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Heroic Rend (Animated Armor Exploit)

  • Last updated May 16, 2017 (Un'Goro Launch)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: PvE Adventure
  • Deck Archetype: Freeze Mage
  • Boss: Rend Blackhand
  • Crafting Cost: 3280
  • Dust Needed: Loading Collection
  • Created: 8/2/2016 (Old Gods)
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  • Total Deck Rating

    38

View 3 other Decks by Domantarios
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Hey!

For anyone who didn't know Arena Moderator NeonAngel is doing a complete guide for ALL ADVENTURE BOSSES. It's not finished as of writing, but it is pretty close. 

Changelog:

Gadgetzan Auctioneer x2 -> Ogre Magi x2       Novice Engineer x2 -> Coldlight Oracle x2

1) Auctioneer is way too slow and was mostly there to draw damage away from me and my other minions. Ogre Magi is a good enough replacement.

2) Novice Engineer has too small of an impact and I had enough 2-drops. I added in Coldlight because your opponent's draw doesn't seem to matter (usually).

As always, feel free to change what you want! 

UPDATE: Didn't notice this, but one reason that the boss will ignore AA may be because AA is not included in lethal calculations. In other words the computer decides to attack your hero and won't change course even if lethal is no longer possible (even if AA wasn't there).

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I feel this is a pretty good base to work from. Feel free to sub in any cards you believe would be better. 

Inspiration taken from Heroic Rend Blackhand - Mage by superblitz1987 (mostly for the Animated Armor. I changed a lot) Look at this deck for some other ideas if you are stuck. It seems to be trying to mill with Lorewalker Cho + spells (?)

How does this boss work? (HearthPwn Adventure guide is incomplete click to see sister-site gamepedia for a detailed Boss breakdown)

  • Very powerful Hero Power that overwhelms you. 
  • Reach/burn?:  Mortal Strike and Dragon's Breath. A Blackwing Corruptor is possible, but I never had one attack my hero with the battlecry.
  • Seems like there are only trades if a minion will survive. e.g. A 2/2 will run into a novice engineer. AND there can't be a large difference in their attack values (a 4 attack minion won't attack a 1/1)
    • So, this boss has two "rules" 1) keep friendly minions alive 2) don't attack minions if there is no reason to. What I assume happens is AA looks like a Vanilla 4/4 because Ogre will be prioritized over it and Cult Apoth.  Obviously, minions with effects like Doomsayer will get targeted if they can be killed.

 What are the main threats?:

  • To My Hero: the Rend's hero power has a chance to become "Dismount" which summons Gyth, an 8/8, for 4 mana. Early on this can kill you if you have zero to deal with it. Hopefully you have Mirror ImageAnimated Armor, or Frost Nova + Doomsayer by this point.
  • To My Minions: Twilight Drake will attack all your precious 4/4s. Possibly two Blackwing Corruptor shots, but I never saw this (only one for some reason). Finally, Mortal Strike and Dragon's Breath may come down at any time, so be wary. It seems like Rend wants to fill board then will kill your stuff. Or it's more complicated IDK. 
  • To My Opponent: Animated ArmorOgre Magi, and Cult Apothecary. Ogre may take a Mortal Strike or blast from Blackwing Corruptor, but I'm not sure if it would have hit AA instead. You need to do a fair amount of damage with minions (~30), so they are important. 
  • To My Opponent's Minions: Your AoE spells and AoE minions. It's not wrong to use one or two burn spells, just make sure you still have a plan for next turn. 

 Goal of the deck:

  1. Clear board early with Doomsayer or Explosive Sheep
    • if you have the luxury of both in hand check what the next hero power will be (if more 2/2s use sheep, if not, use doomsayer). Yes, Sheep and DS feel useless once you have animated armor, but they are important to secure turns 1-3 and by time to draw more cards.
  2. If you don't get a sheep or DS, don't panic. You can still draw Animated Armor OR play some cards that draw Animated Armor. Use all your mana (e.g. play Arcane int over novice on 3 mana). You should also have some cards to slow the game down.
  3. Play A. Armor when the boss has "lethal." Play things to keep yourself alive as needed, but DO NOT over-heal to the point the boss won't have fake lethal. Keep drawing for the second AA, Ogres, and Cult Apothecary. Watch out for Twilight Drakes and don't damage your own cards on those 2/2 taunts or with your own sheep (unless you have lethal).  

NOTE: Cult Apothecary and Ogre Magi are just some nice threats with beneficial effects.  In my two games Gadget got one draw both times and Cult helped win the game with damage + some insurance healing. 

Additions/Removal:

ADD:

  • Echo of Medivh Seems nice, but I don't have much room. I did fine without it and I didn't really want to drag the game on that long. 
  • Cult Apothecary I only had 1 and it over-healed me both games. It was mostly there as another damage dealer. 

 REMOVE:

  • Bloodmage Thalnos Some spell damage and can played to draw if you're desperate. Won't be too sorely missed