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League of Explorers - Normal Temple of Orsis Guide
12/11/2015 em 17:29
The League of Explorers launched today with the opening of the Temple of Orsis. Over the next five weeks, with a break for Thanksgiving in the United States, all four wings will release one week apart.
If you're up for some exploring, our database contains all of the
. Be forewarned however that there are of course spoilers beyond those links.
We previewed the Temple of Orsis earlier this week. So if you want an overview without any spoilers, head on over there.
Temple of Orsis Normal Mode Guide
Zinaar's shtick is using his hero power, , each and every turn,
even if he's reached fatigue. Every activate gives you a random Wish in the form of
, , , , or
. As you can see, these are zero mana spells, meaning decks like feel right at home. Cards like , , and even can be fantastic as Zinaar frequently isn't smart enough to deal with them right away.
Want to know what's coming next for League of Explorers? Check out our guide!
Sun Raider Phaerix begins the match with on his side of the field and it's the only thing that stands between you and victory as his hero power, , is a passive immunity. He has no special cards that immediately wrest it from your grasp aside from the likes of if you don't have any minions with Taunt. We opted to play because of cards like to grab control of the Rod before buffing it with the likes of and .
Need some help with Heroic Zinaar? We'll have a guide in the coming days, but for now, check out all the decks users have made to defeat him!
It also appears as if Phaerix has some conditional spells, as despite the fact that we took him to fatigue, he held on to two cards.
Click here for our database of Heroic Sun Raider Phaerix decks!
Temple Escape is an entirely scripted event where the player simply needs to survive for ten turns. We decided to use , , and are all particularly good in this challenge.
Again, as this is scripted, below is the encounter in its entirety, so
stop reading if you don't want to know exactly what's going to happen
Once per turn, the Temple will activate which is basically the equivalent to it taking it's turn. Occasionally, before you start your turn, you'll be prompted with a decision in the form of an event. What's appropriate depends on how the game has unfolded thus far and what you can deal with the best.
Summons a .
Summons an .
You get and the Temple gets .
Ceiling collapse warning.
The Statue's Eye - or . Either chose summons .
Ceiling collapses and clears the board.
Take the Shortcut?: or
Summons two s.
Trying to defeat Heroic Temple Run? Here are some decks to try.
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