Kel Tuzad Heroic Walkthrough. Curse of Naxxramas: Passage of the Lair of the Ice Serpent. Let's start over, starting hand

Achievements

  • Kel 'Thuzad Defeated (10 player): Defeat Kel' Tuzad in Naxxramas on Normal difficulty.
  • Death of Kel "Tuzad (25 player): Defeat Kel" Tuzad in Naxxramas on Heroic Difficulty.
  • And everything is not enough for us! (10 player): Defeat Kel "Tuzad in Naxxramas on Normal difficulty, having killed at least 18 abominations in his room.
  • And everything is not enough for us! (25 player): Defeat Kel "Tuzad in Naxxramas on Heroic Difficulty by 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.
  • Club of a Hundred (10 Player): Defeat Sapphiron in Naxxramas on Normal difficulty. No raid member should have a Cold Defense value above 100.
  • Club of a Hundred (25 Player): Defeat Sapphiron in Naxxramas on Heroic Difficulty. No raid member should have a Cold Defense value 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 leadership of Malygos. Unfortunately for himself, Sapphiron fell under the arm of Arthas, who was summoned by Ner "Zul to the icy continent. Arthas killed the dragon and resurrected it in the form of an undead ice serpent serving the Lich King.

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

Nax / 10 raid setup

3-4 healers

Nax / 25 raid setup

7-8 healers

Sapphiron Nax 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, the damage increases to 7200 per second (enrage).
  • Phase 1
  • Drain life (Life Drain): a course that deals 2-3k shadow damage and heals Sapphiron for 4-5k hp every three seconds. Hangs on two random people in a raid every 24 seconds.
  • Chill: Speaking Russian, Blizzard. Slowly travels around the hall with Sapphiron, slows down by 50% those who hit him, and inflicts 3.5-4.5k frost damage to them every two seconds.

Abilities of Sapphiron Nax / 25

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

General abilities

  • Phase 2
  • Icebolt: Traps two players into a block of ice, similar to an ice block. At the moment of imposition, it deals 2.5-3.5k frost damage to the player and everyone within 10 yards. The lump breaks LOS, that is, you can hide behind it.
  • Frost Breath: After casting two Frost Arrows, Sapphiron begins a seven second Frost Breath cast. A player who did not manage to hide behind a block (see above) during this time 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 invited to watch a small animation scene, during which the dragon is assembled into a single whole from the bones lying on the ground. This first time, the raid can safely enter the room and take its place.

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

Tactics

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

There are two phases in the battle. During the first, the dragon stands in the center of the hall and hits the tank. Blizzard flies around and hangs a course. Every 45 seconds of the battle, Sapphiron rises into the air and the second phase begins: several people are forcibly planted in ice blocks, and the entire raid is hiding behind these blocks. For rent a powerful AE, 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 reach the ice blocks in 7 seconds. Mili neatly approaches from the side (from the front it is impossible - cleave, from behind an unpleasant blow with the tail with a throwback), aims at the hind leg and passes there. You can stand quite far away due to the huge size of the hitbox.

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

After the dragon has taken off in 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! Chances are high that the next block will fall right into the crowd of people already hiding behind the first one, and all these people will get very sick. Wait for the second one.

So, the entire raid, including the tank, hides behind a piece of ice and waits there for the Frostbreath caste. After that, the tank goes out, turns the dragon to its previous position, and after that all the others run to Sapphiron, so you will not fall under the cleave.

That's all, the tactics are simple. Pray for your healers.

Sapphiron drops the Key to the Focusing Iris - the item that starts the quest for the key to Malygos. The one who has the key has the ability to start a battle with the blue dragon Malygos in the Eye of Eternity instance.

The key is received by only one person in the raid.

KEL "TUZAD

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

In the period shortly before the Second War, when Kel "Tuzad was still a human, 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" Tuzad rejected everything. past and traveled to Northrend to face his new master.

Later, during the mission to infect the town of Brill, Kel "Tuzad was exposed and killed by Prince Arthas. When Arthas himself began to serve the Lich King, Kel" Tuzad appeared to the prince in the form of a spirit and persuaded to resurrect himself with the help of the Sunwell in Silvermoon City. ... This was done, and Kel 'Tuzad was brought back to life in the form of a terrifying lich.

Arthas and Kel "Tuzad have done many things together, among which the summon in the human world of the Commander-in-Chief of the Burning Legion - Archimonde stands apart. Now Kel" Tuzad occupies a strategic position deep in the raid instance of Naxxramas.

Nax / 10 raid setup

2-3 healers

Nax / 25 raid setup

6-7 healers

Abilities Kel "Tuzada Nax / 10

  • Phase 1.
  • Soldier of the Frozen Wastes (Soldier of the frozen Wastes): skeletons going to the raid. If they reach their target, they explode (3-4k shadow damage). Shakla (undefined). 1.6k hit points. There are 71 skeletons in total, but you can accidentally run more.
  • Unstoppable Abomination: Abomination that debuffs the tank by -10% healing. 75 thousand hit points. In total, eight abominations come, but you can accidentally or on purpose (to complete the achievement) run more.
  • Soul Weaver: Banshee, hits 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to the raid. 55 thousand hit points, walking slowly, only eight banshees.
  • Phase 2.In 3 minutes 48 seconds after the start of the battle, Kel "Tuzad himself comes into play.
  • 5,660,000 hp
  • Frostbolt: A two second cast that hits the tank for 10k-13k frost damage. It is casted very often, and should be hit with melee dps if possible. Cannot be reflected by a reflex spell.
  • Frostbolt: Instantly cast AoE frostbolts that hit everyone in the boss room for 4-5k frost damage. Resists. Rented 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 being applied, the player explodes, inflicting 10k arcane damage to everyone within 10 yards (but not himself). Burns 2000 mana from the player himself.
  • Phase 3... At 40% of the boss's health, 2 adds spawn - nerubian beetles. Each of them has the same hp as Kel "Tuzada. Every 15 seconds the bugs put on themselves a buff that increases their damage by 15%. The buff stacks up to 99 times.

Abilities Kel "Tuzada Nax / 25

  • Phase 1.Kel "Thuzad is invulnerable, and the raid battles the adds emerging from the seven corrals around the room.
  • Soldier of the Frozen Wastes: Skeletons going into the raid. If they reach their target, they explode (3-4k shadow damage). Shakla (undefined). 4.5k hit points. There are 71 skeletons in total, but you can accidentally run more.
  • Unstoppable Abomination: Abomination that debuffs the tank by -10% healing. 208 thousand hit points. In total, eight abominations come, but you can accidentally or on purpose (to complete the achievement) run more.
  • Soul Weaver: Banshee, hits 6-8k shadow damage and knocks back 30 yards. Does this only if it comes to the raid. 150 thousand hit points, walking slowly, only eight banshees.
  • Phase 2... In 3 minutes 48 seconds after the start of the battle, Kel "Tuzad himself comes into play.
  • 14,660,000 hp
  • Frostbolt: A two second cast that hits the tank for 19k-21k frost damage. It is casted very often, and should be hit with melee dps if possible. Cannot be reflected by a reflex spell.
  • Frostbolt: An instant AoE cast of frostbolts hitting everyone in the boss hall for 5-6k frost damage. Resists. Rented 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 healing by 500%. In this state, players buff and heal Kel "Tuzada, they need to be controlled by any means the humanoids are exposed 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 being applied, the player explodes, inflicting 16-18k arcane damage to everyone within 10 yards (but not himself). Burns 2000 mana from the player himself.
  • Shadow Fissure: A red circle that acts as a kind of entry zone. Spawns around a random player in the raid, and 5 seconds after spawning, deals 60-140k shadow damage to everyone in the circle. Whoever did not run out of the circle died.
  • Frost Blast: Places a random player in the raid, as well as everyone within 10 yards of him, into a block of ice. In the block, the player cannot do anything, and in 4 seconds he will be dealt damage equal to 104% of his maximum health. If the player is not healed within 4 seconds, he will die.
  • The effect will "jump" over people within 10 yards of each other, like a chain light.
  • Phase 3.40% of the boss's health spawns 4 adds - nerubian beetles. Each of them has the same hp as Kel "Tuzada. Every 15 seconds, the bugs put on themselves a buff that increases the damage by 15%. The buff stacks up to 99 times.

15 seconds before Cal "Tuzad becomes active, he surrenders a special emote. After that, you need to quickly finish off the remaining adds and distribute so that the boss's potentially deadly abilities hit only single targets, and not players in whole packs.

Phase 2. MT takes the boss and tanks him where he is. Miles of dps, depending on the amount, are worth one by one (10 yards), or distributed into several groups so as not to fall into the ice tombs all together. Ranged and Heal are scattered throughout the room.

In this phase, you need to keep your ears open and watch out for accidentally dying. You have to follow everything at once:

  • Frost Bolts: Miles knocks down all boss castes.
  • Mana Explosion: Each mana user monitors whether he has a debuff similar to the Arcane Explosion icon. If appeared, then you need to very quickly run away to a place where the explosion within a radius of 10 yards will not hurt anyone.
  • Zone Entry: A very bright, rotating red animation of the zone entrance predicts a quick death for all who do not leave it. Especially dangerous in miles, where people are in a heap. We run out.
  • Ice tombs: If you do not heal a person caught in a block of ice in 4 seconds, this person will die. Healers are advised to configure their interface so that they see the "Ice Blast" debuff on the player's dice - this will greatly help the cause.

In Nax / 25, in addition to the aforementioned abilities, the boss also surrenders mind control. At this moment, the aggro is reset, so you need to stop the dps and allow the tank to pick up the boss again. Controlled people need to polymorph / cyclone / do whatever you want to not allow them to heal the boss or kill someone in the raid with two hits. A person in control can turn in Kel "Tuzad Bladlast, 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 beetles stack on themselves with a buff that increases their attack power, and after some (not very long) time it will be impossible to heal the tanks under the beetles. By the third phase, all cooldowns should be "unstuck", and the maximum dps of the raid on the boss is required.

All abilities of the boss from the second phase go to the third. It is possible that the tank of beetles gets into mind control, in which 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 does not have much health, and you will most likely have enough dps for the third phase if no one dies.

Friends! The long-awaited hour of the release of the last quarter of Adventure Mode has arrived.
Naxxramas. Not a little bit, but a month has passed since the first quarter started
a new mode in Hearthstone. Someone liked it, some did not - all this is not important, 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

Normal Final Quarter Mode, like all normal previous Quarter modes, can be played by any less playable deck, even one consisting of base maps... The basic principle of defeating bosses, however
as well as the basic principle of any victory in Hearthstone - the capture of the board and its control, gradually lowering the health of the enemy.
In my video, I used the Navelikan Mage 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, who is constantly in freeze mode and next to
it can be put creatures that will not be killed by the boss's ability (at the beginning of the turn, kills all non-frozen creatures). So how do you defeat Sapphiron?
In my video, I used a frost mage deck modified for this boss. Go through the deck, clear the AOE table with spells, use freezes, the secrets of the magician and the new cards of Naxxramas (Nerubian egg) to kill this boss.
There is one tip, all spell targets play the boss, not the creatures. Boss minions, kill only with your AOE spells.

Kel Tuzad: Heroic Mode!


Finally, the final boss, Naxxramas Adventure Mode - Kel "tuzad! To be honest, I thought the final boss of Adon would be very, very difficult, at least it has always been in all Blizzard games.
Unfortunately, I hope only to me, 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, like the normal mode, has two phases, in the first phase he hits your hero, inflicting 3 damage each turn. damage and freezing it. In the second phase, the boss with his hero ability can take control of your random creature. Do you think how, then, to defeat him? - The answer is simple
watch the video, copy the deck and close the block!

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

Sapphiron

The first person who will be waiting for you in the last part of the adventure of Naxxramas is Sapphiron. The power of his hero - Ice Breath - allows the boss to destroy all enemy creatures at the beginning of his turn, if they were not frozen. Crazy ability, isn't it? Adds fuel to the fire and the fact that this ability does not cost him anything. Unique cards - Frozen Hero and Pure Cold.

Safiron deck

  • Ice Lance х2
  • Manazmey x2
  • Frostbolt х2
  • Treasure collector х2
  • Unstable Ghoul x2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dancing Blades x2
  • Cone of cold х2
  • Necro Knight x2
  • Wailing Soul х2
  • Pure cold х2
  • Slime Belcher x2
  • Blizzard х2
  • Ice Elemental х2

Strategy of the game against Safiron

Despite Safiron's imbeatable ability, it is not so difficult to defeat him in normal mode. First, you will start the game with a Frozen Hero on the table. The ability of this creature is 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 one of them dies, 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, Harvest Golem and Obsessed Crawler, whose death will not be beneficial to Safiron.

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

Deck against Safiron

Reward

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

Kel'Thuzad

Kel'Thuzad is the final boss of the Curse of Naxxramas adventure. He is the most terrifying and powerful boss in this set of dungeons - the boss of the bosses, so to speak. However, it also has its weaknesses.

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

Unique cards - Mr. Bigglesworth and Guardian of Icecrown.

Kel'Thuzad deck

  • Frost Shock х2
  • Delicious zombie х2
  • Frostbolt х2
  • Shadow Bolt х2
  • Acolyte of Pain х2
  • Skeleton Blacksmith x2
  • Shadow of Naxxramas x2
  • Dark Cultist x2
  • Stone Gargoyle x1
  • Cone of cold х1
  • Dark Madness x1
  • Abomination x2
  • Slime Belcher x2
  • Blizzard х1
  • Ice Elemental х2
  • Twisting Nether х2

Strategy for playing against Kel'Thuzad

Any fast aggro deck will do against a boss like Kel'Thuzad. So the most appropriate classes to confront 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 on him as possible 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 as a Warlock.

The Warlock's aggro deck is probably the best choice against Kel'Thuzad. Include in it a large number of creatures, costing 1 - 2 units of mana, as well as those creatures that can enhance the minions already on the table (Scolding Sergeant, Dark Iron Dwarf, Argus Defender). It is also desirable to have a Soulburn card in your deck - it will help to cope with an early threat from your opponent.

Even after following all of the above tips, we cannot guarantee you will defeat the last boss. If he manages to draw cards like Blizzard and Twisting Nether, you will most likely be defeated - so playing around them is useless.

By the time you remove all of Kel'Thuzad's armor, make sure you can deal a significant amount of damage to him the next turn. In addition, it should be remembered that the power of the hero Kel'Thuzad will also change to Chains. Therefore, you need to be sure that you can handle whatever creature you have on the table.

Deck against Kel'Thuzad

Reward

After defeating the final boss of Lair of the Frost Serpent, as well as the entire Naxxramas adventure, you will receive two copies of the Shadow of Naxxramas card. And your reward for completing this dungeon will be the legendary Kel'Thuzad card.

How to play as the Hunter is described in the first quarter walkthrough. The only one who could strengthen standard deck, - "Mental Technician". If your opponent has 4 or more creatures, he lures one of them to your side.

Ideal starting hand looks like this: "Mental Technician", "Frost Trap", "Let the Dogs Down". If one of these cards does not arrive in time, defeat is assured. The difficulty lies in the fact that at the beginning on the table at Heigan there is a demon with parameters 3/4. His ability allows you to deal 3 damage instead of 2 and it 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:

Loothib

Hero Power "Deadly Aura" (0 ​​mana): Deals 3 points of damage to the enemy hero.

In the fight against Loothib, the priest - the best choice... The deck should consist mainly of cards that restore health to the hero. The most important thing is to win in the early game and put a couple of creatures on the battlefield. Highly useful map the starting hand will be "Shadow Word: Pain". The spell will eliminate the "Bog Creeper", thanks to which you can attack the hero and exchange with other enemy creatures.

After you've managed to gain a foothold on the table, replenish your health and wait for Loatheb to start putting spores. Smash 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 Neruba on the battlefield.

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

Both cards also look great in a paladin's 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 health 3. Therefore, walk carefully, otherwise you may be left with nothing.

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

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

As a fallback, there is the "Tracking" spell. Do not try to play it on the first turn, or you will ruin everything. First, it is very important to collect as much as possible more cards... "Tracking" saves at the moment when you need to draw a card that ends the game. For example, the spell "Take command!"

The tactics with such a deck are simple: most of the time you need to attack the hero and periodically clear the table of enemy creatures. At the same time, it is very important to "fatten" the "scavenger hyena", which will divert the enemy's attention to itself.

Farlin's great widow

Hero Power "Rain of Fire" (2 mana): fires one shot for each card in the opponent's hand.

Farlina loves when a player has a lot of cards in his hand. This gives her the ability to inflict as much damage as others never dreamed of. Therefore, you need to act extremely aggressively against it from the first moves. How fewer cards will be in hand the better.

Decks:

Mexna

Hero Power "Cocoon" (3 Mana): Returns a random enemy creature to his hand.

Compared to the previous two characters, Mexna isn't all that strong. The deck is made up of weak creatures, and it rarely uses its ability. Cheap deck the hunter does an excellent job with all three opponents.

Challenge mode

Druid

The main opponent in this match will be Farlina. You learned how to play against her in the first quarter. Therefore, try at the very beginning to collect the combination "Fissionable ooze" + "Sign of nature" (or "Power of the wild"). 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 in your hand those creatures whose mana cost is no more than two. Fissile Ooze, Brotherhood Leader, and Novice Engineer are great places to start.

Don't forget that there are two Sea Giants in the Mexna deck. Therefore, when you see in your hand the "Experienced Hunter" (ability: "Battle cry: destroys a creature with an attack of 7 or higher"), do not rush to put it on the table just like that. Most likely, it will come in handy more than once. Young Brewmaster (ability: Battlecry: Returns your creature from the battlefield to your hand) will help you replay this card.

Heroic Mode

Anub'Rekan

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

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

In this case, you have two options: once again win against him with a paladin or hunter deck. The assassination tactics do not change.

Decks:

Farlin's great widow

Hero Power "Rain of Fire" (1 mana): fires one shot for each card in the opponent's hand.

Farlina's strengths lie in the fact that, firstly, she uses the hero's power for 1 mana, and secondly, the “Admirer” creature has 2/4 parameters and the ability “Your hero gets +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.

Mexna

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

At the beginning of the battle, Mexna has two Obsessed Crawler creatures on the playing field. 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 it first imposes the effect of mute on the spiders. After that, you can safely kill them.

As soon as the operation to neutralize enemy creatures is completed, it is very important to quickly put three, or better four, creatures on the table. Otherwise, you simply cannot cope with the aggressive strategy of Mexna and you will lose.

In the case of the priest, the situation is similar. Only he has more spells and creatures in his hands that can turn the outcome of the meeting.

The magician's tactics are even easier. Freeze all minions until turn 7, after which you incinerate them with the Wave of Fire spell. Then play "Alexstrasza" on turn 9, and then finish off with a combination of three spells "Fireball" + " Fire ball"+" Ice Arrow ". And victory is in your pocket.

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



Chess