Hearthstone mage dungeon run

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How Hearthstone could build on Dungeon Runs to create a new, fun single player mode

When was the last time you played Hearthstone’sKobolds and Catacombs Dungeon Run? Probably a long time ago, right? I don’t blame you. The goal of the game was to pick one of the (then) nine classes and use it to defeat eight bosses of increasing difficulty. You would make your deck more powerful as you went. Once you defeated a certain number of bosses, you’d get some card packs.

Nice!

But once you crushed that super hard final boss, your prize was… bragging rights.

You’d surely think to yourself: there’s gotta be more to this. You’d keep playing — it was a very fun mode, after all — and beat it with every other class. That would keep you busy for a while, surely! And what was your reward for finally conquering that challenge, and succeeding in the Dungeon Run with all nine classes?

A card back.

No wonder people didn’t come back. No one can say that this mode was a failure. It was, in the eyes of the majority of people who tried it, a very fun game mode. But it had no sticking power. It, like most Hearthstone single-player modes, was supposed to be a challenge that you overcame and then forgot about.

So what’s next for Hearthstone’s single-player modes? Blizzard has, in fact, already announced that they’re developing new game modes for Hearthstone. Could at least one of those game modes be a robust, replayable single-player experience? And could such a mode mode actually have staying power that would keep players engaged for months and months, always coming back for more?

Dungeon Run is a nice starting point for that sort of experience — so let’s talk about how it could be revised into a highly replayable single-player mode.

Hearthstone could take cues from other card games

First of all, let’s ask the most important question: are there any other single-player focused card games out there? Are they any good? Is there anything Hearthstone could emulate?

The answer is yes, in fact. Slay the Spire has been a huge hit for a while now. One Step from Eden mixes those same concepts with an action game. And recently, Monster Train has caught the digital card-game playing world by surprise. It’s not uncommon to see streamers who are dedicated to Hearthstone, or other card games like Magic: The Gathering or Legends of Runeterra, playing those titles and others that are similar.

The core idea behind those games is that they’re roguelike deck-builders. Translating that into layman’s terms:

  • Roguelike is a game genre aimed at a high re-playability value. Core concepts include:
    • Randomly generated challenges and upgrades, so that every run is a singular experience.
    • Permanent death to keep challenge levels high.
    • Permanent power increases accrued with each unsuccessful run.
  • Deckbuilder is a type of card game where you start with a small, basic deck, but evolve it over time.
    • On each battle, you draw cards randomly and use them. Once you run out, you shuffle your discard pile back into your draw pile and start over.
    • You can find better cards as you go and permanently add them to your deck.
    • You can upgrade your existing cards into more powerful versions of themselves.
    • You can also remove cards from your deck to weed out those that don’t fit into your strategy for that run.

Most of those features I just described are already present in Dungeon Run, but there are a few things that Hearthstone lacks. Improving would simply be a matter of taking what already exists and iterating on it.

Permanent power increases would make repeated play more rewarding

The original description of Dungeon Runs said you were supposed to have a hard time at first and you’d have to try again, evolving your strategies in order to win. That’s a design choice that makes the player feel compelled to keep trying — and earn enormous satisfaction once they do succeed. But unlike other roguelike games, Dungeon Run didn’t offer you anything to increase your power in-between failed runs. You were supposed to win simply by learning and repeating.

I feel like each failed run should also offer you a small amount of a currency that you could spend on permanent power increases that you would carry with you on every run, giving you a sense of progress even when you failed. World of Warcraft players who have tried Horrific Visions should know exactly what I’m talking about here.

These power increases could range from passive effects to better cards in your starting deck to better card options when you build your deck.

Upgradeable cards could add complexity to deckbuilding

In Hearthstone Battlegrounds, you can upgrade your minions when you find three of them: they combine into more powerful golden minions. This keeps your lower-cost cards competitive, and lets you grow in power even when you don’t get the superpowered cards you’re hoping for.

A similar idea could be applied to Dungeon Runs. You could, eventually, upgrade some cards in your deck, replacing them with golden versions that are more powerful. This would open up a lot of design space for the developers to come up with crazy ideas. Imagine if your Fireball could be upgraded into a version that only costs three mana and deals seven damage. Now, do this exercise with every card there is in Hearthstone, and you’ll see where I’m going with this.

More challenges and more rooms would shake up gameplay

Roguelikes usually have several types of rooms, but Dungeon Run offers only four:

  • A boss encounter challenge room
  • A reward room where you add a bucket of three cards to your deck
  • A treasure room where you add a treasure to your deck — either a permanent passive power or a playable card with a powerful active effect
  • A later iteration of the Dungeon Run formula, added in Tombs of Terror, included another type of treasure room: the shop (hi, Bob!), where you could add or remove minions to your deck by spending gold

Other roguelikes have so many types of rooms that they usually include a map you can explore, picking your path, in order to hit the type of room you want. Instead of facing a single, powerful boss, you might find a room full of smaller minions. Or a trap room where you need to beat your foes before it goes off, lest disaster ensues. Or a distress room, where you need to ensure that an allied NPC isn’t killed during your fight for an extra reward. Or a mystery room, that might give you a powerful reward or hinder you with a curse, so you need to carefully consider if you want to step into it.

Adding new, interesting room types to Hearthstone’s Dungeon Run format and letting the player to pick their path through them would add a whole new dimension to this single player mode.

Diablo-style Seasons would give us a reason to dive back in

Blizzard has one strictly PVE game in its catalogue, with an addictive gameplay design that could even be considered a precursor to many of the features found in roguelike games now, such as randomized dungeons and challenges. That game is, of course, Diablo.

How does Diablo keep its players engaged and coming back for more? The answer is Seasons. Every so often, a new Season starts, and you’re encouraged to create a brand new character, starting from scratch. During the Season, you’ll find new items and effects. You will try to complete seasonal challenges. You will earn cosmetic rewards. And you might compete with other players on leaderboards that are exclusive to that season.

Hearthstone could attract a brand new playerbase that isn’t fond of PVP games, but who would enjoy a very robust, permanent, and free PVE mode — and keep coming back for more. There are many players who only jump in Diablo when a new Season starts — I’m one of them. And I feel like Hearthstone is a popular enough game, with the advantage of dipping into the established playerbase of the Warcraft games, that it could become a game like that for many players as well.

Rewards would offer reasons to keep coming back

For players who enjoy the ladder life, the mode could reward gold, dust, packs, and more. Arena tokens. The Tavern Pass from Battlegrounds. Card backs. New heroes. These could all fit with the current game.

But there could also be rewards that are linked exclusively to this single player mode: new hero skins, different starting decks, new hero powers, and more that would shake up the game. And what about seasonal leaderboards that you rank up in, much like you would when playing constructed mode. Who can finish a run faster? Who can finish a run taking the least damage? Dealing the most damage? Taking the smallest number of upgrades?

Why does Hearthstone need new single-player modes, anyway?

Hearthstone already has a very robust base to start from in the Dungeon Run, so it would only make sense to expand.

I feel like Blizzard has, in recent years, largely abandoned their playerbase who mostly enjoys single-player, PVE-focused content to focus far more on PVP, competitive game experiences. Diablo is one of the last bastions of that old philosophy. However, Hearthstone is a casual, accessible card game — could certainly flourish within the single-player field as well.

Many players are intrigued by Hearthstone — due to its art style or its connection to the Warcraft universe — but are turned off by the competitive card game aspect of it. Those players would, potentially, return to the game to play a permanent, rewarding single player experience.

All in all, the developers have already promised new game modes. Now, we can only hope that an experience like this is included among their plans.

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Filed Under: Deck Builder, Dungeon Run, Hearthstone Dungeon Run, Hearthstone Pve, Hearthstone Single Player, PvE, Roguelike, Single-player

Sours: https://blizzardwatch.com/2020/06/19/hearthstone-dungeon-run-single-player-mode/

Hearthstone: Dungeon Run guide - Kobolds and Catacombs

Our Hearthstone Dungeon Run guide contains boss details, tips, strategy advice and details of the best Treasure and Passive upgrades available.

A new single-player mode for Hearthstone called Dungeon Run was added with the release of the Kobolds and Catacombs expansion. This new roguelike component for the game challenges you with tackling eight randomly selected boss encounters, one after another, from an overall pool of 48. It's been a hugely popular addition to the game, and it's the kind of content we hope to see reiterated upon in future expansion.

We've been tracking developments of Dungeon Run in this article ever since the mode was first announced at BlizzCon, and we now have tips and tricks for dealing with a massive number of the bosses. We're continuing to add to that advice on an ongoing basis, so check back regularly for updates. We've also got some advice for choosing the best upgrades and building a deck for your hero of choice. Check the links in the navigation bar below to jump straight into what you need.

UPDATE: 3RD JANUARY 2018

We've added another dollop of guides to beating each boss in Dungeon Run, and will be working on polishing off the lot of them in the coming days.

Navigation:

Use the following links to quickly navigate to the section of the guide you're most interested in right now!

1. Boss List - Tips, Tricks and Strategies

2. Best Passive Upgrades - Tier List

3. Best Treasures - Tier List

4. Best Hero Choice and Deck Building

Boss List - Tips, Tricks and Strategies

Now that the expansion is fully under way we've got much more insight into who and what you'll be facing as you head deeper into each dungeon. For now we've got a list of every boss you can encounter in Dungeon Run, and we're in the process of adding tips for beating each one.

We're going to start by breaking out the five possible end-bosses you can face though, as these are by far the ones you're most likely to run into trouble fighting!

FINAL BOSS #1: AZARI, THE DEVOURER

Hero Power: Devour. O Mana. Remove the top 2 cards of your opponent's deck.

You're going to need a lot of luck on your side when you find yourself up against Azari the Devourer. For a start there's that Hero Power which burns the top two cards of your deck each turn. This adds urgency to the encounter as you race to beat him before Fatigue sets in, while you also potentially lose your best tools to get the job done.

The best advice we can give here really is to dig for your best cards in your opening hand because you are very likely going to lose them across the course of the entire match. You do of course still need to keep yourself in the game, so don't be too glib about throwing away your board control tools.

Ensure you do whatever it takes to preserve your minion presence on the board, however meagre it is. Hard removal spells, good trading - if it leaves you with something to play with on the next turn, do it. If you rolled a hero that can do regular damage via the Hero Power - Hunter's great here - then work that damage in wherever you can.

Here's a gameplay video featuring Azari so you what to expect!

FINAL BOSS #2: KING TOGWAGGLE

King Togwaggle is one of five end bosses you can meet in the Dungeon Run and he's also your host for the entire run. He'll give you advice and strategy tips about the bosses you'll encounter, before you actually begin the fight with the boss in question.

Hero Power: Magic Candle. 3 Mana. Find a Treasure!

When this encounter begins King Togwaggle will have two Mana, which means he'll actually have access to three Mana when his turn begins. This means he can use his Hero Power straight away, and start digging for the same Treasure cards that you've been acquiring throughout the run.

As you'll have seen from our upgrades breakdown elsewhere in this guide, some of those Treasures are a good deal weaker than others, while some are practically game-breaking. No surprises then that your best bet is to get this over as quickly as possible before the boss can high-roll his way to victory.

FINAL BOSS #3: THE DARKNESS

Hero Power: Encroaching Darkness. 0 Mana. Summon a 5/5 Darkspawn

This is a tough, tough fight and The Darkness will make use of that Hero Power at the start of every turn. To help somewhat you have three copies of a card called Luminous Candle, which destroys all of the Darkspawns currently on the board. Of course, the limited supply means you have to time the usage of these powerful tools quite carefully.

All of the damage you receive during the fight will come from the minions out on the board, and so your best bet is to hold onto your Luminous Candle cards and take some of that Darkspawn damage. When you are able to field a solid board and play a Candle then do so, providing advantage in the match. Just be aware that the boss has many removal effects like Twisting Nether and Entomb.

The video quality isn't great here but it should nevertheless give you a good idea of what to expect from your encounter with The Darkness:

FINAL BOSS #4: VUSTRASZ THE ANCIENT

Hero Power: Vindictive Breath. 0 Mana. Deal 1 damage to all enemies for each missing Master Chest

When the encounter with Vustrasz begins he'll have five copies of Master Chest on his side of the board. The more of these Chests you destroy during the match, the more powerful Vindictive Breath grows.

Although those Chests have zero Attack power and might make you think the best thing to do is ignore them, Vustrasz buffs them over time. Thus, you have to juggle dishing out damage against the boss while also keeping one eye on the damage over time you're taking.

Hopefully by the time a Chest has received several buffs, you'll be in a later stage of the game where you have sturdier minions. At that point it's better to kill the Chest, grab your Treasure and accept that your minions are going to take some damage every turn. It's not ideal, but sooner or later you're going to have to put the pressure on and hope you outlast the boss.

As for earlier-game minions, keep in m,ind that Vustrasz has access to more traditional board clearance effects such as Spirit Lash and Holy Nova, and can also boost the strength of these otherwise minor AOE spells.

Here's gameplay footage of the encounter so you can get a heads-up before getting stuck into this final boss for yourself:

FINAL BOSS #5: XOL THE UNSCATHED

Hero Power: Beam Me Up (Passive). At the end of your turn, add a Beam to your hand.

Xol the Unscathed is a tough boss to beat, with a Hero Power which grants her one of six possible beams whenever her turn ends. The good news is that she actually tells you which spell is active, and we've got a breakdown of all the options she might have to play with:

  • Beam of Confusion: Take control of a random enemy minion. [FLUMMOX]
  • Beam of Death:Destroy all damaged enemy minions. [FATALITY]
  • Beam of Decay:Destroy one of your opponent's Mana Crystals. [FATIGUE]
  • Beam of Fear: Shuffle a random enemy minion into your opponent's deck. [FEAR]
  • Beam of Fire: Deal 2 damage to all enemy minions. [FLAME]
  • Beam of Frost: Freeze a random enemy minion and the minions next to it. [FROST]

The main strategy for beating her involves carefully managing the beam she currently has. Play around it at all times, and basically focus on giving her as little value from it as possible.

The fundamental nature of Xol is that of a Discard Warlock, and those are not hard to beat. Just play cagey with those beams and you should have no trouble beating her - fingers crossed she may even Discard one of the key parts of her own strategy along the way!

A.F. KAY

Hero Power: Idle. 2 Mana. Do nothing.

Turns out we were trolled all along. You might think A.F. Kay never takes a turn, but that's only if you don't kill her before Turn 6. At that point, she floods the board with a disgusting array of 8 / 8minions, before refilling her hand with Bag of Stuffing. Basically, kill A.F. Kay A.S.A.P, and Mulligan for minions that give you a fast start on the board.

BATTLECRIER JINZO

Hero Power:Battle Totem - Passive. All Battlecries trigger twice.

The good news about Battlecrier Jinzo is that you both get to benefit from that passive Hero Power. Assuming you've bagged a few Battlecry cards from you deck you can generate some incredible value out of this encounter. Just watch out for some of his signature cards like Ravaging Ghoul and Bomb Lobber - that stuff can hurt.

Because the boss has a decent amount of both healing and AOE, it's important that you don't over-commit on the board, and just gently snowball a game-ending threat. Always assume the worst, and that you'll need to build another board presence at some point during the encounter.

BINK THE BURGLAR

Hero Power: Coin - 0 Mana. Gain 1 Mana Crystal this turn only.

Bink is one of those enemies you can face very early on in any given Dungeon Run and shouldn't really give you any trouble, regardless of which hero you've chosen. Keep in mind, however, that he can gain The Coin every turn if he decides to, and it's possible to get caught up by this character! Just push to end the match as quickly as possible, throw everything you have at him, and let Bink worry about the trades.

BLACKSEED

Hero Power: Unknown - 0 Mana. Transform a minion into a random one that costs 1 more.

Hero Power: Unknown - 0 Mana. Transform a minion into a random one that costs 3 more.

BRIMSTONE WARDEN

Hero Power:Dispel Ward - 5 Mana Silence your minions.

If that Hero Power looks a bit rubbish, you clearly haven't paid attention to the board. Brimstone Warden begins each match with a total of 4 x 15 / 5 Stone Golems which can't Attack - yet. Your objective is very simple: kill the boss before he can awaken those Golems using that expensive Hero Power.

It is possible to beat this boss using a more control-orientated approach, but keep in mind you're also going to have to handle Poisonous creatures such as Pit Snake and Emperor Cobra along the way. Really though, the face is the place in this tricky encounter.

BRISTLESNARL

Hero Power: Hunter's Call - 3 Mana. Reduce the cost of cards in your hand by 1.

CANDLEBEARD

Hero Power:Charge! 1 Mana. Give a minion Charge.

Hero Power: Charrrrrge!! Passive. After you play a minion, give it Charge.

If Candlebeard shows up earlier on in your run you'll get that weaker Hero Power to deal with, but after Level 6 or so you'll have to contend with an endless volley of charging minions. While the first version of the Hero Power costs 1 Mana, note that the improved version is passive and so applied automatically.

Board control is the name of the game as a result. You can expect Candlebeard to field minions with high Attack but low Health, so it should be relatively easy to pick them off before they can cause too much commotion. Note, however, that he makes use of cards like Ship's Cannon as well - you really want to take this sort of threat down as quickly as you can.

CHRONOMANCER INARA

Hero Power: Stolen Time. 10 Mana. Destroy 3 of your Mana Crystals. Take an extra turn.

Inara's Hero Power is interesting but not the biggest threat you need to worry about in this encounter. More problematic is her Astral Portal card, which will occasionally grant her a disgustingly powerful Legendary card.

If you can control the game and hit Turn 10 with the board in her charge, you should find it very easy to get over the finishing line.

ELDER BRANDLEMAR

Hero Power: Dampen Magic - 2 Mana. Put a Counterspell Secret into the battlefield.

When Brandlemar gains two Mana he will make use of that Hero Power. That means if you can't cast the spell in question on the turn before, you should not keep it during the Mulligan stage. If you have The Coin you can use it to bait out the Counterspell, otherwise be ready to play a spell you care less about, before casting the vital one!

ELDER JARI

Hero Power: Mystic Barrier - 1 Mana. Gain 3 Armor

Elder Jari doesn't show up until later on in a run, and by this time you should have amassed more than enough firepower to overcome that Armor-granting Hero Power. Just be aware that this protection does add up over time, and Jari will begin fielding Taunt minions onto the board in the late-game. Keep the pressure on and just finish this fight as quickly as you can.

FROSTFUR

Hero Power: Freeze - 2 Mana. Freeze a minion

Frostfur assumes the form of a very aggressive Mage, and so it's important you don't get complacent with your Health during the encounter. A couple of Fireballs to the face can quickly knock you out of the Dungeon Run if you're not careful.

As annoying as that Hero Power is, if you're building a bigger and bigger board you should still be able to race this boss to the finishing line - and don't forget that the Hero Power comes with a very wasteful price tag.

FUNGALMANCER FLURGL

Hero Power: Unknown. 2 Mana. Give your minions +1 / +1

GEORGE AND KARL

Hero Power: Divinity. 2 Mana. Give all your minions Divine Shield

This is the Token Paladin format that you're surely familiar with by now, and you should expect a flood of Silver Hand Recruits that become more powerful over time.

The fight is also split into two very different parts. First you fight George with 30 Health and this Hero Power. When he's dead you'll take on Karl who again has 30 Health but also a different Hero Power which summons a pair of 1 / 1 Recruits each time.

As you'd imagine, the most important thing to do is keep that board clear as much as possible. What they don't have out on the board can't be buffed up, after all, and you definitely don't want to have to deal with a board that's full of Divine Shield minions. Even 1 / 1 damage can stack up quickly over time...

GIANT RAT

Hero Power:Rat Race - 2 Mana. Summon two 1 / 1 Rats.

Giant Rat is one of the bosses that you are most likely to encounter very early on in your attempt. He's a bit of a softie all things considered, but be prepared for a Dire World Alpha drop, and a buff / Divine Shield spell that can actually take out one of your bigger minions.

GNOSH THE GREATWORM

Hero Power: Swallow Whole. 2 Mana. Destroy the minion with the highest Attack.

Understanding how that Hero Power works is key to beating Gnosh with ease. Always make sure that he has the strongest minion at any given time, so that he wastes Mana destroying his own board presence.

If you keep that in mind, and only field small bodies onto the board, you should have no trouble whittling this character down in a slow but steady fashion.

GRAVES THE CLERIC

Hero Power: Light's Will - 0 Mana. Restore 2 Health to all minions.

Graves is effectively the Control Priest archetype and he has a lot of AOE to play around with so don't over-extend onto the board. Partial trading is also a bad idea here, as he has a cheap and fast way of healing his minions back up to high health. Expect to see the old favourite combo of Injured Blademaster and Northshire Cleric here.

Your best bet is to focus on gaining the early-game board in any way whatsoever, then finishing Graves fast. Let him do any trading that happens on the board once you're in charge. If you have a way of ping-damaging your own minion, Graves will tend to avoid casting his free healing Hero Power too. Something to think about.

GUTMOOK

Hero Power: Unknown. Passive. Whenever your opponent casts a spell, summon a Tunnel Trogg.

Hero Power: Unknown. Passive. Whenever your opponent casts a spell, draw a card. It costs 1.

This is another boss who'll have you groaning if you've gone down the heavy spell-damage route when building your deck. Encounter him early on in your run and he'll gain a Tunnel Trogg every time you casts a spell. Find him later in the adventure and he'll draw a card when you cast a spell, and the cost of that card is reduced to one Mana. He'll then add loads of Troggs to the board and start casting his own spells.

Your best bet here is to hold back spells until you're very close to the finishing line, and in the meantime simply use any weapons, minions and Hero Power damage you have access to to force down his Health.

IXLID

Hero Power: Sprouting Spore. 2 Mana. Summon an extremely Deadly Spore.

Ixlid represents the Aggro Token Druid format and can buff his minor minions up remarkably well. Once that Hero Power starts being pumped out from Turn 2 onwards, it's vital that you destroy the Spore before it can kill you dead.

You need cheap removal and cheap minions from the very start of the match, so that you always have something to pick off the 1 / 1 Spore with. All it needs is a single touch on your hero to finish the Dungeon Run, after all.

JEERU

Hero Power: Unknown. 1 Mana. Each player draws 3 cards.

KRAXX

Hero Power: Giant Stomp. 2 Mana. Deal 1 damage to all enemy minions.

Kraxx doesn't play many minions of his own but that Hero Power can of course present a serious problem to you over time. Keep a few minions trickling onto the board, but be mindful of his AOE damage and avoid over-committing. This is another encounter where you need to finish as quickly as possible, without going so fast that you run out of resources.

LAVA-FILLED CHAMBER

Hero Power: The Floor is Lava - Passive. After a minion is played, deal 2 damage to it.

LYRIS THE WILD MAGE

Hero Power: Arcane Infusion - 1 Mana. Add Arcane Missiles to your hand.

The biggest problem with fighting Lyris is the ridiculous number of Flamewakers which she starts summoning pretty much from three Mana onwards. In fact we believe she has an endless supply of these minions to play with (and apparently a Archmage Antonidas too - top trolling).

It's really important that you gain board presence fast against this boss, as she won't be able to do much before Turn 3. From there you'll have to control the board and hope to field minions with decent Health tallies. The idea is to get to a point where you have enough strength on the board to deal with new Flamewakers and start chipping the boss's Health down.

OVERSEER MOGARK

Hero Power: Unknown. 1 Mana. Deal 1 damage to a friendly minion and give it +2 Attack.

Hero Power: Unknown. 1 Mana. Deal 1 damage to a friendly minion and give it +5 Attack.

You can face two versions of Overseer Mogark. Find him early on in the Dungeon Run and his Hero Power will dish out one damage to a minion but increase its Attack by two points. Later on, however, the buff increase to five points - serious business.

Note that he includes lots of zero Attack minions that have a beneficial - to Mogark - Deathrattle. Be ready for cards like Devilsaur Egg and Frothing Berserker here.

THE MOTHERGLOOP

Official description: Don't let its growing, gooey friends get out of hand.

MUSHHUCKSTER MAX

Hero Power: Mushroom, Mushroom - 2 Mana. Craft a custom Mushroom Potion

An interesting note about Mushhuckster Max that we learned from the recent livestream with Ben Brode and Day9. All of Mushhuckster's potions are drawn from 1-Mana brews created by Kazakus.

PATHMAKER HAMM

Hero Power: Unstable Explosion - 1 Mana. Deal 1 damage to two random enemies.

Hero Power: Unstable Explosion - 2 Mana. Deal 2 damage to three random enemies.

This guy is seriously, seriously annoying and if you encounter him with the wrong kind of deck you're pretty screwed. Encounter him early on and his Hero Power will dish out one point of damage to two random enemies. Later on the cost of this Hero Power doubles but he does two damage to three enemies to compensate for the higher cost.

The interesting thing about Hamm is that his Hero Power is effectively passive and so it will go off each and every turn. If you've no minions on the board then your face will take one hit but no more than that. The exception to this comes from the many, many Mad Bombers this guys packs in. They'll happily pummel your face all day long.

RUSSELL THE BARD

Hero Power: Alluring Tune - 2 Mana. Gain Control of an enemy minion with 2 or less Attack.

Russell the Bard's Potion of Madness-like Hero Power can really wreck your early-game and it goes without saying there's no point giving him anything for free. The trick here is to try and remove his own large threats while being mindful of the Lesser Onyx Spellstone he packs.

Watch out for Antique Healbot as well as you approach the finishing line. Like all of these bosses, Russel The Bard always seems to have the one thing you don't want to run into right now - and that minion brings him right back into the game.

SERIONA

Hero Power: Fading Light - 2 Mana. Give a minion -1 Attack.

Seriona is a Dragon Priest and you should expect to see all the most annoying cards that this entails: Book Wyrm, Duskbreaker and so on. You need to keep fielding minions onto the board to nullify Seriona's Hero Power, but be mindful of AOE board clears and try to keep a little something back rather than going all-in.

Something else to consider here is the risk of fielding low Attack mininos. She can keep pushing that Attack value down, and eventually leave you with a useless minion that only clogs up your board for you - not good. You should also be mindful of the healing spells Seriona has, and save your fast burst damage for getting over the finishing line.

SPIRITSEEKER AZUN

Hero Power:Totem of the Dead - Passive Your Deathrattles trigger twice.

This is the Dungeon Run's Quest Priest, and so Azun is keen as mustard to see his Deathrattles go off multiple times. Watch out for cards like Tortollan Shellraiser, Shifting Shade and Anubisath Sentinel. The simple advice? Finish this one as quickly as you can because he's only going to present you with more problems, the longer the match in question goes on.

TAD

Hero Power: Catch and Release - 0 Mana. Summon a random minion from your deck.

Tad has ten cards in his hand at the start of the match and uses his Hero power in order to bring a randomly selected creature into play. Specifically, he'll gain a minion equal to the Turn number in question. Here's his deck composition:

  • Emerald Hive Queen
  • Millhouse Manastorm
  • Starving Crab
  • Flamewreathed Faceless
  • Earth Elemental
  • Cairne Bloodhoof
  • Swamp King Dred
  • Ragnaros the Firelord
  • King Krush
  • Tyrantus

There's a bonus objective here. If Tad reaches Turn 11 without taking damage (meaning you'll have to kill Starting Crab straight away when it shows up), Tad will summon a Sunken Chest. This contains a bonus Treasure card called Tad's Pole!

THADOCK THE THIEF

Hero Power: Unknown - 1 Mana. Return a friendly minion to your hand.

This is Quest Rogue! You know what to do here. Race them to the finishing line and don't leave anything up on their side of the board as they approach the Quest triggering phase of the fight. It'll be very hard to bounce back and win the match otherwise, especially if you get Thaddock relatively early on.

TRAPPED ROOM

Hero Power: Alarm. Passive Hero Power. Whenever you reveal a Secret, summon a 3 / 3 Sawblade.

Urgh. The developer weren't kidding at BlizzCon when they said this was one of the toughest encounters in Dungeon Run. It's so tricky, in fact, that it's specifically tuned to show up less often than some of the others.

To compensate somewhat for the increased challenge, Trapped Room starts off with just 40 Health which is some way lower than that of the other bosses you'll face around this level. Not only does the boss have access to Secrets from across the entire multi-class collection, it can also make use of powerful cards like Secretkeeper and Ethereal Arcanist.

You need a lot of luck to survive this encounter, although a solid knowledge of how to probe for Secrets has obvious advantages here. The good news is that another of the boss's minions - Shroomsayer - provides neat AOE damage to all minions, assuming you can find a way of doing partial damage to it.

Good luck, basically. This is one of the stinkers Blizzard has thrown in to give Dungeon Run its true roguelike flavour! Sometimes you're just going to find yourself running into this brick wall, but it is possible to beat it.

TREASURE ROOM

Hero Power: 5 Mana. End the game.

VOODOOMAKER HEX

Hero Power: Unknown - Passive. Your Battlecries and Deathrattles trigger twice.

This character's Hero Power causes all Deathrattles and Battlecries to go off twice! This character originally had an optimised deck that made the fight far too tough so they redesigned it for maximum chaos. Expect anarchy thanks to cards like Abomination.

WAXMANCER STERMY

Hero Power: Sculpt Wax - 1 Mana. Summon a 1 / 1 copy of a minion.

Hero Power: Harden Sculpture - 3 Mana. Summon a copy of a minion.

This is another boss that can show up at different stages of your run, and have a slightly different Hero Power depending on when you run into him. Early on he can summon a 1 / 1 copy of one of his minions or yours. Later on the cost of casting this Hero Power increases to three but allows him to summon an identical version of any minion.

The danger with this latter version is you summon your absolutely amazing, super-win minion and Sturmi makes a version of it for himself. Do not play into this devious game, at least until you've got the boss near death and can afford to take a calculated risk by playing a few of your larger minions. You won't win a pure value game against this boss though, so don't try to!

WEE WHELP

Hero Power: Baby Breath - 2 Mana. Deal 2 damage.

Like Giant Rat this is an incredibly simple encounter to deal with and you'll only encounter this creature in the early stages of any given run. Just be aware that at some point it is possible for this boss to gain access to Dragon's Breath!

WHOMPWHISKER

Hero Power: Join the Fray - 2 Mana. Both players Recruit a minion.

This expansion is all about Big archetypes, and Whompwhisker is the Dungeon Run character who best epitomises that approach. Two things to consider here.

First, although the boss does have quite a lot of big minions, he also has some rather mediocre ones to draw into as well - it's by no means a lost cause. Secondly, when he casts his Hero Power you get the first chance to gain initiative with your summoned minion, so punish him by wasting his Mana usage and making a favourable trade on the board.

Best Dungeon Run Passive Upgrades - Tier List

General Ranking

The following Passive upgrades all provide a general advantage to whatever deck you happen to be building, and so can be ranked against one another reasonably well. There is of course a lot of variance to be taken into account based on the deck you happen to be building in any given run!

9. Cloak of Invisibility. Why are we putting this in bottom slot? Although it seems fantastically powerful to be able to give your minions permanent stealth, it means the enemy can only target one thing with its minions, spells and hero power damage - you.

8. Potion of Vitality. This doubles your hero's starting health, but health is of course just another resource to sacrifice to win the board and the game. Might be good to pad out later on, but ultimately you want something with a more immediate impact on the tempo of the game.

7. Small Backpacks. Card draw is useful, but it does not directly impact the board or the tempo of the game. Might not pay off big enough if you already have cards to play on curve. Provides flexibility and more draw if you're running very aggressively, but aggro decks are unlikely to get you all the way to the end of the Dungeon Run.

6. Mysterious Tome. Provides solid tempo and puts more effects into play quickly. Unfortunately, random Secrets aren't necessarily good, especially Paladin early game Secrets. Mage Secrets are better, and Hunter's aren't bad, but with no influence over the timing of each Secret being cast it's not as good as it looks at first glance.

5. Glyph of Warding. A big tempo advantage for you as it makes all of your opponent's minions cost one Mana more. The downside here is that the bosses gain much of their strength from their hero power which is unaffected by this card. They also have big spells and minions to play around with.

4. Crystal Gem. This is going to be very useful regardless of the kind of deck you're building, although it goes without saying that decks looking to ramp into a bigger late-game do particularly well out of this Passive. Still, being even one Mana Crystal ahead in the early-game can provide a huge swing with the right starting hand. Make sure you factor this extra resource into your Mulligan though.

3. Khadgar's Scrying Orb. This puts the power squarely in your camp, allowing you to build a big spell deck as you make your way through the dungeon. Minions costing less would be a lot more valuable, but this is nevertheless a very powerful card that you can use to inform your deck-building approach.

2. Justicar's Ring. This upgrades your hero power in the same way as Justicar Trueheart did back in the day. By reducing your hero power cost as well, you end up with a hugely consistent advantage across all boss fights you're going to run into during the Dungeon Run.

1. Captured Flag. Providing all your minions with +1 / +1 is like a Prince Keleseth that always delivers, and if you've been playing much Hearthstone over the last couple of months then you'll know how insanely powerful that prospect is. Not only does this provide a buff to the deck you've already built (usually), you can use this card to inform your future picks as well.

You'll have the chance to unlock two passive upgrades across the entirety of each run. These might boost up your minions, weaken the opponent's, or provide some other benefit.

Conditional Passives

The following Passive upgrades are all extremely potent in the right deck, but are so conditional on being in that correct deck that they resist overall ranking. Be mindful of the direction your deck is starting to take as the following could give you an advantage way beyond that provided by our general ranking list.

  • Battle Totem. Your Battlecries trigger twice.
  • Grommash's Armguards. Your weapons cost 1.
  • Robe of the Magi. Spell Damage + 3
  • Scepter of Summoning. Your minions that cost 5 or more cost 5.
  • Totem of the Dead. Your Deathrattles trigger twice.

Best Dungeon Run Treasures - Tier List

We originally featured a hard ranking of the Dungeon Run Treasures in this section but around 20 more were revealed after launch and it's proving tricky to provide an overall hard ranking.

We're in the process of adding our thoughts on each one, however, so you can use the following information to guide your choice between the three that are presented to you.

Bag of Coins. At the end of the day, adding lots of Coins is great but at the start of the game it only means you can play a big card or two, and in doing so likely empty your hand and lose card advantage. There are better ways, using other Treasures, to bring extra minions into play. It's powerful, but not nearly as powerful as the other options.

Boots of Haste. Much like the Bag of Coins it provides tempo advantage, but you need to have a solid hand to gain value from it. Note also that if the opponent can clear the board after you've just emptied your hand, you are losing a huge amount of card advantage. Very risky until we know more about all of the bosses contained in Dungeon Run.

Gloves of Mugging. Note the use of the word Steal here - you not only get the opponent's cards, you deny them the use of those cards at the same time! It's a huge power swing, and remember that AI bosses often have disgustingly overpowered minions. The card advantage alone makes this incredibly useful, and could combo well with Boots of Haste.

Horn of Cenarius. This will allow you to develop lots of minions on the board without starving your hand of resources. Even though it costs a bit more than Boots of Haste, it represents more value over the long run, and is less risky when it comes to exposing yourself to enemy board clears.

Rod of Roasting. A very expensive card with an effect which might just as easily destroy your own hero. Late into a Dungeon Run if you lose, you're losing the whole run - it's just too risky. Yes you can double your health with the Potion of Vitality, but for the most part this is a case of too much risk, not enough reward (on average).

Vorpal Dagger. The ability to remove up to four minions in any given turn with your weapon, and sacrificing only your Health to do so, is incredible but not as good as some of the other Treasures. Consider also that you may have to hit some extremely beefy minions and leave your hero very exposed to lethal damage. Again, it's not that this is bad, just that there are even better options!

Wand of Disintegration. A fantastic card that clears out the enemy's board presence, silencing any Deathrattle effects first and guaranteeing board advantage. When you consider the roguelike nature of Dungeon Run (where one mistake can end your attempt), having this kind of tool in your backpocket will likely be a huge deal.

Wax Rager. The Deathrattle on this minion is the secret sauce because every time you sacrifice it, you get it returned to the board for use all over again. Only Silence effects are going to stop this creature from doing its thing, and so it represents insane amounts of value over the course of a game.

Wish. The text for this card speaks for itself, and there is simply nothing else in this list that provides more value. It's like Reno Jackson on steroids, bringing you back from the brink of disaster and filling your board with Legendaries. Yes you might get some duffs in the mix, but odds are you're going to get at least half a board of awesome stuff!

Here are the remaining Treasures that have been revealed since launch. We'll have insight into each one in a future update to our Dungeon Run guide. In the meantime, do share your thoughts on the power of each one in the comments - we'd love to hear how you've been getting on with them!

  • Aleatoric Cube - 2 Mana. Shuffle both decks together and give half to each player. Your cards cost 2 less.
  • Amulet of Domination - 2 Mana. Take control of an enemy minion. Add it to your Dungeon Deck.
  • Bag of Stuffing - 1 Mana. Draw cards until your hand is full.
  • Blade of Quel'Delar - 1 Mana. 3 Attack. 3 Durability.
  • Dr. Boom's Boombox - 4 Mana. Summon 7 Boom Bots.
  • Embers of Ragnaros - 3 Mana. Shoot three Fireballs at random enemies that deal 8 damage each.
  • Golden Kobold - 3 Mana - 6 Attack - 6 Health. Taunt. Battlecry: Replace your hand with Legendary minions.
  • Greedy Pickaxe - 2 Mana - 3 Attack - 2 Durability. After your hero attacks, gain an empty Mana Crystal.
  • Hilt of Quel'Delar - 1 Mana - Give a minion +3 / +3.
  • Orb of Destruction - 3 Mana - Destroy 2 of your opponent's Mana Crystals and they discard 2 cards.
  • Portable Forge - 1 Mana - Discover a random Legendary weapon and equip it.
  • Portable Ice Wall - 1 Mana - 3 Attack - 15 Health. Taunt. Can't Attack. Freeze any character damaged by this minion.
  • Primordial Wand - 4 Mana - Adapt a friendly minion. Repeat for each Boss you've defeated this run.
  • Quel'Delar - 1 Mana. 6 Attack - 6 Durability. After your hero attacks, deal 6 damage to all enemies. [Gained by combining Hilt of Quel'Delar with Blade of Quel-Delar.]
  • Shifting Hourglass - 7 Mana. Take an extra turn. Costs 1 less for each Boss you've defeated this run.
  • Scroll of Confusion - 0 Mana. Each minion randomly chooses a side of the battlefield.
  • THE CANDLE - 1 Mana. Deal 4 damage to all enemy minions. Shuffle this into your deck.
  • Wondrous Wand - 3 Mana. Draw 3 cards. They cost 0.

Best Hero Choice and Deck Building

In this section of our Dungeon Run guide we're going to start adding information about the best hero to select, and how you should then go about building your deck around each one's strengths and weaknesses.

If you've played much Dungeon Run, you'll have noticed you get what are called "buckets" of cards you can add to your deck. Our next update will contain advice for combining card buckets, but for now here's a list of all the ones we know about (the title should give you a pretty big hint about what's contained in them!):

DruidHunterMage
BalanceBeast TrainingArcane
Cult of C'ThunBig BeastsBig Spells
Jade FangsDeathrattleChaos
Jungle KingDefenseDefense
Jungle QuestLegendaryElementals
Mana GrowthSecretsFire
Natural DefenseShotsFrost
RestorationSmugglersGiant Army
StampedeSummonerHeroic Power
StompTrackerLegendary
TauntWeaponsLost Secrets
Wise DecisionsWee BeastsMagical Friends
------Unique
PaladinPriestRogue
Divine ShieldBag of TricksAdrenaline Rush
Dragon MasterCombo CasterAssassin
HealingCult of C'ThunCult of C'Thun
Helping HandDisciplineDeath Dealer
JusticeDominationEvasive
LegendaryDragon PriestExhaustion
Many BlessingElementalsGreed
MurlocsHolyJade Lotus
Sacred ArmsLast RitesOutlaws
SecretsResurrectionThief
Silver HandShadow---
TauntUnique---
ShamanWarlockWarrior
DestructionBloodArmor
ElementalsCult of C'ThunBerserker
FarseerDestructionCharge!
FrostDire DemonsDragon Heart
Jade LotusDiscardEverybody Hurts
MechanizedHuge HandLegendary
MurlocsLifestealPirates
MutationsLittle LegionRe-Enforcer
OverloadSacrificeRecruiter
RestorationSwarmSmash!
TotemsTauntTaunt
---UniqueWeapons

Dungeon Run rewards

If you manage to beat Dungeon Run with all nine heroes, you'll unlock the special Candle King card back. Here's what it looks like!

Having originally claimed that Dungeon Run would not provide any rewards beyond the exclusive card back for the first completion, there will be Unique and Daily Quests associated with the mode!

The Unique Quests are built around your first few attempts at Dungeon Run and will appear sequentially as you work your way through them. Here's how they break down:

  • 1. Begin a Dungeon Run. Reward: One Kobold and Catacombs Card Pack.
  • 2. Defeat 5 Dungeon Run Bosses. Reward: One Kobold and Catacombs Card Pack.
  • 3. Defeat 10 Dungeon Run Bosses. Reward: One Kobold and Catacombs Card Pack.

In addition, a new Daily Quest is being added to the general rotation. It's called Spelunker, and whenever it shows up you'll receive one Classic card pack for beating a total of five Dungeon Run bosses. It's a very cool way of helping new players catch up in particular and a welcome move from the team.

Dungeon Run General FAQ

Here's the basic overview of everything we currently know about Dungeon Run.

  • The mode will be completely free to play and you won't need a single card in your collection to enjoy it.
  • Blizzard has described the new mode as a rogue-like component for the game.
  • It's been described as the most replayable content ever released for Hearthstone.
  • At the start of the run you'll only have 15 Health and just 10 cards in your deck.
  • You'll earn new cards for your deck as you attempt to beat eight bosses drawn from an overall pool of 48!
  • When you beat a boss, you'll be presented with three card bundle options containing three cards each. The cards within each group will have a certain synergy with one another. The card pack you choose is then added to your existing deck list.
  • The eight bosses are randomly chosen at the start of any given run. If you get beaten before you've eliminated all eight, you'll lose all of the cards you've accumulated and get kicked back to the start!
  • If you do manage to beat Dungeon Run with all nine classes, you'll receive a special Candle King card back.

What is a roguelike?

In case you're unfamiliar with the term, a roguelike is an RPG containing a huge amount of random variation. Every time you play through, you can expect things to be very different based on the enemies you encounter and the loot (ie cards and bonuses - see below) that you accumulate along the way. Permanent death is a core feature of the game type, which means when you die you start all over again!

How will the difficulty change as you beat bosses?

In terms of difficulty, note that the bosses you face as you head deeper into the dungeon will bcome more difficulty. It's not yet clear whether certain bosses are easier to defeat than others by design, or whether the stats get tweaked the deeper you go. We'll update this section of our guide with more detail just as soon as we have it.

To ensure that you maintain some kind of edge in these encounters, Blizzard is introducing a number of extra boosts that you'll be able to unlock during each run. Some of these are passive - and so provide an automatic background advantage - while others will have to be used strategically, as and when the best moment to do so presents itself.

What decks do you receive at the start?

A little bit more information about the nature of starting a Dungeon Run has emerged since Blizzcon.

Most importantly of all, we've learned that each class will have its own set of ten starting cards as the foundations of the deck. You shouldn't expect this to be a particularly powerful collection of cards, but it will contain a mixture of cards suitable for the class in question. We know that the Priest will have Mind Blast, for example, while the Mage has Fireball.

Although you'll start off with these initial cards, it's important to note that the actual run itself will be different on each attempt. For this reason, you'll need to carefully craft your deck around the card options you're presented with after beating each boss.

Achieving a balanced deck sounds like it will be quite difficult, so you'll instead be looking to shore up your weaknesses and build a somewhat synergistic deck by the sounds of things. In this sense, and although we don't believe you'll know the name and nature of upcoming bosses, it's a bit like trying to craft a solid Arena deck.,

That's all the extra insight we have on the start of each run for now, but we'll continue updating our Dungeon Run guide between now and the run-up to launch. Stay tuned for more details on what to expect once you've stepped inside Hearthstone's new PVE content!

Trivia

The original design of the Cloak of Invisibiltiy upgrade was that Stealth would behave as normal, and be broken once the minion in question had attacked.

The implementation was buggy, however, and the minions gained Stealth permanently and even after attacking! The team decided to keep it, but consider that if this sounds overpowered all the boss can do is throw everything they've got at your hero instead.

Because of this unexpected downside, you'll need to build your deck around the Cloak of Invisibility and provide your opponent with more protection. It'll definitely change the way you play the rest of your run and we're promised it's like playing a completely different kind of Hearthstone.

Dungeon Run Gameplay Video

Here's a video of Disguised Toast playing the new content straight from the BlizzCon showfloor. Note that there's no commentary here, and it's naturally full of spoilers so if you're hoping to go in blind, best to look away.

We've also uncovered a little gameplay footage from the Hearthstone Inn-vitational that was held at BlizzCon a couple of weekends ago. Here's the Grimestreet Grifters setting foot inside their very first Dungeon Run:

Finally, here are some screenshots of the Dungeon Run UI that were released by Blizzard over the BlizzCon weekend.

That's everything we've got for now! Expect many updates to this guide in the weeks between now and the launch of Kobolds and Catacombs at the start of December.

Sours: https://www.metabomb.net/hearthstone/gameplay-guides/hearthstone-dungeon-run-guide-kobolds-and-catacombs-3
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Surviving Dungeon Run in Hearthstone's Kobolds & Catacombs at BlizzCon 2017

Hearthstone was expected to get a new expansion at BlizzCon, as it usually does. But something was different this time around. Yes, Kobolds & Catacombs will feature all-new cards, along with some new mechanics. That's still the same. No, something else is different.

It's the new single-player content, which goes beyond the normal Hearthstone structure of taking on a handful of bosses each week. For this expansion, Hearthstone is introducing Dungeon Run, in which players take on a handful of random bosses using decks that are constructed over the course of their run. It's the first Hearthstone roguelike and Shacknews got a chance to go hands-on with this new game mode.

The demo station at BlizzCon had three "pre-built" decks available for Dungeon Run. And the reason "pre-built" is in quotes is because it starts out with a small handful of cards, with the player building out from there after each successful victory. The session starts off with bare bones decks and with both sides having small amounts of health. The boss difficulty, deck strengths, starting health, and abilities all intensify over the course of the session. It'll help players to be familiar with all of Hearthstone's expansions to this point, because all Wild cards will be in play.

To start things off, I played as the Mage. As one would expect, the Mage's offensive spells made the first game (against a Giant Rat) a breeze, even with only 10 health. Since the boss only had 10 Health himself, it was easy to reel off a quick Fireball spell. That's one thing to note about these Dungeon Run games. They can be quick affairs and, more often than not, will end in less than ten turns.

After defeating a boss, it was time to pick a passive ability. I selected the Mysterious Tome, which would place three random Secrets on the board at the start of every subsequent game. To my surprise, this effect wasn't limited to Mage Secrets. I was also getting Hunter and Paladin Secrets, which were handy against the second boss. After beating this second boss, I was given the choice of a powerful spell. I picked a card called "Wish" and pocketed it for the final boss, Blacksteed.

Blacksteed was a clear indication that Dungeon Run isn't going to mess around in the later stages. Blacksteed was not only able to fill the board, but he had a 0-mana Hero Power that would evolve any of his minions. He also had some crazy board clears, like Swipe and Ultimate Infestation at his disposal. During my Mage run, I was able to use my Wish card as a last resort. This card allowed me to fill my board with Legendary minions and completely heal my hero back to 30 Health. With Sylvanas Windrunner, Soggoth the Slitherer, and Sindragosa all on the board, winning this was a breeze.

Winning with the Warrior wasn't quite so easy. Blacksteed was able to find counters to many of my minions and was able to score with some lucky RNG. Skilled use of cards like Bomb Squad, along with evolving into Charge minions was enough to end my Warrior's day, which in the final release would mean I'd have to start from scratch.

Part of the reason my Warrior didn't fare so well was because my deck-building had gotten sloppy and that's one of the challenges of Dungeon Run. In addition to passive and special spell card rewards, players earn their choice of additional Wild cards to add to their deck. All of them will adhere to a special synergy. For example, the Priest can pick a handful of Elementals, while the Mage can choose between burn spells or Secrets. Sticking with this synergy can lead to some powerful decks, but as with most everything Hearthstone, luck is going to be a factor, as well. Surviving the Dungeon Run not only means building a powerful deck, but also hoping that you won't bump into a particular boss that proves to be a hard counter for that deck.

While Dungeon Run has proven to be plenty challenging, there are some AI hiccups that I noticed with a few of the bosses. For example, an early boss used a Bestial Wrath on a minion he had just played, essentially making it a wasted play. Later, Blacksteed used a Recycle spell on my Sindragosa, which just meant I could play it again later and enjoy the full benefit of its Battlecry. I'm hopeful these AI tics won't be common, because Dungeon Run has the potential to be intensely challenging if bosses are running on all cylinders.

One other thing to note about Dungeon Run is that the rewards for completing it aren't clear. During the "Hearthstone: What's Next?" panel, however, it was noted that players would get something special for completing the game mode with all nine classes. If that reward is anything substantial, then put your thinking caps on. Dungeon Run won't be an easy ride and it's certainly a welcome challenge in Hearthstone.

Look for Dungeon Run to debut with Kobolds & Catacombs sometime in December.

Ozzie has been playing video games since picking up his first NES controller at age 5. He has been into games ever since, only briefly stepping away during his college years. But he was pulled back in after spending years in QA circles for both THQ and Activision, mostly spending time helping to push forward the Guitar Hero series at its peak. Ozzie has become a big fan of platformers, puzzle games, shooters, and RPGs, just to name a few genres, but he’s also a huge sucker for anything with a good, compelling narrative behind it. Because what are video games if you can't enjoy a good story with a fresh Cherry Coke?

Sours: https://www.shacknews.com/article/101997/surviving-dungeon-run-in-hearthstones-kobolds--catacombs-at-blizzcon-2017

Mage Dungeon Run Class Guide

BucketRatingCommentsFireExcellentFire is an excellent bucket for any deck and contains the most powerful removal spells like Fireball, Firelands Portal, and Flamestrike.Magical FriendsExcellentMagical Friends contains most Mage minions, and has excellent minions like Mana Wyrm, Sorcerer's Apprentice, Flamewaker, and Azure Drake. It is even more powerful if you have the Cloak of Invisibility Treasure to protect your minions.ArcaneAverageArcane contains most of the Mage utility spells, in particularly you should look out for Arcane Missiles, Arcane Intellect, and Polymorph.Big SpellsAverageBig Spells contains all Mage spells that cost 5 or More Mana in addition to Spiteful Summoner, Dragoncaller Alanna, and Grand Archivist. As it can be hard to get enough big spells to synergise with the minions, this bucket should only be picked for its high-value spells like Flamestrike and Meteor.ChaosAverageChaos contains all of the cards that generates random Mage spells in addition to the Open the Waygate Quest. It is not recommended to pick up the Quest unless you plan on fully committing to Chaos. Most of the card choices are reasonable with Primordial Glyph and Unstable Portal being exceptionally powerful.DefenseAverageDefense contains all Mages defensive tools such as Frost Nova, Blizzard, and Doomsayer in addition to Antique Healbot and Sludge Belcher. This bucket is good if you wish to play a Control Mage and is excellent in combination with Giant Army buckets.ElementalsAverageElementals is the only real alternative bucket to Magical Friends for early-game minions. It contains most Elementals in the game, including Ragnaros the Firelord and Baron Geddon, and Frost Lich Jaina. You must be willing to pick many Elementals buckets throughout your Dungeon Run to ensure you are able to consistently get Elemental synergy.FrostAverageFrost contains all Mage Freeze effects and is rather underwhelming due to how weak Freezing effects are. However it has the potential to offer Frostbolt and Water Elemental which are both excellent choices.Giant ArmyAverageGiant Army can be a potentially strong bucket, especially if you pick up the Scepter of Summoning Treasure. Giant Army requires full commitment to a control strategy and works well in combination with Defense buckets.Heroic PowerAverageHeroic Power offers a range of ways to empower the Mage Hero Power in addition to multiple Inspire minions, which work well with the Justicar's Ring Treasure. Fallen Hero and Frost Lich Jaina are also good choices from the bucket that can be used in any deck.LegendaryAverageThe Legendary bucket can potentially offer any Legendary minions and has very high variance as a result. As most Legendary minions have a high Mana Cost, it can be an excellent choice if you have picked up the Scepter of Summoning Treasure.Lost SecretsBadLost Secrets contains all Mage Secrets in addition to minions like Mad Scientist, Arcanologist, and Kabal Crystal Runner. The bucket is only worth considering if Mad Scientist is offered alongside a reasonable Secret like Mirror Entity or Counterspell.UniqueBadThe Unique bucket will offer you Reno Jackson, Kazakus, and Inkmaster Solia in addition to random cards you do not already have in your deck. This bucket is generally not worth it as effects of the unique minions generally do not outweigh the potential value you can get from having many copies of other powerful minions you can pick up in your Dungeon Run.
Sours: https://www.icy-veins.com/hearthstone/mage-dungeon-run-class-guide

Dungeon run mage hearthstone

Last December, we kicked off the Dungeon Run Challenge alongside the launch of Hearthstone: Kobolds and Catacombs. Over $30,000 in prizes are at stake, and now that the dust has settled, only the most worthy and cunning remain. Now we begin Phase Two of the Challenge: a Sudden Death Survival Round tiebreaker with the following 22 broadcasters:

9 attempts: TrumpSC, Freaky4lol

10 attempts: Noblord, MascaHS, Cdw1, Loyan, Tempo_, BaccoHS, BloodyFaceHS

11 attempts: AmazHS, DisguisedToastHS, itsHafu, TheEnclase, Chakki_HS, Mef_f, LanguageHacker, Crumpledpauper, itisBalbin, BoarControlHS, Siostrzon, D1b_, Sonecarox

For Phase Two, our finalists will once again clear the Dungeon Run and obtain the Candle King cardback. This time they get only one full run attempt, so there are no account resets or server switches.

There are nine classes to clear in Dungeon Run, and each will count as a separate round. However many attempts they take to clear a class will count as their “score” for that round. In sudden-death survival style, finalists scores will be prioritized of their scores. This means the later in the runs they fail, the stronger their tiebreaker score will be. The top three nine-round score in chronological order of clear will be declared the winners!

Example Phase 2 score

John starts on a fresh account and decides to start with Warrior. He clears all nine classes in seven hours in the following order and gets these results:

Warrior — 1 attempt

Shaman — 1 attempt

Rogue — 1 attempt

Paladin — 1 attempt

Hunter — 2 attempts

Druid — 1 attempt

Warlock — 3 attempts

Mage — 2 attempts

Priest — 1 attempt

Thus, John’s tiebreaker will be 1, 1, 1, 1, 2, 1, 3, 2, 1.

This means that if by the 5th round everyone else has failed at least once, he is guaranteed to be the 1st place winner because no one else has survived that long without failure.

However, if all other competitors tie until the 6th class with just one attempt per class, this means John will not land in the top three.

Each finalist will have four days to clear the Dungeon run mode on a new account. Every defeat or retire will count as an additional attempt. The three best scores in the Survival rounds will be declared the winners. If necessary, in the event of a tie, further scheduled tiebreakers will be announced.

The first place winner will receive $15,000. The runner up will receive $10,000. And third place will take home $5,000.

Phase Two of the Challenge begins at on Friday January 12th, 12:00:00 AM PST and will conclude on Monday January 15th at 11:59PM PST. Any submission after the deadline will be invalid. If you want to watch along, we’ll update the “Dungeon Run Challenge” Community tab where you can find all the broadcasters participating in Phase Two. Hit the “follow” tab to receive updates on the action!

For full info on the Dungeon Run Challenge, click here.

Sours: https://blog.twitch.tv/en/2018/01/12/the-hearthstone-dungeon-run-challenge-finale-is-here-993888dc0afe/
HearthStone Dungeon Run Mage (Completed)

Dungeon Run is a free single-player game mode added with the release of the Kobolds & Catacombs expansion on December 7, 2017.

Rules[]

  • The objective of the Dungeon Run is to defeat eight bosses of increasing difficulty to win the run.
  • If the player beats the run with a given class, the class is given a crown on the selection page.
  • Once the player has beaten the run with all nine classes, the player is rewarded with the Candle King card back!
  • The player begins with a collection of ten cards, consisting of different cards for each class.
  • The player starts on 15 Health, and gains an additional 5 Health per defeated boss, up to 50 Health for the eighth, and final boss.
  • After rounds 1 and 5, the player receives a Passive buff, selected from one of three random passive buffs from the pool of Passives. (listed below)
  • These passives give a permanent effect to the player for the rest of the run. These are applied at the start of the match, meaning some buffs that affect cards will not affect cards added to your hand or deck later in the game.
  • After rounds 3 and 7, the player receives a Treasure card, selected from one of three random cards from the pool of Treasure cards. (listed below) These are very powerful cards, and often have low mana costs.
  • After each round, the player is offered three bundles of three cards each. The player can only select one of these three bundles. This allows the player to increase their deck size in tandem with the boss' decks increasing in size.
    • The bundles are often themed or synergize well with each other. Many of these bundles are class specific, feeding into the popular archetypes available to that class up to the release of Kobolds and Catacombs.
      • For example, Mage is often rewarded with bundles that encourage spell synergy, fire themed cards, and frost themed cards, among others. You can find more below.
  • Should a game end in a tie, the player will encounter another boss of the same difficulty level.[1]
  • The player always goes first. The enemy also does not get The Coin. On the final round, the boss starts with 2 mana crystals.

Starting Cards[]

Upon starting a fresh Dungeon Run, a player is given a deck of 10 cards. These decks are always the same for that class. Each deck runs one copy of each of the cards in the below lists.

Treasure Cards[]

Passive[]

Battle Totem(77224).png
Captured Flag(77197).png
Cloak of Invisibility(77205).png
Crystal Gem(77168).png
Glyph of Warding(77203).png
Grommash's Armguards(77183).png
Justicar's Ring(77169).png
Khadgar's Scrying Orb(77191).png
Mysterious Tome(77208).png
Potion of Vitality(77167).png
Robe of the Magi(77193).png
Scepter of Summoning(77171).png
Small Backpacks(77173).png
Totem of the Dead(77223).png

Active[]

Archmage Staff(77185).png
Bag of Coins(77211).png
Scroll of Confusion(77214).png
Bag of Stuffing(77190).png
Blade of Quel'Delar(77218).png
Boots of Haste(77177).png
Gloves of Mugging(77209).png
Hilt of Quel'Delar(77219).png
Loyal Sidekick(77201).png
Magic Mirror(77179).png
Mask of Mimicry(77225).png
Party Portal(77181).png
Portable Forge(77126).png
Portable Ice Wall(77195).png
THE CANDLE(77222).png
Quel'Delar(77217).png
Greedy Pickaxe(77210).png
Vorpal Dagger(77188).png
Horn of Cenarius(77212).png
Aleatoric Cube(77186).png
Amulet of Domination(77174).png
Embers of Ragnaros(77196).png
Wondrous Wand(73347).png
Golden Kobold(27212).png
Orb of Destruction(77176).png
Wand of Disintegration(77175).png
Wax Rager(77215).png
Dr. Boom's Boombox(77213).png
Primordial Wand(77182).png
Shifting Hourglass(77202).png
Rod of Roasting(77189).png
Wish(77180).png

Card Bundles[]

Note to editors: The data for this section is available at this reference: Hearthpwn source. All we need to do is copy it into our format.

After each win, the player gets to choose three cards to add to their deck. The three cards chosen belong to the same bundle, being selected from it randomly; the player then chooses one selection of three cards from three options. Each selection may contain multiple copies of the same card.[2]

Uniquepacks of Mage, Priest and Warlock contain all existing cards of these classes including the newer expansions.

Druid[]

Hunter[]

Mage[]

Sours: https://hearthstone.fandom.com/wiki/Dungeon_Run

Similar news:

The best Hearthstone Kobolds & Catacombs decks to try so far

Hearthstone’s latest expansion, Kobolds & Catacombs, landed late last week, and if you’ve tried to get a hold of me in that time, I apologize. I’ve been completely preoccupied running Dungeon Run after Dungeon Run. For those unaware, Dungeon Run is the free singleplayer mode from the set which combines some of the best parts of Arena with classic dungeon crawlers. It’s a blast and I highly recommend it.

We’ll have more about that later this week. Today I want to talk about the decks already shaking up Standard. I’ve picked some of the coolest and most unique decks that I’ve seen for each class, focusing on a mixture of fun and potency. Some of them only include a few new cards while others are brand new archetypes, but they all have something interesting going on.

Kolento’s Big Ramp Druid  

greedy sprite

This innocuous 3/1 is the next in a long line of minions that helps Druid do what Druid does best: cheat out Mana crystals. 

Druid is doing what it does best in the post-K&C world: ramping into one huge thing after another. Greedy Sprite and Twig of the World Tree are the go-to ramp additions for the deck, with Lesser Jasper Spellstone providing some essential removal. With cards like Ultimate Infestation, and having gone up to two copies of Earthen Scales, we should have no problem upgrading the Spellstones. 

Malygos is an interesting inclusion here, but he does end up pumping our damage-based spells a significant amount, which can work particularly well with Twig of the World Tree. Druid's first class weapon is flexible in that, even if it’s destroyed when you have ten Mana, you’ll still get another ten Mana when it triggers, which can make for some disgusting combos.

Druid may have gained the least from this expansion, but you can also see new cards like Corridor Creeper and Arcane Tyrant making appearances in the existing Aggro and Jade decks.

Thijs’ Big Hunter 

lesser emerald spellstone

Summoning 12 attack worth of wolves is a powerful way for Hunter to reload after any AoE spell. 

One huge Hunter trope to come out of Kobolds and Catacombs was an archetype that lacks any minions at all. We’ve seen spell-heavy versions before, notably with ‘Yogg & Load’ decks, but this is the first time the archetype has ditched minions entirely. That’s thanks to numerous new cards like Wandering Monster, Flanking Strike, Lesser Emerald Spellstone, To My Side, and Rhok’delar, all of which compensate for running no creatures.

The deck created by Thijs is interesting for one notable caveat: he did choose to include minions, but only a select few. His entire deck only contains five minions. As such, it eschews cards like To My Side and Rhok’delar, which work best with zero minions, in favor of another K&C legendary in the form of Kathrena Winterwisp. This ensures that when Kathrena triggers, she is guaranteed to hit either King Crush or Savannah Highmane.

TeamLUL’s Secret Mage 

aluneth

The new K&C weapon single-handedly allows this aggressive Secret Mage deck to keep unloading and refilling your hand, turn after turn. 

TeamLUL brought this Mage deck to the Trinity Series this past weekend and it played like an amped up version of the aggressive burn Mages we’ve seen in the past. 

Multiple one-drop minions help apply pressure along with new cards like Explosive Runes and Corridor Creeper, the biggest sleeper hit of the set so far. Explosive Rune will often not only kill anything that comes down on turn three or four, but also deal a good amount of face damage. 

Though the deck has fewer new cards than others on our list, the mage legendary weapon Aluneth is a vital part of the strategy, allowing it to regularly refuel, which is key given that a previous problem with aggro Mage was running out of gas. 

It turns out being able to spam cheap 5/5s and Secrets is a pretty sound strategy.

Mpi’s Dragon Highlander Priest 

duskbreaker

Hellfire and Abyssal Enforcer have always been vital in Warlock decks. Now Priest gets a similar effect, but one that preserves their health and is attached to a 3/3.

What rundown would be complete without a Highlander deck of some sort, which pretty much has to mean a Priest list. There’s no arguing that the combination of Shadowreaper Anduin and Raza the Chained is the most powerful combo in Standard, but there’s always room for improvement.

This Dragon-based list utilizes the extremely powerful Duskbreaker as a new way to stabilize while assembling the combo. Twilight Acolyte is another useful tool that allows us to take a good deal of the bite out of a troublesome minion. And if Corridor Creeper is eventually going to cost zero Mana, we might as well include one here!

Finally, there’s Psychic Scream. I initially saw it in Big Priest lists, which made sense since most of your minions come down after turn seven. In this deck, we’ll likely be shuffling a couple of our minions into the opponent’s deck. But that's a small price to pay for a total board wipe that avoids Deathrattles, and could actually be a minor benefit.

Thijs' Kingsbane Miracle Rogue 

cavern shinyfinder

Tutor effects are often strong, and Shinyfinder being almost certain to pull Kingsbane makes it a key card.

Another deck from the Dutch master, but this time Kingsbane is the name of the game here. It uses both Leeching Poison and Deadly Poison to buff the 1-Mana legendary weapon we'll be drawing repeatedly. We also have Cavern Shinyfinder to shinyfind the legendary sword for us.

Additionally, the deck sports two Fal’dorei Strider, which sets us up to draw 4/4 spiders that we cast for free. I played against this card more times than I would have expected this past weekend, and it seems likely to remain a two-of in most Rogue lists.

Speaking of which, Elven Minstrel is a powerful way to pull useful minions out of our deck (providing you can combo it) and also develop a 3/2 body on board—which is exactly what Rogue wants to do.

Unsurprisingly, this deck still has a real Miracle Rogue feel, but with a splash of K&C thrown in to keep it fresh. It's also fun to see a single copy of Doomerang, and the new Rogue legendary Sonya Shadowdancer, making the cut too.

Kranich’s Elemental Shaman 

grumble, worldshaker

Being able to reuse the Battlecry abilities of cards like Fire Elemental, Kalimos, Primal Lord, or Blazecaller is a recipe for greatness. 

After his unbelievable comeback at the 2017 Blizzcon Invitational, when Kranich makes a deck, I’m going to pay attention. 

It also doesn’t hurt that I’m a huge Kalimos fan. This version of Elemental Shaman uses several new cards, including Murmuring Elemental, Healing Rain, Grumble, Worldshaker, and Zola the Gorgon.

When I first saw Grumble, I couldn’t think of any immediate applications for him. Well, turns out that having a ton of Elementals with powerful Battlecries is a great use for the legendary minion. Following up a Murmuring Elemental with a Zola the Gorgon is also a great chain of card advantage. And who doesn’t love that Healing Rain is basically a reverse Volcano?

If you’re looking for a Shaman deck that shies away from the typical Evolve fare, this is a great place to start.

Eloise’s Big Warrior 

unidentified shield

The versatility of this card is exactly what Warrior wants. Sometimes it’s a threat, sometimes it’s removal, and sometimes it’s just 15 desperately-needed armor. 

If it wasn’t clear, K&C allows a lot of classes to go for big minion strategies. Control Warrior always had kind of a big strategy at their top end, but now it can mirror the Big Priest archetype a little more. Instead of using Shadow Essence, Barnes and Eternal Servitude to pull our big minions out, Warrior has access to new cards like Woebreaker and Gather Your Party. 

Sleepy Dragon replaces Primordial Drake as the Taunt Dragon of choice here, which might end up changing if Freezing Trap keeps increasing in popularity.

The deck also runs a copy of Forge of Souls to find its key weapon. I had better results with one copy of Dead Man’s Hand, which helps prevent us from running out of minions to recruit and doesn’t leave us with a dead card if we end up drawing all three of our weapons.

DDaHyoNi’s Buff Paladin 

Val'anyr

A +4/+2 buff is no joke, and being able to repeat that while also getting a powerful weapon out of the deal can prove extremely problematic for a lot of opponents. 

DDaHyoNi ended up in the finals of the Sydney Innvitational and about 25 percent of his Paladin deck consisted of new cards, the main goal being to build toward a huge Lynessa Sunsorrow or a recurring Val’anyr. 

While the only spells we’re casting on our minions are Spikeridged Steed and the new Potion of Heroism, hitting a Lynessa after several of these have been cast is very impactful.

One interesting inclusion here is Call to Arms. With only six minions that cost two or less, your odds of hitting a Doomsayer are pretty high, which leads me to believe that this is simply being used as a Doomsayer tutor when needed. 

Silver Vanguard, the card you may remember from our reveal, is another refreshing addition that can provide nutty value. It allows us to pay seven Mana for an 8-Mana minion and a 3/3 so long as we can find a way to trade it off.

Buff Paladin decks aren't new, but they certainly received some sweet additions in K&C.

NaviOOT's Control Warlock 

voidlord

Short of something like Hex or Polymorph, Voidlord is going to provide six points of attack and 18 points of defense for a mere nine Mana. That’s not even accounting for its Demon synergies. In Wild, you can even cheat it out using Voidcaller, which is just gross.

NaviOOT ended up winning the Sydney Invitational this past weekend, so it seems only fitting to showcase his Warlock list. Running six K&C Warlock cards, the Aussie fan favorite showed us just what this set is capable of.

Kobold Librarian is an aggressively costed minion that also upgrades any Lesser Amethyst Spellstones in our hand. Voidlord is an awesome card for the top end, stonewalling aggressive decks and providing exceptionally powerful Demon we can get back with our Bloodreaver Gul’dan. 

Vulgur Homunculus is another card that upgrades our Spellstones and fits perfectly with the Taunt theme. Speaking of Taunt, Stonehill Defender has gone up in value for Warlock with the new set now that we’re able to hit Voidlords relatively often. Finally, Bane of Doom is another powerful spell that has the potential to summon anything from Flame Imp, to… Okay, Voidlord again. (The card is very good!)

The new set has barely been out for a week now and we’re already seeing the huge impact it's having on Hearthstone, spawning multiple new archetypes and upgrading numerous others. I can’t wait to see where it takes us in the coming weeks. 

Sours: https://www.pcgamer.com/the-best-hearthstone-kobolds-catacombs-decks-to-try-so-far/


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