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Chapter 4 of the Dalaran Heist Is Now Live

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The Underbelly, the fourth chapter of the Dalaran Heist, is now live.

You can purchase this new chapter as part of the $19.99 complete Dalaran Heist bundle. You can also grab The Underbelly, or other individual chapters, for $6.99 or 700 Gold by purchasing them in the in-game shop.

Chapter 4 Details

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The twist of this chapter is a pretty simple one: the attack and Health of all minions in play are swapped. Make sure to check the card buckets you choose: you might want to invest in minions with a lot of Health (which will become Attack with the twist) to run down the opponent boss. You might wish to play it safe and pick a healthy mix of minions and spells. 

Be careful with minions with 0 attack: some of them may prove useful, like the various eggs or Arena Treasure Chest; others, like Public Defender and Doomsayer, could be useless.

The Heroes

The Underbelly introduces the Warrior and the Druid Hero. If you are a completionist, bear in mind that you can clear the previous wings with them.

Mr. Chu is the Warrior Hero. We hope that he is more powerful than his recent Tavern Brawl counterpart! Here are his Hero Powers and starting decks:

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Hero Powers

  • Armor Up! (2 mana) – Gain 2 Armor.
  • Invigorating Brew (2 mana) – Deal 1 damage to a minion and give it +2 Attack.
  • Undermine (2 mana) – Shuffle two Explosives into your opponent’s deck (they deal 2 damage when drawn).

Starting decks

  • Tough Crowd – Enrage + Weapon synergies.
  • Burning Fury – Rush + Dragon synergies.
  • Boomin’ – Mech + Bomb synergies.

Squamlish is the Druid hero. Here are her Hero Powers and her starting decks:

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Hero Powers

  • Shapeshift (2 mana) – +1 Attack this turn. +1 Armor.
  • Lifebloom (2 mana) – Restore a minion to full health.
  • Touch of Bark (2 mana) – Give a minion +1/+1.

Starting Decks

  • Ferocity – Tokens + Deathrattles.
  • Two Paths – Choose One cards.
  • Nature’s Boon – Healing + Treant synergies.

Rewards

For now, by beating five bosses in Chapter 4 you will receive three Rise of Shadows card packs. If you have beaten five bosses in each of the previous three chapters, you will now have a total of twelve. The final rewards will follow next week.

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Don't forget to check out our guide for everything you need to know about the Dalaran Heist. We'll be sure to update it with the bosses for Chapter 4.

We are looking forward to the final chapter next week and the much anticipated Anomaly mode, that will come with it!

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Correction: The explosives from the Warrior “Undermine” ability do 3 damage when drawn by your opponent, not 2.

While I’ve enjoyed this content a fair bit, I’m starting to find the bosses repetitive. They seem to be just reusing the various enemies across all the different wings, rather than having thematic enemies in each wing. This makes the only real difference in each wing the “twist”.

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Cleared it with the new warrior. I chose the random cost of minions perk and the 3 random secrets. I then chose the highest cost minions. No matter what by turn 3 I had either a rag, sylvanas, or another high-cost minion. I also chose a lot of minions that had the same attack/health. The final game was won by a 50/50 rag shot to his face lol.

EDIT: I also chose the 10 mana "Take control of all enemy minions". During one of the tavern visits, I managed to get that spell reduced to 0 mana. Even with the random cost of all cards perk. It never cost more than 1 mana.

Edited by ez3james

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On 5/31/2019 at 7:38 PM, Trest said:

While I’ve enjoyed this content a fair bit, I’m starting to find the bosses repetitive. They seem to be just reusing the various enemies across all the different wings, rather than having thematic enemies in each wing. This makes the only real difference in each wing the “twist”.

I totally agree.

I liked the first chapters quite a lot, but IMO it gets old very fast.

The new chapter felt like I had already played it several times. When in fact it was my first run.

You know what to expect of the treasures, you know the tavern - and the bosses are just recycled as well. The last boss is interesting and I lost twice to him because I did not have enough small minions.

And where is the point in a new hero? The standard-hero powers are known and I feel way too bored to unlock the other heropowers. Which don't seem that interesting at all. Giving a minion +1/+1, Restore a Minion to health...
Where is the point?

Same with the different decks - your starting cards differ, but since you have to choose among buckets it doesn't alter much. Why should you bother to unlock those?

Blizzard told us a lot about all the heroes, different heropowers, different decks, possibilities to alter your decks in the tavern.

After 3 von 5 chapters it already felt like I had seen everything and that everything seems to be quite the same.

After the 4th chapter I have to admit that it is quite underwhelming IMO. Sure, in theory you have hundreds of possibilities. In reality the difference between those is next to zero.

Since you get several packs and stuff that is worse a lot of dust the 2800 gold spent is still ok.

But if they had told some story it would have been a little more interesting. Sure, it is a cardgame, but they could tell a little story nontheless.

You can buy the whole thing for 20 bucks, let's remember that.

Which is quite a lot of money.

There are tons of indygames that supply you with much more for way less.

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