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Hearthstone: Curse of Naxxramas Game Guide by gamepressure.com

Hearthstone: Curse of Naxxramas Game Guide

Table of Contents

Maexxna - Heroic | The Arachnid Quarter Hearthstone: CoN Guide

Last update: 11 May 2016

One of the more interesting battles - Maexxna - Heroic - The Arachnid Quarter - Hearthstone: Curse of Naxxramas - Game Guide and Walkthrough
One of the more interesting battles

Just like in the case of the previous bosses, Maexxna's health rises to 45 and her power became slightly modified. Now, the opponent can return 2 minions to your hand and, in addition to that, for free. This is why, it uses this power in each turn. It is both lethal and helpful.

Hero Power: Web (0) - Retreat a random minion to the opponent's hand

Recommended Deck: Paladin - Healer/Charge

Neutral Cards (12)

Class Cards (18)

Stonetusk Boar (1) x2

Gift of Power (1) x2

Voodoo Doctor (1) x2

Humility (1) x2

Bluegill Warrior (2) x2

Equality (2) x2

Earthen Ring Farseer (3) x2

Holy Light (2) x2

Wolfrider (3) x2

Truesilver Champion (4) x2

Argent Commander (6) x2

Gift of Kings (4) x2

 

Consecration (4) x2

 

Hammer of Wrath (4) x2

 

Guardian of Kings (7) x2

The initial stage: Maexxna is going to use its power at the beginning of each turn, which will make it considerably more difficult for you to play your minions. There is a way, though. Two, to be precise: Battle cry and Charge. Thanks to the cards with these abilities, each return may be profitable to you. The opponent starts with two minions in the battlefield- Haunted Creepers (2). You need two cards in the initial turns: Voodoo Doctor (1)/ Earthen Ring Farseer (3) and Consecration (4). After you use the former, you will be able to heal your hero in each turn and Consecration (4) will allow you to destroy the Haunted Creepers (2), thanks to which, thee appear 4 creepers 1/1. This is the important element of this game. You need to fill the enemy's side with minions with 1 attack points, as quickly as possible, to take only 7 damage points per turn. To prevent losing your minions, you can only play 2 units per turn, because it is as much as Maexxna's power returns to your hand. Control the opponent's side, so that there are only minions with 1 or 2 attack left and use Voodoo Doctor (1) or Earthen Ring Farseer (3), to heal your character. Positioning them perfectly may require several restarts.

The middle stage: If you managed to deploy your units in the opponent's half efficiently, you can counter attack. Use on Earthen Ring Farseer (3) and one of the minions with Charge, like e.g. Bluegill Warrior (2) or Wolfrider (3). Attack the enemy hero only to weaken him slowly. Use the Truesilver Champion (4) for attacking the hero (16 damage points for two cards), and leave Consecration(4) and Hammer of Wrath (4) for the more dangerous minions. Slow use the Holy Light (2), whenever there is an opportunity to restore a larger portion of health.

The final stage: Start using one of the Guardian of the Kings (7), to heal 6 health points per turn, and a minion with Charge, and attack the opponent's face. If the opponent's health drops sufficiently low, you can give up healing and focus on attacking. Make sure, at the same time, that you do not die yourself., within a turn or two. Play the Argent Commander (6) and Wolfrider (3), to ensure yourself with strong 7 damage points per turn. Just remember to play 2 minions only and you should not have major problems in this battle.

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