Tombs of Terror Sir Finley Paladin/Shaman Guide
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 Sir Finley, the Paladin/Shaman Hero, to help you make optimal choices in creating a deck throughout the Tombs of Terror chapters.
The Hero Sir Finley represents the Paladin and Shaman classes in the Tombs of Terror adventure. Upon first picking the Hero, you will begin with theSignature Treasure, the Hero Power, in addition to a 10-card starter deck. Once you begin using Sir Finley in Tombs of Terror, you will begin unlocking new Hero Powers, Signature Treasures, and starter decks for your future runs.
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.
is the base Signature Treasure that must be used on your very first run with Sir Finley and is an Average pick. While the effect of the card itself can be quite lacklustre, the fact it shuffles into your deck makes it useful in the long battles against Plague Lords at the end of each chapter.
is unlocked after defeating 5 Bosses with Sir Finley in Tombs of Terror and is a Good pick. As the card's Attack is affected by the minions of both players, the card will rarely be below 10 Attack and serves as an excellent removal tool or a powerful threat in its own right.
is unlocked after dealing 50 damage to Plague Lords with Sir Finley in Tombs of Terror and is an Excellent pick. The Treasure should be paired with the Hero power to become an unlimited source of damage and healing throughout a battle.
is unlocked after defeating 1 Plague Lord with Sir Finley in Tombs of Terror and is an Average pick. It is a flexible card that can be used to do face damage or control the board, but is significantly weaker than some other Signature Treasures. After completion of the first 4 Chapters, this Treasure will upgrade to and becomes a Good pick as a result of the additional damage it is able to deal.
is unlocked after defeating 2 Plague Lords with Sir Finley in Tombs of Terror and is a Bad pick. While the card has many effects rolled into one, it mostly functions as an above-average tool for stalling the game.
is unlocked after defeating 3 Plague Lords with Sir Finley in Tombs of Terror and is an Average pick. The card is a reasonable way to deal with large threats on the board, but requires you to have an empty hand to maximise its value. This Treasure is slightly stronger in Chapter 1 due to Murlocs being effective against the Plague Lord of the chapter.
Each Hero has 3 available Hero Powers that can be chosen at the start of a run.
TheHero Power is the base Hero Power for Sir Finley and must be used on your first run. It is a Bad Hero Power that summons a 2/1 minion with all tribal tags.
TheHero Power is unlocked by summoning a total of 50 1-Health minions with Sir Finley in your Tomb of Terror runs. It is an Excellent Hero Power that can be used to consistently generate a supply of high-value cards.
TheHero Power is unlocked after Overloading 50 Mana Crystals in your Tombs of Terror runs. It is an Average Hero Power that can greatly empower a minion.
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 Sir Finley.
Murloc Crusade is a Token deck that aims to flood the board with Murlocs and other minions with a few buffs to support them. It is an Average deck choice, and consists of the following 10 cards:
|Paladin Cards||Shaman Cards||Neutral Cards|
Mighty Morhping is the second starting deck for Sir Finley and can be unlocked after defeating 8 bosses with Sir Finley. It is a Good starting deck that is themed around buffs, Battlecries, and Overload effects and consists of the following 10 cards:
|Paladin Cards||Shaman Cards||Neutral Cards|
Back in Action
Back in Action is the third starting deck for Sir Finley and can be unlocked after defeating 16 bosses with Sir Finley. The deck is themed around resurrecting minions in various ways and is a Good starting choice. The deck consists of the following 10 cards:
|Paladin Cards||Shaman Cards||Neutral Cards|
Random Finley Deck
The option to have a Random 10-card Deck to begin with can be unlocked after defeating 24 bosses with Sir Finley. The cards chosen are completely random and will be a mix of Paladin, Shaman, 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.
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 Sir Finley. 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||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.|
|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.|
|Excellent||Runaway Gyrocopter provides a repeatable board clear effect that will also help you avoid fatigue against Plague Lords due to its shuffle effect.|
|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.|
|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.|
|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.|
|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.|
|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.|
|Good||Canopic Jars is a niche card that is excellent at turning a wide board of minions into a range of powerful Legendaries.|
|Good||Crawling Claw is a solid removal tool that can shift card advantage into your favor in the process.|
|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.|
|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.|
|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.|
|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.|
|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.|
|Good||Stolen Titan Secrets is a niche card 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.|
|Good||Zephrys's Lamp Discovers a wish in the same manner as. Due to the nature of the Discover effect, this Treasure is very flexible and can be used in any situation.|
|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 , destroying your weapon and killing you in the process.|
|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.|
|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.|
|Average||Book of the Dead is a board clear that gets stronger as the game goes on.|
|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.|
|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.|
|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.|
|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.|
|Average||Staff of Scales effectively provides 6 Poison Rush minions that allows it to function as an additional board clear for your deck.|
|Bad||Bob's Bouncer is effectively a copy of. 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.|
|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.|
|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 alongsideto ensure you do not run out of resources.|
|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.|
|Good||Band of Scarabs is a useful Treasure that will consistently weaken enemy minions and make it significantly easier to control the board.|
|Good||Battle Totem can be a great way to boost the value of a Battlecry-oriented deck. This Treasure is especially strong with Sir Finley due to there being many powerful Paladin and Shaman Battlecry minions.|
|Average||Captured Flag is a well-rounded Treasure that gives a flat boost to your minions throughout the game. It is a good choice for Sir Finley as Paladin and Shaman card excel at flooding the board.|
|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||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.|
|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.|
|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.|
|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||Rocket Backpacks is a welcome addition to any deck, providing initiative when playing minions onto the board to provide more control over the game.|
|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 many card buckets containing big minions once you have picked it up.|
|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.|
|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.|
|Average||Darklight Torch provides your even-Cost cards with some additional value, but is significantly weaker and less consistent than the similar effect of. This Treasure works best alongside a starting Hero Power that benefits from being used as frequently as possible.|
|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 or .|
|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, or you will not have the necessary amount of cards to defeat Plague Lord bosses at the end of 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||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.|
|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.|
|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.|
|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 withor .|
|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.|
|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.|
|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.|
|Bad||Glyph of Warding is unimpactful compared to most Treasures and will often just be a minor inconvenience for most bosses.|
|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.|
|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.|
|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.|
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 Sir Finley 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 a range of power Battlecry minions available for Paladins and Shamans. The natural high quality of these minions makes this bucket an excellent choice, especially if you have picked up thetreasure.|
|Overloaded||Excellent||The Overloaded bucket contains all Shaman cards with Overload effects and Overload synergies. The cards in this bucket are very high quality on average, making it an Excellent choice in nearly all situations.|
|Dead or Alive||Good||The Dead or Alive bucket contains minions with Deathrattle and Reborn effects. As minions offered are naturally resilient, this bucket is often a good choice.|
|Discovery||Good||Discover offers a range of Discover effects and offers a lot of high-value cards that will help you in long battles against later bosses.|
|Divine Shield||Good||This bucket contains a range of cards themed around Divine Shields. As Divine Shield minions are seldom weak, this bucket is a great choice when minions are offered.|
|Draw||Good||As the name suggests, the Draw bucket contains a range of draw effects available for Paladins and Shamans. 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 Paladins and Shamans. Picking up this bucket will allow you to add some powerful late-game threats to your deck that will be essential against later bosses.|
|Noble Weaponry||Good||The Noble Weaponry bucket contains a range of Paladin and Shaman weapons. Picking up weapons from this bucket at least once in your run is advisable to give you strong board control tools.|
|Sharing Strength||Good||Sharing Strength contains cards that buff your minions in various ways. You should use this bucket to pick up well-rounded cards like Val'anyr, and Spikeridged Steed.,|
|Strike at Thee||Good||Strike at Thee contains a range of cards designed to direct damage to your opponent. While direct damage is not very useful against late bosses, many cards can also be used as strong removal tools and you should try pick up some of the stronger options like Crackle.|
|Big Bad Spells||Average||Big Bad Spells contains a range of high-cost spells alongside minions like Hallazeal the Ascended that synergise with them. This bucket can be used as an alternative to the Mutual Destruction bucket to ensure you have some board clears in your deck.and|
|Harness the Elements||Average||Harness the Elements is a bucket that contains cards themed around Elemental synergies. While it is inadvisable to build a deck around these synergies, you can sometimes pick up strong standalone Elementals like Ragnaros the Firelord and Grumble, Worldshaker from it.|
|Mighty Champions||Average||Mighty Champions contains cards, such as Eureka!, themed around 'cheating' out powerful minions as well as big minions themselves. While the spells in this bucket are weak, the bucket can be picked up for its high-value minions as an alternative to picking the Legends bucket.and|
|Mutual Destruction||Average||The Mutual Destruction bucket contains powerful spells and cards that affect both players. The quality of the cards can vary greatly but it is useful for picking up cards like Elemental Destruction if your deck is in need of board clears.|
|Protectors||Average||Protectors contains a mix of Taunt minions, including many Paladin and Shaman class cards. While Taunt minions are usually weaker than your average minions, the bucket offers some strong choices like Sunkeeper Tarim, and to pick up.,|
|Superior Subjugation||Average||Superior Subjugation contains a range of cards designed to weak your opponents' minions. This bucket can be used to add additional removal to your deck, such as Shrink Ray, Keeper of Uldaman, and Sunkeeper Tarim.|
|Transformations||Average||The Transformations bucket contains a range of cards themed around changing minions in various ways, such as with Evolve or . This bucket is not very strong by itself, but has a few useful cards like Unstable Evolution and Big Bad Voodoo that can be used to empower your minions from other buckets.|
|Family Tree||Bad||Family Tree contains a range of Murloc and Murloc synergy cards. Due to the low value of Murlocs, this bucket should never be picked.|
|Feeble Squires||Bad||Feeble Squires contains a range of 1-Health and 1-Attack minions to synergise with cards like Hobgoblin and Crystology. As this bucket offers very low value cards, it should never be picked.|
|Healing||Bad||Healing contains a range of Healing effects available for Paladins and Shamans. As healing effects do not have much impact on the board itself, this bucket should generally be avoided, however, a few reasonable choices like Ivory Knight and Lay on Hands can sometimes be offered.|
|March of the Mechs||Bad||The Mech card bucket contains all Mech minions available for Shaman and Paladin. Mechs generally offer too little value for later bosses and this bucket should be avoided with the exception of a few strong Mechs like Zilliax, Sneed's Old Shredder, and Piloted Sky Golem.|
|Small Army||Bad||Small Army contains a range of cheap minions and cards that allow you to flood the board. This bucket is quite low value and should be avoided unless you can pair it with Treasures like.|
- 24 Sep. 2019: Mighty Champions bucket added.
- 19 Sep. 2019: Guide added.
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