Damien

Curse of Naxxramas Construct Quarter

18 posts in this topic

This thread is for comments about our boss guides for the Construct Quarter of the Curse of Naxxramas.

Share this post


Link to post
Share on other sites

theres a minor issue with your mage guide to grobbulus, in the deck, it says to put mad scientist in, but you dont unlock mad scientist until you beat grobbulus, its good for second play-through and heroic, but as somebody doing the quarter for the first time i got confused, then annoyed

Share this post


Link to post
Share on other sites

theres a minor issue with your mage guide to grobbulus, in the deck, it says to put mad scientist in, but you dont unlock mad scientist until you beat grobbulus, its good for second play-through and heroic, but as somebody doing the quarter for the first time i got confused, then annoyed

The druid deck also uses Stalagg and Feugen before they have been unlocked.

Share this post


Link to post
Share on other sites

As a Priest vs. Thaddius Heroic you choose lightwell, but its always destroyed @ his turn because of his hero power wink.png

Share this post


Link to post
Share on other sites

These are the F2P decks I beat the Heroic Construct Quarter with.

Patchwerk
http://www.icy-veins.com/hearthstone/patchwerk-guide-for-the-curse-of-naxxramas

There are „only“ two problems in this fight: Patchwerk's weapon and his Hero Power. Simply playing taunts will not suffice, because Patchwerk's hero power can remove them easily. So you also have to freeze Patchwork, at best regularly.

F2P Mage (0 Dust)
Difficulty: medium (may take up to 10 tries)
Inspiration:



2x Goldshire Footman
2x Mirror Image
2x Acidic Swamp Ooze
2x Frostbolt
2x Frostwolf Grunt
2x Unstable Ghoul
2x Deathlord
2x Duplicate
2x Ironfur Grizzly
2x Silverback Patriarch
2x Fireball
2x Sen'jin Shieldmasta
2x Water Elemental
2x Booty Bay Bodyguard
2x Sludge Belcher

Mulligan for Goldshire Footman, Frostbolt and Acidic Swamp Ooze.
Coin out your Ooze on turn 1: Patchwerk can only reequip his weapon on turn 3.
Play a taunt each turn, especially on the turn before Patchwerk's weapon runs out or you destroy it with Acidic Swamp Ooze. This way he cannot use Hateful Strike (4 mana) and equip his new weapon (3 mana) on the same turn.
Note: Acidic Swamp Ooze will be useless on turn 2 and from turn 7 on, as Patchwerk then will always have enough mana for his weapon (3) and his Hero Power (4).
You have to play Water Elemental and 1-2 taunts on turn 5 to win this game.
Your ideal turns will look somewhat like this:
Turn 1: Coin and Acidic Swamp Ooze or Frostbolt.
Turn 2: Taunts or Frostbolt.
Turn 3: Single taunts will not change a thing because of Hateful Strike. Instead: Frostbolt or Duplicate. If you have no taunts on your board, it will copy Acidic Swamp Ooze!
Turn 4: 1-2 taunts or Frostbolt.
Turn 5: Water Elemental and Mirror Image or Goldshire Footman.
Turn 6+: Any taunt.


---

Grobbulus
http://www.icy-veins.com/hearthstone/grobbulus-guide-for-the-curse-of-naxxramas

Grobbulus' Hero Power deals 2 damage to all of your characters and summons 2/2 Slimes for each of your minions that dies to his Hero Power.
Plan your turns with Grobbulus' Hero Power in mind: Losing your minions to trading is better than leaving a minion with less than 3 HP on the board, thus spawning a Slime for Grobbulus.
This fight can be quite annoying depending on the number of Mutating Injections, Spectral Knights and Heroic Strikes Grobbulus draws.

F2P Priest (0 Dust)
Difficulty: hard (may take more than 10 tries)
Inspiration: http://www.hearthhead.com/deck=67636/0-dust-heroic-grobbulus-killer

2x Holy Smite
2x Mind Vision
2x Northshire Cleric
2x Power Word: Shield
2x Bluegill Warrior
2x Divine Spirit
2x Shadow Word: Pain
2x Deathlord
2x Shadow Word: Death
2x Nerubian Egg
2x Sen'jin Shieldmasta
2x Darkscale Healer
2x Gurubashi Berserker
2x Holy Nova
2x Sludge Belcher

Mulligan for Northshire Cleric, Holy Smite and Nerubian Egg.
Having a Nerubian on turn 3 will allow you to kill Dancing Swords easily. The 2/2 Slime+card draw is better than the 4/4 Sword.
Buff Deathlord's HP, put a Gurubashi Berserker next to it and keep both alive using Holy Novas and Darkscale Healers.
Try to copy a Mutating Injection using Mind Vision and buff Deathlord.


---

Gluth
http://www.icy-veins.com/hearthstone/gluth-guide-for-the-curse-of-naxxramas

Gluth's Hero Power will reduce the HP of all your minions to 1, so it will be best to use minions with low health.
Kill Zombie Chows specifically to replenish your health. Rule of thumb: If they are alive for 3 turns, their deathrattle will no longer be an advantage. Try to use the deathrattles of Unstable Ghoul, Abomination and Necroknight to kill them.
You absolutely need to destroy Gluth's weapons. Hope that 2 of the 4 are at the bottom of Gluth's deck, otherwise it will be hard to sustain the damage.
Do not play to many minions at once, because of Abomination and Unstable Ghoul. Your minions should be able to deal 4 damage to kill Abominations.
Both your hands will be empty pretty soon, once you survived the first 5-6 six rounds. It then will be pure topdeck luck to beat Gluth.

F2P Paladin (0 Dust)
Difficulty: medium (may take up to 10 tries, but the fights will last quite long)
Source: http://www.hearthhead.com/deck=67761/0-dust-heroic-gluth-killer

2x Blessing of Might
2x Goldshire Footman
2x Hand of Protection
2x Humility
2x Voodoo Doctor
2x Acidic Swamp Ooze
2x Holy Light
2x Ironfur Grizzly
2x Magma Rager
2x Wolfrider
2x Blessing of Kings
2x Consecration
2x Hammer or Wrath
2x Truesilver Champion
2x Guardian of Kings

Mulligan for both Acidic Swamp Oozes.
Use Humility on Necroknight to disable the biggest threat. Then kill it as soon as its deathrattle will destroy Spectral Knight and Spiteful Smith.
Always protect Magma Rager with a taunt.


---

Thaddius

Thaddius' Hero Power will always switch health and attack values of all minions on the start of his turn. You can use damage against Thaddius' minions to weaken their attack next turn.
You need a perfect starting hand to kill Feugen & Stalagg as soon as possible and then the right means to clear the board. It could take some tries.
Thaddius has a lot of 2-/3-damage spells which will make it hard to establish board control. But Thaddius will also deliberately waste Lightning Storm on single minions, if he otherwise would lose minions.

F2P Priest (0 Dust)
Difficulty: medium (may take up to 10 tries)
Inspiration: http://www.icy-veins.com/hearthstone/thaddius-guide-for-the-curse-of-naxxramas

2x Goldshire Footman
2x Holy Smite
2x Power Word: Shield
2x Zombie Chow
2x Nerubian Egg
2x Shadow Word: Pain
2x Dark Cultist
1x Deathlord
2x Ironfur Grizzly
2x Shadow Word: Death
1x Raid Leader
2x Chillwind Yeti
Feugen&Stalagg
2x Holy Nova
2x Sludge Belcher
1x Stormwind Champion
1x Kel'Thuzad

Mulligan for Goldshire Footman, Holy Smite, Zombie Chow, Nerubian Egg and Shadow Word: Death.
After killing Feugen and Stalagg asap you have to keep minions on the board. Board control is the only way to win this fight.
In this fight heals and health buffs actually are attack buffs. If you do not heal a damaged minion, because of the swapping its stats will be reduced forever.
Buffing your minions with Raid Leader or Stormwind Champion will result in a bug: Each time stats are switched your minions will gain additional +1 stats. Reaching turn 8 with Stormwind Champion on your board means, you are winning.
Because Feugen and Stalagg already are on the board, playing your own versions will give you the chance on your own 1 or 2 versions of Thaddius.
Having Kel'Thuzad next to a taunt will seal the game as well.


F2P Warlock (0 Dust)
Difficulty: medium (may take up to 10 tries)
Inspiration: http://www.hearthhead.com/deck=67929/0-dust-heroic-thaddius-killer

2x Corruption
2x Mortal Coil
2x Soulfire
2x Voidwalker
2x Zombie Chow
2x Nerubian Egg
2x River Crocolisk
2x Unstable Ghoul
2x Drain Life
2x Shadow Bolt
2x Chillwind Yeti
1x Deathlord
Feugen&Stalagg
2x Sludge Belcher
2x Stormwind Champion
1x Kel'Thuzad

Mulligan for Corruption, Mortal Coil, Soulfire, Voidwalker, Zombie Chow and Nerubian Egg to kill Feugen and Stalagg asap.
After killing Feugen and Stalagg asap you have to keep minions on the board. Board control is the only way to win this fight.
Buffing your minions with Stormwind Champion will result in a bug: Each time stats are switched your minions will gain additional +1/+1. Reaching turn 8 with Stormwind Champion on your board means, you are winning.
Because Feugen and Stalagg already are on the board, playing your own versions will give you the chance on your own 1 or 2 versions of Thaddius.
Having Kel'Thuzad next to a taunt will seal the game as well.
 

Cheerio,

Bob

Share this post


Link to post
Share on other sites

As a Priest vs. Thaddius Heroic you choose lightwell, but its always destroyed @ his turn because of his hero power wink.png

That's why it has 2 Inner Fires... wink.png

Share this post


Link to post
Share on other sites

These are the F2P decks I beat the Heroic Construct Quarter with.

 

 

 

Neither your Priest nor Warlock decks will work vs Thaddius.  You don't even get Stalagg or Feugen until you beat him. You also don't get Dark Cultist until you complete the priest challenge, which I'm assuming also unlocks once you beat him.

 

Any other tips, please??

Share this post


Link to post
Share on other sites

Neither your Priest nor Warlock decks will work vs Thaddius.  You don't even get Stalagg or Feugen until you beat him. You also don't get Dark Cultist until you complete the priest challenge, which I'm assuming also unlocks once you beat him.

 

Any other tips, please??

 

My guide is intended to work in Heroic mode. I assume, everyone, who wants to beat Heroic mode, already has beaten all bosses in Normal.

For Thaddius in Normal I suggest you just leave the missing cards out and fill the gaps with Raid Leader, Stormwind Champion and Deathlord respectively. If you stick to the advice in my guide, you will certainly beat Thaddius in Normal mode in just a few tries.

 

Cheerio,

Bob

Share this post


Link to post
Share on other sites

the suggested freeze mage deck to defeat grobbulus contains "mad scientist", but to have this card you need to defeat grobbulus before...that's a paradox :D

Share this post


Link to post
Share on other sites

Ummm.... quick question.  Isn't Jeeves an auto-win against this?  His ability forces each player to draw to 3 cards... Patchwerk has no deck... he'd draw himself to fatigue death the turn Jeeves drops!

OK, so I tried this and it's not QUITE that awesome.  Since he has zero cards in hand, it auto triggers three draws.  As I had already hit him with a Coldlight Oracle, it was 3, 4, and 5 damage... and it seriously finished him!

Share this post


Link to post
Share on other sites

Having such a ridiculously hard time with Grobbulus. I'm getting closest with mage, but it's so reliant on top-decking exactly what I need. 

Share this post


Link to post
Share on other sites

Having such a ridiculously hard time with Grobbulus. I'm getting closest with mage, but it's so reliant on top-decking exactly what I need. 

Do you play heroic or normal? I had some success with Patron warrior (pre-nerf though). Also, you can try ramp druid. 

Share this post


Link to post
Share on other sites

I think I discovered a bug with the AI of Heroic Patchwerk. He refuses to kill Mistress of Mixtures, so if you give one taunt with Sunfury Protector or Defender of Argus he just passes the turn for the rest of the game.

 

It's super cheesy, but an easy way to beat him if anyone has trouble. 

  • Like 1

Share this post


Link to post
Share on other sites
5 minutes ago, AndrewMertes said:

I think I discovered a bug with the AI of Heroic Patchwerk. He refuses to kill Mistress of Mixtures, so if you give one taunt with Sunfury Protector or Defender of Argus he just passes the turn for the rest of the game.

 

It's super cheesy, but an easy way to beat him if anyone has trouble. 

Thanks for sharing. I'll definitely look into it. 

Share this post


Link to post
Share on other sites

give Deathlord stats with health +2 and attack the same as health,
for some reason, he doesn't always attack Deathlord
 

 

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoticons maximum are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina

      A new video shows how much work went into creating the art, animation and sound of Kobolds & Catacombs.
      Ben Thompson and Jomaro Kindred talk about the artistic direction of Hearthstone's latest expansion, while Hadidjah Chamberlin explains how she brought life into the board by creating most of the expansion's card effects. Lastly, it's always impressive to see the voice actors at work; they are all very talented!
       
    • By Aleco

      The first week of K&C has brought has many surprises, including Corridor Creeper and the No-Minions Hunter deck.
      After just one week with the new Kobolds & Catacombs cards it feels a little early to declare a definitive tier list for the competitive ladder. It's safe to assume that the best decks from the previous format, Tempo Rogue and Highlander Priest, will remain competitive options in the K&C meta, but many new decks have already been discovered which appear more than capable of keeping up with the top decks from KFT.
      The first week of K&C has been packed with surprise stand-outs and unexpected strategies. A staggering number of powerful new Epic cards are defining a number of new archetypes, while a decent number of cards which were expected to define the meta have yet to find a home. To help catch you up to speed on the state of the ladder, let's count down ten of the biggest surprises from the still-developing K&C meta:
      #10 - Big Spells Mage

      Five of the ten new Mage cards were designed around the Big Spells theme, yet Mage isn't even the class which is currently making the best use of Spiteful Summoner and Grand Archivist. Dragon's Fury was predicted to be one of the top cards in K&C but Big Spells Mage has failed to put up impressive results. Endemic Mage spells such as Frostbolt, Arcane Intellect, and Primordial Glyph drag down the power level of cards like Raven Familiar too far to justify their inclusion in Big Spells decks, yet the minion-based replacements for these cards have yet to prove themselves as suitable tools for controlling the board in the early game. With how aggressively the current metagame is shaping up to be, Big Spells Mage will need to find a way to control the board before turn five if it ever wants to compete.
      #9 - Druid Decks

      Coming out of Knights of the Frozen Throne, Druid laid claim to three of the best decks in all of Hearthstone: Aggro Druid, Jade Druid, and Big Druid. Though none of these decks have become unplayable K&C, it'd be difficult to argue that any of them are Tier 1 options at the moment. Dire Mole was a huge pickup for Aggro Druid, the Master Oakheart/Dragonhatcher package has provided Big Druid with a consistent late-game plan, and Lesser Jasper Spellstone has given Jade Druid a meaningful tool for interacting with troublesome minions in the early game, but it seems as though the other classes have improved far more than Druid has. Druid's Recruit sub-theme has seen moderate success, and the archetype still has plenty of room to improve as the meta matures. Despite Druid's lackluster results so far, I'd expect that the class has far too many powerful tools to ever become irrelevant. I wouldn't be surprised to see a new-look Recruit deck start to put up results in the coming weeks.
      #8 - Tempo Mage

      Tempo Mage was a deck that teetered on the edge of Tier 1 throughout the KFT meta, but it appears to have broken through in K&C thanks to Aluneth and Explosive Runes. Many pro players are calling Aluneth the best card in the set despite the fact that it only sees play in aggressive-slanted Mage lists. Tempo Mage has always done a great job at pressuring its opponent's life total, but Aluneth has given it the tool it needed dig for the Fireballs and Firelands Portals is often needs to close out the game. This is to say nothing of Explosive Runes, which has managed to exceed its lofty expectations and has cemented itself as a devastating tempo play off Kirin Tor Mage. Tempo Mage already feels like a well-oiled machine, and I expect the deck remain a consistent force throughout the K&C meta.
      #7 - Call to Arms

      Before K&C was released there was a debate as to the best way to build a deck around this powerful new card. Should you throw it in a deck with Prince Keleseth to Recruit buffed-up one drops? Should you put in a Murloc based deck, even though Murlocs get a lot of their value from Battlecries? Should you try to fill your deck with powerful hits like Dirty Rat and Knife Juggler at the expense of having good two drops on curve? Yes, yes, and yes. It turns out that getting three minions onto the board from one card is pretty great no matter how you choose to set it up.
      Aggro Paladin is one of the three or four best decks in the current meta and still has plenty of room to improve, as the current iterations feel quite far from being finely tuned. It's clear enough that Call to Arms will be the focal point of Aggro Paladin lists going forward, and probably fair to assume that the deck will only get stronger as players discover the most powerful uses for it. Everybody expected Call to Arms to be a great card, but I don't think they expected it to be quite as omnipresent as it has been thus far. 
      #6 - Control Warlock

      No deck picked up more cards from K&C cards than Control Warlock, a deck which deserves to be considered for early Tier 1 status. Voidlord gave the deck the trump card it needed to stall out the game against faster decks, while Rin, the First Disciple has provided it with the trump card it needed to beat other slow control decks. Both of these powerful late-game cards are held together by the massive bursts of lifegain the deck picked up from Dark Pact and Amethyst Spellstone, which simultaneously synergize with even more playable new cards from K&C: Kobold Librarian, Vulgar Homunculus, and Possessed Lackey. It seems as though Cataclysm is the only card from K&C which hasn't bolstered Control Warlock in some fashion, a fact which bodes well for the archetype's long-term viability.
      #5 - Spiteful Summoner 

      Very few neutral cards from K&C are seeing more widespread play than Spiteful Summoner, a swingy new minion which is already responsible for birthing several new decks. Spiteful Summoner is the big payoff for Sattelite's Big Spells Dragon Priest, which has been my personal favorite deck from the first week of K&C. Many Pirate Warriors have shed their Upgrades! to play Spiteful Summoner as a devastating curve-topper with Lesser Mithril Spellstone, and I wouldn't be surprised if a few other aggressive decks attempt similar changes. I'm less confident in the staying power of Spiteful Summoner than I am with some of the other Epic minions we'll talk about shortly, but the card has already shown more promise in the first week of K&C than most players would have expected.
      #4 - Carnivorous Cube

      Dedicated Deathrattle decks across all nine classes have struggled to put up results in The Year Of The Mammoth, having lacked a powerful payoff card other than N'Zoth as a reward for building around Deathrattle synergy. Deathrattle Rangers, Warlocks, Druids, and Priests seem to have found that payoff card in Carnivorous Cube.
      Carnivorous Cube generates decent value with minimal effort, netting two minions after it dies while providing a meaningful body when played on curve. It becomes devastating when combined with effects like Play Dead, Spiritsinger Umbra, and Faceless Manipulator, which break the symmetry of the card's Battlecry trigger. The best Cube list appears to be "Cubelock", which is capable of using Spiritsinger Umbra and Doomguard to one turn kill. Failing that, it can summon Voidlord a million times while making powerful tempo plays with Skull of the Man'ari and Possessed Lackey. I would very surprised if Carnivorous Cube wasn't featured in a few more viable decks that crop up in the coming weeks. 
      #3 - Leyline Manipulator

      Leyline Manipulator was pegged by the Hearthstone community to be one of the top new cards from K&C, but after one week it's seeing virtually no play. Elemental Mage isn't close to being a competitively viable deck, and the Questless OTK Mage lists have failed to supplant the Quest-based versions. A major part of the reason that this card has underwhelmed is that it doesn't lower the mana cost of Shifting Scroll as players predicted it would. It seems unlikely that the Questless OTK Mage deck will suddenly discover a new piece of technology which will make the deck competitively viable, which rests the hope for Leyline Manipulator on the emergence of Lesser Ruby Spellstone and Elemental Mage. I wouldn't hold my breath.
      #2 - Corridor Creeper

      It's probably fair to say that no card was more poorly evaluated by the Hearthstone community than Corridor Creeper. Most players (including myself) pegged Arcane Tyrant to be the next big thing, yet Corridor Creeper is the card from K&C card which is currently seeing the most widespread play. It's way easier to reduce the cost of Corridor Creeper to two or less than players expected before getting their hands on the card, which has made it a two-of inclusion in virtually every aggro deck in the current metagame. It's even starting to replace Bonemare in certain lists, implying that it's a better card than Bonemare. It's safe to say that crafting a pair of Creepers is a wise investment of dust, as we're likely to be seeing two copies of this card in every Hunter deck from now until it K&C rotates from standard. Well, almost every Hunter deck.
      #1 - No-Minions Hunter

      Hi Reddit! Remember these cards?
      To My Side! was the laughingstock of r/Hearthstone when it was first spoiled, yet the No-Minions Hunter deck is currently posting higher winrates than any other Hunter archetype. To be fair, the best card in the deck is Lesser Emerald Spellstone, but there's absolutely no denying that Rhok'delar and To My Side! are powerful payoffs for what has been a viable deck in the early meta.
      No-Minions Hunter is very difficult to beat when it curves Greater Emerald Spellstone into To My Side!, but I have my doubts about the deck's staying power. It performs worse at higher ranks, suggesting that skilled players can find ways to beat it. If you can avoid getting blown out by Explosive Trap and Wandering Monster then you'll enter the midgame with a board advantage against No-Minions Hunter, which typically struggles to play to the board until turn five. Regardless, No-Minions Hunter is great against classes without 3 damage board wipes for Greater Emerald Spellstone, such as Rogue and Druid, and will likely remain a powerful yet meta-reliant deck for the remainder of The Year Of The Mammoth.
    • By Vlad
      This thread is for comments about our Cube Warlock Deck List.
    • By Zadina

      Winter Veil begins next week on Hearthstone and a special Tavern Brawl will award three Knights of the Frozen Throne card packs.
      Next week's Tavern Brawl will be really similar to the Gift Exchange one back from 2015 and February 2017. There will be some differences though, as the Brawl will have a Kobold flavour and it will have a new name: Wacky Waxy Winter Veil's Brawl.
      As Winter Veil is a frosty season, the reward will obviously be three packs from Knights of the Frozen Throne expansion. It's not sure if the Winter Veil Wreath card back, which was associated with the Gift Exchange brawl during the previous years' Winter Veils, will be available this time to those who don't already have it.
      Blizzard Entertainment
      ‘Tis the season! In celebration of Winter’s Veil—and to give all you adventurers something to do that doesn’t involve taking candles—Greatfather Kobold has prepared a special distraction, er, Winter’s Veil tavern brawl packed with wacky, waxy gifts!
      These treats aren’t just on the game board! The reward for winning your first game of this Tavern Brawl is THREE festively frosty Knights of the Frozen Throne card packs! 
      Greatfather Kobold’s helpers have been busy decorating the Orgrimmar game board for the tavern brawl, but you can also experience the holiday in Stormwind while enjoying other play modes. And no matter how you play, don’t forget to show your opponent some holiday spirit with the return of the Happy Winter’s Veil greeting emote!
      The Rules
      Greatfather Kobold will drop off some tastefully wrapped, candle-bearing gifts on turn one—four on each side of the board, for a total of eight. If you unwrap a gift, you’ll receive a Legendary minion that costs three fewer mana to play! Greatfather Kobold will keep the celebration going by periodically parachuting in more presents. Don’t be greedy, though! You’ll only get a discounted Legendary minion from the gifts Greatfather Kobold left on your opponent’s side of the field.
      How will you build your deck to make the most of these potent presents?
      The Wacky Waxy Winter’s Veil brawl begins December 20 and lasts through December 24, so be sure to drop in and celebrate!
      A very Happy Winter’s Veil to you and yours! (source)
      For now, you can enjoy this week's Tavern Brawl, which is Valeera's Bag of Burgled Spells.