Vlad

Hearthstone Temple Escape

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This thread is for comments about our Temple Escape guide for League of Explorers.

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I defeated this on heroic mode rather easily with a Holy Paladin deck with the following cards:

  • 2 Humility
  • 2 Noble Sacrifice
  • 2 Redemption (Do not play while boulder is present, could trade one for Enter the Coliseum if you have the card)
  • 2 Equality
  • 2 Holy Light
  • 2 Seal of Light
  • 2 Coghammer (could trade 1 for a Mind Control Tech or Master Jouster)
  • 2 Aldor Peacekeeper
  • 2 Big Game Hunter
  • 1 Mind Control Tech
  • 2 Consecration
  • 2 Antique Healbot
  • 2 Tuskarr Jouster
  • 1 Master Jouster
  • 1 Lay on Hands
  • 1 Tirion Fordring (Eadric the Pure is a better option if you have him especially towards the end.)

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I used a majority of the deck but made a few changes that I found helpful in beating this on heroic:

 

Ice Lance x 2

Mirror Image x 2

Frostbolt x 2

Mad Scientist x 2

Novice Engineer x 2

Arcane Intellect x 2

Frost Nova x 2

Ice Barrier x 2

Vaporize x 1

Acolyte of Pain x 2

Flamewaker x 1

Cone of Cold x 2

Fireball x 2

Polymorph x 2

Flame Lance x 2

Blizzard x 1 (I only have 1 copy)

 

I do not own Ice Block.

 

I made the mistake of making my 30th card Mirror Entity. Oops! I haven't tried these options, but I would consider Sorcerer's Apprentice x 1, Unstable Portal x 1, or Snowchugger x 1 as well! The Flamewaker was surprisingly efficient with the use of the freezing spells. Still based heavily on RNG, but effective! Thanks for the initial guide! smile.png

Edited by Narinda

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To make it significantly less expensive, I replaced the Blizzard and Ice Block with Annoy-O-Tron and Deathlord and won three in a row. It's pretty easy once you know what's coming and the strategy is more or less the same. I was able to beat it without a single Frost Nova even.

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I used a cheaper version of the Tech Druid deck. Relatively easy, and finished out with 15 health on heroic. I used a combination strategy of large board "removal" with Poison Seeds and using distracting Taunts to keep my hero from getting damaged. 

 

Key to my success was using Poison Seeds just before the cave collapse, and keeping it for my last turn, when the enemy has stacked decks full of opponents. 

 

I never once used any of the minions for healing my hero, just how my card draws worked out. I did use Mark of Nature to buff my taunt minions after playing Poison Seeds, to prevent the enemy board from getting to my hero. 

 

I've used this deck successfully three times now. If you don't get a perfect first two turns, just concede and start again. 

 

Naturalize x2

Shieldbearer x1

Wrath x2

Annoy-o-Tron x2

Frostwolf Grunt x2

Healing Touch x2

Mark of Nature x2

Coldlight Oracle x2

Deathlord x2

Poison Seeds x2

Tournament Medic x2

Antique Healbot x2

Sludge Belcher x2

Master Jouster x2

Priestess of Elune x2

Sunwalker x2

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Using animated armour with this freeze mage deck is rather easy on heroic see as the computer never attacks your minions unless they have taunt. Thus you only take one damage from each minion.

Hope this was helpful!

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I'm still in normal mode and just beat Sun Raider Phaerix after nine tries. I'm getting ready to do the Temple Escape on normal, any advice?

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I did it first try. I did NOT have Ice block, instead i added Ethereal Conjurer and hoped for luck since there will be a chance to play it when relying on cheap spells only. i only had one Blizzard and one Acolyte of Pain, i substituted them with 2x Animated Armor which i didnt get to use because by the time it came i was at 1 health and stayed 1 health for the last 3 turns. Still beat him with the cheap AoEs. Did not get to use polymorph, frostbolt ot flame lance. Good game! :))

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I defeated Heroic Temple Escape with this F2P deck.

Temple Escape cannot possibly be won by dealing with each and every enemy minion, simply because they are much too powerful early on.
Instead just focus on preserving your health by playing taunts and disabling the enemy minions.

F2P Mage (0 Dust)
Inspiration 1: https://www.youtube.com/watch?v=AWB7X_lNygA&feature=youtu.be
Inspiration 2: http://www.hearthhead.com/deck=137525/loe-nocost-solver-heroic-temple

2x Goldshire Footman
2x Mirror Image
2x Frostbolt
2x Frostwolf Grunt
2x Jeweled Scarab
2x Forgotten Torch
2x Frost Nova
2x Ironfur Grizzly
2x Silverback Patriarch
2x Fireball
2x Polymorph
2x Sen'jin Shieldmasta
2x Animated Armor
2x Booty Bay Bodyguard
2x Lord of the Arena

Mulligan for Goldshire Footman, Mirror Image, Frostwolf Grunt, Frost Nova and Animated Armor.
Turn 1: Goldshire Footman or Mirror Image.
Turn 2: Choose card draw. Taunt or Frostbolt.
Turn 3: Swing Across. Restart if you failed and hold no Animated Armor. Play removal, but no taunt because of the incoming Rolling Boulder.
Turn 4: Removal, taunt, Animated Armor (right of Rolling Boulder).
Turn 5: Choose card draw. Animated Armor or Frost Nova.
Turn 6: Animated Armor, Taunt.
Turn 7: Animated Armor, Taunt.
Turn 8: Take the Shortcut. Animated Armor, Taunt.
Turn 9: Animated Armor or Frost Nova.
You can use Jeweled Scarab to Discover more taunts, Frost Nova or Ice Barrier and Ice Block.
Difficulty: If you have at least two of four cards in time (2x Animated Armor, 2x Frost Nova), this match will be very easy.

 

IaSiS95.jpg

 

Deck changes for Normal Mode: 2x Water Elemental instead of 2x Animated Armor.

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I got it just now. A few cards I recommend using:

 

Vaporize can help you get rid of the first ogre if you pick the mana crystal.

On turn 3 play a Doomsayer. This destroys the entire board including his divine shielded minions that just spawned on the board.

Animated Armor saved my life as the minions were focussed on attacking the hero instead of minions (too agressive?).

And you need a Frost Nova on the last turn - then it's a win!

 

Good luck to anyone trying this boss!

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I've read a lot about Mage being used to beat the Temple Escape on Heroic, but I decided to give it a go with Shaman. I built a pretty simple deck that won on its 3rd attempt.

 

y1PMsKj.png

 

1x Ancestral Healing

2x Earth Shock

2x Frost Shock

2x Goldshire Footman

2x Shieldbearer

2x Ancestral Spirit

2x Reincarnate

2x Annoy-o-Tron

1x Frostwolf Grunt

1x Feral Spirit

2x Healing Wave

2x Hex

2x Deathlord

2x Mind Control Tech

1x Saboteur

2x Sludge Belcher

2x Master Jouster

 

I'd mulligan for a 1-cost taunt and an Annoy-o-Tron, for sure. I would have liked to get Saboteur as well, but he never came out soon enough to be of value. The Earth Shocks were in there for Obsidian Destroyers and Seething Statue, however, in my victory, I chose to skip Turn 8, so I did not encounter Seething Statue. Both Frost Shocks came in handy for preventing a lot of damage. I used one on an Orsis Guard and the other on Animated Statue on the turn before the board clear. Ancestral Spirit on a Deathlord enabled him to block three attacks. Reincarnate did not come into play in the win, but in a previous attempt, it was useful in sparing my partially used Annoy-o-Tron from the boulder by re-summoning him with a fresh divine shield to the right of the boulder. The Ancestral Healing was for use on the boulder, but I never drew it in any of my attempts, and I don't think I should have bothered including it in the first place. I also never saw a Sludge Belcher or Master Jouster.

Edited by CaptLando

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