Game: Hearthstone, Heroes of Warcraft
System: Computerish
FAQ: Naxxramas Card List
Written By: NoWorries
Allowed Website: www.gamefaqs.com
                www.neoseeker.com
                www.supercheats.com
*If you have a website you would like to post this at just shoot me an email*

**As always, the most up-to-date guide will always be found at gamefaqs**

Version History: 1.0 Submitted 16 of October of 2014


------------------------------------------------------------------------------

-Who should be reading this FAQ?- #The NoWorries Contract to Greatness

   I put this in every faq I've ever written, and it goes something along the
lines like this. By writing this, I commit to you the reader that I will bring
to you not only my vastness of knowledge but do it with a sense of humour. I
understand it's easy to get bogged down in detail as well as a mush of opinion
but I strive to bring you something more than just a guide to greatness.
   This is a guide discussing all of the Naxxramas cards and how good/bad
they are. It's going to be short as well, but it will definitely help and go
hand in hand with my Heroic deck list.

------------------------------------------------------------------------------



First, what is Naxxramas?

   Naxxramas is an expansion set for Hearthstone, a card game developed by
Blizzard and played online. Naxxramas came out as an expansion, being directly
inspired by the dungeon from World of Warcraft, and can be played in
Hearthstone to unlock a number of things.
   The first wing of Naxxramas was free (I don't think it is anymore) but
it can be purchased (all the wings) for $28 USD if I remember. As Naxxramas
added some 25+ cards as well as a new cardback, it's definitely worth it to
buy and I hope by going through this you too will find it helpful.

Second, what's the theme?

   Naxxramas is a set built on Deathrattle, an effect in Hearthstone that
simply put, has something happen when a minion dies. It results in a card
either being overpowered or underpowered, but then is balanced out because of
the Deathrattle.
   There are a number of Deathrattles already, such as the Beast, or Loot
Hoarder, but Naxxramas went balls to the walls and really introduced some
ground-breaking cards that completely changed the game.



So let's get with it



       CARD LIST

 Greys-Neutrals

   Dancing Swords
   Haunted Creeper
   Mad Scientist
   Nerub'ar Weblord
   Spectral Knight
   Stoneskin Gargoyle
   Undertaker
   Unstable Ghoul
   Zombie Chow

 Greys-Class

   Anub'ar Ambusher
   Avenge
   Dark Cultist
   Death's Bite
   Duplicate
   Poison Seeds
   Reincarnate
   Voidcaller
   Webspinner

 Blues-Rares

   Deathlord
   Nerubian Egg
   Wailing Soul
   Sludge Belcher

 Purples-Epics

   Echoing Ooze
   Shade of Naxxramas

 Gold-Legendaries

   Baron Rivendare
   Feugen
   Kel'Thuzad
   Loatheb
   Maexxna
   Stalagg
   Thaddius


So let's get into it
----------------------------------


SECTION 1
   GREYS-NEUTRALS


----------------------------------


Dancing Swords

   Costs 3
   Power 4
   Health 4
   Text: Deathrattle, opponent draws a card

So Dancing Swords is a 4/4 for 3 mana, downside of opponent drawing a card.
Let me tell you, avoid this card. It simply isn't good. A 4/4 body for 3 is
always nice, but here's where Dancing Swords becomes worse, a 4/5 for 4 with
no downside in Chillwind Yeti. It seems like a potentially strong card to drop
early but really you are better off with almost anything else.

For Arena runs, it is a bit stronger, as Arena is ruled by 3/2's so the 4/4
body can favorably trade twice optimistically, but even so, I'd only take this
if my other options were Wisp and some crappy Murloc

Overall rating, 1/10


----------------------------------


Haunted Creeper

   Costs 2
   Power 1
   Health 2
   Text: Deathrattle, put two 1/1 spiders into play

This card is the epitome of juicy. You get a total of 3/4 stats for just 2
mana, it's hard to beat. Sure the stats are spread out and it's vulnerable to
silence, but most cards are so it's barely a reason to knock it down.

It's also a Beast, so for Hunters you can do stuff with it. Note that the
spiders that come into play are not beasts though so be warned.

Regardless, it's a shoe-in for most aggressive decks and a pretty strong
pick when it comes to Arena runs. For control decks, it's a bit weaker than
the slightly more expensive Harvest Golem, which is less vulnerable to Silence
as well as it trades more favorably with the 2 power.

Overall rating, 7/10


----------------------------------


Mad Scientist

   Costs 2
   Power 2
   Health 2
   Text: Deathrattle, put a random secret from your deck into play

Alright, so a 2/2 for 2 isn't particularly exciting. The Deathrattle seems
cool, except secrets are only in 3 decks, Paladin, Mage, and Hunter, so is
it good?

Some might say yes, I'd argue no. Here's why.

In a Mage, most times you are running secrets like Ice Block/Armor, which
could be useful, but then you're playing a Frost Mage and you need better
card draw in all honesty. You could be playing a Secret Mage, but then my
issue with the Scientist is the randomness of it. Do you really want to Mirror
Image a crappy 2 cost creature? How about Counterspelling the coin? Maybe
Vaporizing the 1/1 Paladin summon? Due to the lack of control, I don't like
it for Mage

What about Paladin? Hell their secrets suck outside of Arena. Nope

What about Hunter? I suppose it could work, I certainly see them paired a
lot. I also beat them everytime. Why? Go back to the mage. The weakness is
that you have no control over what comes out. The point of a Secret is to
pressure your opponent by leaving them no option. They have a 1 health minion
and you drop a secret and ignore it? Sure seems like Explosive. Kill off all
but their expensive creature and drop a trap? Seems like Freezing.

And the best part is the bluff factor, they have no way of knowing without
triggering it! When you have a Scientist in play, they kill it when they want
and can favorably prepare for whatever Secret may come their way.

Trust me, it's not that good.

Overall rating, 2/10


----------------------------------


Nerub'ar Weblord

   Costs 2
   Power 1
   Health 4
   Text: Minions with battlecries cost 2 more to play

Not much to say here. This card sucks pretty hard and could use a buff. It's
a decent card against Zoo, which uses lots of battlecry effects, but it's
small 1 power makes it unappealing not to mention you can't play with battle
cry either less you restrict yourself.

I'd just not use this card

Overall rating, 1/10


----------------------------------


Spectral Knight

   Costs 5
   Power 4
   Health 6
   Text: Can't be target by spells or hero powers

A simple card, useless in some cases, and really annoying in others. Decks
like Priest, Miracle Rogue, or Mage will be frustrated by this guy to no end.
Others, like Ramp-Druid, Handlock, or Zoolock don't care nearly as much due
to his high cost and weaker power. When paired with a Defender of Argus, he
can prove rather annoying, but then you've used 2 cards to make a strong
creature when you could just use a single strong creature and put something
else in instead.

In Arena, this guy is a rather strong pick, due to the high health and his
protection, meaning you should trade at a minimum 2 for 1, and hopefully 3
for 1 building some card advantage.

Overall rating, 8/10


----------------------------------


Stoneskin Gargoyle

   Costs 3
   Power 1
   Health 4
   Text, At the beginning of your turn, heal it to full health

This card sucks. There really isn't much else to say. It's small 1 power is
sad, it's ability isn't good, and that's really all there is to say about it.
I guess you can chip away at Paladin hero powers forever.

Overall rating, 0/10


----------------------------------


Undertaker

   Costs 1
   Power 1
   Health 2
   Text, Whenever you play a deathrattle, gain 1/1

This is a card that changed the metagame. With so many deathrattles, he fits
into nearly any deck and unless dealt with immediately (like Knife Juggler) he
mows down your opponent very quickly. In fact, Undertaker+Coin+Zombie Chow
gives an almost unfair amount of board control on turn 1. A very strong card.

In Arena, he is much more risky, but worth taking if you have at least 4
Deathrattles and need a cheap creature

Overall rating, 10/10


----------------------------------


Unstable Ghoul

   Costs 2
   Power 1
   Health 3
   Text, Deathrattle, deal 1 damage to all minions

This guy is a little grenade. You won't find him in most decks, as he is a bit
too underwhelming, but he has great use with Acolyte of Pain, and more
importantly, the Control Warrior. Well, Warrior in general, but Control
Warrior. Besides the nice cheap taunt creature, his Deathrattle when combined
with some cards like Armorsmith, Frothing Berserker, or Acolyte of Pain, can
get some stupid results which is part of the reason Control Warrior had been
so strong

In Arena, he's a fairly good choice so long as you aren't Paladin

Overall rating, 6/10


----------------------------------


Zombie Chow

   Costs 1
   Power 2
   Health 3
   Text, Deathrattle, heal your opponent for 5 health

Easily the best card in the set, Zombie Chow is the definition of a Card
advantage machine. He goes in control decks, he goes in aggressive decks. He's
an extremely top Arena pick. There just aren't many times you wouldn't want
the Chow in your opening hand. It can easily net you a 2-1 trade, building
card advantage early. The 5 life heal seems bad, which is why you use him to
eliminate early threats. Undertakers meet their match to an early Chow,
Northshire Clerics quiver as Chow plops down, and Zoo decks groan as that Chow
will cut down their aggression single-handily.

Lastly, Auchenai+Chow means a 5 damage, NUKE TO THE FACE.

Yeah, he's that strong

Overall rating, 10/10


----------------------------------


SECTION 2
   GREYS-CLASS


----------------------------------


Anub'ar Ambusher, Rogue

   Costs 4
   Power 5
   Health 5
   Text: Deathrattle, return a random minion to your hand

I have mixed feelings about this guy. A 5/5 body for 4 is really strong. His
effect also doesn't seem all that bad, really as Rogues enjoy battlecries.
I just don't know any constructed deck that would use him.

In Arena, he's quite strong and a fairly top pick though Yeti is still better

Overall rating, 7/10


----------------------------------


Avenge, Paladin

   Costs 1
   Secret, Whenever a friendly minion dies, give another random friendly
           minion +3/+2

It's a sensationally strong boost for a mere 1 mana, the downside being the
uncontrollable nature of the spell. Near worthless for constructed, except
for aggressive Paladin maybe, Avenge gets it's real strength in Arena, as the
1 mana 3/2 stats are a bargain worth playing with. As such, it's a strong
pick and should be taken often.

Overall rating, 8/10


----------------------------------


Dark Cultist, Priest

   Costs 3
   Power 3
   Health 4
   Text: Deathrattle, give a random friendly minion 3 health

The first 3/4 for 3 creature printed! And it's good. It's really good.
Combined with cards like Undertaker, Death-Priests have risen and this guy
is as obnoxious as they come. In Arena, he's an extremely valuable pick and
is almost always worth taking.

Overall rating, 10/10


----------------------------------


Death's Bite, Warrior

   Costs 4
   Power 4
   Durable 2
   Text: Deathrattle, deal 1 damage to all minions

Death's Bite single handily made Warrior easily the best class in Arena. I
mean, it's a great constructed card too, but Death's Bite filled a gap in
Warriors that it desperately needed: a way to kill a 5 health minion (Yeti)
and how to deal with weenies without taking the crappy Whirlwind? Death's
Bite does all that and more. It's 4 power cleaves through enemies, but the
deathrattle effect allows you to clear weenies or take down 5 health baddies
by yourself. Death's Bite is a card advantage machine. Nuff said

Overall rating, 10/10


----------------------------------


Duplicate, Mage

   Costs 3
   Secret, Whenever a friendly minion dies put 2 copies into your hand

This card only receives a 5 due to it's unpredictable nature. Duplicate
dropped down when you are hiding behind a Sludge Belcher or Sunwalker, yes
man that is a game changer. However, Duplicating Sheeps or Frogs is much much
worse. Duplicating a small cheap creature also doesn't help much.

It can be quite strong, but you have to use it carefully as you probably don't
need to Duplicate a Mirror Image for example


----------------------------------


Poison Seeds, Druid

   Costs 4
   Spell, Destroy all minions and replace them with 2/2 treants

Druid definitely got hosed. This card sucks pretty hard. Don't use it.
Poison Seeds+Starfall ain't worth it bro, don't use it

Overall rating, 0/10


----------------------------------


Reincarnate, Shaman

   Costs 2
   Spell, Destroy a minion and return it to play full life

This card is quite flexible though underpowered at best. With all these Death
rattles going around, sure seems cool to use right? Sure, except when you look
close you see you are getting what? Two more 1/1's for 2 mana? Another 2/1 for
2 mana? A 1/2 taunt for 2 mana? Sure getting another 4/4 for 2 from your Egg
could be cool, but largely you will see Reincarnate not being nearly as cool
as you would hope. If combo'd with Baron Rivendare you can hope to achieve
some cool results but largely it's "meh".

It's flexible though, as you can get rid of enchantments like Blessing of
Kings, Windfury, or even the 5 health taunt from Ancient of War.

Overall rating, 4/10


----------------------------------


Voidcaller, Warlock

   Costs 4
   Power 3
   Health 4
   Text: Deathrattle, Put a random Demon from your hand into play

So Voidcaller seems cool. Lots of Warlock Demons are quite strong with bad
downsides right? Problem is that Voidcaller is as expensive as many of them
meaning that getting it out there, having a Demon in your hand, and killing
off Voidcaller means you've already lost the game by the time you've done this
and tried.

For Arena, Voidcaller is a godsend, as Warlock Demons are super strong in
Arena, and getting them for free through Voidcaller is just what they needed.

Overall rating, 6/10


----------------------------------


Webspinner, Hunter

   Costs 1
   Power 1
   Health 1
   Text: Deathrattle, put a random Beast card into your hand

Webspinner can be amazing or useless. King Krush seems cool, but often you
will never be able to play him. Captains Parrot is easily the worst Beast you
can get unless by chance you have a Pirate in your deck somewhere.

It's a gamble. It's one more people are willing to take. As he can usually
trade and then give you another creature, it's kinda 2-1 which is why it
works. Getting another Scar for example is a huge win, but then getting
the 1/4 taunt Gorilla is like "sigh"

Overall rating, 5/10


----------------------------------


SECTION 3
   BLUES-RARES


----------------------------------


Deathlord

   Costs 3
   Power 2
   Health 8
   Text: Taunt, Deathrattle, Your opponent gets a random minion from their
         deck into play

A 10 stat, 2/8 taunt for 3 mana is insane. But that downside can be quite
ugly. Giving your opponent Rag on turn 5, or Bloodhoof, or Ironbark Protector
is an easy way to lose the match.

In Arena, he's fairly strong, as spells are generally limited and most of the
time your opponent will get a 3/2 or so, making him a favorable choice. It's
just not so good for constructed

Overall rating, 4/10


----------------------------------


Nerubian Egg

   Costs 2
   Power 0
   Health 2
   Text: Deathrattle, get a 4/4 Nerubian

This Egg is great. It serves as anti-aoe, and is almost always a 2-1 trade
when boosted up, ultimately giving you a 4/4 which then 2-1, ultimately going
to a 3 or 4 for 1 trade. If it gets silenced, you're screwed. If you can't
get it killed, you're screwed. That being said, it's still a great card and
one of the better ones in Naxxramas

Overall rating, 9/10


----------------------------------


Wailing Soul

   Costs 4
   Power 3
   Health 5
   Text: Battlecry, silence your other minions

I'm sure people are looking at him going, "Boy, could I use you somehow?"
The answer is, no not really. I've only seen him in one deck and that's to
beat a Heroic Gothik. Stat-wise he's fine, it's just that he's just not great.
He's just, average all around.

Overall rating, 4/10


----------------------------------


Sludge Belcher

   Costs 5
   Power 3
   Health 5
   Text: Taunt, Deathrattle, get a 1/2 taunt

All I have to say is you see this guy in literally every deck. A Das'dingo
that comes back to life? Yes he's quite good.

Overall rating, 10/10


----------------------------------


SECTION 4
   PURPLES-EPICS


----------------------------------


Echoing Ooze

   Costs 2
   Power 1
   Health 2
   Text: At end of turn, create an exact copy of this creature

This guy looks exploitable. Attach him to Argus, get a second 2/3 taunt!
Drop Blessing of Kings, bam two 5/6 creatures for 6 mana!
The issue is consistency. He himself is a 2/4, 6 stats for 2 but both are
1 power minions unless you boost them. So hanging on to this creature for a
lategame boost is not nearly as strong or cool as it would seem.

We saw some aggroy token Druids using Ooze but those have all but faded as
we realized that Ramp is stronger and the Ooze just is, well it's just not
as good as the Spider

Overall rating, 4/10


----------------------------------


Shade of Naxxramas

   Costs 3
   Power 2
   Health 2
   Text: Stealth, At the beginning of your turn, gain +1/+1

He's a mini Gruul! Again, like Ooze, he seems very strong. Always gaining
1/1 is nice and the stealth means he can sit there. Problem is, he just
ain't so good. A 2/2 for 3 is quite bad, and even a 3/3 for 3 is mediocre.
That means by turn 3 you have a 4/4, except that means your turn 3 consisted
of playing this guy and now two turns later he is almost ready to go.

Frankly, he's just not that good, and is a beginners trap

Overall rating, 5/10


----------------------------------


SECTION 6
   GOLD-LEGENDARIES


----------------------------------


Baron Rivendare

   Costs 4
   Power 1
   Health 7
   Text, Your minions trigger their Deathrattles twice

Baron Rivendare is as strong as the situation calls for. If you drop him and
get at least two extra deathrattles, then it was worth it. Otherwise, he's an
overpriced sad creature. If you're making a Deathrattle deck, he could find
a home as 1 slot otherwise I'd pass


----------------------------------

Feugen and Stalagg and Thaddius

   Costs 5, 5, N/A
   Power, 4, 7, 11
   Health, 7, 4, 11
   Texts: Right

So Feugen and Stalagg are interesting, in that if they both die in the game
on your side, then you get Thaddius, an 11/11 monster. Seems cool, but here's
the problem; one silence, one hex, one polymorph, or just simply not drawing
them (you can only play with 1 each in your deck) means you don't get
Thaddius and are stuck with generally crappy creatures. A 7/4 for 5, Stalagg
is very bad. As a 4/7, Feugen is slightly better, though, using them together
is more of a novelty than an actual strategy.


----------------------------------

Kel'Thuzad

   Costs 8
   Power 6
   Health 8
   Text: At end of each turn, bring back to life all friendly minions that
         died

So KT is big right? He can't get shot down by BGH, and he's quite bulky. The
question is how valuable is he? He's meh. In Arena, KT is a dominating force
that can secure your win. For constructed, he's much more vulnerable to a
number of spells not to mention getting him down when you have creatures to
actually use. Overall, he's flashy but not that cool.


----------------------------------

Loatheb

   Costs 5
   Power 5
   Health 5
   Text: Battlecry, Opponent spells cost 5 more next turn

Loatheb is quite difficult to use, but can be game-changing. A turn 8/9
Loatheb stops Force+Roar. Loatheb shuts down Miracle single-handily. He's
a large body and can really complicate things for your opponent. He's quite
useful


----------------------------------

Maexxna

   Costs 6
   Power 2
   Health 8
   Text: Destroy any minion damaged by this one

So Maexxna is a really big Cobra. She kinda sucks. Her small power is a huge
liability as she can be stolen, or killed quite easily by Kodo. She could
just as easily have more power and kill things anyway, instead of relying on
a crappy ability. I guess she does take down Deathwing or Thaddius, but come
on, that's stretching her usage.


----------------------------------










This concludes the guide, as I just wanted to go through and talk about each
card from Naxxramas. Maybe if enough people pester me then I will go ahead and
update with some decklists as well but for now this is fine.

Also don't steal this. The cards and game are Blizzard property but my
thoughts and analysis on them are my own. Thanks guise

I'm always open for questions, my email being

       [email protected]

Just make sure to put "Hearthstone" or "Naxxramas" in the title less it be
deleted. Alright have fun and keep smashing Murlocs












ENT TEXT