druid of the Flame is a good Druid card and it counts as a Beast to combo with Druid of the Fang. I once had Druid of the Fang, Druid of the Claw, and Druid of the Flame all out at the same time and I felt very naturey. You’ll almost always play the Druid of the Flame in 2/5 form just like Ancient of War, but its a good card regardless of the false choice.
Quick Shot is the latest upgrade to the Face Hunter deck. Out of cards? Why not deal damage and draw more cards! Plus it allows for more burst from the hand to surprise your opponent with lethal when they thought they were safe. Good card.
That’s all the new cards that stuck out to me. I’ll be posting more YouTube guides to beating the Heroic bosses as I manage to do it!
A note before I get into the meat of this update. I adapted this city from a previously created city posted on the Thieves Guild. The Thieves Guild is a great old website with lots of ideas for roleplaying games. I’d definitely recommend checking out the Thieves Guild if you’re a DM/GM and in need of some inspiration. The original content for this city post is called the City of Stormfront by The Guildmaster and can be accessed using this link. The Guildmaster also made a map of Stormfront that I’ve adapted for Bradel Fields. The map has little numbers on it denoting the locations that are marked in the writeup with numbers like this (#).
Bradel Fields, a city with population of close to 30,000, was originally a monarchy. The kings were fair and just, and slowly gave the citizens democratic concessions as they were demanded before abdicating. The noble family split into six smaller families after the Bradel Council took over. The castle was converted into a guard barracks and the royals moved into the castle courtyard, now called Noble Way. The Bradel Council originally gave a pension to the nobles, but the pension fund dwindled over the years and the remaining nobles have sought other forms of income. Most have become entrepreneurs, army soldiers, navy sailors, or taken positions in the Council.
The new Bradel Council rules from the old courthouse (2). The three new sections at the sides and back have been added to hold the growing democratic bureaucracy. The Bradel Council is split into different parts which discuss and vote on different issues. The different sections are Police, Army, Agriculture, Commerce, Internal, and Supreme. The supreme section has the power to override any decision made by the other sections. When new councilors run for office they must choose the section they are running for. The term of a councilor is six years with thirty councilors elected every year. Each building in the city gets one vote to appoint councilors. All bills are passed by majority.
The arena (1) is a large pit used for battles to entertain or deliver justice. Spectators look down from the upper level, witnessing bloodshed of all kinds. Gladiators walk out along a special platform and down a ramp into the pit for battle. This platform is ten feet lower than the spectator stands, and ten feet higher than the bottom of the pit. At the northwest section of the pit through a large wrought iron gate animals and monsters are brought in whenever they are required to fight. There is a betting parlor near the entrance where the labor is all elves. The arena is a business venture started by the secretive elves of Valor’s Forest.
The temple (3) is surrounded by an eight foot wall with large iron gates which are always open. The interior of the wall is decorated with a large flower garden adorned with statues of the twelve Olympians. The temple itself sits at the far end of the garden, on the other side of the main gates. The temple is a tall majestic building with golden towers and glistening gates. A small bridge on the second floor extends from the rear of the temple over the nearby street, connecting to a small building across the way where the clergy reside.
The Hall of Knowledge (4) is a large wooden library with a stone foundation. Inside are hundreds of shelves of books, tomes, and papers containing information of all sorts. The library does not rent out books and ones containing spells are restricted to citizens who have had library cards for over a year.
The knight’s guild (5) is nestled close to the city docks and guard barracks. The noble warriors of the city reside in this large stone keep near the waterfront. The keep was built long ago to provide protection for the city, and looks to be a military masterpiece of protection. Yet, regardless of the building’s strong exterior, it is rather comfortable and welcoming inside. The guild is in charge of the city’s army. The current Guildmaster is Cheregon one of the noble lady-knights from House Tiisson. Entrance into the guild is restricted to citizens of the city.
There are about five hundred policemen based at the city police barracks (6) who keep trouble off the streets and out of the farms and slums if they can. They are trained at the city guard training area. Two galleons and six frigates take port at the city navy base (7). Members of the knight’s guild are the sailors on board when needed. The Harbor Master (10) collects the fees for any trade goods brought in by sea and for docking your ship, dependent on size. The ranger’s guild (20) is a two story wooden building that provides the home for the rangers of the city. The forest gate (27) leads directly to the forest and the city’s graveyard.
Between the courthouse and the arena is a statue (9). It shows a marble Zeus dropping a granite mountain on top of an obsidian Typhon. The eyes are gems, Zeus’s clothes gold, and the point of Typhon’s tail is Adamantite. The city is immensely proud of its statue constructed by Phidias the sculptor.
Bradel Fields is unique in having a jail for punishment instead of just holding people before trial. The city’s jail (11) is a large building standing three stories high. There is only one entrance, through the front gates. Guard towers are posted on the roof, looking down on the crowded streets of the city. Dim lights can be seen through the few barred windows of the building. Rumors have it that the jail goes several stories below ground, housing more than criminals, but demons and other monsters as well. Some say there is even a connection to the Underdark. Of course such things are only myths the Bradel Council says.
The super store, the Red Dragon Warehouse (12), is the hot spot for adventurers and people wanting something you that cannot be obtained anywhere else. The three story high building sits near the private docks of the noble merchants, and is surrounded by a twelve foot high wall. The prices are more expensive here, but the selection is almost endless. Seagulls constantly circle the flat roof of the building, where several smaller buildings sit. The owner is Trobador, a halfling who inherited the business and has been expanding it even further.
The Red Dragon Casino is owned by Trobador as well. He has many interesting physical games inside as well as the normal card and dice games. A lot of the gladiators spend their winnings in the casino. The owner also does an event at the Arena once every four years. A red dragon is captured by his employees and gladiators go up against it one at a time for the whole day or until the dragon is defeated. Trobador has to put some heavy wards down to protect the spectators, but the event is the biggest festival in town.
The Adventure Dome (14) is a mysterious building that gives a unique experience to anyone going inside. No one knows who built it, but the person selling tickets is a dryad. No one knows her name, where her tree is, or what she does with the money she earns, but most assume the answers can be found in the dome somewhere.
The walls surrounding the mage’s tower (16) are smooth gray stone. They appear to be easy to climb; but in actually are extremely slippery. There appear to be no windows or entrances to the inside. Only members of the mage’s guild know how to access what’s within. They contact you to make you a member not the other way around.
The Bradel Fields tavern (17) is a large wooden building providing a place of rest for weary travelers and a space to mingle for citizens. Drinks are served at all hours in this fine establishment. Rooms are also available; one just has to ask the manager. The tavern employs over a hundred people to service its clients.
The bard’s playhouse (18) is a large modified theater no longer used for performances that houses the city’s bards. This building provides a place for bards to eat, sleep and practice. Work for actors and stage hands can be found in this cozy establishment, along with prestige and talent.
The Grand Theater & Music Hall (19) is near the richest part of the city (The noble section, located on Noble Way). Inside is an enormous theater which can seat thousands. Plays, ballets and musical performances of only the highest quality take place here once every ten days.
The psionicist’s guild (21) is located on the first and second floor of this three story building. It is the only well known place to get information on psionics or to train in its art. Many of the teachers in the guild believe that psionics is the way for humans to become equal to angels and devils. There is also a cartel of mindflayer hunters in the guild. The guild owns the building, but must rent out the bottom floor to cover costs. The current renter, a bard living at the playhouse, uses it as a dance studio.
Warrior’s Rest (22) is a private establishment which caters to warriors of all types except the knights and rangers of the city. It is believed that these professions don’t need to take up space at the Rest because rangers and knights both have large guilds that look after them. The tavern also doubles as a tiny inn. Rooms are cheap and the company is often welcoming…as long as trouble isn’t started.
The Park of the Traveler (23) where exotic animals of all kinds roam this small forest, rumors say that they appeared one day as the result of some mad magician’s spell gone awry. A group of druids act as zookeepers here and train new druids to coexist with Human society. Because of the nature of some of these animals, this park can be a dangerous place, but still less dangerous then the Park of Delights.
Park of Delights (24) is a dark and foreboding place. This park is sometimes used for underworld meetings as a neutral ground. The local guards are often paid to keep clear, and most do so without payment. The park is said to be a home of evil. Disappearances occur often here and every so often a dead body turns up… Some say that an evil cult worships in this small forest, but nothing has been proven.
The city graveyard (25) is an enormous area outside of the city where the dead rest. Huge mausoleums and unmarked graves are scattered about. Grave robbery is kept in check by the local grave keepers for a price paid through the taxes of the city. As such necromancy is not a serious problem in the city.
Outside of the south gate (26) is an area where poverty stricken people reside. Too poor to afford adequate housing inside the safety of the city walls, these people tend to build crude structures from any available materials. The people here range from petty thieves to crippled indigents. A thief’s guild may exist here, but authorities have not found any evidence so far.
The Grain Gate (28) is where a majority of the city’s food is imported through. The farms surrounding the city tend to gather nearest to this gate; although there are still many other farms located near the other gates.
In recent history Bradel Fields joined the first and second Alliances against Xoria. During the first war the republic city was led by Hector, a young knight with connections to Princess Tarigananata. Hector died during the war. The second Alliance is led by Hector’s son, Astyanax. Astyanax went through a traumatic incident with a demon. After he recovered he executed Bradel Council members who were against continuing the war and assumed dictatorial control of the city. To enforce his new edicts, Astyanax drafted the goblin slaves of the city into a police force/army.
The cheapness is wonderful. They can activate Mana Wyrm to pump it up. They can activate Gadgetzan to draw cards. They can activate Antonidas to create three Fireballs on the turn you drop him. They also work with the new legendary, Gazlowe, to create tons of mechs for you to play.
Mage also got a new toy with the epic spell, Echo of Medivh. The spell is used in the old Freeze Mage Giant deck which focused on freezing out their opponent and drawing cards until they could play giants and Duplicate them. Well now you can duplicate them another way!
Say you’re at 10 life. You feel safe because you’ve got two Molten Giants that you gave taunt to on the board and you have an Ice Block secret. Now throw in Echo of Medivh and suddenly you have two spares of one of the most powerful minions in the game! Day9 has a video where he fills his board with 6 Molten Giants in one turn using this trick.
The deathrattle aggro decks that Warlock, Priest, and Hunter run all got some improvements with Clockwork Gnome and the Piloted cards. Mechwarper and Micro Machine also help out with mech aggro decks.
Ramp Druid got some new tools. Grove Tender helps them ramp up faster while also providing a body. Tree of Life allows a full reset of life when you’re facing an aggro deck.
Handlock got Mal’Ganis, so now your opponents can’t even rush you down if you drop that. Fortunately, some cards were added to counter Handlock and any other oppressive control matchup. Goblin Sapper and Clockwork Giant are perfect against decks that like to stock up on lots of cards.
There are tons of other cool cards that have slightly altered existing deck. Shrinkmeister and Voljin for Priest. Muster for Battle, Quartermaster, and Bolvar Fordragon for Paladin. Gahz’rilla for Hunter. A slight Murloc focus for Shaman along with Crackle for burst based decks. Rogue got some awesome new mech cards along with the means to possibly create a viable pirate deck. I haven’t seen one yet, but I’ll bet its coming.
So lots of new cards to try out! I’ve only just now finished spending out all my gold on Arena runs to learn the new cards in that mode. Now I have to see how what I have works in Ranked. I just got a Mal’Ganis for a Demonlock deck in my last Arena run. Maybe I’ll give that a try!
What are Kel’Thuzad’s advantages over you in Heroic? EVERYTHING!
He starts off with 20 armor and 45 health.
If you’ve played against him then you probably already know that he has two hero powers.
His first hero power is used for free very turn. It freezes you and deals you 3 damage.
His second hero power is unlocked when you remove Kel’Thuzad’s armor or when you finish your tenth turn, whichever comes first.
The second hero power costs 8 and allows Kel to steal a random minion from your side of the board. And when his hero power changes he also gets two 5/5 minions with taunt.
Plus he’s got some of the best cards in the game in his deck.
I tried so many decks against him. I tried Paladin, Shaman, and Mage before I landed on Divine Spirit/Inner Fire Priest once again.
The Paladin deck I tried was too slow to build a board presence against Kel’Thuzad. The 3 damage a turn from his hero power brought me down before I could get the buff train rolling on my minions.
My Shaman deck focused around dealing lots of early damage with Dust Devils, but Kel killed the Dust Devils every time with Frostbolt.
The Mage deck I created had some success. It could consistently survive to Kel’Thuzad’s second stage, but it faltered at that point.
The Mage deck was a Secret deck. Mad Scientist and Ethereal Arcanist featured heavily in it.
I usually broke through Kel’s armor with a buffed Arcanist.
Then Kel would transform, drop two huge taunt minions, and steal my Arcanist.
I couldn’t figure out a way to recover from that.
Sooo… Back to the Divine Spirit/Inner Fire Priest! Here’s the deck list:
Circle of Healing x2
Inner Fire x2
Power Word: Shield x2
Northshire Cleric x2
Divine Spirit x2
Loot Hoarder x2
Novice Engineer x2
Imp Master x2
Stoneskin Gargoyle x2
Shadow Madness x2
Holy Nova x2
Just the usual jazz for Divine Spirit/Inner Fire, but with the addition of a bit more card draw to get the required pieces. The Loot Hoarder and Novice Engineer will hopefully take some of Kel’s removal spells with them as well.
The Silence is added to remove any taunts that Kel might get. Racing him was how I won and I wouldn’t have been able to do it without the Silence. Ironbeak Owl might work just as well though.
Getting a big beastie should be fine, but then Kel will transform and get his minion stealing power. What do we do then?
That’s why I put Imp Master in. Kel will steal a 1 attack creature more often than not, so he’ll just avoid using the ability entirely.
Shadow Madness is also quite useful against Kel’Thuzad because he runs Dark Cultist and Sludge Belcher. If they die on your side of the field then you get the deathrattle as well!
While the deck is pretty simple, the boss fight is still quite hard. I beat Kel’Thuzad on my tenth try after going into fatigue and being one turn from losing.