The Dalaran Heist
One of the most enjoyable things out of Hearthstone have been the roguelike deck-building modes (Dungeon Run) launched with each expansion since Kobolds and Catacombs. The exact formula has changed a bit each time, but the idea is that you start with a deck with only a few cards, and as you face off against increasingly tough bosses, you get to pick a “bucket” of three cards when you win, punctuated with the occasional passive effect or uber-powerful cards. This mode is something that could almost stand on its own, given how engaging it has been for me these past few weeks.
With the latest version though, Blizzard might have gone too far with the options.
The original Dungeon Run featured all nine classes to choose from, each with a simple starting deck. While it could be frustrating to lose over and over with the same class, knowing you would still have to deal with some subpar cards, the Treasures (passive abilities) and bosses you fought and the buckets of cards offered would quickly change how each run would go. Then came Monster Hunt, which featured four made-up classes with new Hero powers to play with. Then was a puzzle-mode interlude with the Boomsday Project. Then came Rastakhan’s Rumble, which featured “shrines” that did special things, but you otherwise used troll versions of the basic classes.
With Dalaran Heist, we are back to choosing one of the nine classes. However, you can also unlock two additional new Hero powers (per class!) by doing things like casting 25 elementals and other achievement-esque things. You can also unlock two additional starter decks (per class!) to shake up the early game. Finally, in addition to passive abilities and uber-cards, there are two sets of Tavern encounters which allow you to do a random assortment of things, like add new cards to your deck, increase your starting health, or even remove some cards.
In short, the whole thing is kinda nuts with the options.
One would think this would be a good thing. “Lots of replayability there!” But too much of a good thing is a problem. I finally cleared the Heist on Heroic mode and I am beyond done. Not because I only needed to beat it once, but because there is too much to contemplate. I beat Act 5 (Heroic) with Paladin, Boon of Light Hero power, and Old Hero starting deck. I could try and do the same with all the same settings but changing the starting deck to Adventure. Or Holy Flames. Or use the default Hero power and Old Hero starting deck. Or any of the five other permutations. Nine total combinations across nine classes on two separate difficulty levels.
[Fake Edit] I knew there was a Random Deck option too, but I thought that meant it would randomly pick between the three starter decks. I have just now read that it actually gives you a purely random set of cards as your starter deck. Not only does that add another three permutations, it arguably adds a quasi-infinite variety of starting positions.
Oh, and have I mentioned there are Anomalies you can activate too? Stuff like “After a player casts 3 spells in a turn, that player summons a 5/5 dragon.” I don’t know how many of those effects there are (Edit: Fifteen! 1-5!), but that would again layer on additional RNG and permutations.
Like, Jesus Christ, Blizzard. You guys crammed pretty much every possible idea on the whiteboard and put it into one game mode. I’m actively wondering if this might be the last Dungeon Run-esque version we get for a while. Where could they go from here?