Since we now have this mode that is quite different from any other, I thought it may be nice to have a topic where we talk about our Dungeon Runs. So, feel free to post some tales, whether you have been extremely lucky, or unlucky, or skilled, or whatever you think it's worth telling.
This is the run I just completed:
Spoiler
It doesn't seem like a powerful deck at first look, but I started to follow the "Exhaustion" route (since the other triplets seemed really bad in the first few picks) and I embraced that style, playing as a mill rogue! The Candle is shuffled back in the deck after use, so it prevents fatigue, making it a perfect fit. Also, the Potion of Vitality made it possible to endure some more hits while I was waiting for the opponents to fatigue.
The last fight (Vustrasz) was a bit tricky because I couldn't burn my candles recklessly, otherwise I would have enhanced his hero power too soon. For those who don't know, he starts with 5 Master Chests on the board (identical to the one summoned by Marin the Fox), and his hero power deals damage to all enemies equal to the missing chests. He has various buff cards so they don't all stay at 0 attack. It was a fun match, and very satisfying in the end.
If you have the chance, try to make Gutmook mill at least one card through his hero power (when he's the 7th boss): he has a custom speech for it.
Last edited by thefiremind on Mon Dec 24, 2018 11:16 am, edited 4 times in total.
I fatigued out The Darkness as priest by setting up Obsidian Statue with doubled deathrattle and Kel'thuzad.
I had sustain against King Togwaggle because of Frostlich Jaina but did not have a way to finish him off (he had a million of the 3/15 ice walls). I ended up being able to Ruby Spellstone a Frostbolt + HP to win. Apparently Ragnaros does not upgrade the spellstone.
Finally, I had the perma-stealth upgrade with Mal'Ganis for a leisurely win against The Darkness.
I got a super solid pirate warroor and won by going face with permanent cloak. Then I did a very strong murloc shamn getting murlocs at basically every point. Got permanent cloak and all minions get +1/+1, then got mirror mirror and added 2 megafins to my deck. Unfortunately I,was winning to fast for it to matter.
It really seems the cloak is one of the most powerful choices: it changes how the game is played. I just completed my Paladin run thanks to that, because King Togwaggle summoned the 7 Boom Bots and I left him hitting me with them while I was free to put much more dangerous minions on my side. At the end he used Forbidden Flame on one of his own Boom Bots but it was too late to matter. I must say, though, that I was quite lucky that he got only 1 The Candle at the beginning.
EDIT: I just managed to beat Xol with a Druid deck that didn't seem that good. I always killed the Malchezaar's Imps before they gave her any chance to draw, and I was able to play around her mind control beam. I also made her discard the Nether Portal through the Howlfiend, and it was easy because she only had 2 cards in hand at that moment.
The most fun run I've had so far involved the double deathrattle passive in a druid deck with Wax Rager and two copies of Living Mana. Several games were won with me playing Fatespinner and killing it with a spell to give my team +4/+4 and swing for lethal.
I was in a very promising Shaman run with lots of Murloc picks... unfortunately I encountered Candlebeard in his powerful version (when he plays a minion it gets charge for free) just after I chose permanent stealth. At the end I was like "Hey, if I roll a taunt totem it may save me... oh wait..."
Now I'm doing another Shaman run where I'm picking as much jade as I can. I have double battlecry, but that's not enough for me: I'm also increasing my Aya Blackpaws through the Magic Mirror. Will I be able to outvalue Xol with this?
Spoiler
(Notice the 7 Ayas... )
The answer is... yes, definitely!
Spoiler
I'm missing only Mage and Priest.
EDIT: I won with Mage as well. I managed to build a spell-heavy deck with spell damage +3, and 3 Molten Giants which were presented to me all in one pick. Only Priest remaining!
Re-EDIT: And Priest is done, too. I took the +1/+1 and played a Zoo Priest. A 6/2 Wax Rager is a win condition by itself.
Last edited by thefiremind on Wed Dec 13, 2017 3:26 pm, edited 2 times in total.
Did anybody else manage to assemble Quel'Delar? If you pick both pieces during the run, you get the assembled weapon in your hand on the first turn and it makes the last boss a piece of cake:
Spoiler
EDIT: Had to post this too because it was a very intense run:
Spoiler
(Don't pay attention to Sonya, she got out from Sneed's Old Shredder the turn before this, so she didn't play any role)
I managed to stay alive just because Build-A-Beast saved my butt more times than I can remember. I wiped the board once by combining Dreadscale + a poisonous minion (The Darkness killed it immediately), and picked poisonous and/or taunt any time I could, in order to clean the Darkspawns or at least stop them from hurting me. I didn't have double life, but I had the treasure that gave me 3 secrets at the beginning of the match, one of them was Mana Bind and it copied Looming Presence, plus I played 2 Deathstalker Rexxars so I was at +16 armor over my starting life total, and yet that's how low I got.
Last edited by thefiremind on Mon Dec 18, 2017 8:02 am, edited 1 time in total.
I have won with all nine classes, so now I am trying wackier things, like forcing Quel'delar but I have not found both pieces in one run yet. I did make a Razakus Reno Priest with double starting health (and a few copies, so I had to draw those out). The final boss would have been cake except King Togwaggle had the mage secret that gave him two copies of my The Darkness so he was able to turn off my Highlander cards until his Darknesses activated.
Finally got Quel'delar and it was pretty much instant win on the final. I've been able to get through 7, but, since I pretty much suck at Warlock, and apparently Warrior, we'll see. Been trying for a first turn kill Rogue deck - I missed it when I first won with Rogue by 1 card, and it's been bothering be ever since. It was a fatigue/C'thun deck, with the "your minions cost 0" treasure. I missed it when I failed to draw a shadowstep for the 2nd C'thun hit (with double battlecry). Fun times.
I changed the topic title for the new Monster Hunt mode. What do you think of it? It's sad that there are only 4 heroes, against the usual 9, but the fact that they have their own special mechanics makes up for it.
I'm amazed that they took the time to record all the emotes for heroes that can't even interact with real players... maybe they'll reuse them in a brawl someday.
Here's a rundown of the heroes and their mechanics. All hero powers cost 2 except Toki's which costs 0.
Tess (Tracker): with her hero power you can discover a class spell that has been cast this game. If no spells have been cast yet, you get a 0-mana spell that deals 1 damage (it's like the Mage's hero power in that case, which is not bad). In my opinion she's the hero you can get the most ridiculous combos out of, but in case you don't find one, it's hard to win.
Darius (Cannoneer): you start all games with a cannon on your side of the field, which is not a minion, and with your hero power you make the cannon fire, which means it basically attacks like the pawn in the Karazhan chess game (it deals 1 damage to the minion/s in front of it, or the enemy hero if there are none); if you kill any minions with that, the power is refreshed. Sometimes you are offered a minion that spawns an additional cannon, as a special treasure. I like having to think about summoning, positioning, killing minions in order to get the most out of the cannons, but it's a power that won't win games on its own.
Shaw (Houndmaster): his hero power is the most straightforward: summon a 1/1 dog with Rush. One of the best treasures you can find is the passive effect that gives +2 Health to your minions, so you summon 1/3s which can help with trading multiple times. I got that treasure and won with this hero on my 1st try.
Toki (Time-Tinker): when I read her hero power I was: whaaat? It says "Start your turn over" (warning: only once per turn because the hero power itself won't reset). I was a bit skeptical because it's the only hero power that doesn't affect the game directly. By looking at the starting deck I realized that the main idea is to use random effects, then restart the turn if you think that RNG can do better. However there are other applications for this hero power which I didn't think about immediately, for example you can play a spell that draws cards, then reset the turn if you'd rather spend the mana for a better purpose, and you'll still have the knowledge of what cards you draw next.
For now I stopped at 5 wins with Toki, after a great win where one of Sindragosa's frozen champions gave me The Darkness, then after some turns the opponent played DOOM! for a lot of cards and drew all 3 of the candles, leaving my 20/20 alone on the board.
Among the opponents I faced, I found to be the most OP:
the one with the spell that resurrects 7 random minions that died this game, for 9 mana (he has at least 3 copies of it);
Wisp lady was annoying, but it's my? fault I did not trade away my super buffed board of Cairnes so she stole them.
I have not finished with Darius or Toki yet. Shaw was easiest because I got +2 Attack to my hounds. Tessa can do silly things if you stock up on the rocks; she is an auto-win if she plays The Whisper and you have reduced her hero power to cost 1.
I wish you could fight the class nemeses of monster hunt more than once, but they disappear after you beat them, and get replaced with much easier and less exciting bosses.
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Any resemblance to actual persons, living or dead, is purely coincidental.
I had the burglar lifesteal weapon and buffed it up and was healing myself with that, then I kept the Fel Reavers alive and burned the deck including Kingsbane off that.
I also took the hits from Squidface and only killed it during the off-turns. Not sure if that made a difference.
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