Heroic Scarvash - had success with a warrior build (one shot). Weapons are good and can be played on any turn, and warrior has some good odd-mana spells and even-mana minions. Overall it was a control warrior type of build. Doomsayer is very useful at the start of this encounter, and if you can land him on turn 2 and have him stick, it'll go a long way towards winning.Heroic Mine Escape - lost first 2 attempts when I didn't get the AoE spell. Won the third when I got 2 or 3 of them. That's basically all there is to this encounter - get some AoE (or get really lucky with the encounter spawns) and win; don't and lose.Heroic Archaedas - shaman with minion buffs like Dire Wolf Alpha and Flametongue Totem made this trivial (another one shot). Saboteur is fantastic as it either prevents a round of statues, or severely limits his mana if used on turn 6 or later. Frostwolf Warlord and Sea Giant are pretty darn good. Basically, the deck was in such control that when he eventually shattered statues, he had to use his ~12 damage to kill my 8/8 Warlord. ;-)Scarvash decklist (warrior):2 Shield Slam2 Fiery War Axe2 Armorsmith2 Doomsayer2 Bash2 Bouncing Blade2 Shield Block2 Death's Bite1 Magnataur Alpha2 Piloted Shredder2 Brawl1 Emperor Thaurissan1 Justicar Trueheart2 Shieldmaiden1 Sylvanas1 Grommash1 Sneed's1 Alexstrasza1 VarianExpensive, I know, but I have the cards so why not use them. :-) Virtually none of the legends played a part though, so budget alternatives should do fine.Archaedas decklist (shaman):2 Earth Shock (to neuter a buffed statue)2 Rockbiter2 Abusive Sergeant1 Zombie Chow (to attack into minions from the get go)2 Crazed Alchemist (to kill an unbuffed statue)2 Dire Wolf Alpha2 Doomsayer2 Flametongue Totem2 Nerubian Egg2 Saboteur (hero power is autocast - Sab either prevents it on turns 1 through 5, or wastes a lot of Arch's mana on turn 6 and beyond)2 Shattered Sun Cleric2 Dark Iron Dwarf2 Defender of Argus1 Bloodlust2 Frostwolf Warlord2 Sea GiantWhat do you know; Sea Giant is the only card at rare or above, and I personally didn't even see it in my encounter. Buff minions, try to keep as few statues on your side as you can, and try to keep none on Archaedas' side (you don't want him giving more than one the +3/+3 buff if you can help it).
For Scarvash I used a priest deck, . I found that you have to have Doomsayer on turn 2 and it has to survive without Scarvash playing . If you can't get rid of the first few troggs there's pretty much no way to win as you can only play minions every other turn and any spells you play keep buffing the troggs (including the new trogg he inevitably puts down on turn 3). Just concede until doomsayer sticks, basically!After that the priest ability to heal up can help stabilize the game and buffing or while using shadow words and to control tends to win quite comfortably. As jaxsonbateman says, the Mine Cart depends a lot on luck of the draw. Not just your own, but also whether you end up facing lots of instead of ! I would suggest holding off on playing until the last minute as you need to control the board for as aggressively as possible. Having said that, don't be afraid to cast the spell that draws 3 cards as, while you lose a bit of momentum, it increases the chances of finding those all important heals or AOE's. Also, don't forget your hero power. Sometimes it's the best option!For normal Archaedas I used a warlock deck () as warlock has ways to hurt its own minions and also can fill up the board to prevent statues being added to your side (e.g. with ). Also removes everything if there are too many statues on both sides and can get a lot of traction.However, on Heroic I decided to go with a sort of Secret Paladin () with a lot of buffs to help me use the statues to attack with and to help clear statues from both sides of the board. Also helps fill up the board to prevent statues from being added on your side.
Its actually not mandatory to have the doomsayer stick, I used a priest deck also and pretty much every single game he had the confuse to kill my turn 2 doomsayer, but I still eventually won even after that. You just need to have shadow word: death to kill the now 5/3 rockjaw after that on turn 3, after which he only has a 4/2 stonesplinter left which any 4 drop can take out.
It's not giving me the option to make a deck it's just tossing me into the bosses with random classic cards.