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!

Blackrock Mountain Progress

With the new expansion for Hearthstone announced, what progress have I made in defeating the Blackrock Mountain Heroic bosses?

I’ve beaten two more since I posted about beating Grim Guzzler, Thaurissan, and Drakkisath.

I didn’t record my victories this time, but I did keep track of my decks.

First up, I defeated the Dark Iron Arena using a Freeze Mage deck. Here’s the deck list:

Dark Iron Arena Deck

If you’ve seen other Freeze Mage decks, the idea is pretty simple. Prevent your opponent from killing you until Antonidas is on the board. Then use Antonidas’ endless supply of Fireballs to destroy your opponent.

The deck works best if the computer drops Millhouse Manastorm the turn before you play Antonidas. That didn’t happen during my game, but the deck was still strong enough to get me a victory in one try. Just destroy threats as they come up and use Antonidas as a finisher.

The deck is expensive to craft, but it gets the job done in constructed and in Heroic mode.

The other Heroic boss I took down was Garr, the guy with all the exploding Firesworn.

Here’s my deck list:

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This deck is also pretty simple.

On Heroic mode, Garr’s Firesworn deal three damage per death and he starts with seven. That means if all seven blow up at the same time you take 49 damage.

Killing them off earlier helps, but you still take some damage.

So what’s the easiest way of preventing the Firesworn from activating? Silencing them!

Mass Dispel is the reason this deck works. And there’s tons of healing to save your butt too.

I won on my first try without even using the Inner Fire combo.

I kept my creatures alive by healing and adding health to them against Garr’s onslaught.

Once he ran out of threats I slowly took him out.

I also included Mind Control Techs and a Cabal Shadow Priest to steal the Firesworn. This turned out to not be that great. I’d replace them with either Circles of Healing or Gurubashi Berserkers if I was playing again.

Good luck against the Heroic bosses! I’ll post more guides as I best the challenges myself.

-GoCorral

GVG Meta Shifts

The meta has been shifting in Hearthstone which is predictable after the release of a new set. GVG is shaking things up just like Blizzard wanted.

So what are some of the biggest new decks? Well, Mech Mage is one of them.

The expansion came with plenty of new minions to flood the board early such as Clockwork Gnome, Mechwarper, Micro Machine, and Snowchugger for Mages.

Chugga-Chugga-Chugga!
Chugga-Chugga-Chugga!

For the mid game there’s Piloted Shredder, Madder Bomber, Bomb Lobber, and Goblin Blastmage. Each of them brings a decent body of their own along with an ability that will usually trade with an opponent’s minion while still leaving your minion alive, either through a damaging battlecry or the Shredder‘s deathrattle.

What are you doing with that stapler and an Arcane Missiles card? Stay back!
What are you doing with that stapler and an Arcane Missiles card? Stay back!

Add in the normal strong spells of a Mage and the deck is quite solid. What makes it devastating is the new Spare Parts cards. They’re cheap and the deck has Clockwork Gnome, Tinkertown Technician, and Mechanical Yeti to create them.

Flip-flop! Now my deck's on top!
Flip-flop! Now my deck’s on top!

The cheapness is wonderful. They can activate Mana Wyrm to pump it up. They can activate Gadgetzan to draw cards. They can activate Antonidas to create three Fireballs on the turn you drop him. They also work with the new legendary, Gazlowe, to create tons of mechs for you to play.

Mage also got a new toy with the epic spell, Echo of Medivh. The spell is used in the old Freeze Mage Giant deck which focused on freezing out their opponent and drawing cards until they could play giants and Duplicate them. Well now you can duplicate them another way!

I don't really know who or what Medivh is.
I don’t really know who or what Medivh is.

Say you’re at 10 life. You feel safe because you’ve got two Molten Giants that you gave taunt to on the board and you have an Ice Block secret. Now throw in Echo of Medivh and suddenly you have two spares of one of the most powerful minions in the game! Day9 has a video where he fills his board with 6 Molten Giants in one turn using this trick.

The deathrattle aggro decks that Warlock, Priest, and Hunter run all got some improvements with Clockwork Gnome and the Piloted cards. Mechwarper and Micro Machine also help out with mech aggro decks.

Ramp Druid got some new tools. Grove Tender helps them ramp up faster while also providing a body. Tree of Life allows a full reset of life when you’re facing an aggro deck.

Handlock got Mal’Ganis, so now your opponents can’t even rush you down if you drop that. Fortunately, some cards were added to counter Handlock and any other oppressive control matchup. Goblin Sapper and Clockwork Giant are perfect against decks that like to stock up on lots of cards.

There are tons of other cool cards that have slightly altered existing deck. Shrinkmeister and Voljin for Priest. Muster for Battle, Quartermaster, and Bolvar Fordragon for Paladin. Gahz’rilla for Hunter. A slight Murloc focus for Shaman along with Crackle for burst based decks. Rogue got some awesome new mech cards along with the means to possibly create a viable pirate deck. I haven’t seen one yet, but I’ll bet its coming.

So lots of new cards to try out! I’ve only just now finished spending out all my gold on Arena runs to learn the new cards in that mode. Now I have to see how what I have works in Ranked. I just got a Mal’Ganis for a Demonlock deck in my last Arena run. Maybe I’ll give that a try!

-Mister Ed

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 Gluth

The killing stroke is at hand!
The killing stroke is at hand!

Beating Heroic Gluth was a pain in the butt.

Heroic Gluth has three advantages over you.

First, he starts with a Unstable Ghoul and a Zombie Chow.

Second, his hero power activates every turn for free and reduces the health of all your minions to 1.

Third, his Jaws weapon card is freaking broken and terrifying.

Dealing with Gluth’s first two advantages is easy enough, but the game will be decided by how you overcome the Jaws card.

At first I tried a freeze Mage deck. I was hoping to get a Water Elemental down and just constantly attack Gluth with it. He’d always be frozen and I’d never have to worry about his Jaws.

Turns out its harder to keep a 1 health Water Elemental alive than I originally thought. Let alone survive to get it on the board against Gluth.

So I abandoned the freeze Mage and switched to a funky Priest deck. Here’s the deck list:
Circle of Healing x2
Mind Vision x2
Acidic Swamp Ooze x2
Youthgul Brewmaster x2
Shadow Word: Death x2
Thoughtsteal x2
Coldlight Oracle x2
Shadow Madness x2
Auchenai Soulpriest x2
Dark Iron Dwarf x2
Wailing Soul x2
Holy Nova x2
Holy Fire x2
Argent Commander
Cabal Shadow Priest x2
Alexstrasza

To avoid losing you either need Gluth to not draw his Jaws or you need to draw an Acidic Swamp Ooze.

Coldlight Orcale will help you find what you need faster and Youthful Brewmaster will give you the Ooze back to use again when Gluth plays another Jaws card.

Gluth will probably build a large minion army. I wiped his out with an Auchenai Soulpriest/Circle of Healing combo.

I’d taken a lot of damage from his horde of minions, but most of them were Zombie Chow. I gained 20 life in one turn!

The two best ways to reduce Gluth’s life are Alexstrasza and stealing Gluth’s Jaws with Thoughtsteal or Mindvision.

There are a few derpy things in this deck that I wouldn’t repeat.

Stealing minions with Shadow Madness and Cabal Shadow Priest was occasionally useful, but I think something like Shadow Word: Pain or Magma Rager.

Dark Iron Dwarf was also a bit off. I don’t think I ever played one. Every other card I had in my hand was always a better choice. I wouldn’t include that again.

Finally, Wailing Soul. The intent of this card was to silence Gluth’s health debuff. After the debuff is silenced you can attack with your minions and destroy Gluth’s stuff without trading. On Gluth’s turn he uses his hero power once more and all your minions are back at 1 health without having really lost anything from the earlier trade.

While the Wailing Soul play made sense, I was never in a position to make those trades. I played the Wailing Souls in the deck only when I needed a body on the board.

Some good cards would be Sludge Belcher and Mind Control Tech. Both of those give you two good minions on the board for the price of one card.

Anyways, the deck worked, but not on my first try. Took me awhile, but I put a leash on that zombie dog and took him for a walk!

-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

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