Tombs of Terror Elise Starseeker Druid/Priest Guide

Last updated on Sep 24, 2019 at 22:33 by Kat 6 comments

This guide is designed to aid you in your adventures through Tombs of Terror. It goes into great detail regarding Treasure and Bucket choices when it comes to playing Elise Starseeker, the Druid/Priest Hero, to help you make optimal choices in creating a deck throughout the Tombs of Terror chapters.

1.

Overview

The Hero Elise Starseeker represents the Druid and Priest classes in the Tombs of Terror adventure. Upon first picking the Hero, you will begin with the Starseeker's Tools Signature Treasure, the Elise's Might Hero Power, in addition to a 10-card starter deck. Once you begin using Elise Starseeker in Tombs of Terror, you will begin unlocking new Hero Powers, Signature Treasures, and starter decks for your future runs.

2.

Signature Treasures

After selecting your Hero, you will first be asked to pick 1 of 6 Signature Treasures that will be added to your deck at the start of your run.

Starseeker's Tools Elise's Machete Addarah Jr. Navigator Academic Research Staff of Renewal

Starseeker's Tools is the base Signature Treasure that must be used on your very first run with Elise Starseeker and is an Average pick. The effect of the card is very reasonable, but heavily relies on synergies with cards like Archmage Vargoth to get the full potential out of the card.

Elise's Machete is unlocked after defeating 5 Bosses with Elise Starseeker in Tombs of Terror and is an Average pick. The card functions as a solid board control tool over the course of several turns. However, the Priest and Druid cards that Elise has access to offer very little synergy with weapons, which greatly limits the potential of the card.

Addarah is unlocked after dealing 50 damage to Plague Lords with Elise Starseeker in Tombs of Terror and is an Good pick. The card is an efficient way to deal to clear boards and is specially strong against sticky boards generated by Plague Lords at the end of a run.

Jr. Navigator is unlocked after defeating 1 Plague Lord with Elise Starseeker in Tombs of Terror and is an Average pick. It is a great way to generate value, but heavily relies on having access to many buff cards your deck and requires spell synergies like Radiant Elemental to truly thrive. After completion of the first 4 Chapters, this Treasure will upgrade to Sr. Navigator and becomes a Good pick as a result its additional Health that makes it much more likely to stick around for multiple turns and makes it easier to pull off Divine Spirit combos.

Academic Research is unlocked after defeating 2 Plague Lords with Elise Starseeker in Tombs of Terror and is a Good pick. The cards grows in strength each turn in the same way as Scheme cards. Due to the card always starting in your hand, the card effectively gives you an additional source of Mana, which can be used to quickly ramp in the mid game or provide Mana for powerful combos in the late-game.

Staff of Renewal is unlocked after defeating 3 Plague Lords with Elise Starseeker in Tombs of Terror and is an Excellent pick. Due to the card always targeting the highest Cost minions, the card is guaranteed to have good results, even in decks that contain very few high-Cost minions.

3.

Hero Powers

Each Hero has 3 available Hero Powers that can be chosen at the start of a run.

Elise's Might Starseeker Druidic Teaching

The Elise's Might Hero Power is the base Hero Power for Elise Starseeker and must be used on your first run. It is a Bad Hero Power that offers light board control.

The Starseeker Hero Power is unlocked by gaining a total of 100 armor with Elise Starseeker in your Tomb of Terror runs. It is an Average Hero Power that can be used to great effect in spell decks that utilise minions like Malygos.

The Druidic Teaching Hero Power is unlocked after Healing 50 Health in your Tombs of Terror runs. It is a Good Hero Power that provides a mix of Healing and card draw throughout a run.

4.

Starting Decks

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 as Elise Starseeker.

4.1.

Healing Help

Healing Help a deck that uses healing synergies to create strong early game plays. It is an Average deck choice, and consists of the following 10 cards:

Druid Cards Priest Cards Neutral Cards
4.2.

Swarms

Swarms is a Token deck that uses a mix of minions and spells to flood the board. It is a Good starting deck and consists of the following 10 cards:

Druid Cards Priest Cards Neutral Cards
4.3.

Insight

Insight is the third starting deck for Elise Starseeker and can be unlocked after defeating 16 bosses with Elise Starseeker. The deck is themed around Discovery, Buffing, and Resurrecting and is a Good starting choice. The deck consists of the following 10 cards:

Druid Cards Priest Cards Neutral Cards
4.4.

Random Elise Deck

The option to have a Random 10-card Deck to begin with can be unlocked after defeating 24 bosses with Elise Starseeker. The cards chosen are completely random and will be a mix of Druid, Priest, and Neutral cards that offer little to no synergy. The starting deck is a Bad choice and should only be chosen if you want a challenge.

5.

Treasures

After defeating the 1st, 3rd, 5th, and 7th boss in a Tombs of Terror 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 when playing as Elise Starseeker. 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.

5.1.

Treasure Cards

Treasure Rating Comments
Map of Uldum Excellent Map of Uldum should be picked with later bosses in mind. It provides the perfect mix of tempo and value and will often single-handedly defeat bosses when played early in the game.
Mystical Mirage Excellent Mystical Mirage is an invaluable tempo tool that can be used to access a temporary hand of cards and refresh your Mana Crystals twice, effectively providing you with 2 additional turns with free cards to use each turn.
Runaway Gyrocopter Excellent Runaway Gyrocopter provides a repeatable board clear effect that will also help you avoid fatigue against Plague Lords due to its shuffle effect.
Stone Fox Statue Excellent Stone Fox Statue is an excellent source of tempo that provide two free copies of a powerful minions. It is best to save the card for powerful Legendary minions like Ragnaros the Firelord, The Lich King, and N'Zoth, the Corruptor.
Tracking Device Excellent Tracking Device is a powerful early game tool that adds consistency to your deck. Due to it always being playable on turn 1, it guarantees you plays for your first 5 turns and allows you to focus heavily on building your deck for the late game.
Advanced Targeting Monocle Good Advanced Targeting Monocle provides a somewhat-predictable burst of spells from your deck. When used in a well-rounded deck it will often clear the board and populate your board with minions afterward, activating any other Treasure cards in your deck in the process.
Ancient Reflections Good Ancient Reflections provides a great way to fill the board with weak copies of a minion on the board. It is best to use it on minions with powerful Deathrattle effects like Sneed's Old Shredder and Sylvanas Windrunner or strong end of turn effects like Ragnaros the Firelord or The Lich King.
Blade of the Burning Sun Good Blade of the Burning Sun is a consistent removal tool that will continually buff your deck with usage, providing more value the longer the game goes.
Canopic Jars Good Canopic Jars is a niche card that is excellent at turning a wide board of minions into a range of powerful Legendaries.
Crawling Claw Good Crawling Claw is a solid removal tool that can shift card advantage into your favor in the process.
Crusty the Crustacean Good Crusty the Crustacean functions as a powerful removal tool and a large threat by itself, making it a great card for almost any situation.
Hearthstone Good Hearthstone is a cantrip that can be used to escape from any boss that you feel you may lose against. After using the card you must face the same boss again, with Plague Lords retaining any damage that was previously dealt to them.
Kodo Hide Whip Good Kodo Hide Whip is a consistent removal tool that guarantees it can remove 3 minions. If a minion is not immediately killed by your weapon, it will be removed from the board and put into your hand, providing an easy way to deal with Deathrattle minions and adding resources to your hand in the process.
LOCUUUUSTS!!! Good LOCUUUUSTS!!! is a flexible tool that can simultaneously be used to remove a threat and populate the board and can be used again due to its Twinspell effect.
Murky's Battle Horn Good Murky's Battle Horn is a good tempo tool that can be used to populate the board twice. Due to the card automatically casting on following turn, it should be used when you expect your board to get cleared to maximise the value of the card.
Stolen Titan Secrets Good Stolen Titan Secrets is a niche card that can be used to copy the Hero power of a boss for the remainder of the run. Most bosses have Hero Powers that are very reasonable to steal, with some having extremely powerful effects when used by a capable player.
Zephrys's Lamp Good Zephrys's Lamp Discovers a wish in the same manner as Zephrys the Great. Due to the nature of the Discover effect, this Treasure is very flexible and can be used in any situation.
Aegis of Death Average Aegis of Death effectively provides an Immune effects similar to Ice Block or Time Out! that lasts 10 turns, with the drawback that you will die at the end. While this may generally be strong, you should be mindful of bosses that can force you to equip weapons with cards like Plague of Madness, destroying your weapon and killing you in the process.
Amakir the Light Average Amakir the Light is a source of consistent value each turn. However, it is very vulnerable to being removed and is unlikely to survive for multiple turns.
Bauble of Beetles Average While resurrecting 4 minions and giving them Reborn has the potential to be very strong, the Treasure is limited to your first 4 minions that died, which are likely to be quite weak.
Book of the Dead Average Book of the Dead is a board clear that gets stronger as the game goes on.
Flex-plosion Average Flex-plosion will destroy half, rounded up, of the cards on your opponent's board, in their hand, and in their deck. While this may seem strong, Plague Lords specifically receive a new hand and deck of cards for each of their 3 phases, greatly diminishing the value of this card. Because of this, the Treasure is slightly weaker than other board-clear Treasures like Book of the Dead.
"Gnomebliterator" Average Gnomebliterator is a reasonable single-target removal spell you can add to your deck. However, the additional 10 damage it allows you to deal to Plague Lords is insignificant relative to their massive 300 Health points.
Phaoris' Blade Average Phaoris Blade is a weapon that continually gets stronger as it kills minions in a game. However, it is very difficult to get value out of and will often force your Hero to take far too much damage in the process.
Staff of Ammunae Average Staff of Ammunae is a "win more" card that allows you to use your minions to deal significant damage and not die in the process. However, it is very situtational and often only strong in situations where it is not necessary.
Staff of Scales Average Staff of Scales effectively provides 6 Poison Rush minions that allows it to function as an additional board clear for your deck.
Bob's Bouncer Bad Bob's Bouncer is effectively a copy of Brawl. Although there is chance the target minion wins the Brawl and fills your board, it is statistically unlikely and you should therefore not base a strategy around it.
5.2.

Passive Treasures

Treasure Rating Comments
Alchemist's Stone Excellent Alchemist's Stone is a powerful tempo tool if used correctly. By playing cards with sequential Mana Costs, starting at 1 Mana, you can rapidly decrease the cost of the cards in your hand. To complement this, you should try to draft card draw and card generation effects to ensure you always have cards to play.
Crook and Flail Excellent Crook and Flail is another strong tempo tool that allows you to rapidly populate the board. After you have picked up this Treasure, you should do your best to build around it by focusing on high-Cost minions and low-Cost spells. This Treasure works especially well alongside Elixir of Vigor to ensure you do not run out of resources.
VIP Membership Excellent VIP Membership is a passive Treasure that dramatically improves your Tavern Encounters. In Tavern Encounters it will provide you with a hand full of cards, 7 minions on each side of the board, and 6 Gold to spend. It is important to pick this Treasure up as your first Passive Treasure to ensure you can use it to benefit from 2 Tavern Encounters.
Band of Scarabs Good Band of Scarabs is a useful Treasure that will consistently weaken enemy minions and make it significantly easier to control the board.
Captured Flag Good Captured Flag is a well-rounded Treasure that gives a flat boost to your minions throughout the game. It is a good choice for Elise Starseeker as Druid cards are especially good at flooding the board.
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.
Elixir of Vigor Good Elixir of Vigor provides you with an endless supply of minions by shuffling 2 copies of each minion you play back into your deck. This ability is invaluable against 300-Health Plague Lords where you can expect to draw through your entire deck. This Treasure naturally pairs excellently with Elixir of Vim.
Ever-Changing Elixir Good Ever-Changing Elixir provides a consistent supply of value by Evolving one of your minions randomly at the end of your turn. This not only provides you with a stronger minions on average, but also removes any damage the minion has taken previously.
Lucky Spade Good Lucky Spade is a solid Treasure that provides a good amount of value that make it incredibly useful against Plague Lords at the end of a Chapter. If you draft this Treasure, try to prioritise picking cards with Discover effects to maximise its value.
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 Rocket Backpacks is a welcome addition to any deck, providing initiative when playing minions onto the board to provide more control over the game.
Scepter of Summoning Good Scepter of Summoning is a good Treasure that can function similarly to Alchemist's Stone. It allows big minions to be played cheaply, but offers no benefit for smaller minions, making it essential to pick up many card buckets containing big minions once you have picked it up.
Band of Bees Average Band of Bees adds significant value to cheaper minions in your deck, which becomes increasingly useful against later bosses. However, you should aim to have higher Cost cards in your deck, which greatly limited the number of minions this Treasure will affect.
Battle Totem Average Battle Totem can be a great way to boost the value of a Battlecry-oriented deck. This Treasure is much weaker for Elise Starseeker due to there being lack of strong Battlecry in the Druid and Priest toolkits.
Book of Wonders Average Book of Wonders is very much a Treasure to pick if none of the other options look appealing. While there is the potential for random spells to have a negative effect, most spells will either have a positive effect or do nothing at all.
Darklight Torch Average Darklight Torch provides your even-Cost cards with some additional value, but is significantly weaker and less consistent than the similar effect of Alchemist's Stone. This Treasure works best alongside a starting Hero Power that benefits from being used as frequently as possible.
Disks of Legend Average Disks of Legend allow you to greatly increase the value of Legendary minions and is especially powerful on cards like Ragnaros the Firelord. However, it is heavily reliant on being paired with another Treasure that helps you play Legendary minions quickly, such as Scepter of Summoning or Alchemist's Stone.
Elixir of Vim Average Elixir of Vim is a great tempo tool that allows you to rapidly draw through your deck. However, it must be paired with a method to replenish your deck, such as Elixir of Vigor, or you will not have the necessary amount of cards to defeat Plague Lord bosses at the end of 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.
Mummy Magic Average Mummy Magic is a strong Treasure that aims to empower Deathrattle minions. However, it can be difficult to draft a large enough number of Deathrattle minions to truly allow this Treasure to shine.
Mysterious Tome Average Mysterious Tome is a treasure that provides a small amount of tempo at the start of each encounter. It is a reasonable choice in any situation if there is no other appealing option.
Primordial Bulwark Average Primordial Bulwark provides a great defence against being defeated by bosses and will do a lot of the work toward defeating the first 7 bosses in your run if you are struggling. However, it has minimal effect on the 300-Health Plague Lords at the end of a chapter.
Robes of Diminishing Average Robes of Diminishing allow you to immediately play spells that are drawn. However, as most spells are best saved for the perfect time, this Treasure is best when paired with Crook and Flail or Elixir of Vim.
Scroll of Nonsense Average Scroll of Nonsense is a powerful early-game tool that gives access to a diminishing supply of Spell Damage. While it is excellent for rushing down earlier bosses, later encounters will last significantly longer than the Spell Damage this Treasure gives.
Titanic Ring Average Titanic Ring adds extra value to your deck by providing your minions with Taunt and additional Health. This Treasure is most useful for its Taunt effect to provide you with additional survivability for greedy strategies.
Disks of Swiftness Bad Disks of Swiftness guarantees early-game board control by forcing bosses to skip their early turns. However, as bosses will still gain a Mana Crystal each turn, they can quickly regain tempo with mid-game cards.
Glyph of Warding Bad Glyph of Warding is unimpactful compared to most Treasures and will often just be a minor inconvenience for most bosses.
Khadgar's Scrying Orb Bad Khadgar's Scrying Orb provides a small increase in tempo for the use of spells. However, as minions are more important for controlling this board, this Treasure is often very lacklustre.
Recycling Bad Most decks will never play enough minions for Recycling to have a significant impact in a game. Even in decks built around the Treasure, it is still unlikely to provide as much healing as First Aid Kit.
Unlocked Potential Bad Unlocked Potential is a very niche Treasure and unless you are fortunate enough to build your deck fully around it, it will likely lower the Attack of as many minions as it increases the Attack of.
6.

Card Buckets

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 card buckets for Elise Starseeker 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.

Bucket Rating Comments
Choose the Outcome Excellent Choose the Outcome contains all cards that use, or synergise with, Choose One effects. As only Druid class cards have these effects, this bucket is guaranteed to offer high quality cards and you should look out for cards like Nourish, Fandral Staghelm, Raven Idol, and Keeper Stalladris.
Embrace the Beyond Excellent Embrace the Beyond contains a range of Deathrattle minions and synergies. This bucket contains a lot of high-value cards, including class cards like Obsidian Statue and Hadronox, making it an excellent choice most of the time.
Big Minions Good The Big Minions bucket contains a range of powerful minions like Y'Shaarj, Rage Unbound and Tyrantus as well as the Jungle Giants Quest. The bucket can be used as an alternative to the Legends and Embrace the Beyond bucket to add late-game threats to your deck.
Buff Good The Buff bucket contains a range of buffing tools available for Priest and Druid. It has excellent synergy with the Spell Generation bucket and has many useful cards like Power Word: Shield and Extra Arms.
Copy Minions Good Copy Minions contains various Druid and Priest cards capable of copying minions, such as Vivid Nightmare, Zerek's Cloning Gallery, Gloop Sprayer, and Flobbidinous Floop. This bucket is rarely a bad choice as it works well with powerful minions you can pick up from other buckets.
Discovery Good Discovery offers a range of Discover effects and offers a lot of high-value cards that will help you in long battles against later bosses.
Card Draw Good As the name suggests, the Card Draw bucket contains a range of draw effects available for Druids and Priest. It is a good idea to pick this bucket up at least once in your run to ensure you do not run out of resources in the longer battles against later bosses.
Legends Good Legends contains Legendary minions available for druids and priests. Picking up this bucket will allow you to add some powerful late-game threats to your deck that will be essential against later bosses.
Let's Taunt Good Let's Taunt contains a range of powerful Taunt minions available for Druids and Priests. This bucket is a great source of late-game threats as it contains some of the most powerful minions for the classes, such as Obsidian Statue, Hadronox, and Convincing Infiltrator.
Plaguebringer Good Plaguebringer contains a range of plague-themed cards such as Malfurion the Pestilent, The Lich King, and Spreading Plague. In addition to the aforementioned cards, the bucket also contains powerful board clears like Plague of Death and Mass Hysteria.
Removal Good Removal is a bucket full of removal cards and is a great choice to round out your deck with board clears like Psychic Scream and single-target removal like Shadow Word: Death, Entomb, and Mulch.
Spell Generation Good Spell Generation contains a range of cheap spells in addition to minions that generate spells in various ways. This bucket is notably the best way to pick up powerful minions like Radiant Elemental and Lyra the Sunshard to turn your deck into a powerful combo deck if you are using Treasures like Jr. Navigator.
Big Spell Damage Average The Big Spell Damage bucket contains damage spells and large source of spell damage. The bucket can be used as a consistent source of Malygos if you have decided to invest into the Spell Generation card bucket and the Starseeker Hero Power.
Dragons! Average Dragons! contains all Dragons and Dragon synergy cards available for Priests and Druids. Although Dragon decks are quite weak in Tombs of Terror, the bucket can be used as a source of big minions if you have not been able to pick up the Big Minions, Legends, or Embrace the Beyond buckets.
Miniature Army Average Miniature Army is a bucket themed around flooding the board with small minions and board-wide buffs. While it can be a strong theme for a deck, especially with the Captured Flag Treasure, there are no other good Token buckets to synergise with it to allow for a consistent strategy. Therefore, the primary aim of this bucket should be to provide your deck some low-cost plays if you have focused too heavily on late-game threats.
Resurrection Average Resurrection contains a range of powerful Resurrect available for Priests and Druids. As it is not feasible to create a deck made entirely of high-cost minions, you should only pick up Resurrect cards that are strong enough to be played in any deck, like Lesser Diamond Spellstone and Psychopomp.
Auchenai's Touch Bad Auchenai's Touch is a bucket that will regularly offer Auchenai Soulpriest alongside various healing cards. Using such combinations in your deck will end up being far too inconsistent and will leave you with healing cards in your deck, similar to the Life Bringing bucket.
Life Bringing Bad Life Bringing contains a range of Healing effects available for Druids and Priest. Although the two classes have some of the strongest healing-synergy cards in the game, such as Northshire Cleric and Lifeweaver, the bucket is still incredibly low-value and should generally be avoided.
Silence Yourself Bad The Silence Yourself bucket abundant with Silence effects and minions that benefit from being Silenced, like Eerie Statue and Arcane Watcher. This bucket should generally be avoided unless you are specifically looking for some of the stronger Silence effects like Kabal Songstealer and Keeper of the Grove to target bosses like Xatma, Plague Lord of Death.
Mana Bad Mana contains a range of Mana-generation effects like Nourish, Wild Growth, and Greedy Sprite. While this bucket is not normally necessary, it can be picked up if you have focused heavily on late-game minions from the Legends, Big Minions, and Embrace the Void buckets.
Old God Bad The Old God card bucket is themed around C'Thun and his minions. As even a fully powered up C'Thun will only put a small dent into 300-Health Plague Lords, this bucket should be completely avoided.
7.

Changelog

  • 24 Sep. 2019: Guide added.
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