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Hearthstone: Curse of Naxxramas Game Guide by gamepressure.com

Hearthstone: Curse of Naxxramas Game Guide

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Class challenges | The Arachnid Quarter Hearthstone: CoN Guide

Last update: 11 May 2016

The first two challenges - Class challenges - The Arachnid Quarter - Hearthstone: Curse of Naxxramas - Game Guide and Walkthrough
The first two challenges

Class challenges are battles against normal bosses, using predefined decks. The opponents behave in nearly identical way, as in the normal mode and their difficulty levels are similar. What makes it challenging is that you need to defeat the opponent with a deck that you do not know, for which you are rewarded with the class card from the Naxxramas collection.

There are two class challenges in the Arachnid Quarter: druid and rogue.

Druid

Druid in peril - Class challenges - The Arachnid Quarter - Hearthstone: Curse of Naxxramas - Game Guide and Walkthrough
Druid in peril

The druid's challenge pits the player against Great Widow Faerlina and her hero power, thanks to which she can launch a random projectile per each card in the player's hand. The class card in this match is Poison Seeds (4), which allows you to eliminate all the minions in the battlefield and summon Treants 2/2 instead.

Below, you can find the make0up of the druid's deck in this challenge:

Neutral Cards (14)

Class Cards (16)

Nerubian Egg (2) x2

Invigorate (0) x2

Echoing Ooze (2) x2

Naturalize (1)

Haunted Creeper (2) x2

Claw (1) x2

Stoneskin Gargoyle (3) x5

Power of the Wild (2) x2

Defender of Argus (4) x2

Mark of the Wild (2) x2

Hogger (6)

Mark of Nature (3) x2

 

Keeper of the Grove (4)

 

Poison Seeds (4) x2

 

Swipe (4) x2

The initial stage: The pattern is the same in the case of each battle against Faelina - hold as few cards in your hand as possible to limit t the number of projectiles. In this deck, there are cards of low summon cost, which is why it should not be problematic to get rid of all of them from the hand. Start the game with Haunted Creepers (2) and Nerubian Eggs (2), then focus on controlling the battlefield. You can use the Power of the Wild (2), Mark of Nature (2) or Mark of the Wild (3), to add attack points to Nerubian Eggs (2) and destroy them on one of the opponents, which will summon a Nerubian 4/4.

The middle stage: Continue attacking. Use reinforcing cards to provide minions with Taunt and protect the more valuable units. What is ideal for this is Stoneskin Gargoyles (3), which regenerates your health at the beginning of each turn. In combination with Mark of Nature (3), they can create a barrier with Taunt and statistics 1/8 or even higher.

The final stage: Keep Swipe (4) for the more important targets. Use the help of Hogger (6), to ensure yourself with a steady inflow of minions 2/2 with Taunt. If the opponent gains a considerable advantage in the battlefield, you can use Poison Seeds (4), to replace all of the minions with Treant 2/2 that is easier to deal with. Remember to get rid of the cards in your hand and her power should not be a threat to you.

Reward: Poison Seeds (4)

Rogue

The end of the spider mother is nigh - Class challenges - The Arachnid Quarter - Hearthstone: Curse of Naxxramas - Game Guide and Walkthrough
The end of the spider mother is nigh

The Rogue needs to face Maexxna that has a very unpleasant power to return a random card back into the opponent's hand. The Rogue's class card is Anub'ar Ambusher (4), with strong statistics 5/5, however the Deathrattle effect returns a random card, back into the player's hand.

Below, you can find the make-up of the Rogue's deck for this challenge.

Neutral Cards (25)

Class Cards (5)

Elven Archer (1) x2

Into the Shadows (0)

Murloc Tidecaller (1)

Defias Ringleader (2)

Voodoo Doctor (1)

SI: 7 Agent (3)

Youthful Brewmaster (2)

Anub'ar Ambusher (4) x2

Novice Engineer (2)

 

Sunfury Protector (2)

 

Echoing Ooze (2) x4

 

Big Game Hunter (3)

 

Razorfen Hunter (3)

 

Tinkmaster Overspark (3)

 

Mind Control Tech (3)

 

Earthen Ring Farseer (3)

 

Gnomish Inventor (4)

 

Defender of Argus (4) x2

 

Loatheb (5)

 

Stampeding Kodo (5) x2

 

Elune Priestess(6)

 

Frost Elemental (6)

 

Alexstrasza (9)

 

The initial stage: The key to victory is retaining high numbers of units in the battlefield, which is why you should start playing your minions immediately, even if you were to waste their Battle cry. There is a high probability that any of them will be returned back to your hand By Maexxna's power, thanks to which you will be able to play it again and activate its power again. Play the Echoing Ooze (2), whenever the opportunity arises. If the opponent returns this card to your hand, you will be able to play it again and create new clones.

The middle stage: Play an aggressive game. Eliminate only the major threats, like e.g. Shade of Naxxramas (3) or Sludge Belcher (5). The majority of these units should have 1-3 attack points, but this is perfectly enough, if you keep the table full. Use Sunfury Protector (2) and Defender of Argus (4) on the Echoing Ooze (2), to give it Taunt, which it passes over to the clone.

The final stage: If you have played aggressively and did not obtain expensive cards only, Maexxna should be at the brink of dying now. If she still has too many health points, you can use Alexstrasza (9), to bring down the health points to 15 points, or heal yourself to reach 15. The opponent may also play the Sea Giant (10), which is why it is better to keep the Big Game Hunter (3) for this eventuality.

Reward: Anub'ar Ambusher (4)

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