Hearthstone: The cards of the 4th Explorer League wing “Hall of Explorers” – Time for the golden monkey!

Hearthstone: The cards of the 4th Explorer League wing “Hall of Explorers” – Time for the golden monkey!

Hearthstone releases the final wing of the League of Explorers expansion. We show you which cards await in the Hall of Explorers!

Fight for the Staff One Last Time

The League of Explorers of Hearthstone enters its final round. Today, on the night of December 10, 2015, the final wing named “Hall of Explorers” opens. In addition to new boss battles, some of the most sought-after cards are among the rewards, and we present the new additions in a brief overview.

Plenty of Class Cards

Druids receive a new spell, the Crow Idol for 1 mana, which discovers either a minion or a spell – just what is needed depending on the situation. Warriors are (more or less) happy about the Cursed Blade, which deals 2 damage and has 3 durability for 1 mana, but comes with a significant drawback: Every damage taken by the hero is doubled. This could make Blingtron especially interesting again or encourage Warriors to play more molten Giants. Priests acquire the Museum Curator, a 1/2 minion for 2 mana with the Battlecry to discover a Deathrattle card. Anything from Zombie Chow to Sneed’s Old Shredder could be included.

Warlocks await the spell Rafaam’s Curse, which gives the opponent said curse in their hand. As long as the card is in their hand, they take 2 damage each turn. To get rid of the card, simply play it. Hunters can look forward to a new beast, the Desert Camel for 3 mana, which with stats of 2/4 summons a minion costing 1 from each deck – useful if the opponent has none of those minions.

Rogues continue to collect coins; the Tomb Pillager is a 5/4 minion for 4 mana with the Deathrattle effect of granting the rogue a coin. Particularly useful for activating the combo effects of other cards. All Mages receive the Animated Armor, a 4-mana minion with base stats of 4/4. As long as the card is in play, all damage the Mage would take is reduced to 1. Yes, this also applies to fireballs to the face, a fireball from Ragnaros, or a “Bomb!” from the Hunter.

The Neutral Minions – The Golden Monkey!

There are also some new additions among the neutral cards. First up is the Fossilized Devilsaur, an 8/8 card for 8 mana that has Taunt if you have a beast. This screams for Hunter and Druid decks. The rather silly Wobbling Runts represent a 2/6 minion for 6 mana. Their Deathrattle creates 3 2/2 Runt minions, making them mathematically a 8/12 minion. The Eerie Statue corresponds to the typical horror movie scenario in which a doll always moves when no one is watching. For 4 mana, it is a 7/7 minion but can only act if no other minion is on the battlefield.

The first of the two highlights is Elise Starseeker. When played, you shuffle the Golden Monkey treasure card into your deck. If you draw the card, you must also play it to have the Golden Monkey in your deck. If you can then draw the Golden Monkey as well, the party really starts: ALL cards in your hand and deck are exchanged for random legendary minions. This may have no place in ranked mode, but will make fun decks infinitely more enjoyable.

Significantly more predictable is the second legendary Master Thief Rafaam. For 9 mana, he is relatively weak with stats of 7/8, but allows the player to discover a powerful artifact, and you have the free choice of a 10-mana card. Would you rather deal 10 damage to random enemies, give a minion +10/+10, or completely fill your side with 3/3 Zombies?

What do you think of the new cards? Too powerful, too weak, or just right? An overview of all cards in the expansion or tips for the heroic bosses of the first three wings can be found on our topic page.

Source(s): hearthpwn.com
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