In the Tombs of Terror adventure, you control one of the members of the League of Explorers as they do battle with the Plague Masters that have arrived on Uldum.
Bazaar Bob
The friendliest face you could hope to meet in a plague-ridden desert.
Bob has left Dalaran and ventured into Uldum, setting up a supply tent in the desert. He functions similarly to how he did in The Dalaran Heist, but features a few new cards.
- I Just Like Saying the Word: Technically he doesn't run a bazaar, he just likes the word.
- My God, What Have I Done?: He seriously regrets helping the League of E.V.I.L. back in Dalaran.
- Purposefully Overpowered: If you get the VIP Membership passive and get lucky, Bob can swap your deck out for a house special. House specials include a deck stuffed with various Treasures, one made of nothing but fully-upgraded Spellstones and Quest rewards (and Highkeeper Ra for good measure), one based on Medivh's deck from One Night in Karazhan, and one that's nothing but 30 Pogo Hoppers. Needless to say, it's worth picking.
- Secret Shop: Getting the VIP Membership allows access to some truly broken tavern cards.
Lt. Herring
Leads the dreaded E.V.I.L. Puffertroopers, AKA "The Flying Fish."
His Hero Power, Puffertrooper, gives Rush to all his Murlocs.
- The Unintelligible: As with most murlocs, Lt. Herring's speech is untranslated.
Beetle Herder Zenda
Beetle stampedes are terrifying. It's the rumble of those teeny-tiny feet.
Zenda's Hero Power, Beetle Stampede, summons a Plated Beetle, a 2/3 Beast that gives her 3 armor on death.
Weaponized Wasp
Unlike bees, wasps can keep stinging you. With a laser.
A wasp that Dr. Boom has upgraded. Its Hero Power, "Upgraded" Fauna, deals 1 damage to an enemy minion for each Beast it controls.
Its card counterpart is a 3 mana 3/3 Shaman beast that deals 3 damage if you control a Lackey.
- Energy Weapon: How its Hero Power shoots down your minions.
Terraviss
Slithering into the tombs to snake a few spells and weapons.
Terraviss's Hero Power, Well Equipped, puts a random Rogue weapon or spell into his hand.
Alda Petrik
Alda's learned some tricks. Like sit. Stay. Loot. Summon Beasts.
Alda's Hero Power, Running Wild, draws a minion from her deck. If it's a Beast, that card gets copied.
Water-Toting Murlocs
Years of experience tell you not to ignore this terrible threat.
A group of murlocs toting water. Their hero power, Fish Food, restores 2 health to all murlocs.
- Double Take: Induce one in the Innkeeper, as he sounds very confused when he announces them at the start of the match.
- Water Source Tampering: Sir Finley inquires that they may have done this.
Taskmaster Maru
This agent of E.V.I.L. is never lacking for lackeys.
Maru's 1-cost Hero Power, E.V.I.L. Conscription, adds a random Lacky to her hand. On Heroic, it costs 0.
Gorebite
If it opens its mouth, you should run. Double-time.
Its Hero Power, Snapping Jaw, doubles its attack for the turn.
Suspicious Palm Tree
This oasis would've been welcome if Hagatha hadn't gotten there first.
Its Hero Power, Corrupted Oasis, adds two 2/2 Treants to its hand.
While this boss doesn't have a direct card counterpart, it is visually similar to Rotten Applebaum from The Witchwood, a 5 mana 4/5 Taunt that restores 4 health to your hero on death.
- Treants: In addition to summoning them, the boss itself is a palm treant.
Glack the Scorpid
Elise's journal entry for Glack simply says, "Don't get stung".
Glack's Hero Power, Venomous Stinger, stings an enemy minion. Stung minions die whenever they take damage.
- Scary Scorpions: A giant scorpion that can instantly kill your minions.
Twizzleflux
Twizzleflux is spreading the very curse that maligned him.
A leper gnome that's been empowered by all the destruction around. His Hero Power, Plagued Horde, gives a minion of his a Deathrattle that deals 2 damage to the player. On Heroic, it costs 0.
- Plaguemaster: His hero power basically turns every minion into a Leper Gnome.
Thrud
And some people think rogues need to be sneaky.
His 3-mana Hero Power (1 mana on Heroic), Ogre-Sized Thief, steals a card from the player's deck and puts it in his hand.
Dark Ritualist Zafarr
Likes his rituals like he likes his coffee: Dark. And twice-brewed.
Zafarr's 3-mana Hero Power, Mummy Ritual, resurrects a Reborn minion with 1 health.
Kham
Now you see him, now you don't, now you're impaled.
Kham's passive Hero Power, Spectral Swordsman, gives him Stealth while he has a weapon equipped.
- Boss-Arena Idiocy: When encountered in the Scorching Dunes; he would be a nearly untouchable opponent were it not for the plague allowing your minions to also bypass his Stealth.
Ol' Barkeye
Frustrated with just a rifle, Ol' Barkeye has taken up the blade.
The previously playable E.V.I.L. Hunter lackey now opposes the League of Explorers. His passive Hero Power, Desert Warfare, adds a random Hunter card to his hand after attacking, and he has a lot of weapons in store to trigger it.
- Dueling Player Characters: A natural outcome of a previously playable character becoming a boss.
Mister Chu
Chu bravely volunteered to "guard" this treasure-filled tomb.
His passive Hero Power, "Confiscated" Goods, lets him equip a random weapon after attacking and killing an enemy minion.
- Dueling Player Characters: Chu was the previously playable Warrior Hero for the Dalaran Heist; now he's opposing the League of Explorers as a boss.
- Meaningful Echo: While he was playable, he tells his opponents "[they're] in [his] way." Now, he declares he's in your way.
Squeamlish
She's mastered more terrifying forms. Like squirrel. And mushroom.
Her Hero Power, Druid of the Rat, gives her minions +1/+1.
- Dueling Player Characters: She's the previously playable Druid Hero for the Dalaran Heist.
The Lost City of the Tol'vir has been taken over by the Plague Lord of Murlocs. The twist for this chapter uses spells which summon a random number of murlocs when drawn, shuffling an increasing number into each players' deck at the start of the game.
Sand Puffer Frog
One puff's enough to bluff a minion's stuff.
Its passive Hero Power, Sandy Surprise, automatically grants Stealth to any 1-cost minion it plays.
Tarkus
Violence begets violence. Tarkus begets a whole lot.
His 4-mana Hero Power, Noble Champion, deals damage to a random enemy minion equal to that minion's attack.
High Prophet Barim
Barim "prophets" from the misfortune of others.
His 3-mana Hero Power, Burst of Light, has Lifesteal and deals 1 damage to all enemy minions. On Heroic, it costs 1 mana.
- Stone Wall: With an effectively infinite supply of Spirit Lashes at his disposal, Barim is very hard to rush down as he will destroy tokens and heal off face damage very quickly.
- Tactical Suicide Boss: His Heroic deck has Auchenai Soulpriest of all cards. Given his healing effects are all in the form of Lifesteal, this will almost always result in Barim taking large chunks out of his own health. Even worse if he has Prophet Velen on the board, which will cause his hero power to deal double damage and then heal for quadruple the regular amount... which all gets turned into face damage by the Soulpriest.
Jythrios of Questions
A riddle... within a mystery... in an enigma... with a funny head.
His passive Hero Power, Riddle of the Sphinx, forces the player to guess what card he will play. Should they guess it right, the card being played gets banished. On Heroic mode, his deck is full of powerful cards like Treasures and uncollectible minions.
- Artificial Stupidity: He has a bad habit of showing the player cards he's obviously not going to play, making his riddles rather easy.
- Cutting the Knot: The best way to counter him is not to guess the card he's going to play, but rather pick the card you least want him to play. If he plays it, awesome, it's banished! If he doesn't, at least he didn't play the card that would be really bad for you.
- Riddling Sphinx: He's styled as one of these.
Sinkhole
The best way to avoid a sinkhole is to - oh, too late.
A Sinkhole. Its 1-cost (free on Heroic) autocast Hero Power, Sand Surge, shuffles a Sand Trap into your deck, which discards the top two cards of your deck when drawn
- Tempting Fate: One of Bazaar Bob's quotes when you leave is "Don't go falling into any giant sinkholes, alright?" sure enough...
Sazin
With sand and fury the hot winds blow. Where did your minions go?
An air revenant. Its free autocast Hero Power, Mighty Windstorm, causes each player to swap a minion on the battlefield with one in hand.
- Achilles' Heel: Sazin runs a deck full of giant minions to cheat into play as early as turn 2. The trick is keeping her down to one minion. Her autocast hero power will constantly force her to swap it out for something in her hand, preventing her from ever attacking.
- Blow You Away: Her hero power represents a windstorm blowing minions around.
Siamat
The Lord of the South Wind. Siamat serves Al'akir, and by extension The Old Gods. He gifted the nefarious Neferset tribe with a blessing that removed the Curse of Flesh. His hero power summons a 1/4 Elemental. On normal, it gains Divine Shield, Rush, Taunt, or Windfury at random. On Heroic, it simply has all four.As a collectible card, Siamat is a 7 mana 6/6 that gains two of Taunt, Windfury, Divine Shield, or Rush, at your choice.
- Flunky Boss: He summons 1/4s with bonus effects throughout the match.
- Jackass Genie: When Reno sees Siamat (being Reno), he asks him to grant a wish. He offers to let him choose how he will kill Reno.
- Jack of All Stats: Siamat is a little understatted, but his effect gives him an insane amount of flexibility.
General Husam
Those who serve under General Husam are in a rush to leave.
His passive Hero Power, Shockwave, gives all his minions Rush.
- Bad Boss: According to his flavour text, this is why his minions have Rush.
The Plague of Madness has infected this desert, causing any who cross it to go insane. This twist forces the rightmost minion each player controls to attack a random enemy at the end of their turn.
Ermavar
The first of her name, Ermavar is revered as the waker of flame.
Ermavar's passive Hero Power, Fireshaper, deals 2 damage split across random targets each time she casts a spell.
Sandshaper Rhogi
Rhogi is a sand conjurer. He copies minions. And makes a mean castle.
His 3-mana Hero Power, Sand Shapin', shuffles a copy of an enemy minion into his deck, which is immediately summoned when drawn.
Octosari
His favorite number is 7. Disrupt its perfection at your own peril!
A massive landbound octopus. Octosari's free autocast Hero Power, Massive Tentacles, destroys all minions on the board if they number 8 or more.
As a collectible Legendary, Octosari is an 8 mana 8/8 whose Deathrattle draws 8 cards.
- Blessed with Suck: Drawing eight cards is huge! ...Too huge, especially on an expensive Deathrattle. Since your hand limit is ten, Octosari will often force you to overdraw and will always propel you towards fatigue.
- Misplaced Wildlife: Seeing Octosari prompts Sir Finley to question how he's alive without water.
- Numerological Motif: 8 mana, 8 attack, 8 health, 8 arms, 8 cards, and his Hero Power kills all minions on the field if there are 8 or more.
- Tentacled Terror: He's a massive octopus seen in the midst of attacking the coastline on his art.
Demolisher 3V-11
Rafaam got a great deal on one of these at a Horde surplus auction.
Its Hero Power, Armor Repairs, gives it 2 Armor. If it has less than 10 Armor at time of use, it gains 4 Armor instead.
- Admiring the Abomination: Reno positively squees when he sees there's a tank.
- Tank Goodness: It's a giant tank.
Runaway Ruby
Gnomes put tank treads on a submarine for desert use. Because gnomes.
A landfaring submarine, run amok. Its 1-mana autocast Hero Power, Out of Control, deals 1 damage to the centremost minions.
Wildtooth
"Sand sharks aren't real" according to a half-eaten journal.
Wildtooth's free autocast Hero Power, Maw of the Desert, destroys the minion with the lowest health at the start of its turn. If there's a tie, it picks randomly.
- Achilles' Heel: It doesn't discriminate whose minion it is when it chooses to eat. Keeping its minions at the lowest health forces it to eat its own board.
- Expy: Of Gnosh the Greaworm and its indiscriminate minion consumption.
- Threatening Shark. A threatening LAND shark.
Colossus of the Sun
This titan colossus abhors all weakness.
Its free autocast Hero Power, Power of Wrath, deals 1 damage to all damaged minions.
Nash the Greatworm
Rumor has it this is merely the other end of Gnosh the Greatworm.
Nash's 3-mana Hero Power, Belch, summons a random minion that's died this game. On heroic, it only costs 1 mana.
- Call-Back: Its description hearkens to Gnosh from the Dungeon Run adventure.
Avozu
Avozu the Hunter will stop at nothing until his prey is subdued.
His Hero Power, Hunt the Weak, deals 1 damage to a minion and grows stronger with each use. However, if it kills a minion, it resets to doing 1 damage.
The Tomb is host to the Plague of Death. Each player has a random entombed Deathrattle minion, akin to the Violet Hold. To retrieve the entombed minion, there must be a total of friendly minion deaths equal to the minion's mana cost — for instance, you need three minion deaths to retrieve a 3-mana entombed minion. Once the tomb is opened, a new entombed minion will immediately spawn.
Snakeflinger Scalesnout
Snakes with pointed snouts are venomous. Also the best ammo.
His Hero Power, Snakeshot, summons a 1/1 Poisonous Snake.
- Abnormal Ammo: Shoots snakes onto the battlefield.
Skarik
This king cobra is also King of Beasts.
Its Hero Power, Hatching Time, reduces the cost of beasts in its hand by 1 mana.
Janak
This scheming hozen heads up E.V.I.L.'s desert cavalry.Janak's 1-mana Hero Power, Cavalry of E.V.I.L., deals 1 damage to a minion but gives it Charge.
Dire Bat
They wouldn't be a problem if you just stopped feeding them.
The Dire Bat's Hero Power, Food Chain, deals 2 damage to a minion. If a minion dies this way, it also restores 5 health.
- Bat Out of Hell: It's a massive vampire bat.
- Vampiric Draining: This is the idea behind its hero power.
Kasmut
This anubisath over-achiever prefers to re-raise the extra dead.
Kasmut's passive Hero Power, Tol'vir Necromancy, fully heals any Reborn minions as they resurrect themselves.
Trap Room
Reno is especially good at detecting traps. With his face.
Its Hero Power, Tricks and Traps, sets a Secret from its hand or deck.
- Expy: A clone of the Trapped Room from the Dungeon Run adventure.
- Trap Master: Good luck navigating its Secrets! Mercifully, it's less frustrating than its predecessor.
Illidara Sunsdawn
The Reliquary is here, and their discoveries are bad news for you.
Her passive Hero Power, Seeking a Claim, gives all minions on the field +1/+1 whenever a Discover card is played.
Lich Baz'hial
Baz'hial has cheated death. She also cheats at cards.
Baz'hial's free Hero Power, Lich's Phylactery, restores 20 health to her. However, this healing weakens for each minion of hers that's dead. Once this number reaches zero, it transforms into the Broken Phylactery, a passive Hero Power that causes her to take double fatigue damage.
The Hall is host to the Plague of Wrath, where all minions gain 1 attack each time they take damage.
Pillager Drasar
Drasar generously shares stolen treasures with her minions.
Her Hero Power, Stolen Relics, gives one of her minions +1/+1, Taunt, or Divine Shield, chosen at random.
Edra
The ancient wardens guard this sacred space with their life(steal).
Her 1-mana Hero Power, Wispering Sentinel, summons a 1/1 Wisp with Lifesteal.
Armadillobot
Is it insane to let a critter pilot a mech? Dr. Boom thinks not.
Its 1-mana Hero Power, Mech "Pilot", gives a friendly Mech +2 Attack for the turn but forces it to attack a random enemy minion.
Ilza Grimdrum
Ilza is an arena champion known as "The Cruel Dueler."
Ilza's 0-mana Hero Power, Arena Expert, summons a minion from each deck and forces them to fight.
Totally Normal Jar
You should be wary when treasures walk right up to you.
Its Hero Power, What's in the Jar?, summons a 1/1 copy of any minion in play.
- Suspiciously Specific Denial: If it's labelled Totally Normal, it's anything but.
Battrund
Not all of Battrund's minions are mummies. Some got a bad wrap.
Its passive Hero Power, Under Wraps, gives its minions Reborn after they're played.
Belloc Brightblade
This smarmy leader of the Reliquary is a thief of the highest order.
His passive Hero Power, Reliquary's Relics, puts copies of spells that his opponent casts into his hand.
Sword Dancer Sirinell
It is said that sethrak sword dancers are the bane of kings.
Sirinell's passive Hero Power, Sword Dance, shuffles their weapon into their deck whenever it's broken, keeping any enchantments.
Sothis
This terrible titan watcher has his own personal army.
His Hero Power, Titan Ritual, summons two 1/1 Mogu Cultists. Should he fill the board with them, they fuse into the 20/20 Highkeeper Ra who deals 20 damage to all enemies at the end of his turn.
Earthrager Ptah
Avoid meeting Ptah's gaze. Or standing next to anyone who does.
Its 3-mana Hero Power, Vengeful Construct, destroys a minion with 2 health or less and does the same to its neighbors.
Setesh
Setesh curses minions... Without even getting to know them first.
Its free autocast Hero Power, Lord of Destruction, curses a random enemy minion to deal 2 damage to its owner each turn.
Ammunae
Every party needs a healer. And nobody partied like the titans.
Ammunae's Hero Power, Lord of Life, fully heals a minion.
Kyriss
Line up all your minions. It'll be hilarious.
Kyriss's 4-mana Hero Power, Chain Lightning, deals 1 damage to a minion. It then jumps to adjacent minions until a minion dies this way.
General Tropes
- Destroyer Deity: They represent the living embodiment of various forms of destruction.
- I Shall Taunt You: They show up throughout each of their respective chapters at random intervals to taunt the player.
- Marathon Boss: Each of the Plague Lords fought in this adventure start at a whopping 300 health, with a change of hero power for each phase of the fight. You're not expected to defeat them in one go — any damage done to a Plague Master is retained the next time you fight them.
- Rhymes on a Dime: As evidenced by their descriptions.
- Sequential Boss: Each Plague Lord has three phases, which begin at 300, 200, and 100 health. They also redraw a hand of cards and gain an entirely new deck on each transition.
Vesh, Plague Lord of Murlocs
Vesh begins the fight constantly Immune, but the death of any Murloc will cause him to lose 3 health. Once he dips under 200 health, his Hero Power changes to Ashes Anew, which is free, autocast, and allows him to destroy one of his Murlocs to summon a 0/4 Scaly Totem; on Heroic, it can target the player's Murlocs as well. This Totem has Taunt and gives +1/+1 to all Murlocs on death.
Once he falls under 100 health, his Hero Power changes again to Mur-nado, which costs 15 mana (10 on Heroic) and shuffles all minions in play into his deck. This costly Hero Power gets cheaper for each Murloc that dies, but each use removes the cost reduction and increases its cost by 1.
His associated Plague is Plague of Murlocs, a 3 mana Shaman spell that transforms all minions into random Murlocs.
- Body of Bodies: He's literally made of murlocs. His first hero power represents this, with you hurting him by hacking at the murlocs that fall off.
- Hoist by His Own Petard: The Scaly Totem in his second phase buffs all Murlocs on the field. This includes the player's own, and can work in the player's favour if they've amassed a sizeable Murloc army from either their deck or this chapter's Twist.
- Pardon My Klingon: Emoting at him causes him to gurgle something at you in Nerglish before apologizing for the language.
- Unusable Enemy Equipment: He has the Mrgl Mrgl Nyah Nyah spell (both normal and heroic versions) used by Giantfin, as well as multiple copies of the Giantfin card from the Rafaam Unleashed fight. He also has several copies of Megafin in his deck - a usable card, but not a collectible one.
- Zerg Rush: Between a deck stuffed full of Murlocs, his chapter's Twist (where players get free Murlocs from time to time), and more spells that resummon dead Murlocs, you can expect his board to be full almost all the time even with him nuking it regularly in his third phase.
K'zrath, Plague Lord of Madness
The second plague is the brain: Among these dunes, madness reigns.
K'zrath starts the fight with a free autocast Hero Power, Systematic Betrayal, that rotates all minions counterclockwise, and those which switch sides gain +1/+1. At 200 health, it changes to Evoke Panic, which is free and autocast, and forces a minion (enemies only on Heroic) with the lowest health to attack one of its neighbors.
Its final hero power, Murmurs of Mortality, is passive, and activates when one of his minions dies, reducing one of your minions to 1 health. On Heroic, it instead instantly kills the minion.
His associated Plague is Plague of Madness, a 1-mana Rogue spell that equips both heroes with a 2/2 Poisonous weapon.
- HP to One: His final hero power on normal does this to a random friendly minion whenever one of his minions dies.
- Insane Equals Violent: His insanity curse forces minions to attack.
- Puzzle Boss: His first phase is all about juggling your best attacker to benefit from the chapter's twist, and not giving him a minion too scary.
- Weaksauce Weakness: The Glyph of Warding treasure passively increases the cost of enemy minions by 1. As K'zrath's deck has a C'thun theme, the treasure will make C'thun cost an uncastable 11 mana, thereby eliminating its ultimate win condition.
Xatma, Plague Lord of Death
The third plague rests in final breath: You face the ancient Lord of Death!
Xatma's first free Hero Power lets him trigger one of his minion's deathrattles. At 200 health, its Hero Power changes to Death's Embrace, which passively gives Reborn to the first minion that dies each turn.
His final Hero Power is the 1-mana autocast Death's Gaze, which deals 1 damage to all minions and creates an Untimely Demise spell for each one dying this way. Untimely Demise is a 3-mana spell that deals 3 damage to all of his enemies.
His associated Plague is Plague of Death, a 9-mana Priest spell that Silences and destroys all minions.
- Animate Dead: He runs N'Zoth in his deck, which usually brings back a full board of big minions.
- Boulder Bludgeon: Untimely Demise is depicted with the player's board and their hero getting struck with falling rubble. Since this often happens immediately after a use of Death's Gaze, expect the combined results to annihilate your board, if not leave it incredibly weak.
- Terse Talker: Xatma is the least talkative of the Plague Lords, and tends to speak very directly.
Icarax, Plague Lord of Wrath
The fourth plague roots within the heart: Wrath tears friend and foe apart.
Icarax's first Hero Power, Commanding Scream, costs 1 mana and keeps his minions from being reduced below 1 health for the turn. At 200 health, his Hero Power turns into Wrath Smash, which destroys a damaged minion but also costs 1 mana more for each damaged minion in play.
His final Hero Power, Hand of Defiance, costs no mana and swaps the Attack and Health of a minion.
His associated Plague is Plague of Wrath, a 5 mana Warrior spell that destroys all damaged minions.
- Chained by Fashion: It's wearing manacles around its arms with dangling chains.
- Eyeless Face: His head is just a jowl.
- Injured Vulnerability: Wrath Smash destroys an injured minion. He also runs multiple Plagues of Wrath, which destroy all injured minions.
- That Makes Me Feel Angry: During each phase shift, he informs the player how he's getting progressively more mad at them.
Tekahn, Plague Lord of Flame
The fifth plague, Tekhan laid claim: behold the mighty Lord of Flame!
The dark pharaoh of the Neferset, empowered by Rafaam with the plague of flame. Tehkahn isn't fought as part of a chapter, but rather is the sole boss of The Inner Sanctum. Players have four chances to beat Tekahn, once as each of the Explorers.
Tekahn's first hero power, Awaken the Flame, imbues a Sanctum Golem with fire. Sanctum Golems are 6/6 minions that can't attack, and imbued ones can attack and have a Deathrattle to deal 3 damage to all minions then become inert again. His second hero power, Curse of Flame, turns a minion into a living bomb that deals 5 damage to all characters if it survives to the next turn. His final hero power is Soul Pyre, which causes both players to take damage after playing a card equal to the card's cost.
As a collectible card, Dark Pharaoh Tekahn is a 5 mana 4/4 Warlock Legendary that sets all friendly Lackeys to 4/4 for the rest of the game. His associated Plague is Plague of Flames, a 1 mana Warlock spell that destroys all friendly minions, then randomly destroys an equal number of enemy minions.
- Betrayal by Inaction: Rafaam pulls this on Tekahn, leaving him to his fate while making a getaway.
- Cast From Hitpoints: Soul Pyre forces all cards to be this.
- Disc-One Final Boss: Overcome Tekahn and Uldum is saved, but Rafaam and the League of E.V.I.L. are still on the loose, and his final plague brings back the Old Gods, implying that we haven't seen the last of them.
- Dragon with an Agenda: Tekahn's only goal was to rule Uldum, something Rafaam was more than happy to take advantage of.
- Dueling Player Characters: The most significant by far, since Tekahn went from the Warlock from Rise of Shadows to the final encounter. He also has Rakanishu, the Mage, as a special card.
- Empowered Badass Normal: Tekahn was no slouch as a playable hero, but he's been imbued with the power of the Plague Lords and is now the final boss.
- Final Boss: Of the Tombs of Terror.
- Foreshadowing: Rafaam leaves Uldum with "the final plague" in tow. Said final plague is utilized by Tekahn at the start of the third phase to summon the Old Gods...
- It's Personal with the Dragon: Tekahn is the final boss of the set, not the Big Bad Rafaam, who gets away scot free via Betrayal by Inaction.
- Kick The Son Of A Bitch: Rafaam leaves him to die. Considering he helped capture Dalaran, slaughtering it's defenders, and helped unleashing the plague Lords onto Uldum, it's quite hard to feel pity for him.
- Non-Standard Game Over: If the hero you're playing as dies via Soul Pyre, the boss is immediately counted as a failure.
- Playing with Fire: Well, obviously. He is the embodiment of the stuff.
- Pyrrhic Victory: If he defeats you, he'll gloat that he now rules all of Uldum... which has been ravaged by the Plagues. Hmm.
- Rush Boss: The third Hero Power of the encounter effects both sides, which means that the fight will probably end quickly on either side.
- Unusable Enemy Equipment: His Sanctum Golems in the first phase (and the Enflamed Golems his hero power creates). He also has Rakanishu, a 2 mana 4/4 that sets all Lackeys to 4/4 for the rest of the game, and The Final Plague?!, which summons C'thun, N'Zoth, Yogg-Saron, and Y'Shaarj.
- Villainous Breakdown: When he gets to 50 health he calls for Rafaam to help him fight off the League of Explorers, unfortunately for him Rafaam was only interested in getting the final plague Lord. Tekahn is left to die by the league's hands as he screams out Rafaam's name in his dying breath.