Ever since Kobolds & Catacombs, Blizzard was adding an extra single player content to their Hearthstone expansions. So far, they were the evolution of the original Dungeon Run (with Boomsday Project’s Puzzle Lab being the only exception) – adding new Heroes, new twists etc. Rise of Shadows Solo Adventure is no different, but this time it’s done on a grand scale.

The Dalaran Heist is a high point of Hearthstone rogue-like experience. With new Heroes, Hero Powers (three per Hero), starting decks (also three per Hero + a random option), 75 unique bosses, friendly Tavern Encounters, and lots of extra quirks to customize your experience in Anomaly Mode (not to mention a very challenging Heroic Mode), this PvE content should leave even the most demanding players satisfied.

In Dalaran Heist, player takes a role of one of the E.V.I.L. henchmen – yes, it means that this time we’ll be playing as “the bad guys”. But that’s not the biggest news. As the story progresses, you will help The League of E.V.I.L. with the titular “Dalaran Heist”. But what is their ultimate goal, exactly? Rob the Dalaran Bank? Break someone out of the Violet Hold? Maybe steal some precious artifacts from the Kirin Tor? No. Those would be too simple. They are planning to steal the entire city!

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The Dalaran Heist Chapters, Release Date & Pricing

Given the scale of the new Solo Adventure, its release will be staggered. First two chapters will be released together on May 16, while the other three will be released weekly, one by one.

Each chapter features its own, unique encounters, as well as a special “twist” on mechanics (that fits the chapters’ theme), which means that each one of them will play differently. For example, in Chapter 2, imprisoned minions will start dormant on the battlefield, and will come out after a few turns. Or in Chapter 4, every minions’ Attack and Health will be swapped.

Chapter 1: Dalaran Bank – May 16 Twist: Coin-filled Coffers – Cache of Cash is spawned on the board at the start of the game (it’s a 0/3 minions giving each player 2 Coins on Deathrattle).

– May 16 Chapter 2: The Violet Hold – May 16 Twist: Imprisoned Minions – Two random dormant minions are spawned on the board at the start of the game (one on each side). They wake up after X turns, where X is their mana cost.

– May 16 Chapter 3: Streets of Dalaran – May 23 Twist: Crowded Streets – Three spots are taken on each site of the battlefield, so you can only have up to 4 minions at the same time.

– May 23 Chapter 4: The Underbelly – May 30 Twist: Swapped Attack and Health – Self-explanatory.

– May 30 Chapter 5: Kirin Tor Citadel – June 6 Twist: Four Additional Encounters – The chapter is longer and has four extra bosses compared to the first four.

– June 6

The first Chapter is free. Subsequent Chapters can be purchased either with in-game currency (700 Gold each) or real money ($6.99 each). If you want to spend the latter, you can also buy them in bulk for $19.99 for all four chapters.

Announcement Video

Cinematic Trailer

Rewards

Each individual chapter will give you three Rise of Shadows card packs – which is 15 in total for all five chapters. After you unlock all five, you also get a Golden copy of Zayle, Shadow Cloak as well as a Golden Classic Card Pack (every card it contains is Golden).

But what is Zayle, exactly? It’s basically a new version of Whizbang the Wonderful. Instead of the deck recipes, however, you will get to play with one of the five, new “EVIL” decks at random. Click here to check out all five EVIL Decks!

Regular copy of Zayle can still be crafted by anyone for 1,600 Arcane Dust, but Golden version (which means that all of the decks will be 100% Golden!) will be locked to The Dalaran Heist.

You can also get two new card backs – one for finishing the entire Solo Adventure on Normal Mode, and another one if you do it on Heroic Mode.

Heroes & Hero Powers

When you first start Dalaran Heist, you start as a Mage. Once you start progressing, you unlock more Heroes.

Each Hero has access to three different Hero Powers. They start with a regular one from their class, but once they complete certain tasks (for example “draw X cards”), they unlock additional ones. We don’t know many of them yet, bu we’ll update this list once everything’s released!

On top of different Hero Powers, Heroes have access to three starting decks with a completely different play style. One of the issues with previous Dungeon Run-style content was that the first few bosses with a certain class always looked very similarly. Now that you can pick a different deck, your early game will also play differently. There’s also a “random deck” option that will create a new deck for you, which means that even after you’re bored of the three starting ones, you can still enjoy more variety during your first few encounters.

If you’re a completionist, you’ll be happy to know that this time around, progress is tracked on basically everything. Chapters, Heroes, Hero Powers and even Starter decks. Getting a 100% completion will take a lot of time, and you don’t have to track your progress manually (like you had to in Rumble Run, for example).

Mage – Rakanishu – Unlocked Chapter 1

Hero Powers

Fireblast (2 mana) – Deal 1 damage.

– Deal 1 damage. Burning Wit (1 mana) – Reduce the cost of a random card in your hand by (2).

– Reduce the cost of a random card in your hand by (2). Frostburn (2 mana) – Freeze a character. If it’s already Frozen, deal 2 damage.

Starter Decks

Flickster Trickster – Spell Synergies

– Spell Synergies The Elements – Elemental Synergies

– Elemental Synergies BURN! – Spell Damage + Secrets

Shaman – Vessina – Unlocked Chapter 2

Hero Powers

Totemic Call (2 mana) – Summon a random Totem.

– Summon a random Totem. Evolution (2 mana) – Transform a friendly minion into one that costs (1) more.

– Transform a friendly minion into one that costs (1) more. Refresh (1 mana) – Draw a card. Overload (1)

Starter Decks

Carve and Curse – “General” solid Midrange Shaman cards.

– “General” solid Midrange Shaman cards. Primal Storms – Aggro deck with Overload synergies.

– Aggro deck with Overload synergies. The Swamp – Murloc/Token deck.

Hunter – Ol’ Barkeye – Unlocked Chapter 2

Hero Powers

Steady Shot (2 mana) – Deal 2 damage to the enemy hero.

– Deal 2 damage to the enemy hero. Opportunist (2 mana) – Give a minion +2 Attack this turn.

– Give a minion +2 Attack this turn. Pet Training (1 mana) – Add a 1/1 Shifting Chameleon to your hand.

Starter Decks

Beast Within – Beast synergies.

– Beast synergies. Locked and Loaded – Lock and Load + a bunch of spells.

– + a bunch of spells. Tech and Death – Deathrattle / Mech synergies.

Priest – Kriziki – Unlocked Chapter 3

Hero Powers

Lesser Heal (2 mana) – Restore 2 Health.

– Restore 2 Health. Disort (2 mana) – Swap a minion’s Attack and Health.

– Swap a minion’s Attack and Health. Soothe (1 mana) – Give a minion -2 Attack until next turn.

Starter Decks

Rogue – Captain Eudora – Unlocked Chapter 3

Hero Powers

Dagger Mastery (2 mana) – Equip a 1/2 Dagger.

– Equip a 1/2 Dagger. Yoink (2 mana) – Add a random card to your hand (from another class).

– Add a random card to your hand (from another class). Cut-less (2 mana) – Deal 2 damage to an undamaged minion.

Starter Decks

Skulker – Tempo deck + some stealth cards/synergies.

– Tempo deck + some stealth cards/synergies. Dead Man’s Tale – Deathrattle + Thief cards/synergies.

– Deathrattle + Thief cards/synergies. Kobold’s Desire – Bouncing and shuffling synergies.

Warrior – Mr. Chu – Unlocked Chapter 4

Hero Powers

Armor Up! (2 mana) – Gain 2 Armor.

– Gain 2 Armor. Invigorating Brew (2 mana) – Deal 1 damage to a minion and give it +2 Attack.

– Deal 1 damage to a minion and give it +2 Attack. Undermine (2 mana) – Shuffle two Explosives into your opponent’s deck (they deal 2 damage when drawn).

Starter Decks

Tough Crowd – Enrage + Weapon synergies.

– Enrage + Weapon synergies. Burning Fury – Rush + Dragon synergies.

– Rush + Dragon synergies. Boomin’ – Mech + Bomb synergies.

Druid – Squeamlish – Unlocked Chapter 4

Hero Powers

Shapeshift (2 mana) – +1 Attack this turn. +1 Armor.

– +1 Attack this turn. +1 Armor. Lifebloom (2 mana) – Restore a minion to full health.

– Restore a minion to full health. Touch of Bark (2 mana) – Give a minion +1/+1.

Starter Decks

Ferocity – Tokens + Deathrattles.

– Tokens + Deathrattles. Two Paths – Choose One cards.

– Choose One cards. Nature’s Boon – Healing + Treant synergies.

Warlock – Tekahn – Unlocked Chapter 5

Hero Powers

Life Tap (2 mana) – Draw a card and take 2 damage.

– Draw a card and take 2 damage. Pain Split (2 mana) – Take 2 damage. Deal 2 damage.

– Take 2 damage. Deal 2 damage. The Pact (2 mana) – Take 2 damage. Summon a 2/2 Imp.

Starter Decks

Sacrificial – Self-damage + Deathrattles.

– Self-damage + Deathrattles. Seeker – Card generation.

– Card generation. Imp-ressive – Imp + Demon synergies.

Paladin – George the Fallen – Unlocked Chapter 5

Hero Powers

Reinforce (2 mana) – Summon a 1/1 Silver Hand Recruit.

– Summon a 1/1 Silver Hand Recruit. Backup (2 mana) – Add three 1/1 Silver Hand Recruits to your hand.

– Add three 1/1 Silver Hand Recruits to your hand. Boon of Light (2 mana) – Give a friendly minion Divine Shield.

Starter Decks

Old Hero – Divine Shields + synergies.

– Divine Shields + synergies. Adventure – Buffs + synergies.

– Buffs + synergies. Holy Flames – Secrets + Dragons.

Treasures & Passives

Here is a list of all new powerful Treasure & Passive cards from The Dalaran Heist. You can also pick some of the old treasures (e.g. from Dungeon Run), which are not on this list yet, but we’ll update it as soon as we find all of them out.

Treasures

Passives

Tavern Encounters

The Dalaran Heist is also the first time we’re getting friendly encounters – Taverns. Once in a while, you’ll stumble upon a Tavern, where you can do all sorts of stuff related to your deck. You’ll have a bunch of options, such as removing a minion from your deck, adding extra copies of it to your deck, buffing a minion for the entire run, recruiting new minions!

Anomaly Mode & Heroic Mode

On top of the regular game play, The Dalaran Heist has two extra modes – Anomaly and Heroic.

Heroic is simple – it works just like Heroic mode of the old Adventures. After you finish the adventure, you get access to a more difficult version. It’s going to be much more challenging – bosses will have more health, better decks and so on. Keep in mind that progress unlocked in Normal mode does not translate to Heroic mode. If you unlock a new Hero Power, or starting deck in Normal, you have to do the same thing again in Heroic.

Anomaly mode, on the other hand, is a new feature. You get access to it after you unlock all five Chapters. You can then start one of the chapters with a certain, random effect that persists through an entire run. Some effects are simple and just add a small twist, others will change the way you play completely. Anomaly lasts for a single run – once you’re done, you can restart with another Anomaly. Here’s an example of Anomaly:

Another Anomaly we know so far is Wild Magic – “All spells cast an additional time. (targets chosen randomly)“. We’ll have a full list of potential Anomalies once The Dalaran Heist is out!