Well "Dire Fate: Murlocs" is the best answer to flamewankers and other unfair cards yet.
I hope this brawl isn't an indication of what's in the upcoming set. I've won and lost several times on this brawl but never played it remotely close to completion. Either my opponent quits in frustration after a few minutes or I do.
Another deck to build? That's 3 in a row...
Quite amusing playing mage. Reduced spells and extra coins? Flamewakers and Antonidas. Even when I lost it was fun watching the chaos from 5-6 coins being in hand.
I had no idea what the Brawl was so I just threw a Demonlock deck together because I hadn't played Warlock in a while and I had a Warlock Quest (I always loved Demonlock, even though it's never been popular in the meta).I chose the cheap spells Fate and my opponent (a Hunter) had the coin one. Due to some lucky Void Caller and Bane of Doom action I had a 4/3 a 6/6 and 3/2 on the board just as I got to choose my Dire Fate card. I chose the Windfury, then used two 0 cost Power Overwhelmings. Opponent didn't stand a chance :D
Note that can give various bananas... I spotted a +1/+1 and a swap ATK/HP.
This video shows how to win Tavern Brawl #38: Deal Your Fate.https://www.youtube.com/watch?v=-pFHosqxlnY
Made a token zoolock, and chose bananas after my mage opponent choose cheap spells. Needless to say zero-cost bananas made for a wild match.
Has anyone tried the confusion one?I have had a great deal of fun with this deck: The ragers and, particularly, are great with it and it really messes with the Shaman hero power!
I had fun with Mage and coins from death. Also my opponent chose 3 Unstable Portals into hand and I had 2 flamewalkers out and destroyed him.One and done again on both US and EU.
The worst brawl I've ever played.And I've played all of them.
I, too, was a bit disappointed by this brawl. It's just too "slanted" towards mage and rogue. Three of the six possible starting Fates (Portals, Coins, and Bananas) give players more spells, making and extremely powerful (and the fourth, Spells, is almost as good); those same four also make it really easy for rogues to get combo value. Only two of the six Dire Fates (Murlocs and, to some extent, Taunt & Charge) have much hope of helping a player recover from getting beaten down; the other four are either "hope to RNGsus" or "win more" effects.Would have been better if some of the Fates had been more minion-focused (while still based on previous brawls/solo adventure bosses). Some possibilities:
Loving this. I just won one as mage against a warrior where he chose the armour and I chose the coin-per-death. We ended up at fatigue, with both of us on 30 health. He had something like 45 points of armour. I had about six but, crucially, one of his last cards was Acolyte and he drew three from it, which tipped him into fatigue before me. The last card on the board was my draw from an Unstable Portal - the totem that gains some health at the start of each turn. I just could not figure out the maths - on my turn I gained two armour, lost the fatigue damage, and healed some from the totem. Then I hero-powered him. His turn, he gained two armour, took the fatigue damage, then hero powered. Neither of us ever dropped low enough to draw a dire fate card, though we both got the notification that we needed one. We just sat there doing that forever and a day, until he 'well played' me and I realised I had him next turn. Utterly, utterly crazy. That's what's good about this brawl - games like no other, that won't ever be repeated.