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Indonesiasrd_277 years ago

Rafaam Unleashed with Exodia Paladin: https://imgur.com/a/xhdTC AAEBAZ8FBu0F1hGnFZ29AvDCAo7TAgyKAfsBnALcA/QF1gb2B/gHjwndCvkMiq4CAA==

Uses Uther DK + Auctionmaster Beardo + Emperor Thaurisaan (or Ysera's Tear, although you can't reliably get a Ysera's Tear). This deck wins around turn 10 - 16, while the old Druid deck usually wins at turn 13 (4th charge) or 16 (5th charge). As for the time, this deck takes 3.5-6 minutes to win, while my old Druid deck takes 5-8 minutes.

If you got a choice between drawing cards (Novice Engineer/Loot Hoarder) or using your Hero Power, it's mostly better to draw cards, since our priority is to get the combo pieces as quick as possible.

Although there's still a bit of chance to lose, especially if you can't efficiently remove his Scarvash. It's also pretty hard to play this deck fast.

Made a video to show this strategy, since I'm not planning to do a heroic run anytime soon.

Indonesiasrd_277 years ago

Well, I forgot to post all the recent Lich King strats here. Here's a quick summary of all the strats.

Decklist on my run: https://imgur.com/a/Zv8qc Decklist on Tsubaki's run: https://goo.gl/MGsrGF

Mage: Resetting until you got a Molten Giant on turn 2, then kill him before he got to turn 7. If you have a Tidecaller + Rockpool Hunter on your opening hand, you might not need any Molten Giant to win. You do the Mage and Hunter fights first because both fights are much more inconsistent compared to the other decks.

Hunter: Similar to Mage, although winrate is significantly higher even though you still could easily lose if the enemy have Obliterate and Blizzard. Remember that if you only have 1 minion on your opening hand, you'll be killed by his starting spell.

Shaman: Using Evolve Shaman. Still a bit of chance to lose if you didn't have good early game or if you didn't draw your Evolve/DK quick enough.

Rogue: Two possible strats, Jade or Murloc. Jade is more consistent (~90% winrate) but slower than Murloc Rogue (I can get about 50% winrate with murlocs). Playing the Jade Rogue is kinda tricky. In early game, focus on getting board presence from your early game minions, even if you have to waste your bounces. After he uses his Frostmourne, make sure not to kill the Trapped Souls too quickly if you haven't build up your Jades yet.

For the Murloc Rogue, you can try this decklist https://imgur.com/a/t6DOS . The Warleader nerf makes it a bit harder to win, but I realized adding a Bonemare and Saboteur helps a lot in stabilizing the game after he used his Frostmourne. You might also don't want to kill the Trapped Souls quickly if you didn't have a huge board yet, it's important to have a huge board after the Souls are cleared. If you are very lucky, you can kill the boss before turn 7, which speeds up the run a lot.

Warlock: I used a Reno deck, which is consistent enough although still a bit of chance to lose if you're unlucky. Gameplan is to focus on defending before turn 7, and hopefully you'll draw a Doomsayer/Corrupting Mist/Twisting Nether to deal with the Trapped souls. Then, you'll normally use Krul or DK Guldan to build a huge board.

Tsubaki uses an aggro murloc deck, with a Shadowflame to clear the Trapped Souls if he didn't manage to kill the boss before turn 7. I haven't tried this deck and not sure how risky it is, you could try this or Murloc Rogue if you feel like doing the run with risky strats.

Priest: I used a midrange deck with Shadow Word: Horror to clear the Trapped Souls. There's still a very little chance to lose, although Bonemare and The Black Knight helps a lot in stabilizing the late game.

Tsubaki uses a similar tactic to the Paladin and Warrior, where he just wait until he got the Velen+Mind Blast OTK combo. I haven't tried this deck and I am not sure what's the average speed and variance of this deck, although the combo requires a lot more cards than the Paladin and Warrior's tricks. He also needs two cards (Shadow Word: Horror + Abusive Sergeant) for the board clear, which probably means that it's significantly slower than the Paladin/Warrior deck.

Druid: Uses Jade Druid, with Spreading Plague to be normally played after Frostmourne is used, hopefully combo'ed with Stonehill Scavanger. There's a little trick with Runic Egg, it'll thin your deck even if you have it in opening hand, because it will be killed on turn 1 if you put it on the board.

Paladin: Using the Kel'thuzad exploit and Uther DK to finish the game. Enter the Coliseum is needed to clear all but one Trapped Souls, which is necessary for the exploit to work. Could also put Scaled Nightmare in the deck, although Uther DK is faster.

Warrior: Same as Paladin, but a bit slower because you can only put your Kelthuzad + Taunt on turn 10, instead of turn 9 for the Paladin. Scaled Nightmare is also a bit slower than Uther DK, although comboing the Scaled Nightmare with Crazed Alchemist makes it faster by two turns.

And here's some brief explanations about the neutral tech cards that you see in some of the decks:

  • Wailing Soul: A very good way to counter the Blizzard. Loatheb can also be used for the same purpose.
  • Saboteur: Use it after the Trapped Souls are cleared, making the auto-cast hero power costs 5.
  • Spellbreaker: Used in the Druid and Hunter decks, could be good in some other decks too. Lich King have a lot of minions that is a lot less annoying when silenced.
  • Bonemare: I used it in the Midrange Priest and Murloc Rogue deck, could be good in some other decks too. If you use it at turn 7 on a minion with 2 or more health, it will prevent the Lich King to kill anything with his first Frostmourne attack.
  • Dancing Swords: I used it in my Priest and Warlock decks, decent 3-drop whose stats counters Coldwraith.
Indonesiasrd_277 years ago

New trick for heroic Chieftain Scarvash, his hero power set the cost of your cards to 11. With the new way of how Giants work, your Molten Giant will be 14 mana cheaper, and you can potentially play a 0-mana 8/8 on turn 3 with 19 HP.

Although it probably won't break the game, and he is probably still a hard boss even if you got the minion on turn 3. If you only have 19 HP at turn 3, there's a huge chance you'll die pretty soon 4Head Still should be a solid card to put in the deck though.

Indonesiasrd_277 years ago

Post any ideas about the Lich King strats here. I'm separating it from the other discussion thread to make it more organized.

Indonesiasrd_277 years ago

Lich King with Tempo/Midrange Priest: http://imgur.com/a/9Ylxq

The deck that I used in my current PB. Plan is to just simply get board control with your superior minions, and use Shadow Word: Horror on turn 7.

It's not fully consistent yet, sometimes you might not be able to kill the LK fast enough because of LK's Blizzards, or if he wins the tempo in the early game thanks to the Anti-Magic Shell. I doubt this deck is optimal yet, since I haven't spend a lot of time in trying to optimize the deck.

Zypher used Evolve Shaman instead in his run, which might also works well although I haven't tried any other class so you could ask him instead if you want to try shaman.

Indonesiasrd_277 years ago

Saurfang: http://imgur.com/a/m852O AAEBAQcCqgbbCg4cigGiArACkQP/A+8H+AeNDsQV0ZEC8MICzMMC9s8CAA==#

Just an aggro weapon warrior, with cards like Korkron Elite/Giant Wasp/Doomsayer to taker care of the Blood Beast or other taunts, still has a lot of trouble if the enemy used Sauronit Chain Gang,

Deathwhisper: http://imgur.com/a/KbHLk AAEBAa0GAA+EAZwCogL4B6UJ0grTCvMMjQ+WFJi7Are7AvW/AtHBAtLBAgA=#

Obviously just a priest with all the healing cards.

Lana'thel: http://imgur.com/a/dPR2Y AAEBAZICAoEFkbwCDv4B9wPUBeYF9QXQB+UH+AfCDtUT6BWKrQK2swLNuwIA#

Token druid deck that usually wins the game in turn 4 or 5. Mana curve could be made lower to increase the chance of getting a turn-4 kill, but that made this boss riskier since you cant do anything if your board got cleared early.

There's a possible interesting side-effect with Garrison Commander in this boss, if you have Garrison Commander on board and only use your hero power once but there's no other friendly minion to bite, you can't end your turn and have to use your second hero power.

Sindragosa: http://imgur.com/a/RSmH2 AAEBAQcCrwSRvAIOHIoBoQKiArACkQO9A9QF4wXyBfgHjQ66E4KwAgA=#

Just an aggro warrior that doesnt use any spells, so I put a bunch of charge minions.

Indonesiasrd_277 years ago

Putricide with Hunter: http://imgur.com/a/iJMFZ AAEBAR8ExwPJBJAH+AgNngGiArcChwSAB5cIxQjOFMeuAoivAvixAp3MAtPNAgA=#

I choose hunter because it got all the tools that synergize with this boss (secrets, 5-damage weapon and 9-mana cards that gives board presence + burst damage at once)

The fight ranges from 8-12 turns, average is probably about 10-11 turns.

Some explanations about card choices:

  • Deadly Shot: Good removal against some of the 5+ HP minions, might also use Kill Command but sometimes I don't have a beast on board
  • Ironbeak Owl: Usually used against Belcher or Abomination, could be used for Festergut too.
  • Powershot / Explosive Trap: It's not rare to see the AI have a bunch of Oozes at once, which makes this card handy.
  • Harrison Jones: Normally to be used on the Tentacle weapon. I don't think there's any need to put any other weapon removal since the Tracking and Stiched Trackers usually able to give the Harrison on time.
  • Gladiator Longbow: Obviously for the second phase of the fight, Good for removal or face damage. (Also, I removed Eaglehorn Bow from my deck. While it seems to synergize with Putricide's secrets, I feel it doesn't give a lot of impact on the fight. When I tried to put this in my deck, I end up very rarely using it.)
  • 9-mana cards: The cards that I used are ones that give both burst damage and board presence at once. I don't think there are other cards that are as useful as these ones for this fight. And I don't think I need more late game cards, since I usually already have at least one of these when the third phase starts. (A note about the third phase, if I can't efficiently remove Rotface, I just rather ignore it and go face with my board instead. The 9-mana cards already give a very strong board presence and the 4/6 + extra random legendary won't be able to do anything significant.)
Indonesiasrd_277 years ago

Marrowgar with Priest: http://imgur.com/a/63RpE AAEBAa0GAA8eigGQAqICkwT4B6UJkRCDFLe7Auq/AtHBAsrDAtPFAsbMAgA=#

Strategy is to kill Marrowgar by stealing two of his Bone Spikes, using Convert / Manipulator / Cabal / Thoughtsteal/ Devour Mind

Usually I'm able to kill him on turn 8-10. Can be as quick as 6-7 turns if I'm lucky.

Although, this deck isn't fully consistent yet, due to a few reasons.

  • Firstly, this strategy depends on both our and enemy's draws. Even if we draw the key cards such as Convert and Silence on time, things might still be bad if the enemy doesn't put up enough Bone Spikes.
  • Secondly, the current AI often use their minions to control the board, which means we normally need Taunts to protect our own Bone Spikes if the enemy still have minions on board.
  • Thirdly, playing this deck optimally turns out to be pretty hard (or maybe I'm just not focused enough). It's rare to be able to put two Bone Spikes in a single turn, so we have to plan our moves two turns ahead. Sometimes we might not want to put a Bone Spike too quickly since it might be killed by the AI or our Dragonfire Potion. And we have to make sure that the enemy can't kill us while we are playing our Bone Spikes (especially if we didn't draw a silence for his own Bone Spike)

Also, I purposely didnt put Crazed Alchemist in my deck since I want Marrowgar's BOne Spike to stay alive so I can always use Convert. I put in Ironbeak Owl instead to get more silences.

If the game didn't end in 10 turns, it normally ends up taking a lot longer than 10 turns (in which case you might as well reset since this level is only the second level). I doubt this deck is also optimal.

I usually mulligan for Convert, Silence, Doomsayer, Lil' Exorcist or Tar Creeper. Keeping Manipulator or Cabal Shadow Priest is also recommended if we already have our early game in the opening hand.

An alternative strategy that I haven't tried is to use Token Druid/Shaman and to build up a board as quick as possible. It'll probably be more consistent although I'm not sure it'll be faster, since the time taken on each turn will probably be longer compared to using Priest.

Indonesiasrd_277 years ago

Post any ideas about the adventure speedrun strategies here. (Probably gonna make a different thread for the "Lich King, All Classes" category later)

Indonesiasrd_277 years ago

New strategy for Rafaam Unleashed with the new Paladin hero card?

All you need to have is Auctionmaster Beardo + Ysera's Tear + 2 more 0-cost spells (1-cost spells from your own deck will also work, such as Humility).

One of the main advantage of this strategy is that the DK Uther's hero power will probably bypass Rafaam's immunity.

Indonesiasrd_278 years ago

For these bosses, I'll use decks similar to what Zypher's uses but with some optimisations to make it more consistent (and hopefully faster).

Julianne: http://imgur.com/a/nlKtC Curator: http://imgur.com/a/TxdiK Illhoof: http://imgur.com/a/I4veA Netherspite: http://imgur.com/a/SFQDW

On Julianne and Curator, there are probably quite a lot of other good ways to tackle these bosses. The curator deck is the one that I feel isn't optimal at all since it still normally takes 11+ turns to win, but at least the mage cards is good in making the match consistent. Although for now I don't feel like experimenting a lot on Curator.

For Big Bad Wolf and Nightbane, I'll use different classes (Druid and Warrior), but the gameplan is still straightforward. (And I doubt both decks are optimal)

Big Bad Wolf: http://imgur.com/a/wPVOM Nightbane: http://imgur.com/a/m9U2C

Nightbane still have a very small chance to lose, maybe using priest will be more consistent (although I haven't tried it) but warrior's burst cards and weapons seem to make this boss goes significantly faster.

Indonesiasrd_278 years ago

Shade of Aran: http://imgur.com/a/Jleg1

Uses Shaman instead of Mage. Shaman is significantly faster and more consistent than Mage since they have more burst spells and the spells are cheaper too. Normally got lethal within the first 8 turns.

Note that this boss will always use his Flame Wreath secret on turn 3, so having one of the anti-secret cards by turn 4 helps a lot.

Indonesiasrd_278 years ago

Silverware Golem with Paladin: http://imgur.com/a/MnRcK

This deck works similar to the deck I've used in heroic Giantfin for my heroic LoE run. Both Silverware and Giantfin have similar mechanics where they can keep filling their board with strong 1-hp minions every turn.

Gameplan is to stall until you can put out the Volcanic Drake/Grim Patron/Baron Geddon for the board presence. Once you control the board, the boss won't have a way to take back the board advantage.

I normally mulligan for an early board clear and a card draw (Divine Favor or Solemn Vigil). Having at least one of the card draw is really important, since the draws will make it easy to clear the board everytime and gives you the minions required for the board presence in late game.

This deck isn't that fast, it also have a bit of chance to lose although probably with less than 10% chance of losing. I've also tried Patron Warrior which is what commonly shown on the heroic guides. It can be fast when things gone right and you managed to put Frothing Berserker or Grim Patrons early on, but I don't think this deck can be consistent since you need good early draws.

Indonesiasrd_278 years ago

Crone: http://imgur.com/a/BKhb9

The gameplan still depends on Inner Fire, but Shadow Visions it's much easier to draw an Inner Fire now and you still can't lose even if you don't draw your Inner Fire on the first several turns . This deck is a lot more minion-based than what's used in Zypher's run. Deathrattle minions are normally used for taunts while the low-cost high-attack minions could deal lots of damage since they have charge.

I'll still mulligan for any of the spells. Even without Inner Fire, having Divine Spirit in your opening hand is more than enough to ensure Dorothy's survival.

Indonesiasrd_278 years ago

Magic Mirror with Unlicensed Apothecary: http://imgur.com/a/jx3To

Gameplan is to give the boss a copy of the Apothecary, which allows a lot of damage that can be easily dealt to the boss. Sense Demons make this deck consistent, I often draw an Apothecary or Sense Demons by turn 5. Most of my wins seems to be within 9 turns, with the fastest being a 5-turn win.

The deck is consistent overall, but it turns out to be hard to play optimally. There's a bit of chance to lose though most of my losses are because of my misplays.

Note that one of the three secrets used by Magic Mirror is a Mirror Entity. This allows you to give the boss an extra Apothecary and could make the fight a lot quicker.

I've put Sacrificial Pact in the deck which is meant to be used on my own Apothecary. I've also put Leeroy Jenkins since he will give three minions to the boss, although Jenkins isn't necessary at all for this deck.

Gardenia likes this
Indonesiasrd_278 years ago

Free Medivh with Anyfin Paladin: http://imgur.com/a/Aotlu

The gameplan is to stall early on until you managed to stabilize the board, then kill Nazra when you have the Anyfin(s) in your hand to fill the board after Malchezaar used Twisting Nether. Mulligan for the early-game stall cards or oozes. No need to keep murlocs in your opening hand since you'll draw them eventually with the help of your card draws.

This seems to be pretty consistent overall, although I'm not sure if the deck is optimal yet. There's a bit of chance to lose in the Nazra fight if your early draw isn't good, maybe about 20% chance to lose, though the defeat is usually quick.

One thing that I'm still not sure is whether it's better to play your first Anyfin before or after killing Nazra. If you play it before killing Nazra, you can fill the board with more murlocs after Malchezaar pops up. But if you used your first Anyfin after killing Nazra, your board can last longer (since you can refill the board again with 2nd Anyfin) and you can get a random 10-drop for your first Anyfin.

Sometimes, I used the first Anyfin while Nazra is still alive to clear the board if Nazra have a bunch of minions. If this isn't necessary though, I usually keep my two Anyfins in hand for Malchezaar. It's a lot safer if you already have both Anyfins in hand when you're killing Nazra.

As for the card draw in this deck, seems I seldom have a lack of card draw and I tend to reach near fatigue pretty quickly. Divine Favor is really useful before turn 9 or 10 because at that point Nazra tends to hold a lot of cards in her hand. Previously, I was thinking of putting Coldlight Oracles but it seems I end up reaching fatigue too quickly with it.

The two 8-mana class legendaries in this deck (Tirion and Lightlord) isn't necessary though they've helped quite a lot. (Can be easily replaced with cheap cards such as Ancient of Blossoms, Sen'jin Shieldmasta or Antique Healbot)

I haven't tried the Ancestral Spirit + Kelthuzad that Zypher used in his run. There could be a bunch of things tried out on Shaman especially with the new elementals, though my gut feeling is that it can't be more reliable than the Anyfin Paladin deck (it'll be good if someone prove me wrong ;) ).

Indonesiasrd_278 years ago
  1. Use High settings instead of Low or Medium. Low/Med settings locks the game into 30 FPS and have slower animation compared to High.

  2. When the enemy plays a card or hero power, click on the card/hero power that is being played. This will make the enemy's move to start earlier, which saves up a lot of time during the whole run. This trick also applies whenever a secret is triggered or Yogg-saron's effect is being played.

Specific Tips for Karazhan:

  1. On 'Free Medivh!' match, there are two dialogues that can be skipped if you have seen it during the same game session. The first one takes place on the beginning of the match. The second one takes place after you beat Nazra.

So, before starting your attempt, make sure to beat Nazra which will save several seconds on your run. (Note that the other dialogues for this adventure can't be skipped)

Indonesiasrd_278 years ago
  1. Use High settings instead of Low or Medium. Low/Med settings locks the game into 30 FPS and have slower animation compared to High.

  2. When the enemy plays a card or hero power, click on the card/hero power that is being played. This will make the enemy's move to start earlier, which saves up a lot of time during the whole run.

Indonesiasrd_278 years ago
  1. Use High settings instead of Low or Medium. Low/Med settings locks the game into 30 FPS and have slower animation compared to High.

  2. When the enemy plays a card or hero power, click on the card/hero power that is being played. This will make the enemy's move to start earlier, which saves up a lot of time during the whole run. This trick also applies whenever a secret is triggered or Yogg-saron's effect is being played.

Specific Tips for BRM:

  1. On 'Ragnaros the Firelord' match, the starting dialogue by Majordomo will be skipped if you have played the boss during the same game session. So, before starting your attempt, make sure to see the dialogue first which will save few seconds on your run.

  2. On 'Lord Victor Nefarius' match the cards given by Ragnaros will came up faster if you skip his dialogue box by double-clicking it.

  3. There's a way to skip a dialogue in 'Dark Iron Arena' match that could save several seconds. Details here: http://www.speedrun.com/blkrockmnt/thread/hykvl

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