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Heroic Maexxna Clear

  • Last updated Jul 22, 2014 (Naxx Launch)
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Wild

  • 24 Minions
  • 6 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 2160
  • Dust Needed: Loading Collection
  • Created: 7/22/2014 (Naxx Launch)
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  • Total Deck Rating

    3

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!!READ THIS FIRST!!
I want to warn you all that there is NO reward for clearing the wing on Heroic.  The only reward is in the challenge itself, and finding the right deck composition is part of that.  I encourage you all to try it for yourself before reading this, as most people are breezing through the whole wing in a couple hours and being left pretty underwhelmed.  Try to get the most out of it!  
!!READ THIS FIRST!!


This is the deck I used to beat Heroic Maexnna. I personally found this to be the only particularly difficult challenge in the whole wing, and indeed the only one I needed to construct a special deck for.  The rest were easy enough to beat with common decks I already had (mostly Warlock Murloc and Control Warrior).

An earlier iteration of this deck dropped her down to around 17, and this iteration dropped her on it's first try.  I feel it's fairly flexible and should have a few different winconditions, but at the moment I only know of the one that worked.

The general idea of the deck is to abuse cheap battlecries and charges to make make the broken hero power work in your favor.  You mulligan for Voodoo DoctorNovice Engineer, and Cleave to sustain and draw out the cards you need to close out.  You'll eventually draw summons like Murloc Tidehunter and start to establish some board control.  You evenetually can play your Giants and taunt them up (Sunfury Protector), and hopefully heal them a couple times with Voodoo Doctor and Earthen Ring Farseer while you hit her in the face with the Giant and close out.  Ironbeak Owl is good for keeping Shade of Naxxramas and Sludge Belcher in check.  If you have the mana you can play Warsong Commander which can save you by giving you the tempo you need to trade favorably, or get that last bit of lethal in.

Feel free to post questions.  If enough people are interested I'll post explanations of each card.  I'll probably also play through the encounter a few more times and make some refinements, as at the moment I'm not completely sold on Whirlwind, Cruel Taskmaster, or Haunted Creeper.

Below is the ideal situation, aka the nut draw, and it won't always come out this beautiful.  I double whirlwinded his spiders/wolf alpha, meaning he was stuck doing 7 damage and not playing any other monsters until I gave him something to attack.  Note that he will always hero power, so you can rest assured you can always play at least 2 minions, and usually more as long as you aren't taunting.  If you're lucky enough to be holding both Sea Giants and your Sunfury on turn 5 and with this board position (all tokens on his side), you can play (1 drop -> 1 drop) or (Murloc Tidehunter) -> Sea Giant -> Sunfury -> Sea Giant... you shouldn't be able to lose after that, although it isn't foolproof and you still have to think.

Proof; Win #2, Run #4 (misplays/luck are a factor):