Dalaran Heist Paladin Guide
This guide is designed to aid you in your adventures through The Dalaran Heist. It goes into great detail regarding Treasure and Bucket choices when it comes to playing the Paladin Henchman, George the Fallen, to help you make optimal choices in creating a deck throughout The Dalaran Heist chapters.
The Paladin class is represented by the Henchman George the Fallen. You will begin with theHero Power and a 10 card starter deck. Once you begin using the Paladin class in The Dalaran Heist, you will begin unlocking new Paladin Hero Powers and starter decks for you future runs.
Each class has 3 available Hero Powers that can be chosen at the start of a run.
TheHero Power is the base Paladin Hero Power used on your first Paladin run and is an Average Hero Power that offers a steady supply of minions throughout the game.
TheHero Power is unlocked by damaging a total of 100 minions with Paladin in The Dalaran Heist and is a Good Hero Power that can provide high amounts of value in the late game.
TheHero Power is unlocked after your minions lose Divine Shield a total of 25 times with Paladin in The Dalaran Heist and is considered a Good Hero Power that enables strong trades to be made throughout the game.
After you have chosen your Hero Power, you will be able to choose from 1 of 4 10-card starting decks. Initially, you will only be able to choose from one deck, but you will unlock more in your future runs as you defeat bosses with the Paladin class.
Old Hero is the default Paladin starting deck. It is comprised of Secrets, buffs, and Divine Shield minions and is Good deck choice. It consists of the following 10 cards:
|Paladin Cards||Neutral Cards|
Adventure is the second Paladin starting deck and can be unlocked after defeating 5 bosses with the Paladin class. It is an Average starting deck that is built around buffing minions and contains the following 10 cards:
|Paladin Cards||Neutral Cards|
Holy Flames is the third Paladin starting deck and can be unlocked after defeating 10 bosses with the Paladin class. It is an Average starting choice themed around Secrets and Dragons and consists of the following 10 cards:
|Paladin Cards||Neutral Cards|
Random Paladin Deck
The option to have a Random 10-card Paladin Deck to begin with can be unlocked after defeating 15 bosses with the Paladin class. The cards chosen are completely random and offer little to no synergy. The starting deck is a Bad choice and should only be chosen if you want a challenge.
After defeating the 1st, 3rd, 5th, and 7th boss in a Dalaran Heist run, you will get to choose 1 of 3 random powerful Treasure cards that you can add to your deck. The Treasures after the 1st and 5th boss will offer passive effects and the Treasures offered after the 3rd and 7th bosses will be powerful playable cards that you can add to your deck.
The tables below contain a list of all the possible Treasures and Passive effects available and give them a general rating as to how good they are for the Paladin class. The comments give further details as to how and why the Treasures are good in addition to some of the Card Buckets that they have good synergies with.
|Excellent||Dreamgrove Ring itself has quite a high variance in results. However, summoning 5 minions alone is very strong. However, there are many Legendary minions that win the game on the spot if you summon 5 copies, such as Ragnaros the Firelord, The Lich King, and Ysera.|
|Excellent||Super Simian Sphere provides a consistent method of board control that, alone, can keep any normal board in check, while providing a significant amount of damage per turn against empty boards.|
|Excellent||THE... CANDLES? makes full use of the Twinspell mechanic, providing a board clear that can be played 4 times throughout the game. Its flexibility allows is to clear 2 large boards, or many small ones to allow your minions to freely pressure opponents.|
|Good||Annoy-o Horn provides a solid amount of value by fully populating your board with smaller minions. The Divine Shield Mechs summoned by the card have naturally strong synergy with the Paladin class specifically.|
|Good||Banana Split is a tempo tool that can quickly expand your board. It is somehat reliant on having a strong target on the board, but is incredibly powerful when used correctly.|
|Good||Big Boomba provides an immediate board clear while immediately clearing the board the following turn. While the initial clear may be strong, the second effect can be very slow and unnecessary. The card is best used to stall the game in decks that use a large amount of high-cost cards.|
|Good||Case Study provides immediate access to a range of Quest rewards, without needing to fulfil the Quest's requirements. While all Quest rewards are strong, some are significantly stronger for some decks than others, so the randomness of the Discover effect has a slight negative impact on the Treasure.|
|Good||Elder Taggawag is another repeatable board clear similar to. However, as the card is shuffled back into deck each time, it is not quite as flexible.|
|Good||EVIL Propaganda combines a board clear and populates the board at the same time, offering extreme value. The only drawback of the card is its high cost, making it not quite as useful in more aggressive decks.|
|Good||Hyperblaster provides a consistent source of removal every single turn which will allow you to develop your board each turn and snowball out of control. It is the strongest of the "Good"-rated cards.|
|Good||Master Scheme is a well-rounded card that provides everything you could ask for in a single card. However, due to being a Scheme, the card requires many turns to power up and can be quite unimpactful if not drawn early enough.|
|Good||The Box is a good choice if there are no other good Treasures available. Its ability to change into a new Treasure each turn means that you will often be eable to get Excellent Treasures likeor if you hold onto it for long enough.|
|Good||Like, Untold Splendor provides access to a range of different Treasures and is a good pick if there are no other good Treasures available.|
|Average||While Dagwik Stickytoe may not seem too powerful itself, it should be noted that many bosses near the end of chapters lack significant card draw. This means that removing cards from their hand is very valuable and can cause them to run out of steam very quickly.|
|Average||Duplatransmogrifier is a unique effect that turns all minions in your deck into one specific minion for the remainder of your run. This can be a very double-edged effect as it will remove all of bad cards from your deck, but it can be very hard to develop a strong Mana Curve when all minions in your deck cost the same.|
|Average||Fly-By is a fun Treasure with a very inconsistent effect. Although the potential to do 50 damage at once to a boss may seem strong, it is very misleading. Against earlier bosses, encounters are unlikely to last long enough for the bomb to be drawn. Whereas against later bosses, their Health pool is so high that 50 damage is not very significant.|
|Average||Gnomish Army Knife provides a minion with a range of powerful effects that can change the outcome of a game. However, the high cost of the card makes it heavily reliant upon having a minion in play already for that card to have a significant impact.|
|Average||Golden Candle provides a huge boost in value by turning your deck into powerful Legendary minions. It has great synergies with Treasures that discount cards likeand . However, without these Treasures it can be very risky due to the high variance of Legendaries.|
|Average||Grimmer Patron is a solid card that will continually give value as long as it is able to survive. However, it is a huge liability when played from behind as the card, and the first copy it summons, will be immediately removed by opponent.|
|Average||Sow the Seeds has a significant impact on the strength of minions in your deck. However, as a 5-Mana card, the effect comes into play very slowly and additional card draw is often required to get full value from the effect.|
|Average||Swampqueen's Call provides the effect of The Storm Bringer for just 2 Mana. As the card is also replayable in the same turn, it is possible to play it multiple times for a consistent result. However, the card is heavily reliant on flooding the board before being used.|
|Average||The Muscle provides a big tempo boost by providing free cards. However, the effect can be very inconsistent due to the randomness of the cards given. The card is significantly stronger choice if you also have.|
|Bad||The large Health pools in later encounters make the additional turn generated by the card almost never enough to close out the game and any tempo generated can be swiftly removed by the additional turn taken by your opponent.|
|Bad||Decks drafted during the run often contain very minimal amount of buff cards and it is unlikely that a significant number can be used on Elistra the Immortal.|
|Bad||Loyal Henchman's effect is far too slow and far too weak to consider drafting.|
|Bad||In a vacuum, Murgatha's ability may seem very strong. However, with a few extreme exceptions, Dalaran Heist decks are not able to consistently play enough cards for the Overload effect to offer enough value.|
|Bad||Orb of the Untold functions as a relatively weak board clear. The finite damage it deals is fine against early boards, but is incapable of dealing with large boards likecan. The additional fact it can deal direct damage may also seem good against earlier bosses, but soon becomes a liability toward the end of a run, where bosses will have huge amounts of Health.|
|Bad||Overpowered provides a small tempo boost by allowing a card to be played a second time. However, the card is not strong enough for a Treasure unless it specifically copies your other Treasure card.|
|Bad||Soulreaper's Scythe is a reasonable weapon that grows in strength each game it is used. However, it can be unreliable as it needs to be used against most bosses for its value to accumulate. Due to this, it is a terrible pick if chosen on the second round of active Treasure cards, after the 7th boss.|
|Excellent||Emerald Goggles is a huge tempo-boosting Treasure that is stronger than it initially looks. The Treasure will continually discount the left-most card in your hand after each card you play, allowing you to potentially discount your entire your hand if you play your cards from left to right, resulting in many fast victories.|
|Excellent||Robes of Gaudiness is an excellent tempo tool, and perhaps the strongest Treasure to date in any single-player content. It should be noted that for odd-Cost cards, the Mana Cost rounds down, allowing 3 drops to be played on turn 1, 5-drops on turn 2 and so on. To ensure you get the maximum value out of this Treasure, you should prioritise card buckets with the highest-cost minions after you pick it.|
|Good||Battle Totem is generally a strong Treasure. It is especially powerful if you have prioritised picking up Dragon buckets that are full of Battlecry effects.|
|Good||Captured Flag is a well-rounded Treasure that gives a flat boost to your minions throughout the game. It is particularly strong in Token decks where the Treasure can buff additional minions that are summoned.|
|Good||Cloak of Invisibility allows a great deal of flexibility for your minions, allowing you to dictate all trades that are made and extract additional value from heavily-injured minions.|
|Good||Potion of Vitality is a deceptively strong Treasure most of the time. Although it offers no real tempo or value in itself, the additional Health it provides gives you more time to use your cards efficiently to outvalue bosses. Picking up 2 copies of the Treasure will also result in you having more than double the Health of the final bosses you face.|
|Good||While the value of the Treasure can vary a lot, any early-game weapon serves as an excellent tool for controlling the board to dictate the pace of the game. The high base Health of your Hero against the later bosses gives you a lot of breathing room to trade with your weapon.|
|Good||Much like, Rocket Backpacks gives you the initiative when trading with your minions and allows you to extract significantly more value from your cards as a result.|
|Good||Scepter of Summoning is a good Treasure that can function similarly to. It allows big minions to be played cheaply, but offers no benefit for smaller minions, making it essential to pick up as many card buckets containing big minions once you have picked it up.|
|Good||Wondrous Wisdomball is a fun Treasure that just so happens to be extremely powerful. It will randomly trigger various powerful effects that are almost all positive, such as clearing the board, duplicating spells, drawing additional cards, and turning the minions you play into random Legendaries.|
|Average||On average Book of Wonders is a fairly strong Treasure. It will often play spells that summon you minions in the early game, or randomly clear your opponent's board. However, the small risk of random spells clearing your board with spells like Cataclysm prevent this Treasure from being a good choice.|
|Average||Crystal Gem provides a boost in tempo by ramping up your Mana Crystals. However, it pales in comparison to some of the more impactful Treasures.|
|Average||Dr Boom's Remote creates a small amount of early-game tempo that allows you to comfortably secure control of the board going into the mid game.|
|Average||Elixir of Vim provides a constant supply of resources to allow you to continually pressure opponents. However, unless you are also able to draft, a very low-curve deck is required to get full use of the Treasure.|
|Average||Expedite provides a small tempo boost compared to, but is still a well-rounded choice that will prevent you from being overwhelmed from bosses later in your run.|
|Average||First Aid Kid provides a consistent supply of healing for your minions, greatly increasing the benefit of value trading. However, most encounters will be too fast for the Treasure to offer significant value.|
|Average||Mysterious Tome provides a small early-game tempo boost, similar tothat will allow you to safely reach the mid game.|
|Average||Small Backpacks provides you with a boost in card advantage from the beginning of the game. The additional cards can help you play any deck more effectively due to the additional options available.|
|Average||Stargazing provides a consistent supply of value by allowing you to use your Hero Power twice per turn for a reduced Cost. However, as Paladin is not offered any 1-Mana Hero Powers in the Dalaran Heist, the Treasure is not as strong as it is in other classes.|
|Average||Totem of the Dead is a solid Treasure that boosts Deathrattle effects. However, Paladins do not have access to exclusive card buckets that support Deathrattle minions.|
|Bad||A Prince's Ring may look good on the surface, but is significantly weaker than the Death knights it mimics. Without Battlecries and powerful passive effects like Frost Lich Jaina, Death knight Hero Powers are often only marginally better than other starting Hero Powers available.|
|Bad||Elixir of Vigor is a deceptive Treasure that appears strong at first. However, the uncontrollable effect will punish you for playing early-game minions, populating your deck with poor draws. The Treasure is only ever worth considering if you already have.|
|Bad||Elixir of Vile offers a short-term tempo advantage by allowing you to play spells with Health. However, encounters will go much longer against late bosses and the cumulative cost of spells will often result in a critical loss of Health.|
|Bad||Glyph of Warding is unimpactful compared to most Treasures and will often just be a minor inconvenience for most bosses.|
|Bad||Hagatha's Embrace performs a random hand buff to one of your minions at the end of each turn. While it offers consistent value, the effect is very weak relative to other Treasures, especially compared to similar effects like.|
|Bad||Most Paladin decks will never play enough minions for Recycling to have a significant impact in a game. Even in decks build around the Treasure, it is still unlikely to provide as much healing asor .|
|Bad||Robe of the Magi adds a huge boost in value to spells. However, Paladin does not have access to strong damaged-based spells outside ofthat can benefit from the Treasure.|
|Bad||The Hand of Rafaam is a Treasure that will make quick work of early bosses with low Health pools. However, against later bosses the 4 damage per turn is insignificant and the additional Mana Crystals the final 2 bosses start with allows them to comfortably play their Curse of Rafaams|
|Bad||Togwaggle's Dice is a very unpredictable card. For it to offer significant value, a very high-Cost deck is required and even then, Treasures likeand are much better choices for that situation.|
After you defeat each boss, you will be offered a choice of 3 different card buckets that you can add to your deck. Each bucket contains 3 cards that fit a certain theme and will help shape your deck in different ways.
The table below contains a list of all the possible Paladin card buckets and gives a general rating as to how good each card bucket is on average. The comments section contains further details of each bucket and when to choose them.
|Protectors||Excellent||Protectors contains a range of Taunt and Divine Shield effects and minions. The cards commonly offer very high value and can support almost any style of deck.|
|Robotic||Excellent||The Robotic card bucket contains all Mechs available for Paladin. While, as a tribal bucket, the bucket should be picked consistently for maximum value. It offers a large number of premium minions, such as Piloted Shredder, Piloted Sky Golem, Shielded Minibot, and Zilliax.|
|Dragons||Good||Dragon provides access to all Dragons available for Paladins. Due to the value of Dragons, the bucket is a good choice against later bosses. It will also offer additional value if you commit to picking the bucket whenever it is offered.|
|Handbuff||Good||Handbuff contains a range of Handbuff themed cards like Emperor Thaurissan, , and Glowstone Technician. While the bucket can be very strong, it requires a deck built around it to maximise the number of minions that can be buffed. The bucket is significantly stronger with the Treasure.|
|Legends||Good||Legends offers a random mix of Legendary minions for Paladins. As most Legendary minions are high cost, the bucket has good synergy with the Big Minions bucket in addition to theand Treasures.|
|Judgement||Average||Judgement is a bucket themed around spells and spell-synergies. Although the bucket regularly offers very bad cards, it is the only source of removal tools like Shrink Ray., , and|
|Holy Infusion||Average||Holy Infusion contains all Paladin buffs available. While the bucket has very powerful cards like The Last Kaleidosaur Quest the first time it is picked, greatly diminishing the bucket's value.available, the bucket will always offer|
|Small Army||Average||Small Army contains a range of synergies around cheap minions. Call to Arms is a great card offered by the bucket that can thin your deck, but you should avoid picking the cheap minions it regularly offers or your deck will lack enough value for later bosses.|
|The Silver Hand||Average||The Silver Hand contains a range of cards themed around The Silver Hand, most of which are buffs or ways to summon Vinecleaver and .s. While it is not worth fully committing to the bucket's synergies, it offers many strong standalone cards like|
|Healing Hands||Bad||Healing Hands contains all Paladin cards themed around healing. Healing is generally very weak in Solo Adventures and the only cards worth considering are Lay on Hands, and Ivory Knight.,|
|Murglgglgl||Bad||Murglgglgl contains all Murlocs available for Paladins. As a tribal bucket it must be picked regularly to be strong and the naturally low cost of Murlocs prevents them from having enough value to defeat later bosses.|
|Secret Whispers||Bad||Secret Whispers is a bucket themed around Secrets and cards that synergise with them. Due to the low cost of Paladin Secrets, the bucket will never provide an adequate amount of value and will result in you running out of cards and should therefore be avoided at all costs.|
- 07 Jun. 2019: Guide added.
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