Are you struggling with the single-player portion of Rastakhan’s Rumble? Don’t worry, we’re here to help: the wide variety of shrines and the crazy interactions available to you might seem overwhelming at first, which is why we’ve put together a list of each class’ most powerful one below. (Of course, the best one is always the one that you just lost to – luckily enough, you are always given the option to try it out on the very next run!)
Warrior: Akali's Champion
This Shrine goes very well with a control strategy and makes it fairly easy to set up massive swing turns/OTK attacks later in the game. Its high health adds a lot of staying power to it and its text often allows you to clear off your opponent’s Shrine in the early turns with little investment. It also synergizes well with what’s arguably the strongest Rumble-specific class card in the form of Unbound Punisher.
Shaman: Krag'wa's Lure
Again, Overload-related synergies are the easiest to set up in Shaman and the explosive nature of the Shrine’s ability often means that having it alive for a single turn will allow you to set up a lethal-threatening board. While the other ones available to the class also feature strong abilities, it can be much more difficult to craft a deck with a consistent-enough gameplan to push them all the way to the finish line. (Croak Jouster is also an incredible way to keep up in value in the latter portions of the run.) Krag'wa's Lure on the other hand can easily lead to situations where your opponent will require back-to-back-to-back AoE options to even have a chance at staying alive.
Rogue: Treasure from Below
This is also an incredibly fragile Shrine, but there’s a good reason for that considering the strength of its ability. Not only will it go a long way in late-game matchups to tilt the fatigue balance, it can actively disrupt your opponents’ synergies, it is a constant source of value (and tempo if you consider the mana reduction): it basically guarantees a win by itself if you can ensure that you stay on the board over the course of the game. As such, you should likely tilt your deck in a direction that can help you achieve this objective: Burgle-esque “synergies” are a trap that you don’t want to fall into.
Paladin: Shirvallah's Vengeance
There’s no excuse not to get to at least the latter portions of the Run with this one as the incredible damage potential of the Shrine can easily knock out even the mid-tier bosses in just a few turns. Watch out for Hir'eek's Hunger though: the very unfortunate way in which those two Shrines line up make it almost impossible to win that particular matchup (something you should also keep in mind as when playing as a Warlock!)
Hunter: Halazzi's Trap
It is essentially impossible to outvalue this particular Shrine if you’re playing it right, and it’s a blessing in disguise that the AI easily wastes its Eaglehorn Bows and generally prioritizes going face way too much when playing with this one: it’s a hard-to-kill Shrine with incredible value generation potential that can often single-handedly stop early aggression. The key here is patience: obviously, Secrets will rarely help you if you want to go on the offensive, but this is perhaps one of the strongest options if your preferred way to win revolves around grinding down your opponents.
Druid: Gonk's Armament
The incredible mana-cheating potential of this one cannot be overstated, and once you’ve got an Ultimate Infestation and some synergy cards rolling, you become close to unstoppable. Something to watch out for is the importance of re-fill: it’s very easy to run out of cards once you have close to infinite mana to work with – both in your hand and deck –, therefore cards like Nourish and Astral Tiger come at a premium to alleviate these concerns.
Warlock: Hir'eek's Hunger
Once more, it’s a high-health Shrine with a very strong ability that can single-handedly win you the game as long as you can simply stay alive: there’s no need to prioritize aggression when your Shrine will easily take care of that aspect of the game by itself. The real challenge with this one is to make sure you don’t get overrun, as the real downside of this particular effect is that it’s close to impossible to mount a comeback once you’ve lost the board and your Shrine is down: you simply sacrifice too much health (and in turn, damage potential) during the process. Warlock’s rare one-sided removal options like Shadowflame come at a premium here.
Mage: Jan'alai's Flame
Out of the three Mage Shrines, this is the one that requires the least setup in terms of deck-drafting to make it work. It’s a less flashy source of endless value than some of the ones we’ve discussed previously, but once more it’s a beefy shrine that can single-handedly allow you to achieve board control. Unlike Jan'alai's Progeny – which really benefits from specific cards like Archmage Antonidas and Malygos – or Jan'alai's Mantle – which can often struggle with a lack of finisher options against the later bosses –, this Swiss Army Knife of an ability can help you out in many different sticky situations even if your rewards weren’t exactly what you were looking for.
Priest: Bwonsamdi's Covenant
The real issue with the other two options is that their abilities aren’t always beneficial for you: Bwonsamdi's Sanctum can easily fill your hand or board with junk, pushing you closer to fatigue, and it’s generally quite tough to extract all the value on the table, which can be a concern in the later stages of the Rumble Run. Similar arguments could be made about Bwonsamdi's Tome. On the other hand, Bwonsamdi's Covenant turns your Hero Power into a beastly ability, and gives you a lot of proactive decisions about how to use your healing cards and effects. As we’ve seen above, there’s also a premium on the health of the Shrine provided its ability is strong enough – and with an ability like this, your opponents will struggle trying to remove it as you mercilessly keep “healing” their minions to death.
1)pick shaman
2)get unstable evolution
3)turn 1-2 totems/tokens into 10 drops
4)gg
Care with the 8 mana slot cause i got naga sea witch and ruined the strat once
Is it me or is it much more difficult than Monster Hunt/Dungeon Run?
Some of the bosses have ridiculous combos, like halacrass smacked me with 2 ice blocks in a row, then Reno… or Zentimo played ancestral recall on his x3 Battlecries shrine, so he ended up with 2…then among other things he created 4 jade golems in one go!!!
This article is a great start, but I feel it can add more info for Teammates and Shrine Passives.
I’ll start for Rogue – Treasure from Below. You generally win by out-valuing your opponent and stealing their synergies (as mentioned in the article).
I found that Raging Contender is perfect, it can clear a big threat/taunt and simultaneously refill your board – exactly what this Shrine needs. Sharktoothed Harpooner is also great, very high tempo as a 2-cost 4/3 that further reduces the cost of cards you already stole from your Shrine.
As for the shrine passive, Wrath of the Loas (deathrattle: kill all enemy shrines) is good. Your shrine is easy to kill and with this, it’ll take down the enemy shrine too. Everlasting Devotion (start with extra copy of shrine) is also good, giving you 2 discount cards per turn. Perfect with Sharktoothed Harpooner to further reduce the cost and give you massive tempo. Also stealing 2 cards/turn from their deck will make enemy fatigue very quickly.
I already finish this before this guide. I try 3x to beat this.
I did it with paladin, i pick boost minion also boost shrine. (paladin not great, but i select solid card)
my last opponent is druid with refresh mana shrine.
The key is kill enemy shrine so fast as you can, exploit your shrine, and pick synergy card for you/don’t too greedy to pick many high cost cards.
Cleared this after about a dozen tries with Jan’alai’s Flame. Final boss was the Divine Shield Paladin, which I basically starved out/outvalued. The surprise MVP was the upgrade that gave minions adjacent to the shrine Taunt. I could dump a bunch of tiny minions to keep my shrine and important effect minions safe… including Jan’alai protecting Ragnaros… which I drafted two of. I even drafted a Yogg Saron, too, but won before I was forced to play ‘im.
If you run this, grab a Fan of Flames and don’t forget that upgrading your Hero Power also refreshes it. You can take out 3-health shrines on your first turn using Ping -> Upgrade -> Ping.
Has anybody finished this? I have never gotten past 4th boss. Most the time I lose at 3rd and sometimes even first. It is impossible. The computer gets perfect draws every time and very quickly kills me. I’m really sick of this game. I want to have fun not slam my head against the walll so a few elite gamers don’t complain that it is too easy.
Also this is the stupidest article ever. It provides zero help. Everything in her is just text from the game.
I beat it twice but it took like twenty tries lol. Also, how does this article not help? It tells you which shrine is best for each hero and what cards have good synergy with the shrine.
I lost my first try, then I beat it with Rogue (Treasure from Below) following this guide. Then next run I lost first round lol. Some of the combos are indeed very strong and can snowball out of control quickly. But I tried again with Rogue (Treasure from Below) because I found it a lot of fun, and beat the run again. So I am now 2 from 4 but both wins with the same shrine. Try that shrine if you get the chance.
What are the worst shrines and is it possible to win with them?
I managed to beat the rumble twice out of about 10 runs. Those were Pirate Rouge + Treasure from below and Bwonsamdi’s Sanctum Priest + the shrine booster that reduces the cost of your cards by 2 when your shrine dies (which actually reduces them by 6 thanks to your shrine’s ability.)