Odinn

Blackwing Lair Open In Hearthstone

Sign in to follow this  

2 posts in this topic

12024-blackwing-lair-open-in-hearthstone

 

The fourth wing of Blackrock Mountain - Blackwing Lair - is now open for players to experience. Some crazy new mechanics debut in this week's challenges, and the Heroic modes are no joke! A ton of awesome new Dragon cards are also coming out as rewards. Read on...

 

The Nefarian fight, in particular, is hugely interesting. If you get the chance, play Deathwing against him!

 

This week rewards a couple of key new Dragons and awesome Mage and Shaman minions:

 

Z41OYF9LIUOI1429730405123.jpg

This week's new card rewards, available now.

 

You can read Blizzard's original post below:

 


You’ve bested Lord Victor’s Nefarius’ lieutenants in the Blackrock Spire, and now it’s time to take the fight into his fortress stronghold! A decisive showdown between you and Lord of Blackrock seems inevitable. It will take all your wits to come out on top when you infiltrate the fourth wing of Blackrock Mountain: Blackwing Lair!

 

Every week, a new wing of Blackrock Mountain will become available for players to experience. Blackrock Mountain wings will unlock in the following order:


 

Blackwing Lair is Lord Victor Nefarius’ seat of power within Blackrock Mountain. There, he tinkers with blood of the various dragon flights in an effort to create a perfect, unstoppable draconic army. It’s not an exact science, but hey, it’s still SCIENCE! Victor is joined by a ravenous rogue’s gallery who are all eager to eat meet you!

 

PPJ4FW0YRZYF1429729596031.png

Razorgore

 

Watching eggs is a full-time responsibility. It doesn’t leave poor Razorgore much time to do important things like get a degree, socialize, or do fun, destructive dragon stuff. This unfortunate situation has only worsened his historically poor temperament. Razorgore’s glad you’re stopping by to help him work off some stress! If you can successfully make an omlelette out of  Razorgore’s eggs, two copies of the Warrior card Revenge will be yours!

 

QAJA3JK6K1UG1429730072532.png

Vaelastraz

 

We’ve touched upon the fact that Victor Nefarius is a bad dude, and here’s the proof. Vaelastrasz was once one of the good guys - a happy-go-lucky red dragon. Victor Nefarius used dark magic to corrupt him, forcing the ferocious red dragon to serve the Lord of Blackwing Lair against his will. End Vaelastrasz’ torment and two copies of the Mage minion Flamewaker will be added to your collection.

 

NED89RP3Y1G91429729686239.png

Chromaggus

 

What’s worse than a horrible mutant dragon monstrosity that uses magic? A horrible mutant dragon monstrosity that usesfive types of magic, obviously! Chromaggus unleashes abilities ripped from the flesh of all five dragon flights. Don’t ask how he got those powers. Viscera are involved. Hey, we told you not to ask! You’ll have to battle the chromatic horror before you can take on Lord Victor Nefarius. Put Chromaggus down and you’ll gain access to a pair of Hungry Dragon cards.

 

S9MY6HLMSA9R1429729747890.png

Lord Victor Nefarius

 

Victor Nefarius is super impressed that you made it this far, even if it really wasn’t part of his plan. All the same, he’s going to end you now. It’s nothing personal; he just thinks you’re an insolent, uppity, mortal interloper. Don’t let appearances deceive you -- there’s more to the Lord of the Blackwing Lair than meets the eye. De-throning the Lord of Blackrock will award you with two copies of the Shaman minion Fireguard Destroyer for your collection.

 

Claim victory against all of the foes within Blackwing Lair and the Legendary Chromaggus card will be added to your collection!

 

Two Class Challenges will also become available to players that have defeated all of Blackwing Lair’s bosses on normal mode. Class challenges feature pre-built decks, and will put your skills with those specific classes to the test! Blackwing Lair has challenges in store for Warlocks and Rogues. Warlocks will get a second chance to unleash their shadowy powers against Razorgore. Success will earn them two copies of the Warlock spell Demonwrath. Rogues will have to utilize their skills at subterfuge to soothe the corrupted Vaelastrasz once more. Two copies of the Dark Iron Skulker minion are at stake!

 

1LPORPXKOFHK1429730373017.jpg

 

Do you crave an even more challenging experience? If so, try out Heroic Mode! Blackwing Lair’s Heroic Mode is available upon completing the wing on normal difficulty. The foes in Heroic Mode are far more difficult to best than their normal mode counterparts, and often require tailor-made decks.

 

You’ve come far in your journey through Blackrock Mountain. One final wing is all that remains. What new horrors await you?

 

The final wing releases next week, and the full range of new cards - including a bevvy of additional Dragon minions - will be unleashed on the ladder. What card do you think is going to make the biggest impact?

Share this post


Link to post
Share on other sites

Razorgore heroic deck:

If you can't get something on the board before the first egg hatches, best to concede and start over.

I mostly used my guys to keep the eggs down. Concecrate on turn 4 is ok. Razorgore mostly uses Bloodlust on turn 5. I just took the damage. Equality is great for the "oh crap" moments when you can't use anything else to stop eggs from reaching 5 life.

As soon as you have board control: Muster + Quartermaster is key here, the game is almost won. Just keep killing the eggs, use Weapons, Humility and Tirion to save yourself when the big guys are dropped. Of course Equality + Concecrate is also a great way to get out of trouble.

msvpdwqi.png

 

Vaelastraz heroic Deck:

The Idea is pretty strait forward. He tries to mill you...so you just mill him right back. In the End, because of your small minions, you were able to "out mill" your scaley opponent, because you had small minions to play wink.png

6w4cdecg.png

 

Chromaggus heroic Deck:

Here you try to keep yourself alive. Always try to discard the bronze and black cards given to you as soon as possible. Best to try to mulligan for lightwell, because that helps keep you alive and Chromaggus ignores it. Your main goal, next to winning, is to build up a huge minion, with which Chromaggus can't do anything against.

Stay alive, collect your buffcards and make a nice big guy and roast you some lizard wink.png

smk67rrl.png

 

Lord Victor Nefarius heroic Deck:

To be honest, all you just need is a standard control paly Deck and just run him down like you would any other. I was a little disapointed sad.png

Personal experience to his hero power: He seems to get Avenge alot. I must have seen that secret 6,7 times...

q5aj5ngz.png

Edited by Spritey

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Aleco

      Get your games in with Cubelock and Even Paladin while you can! The upcoming balance patch will drop on the 22nd.
       
      Confirmed today on the official Hearthstone blog, the upcoming balance patch will go live on May 22nd.
      Though the nerfs had been announced several days ago, a timeline had previously not been provided for when the nerfs would go live. For those who have yet hear, the following cards will be receiving nerfs:
      Naga Sea Witch will have its Mana cost increased from 5 to 8 Mana Spiteful Summoner will have its Mana cost increased from 6 to 7 Mana Dark Pact will restore 4 Health instead of 8 health Possessed Lackey will have its Mana cost increased from 5 to 6 Mana Call to Arms will have its Mana cost increased from 4 to 5 Mana Crystal Core will turn minions into 4/4s instead of 5/5s  
    • By Aleco

      This week's episode features a fresh take on a popular deck, courtesy of Casie.
      Can you guess the next move?
      Situation #22: Let's Even the Odds
      Picking up where we left off last week, we find ourselves in the middle of an odd/even matchup between Warlock and Shaman. I picked this situation partially because it was an interesting spot with many options available to us, and also because its a ladder situation I highly doubt any of my readers have encountered before:

      Commenters quickly identified several key factors about this matchup, namely that Defile and Hellfire are off the table for our opponent and that the only "board clear" available for our opponent is Despicable Dreadlord. Our opponent is more likely to have single target removal (such as Voodoo Doll) or is looking to play a demon-related 5 drop next turn in Skull of the Man'ari, Possessed Lackey, or Doomguard.
      Bozonik summed up this situation excellently in his comment from last week's thread:
      There seemed to be a consensus among commenters that "Option 1", Hero Power + Sea Giant was the line here. It puts a big nasty minion on the board, applying pressure and forcing our opponent to have Voodoo Doll. In the heat of the moment I went with "Option 2", the full clear, but after looking back on things and reading over the comments I believe Hero Power + Giant was the correct line. Despicable Dreadlord is really the only card which gives us serious trouble next turn (since our opponent won't be able to play Possessed Lackey and kill it) and this line plays around Dreadlord while applying just as much pressure as the other options.
      I was secretly hoping that the tap + Giant wasn't the correct line here (because its the most obvious one), but the obvious solution is often the correct one. If you're ever in a situation such as this where you have no idea what your opponent is up to, it's probably best to go for the "obvious" line and not get cute.
      Situation #23: Broken Mirrors
      Today's deck comes courtesy of Kevin "Casie" Eberlein, who cut the dragon package from Mind Blast Priest to turn the deck into something with much more of a combo/aggro feel to it. Many pros are pegging Mind Blast Priest to be the next "best deck in the meta" after the nerfs drop, and Casie's list has a serious advantage in the mirror match:
      Though I didn't find nearly as much success with the deck as Casie did, it did provide me with plenty of interesting situations for What's the Move! Here's the one I ended up choosing for this week's episode:

      It's turn 2, we're on The Coin, and our ladder opponent just played a Wild Pyromancer. For the purposes of this exercise, we can say that we're 100% confident our opponent is on Mind Blast Priest. However, this isn't a mirror match at all. We have Prophet Velen, Holy Smite, two copies of Holy Fire (most Mind Blast Priests run just one), and Lifedrinker in our deck, which gives us a huge advantage in late-game Anduin vs Anduin races. Knowing that we have an advantage in the late game should color our decision heavily on turn two, where have a surprising number of options available to us.
      So, what's the move?
    • By positiv2
      This thread is for comments about our Murloc Paladin.
    • By Zadina

      The targeted cards are Spiteful Summoner, Possessed Lackey, Call to Arms, Dark Pact, Crystal Core and Naga Sea Witch.
      The community's prayers have been answered as nerfs for six problematic cards have been announced.
      Four of these cards are Spiteful Summoner, Possessed Lackey, Call to Arms and Naga Sea Witch. Even though there were a lot of interesting suggestions as to how these cards could be handled, Team 5 chose the simplest, yet elegant, way to weaken them: increase their mana cost. The first three cards will have their mana cost increased by 1, whereas Naga Sea Witch will jump to an extreme 8 mana!
      Dark Pact will now restore 4 health to your hero, instead of 8. Lastly, Crystal Core will undergo a second nerf in its history: it will now produce 4/4 minions. Do you think it will survive even its second nerf like Unleash the Hounds or Sylvanas Windrunner did?
      Some of the cards that we know the team was considering changing, but will remain unscathed for now are Sunkeeper Tarim, Doomguard, Bloodreaver Gul'dan and Baku Paladin Hero Power.
      These changes will take effect after the end of the HCT playoffs at the end of May.
      Daxxarri
      In an update that will arrive some time after the HCT Playoffs are complete, we will be making balance changes to the following cards:
      Naga Sea Witch – Will cost 8 mana. (Up from 5)
      In update 9.1, we introduced a rule change to increase the consistency of Hearthstone game mechanics. The change affected precisely when Naga Sea Witch’s cost change was applied to cards. This allowed it to be combined with the cost reduction effects on giants, and as a result, it became fairly easy to reduce their mana cost to 0.
       
      We think Hearthstone is better all around when interactions are consistent, and we like the fact that a Naga Sea Witch giants deck archetype exists. That said, we also understand that, with its current functionality, this deck can generate early board states that are unreasonable for most classes to deal with. By increasing the cost of Naga Sea Witch to 8 mana, the deck’s concept remains intact, but the combo is delayed until later in a match when more decks are likely to have the tools to handle the arrival of so many giants.

      Spiteful Summoner – Will cost 7 mana. (Up from 6)
      After set rotation arrived with the Year of the Raven, Spiteful Summoner became more powerful and consistent when used in decks containing 10 mana cost spells. This is because the pool of 10 mana cost minions in Standard is smaller, so players could more reliably count on getting a powerful minion from Spiteful Summoner’s effect. Even considering the deckbuilding sacrifices that an effective Spiteful Summoner deck requires, we think that increasing the card’s mana cost to 7 is more in line with the powerful outcomes that are possible when it’s used alongside cards like Ultimate Infestation.

      Dark Pact – Will restore 4 Health. (Down from 8)
      There are two aspects of Dark Pact that make it powerful. At a cost of 1 mana, it’s easily used alongside cards like Carnivorous Cube, Possessed Lackey, and Spiritsinger Umbra for big combo turns. It also gives Warlocks enough healing potential so that aggressively using Lifetap and playing cards like Kobold Librarian and Hellfire feel less consequential. We left Dark Pact’s cost intact so it can still be used as part of interesting combos, but lessened the healing it provides so Warlocks will need to more carefully consider how much damage they take over the course of a match.

      Possessed Lackey – Will cost 6 mana. (Up from 5)
      Some of the card combos involving Possessed Lackey present situations that are too difficult to deal with in the early-to-mid stages of the game. Increasing its mana cost to 6 delays some of those powerful card combos to turns that are easier for opposing decks to overcome.

      Call to Arms – Will cost 5 mana. (Up from 4)
      Currently, there are three popular Paladin decks: Even Paladin, Murloc Paladin, and Odd Paladin. Among the three decks, Even Paladin and Murloc Paladin have consistently been the most powerful two archetypes over the first few weeks since the release of The Witchwood. Call to Arms moving to 5 mana restricts it from being used in Even decks and reduces its power somewhat when used in Murloc and other Paladin decks.
      We expect that players will experiment with Call to Arms at 5 mana in Odd Paladin decks, but we don’t expect this card to have much of an impact. This is because Odd Paladin can’t access 2 mana minions (meaning Call to Arms could only ever summon three 1 mana minions if played in that deck).

      Note: As a result of this change, we are adjusting the “Greymane’s Alliance” deck recipe. It will now have two copies of Saronite Chain Gang in place of Call to Arms.
      The Caverns Below – The quest reward, Crystal Core, will read: For the rest of the game, your minions are 4/4. (Down from 5/5)
      The Quest Rogue deck uses a strategy that’s strong against slow, control-heavy and fatigue decks, but struggles against most other deck archetypes. There’s a fine line between being powerful against very slow decks and being powerful versus virtually all non-aggressive strategies. By changing the quest reward to make the resulting minions 4/4 instead of 5/5, Quest Rogue should still be a reasonable option versus slow, extreme late-game decks, but offer a less polarized matchup with more moderate control decks.

      (source) Are you happy with these changes? Do you think some cards will still be playable or are all six cards useless now? What's your opinion on the unchanged cards?