Rafaam Unleashed Guide with Cheap Decks for The League of Explorers

Last updated on Dec 11, 2015 at 18:30 by Sottle 13 comments

Table of Contents

Rafaam Unleashed is the fourth and final boss in the Hall of Explorers, the fourth and final wing of The League of Explorers. In this guide, you will learn how to use cheap decks to defeat Rafaam Unleashed in both Normal and Heroic modes.

Rafaam Unleashed Normal Rafaam Unleashed Heroic
1.

Health, Hero Power, Cards, Etc.

Normal Heroic
Health 30 30 (+15 Armor)
Hero Power
  • Rafaam uses Staff of Origination. This is a passive Hero Power that charges up for 2 turns, during which time the boss is immune but the Hero Power does not do anything. On the 3rd turn, it automatically summons a free-of-cost boss minion (from among the bosses in the League of Explorers) for Rafaam. The cycle repeats over and over again throughout the fight.
  • Your own Hero Power is replaced with Rummage, which costs 0 Mana and gives you a random 0-cost card; see below the table for more explanations.
On Heroic mode, Rafaam's Staff of Origination summons minions that are twice as powerful, in terms of stats, as those in Normal mode. Your own Rummage is no longer free of cost, and now costs 2 Mana.
Deck

Your own Rummage Hero Power will, for the first 10 times that you use it, grant you one each of the following 10 cards (in a random order. After the 10th use, each subsequent use will summon a 1/1 Boom Bot for you.

  • Hakkari Blood Goblet
  • Shard of Sulfuras
  • Eye of Orsis
  • Benediction Splinter
  • Crown of Kael'thas
  • Medivh's Locket
  • Putress' Vial
  • Khadgar's Pipe
  • Ysera's Tear
  • Lothar's Left Greave
2.

Strategy and Deck Building

The second encounter with Arch-Thief Rafaam is of a deck of his own design. It follows a repeat pattern of 3 turns of charging for his hero power, followed by him unleashing a 5/5 minion with a unique ability for free. During his charging turns, he is immune to all damage, meaning that the game follows a simple formula of you trying to build a board during his charge turns in order to deal as much damage as you can in the one turn you are free to attack. For his part, his regular turns are quite passive, with him offering very little in terms of board development. On top of this, you are also granted a 0 Mana Hero Power that grants you a variety of cards that can help you to keep the board clear, heal, or deal damage.

On Heroic Mode, his minions are now 10/10, which makes hard removal and Big Game Hunter essential. He also clears your board much more aggressively with cards like Flamestrike and Twisting Nether, making it much harder to build a board. On top of all this, your Hero Power now costs 2 Mana, making it much less of an advantage in the fight. One of the best strategies here is to focus on a deck that plays numerous Deathrattle creatures, along with double Big Game Hunter, and some form of buff finisher. Shaman and Druid are the best choices for this due to Savage Roar and Bloodlust respectively, as well as the option of Hex for additional removal in Shaman.