Dungeon Run

Dungeon Run is a free single-player game mode added with the release of the Kobolds & Catacombs expansion on December 7, 2017.

Rules

 * The objective of the Dungeon Run is to defeat eight bosses of increasing difficulty to win the run.
 * If the player beats the run with a given class, the class is given a crown on the selection page.
 * Once the player has beaten the run with all nine classes, the player is rewarded with the Candle King card back!
 * The player begins with a collection of ten cards, consisting of different cards for each class.
 * The player starts on 15 Health, and gains an additional 5 Health per defeated boss, up to 50 Health for the eighth, and final boss.
 * After rounds 1 and 5, the player receives a Passive buff, selected from one of three random passive buffs from the pool of Passives. (listed below)
 * These passives give a permanent effect to the player for the rest of the run. These are applied at the start of the match, meaning some buffs that affect cards will not affect cards added to your hand or deck later in the game.


 * After rounds 3 and 7, the player receives a Treasure card, selected from one of three random cards from the pool of Treasure cards. (listed below) These are very powerful cards, and often have low mana costs.
 * After each round, the player is offered three bundles of three cards each. The player can only select one of these three bundles. This allows the player to increase their deck size in tandem with the boss' decks increasing in size.
 * The bundles are often themed or synergize well with each other. Many of these bundles are class specific, feeding into the popular archetypes available to that class up to the release of Kobolds and Catacombs.
 * For example, Mage is often rewarded with bundles that encourage spell synergy, fire themed cards, and frost themed cards, among others. You can find more below.
 * Should a game end in a tie, the player will encounter another boss of the same difficulty level.
 * The player always goes first. The enemy also does not get The Coin. On the final round, the boss starts with 2 mana crystals.

Starting Cards
Upon starting a fresh Dungeon Run, a player is given a deck of 10 cards. These decks are always the same for that class. Each deck runs one copy of each of the cards in the below lists.

Card Bundles
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After each win, the player gets to choose three cards to add to their deck. The three cards chosen belong to the same bundle, being selected from it randomly; the player then chooses one selection of three cards from three options. Each selection may contain multiple copies of the same card.

Unique packs of Mage, Priest and Warlock contain all existing cards of these classes including the newer expansions.

Bosses
Most bosses have a proper class associated with them, and it's very unlikely that they will use a different class's cards in their own deck, save for boss-unique cards like Looming Presence.

Tips

 * For all loading screen tips for Dungeon Run, see Tips


 * Don't worry if you die on one of the first few bosses. It happens sometimes. Reconsider your strategy, and try again!
 * Beware of picking only late-game minions, even with the Scepter of Summoning upgrade. A number of boss abilities make it extremely difficult to stabilise mid-game, even with an amazing taunt deck, so playing on curve is important.
 * Great go-to Passive Treasures regardless of your class of choice are the Captured Flag, Justicar's Ring, Potion of Vitality, and Scepter of Summoning. Only in niche situations would they be less favorable than other options. (e.g. Justicar's Ring doesn't offer much for Hunter, Scepter of Summoning offers little for spell-heavy decks)
 * You get your first Passive before you get your first bundle, so try and pick your Passive based on what bundles could come up for your class. For instance, the Battle Totem is particularly potent if your class gets access to Jade or C'thun bundles.
 * Try and grab combos of synergistic cards from your bundles. For example, if you grab a C'Thun bundle, grab more C'Thun bundles later!
 * One combo in particular: Wax Rager synergizes incredibly well with Frost Lich Jaina. The Rager is an elemental, so it gains the lifesteal buff. In addition, Jaina can use her hero power to kill the 1-health Rager, thus summoning a Water Elemental, and the Rager's deathrattle immediately resummons it.
 * Unless another playable Treasure is very convincing, pick up the Blade of Quel'Delar or Hilt of Quel'Delar, and hope to find the other half. The Blade is still a useful cheap weapon, while the Hilt is nice for buffing your Taunt minions. Assembling Quel'Delar is always something to behold, especially when it'll trivialize the final boss.