This week's brawl is The League of Explorers: Revived!
Rules:
The League has scattered across the globe. Join Elise in a dungeon crawl to find and reunite the League!
Reward:
- 1x Classic Card Pack for participating in the Tavern Brawl
- Participate in the Tavern Brawl to complete a Legendary Quest rewarding 1 Saviors of Uldum Card Pack.
Strategy for the Brawls:
Like any other Dungeon Run, you are somewhat reliant on having the breaks go your way, either in offered treasures, in offered cards or in normal RNG in the games. There's enough built in power in the cards and the treasures that you can withstand RNG not going your way a few times.
A general tip: Be very aware of the Boss' Hero Power. It's what dictates these fights by a large degree. Figure out how to work around the Hero Power and you will likely succeed.
More specific tip: I found that the combination of Addled Grizzly & Dreamway Guardians is pretty potent, especially early on in this Brawl. If you are able to Blessing of the Ancients that works well too.
First Boss: Terraviss
The Boss will summon random weapons when it uses its Hero Power, so make sure to check what the weapon does when he gets a new one.
The rest here is fairly straight forward. Your deck is better than his deck, so just make sure to make smart plays and you will win.
Second Boss: Sir Finley
This is probably the most tricky fight. It's the one I had most trouble with at least and I had to grind it out till I was nearly out of cards.
The trick at first is to not play your low cost minions and have them die. Save them, and use your Hero Power to grind down 1 of the sand piles and build up some armor. I did this out of necessity since I got no playable cards till turn 5, but it worked out very well.
Once you hit turn 4 or 5 and have the ability to start putting bigger minions on the board, start killing sand piles. You will need some luck, but you will notice that often enough a sand pile will turn into a Scarab Egg which you can totally ignore. The boss' Hero Power will kill it and the Scarabs that come out.
The rest is a grind. Use the heals in your deck to keep your higher attack minions on the board, despite the constant pinging of the Boss' Hero Power. Use your higher attack minions to kill sand piles and then get a little damage in with your Hero Power or your remaining minions. It is unlikely that you will be able to kill this boss quickly, so prepare to play the long game.
It will be obvious from comments around the internet, but you will need some luck with the spawns from the sand piles. I got two 8/8's to deal with, and I don't think I would have won if I had gotten a third. That part you cannot help,
Third Boss: Brann
This fight is not actually a fight against Brann, but a co-op fight where you have to help Brann "tame" King Krush, by defeating it. King Krush is a minion that swaps sides on turn swap and both you and Brann the AI together will need to bring it's 60 health down to zero, while making sure not to die from it's totally random 8 point attack.
The fight is fairly straight forward. Just make sure RNG is on your side by always keeping a few minions on board. King Krush will randomly attack either you or the minions, so leave the minions on board and let King Krush attack into them on his own.
Be smart with your heals, remember that you can heal Brann too if he accidentally gets low. Otherwise this should not be too hard. Brann is smart enough to always use his Hero Power, which summons a random Dino, and smart enough to send some of his minions into King Krush to do damage to him. Just don't try to rush through and leave yourself open to getting whacked in the face too much.
Fourth Boss: Reno
I'll just say it, but Reno is a berk.
He attacks you with his minions and spells (he's basically Medivh, according to him) and you can have a hard time keeping his board clear.
And then there's his Hero Power, which starts with dealing 3 damage to random targets (including both you and Reno), 1 damage at a time. It goes up by 1 damage every turn, so eventually you are dealing with a hero power that deals 12 or more damage at the start of Reno's turn, spread across all targets on the board at 1 damage at a time
I soon realized that with his random Hero Power doing a lot of damage, and with my deck having quite a bit of healing in it and a Hero Power that can give armor, that I was actually in a position to slow play it, and just not take too much damage from what Reno was doing, making sure his board stayed empty as much as I could, and if I could put some damage into him to help him kill himself with his Hero Power, then that was a nice bonus.
This strategy worked to perfection. Eventually his health was below 20, while mine was still over 40, and his board was empty, meaning most of the damage from his Hero Power was going into both our faces. At this point through I had a treasure that did 20 damage across all enemy targets, so I just kill...I mean brought him to his senses.
Fifth Boss: Dark Pharaoh Tekahn
This last boss is quite a pain to deal with, but at this point you have a Highlander deck with Sir Finley of the Sands, Dinotamer Brann AND Reno the Relicologist in it. Who all provide pretty significant power boosts.
You will also have access to 2 treasures + several times have picked up 3 cards to help build your deck. In otherwords, you should have amassed enough power in your deck to slog through the challenge.
The challenge being that Tekahn can get a Lackey with his Hero Power and that every Lackey he plays is automatically a 4/4.
I didn't really have much strategy going into the fight, and not much is needed. You just need to balance dealing with his board with dealing damage to Tekahn himself. Don't get too greedy with going face and ignore his board, but don't get too passive either and trade too much. He has infinite 4/4 Lackeys so you will not win the value game with him if it goes on too long.
Tekahn did not appear to have any board clears in his deck, so I safely built a wide board and made smart trades where I could and hit him in the face enough to get his health down to below 20. Then I was able to play Dinotamer Brann and King Krush him in the face with the rest of my board to finish him.
Conclusion:
Don't get too down when RNG screws you over. You get the rewards just by participating, so there's no need to beat this Brawl. It's just for fun.
Hope this helped you and have fun with this small taste of the coming Tombs of Terror adventure!
If you get stuff by just participating then what incentives you to even finish the run? Aka if your boss asked you to just attend work and you will get a salary why would you bother doing any actual work?
I dislike people like you. You look at all negatives as bad which is a stupid way to look at things.
A free (!) glimpse of the new single player content, nice. The Brann stage seems not to have been thought through properly as it's cheaply winnable or even through bugs. Leaving aside the obvious poisonous minion or zephrys into shadow word: death cheeses: When the dino kills a minion that spawns more than one minion with its deathrattle, such as Haunted Creeper, and it fills up the board doing so, the game kills off the dino instead of wiping your board.
My only gripe with this brawl is the starting deck and the card pool being given, very rarely are you able to build a deck with specific synergies, the decks just feel like Arena decks, It's a shame since we get to play a cross-class deck, hopefully this issue doesn't arise in the adventure.
A campaign-like mode - be it dungeon run or solo advenure - without a reward for beating it, is such a disappointment.
Played it first on my NA account, first try easy and there wasn't even a pack. Got RNGd at the last boss on EU afterwards and didn't even care for another try, because there is no need at all. Bummer.
Malfurion the Pestilent was an Explorer all along!
Double battlecry is amazing in this run with the explorers and if you find Zephrys the Great. Poisonous is perfect for the Brann fight. It seems like if you get reborn on an Addled Grizzly, the boss won't want to kill it for loads of value. You will always have a highlander deck with but be careful of putting duplicate Astral Tigers in your deck. My Dinotamer Brann didn't activate because of it :(
Brann fight was over on turn 2 with a poisen minion xD
I got zepherus in my deck, Brann fight turn 3 shadow word death the dino, i guess no dino riding for brann eh.. :D
Finley's brawl mechanic just killed off the last of his personality, for me at least. Nice to see this type of event in the lead-up to single player content though.
Sad... I was hoping for a card back after completing the dungeon run...
No extra reward for beating all 5 bosses, so no worries if you can't defeat all 5, or don't care about it.
I THINK there's a bug with Elise's wisp spell. (I forget what it's called exactly and forgot to put HDT on) During the Bronzebeard fight. I pulled the spell with the Wonderous Wand of Wonder. Played it for 0 mana, resulting in 7 1/1 wisps. King Krush attacked one, and at the end of my turn all of the died and disappeared. That doesn't happen normally and there's no text to indicate that would happen.
Has anyone else encountered this?
It's not a "bug" persay. A similar thing happened to me when I had a full board. Remember, Krush needs to move to your side of the board at the end of your turn, so apparently if you fill up your board, he gets angry that there's no place for him to go and just wiped your board lol. So never play more than 6 minions on your side and it's easy.
yep, that's how it's been during every co-op brawl
if you don't have a free space on your board for the boss to move to, then your whole board gets destroyed
ah! that makes sense. In it's way. lol. Never encountered that before. Thanks for explaining!
Beat the bosses in second run. As far as i can see
1st boss is just random. If u loose it no harm. Sometimes happens (good weapon drops are quite....OP)
2nd boss is the hardest boss as for me because you need to place minions that for first are able to kill this sands, and for second are able to kill whatever is coming from it. My first run ended on this boss (because he spwaned 3x 7/7 summon 1/1 taunt - the warrior minion i guess). Wish u luck to get eggs.
3rd boss is EZZZZZ its all xD (EDIT. BGH works #protip)
4th boss is quite random but he has mainly spells that dont do much harm (untill he has spell dmg so delete is ASAP) so its quite simple.
5th boss is quite hard. Great passive with Lackeys. But if u have a chance to get Zephrys it helps a lot. ITS LIKE THE BASE OF DECK (in 3 runs he cleared enemy board, gave me lethal with Savage Roar, an gave mi healing that was able to outstand his dmg). Zephrys MVP
The first boss was actually the hardest for me. He kept removing my board (got Poisoned Blade as his first weapon followed up with Spectral Cutlass, Gorehowl and Doomhammer) and it came down to like 4-5 cards left. If he wouldn't have gone face with that Gorehowl he would have probably won.
At first I didn't get that the Brann fight was set to co-op, thought King SMOrc would just serve as a roadblock which randomly swaps sides but I got it when my opponent kept suiciding his minions into the boss.
The last match was somewhat boring. I just emptied my entire hand (got +1/+1 passive and the one which reduces the cost of your left-most card by 2) and went face until he died.
I managed to get robes of gaudiness, Malfurion the pestilent, and the untapped potential. I played Malfurion on turn 3 and finished the quest afterwards. Robes of gaudiness makes this brawl a cake walk.
????
this is the actually the worst brawl ive seen in terms of balance