Great decks to play in Hearthstone’s Doom in the Tomb event
The Hallow’s End event in Hearthstone this year is Doom in the Tomb. In addition to several seasonally themed Tavern Brawls, 23 cards from Wild are now available in Standard play, unlocking new, unique deck options. And my favorite thing about the event is everyone gets these returning cards. You receive temporary copies regardless of if you owned the card or not, so every player can enjoy the event, no matter the size of their card collection.
The litany of characters joining Hearthstone in Doom in the Tomb has me curious. Two of the cards feature characters who are playing major roles in WoW’s patch 8.2.5 and 8.3. You’ll remember it was Hearthstone that gave players an in-game look at N’Zoth back in Whispers of the Old Gods. In Doom in the Tomb, the N’Zoth minion is back, as is Sylvanas Windrunner, and two deceased faction leaders with Vol’jin and Varian Wrynn. Ragnaros is also included, and there are are stirrings in the Firelands in the Dark Iron Dwarf recruitment scenario. Could this hint at more for these characters in 9.0?
It’s possible I’m reading too much into this, so let’s move past the speculation. Back in Hearthstone, since you’ve got these new cards on a temporary basis, let’s find good decks to use them in. These are our favorite Doom in the Tomb decks to make use of your new Legendaries.
Returning Legendaries: Kun the Forgotten King, Astral Communion
Kun the Forgotten King has brought back Malfurion’s old friend Malygos into decks. You have several ways to get Malygos on the board with this deck Japetto Joybuzz gives you a 1/1 Malygos. Elise the Enlightened could give you multiple copies of Malygos in hand. It’s hard to deal with one Malygos, much less a second, or possibly even third from Flobbidinous Floop.
This deck has tools like Ferocious Howl, Oasis Surger, and Starfall to stay in the game long enough to pull off your combo by getting out as many copies of Malygos as possible before overwhelming your opponent with spell damage. When you play Kun, you get a full mana bar and 10 armor once you’ve completed the Quest. Emporer Thaurissan’s mana cost discount allows you to play more spells once Malygos is in play.
Event Cards: Call of the Wild, Lock and Load
The Hunter class received Call of the Wild, a powerful spell that summons all three of your animal companions: Misha, Leokk, and Huffer, which gi ves you a 5/4 with Taunt, a 5/2 with Charge and a 2/4 that buffs your other minions. This card is a major buff to the Zul’jin Hero card which was run in some Highlander (no duplicate cards) Hunter lists prior to the event.
The Highlander format gives the deck room to add the powerful event Legendary cards like Ragnaros and Emperor Thaurissan. Zul’jin adds a big power play and the deck has a strong finisher with Dinotamer Brann summoning King Krush.
Event Cards: Flamewaker, Babbling Book
Babbling Brook plays well with the Mage Quest, Open the Sky Temple, but the Flamewaker is the more powerful addition. This decks features many low cost spells, which can be further discounted by Sorcerer’s Apprentice and Thaurissan. As you play spells, Flamewaker chips away at your opponent’ss face and board, and Mana Cyclone gives you value and hand refill.
This works well as a strong aggressive deck. Against mid-range and Control decks, you’ll need strong Cyclone turns as well as a bit of luck with Magic Trick to get your wins — but you can still rack up wins.
Event Cards: Mysterious Challenger, Avenge
Mysterious Challenger ruled the Hearthstone metafor a long time, and Avenge was one of the key secrets behind his power. Secret Paladin was a popular deck prior to the event, and I like the idea of making it a Highlander deck. A good Challenger turn, combined with a Commander Rhyssa, could build a board that’s difficult for your opponent to handle.
Secret Paladin’s biggest issue was card draw without Divine Favor which is still banished from Standard, but Mysterious Challenger will thin the deck and get the secrets in play. Still, when you play Sir Finley, you should prioritize getting Life Tap — the Warlock Hero Power which draws a card at the expense of two health, giving you more card draw. Zephyrs the Great can give you some nice comeback plays if you get behind.
Event Cards: Lightbomb, Vol’jin
Priest is a slower, more reactive class that needs good board clears to thrive. Lightbomb is a powerful and welcomed addition, and Doom in the Tomb also adds the powerful Sylvanas Deathrattle and the Deathrattle support of N’Zoth. Priest already had access to strong Deathrattles like Khartut Defender and Convincing Infiltrator. As far as N’Zoth is concerned, each Khartut counts as two separate Deathrattles. Your opponent could be looking at a board full of them after you play him, and even more with your Resurrection shenanigans.
Event Cards: Shaku the Collector, Swashburgler
While at first glance, it appears both event cards provide even more Quest support, Rogue players have found the greatest success in this non-Quest Tempo focused deck. Shaku and Swashburgler join Hench Clan Burglar and Blink Fox for card generation. Vendetta, Underbelly Fence, and Backstab are all great Tempo cards, removing minions for little or no mana cost.
Along with these low cost options, the deck has Eviscerate and the various Lackeys from Evil Miscreant. Those low-cost minions can build some truly scary Questing Adventurers and Edwin Van Cleefs. The deck also features the seven-mana Leeroy/Waggle Pick/Leeroy finishing combo.
Event Cards: Evolve, Thing Below
An already a strong class before Doom in the Tomb, Evolve strengthened the Shaman Quest card, Corrupt the Waters. In this deck, many Battlecry cards are played for their Battlecry effect only. Once the Battlecry minon is on the board, it’s just a pile of stats. Evolved takes those stat sticks and turns them into more powerful options.
Be careful with your Lackeys, though, as they might Evolve into a Doomsayer. The end is coming, indeed.
Event Cards: Renounce Darkness, Imp Gang Boss
Warlock has had a trouble finding its footing in the Year of the Dragon. Imp Gang Boss, along with the meutral Legendary cards has augmented the standard Zoo deck in interesting ways. With a strategic mulligan, this version can put early pressure against any deck and continue right through the mid game and into the late game with powerhouse cards.
The addition N’Zoth to this deck makes for the ultimate board refill. This deck also packs plenty of healing with Khartut, Rotten Applebaum, and Zilliax, so don’t be afraid to your Hero Power early and often.
Event Cards: Bloodhoof Brave, Varian Wrynn
Warrior has two ways to go with the Doom in the Tomb cards. The Control Warrior variant ignores both class cards to embrace the Neutral Legendary card parade. N’Zoth is there to bring back your Khartuts and Sylvanas. Outside of that, this deck is the standard Mech-heavy Control Warrior we’ve come to know, love, and adore all expansion long. What? Why are you checking for the sarcasm font?
The other option you’ll see is the Varian Aggo Warrior. As an aggro deck, it can end games before your opponent even gets started. This list can be a little slower than pure aggro decks that don’t run anything over 5 mana, but it also has more staying power. The dream is for Varian to bring out Grommash Hellscream, Leeroy Jenkins, and Ragnaros. That’s a finishing burst of damage few decks can survive.
Those are the decks I’ve found. What crazy decks are you building with the event cards?
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