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 first character, which is unlocked in Chapter 1 (The Lost City) – Reno Jackson. 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
- Sir Finley Hero Guide – Paladin / Shaman
- Elise Starseeker Hero Guide – Druid / Priest
- Brann Bronzebeard Hero Guide – Hunter / Warrior
Hero Overview
Reno Jackson is a part of League of Explorers. He’s a Hearthstone original character and was previously depicted in two cards – Reno Jackson and Reno the Relicologist.
When it comes to Tombs of Terror adventure, Reno is a combination of Mage and Rogue classes. While it might seem like a weird combo lore-wise, in terms of gameplay mechanics it makes a lot of sense. Both of those classes are heavily spell-based, and they share a lot of synergies through that. In particular, both of them work extremely well with multiple cheap spells flung in a single turn – they use them to activate Combo and to synergize with minions (in fact, minions like Arcane Anomaly, Mana Wyrm or Mana Addict are present in the starter decks).
Another synergy they share are Secrets. While Rogue had only a single expansion with Secrets (and only three Secrets in total), they’re all present in the pool of cards you can pick from (and given that they cost 2 mana, they make activating cards like Arcane Flakmage or Medivh's Valet even easier). The Secret strategy is boosted by Reno’s Signature Treasure Jr. Tomb Diver, which might come handy especially in the long fight against Plague Lord (or after you beat all four of them and upgrade it into Sr. Tomb Diver).
While your decks will always be spell-heavy due to the nature of this class combo, it’s also very possible to build a minion-based deck. You have plenty of option, such as Elementals, Mechs or Pirates. You can also opt for the “Big minions” strategy, which is especially powerful if you manage to pick one of the mana cheating treasures – getting out those big Legendaries a few turns earlier can seal the games quite quickly.
Hero Powers
And here’s how you can unlock each one of them:
- Amateur Mage – Starter Hero Power.
- Relicologist – Activate 30 Combo effects.
- Arcane Craftiness – Deal 250 damage with spells.
Signature Treasures
And here’s how you can unlock each one of them:
- Reno's Lucky Hat – Starter Signature Treasure.
- Reno's Crafty Lasso – Defeat 5 bosses.
- Reno's Magical Torch – Deal 50 damage to Plague Lords.
- Jr. Tomb Diver – Defeat 1 Plague Lord.
- Lei Flamepaw – Defeat 2 Plague Lords.
- The Gatling Wand – Defeat 3 Plague Lords.
Of course, those conditions must be met when playing Reno Jackson – playing other Heroes unlock their own Signature Treasures. Additionally, if you beat all four Plague Lords with the hero, Jr. Tomb Diver upgrades into Sr. Tomb Diver:
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.
Novice Spellslinger – Starter Deck
- 1x Backstab
- 1x Babbling Book
- 1x Pilfer
- 1x Mana Addict
- 1x Razorpetal Volley
- 1x Sorcerer's Apprentice
- 1x Stolen Steel
- 1x Unstable Portal
- 1x Spellslinger
- 1x Cosmic Anomaly
Spell Seeker – Defeat 8 Bosses
- 1x Arcane Anomaly
- 1x Serrated Tooth
- 1x Astral Rift
- 1x Clever Disguise
- 1x Eviscerate
- 1x Mana Wyrm
- 1x Whirlkick Master
- 1x Forgotten Torch
- 1x SI:7 Agent
- 1x Tomb Pillager
Novice Spellslinger – Defeat 16 Bosses
- 1x Kabal Lackey
- 1x Magic Trick
- 1x Pharaoh Cat
- 1x Arcane Flakmage
- 1x Cheat Death
- 1x Duplicate
- 1x Hooked Scimitar
- 1x Ice Barrier
- 1x Messenger Raven
- 1x Fal'dorei Strider
Random Deck – Defeat 24 Bosses
10 random Mage / Rogue / Neutral cards with a relatively low curve and some loose synergies.
Is it just me or is the synergistic picking a bit off? I tried several times to make a deck around secrets with the tomb diver but every time I hardly get 3 or 4 secrets offered.
Of course, you won’t always get the right synergies, but most of the time I wanted to build a deck around some theme I did it more or less. Maybe once or twice I completely missed it. But Secrets in particular are a very narrow synergy – it’s only a single bucket of cards (some strategies can easily pick cards from 2-3 different buckets) so maybe that’s why it’s harder to get (I haven’t tried to go for a full Secret deck yet).
Yeah. I played Heist for a little over a month on end to finish it and I feel like the picks there were less random. I can be mistaken though.