Dalaran Heist Shaman 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 Shaman Henchman, Vessina, to help you make optimal choices in creating a deck throughout The Dalaran Heist chapters.
The Shaman class is represented by the Henchman Vessina. You will begin with the Totemic Call Hero Power and a 10 card starter deck. Once you begin using the Shaman class in The Dalaran Heist, you will begin unlocking new Shaman 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.
The Totemic Call Hero Power is the base Shaman Hero Power used on your first Shaman run and is an Average Hero Power choice overall.
The Evolution Hero Power is unlocked by summoning a total of 25 Totems with Shaman in The Dalaran Heist and is a Good Hero Power choice.
The Refresh Hero Power is unlocked by Overloading a total of 25 Mana Crystals with Shaman in The Dalaran Heist and is an Average Hero Power choice.
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 Shaman class.
Carve and Curse
Carve and Curse is the default Shaman starting deck. It is a well-rounded Average deck choice that consists of the following 10 cards:
|Shaman Cards||Neutral Cards|
Primal Storms is the second Shaman starting deck and can be unlocked after defeating 5 bosses with the Shaman class. It is a Good starting choice and consists of the following 10 cards:
|Shaman Cards||Neutral Cards|
The Swamp is the third Shaman starting deck and can be unlocked after defeating 10 bosses with the Shaman class. It is an Average starting choice and consists of the following 10 cards:
|Shaman Cards||Neutral Cards|
Random Shaman Deck
The option to have a Random 10-card Shaman Deck to begin with can be unlocked after defeating 15 bosses with the Shaman 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 Shaman 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.
|Dreamgrove Ring||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.|
|Super Simian Sphere||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.|
|THE... Candles?||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.|
|Annoy-o Horn||Good||Annoy-o Horn provides a solid amount of value by fully populating your board with smaller minions.|
|Big Boomba||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.|
|Case Study||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.|
|Elder Taggawag||Good||Elder Taggawag is another repeatable board clear similar to THE... Candles?. However, as the card is shuffled back into deck each time, it is not quite as flexible.|
|EVIL Propaganda||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.|
|Hyperblaster||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.|
|Master Scheme||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.|
|Swampqueen's Call||Good||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 and best used with the Totemic Call Hero Power and "The Swamp" starting deck.|
|The Box||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 like Dreamgrove Ring or Super Simian Sphere if you hold onto it for long enough.|
|The Muscle||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 Battle Totem.|
|Untold Splendor||Good||Like The Box, Untold Splendor provides access to a range of different Treasures and is a good pick if there are no other good Treasures available.|
|Banana Split||Average||Banana Split is a tempo tool that can quickly expand your board. While the ability itself has a large potential, it is reliant on having a strong target to copy, which results in the card being quite situational compared to other Treasures.|
|Dagwik Stickytoe||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.|
|Duplatransmogrifier||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.|
|Fly-By||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.|
|Gnomish Army Knife||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.|
|Golden Candle||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 like Robes of Gaudiness and Scepter of Summoning. However, without these Treasures it can be very risky due to the high variance of Legendaries.|
|Grimmer Patron||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.|
|Sow the Seeds||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.|
|Continuum Collider||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.|
|Elistra the Immortal||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.|
|Loyal Henchman||Bad||Loyal Henchman's effect is far too slow and far too weak to consider drafting.|
|Murgatha||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.|
|Orb of the Untold||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 like Big Boomba can. 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.|
|Overpowered||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 speifically copies your other Treasure card.|
|Soulreaper's Scythe||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.|
|Emerald Goggles||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.|
|Robes of Gaudiness||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.|
|Captured Flag||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 and therefore is great if you have the Totemic Call Hero Power or "The Swamp" starting deck.|
|Cloak of Invisibility||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.|
|Potion of Vitality||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.|
|Resourcefulness||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.|
|Rocket Backpacks||Good||Much like Cloak of Invisibility, 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.|
|Scepter of Summoning||Good||Scepter of Summoning is a good Treasure that can function similarly to Robes of Gaudiness. 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.|
|Wondrous Wisdomball||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.|
|Battle Totem||Average||Battle Totem is generally a strong Treasure. However, the Shaman class lacks strong Battlecry effects, making the Treasure very dependent on drafting Elementals from the Elements bucket to have a good amount of Battlecry effects.|
|Book of Wonders||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.|
|Crystal Gem||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.|
|Dr. Boom's Remote||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.|
|Elixir of Vim||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 Elixir of Vigor, a very low-curve deck is required to get full use of the Treasure.|
|Expedite||Average||Expedite provides a small tempo boost compared to Robes of Gaudiness, but is still a well-rounded choice that will prevent you from being overwhelmed from bosses later in your run.|
|First Aid Kit||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.|
|Mysterious Tome||Average||Mysterious Tome provides a small early-game tempo boost, similar to Dr. Boom's Remote that will allow you to safely reach the mid game.|
|Robe of the Magi||Average||Robe of the Magi adds a huge boost in value to spells. It is especially useful in the Shaman class due to the large number of AoE spells that can greatly benefit from the Spell damage.|
|Small Backpacks||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.|
|Stargazing||Average||Stargazing provides a consistent supply of value by allowing you to use your Hero Power twice per turn for a reduced Cost. This Treasure is significantly strong if you have the Refresh Hero Power, as it will allow you to use your Hero Power twice per turn with no immediate Mana cost.|
|A Prince's Ring||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.|
|Elixir of Vigor||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 Elixir of Vim.|
|Elixir of Vile||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.|
|Glyph of Warding||Bad||Glyph of Warding is unimpactful compared to most Treasures and will often just be a minor inconvenience for most bosses.|
|Hagatha's Embrace||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 Captured Flag.|
|Recycling||Bad||Most Shaman 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 as First Aid Kit or Potion of Vitality.|
|The Hand of Rafaam||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|
|Togwaggle's Dice||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 like Scepter of Summoning and Robes of Gaudiness are much better choices for that situation.|
|Totem of the Dead||Bad||While Totem of the Dead is not a bad Treasure in itself, Shaman does not commonly use Deathrattle minions that would give the Treasure any value.|
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 Shaman 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.
|Battlecry||Excellent||The Battlecry Bucket contains all Battlecry minions available to Shaman. As many of the best Shamans have a Battlecry effect, the bucket regularly has excellent choices, including Shudderwock.|
|Carvings||Good||Carvings offers a range of minions themed around Shaman Totems. With so few Totems in the game, the cards offered are fairly consistent, including strong picks like Totem Golem and Thing from Below.|
|Elemental Wrath||Good||Elemental Wrath is a bucket themed around the Elemental Tribe. To get full value from this bucket, it must be picked many times. As the Elemental tribe uses Battlecry effects, it has strong synergy with the Battlecry bucket.|
|Legends||Good||Legends contains an assortment of Legendary minions. The value of the bucket can vary, but it has a alot of great choices like Ragnaros the Firelord. The Lich King, and Sylvanas Windrunner. This should be your default bucket of choice if you have huge Mana reductions from Treasures like Robes of Gaudiness.|
|Overload||Good||Overload contains all Shaman cards with Overload effects. As many of of the most powerful Shaman cards, like Lightning Storm, have Overload effects, the bucket is a solid addition to any Shaman deck.|
|Ssspells||Good||Ssspells contains all available Shaman spells. Picking this bucket up at least once per run is almost essential to ensure you have access to utility cards like Hex.|
|Big Shaman||Average||Big Shaman is a bucket themed around big minions and has cards like Muckmorpher and Eureka! to cheat out big minions. The Big Shaman buckets offered vary greatly in value, but you should look out for powerful cards like Ysera and Walking Fountain.|
|Elements||Average||Elements contains all Elemental minions available for Shaman. While there can be some strong choices, the bucket must be picked frequently for consistent tribal synergies. This bucket should be a high priority if you have Battle Totem.|
|Flood||Average||Flood contains a range of Shaman tools themed around flooding the board. It has many suboptimal choices like Spirit Echo and Primal Talismans, but is a great choice if you have the Captured Flag Treasure.|
|Spirits||Average||Spirits is a Shaman bucket themed around Deathrattle effects. The bucket can offer some useful neutral Deathrattles like Sylvanas Windrunner and Piloted Shredder, but is often quite weak on average. However, the bucket is an excellent choice if you have the Totem of the Dead Tresaure.|
|Fishy||Bad||The Fishy bucket contains all Murlocs available to Shaman. The bucket is very bad due to large numbers of Murlocs required for their synergies to be strong enough. However, the bucket can occasionally be used to supplement board-flood buckets like Flood and Carvings if you have the Captured Flag Treasure.|
|Regeneration||Bad||Regeneration contains a range of Shaman healing effects. The large amount of Health you have in later encounters makes healing effects insignificant, resulting in the bucket being redundant.|
|Shifting Scales||Bad||The Shifting Scales bucket is themed around voodoo and transformation effects like Evolve. While the bucket has a few good options like Hex, the range of cards offered on average is terrible.|
- 28 May 2019: Adjusted rating for Wondrous Wisdomball and Soulreaper's Scythe
- 17 May 2019: Guide added.
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