Yellow-Brick Brawl


 * "Each player is given Dorothee, which grants Charge to minions on one side and Taunt to the other. Build a 10 card deck and we'll give you three copies of each!"

 is a Tavern Brawl. It debuted on November 2, 2016.

Based on the Crone encounter from One Night in Karazhan, all matches in the Brawl are played on the Karazhan battlefield.

History
Additionally, Yellow-Brick Brawl was one of nine Tavern Brawls featured as part of the 207th Brawl, The 207th Brawl Spetacular!.

Overview
This Brawl sees players recreating the Crone encounter from One Night in Karazhan, with each player starting with a special Dorothee minion on their board, granting Charge to minions to Dorothy's left, and Taunt to those to her right. Players use custom constructed decks, of any class, containing 10 cards only (with a maximum of 1 copy of each card). Upon entering the Brawl each deck is made up to 30 cards, featuring 3 copies of each chosen card. Both players start with 30 Health and 10 Armor.

Strategy
Stats and card text are most important here. Most minions that already have Charge or Taunt will not pull their weight, while ordinary cards like Pit Fighter, Boulderfist Ogre, and even Ice Rager become much scarier when Charge is included for free.
 * General tips

Aside from Dorothee's effects, the deckbuilding rules for this Brawl are a feature in themselves, making some unusual plays possible, especially combos and those involving legendaries (normally limited to one copy per deck). The bonus 10 Armor each hero starts with however makes direct-damage spells like Mind Blast less viable.

Some staple cards are usable in most strategies:
 * A source of Silence, such as Ironbeak Owl, Spellbreaker, or Light's Champion. Note that Silence does not remove the Charge or Taunt effects granted by Dorothee.
 * Nerubian Egg on the taunt side offers great value.
 * Sylvanas Windrunner offers much value as either charger or taunter and can be difficult for the opponent to deal with cleanly.
 * Sticky minions like Piloted Shredder can potentially offer two charges or a resilient taunter.
 * Windfury minions like Windfury Harpy can charge the enemy hero twice for effectively double damage.
 * Barnes and the minion he summons can both charge.
 * Youthful Brewmaster can recover a silenced minion's value, or just allow it to charge again on the same turn.

Warlock is one of the most powerful classes in this brawl.
 * Warlock
 * Dreadsteed should be an automatic inclusion regardless of strategy. As a charger, it can clear the board each turn. As a taunter, it is an impenetrable wall. Silence, control effects, and transforms (Polymorph/Hex) are the only things that can stop it.
 * Voidcaller's deathrattle can summon useful demons like Dreadsteed or Mal'Ganis on the taunt side.
 * Darkshire Councilman, Flesheating Ghoul, and Undertaker combo well with Dreadsteed.

A freeze mage strategy is hindered by the additional 10 armor, but can work.
 * Mage
 * Ice Block and Mad Scientist can buy you the time you need.
 * Frost Nova is effective at locking a full board, but be aware that silence effects will unfreeze a minion.
 * Fill the rest of your deck with cheap card draw (Loot Hoarder, Coldlight Oracle) and damage spells (Fireball, Frostbolt, Ice Lance), and hope for the best.

Shaman can use windfury, damage buffs, and beneficial transforms to produce unexpected burst damage.
 * Shaman
 * Try using Windfury or Windspeaker on a charge minion.
 * Dust Devil and Whirling Zap-o-matic are bargains for their potential damage output.
 * Evolve and Master of Evolution allow minions on Dorothee's left to charge twice in one turn.
 * Use Bloodlust combined with cheap minions on the charge side.


 * Priest
 * Shadow Madness can steal an opposing Dreadsteed.
 * Kabal Songstealer and other Silence synergies can help to remove sticky Taunts.

The standard Wild Growth and Innervate plays become very strong this Brawl due to the chances of drawing several copies of each card. This then allows the druid to not only put high-cost minions into play several turns early, but to immediately attack with them. Kel'Thuzad can allow the druid to trade their minions without penalty.
 * Druid

Not a common class in this brawl, but cards that provide synergy with Charge and Taunt, such as Warsong Commander or Bolster, have considerably added value.
 * Warrior


 * Rogue
 * The inclusion of Kobolds and Catacombs gives Rogues a new toy in Kobold Illusionist. If a Kobold Illusionist is killed while you have another Illusionist in the hand, it respawns as a 1/1 and will continue to do so infinitely.
 * Sonya Shadowdancer has great synergy with the above strategy, as her effect generates a 1-mana, 1/1 copy of Kobold Illusionist in your hand. Note that even if you don't already have another Illusionist, the Deathrattle of the dead Illusionist will still trigger due to the copy that Sonya spawns. Fill up your hand with cheap Illusionists and build a nigh-impenetrable wall against your opponent.