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In case you're still stuck on the regular version of The Arachnid Quarter, you should check out mybudget guide to help guide you through. For the rest of you, I presume you're having some difficulty taking down the Heroic version of the bosses with their upgraded Hero Powers and cards. That or you're just interested to see how someone else took to the challenge. In either case, you've probably at least had a go at the stream of 4/4 Nerubians or the "bounce everything you play every turn for free" showdowns. Read on for my best suggestions on how to power through and reap the rewards. (Editor's note: There actually are no rewards, except the satisfaction and bragging rights. Though completing all Heroic bosses in Naxxramas will eventually unlock a special Card Back.)




























Boss 1: Anub'Rekhan
Ability: (2): Summon a 4/4 Nerubian.
Deck Cost: 1680 Dust
Heroic Anub'Rekhan is, as you might expect, the easiest of the three Heroic bosses. Despite having access to an unending stream of 2-mana 4/4s, if you're prepared, he should go down without too much trouble. His deck is modified slightly with a handful of new, powerful cards like Deathcharger and Locust Swarm. If you've been playing for a while, you may be able to take Anub down with one of your existing decks, but if you're starting from scratch, the Warlock may be the way to go thanks to an abundance of 4-damage spells, which help keep his ability in check.
The premise of this build is to try to keep Taunt guys active with at least 4 power to be able to tangle with a Nerubian and, in theory, survive to tell the tale. With this build, you'll want to be moderately aggressive, relying on Taunt to keep yourself alive, rather than working to keep the board clear. You do need to do some math when they start spamming 4/4s, though, as you want to ensure your Taunt guy will be able to weather the storm on the next turn. Sacrificing Ancient Walker or Spellbreaker to Shadowflame will almost always be a full board wipe, barring the Deathrattle spiders that put out 1/1s. You shouldn't be too concerned about the little guys, though, just focus on keeping the 4-power minions off you long enough to take Anub down. The enemy playing an Anub'ar Ambusher can actually be a great help, since if you're able to kill one of those, they'll take another minion (often a 4/4 Nerubian) with them, and force a re-cast and another turn of summoning sickness for the Nerubian. Making it past Anub'Rekhan with this deck should be a fairly simple matter.

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