I had a much longer article started on the various strategy considerations one needs to ponder in order to clear Hearthstone’s Dungeon Run game mode with all nine classes. Then I realized that perhaps a TL;DR version might be better. So here it is:
- Captured Flag (+1/+1 to your minions)
- Cloak of Invisibility (permanent Stealth)
- Wax Rager (5/1 Deathrattle: resummon)
- The Candle (4 damage to enemy minions, reshuffle into deck)
You can win without this combination of passives and treasures, and you can absolutely lose even if you get all of them. Dungeon Runs are the typical Hearthstone clown fiesta of RNG cranked to 11. But the short version is that giving all your minions +1/+1 allows you to counter a ton of boss gimmicks, permanent Stealth bypasses targeted removal and bad trades, and Wax Rager can usually win the game on the spot with infinite value.
As far as deck composition, you will want two things: creature-based tempo plays and an emergency value generator. Spells are incredibly discouraged in Dungeon Runs, as Boss health generally makes it impossible to kill them before getting overwhelmed yourself, and several Bosses actively punish spell use. At the same time, it’s possible to run out of gas if you’ve been trading all game, and bosses have more cards than you do. In those cases, having an Antonidas or Lyra can pull you from the brink. Those value cards just can’t be your win condition themselves, as they are much too slow versus the bosses that win on Turn 5.
And… that’s basically it.
If you’re looking for tips regarding specific classes, it can basically be summed up as:
- Shaman/Druid/Rogue: Picks Jades.
- Everyone Else: RNGesus will guide you home
Priest was by far the worst class for me, although Shaman cut it close. In both cases, the starting deck is just bad, so you have to lean hard on getting good Passives/Treasures and strong card picks after each boss. I had perfect picks in half a dozen of my Priest runs, and it still took a total of 15 attempts before I squeaked by. Even then, the winning run was due Lyra giving me a Power Word: Glory, which I was able to leverage into an incredibly unlikely win versus Waxmancer Sturmi as he repeatedly copied the enchanted Sylvanas.
The latest round of Hearthstone nerfs have been announced ahead of the set rotation, and they’re great… if it was 2016.
The biggest news in there is the nerf to Patches, a card that was released in December 2016 and has been a meta-defining, chase Legendary ever since. Blizzard has acknowledged his power several times, but their explanation for the timing is… well…
As we move closer to the new Hearthstone Year, we had some concerns about allowing Patches to remain in his current state after moving out of Standard. Patches’ strength has caused almost every class to add some Pirates just to benefit from him, and his early game power forces control decks to include a good answer to him. This change should give Wild players more flexibility when building their decks.
What the literal shit, man? Can that be read any other way than “we are fine with Patches’ current state in Standard”? I mean, obviously they were fine with the card’s broken state up to this point as evidenced by a lack of any nerf for over a year. But to me, this just says that Blizzard genuinely believes that card set rotations should be the arbiter of balance in this game. And that’s fucking nuts.
Granted, Corridor Creeper is also getting
deleted from the game nerfed in this upcoming patch. That does not particularly make me feel any better though, because A) how they nerfed it, and B) what they didn’t nerf. All Corridor Creeper needed was to only count your minions, rather than every minion. Hell, most of the pros that previewed the card felt like it was Epic trash because they read it that way to begin with. Instead, they turned it into literal garbage that you will be very disappointed to open in a pack after February. Meanwhile, no changes to Cubelock or Ultimate Infestation, etc etc.
Why does any of this matter given the clown fiesta that is Hearthstone’s RNG? Well, I still like playing the game occasionally. And really, the RNG does not particularly bother me – sometimes it’s in your favor, sometimes it’s not. The more fundamental problem is Blizzard’s current balance philosophy undermines any faith I have in the game’s long-term direction. Set rotations are not how you balance a goddamn game… unless the entire goal is pump & dump. Sell those packs to people chasing overpowered Legendaries/Epics and then nerf them later so the next set appears just as OP as the last. Otherwise known as the Supercell Gambit (Clash Royale says Hello).
It’s all cynical, unnecessary bullshit. These are supposed to be games, not vehicles for quarterly profits. I mean, they are that too, but I shouldn’t have to open the latest expense report to understand what the designers are smoking and where they are taking the game’s direction.