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Zadina

Tavern Brawl: Brawl of Champions - Grand Finals

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The Season of Rastakhan concludes this week and we have the third and last round of Brawl of Champions.

Here are the Shrines that are available for each class this week:

  • Druid: Gonk's Armament - Whenever you gain Armor, refresh your Mana Crystals.
  • Hunter: Halazzi's Trap - After you cast a spell, put a random Hunter Secret into the battlefield.
  • Mage: Jan'alai's Mantle - Has Spell Damage +1 for each spell in your hand.
  • Paladin: Shirvallah's Protection - After a friendly minion survives damage, give it Divine Shield.
  • Priest: Bwonsamdi's Sanctum - Your Deathrattles trigger two additional times.
  • Rogue: Treasure from Below - At the start of your turn, steal a card from your opponent's deck. It costs (2) less.
  • Shaman: Tribute from the Tides - Your Battlecries trigger two additional times.
  • Warlock: Hir'eek's Hunger - Whenever your hero takes damage on your turn, the enemy hero takes it instead.
  • Warrior: Akali's Champion - The minion's Attack is always equal to your Armor.

 All shrines are actually quite good this time. I'd probably put Hunter, Warlock and Warrior in the top bracket, with Mage, Priest, Rogue and Shaman being in second place. Paladin is actually one of the weakest choices this week, after a full dominance in the two previous versions of this Tavern Brawl.

Don't forget to play the Tavern Brawl three times to get a Rastakhan's Rumble pack, while you have to win it once to get the customary Classic pack.

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9 hours ago, Zadina said:

Paladin is actually one of the weakest choices this week

I think it is still one of the best. This means you always have the board, and capitalise on that however you want. Special cards for paladin is bad though, compared to warlock for example.

Rogue shrine is pure insanity, fortunately it just has 2 health.

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3 hours ago, FanOfValeera said:

I think it is still one of the best. This means you always have the board, and capitalise on that however you want. Special cards for paladin is bad though, compared to warlock for example.

Rogue shrine is pure insanity, fortunately it just has 2 health.

2 health is next to useless for any shrine, giving you effectively only one round to use it unless your opponent has no minions on the board, or rush/charge minions in hand or no removal spells.

I've had a lot of success with the priest shrine, which is slow to start but devastating if you can keep the shrine in play for the first few turns to get a taunt up. Still pretty fragile at 3 health however.

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