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Hearthstone Deck Building Guide for Naxxramas - The Arachnid Quarter

Joshua Vanderwall | 23 Jul 2014 19:00
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Boss 2: Grand Widow Faerlina
Ability: (2): Fire a missile for each card in your opponent's hand.

Despite having access to both Priest and Warrior class spells, Faerlina's ability is definitely the thing you should worry most about. Inner Rage was the most common Warrior spell in my experience, and was used as often to remove my one-toughness creatures as to buff her own. Dark Cultist is a new Priest addition with Curse of Naxxramas, and was easily the most commonly seen Priest card. Keeping in mind that your primary concern is her ability, the Warlock seemed the most prudent class to play, since you'll use the card draw sparingly, but it will keep you going in the late game once you've dumped your hand.

boss 2 deck

The build I settled on for Faerlina actually contained zero cards above Common rarity, and defeated her easily. Focusing on cheap creatures with more than one toughness, emptying your hand, and Enrage abilities (which exploit the random missiles from her ability) the deck was easy to construct and play.

With Argent Squire, Flame Imp, Leper Gnome, and Voidwalker all at one mana, you're frequently able to clear your hand early, voiding her Hero Ability. All of these creatures take more than one hit to kill, or create value when they die (Leper Gnome), so you'll rarely get blown out by missiles. Running Amani Berserker and Raging Worgen, as well as Gurubashi Berserker for later in the game, you'll be hoping she uses her ability, since there's a good chance it'll end up turning into a buff. Acolyte of Pain, similarly, is fantastic to have in play when missiles start flying, since each counts as a single source of damage, allowing you to draw multiple cards.

Demonfire, Mortal Coil, Soulfire, and Shadow Bolt are our removal pieces, which can take care of virtually anything she can throw at you. Demonfire doubles as a buff for an early demon as well, so don't be shy about pumping your Voidwalker with it on turn two. Save your removal for larger creatures so you don't end up trading too many of your own cards for one of hers, but it's a simple rush strategy that should have you moving on to the third boss with ease.

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