If you lose once, you're out. No second chances.
Each run starts with a weak deck. As you win, you’ll choose loot and treasures. These power up your deck, often in wild and unpredictable ways. That’s where strategy comes in.
This Hearthstone dungeon run guide will help you figure out what treasures to pick, which card bundles are worth it, and how to handle bosses like Xol the Unscathed without breaking a sweat.
Don’t Rely on Luck—Play Smart
Sure, there's randomness in dungeon runs. But good decisions still beat pure luck.
Picking the right treasures can carry a bad deck. Choosing a weak passive can ruin a strong one. You’ll face tougher enemies as you go. That means your early picks matter a lot.
You want synergy between your treasures and card buckets. If you’re careless, the last boss will wipe you out easily. So don’t just pick what looks cool. Pick what helps you live long enough to see the final fight.
How Treasures Work in Dungeon Runs
Treasures are powerful cards or passives given after the boss wins. Some affect your deck. Others boost your hero directly. There are passive treasures (always active) and active ones (added to your deck).
Passive treasures usually show up after your first or second win. Active treasures come later. Some treasures are broken goods. Others are just bait.
Let’s look at which ones you should snap-pick and which ones to skip.
Top Passive Treasures to Grab
Double Time – Lets you cast your first spell twice each turn. Great with spell-heavy decks.
Battle Totem – Your Battlecries trigger twice. Perfect for Shaman, Priest, and some Mage builds.
Capturable Flag – +1/+1 to all your minions. Works for almost any class and keeps you in control.
Mysterious Tome – Casts three random secrets. Can swing early games in your favor.
Crystal Gem – You start with one extra mana. Always helps with tempo.
Strong Active Treasures to Pick
Wand of Disintegration – Destroys all enemy minions. No conditions. A lifesaver against large boards.
Horn of Cenarius – Summons five random beasts. Strong if you're losing tempo.
Portable Forge – Choose one legendary weapon. Some of them are game-changers.
Dr. Boom’s Boombox – Spawns Boom Bots. Reliable removal and chip damage.
Amulet of Domination – Take control of an enemy minion. Great against bosses with single big threats.
Treasure and Card Combo Tips
The best Hearthstone dungeon run guide always talks about synergy. Treasures are strong alone, but even better with the right deck. Picking card buckets that match your treasure is the key.
For example, if you grab Battle Totem, go for minions with strong Battlecries. If you land Double Time, lean into spells. Don’t mix themes too much. Keep it tight.
The card buckets offered after each win follow your early picks. So, if you start with elemental minions, you'll likely keep seeing more. Build around your first few good choices.
Treasure and Deck Synergy Suggestions
| Treasure | Card Bucket to Target | Class Tips | Strength Rating |
|---|---|---|---|
| Battle Totem | Battlecry minions | Shaman, Priest, Warrior | ★★★★★ |
| Crystal Gem | Low-cost minions/spells | Paladin, Rogue | ★★★★☆ |
| Double Time | Spell-heavy decks | Mage, Druid | ★★★★★ |
| Capturable Flag | Zoo or swarm decks | Warlock, Hunter | ★★★★☆ |
| Wand of Disintegration | Control/removal decks | Any class | ★★★★★ |
Keep in mind—some bosses punish greedy picks. Don't over-focus on cool combos. Think survival, too.
Kobolds and Catacombs Cards That Still Matter
The kobolds and catacombs cards made dungeon runs famous. Some are still top-tier picks. Here are a few to look out for when building your deck.
Lesser Jasper Spellstone (Druid) – Cheap and scales fast.
Rok’delar (Hunter) – Refills your hand if you build around it.
Dragoncaller Alanna (Mage) – A finisher with the right spell count.
These cards can carry you hard if you find them in your card buckets. They’re swingy and useful, especially against the last two bosses.
Best Classes for Beginners in Dungeon Run
Paladin – Balanced deck buckets and easy board control.
Mage – Great synergy with spell-based treasures.
Warlock – Can build powerful zoo decks quickly.
Bosses to Watch Out For Late Game
Xol the Unscathed – Insane late-game pressure and huge spells.
Vustrasz the Ancient – Heavy ramp and powerful dragons.
Azari the Devourer – Deck destruction mechanics can end your run early.
How to Handle Xol the Unscathed
Xol the Unscathed might be the toughest boss in the whole dungeon run. She has spellburst combos, board clears, and unpredictable tempo. If you get her as your final boss, brace yourself.
The best way to beat her is by maintaining constant pressure. Letting her build up usually ends badly. Use treasures like the Wand of Disintegration or Dr. Boom’s Boombox to clear her board.
Also, avoid decks that rely on slow setup. You won’t get the chance. If you have healing, save it for the late game. And don’t overcommit to the board—her spells punish greed.
Card Buckets That Often Work Well
Card buckets appear after each win, and some are better than others for long runs. These aren’t guaranteed, but they pop up often. Look for buckets with:
- Synergy – Don’t grab a dragon, a beast, and a mech in the same pick.
- Repeat Value – Spells or minions that work with treasures.
- Late-Game Punch – Cards like Firelands Portal or large taunts.
Avoid buckets with weak one-offs. A single good card doesn’t make a bad bucket worth it.
Use Your First Picks Wisely
The first treasure sets the tone. The first three card buckets build the core. Don’t rush those choices.
Take 10 seconds and think: does this bucket help my treasure? Does it stall me later? Many dungeon runs fail early because of bad foundations. You don’t want to mix a token deck with greedy late-game cards.
Keep your strategy tight. Once you have your core, reinforce it with solid picks. Then, use every treasure to fix holes or create edge cases for tricky bosses.
First.com Casino Players Also Love Dungeon Runs
For many casual players, First.com casino has introduced them to card games in a new light. And now, with Hearthstone’s solo content, they’re finding a new way to have fun while staying competitive.
Dungeon runs are quick, don’t cost real money, and give players something new every time. It’s like poker with dragons—one misread, and you're out.
Final Thoughts
Dungeon runs are the best solo content Hearthstone has ever added. But they’re not about rushing through. Winning takes smart picks, understanding treasure synergy, and planning for late bosses.
If you follow this Hearthstone dungeon run guide, you'll start to see wins stack up. Focus on passives early, match your buckets, and don’t fear strong bosses. You’ll lose sometimes—but each run teaches something new.









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