The boss starts with 5 random secrets in play, and summons a 3/3 minion whenever a secret is triggered. Its deck is loaded with secrets.
Pretty much any play starts triggering secrets, and attempting to remove the 3/3 sawblades only end up triggering more secrets, leaving you up against more sawblades than before.
As far as I can tell, there are no secret tech packages, and this secret spam is brutal against just about any deck you can build. Playing slow gives the deck its opportunity to drop a 4 mana 7/7 boss minion, and the secrets (mage in paticular) will ruin big drops you play, or interrupt combos you're trying to use. Meanwhile, aggro decks which trigger the secrets early get swamped on board by endless 3/3s while tanking secrets.
I honestly have no idea what strategy can beat this encounter. Brode did say it was one of the hardest ones.
I hit the trap room as my seventh boss, beat it with quest mage fairly easily. Make sure to trigger as many traps as you can the turn he plays the 7/7, then damage it to clear the board. My final turn(s) involved taking an extra turn and using Coldarra Drake to finish him off. Just play for the long game and run him out of cards.
So King twoggle said DONT TOUCH ANYTHING. Get it? So literally you just end turn from the start and eventually you win by fatigue. I feel dumb after losing to this boss.
So King twoggle said DONT TOUCH ANYTHING. Get it? So literally you just end turn from the start and eventually you win by fatigue. I feel dumb after losing to this boss.
But didn't the other guy just say he can drop a 7/7 on turn 4? That will for sure kill you before you fatigue him and if you play something to kill it, the secrets will start popping.
So King twoggle said DONT TOUCH ANYTHING. Get it? So literally you just end turn from the start and eventually you win by fatigue. I feel dumb after losing to this boss.
But didn't the other guy just say he can drop a 7/7 on turn 4? That will for sure kill you before you fatigue him and if you play something to kill it, the secrets will start popping.
The 7/7 is actually really helpful. Read the card text carefully. When the 4 mana 7/7 survives damage, it clears the entire board. When this guy comes out, I just pop all the secrets I can and punch him to clear everything
I'm 2-0 vs this guy but I had decks that were good against him both times. I had a method of easing minions onto the board without triggering anything (Upgraded paladin hero power and a shit ton of jade claws). So basically I built a board and didn't attack until I was fully ready
I beat it once by being lucky enough for the boss not having secretkeeper first turn... and me summoning a minion didnt trigger any secrets... so i just built a board which was good enough to counteract any 3/3 he summoned afterwards
Don't do anything (not even hero power) until you have enough mana to deal with bunch of 3/3 or opponent has 7/7 and you can deal damage to it. Otherwise, just wait until fatigue. It's actually one of the few less RNG dependent easy boss.
Don't do anything (not even hero power) until you have enough mana to deal with bunch of 3/3 or opponent has 7/7 and you can deal damage to it. Otherwise, just wait until fatigue. It's actually one of the few less RNG dependent easy boss.
This doesn't work. He played Secretkeeper T1 and Ethereal Arcanist T4. You have to do something...
Got really lucky on this one, the two passives I had were +1/+1 to all minions, and upgraded and cheap hero power. This was on Paladin, so I was getting 2 2/2s for 1 mana every turn, allowing me to keep up with the 3/3s
Don't do anything (not even hero power) until you have enough mana to deal with bunch of 3/3 or opponent has 7/7 and you can deal damage to it. Otherwise, just wait until fatigue. It's actually one of the few less RNG dependent easy boss.
This doesn't work. He played Secretkeeper T1 and Ethereal Arcanist T4. You have to do something...
Secret Keeper on T1? It's not like they can play any secrets since they already have 5 up. You take 1 damage a turn... Yeah, you can afford to do nothing for the first few turns. In fact, you should absolutely NEVER DO ANYTHING on the first few turns so that you can have mana and build a hand to actually do something when things go bad. As for turn 4, if you get unlucky and they do drop the 7/7 or Ethereal Arcanist, that's when you will begin the match. Until then, you shouldn't be doing anything. Why did posters above say they lost on turn 2 or 3? Because they did something rather than nothing until at the very least turn 4.
Edit: Sorry I mean turn 5. Turn 4 you should do nothing still and their turn 4 could possibly be the 7/7 or arcanist. Then on turn 5 (when you actually have a hand and 5 mana crystals), you should start the match.
Don't do anything (not even hero power) until you have enough mana to deal with bunch of 3/3 or opponent has 7/7 and you can deal damage to it. Otherwise, just wait until fatigue. It's actually one of the few less RNG dependent easy boss.
This doesn't work. He played Secretkeeper T1 and Ethereal Arcanist T4. You have to do something...
Secret Keeper on T1? It's not like they can play any secrets since they already have 5 up. You take 1 damage a turn... Yeah, you can afford to do nothing for the first few turns. In fact, you should absolutely NEVER DO ANYTHING on the first few turns so that you can have mana and build a hand to actually do something when things go bad. As for turn 4, if you get unlucky and they do drop the 7/7 or Ethereal Arcanist, that's when you will begin the match. Until then, you shouldn't be doing anything. Why did posters above say they lost on turn 2 or 3? Because they did something rather than nothing until at the very least turn 4.
T4 arcanist makes it unwinnable, I find. You then play anything, you get blown out by the secrets. NEVER saw the 7/7, Sometimes it is unwinnable, unfortunately, but that's dungeon runs for you. Get offered no repeating buckets with good cards? Good luck!
It's not unwinnable, but it can be extremely difficult if the secrets are really bad (since they're random) or you still didn't draw anything by then. I beat the room when they dropped arcanist on turn 4 with double battlecry/health mill/C'Thun Rogue (though perhaps only a quarter of my deck was C'Thun with the other quarter mill, the other half was pretty garbage). The game went to fatigue and I used most of the cards in my deck, but I was well above half health so even my double health bonus wasn't necessary. That isn't to say there isn't any such thing as an auto loss when you run into a specific boss with a specific deck, but just saying that T4 arcanist isn't an automatic game over.
Secret Keeper on T1? It's not like they can play any secrets since they already have 5 up. You take 1 damage a turn... Yeah, you can afford to do nothing for the first few turns. In fact, you should absolutely NEVER DO ANYTHING on the first few turns so that you can have mana and build a hand to actually do something when things go bad. As for turn 4, if you get unlucky and they do drop the 7/7 or Ethereal Arcanist, that's when you will begin the match. Until then, you shouldn't be doing anything. Why did posters above say they lost on turn 2 or 3? Because they did something rather than nothing until at the very least turn 4.
Edit: Sorry I mean turn 5. Turn 4 you should do nothing still and their turn 4 could possibly be the 7/7 or arcanist. Then on turn 5 (when you actually have a hand and 5 mana crystals), you should start the match.
It doesn't matter that a secret keeper only does 1 damage. That's eventually going to kill me before fatigue kills him. And most hunter decks don't have the removal for a 7/7 or even an Ethereal Arcanist. I had no choice once that Secret Keeper was down but to start going on the offensive.
There's a good video on Disguised toasts stream showing a way to beat it. Basially have the 2x health so you have more health than the room, get the board to a state of no minions on the trap room side, then DON'T DO ANYTHING. basically wait for fatigue.
Secret Keeper on T1? It's not like they can play any secrets since they already have 5 up. You take 1 damage a turn... Yeah, you can afford to do nothing for the first few turns. In fact, you should absolutely NEVER DO ANYTHING on the first few turns so that you can have mana and build a hand to actually do something when things go bad. As for turn 4, if you get unlucky and they do drop the 7/7 or Ethereal Arcanist, that's when you will begin the match. Until then, you shouldn't be doing anything. Why did posters above say they lost on turn 2 or 3? Because they did something rather than nothing until at the very least turn 4.
Edit: Sorry I mean turn 5. Turn 4 you should do nothing still and their turn 4 could possibly be the 7/7 or arcanist. Then on turn 5 (when you actually have a hand and 5 mana crystals), you should start the match.
It doesn't matter that a secret keeper only does 1 damage. That's eventually going to kill me before fatigue kills him. And most hunter decks don't have the removal for a 7/7 or even an Ethereal Arcanist. I had no choice once that Secret Keeper was down but to start going on the offensive.
Eventually yes, but how are you going to start the offensive on turn 2 or even 3? You don't even have much in your hand or mana crystals. Much better to wait to see if the room does anything on turn 4 and respond on turn 5 if need be. If they don't drop anything on turn 4, you should still wait until they finally drop something to play anything at all. I've beaten this room several times using this strategy. Secret Keeper on turn 1 is not worth responding to. The risk is that you trigger 1-5 secrets and spawn an entire board of 3/3s. Is that worth removing 1 damage off the board for 5-6 turns while you build up your resources?
First time i was unfortunate that the hunter secret was Dart Trap and started a domino by turn 2 already. So the second time i didnt even push the hero power button till i m sure i can start playing around the secrets. When you start doing so, make sure to play things that cant possibly trigger two or more secrets at once and do things that will wreck you the least if the secret you play around is triggered. I agree with the others there, take some dmg if needed to build up your resources.
I've only been able to beat it once, and I was playing warrior and just kept stacking armor. If I hadn't been playing that, I have no clue how I could've won.
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I think I might have hippopotomonstrosesquipedaliophobia.
Eventually yes, but how are you going to start the offensive on turn 2 or even 3? You don't even have much in your hand or mana crystals. Much better to wait to see if the room does anything on turn 4 and respond on turn 5 if need be. If they don't drop anything on turn 4, you should still wait until they finally drop something to play anything at all. I've beaten this room several times using this strategy. Secret Keeper on turn 1 is not worth responding to. The risk is that you trigger 1-5 secrets and spawn an entire board of 3/3s. Is that worth removing 1 damage off the board for 5-6 turns while you build up your resources?
In my situation I hero powered T2 and it was Dart Trap which then caused a cascade of shitty consequences. I had the boots that make minions cost 0, plus a huge number of big minions but I also got that counterspelled which screwed me even further.
The boss starts with 5 random secrets in play, and summons a 3/3 minion whenever a secret is triggered. Its deck is loaded with secrets.
Pretty much any play starts triggering secrets, and attempting to remove the 3/3 sawblades only end up triggering more secrets, leaving you up against more sawblades than before.
As far as I can tell, there are no secret tech packages, and this secret spam is brutal against just about any deck you can build. Playing slow gives the deck its opportunity to drop a 4 mana 7/7 boss minion, and the secrets (mage in paticular) will ruin big drops you play, or interrupt combos you're trying to use. Meanwhile, aggro decks which trigger the secrets early get swamped on board by endless 3/3s while tanking secrets.
I honestly have no idea what strategy can beat this encounter. Brode did say it was one of the hardest ones.
I hit the trap room as my seventh boss, beat it with quest mage fairly easily. Make sure to trigger as many traps as you can the turn he plays the 7/7, then damage it to clear the board. My final turn(s) involved taking an extra turn and using Coldarra Drake to finish him off. Just play for the long game and run him out of cards.
It was my 7th encounter on my Paladin run (second DR) and it's ridiculous.
I managed to kind of build a Kaleidosaur pally, but I was dead turn 3.
So King twoggle said DONT TOUCH ANYTHING. Get it? So literally you just end turn from the start and eventually you win by fatigue. I feel dumb after losing to this boss.
Disguised Toast got wrecked by this room yesterday and literally all he did was hero power on turn 2 into the rogue secret
Build a perfect deck to finally beat this stupid Rogue run, then I have to run into this room on my 7th boss of course. I give up
Legend with : S65 Freeze Mage, S57 Maly Gonk Druid, S57 "Okay" Shaman, S53 Boom-zooka Hunter, S53 Maly Tog Druid, S52 Wild Tog Druid ft.Blingtron, S50 Quest Rogue, S49 Dead Man's Warrior, S41 Wild Clown Fiesta Druid, S41 Hadronox Jade Druid, S40 Wild OTK Dragon Druid, S35 SMOrc Shaman, S33 Jade Druid, S22 Control Priest, S19 Control Priest
I beat it once by being lucky enough for the boss not having secretkeeper first turn... and me summoning a minion didnt trigger any secrets... so i just built a board which was good enough to counteract any 3/3 he summoned afterwards
Don't do anything (not even hero power) until you have enough mana to deal with bunch of 3/3 or opponent has 7/7 and you can deal damage to it. Otherwise, just wait until fatigue. It's actually one of the few less RNG dependent easy boss.
Meta changes the moment you switch your deck.
Got really lucky on this one, the two passives I had were +1/+1 to all minions, and upgraded and cheap hero power. This was on Paladin, so I was getting 2 2/2s for 1 mana every turn, allowing me to keep up with the 3/3s
Ready for action!
Ready for action!
There's a good video on Disguised toasts stream showing a way to beat it. Basially have the 2x health so you have more health than the room, get the board to a state of no minions on the trap room side, then DON'T DO ANYTHING. basically wait for fatigue.
Ready for action!
First time i was unfortunate that the hunter secret was Dart Trap and started a domino by turn 2 already. So the second time i didnt even push the hero power button till i m sure i can start playing around the secrets. When you start doing so, make sure to play things that cant possibly trigger two or more secrets at once and do things that will wreck you the least if the secret you play around is triggered. I agree with the others there, take some dmg if needed to build up your resources.
I've only been able to beat it once, and I was playing warrior and just kept stacking armor. If I hadn't been playing that, I have no clue how I could've won.
I think I might have hippopotomonstrosesquipedaliophobia.