Reworking Old Solo Adventures/Mythic Mode

This is entirely a thought experiment. I understand these Adventures were designed with the meta of their time in mind so don’t take this too seriously and just have fun :>

But I was curious, everyone who loved the old Solo Adventures (Naxxramas, Blackrock Mountain, League of Explorers, One Night in Karazhan and Icecrown Citadel), but is saddened by how powercrept/janky some of the bosses are, how would you rework the bosses to both remove some of that jank and/or make them more in-line with the current game without compromising their core mechanics?

A good example for me is Ragnaros & Nefarian (Round 2).

For the former, I found it really disappointing that he shares his Deck with Executus and that he doesn’t use Sulfuras at any point. It would be cool that he not only had his own Deck but that he gets 15 Armor on Normal and the 30 on Heroic, so that when you break it he equips Sulfuras, which would be an unbreakable 4/2 that fires an 8 Damage fireball at a random enemy after he attacks, and he gained a new Hero Power ( maybe one where he generates one of the Firelands cards he gives you during Nefarian’s 1st round at random. It would cost 2 on Normal, but 0 on Heroic)

As for Nefarian (Round 2) , the second phase is the most disappointing. Having him and Onyxia team up to try and kill you is cool, but Onyxia herself is hardly a threat unless you played really poorly and she still had Nefarian’s entire board.
And Nefarian himself, while he does throw 1 damage fireballs at you that slowly escalate and culminate in him doing a whopping 20 DAMAGE to your face ,before resetting, if you don’t kill Onyxia in 6 or so turns, its hindered by the fact that, again, Onyxia herself is hardly a threat.
A good change I feel would be to do what they did with the Lich King’s 2nd phase, just adapted for this fight.

Onyxia would make Nefarian’s board temporarily disappear during this phase, she doesn’t play ANY cards, her weapon would become a 1/12 that makes her Immune while attacking and she summons 3 x 1/3 Whelps with Tauntand Deathrattle: Give your Weapon +2 Attack ( she summons 6 and they give +3 on Heroic difficulty)
Her Health stays the same tho. Maybe even lowered to 20 for balancing.

This creates a scenario where you can either try to kill Onyxia directly, thereby avoiding the Whelps and giving her extra damage, or you can kill the Whelps defending her thus giving your minions a chance to swing, but risk giving her an insane amount of damage.

Again, I wish to stress, this is purely a silly/fun thought experiment and I’m just curious to see what people can come up with.
I focused purely on Mechanics and the designs od the fight without changing the actual cards they use much, but maybe people have different ideas and can come up with decks for these bosses to use without sacrificing the theming and balance.

Just wanted to put this out there :stuck_out_tongue:

I wouldn’t want to change the existing encounters. Perhaps a new Mythic difficulty could be added instead?

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This was my initial idea acually. The ideal scenario would be to have them cherry pick the fan favorite bosses from each Adventure and add them to this Mythic difficulty/Mode.
(For instance I’d love to see them expand on the 4 Horsemen fight. Maybe add a passive ability, like in Twist, that shuffles an 8-Cost Spell “We Ride” , at the end of each turn, into Rivendare’s Deck that resummons a Horseman. And if all are on the Board you instantly die instead.

But considering they haven’t touched Solo Adventures in ages its very unlikely. The last major change I think was when they reworked some BoomLabs puzzles cause they were impossible to complete due to some buffs/changes to old cards.

I’d be fine with even tiny changes tho. Like removing Maexnna from The Lich King’s Deck and slotting in Invincible. It makes sense with the rest of his Deck, it makes sense lorewise and , hell, its even neat as a reference since he drops Invincible as a mount in WoW.