I have beaten the Witchwood Monster Hunt (including Hagatha) a few times now. I want to share my thoughts and tips I have learned over the course of playing it, and the way I beat it. I will be going over treasure picks as well as card pack choices.
Treasure Picks:
- Every time you see First Aid Kit, choose it. This one treasure solely carries me through games and allows you to make much better trades than you would normally be unable to. This also works really well if you have a weapon, as it essentially becomes a permanent Truesilver Champion.
- Entrenchment is another must have. This and First Aid Kit are so good. You can draft a really greedy deck and not be punished, because all your minions have +2 health. This treasure is especially good for Houndmaster Shaw, as his Hounds from his Hero Power also become 1/3. Combine that with a few cards like Crackling Razormaw and Scavenging Hyena and you will breeze through the adventure (within reason). Entrenchment is also really good with Darius Crowley (the cannoneer), if you're drafting a more enrage/whirlwind oriented deck with cards like Frothing Berserker.
- Tactical Reinforcements is a Cannoneer-specific treasure. This one doesn't help you in the early game, but if you can survive until the turns in which you can fire your cannon 3 to 4 times, you'll find that you practically reduce the cost of cards in your hand to 0. Prioritise this, ONLY if you have a lot of midgame pressure or drafting pretty heavy cards.
- Caltrops will carry you through the beginning phases of a game, by reducing the health of enemy minions. This won't help you too much in the last couple boss fights, but it can definitely be useful. As a bonus, it's really satisfying to see your opponent play cards only to have them killed immediately. NOTE: This card says "played", not "summoned". This means that it won't' kill the wisps summoned by the Azalina Soulthief encounter. It's easy enough anyway.
- Scepter of Summoning is again only useful if you're drafting a heavier deck. This card is actually broken in the dungeon run from Kobolds and Catacombs because if you're playing Warlock with a bunch of Giant (namely Molten Giants), it's Wild mode all over again with Naga Sea Witch.
- Pillage the Fallen is just a fun one. However, I'm pretty sure you need to have a weapon first, and then break it to utilise this properly. Not that this is a bad treasure, but I recommend you only pick this if the other two treasures are worse (like Small Backpacks, which in my opinion is the absolute worst treasure possible).
Archetypes Per Class:
- Tess Greymane (The Tracker):
This is one of the tougher classes to play as, especially in earlier rounds. You really need to snowball well if you're using a bad deck. Her Hero Power is essentially useless until either (A) you have a few cheap spells or (B) until boss 4 or 5. You definitely need to draft early game cards with this class, and First Aid Kit works wonders to help you survive the early game. That aside, I believe that going for Jade packages is the best way to beat this class (and Rogue in the Dungeon Run as well). Whenever you get a chance, pick every single Jade package, within reason of course. You don't want something with Shadowstep and Thistle Tea or something. Prioritise getting a few copies of Jade Shuriken, as you can just infinitely copy them with your Hero Power. Just get enough Jades, and you'll steamroll Captain Shivers soon enough.
- Darius Crowley (The Cannoneer)
There are a few ways to play this. The game essentially gives you three archetypes: EZBig, Rush and Enrage. Enrage works the best with cards like Frothing Berserker and Caltrops, but I find that they're the rarest packets to get. Reliably, you will want to take Rush packets over other ones, and maybe take a late game packet just to be sure. Always, 100% of the time, no matter what, if you're offered it, take Tuskarr Raider. This gives you so much utility, allows you to set up trades and cannon chains so much easier. Finally, I recommend trying to keep your cannon as centred as possible, so that the other minions kinda funnel into your cannon.
- Houndmaster Shaw (The Houndmaster)
Probably the simplest class. Take beast synergy, go light on the control, and heavy on the aggro. But don't go full aggro, you'll lose pretty easily if you're up against a control-style boss. I don't have much else to say about this, but I think the Houndmaster is one of the simplest classes to play the Monster Hunt with.
- Toki, Time-Tinker (The... Time-tinker)
In contrast, this is probably the most cognitive and most creative class (Alongside Tess). Her Hero Power is to repeat her turn, which can be used to get a second chance from an RNG-based card, like Babbling Book. You would play her like you would an old-school Control Mage deck, except you can throw in a little Aggro. Toki is probably the most lenient in terms of what cards you pick, but just don't go all out crazy about it. Stick to a Control-style archetype, and you will eventually persevere. However, Toki's final boss, Infinite Toki, is probably the most creative and toughest (final) boss, mainly because of the deck style. At turn 10, she will reset the game, but keep your health pool where it is. You don't really have to worry about her Hero Power, since out of 100+ turns, she has used her Hero Power ONCE, on a 1/1 that just suicided into my 9/9. I would Highly recommend taking Auctionmaster Beardo whenever possible, as you can infinitely reset your turn while he is in play. Another tip while fighting Infinite Toki, make sure to draft a good amount of Late-Game cards. She has a very obscure win condition, and she really struggles to take down your board in the end game phase. Provided you can take down her board, you should be able to snowball your heavy minions to victory.
The Final Challenge:
The final Hagatha boss is just fun. To quote Kripparian, "Oh, you beat the actual challenge, have some fun at the end". As a general guide, you probably want to use up the Toki, Time-Tinker Hero Card early, as 3 damage to all isn't that relevant especially when your opponent starts at 3 mana crystals. Same with the Darius Crowley Hero Card, but you should try and save the Tess Greymane Hero Cards until you're getting absolutely battered around. From there, just control the board, go face, and you should eventually win.
So those are my tips & tricks to help you in the Witchwood Monster Hunt. Keep in mind, I have only beaten it a few times, so take my opinion with a grain of salt. I made this guide to help you choose your path to victory, not a fully fledged guide telling you exactly what cards to draft. That's the great thing about these Dungeon Run Adventures, you don't have to play exactly what I tell you to. This is just to help you choose the right treasures and cards. Now, this guide is completely opinion-based, so keep that in mind while flaming me that you disagree.
Scepter of summoning is still pretty broken when using the Hound master and Cannoneer. By picking heavy costing minion packages you should be able to make through the whole thing. (this strat is really useful for those who arent bothered to learn how to use every character traits. ps this way you can evade the way that each boss is build to take down your heroes specific skill.)
I have beaten the Witchwood Monster Hunt (including Hagatha) a few times now. I want to share my thoughts and tips I have learned over the course of playing it, and the way I beat it. I will be going over treasure picks as well as card pack choices.
Treasure Picks:
- Every time you see First Aid Kit, choose it. This one treasure solely carries me through games and allows you to make much better trades than you would normally be unable to. This also works really well if you have a weapon, as it essentially becomes a permanent Truesilver Champion.
- Entrenchment is another must have. This and First Aid Kit are so good. You can draft a really greedy deck and not be punished, because all your minions have +2 health. This treasure is especially good for Houndmaster Shaw, as his Hounds from his Hero Power also become 1/3. Combine that with a few cards like Crackling Razormaw and Scavenging Hyena and you will breeze through the adventure (within reason). Entrenchment is also really good with Darius Crowley (the cannoneer), if you're drafting a more enrage/whirlwind oriented deck with cards like Frothing Berserker.
- Tactical Reinforcements is a Cannoneer-specific treasure. This one doesn't help you in the early game, but if you can survive until the turns in which you can fire your cannon 3 to 4 times, you'll find that you practically reduce the cost of cards in your hand to 0. Prioritise this, ONLY if you have a lot of midgame pressure or drafting pretty heavy cards.
- Caltrops will carry you through the beginning phases of a game, by reducing the health of enemy minions. This won't help you too much in the last couple boss fights, but it can definitely be useful. As a bonus, it's really satisfying to see your opponent play cards only to have them killed immediately. NOTE: This card says "played", not "summoned". This means that it won't' kill the wisps summoned by the Azalina Soulthief encounter. It's easy enough anyway.
- Scepter of Summoning is again only useful if you're drafting a heavier deck. This card is actually broken in the dungeon run from Kobolds and Catacombs because if you're playing Warlock with a bunch of Giant (namely Molten Giants), it's Wild mode all over again with Naga Sea Witch.
- Pillage the Fallen is just a fun one. However, I'm pretty sure you need to have a weapon first, and then break it to utilise this properly. Not that this is a bad treasure, but I recommend you only pick this if the other two treasures are worse (like Small Backpacks, which in my opinion is the absolute worst treasure possible).
Archetypes Per Class:
- Tess Greymane (The Tracker):
This is one of the tougher classes to play as, especially in earlier rounds. You really need to snowball well if you're using a bad deck. Her Hero Power is essentially useless until either (A) you have a few cheap spells or (B) until boss 4 or 5. You definitely need to draft early game cards with this class, and First Aid Kit works wonders to help you survive the early game. That aside, I believe that going for Jade packages is the best way to beat this class (and Rogue in the Dungeon Run as well). Whenever you get a chance, pick every single Jade package, within reason of course. You don't want something with Shadowstep and Thistle Tea or something. Prioritise getting a few copies of Jade Shuriken, as you can just infinitely copy them with your Hero Power. Just get enough Jades, and you'll steamroll Captain Shivers soon enough.
- Darius Crowley (The Cannoneer)
There are a few ways to play this. The game essentially gives you three archetypes: EZBig, Rush and Enrage. Enrage works the best with cards like Frothing Berserker and Caltrops, but I find that they're the rarest packets to get. Reliably, you will want to take Rush packets over other ones, and maybe take a late game packet just to be sure. Always, 100% of the time, no matter what, if you're offered it, take Tuskarr Raider. This gives you so much utility, allows you to set up trades and cannon chains so much easier. Finally, I recommend trying to keep your cannon as centred as possible, so that the other minions kinda funnel into your cannon.
- Houndmaster Shaw (The Houndmaster)
Probably the simplest class. Take beast synergy, go light on the control, and heavy on the aggro. But don't go full aggro, you'll lose pretty easily if you're up against a control-style boss. I don't have much else to say about this, but I think the Houndmaster is one of the simplest classes to play the Monster Hunt with.
- Toki, Time-Tinker (The... Time-tinker)
In contrast, this is probably the most cognitive and most creative class (Alongside Tess). Her Hero Power is to repeat her turn, which can be used to get a second chance from an RNG-based card, like Babbling Book. You would play her like you would an old-school Control Mage deck, except you can throw in a little Aggro. Toki is probably the most lenient in terms of what cards you pick, but just don't go all out crazy about it. Stick to a Control-style archetype, and you will eventually persevere. However, Toki's final boss, Infinite Toki, is probably the most creative and toughest (final) boss, mainly because of the deck style. At turn 10, she will reset the game, but keep your health pool where it is. You don't really have to worry about her Hero Power, since out of 100+ turns, she has used her Hero Power ONCE, on a 1/1 that just suicided into my 9/9. I would Highly recommend taking Auctionmaster Beardo whenever possible, as you can infinitely reset your turn while he is in play. Another tip while fighting Infinite Toki, make sure to draft a good amount of Late-Game cards. She has a very obscure win condition, and she really struggles to take down your board in the end game phase. Provided you can take down her board, you should be able to snowball your heavy minions to victory.
The Final Challenge:
The final Hagatha boss is just fun. To quote Kripparian, "Oh, you beat the actual challenge, have some fun at the end". As a general guide, you probably want to use up the Toki, Time-Tinker Hero Card early, as 3 damage to all isn't that relevant especially when your opponent starts at 3 mana crystals. Same with the Darius Crowley Hero Card, but you should try and save the Tess Greymane Hero Cards until you're getting absolutely battered around. From there, just control the board, go face, and you should eventually win.
So those are my tips & tricks to help you in the Witchwood Monster Hunt. Keep in mind, I have only beaten it a few times, so take my opinion with a grain of salt. I made this guide to help you choose your path to victory, not a fully fledged guide telling you exactly what cards to draft. That's the great thing about these Dungeon Run Adventures, you don't have to play exactly what I tell you to. This is just to help you choose the right treasures and cards. Now, this guide is completely opinion-based, so keep that in mind while flaming me that you disagree.
Scepter of summoning is still pretty broken when using the Hound master and Cannoneer. By picking heavy costing minion packages you should be able to make through the whole thing. (this strat is really useful for those who arent bothered to learn how to use every character traits. ps this way you can evade the way that each boss is build to take down your heroes specific skill.)
I'm really friggin' hating the clown fiesta that is Toki.
How does the infinity beardmaster work? You'll need some discount on spells via treasures and the like I guess?
Golden Hero Collections thus far; -
Europe: Druid, Hunter, Paladin, Mage, Priest, Rogue, Shaman, Warlock, Warrior (9/9)
Americas: Druid, Mage, Paladin Shaman (4/9)
Everywhere else: Workin on it.. (0/9)