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Tavern Brawl - promo.png The subject of this article is part of the
Tavern Brawl game mode.

Week 1 art

Week 2 art

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.


Tavern Brawl Start End Notes
226 October 9, 2019 October 16, 2019 There were a number of rewards available after certain conditions were met:
227 October 16, 2019 October 23, 2019 Week 2 of the brawl added 4 more heroes and additional rewards:


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.

Special cards[]

Player's cards[]

Ethereal Contract(92916).png
Best Friend Forever(92935).png
Ethereal Covenant(92919).png
Look What I Found!(92950).png

Headless Horseman[]

Sinister Squashling(63186).png
Pulsing Pumpkin(63187).png
Spectral Steed(63189).png
Headless Horseman's Head(92924).png


  • 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.


  • Best Friend Forever's Battlecry removes all copies of Best Friend Forever from your deck and hand and gains +1/+1 for each. You will draw cards to replace any that were in your hand.
  • Each Best Friend Forever you add to your Adventure deck remains in your starting deck for the rest of the brawl.
    • Only a maximum of 20 Best Friends Forever will carry over.


Hero Hero Power Notes
King Togwaggle Fool's Gold: "Reduce the cost of a random card in your hand to (0)." (2 Mana)
Dr. Boom Overmine: "Shuffle two Bombs into your opponent's deck." (1 Mana)
Madame Lazul Leap of Fate: "Summon a 1/1 copy of a random Deathrattle minion from your deck." (1 Mana) Replaced by Return Fateful: "Resurrect a friendly Deathrattle minion which died this game." (1 Mana) when no more Deathrattle minions exist in deck.
Hagatha Evolution: "Transform a friendly minion into one that costs (1) more." (2 Mana)
Rafaam Master Schemer: "Discover a card that was played this turn. Replay immediately with random targets." (2 Mana)
Reno Jackson Arcane Craftiness: "Fire two missiles that deal 1 damage each. If any minion dies, repeat this." (2 Mana)
Sir Finley Power Up!: "Give a minion Divine Shield & Windfury. (2 Mana)
Elise Starseeker Druidic Teaching: "Restore 2 Health, then draw a card if the target is at full health." (2 Mana)
Brann Bronzebeard Spread Shot: "Deal 1 damage, then deal 1 damage to the enemy hero." (2 Mana)

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.

Dr. Boom's Starting Deck
Total cards Class Cards
11 Treasures Resourcefulness
Dr. Boom's Boombox
Neutral Explodinator
Augmented Elekk
Warrior Improve Morale
N'Zoth's First Mate
Vicious Scraphound
Bloodsworn Mercenary
Lazul's Starting Deck
Total cards Class Cards
10 Treasures Amulet of Domination
Neutral Twilight Drake
Priest Forbidden Words
Crystalline Oracle
EVIL Conscripter
Mind Blast
Acolyte of Agony
Convincing Infiltrator
Togwaggle's Starting Deck
Total cards Class Cards
10 Treasures Bag of Coins
Greedy Pickaxe
Rogue Swashburglar
Pit Snake
Underbelly Fence
Blink Fox
EVIL Miscreant
Hench-Clan Burglar
Hagatha's Starting Deck
Total cards Class Cards
11 Treasures Stargazing
Stone Fox Statue
Shaman Earth Shock
Sludge Slurper
Tunnel Trogg
Feral Spirit
Plague of Murlocs
Unbound Elemental
Fireguard Destroyer
Rafaam's Starting Deck
Total cards Class Cards
11 Treasures Ethereal Contract
Wondrous Wisdomball
Master Scheme
Warlock Possessed Villager
Dark Peddler
EVIL Genius
Bloodfury Potion
Imp Gang Boss
Eager Underling
Despicable Dreadlord
Reno's Starting Deck
Total cards Class Cards
10 Treasures Reno's Lucky Hat
Lei Flamepaw
Reno's Crafty Lasso
Look What I Found!
Mage Magic Trick
Sorcerer's Apprentice
Arcane Intellect
Rogue Eviscerate
Blink Fox
Sir Finley's Starting Deck
Total cards Class Cards
10 Treasures Maxwell, Mighty Steed
Truesilver Lance
Neutral Murmy
Paladin Brazen Zealot
Lost in the Jungle
Murloc Knight
Shaman Primalfin Totem
Soul of the Murloc
Feral Spirit
Elise's Starting Deck
Total cards Class Cards
10 Treasures Starseeker's Tools
Sr. Navigator
Neutral Archmage Vargoth
Druid Acornbearer
Dreamway Guardians
Keeper Stalladris
Power of the Wild
Priest Inner Fire
Divine Spirit
Sandhoof Waterbearer
Brann's Starting Deck
Total cards Class Cards
10 Treasures Ol' Faithful
Brann's Epic Egg
Neutral Helpless Hatchling
Vicious Fledgling
Hunter Raptor Hatchling
Crackling Razormaw
Grievous Bite
Desert Spear
Warrior Slam
Direhorn Hatchling


Week 1[]

Boss Encountered in Round Hero Power Notes
Ichabod the Cursed 1 Spreading the Curse: "Summon a Leper Gnome. Give it Rush." (2 Mana)
Isiset 2 Mistress of Magic: "Whenever a player casts their first spell, add a copy to their hand." (Passive)
Setesh 3 Lord of Destruction: "Curse a random enemy minion to damage its owner each turn." (0 Mana, autocast)
Totally Normal Jar 4 What's in the Jar?: "Choose a minion. Summon a 1/1 copy of it." (2 Mana)
Colossus of the Sun 5 Power of Wrath: "Deal 2 damage to all damaged minions." (0 Mana, autocast)
Ammunae 6 Lord of Life: "Restore a minion's Health to full." (2 Mana)
Dark Ritualist Zafarr 7 Mummy Ritual: "Resurrect a Reborn minion with 1 Health." (3 mana)
Headless Horseman 8 Slash: "Deal 2 damage randomly split among all enemies." (3 mana) Upon being mortally wounded, he becomes Immune and summons the Headless Horseman's Head.

Week 2[]

Boss Encountered in Round Hero Power Notes
Pillager Drasar 1 Pillaged Relics: "Choose a minion. Give it +1/+1, Taunt, or Divine Shield at random." (2 Mana)
Kham 2 Spectral Swordsman: "Your hero is Stealthed while you have a weapon equipped." (Passive)
Trap Room 3 Tricks and Traps: "Play a random Secret from your hand or deck." (2 Mana)
Octosari 4 Massive Tentacles: "If there are 8 or more minions on the battlefield, destroy them all." (0 Mana, autocast)
Lich Baz'hial 5 Lich's Phylactery: "Restore 20 Health to your hero. Reduce by 1 for every friendly minion that dies." (0 Mana) Becomes Broken Phylactery: "You take double damage from fatigue." (Passive) upon reaching 0.
Kasmut 6 Tol'vir Necromancy: "After a minion is Reborn, restore its Health to full." (Passive)
Sothis 7 Titan Ritual: "Summon two 1/1 Mogu Cultists." (2 mana)
Headless Horseman 8 Slash: "Deal 2 damage randomly split among all enemies." (3 mana) Upon being mortally wounded, he becomes Immune and summons the Headless Horseman's Head.


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.