Walkthrough Hearthstone: “Curse of Naxxramas. Walkthrough Lair of the Frost Wyrm in normal mode Walkthrough of kelthuzad in normal mode

Lair of the Frostwyrm is the fifth and final part of the Curse of Naxxramas adventure. Only 2 bosses are waiting for you for behind closed doors this dungeon, but do not relax: these 2 types can give you a lot of trouble!

Sapphiron

The first one who will be waiting for you in the last part of the adventure of Naxxramas is Sapphiron. His hero power, Frost Breath, allows the boss to destroy all enemy creatures at the start of his turn, as long as they weren't frozen. Crazy ability, right? Adds fuel to the fire and the fact that this ability costs him absolutely nothing. Unique cards - Frozen Hero and Pure Cold.

Safiron deck

  • Ice Lance x2
  • Manasmey x2
  • Ice Arrow x2
  • Treasure Collector x2
  • Unstable Ghoul x2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dancing Blades x2
  • Cone of Cold x2
  • Necroknight x2
  • Wailing Soul x2
  • Pure cold x2
  • Slime Belcher x2
  • Blizzard x2
  • Ice Elemental x2

Game strategy against Safiron

Despite Safiron's imposing ability, in normal mode It's not that hard to defeat him. First, you will start the game with a Frozen Hero on the table. The ability of this creature lies in the fact that it is always under the effect of freezing, and also gives invulnerability to Ice breath to creatures located to the left and right of it. Thus, one of the winning tactics will be to play no more than two creatures. After the death of one of them, play a new, stronger one. Safiron's deck is not that strong, so you can easily defeat him. You can also use creatures such as Nerubian Egg, Harvesting Golem and Possessed Creeper, the death of which will be disadvantageous for Saphiron.

Another style of play against Saphiron is to use a large number of spells with a minimal set of creatures in a given deck. Since the deck of this boss has a large amount of freeze, the use of characters with weapons here is undesirable. Therefore, the Mage will be the class with which you can defeat Safiron without much effort.

Deck against Safiron

Reward

After defeating Saphiron, you will receive two copies of the Fissile Ooze as a reward.

Kel'Thuzad

Kel'Thuzad is the final boss of the Curse of Naxxramas adventure. He is the most feared and powerful boss in this dungeon set - the boss of bosses, so to speak. However, he also has his weaknesses.

Kel'Thuzad's Hero Power can be divided into 2 phases. He starts the game with the ability Ice Blast - allows you to deal 2 damage to the enemy hero and apply the effect of freezing. Due to the fact that this ability is free, Kel'Thuzad will make sure to use it at the beginning of each of his turns. The second ability of the last boss of the Chain is similar to the Priest Mind Control card, only it costs 2 mana less. Kel'Thuzad will gain access to this ability as soon as you remove all armor from him, even if it happens in the middle of a turn.

Unique cards - Mr. Bigglesworth and Icecrown Guardian.

Kel'Thuzad Deck

  • Ice Shock x2
  • Delicious Zombie x2
  • Ice Arrow x2
  • Shadow Bolt x2
  • Servant of Pain x2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dark Cultist x2
  • Stone Gargoyle x1
  • Cone of Cold x1
  • Dark Madness x1
  • Abomination x2
  • Slime Belcher x2
  • Blizzard x1
  • Ice Elemental x2
  • Twisting Nether x2

Strategy for playing against Kel'Thuzad

Against a boss like Kel'Thuzad, any fast aggro deck will do. So the most suitable classes in the confrontation with him are the Hunter and the Zoo Warlock. There is no specific strategy in the game against Kel'Thuzad - try to play as many cheap creatures as possible and inflict as much damage as possible on him in a short period of time. Don't be discouraged if you spend a lot of time trying to complete it - after all, this is the final boss of the Curse of Naxxramas adventure. Below I will describe the tactics of playing for the Warlock.

Warlock's aggro deck will probably be the most optimal choice in the confrontation with Kel'Thuzad. Include a large number of creatures that cost 1 - 2 mana, as well as those creatures that can strengthen the minions already on the table (Abusive Sergeant, Dark Iron Dwarf, Argus Defender). It is also desirable to have Soulfire in your deck - it will help to cope with an early threat from the opponent.

Even after following all the above tips, we cannot guarantee you victory over the final boss. If he manages to draw cards like Blizzard and Twisting Nether, you will most likely fail - so playing around them is useless.

By the time you take all of Kel'Thuzad's armor off, make sure you can deal a significant amount of damage to him on the next turn. Also, keep in mind that Kel'Thuzad's Hero Power will also change to Chains. Therefore, you must be sure that you can handle any of your creatures on the board.

Deck against Kel'Thuzad

Reward

After you defeat the final boss of the Lair of the Frostwyrm, as well as the entire adventure of Naxxramas in general, you will receive two copies of the Shadow of Naxxramas card. And the reward for completing this dungeon will be the legendary map of Kel'Thuzad for you.

Achievements

  • Kel'Thuzad Defeated (10 player): Defeat Kel'Thuzad in Naxxramas on normal difficulty.
  • Death of Kel'Thuzad (25 player): Defeat Kel'Thuzad in Naxxramas in heroic mode.
  • And we are not enough! (10 Player): Defeat Kel'Thuzad in Naxxramas on normal difficulty by killing at least 18 abominations in his room.
  • And we are not enough! (25 player): Defeat Kel'Thuzad in Naxxramas on Heroic Difficulty, killing at least 18 Abominations in his room.
  • Sapphiron's Fall (10 player): Defeat Sapphiron in Naxxramas on normal difficulty.
  • Sapphiron's Fall (25 player): Defeat Sapphirion in Naxxramas on Heroic Difficulty.
  • Hundred Club (10 player): Defeat Sapphiron in Naxxramas on normal difficulty. No raid member must have frost protection above 100.
  • Hundred Club (25 player): Defeat Sapphiron in Naxxramas on Heroic Difficulty. No raid member must have frost protection above 100.

SAPPHIRON

Sapphiron is a frost wyrm, the penultimate boss of the Naxxramas instance.

Sapphiron was once a blue dragon who defended Northrend under the command of Malygos. Unfortunately for himself, Sapphiron fell into the hands of Arthas, summoned by Ner'zhul to the icy continent. Arthas killed the dragon and resurrected him in the form of an ice serpent - an anded serving the Lich King.

Later, Sapphiron was sent along with Kel'Thuzad to the Eastern Plaguelands to guard the fortress of Naxxramas.

Raid setup Nux/10

3-4 healers

Raid setup Nux/25

7-8 healers

Sapphiron Nux's Abilities/10

  • 4,250,000 hp
  • Frost Aura: The dragon deals 1200 frost damage every second to all raid members. After 15 minutes of combat, damage increases to 7200 per second (enrage).
  • Phase 1
  • Life Drain: A course that deals 2-3k shadow damage and heals Sapphiron for 4-5k hp every 3 seconds. Hangs on two random people in the raid once every 24 seconds.
  • Stuzha (Chill): Speaking in Russian, blizzard. Slowly drives around the hall with Sapphiron, slowing down by 50% those who hit him, and deals 3.5-4.5k frost damage to them every two seconds.

Sapphiron Nux's Abilities/25

  • 11,870,000 hp
  • Frost Aura: The dragon deals 1600 frost damage every second to all raid members. After 15 minutes of combat, damage increases to 9600 per second (enrage).
  • Phase 1
  • Life Drain: A course that deals 3-4k shadow damage and heals Sapphiron for 6-8k hp every 3 seconds. Hangs on five random people in the raid once every 24 seconds.
  • Stuzha (Chill): Speaking in Russian, blizzard. Slowly drives around the hall with Sapphiron, slowing down by 50% those who hit him, and deals 5-6k frost damage to them every two seconds.

General abilities

  • Phase 2
  • Icebolt: Encases two players in a block of ice similar to an ice block. When cast, deals 2.5-3.5k frost damage to the player and everyone within 10 yards. The block breaks LOS, that is, you can hide behind it.
  • Frost Breath: After casting two Frost Arrows, Sapphiron begins a seven-second cast of Frost Breath. A player who has not managed to hide behind a block during this time (see above) receives more than one hundred thousand frost damage (unconditional death).

Pull

The moment the raid enters Sapphiron's hall for the first time, players are prompted to watch a short animation scene during which the dragon is assembled into a single whole from bones lying on the ground. This first time, the raid can safely enter the room and take their places.

In the second and subsequent pulls, the dragon will already be in place, so the tank will pull on its own. In principle, it doesn’t matter which way to keep it with its muzzle, but traditionally it is turned with its tail towards the door so that the raiding raid does not fall under the cleave.

Tactics

Sapphiron is an ordinary dragon, with the usual abilities - cleave and tail blow. The dimensions of the model are unusual here - the hitbox is simply huge, and the cleave in this regard has a simply gigantic scope. In addition, as we know, the cleave comes from the center of the model, and therefore it is very easy to die completely in unexpected place. Be careful!

The battle has two phases. During the first, the dragon stands in the center of the hall and hits the tank. Blizzard flies around and the course is hung up. Every 45 seconds of the fight, Sapphiron rises into the air and the second phase begins: several people are forcibly put into ice blocks, and the entire raid hides behind these blocks. A powerful AE surrenders, who did not have time to hide, he died. Phase 1 begins, and so on in a circle.

The entire raid is located on one side of the dragon in order to have time to reach the ice blocks in 7 seconds. Mili neatly approaches from the side (it is impossible from the front - a cleave, from behind an unpleasant blow with a tail with a kickback), aims at the hind leg and gives up there. You can stand quite far due to the huge size of the hitbox.

In general, the fight is purely healer. Heal will take a lot, the raid sags very strongly and all at once. In no case should anyone (except the tank) stand in Blizzard - be sure to run out. Forget about the thought "what is there, they will heal." They won't heal.

After the dragon has taken to the air, the raid is distributed and waits until the required number of people fall into the ice blocks. No need to run as fast as you can to the first one that appears! There is a high probability that the next block will fall directly into the crowd of people who have already hidden behind the first one, and all these people will get very sick. Wait for the second one.

So, the whole raid, including the tank, hides behind a piece of ice and waits for the Frost Breath casts there. After that, the tank comes out, turns the dragon back to its previous position, and after that, the raid to Sapphiron is run by everyone else - this way you will not fall under the cleave.

That's all, the tactic is simple. Pray for your healers.

Sapphiron drops the Key to the Prismatic Focus - an item that starts the quest for the key to Malygos. Those who have the key have the ability to start a fight with the blue dragon Malygos in the Eye of Eternity instance.

Only one person in the raid receives the key.

KEL "TUZAD

Kel'Thuzad(Kel "Thuzad) - archlich, one of the main accomplices of the Lich King, the last boss in the Naxxramas raid instance.

In the period shortly before the Second War, when Kel "Thuzad was still a man, he was a member of the high council of magicians of Dalaran. Even then, he was known for his interest in the forbidden forces of necromancy, and when the Lich King sent his mental call, Kel" Thuzad rejected everything past and traveled to Northrend to face his new master.

Later, during a mission to infect the town of Brill, Kel'Thuzad was exposed and killed by Prince Arthas. When Arthas himself began to serve the Lich King, Kel'Thuzad appeared to the prince in the form of a spirit and convinced him to resurrect himself with the help of the Sunwell in the city of Silvermoon . And so it was done, and Kel'Thuzad was brought back to life in the form of a terrifying lich.

Arthas and Kel'Thuzad have done many things together, among which the summon to the world of people of the commander-in-chief of the Burning Legion, Archimonde, stands apart. Now Kel'Thuzad occupies a strategic position in the depths of the Naxxramas raid instance.

Raid setup Nux/10

2-3 healers

Raid setup Nux/25

6-7 healers

Abilities Kel'Thuzada Nax/10

  • Phase 1
  • Soldier of the Frozen Wastes: Raiding skeletons. If they reach their target, they explode (3-4k shadow damage). Susceptible to shakla (undefined). 1.6k hit points. There are 71 skeletons in total, but more can be spawned by accident.
  • Unstoppable Abomination: Abominations that place a -10% heal debuff on the tank. 75 thousand hit points. In total, eight abominations come, but you can accidentally or specially (to complete the achievement) fire more.
  • Soul Weaver: Banshee, deals 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to a raid. 55 thousand hit points, going slow, eight banshees in total.
  • Phase 23 minutes 48 seconds after the start of the battle, Kel'Thuzad himself takes over.
  • 5,660,000 hp
  • Frostbolt: A two-second cast that hits the tank for 10k-13k frost damage. It casts very often, and if possible it should be knocked down by melee dps. Cannot be reflected by spell reflect.
  • Frostbolt (AoE) (Frostbolt): An instant AoE frostbolt that hits everyone in the boss room for 4-5k frost damage. resists. Gives up every 15 seconds.
  • Chains of Kel'Thuzad: There is no mind control in the 10-person version of the instance.
  • Detonate Mana: A debuff placed by the boss on a random player using mana. 5 seconds after casting, the player explodes, dealing 10k arcane damage to everyone within 10 yards (but not themselves). Burns 2000 mana from the player himself.
  • Phase 3. At 40% of the boss's health, 2 adds appear - nerubian bugs. Each of them has the same HP as Kel'Thuzad. Every 15 seconds, the bugs put a buff on themselves that increases damage by 15%. The buff stacks up to 99 times.

Abilities Kel'Thuzada Nax/25

  • Phase 1Kel'Thuzad is invulnerable and the raid fights the adds coming out of the seven pens around the perimeter of the room.
  • Soldier of the Frozen Wastes: Raiding skeletons. If they reach their target, they explode (3-4k shadow damage). Susceptible to shakla (undefined). 4.5k hit points. There are 71 skeletons in total, but more can be spawned by accident.
  • Unstoppable Abomination: Abominations that place a -10% heal debuff on the tank. 208 thousand hit points. In total, eight abominations come, but you can accidentally or specially (to complete the achievement) fire more.
  • Soul Weaver: Banshee, deals 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to a raid. 150k hit points, going slow, eight banshees in total.
  • Phase 2. 3 minutes 48 seconds after the start of the battle, Kel'Thuzad himself takes over.
  • 14,660,000 hp
  • Frostbolt: A two-second cast that hits the tank for 19k-21k frost damage. It casts very often, and if possible it should be knocked down by melee dps. Cannot be reflected by spell reflect.
  • Frostbolt (AoE) (Frostbolt): Instant cast AoE frostbolts that hit everyone in the boss room for 5-6k frost damage. resists. Gives up every 15 seconds.
  • Chains of Kel'Thuzad: the boss takes control of three people from the raid, increasing their physical size by 200%, damage by 200% and heal by 500%. In this state, players buff and heal Kel "Thuzad, they need to be controlled by any means that humanoids are susceptible to. Lasts 20 seconds. Does not take control of the tank. Resets the boss's aggro list.
  • Detonate Mana: A debuff placed by the boss on a random player using mana. 5 seconds after casting, the player explodes, dealing 16-18k arcane damage to everyone around them within 10 yards (but not themselves). Burns 2000 mana from the player himself.
  • Shadow Fissure: A red circle that acts as a kind of void zone. Appears around a random player in the raid, and after 5 seconds after the appearance, deals 60-140k shadow damage to everyone standing in a circle. Who did not run out of the circle, he died.
  • Frost Blast: Places a random player in the raid, as well as everyone within 10 yards of them, in a block of ice. In the block, the player cannot do anything, and in 4 seconds they will be dealt damage equal to 104% of their maximum health. If the player is not healed within 4 seconds, they will die.
  • The effect will "bounce" over people within 10 yards of each other, similar to chain lighting.
  • Phase 3At 40% of the boss's health, 4 adds appear - nerubian bugs. Each of them has the same HP as Kel'Thuzad. Every 15 seconds, the bugs put a buff on themselves that increases damage by 15%. The buff stacks up to 99 times.

15 seconds before Kel "Thuzad becomes active, he gives up a special emotion. After that, you need to quickly finish off the remaining adds and spread out so that the boss's potentially deadly abilities hit only single targets, and not players in whole packs.

Phase 2 The MT takes the boss and tanks him where he stands. Melee dps, depending on the amount, costs one by one (10 yards), or is distributed into several groups so as not to get into the ice tombs all together. Ranged and heal are scattered throughout the room.

In this phase, you need to keep your eyes open and watch out for how not to accidentally die. You have to follow everything at once:

  • Frost bolts: Melee knocks down all casts of the boss.
  • Mana Burst: Each mana user keeps an eye out for a debuff similar to the Arcane Explosion icon. If appeared, then you need to run very quickly to a place where the explosion within a radius of 10 yards will not hurt anyone.
  • Void Zone: The very bright, spinning red animation of a Void Zone spells a quick death for anyone who doesn't exit. Especially dangerous in the miles, where people stand in a heap. We run out.
  • Ice Tomba: If a person is not healed within 4 seconds while hit by a block of ice, that person will die. Healers are advised to set up their UI to see the Ice Blast debuff on players' plates - this will help a lot.

In Nax/25, in addition to the above-mentioned abilities, the boss also gives up mind control. At this point, the aggro resets, so you need to stop the dps and let the tank pick up the boss again. Controlled people need to be polymorphed/cycloned/whatever to prevent them from healing the boss or 2-hitting anyone in the raid. A person in control can give Kel'Thuzad a bloodblast, or even throw undefined at him.

Phase 3 At 40% of the boss's health, 4 (Nax/25) or 2 (Nax/10) beetles spawn. The tanks pick them up and the dps race begins - the bugs put on themselves a buff that increases the power of their attack, and after some (not very long) time it will be impossible to heal the tanks under the bugs. By the third phase, all cooldowns should "unstick" for you, and the maximum raid dps on the boss is required.

All boss abilities from the second phase go to the third. It is possible that the tank of bugs will get into mind control, in this case, two tanks should stay close to each other in order to catch other people's adds.

Summary: the key to success in this battle is to carefully monitor what is happening around and have time to react accordingly. The boss doesn't have much health, and you'll probably have enough dps for the third phase if no one dies.

Friends! Here is the long-awaited hour of the release of the last quarter of the Adventure Mode
Naxxramas. Not a little, but a month has passed since the first quarter started
new mode in Hearthstone. Someone liked it, someone didn’t - it doesn’t matter, everyone has the right to their own opinion. Only one thing is clear - this game needs such modes, it delivers
a certain pleasure, as well as new sensations from the game)

normal mode

The normal mode of the final quarter, as well as all the normal modes of the previous quarters, is played by any more or less playing deck, even consisting of base cards. The basic principle of winning bosses, however
like the basic principle of any victory in Hearthstone is to capture the board and control it, gradually lowering the enemy’s health.
In my video, I used the giant magician deck.

NORMAL MODE:

Sapphiron: Heroic Mode!


Sapphiron, the first boss of the final quarter. When I went through the normal mode, it seemed to me that this boss in the heroic version would be simply fatal and it would be extremely difficult to pass it,
it will take a lot of time and nerves. In practice, everything turned out to be completely different, the boss was defeated in just two attempts. Maybe I was lucky, maybe not, but the boss died and that's the main thing.
To kill Sapphiron, you need to know the following: the boss's ability has not changed from normal in any way, there is one BUT! Unlike normal, the boss no longer summons a frozen hero to your side that is permanently frozen and near
it can put creatures that the boss's ability will not kill (at the beginning of the turn it kills all non-frozen creatures). So how do you defeat Sapphiron?
In my video, I used a frost mage deck modified for this boss. Build your deck, clear the board with AOE spells, use Freeze, Mage Secrets and new Naxxramas (Nerubian Egg) cards to kill this boss.
There is one piece of advice, all target spells play the boss, not the creatures. Boss minions, only kill with your AOE spells.

Kel "thuzad: heroic mode!


And finally, the final boss of Naxxramas adventure mode - Kel "thousand! To tell the truth, I thought that the final boss of the adon would be very, very difficult, at least it has always been in all Blizzard games.
Unfortunately, I hope only mine, this boss was killed by me on the first try with a new control deck, which I, and probably not only I, call Miracle Shaman. The boss, as well as in the normal mode, has two phases, in the first phase he beats your hero, causing him 3 damage every turn. damage and freezing it. In the second phase, the boss can take control of your random creature with his hero ability. Do you think how then to defeat him? - The answer is simple
watch the video, copy the deck and close the block!

How to play as a hunter is written in the passage of the first quarter. The only one who was able to strengthen the standard deck is Mental Technician. If the opponent has 4 or more creatures, he will convert one of them to your side.

The ideal starting hand looks like this: Mental Tech, Frost Trap, Release the Dogs. If one of these cards does not arrive on time, defeat is guaranteed. The difficulty lies in the fact that at the beginning there is a demon with 3/4 parameters on the table at Heigan. His ability allows you to deal 3 damage instead of 2 and at the same time costs nothing. Therefore, on the second turn, you need to force the opponent to return the creature to his hand, and then try to gain a foothold on the table.

Deck:

Loatheb

Dead Aura Hero Power (0 Mana): Deals 3 damage to the enemy Hero.

In the fight against Loathib, the priest is the best choice. The deck should consist mainly of cards that restore health to the hero. The most important thing is to win early game and put a couple of creatures on the battlefield. A very useful map starting hand becomes Shadow Word: Pain. The spell will eliminate the Bog Creeper, allowing you to attack the hero and trade with other enemy creatures.

After you have managed to gain a foothold on the table, replenish your health and wait for Loatheb to start placing spores. Break them and attack the creature until nothing remains of it.

Deck:

SPIDER QUARTER

normal mode

Anub'Rekan

Spider Whisper Hero Power (2 Mana): Summons a 3/1 Nerub to the battlefield.

The key card in Anub'Rekan's deck is "Lord of Death" (ability: "Taunt. Deathrattle: Your opponent puts a creature from his deck onto the battlefield"). If you have Cairn Bloodhoof and Ragnaros in your collection, be sure to put them in your deck. There is a chance that one of the minions will be able to put on the battlefield.

Both cards also look great in a paladin deck.

Most importantly, collect 2-3 mana cards in your starting hand. Then the “heavyweights” will enter the battle, which will help to consolidate the advantage and finish off the opponent. Note that Anub'Rekan has three spells that destroy all creatures with 3 health. So walk carefully, otherwise you may end up with nothing.

If with legendary cards problem, collect budget deck to the hunter. This class is perfect for clearing the first quarter.

At the start, you need to collect the main combination "Hungry Buzzard" + "Let the dogs down". If it is not there, the hunter will not be in trouble on the 5th or 6th move. The combination works great when the opponent's table is full of creatures. Not only do you draw a lot of cards, but you slow down the pace of the game.

As a fallback, there is a spell "Stalking". Don't try to play it on the first turn or you'll ruin everything. First, it is very important to collect as much as possible more maps. "Stalking" saves at the moment when you need to draw a card that ends the game. For example, the spell "Command" Take! "".

Tactics with such a deck is simple: most of the time you need to attack the hero and periodically clear the board of enemy creatures. It is very important at the same time to “fatten” the “Carrion Hyena”, which will divert the attention of the enemy to itself.

Grand Widow Farlin

Rain of Fire Hero Power (2 Mana): Fires a shot for each card in the opponent's hand.

Farlena likes it when a player has a lot of cards in his hand. This gives her the ability to deal more damage than anyone else could ever dream of. Therefore, it is necessary to act extremely aggressively against it from the first moves. The fewer cards in hand, the better.

Decks:

Meksna

Cocoon Hero Power (3 Mana): Returns a random enemy minion to their hand.

Compared to the two previous characters, Mexna is not that strong. The deck consists of weak creatures, and she rarely uses her ability. A cheap hunter deck does a great job with all three opponents.

Test mode

Druid

The main opponent in this match will be Farlina. How to play against her, you learned in the first quarter. Therefore, try to collect a combination of "Fissile Ooze" + "Sign of Nature" (or "Power of the Wild") at the very beginning. The slug will split at the end of the turn and you will have an exact copy of it. This will allow you to take control of the table and calmly play all the cards in your hand.

Robber

The robber will have to fight Mexna. Since the player's deck consists mainly of creatures, the initiative must be seized before 3-4 turns. Leave creatures with a mana cost of two or less in your hand. Fissile Ooze, Brotherhood Leader, and Rookie Engineer are great places to start.

Don't forget that there are two Sea Giants in Mexna's deck. Therefore, when you see Master Hunter in your hand (ability: “Battlecry: Destroys a creature with 7 or higher attack”), do not rush to put it on the table just like that. Most likely, it will come in handy more than once. Young Brewmaster will help you re-play this card (ability: "Battlecry: Returns your minion from the battlefield to your hand").

Heroic

Anub'Rekan

Spider Whisper Hero Power (2 Mana): Summons a 4/4 Nerub to the battlefield.

Compared to normal mode, the hero's health has increased from 30 to 45 units. The character has also become much more powerful - now he puts a creature with parameters 4/4 instead of 3/1 on the battlefield.

In this case, there are two options: beat him again with a paladin or hunter deck. The tactics of the assassination does not change.

Decks:

Grand Widow Farlin

Rain of Fire Hero Power (1 Mana): Fires a shot for each card in the opponent's hand.

Farlena's strengths are that, firstly, she uses the hero power for 1 mana, and secondly, the worshiper creature has 2/4 parameters and the ability "Your hero gains +3 attacks until the end of the turn" (and not +1). When there are several such minions on the battlefield, the death of the hero comes very quickly. Therefore, it is very important not to let her take over the table.

Meksna

Cocoon Hero Power (0 Mana): Returns two random enemy creatures to their hand.

At the beginning of the battle, Mexna has two Possessed Crawler creatures on the board. In this situation, the insidious spider can be won by two or even three classes: a priest, a hunter and a magician.

When playing as a hunter, it is very important to get Explosive Trap and Ironbeak in your starting hand. The role of the latter is that he first imposes the effect of silence on the spiders. After that, you can safely kill them.

Once the operation to disable enemy creatures is completed, it is very important to quickly put three, and preferably four creatures on the table. Otherwise, you just won't be able to handle aggressive strategy Meksna and lose.

In the case of the priest, the situation is similar. Only he has more spells and creatures in his hands that allow him to change the outcome of the meeting.

Tactics for the mage is even easier. Freeze all minions until turn 7, then incinerate them with Fire Wave. Then you play Alexstrasza on turn 9, and then finish it off with a combination of three spells "Fireball" + " Fire ball» + «Ice Arrow» . And victory in your pocket.

The magician's deck contains a large number of spells that will help destroy the enemy. So look at the situation, how best to use them.

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