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[F2P] Heroic Chieftain Scarvash

  • Last updated Dec 24, 2015 (Explorers)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: PvE Adventure
  • Deck Archetype: Unknown
  • Boss: Chieftain Scarvash
  • Crafting Cost: 0
  • Dust Needed: Loading Collection
  • Created: 12/24/2015 (Explorers)
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  • Battle Tag:

    SkogenHämnd#1303

  • Region:

    US

  • Total Deck Rating

    6

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This fight was surprisingly OK - I was honestly really worried about RNG but managed to get through it very quickly due to the real MVP of this fight, the new League of Explorers card Summoning Stone. I’m sure without it, or with some bad luck this boss may take a while, but it is very possible to maintain board control once you get rid of what the boss starts with.

So the strat for this fight is actually fairly straightforward, and there are a few main things you want to do. Firstly, dealing with the 2 Troggs that start on the board. Unfortunately on your first turn you can only use spells, which you absolutely do not want to do as it will make the 3/5 Trogg a 5/5. Second turn you want to drop whatever minions you have to help you get rid of these Troggs asap - for me it was a Murloc Tidehunter, but there are likely better 2 drops. After that you just need to be careful when it comes to casting spells, as until dead they will be your biggest problem (since it effectively means you can do nothing on half your turns). Note that you can still hero power, as it doesn’t count as a spell. The other major worry of this fight are his traps - if he drops one, as far as I know it is always that if you use your hero power, you will take 5 damage, so be weary of that.

Finally, as mentioned above the Summoning Stone really is MVP here - if you can get it down and even go 1 turn with some big spells (which is all I had mine down for), it can really turn the entire game around for you and lead to a win. Keep in mind for any cards with Freeze - you won’t be able to keep things frozen, as every second turn you can’t use spells so they will have that one turn to attack.

Mulligan: Ideally you want either multiple 1 drops, or a 2 drop for turn 2. Those Troggs are the first major obstacle, so you need an answer to them. You will likely also need a spell or two to use on turn 3 to finish them off.

Cards to Add: Any strong 1 or 2 drops will be super helpful here, as the low cost basic cards really aren’t that good. (For example Mana Wyrm - since you are essentially forced to play spells every second turn, if you can get one down it would be super useful!) Also, any additional spells you may have unlocked that you can use for control/instakilling some of the more annoying creatures. If you find yourself dying, Ice Barrier/Ice Block may also be good pickups, and if you do end up going these any cards that have synergy with Secrets would also be good.

Cards to Remove: In general, the cards that give you the least value for what they cost. Depending on what you put in, you may want to remove the Elven Archer, Murloc Tidehunter, or even the Dragonlin Mechanic/Frostwolf Warlord. Just remember, in a fight like this the mana curve is important!


NOTE: All the credits for "TommyJTheGamer". Thanks a lot!