Jump to content
FORUMS
Damien

Curse of Naxxramas Frostwyrm Lair

Recommended Posts

This thread is for comments about our boss guides for the Frostwyrm Lair of the Curse of Naxxramas.

Share this post


Link to post
Share on other sites
Guest JTide

This deck is very 'doable' and one if not the best deck with the highest prospect of beating the encounter with the least amount of games. This boss is as difficult to win against as any of the others that were very difficult to me (and many others) such as Gluth or Gothic the Harvester etc. Besides the few fortunate players that got the benefit of the perfect RNG in their first or second games, these bosses WILL take several to many (for those that did not get the right draws/topdecks sooner than others) runs to prevail, thus patience is a virtue here. However playing with this deck and losing does not feel (to me) as degrading and/or undoable as say Gluth does when you lose turn 3. The reason seems that this encounter is forgiving enough with this deck that you will be able to play out the game and survive for many turns and you can at least see the path to victory in your draws, even if you get them to late to actually carry it out. Those are just my thoughts of encouragement to those that are just seeing this and are about to start their attempts or for those that have just not been able, after many, many tries to get it done and are here to try this deck. This deck is capable of winning, though it may take a lot of attempts. I believe that this encounter will allow you the time to substitute the 0 mana Silences for the 4 mana mass dispel/draw a card. That spell will be especially beneficial once you have you win condition minion (your best shot is the death lord because of its 3 mana cost and 8 starting health, but mostly important coinciding with it having taunt which will be the life saver before & especially after he changes his hero power. The starting attack of the minion you choose to use as your win condition does not matter nearly as much as its starting health, as with the use of power word shield into divine spirit into inner fire (the preferred option as if possible you can use the combo on a later minion to give you a second late game win condition minion). That is where the 4 mana mass dispel will shine you to a win if say your first or even your second buffed minion gets mind controlled. You can then cast a mass dispel, hopefully dispelling the 2 5/5 taunt guardians along with a sludge belcher, dark cultist, acolyte of pain etc. One more tip to keep in mind is be mindful of his board when you are about to break his shield bringing the 5/5 taunter guardians to the board, if his board is full (best case scenario with mostly the low attack minions) it is possible to 'burn' those taunts out of play with say using smite/mind blast to break his shield. Of course in hindsight I know that it is possible, but I did not think about it until it happened in a game that I ended up winning. The same can be done in certain situations when you know your Deathlord is about to die. You can be pro active in killing it yourself and 'burn' the card that would have become a minion on his board as a result of his death rattle. Lastly after playing against this boss many games since the first win, I learned that my win chance greatly increased when I waited to put a win condition minion on the board until I could get at least one health buff on it the same turn as even if you have a clear board, he has spells that he can use to negate what would have been the crucial first step in building you win condition minion. 

 

 

TL:DR Try using the 4 mana Mass Dispel spell card in place of the 0 mana cost silences as this encounter is forgiving enough to allow you to get late enough into the game for it to be HIGHLY beneficial (against his 2 5/5 taunters as well as sludge belches, dark cultist, acolytes of pain AND possibly one of YOUR buffed 'win condition' minions. In the case that he does mind control your buffed minion, you still have the cards to give you the chance to build a second 'win condition' minion if you do not put all your eggs in one basket. The late game with this deck is basically a race to beat him before he kills you (or mind controls the minions that can give you a win)

Share this post


Link to post
Share on other sites

This deck is very 'doable' and one if not the best deck with the highest prospect of beating the encounter with the least amount of games. This boss is as difficult to win against as any of the others that were very difficult to me (and many others) such as Gluth or Gothic the Harvester etc. Besides the few fortunate players that got the benefit of the perfect RNG in their first or second games, these bosses WILL take several to many (for those that did not get the right draws/topdecks sooner than others) runs to prevail, thus patience is a virtue here. However playing with this deck and losing does not feel (to me) as degrading and/or undoable as say Gluth does when you lose turn 3. The reason seems that this encounter is forgiving enough with this deck that you will be able to play out the game and survive for many turns and you can at least see the path to victory in your draws, even if you get them to late to actually carry it out. Those are just my thoughts of encouragement to those that are just seeing this and are about to start their attempts or for those that have just not been able, after many, many tries to get it done and are here to try this deck. This deck is capable of winning, though it may take a lot of attempts. I believe that this encounter will allow you the time to substitute the 0 mana Silences for the 4 mana mass dispel/draw a card. That spell will be especially beneficial once you have you win condition minion (your best shot is the death lord because of its 3 mana cost and 8 starting health, but mostly important coinciding with it having taunt which will be the life saver before & especially after he changes his hero power. The starting attack of the minion you choose to use as your win condition does not matter nearly as much as its starting health, as with the use of power word shield into divine spirit into inner fire (the preferred option as if possible you can use the combo on a later minion to give you a second late game win condition minion). That is where the 4 mana mass dispel will shine you to a win if say your first or even your second buffed minion gets mind controlled. You can then cast a mass dispel, hopefully dispelling the 2 5/5 taunt guardians along with a sludge belcher, dark cultist, acolyte of pain etc. One more tip to keep in mind is be mindful of his board when you are about to break his shield bringing the 5/5 taunter guardians to the board, if his board is full (best case scenario with mostly the low attack minions) it is possible to 'burn' those taunts out of play with say using smite/mind blast to break his shield. Of course in hindsight I know that it is possible, but I did not think about it until it happened in a game that I ended up winning. The same can be done in certain situations when you know your Deathlord is about to die. You can be pro active in killing it yourself and 'burn' the card that would have become a minion on his board as a result of his death rattle. Lastly after playing against this boss many games since the first win, I learned that my win chance greatly increased when I waited to put a win condition minion on the board until I could get at least one health buff on it the same turn as even if you have a clear board, he has spells that he can use to negate what would have been the crucial first step in building you win condition minion. 

 

 

TL:DR Try using the 4 mana Mass Dispel spell card in place of the 0 mana cost silences as this encounter is forgiving enough to allow you to get late enough into the game for it to be HIGHLY beneficial (against his 2 5/5 taunters as well as sludge belches, dark cultist, acolytes of pain AND possibly one of YOUR buffed 'win condition' minions. In the case that he does mind control your buffed minion, you still have the cards to give you the chance to build a second 'win condition' minion if you do not put all your eggs in one basket. The late game with this deck is basically a race to beat him before he kills you (or mind controls the minions that can give you a win)

Share this post


Link to post
Share on other sites
Guest stanacious

Haven't tried this yet but I was so happy to finally see a deck posted that I actually have all of the cards. I'm equally happy that Alextrazza is not allowed, since I don't have it!

Share this post


Link to post
Share on other sites
Guest Guest

This deck is doable, but seriously , Im pretty sure blizzard is fucking with me! everytime I get a strong minion then it is the first that Kel'Thuzzard takes with his hero power when I reach the second phase.. it has happened 5 or 6 times now!! seriously, am I really this unlucky, or does the hero power just secretly say "Take control of the strongest enemy minion" !?!??! fack.. !

Share this post


Link to post
Share on other sites
Guest Jat
A GvG update would be appreciated. smile.png

 

I simply replaced the two Deathlords with Hobgoblins in the Priest Deck. Defeated him in the first try after the Deathlord replacement(was pretty close, though -> make sure you attack with as many minions as possible when you destroy his shield! Almost lost because I missed out on 2 dmg)

Share this post


Link to post
Share on other sites

These are the F2P decks I beat the Heroic Frostwyrm Lair with.

Sapphiron
https://www.icy-veins.com/hearthstone/sapphiron-guide-for-the-curse-of-naxxramas

Sapphiron's Hero Power will destroy any attempt of building up board presence.
This is the hardest fight for any F2P-deck as it is a permanent fight for board control and a damage race at the same time. You have to be very lucky using only a basic deck. Especially hope for the appropriate cards (as always), optimal minion positioning (Necroknight) and no Pure Cold.

F2P Warrior (0 Dust)
Difficulty: hard (may take more than 10 tries and the fights will last quite long)
Source:



2x Execute
2x Whirlwind
2x Cleave
2x Fiery War Axe
2x Heroic Strike
2x Nerubian Egg
2x Charge
2x Magma Rager
2x Shield Block
2x Wolfrider
2x Death's Bite
2x Kor'kron Elite
2x Arcanite Reaper
Feugen & Stalagg
2x Reckless Rocketeer

Mulligan for Fiery Waraxe, Cleave and Wolfrider.
Combine Magma Rager and Charge to kill Necroknight.
Warrior's weapons and charge minions could kill Sapphiron by turn 8 (with a perfect draw), as Sapphiron has only 45 HP. However, by turn 8 Sapphiron's minions will likely have killed you already, and Sapphiron is able to freeze you.
That is why you have to try to summon 2 copies of Thaddius on turn 10. Assuming you achieve this, you will only have to deal 23 damage to Sapphiron's face using weapons.
Sapphiron has Blizzard, which he only uses while you still have a minion on the board he cannot kill otherwise. Since he destroys any of your minions on the start of his turn, he will almost always be able to use Blizzard against a newly spawned Thaddius. Avoid this by playing Nerubian Egg on an empty board to lure Blizzard beforehand. You can tell it is in Sapphiron's hand, when he has at least 5 mana left and does not spend it on his remaining card (his most expensive card beside Blizzard only costs 5 mana).


---

Kel'Thuzad
https://www.icy-veins.com/hearthstone/kel-thuzad-guide-for-the-curse-of-naxxramas

In phase 1 Kel'Thuzad's main damage source is his 3 damage Hero Power, which will always hit your hero. You can let your health drop to 10, while you fight for the board.
The minions Kel'Thuzad plays will be only minor threats, except Abomination and Spectral Knight.
Once his shield of 20 HP is down (or when 10-15 turns are played), phase 2 will start. When this happens, Kel'Thuzad will end your turn by force, so use up all your mana and try to deal as much damage as possible with a single blow while his shield is at 1 HP.
Consider: Twisting Nether costs 8 mana and Kel'Thuzad will use it, if he has no minion on the board on turn 8. Destroying his shield will spawn 2 5/5 Taunts. So destroying the shield/entering phase 2 on your turn 8 will prevent a board clear.
Deal damage to Kel'Thuzad while keeping one or two of his low-damage minions the board (Zombie Chow, Acolyte of Pain or Stoneskin Gargoyle, not counting mind controlled totems!) to further prevent Twisting Nether.
In phase 2 Kel'Thuzad's hero ability will change from Frostblast to Chains, mind controlling your minions completely at random for 8 mana. He should not be able to hit you, but only fight for board control.
Playing as many minions as you can will leave Kel'Thuzad far behind, once his taunts are out of the way because of the high cost of his new Hero Power. Blizzard and Cone of Cold will then be your only problems.

F2P Shaman (0 Dust)
Difficulty: medium (may take up to 10 tries)
Source:


2x Frost Shock
2x Rockbiter Weapon
2x Flametongue Totem
2x Windfury
2x Razorfen Hunter
2x Shattered Sun Cleric
2x Wolfrider
2x Chillwind Yeti
2x Dragonling Mechanic
2x Sen'jin Shieldmasta
2x Windspeaker
2x Bloodlust
2x Darkscale Healer
2x Fire Elemental
2x Stormwind Champion

Cheerio,
Bob

Share this post


Link to post
Share on other sites

BipsyScott's Normal Kel'thuzad Mage deck, as listed and shown on YouTube, won for me on my third try. The cards in the deck are from the Basic set but include cards won from the previous Naxxramas bosses and from the Naxxramas Mage challenge (Duplicate). It is not necessary for your flight to imitate the pattern that is shown on the YouTube video, but it does help to watch the video several times in order to pick up a few tips and tricks. Good Luck!

Share this post


Link to post
Share on other sites
Guest Cel

Threw out a Feagen and Stalagg on turn 10. Resulted in 2xThaddius drops and 22 hit point combo as a finisher.

Share this post


Link to post
Share on other sites
Guest Normy

TGT Update:

 

With this list i got him on the second try. Try to survive the early game with removal an heals und after he got his mind-control ability feed him with northshire clerics/lightwells/soulspriests/tournament medics

 

The 1 circle of healing is basically the finisher of the deck. You can easily kill him in 1 strike after he gained control of 2 clerics. 

 

Wait with the power word: glory after he got his first acolyte of pain or tournament medic.

 

Here is the List:

 

1 Circle of Healing

2 Flash Heal (to kill the belchers with Auchenai Soulpriest)

1 Holy Smite

2 Power Word: Glory (TGT)

2 Northshire Cleric

2 Shadow Word: Pain

2 Lightwell

2 Shadow Word: Death

2 Thoughtsteal (to get the 4 mana Removal/Acolytes/Belchers)

2 Schadow Madness (best use is to steal Shadow of Naxx to kill the 4/3 skeleton)

2 Auchenai Soul Priest

2 Tournament Medic (TGT)

2 Holy Nova

2 Antique Healbot

1 Lightbomb (good for the transition phase)

1 Justiciar Trueheart (TGT, makes life easier with 4 healing)

 

 

 

 

Share this post


Link to post
Share on other sites

Heroic Sapphiron vs low-budget Mage

 

I was missing quite a few of the cards recommended by Icy Veins for the three class decks. I did my best to construct each of them, but they all looked pretty close to "basic" when I was done. I successfully defeated Sapphiron on my 5th attempt with mage; 9th overall attempt (including 2 attempts with hunter and 2 attempts with warrior). I was pleasantly surprised with my relatively short road to victory, so decided to share my decklist in hopes that it may help others who are looking for card replacements.

 

hOvJzZg.png

 

1x Arcane Missles

2x Frostbolt

2x Bluegill Warrior

2x Mad Scientist

2x Nerubian Egg

2x Arcane Intellect

2x Duplicate

2x Effigy (TGT rare)

2x Frost Nova

1x Ice Barrier (Classic common)

1x Saboteur (TGT rare)

2x Wolfrider

2x Fireball

1x Antique Healbot (GvG common)

1x Feugen

1x Stalagg

2x Reckless Rocketeer

2x Flamestrike

 

I thought Saboteur would allow itself and possibly another minion played on the same turn to survive. I found out that it only buys time by preventing Sapphiron from playing other things. He will ALWAYS use his hero power before he does anything else. The first time I played Saboteur, he actually used The Coin just so he'd have enough mana to use the hero power, even though it meant playing nothing else. After that, I'd try to mulligan for Saboteur. It never happened, but in the end, didn't really matter.

 

As for secrets, my idea was to use Duplicate with Feugen and Stalagg, and Effigy with Thaddius. I didn't manage the Duplicate, but I did have an Effigy. It gave me Varian Wrynn...but Sapphiron used Blizzard on him next turn, so he was useless, Lol. My two Duplicates actually worked out very well. One duplicated Antique Healbot, so I had plenty of heals to keep me afloat. (I had 12 hp left at the end.) The other came out at the very end and duplicated my Nerubian Egg. As it turned out, I had already won without the extra eggs, but it was great to have them in my hand as "backup". smile.png

 

My Fireballs were reserved for Necroknights. To maximize your kill efficiency, I suggest waiting until the Necroknight has a minion to either side of it before you kill it, unless delaying would put you in a position of certain death the following turn.

 

I know Arcane Missles is really weak in this fight. The only reason I included it is because I had, literally, nothing else of use to include. However, in my win, it did come in very handy. I played a Flamestrike against four minions, and the last one standing was a Spectral Knight. Luck was with me, and two of the three missiles hit the knight, finishing him off. So even Arcane Missles played a role. wink.png

Edited by CaptLando

Share this post


Link to post
Share on other sites

Heroic Kel'Thuzad vs Shaman

 

I did not build a deck specifically for this fight. With my "daily use" shaman deck, I defeated KT on my 4th attempt. On my first try, I didn't even come close, but each subsequent attempt was a significant improvement over the previous.

 

Yg98dXp.png

 

The point at which I noticed lethal. Flametongue Totem between Loatheb and Haunted Creeper + Rockbiter Weapon = 17 dmg

 

2x Totemic Might

2x Rockbiter Weapon

2x Zombie Chow

1x Ancestral Knowledge

2x Flametongue Totem

1x Garrison Commander

2x Haunted Creeper

2x Totem Golem

1x Elemental Destruction

1x Healing Wave

2x Hex

1x Silver Hand Regent

2x Tuskarr Totemic

1x Draenei Totemcarver

1x Bloodlust

1x Loatheb

1x Nexus-Champion Saraad

2x Sludge Belcher

1x Thunder Bluff Valiant

2x Fire Elemental

 

I was tempted to use Elemental Destruction the turn after his shift from phase 1 to 2, however, I decided against it, feeling that clearing my board as well would actually leave me in a worse position. Even though I didn't make use of it, it's still a nice card to have as "insurance". I prefer to use Hex on Abomination, but I think it's foolish to sit on it when there are other immediate threats on the board. It would be a good idea to include a second Bloodlust. It's the one card I kept hoping I'd draw, but it never came.

 

I read a tip from a post above to allow a couple of non-threatening minions to remain on KT's board. The reason for this is to prevent him from casting Twisting Nether. I let him keep a couple Acolytes of Pain for the duration of phase 2. Good advice!

Share this post


Link to post
Share on other sites
Guest Guest

Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

Share this post


Link to post
Share on other sites

Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

Is the guide unclear to you? Which part do you not understand? I will try my best to help you.

 

Having a lot of cards doesn't mean the player is experienced. This is why you face a lot of high budget decks in lower ranks. These are exactly the players that use these high-budget Solo Adventures decks.

Share this post


Link to post
Share on other sites
Guest Matroska

 

Useless guide for beginners... how should I win this with my cards? Im sure your guide works. But why should someone need a guide if he aleady has all the cards and is really experienced?

Is the guide unclear to you? Which part do you not understand? I will try my best to help you.

 

Having a lot of cards doesn't mean the player is experienced. This is why you face a lot of high budget decks in lower ranks. These are exactly the players that use these high-budget Solo Adventures decks.

 

I was going to say the same thing as him, albeit less aggressively.

 

His point is that if you have all those cards, you must have been playing for a long time or at least have paid a lot of money. I have very few of those cards. I started playing during beta, played for few months after that before stopping for over a year, then came back about 2 weeks ago. I've got the other cards from Naxx including all the class challenges so far. Other than that, I just have classic cards - and even then, nowhere near all of them.

 

I think what's he's getting at is if you already have all those cards, you don't really need any help. You have a lot of great cards and months of experience that led to you gaining those cards in the first place. People that actually need help, like me and him, don't have those cards at all and so the guide is unfortunately pointless for us. It's like having a moneymaking guide that involves having $500,000 to begin with. I guess it's basically for people that have a ton of cards but don't know what they're doing, like they just spent a lot of money on the game without playing it much.

 

To try to be more positive, is there a possible deck you might offer for players in our position? How flexible can the player be in this battle?

Share this post


Link to post
Share on other sites
To try to be more positive, is there a possible deck you might offer for players in our position? How flexible can the player be in this battle?

 

Hi Matroska,

 

you might want to have a look at my post from May 29. The decks I used to beat Heroic Naxxramas with were all completely free to play.

 

Heroic Sapphiron: F2P Warrior (0 Dust)

Difficulty: medium (may take up to 10 tries, but the fights will last quite long)

2x Execute

2x Whirlwind

2x Cleave

2x Fiery War Axe

2x Heroic Strike

2x Nerubian Egg

2x Charge

2x Magma Rager

2x Shield Block

2x Wolfrider

2x Death's Bite

2x Kor'kron Elite

2x Arcanite Reaper

Feugen & Stalagg

2x Reckless Rocketeer

 

Heroic Kel'Thuzad: F2P Shaman (0 Dust)

Difficulty: medium (may take up to 10 tries)

2x Frost Shock

2x Rockbiter Weapon

2x Flametongue Totem

2x Windfury

2x Razorfen Hunter

2x Shattered Sun Cleric

2x Wolfrider

2x Chillwind Yeti

2x Dragonling Mechanic

2x Sen'jin Shieldmasta

2x Windspeaker

2x Bloodlust

2x Darkscale Healer

2x Fire Elemental

2x Stormwind Champion

 

Cheerio,

Bob

Share this post


Link to post
Share on other sites
Guest Dogzilla

Yoh, struggled vs KT (rnjesus cursed me)

 

tried a few decks, budget and not so budget with no success until I went back to my most recent shaman control. Took him out 2nd try with it, first try I tried to clear his board every turn but not enough face damage to go to phase 2 before death came knocking.

2nd time took him into P2 asap then continuously built up bored with totems and wearing him down with flametongue combos and ping till eventually he got in range for bloodlust (OTK from 18hp)

 

2x Rockbiter Weapon

2x Abusive Sergeant

2x Lowly Squire

2x Ancestral Knowledge

2x Flametongue Totem

2x Totem Golem

2x Hex

2x Lightning Storm

1x Mana Tide Totem

2x Tuskarr Totemic

2x Arcane Nullifier X-21 (can still get mind controlled)

1x Elise Starseeker

2x Bloodlust

2x Sludge Belcher

1x Emperor Thaurissan

2x Fire Elemental

1x Dr. Boom

 

took 1 fatigue damage on my last turn but managed to scrape by biggrin.png

Share this post


Link to post
Share on other sites
Guest Guest_Gavin

Upvote for the deck above my commend. Its a great deck. Got it on second try. Try to mulligan couple with flametongue totem and you will be fine smile.png

Share this post


Link to post
Share on other sites
Guest Cam

Your Paladin deck for Kel'Thuzad is a waste of time, given all the Mage cards you've got in it!

Share this post


Link to post
Share on other sites
8 minutes ago, Guest Cam said:

Your Paladin deck for Kel'Thuzad is a waste of time, given all the Mage cards you've got in it!

Thanks for pointing it out, we will be fixing it shortly.

Share this post


Link to post
Share on other sites
Guest Alexstrasza

I don't know if this is an artifact of the reintroduction, but at least in normal mode, Alexstrasza works fine against Kel'Thuzad.

Share this post


Link to post
Share on other sites
48 minutes ago, Guest Alexstrasza said:

I don't know if this is an artifact of the reintroduction, but at least in normal mode, Alexstrasza works fine against Kel'Thuzad.

While Alexstrasza works fine in normal, she is immediately destroyed without her battlecry taking place in heroic mode.

Share this post


Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji 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 Stan
      Doom in the Tomb is now live and the update comes with all-new 1,000 Win Portrait Rewards and 23 cards that are temporarily stepping out of Wild back into Standard. Note that the cards will remain in Standard until the next major update and exact end dates and times will be announced in the weeks ahead.
      Blizzard (Source)
      A new Hearthstone update has just arrived, featuring the “Doom in the Tomb” Hallow’s End event, Wild cards temporarily returning to Standard, portrait rewards for dedicated Hearthstone players, and much more!
      New Event - Doom in the Tomb!

      Pack your torches and latch your helmets, Heroes. The Headless Horseman has infiltrated Uldum’s deserted desert tombs, outfitted himself with powerful relics, and has set his sights on besting the battling Leagues! The new Doom in the Tomb event starts today, October 8, and will last until October 30. Here’s what’s in store:

      Week 1: Doom in the Tomb, Part 1
      Gear up with your favorite member from the League of E.V.I.L and delve into the Haunted Temple, full of the baddest bosses in Uldum! The clock is running, too – race to set the record for the fastest Temple run! Rewards Complete a run in under 1 hour and earn a Rastakhan’s Rumble Card Pack. Complete a run in under 40 minutes to earn a Golden Common Ancient Mysteries!
      Week 2: Doom in the Tomb, Part 2
      E.V.I.L has their turn, and now it’s up to Reno and the League of Explorers to join the run and flex their Temple diving speed. New enemies and challenges await!

      Rewards Complete a run in under 1 hour and receive a Golden Common Temple Berserker Complete a run in under 40 minutes to earn a Golden Rare Generous Mummy
      Week 3: The Haunted Carousel
      Get ready for the big mix-up! In this Tavern Brawl, you’ll need to strategize around minions constantly rotating board positions – all while controlling the Horseman’s time-shifted Dreadsteeds!

      Rewards Summon 100 Dreadsteeds to earn a Rise of Shadows Card Pack Dual-Class Heroes

      The Dual-Class Arena Hallow’s Eve dress-up party is back! When you start an Arena run during the Doom in the Tomb event, you’ll choose a Hero, then a Hero Power, and card offerings will feature cards from BOTH of those classes, in addition to neutral cards.
      Players who have an active Arena run when this begins will have their current run ended and will receive an Arena Ticket as compensation. To ensure that players have a chance to try out this devilish dual-class deck-building dress-up party, anyone who logs in during each of the first two weeks will receive one Arena Ticket per week! This event coincides with our normal Arena rotation. The new Arena sets in rotation are as follows: Curse of Naxxramas Goblins vs. Gnomes Blackrock Mountain The Grand Tournament League of Explorers Whispers of the Old Gods One Night in Karazhan Mean Streets of Gadgetzan Journey to Un'Goro Knights of the Frozen Throne Kobolds & Catacombs Hex & Flex Bundles

      Hex Bundle
      If you thought the League of E.V.I.L. was securely under wraps, think again! Arch-Villain Rafaam has leveraged his lackeys and put together the Hex Bundle, 20 Rise of Shadows card packs and a random Rise of Shadows Legendary card at the discounted price of $19.99 USD. Flex Bundle
      Reno’s vest just doesn’t have room for bulging biceps AND stacks of card packs. That’s why he’s whipped together the Flex Bundle! Get 20 Saviors of Uldum packs and a random Saviors of Uldum Legendary card at the discounted price of $19.99 USD. Standard Shake-Up

      Starting with today’s patch and lasting until our next major update, 23 cards from across Hearthstone history are temporarily stepping out of Wild and back into Standard. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get straight into the action. These cards will be considered "event" cards, which essentially means that they're temporary copies and not permanent additions to your collection. Even if you already own the cards you'll still receive these event copies, and when the event ends they'll disappear.
      IMPORTANT NOTE: While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of our next major update. More details will be shared, including exact end dates and times, in the coming weeks.
      Card List: Druid: Astral Communion Kun the Forgotten King Mage: Babbling Book Flamewaker Paladin: Mysterious Challenger Avenge Hunter: Lock and Load Call of the Wild Shaman: Evolve Thing from Below Rogue: Shaku, the Collector Swashburglar Priest: Lightbomb Vol'jin Warlock: Imp Gang Boss Renounce Darkness Warrior: Varian Wrynn Bloodhoof Brave Neutral: N'Zoth, the Corruptor Sylvanas Windrunner Ragnaros the Firelord The Curator Emperor Thaurissan 1,000 Win Portrait Rewards

      The time has come for dedicated Hearthstone players to flex their Hero mastery! We’re introducing new portraits earned by achieving 1,000 Ranked or Arena wins with each class. Wins earned before this update goes live will retroactively count towards these totals.

      Fire Mage Jaina

      Wanderer Rexxar 

      Lightforged Uther

      Corrupt Garrosh 

      Shan'do Malfurion

      Shadow Gul'dan 

      Warchief Thrall 

      King Anduin 

      GGCap'n Valeera
      Game Improvements and Bug Fixes
      Hearthstone has upgraded to a new version of Unity. [Android] As a result, Hearthstone will no longer support the ATC texture format. Users who are using ATC will re-download a different texture format. [iOS] As a result, Hearthstone will no longer support devices running iOS 8 or earlier versions. Fixed a bug with The Storm Bringer that would sometimes display incorrect attack or health for the transformed minion. Fixed bug with card text on Shadows created by an opponent's Shadow of Death. [Tombs of Terror] Lucky Spade no longer adds multiple copies of cards discovered from Power of Creation and similar cards. [Mobile] Memory optimizations have been made. Ghost card FX adjusted to reduce memory. [iOS] Collection manager animations disabled on devices with 1.5GB RAM or less. The limited-time Hallow's End community event is now live through October 30.
    • By Stan
      Blizzard today announced a new event coming to the game on October 8. It's called Doom in the Tomb. Check out what's in store for Hearthstone this month!
      UPDATE
      Placeholder for tweet 1180177096972222464 Blizzard (Source)
      Legends have told of dangers lurking within the Haunted Temple of Uldum and the grand ancient treasures they conceal. Of course, “treasure” was all anyone had to mention to get Reno and Rafaam on board, and now their sights are set on acquiring the temple’s powerful artifacts for their own campaigns!
      It won’t be an easy task, though. While our Heroes and Villains battle to push deeper through the Haunted Temple, the Headless Horseman has resorted to a nefarious contingency and opened a sealed sarcophagus full of WILD terrors. Now it will be up to you to aid the conquests of good, or E.V.I.L, in a race to uncover the tomb’s precious secrets and escape the doom in the tomb!

      Step into the Haunted Tomb
      The spooky spelunking adventures begin at 10:00 AM PT on October 8 and end at 9:00 AM PT on October 30 – three weeks packed full of new activities to participate in:

      Unique Tavern Brawls

      Week 1: Doom in the Tomb, Part 1 Gear up with your favorite member from the League of E.V.I.L and delve into the Haunted Temple, full of the baddest bosses in Uldum! The clock is running, too – race to set the record for the fastest Temple run! Rewards Complete a run in under 1 hour and earn a Rastakhan’s Rumble Card Pack. Complete a run in under 40 minutes to earn a Golden Common Ancient Mysteries!
      Week 2: Doom in the Tomb, Part 2 E.V.I.L has their turn, and now it’s up to Reno and the League of Explorers to join the run and flex their Temple diving speed. New enemies and challenges await! Rewards Complete a run in under 1 hour and receive a Golden Common Temple Berserker Complete a run in under 40 minutes to earn a Golden Rare Generous Mummy
      Week 3: The Haunted Carousel Get ready for the big mix-up! In this Tavern Brawl, you’ll need to strategize around minions constantly rotating board positions – all while controlling the Horseman’s time-shifted Dreadsteeds! Rewards Summon 100 Dreadsteeds to earn a Rise of Shadows Card Pack
      Treasures from the Tomb!

      23 cards from across Hearthstone history have been unsealed from Wild and unleashed by the Headless Horseman! Until our next major update, these cards are stepping out of Wild and will be playable in Standard matches. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get straight into the action.
      These cards will be considered "event" cards, which essentially means that they're temporary copies and not permanent additions to your collection. Even if you already own the cards, you'll still receive these event copies. When the event ends they'll disappear, just like the Headless Horseman himself!
      IMPORTANT NOTE: While these cards were re-introduced during the Doom in the Tomb event, they will remain in Standard past the event's conclusion, until the launch of our next major update. More details will be shared, including exact end dates and times, in the coming weeks.
      Card List: Druid: Astral Communion Kun the Forgotten King Mage: Babbling Book Flamewaker Paladin: Mysterious Challenger Avenge Hunter: Lock and Load Call of the Wild Shaman: Evolve Thing from Below Rogue: Shaku, the Collector Swashburglar Priest: Lightbomb Vol'jin Warlock: Imp Gang Boss Renounce Darkness Warrior: Varian Wrynn Bloodhoof Brave Neutral: N'Zoth, the Corruptor Sylvanas Windrunner Ragnaros the Firelord The Curator Emperor Thaurissan
      Dual-Class Arenas
      The Dual-Class Arena Hallow’s End dress-up party is back! When you start an Arena run during the Doom in the Tomb event, you’ll choose a Hero, then a Hero Power, and card offerings will feature cards from BOTH of those classes, in addition to neutral cards.
      Players who have an active Arena run when this begins will have their current run ended and will receive an Arena Ticket as compensation. To ensure that players have a chance to try out this devilish dual-class deck-building dress-up party, weeks 1 and 2 of this event will award Arena Tickets on login! This event will also coincide with our normal Arena rotation. The new Arena sets in rotation will be as follows: Curse of Naxxramas Goblins vs. Gnomes Blackrock Mountain The Grand Tournament League of Explorers Whispers of the Old Gods One Night in Karazhan Mean Streets of Gadgetzan Journey to Un'Goro Knights of the Frozen Throne Kobolds & Catacombs
      Hex & Flex Bundles

      Hex Bundle: If you thought the League of E.V.I.L. was securely under wraps, think again! Arch-Villain Rafaam has leveraged his lackeys and put together the Hex Bundle, 20 Rise of Shadows card packs and a random Rise of Shadows Legendary card at the discounted price of $19.99 USD. Flex Bundle: Reno’s vest just doesn’t have room for bulging biceps AND stacks of card packs. That’s why he’s whipped together the Flex Bundle! Get 20 Saviors of Uldum packs and a random Saviors of Uldum Legendary card at the discounted price of $19.99 USD.
      Legendary Quests and Login Rewards
      Begin your Quest: A new Legendary Doom in the Tomb quest* will be unlocked at the start of each week during the event, in addition to your normal daily quests. These new quests will reward you with either card packs from one of the current standard sets, or a hefty sum of Gold! * Legendary quests will replace an existing normal quest if your quest log is full, so we recommend that you have a spot open when this event goes live. Legendary Login Rewards: Login any time during the event (10/8-10/30) to earn a bundle of 5 Hearthstone card packs! 2 Saviors of Uldum packs 2 Rise of Shadows packs 1 Rastakhan’s Rumble pack
    • By positiv2
      This thread is for comments about our Tombs of Terror Brann Bronzebeard guide.
    • By positiv2
      This thread is for comments about our Tombs of Terror Elise Starseeker guide.
    • By Starym
      Today we get a look at some of the smaller stuff coming up in Hearthstone's future, including new events like dual-class arenas, 23 old cards returning to standard (Ragnaros and N'zoth were mentioned), new class portraits for 1000 wins, and plenty of quality of life improvements!
      Behind the Doors (source)
      While we’re constantly recruiting lackeys, tinkering with experimental tech, and delving into dusty tombs to bring you new Hearthstone expansions and Adventures, we’re also hard at work on some awesome, albeit less flashy, new stuff. In this blog we’ll shine a light on some of the smaller, but still exciting new features, events, and changes coming to Hearthstone in the near future.

       
      Adding More Events

      After the overwhelmingly positive response to the recent Fire Fest-E.V.I.L. event, we’re looking for more opportunities to introduce even more large-scale in-game events with rewards, themed Tavern Brawls, and changes that could temporarily (or permanently!) create fun new Hearthstone experiences for players.
      We’re starting off with a new event in just a couple weeks featuring Dungeon Run-inspired Tavern Brawls, dual-class Arenas, Legendary quest rewards, and some meta-shifting changes outlined in the “Shaking up Standard Play” section below.
      We’ll have more to share on this sensationally spooky event on October 4, but in the meantime . . . try not to lose your head!
       

      Shaking up Standard Play

      Now that the Saviors of Uldum Standard ladder experience has solidified, we think it’s a great time to throw a wrench or two (or twenty-three) in the gears. We’re going to be pulling some of the most popular and game-changing cards from across Hearthstone history, including
      Ragnaros the Firelord and N'Zoth, the Corruptor, out of Wild and dropping them back into Standard for a limited time. To ensure that everyone can participate in this meta-mixing event, we’ll be granting everyone free copies of each card (these copies cannot be disenchanted or crafted) so they can add these heavy-hitters to their decks and get them into the action.
      We’ll be sharing more details (including the full list of 23 cards) in a blog update on October 4. Stay tuned!

      1,000 Win Class Portraits
      Looking ahead, we want to continue celebrating personal successes and milestones for all you dedicated Hearthstone players. Our next major update will introduce some really cool new portraits that you can earn by earning 1,000 wins with each class. Wins earned before this update goes live will retroactively count towards these totals. Take a look at a couple of examples below and start stacking up those wins!



      Quality of Life Improvements
       
      Alternate Search Terms
      We want it to be easier to quickly find the cards you’re looking for while deckbuilding, so we’re adding alternate search terms for some hard-to-type cards. We’ll be adding common misspellings and simplified versions of leetspeak card names (found on some Mech minions). For example, searching “snip” or “snap” will now show you SN1P-SN4P. While this feature will only be enabled for a few commonly misspelled cards at first, we’ll be able to add even more alternate search terms as needed.
      This feature will also support languages other than English. For example, SN1P-SN4P in Latin American Spanish is “CL1C-CL4C”, so searching “clic” would return the expected results. Quest Changes
      While not included in our next major update, here’s a preview of some of the changes we’re making to quests a little further down the line.
      We’re cutting some of the less popular daily quests and tuning down some of their requirements to make them quicker and easier to complete. We’ll also be adding some new quests to the pool to mix things up! We split most daily quests into two buckets: Easy (50g) and Slightly More Difficult (60g). Rerolling a Slightly More Difficult (60g) quest (like Play 10 Beasts) always gives you an Easy (50g) quest, so players can be guaranteed to get an Easy quest every day if they want. We love  Murlocs and Pirates as much as anyone, but it should be your choice if you decide to complete their quests.
      We’re excited to be bringing these new features, events, and other changes to Hearthstone soon. Please let us know what you think on social media or the official Hearthstone forums. Until then, we’ll see you in the Tavern!
×
×
  • Create New...