Eton145

Naxxramas Heroic Boss Maexxna defeated

Sign in to follow this  

5 posts in this topic

After hours of constant revisions and frustrating game play against Maexxna on Heroic difficulty I finally beat her. I used a relatively low to mid costing mage deck to defeat her.

It was mostly a spin off of half frost mage and half suicide rush by using her hero power against her. Below I have the deck used to beat her.

2x Ice lance

2x Abusive Sargent

1 Stonetusk boar

2x Voodoo Doctor

2x Arcane explosion

2x Frostbolt

2x Bluegill Warrior

1 Arcane Intellect

2x Frost Nova

2x Ice Barrier

2x Coldlight Oracle

2x Earthern Ring Farseerer

2x Wolf Rider

2x Fireball

2x Polymorph

1 Leeroy Jenkins

1 Pyro Blast

 

The goal is to have her Field full of only 1 attack minions and use her hero power to keep playing farseerers and doctors to heal same or more damage then she can deal. Leeroy is best at this by constantly giving 2 1/1 whelps and he usually returns to your hand because of Web Wrap being Auto-casted making him extremely useful in early game. Frost nova is a self explanatory of save yourself a turn of damage and same with Ice Barrier. Sheeps are best against the only 2 taunts she may play, Death lord and Sludge Belcher. By turning them into 1/1 their deathrattles may not screw you over with a random minion out or another taunt to deal with.

 

If you have beaten Heroic Maexxna with a similar or completely different deck please share. Surprisingly I also can not seem to beat the other 2 heroic bosses. Please help me.

  • Like 1

Share this post


Link to post
Share on other sites

Good job, i did this with the warrior last night same plan

 

And it was a MASSACRE! lol I screenshot my victory so you can see how i completely obliterated Maexxna lol

 

Warrior: 

2x - Execute
2x - Whirlwind
2x - Elven Archer
2x - Stonetusk Boar
2x - Voodoo Doctor
2x - Cleave
2x - Slam
2x - Bluegill Warrior
2x - Ironbeak Owl
2x - Knife Juggler
1x - Novice Engineer
1x - Wild Pyromancer
2x - Shild Block
1x - Big Game Hunter
1x - Earthen Ring Farseer
1x - Brawl
1x - Argent Commander
1x - Priestess of Elune
1x - Sea Giant
 
11tsjsn.png
 
 
Most Valuable Cards of game were
 
Argent Commander (serious value when recasted turn after turn in the late game)
Voodoo Doctor (cheap constant healing through the whole game invaluable)
Ironbeak Owl (silence is golden)
Brawl (at the right time, it's brutal)
Sea Giant (sooo easy to summon here at 0 cost and if ur lucky enough to keep him on the board he will help u control the board by taking out many minions)
Knife Juggler (that small amount of damage piles up specially when you control the board)
Edited by RonnieMoon
  • Like 1

Share this post


Link to post
Share on other sites

Alright I am back and I now have a Anti- Heroic Priest who has Defeated Grand Widow Faerlina. This Priest deck was originally intended to have a shield bearer on the field tank damage and then use power word shield + Inner fire for a 6/6 with taunt turn 2.

Instead I ended up only using about half of my deck and getting extremely lucky with the classic steal priest. Mindgames summoned the worshiper which was extremely useful to have the +3 attack. Thoughtsteel x 2 also did a number on reverse tactics by stealing minions such as Death knight and spells such as Inner rage + Rampage. This deck is listed below.

 

1 Circle of Healing

1 Silence

1 Holy Smite -

1 Inner Fire -

2 x Power word Shield

2 x Northshire Cleric

1 Shieldbearer

2 x Mind Blast

2 x Shadow word Pain

1 Lightwell

1 Shadow word Death

2 x Thoughtsteel

1 Injured Blademaster

1 Mass Dispell -

1 Mindgames

1 Shadow Madness

1 SoulPriest -

1 Leeroy Jenkins

1 Mogu'shan warden -

1 Shieldmasta -

2 x Holy Nova

1 Holy fire

1 Cabal Shadow Priest -

1 Maexxna -

 

I will be honest, I didn't even use half of the cards listed. The unused cards have a "-" next to them and should be replaced by whatever you find better. Yes the main strategy is to steal their cards and their deathrattles. This is a defenite poor deck BUT it somehow managed to defeat her with all of these dead and unused cards. Any Ideas for Anub'Rekhan, I was thinking of using Warlock for his shadow bolt (Deal 4 damage to a minion) and Soul fire (Deal 4 damage).
 

Share this post


Link to post
Share on other sites

Pretty much cards that make the whole fight easy

  1. Earthan Ring Farseer
  2. Voodoo Doctor
  3. Alexstraza
  4. *mass burn*  (frost bolt x2, ice lance x2, fireball, etc..)
  • Like 1

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 Starym
      There's an unexpected balance update coming today with Druid decks getting focused, with 1 mana cost increases for mainstays Wild Growth and Nourish, encouraging more diverse deckbuilding and making the cards feel less mandatory. Paladins also get a bit of a nerf with a similar 1 cost increase on Level Up!, while Leeching Poison gets the opposite treatment, having its cost reduced by one. Finally,  Saronite Chain Gang gets a tweak to make Shudderwock more difficult to play multiple times in a match.

      Check out the full details and developer commentary on the changes below and, as usual, you'll be able to disenchant the non-basic cards that got changed for their full Arcane Dust value for two weeks.
      December 19th Update (source)
      In an update scheduled to arrive December 19 PST, the following cards will be changed.
      Developer’s Note: This balance update is focused on improving the long-term health of both Standard and Wild. We've opted to make these changes earlier in the expansion cycle than we normally consider; we'd like to hear your feedback on the timing of this update, in addition to what you think of all the individual card changes.

       
      Wild Growth – Will cost 3 mana. (Up from 2)

      Nourish – Will cost 6 mana. (Up from 5)

      Wild Growth and Nourish have been present in every mid-range, combo, and control Druid deck since their introduction in the Basic and Classic set. When cards from the Basic and Classic set are too powerful, they can have negative long-term effects on the game. Continuously playing against these cards can start to feel repetitive, and they can feel so mandatory that they stifle creative deckbuilding decisions. By increasing the mana cost of both cards by one, we expect them to be considerations in late-game control Druid decks, but more difficult to fit in strategies that don’t directly take advantage of ramping mana.
      Level Up! – Will cost 6 mana. (Up from 5)

      Odd Paladin has consistently been one of the most powerful and most played decks since its introduction in The Witchwood. By removing Level Up from Odd Paladin, we still expect it to be a competitive board control deck, just with more consistent damage output that should be easier to play around.
      Saronite Chain Gang – Now reads: Taunt. Battlecry: Summon another Saronite Chain Gang.

      Shudderwock brings an interesting combo to the table, but playing Shudderwock multiple times in a single game can be frustrating. Changing Saronite Chain Gang makes playing multiple Shudderwocks in a game much more difficult. Shudderwock should now exist as a powerful one-turn effect rather than constantly copying itself with Saronite Chain Gang’s Battlecry.
      Leeching Poison – Will cost 1 mana. (Down from 2). Now reads: Give your weapon Lifesteal this turn.

      We love the fantasy of building a powerful weapon over the course of a game with Kingsbane, but granting it a permanent Lifesteal effect with Leeching Poison resulted in an endgame with few weaknesses, as well as conflicting with our philosophy that Rogues should not have persistent self-healing effects. Making the Lifesteal effect only active for one turn should address some of the power level issues with Kingsbane Rogue’s late game.
      Once these card changes are live, players will be able to disenchant the changed non-Basic cards for their full Arcane Dust value for two weeks.
    • By positiv2
      This thread is for comments about our Mage guide for Rumble Run.
    • By Zadina
      People found out that the yearly event has already began today on Asian servers and it is expected to go live in Europe and the Americas on Tuesday the 18th of December.
      Make sure to have one slot empty in your quest log as you will get a special Winter Veil quest to "Play 100 cards in Play Mode". The reward is 4 The Boomsday Project card packs.
      There is also a new Winter Veil Wonderland Bundle for 20€/20$ that contains 6 packs from each of the following expansions: The Boomsday Project, The Witchwood, Kobolds & Catacombs, Knights of the Frozen Throne and Journey to Un'Goro.
       
    • By positiv2
      This thread is for comments about our High Priestess Jeklik guide for Rumble Run.
    • By positiv2
      This thread is for comments about our Zentimo guide for Rumble Run.