Two weeks after The Witchwood came out, this expansion’s solo mode, Monster Hunt, hit the air, and as expected, it’s fun and worth playing. Like Dungeon Run in Kobolds & Catacombs, players must take turns facing 8 bosses, with increasing difficulty through each match. You can choose one of 4 Heroes: Cannoneer, Houndmaster, Time-Tinker and Tracker. Each of these Heroes is associated with a familiar class in Hearthstone: Cannoneer is Warrior, Houndmaster is Hunter, Time-Tinker is Mage and Tracker is Rogue. However, the Hero Power of each of these Heroes is very special and interacts well with the deck in general. Each time you defeat a boss, you will receive an additional set of 3 cards in the Monster Hunt deck, and every time you defeat the 1st, 3rd, 5th, 7th bosses, you will receive a powerful additional card or effect and significantly increase the ability to flip the rafters as well as have unbelievable turns.
Dungeon Run has been criticized as the final boss being too strong compared to the previous part, and players often easily overcome the first 7 challenges. However, in Monster Hunt, there are some bosses around 6-7 that are very strong and difficult to overcome, typically Azalina Soulthief.
Another difference of Monster Hunt is the final boss-of-final Hagatha the Witch, which you can only confront after winning with all 4 Heroes. Each Hero has completely different gameplay, and the selection of loot and additional effects after each boss requires quite high skill to maximize the ability to complete a run. And you can apply some of the following general rules to win for each Hero. Start with…
Darius Crowley, Cannoneer
Darius’ deck contains mainly Warrior class cards, many of which have Rush and Enrage effects. Your Hero Power is called “Fire!” 2 mana and when used will fire 1 bullet at any enemy standing opposite the cannon on your table (if the cannon is between 2 enemy minions, it will damage both 2), if the enemy minion is killed then you can use Hero Power again. In your base deck, there is a card that increases the power of the cannon, which is “Extra Powder” 1 mana, for each cannon bullet increase 2 damage for a turn.
Cannoneer can obtain good cards and effects and interacts effectively with Hero Power. Try to find “Dragonfire Ammo”, “Grizzled Reinforcement” and “Tuskarr Raider”, all of which make your Hero Power a lot stronger.
With 3-card decks selected, try to get some “Strike” decks (usually with powerful weapons, clearing and clearing spells). The Warcry and Berserker sets are also very good, because of the high monster quality (for Warcry) and the 1 damage AoE effects that interact well with Enrage minions and make it easy to use Hero Power effectively (for Berserker).
Cannoneer’s final boss is Lord Godfrey. His deck seems to be made to counter your deck. Many minions with strong Deathrattle, table clearing counter, Saboteur to prevent you from using Hero Power and even Grim Patron to force you to pay for your careless moves. However, in real combat, he is not a difficult opponent. He has few cards to reverse (watch out for Crushing Walls), so if you get the big table it should be pretty easy to win. He will play Bittertide Hydra so you can use Hero Power as well as small AoE cards like Whirlwind, Warpath to deal massive damage to him.
Houndmaster Shaw
Shaw’s deck is Hunter, there are no extra special cards, and there are many cards that interact with Hunter’s signature Beast. Hero Power can’t be said to be strong, summoning a 1/1 Beast with Rush (not even Charge!). However, in return, the synergy in the original deck is also quite significant. Few cards are consistently strong on turn 4 like Houndmaster, and Unleash the Hounds and Kill Command also help you quickly finish your opponent.
The minions that you should grab as soon as you get the chance are Princess and Bubba, two fierce looking dogs. Princess helps you build a deck based on Deathrattle cards, and Bubba helps you get through a tough battle with the Bloodhounds it summons. “Companionship” is also a useful set, and will greatly increase your Hero Power’s ability to clear the table.
When choosing 3-card sets, keep in mind that building a deck in the direction of Beast and Deathrattle will be the strongest. Therefore, “Pack Mentality” or “Divide and Conquer” are good choices, with Hunter class strong cards like Savannah Highmane, Haunted Creeper or Scavenging Hyena. “Unwavering” is also very strong if you can draft Princess.
Glinda Crowskin is the Houndmaster’s final boss. Her Hero Power allows Glinda to gain Immune as long as none of her minions remain on the table. A Hero Power is very annoying, especially when there are “thick-faced” minions like Splitting Roots or Voidlord on the table, you will have to trade even the smallest minions to be able to smash all her 50 health. Watch out for Glinda’s clearing cards, which include 2 Hellfire, 2 Abyssal Enforcer, Twisting Nether and Doom!. Be prepared to be cleared about 3-4 times before you can completely control the game. Note that you can burn a lot of Glinda’s cards because her deck has a lot of draw cards, typically Cult Master.
Toki, Time-Tinker
Toki is the most special Hero of all 4. Toki’s Deck is the familiar cards of the Mage class: Mana Wyrm, Water Elemental, Unstable Portal. Most interesting is the Hero Power 0 mana that allows you to take your turn again. And so your Hero Power is used to change back bad rngs when playing Arcane Missiles, Blingtron 3000 (ez Cursed Blade replay) or Primordial Glyph, or to replay during missplay.
The most impressive effect Toki was able to obtain was, of course, “Rewind”. A multiplier version of Hero Power that allows you to replay the match after losing, almost as a second “life”. Of course, you can’t be allowed to replay until you win, Rewind will only work once. In addition, “Stroke of Midnight” or “Enchanting Tune” is also worth getting, a spell that helps you easily handle the opponent’s large table.
The final boss when playing Toki is the future version of Toki himself. Infinite Toki’s Hero Power is for a 2 mana Mega-Windfury minion and that minion will die at the end of the turn. Therefore, keep your opponent with no minions on the table to disable that Hero Power. Another card worth noting from Infinite Toki is “Alternate Timeline”, which restarts the match and keeps your health intact.
Tess Greymane, Tracker
Tess owns a deck based on Rogue cards and interactions, but also has quite a few Hunter cards. Hero Power “Scavenge” 2 mana, allowing you to Discover a spell of any class that was played during the battle (if no spells were played yet, it will add a spell similar to Moonfire to your hand). This is Hero Power with very high value and ensures you always have effective answers for different situations. Thanks to it, you can build decks according to 2 trends of control and aggro, and Discover the corresponding spells to match the gameplay.
“Cult of the Wolf” is probably the best effect for Tess, multiplying Hero Power’s power when you can use it twice a turn and cost only 1 mana each time. “Sticky Fingers” is also very good because the cards you get from Hero Power will reduce mana by 1.
Of the three-card decks chosen, Jade is probably the stronger one (everyone who’s played a lot of Dungeon Run knows Jade is a top pick when playing Rogue, Druid or Shaman). Try to pick a lot of Jade Shuriken, because then you can play a lot more of these cards thanks to Hero Power. In addition, Shadowstep on minions to create Jade will also quickly create a huge table after only a few turns.
Tess’s final boss is Captain Shivers, a rather formidable opponent. At the start of the match, he comes equipped with the Kingsbane weapon, and the Hero Power allows him to continuously use Kingsbane on all turns.
In Captain Shivers’ deck, there is Leeching Poison, so it’s almost impossible to play aggro to finish him off quickly. Instead, you must play in the direction of high value, gradually dealing with threats on his table. The biggest weakness in his deck is Fel Reaver, so hoard the small cards, wait for him to play Fel Reaver, use them and put Kingsbane back into the deck, then throw them all out to burn your opponent’s cards. You can burn about 20 cards in 2 turns if he plays Fel Reaver early, and Kingsbane will almost certainly be burned and you just need to clear all the monsters on your opponent’s board to almost guarantee victory. If you haven’t burned Kingsbane yet, be careful with Blade Flurry cards and don’t put all large monsters on the table in one turn. With that said, Jade will be the easiest set to handle Captain Shivers.
Last Boss: Hagatha the Witch
Once you have won with all 4 Heroes, you will enter the final challenge, which is Hagatha.
This is a long match against a 100 health opponent and unpredictable because Hagatha’s Hero Power spells are completely random. However, an interesting point of this match is that you can use all 4 Heroes.
So how does it work? Starting the match you will be Houndmaster Shaw with 30 health and a deck of Hunter cards and interact with Hunter. And you will immediately have 3 Hero cards in your hand (like the Death Knight cards with 5 armor and a strong Battlecry), and 3 Heroes that are 3 mana Toki, 5 mana Darius and 8 mana Tess. Each Hero card when played deals 3, 5, and 8 damage to all minions on the table, respectively, and Discover an effect for the rest of the match. Hero Power will also change correspondingly with the Hero Power of those Heroes in individual runs.
Hagatha will easily preserve her health with Ritual Dagger weapons and Lifesteal, each time using spells, adding +1 Durability. Hagatha certainly never runs out of this weapon, as Hero Power puts a random Shaman spell in her hand every time she plays a minion, and thus Hagatha always has a lot of spells in her hand. And with such a large number of spells, of course her value is also very large, and only with greater value can you win.
The key to defeating Hagatha is to use the heroes at the right time and choose the best effects. Every time you play Hero, calculate that you have an advantage on the table, because they all have a very strong clearing effect.
The effects that you are selected are not random but will be the same in different matches. So there are stronger options out there, and you’ll usually choose them. When playing Toki, “Double Time” will yield the highest value with cards like Call of the Wild and later random spells from Tess’ Hero Power, such as Healing Rain or Bloodlust. When playing Darius, the best effect, depending on the situation, will be Pillage of the Fallen or Entrenchment. And finally Tess, Cult of the Wolf is almost always optimal and the Discover cards from Tess’ Hero Power will be extremely important for defeating opponents.
Once you’ve played Tess, take advantage of Scavenge as much as you can, the combination with Double Time will be extremely powerful and will most likely be enough to punch Hagatha’s 100 health and win the Monster Hunt cardback!
It’s hard to say if Monster Hunt or Dungeon Run is actually better, but Monster Hunt has made a few improvements over the version in Kobolds & Catacombs: the difficulty is more evenly distributed, and you’ll be less likely to encounter “difficult” situations. ” than. In addition, with knowing the final boss of each Hero in advance, building decks will also be easier. However, with that said, there are still some bosses that are extremely difficult to overcome and can be highly inhibiting like Azalina Soulthief – with her unrivaled array of monsters and buffs plus a card that makes you punch the screen, Soul Assimilation – steal all your monsters, or Experiment 3C – with 2 Amalgamate cards – super Twisting Nether and sometimes you sit helplessly watching a monster with huge stats punch in the face.
Source: pcgamer
Source link: The secret to breaking the Monster Hunt game mode
– https://emergenceingames.com/