Hi welcome to our comprehensive (and constantly updated) guide for the Frost Ring Arena – the very first taste of PvE in Hex TCG. This completely free to play adventure allows players to progress against the computer in a total of 20 matches (or until you lose three matches) for a chance at exclusive PvE cards and equipment only earnable in this mode as well as gold currency you can spend on the AH or to open chests. The further you get along the Arena (the more wins you rack up before losing three times) the more loot you will get when it’s all said and done.

The 20 matches are split into 4 tiers with each tier having 5 opponents – the last match of the tiers culminating in a boss fight. If you lose to a normal opponent you will have 1 strike on your record and will proceed to the next opponent. If you lose to a boss you also get a strike but you can’t continue until you have defeated it. Three strikes, and you’re out.

Frost Ring Arena Story



In the forgotten norther reaches of the Hyperborean Mountains lies the “The Arena” – built by a secret sect known as The Order of the Frost Ring which was wiped out when the Hex meteor hit the planet almost 2000 years ago. Gerhardt Hogarth (pictured above), a curious and sharp mind who was exiled from the Great Academy of Cerulea for his obsessive fixation on the undiscovered capabilities of the Hexing Gems happened to be the first mortal to discover the Arena since the meteor. Having grown fond of the place, Hogarth decides to send out a message to the rest of the world, it reads:

““The Frost Ring has been prepared. The backside of this missive serves as a map to its location. Alert the reckless, the unwise, the imprudent, and tell them to come. Urge them to bring their swords and their spells. Gold and glory await the victorious.

-HOGARTH, KEEPER OF THE FROST RING””

And so our adventure in the Frost Ring Arena begins. For more detailed info on the lore behind the Frost Ring, go here.

Hex Arena Tips & Tricks

-You may skip the first tier (and are recommended to do so) after beating it for the first time – it consists of beginner level encounters and the reward payouts are not great.

-You can earn the Frost Ring sleeves (featured below) the first time you complete the Arena.



-You can earn the Frost Ring undefeated sleeves (featured below) the first time you complete the Arena without a loss.



-Opponents and bosses in tiers 2-4 are completely randomized.

-You may save and quit your arena run outside of a match at any time and complete it at a later date.

-You may withdraw from the Arena whenever you want to finish your current run and collect the rewards you have amassed up to that point. If you lose 3 times you still get to earn whatever loot you have collected until that point.

-There is no timer in games but do note that long stretches of inactivity (-20 minutes) will have you lose the game.

-Equipment pieces the opponent wields only become visible to you (right next to their champion avatar) after the opponent has played the card that the equipment affects.

-Opponents appearing in later tiers have more Equipment pieces than those that appear in early tiers.

-There is a very rare chance at spawning the Uruunaz encounter- which can show up in any tier 2-4 (doesn’t have to be a boss encounter). If you manage to beat him, you will be rewarded heftily with 100,000 Gold, Bloodworm Boots, Rusted Chestplate, Leeching Burrower as reported by players lucky to have met him (including a special sleeve featured below).

-Some bosses drop ‘Bonus Loot’ when you defeat them and this is entirely down to luck.

-You will get a separate ‘Bonus Loot’ if you complete a whole tier without losing.

-There are random challenges that appear which upon completion will grant you additional rewards in the next boss fight (extra life, extra resource, extra charge power, a troop on board etc). Completing a challenge also removes one strike from your record (although you won’t be able to get the undefeated sleeve this way).

-There will be more content added to the Frost Ring Arena in the future (opponents, loot, difficulty modes, etc) so stay tuned.

Random Challenges

-Opponent plays a free Mastery of Time.

-Opponent spawns a free Headless Executioner on his board.

-Opponent spawns a free Cerebral Fulmination on his board.

-Opponent spawns a free Inferno on his board.

-Opponent plays a free Soothing Breeze and Oracle Song.

-Both the opponent and you get four Booby Trap cards in your deck.

-Opponent starts the game with a tunneled card in play.

-Opponent spawns a free Command Tower.

-Opponent spawns a free Shrine of Prosperity.

Opponent Details

We’ve tried to collect all the information we could about the opponents you will face in the arena including their decklist (through playing a mill deck) but please note that we haven’t gotten to completely mill every deck yet so some decklists will be missing some numbers or cards or quantities. We’re also in the process of collecting more information on the equipment they use and the loot tables as well as a few boss fights that are still missing from the below list – so stay tuned and bookmark this page as we constantly update it.

Tier One Opponents



Champion: S.P.A.M Bot

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: At the start of the game, 4 random Robots in your deck get one of the following at random: +1 attack or +1 toughness.

Charge Power: BASIC: [1] -> Target Robot you control gets one of the following at random: +1 attack; or +1 toughness.

Gameplan/Strategy: S.P.A.M Bot wields an artifact deck that would make the starter Robot/Dwarf deck look like an amazing creation. Filled with weak robots, you shouldn’t have any trouble outclassing his deck. War Hulk is probably its scariest card as its fairly resistant to removal.



None None None Shocker Attachment None None

S.P.A.M Bot Normal Arena



Troops

Malfunctioning War Bot

Charge Bot

Inductocopter Bot

War Hulk

Shield Bot

Reactor Bot

Shield Bot

Axe Bot

Worker Bot

Armitron Malfunctioning War BotCharge BotInductocopter BotWar HulkShield BotReactor BotShield BotAxe BotWorker BotArmitron Actions, Artifacts, Constants

Dwarven Armory

Sapper’s Charge Dwarven ArmorySapper’s Charge





Champion: Gobbleglade Witch

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: When a troop with 4 toughness or more dies, you gain 2 health.

Charge Power: BASIC W: [5] -> Target troop you control battles target opposing troop with the lowest attack.

Gameplan/Strategy: This mono Wild deck is rather dumb and lacks any explosiveness. Honeycap is probably the scariest thing you will see. Do look out for the Strength of the Redwood buff as the AI is not afraid to surprise you mid-combat.



None None None None None None

Gobbleglade Witch Normal Arena



Troops

3 Nibblin Hunting Pack

3 Rhinoceros

4 Glimmerglen Witch

3 Shin’hare Militia

3 Honeycap

3 Grand Squirrel Titan

4 Wild Child

3 Dandelion Sprite 3 Nibblin Hunting Pack3 Rhinoceros4 Glimmerglen Witch3 Shin’hare Militia3 Honeycap3 Grand Squirrel Titan4 Wild Child3 Dandelion Sprite Actions, Artifacts, Constants

4 Strength of the Redwood

4 Chlorophyllia

2 Survival of the Fittest 4 Strength of the Redwood4 Chlorophyllia2 Survival of the Fittest





Champion: Dragon Guard Stalwart

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: When you gain health, a random troop in your deck gets +1/+1.

Charge Power: BASIC D: [1] -> Gain 1 health.

Gameplan/Strategy: Dragon Guard Stalwart plays a deck you might have seen before either in a Set 1 draft or in the Proving Grounds. The strategy is to gain life and pump cards like Righteous Paladin and Incantation of Righteousness. Luckily, the deck also has a few of these cards so you won’t get combo’ed on too often. Also, be wary of the fliers as they might race you down if you can’t deal with them.



None None None None None None

Dragon Guard Stalwart Normal Arena



Troops

4 Sky’le Griffin

3 Rigid Buffalo

4 Quick Strider

4 Chimera Guard Officer

4 Spreacliff Pegasus

3 Paladin of Naagaan

1 Righteous Paladin 4 Sky’le Griffin3 Rigid Buffalo4 Quick Strider4 Chimera Guard Officer4 Spreacliff Pegasus3 Paladin of Naagaan1 Righteous Paladin Actions, Artifacts, Constants

3 Inner Conflict

2 Incantation of Righteousness

3 Light of Hope

3 Soothing Breeze







Champion: Storm Cloud

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: None

Charge Power: BASIC S: [2] -> Exhaust target opposing troop.

Gameplan/Strategy: This is a competitive-level mono Sapphire deck you won’t want to underestimate. Packed with small troops and plenty of ways to get the damage through, you will be hoping for a mass removal if you don’t get off to a good start.



None None None None None None

Storm Cloud Normal Arena



Troops

Cavern Guard

Field Tactician

Windbourne Acolyte

Phoenix Guard Messenger

Clear Sky Stormcaller

Phoenix Guard Enforcer

Cloud Titan Cavern GuardField TacticianWindbourne AcolytePhoenix Guard MessengerClear Sky StormcallerPhoenix Guard EnforcerCloud Titan Actions, Artifacts, Constants

Oracle Song

Stormcall Oracle SongStormcall





Champion: Mentor of the Grave

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: When a troop enters your hand from a graveyard, it gets +1/+1.

Charge Power: BASIC B: [3] -> Void target troop in your graveyard. Then, gain health equal to the voided troop’s toughness.

Gameplan/Strategy: A mediocre mono Blood deck that has some decent evasion troops. Mentor of the Grave is also apt at gaining life – but racing it shouldn’t be a big problem. Corrupt Harvester is the only threat to be worried about as the rest of the deck is rather weak.



None None None None None None

Mentor of the Grave Arena Normal



Troops

4 Wailing Banshee

3 Headless Executioner

4 Blood Savant

4 Giant Mosquito

3 Corrupt Harvester

3 Shadowgrove Witch

3 Rotting Buffalo

4 Call the Grave 4 Wailing Banshee3 Headless Executioner4 Blood Savant4 Giant Mosquito3 Corrupt Harvester3 Shadowgrove Witch3 Rotting Buffalo4 Call the Grave Actions, Artifacts, Constants

2 Misfortune

2 Crackling Rot







Champion: Psychotic Anarchist

Opponent Type: Normal First Tier

Starting Life: 15

Passive Ability: When a troop enters play, there is a 25% chance it gets speed and +1 attack.

Charge Power: BASIC R: [2] -> Deal 1 damage to target opposing champion.

Gameplan/Strategy: This is going to be THE battle that tests whether your deck is ready to handle aggro or not. When the passive procs, this might be one of the toughest encounters period. A 3/1 and 4/1 attacking on turn 2 is scary stuff. If you can handle the early storm, the rest will be easy as pie.



None None None None None None

Psychotic Anarchist Normal Arena



Troops

3 Arena Brawler

2 Ash Harpy

4 Giant Army Ants

4 Savage Raider

3 Wrathseeker

4 Baby Yeti

2 Bloodcrazed Zealot

3 Maniacal Entrepreneur

Imp Hoodlums 3 Arena Brawler2 Ash Harpy4 Giant Army Ants4 Savage Raider3 Wrathseeker4 Baby Yeti2 Bloodcrazed Zealot3 Maniacal EntrepreneurImp Hoodlums Actions, Artifacts, Constants

1 Adrenaline Rush

2 Shatter Shield

3 Burn

1 Mortar Strike 1 Adrenaline Rush2 Shatter Shield3 Burn1 Mortar Strike





Champion: Eternal Champion

Opponent Type: Boss of First Tier

Starting Life: 25

Passive Ability: None

Charge Power: At the start of your turn, gain (1/1). Then gain a random threshold of which you have the least.

Gameplan/Strategy: What if you could have guaranteed resources and threshold without worry, what would you play? The answer is this 5 shard deck in which all cards are socketed troops with the exception of 2 Auras from each color. Every socketed troop from Set 1 and Set 2 is featured and with gem combinations that you’ve probably never seen before. The key to victory is a quick start and hoping the opponent doesn’t play its strongest troop/gem combinations.



None None None None None None

Eternal Guardian Normal Arena



Troops

2 Nelebrin Skirmisher

1 Royal Diplomat

2 Effigy of Nulzann

2 Protectorate Defender

1 Master Theorycrafter

3 Shamed Gladiator

2 Heroic Outlaw

1 Mystic of the Tranquil Dream

2 Fury of the Mountain God

2 Mazat Ranger

1 Phoenix Guard Aeronaut

2 Arborean Rootfather

2 Boulder Brute

3 Grim Skull Sorcerer

1 Battle Beetle

3 Gem-Crazed Berserker

2 Azurefate Sorceress

2 Archon of Nulzann

2 Xentoth’s Inquisitor

2 Forgotten Monarch

1 Lumbering Sparklespore

2 Gem Snatchers

2 Eldritch Dreamer

1 Cockatwice

2 Moonmonk

1 Sentinels of Nulzann

1 Hellhound

1 Mistborn Wendigo 2 Nelebrin Skirmisher1 Royal Diplomat2 Effigy of Nulzann2 Protectorate Defender1 Master Theorycrafter3 Shamed Gladiator2 Heroic Outlaw1 Mystic of the Tranquil Dream2 Fury of the Mountain God2 Mazat Ranger1 Phoenix Guard Aeronaut2 Arborean Rootfather2 Boulder Brute3 Grim Skull Sorcerer1 Battle Beetle3 Gem-Crazed Berserker2 Azurefate Sorceress2 Archon of Nulzann2 Xentoth’s Inquisitor2 Forgotten Monarch1 Lumbering Sparklespore2 Gem Snatchers2 Eldritch Dreamer1 Cockatwice2 Moonmonk1 Sentinels of Nulzann1 Hellhound1 Mistborn Wendigo Actions, Artifacts, Constants

2 Ruby Aura

2 Blood Aura

2 Sapphire Aura

2 Diamond Aura

2 Wild Aura





Tier Two-Tier Four Opponents



Champion: Seaweed Behemoth

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a champion gains a charge, it has a 25% chance to gain an additional charge.

Charge Power: BASIC: W S [10] -> Draw five cards..

Gameplan/Strategy: Seaweed Behemoth has the ability to gain a ton of charges. You won’t be able to prevent it from doing so, but the key is to prevent him from using those charges in a meaningful way. The two key cards to look out for are Bellow of Briggadon and Spirit Oracle – they turn all that charge gain into scary things. Reactor Bot is another nasty troop that can get out of hand quickly so try to deal with him on your turn while he’s still small.



Savage Headdress None None None None Unstable Induction Rapier

Seaweed Behemoth Normal Arena



Troops

4 Storm Cloud

4 Reactor Bot

2 Charge Hulk

2 Eternal Drifter

2 Spirit Oracle

2 Inductocopter Bot 4 Storm Cloud4 Reactor Bot2 Charge Hulk2 Eternal Drifter2 Spirit Oracle2 Inductocopter Bot Actions, Artifacts, Constants

3 Talisman of Vitae

3 Chlorophyllia

2 Crackling Sprout

4 Bellow of Briggadon

3 Crackling Wit

2 Pulse Reactor

1 Nature Reigns

1 Turbulence 3 Talisman of Vitae3 Chlorophyllia2 Crackling Sprout4 Bellow of Briggadon3 Crackling Wit2 Pulse Reactor1 Nature Reigns1 Turbulence





Champion: Avenging Angel

Opponent Type: Normal

Starting Life: 20

Passive Ability: At the start of the game, four random troops in each champion’s deck get “When you draw this, play it for free”.

Charge Power: BASIC D D: [5] -> Create an Angel and put it into your hand.

Gameplan/Strategy: Avenging Angel plays a really strong mono Diamond deck. Packed with everything from some of the best troops in the game to some flexible removal like Solitary Exile, this encounter is no joke. Removal is king in this match-up, make sure to use them efficiently and wisely (Noble Heart and Hopeheart Unicorn provides opponent with ways around it).



Helm of Many Faces Bulwark of the Impenetrable None None None None

Avenging Angel Normal Arena



Troops

3 Protectorate Defender (All troops get +1/+1 on damage to opponent.)

2 Highlands Shinobi

2 Angel of Dawn

3 Hopeheart Unicorn

3 Living Totem

2 Spearcliff Cloud Knight

2 Spearcliff Cavalier

2 Adamanthian Scrivener

2 Guardian Angel 3 Protectorate Defender (All troops get +1/+1 on damage to opponent.)2 Highlands Shinobi2 Angel of Dawn3 Hopeheart Unicorn3 Living Totem2 Spearcliff Cloud Knight2 Spearcliff Cavalier2 Adamanthian Scrivener2 Guardian Angel Actions, Artifacts, Constants

1 Noble Heart

2 Solitary Exile

1 Blinding Light

3 Repel

1 Resurrection

1 Angelic Ascension

1 Trial of Faith

1 Reversion 1 Noble Heart2 Solitary Exile1 Blinding Light3 Repel1 Resurrection1 Angelic Ascension1 Trial of Faith1 Reversion





Champion: Wild Root Dancer

Opponent Type: Normal

Starting Life: 20

Passive Ability: At the start of the game, each champion chooses a target troop in their deck and creates four cards with that card’s name and puts them into their deck.

Charge Power: BASIC D W: [5] -> Look at the top five cards of your deck. Put revealed Plants into play. Put the remaining cards into your deck.

Gameplan/Strategy: This plant based deck revolves heavily around the card Briar Legion. You will have to mount an effective attack before too many of these start coming down otherwise the power level of these troops goes out of control. This champion is susceptible to flying troops so that may be the best avenue for a victory.



None None Thicket Creepers None Trapper Grips None

Wild Root Dancer Normal Arena



Troops

4 Briar Legion

4 Vine Trap

3 Rose Lion

2 Bramble Creeper

1 Wrathwood Master Moss

2 Verdant Wyldeboar 4 Briar Legion4 Vine Trap3 Rose Lion2 Bramble Creeper1 Wrathwood Master Moss2 Verdant Wyldeboar Actions, Artifacts, Constants

1 Turbulence

4 Briarpatch

3 Briarpatch Conjuror

2 Survival of the Fittest

2 Oath of Valor

2 Oakhenge Ceremony

1 Solitary Exile

1 Howling Ambush

1 Augmented Awakening

1 Strength of Redwood

1 Wild Growth 1 Turbulence4 Briarpatch3 Briarpatch Conjuror2 Survival of the Fittest2 Oath of Valor2 Oakhenge Ceremony1 Solitary Exile1 Howling Ambush1 Augmented Awakening1 Strength of Redwood1 Wild Growth





Champion: Hero of Adamanth

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a card leaves play, there is a 25% chance that its controller creates a card with that card’s name and puts it into play.

Charge Power: BASIC D S: [3] -> Void target card you control, then put the voided card into play.

Gameplan/Strategy: This human based deck tries to bounce troops out and in to generate extra troops on the board. The important thing is having Quick Action removal ready for when he tries to do it to a troop that has a come-into-play ability. This is another deck that gets out of control if you give it time so a swift victory is the best bet.



None None None Crier’s Handbell None None

Hero of Adamanth Normal Arena



Troops

Timestep Magistrate

Mindcaller

Town Crier

Royal Den Moth

Noble Citizenry

Buccaneer

Prophet of Lodegan

Adamanthian Scrivener

Phoenix Guard Messenger

Wizard of the Silver Talon

Captain of the Dragon Guard

Cerulean Mentalist

Cerulean Mirror Knight

Devoted Emissary Timestep MagistrateMindcallerTown CrierRoyal Den MothNoble CitizenryBuccaneerProphet of LodeganAdamanthian ScrivenerPhoenix Guard MessengerWizard of the Silver TalonCaptain of the Dragon GuardCerulean MentalistCerulean Mirror KnightDevoted Emissary Actions, Artifacts, Constants

Replicator’s Gambit

Solitary Exile

Stoneskin

Soul Cube Replicator’s GambitSolitary ExileStoneskinSoul Cube





Champion: Ruby Enchantress

Opponent Type: Normal

Starting Life: 20

Passive Ability: None

Charge Power: BASIC R: [2] -> Create a random ruby action and put it into your hand.

Gameplan/Strategy: Many people have tried building Wrenlocke/Skarn decks but you’ll see few executed better than this one. This is one of the toughest foes in all of the Arena for aggro decks and the reason is the sheer number of removal at the disposal of Ruby Enchantress. Cards like Salt Harpy and Skarn can get out of hand quickly and Wrenlocke + charge power provides plenty of card advantage. Troops above 3 toughness are your best bet to defeat this foe.



None None Shoes of Divine Foresight Benjamin’s Orb None None

Ruby Enchantress Normal Arena



Troops

2 Archmage Wrenlocke

3 Kindling Skarn

4 Salt Harpy

1 Mentor of the Song

1 Ash Harpy

1 Mentor of the Flames

1 Boulder Toss 2 Archmage Wrenlocke3 Kindling Skarn4 Salt Harpy1 Mentor of the Song1 Ash Harpy1 Mentor of the Flames1 Boulder Toss Actions, Artifacts, Constants

Dwarven Ballistics Training

Burn to the Ground

2 Born of the Flame

3 Crackling Wit

3 Oracle Song

2 Zodiac Divination

2 Burn

3 Crackling Bolt

2 Crimson Clarity

2 Verdict of the Ancient Kings

1 Mastery of Time

1 Ruby Aura Dwarven Ballistics TrainingBurn to the Ground2 Born of the Flame3 Crackling Wit3 Oracle Song2 Zodiac Divination2 Burn3 Crackling Bolt2 Crimson Clarity2 Verdict of the Ancient Kings1 Mastery of Time1 Ruby Aura





Champion: Blood Sphinx

Opponent Type: Normal

Starting Life: 20

Passive Ability: At the start of the game, each champion chooses a target action in their hand. It gets “When you play this, copy it.”

Charge Power: BASIC SS BB: [4] -> Put target action from your graveyard into your hand.

Gameplan/Strategy: This Blood Sapphire brew will have you feeling like you’re playing against a real player. The AI steals your cards, it plays some awesome fat troops, and it has access to quality removal to deal with your threats. The passive and charge powers are rather lackluster however so this is really a case of beating the AI head to head, and you shouldn’t have a problem with that, right?



None None None None None Timepiercing Javelin

Blood Sphinx Normal Arena



Troops

Salt Harpy

4 Giant Corpse Fly

1 Malice Demon

1 Gront the Infinite

1 Archmage Wrenlocke

1 Hight Tomb Lord

1 Salt Harpy Salt Harpy4 Giant Corpse Fly1 Malice Demon1 Gront the Infinite1 Archmage Wrenlocke1 Hight Tomb Lord1 Salt Harpy Actions, Artifacts, Constants

1 Yesterday

2 Zodiac Divination

3 Murder

3 Time Ripple

3 Inquisition

4 Relentless Corruption 1 Yesterday2 Zodiac Divination3 Murder3 Time Ripple3 Inquisition4 Relentless Corruption





Champion: Construct Foreman

Opponent Type: Normal

Starting Life: 20

Passive Ability: None

Charge Power: BASIC R: [2] -> Create a Booby Trap for each champion and put them into their decks. Then, each champion draws a card.

Gameplan/Strategy: Construct Foreman spends a lot of time and effort drawing cards but they always apply to both players, making it a net advantage for you. If you’re playing artifacts, the artifact stealing Imp Hoodlums will give you a headache but otherwise the sheer card draw should make this a fun yet not too difficult encounter.



None None Combat Trail Blazers Filched Charm None None

Construct Foreman Normal Arena



Troops

4 Psychotic Anarchist

3 Imp Hoodlums

3 Scarcliff Chimera

3 Fiendish Cabalist

2 Reginald Lancashire 4 Psychotic Anarchist3 Imp Hoodlums3 Scarcliff Chimera3 Fiendish Cabalist2 Reginald Lancashire Actions, Artifacts, Constants

3 Crazed Rummaging

2 Heat Wave

2 Cannon Volley

4 Cerebral Fulmination

2 Ragefire

2 Crackling Bolt

2 Born of the Flame







Champion: Zodiac Shaman

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a champion draws a troop, there is a 25% chance that troop becomes quick.

Charge Power: BASIC D S W: [3] -> Coyotle in all decks get +1/+1 and cost -1.

Gameplan/Strategy: This cute tri-color deck packs plenty of flavor. When it comes to synergy however, it’s all over the place and the power level leaves a bit to be desired. The scariest thing you’ll see is likely an early Living Totem – take care of that and the rest should come easy.



None None None None None None

Zodiac Shaman Normal Arena



Troops

Ozawa, Cosmic Elder

2 Spirit Dance

3 Mentor of the Wind

4 Living Totem

3 Stargazer

3 Mentor of the Song

3 Howling Brave

1 Canyon Scout

1 Mystic Spiritwalker

2 Mystic of the Tranquil Dream

1Sight of the Sun

1 Hawkwind

1Spirit Oracle

1 Quick Strider Ozawa, Cosmic Elder2 Spirit Dance3 Mentor of the Wind4 Living Totem3 Stargazer3 Mentor of the Song3 Howling Brave1 Canyon Scout1 Mystic Spiritwalker2 Mystic of the Tranquil Dream1Sight of the Sun1 Hawkwind1Spirit Oracle1 Quick Strider Actions, Artifacts, Constants

1 Dream Dance

2 Turbulence

1 Inner Conflict

2 Pact of Life

1 Repel

2 Zodiac Divination 1 Dream Dance2 Turbulence1 Inner Conflict2 Pact of Life1 Repel2 Zodiac Divination





Champion: Emberspire Witch

Opponent Type: Normal

Starting Life: 20

Passive Ability: Champions can’t gain health.

Charge Power: BASIC R: [1] -> Deal 1 damage to each champion.

Gameplan/Strategy: This mono Ruby deck puts all its eggs into one basket and tries to rush you down to 0 health. When Emberspire Witch drops a turn 2 Inferno, you’ll be praying to Kismet that the RNG goes your way. Overall, this is a deck that can beat you and there’s little you can do about it.



Patch of the Rover None None Juggernaut Ring None None

Emberspire Witch Normal Arena



Troops

2 Heroic Outlaw (Speed + Deal damage equal to its attack to champion)

3 Mentor of the Flames

3 Rampaging Tarasque 2 Heroic Outlaw (Speed + Deal damage equal to its attack to champion)3 Mentor of the Flames3 Rampaging Tarasque Actions, Artifacts, Constants

2 Inferno

3 Burn to the Ground

3 Burn

1 Ruby Lance

3 Heat Wave

4 Crackling Bolt

2 Kismet’s Reverie

4 Ragefire

2 Heart of Fire







Champion: Moon’ariu Sensei

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a troop goes underground, it gets one of the following at random: +1/+1; Lethal; Rage 2; or “When this enters play, draw a card.”

Charge Power: BASIC B W: [3] -> Put a random troop from your deck with Tunneling underground.

Gameplan/Strategy: This tricky Shin’hare deck takes a fresh approach to swarming opponents by appearing out of nowhere from the ground through tunneling. This makes it harder to mass remove the troops and not knowing what’s coming at you can spoil your plans. This is one Shin’hare deck that’s going to make you work for your victory.



None None None None Commander Armguards None

Moon’ariu Sensei Normal Arena



Troops

Cottontail Scout

Bucktooth Roshi

Keeper of the Wounded Petal

Underfoot Commander

Monsuun, Shogun of Winda’jin

Grave Nibbler

Wakizashi Ambusher Cottontail ScoutBucktooth RoshiKeeper of the Wounded PetalUnderfoot CommanderMonsuun, Shogun of Winda’jinGrave NibblerWakizashi Ambusher Actions, Artifacts, Constants

Feeding the Young Ones Feeding the Young Ones





Champion: Nelebrin Scout

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a champion plays a resource, there is a 25% chance that champion gains (1/1).

Charge Power: BASIC W: [5] -> For each troop, randomly determine if it is destroyed as follows: Each troop has a 10% chance of not being destroyed for each point of toughness it has.

Gameplan/Strategy: Nelebrin Scout plays a fairly traditional mono Wild deck that tries to ramp into scary big troops and also cheats them in with a playset of Eye of Creation. The troops we’re talking about here are no joke – Fist of Briggadon, Wrathwood Colossus, Battle Beetle – so you best rush this Scout down or you’ll be in BIG trouble.



Gardener’s Hat None None None None None

Nelebrin Scout Normal Arena



Troops

2 Wrathwood Colossus

3 Dream Stag

2 Puck, Dream Bringer

4 Eye of Creation

1 Child of Rust

2 Crazed Squirrel Titan

2 Mentor of Oakhenge

2 Succulent Cluckodon

3 Fist of Briggadon

1 Giant Caterpillar

2 Battle Beetle

2 Wild Root Dancer 2 Wrathwood Colossus3 Dream Stag2 Puck, Dream Bringer4 Eye of Creation1 Child of Rust2 Crazed Squirrel Titan2 Mentor of Oakhenge2 Succulent Cluckodon3 Fist of Briggadon1 Giant Caterpillar2 Battle Beetle2 Wild Root Dancer Actions, Artifacts, Constants

Wild Growth

4 Chlorophylia

1 Turbulence

1 Crackling Sprout

1 Gigantify Wild Growth4 Chlorophylia1 Turbulence1 Crackling Sprout1 Gigantify





Champion: Darkspire Enforcer

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a troop you control with Darkspire in its name dies, create a card with that card’s name and put it into your deck.

Charge Power: BASIC B B: [4] -> Choose one at random: Deal 3 damage to each opposing champion; or search your deck for a troop with Darkspire in its name and put it into your hand.

Gameplan/Strategy: Darkspire Enforcer plays an aggressive Orc/Darkspire deck that will run you over if you get off to a slow start. Being able to keep the pressure up thanks to the Darkspire cards after you’ve dealt with the first wave makes him an encounter where you’ll have to snatch board control away and keep it yours.



None None None None None Sigil of the Bleeding Cut

Darkspire Enforcer Normal Arena



Troops

2 Throat Cutter

3 Mazat Spearman

1 Gortezuma, High Cleric

2 Shamed Gladiator (Rage 1)

3 Fang of the Mountain God

4 Darkspire Priestess

3 Darkspire Tyrant

2 Cunning Skullcaster

3 Darkspire Punisher

1 Endbringer 2 Throat Cutter3 Mazat Spearman1 Gortezuma, High Cleric2 Shamed Gladiator (Rage 1)3 Fang of the Mountain God4 Darkspire Priestess3 Darkspire Tyrant2 Cunning Skullcaster3 Darkspire Punisher1 Endbringer Actions, Artifacts, Constants

2 Crackling Rot

2 Kog’tepetl’s Thirst

2 Murder







Champion: Sniper of Gawaine

Opponent Type: Normal

Starting Life: 20

Passive Ability: None

Charge Power: BASIC D R: [4] -> Troops you control that entered play this turn get +1/+1 and Speed.

Gameplan/Strategy: This Ruby Diamond Human deck can get scary if you don’t have removal at the right time. The strategy of the opponent is simple: have some Inspire troops out and then play some of the best pet creating troops in the game. Key to victory is preventing the key Inspire troops from buffing troops which spawn pets.



Nonet None None Ring of the White Tower None None

Sniper of Gawaine Normal Arena



Troops

3 Sly Huntress

3 Shellsafe Sure Shot

1 Hopeheart Unicorn

4 Royal Den Mother

3 Shield Trainer

1 Lord Alexander, the Courageous

1 Ruby Enchantress

4 Royal Falconer

1 Jags the Blademaster

3 Ruby Pyromancer

1 Elite Pyromancer

1 Protectorate Clergyman 3 Sly Huntress3 Shellsafe Sure Shot1 Hopeheart Unicorn4 Royal Den Mother3 Shield Trainer1 Lord Alexander, the Courageous1 Ruby Enchantress4 Royal Falconer1 Jags the Blademaster3 Ruby Pyromancer1 Elite Pyromancer1 Protectorate Clergyman Actions, Artifacts, Constants

1 Solitary Exile

2 Inner Conflict

3 Burn

1 Reversion

1 Heroic Inspiration

1 Stoneskin

1 Bravery







Champion: Avalanche Giant

Opponent Type: Normal

Starting Life: 20

Passive Ability: When a troop deals damage to a champion, that troop gets +1/+1.

Charge Power: BASIC R W: [2] -> Target troop you control gets +2/+2 this turn.

Gameplan/Strategy: Avalanche Giant is a pretty standard Ruby/Wild aggro deck. There are plenty of Crush troops and combat tricks to boot so you’ll have to be mindful when you decide to block. There’s also a single copy of Gore Feast of Kog’Tepetl and Crown of Primals so keep that in the back of your mind as you commit your attacks.



Hasty Hard Hat None None None None None

Avalanche Giant Normal Arena



Troops

4 Stink Troll

4 Gas Troll

2 Maniacal Entrepreneur

3 Unmerciful Tormentor

2 Hired Horn Sellsword

4 Gem Snatchers (+1/+1 and Speed)

Actions, Artifacts, Constants

1 Gore Feast of Kog’Tepetl

1Turbulence

3 Burn

1 Wild Aura

1 Adrenaline Rush

4 Crash of Beasts

2 Shatter Shield

1 Crushing Blow

1 Crown of the Primals 1 Gore Feast of Kog’Tepetl1Turbulence3 Burn1 Wild Aura1 Adrenaline Rush4 Crash of Beasts2 Shatter Shield1 Crushing Blow1 Crown of the Primals





Champion: Malice Demon

Opponent Type: Normal

Starting Life: 20

Passive Ability: Troops in all zones have Rage 1.

Charge Power: BASIC B R: [2] -> Put target troop in your graveyard into play. It gets Speed and “At the end of your turn, sacrifice this.” this turn.

Gameplan/Strategy: Malice Demon is a cruel encounter where you will witness a constant recursion of troops from the graveyard attacking you. Special attention needs to be payed to cards like Jags the Blademaster which multiply the damage of these troops. The AI also has no qualms about stealing your troops with Mancubus or playing cards for free through Prince Talysen. This demon is indeed full of malice.



Nonet Duelist’s Tabard None None None None

Malice Demon Normal Arena



Troops

1 Jags the Blademaster

1 Mancubus

2 Daring Swordsman

2 Snipre of Gawaine

2 Bone Warrior

1 Prince Talysen

3 Ruby Pyromancer

4 Mazat Spearman

1 The Killipede

1 Hired Horn Sellsword

2 Elite Pyromancer 1 Jags the Blademaster1 Mancubus2 Daring Swordsman2 Snipre of Gawaine2 Bone Warrior1 Prince Talysen3 Ruby Pyromancer4 Mazat Spearman1 The Killipede1 Hired Horn Sellsword2 Elite Pyromancer Actions, Artifacts, Constants

3 Blood Aura

3 Ruby Aura

3 Call the Grave

3 Incite Fury

1 Atrophy 3 Blood Aura3 Ruby Aura3 Call the Grave3 Incite Fury1 Atrophy





Champion: Paladin of Naagaan

Opponent Type: Normal

Starting Life: 20

Passive Ability: None

Charge Power: BASIC B D: [3] -> Target troop you control gets +X/+X where X is the amount of health you have in excess of your opponent.

Gameplan/Strategy: Paladin of Naagaan has one of the scariest charge powers in the Arena and some pretty decent cards to go around it. If you can, obviously try to have more health than him but its a tough task to achieve considering all the lifegain at the opponent’s disposal. The other way to win is to kill the troop that it tries to buff through removal.



Bloodsucker Helm None None None None None

Paladin of Naagaan Normal Arena



Troops

2 Vampire King

3 Adamanthian Scrivener

4 Paladin of the Necropolis

3 Giant Mosquito

2 Chimera Guard Officer

2 Spearcliff Cloudknight

4 Righteous Paladin

2 Corrupt Harvester 2 Vampire King3 Adamanthian Scrivener4 Paladin of the Necropolis3 Giant Mosquito2 Chimera Guard Officer2 Spearcliff Cloudknight4 Righteous Paladin2 Corrupt Harvester Actions, Artifacts, Constants

1 Solitary Exile

4 Incantation of Righteousness

1 Repel

4 Eternal Youth

2 Pact of Pain

1 Preservation 1 Solitary Exile4 Incantation of Righteousness1 Repel4 Eternal Youth2 Pact of Pain1 Preservation





Champion: Ballistics Expert

Opponent Type: Normal

Starting Life: 20

Passive Ability: Non-combat damage dealt by Dwarves and artifacts you control is increased by 1.

Charge Power: BASIC S R: [4] -> Target troop gets “Exhaust-> This deals 1 damage to target champion or troop.”

Gameplan/Strategy: On paper this looks like a pretty solid Artifact/Dwarf deck with a nice charge power/passive ability to boot. However underneath the surface there is more to this encounter than that with an equipped War Machinist doing 2 damage to all opposing troops whenever an artifact enters play – which as you can imagine can be really devastating.



None Tinkerer’s Robes None None Reboot Gloves None

Ballistics Expert Normal Arena



Troops

1 Elimination Specialist

4 War Machinist

3 Charge Bot

3 Construct Foreman

4 Pterobot

4 Electroid

3 S.P.A.M Bot

3 Gearsmith

2 Rocket Ranger

2 Flak Scrapper

2 Augmentation Bot

2 Recovery Specialist

1 Scrap Welder 1 Elimination Specialist4 War Machinist3 Charge Bot3 Construct Foreman4 Pterobot4 Electroid3 S.P.A.M Bot3 Gearsmith2 Rocket Ranger2 Flak Scrapper2 Augmentation Bot2 Recovery Specialist1 Scrap Welder Actions, Artifacts, Constants

1 Sapper’s Charge

2 Forge of Cadoc 1 Sapper’s Charge2 Forge of Cadoc





Champion: War Bot

Opponent Type: Normal

Starting Life: 20

Passive Ability: When an artifact enters play, its controller gains a charge.

Charge Power: BASIC [10] -> Void all non-artifacts.

Gameplan/Strategy: Take one look at the opponent’s charge power, and you’ll see what his strategy is for wrecking your board. If you’re wondering why the opponent can consistently get to over 10 charges by turn 3, well the passive ability helps but War Bot is also actually cheating by playing all Crackling Vortex shards. If you have just one troop onboard then he most likely won’t use his board wiping ability so use that to your advantage.



None None None None None None

War Bot Normal Arena



Troops

Augmentation Bot

S.P.A.M Bot

Charge Bot

Armitron

Charge Hulk

Reactor Bot

Tectonic Megahulk

Droo’s Colossal Walker

Argus, Herald of Doom

War Bot Dropship

Reaper Bot

Tectonic Megahulk

Eternal Drifter Augmentation BotS.P.A.M BotCharge BotArmitronCharge HulkReactor BotTectonic MegahulkDroo’s Colossal WalkerArgus, Herald of DoomWar Bot DropshipReaper BotTectonic MegahulkEternal Drifter Actions, Artifacts, Constants

War Bot Bunker

Dwarven Armory War Bot BunkerDwarven Armory





Champion: Eldritch Dreamer

Opponent Type: Normal

Starting Life: 20

Passive Ability: Troops without flight have -1 attack.

Charge Power: BASIC S: [3] -> Target troop gets “When this deals damage to an opposing champion, draw a card.”

Gameplan/Strategy: This encounter against Eldritch Dreamer will have you on the tip of your toes. Packed with everything from tempo cards to counter spells to board tappers (Stormcall and Menacing Gralk) to big finishers (Storm Colossus) to plenty of card advantage – you best be prepared to beat the cunning power of Sapphire magic.



None Thunderstrike Chestguard None None Warp Gloves None

Eldritch Dreamer Normal Arena



Troops

1 Shoggoth

1 Bird o’Plenty

3 Buccaneer

2 Storm Colossus

3 Phoenix Guard Messenger

3 Thunderbird

1 Menacing Gralk

3 The Ancestors’ Chosen 1 Shoggoth1 Bird o’Plenty3 Buccaneer2 Storm Colossus3 Phoenix Guard Messenger3 Thunderbird1 Menacing Gralk3 The Ancestors’ Chosen Actions, Artifacts, Constants

2 Stormcall

2 Time Wave

2 Chaotic Rip

3 Reality Rift

3 Oracle Song

3 Time Ripple 2 Stormcall2 Time Wave2 Chaotic Rip3 Reality Rift3 Oracle Song3 Time Ripple



Bosses



Champion: Eurig the Robomancer

Opponent Type: Normal

Starting Life: 25

Passive Ability: When an artifact you control transforms, ready all troops you control.

Charge Power: M BASIC S R: [3] -> Transform all War Bots you control into War Hulks. Transform all Worker Bots you control into War Bots. Create a Worker Bot and put it into play.

Gameplan/Strategy: If you’ve ever wanted to see how a proper Robot deck works, Eurig the Robomancer shows the way in this encounter. It’s got everything from construction plans, to card advantage afforded by the archetype, to some really powerful cards that take advantage of all the artifacts/robots on board. The charge power and passive ability just puts it all on overdrive so you better have some board wipe or a quick win condition.



None Exoskeleton Prototype None None None None

Eurig the Robomancer Normal Arena



Troops

1 Bertram Cragraven

1 Elimination Specialist

1 Construction Plans: War Hulk

2 VB1311

2 Charge Bot

1 Rocket Ranger

1 Master Theorycrafter

2 Gearsmith

2 Recovery Specialist

1 Wyatt the Sapper

1 Construct Guild Underboss

1 Fahrny

1 Reese the Crustcrawler

1 Ingenious Engineer 1 Bertram Cragraven1 Elimination Specialist1 Construction Plans: War Hulk2 VB13112 Charge Bot1 Rocket Ranger1 Master Theorycrafter2 Gearsmith2 Recovery Specialist1 Wyatt the Sapper1 Construct Guild Underboss1 Fahrny1 Reese the Crustcrawler1 Ingenious Engineer Actions, Artifacts, Constants

1Doppelgadget

1 Volcannon

1 Construction Plans: Ingenuity Engine

1 Construction Plans: Tower Hulk

2 Construction Plans: War Hulk

3 Construction Plans: Hornet Bot

3 Construction Plans: Crank Rocket

1 Robotic Rapture 1Doppelgadget1 Volcannon1 Construction Plans: Ingenuity Engine1 Construction Plans: Tower Hulk2 Construction Plans: War Hulk3 Construction Plans: Hornet Bot3 Construction Plans: Crank Rocket1 Robotic Rapture





Champion: Uzume, Grand Concubunny

Opponent Type: Boss

Starting Life: 25

Passive Ability: While you have five or more Shin’hare, troops you control have +1 attack.

Charge Power: BASIC B W: [3] -> Create a random non-unique Shin’hare troop and put it into play.

Gameplan/Strategy: Uzume as expected wields a Shin’hare deck and tries to swarm you with them. All of your favorite Shin’hare can be found here including a few Champions who’ve now graced PvE cards. As long as you’ve got some mass removal or evasive troops – you should have no problem with this boss who has to be considered one of the easier ones of the bunch.



None None Boots of the Martyr None None None

Uzume, Grand Concubunny Normal Arena



Troops

2 Kishimoto

2 Necrophage Sensei

2 Shroomshaw

2 Nori

2 Bun’jitsu

2 Shin’hare Eulogist

2 Bucktooth Commander

2 Fertile Engorger

2 Bucktooth Roshi

1 Monika’shin

1 Hop’hire, Samurai

1 Sensei of the Wounded Petal

1 Rune Ear Commander

1 Ritualist of the Spring Litter

1 Cottontail Recruiter

1 Moon’arui Sensei

1 Rune Ear Burrower 2 Kishimoto2 Necrophage Sensei2 Shroomshaw2 Nori2 Bun’jitsu2 Shin’hare Eulogist2 Bucktooth Commander2 Fertile Engorger2 Bucktooth Roshi1 Monika’shin1 Hop’hire, Samurai1 Sensei of the Wounded Petal1 Rune Ear Commander1 Ritualist of the Spring Litter1 Cottontail Recruiter1 Moon’arui Sensei1 Rune Ear Burrower Actions, Artifacts, Constants

1 Necessary Sacrifice

2 Wild Growth

2 Surprise Runt Gang

1 Feeding the Young Ones

1 Crackling Sprout 1 Necessary Sacrifice2 Wild Growth2 Surprise Runt Gang1 Feeding the Young Ones1 Crackling Sprout





Champion: Zoltog

Opponent Type: Boss

Starting Life: 25

Passive Ability: BBRR: When an opposing troop you control deals damage to an opposing champion, create a Savage Raider and put it into play.

Charge Power: BASIC B R: [5] -> Create three Savage Raiders and put them into play.

Gameplan/Strategy: Zoltog showcases exactly what Orcs are all about with their ultra rush aggro strategy gaining a strong mid-game thanks to the incredible Charge Power and Passive Ability combo. You will want to establish effective blockers early on so that the Aggro blitz doesn’t get out of control.



None None None None None Gore Thirster

Zoltog Normal Arena



Troops

3 Ridge Raider

1 Furious Wrathbringer

3 Fang of the Mountain God

2 Brutal Commander

2 Xocoy, High Cleric (Graveyard Recursion + Speed)

2 Poca, The Conflagrater

1 Endbringer

2 Shamed Gladiator (Speed)

1 Gortezuma, High Cleric

1 Te’talca, Orc Gladiator

1 Fury of the Mountain God

2 Veteran Gladiator

1 Tetzot, Son of Omoc

1 Mentor of the Flames

1 Kranok

1 Claw of the Mountain God

2 Furious Taskmaster 3 Ridge Raider1 Furious Wrathbringer3 Fang of the Mountain God2 Brutal Commander2 Xocoy, High Cleric (Graveyard Recursion + Speed)2 Poca, The Conflagrater1 Endbringer2 Shamed Gladiator (Speed)1 Gortezuma, High Cleric1 Te’talca, Orc Gladiator1 Fury of the Mountain God2 Veteran Gladiator1 Tetzot, Son of Omoc1 Mentor of the Flames1 Kranok1 Claw of the Mountain God2 Furious Taskmaster Actions, Artifacts, Constants

3 Crushing Blow

1 Ruby Aura

1 Adrenaline Rush 3 Crushing Blow1 Ruby Aura1 Adrenaline Rush





Champion: His Majesty, King Gabriel

Opponent Type: Boss

Starting Life: 25

Passive Ability: While you control Boldheart, prevent all damage that would be dealt to your champion.

Charge Power: BASIC DD: [6] -> Create Boldheart and put him into play. He gets “Must Attack”.

Gameplan/Strategy: King Gabriel makes great use of Diamond’s inspire troops to buff not only his troops but also the Boldheart pet which goes on to define this encounter if you let the opponent get to 6 charges. With Boldheart forced to attack, you can beat this encounter even without solid removal but make sure the Inspire troops are taken care of before he comes into play.



None None None None None None

His Majesty, King Gabriel Normal Arena



Troops

Princess Victoria

Alwyn

Lady Elizabeth

Protectorate Clergyman

Palamedes

Cerulean Grand Strategist Princess VictoriaAlwynLady ElizabethProtectorate ClergymanPalamedesCerulean Grand Strategist Actions, Artifacts, Constants

Rallying Banner Rallying Banner





Champion: Xarlox The Broodlord

Opponent Type: Normal

Starting Life: 25

Passive Ability: At the start of the game, create three Broodlord Eggs for each opposing champion and put them into their decks.

Charge Power: BASIC B S: [4] -> Bury the top three cards of target opposing champion’s deck. Create a Spiderspawn for each troop buried this way and put them into play.

Gameplan/Strategy: Xarlox is a boss few players are happy to see as the Vennen Lord has some really nasty tricks up his sleeve. His goal is to mill you until the Broodlord Eggs he injected into your deck come out and hatch into a 5/5 troop for him that provides scary board presence but also destroys your best troop. There’s little you can do to prevent this from happening and you’ll have to be equipped either with a resilient or explosive deck to win out the encounter.



None None None None None None

Xarlox The Broodlord Normal Arena



Troops

1 Xartaxis, Bishop of the Azure Fang

2 Brood Creeper

2 Zared Venomscorn

2 Ushul

3 Xentoth’s Inquisitor

2 Rot Caster 1 Xartaxis, Bishop of the Azure Fang2 Brood Creeper2 Zared Venomscorn2 Ushul3 Xentoth’s Inquisitor2 Rot Caster Actions, Artifacts, Constants

1 Rise Again

2 Murmurs From The Void

2 Crackling Wit

2 Crackling Rot

2 Inquisition

4 Chronic Madness

2 Web of Death

2 Inquisitor Thist

2 Incantation of Fear

1 Extinction

1 Verdict of the Ancient Kings

1 Oracle Song

1 Murder 1 Rise Again2 Murmurs From The Void2 Crackling Wit2 Crackling Rot2 Inquisition4 Chronic Madness2 Web of Death2 Inquisitor Thist2 Incantation of Fear1 Extinction1 Verdict of the Ancient Kings1 Oracle Song1 Murder





Champion: Princess Cory

Opponent Type: Boss

Starting Life: 25

Passive Ability: At the start of the game, gain B D R S W.

Charge Power: BASIC D S: [2] -> Target opposing card transforms into a random artifact, constant, or troop with the same cost.

Gameplan/Strategy: If you’re new to the game and wondering who this drag queen looking middle-age man is, it’s none other than the creative genuis and CEO behind Hex TCG. This is likely the most fun encounter you’ll face and packs a heavy dose of RNG (or Random Fun Generator as Cory himself refers to it). You’ll be advised to finish things off quickly before cards like Parallel Evolution and Cosmic Transmogrifier really throws everything out of whack.



None None None None None None

Princess Cory Normal Arena



Troops

Lady Valerie

Holiday

Lixil, the Deathless Gem

Forgotten Monarch

Pack Raptor

Emberspire Witch

Angel of Dawn

Bastion of Adamanth

Mentor of Oakhenge Lady ValerieHolidayLixil, the Deathless GemForgotten MonarchPack RaptorEmberspire WitchAngel of DawnBastion of AdamanthMentor of Oakhenge Actions, Artifacts, Constants

Construction Plans: Ingenuity Engine

Cosmic Transmogrifier

Solitary Exile

Ingenious Invocation

Replicator’s Gambit

Supporting Fire Construction Plans: Ingenuity EngineCosmic TransmogrifierSolitary ExileIngenious InvocationReplicator’s GambitSupporting Fire



Frost Ring Arena Decks

The below decks are user submitted decks for clearing the Frost Ring Arena. This table gets automatically updated as new ones are added in our deck creator when you select Frost Ring Arena under “Pve Encounter”.

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