Doom in the Tomb (Tavern Brawl)


 * The Headless Horseman is haunting the tombs of Uldum! Fight to his lair... if you dare!

Doom in the Tomb is a Tavern Brawl. It debuted on October 9th, 2019.

This brawl celebrates the Doom in the Tomb event.

Overview
This single-player Brawl sees players navigating through the Tombs of Terror as one of five playable heroes: Hagatha, Dr. Boom, Madame Lazul, King Togwaggle, and Rafaam. In the second week, 4 additional heroes were added: Elise, Sir Finley, Reno, and Brann.

It is similar to the Dungeon Run mode, and the encounters mirror those from the Tombs of Terror adventure, except for the Headless Horseman.

Note: Because this is a Tavern Brawl, games played in this mode do count towards completing daily quests, even though the games are not played against other humans.

Rules

 * The objective of Doom in the Tomb is to defeat eight bosses of increasing difficulty to win the run.
 * Starting on round 3, bosses begin with a Squashling in play. The bosses starting on round 7 begins with two.
 * The player begins with a collection of ten cards, consisting of different cards for each class.
 * The player starts on 20 Health, and gains additional Health per defeated boss, up to 40 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.
 * 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. 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.
 * Should a game end in a tie, the player will be given the chance to try the round again.
 * The player always goes first. The enemy also does not get The Coin.

Starting decks
Upon starting a fresh run, a player is given a starting deck of 10 or 11 cards. These decks are always the same for that class. Each deck runs one copy of each of the cards in the below lists.

Narrative
This brawl continues the story established in the Doom in the Tomb event.

Known bugs

 * When playing as Madame Lazul and you have either the Aegis of Death or Soulreaper's Scythe treasures in your deck, Leap of Fate will be able to select them from your deck due to both having Deathrattles, despite being weapons. This will cause the player to equip the weapon, which will have 1 attack but retains its original durability. If Leap of Fate selects the weapon again, the Hero Power will destroy and reequip the weapon, triggering its Deathrattle.
 * If the Headless Horseman's Head is mind controlled through cards like Sylvanas Windrunner, it will transfer its Immune effect to your hero and the Headless Horseman will be vulnerable to being targeted.
 * When the Headless Horseman is killed in his first phase with the Kodo Hide Whip, he will begin his next phase as usual, but you will be given the internal hero card of the Headless Horseman, which has the warrior class and costs 0 mana. It shares its card text with the Headless Horseman's preview subtitle: "He's seen the battle in Uldum! Now he's here in this tomb!"
 * Playing the hero card will softlock the game, but reconnecting will result in your hero being replaced by the Headless Horseman's first form, complete with Slash. If you take lethal damage, you will transform into the Horseman's headless form and summon a Headless Horseman's Head of your own.
 * Attempting to emote as the Headless Horseman will play his laughing sound effect with a "..." speech bubble. The enemy Horseman will respond to the emote with a blank speech bubble.
 * A theorized reason for this glitch is that the Kodo Hide Whip is coded to trigger its copying effect when you attack a character that isn't the current enemy hero, not necessarily a minion. When the Headless Horseman changes into his second phase, his first form is moved to the set-aside zone with full health between the enemy hero's transformation and the resolution of the Kodo Hide Whip's effect. Due to him technically being replaced by another hero, his first form is valid for the effect of the Kodo Hide Whip and he is added to the hand.

Trivia

 * In the patch notes for Patch 15.4.0.34670, this brawl was called "Legends of the Haunted Temple". This is a reference to Nickelodeon game show Legends of the Hidden Temple.