One of the biggest differences between Tombs of Terror and The Dalaran Heist is that the latter, despite featuring unique characters, followed the regular class spread – we had one character for each class, nine in total. Tombs of Terror is different in a way that we only have four Heroes, but each one of them has two classes. This is important, as it alters the way you draft your decks and play the matches heavily. You have a lot of synergies that you normally wouldn’t think about, one class can fill up for the second’s weaknesses or bolster its strengths etc.
In this guide, we’re going to talk about the third character, which is unlocked in Chapter 3 (Khartut’s Tomb) – Elise Starseeker. We’ll give you a general overview of the Hero, and show you all of the potential Hero Powers, Signature Treasures and Starter Decks.
Check Out Our Other Guides!
- Tombs of Terror General Guide
- Chapter 1 Guide – Vesh, Plague Lord of Murlocs
- Chapter 2 Guide – K’zrath, Plague Lord of Madness
- Chapter 3 Guide – Xatma, Plague Lord of Death
- Chapter 4 Guide – Icarax, Plague Lord of Wrath
- Chapter 5 (Finale) Guide – Tekahn, Plague Lord of Flames
- Reno Jackson Hero Guide – Mage / Rogue
- Sir Finley Hero Guide – Paladin / Shaman
- Brann Bronzebeard Hero Guide – Hunter / Warrior
Hero Overview
Elise Starseeker is a part of League of Explorers. She’s a Hearthstone original character and was previously depicted in three cards (which is a record among the explorers, as the others have only been on two cards so far) – Elise Starseeker, Elise the Trailblazer and Elise the Enlightened.
When it comes to Tombs of Terror adventure, Elise is a combination of Druid and Priest classes. Unlike the class combinations of first two characters (Reno and Finley), this one makes much more sense lore-wise. Mechanically-wise, it’s also a great combination. There is a lot of overlap between those two classes when it comes to synergies.
Most importantly, both of them are healing classes. While Druid has been getting more Armor synergies last year, the class is back on the healing path in Year of the Dragon. It even got some solid Heal synergies – Lifeweaver, Crystal Stag or Lucentbark. Those didn’t work that well in Constructed, but they are much more powerful in Tombs of Terror given that Priest are the healing experts. Priest can also transform healing into damage, which makes some Druid heal spells even more potent (e.g. Crystal Power and Healing Touch can deal 5 and 8 damage respectively). Similarly, both of the classes have solid buff cards – Priest mosly focuses on buffing health, while Druid has some AoE buffs, but they also share a bunch of Standard +X/+X spells. Another similarity is that both of the classes have strong card draw capabilities, which might come handy in the longer matches (such as the one against Plague Lord), so you won’t get outvalued and find your important cards quickly.
While they always approached the topics from different angles, both Druid and Priest have solid synergies with big minions, and it shows in some Tombs of Terror drafts. Druid was always about ramping up the mana quickly and dropping big bodies on the board – it had access to many strong, high cost minions and ways to get them out earlier. While Priest couldn’t get to high mana that quickly, they often had some ways to cheat the big minions out earlier (Barnes, Shadow Essence) or en masse (Zerek's Cloning Gallery) and then keep reviving them at a great mana discount with cards like Eternal Servitude or Lesser Diamond Spellstone. If you combine Druid’s ramp and solid big minions and Priest’s minion cheating and resurrect capabilities with some treasures, you can create a deck that can start pumping out big minions early that keep coming back.
When it comes to secondary themes, both classes have strong Taunts (and Druid has some Taunt synergies too), both synergize well with Spell Damage, and even both of them can go for C'Thun synergies. Because yes, the Old God has one bucket dedicated to himself or his synergy cards, although I wouldn’t really recommend picking it, given that making a dedicated C’Thun deck is quite difficult.
Other than that, Elise can also go for decks which mostly favor one class over the other. While you won’t get direct synergies from the other side, the other class cards can still improve it by filling some gaps and negating weaknesses. Those themes include Deathrattles, Choose One cards (although there’s no Untapped Potential to pick), Dragons, Tokens or Silence.
Hero Powers
And here’s how you can unlock each one of them:
- Elise's Might – Starter Hero Power.
- Starseeker – Gain 100 Armor.
- Druidic Teaching – Cast 100 Spells.
Signature Treasures
And here’s how you can unlock each one of them:
- Starseeker's Tools – Starter Signature Treasure.
- Elise's Machete – Defeat 5 bosses.
- Addarah – Deal 50 damage to Plague Lords.
- Jr. Navigator – Defeat 1 Plague Lord.
- Academic Research – Defeat 2 Plague Lords.
- Staff of Renewal – Defeat 3 Plague Lords.
Of course, those conditions must be met when playing Elise Starseeker – playing other Heroes unlock their own Signature Treasures. Additionally, if you beat all four Plague Lords with the hero, Jr. Navigator upgrades into Sr. Navigator:
Starter Decks
Each Hero has access to three different, pre-made starter decks. While they might differ in the power level slightly, the main difference between them are the synergies they play into. They make a base of your future strategy, so to make a best deck, you should build upon them and pick cards that supplement it. It’s also clear that some Starter Deck + Hero Power combinations were made to supplement each other, but it’s up to you whether you will pick one or try to experiment more. Then, there’s always a fourth option – a random deck. Keep in mind that the deck is not completely random – when you pick it, you get 10 cards that should have a decent curve and some synergies, but you have no way of knowing what those will be before picking it.
Healing Help – Starter Deck
- 1x Embalming Ritual
- 1x Enchanted Raven
- 1x Light of the Naaru
- 1x Injured Tol'vir
- 1x Neferset Ritualist
- 1x Wrath
- 1x Gnash
- 1x Landscaping
- 1x Mounted Raptor
- 1x Holy Champion
Swarms – Defeat 8 Bosses
- 1x Acornbearer
- 1x Holy Smite
- 1x Dreamway Guardians
- 1x Power of the Wild
- 1x Radiant Elemental
- 1x Temple Berserker
- 1x BEEEES!!!
- 1x Infested Goblin
- 1x Sand Drudge
- 1x Astral Tiger
Insight – Defeat 16 Bosses
- 1x Power Word: Shield
- 1x Test Subject
- 1x Worthy Expedition
- 1x Dwarven Archaeologist
- 1x Grandmummy
- 1x Mark of the Wild
- 1x Extra Arms
- 1x Golden Scarab
- 1x Greedy Sprite
- 1x Wretched Reclaimer
Random Deck – Defeat 24 Bosses
10 random Druid / Priest / Neutral cards with a relatively low curve and some loose synergies.
Jr. Navigator+ regenerate wins all the matches with starseeker hero power by turn 3..
I did it with 2x Radiant Elemental + Divine Spirit, but actually yeah, Regenerate is much more simple, lol.
But to be honest, it’s not really fun to just sit there and cast 900 spells on Turn 3 against Plague Lord. Since it’s PvE content, I prefer to do it the regular way, it’s more fun to me.