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Hearthstone: Curse of Naxxramas Game Guide by gamepressure.com

Hearthstone: Curse of Naxxramas Game Guide

Table of Contents

The Four Horsemen - Normal | Military Quarter Hearthstone: CoN Guide

Last update: 11 May 2016

The last two Horsemen - The Four Horsemen - Normal - Military Quarter - Hearthstone: Curse of Naxxramas - Game Guide and Walkthrough
The last two Horsemen

The Four Horsemen, in spite of what the name suggests, are merely one opponent. Three of them are minions 1/7 that occupy the battlefield, where the last one is presented as the hero, also with 7 health points, and his power allows him to draw two additional cards, at the cost of 5 mana.

Hero Power: Damned Shadow (5) - Draw 2 cards

Recommended Deck: Druid - Rampdruid

Neutral Cards (13)

Class Cards (17)

Kobold Geomancer (2)

Invigorate (0) x2

Harvest Golem (3) x2

Wrath (2) x2

Earthen Ring Farseer (3)

Wild Growth (2) x2

Defender of Argus (4) x2

Mark of the Wild (2) x2

Sen'jin Shieldmasta (4) x2

Keeper of the Grove (4) x2

Chillwind Yeti (4) x2

Swipe (4) x2

Sun Worshipper (6) x2

Druid of the Claw (5) x2

Lord of the Arena (6)

Saturate (5)

 

Ironbark Defender (8) x2

Initial Stage: Although the enemy hero only has 7 health points, his three companions always protect him from any damage. To attack the hero, you first need to eliminate the horsemen in the battlefield. The opponent uses no other minions, only weapon cards and paladin Secrets. The Horsemen only deal 3 damage points in each turn, which is why you do not need to hurry too much. Increase the growth of mana, using Wild Growth (2) and Invigorate (0), and then start playing your own units, e.g. Chillwind Yeti (4), Sen'jin Shieldmasta (4) or Druid of the Claw (5).

Middle Stage: watch out for the opponent's Secrets. He uses Penance (1), Redemption (1) and Vengeance (1). Use Harvest Golems (3), to alleviate the effect of the Penance (1), and if one of the Horsemen comes back to life, as a result of Redemption (1), you can use the druid's hero power to send him back to the afterlife. Watch out for the Mark of the Horsemen (5), which provides all of the opponents with +1/+1 and buffs the opponent's weapon by 1/1.

Final Stage: If you have eliminated all of the horsemen, you can focus on the enemy hero. Use Swipe (4) and Druid of the Claw (6) with Charge, to bring down his 7 health points. You only need to watch out for his weapon. Once all three horsemen are dead, his weapon receives +3 to attack, due to which it deals now 4 damage points. This may be dangerous if your hero is low on health also.

Rewards: Deathwish (3), Baron Rivendare (4)

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