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Hearthstone Deck Building Guide for Naxxramas - The Arachnid Quarter

Joshua Vanderwall | 23 Jul 2014 15:00
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naxrammas screen

Is your Hearthstone collection tragically short on legendaries, but you still want to stroll through The Arachnid Quarter? Check back every week for another budget-friendly guide to clearing each wing of Naxxramas!

Hearthstone is designed to be readily accessible to players of all stripes, and the first expansion, Curse of Naxxramas is no exception. While the regular bosses aren't all that tough to defeat, you'll still want to plan ahead before you take them on. I'd venture to guess that your average Hearthstone player doesn't have every Legendary in the game available to them, so I've assembled decks to take down all three bosses of the first wing of Naxxramas, The Arachnid Quarter, without having to spend all your dust.

Crafting each of these decks from scratch will cost less Dust than a single legendary, and, in some cases, will be practically free (given that you'll need to have unlocked all cards for each class). They're not necessarily the most elegant builds, but they're effective, and, most importantly, cheap to assemble. Without further ado, let's squash some spiders!

boss 1 image

Boss 1: Anub'Rekhan

Ability: (2): Summon a 3/1 Nerubian

The first 8-legged boss combines Mage and Warlock class spells like Frostbolt, Shadow Bolt, and Mortal Coil with some of the new skittery critters from the Arachnid Quarter, like Shade of Naxxramas, and Haunted Creeper. The 2-mana Hero Ability creates a 3/1 Nerubian, which is easily countered with the Mage's own Hero Ability, making the Mage your ideal class to take down this boss without breaking the bank.

boss 1 deck

The build I came up with contained only six Rare cards, which is on the high end for our purposes here, as well as 24 Common or Basic cards, with many of the Rares being easily replaced with non-Rares, should your Dust budget require it. The Rares in my build were Defender of Argus, Kirin Tor Mage, and Vaporize. Living the dream is dropping a Water Elemental as soon as possible, followed by Defender of Argus to buff and taunt it. Turn One Mana Wyrm makes for a very aggressive start, but you'll sometimes need to forego casting a spell to buff it in order to keep it protected, as the AI seems to have it in for our poor Mana Wyrm. Secrets like Mirror Entity and Vaporize count as spells to buff your Wyrm, and help keep you caught up in the early game. The staple Flamestrike is great for clearing the board if Anub establishes any kind of real presence.

You'll want to start fast and strong with Mana Wyrm, and cast spells to buff it and clear the path until you get to your Water Elemental. Polymorph will be your friend when they cast their Taunt guys, allowing you to swing freely at the face. Fireball is great for clearing out larger minions or just doing the last bit of damage to the opponent. If you've got Pyroblast, you'll probably want to find room for that as well, as it offers a huge amount of late-game reach.

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