Treasure/passive evaluation post

Everyone has some treasures/passives they like and some they tend to instinctually avoid, so I thought it’d be helpful to have a thread where everyone evaluates the treasures they have have left an impression on them and highlight their strong and weak points so it can help people with no experience with those treasures.

I’ll note that unless treasures guide me differently I like drafting a lot of 2-4 mana cards to get the board early, and then some big bombs like Lich King/ Sylvanas/ Kel’Thuzad so a couple board clears won’t leave me out of gas, and my evaluation is probably influenced by that.

Upon writing this, and while I left out treasures that I hadn’t a strong impression of, I realized 2 things. First of all I tend to experiment with treasures more than I do with passives. And second of all this post is much, much longer than I originally expected. I’m mainly still posting this since people can search for the treasure they are interested in at the time.

TREASURES

Annoy-o Horn - 7 mana: Fill your board with annoying minions
At first I wasn’t a big fan of the card because the annoying minions have 1, 2 or 3 attack so it seemed underwhelming, but anyone who remembers how good giggling inventor was will know how wrong I was. Especially at chapter 4, filling your board with 2 or (mainly) 4 attack divine shield minions tended to be game ending. Prime discount target at the inn, I’d like to try it in a buff deck like druid.

Banana Split - 2 mana: Give a minion +2/+2. Summon 2 copies of it.
It’s cheap enough that you can combine it with something like a Lich King or a Ragnaros for a great tempo boost. It requires you to have something big in board or in hand for best results so often it won’t be the best pick, but a solid one nonetheless.

Dagwik Stickytoe - 3 mana 2/5 stealth, when it attacks an enemy hero steal a card from his hand.
With my playstyle I run the risk of running out of fuel if I draw my cards in the wrong order. This card can single handedly make me favored in the late game. It denies their synergies and gives you more options. Prime target to get 3 copies of when the opportunity presents itself in the tavern (and the possibility to multiply minion treasures is why I tend to favor them over spell/weapon ones). One of the best treasures.

Dreamgrove Ring - 9 mana: Discover a legendary minion, summon 5 copies of it.
The reason I thought annoy-o horn was bad was because I was comparing it with this card. Making tall and wide boards (ie. strong minions and many of them) is almost impossible for most decks, and this card usually does just that. Just be careful with it if you know your opponent is playing cards like psychic scream/vanish etc.

Elder Taggawag - 3 mana 4/4 Battlecry: Deal 4 damage to all enemy minions. Deathrattle: Put this card back in your deck.
Flamestrike on a stick for not even half the mana? And he recycles himself giving me more AoE and staving off fatigue? And I can potentially get more of them at the tavern? Sign me up!

EVIL Propaganda - 10 mana: Take control of all enemy minions.
The ultimate panic button. Unconditional board removal that doesn’t even trigger deathrattles (at least if you have enough board space) and usually leaves you with a tall and wide board too. The downside is that it requiring 10 mana means that you risk being dead before you can use it and not having the potential to multiply it makes you more likely to never draw it. For these reasons I would still prefer Elder Taggawag as my AoE of choice in most of my decks but when this works it’s a thing of beauty.

Gnomish Army Knife - 5 mana: Give a minion Charge, Taunt, Divine Shield, Stealth, Poisonous and Windfury.
The keywords means that practically any minion can assassinate 2 enemy minions in a pinch, but it’s mainly useful in closing out games if you have a big minion. Two times I picked it for the memes was when I had a priest deck full of buffs with spells costing health, and when I had edwin with a 0 mana echo spell. Since I didn’t have much card draw I never got off the big combos, it was still ok without them, but underwhelming compared to most treasures since single target removal isn’t that hard to come by.

Hyperblaster - 3 mana 1/5 weapon Poisonous. Your hero is immune while attacking.
The bosses don’t have weapon removal so it’s practically kill 5 things. It’s great for what it does, although depending on your deck you might skip it for a treasure that gives you AoE or some more proactive development.

Loyal Henchman - 1 mana 1/1 Taunt, Start of game: Draw this. Each turn this is in your hand give it +1/+1.
Really efficient for the mana, but that’s misleading. You want a treasure that can turn the game around. An extra 7/7 on turn 7 isn’t going to do that, even if it costs 1 mana.

Master Scheme - 3 mana: Draw 1 card, deal 1 damage, gain 1 armor, summon 1 1/1 boom bot. Upgrade each turn.
It reminded me of a 3 mana UI so I was looking forward to picking it, but it didn’t live up to my expectations. It’s really good if you draw it early, but as a topdeck it can be underwhelming and it often fails to turn the tide. It’s not bad by any means, but usually there are better treasures next to it.

Soulreaper’s Scythe - 5 mana 6/1 weapon Deathrattle: Summon all minions killed by this weapon this run.
Weak early on, but it can help you build a tall and wide board for later bosses while also being a bit of removal. It’s really great in warrior where you can upgrade it (or if you have Greenskin) and have it pay off more early. Unless it would risk your run you should be really picky with what you kill and not kill the boss until you’ve killed something good with it.

Super Simian Sphere - 5 mana: Summon a King Mukla with Immune and can’t be targeted by hero powers or spells.
It practically kills one of their cards each turn, it’s an amazing value generator. That being said, immune and can’t be targeted, doesn’t mean it will stick forever. Vanish will return it to your hand as a regular mukla, obsidian statue can still snipe it at random and sylvanas could steal it. If you know how the boss can deal with it and you play it after you bait those cards it’s practically game over. Its main disadvantage is that it takes a couple of turns to have a noticable effect, so picking it without enough early game can be dangerous. Really fun to combine with a Vargoth.

Swampqueen’s Call - Transform your minions into legendary minions. Echo.
This is really cool if you have few spells and manage to get it discounted at the tavern. You can also do this with emerald goggles if it’s your only card. Rush and charge legendaries mean you’ll clear their board and push face damage and lyra/antonidas means you’ll get some extra cards. Unless you have the goggles it’s mainly a meme pick since it way more inconsistent than the other picks. Probably never worth it in chapter 3 since hitting darkness is -1 board space when it’s already limiting.

The Muscle - 4 mana 4/5 Battlecry: Get 3 random cards, they cost 0.
A card that gives you both value and tempo is bound to be good. It also can be multiplied at a tavern since it’s a minion, which is always a plus. In a vacuum I’d value the 3 mana kobolds higher, but it might be the pick if the deck was weak and I wanted to highroll or if I had brann/ the double battlecry totem and it was up against stickytoe.

Untold Splendor - 1 mana: Shuffle 5 treasures in your deck.
Often treasures can turn the tide by themselves. Having 5 of them is fun but it delays when you can play your first treasure, and if you don’t play at least a second your investment won’t have payed off. It could be worth it if you have enough card draw or if the treasures next to it really, really suck, but it’ll rarely be the best choice.

PASSIVES

A Prince’s Ring Replace your hero power with a random death knight one.
This is way worse than it initially seems. A warrior hero power at the wrong time could end your run, and even if most death knight hero powers are upgrades over your normal one, they normally aren’t big enough upgrades to justify using a passive for.

Captured Flag Your minions have +1/+1
It used to be the best treasure and it’s still one of the best. I’d probably only skip it if it was up against robes of gaudiness as the first treasure or maybe for rocket backpacks in a deathrattle deck. It allows you to pick an early curve deck and have it not lack impact too.

Crystal Gem You start the game with an extra mana crystal.
Nothing too flashy but it’s surprising how much work it can get done. It really helps in not being overwhelmed against the final bosses who start with more mana than you.

Elixir of Vim Draw 2 extra cards each turn. You are immune to fatigue.
I’ve been impressed by this card. I’ve only picked it when I had something Dr. Boom or Deathstalker Rexxar to generate more value, but even when I burned them I never lost because I ran out of cards. It’s important that you value keeping your OP cards and treasures more than curve, since curve tends to be interchangeable and you’re likely to draw into one, while you might burn your OP cards if you don’t keep them.

Emerald Goggles Your left-most card costs 2 less.
Cheating tempo is good and this can cheat lots of tempo in one turn. Having an expensive card or something you want to save can kill this treasure though (rip evil propaganda pickers) which is why I don’t think it’s captured flag levels of good. In a high curve deck I might even prefer crystal gem over it, but it gets better the lower your curve is, and if you run out of cards it can do some silly things with Swampqueen’s Call.

Expedite Your minions cost 1 less.
Obviously not good if you’re going for something like a miracle priest, but most decks are really minion heavy and playing just 1 minion per turn would make it as good as crystal gem. Really good passive that can pay out multiple times per turn and although it has lower potential than something like goggles, it’s a lot more consistent.

Mysterious Tome Start the game with 3 random secrets.
I’ve been impressed by the averageness of this passive. I’ve picked it when it was next to passives I’ve considered bad like a prince’s ring and recycling, and I’ve never thought that it was useless or run winning. It’s a safe pick when the other options don’t excite you.

Potion of Vitality Double your starting health.
It doesn’t give an value. It doesn’t give any tempo. By normal hearthstone logic it should be bad but it’s anything but. The final bosses will likely start the match by pummeling you using their extra mana, this ensures you’ll stay alive until you can throw your bombs. It also can indirectly give you value by allowing you to postpone your AoEs. You need something else to cheat some tempo, but it’s an excellent supporting treasure.

Robes of Gaudiness Your cards cost half (rounded down). You may only play up to 2 cards per turn.
As the first treasure it’s by far the best. Pick high value cards and enjoy your free wins. As second treasure I usually have too many low value cards for it to be worth it. It cheats tempo so efficiently and you can get board so early it’s probably the only treasure where I wouldn’t value potion of vitality as a secondary treasure. The thing to be careful of is that since you can play your whole hand really early, if your opponents has good board clears (like psychic screams, or cyanigosa with freezes) then you can run out of threats. Don’t overextend if you aren’t familiar with the boss’s deck unless you have something like UI or master’s scheme to refill.

Rocket Backpacks Your minions have rush.
There is a reason why people kill Shaw and ask for Dr. Boom nerfs. Cards with initiative are OP, and if your minions have it then you’re almost never lacking it. Great in any deck, especially amazing in deathrattle decks, this is one of the best passives.

Scepter of Summoning Your minions that cost more than 5 cost 5.
It’s a great treasure, it allows you to cheat a ton of tempo, but it can be really tricky. Picking too many 5+ cards might mean you’re dead before you can effectively use them by the last bosses, and picking too many curve cards can leave you with too little threats if you don’t draw right. Getting extra time by passives like potion of vitality and crystal gem can really smooth things out. Note that scepter and summoning and robes of gaudiness is really powerful if you get it in that order (making your most expensive minion cost 2), but getting them the other way around would be useless (order matters).

Small Backpacks At the start of the game draw 2 extra cards.
It’s a decent passive no matter your deck, but unless you have a deck with tons of utility (buffs, removal, etc.) then you’re probably better served with a passive that cheats out tempo.

Stargazing Your hero power costs 1 less and you may use it twice per turn.
I thought of this card like a crappy justicar’s ring and I underestimated it. This is one of the top tier treasures. This card is so good, that with the help of a couple flametongues and thrall deathseer, I’ve managed to beat Haro setting sun on heroic with a flood deck. The best part about this card is that even if you change your hero power, it keeps working. Changed to Dr Boom? Get 14 armor/ deal 6 damage/ discover 2 mechs etc. for just 2 mana. Finished the warrior quest? Get 2 ragnaros shots per turn. Even with some starting hero powers it’s going to be broken. Like the starting shaman one in totem shaman, like the mage hero power that discounts etc. Some hero powers are worse with it, but it’s definitely a passive to take notice of.

SO BORED THIS WEEK JUST COMMENTING SO HERE GOES (backhanded, but I wish people had responded to this. I love reading peoples’ opinions on things that don’t read like…well, what post read like when the poster gets off on making you feel bad?)

Annoy o Horn: Agreed, except NEVER take it when you’re surrounded by carts in the Dalaran market.

Banana Split - Agree about its value, disagree about its use. Getting 3 Lich Kings out of it means either holding on to it, in which case it’s a dead card for turns, getting a lucky draw, or building a deck around it, which would be…wait for it…bananas. I love this card in aggro/straight tempo. Plopping down that much aggression early is game-changing.

Dagwik Stickytoe - Disagree. He can absolutely be a game changer, IF you draw him AFTER your opponent has emptied their removal. Early, he usually gets me a card, maybe 2 on a good day. Late, he’s just useless.

Dreamgrove Ring - Yup. Wait, there’s Vile potion. OH GOD YES.

Elder Taggawag - Yup, though like everything best taken as a first pick (as you seem to be aware of), loses significant value as a second. A single 4-cost Flamestrike doesn’t win you squat in Heroic.

EVIL Propaganda - Hate it, so I think we agree? It’s REALLY hard to build an effective, true control deck in Heroic. Doing nothing for 4-5 turns just gets you killed.

Gnomish Army Knife - Garbage.

Hyperblaster - Broken AF like 60% of the time, meh the rest. Which makes it good. I think we agree?

Loyal Henchman - Garbage, so we agree?

Master Scheme - Same.

Soulreaper’s Scythe - My analysis was the same as yours, but looking back, I don’t think it’s won me a single game, except the time I needed 5 topdeck face damage, in which case a Fireball would have been objectively better.

Super Simian Fear - 100% agreed. One of the best treasures, IF you know the bosses well enough to play it correctly. I wish Blizzard made more like this.

Swampqueen’s call: I think you underestimate it. It’s 100% a calculated pick. It’s almost a shoe-in for Murloc Shaman, or something where you’re assured to have a full board in a game you haven’t already lost. And it’s a broken AF combo card. Vile potion and Violet Goggles make this an instant win with almost any board (Yeah, you could theoretically get The Darkness 6 times before you got literally everything else once, but c’mon).

The Muscle: See comment about Taggawag. We agree/

Untold Splendor: Disagree, for the same reason as Swampqueen: It’s a contextual choice. Decks/matchups where you just want to drop 1-2 threats at a time (and that’s a lot), replacing a dead card with “Give me 5 great topdecks later”, is really good. It’s worthless in aggro or as a random topdeck, though, so I maybe see where you’re coming from.

Prince’s Ring - You have a 7/9 chance of getting a great Hero Power, better than anything offered. It’s not as consistent as Captured Flag, et all…, but I think it serves the same purpose, as being generally solid. It’s a garbage first pick, but one of my go-to’s for #2.

Captured Flag - yes.

Crystal Gem - Garbage. I guess it depends on perspective, but “Really good on boss number 3, but on 7-8 just makes me not quite as s***ty”, is not a ringing endorsement when you’re trying to clear a run.

Elixir of Vim - VERY contextual.Like, I get what you’re saying, but unless you start with extra mana (maybe this is why you like Crystal Gem?) burning most of your deck by turn 5 leaves you without enough steam to beat most elite bosses. But yes: insanely powerful, when used correctly.

Emerald Goggles - Broken AF. I mostly like your analyses, but this was the one that raised the ol eyebrow, particularly after your accurate analysis of the Robes of Gaudiness. It’s basically the same thing, but not quite as good (so, second best power?). Fill your deck with great cards that cost 3,4,5, a handful of bombs that will drop 2 turns early, and some card draw, and welcome to GET REKT NOOB town.

Expedite - See Crystal Gem.

Mysterious Tome - Garbage. It has never won me a game, and usually just leaves me with like an average board on turn 3.

Potion of Vitality - Agreed. Garbage first pick, great second pick, as it always provides a significant edge.

Robes of Gaudiness - Broken AF. I think we agree, except for the overextending part. If you take this first and just pick every giant/card draw, how do you run out of steam?

Rocket backpacks: Not as good as Stealth, but yeah, really solid.

Scepter of summoning : Garbage. Yes, you can build really good deck with it. But you HAVE to get really lucky picks to end up with a good curve.

Small backpacks: One of the worst “better than nothing” picks.

Stargazing: I think you go a bit far, but yeah. IF you have a power worth using it on, it’s insane.

…I think you missed some? If only your minions had permanent Stealth (maybe more, but seriously, that is one of the best passives, easily)

Elixir of Vim combines VERY nicely with Untold Splendor. I just ran a game with those two and Vile Potion and let me tell you, waiting until your deck is empty and then popping that and drawing 3 treasures on your next turn? Absolutely superb. Drawing 2 damage orbs? The 4 mana 20 damage guys? It feels just unfair. Oh sure, lemme just pay 8 life for 40 damage out of nowhere, guess I just won. I also enjoy Banana Split for an early game play. Against Madam Goya getting out 3 5/5 Lifesteals on turn 4 is game winning. She just doesn’t come back from that sort of tempo advantage.

I think you missed that grim patron that summons itself at the end of the turn? I can’t remember what it’s called but it’s one of the best treasures. If you manage to snatch Captured Flag as well as buff it with Bartender Bob (and make it available in your starting hand), then you can make sick turn 3 play and your opponent find it difficult to recover. They also have the habit of targetting it first with everything they have, so you can use this minion as soft taunt to help influence the game.

Yeah I have not written about every treasure and that’s intentional, the reason is that I haven’t played with them enough. I thought I’d make the start and have a lot of them so people starting out have some idea about them, but this post was written more with the purpose of everyone pitching in and talking about their favorite treasures and strategies with it, rather than me pretending I know everything about all treasures. I’ll post at the end of this post which I haven’t mentioned.

I think the main differences on our opinions come from our playstyles, with my playstyle most matches end around turns 7-10 so the elixir of vim for instance still draws me cards (or I have the 10 in my hand).

With that in mind, crystal gem is good for me because the +1 mana bonus is relevant for most turns of my games, and when playing aggressive/midrange decks the difference between being a little behind or a lot can be really important (although I still wouldn’t compare crystal gem to top tier passives). Expedite I like for the same reasons. In my mind if my passive can keep me almost on par with the boss, then my treasures and high impact cards should tip the scales in my favor.

Stickytoe is a great target for most minion buffs so by having him with a +2/+2, or in your starting hand, or 3 more in your deck, makes it not that unusual to have your opponent in topdeck mode while you have a full hand (especially in my playstyle where I try to get the board early). Even if he steals 2 cards that’s a 4 card hand advantage you gained over your opponent which is still pretty good.
Taggawag I like because even if he doesn’t clear, he makes the trades so much easier and he’s a 3 mana 4/4 which I would already put in the decks I like making, so he cheats a 7 mana spell for free, is accessible early, and gives me an AoE option which my decks are usually lacking.

I think you make a really good point with the swampqueen’s call, I already said how it can be instawin with the goggles, but I can see how it can be good without them too. Because unlike ladder you must win 8 in a row I place a lot of emphasis on consistency, but I was probably overdoing the consistency aspect in on this one, since a very high % of the time, especially on token decks it can be amazing.

About emerald goggles, I said how it has amazing potential, but for me it’s an issue of consistency and how it can limit deck choices. For instance I picked it in a rogue run, and I had to pick a blade flurry (the other buckets had some other bad expensive cards with much poorer accompanying cards), and getting it second card is what killed the run. Earlier I had a similar problem when an early blink fox got an expensive card. If you don’t face these issues it can be one of the best treasures, but since if you build your deck carefully you don’t need extreme highrolls (and you have your treasures for that anyway), I still think that passives like captured flag and rockets backpacks are better. Not having to worry that a Sylvanas double Lich King bucket may kill your passive is great. Still it’s one of the better passives, and it might be on me not picking it in the right decks that I don’t value it even higher (looking back on it picking it on decks with a decent amount of random card generation might not have been the wisest of choices).

About the robes of gaudiness overextending part, I felt like I had to put it because it was the only time I lost having picked that treasure early. The only card draws I found that run were master’s scheme and a UI and against the last boss (heroic cyanigosa) I drew neither. It was the only time I found the stealth treasure too so I thought I’d be fine, but she got freezes, cabalist tome, blast wave and dragon’s fury to clear my board when I finished playing out my hand. Then she played conjurer’s calling from the tome while I drew some cards from the starting deck and it was gg. Sure the RNG was against me and on most bosses overextending is fine, but I think that the only way you lose with those passives, is if you overextend on a boss that you shouldn’t before you have your draw cards yet.

The treasures/passives I haven’t mentioned yet in case anyone would want to share their experiences are:

Treasures

  • Big Boomba
  • Case Study
  • Continuum Collider
  • Duplatransmogrifier
  • Elistra the Immortal
  • Fly-By
  • Golden Candle
  • Murgatha
  • Orb of the Untold
  • Overpowered
  • Sow the Seeds
  • The Box
  • THE… Candles?

Passives

  • Battle Totem
  • Book of Wonders
  • Cloak of Invisibility
  • Dr. Boom’s Remote
  • Elixir of Vigor
  • Elixir of Vile
  • First Aid Kit
  • Glyph of Warding
  • Hagatha’s Embrace
  • Recycling
  • Resourcefulness
  • Robe of the Magi
  • The Hand of Rafaam
  • Togwaggle’s Dice
  • Totem of the Dead
  • Wondrous Wisdomball

Wondrous Wisdomball - There’s an appreciation thread for this treasure. It is that wondrous.

Book of Wonders - Do you like having the chance to outright lose on turn 1? If so pick this.

Togwaggle’s Dice - I’ve regretted picking this every time I did.

Robe of the Magi - Not a good first pick, but a solid second pick if you’ve managed to gather a bunch of damage spells.

Cloak of Invisibility - Borderline broken if you-re up against any boss that wants to trade into your minions or just target them in general.

Hand of Rafaam (Opponent starts with 2 Curse of Rafaam in their hand, a spell that deals 2 damage to the player holding it at the start of their turn, costs 2 mana to get rid of) - This can be really brutal, it will either cost them 4 mana in the early turns, giving you a massive tempo advantage or they’ll take a lot of damage. Even the final boss will always take at least 4 damage. Unless they’re immune to self damage.

Dr. Boom’s Remote (Start with 3 Boom Bots) - While they can’t attack on the first turn, the early game tempo advantage is not to be underestimated.

Elixir of Vile - (Spells cost health) With the right deck this can win a fight on turn 1. It’s not as great if you don’t have many spells, but it can be valuable even with just 5 spells if they’re spells you’d want to cast on a big turn along with a bunch of minions.

Murgatha can be very good at slowing down (or even stopping) your opponent if you have several cards to play each turn. Cheap Echo cards can be a big boon as can Elixir of Vim + mana discounts.

The Box is a diceroll every turn, sometimes it’ll be exactly what you need at the moment, but often it will be what you needed last turn or will need next turn if it’s useful at all.

THE… Candles? With spell damage this will often be 4 board clears for 3 each. Without it’ll usually be at least 2 for 6 each.

Only 2 of the 9 Hero Powers are guaranteed to be an upgrade to whatever you have (Warlock & Hunter).

Shaman is an alternate skin for a Hero Power you could have started with as Shaman.

Mage is a very minor upgrade to a Hero Power you could have started with, this Hero Power really suffers if you don’t have the battlecry from FLJ.

Paladin is fairly pointless unless you can activate it 4 times in a row without having the 2/2s cleared.

Warrior is going to be about as harmful to you as to your opponent the majority of the time

Rogue is only solid if you have 5-or-less mana cards you want extra copies of and it has some degree of anti-synergy with Robes of Gaudiness.

Priest needs either a low curve or discounts along with some way to discount the Hero Power to get much benefit. It’s still better than the Mage version if only for the increased damage. Also complete anti-synergy with Robes of Gaudiness.

Druid can be solid or meh depending on both your deck and what you’re facing.

Overall, the Deathknight Hero Powers are not worth a Passive Treasure Pick unless your other options don’t work with your deck. If it didn’t cost a Passive Treasure Pick I might be more inclined to agree with you.

I haven’t lost a single run when I’ve picked Vim as my first treasure. You just need to draft for an overall low curve with a few value bombs. You do not need the Crystal Gem for it to work, but either it or Emerald Goggles can really help you power through your deck to a quicker win.

NICE replies. I feel like maybe the big gap might be: My only metric is how much a choice will help you finish a Heroic run. Pretty much every Normal run I’ve lost has been “I got boring passives and cards, let’s start over”, and the only reason I play Heroic is to get 8 wins, and never play again.

Crystal Gem, et al…: “Almost as good of a curve as the boss” is rarely good enough at 7-8, in my experience. You need to outpace or outlast.

Stickytoe: Maybe different playstyles, yeah, but I rarely see him stick around long against those late bosses, and he is just pointless late.

Emerald Goggles: Yeah, not to be mean, but that was a bad pick on your part. If you take this one, NEVER take cards you can’t play. Yeah, that means you have to take big things sometimes, and yes, rarely, you get stuck with them early. But even then, you have a shot against tough bosses who don’t kill you by turn 5, because you’re just dumping your hand at that point.

Robes: You had a bad matchup and experience, there. Very few bosses in this expansion have enough removal to keep up with Robes and big minions (I’d put the Void dude on the list as well, but that guy can generally eat a bag of something…).

Wondrous Wisdomball - Average, but only due to variance. It’s gonna be useless on at least one game every run, which is gonna cost you a lot of runs in Heroic.

Book of Wonders and the Crap Shoot - Agreed.

Robe of the Magi - Very good pick if your class has a bucket with AoE, garbage otherwise. I’d say even as a “better than nothing” second pick, because most of the classes have maybe two good spells.

Cloak Of Invisibility - Broken AF, or just useful, depending on the boss. One of the best overall.

Hand of Rafaam - Disagree, one of the worst. Later opponents start with 50+ Health, so unless you’re very specifically going full aggro, even getting 20 damage out of them isn’t gonna make a difference.

Dr. Boom: Again, disagree, for basically the same reason.

Elixir of Vile -Agreed, though basically what I said about Robes of teh Magi goes here. Hunter, for instance, gets mostly crap value out of its spells.

Murgatha - Very good in the right deck, garbage otherwise. I’d say Meh overall. There are things that do what she does, but better.

The Box - Bad. Years of playying CCGs have taught me that you’d ALWAYS rather draw the thing you’re gonna need, than something that might draw you into it.

The Candles - If they’re not useful, you’ve probably won anyways. Good.

Elixir of Vim - Still disagree, though again, maybe because I’m talking about them tough Heroic bosses. I’ve tried it with Beast Hunter and Murloc Shaman and gotten trashed. You need a VERY low curve, which is almost never offered to you, to not burn through a huge chunk of your deck, and then I’ve run out of steam almost every time.

DK Powers - To be clear, I would never consider this a good first pick, but as far as the second round, where you’re usually looking to stabilize an already good deck and buy yourself a few extra turns against the 7-8 bosses. It’s certainly not as good as Potion of Vitality, but I think it’s solid, particularly since I rarely use my starting hero power to much effect that late in the run, anyway:

Warlock/Hunter: Fantastic, Shaman/Warrior: Trash

Mage: Consistent source of Water Elementals, and that Freeze has saved me so many times.

Rogue: REALLY good. Guaranteed impact out of almost every card in your deck.

Priest: Solid. You’re not trying to combo with this power, it’s just solid removal against the massive threats dropped by most of the late bosses.

Druid: Basically the same as Priest.

Paladin: Okay, possibly different experiences here, but I find that until you’re under 1/2 health, most of teh AI in this game is CRAZY about keeping your board down, making this 2: drop 2 taint creatures, in most fights.

Burning 10 of your cards vs never drawing the last half of your deck.

With Vim you’re almost guaranteed to see every card in your deck every game, which means a much higher chance to get to use the OP expendable treasures (instead of them sitting at the bottom of the pile).

You do have to lower your curve, but you should not worry about cards getting burned. The chance that you wouldn’t have drawn them at all without Vim is large enough to matter. Sure it sucks to see a great Legendary or Treasure get burned, but you might as well never have drawn them.

I don’t know about the other people, but I talk about heroic runs as well, you can finish normal runs without optimizing your treasures. I play to unlock every hero power/deck for all heroes on both modes, and to clear every chapter at least once on both modes, and by the time I’ve done the first thing I’ve done the second too so far.

For Crystal Gem, I think the best way to make you see why is decent is compare it with Potion of Vitality. The main reason Potion is good, is because it allows you stay alive for a turn or two more so you can stabilize. The gem (or expedite) allow you to drop your stuff a turn or more sooner, which makes it less likely you’re going to need extra health. It’s kinda like the reason why you don’t need extra health when you got robes of gaudiness although on a much smaller scale. When I first cleared chapter 1 and 2 on heroic, I had crystal gem on both runs so it’s definitely viable in heroic too (a shout out to HS deck tracker, there is no way I’d remember that otherwise :grin: )

As for Vim, it’s how I first beat chapter 4 on heroic. Mulligan for my broken treasure (annoy-o horn) or my value generator (hero boom) in my case, usually I’d get 1 of the 2 but I never really needed the extra value. You practically get a perfect curve, have some of the best answers your deck has for every situation, and have the highest chance to pull off your combos. After getting Vim, I’ve only had one game get to turn 11 and that was because her deck and hero power countered my treasure. Even then, that was the first turn I didn’t have any cards in my deck and still I had a full hand. There is a chance you will burn your OP cards, but I think that’s smaller than the chance that you’d have died before drawing them otherwise (at least with the decks I play). Although to be fair, I’ve only taken Elixir of Vim as my second passive when I’ve had some volume in my deck, I haven’t tried it as the first treasure.

I don’t think we’re gonna agree about Crystal Gem, but if you’ve both had that much success in Heroic with Vim, I’m probably doing something wrong. Most likely, I should be less conservative with my curve? I’m used to taking enough 1-3 drops to ensure that I almost always have something solid to play, maybe I should take bigger stuff, so I don’t run out of gas.

Of course, doing so would require playing Heroic more, and I just can’t see a reason to do so, other than clearing wing 5, so shrug?

Hand of Rafaam is hilarious is you manage to pick it twice. Otherwise it’s quite garbage.