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Custom Raid Idea -Assault!

Last post 11-18-2009, 2:22 PM by yellowbrains. 31 replies.
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  •  10-27-2009, 9:33 PM 1849641

    Custom Raid Idea -Assault!

    ASSAULT (Custom Raid) (revised 11/16)

    Rules for a custom raid using existing cards.
    Raid consists of 6 stages with Bosses of increasing difficulty, representing a raid against a racial capital. The objective is to fight your way to the throne room of the enemy and defeat their leader and his bodyguard.

    There are 8 boss cards, spread over 6 stages (2 bosses at both stage 1 and stage 6)
    The bosses are existing ally cards that are treated as Heroes for targeting purposes. (ie, anything that targets only an ally cannot target them, and they cannot be flipped by any means. They may also not have their powers removed by any means) In addition, in the further stages, the bosses have increased health, based on the flags in play (See flag rules, below). In order to visually differentiate between the bosses and the trash mobs, I recommend placing the bosses in solid cardholders.

    THREAT LEVEL-
    Each boss has a threat level. This is the maximum amount of resources a raider can have in play at the end of their turn. If a raider has more resources than the threat level at the end of the turn, they destroy the excess resource of their choice. The Threat level starts at 4 and increases with each stage, with no limit for the 6th and final boss(es)

    You will also need a 40 card ‘Minion’ Deck for each Raid, made up of ally cards. Minion cards enter play after a boss is destroyed or through the use of flags. Their cost is only used for targeting purposes. Minion cards that are destroyed by fatal damage or removed from play by any means go to the Minion Graveyard. If the Minion deck is depleted, reshuffle the Minion graveyard.

    BOSS ACTION DECK

    You will need a 40 card action deck for each boss. Actions that are played, discarded or removed from play go to the Action graveyard. If the action deck is depleted, reshuffle the Action graveyard. (all cards are Commons from HoA and TtDP)


    FLAG RULES

    You will need 5 Flag cards for each raid deck. I recommend using the Warsong Gulch Flags from the Fields of Honor Boosters. Flags come into play when bosses are destroyed and the next boss enters play.(So there are no flags in play with the first boss, there will be 5 flags in play when the final stage is reached)

    Flags have the following rules:

    Flags may not be removed from play or targeted, except in a capture attempt (see below)

    For the Bosses, each flag in play (regardless of who controls it) gives each boss X+1 Bonus health, where X is the number of players who started the raid. In addition, if the boss controls at least one flag, they draw an extra card during the card draw step (only one extra card regardless of flags controlled). Each flag controlled by a boss also reduces the cost of playing ability and equipment cards by 1.

    Bosses may also exhaust flags they control at any time for the following effects, although they can only use a flag effect ONCE per each players turn including their own (so if they have 3 flags, they could do a 1 flag effect, but cannot use either of the other flags until the next players turn). The effect of the flag goes on the chain as normal but may be interrupted as if the boss had played an ability card from their hand.

    Flags may be captured by either side. A Boss, Hero or Ally may declare an attack targeting a flag controlled by an opposing player to capture it. This attack may be blocked against as normal by heroes or allies with ‘Protector’. If the attack is successful (ie, not blocked) the Flag becomes controlled by that player (place it next to that player’s hero). Although the boss can control up to 5 flags, each raider may only control one flag at a time.

    If a flag is controlled by a raider, they may use it as an additional resource by exhausting it and taking 3 points of unpreventable damage. Flags do not count as resources when determining the Threat threshold. Flags remain ready or exhausted when they are captured.

    BOSS TURN SEQUENCE

    During the boss turn, the boss has the following phases:

    1 Start Phase
    Ready Step- Ready all Bosses, Minions, Resources and Flags (controlled by Boss)
    Draw Step – Draw 1 card from the Boss action deck (if stage 6 draw 2 cards), draw
    1 additional card if the boss controls any Flags (only 1 additional regardless of Flags controlled) Boss maximum hand size is 10.
    If the Action deck is depleted, reshuffle the Boss’s Action graveyard.

    2 Minion Phase
    Place the top card of the Minion deck face down into the resource row without looking at it. These resources may not be destroyed or otherwise removed from the game.

    3 Action Phase
    Play Cards, Use Powers, Make attacks (Boss does not place resources)

    4 End Phase
    Wrap up- Resolve any effects, Boss discards down to 10 cards if has more cards in hand.


    BOSS DESTRUCTION

    When a boss (or both bosses for stage 1) is destroyed, do the following (IN ORDER, this is slightly different than other raids) When both bosses from stage 6 are destroyed, the raiders win.

    · Remove the destroyed bosses from the game. (any attachments are destroyed)


    · Remove all face down Minion cards from play, then put them in play face up, one at a time, resolving any entering play effects. Any minions in play remain in play. If it is the Bosses turn, only minions already in play may attack, unless they have Ferocity.

    · Bring the Boss from the next stage into play (they may use activated powers immediately, and may attack immediately if it is the bosses turn)

    · Place a new Flag in play, ready and controlled by the Boss.

    · Place the top cards of the minion deck equal to the number of Flags IN PLAY into the resource row, ready and face down (without looking at them).


    -Props to ErikSalaan for the original idea
  •  10-27-2009, 9:34 PM 1849642 in reply to 1849641

    Re: Custom Raid Idea -Assault!

    ASSAULT ON ORGRIMMAR (revised 11/16)
    Custom raid representing an Alliance raid on the Orcs of Orgrimmar.

    BOSSES ORGRIMMAR
    Stage 1- Warlord Goretooth (E-HoA)
    Threat 4 Kino the Cold (C-BoG)

    Stage 2- Nazgrel, Advisor to Thrall (E-MoL)
    Threat 5

    Stage 3- Saurfang the Younger (E-SoB)
    Threat 6

    Stage 4- Kelm Hargunth (E-FoH)
    Threat 7

    Stage 5- High Overlord Saurfang (E-TtDP)
    Threat 9

    Stage 6- Warlord Thrall (E-HoA)
    No limit Blood Guard Gulmok (E-HfI)

    There is an adjustment to the boss destruction order for the orcs. The
    Boss enters play BEFORE the minions.


    MINIONS ORGRIMMAR
    18 x Orgrimmar Grunts (C-HoA)
    2 x Ghank (C- TtDP)
    2 x Roktar Blackfist (C- DoW)
    2 x Uglund Duskrider (C- FoO)
    2 x Cromarius Blackfist (C- DoW)
    2 x Munkin Blackfist (C-DoW)
    2 x Gok Stormhammer (R-SoB)
    2 x Drusenna the Vigilant (U-FoO)
    2 x Rula Blackfist (C-DoW)
    2 x Najan Spiritbinder (C- FoO)
    2 x Zygore Bladebreaker (C-HoA)
    2 x Hota the Bloodsoaked (C-MoL)

    ACTION DECK ORGRIMMAR
    3x Lie in Wait 3x Into the Fray
    3x First to Fall 3x Caught off Guard
    2x Quick Strike 3 x Rally the Troops
    2x Burn Away 3x Skewer
    2x Unraveled Plans 3x Medallion of the Horde
    2x Vanquish 3x Talisman of the Horde
    2x Unwelcome Visitor
    2x Shattering Blow
    2x Malfunction
    2x Flash of Steel

    # Flags Exhausted ORGRIMMAR Raid Effect

    1 Ready target ALLY
    2 Place the top card of the minion deck into play as a ready minion
    3 Destroy all opposing Allies or Abilities or Equipment (Choose 1)
    in one target players party.
    4 Place top 3 cards of minon deck into play
    5 Destroy all opposing Allies, Abilities and Equipment cards
  •  10-27-2009, 9:34 PM 1849643 in reply to 1849642

    Re: Custom Raid Idea -Assault!

    ASSAULT ON IRONFORGE
    Custom raid representing a Horde raid on the Dwarves and Gnomes of Ironforge

    BOSSES IRONFORGE
    Stage 1- Maxium Ironbrew (C-HoA)
    Threat 4 Brother Rhone (C-TtDP)

    Stage 2- “Quickhands” Spigotgulp (C-BoG)
    Threat 5

    Stage 3- Razak Ironsides (E-SoB)
    Threat 6

    Stage 4- High Tinker Mekkatorque (E-DoW)
    Threat 7

    Stage 5- Kurdran Wildhammer (E-HfI)
    Threat 9

    Stage 6- King Magni Bronzebeard (E-HoA)
    No limit Pappy Ironbane (U- BoG)

    MINIONS IRONFORGE
    18 x Ironforge Guards (C-HoA)
    2 x Keward Rocksalt (C-DoW)
    2 x Kulvo Jadefist (C- FoO)
    2 x Tinker Casey Sprnglck (C-DoW)
    2 x Lord Cindervein (C-HfI)
    2 x Wimbly Tinkerton (U- HfI)
    2 x Ubel Sternbrow (U-FoO)
    2 x Breen Toestubber (C-SoB)
    2x “Scrapper” Ironbane (C- HfI)
    2 x Brelnor Mindbender (U- DoW)
    2 x Weeble (C-MoL)
    2 xTinker Burnfizzle (C-DoW)

    ACTION DECK IRONFORGE
    3x Lie in Wait 3x Sneak
    3x First to Fall 3x Sudden Reversal
    2x Quick Strike 2x Interest you in Pint?
    2x Burn Away 2x Face Smash
    2x Unraveled Plans 3x Medallion of the Alliance
    2x Vanquish 3x Talisman of the Alliance
    2x Unwelcome Visitor 2x Desperate Block
    2x Shattering Blow
    2x Malfunction
    2x Flash of Steel


    # Flags Exhausted IRONFORGE Raid Effect

    1 Heal target ALLY to full health
    2 Place the top card of the minion deck into play as a ready minion
    3 Target player discards his hand.
    4 Heal all allies and bosses to full health
    5 Destroy all opposing Allies, Abilities and Equipment cards


  •  10-27-2009, 9:35 PM 1849644 in reply to 1849641

    Re: Custom Raid Idea -Assault!

    ASSAULT ON THUNDER BLUFF
    Custom raid representing an Alliance raid on the Tauren of Thunder Bluff.

    BOSSES THUNDER BLUFF
    Stage 1-Threat 4 Ezra Phoenix (C-MoL)
    Stage 2-Threat 5 Quakelord Razek Warhoof (R-DoW)
    Stage 3-Threat 6 Zalan Ragewind (C-FoH)
    Stage 4-Threat 7 ArchDruid Hamul Runetotem (E-FoO)
    Stage 5-Threat 9 Lokholar the Ice Lord (E-TtDP)
    Stage 6-No limit Cairne Bloodhoof (E-DoW)

    MINIONS THUNDER BLUFF
    18 x Bluffwatchers
    2 x Rarntuko Grimtouch
    2 x Nala Stalks-the-Night
    2 x Cholda Wildbloom
    2 x Branu Wildbloom
    2 x Forager Hoofbeat
    2 x Tatulla the Reclaimer
    2 x Darbun Steppeheart
    2 x Doshura Risestrider
    2 x Bolan Earthmend
    2 x Horkin Figluster
    2 x Kulan Earthguard

    ACTION DECK THUNDER BLUFF
    3x Lie in Wait 3x War Stomp
    3x First to Fall 3x Withdraw
    2x Quick Strike 3x On your feet
    2x Burn Away 3x Medallion of the Horde
    2x Unraveled Plans 3x Talisman of the Horde
    2x Vanquish 3x Furious Resolve
    2x Unwelcome Visitor
    2x Shattering Blow
    2x Malfunction
    2x Flash of Steel

    # Flags Exhausted ThunderBluff Raid Effect

    1 Exhaust Target card
    2 Place the top card of the minion deck into play as a ready minion
    3 Exhaust ALL cards of one Target player
    4 All Opposing players destroy an ally,ability,equipment and resource and discard 1 card
    5 Destroy all opposing Allies, Abilities and Equipment cards
  •  10-27-2009, 9:35 PM 1849645 in reply to 1849644

    Re: Custom Raid Idea -Assault!

    COMMENTS:

    I tried to use existing common cards (often ones that are underplayed) to make building the raid easy for people. This is also why the action and minion decks are set to 40 cards (since having 2 copies of a card is about the same as having 3 in a 60 card deck) The exception is for the bosses, since the epics seemed most appropriate, but these ones are all fairly easy to get and you only need one of them..

    I wanted to be single race raid only, but a shortage of Dwarves led me to make it a multi-racial deck instead.

    This is a raid, so it’s supposed to be HARD. Although certain cards that aren’t normally useful in raids will be much more useful in this one, specifically Long-range (since the bosses hit back, and often very hard) and Stealth (to get those pesky flags)

    I’ve only had the opportunity to playtest the Orgrimmar and Ironforge raids once each, and I’m working on a playlist for Darnassus (I need good flag effects) and Stormwind (the new Varian Wrynn just screams boss to me, but what to use for the trash minions since humans don’t have unlimited?) I think that the other races could also work, although Blood Elves will be difficult to design (some of the cards with innate interrupts are just too powerful for this raid, I think)


    Any comments you have are greatly appreciated.
  •  10-27-2009, 9:55 PM 1849652 in reply to 1849645

    Re: Custom Raid Idea -Assault!

    Wow it seems like you've really thought this out and put a lot of effort into it. Good job.

    Just a couple of things I thought of while I was looking through: some of the flag exhaust effects seem really overpowered. I'm not 100% sure I understand how flags work, but having the raid boss able to destroy all allies/equip/abilities of target player, or discard target player's hand every turn seems like it will be RLY annoying for the raid players, and slow the game down to a crawl. I understand you want to make it challenging but....yeah.

    Props to darknesspwns for the sig

    Regular events at Arcade Games Adelaide - PM me
  •  10-28-2009, 6:38 AM 1849756 in reply to 1849652

    Re: Custom Raid Idea -Assault!

    Really excellent job mate! Hope I can convince my play-group to try it out!:-D

    I would also really like to see an Undercity raid with both Queen Sylvanas and Varimathras as the end bosses!;-) But I guess we would miss some unlimited Undead grunts like with Stormwind...:-(
  •  10-28-2009, 7:36 AM 1849774 in reply to 1849756

    Re: Custom Raid Idea -Assault!

    Minion deck doesn't have to be bounded by the unlimited rules, just get a generic common human to use as the "guard".  Tyrus Lionheart seems like a good choice, unless he's too powerful.  Or make it a mix of 1 drop humans?

    Weldon seems like he'd be a good boss for humans, Bolvar, Jaina, lots of good humans to use. 


    Only two things are infinite......
  •  10-28-2009, 1:06 PM 1849899 in reply to 1849652

    Re: Custom Raid Idea -Assault!

    1381330:

    Just a couple of things I thought of while I was looking through: some of the flag exhaust effects seem really overpowered. I'm not 100% sure I understand how flags work, but having the raid boss able to destroy all allies/equip/abilities of target player, or discard target player's hand every turn seems like it will be RLY annoying for the raid players, and slow the game down to a crawl. I understand you want to make it challenging but....yeah.


    The boss has to have the flags in order to do the effect, and each of the raiders can steal one so they're a lot like the cubes in Magtheridon's. If they allow the boss to accrue ready flags, they are going to pay for it dearly. This gives incentive for the raiders to take the damage hit and use a flag as a resource, since if the boss does take an exhausted flag back, he can't use it until the next turn and the players have a chance to steal it back.

    In my playtests, minions were dropping like flies and a lone boss against multiple raiders can't even hold onto one flag (Heroes don't need weapons to attack and capture a flag) unless the # flags outnumber the raiders in the final boss stages

    ADDENDUM: I edited the flag rules to clarify that they come into play over time (so no flags in play with the first boss, and one addtional each stage so you don't have 5 until the final boss)
  •  10-28-2009, 8:09 PM 1850079 in reply to 1849899

    Re: Custom Raid Idea -Assault!

    yellowbrains,

    Would you mind sharing the specifics of the raid group you are testing with/against? Specifically how many raiders there are and what decks they are playing? I am very interested in trying this out with my own raid group at some point. I'll try and print out the rules you outlined tomorrow and read them over a little more thoroughly and provide feedback at that point.

    This is a great idea.

    __________________________
    wingedweasel on MWS/Lackey
    winged weasel on xbl
  •  10-28-2009, 10:07 PM 1850124 in reply to 1850079

    Re: Custom Raid Idea -Assault!

    1112766:
    yellowbrains,

    Would you mind sharing the specifics of the raid group you are testing with/against? Specifically how many raiders there are and what decks they are playing?


    The first game was a 4 man Horde vs Ironforge, Blood Elf Paladin running amor, weapons and Resolute Aura, Tauren Shaman with nature damage and removal, Tauren Hunter with a recursive Hootie and other attack removal and an Undead Warlock with DOTs and curses. The Hootie just wouldn't stay dead (frakinTwin Spire ruins) so none of my Ironforge guards had any attack and they rolled through me slowly but surely and took out King Magni. I also hadn't included the Threat level rules and they started the final stage with 15 resources which was not good for me. The Dwarf list got a big overhaul after that beating.

    the 2nd game was against the Orgrimmar deck. Dwarf Traitor Priest with an insane amount of healing, Holy Draenei Paladin with lots of cheap protectors, Mother Misery with Warglaives and other pointy objects and Obliveron with Demon pets and lots of traitor cards. This group made it to the final stage, but the Priest finally ran out of healing to keep Mother Misery alive (she was doing all the damage despite me clearing all her weapons with the flags 3 times) and I was able to remove the Eclipse that popped up before I got burned too badly. The other 3 fell pretty quickly after that. Flag rules were tweaked down as a result of this one (previously captured flags became ready immediately and there was no cap of one use per turn)

    This group does include guys who've successfully 2-manned an unmodded Onxyia so they do have all sorts of nasty raid tricks up their sleeves.. Although flu has swept through the group so I'm not sure when we'll get another game in. That's why I decided to open up and get more feedback from you guys.
  •  10-28-2009, 11:32 PM 1850149 in reply to 1849899

    Re: Custom Raid Idea -Assault!

    1777606:
    1381330:

    Just a couple of things I thought of while I was looking through: some of the flag exhaust effects seem really overpowered. I'm not 100% sure I understand how flags work, but having the raid boss able to destroy all allies/equip/abilities of target player, or discard target player's hand every turn seems like it will be RLY annoying for the raid players, and slow the game down to a crawl. I understand you want to make it challenging but....yeah.


    The boss has to have the flags in order to do the effect, and each of the raiders can steal one so they're a lot like the cubes in Magtheridon's. If they allow the boss to accrue ready flags, they are going to pay for it dearly. This gives incentive for the raiders to take the damage hit and use a flag as a resource, since if the boss does take an exhausted flag back, he can't use it until the next turn and the players have a chance to steal it back.

    In my playtests, minions were dropping like flies and a lone boss against multiple raiders can't even hold onto one flag (Heroes don't need weapons to attack and capture a flag) unless the # flags outnumber the raiders in the final boss stages

    ADDENDUM: I edited the flag rules to clarify that they come into play over time (so no flags in play with the first boss, and one addtional each stage so you don't have 5 until the final boss)

    Ah ok that does make sense now.

    Props to darknesspwns for the sig

    Regular events at Arcade Games Adelaide - PM me
  •  10-29-2009, 5:34 PM 1850466 in reply to 1850149

    Re: Custom Raid Idea -Assault!

    Yellowbrains is my WoW TCG Jedi Master, he brought me into the game.  I've been helping out on the development of this set of raids, ever since I saw this post...

    http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/post/1839581.aspx

    I helped playtest it both times, I told him to err on the side of too hard since we haven't had a problem beating the existing raids.  Blood Elfs and Arcane Torrent FTW!!!

    Kobradin

     

  •  10-29-2009, 6:01 PM 1850488 in reply to 1850466

    Re: Custom Raid Idea -Assault!

    In my version, I want to use different RARE generic ability cards like Owned!, Goblin Gumbo, etc.  Path of Cenarius would be good too.

    You can put whatever minions into the minion deck you want, if you don't want to use the unlimited allies, then substitute whatever you feel is challenging.  We just used those as a basis for the "army" for each city.  Could do something with Shattrath City Peacekeepers, Coilfang Myrmidon, Sunseeker Astromage too.  Silvermoon City raid would be very challenging because of the Blood Elves and Arcane Torrent abilities/interrupts.  I think it would be challenging, but beatable if you throw allies against it rather than abilities.

    We thought this was a great way to use cards that never see play, that are outdated, that we have a ton of.  Playtesting has been fun, and this kind of raid can be ramped up in difficulty by adding tougher minions.

    Kobradin

  •  10-29-2009, 6:06 PM 1850490 in reply to 1850488

    Re: Custom Raid Idea -Assault!

    I'm also trying to fit in the use of the city location card/effect in my version.  Replace one of the flags with the city Location card.  Ironforge isn't so helpful, but maybe some of the other ones are.

    Racial cards like Arcane Torrent, Warstomp, Escape Artist, Cannibalize would be good, I think.

    Kobradin

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