Hearthstone Adventures: The Old and The New

League of Explorers Banner

Blizzard had released the next Hearthstone adventure and I still haven’t finished the Heroic versions of all the Blackrock Mountain bosses.

When the adventure was announced I rushed to do a few of them. Here are the decks I came up with.

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A lot of double taunt creatures in this deck help with Direbrew’s nonstop aggression. Then there’s some high attack minions to deal him damage. The Windfury card is what really pulls it together. Drop it on something like a Core Hound to deal a bunch of damage to Direbrew at once.

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Thaurissan’s challenge remains the same, you have to keep his wife alive. Only now instead of being a 1/3 she’s a 3/1. So you’re taking more damage from her each turn and she dies from just one stray point of damage. The solution? Flip-flop her attack and health with Crazed Alchemist, buff her health and heal her when Thaurissan gets all “wife-beaty,” and win in the end with the typical Divine Spirit/Inner Fire combo.

In this deck I also included a few cards to try and steal Moira. I never got the chance to use them, so I’m not sure what happens if you succeed. Let me know if you do! Either way, the minion theft cards are unnecessary to clear Heroic Thaurissan.

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For finishing off Executus and Ragnaros I give you the traditional Divine Spirit/Inner Fire deck. This one works a little differently. The idea is to kill Executus and Ragnaros in the same turn so Ragnaros doesn’t get to use his double strength hero power. The deck also has some Light Warden/Holy Champion heal combos to try and get some more minions with super high attack while sustaining yourself. Executus has 30 Health and 15 Armor while Ragnaros has 30 Health and 30 Armor. Coming up with 60+ damage in one turn might seem difficult, but this deck manages it well.

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Omokk kills a minion every turn. To get around that, we have to give him a lot of weak targets. Imp Master spawns a few and the Paladin’s hero power pumps out one every turn. Couple that with the Inspire spawning power of Silver Hand Regent and Murloc Knight and by the midgame you should be ending every turn with a board of 7 minions. The deck has a little difficulty starting because often you can’t play anything until turn 3 or 4 because Omokk will kill any minion you play by itself. If you stabilize after getting to the point where you can play some cards and hero power every turn, then you should win.

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Drakkisath has a nice thing going because he can play two cards every turn while you only get one card. So what do we do? Try to trade two for one as much as we can! Not much else to say about this deck. Getting Alexstrasza and Ragnaros are probably the most important parts to beating Drakkisath and you need them to get you a big advantage before he plays Twisting Nether. Winning this takes some luck and as you can see, a lot of legendaries.

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Defeating Razorgore means never letting his eggs hatch. They turn into 7/7 drakes once they reach 5 health. The deck has a lot of low cost minions so you can start keeping the eggs under control right away. Razorgore will build a little bit of an advantage while you concentrate on his eggs. You’ll take a lot of damage from his attacks, so the Tournament Medic is in the deck to help stabilize. Once you have enough minions the egg count will start reducing and you can slowly push back against Razorgore and win the game.

Now on to League of Explorers. The first wing is out, the second releases on Thursday, with a third and fourth wing coming after Thanksgiving.

League of Explorers has an Indiana Jones theme to it. Delving into ancient ruins to uncover forbidden treasure, trading witty insults back and forth with your trusted teammates, and battling Azerothian Nazis or something like that. All of these things and more are part of the League of Explorers.

Obviously there’s some new cards. I’ll be covering those and my opinions on them in a post later this week. For now I’d like to give some guides to beating all the Heroic bosses of League of Explorers first wing, the Temple of Orsis.

Zinaar Deck

Zinaar’s whole thing is that he has more cards and mana than you, but at the cost of giving you free stuff, specifically, a bunch of spells that cost 0 mana. To take advantage of that we make a deck that has Mana Addicts, Mana Wyrms, and Questing Adventurers in it (Flamewakers would also work). These get buffed every time you cast one of the wishes. You attack Zinaar with your buffed minions while freezing his hordes out with typical Mage freeze stuff. Easy win!

Phaerix Deck

Phaerix’s staff only makes him immune for Heroic and is a 3/8 for Phaerix while only being a 0/5 for you. A 3/8 is still killable with a Shadow Word: Pain spell though. Then proceed to do the typical Divine Spirit/Inner Fire nonsense. I had a perfect draw with this one where I got all three of the necessary cards in my starting hand. Phaerix had no answer for it and lost quickly.

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Not sure if Duplicate and Lorewalker Cho do anything in this deck…

This boss was a lot of fun! Instead of trying to defeat the Temple, you are trying to get out as fast as you can. You need to survive ten turns while the temple’s guardians and traps attack you. Since you don’t need to (and can’t) attack your enemy, all you need to do is survive. Freeze Mage is perfect at surviving a long time and now the deck doesn’t even need a win condition like Antonidas! There is a specific sequence event for each turn as follows.
1. Summons a 6/7. You get to draw a card or gain a mana crystal.
2. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You get to take 5 damage or flip a coin to take 0 or 10 damage.
3. Summons 2 8/8 minions with Divine Shield. A Rolling Boulder is summoned to the far right side of your board that destroys one minion to its left every turn.
4. Summons a 10/10. You draw 2 cards or gain 10 Health.
5. All minions are destroyed on both sides.
6. Summons 2 6/15 minions.
7. Summons a 7/7 that also summons a 1/1 with Taunt every turn. You can do nothing or reduce the turn counter by 1 and let the temple summon an additional 7/7.
8. Summons a 5/9 that deals 5 damage to you and all your stuff at the end of every turn (skipped if you summoned the 7/7).
9. Summons 3 10/6 minions.
10. Survive this turn and you win!

I hope all of this helps you beat a few more of the Heroic Hearthstone bosses!

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Heroic Kel’Thuzad

 

The ideal situation against the big bad lich boss.
The ideal situation against the big bad lich boss.

Beating Heroic Kel’Thuzad was a pain.

What are Kel’Thuzad’s advantages over you in Heroic? EVERYTHING!

He starts off with 20 armor and 45 health.

If you’ve played against him then you probably already know that he has two hero powers.

His first hero power is used for free very turn. It freezes you and deals you 3 damage.

His second hero power is unlocked when you remove Kel’Thuzad’s armor or when you finish your tenth turn, whichever comes first.

The second hero power costs 8 and allows Kel to steal a random minion from your side of the board. And when his hero power changes he also gets two 5/5 minions with taunt.

Plus he’s got some of the best cards in the game in his deck.

I tried so many decks against him. I tried Paladin, Shaman, and Mage before I landed on Divine Spirit/Inner Fire Priest once again.

The Paladin deck I tried was too slow to build a board presence against Kel’Thuzad. The 3 damage a turn from his hero power brought me down before I could get the buff train rolling on my minions.

My Shaman deck focused around dealing lots of early damage with Dust Devils, but Kel killed the Dust Devils every time with Frostbolt.

The Mage deck I created had some success. It could consistently survive to Kel’Thuzad’s second stage, but it faltered at that point.

The Mage deck was a Secret deck. Mad Scientist and Ethereal Arcanist featured heavily in it.

I usually broke through Kel’s armor with a buffed Arcanist.

Then Kel would transform, drop two huge taunt minions, and steal my Arcanist.

I couldn’t figure out a way to recover from that.

Sooo… Back to the Divine Spirit/Inner Fire Priest! Here’s the deck list:
Circle of Healing x2
Silence x2
Inner Fire x2
Power Word: Shield x2
Northshire Cleric x2
Divine Spirit x2
Lightwell x2
Loot Hoarder x2
Novice Engineer x2
Deathlord x2
Imp Master x2
Stoneskin Gargoyle x2
Shadow Madness x2
Lightspawn x2
Holy Nova x2

Just the usual jazz for Divine Spirit/Inner Fire, but with the addition of a bit more card draw to get the required pieces. The Loot Hoarder and Novice Engineer will hopefully take some of Kel’s removal spells with them as well.

The Silence is added to remove any taunts that Kel might get. Racing him was how I won and I wouldn’t have been able to do it without the Silence. Ironbeak Owl might work just as well though.

Getting a big beastie should be fine, but then Kel will transform and get his minion stealing power. What do we do then?

That’s why I put Imp Master in. Kel will steal a 1 attack creature more often than not, so he’ll just avoid using the ability entirely.

Shadow Madness is also quite useful against Kel’Thuzad because he runs Dark Cultist and Sludge Belcher. If they die on your side of the field then you get the deathrattle as well!

While the deck is pretty simple, the boss fight is still quite hard. I beat Kel’Thuzad on my tenth try after going into fatigue and being one turn from losing.

But I unlocked this baby!

Heroic Naxxramas

So good luck taking down the Heroic bosses of Naxxramas. My other Heroic boss guides can be found here: Maexxna, PatchwerkGlobbulus, GluthThaddiusSapphiron, Everyone else.

-Mister Ed

Heroic Thaddius

The DREAM!
Misdirection. The DREAM!

Continuing in the series of posts about how to beat the Heroic bosses in Hearthstone’s Naxxramas adventure, here’s Thaddius!

Heroic Thaddius has two advantages over Normal Thaddius.

First, he’s got 15 more health than the Normal version.

Second, on his first turn he automatically summons his own Feugen and Stalagg.

While he may start with two immense monsters, the good news is that they can’t attack on the turn he summons them and they don’t trigger their own deathrattles.

Even better, Thaddius’ Feugen and Stalagg will trigger your own versions of those minions. So if his Feugen has died and your Stalagg dies, then Thaddius is summoned to your side of the field.

Thaddius starts with a big advantage and this is the deck I came up with to remove that advantage as quickly as possible:
Hunter’s Mark x2
Arcane Shot x2
Tracking x2
Webspinner x2
Explosive Trap x2
Freezing Trap x2
Misdirection x2
Mad Scientist x2
Nerubian Egg x2
Eaglehorn Bow
Animal Companion x2
Deadly Shot x2
Unleash the Hounds x2
Multishot x2
Feugen
Stalagg
Kel’Thuzad

The ideal hand includes a Misdirection or a Tracking. You go first and play the Tracking if you need to find a Misdirection.

Thaddius goes second and summons Feugen and Stalagg.

Your turn comes around again and you play Misdirection.

Thaddius goes. He plays a minion and then attacks with Feugen and Stalagg. The Misdirection triggers and you pray that the two beasties kill each other. It’s a 1/3 chance that they will.

And that’s it. The deck has a few other methods for removing Feugen and Stalagg. Then it stalls the game out with secrets until you can gain complete control with a big Unleash the Hounds combo or by playing your own Feugen and Stalagg and getting a huge Thaddius on your side.

Really once you’ve got a Thaddius on the board you’ve probably won.

Other things that work really well against Heroic Thaddius are Nerubian Egg, Dire Wolf Alpha, Raid Leader, and Stormwind Champion.

Thaddius’ Polarity Shift hero power will always trigger Nerubian Egg, making it a cheap 4/4.

The Polarity Shift also interacts strangely with buffs that the other three cards have. The buffed attack (or attack and defense for Stormwind) is switched to defense, creating a permanent gain in stats. Then the buff is applied to the attack once again. If it keeps switching then your minions keep getting more stats. Leokk from the Animal Companion spell also takes advantage of this effect.

Cards to avoid against Thaddius are ones with zero attack. The Shaman is pretty bad because his hero power will be close to useless. Flametongue Totem will have the same swapping power that Dire Wolf Alpha does, but it dies in the process.

Regardless, the Hunter deck works and isn’t too expensive to craft. Plus, secrets are always fun!

-Mister Ed

Heroic Globbulus

I've got him right where I want him.
I’ve got him right where I want him.

I took a crack at Heroic Grobbulus in the Construct Quarter of Hearthstone’s Naxxramas adventure and found out that an Inner Fire/Divine Spirit Priest deck works consistently.

Here is the specific deck list I used, although many variations could work:
Circle of Healing x2
Holy Smite x2
Inner Fire x2
Power Word: Shield x2
Divine Spirit x2
Shadow Word: Pain x2
Lightwell x2
Nerubian Egg x2
Shadow Word: Death x2
Dark Cultist x2
Deathlord x2
Stoneskin Gargoyle x2
Auchenai Soulpriest
Lightspawn x2
Holy Nova x2
Mind Control

The strategy is the same as any other Inner Fire/Divine Spirit deck. Create a minion too big for your opponent to deal with and then tear him down.

The problem is that when you face Grobbulus it isn’t clear whether you should be healing yourself or the big minion.

The fix for that issue is having the big minion be Stoneskin Gargoyle. It’ll heal itself and you can always heal yourself.

While the deck works, I felt unsure about some of the parts of it.

Often times when I played the Nerubian Egg, all the Nerubian would be capable of trading with would be the slime produced by Grobbulus’ hero power killing the egg.

Lightspawn felt a little bad because it gets weaker as it takes damage. It was an even tougher choice of whether I should heal it or myself.

Mind Control also felt a little odd, but I put it in there in case I needed to clear a taunt on Grobbulus’ side to secure lethal. I suppose a silence effect would’ve worked just as well.

I might substitute in a little more draw to get the Inner Fire combo faster.

Otherwise it was a simple strategy that got a simple victory. Enjoy!

-Mister Ed

Heroic Sapphiron

The perfect card to stall out Sapphiron.
The perfect card to stall out Sapphiron.

I fooled around with a few decks to beat Heroic Sapphiron with in Hearthstone.

I beat the Normal Mode version of Sapphiron with a simple Warrior deck. The Heroic challenge is obviously much more difficult because none of your minions will last longer than one turn.

I experimented with Warrior at first to beat the Heroic version, but found I just didn’t have the cards for it.

To beat Sapphiron on Heroic you need the perfect control Warrior deck with Shield Slams, Execute, Gorehowls, and Brawls. I just don’t have all those cards and they’re too expensive to craft.

I do have almost all the Mage cards though!

Here’s the Mage deck I used to pummel Heroic Sapphiron into the dust.

Deck list:
Arcane Explosion x2
Frostbolt x2
Counterspell x2
Duplicate x2
Frost Nova x2
Ice Barrier x2
Ice Block x2
Mirror Entity x2
Vaporize x2
Cone of Cold x2
Fireball x2
Feugen
Stalagg
Blizzard x2
Flamestrike x2
Pyroblast x2

The strategy is very similar to a freeze Mage deck. Stall the opponent out until they’ve run out of stuff.

With the perfect draw it’ll work to prevent Sapphiron from killing you.

Counterspell is very useful for getting rid of Sapphiron’s Pure Cold spell. Mirror Entity will often soak up a Frostbolt if it doesn’t let you trade for a creature.

But how do you kill Sapphiron?

The first bit of damage should come from your hero power. Use it on her whenever you can afford to.

The second bit comes from any left over Fireballs or Frostbolts you have after Sapphiron has played through her entire deck (You’ll have one if you’re lucky).

Most of the damage comes from the Pyroblasts and the combination of Feugen and Stalagg.

Feugen and Stalagg don’t do much on their own against Sapphiron. She’ll just destroy them same as any other minion at the start of her turn.

But because they die on her turn, Thaddius is also summoned on her turn. Then when your turn rolls around you can attack with Thaddius for a big pile of damage. In a pinch Thaddius can also take out a minion.

But two Pyroblasts and one Thaddius is only 31 damage. Where’s the other 14 coming from?

Hopefully from the latest Mage additions in Naxxramas, the Duplicate secret. The Duplicates should be played when Feugen or Stalagg are about to die.

When the little golems die, you can play them again to summon their big brother once more.

If you play the Duplicates for Thaddius, then you can still play him. Unfortunately, Sapphiron will destroy him before he gets the chance to do anything.

The same thing goes for combining Duplicate with Mirror Entity, so watch out for that as well.

The deck may not work on the first try, but I can assure you that it does work. Give it a try if you’ve got the cards!

-Mister Ed