Here are the Mechathun decks I used for Lazul and Rafaam, in my recent ASM marathon run. https://imgur.com/a/X4uPpic Lazul: AAEBAcn1AgrtBeIGxAj1D9YRnccCzukC8fsC66wD8KwDCooB+wGcAom0Ao/HAvLQAsfTAv3hAp2pA4SxAwA= Rafaam: AAEBAcn1AgqQB8MW08UCnccCzukCwvECw/MC8fsC8KwDrroDCooB2wbiBvwPl8ECj8cC58sCx9MC2psDhLEDAA==
For Rafaam, I'm using Dorian combo since it's safer than Thaurissan + Enchanter, you don't need to spend a turn to setup the combo. Late game could be dangerous in this fight, and having to spend 9-mana on a turn to setup the combo can kill you.
I put more cheap spells than before to have more chance in having a cheap spell for the Kaelthas trigger. The Plot Twists can also be used to counter Chaos Gazer's effect once in a while.
For Lazul, I'm still using the Thaurissan+Enchanter combo since the fight's easy, and doing the 9-mana setup is rarely dangerous. I'm still not sure if this is faster than using Dorian. It has faster animation speed, but Dorian combo can be done in turn 9 if you're lucky. Having to do the Thaurissan setup also reduce the chance for you to get a kill within 10 turns.
Avalanchan with Freeze Mage: https://imgur.com/a/U227IBl AAEBAf0EBMkDxQTtBbmyAg2KAawB+wGcArsCqwTLBJYF+AeEuwK0/AKfmwOEsQMA
Often got turn 10 kill, haven't tried to compare the time with Mechathunlock but is probably faster due to less animation.
Note that when you play Alexstrasza, he'll start playing multiple Molten Giants and very likely will freeze your Alexstrasza.
I didn't put Ice Block but it's probably fine to put one for safety, in case you can't clear/freeze the board before playing Alexstrasza.
I don't keep cheap freeze like Freezing Potion and Ray of Frost in mulligan, since he have very weak early game. I do keep Frost Nova cause of how useful it is though.
Razuvious using Mage with Kobold Stickyfinger: https://imgur.com/a/oYhNRBh AAEBAf0EAA+sAZIE+Ae8CIgPjRCEuwKXwQLH0wKI6ALO7wK0/ALqiQOIsQPWvgMA
Usually finishes in turn 6-8. Mage works best cause you can keep freezing Razuvious which prevents him from destroying his weapon early. Winrate seems close to 100%.
Usually takes three attacks from the weapon to kill him, which is why I have Rummaging Kobold to get another weapon after the first one is used up.
Note that AI will still play his weapon even if he's frozen, so you want to start freezing him in turn 3 (or turn 2 if he doesn't coin turn 1).
Mulligan: I'll keep one cheap freeze, maybe one draw card, and Parrot/Stickyfinger/Rummaging Kobold. Don't need to keep the taunts since you'll get taunts in turn 1 immediately.
I also put in Shieldbreaker cause it could help in silencing his Deathlord, if he have one.
Demo video: www.youtube.com/watch?v=qIc1raFQrHw
Loatheb with Druid (still unsure if I'll use this list): https://imgur.com/a/Cc3H0ad AAEBAZICAA/pAeIHwg7oFc27AvnAAp7SAvbsArb7AtKYA8qcA6+iA96+A9++A+C+AwA=
This list is still isn't that consistent, maybe about 50% or less winrate. But it's probably not possible to be both fast and consistent with Loatheb. I think Druid is better than Shaman or Paladin if you're looking for a turn 6-9 win, more healing (from lifesteal or armor gain) and cheaper ways to summon 2-health tokens to play around his Sporeburst and Unstable Ghoul. Still no guarantee to get a quick win even if I do win though, once in a while it could go quite a lot longer than turn 10 if Loatheb didnt summon a Spore for a long period.
First, the way you play this deck is to not destroy a spore immediately in turn 1-2. Normally you want to make sure you have 1-2 minions on board after turn 2, and you can destroy Spore and another 2-drop in turn 3 to build a huge board. (Look at Tsubaki's run for example)
The 1-mana Augmentors from latest expansion is really effective in clearing Spore and getting a token, similar to Elven Archer. I put the three Augmentors with no Elven Archer, and usually I don't need to mulligan for an Augmentor cause I'll probably get one of them within turn 3.
There's couple of reasons why the boss isn't that consistent if you're using a fast token deck. Loatheb fight gave lots of possible situations, and you can't try to play around all the following scenarios:
- Losing early game tempo
- Board clears from Sporeburst and Unstable Ghoul, with not getting counters to it. Even worse when he got multiple clears.
- Taking too much damage on early game and not getting the healing
- Loatheb seldom play his Deathbloom (4-mana 5 damage card) unless you have a buffed minion already. (This is a topic that I could elaborate more later)
These cards are what I think important to this deck:
- Dreamway Guardians: Cheap 2-health token summons and usually heal a lot as well
- Echoing Ooze: Cheap 2-health tokens
- Cloakscale Chemist: Can't be traded and will survive when trading, really good in here
- Augmentors: Think 3x Augmentors is the right amount. Could put Elven Archer as well but that's probably too much spore activators in the deck.
- Unseen Saboteur: Could help in activating Deathbloom, and it's also good if he activates Poison Seeds since that means Loatheb won't be able to use that card again once you got a buffed board.
These cards are decent but might still be replaced by others:
- Naturalize: Cheap removal, and the card draws on Loatheb might give him a Spore card to play.
- Worgen Inflitrator: Can't be traded, good for early game curve. Although weak to Sporeburst or Unstable Ghoul (Was thinking of using Gilbin Stalker as well though that's more expensive and not as durable as Cloakscale Chemist)
- Vicious Scalehide: Good healing, not effective to play on turn 2 though.
Cards in the list above that I'm still not that sure to put in the deck:
- Branching Paths: Can be used to draw or heal, and buffing tokens might be useful once in a while. Could be clunky to play due to the mana cost though.
- BEES: Activates Spore and summoning tokens simultaneously, although vulnerable to 1-damage board clears. Might be used to kill his minion as well.
- Mark of the Lotus: Put this to counter 1-damage board clears, to make my 1-health tokens be 2-health.
- Earthen Scale: Lots of healing when you activate a Spore, and could buff a 1-health minion to counter a board clear.
- Living Roots: Could summon tokens for cheap, or used to activate a Spore as well. 1-health tokens so it's vulnerable to board clears though.
Cards not in the list but I'm still considering putting in:
- Force of Nature or Doppelgangster: Good way to solidify your board presence in late game.
- Mark of the Wild: Could buff your board to counter board clears, though hard to play on early game due to the mana cost. Might be used to summon one extra minion as well if needed.
- Shrubadier: The 1/1 is vulnerable to board clear but the 2/2 isn't.
Cards that I tried but not putting in anymore:
- Landscaping: Better to play the 2-mana cards that summon 2x 2-health tokens than this one.
- Blistering Rot: Same as Landscaping, was hoping the Rot's end-of-turn effect could bait a Deathbloom from Loatheb, but turns out it doesn't.
- Coldlight Oracle or Jeeves: Don't think I need more card draws than Branching Paths.
I think Mech Paladin is better than my Egg Warlock deck in terms of speed and consistency. This is the list I'll probably go with. https://imgur.com/a/PtbRE0U AAEBAZ8FBNcGjRCggAOftwMN1wWUD+oP7dICpfUCmPsC1v4C1/4C2f4C4f4CzIEDjKgDjbYDAA==
Won 7 attempts in a row with this version just before I wrote this, with most wins in turn 7-8. The game will have less animations as well compared to warlock where you have to trigger bunch of egg deathrattles. I do have times where I got few loss streaks when still juggling the card choices yesterday though, and once in a while the game goes significantly slower than turn 9.
First of all, the way this deck is played is to aim in having one big mech using the magnetics. Sometimes you only start building your board in turn 3 or 4. Normally you'll hope a mech managed to stick in turn 2, and you can start buffing that mech in the following turns.
For mulligan, I usually keep any cards with <=2 mana cost except for Potion of Heroism. Might keep Bronze Gatekeeper (or even Annoy-o-Module) as well if I already have other early game cards in hand.
The main change I did compared to Vinceomatic's version is to remove a lot of the 1-drops and 1-attack minions. I want to make Crystology have a high chance of getting Galvanizers, cause a turn 2 or 3 Galvanizer can enable you to play lots of cards in the following turn, even if you sacrifice tempo beforehand.
Explanation on card choices:
- Millhouse Manastorm: Really good stats for this fight even though it's not a mech, could help stabilise the board in early turns
- Mortuary Machine: As mentioned in previous post, worse than Fel Reaver but doesn't trigger that much animation. Was considering putting Fel Reavers in as well but that's probably too much late game.
- Target Dummy: Can use this and other Magnetics in the same turn so the main mech have +2 health, or a way to protect your other mechs from dying.
- Hand of Protection: Good way of keeping a mech alive early on, and cheap cost to curve and emptying your hand to weaken Faerlina's hero power.
- Potion of Heroism: More for late game usually, but still useful to keep your main mech tougher. Was considering to put in Hand of A'dal as well though that probably is too much spells in your deck.
Cards that I removed from Vinceomatic's version:
- Mecharoo/Skaterbot: Dont think these do much, and removed this to make the Crystology pool smaller.
- Clockwork Gnome: Died even easier than Mecharoo, and Spare Part might not be useful which ends up buffing Faerlina's hero power.
- Annoy-o-Tron: Could have a similar role to Target Dummy, but it dilutes the Crystology pool as well.
- Sound the Bells: Prefer Potion of Heroism than this one, Potion is more likely to have impact and card draw is probably more useful for late game.
For Faerlina, tried to play around with the egg warlock deck similar to what Tsubaki used in his run. Think this is the list I'll go with. https://imgur.com/a/r8S5z0v AAEBAf0GAtcGj4IDDvIB9wTOBvsG3Ar6DfkOq8IC8tAC8fcCxIkDvaYDjKgDnakDAA==
Maybe about 70% winrate overall? All my wins have been in turn 7-9.
I also tried to play around with Mech Paladin like what Vinceomatic did, still haven't finished optimising. Mech Paladin seems to have similar winrate with more variance in the finishing time, though seems to have less animations overall compared to warlock which might makes it a bit faster overall.
Here are some explanations for card choices:
Cards in decklist, some of these could be replaced with other tech choices:
- Abusive Sergeant: Could help triggering egg and help trading as well
- Sunfury Protector: Help triggering eggs and taunts might help later as well in protecting your face or your bigger minions depending on the situation.
- Millhouse Manastorm: Good stats for this fight and drawback doesn't really matter.
- Dancing Swords: Good stats and drawback doesn't seem to matter as well. Could help in late game as well for an extra body. Neferset Thrasher has better stats but his drawback is sometimes too painful.
- Mortuary Machine: I put this in as an extra late game finisher, to make it more consistent in getting fast time. Obviously worse than Fel Reaver, but I put this one instead cause Fel Reaver's animation could cost a lot of time for this boss. The Reborns doesn't matter when you're already ahead in tempo, which is when you usually put this minion. (Also kinda want to try this one for the memes :p )
Cards that I'm considering putting in, but didn't:
- Corrupting Mist: Could help in triggering egg and kill her early game minions, but so far the Power Overwhelming and Plague of Flames has been enough.
- Soulfire: 4-damage burst is good in here, but having Spirit Bomb seems enough so far
- Neferset Thrasher: Drawback sometimes make it unusable for late game
- Fel Reaver: I would put this in if I want more huge finishers, but Mortuary Machine and Molten Giant seems to be enough so far. Fel Reaver's effect could costs lots of animation time cause Faerlina's cards have quick animations.
- Hooked Reaver: Effect isn't that consistent since sometimes you're well above 15 health. Would've been a good late game finisher if the trigger can be more consistent.
- EVIL Genius: Thought this might help in triggering eggs, but effect's too slow and adding cards to your hand will buff Faerlina's hero power.
- Amethyst Spellstone: Tsubaki used this in his deck, though I don't think I need the healing. If you're at low health, but ahead in tempo, it's not hard to prevent her from hitting your faceo.
Thinking of doing Frozen Throne again soon. Here are the decks I've made recently. Decklist: https://imgur.com/a/fOKIngq Deckcodes: https://pastebin.com/MGNsHBsj
Main changes on Putricide where I now use Mechathunlock, and Lich King with the Anka Rogue strats like what Hess did in his Lich King run.
Mechathun is faster on average for Putricide compared to the Hunter deck. Although there's a huge variance in finishing time because of the secrets, a 10-turn fight could be from less than 3 minutes to 4 minutes depending on how many secrets are triggering through the fight. I tend to avoid attacking enemy minions to trigger less secrets, which is why I don't use Loot Hoarder or Bloodmage Thalnos. Anti-secret cards doesn't seem to be required since the secrets aren't harmful usuallly. Could play around Counterspell before doing the Mechathun combo with one of your cheaper spells.
Some minor changes on the other decks:
- Marrowgar: Vivid Nightmare acts as an alternate Divine Shield
- Saurfang: Newer cards to help in removing his Blood Beast or taunts. Not putting too many smaller weapons since they usually wont be enough to kill him on time. I can't make this deck faster than before but it's probably more consistent to get a turn 7-8 kill now.
- Deathwhisper: Non-odd Priest is better than Odd Priest, more chance to get a turn1 attack and I can put more Silences as well.
- Lana'thel: Tried putting newer cards.
- Sindragosa: Replaced silences with Dragonslayer and Dragonmaw Poacher.
Amazing Reno with Mechathunlock: https://imgur.com/a/bxOagid AAEBAf0GBtYRwxaQxwLO6QLx+wLwrAMMigHbBuIG+Af1D97EAo/HAsXMAsfTAtqWA/CwA4SxAwA=
Think I'm going with a non-highlander deck for this boss. Still expecting a bad winrate, at most 1 win out of 3 or 4 fights. Don't think there's much else you could try against this boss since he have ridiculous amount of bursts and no weaknesses to exploit, although I'm not sure how optimal this deck is.
Some notes on card choices:
- Treachery is good overall, since you have 2x Depth Charge & 2x Doomsayer to combo it with.
- Dragonmaw Poacher is decent since he played dragon pretty often, didn't use Dragonslayer though cause a lot of his dragons are at >6 health.
- Aranasi Broodmother has been pretty good in my attempts, with her free healings. The taunt could also be a bit useful if you have nothing else to play.
- Not sure if I want to put Hemet Jungle Hunter or not, might still be a good idea to put him in. Although I think it's too risky to put 2x Bloodblooms in this deck, which makes the Hemet have less chance to be effective.
- Zilliax seems mediocre in this fight cause he can easily kill your Zilliax with spells, and 3 attack probably won't kill any minions.
I also tried this highlander deck: https://imgur.com/a/xojQzWa AAEBAf0GHooB+wGcAu0F2wbiBtYH+AfMCPUP1hGQFcMW2LsC/b8C3sQCj8cCkMcCnccCx9MCzukCw/MC8fsC2pYD/KMDnakD66wD8KwD8LADhLEDAAA=
Zephyrs, Kazakus and guaranteed Reno healing are obviously good. But the board clears are less consistent since you only have 1x Twisting Nether. Treachery probably won't be that effective as well with only 1x Depth Charge and Doomsayer.
Not sure if there's a significant difference in winrate.
George & Karl with Mechathunlock: https://imgur.com/a/EPhxA7r AAEBAf0GBtYRnccCzukC8fsC7awD8KwDDIoBnALECPUP08UCj8cCkMcC58sC8tACx9MCw/MChLEDAA==
Seems unrealistic to try winning this with a midrange deck since the opponent starts at 3 mana and can build up board fast. So Mechathun is probably the fastest way.
Not sure if this deck is optimal, still have about 10% chance to lose maybe if he have a good start and i dont draw enough board clears quickly.
For mulligan, I'll aim to have two board clears in hand. Want to focus on clearing the board for the first few turns.
Chenvaala with Mechathunlock: https://imgur.com/a/jLTDUVc AAEBAf0GCPsB7QXWEcMWnccCzukC8fsC8KwDC4oBnALECIm0Ao/HApDHAvLQAsfTAtf+Ap2pA4SxAwA= Generic Mechathun deck. I tried Corrupting Mist here instead of Dark Skies, cause he have lots of tough minions early on, which makes Dark Skies less effective. It's possible to beat this boss with Necrium Apothecary + Deathwing Dragonlord strats, if you're willing to do a reset-heavy strats. But it might not be fast if the boss have lots of freezes for your big dragons.
Askaara with Mechathunlock: https://imgur.com/a/2hUK8oF AAEBAf0GCO0F9Q/WEZ3HAs7pAvH7AuusA/CsAwuKAfsBnALECIm0ApDHAvLQAt7TAtf+Ap2pA4SxAwA= Generic Mechathun deck with Dragonslayer for the tech card. Didn't put in Dragonmaw Poacher cause that could make Hemet effect slower and the deck is already consistent enough. Trying a midrange deck against this boss doesn't seem to be consistent and faster, since she have board clears and huge taunts.
Sr. Explorers with Odd Paladin: https://imgur.com/a/YCHPaDB AAEBAZ8FBK8E0xORvAKe+AINogLlB/kK7A/tD5AU2BSdFbjHAuPLAtHhAsikA6K3AwA= Have a lower-cost curve than the other Odd Paladin decks here, cause this boss is easier and you don't need late game minions to win. Have Saboteur and Blowtorch Sabouteur as well to tech against the auto-cast hero power. There's a very small chance of getting screwed over by them using Scales of Justice treasure, since there's no counterplay against that. I've tried Token Druid against this boss as well, since this boss have a weak early game which allows you to build up the board easily. But I think I still prefer the consistency of Odd Paladin.
Nithogg with Mechathunlock: https://imgur.com/a/Q4nqvf9 AAEBAf0GBtYRwxadxwLO6QLx+wLwrAMMigHbBuIG1gf4B/UPj8cCkMcCx9MC66wD8LADhLEDAA==
Because of Nithogg's hero power, I can't depend on the cheap card draw minions I used in other Mechathunlock decks, which makes it slower. I usually finish between turn 11 - 13 (turn 11 usually only when I got early Hemet).
I got around 75%-80% winrate with this, with my losses usually happens from not playing optimally. Still not sure if this deck is optimal.
I mulligan for cards with <=3 mana cost (except Oracle/Bloodbloom) and Dragonmaw Poacher.
I put in Twisting Nether mainly for his Eye of the Storm, but could be used anytime he have a strong late game board. Using the Corrupting Mist + Taunt/Doomsayer exploit also works well for a board clear.
I tried putting in Darkbomb as well to deal with his 1-drops (Tunnel Trogg & Surging Tempest), but found them to not be that threatening enough, and other board clears handle them well.
Thought I'll document these AI behaviours here. Note that these AI behaviours are from the recent Galakrond patch, which might change when future PvE contents are made.
---2021 update: These behaviours doesn't apply anymore. Corrupting Mist + Taunt isn't a reliable combo anymore---
Doomsayer vs Depth Charge AI's reaction:
AI knows how to play around Doomsayer. They'll kill the Doomsayer if they have >=7 damage on board. And if they don't, they'll have their minions attack your face. They won't be putting any new minions on the board, knowing that it'll get killed by the Doomsayer.
They don't do this against Depth Charge though. If they have <5 damage on board, they'll still play new minions even if it have <=5 health, not knowing the Depth Charge will kill it immediately. The existing minions will also attempt to damage Depth Charge, probably because they still consider Depth Charge a high-priority target to damage (which saves your hero's health).
I've seen few bosses who acts differently with Doomsayer though, where they might still play minions even with a Doomsayer on board.
- Sun Raider Phaerix: Don't know why, but if you have Doomsayer on early game (such as turn 2), he'll still play his minions into the Doomsayer. At first I thought he wants to trigger the deathrattle of his 5/5 Tolvir Hoplite (deal 5 damage to both heroes), but I've seen him wasting his Wild Pyromancers too.
- Rafaam and Galakrond: The AI in Rafaam phase is probably coded to play Invoke cards whenever possible, so he'll still play his Invoke minions and summon his Imps even with Doomsayer alive.
- Avalanchan: Happened on my recent attempts, where the AI wasted his Water Elemental and Frost Elementals with Doomsayer on board. Maybe they made the AI prioritise in playing these minions, for story flavours?
Corrupting Mist your Taunt, and AI's minions won't hit your face:
Here's how AI usually behave when their minions got hit by Corrupting Mist:
- They're likely to trade against your non-corrupted minions, probably thinking that's the most valuable move since their minions will be gone next turn.
- They will not trade on your corrupted minions, knowing it'll die next turn anyway
Behaviour number 2 also applies if your taunt gets corrupted, they won't bother trade against your taunt. This ensures your face won't be hit, even if it's just a small taunt against lots of AI minions.
AI might still use spells to damage the corrupted taunts, but they will still not trade if the taunt doesn't die from the spell.
This behaviour also applies on your Doomsayer or Depth Charge. You can use Corrupting Mist on them and AI will ignore it, allowing their effect to trigger next turn.
Demo video of this behaviour: www.youtube.com/watch?v=iXWOmxjUKMo
Reno Jackson with Aggro Warrior: https://imgur.com/a/BIlWkYk AAEBAQcErwSNDqkVl/MCDRyKAaECsAK9A9QF4wWkBqoG7we6E9GRAoSxAwA=
I tried this aggro warrior deck for the first Reno fight. Basically you just go face with all the damage cards. Not sure how optimal is this list.
Unlike playing pirate warrior, I don't depend on having a board at all with this one. Reno got board clears which makes the regular aggro decks inconsistent. This one isn't as fast as pirate warrior, but should be more consistent.
I usually win in turn 6-8 (turn 9 is rare), with about 70%-80% winrate. Reno can still screw you by playing a Water Elemental, or getting Mirror Image from his random effect, or from healing with his Arcane Artificier.
I tried tempo decks like zoo or Odd Paladin as well, but it doesn't seem to be more consistent or faster since it still depends on having minions alive.
One benefit of having lack of minions is that his random spells have more chance of hurting his own characters.
Skruk with Alexstrasza Mage: https://imgur.com/a/5GMIo7f AAEBAf0EAsUEhLsCDsMBnAKuA6sEywTmBPgH2bsCl8EC68ICtPwCn5sD9KsD868DAA==
Based on Monk's list. Lots of card draws, freezes to stop enemies, and Mirror Entity to get a minion that lets you kill Skruk after you used Alexstrasza.
Can also add Arcane Artificier for extra armors plus Elemental synergy with Elemental Allies. Stargazer Luna can be used for card draws as well.
George with Odd Paladin: https://imgur.com/a/K5oEqSl AAEBAZ8FBL4PkbwCnsECnvgCDeUH7A/tD5gQr8IC68IC08UCuMcC48sC6eYC/acD+7ADgrEDAA==
At first, I tried a Non-odd Paladin and a Token Druid deck, thinking that some of the even cards works well for this boss. (Quicksand Elemental, Belligerent Gnome/Druid of the Swarm, Volcanic Drake, Sea Giant, Consecration/Swipe) But I can't have it as consistent as Odd Paladin, cause the early game can't be as consistent. It's probably not faster than Odd Paladin as well, i usually finish the game between turns 7-10 with this deck.
With this Odd Paladin deck, the contents are a lot different than the Odd Paladins I've tried for other bosses. Want lots of 1-drops that are good against his recruits.
Notes:
- Hobgoblin is a good mid/late game card with tons of 1-drops in this deck.
- Kobold Apprentice & Sergeant Sally is a decent way of clearing his recruits as well.
- Faceless Corruptor is a card I forgot to try out on my recent Odd Paladin tests, might want to revisit them as well to see if this card fits well.
- Bittertide Hydra have even better value here compared to other fights, AI often like to hit Hydra with his weapon, even when sometimes they don't have enough damage to kill it yet. Which means more damage to face.
- I didn't put in Kobold Stickyfinger cause stealing weapons doesn't seem to do that much in this fight. Only weapon that's very good to steal is Vinecleaver, which only pops up in late game and I think that weapon doesn't seem to do that much for late game.
- I've tried Fungalmancer, Flesheating Ghoul & Dragonmaw Scorcher, but I cut it for other cards.
Togwaggle with Stickyfinger Mage: https://imgur.com/a/s8GBQIi AAEBAf0EAskDoIADDk2KAa4DkgTLBPUPhLsCl8ECtPwCv6QD9KsD+7ADhLEDiLEDAA==
Every class can do Stickyfinger strats reliably thanks to Captain's Parrot. I tried Mage cause I think freezes will make the game's animation faster compared to other classes, and Flame Ward + Ancient Mysteries give a consistent board clear before the Stickyfinger.
I won around 70% of my attempts, with some losses from my mistakes and really unlucky random effect.
I mulligan for Flame Ward/Ancient Mysteries, Captain's Parrot/Kobold Stickyfinger, Doomsayer, Depth Charge & Research Project. Platebreaker can be kept if I already have other important early cards in my hand.
Ideal situation will be to use Flame Ward on turn 4, followed by a Stickyfinger on turn 5. Doomsayer or Depth Charge could be an alternative board clear for turn 4 as well. Using Depth Charge on turn 3 could be good as well since AI might play Waxadred into your Depth Charge.
Finishing time is usually between 3-5 minutes, although could go to 6+ minutes once in a while when you're very unlucky
Notes:
- Freezing Potion and Glacial Shard is normally used on the enemy hero
- Added Polymorph cause of Waxadred, Ragnaros & possible huge minions from his random effects.
- Don't think I need to add more card draws for this deck. Research Project is good cause I can use it on turn 2 when I usually don't do anything anyway
Edit: I tried putting in Frost Lich Jaina in my 41 minute run, trying to see if it's good for late game in case the game went slow. I think I'll still prefer to put Blizzard instead of Jaina after all.
Ashes of Outland update: Deep Freeze is a good late game for this fight. Freezes Togwaggle and immediately providing more freezes later on. Here's the list I'll go with: AAEBAf0EApfBAqCAAw5NigGuA5IEywT1D4S7ArT8Ar+kA/SrA/uwA4SxA4ixA97EAwA=
Rafaam&Galakrond with Mechathun: https://imgur.com/a/us8yklM AAEBAf0GCJAH1hHDFtPFAp3HAs7pAvH7AvCsAwuKAZwC2wb8D97EApDHAufLAsfTAuusA+2sA4SxAwA=
Think I've won about 70% of my tries, with most losses coming from my own mistakes. This deck is harder to play than I expected.
Notes:
- AI won't attack when he's transforming to Galakrond. So putting a Depth Charge or Doomsayer before his 5th invoke is usually safe, though there's a chance Rafaam used Time Rip on the Depth Charge/Doomsayer.
- No Plague of Flames, found them unreliable cause Rafaam can easily put so many minions.
- Really useful to have Depth Charge or Doomsayer before his 5th invoke, so you get a clean board after Galakrond pops up. This allows you to play Harrison Jones/Hemet/Valdris safely (Also note that Galakrond won't use his weapon the turn his pops up)
- I usually didn't use any board clears for the first two turns, though I might put Explosive Sheep on board at turn 2. I think it's preferable to save your board clears until turn 3, especially he often deal 1 damage to his own minions on turn 3 with the Invoke! spell.
- Took out Healbot in place of Mistress of Mixtures, found them clunky to play at 5 mana and the Reno Jackson is usually enough.
- There's a very small chance you lose from his Chaos Gazer hitting your Mechathun. Happens to me once throughout lots of attempts. As per Scrublord's suggestion, can use Plot Twist if you want to tech against it.
Edit: I made the previous deck without knowing about the Corrupting Mist + Taunt exploit. This exploit turns out to be really useful for this fight, making the fight more consistent. Here's my updated decklist: https://imgur.com/a/yP2bmgW AAEBAf0GCpAH1hHDFpfBAtPFAp3HAs7pAvH7AuusA/CsAwqKAZwC2wbiBvwPj8cCkMcC58sCx9MChLEDAA==
Galakrond with Alexstrasza Priest: https://imgur.com/a/Sb7UTPW AAEBAafDAwbFBO0FkAfVCpDTAvuwAwz7AZwCoQTlBPgH0wqSD7e7AtHBAujQApeHA5+pAwA=
Don't know if there's any other reliable ways for this boss. Won my last several attempts in a row with no issue.
Want SW:D or Mass Hysteria to kill his early 8/8s, then just keep stalling until you get Alexstrasza and bursts. DK Anduin and Platebreaker can be used to get rid of his armors.
Probably preferable not to use Pyschic Scream against Veiled Worshiper, to prevent him from reusing it and get more card draws.
Dawnshatter with Odd Paladin: https://imgur.com/a/ZP16ETr AAEBAZ8FAp74AoSnAw6iAr4P7A/TE50Vl8ECr8ICuMcC48sC0tMC3tMC44YDyKQD+7ADAA==
Biggest issue with Dawnshatter is her Crazed Netherwing. Things get significantly harder when she has it, cause it's obviously a really strong board clear.
With Odd Paladin having good early game from hero power, I can also put more late game cards to use in case things go bad. Still a bit of chance to lose when she played Netherwing in turn 5-6, but probably no other tempo deck can be as consistent as this one.
Huge variance in the finishing time, could go between turn 7 - 12, partly because how different the game will be with or without Netherwing.
Usually after turn 5/6, I mainly go face when I already have a solid minion, cause she probably won't use Netherwing anymore (since she used it or never had it). Decisions to go face or trade sometimes aren't obvious in this boss.
Also normally I played safe before turn 5/6, usually choose to trade with my small minions to play around Netherwing.
Talritha with Odd Paladin: https://imgur.com/a/UcTb6UJ AAEBAZ8FBK8E+QqRvAKe+AINhQPUBesP7A/tD9MT2BSXwQK4xwLjywLe0wL9pwP7sAMA
Turn 6 kill most of the times, game could go between turn 5-7.
Notes:
- Put in Beaming Sidekick and Elven Archer cause enemy often have bigger minions, and these minions helps in maintaining minion count while trading.
- Leeroy Jenkins's whelps could help in buffing your minions as well
- Usually when i already have lots of minions, i stopped trading non-dragons and just hit face with my minions
- Tried Token Druid a bit, but Odd Paladin seems more consistent since it's not draw dependant. Haven't tried to deckbuild druid properly though for this boss.