Rise of The Champions is a set focused on the awakening of new heroes, which are based on current characters within the Shadow Era universe.
The idea is to create a foundation for the continuation of the story, and almost a renewal of the somewhat muddy story we have so far.
The story takes place after Lost Lands, following the downfall of Balor, and begins with the awakening of 6 'new' heroes; Viska, Aeon
, Eriss, Thaddeus, Howlfang
and Dakrath
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The reason for choosing these characters is due to the fact that they are all very prominent within the game, and it seems like the right thing to do to bring more depth to their stories. Completely new characters for the heroes could be an option, but using pre existing characters creates a nice tie in that will allow the story to both get refreshed and still remain coherent within the bounds of the game itself.
The idea is to tell the story of how human and shadow have had to set their differences aside, in order to fight a threat much bigger than anything we have seen before (what this threat is can be explored in future expansions)
Heroes
Viska, Bloodsoaked Warlord
Human Hero - Warrior
5se: Target friendly ally is readied. Weapons and Armour do not lose durability this turn.
30hp
Aeon, Master of the Void
Human Hero - Mage
5se: Target opposing ally takes 4 electric damage, and target friendly ally gains 4 base health
26hp
Eriss, Vessel of the Divine
Human Hero - Priest
5se: All allies are shuffled into their owners decks, leaving one ally with the highest health on both sides of the field.
26hp
Thaddeus, Leader of the Damned
Shadow hero - Mage
5se: Until the start of your next turn, allies that are killed in combat are returned to the battlefield under your control with no abilities and 2 base attack/health.
26hp
Dakrath, Grim Captain
Shadow hero - Warrior
5se: Friendly allies take 1 less damage and target friendly ally deals double damage to opposing allies until the end of your turn.
30hp
Howlfang, The Moon's Wrath
Shadow hero - Wulven
5se: Until the end of your turn, friendly allies attack a random opposing ally when summoned
28hp
Key Events
The rise of Viska
With her captain dead, and enemy forces continuing their assault on what was once a thriving military outpost, Viskafeels a surge of power coursing throughout her. With every ounce of fight she has left, she raises her sword, and let's out a battlecry that echoes through the fields and rattles the battleground. The once retreating allies stand firm with Viska
, and together they defeat the enemy forces. The stench of blood and death fills the air, Viska has awoken.
The Rise of Viska
5cc
Warrior Ability
Seek an ally with cost 4 or less and summon it at no cost. It is placed on top of your deck at the end of your opponents next turn.
The Rise of Aeon
Atop the highest peak deep within The Valley of Doom, we find Aeon
. Now a battle hardened Stormcaller, he seeks an ancient pendant which will grant him control over the greatest power known to Balor; the power of The Void. Amidst the fog, with wind and snow battering down upon the tired mage, a glint in the distance confirms that he has found what he seeks. Pushing forward, he now stands moments away from power that has been dormant for centuries. With the cold biting at his every breath, Aeon
adorns the ancient pendant, the purple gemstone in the middle begins to glow white hot, and Aeon's veins begin to burn with pain. The mage endures for as long as he can, the wind and snow now howling with force, as thunder and lightning crash down around him until he can fight no more, . The skies open, as a huge bolt of void lightning cracks down and grounds itself through the Stormcaller. Aeon awakes, the pendant fused into his flesh and the energy of the Void burning through him, he has been chosen.
The Rise of Aeon
5cc
Mage ability
All opposing allies and heroes take 3 electric damage, then your hero heals 1 damage for each ally that has taken electric damage this turn.
The Rise of Eriss![]()
Many people during times of hardship seek shelter under a higher power, and Erissis no exception. A life devoted to the Divine, her stoic impression hides a desire to rid Balor of all evil, but acting upon it would be against the will of her God, for only a select few get chosen to be a vessel of the Divine. This was soon to change. An attack on the small mountain town which she calls home, forced everybody who could make it to seek shelter in the temple in which she spent many of her days. Frightened for their lives, panic begins to seep in, and the townsfolk grow restless, many of them turning to prayer in hopes for an answer from above. With the blighted and undead thrashing against the temple doors, it seems like all hope has faded. Eriss
stands, and an eery calm fills the temple. The townsfolk look on as Eriss walks towards to now crumbling doors. Time seems to slow, as the attackers begin to pour in. A flash of light emanates from Eriss' soul, and silence falls upon the temple once more as the attackers are banished to the darkest pits of the underworld, and the town is safe once more. The Divine has found a new Vessel.
The Rise of Eriss
5cc
Priest Ability
All friendly allies gain 1 base health, and gain steadfast until the start of your next turn.
The Rise of Thaddeus
Deep in the catacombs of Kiruth, the reclusive death mage practices his art. Determined to master the dark powers of necromancy, Thaddeusscours ancient tomes and runes, searching for a ritual of a foul nature to help him form an army. A dusty book, imbued with purple gemstones and dark magic, draws Thaddeus
' attention. Page after page of writings in a text not spoken for many centuries. Compelled by his discovery, Thaddeus finds a page and reads aloud 'Kul Z'aak Rotaas Dus.'
The catacombs grow colder, as the souls of the damned wake from their slumber, eager to serve their master. The dead have risen, and Thaddeus is their King.
The Rise of Thaddeus
5cc
Mage Ability
Target friendly ally is killed. You may return to play up to 3 allies from a graveyard with cost X or less under your control, where X is the cost of the chosen target minus 2. Allies returned to play this way gain undead alignment.
More to come soon!
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