The fourth and final wing of One Night In Karazhan, The Spire, opened this week giving Hearthstone adventurers three new bosses and lots of loot to acquire.
This was, without a doubt the more difficult of the wings I have done, so hopefully this will help you get through it a little easier.
Shade of Aran
The Shade of Aran has a hero power that gives both players +3 spell power. I mistakenly decided to take ZooLock to this party as I have been doing well with it throughout this adventure. Like I said, mistakenly. After quickly losing I through together a direct damage mage deck and went back at it.
It was pretty much no contest as I blasted through the shade with Arcane Missiles, Frostbolt, Fireball, and Ice Lance.
For my efforts, I received Medivh’s Valet and Spirit Claws.
On to the next boss!
Netherspite is a dragon that controls the portals that ultimately get you to the final boss in The Spire. You start the game with two portals on your side of the board. The one on the right is Blue and gives the minion next to it the ability to only take one damage at a time. The one on the right is Red and gives the adjacent minion windfury. ZooLock seemed like a good idea here.
I was able to start the match with with a Voidwalker placed next to the Blue portal. I felt like having a taunting minion that can only take one damage each time it was dealt damage seemed like a good idea.
I followed it with a Possessed Villager placed next to the Red portal and began swinging. A Brann Bronzebeard followed by an Abusive Sergeant buffing my Possessed Villager and suddenly the dragon was done and I was moving on.
Nazra Wildaxe/Prince Maclezaar
The final boss is actually two bosses. First, you need to defeat Nazra (she starts at 15 life and is a warrior) before you can move on to the Prince.
I tried several times with Taunt Warrior before I finally realized it wasn’t going to work. I could get by Nazra easy enough but couldn’t get through the Prince.
I finally decided to play C’Thun Priest and see how that would work. I won. Apparently, the power of the Old Gods is too much for the Prince.
I got past Nazra by turn 7. At this point, C’Thun was getting buffed pretty good and I was happy to have it in my hand.
One of the things to remember when fighting Nazra is not to over commit in your minions. This is because the Prince likes to wipe the board on his first turn. This will leave you without creatures and very possibly without any cards in hand.
I played pretty reserved and eventually dropped a Twin Emperor. The Prince’s Hero power is to drop a 6/6/ demon for two mana. Deal with these or you will quickly be overrun by them. Especially when he starts buffing them.
On turn 10, I dropped C’Thun and watched as fourteen damage was split between the Prince and his lone 6/6 minion. The Prince was unable to deal with the Old God on his turn which allowed me to protect C’Thun with a taunting minion. Truth be told, I got the taunting minion as a result of Medivh’s staff. It has the ability to give you minion of equal casting cost for the spell you just cast. Next turn I was able to put away the Prince and free our host.
Defeating the Prince will get you Malchezaar’s Imp and Ironforge Portal.
Since this is the final boss in the adventure it also unlocks the remaining class challenges (Rogue and Druid), gives you three more cards, Violet Illusionist, Prince Malchezaar, and Medivh, and it unlocks the heroic difficulties of the adventure.
Here is a video of the final fight.
Did you get past the final wing? What deck helped push you over the top? Let us know in the comments below.
Patrick Cossel is the Publisher of The Forge Herald. He is a father, husband, gamer, and level 1 Magic judge. Professionally he is the Operations Manager for a family-owned newspaper company. He can be reached at email@example.com
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