The League of Explorers is now accepting new members, with Hearthstone: Heroes of Warcraft bringing a whole new adventure to players through a series of exciting and unique battles. The first wing, introducing gamers to the Temple or Orsis has opened up now, and we got to grips with the three opponents on offer.
Alongside the cocky and over-confident Reno Jackson, "world renowed archaeologist, explorer, and treasure hunter", the first boss you come up against is Zinaar, a temperamental genie who's going to gift you a quick death in exchange for freeing him from his lamp.
His Hero Power costs nothing to play, and will see him granted with another card whilst handing a wish to his opponent - you. Wishes are handy for you no matter which class you're playing; they're a lot of 0 mana spells allowing you 'discover' more minions and spells, and I managed to walk through the game quite comfortably with my Frost Mage.
Firing a load of freezing spells at whatever he puts down on the board whilst hitting face with Fireball and the like ensures a smooth victory - though don't count on using the same tactics when it comes to Heroic mode with Zinaar. He becomes a much more formidable opponent, and his hero power adds 'Gain a mana crystal', meaning his onboard presence becomes daunting quickly. Patience and a couple of deck reshufflings will be needed to take down Heroic Zinaar.
Sun Raider Phaerix is boss number two, and this one's all about maintaining control with The Rod of the Sun. Zapping it over or destroying it so it becomes yours is what you'll need to do from the early stages, in a bid to open Phaerix up for attack. Whoever controls the Rod is immune, so don't be afraid to use Warlock here. Control Priest is another good choice.
One incredible tactic is silencing The Rod of the Sun minion once it's on your side of the board. When that's done, Phaerix can never gain it back - but it could still be destroyed, leaving your hero vulnerable. Throwing down a lot of Taunt minions is also another great strategy.
Final Wing 1 boss is perhaps where this expansion finds its true heart. Instead of a physical presence, you're tasked with 'Temple Escape', and simply have to survive 10 turns. Each turn, a different wave of obstacles or challenges rain down on the player and Reno, and the mechanics here are absolutely inspired. If you've ever wanted to find your inner Indiana Jones, this would be the time to do so.
Those struggling in Temple Escape can note down the order of events, as they always come out in the same sequence. Again, a Frost Mage did me wonders here, with Jaina's frosting of enemies allowing me easy passage.
The League of Explorers expansion is available now.
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