This Brawl sees players creating their own custom decks using any class. However, minions with a mana cost less than 7 cannot be included in decks.
When building a deck for this Brawl, cards which are not usable in the Brawl are simply not shown in the collection manager.
This Tavern Brawl is more about bypassing its deckbuilding restrictions than going along with them. Any card that has the potential to put a minion onto the battlefield before turn seven is disproportionally powerful. Mountain Giant and Frost Giant are prime examples that can be used by any class. However, Priests, Paladins and Druids are best at "cheating" minions into play.
Another valid strategy is to forego minion combat altogether, focusing only on defeating the enemy hero through spell damage or weapon attacks. Mages, Warriors and Shamans are very good at this.
The Paladin is able to generate a continuous flow of minions with its Hero Power Reinforce. This can either be combined with a multitude of Paladin spells that increase minion Attack, such as Blessing of Kings, to create powerful minions, or with spells that set an enemy minion's Health to 1 (i.e. Repentance and Equality).
The Druid has multiple spells that summon minions, including Living Roots and Power of the Wild that can be used to bypass the minion cost requirement. Raven Idol should also be mentioned, as it may not be obvious at first that it circumvents the deckbuilding restrictions. Innervate and Wild Growth can help you get big minions out sooner, and players should usually mulligan hard for these. The prevalence of larger minions can make Poison Seeds very effective. Naturalize can be a good answer to dangerous early game minions, despite its drawback.
The Warrior can be built with weapons and Armor spells, thus creating an actual Warrior that relies solely on Armor and weaponry to kill the opponent.
The Mage is a quintessential spellcaster and can use a variety of powerful spells that deal damage directly, or resist damage, including Mirror Image, Ice Block and Fireball. Mirror Entity can be good for copying larger minions put out early on, while Vaporize and Effigy are more valuable this Brawl due to most minions being substantial.
The Shaman can combine spell damage and weapon attacks while also summoning minions with Feral Spirit. Having a Doomhammer is essential to this strategy, however.
The Hunter can make outstanding use of Dart Trap, since most opponents spend their early game doing nothing but using their Hero Power. Misdirection also does great work of both wasting your opponent's time and dealing a lot of damage to them. Freezing Trap also buys you a lot of time. Bear Trap and Snake Trap can get minions into play in the early game. This highly suggests building a trap-centered deck if you are a Hunter. The combination of Secrets and Hero Power use can easily halve the opponent's Health before they are able to put their big minions into play.
Traditional early-game removal cards like Shadow Word: Pain or Imp-losion have to be re-evaluated before being added to a deck, as there will rarely be any targets to use them on.
Obviously, players will instead need cards that deal with large minions effectively. While expensive spells such as Assassinate and Siphon Soul get the job done, their high mana cost prevents their user from playing a minion that turn. This means that less powerful or more resource efficient removals like Humility, Shadow Word: Death and even Naturalize may be a better choice because they can generate a huge tempo advantage that the enemy may not be able to keep up with.
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This was the first Brawl to prevent players from including certain cards in their decks. It was also the first event of any kind to hide the player's cards from them when viewing the collection manager.