I know it’s an unpopular opinion, but please just hear me out.
Dungeon Runs heavily rely on RNG in multiple ways. The power of the passive treasures varies significantly. Your passive treasures can make or break your entire run. So getting a bad passive treasure means that you will likely have to restart and try again.
Even if you get a good passive treasure, you also have to get cards that synergize with it, which is more RNG. Bob’s tavern is extremely unreliable as well.
While this does lead to a different run each time, it also leads to many runs that are killed simply because RNG wasn’t on your side.
The worst part is that it takes such a long time to play a dungeon run, so losing once means that you have to do this all over again hoping that next time you’ll get better cards.
I understand that this format is supposed to be like this, but the almost complete reliance on RNG paired with the slow gameplay of hearthstone makes it tedious to constantly grind for until you can get a chance at winning.
While Galakrond’s Awakening is a fairly bad adventure for the most part, replacing it with another recycled Dungeon Run would be just as bad.
Future Dungeon Run formats should actually change up the base mechanics of the formula rather than add gimmicks like being able to choose your bad starting deck or having to successfully get to the 8th boss multiple times in the same chapter in order to artificially increase playtime. There needs to be a middle ground between the consistency of the Original Format and the replability of the Dungeon Run Format.