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 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

Defeating Heroic Naxxramas

I’ve been messing around with the Heroic bosses on Naxxramas and they are pretty hard!

Fortunately, I’ve started to learn a few tricks to beat them.

Initially I was looking up decks on the internet to try and get past them, but I just beat all of the Military Quarter using my own creations.

A part of me feels like looking up decks to win was cheating, like looking up the answer to a riddle.

So I think I’ll try beating them on my own in the future.

For those of you who don’t share the same compulsion, here’s the basic outline of a few decks that will help.

I’ve only needed four decks to beat the Heroic bosses so far.

The deck I use most often is a Divine Spirit and Inner Fire combo Priest deck.

I featured a game against Heroic Heigan using that deck on my Youtube channel. Check it out here: https://www.youtube.com/watch?v=_o_T9poGgwk

The deck list for the Priest deck is:
Circle of Healing x2
Inner Fire x2
Power Word: Shield x2
Northshire Cleric x2
Divine Spirit x2
Shadow Word: Pain x2
Lightwell x2
Nerubian Egg x2
Shadow Word: Death x2
Deathlord x2
Stoneskin Gargoyle x2
Lightspawn x2
Mogu’shan Warden x2
Holy Nova x2
Sludge Belcher x2

The deck works by plopping down a minion with lots of health, like the Stone Gargoyle I used in the video. Use Power Word: Shield and Divine Spirit to increase that minion’s health and then turn it into an unstoppable monster by using Inner Fire.

So far this deck or slight variations on it have worked for Heroic Anub’Rekhan, Faerlina, Noth, Heigan, Razuvious, and Baron Rivendare. Make modifications for those battles based on what cards you have and what your own experience with the bosses. I’m sure you can quickly modify the deck to win against any of the Heroic bosses.

The bosses that required special decks were Maexxna, Loatheb, and Gothik.

I already detailed a proposed Maexxna deck in a previous post.

That deck ended up working. Load up a Paladin deck with as many battlecries and heals as you can.

The objective is to fill Maexxna’s side of the board with 7 minions all only having 1 attack. Humility and Aldor Peacekeeper both help greatly with this for when she plays her Giant.

Voodoo Doctor, Earthen Ring Farseer, Lightbringer, and Holy Light will all help keep your health at a good level.

The game winning combo is Guardian of Kings and either a Wolfrider or an Arcane Golem if you have one.

Play the Guardian of Kings every turn to restore 6 life and then play Wolfrider or Arcane Golem to charge at Maexxna and deal her 3 or 4 damage.

Maexxna will bounce the Guardian and your charge minion back to your hand and then attack with all 7 of her minions to deal you 7 damage.

Then you repeat! Each turn you’re only taking an effective 1 damage while she takes 3 or 4.

If your health gets dangerously low you can play a Guardian and a Voodoo Doctor or Earthen Ring Farseer to gain a little health past what her 7 minions can deal you.

I beat Loatheb using a heavily modified version of the Divine Spirit/Inner Fire Priest deck.

Shadow Word: Pain is pretty much the only card that can remove Loatheb’s starting Fen Creeper before it deals you too much damage.

The Priest provides heals with the hero power and Lightwells to mitigate Loatheb’s hero power damage.

The additional cards needed are Elven Archers, Ironforge Riflemen, and Holy Smites to take out the spores. It’s best to get the spore bonus on as many minions as possible so the addition of Haunted Creepers, Murloc Tidecallers, or Razorfen Hunters is a good idea.

The final boss that requires a special deck is Gothik. Here’s the deck I used:
Innervate x2
Claw x2
Naturalize x2
Mark of the Wild x2
Wild Growth x2
Doomsayer x1
Sunfury Protector x2
Mark of Nature x2
Savage Roar x1
Coldlight Oracle x2
Deathlord x2
Poison Seeds x2
Swipe x2
Druid of the Claw x2
Ancient of Lore x1
Ancient of War x1
Ironbark Protector x2

The plan is to outlast Gothik until he has drawn his entire deck.

Kill the smaller of his minions and then turn them into taunts with Marks, Sunfury, or a Defender of Argus if you have them.

Naturalize should be saved for Gothik’s bigger minions.

Savage Roar is another good way to get rid of the Spectral minions Gothik gives you. Poison Seeds is also great.

Swipe is great for board and can sometimes do double duty if it clears an Abomination or Unstable Ghoul. Starfall would also be nice, but I didn’t have one.

Eventually Gothik will run out of cards and fatigue damage will kill him.

I’ll try to do some more posts for beating the Heroic bosses of the Construct Quarter and Frostwyrm Lair in the future!

-Mister Ed