The dungeon crawl is kind of bullshit. For one, I was under the impression we'd earn SOMETHING for completing runs, such as individual cards like in arena, packs, or at least gold. Then, when I actually do it a few times, turns out there are a handful of bosses that completely wreck certain strategies. Good luck playing a paladin with dude synergies and beating the Klaxx guy that does 1 dmg to all your stuff every turn. Or, the guy that recruits a minion on both sides if you don't have large removals and large minions yourself. He's putting out 7/14s and 6/8s on turn 2. Or, the paladin duo that puts divine shield on all their guys every turn if your a deck without a bunch of AoE. I had created a pseudo Big Priest deck, had the reward to make their minions cost +1 to slow others down, but he went muster for battle, something on 4, and then the 5 drop that makes five 1/1's. When I couldn't clear them all, he got the 3/4 beast to adapt them, gave them poison and then divine shield, creating a soft lock. three 1/1 poison, divine shields, that then refreshes the divine shield is ridiculous. I BARELY got out of that just due to drawing my one Holy Nova and the Wish spell together and getting lucky on the legendaries.
It's often better to diversify your deck slightly. Like, you make a few picks of cards for a certain strategy, but at least one that helps cover other bases.
My best run was a mage that picked a lot of the 'chaos' bundles with mage quest. Had tons of babbling books, cabalist tomes, antonidas, etc.. With spell's costing 1 less and passive +3 spell dmg, it was pretty sick. Arcane missiles doing 6 dmg for 0 mana, and 3 mana Fireballs doing 9, lol. But, I got a final boss that milled me for 2 every turn and he turbo milled my deck away. All my biggest spells got hit and I ran out of steam.
It's just a huge amount of variance after about the 4th boss. Sometimes you cakewalk through everything until the final, sometimes you get REAL unlucky on one as early as 4th.