HearthStone

Comprehensive Guide To Completion of Dalaran Hesit Heroic Difficulty (Will be updated after June 6th for final section)

hearthstone 7 - Comprehensive Guide To Completion of Dalaran Hesit Heroic Difficulty (Will be updated after June 6th for final section)
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**Note this guide will be continually updated throughout today but wanted to get it out there and see if anyone else was as interested in this as I am

Hello Lackeys,

Many of you might have ventured to the Heroic difficulty seeking a challenge that extended beyond the Normal AI's tendency to miss lethal any way it can. Perhaps you even beat a flight. If so, you probably noticed the crown that was bestowed to the respective hero upon completion of a particular flight.

HOWEVER

If you are very anal, you might have also noticed that the specific combination of Hero Power and Deck were given small check marks underneath them. As a completionist, obviously I knew what I had to do.

It isn't exactly a permutation since you do not need to beat EVERY unique combination of Hero Power and Deck, just all 3 Hero Powers must be used as well as each of the 4 Decks. Thus the total number of full flights will be 9 X 4 X 5 = 180 flights assuming the 5th flight behaves similarly to the other 4. Runs tend to average 30 minutes so we're talking 90 hours MINIMUM assuming you never fail a run.

Below are my findings to help any one else who cares to do this somewhat time consuming and very infuriating effort.

Also note, in order to keep this somewhat limited in size, I'm going to sometimes reference the following guide rather than post entire lists of content here:
the dalaran heist guide - Comprehensive Guide To Completion of Dalaran Hesit Heroic Difficulty (Will be updated after June 6th for final section)
https://www.icy-veins.com/hearthstone/the-dalaran-heist-guide

Table of Contents

(use control+f to jump)

1.The Process

2.Deck Building

3.Tavern Guide

4.Treasure Tier List

5.Level Specific Interactions

6.Boss Tips

7.Favorite Decks

6.Closing Remarks

_______________________________________________________________________________________________________________________________

The Process

Alright, so you've committed to this somewhat crazy endeavor as far as Hearthstone feats are concerned. I'm going to give you some leeway on how you choose to tackle this but here are some recommended routes:

  1. Fastest – This requires purchase of the full adventure to unlock anomaly mode. Anomaly mode for those unfamiliar essentially is another passive added to the flight, but the twist is that it affects both players. An anomaly is fixed until a run is started (independent of hero and level) and then a new one will be re-rolled. I'd recommend not using this unless you're very familiar with the bosses' card pools and strategies as you're effectively making a gambit that you can abuse a given passive better than EVERY BOSS ON THE RUN. The strategy here is randomly skip between heroes and flights to put a specific anomaly on a specific run you know you can abuse. More on this later
  2. Standard Path – Complete each level for all heroes before moving on to the next. The benefit here is you will be dealing with a significantly reduced boss pool so you will get very use to the bosses and their quirks and leave less room up to variance.
  3. Hearthstone Path – RNG is RNG, pick a level, pick a Hero, pick a Hero Power, pick a Deck and GO

Alright, now that you've selected your game plan, let's talk about the dynamics of a run.

Each run follows the same general path (Note this is not true for Level 5)

  1. Boss 1
  2. Treasure 1
  3. Boss 2
  4. Boss 3
  5. Treasure 2
  6. Tavern 1
  7. Boss 4
  8. Boss 5
  9. Treasure 3
  10. Tavern 2
  11. Boss 6
  12. Boss 7
  13. Treasure 4
  14. NO TAVERN
  15. Boss 8 (Final Boss)

However, this game reminds me of the Butterfly Effect, as small choices you make early on balloon into either glorious wins or catastrophic failures later. Thus, I can usually Identify if a run will will succeed by ~ Step 6 (Tavern 1). Sometimes as early as Step 2 (Treasure 1). This is a great time to introduce our 2nd section of this guide.

I will get into detail how to make these decisions in section 2, but essentially by Step 6, you should know if you should continue with the run or forfeit and restart. This is potentially a huge time saver as the first 6 steps take as little as 3-5 minutes as the bosses health pools are much smaller during the early rounds.

_______________________________________________________________________________________________________________________________

Deck Building

Deck building is potentially more important than good play as far as winning a run is concerned (although this guide tackles both parts in detail fortunately)

We will now continue onward with our Step 6 Re-evaluation.

At this point the RNG points (potentially good or bad come from):

-(IF using a a random deck) was the random deck good? Then:

-Boss Loot 1 (+ 3 cards)

-Treasure 1 (+ 0 – 1 cards)

-Boss loot 2 (+ 3 cards)

-Boss loot 3 (+ 3 cards)

-Treasure 2 (+ 0 – 1 cards)

-Tavern 1 (Decrease deck by up to 4, or, increase deck by up to 7)

Reminder that all decks start with a meager 10 cards. Thus, by the end of Step 6 your deck size can range from 15 cards all the way up to 28 (ignoring hallucination anomaly).

Deck size is potentially one of the most important things to keep in mind when making decisions for the following reasons:

  1. Consistency – by the end of the run you can have a clean machine or a clogged toilet based on small deck building decisions.
  2. Value/Fatigue – Many, many, many boss battles will end in fatigue/resource fights, generally it depends on the boss/hero, but keeping fatigue in mind makes or breaks runs.
  3. Tempo/Value/High-end – Understanding the relationship here is a bit different than regular Hearthstone as Treasures/more than 3 copies of a card/etc. kind of twist the general rules of thumb sometimes.

Hold your horses though, before we actually tackle the Step 6 Re-evaluation, we must first tackle the Step 2. Did you get bad loot offerings, how was your first treasure? Right now, it wouldn't hurt to skip to the Treasure List if you aren't super familiar with what is good and what is not. It is definitely smart to forfeit a deck you don't faith in rather than watch it crumble 20 minutes later at the 4th or 5th boss.

Once you get a start you like, your first Tavern gives you a chance to really specialize your deck. It's time to tackle your Tavern (hop to Tavern section quickly)

_______________________________________________________________________________________________________________________________

Tavern Guide

This is my general Tavern check list.

Are my treasures passives or cards? Or is my deck not being carried by treasures?

Assuming you have treasure cards that can carry you, your first check should be if you can resolve Minion Removal. You will always be granted one of the two following 0 mana cards:

-Dismiss

-You're All Fired!

You're all fired! is extremely powerful as it allows you to reduce 4 cards from your deck. Unless a card is absolutely critical, if you have good treasures and value cards to make up for the fewer cards, it is generally worth resolving this. Note you can actually combo this with "The Gang's All Here!" to shuffle 3 copies of a card you don't want to get rid of, then, dismiss them all to unclog your deck.

In general:

-+2/+2 goes further on early cards.

-Keeping treasures in your starting hand is good

-Adding additional copies of treasures is good

-Removing spells is good as usually there is at least 1 bad one.

-Recruiting a minion is generally pretty weak as it is making your deck bigger

-Unless you have 0 top end, I'd generally not recruit a random legendary

-+5 Health should not be overlooked if you're playing value oriented.

-+Reducing Mana is better than recruiting

If your deck is being carried by some other strategy (perhaps a quest-focus), then use your discretion.

_______________________________________________________________________________________________________________________________

Treasure Tier List

This will detail the treasures as well as good synergies/how to use them. Note passives and non-passives are going to be split into their own lists as non-passives becomes exceedingly less good if you have a large deck and/or no way to tutor them. Additionally, early non-passives can be busted due to the Tavern's ability to duplicate them with the right amount of luck. In general while every treasure can be good, I'm looking for consistently good in my decisions.

Passive Tier List:

SS-Tier (Super Safe Tier) – Always pick early, Usually pick late

  1. Robes of Gaudiness (RoG) – This is not surprising to veterans but this passive FUCKS. Half cost cards rounded down is stupidly good. In general draft all high-cost cards once you have this and try hard not to draft too much value as it means less than tempo. 3 and 5 cost cards for early game are also important. The one boss that can hard counter this passive is Prince Gallywix but smart outplay can still put you on top. You have to be very mindful of the coins which will inevitably clog your hand.

S-Tier (Safe Tier)

  1. Robes of Invisibility – Straight busted, hard counters Jepetto and several other bosses. Life Steal has extra synergy, taunt becomes useless
  2. Rocket Backpacks – Straight busted, especially with death rattles
  3. Emerald Goggles – This is a very very powerful and fun passive that is useless if you aren't careful. Combos very well with the draw to 5 anomaly
  4. Elixir of Vile – SS Tier if you get this early and build around it. Some classes don't have good spells (looking at you warrior)

A-Tier (Aggro/Wide Tier) As in, good in aggro decks and not much else. These decks always scare me as a single board wipe can spell doom for a run.

  1. Captured Flag – Clearly better the wider you go. Great for early tempo.
  2. Expedite – Worse than RoG average case with the exception of aggro decks that play tons of small minions
  3. Resourcefulness – Busted in the first few rounds, falls off but still provides nice tempo. You can and will lose runs to Cursed Blade unfortunately.
  4. The Hand of Rafaam – AI is very inconsistent with this card and I haven't picked it too much, but it fits here. The AI generally forfeits health for tempo and the health late in the run matters very little

B-Tier (Better than the other options present Tier) – So you didn't roll Robes of Gaudiness, but don't want to hard reset the run, settle for these nice picks!

  1. A Prince's Ring – Beware Valeera/Garrosh :(, if you always roll Jaina/Guldan you will be sitting pretty though.
  2. Potion of Vitality – Amazing for control decks, make sure to take +5 health's from Tavern to really capitalize.
  3. Stargazing – This is sometimes S tier and sometimes useless depending on the situation, settled for B. Combos insanely well with pretty much every 1 mana Hero Power besides maybe Priest.
  4. Small Backapcks – Really underwhelming
  5. Scepter of Summoning – Provides 0 early tempo and it's very possible to lose before 5 making it strictly worse than RoG in the average case. Great synergy with the +4/+4 tavern buff as it removes the downside

C-Tier (Combo Tier**)** Not what C tier usually means, these are potentially very powerful passives, in the right situation easily the most powerful, but obviously first off, require synergy which makes them usually better early than late so you can build with them in mind.

  1. Battle Totem – Obvious synergies, shouldn't need to explain too much
  2. Totem of the Dead – Draft for tempo over value with this. For instance, in Priest, destroying two enemy minions > adding 2 cards in the general case.
  3. Recycling – with the 1/1 death rattle anomaly, this is an auto win (very often break 100 armor). Also very good with 1 mana minion hunter as well as token druid/shaman.
  4. First Aid Kit – Situationally very good in Heal druid as well as big minion decks.
  5. Elixir of Vim – The key to making this work is hard to describe in a few short sentences. This absolutely sucks unless you know what you're doing. In general you want to have an obnoxiously lower curve with some stupidly good card that either refills your deck or wins you the game.
  6. Elixir of Vigor – This card is again, horrible unless you know what you're doing. The crux is that you need tempo early, and doing so clogs your deck with bad cards to draw. To execute this well you need to be able to recover tempo without clogging your deck with minion drops early and then also have some very good minions to abuse this with. Draw is also important.
  7. Robes of the Magi – Honestly pretty underwhelming late in runs, can cheese early

D-Tier (Darn it Tier, can sometimes be nice but also has a non-zero chance of fucking you over)

  1. Wondrous Wisdomball – Worth the experience if you've never picked at least once, he has won unwinnable games for me as well as lost unlose-able games
  2. Glyph of Warding – Completely useless verse some bosses, very good verse others. Considering you have little say in the matter that is why it is placed here.
  3. Crystal Gem – Worse than RoG, usually also worse than Expedite and Scepter of Summoning. Cheating mana is good, but this is just a sub optimal option compared to other options present.
  4. Dr Boom's Remote – Sometimes these give you the tempo you need to win a game, sometimes they're cleared by a turn 1 play and you basically lost out on a passive. (Great synergy with +1/+1 anomaly)
  5. Hagatha's Embrace – Generally pretty underwhelming

Trash Tier (Generally never pick if you can help it)

  1. Togwaggle's Dice – Only has to mess you up once to end an entire run.
  2. Mysterious Tome – Tempo gain is negligible, it loves to give bad pally secrets.
  3. Book of Wonders – Turn 1 cataclysm into Press F to pay respects

Treasure Cards List:

Few things to note:

All cards in this list are infinitely better the smaller your deck is/the easier you can tutor them because ultimately they need to be drawn. Small decks also mean higher chance of Tavern interactions.

Additionally, all spells become infinitely better with the following passives:

-Elixir of Vile

-Spells cast twice (target's chosen randomly)

-Spells cost two less

All minions become infinitely better with the following passives:

-Elixir of Vigor

S-Tier

Defined as good in virtually all situations (up and down)

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  1. The Muscle – Card is crazy good, early enough for Tempo, but also makes a great play late game. Also insane when you get multiple copies through Tavern or other means.
  2. Hyper Blatser – Busted against most bosses, mediocre (still not bad) vs a few, namely token/aggro decks. Specifically amazing in Rogue and Warrior where you can draft tutors/buff so it sticks longer.
  3. Banana Split – Honestly you can cast this on a 2/3 and the tempo is enough to win most games up until the final bosses.
  4. Golden Candle – This was a hidden gem I didn't realize until late into my series. What I did not give this credit for was that it ruins virtually every bosses deck strategy and they don't utilize random legendaries that effectively. The one weakness is if you are behind on board.
  5. Case Study – This can generally win games on its own
  6. Evil Propaganda – Assuming you have the tools to make it to 10, this auto wins most games.

A-Tier

Defined as good in most situations (has some weaknesses which will be detailed)

  1. Dagwick Stickytoe – Great early, will auto win games when you attack on curve. however, this is bad at contesting a board unfortunately.
  2. Dreamgrove Ring – Insane win the game play, unfortunately it's 9 mana and often can come too late when really needed. Note this is really bad in the Level 3 group as you can't even have 5 minions.
  3. Annoy-o Horn – Good and bad in similar situations to Dreamgrove ring
  4. Continuum Collider, this is a game ender and not good for gaining tempo.
  5. Super Simian Sphere – Make sure to play around Frozen Trap and Devolve.
  6. Overpowered – Great for gaining tempo, inherently comboey so it can't solo carry like The Muscle.
  7. Gnomish Army Knife. The life steal is all that matters most of the time but its enough to make it A-Tier
  8. Swamp Queen's Call – Great with even a couple of minions. Bad at starting tempo, good at capitalizing on it.
  9. Loyal Henchman – Always mulligan it because you draw it for free which is probably the best part about it tbh.
  10. Murgatha – I don't pick this often but I imagine it's pretty good in the right deck

R-Tier

Removal Tier is good at clearing boards, but does little in terms of establishing one for yourself which you still ultimately need to do.

  1. Big Boomba – Very cheap and helps re-establish tempo better than other clears
  2. Orb of the Untold – Very decent card, nothing particularly bad with it.
  3. The… Candles? – Pretty underwhelming
  4. Elder Taggawag – Pretty decent card but nothing spectacular compared to other treasures.

T-Tier (Trap/Trash)

These sneaky little fellas want to end your run.

  1. Doctor Boom's Scheme – This card inevitably forces you to play it at bad times so you don't overdraw and/or deck out then clogs your board with RNG bombs.
  2. Duplatransmorgrifier – The level of control needed to pull this off is generally already sufficient to win a run, this is often win-more.
  3. The Box – It only needs to screw you once, and it isn't live the turn it is drawn which is another downside.
  4. Untold Splendor – This is good if you open it, otherwise it's usually too late to matter.
  5. Soul reaper's Scythe – Fun card, a lot of things need to go right.
  6. Elistra the Immortal – Fun card, not good, but fun.
  7. Fly-By – They aren't going to draw the bomb when you need them to, I'm sorry.

_______________________________________________________________________________________________________________________________

Level Specific Interactions

Dalaran Bank

Anomalies to abuse –

-Deathrattles Trigger Twice

-Spells Cast an Additional Time

As you might guess both of these involve making a tempo swing with the coins from the chest. Just make sure your swing is greater than your foe's.

Gallywix's Passive Hero Power can be nullified by using real coins from the chest, so getting 2-4 early can allow you to cheese him.

Violet Hold

The only random Twist. The only real synergy I've found is evolve cards/Hero Power in Shaman to capitalize off a free potentially large card.

Streets of Dalaran

This is one of the more frustrating/complex Twists as it renders several archetypes weak/ineffective and potentially bolsters others as a result.

Note you will always fight Jepetto as the final boss and Jepetto creates 1/1's with his Hero Power. With a passive such as permanent stealth, you can have him deal a max of 4 damage per turn and just out race him without even interacting.

Marin the Fox can clog some bosses very well, especially with double battle cry

Obvious but worth mentioning to build up and not out as you very quickly run out of spots.

Make sure to place minions between cracks to get around adjacent effects for free.

Clogging your opponents board with 1/1s is a fairly viable strategy to stall until you can make a power play as they're max at 4 damage per turn. For instance, with the warrior hero power + heal 2 per turn passive, you can nullify all incoming damage as long as you don't play minions.

Decks such as Token Druid and Mini Minion Hunter have a hard time functioning here. Big minion decks generally rain supreme

The Underbelly

This twist flips a ton of decks and strategies on their head.

0 Attack minions will instantly die, so try not to draft any.

As of currently, things such as Faceless Manipulator will copy the original stats, this may be changed in the future?

If you somehow DupliTransmogify "The Rat King's" Underbelly Rat, you're in for a fun time

List of minions that are a lot better with flipped stats –

  1. Marin the Fox (SS Tier, almost always draft this) You instantly get the treasure which can swing most games
  2. Baron Geddon
  3. Schneed's Shredder
  4. I'll add good suggestions from comments

Spells cost two less and or spells cost health instead of mana both make Madam Goya a cakewalk

_______________________________________________________________________________________________________________________________

Boss Tips (List provided by icy-veins link at top)

**In Progress**

Dalaran Bank

Level One:

– Alchemist Wendy – Play around the Greater Healing Potion, Don't play the 4/5 so she can take it back

– Kizi Copperclip – Don't leave amani berserker up

– Linzi Redgrin – She can end your run early, you have to play control as she will win aggro vs almost every basic deck

– Marei Loom – Should be free, hold bad cards on the left instead of Mulligan them

Level Two:

– Carousel Gryphon – Honestly this thing is overtuned now, make sure it can't kill all the right most minions holding back your best minion from going over

– The Great Akazamzarak – Time Waster

– Linzi Redgrin – See above

– Marei Loom – See above

– Moon Priestess Nici – Make value trades, if you goes face you'll be punished

– Hesutu Stonewind – Don't leave things up that have attack = Health/4

Level Three:

– Awilo, Cooking Trainer – He has tons of board clears, the game will likely go to fatigue so don't play all your cards until you pull both full clears

– Carousel Gryphon –

– Soothsayer Zoie – Don't trade into things you can't kill. Don't give her the opportunity to damage things you can't handle

– The Amazing "Bonepaw" – Free just don't play good spells his deck sucks.

Level Four:

– Awilo, Cooking Trainer –

– Disidra Stormglory –

– Mo Eniwhiskers – Fight for the board, he will die to fatigue if you get the board and just abuse his own passive

– P.O.G.O – Don't leave a hopper up

– Gold Elemental – Don't attack his face until you have lethal on board

– Tala Stonerage – She's annoying as heck if she curves well there isn't honestly a ton you can do. Big taunts are your friend

– The Amazing "Bonepaw"

– Xur'ios

Level Five:

– Banker Biggs – don't leave anything up

– Dagg Cruelmight – Kinda sucks but don't let him get off a wombo armani turn

– Draemus

– Flight Master Belnaara – hover over his passive to see count, you can overkill his passive

– Gold Elemental

– P.O.G.O.

– Tala Stonrrage

– Ungan Oddkind – Go aggro his early game is trash. His late game is scary and unpredictable

Level Six:

– Anaril Duskgrove

– Banker Biggs

– Noz Timbertail – Gotta fight for the board or he will end you quick

– Ranger Ar'ha – Do not leave anything up or they're getting fungalmancered

– Sky Captain Smiggs – The trick is to play just enough cards to make it hero power, then go off the following turn

– Vas'no – This guy is brutal don't overextend as he has tons of full clears

Level Seven:

– Aki the Brilliant – You have to play aggro, or, have the golden candle..

– Haro Setting-Sun – Res priest so try and focus on getting kills on things he doesn't want revived

– Oxana Demonslay – Don't attack face until you have complete control of the game

Level Eight:

– Queen Wagtoggle

– Trade Prince Gallywix

Violet Hold Bosses

Level One:

– Alchemist Wendy

– Kizi Copperclip

– Linzi Redgrin

– Marei Loom

Level Two:

– Carousel Gryphon

– Hesutu Stonewind

– Linzi Redgrin

– Moon Priestess Nici

– The Great Akazamzarak

Level Three:

– Awilo, Cooking Trainer

– Bookmaster Bae Chao

– The Amazing "Bonepaw"

Level Four:

– Bookmaster Bae Chao

– Dalaran Fountain Golem

– P.O.G.O

– The Amazing "Bonepaw"

– Whirt the All-Knowing

Level Five:

– Dagg Cruelmight

– P.O.G.O.

– Whirt the All-Knowing

Level Six:

– Lieutentant Sinclari

– Nozari

– Ranger Ar'ha

– Sky Captain Smiggs

Level Seven:

– Lavanthor

– Ichoron

– Mallificent Manastorm

– Oxana Demonslay

– Ranger Ar'ha

– Sael'orn

Level Eight:

– Cyanigosa

– Moragg

– Zuramat the Obliterator

Streets of Dalaran Bosses

Level One:

– Alchemist Wendy

– Kizi Copperclip

– Linzi Redgrin

– Marei Loom

Level Two:

– Applebough

– Carousel Gryphon

– Hesutu Stonewind

– Linzi Redgrin

– Moon Priestess Nici

– Soothsayer Zoie

– The Great Akazamzarak

Level Three:

– Awilo, Cooking Trainer

– Tierra Blythe

– The Amazing "Bonepaw"

Level Four:

– Kaye Toogie

– Locksmith Zibb

– P.O.G.O

– The Amazing "Bonepaw"

– Whirt the All-Knowing

Level Five:

– Albin Eastoft

– Dagg Cruelmight

– Dancin' Deryl

– Whirt the All-Knowing

Level Six:

– Aki the Brilliant

– Kazamon Steelskin

– Ranger Ar'ha

– Sky Captain Smiggs

Level Seven:

– Aki the Brilliant

– Ol' Toomba

– Ranger Ar'ha

– Rasil Fireborne

– Sael'orn

Level Eight:

– Jepetto Joybuzz

The Underbelly Bosses

Level One:

– Chomper

– Kizi Copperclip

– Linzi Redgrin

– Marei Loom

Level Two:

– Carousel Gryphon

– Chomper

– Hesutu Stonewind

– Kizi Copperclip

– Moon Priestess Nici

– Soothsayer Zoie

– The Great Akazamzarak

Level Three:

– Awilo, Cooking Trainer

– Mama Diggs

– Tierra Blythe

– The Amazing "Bonepaw"

Level Four:

– Kaye Toogie

– The Amazing "Bonepaw"

– Whirt the All-Knowing

Level Five:

– Albin Eastoft

– Cravitz Lorent

– Dagg Cruelmight

– Dancin' Deryl

– Whirt the All-Knowing

Level Six:

– Aki the Brilliant

– Kazamon Steelskin

– Ranger Ar'ha

– Sky Captain Smiggs

– The Rat King

Level Seven:

– Aki the Brilliant

– Oxana Demonslay

– Ranger Ar'ha

– Sael'orn

Level Eight:

– Boommaster Flark

– Madam Goya

_______________________________________________________________________________________________________________________________

Favorite Decks

Highly encourage people to post their best finds in the comments

Template

Class:

Hero Power:

Starting Deck: (1,2, 3, or 4)

Anomaly Required:

Early Treasures/Cards Required:

Title:Cheating

Class:Any

Hero Power: Any

Starting Deck: Any

Anomaly Required: None

Early Treasures/Cards Required: Robes of Gaudiness and Big Minions (sorry couldn't help myself)

Title:Big Mage Big Money

Class: Mage

Hero Power: Reduce a card in hand by (2)

Starting Deck: Any

Anomaly Required: None

Early Treasures/Cards Required: Hero Power Twice + Inspire/Big Cards

Title:Lock n Load Baby

Class:Hunter

Hero Power: Any

Starting Deck: Locked and Loaded (2)

Anomaly Required: Spells cost 2 less

Early Treasures/Cards Required: Spells Cost Health instead of mana is good but not required, draft tons of good control spells

Title:Taks for Days

Class: Rogue

Hero Power: Any

Starting Deck: Any

Anomaly Required: None

Early Treasures/Cards Required: Elixir of Vigor, Tak Nozwhisker (Infinite boards of 6,6's every turn)

Title:Undying

Class: Any

Hero Power: Any

Starting Deck: Any

Anomaly Required: Summoning Minions gives them deathrattle summon a 1/1 copy of this minion

Early Treasures/Cards Required: Recycling

*Works really well with shaman evolve hero power as the 1/1's retain original mana cost!

Source: Original link


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