My Heroic Naxx Journey: Beating the Construct Quarter


The Construct Quarter opened on Tuesday, 12th August, and within we were introduced to The shambling Abomination Pudge Patchwerk; Silent Hill creature candidate, Grobbulus; Gluth, the plague-dog that looks more ghoul than dog in Hearthstone; and Mr. Frankenstein on steroids, Thaddius. If you’re eager to learn how I dispatched this round’s damned beings and unwholesome inhabitants of the Construct Quarter on Heroic difficulty, you’re invited to read on. If not, feel free to check out my previous walkthrough here.

Reader’s advice: This is not a thorough guide but a personal recount of the tactics and execution rationale used by me in combating the Heroic variants of the Naxxramas’ bosses.
Click on images to enlarge

Ah Patchwerk, the pudge with a weapon but no hand—quite the most fun I’ve hand building a deck against than I had with any other Naxxramas boss. On normal difficulty this matchup invites creative plays for which I eagerly sat by waiting to see the result; for example throwing Acidic Swamp Ooze out and Mind Visioning his weapon into my hand, or playing Coldlight Oracle and watching Patchwerk draw fatigue. However silly plays like that these were rendered quite ineffective in Heroic mode, largely because the Earth Mother had accidentally blessed the Hook with windfury.

Taking this into stride I switched over to a cheap taunt variant of the Freeze Mage. Running the likes of Goldshire Footmen, Shieldbearer, Mirror Images, and anything to nick the weapon off him, such as the Bloodsail Corsair, and the ever so important Acidic Swamp Ooze, the game became a frantic struggle to keep the taunts up, recycle them with Duplicate, while stalling for time with Ice Barriers, and freezing spells and minions.

In my victory round I drew into Mana Wyrms, Ice Lances, and Mirror Images really early on, and that allowed me to surge ahead with great ease. As we drew into mid-game, I survived on Ice Barriers and some fortuitous draws into Frost Elementals. When frozen avoid throwing taunts on the board as it’ll only force the use of his hero ability which destroys a minion of his choice. Play a slow game while keeping your cool (and keeping Patchwerk even colder) and you’ll be able to swing for fat stacks when your Mana Wrym had their fill of that tasty magic.    

Word of advice though, it may be really tempting to burst the pudge down with the Frost Bolt-Ice Lance combo but that’s hardly recommended, unless of course you have lethal in sight. 

Cards critical to this strategy are: cheap taunts, any target freezing, secrets like Duplicate and Ice Barrier. If you have Ice Block I’d recommend running it too—I didn’t.


Grobbulus’ hero ability is a mighty pain to deal with. The ability to deal two damage each turn to all your minions means many will die—but what do you say to death? Not today. I initially attempted an enrage Warrior build but ‘not today’ turned out to be every 15 minutes instead. And so, quite reluctantly I dusted and summoned the old trite and tired tactic from my overused Priest arsenal, the Divine Spirit-Inner Fire wombo-combo party gimmick.

Grobbulus has a nifty trick that could lead to a swift demise if not checked early on. Splitting his Echoing Oozes on which he endows the Blessing of Kings produces two 5/6s which can be incredibly difficult to remove. Have him apply it twice in one turn (which was what happened to me on a couple of occasions) and you’re looking at two 9/10s, and probably, the concede button too. So make sure you’re packing silences to nullify the green grimy copy cats.  

Win tactic, apply Divine Spirit-Inner Fire wombo-combo to Deathlord/Mogu’shan Warden. Cards critical to this strategy are: Silence, wombo-combo, Northshire Cleric (for early draws)   
Gluth’s hero ability upgrade from normal to heroic is probably the most drastic one in my opinion—going from reducing all minions health to 1, to what is in fact, a free Equality each turn. However, this did make my minion choices fairly straightforward. The game plan evolved—or rather, devolved, into an almost classic Face Hunter set up. Hit him very hard then load up the traps and set the hounds free when the board’s occupied with Gluth’s cadaverish entourage.

Conventional Face Hunter decks are no good on their own and tweaks were necessary to keeping this build viable; the addition of Ironbeak Owls, and Acidic Swamp Oozes in particluar. Gluth carries Jaws, his weapon of choice, and it increases in power with the death of each deathrattle minion. Thus the surest way to stay alive is to always have your answer in hand, and that is the ever-reliable AS Ooze. In addition, Gluth packs a fine, well manned stable of Unstable Ghouls, and seeing that his hero ability reduces all your minions’ health to 1 at the start of his turn, it’s easy to see how this card can leave you in a world of hurt. The only time you’d want to have the Ghoul proc its deathrattle is when you have his line of Zombie Chows at 1hp after having them eat the Explosive Trap buffet (see second pic below). 

Cards critical to this strategy are: your run-of-the-mill face hunter fare with the exclusion of the weapon, freezing trap, or Mukla, but with Ironbeak Owls, and Acidic Swamp Oozes instead.





You can’t spell Thaddius without fun. Well, you can. But if you’ve played Thaddius already you’ll know what I mean. His hero ability doesn’t exactly do him any favors and this is what makes playing against heroic Thaddius an interesting affair. The biggest advice I have for anyone frustrated with this level is to attempt to use his hero ability to your advantage. This means anticipating the swap and using attack/defense modifiers to weaken the opposition or strengthen your own. I went with a Secret Paladin build and boy was it a GLOURIOUS battle! Be liberal with the use of health/attack modifiers and quickly watch the tide of battle swing your way.  

The biggest challenge I faced with getting past the tag team of Stalagg and Feugen—which, to be honest, wasn’t that big of a challenge to overcome when compared to the shenanigans the other bosses threw out. Keep a Mind Control Tech in there just in case things get a little antsy.


Cards critical to this strategy: Secrets, attack and health modifiers, Aldo Peacekeepers, and Nerubian Eggs!







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