One Night In Karazhan

        So, like I said earlier, having beat the latest adventure of Hearthstone, it’s about time I talked about it. One Night In Karazhan is very different from the others for several reasons, firstly being the prologue which I already discussed, and secondly being the setting. The last three adventures were exactly that, traveling into dangerous locations and facing deadly foes. The first two were assaults on evil strongholds, while the third was searching for a mystical artifact. However, this time your goal is very different.
        As the prologue shows, Prince Malchezaar crashed the party before it started, and while Medivh did defeat the demon, he was pulled into Malchezaar’s realm. The party cannot start without Medivh, not just because he is the host, but because, as will be soon apparent, everything goes haywire when he is gone. Moroes the caretaker enlists your help to rescue Medivh, but first you have to get through the Parlor.
        Without Medivh to keep the magical items under control, they’ve started to act erratically, and it is impossible to get by them. The first boss is the Silverware Golem, a magical construct made from various plates and cutlery. This strange creature uses almost entirely unique cards, and its strategy revolves around its Hero Power, which summons a 1/1 Plate minion automatically each turn.
        All of its other minions, save one, enhance the Plates in some way- the two Mana 2/1 Cup gives them +1 attack, three Mana 5/1 Knife gives them Taunt, three Mana 3/1 Fork gives them Charge. Combined with these cards, the Plates the boss churns out every turn can become a dangerous threat, especially when you add in two spells, Tossing Plates, which summons five more Plates, and Set The Table, which gives all Plates +1/1.
        In addition, it has some player spells as well. Druid spell Nourish either lets it gain two Mana Crystals or draw three cards, either very helpful, the Warrior card Slam does two damage to a minion, and if it survives then it can draw a card, and another Warrior card, Sheild Block, lets it draw a card and gain five Armor. It also has the Refreshment Vendor, a four Mana 3/5 minion that restores four health to both heroes.
        The Silverware Golem’s basic strategy is to summon as many Plates as possible, augment them with its other minions and spells, and keep drawing cards so it can keep this up. It has a means of restoring health and gaining armor, though not much, and if all goes to plan then the fact that it is healing you as well shouldn’t matter because it will be hitting you for a lot more damage every turn.
        However, this plan falls flat due to the fact that all of its minions, except the Refreshment Vendor, have only one health. Thus, they can be quickly and easily removed by board clearing cards, which Mages have in abundance. For instance, Arcane Explosion, which does one damage to all enemy minions, will destroy them all right there, unless the Plates are boosted by Set The Table, but even then they would lose their support. Taunt minions would also be helpful, because they can’t survive contending with other minions, but the best thing to do is keep the board clear and pave the way for your own minions to strike down the Golem.
        Moving on from that, you next face the Magic Mirror. It is normally is supposed to complement the guests, but now that Medivh is gone its taken to insulting everyone that passes by it. Its Hero Power is that when a minion is summoned, a 1/1 copy of it appears as well. It uses a heavily spell oriented deck, relying on its Hero Power to summon copies of his minions to gain bonuses. For instance, the two Mana 2/2 Kobold Geomancer adds +1 to spell damage, meaning all damaging spells will do one more damage as long as it is around.
        Since the Mirror will get a copy of it as well, that’s +2 instead. It also uses Sorcerer’s Apprentice, a two Mana 3/2 that makes spells cheaper by one Mana, but in this battle it might as well be two cheaper. Mana Wrym, a one Mana 1/3 that gains +1 attack for every spell used, Flamewalker, a three Mana 2/4 that does two damage to random targets when a spell is used… you can see where this is going.
        All of its minions either improve spells or have effects that activate when spells are used. The worst of these would be its two Legendary minions, Archmage Antonidas, a seven Mana 5/7 which gives the owner a Fireball spell every time a spell is used, and Rhonin, a eight Mana 7/7 that, when killed, gives the owner three one Mana Arcane Missile cards, which does three damage to random targets. This, combined with all the other cards I mentioned, can be very devastating.
        As for the actual spells, most of them are Mage spells, such as two Arcane Missiles, three Mana Arcane Intellect, which gives it two more cards, several Secrets, such as Counterspell, which prevents one of your spells from activating, Duplicate, which gives it two copies of one of its minions when destroyed, Mirror Entity, which creates an exact copy of a minion you played, and for other classes it has Druid Wrath, which either does three damage, or one damage and draws a card, Swipe, which does four damage to one target and one to all other enemies, and the Rouge Fan of Knives, which draws a card and does one damage to all enemy minions.
        However, the copies can be dealt with easily since they are just 1/1s, and none of his minions barring the Legendaries are especially durable. The best thing to do is make use of its Hero Power as well, perhaps in the same way it is doing, to increase spell damage or gain other benefits, while destroying its minions, especially the copies, as best you can. With the right cards you can even use its own strategy against it even better than it can.
        Moving on to the final boss of the Parlor, we have the Chess set. This is an odd battle in that you do not use a hero, but instead play as the White King, while, your opponent is the Black King, basically a game of chess. Both decks have identical chess piece minion cards, though they obviously look different. They cannot attack the enemies directly, but instead automatically attack at the end of the turn. Specifically, they do their attack damage to a minion opposite them, and if their isn’t one, it strikes the enemy hero.
        Pawns deal one damage, Rooks deal two, Bishops heal adjacent minions by two, Knights have Charge, but still cannot attack the enemy king- instead, they can weaken and destroy enemy minions directly, but do not attack at the end of the turn. Queens deal four damage. All of them have six health, except for the Knight, which has three. Pawns are one Mana, Bishops and Rooks three, Knights four, and Queens seven.
        As for Hero Powers, your side can Discover a new piece to use, adding it to your hand, while the Black King can destroy your left most piece, so you should probably put your pawns there. In addition, while your pieces will attack what is in front of them, if you position them so that they are between two enemy pieces, they will strike both, so positioning is key.
        In any case, there’s not much strategy I can offer when you and your foe are identical save for color and Hero Power, so I’ll suffice with that. Moving on to The Opera, here you meet Barnes, the director, who insists very adamantly that you see his show before you move on. The first ‘performance’ is the battle with Julianne, who only has 15 health, but is Immune as long as Romulo minion is around. Obviously it’s a reference to Romeo and Juliet.
        Romulo is a four Mana 4/2, and Julianne primarily uses Taunts to stop you from attacking him, as well as Betrayal, a Rouge card that forces the targeted card to inflict its attack damage on minions next to it. She also uses Magnataur Alpha, a four Mana 5/3 that damages minions next to whomever hit attacks as well.
        Her strategy seems very defensive, trying to stop you from attacking Romulo while he strikes your health. Her Hero Power resummons him for four Mana, though given her defenses you are not likely to remove her before then. However, I find after that point she’s fairly easy to deal with, and is a very easy boss in general. One last note is that if you wish you can also Silence Romulo, removing his effects, which makes her properly vulnerable.
        The next boss is the Big Bad Wolf, another fairly simple boss. His only unique card is Big Bad Claws, a four attack weapon that can be used twice. His cardss are all primarily Beasts and power ups to make them hit harder. His Hero Power makes all of your minions be reduced to 1/1s, but they also cost only one Mana.
        However, minions summoned through abnormal effects have normal stats, and any of the reduced minions can be restored to normal by Silencing them. However, I personally went for a spell based deck, as Big Bad Wolf has only 20 health and thus can be defeated fairly quickly that one.
        Finally, we face the Crone. Unlike the last two bosses she has full health, and an interesting gimmick. You start with a 0/10 Dorothee minion on your side, with the effect that minions played on her left get Charge, while those on the right get Taunt. You’ll want to protect her, as if she is destroyed the Crone can use her Hero Power, which does 100 damage to you, assuredly killing you beyond any doubt. She also has a unique minion, three Mana 4/2 Flying Monkeys with Charge.
        One quick way to beat this is to use Preist’s Inner Fire on Dorothee, which gives her the same attack as she has health, meaning she could take down the Crone in three turns. However, side from that, I would set up high health minions as Taunts, and high attack ones as Charges. If you have a charge or taunt minion already, set them on the opposite area, so they can attack and protect at once. Playing lots of minions is your best bet here.
        Once the Crone is dealt with, we move onto the Menagerie, basically a giant zoo guarded by the Curator, a powerful robot who is regrettably malfunctioning and letting the creatures loose, so he is our first boss. His Hero Power is that he has Taunt, forcing you to attack him instead of the animals he is guarding. His deck has few actual minions, however- instead he has various spells that summon random typed minions, such as Beasts or Murlocs. He does have Raid Leader, a 2 Mana 2/2 that gives other minions +1 attack, and Dust Devil, a one Mana 3/1 minion with Windfury.
        He also has a few damaging spells, primarily for dealing with your minions, so I suggest using direct spells and the like to either destroy his minions, which you cannot attack normally, or him. If the former, than your minions should attack him directly.
        In any case, moving on, the next boss is Nightbane, who has the Hero Power that both heroes start with ten Mana, so it is best to bring as many powerful cards as possible. I… honestly do not recall much about the fight at all, because he died very quickly. Basically, he won’t be any trouble at all. That’s actually a bit of a theme here- the adventure is just easier. This is somewhat expected to a degree- after all, you’re not facing a giant militarized or even mobilized enemy, you’re up against enchanted objects, actors, and now the contents of a zoo.
        However, the last boss of said zoo is Terestian Illhoof, a demon who is planning a ritual to summon something. I personally was very curious as to what he would summon, but it never appears in the battle itself, and it is revealed when he is beaten that he was trying to summon Sargeras, basically the ultimate villain or World of Warcraft. Good thing you’re here to stop him!
        What does appear are the unique one Mana 1/1 Icky Imp minions, which he can either play from his hand or through the two Mana spell “Many Imps!” which summons two. His Hero Power is that he can only be harmed by destroying these imps, doing so does two damage to him each time. So you need to destroy 15. In addition, once one is played he cannot remove it himself- it is resummoned as part of his Deathrattle.
        He also has a four Mana spell, Summon Kil’rek, which summons said 2/6 Demon, in addition to six Mana Shadow Volley, doing three damage to all non-demons, and six Mana Steal Life, which does five damage and heals him for the same. Aside from that he uses entirely Warlock cards. Imp Gang Boss is a three Mana 2/4 that spawns 1/1 Imps when hurt, Doomguard is a five Mana 5/7 with Charge that makes the user discord two cards, Voidcaller, a four Mana 3/4 with he Deathrattle effect that destroying it summons a Demon from the hand. This works very well with Doomguard because it skips the effect where you discard two cards.
        He also has some other spells, such as one Mana Soulfire, which does four damage and discards a card, Power Overwhelming, which gives a minion +4/4, but they die at the end of the turn, Corruption, which causes a minion to die on your next turn, and lastly the five Mana Bane of Doom, which does two damage to a minion, and, if it does, summons a random Demon.
        Since he will be using a lot of Icky Imps, he can be very easily beaten by board clearing effects, and despite having some powerful spells and minions himself, this huge amount of weak, damaging Imps limits his space and leaves you ways to hurt him.
        With the demon taken down, we proceed to the Spire, the final wing of the adventure. The first foe is Shade of Aran, a grumpy ghost who tried to shoo you off. His Hero Power gives both players +3 spell damage, so damaging spells would be very helpful here. He naturally has quite a few, including his unique Secret, Flame Wreath, which does five damage to every enemy but the ghost’s attacker. Something like a Freeze Mage deck would be great, as that way you can stop his small supply of minions in their tracks and focus on damaging him with powered up spells. Not much else to say, really.
        Next up is Netherspite, a dragon who operates the portals around Karazhan, allowing the guests to arrive, and seems concerned with literally nothing else but his research, and attacks the player for interrupting it. His automatic Hero Power, taking effect from the second turn onward, gives him two attack for the turn so he can strike you.
        You have on your side of the field two portals, one blue and one red. They normally effect Netherspite, but when you place a minion in the way of the beam, they reap the benefit instead. The red beam grants the target Windfury, and the blue makes it so they only take one damage at a time. Combined, Netherspite would take very little damage and can strike twice.         Naturally, you’ll wait high powered minions on the red side, but he tend to remove those more often than the blue, likely because trying to kill the blue minions would be futile exercise. As such, I suggest you put as many minions as you can on the red side, and preferably at least two on the blue. Blue first, then red.
        As for his cards, he has four Mana Netherbreath, which reduces the health of all your minions to one, and three Mana Terrifying Roar, which forces one of your minions back to your hand. He has no minions at all, instead using group damaging cards to wipe out your minions and you, though he prefers to attack directly. He also uses two three Mana Mulch cards, which destroy a minion and give you a card, and Polymorph, which turns a minion into a 1/1 Sheep. He was actually the most difficult opponent I’d faced up to that point, because he could attack me directly and repeatedly, and was very good at removing my minions.
        Finally, we reach the last battle. Having taken down Netherspite, Moroes is able to use the portals he controlled to try and rescue Medivh. However, he isn’t quite as good at it, and accidentally pulls in a orc warrior instead, Nazra Wildaxe. She has only 15 health, luckily, and serves as a mini-boss. She is basically a weaker Warrior hero, which the unique Hero power of summoning a 3/2 Orc Warrior.
        Since she’s a fairly weak health-wise adversary who only has normal cards, there isn’t much to say about her, so we’ll just move on to the next part. Now that she’s been beaten and you are a bit weakened, Moroes manages to use the right portal, saving Medivh! But Prince Malchezaar has come back with him, and is ready to fight. Luckily he’s been reduced to normal health and no armor, but he still has the same Hero Power, summoning a 6/6 Abyssal.
        To start off his turn he generally uses Twisting Nether, using up pretty much all his Mana and wiping out your minions. Luckily, Medivh leaves you a gift before running off to the party- his staff Atiesh, a one damage weapon with three uses, but it has the effect that every time you cast a spell it summons a minion of the same cost, supplying you with extra minions to come back from Twisting Nether and combat the Abyssals.
        I recommend hitting Melchezaar as much as possible to end the battle as soon as you can. If left alone he will summon more and more Abyssals until you are eventually overwhelmed. I’m afraid I cannot give much advice about his deck, but it is very similar, or possible the same, as the one he uses in the prologue. Now that you have Atiesh and he is weakened to normal levels, he can be beaten.
        And that is all there is to One Night In Karazhan! A very easy adventure compared to the others, but it’s certainly still fun, and the cards are indeed worth it. I hope you all enjoyed reading, and I will see you next time, dear readers.

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