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.
Imagine if you had waited 4-5 turns. Drew more minions for your Boots of Haste, maybe even drawn another spell to trigger the counter first. You have to pay attention to the color of the secrets and assume the worst before you begin your plan of attack. Just throwing out spells or pressing hero power on turn 2 isn't the right strategy to defeating this room. You have to be patient and willing to take a few points of damage to win. I have beaten this room at least 3-4 times. You can do it if you take some time to plan your attack with the cards you've drawn by turn 5 or 6.
As I'm sure others have said, the real trick to beating this boss is accumulating resources for the first 4-5 turns. Like, don't even hero power. Then, based on the type of secrets present at the beginning, start working on dealing with them. Play a small minion. If nothing happens, play another ... build some board ... be very methodical with tripping the secrets, and try to have a body on the board to deal with the sawblades that start to appear ... or a board clear.
Basically, amass your cards and then start using them around turn 4 or 5 to pop secrets and deal with sawblades. If you are really patient, and just a little lucky, you can beat this room pretty easily.
If you have the double health passive, just don't play anything the whole game. They will fatique burn out of health before you (depending on deck size when you encounter him).
The only time i was able to beat it, and only because of lucky Tad's rod. It was my 7th boss and i thought it was gg when i saw it pop up... The only strategy i can think of is to pray that he plays arcanist before dude that wipes the board if he survives the damage. If you have some board clears in your deck - try wait before you can deal with his 3 3 board before doing anything (but you still can lose to arcanist while waiting).
Ready for action!
As I'm sure others have said, the real trick to beating this boss is accumulating resources for the first 4-5 turns. Like, don't even hero power. Then, based on the type of secrets present at the beginning, start working on dealing with them. Play a small minion. If nothing happens, play another ... build some board ... be very methodical with tripping the secrets, and try to have a body on the board to deal with the sawblades that start to appear ... or a board clear.
Basically, amass your cards and then start using them around turn 4 or 5 to pop secrets and deal with sawblades. If you are really patient, and just a little lucky, you can beat this room pretty easily.
If you have the double health passive, just don't play anything the whole game. They will fatique burn out of health before you (depending on deck size when you encounter him).
Have encountered the room three times now and won all three by fatiguing the room until it had no more cards in hand or deck.
My best advice is to not do anything for a few turns.
The only time i was able to beat it, and only because of lucky Tad's rod. It was my 7th boss and i thought it was gg when i saw it pop up... The only strategy i can think of is to pray that he plays arcanist before dude that wipes the board if he survives the damage. If you have some board clears in your deck - try wait before you can deal with his 3 3 board before doing anything (but you still can lose to arcanist while waiting).
Yeah the best thing to do with this room is not to trigger the traps. I got through with Justicar's Ring on a Shaman run.
Just beat it as Warlock and was doing pretty well (albeit at 4 HP :) ), then drew DK and then it was all but over :)
.