With Tombs of Terror’s release, a new Dungeon Run-style game mode hits Hearthstone, with a unique twist: each of the four playable League of Explorers members is a multiclass character, with cards from each list, and each has several signature treasures and Hero Powers to choose from.
Hearthstone Tombs of Terror: Reno Jackson Breakdown
Reno Jackson, the face (and ego) of the League is a multiclass Rogue and Mage, which makes him excel at burn damage and aggression.
He has three decks (plus the Random option unlocked at 24 wins) to choose from (the second unlocked at eight defeated Bosses, and the third at 16):
Novice Spellslinger, the starting deck, is made up primarily of Mage cards with a few Rogue staples like Backstab. The idea is to combo a bunch of low cost, high-value cards.
Spell Seeker is a bit more Rogue focused and is based around combo cards and card generation with things like Clever Disguise. It’s a Value Rogue deck with some Mage stuff tacked on to make it a bit better.
Secret Traps is precisely what it sounds like; it has a bunch of secrets (both Rogue and Mage) and the Mage Secret synergy cards like Arcane Flakmage.
All of Reno’s Hero Powers are pretty solid depending on what you want to go for. The options:
Amateur Mage: 2 mana, deal 1 damage. Combo: Deal 2 instead
Relicologist: 0 mana, the next spell you cast this turn has +2 Spell Damage.
Arcane Craftiness: 2 mana, fire two missiles that deal 1 damage each. If any minion dies, repeat this.
I’ve had solid luck with all three, though particularly like Relicologist.
Finally, the signature treasures:
Reno’s Lucky Hat: 1 mana spell, give a minion +2/+2 and Spell Damage +2.
Reno’s Crafty Lasso: 2 mana 3/2 weapon, after your hero attacks steal a card from your opponent’s hand.
Reno’s Magical Torch: 2 mana spell, deal 4 damage. Combo: Shuffle a copy of this into your deck that deals 2 more damage.
Jr. Tomb Diver: 4 mana 5/5 minion, Battlecry: If you played 6 Secrets this game, your Hero Power becomes “Discover a Treasure.”
Lei Flamepaw: 2 mana 2/6 minion, after you cast a spell cast it again (on the same target).
The Gatling Wand: 5 mana spell, deal 3 damage split randomly among all enemies (Improves for each spell you’ve cast this game).
I particularly like the Magical Torch with Relicologist, but most of the other options are quite reliable. The only one I find particularly sketchy is Jr. Tomb Diver, which seems a bit inconsistent. I don’t get offered Secret buckets often enough to justify taking it at the start of the game.