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

Yellow-Brick Brawl.jpg

"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!"

Yellow-Brick Brawl 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.


Tavern Brawl Start End
73 November 2, 2016 November 7, 2016
130 December 6, 2017 December 11, 2017

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


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.

Special cards[]



  • Attacking 45 times in one turn (as from a Dreadsteed repeatedly charging another Dreadsteed) causes the game to end in a draw. This may be a bug.
  • The Dorothee seen in this Brawl is very similar to the Dorothee seen in the The Crone encounter, but is a permanent minion card. As a result:
  • The second reprise of this brawl (December 6) is using the Standard format.


General tips

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.

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:


Warlock is one of the most powerful classes in this brawl.


A freeze mage strategy is hindered by the additional 10 armor, but can work.


Shaman can use windfury, damage buffs, and beneficial transforms to produce unexpected burst damage.


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.


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.

  • 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.