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The First Two Chapters of the Dalaran Heist Are Now Live

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The widely anticipated Adventure - the first for the Year of the Dragon - is now live and you can play its first two chapters.

There are a lot of things to know about the Dalaran Heist. You can read an overview of them here. In this post, we are including only the information that is relevant to the first two chapters.

Introduction

Dalaran Heist follows the same core format as the Dungeon Run and Monster Hunt. There's a lot more to it, though: as you progress, you can unlock different starting decks and alternative Hero Powers. Each Hero has access to three different Hero Powers and three starting decks. The three starting decks promote different archetypes and synergies, while a fourth random deck option can also be unlocked.

Tavern encounters will allow you to manipulate your deck - essentially changing it by recruiting new cards or discarding ones you don't need.

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The Adventure also has a Heroic mode, a more difficult version of it, as well as Anomaly mode (which will be available when you finish all chapters). Meanwhile, progress tracking is very meticulous this time: you will literally be able to track whatever you do during the Dalaran Heist.

The first chapter is free. Each subsequent chapter can be unlocked for 700 gold or 6.99 USD/Euros. All five chapters can be bought together and they cost 19.99 USD/Euros.

Chapter 1 & 2 Details

Each chapter features its own unique encounters, twists and mechanics.

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Chapter 1 is called Dalaran Bank. Your goal is to break into the Bank of Dalaran to loot its most precious artifacts. The twist is called Coin-filled Coffers: A Cache of Cash will spawn on the opponent's side of the board. It is a 0/3 minion that has Deathrattle: Give each player 2 Coins.

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The Violet Hold is the 2nd Chapter, where you will have to defeat the guards of this magical prison to unleash the horrors within. The twist is called Imprisoned Minions – Random dormant minions are spawned on both sides of the board. They will awaken after a specific amount of turns.

The Heroes

When you first start Dalaran Heist, you start as a Mage. Once you start progressing, you unlock more Heroes.

The Mage hero for Chapter 1 is Rakanishu. Here are its potential Hero Powers and starting decks:

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Hero Powers

  • Fireblast (2 mana) – Deal 1 damage.
  • Burning Wit (1 mana) – Reduce the cost of a random card in your hand by (2).
  • Frostburn (2 mana) – Freeze a character. If it’s already Frozen, deal 2 damage.

Available decks

  • Flickster Trickster – Lots of Spells
  • The Elements – Elemental archetype
  • BURN! – Spell Damage + Secrets

In Chapter 2, you will unlock two heroes: Ol' Barkeye (Hunter) and Vessina (Shaman).

Here are the Hunter Hero Powers and starting decks:

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Hero Powers

  • Steady Shot (2 mana) – Deal 2 damage to the enemy hero.
  • Opportunist (2 mana) – Give a minion +2 Attack this turn.
  • Pet Training (1 mana) – Add a 1/1 Shifting Chameleon to your hand.

Available Decks

  • Beast Within – Beasts (duh!)
  • Locked and Loaded – Spell Hunter with Lock and Load
  • Tech and Death – Mechs & Deathrattles

And lastly, you can find the Shaman Hero Powers and starting decks below:

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Hero Powers

  • Totemic Call (2 mana) – Summon a random Totem.
  • Evolution (2 mana)  – Transform a friendly minion into one that costs (1) more.
  • Refresh (1 mana) – Draw a card. Overload (1)

Available Decks

  • Carve and Curse – Midrange Shaman
  • Primal Storms – Aggro deck with lots of Overload cards
  • The Swamp –  Murlocs!

Rewards

For now, for completing Chapters 1 and 2 you will get a total of 6 Rise of Shadows card packs. More rewards to follow with the next wings!

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As we've traditionally done for all previous Hearthstone Adventures, we should have a guide with all the important details for the Dalaran Heist really soon.

Information from HS Top Decks was used in this article.

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21 hours ago, Sombra said:

i am curious who will play this for 20 bucks..

no exclusive cards so yeah

But you get several rewards: 12 packs + 1 x golden legendary + 1 x golden pack (which is worth - in worst case - 260 dust)

Sure, if you are not interested to play the adventure you do not have to buy it. But if you hate the solo-adventures, it was worse earlier on: You missed cards if you didn't play it. -> You were forced to play something you hated just to get cards you had no chance to get in any other way.

Now if you enjoyed the adventures you will enjoy this one too.

And you can buy it for 2800 gold or 20 bucks.

You get the fun and the rewards I listed above.

 

When it was introduced first I missed that you got some "solid" rewards and was quite angry. But the rewards alone are worth the gold.

(12 packs = 1200. 1 golden legendary can be dusted which is 1600 dust. And the golden pack is worth another 260 dust (worst case). If you equal 1 dust = 1 gold you get more then 3000 value for your 2800 gold.)

And on top you get to play the adventure.

 

I complain a lot about Blizzard (and IMO I am completly right to do though. I hate the storytelling (which is non-existent), I do not like character development and IMO dialogues are horrible).

But if you take the rewards you get into account there is NO WAY you can complain about this single-player expansion and / or the price they charge for it.

 

 

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2 hours ago, Seech303 said:

how do I purchase chapter two with gold? Im not seeing the option in the in-game shop.

If you have at least 700 gold just scroll to that chapter (chapter II) in the Solo Adventure's "book" and unlock it. The menu system feels a bit weird on PC, so it's not obvious at first where to find it, but I already completed both chapters with gold purchase.

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On 5/16/2019 at 8:06 PM, Sombra said:

i am curious who will play this for 20 bucks..

no exclusive cards so yeah

It was an insta-buy for me. I loved the last few adventures, having done over hundred of runs of the last 3 adventures. This one has a lot of potential to be a lot better than those 3 adventures.

Why does there always have to be a reward? Have fun! Even still, there are already plenty of rewards to gain in the Dalaran Heist.

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I generally like adventures and SP content in Hearthstone.... But I thought it would have more story to tell, and less being dungeon run 4.0. I don't like the lore, because there is too much random things instead of what we are really doing... If I'm trying to robb a bank or to assault a prison, why the boss are always the same, there are taverns inside, and other randomic things? I would have preferred the opponents were more specific about what you are doing in Dalaran.

From a gameplay point of view, what I really would have liked - the ability to craft your starting deck from your collection - is still missing. And I'm afraid that heroic mode will be too much frustrating with the dungeon run scheme.

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Kinda sad that totally you will need to spend 5.6k gold to open it if you don't want to pay and rl money price is way above what you get for it. It's more expensive than some collector's edition from blizz

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The rewards clearly not worth buying this, if you wanna play solo it's well made much better than the old ones but if you play it for the reward don't even consider buy it. 2800 gold is 28 packs and here you get 12 (that are probably almost all duplicates since the expansion wasn't realeased yesterday) ... the golden pack is just 260 dust and the exclusive card is completely useless but can be dusted for 1600.

Not even comparable to old adventures like Naxxramas where you get stuff like Sludge Belcher or Reno Jackson and other cards that alone worth buying the expansion.

The main upside of the old adventure was giving strong EXCLUSIVE cards rewarding your effort in buying them since well 700 gold can't be made in a day or two. This one instead seems more made to make you waste gold or even worse real money, that is fine if you KNOW what you are doing (you want play solo) but if you think about a real reward for doing so well you won't get anything aside the aforementioned dustable legendary that can be turned in an useful card but clearly doesn't worth 2800 gold.

12 packs are just too low if they were 24 at least the 2800 gold would have been a fair trade for non-exclusive not so new cards.

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16 hours ago, Hanz39 said:

The rewards clearly not worth buying this, if you wanna play solo it's well made much better than the old ones but if you play it for the reward don't even consider buy it. 2800 gold is 28 packs and here you get 12 (that are probably almost all duplicates since the expansion wasn't realeased yesterday) ... the golden pack is just 260 dust and the exclusive card is completely useless but can be dusted for 1600.

 

Not everyone dumps 300 bucks into an expansion to have most of the cards...

2800 gold, you get 12 packs + 1600 dust (if you dust legendary) + a golden pack (which is at least 260 dust, an average even more)

Since 1 pack is equal to approx. 100 dust, you can state that 100 gold equals 100 dust. (Personally, I rate gold a little higher).

It is fair. You get 1200 gold + 1860 dust for your 2800 gold.  AND you have a chance that your golden pack may contain an epic card. Then it would be worth 560 dust. And getting an epic is not that impossible...

But if you hate the adventure part do not buy it of course. You don't miss anything important if you do not buy it.

But even if you just want to play the adventure one single time it is worth the 2800 gold it costs. Because your rewards are quite equal to what you have to invest. With luck on the golden pack even higher.

 

Obviously that is only true if you have need of the packs.

And personally I can use cards of every single expansion. There is no expansion I do not miss tons of legendaries and epics.

Even in Standard I miss at least 10 legendaries and several epics. I have never gotten a single Murloc Warleader

Or a second Southsea Captain And I play since Hearthstone has been released.

No player wo doesn't invest lots of real money is even close to a full collection.

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On 5/19/2019 at 7:26 PM, Hanz39 said:

The main upside of the old adventure was giving strong EXCLUSIVE cards rewarding your effort in buying them since well 700 gold can't be made in a day or two. This one instead seems more made to make you waste gold or even worse real money, that is fine if you KNOW what you are doing (you want play solo) but if you think about a real reward for doing so well you won't get anything aside the aforementioned dustable legendary that can be turned in an useful card but clearly doesn't worth 2800 gold.

Yeah, you got the short end of the deal. There was a huge majority of players complaining about having exclusive cards as a reward, as it basically forced players to buy content they might not like just to receive those exclusive cards. That's the main reason they exclusive cards to single-player content. Your main upside is actually the biggest complaint from most players about the first few adventures.

Hate to say it, but you're part of the small minority of players who actually liked having SP-adventure exclusive cards. Don't get your hopes up for having exclusive cards again.

Edited by Pandabuffel

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