I never thought I would do any strategies as a casual gamer, and technically I haven't. This isn't really a strategy so much as my 9-0 Pandora run in Faeria. Could you learn something from it? Sure. Do I have any great plans or tactics? Not really. Other than a general understanding of the game and not being a complete idiot, I don't really have any valuable tactics to share with you. Also, I didn't feel like making another page on my website for things like streams from Twitch which are worthy of a web page or being uploaded to YouTube. So if you have two hours to burn watching me win 9 games in a row and listening to my crackling microphone, enjoy.
Above, you will see two viable solo builds for Anub'arak. The solo builds that I have come up with are for games in which you just can't seem any synergy with your team. This happens quite frequently now that Heroes has gone live. In a quick match without friends, you may be stuck with a number of beginners, idiots, disgruntled players, trolls or anything else. Before you get sucked into giving up and spamming the chat with insults, try one of these builds.
The left side shows 7 steps to staying alive. Your healer might be clueless, your team may be useless in team fights and you might get killed every time that you go to fulfill an objective. Hopefully this build will help. Level 1: Regeneration Master will help you heal faster. You might be stuck on your own a lot and your healer maybe a clueless dolt. You are gonna need all the help you can get staying alive. Level 4: Superiority will minimize the minion, merc and tower damage you take while you are all on your own in a lane. Level 7: Bed of Spikes will give you a chance to escape when you find yourself suddenly ambushed by the enemy. Level 10: Web Blast will also help you keep your death count down when you are in a serious pickle. Level 13: Spell Shield is gonna help prevent those quick deaths that are inevitable when you find your team down by 3 levels. Level 16: Imposing presence is gonna reduce how many hits you take as you attempt to escape back behind your wall. Level 20: Hardened Shield is just one more layer of protection that will prevent you from feeding the enemy more XP. I think Rewind is also a very viable talent here, to keep you on the battlefield and out of the Nexus.
This build is gonna allow you to stay on the battlefield, deal damage and attempt to get the objectives. As the other teams starts to crush you and gains 2 or more levels on you, deaths are going to come much quicker. This build tries to keep you in the game after that happens. The other option is to try and keep that XP gap close by amassing lots of damage and gaining XP for your inept team.
Maybe your team doesn't understand that camps will help crush walls and that soaking XP in a lane will get you a level advantage over your foes. If you think you can close the gap on the XP then try this build (seen on the right of the image above). Level 1: Assault Scarab will give your beetles an attack boost. This means that you are going to get through more minions in your lane as you crush the incoming traffic. Level 4: Locust Needles will give you a huge advantage when smashing through a lane. You will get splash damage on your basic attacks. This makes blasting through walls of minions a lot easier. Level 7: Urticating Spikes are going to expand upon your needles by dealing area damage when you activate your shell. Level 10: Locust Swarm is going to compound your area damage even more while healing you at the same time. Level 13: Burning Rage adds another level of destruction surrounding Anub'arak. I rarely use this ability except for solo situations. The one downside of this ability is that it is always on, so if you are running away from an enemy and brush by a merc camp, it will auto-attack them and they will pursue you as far as their leash will allow. Level 16: Epicenter will complete the trifecta of beastly area damage. When you burrow, you will pop up and deal massive area damage, followed by your shield which deals area damage and your attack which will do splash damage. Also your burning rage will do area damage by simply existing. You are now, as Gazlowe would say "a one man wrecking crew". Level 20: Rewind will allow you to have all of those abilities back right after you use them, making you a damage grabbing guru. Hopefully you can marginalize the XP difference and keep your team of scrubs in the game long enough to pull out a win. Here is the YouTube version if you don't like reading.
Don't let the title fool you, these card combinations aren't that fantastic. They just happen to be combinations that I enjoy that involve back to back Legendary cards.
In the early days of Hearthstone, I used to get frustrated at the number of Legendary cards that a character had in their deck. I felt like their legendary card ended up being too much for me to handle. I would get annoyed at the lack of legendary cards that I would pull when I unlocked a new deck. I wasn't about to go blow money on Hearthstone because I truly don't care that much. Now over a year later, I have accumulated quite a handful of legendary cards and created a deck with my druid that employs every legendary card that I have. Since most legendary cards have higher mana costs, I spent the rest of my deck on cards that would help me accumulate mana crystals fast. While my deck is fun to play, it doesn't help me move through the ranking system very well. In fact it usually sends me backwards. But who cares!
Tinkmaster Over spark only costs 3 mana and at random changes a minion into a 5/5 Devilsaur or a 1/1 Squirrel. This is not a bad card to throw out if your side is empty or filled with low-level minions while the opponent has some hefty or cavalry. You have the opportunity to turn your trash into treasure or possible their treasure into trash. However, if you don't like the uncertainty of tossing a gnome on the board, you can follow up with Hemet Nesingwary. Did Tinkmaster just turn your opponent's Novice Engineer into a 5/5 Devilsaur? No problem. Let Hemet blast that dino in the face. Do I think keeping these clowns in your deck is a good idea? Not really. I don't like the uncertainty of Gnomes and I think 6 mana is a bit rich for a guy that only has 3 health and be eliminated with any number of cheap spells. It is fun to let an opponent thing you goofed and gave them a Devilsaur only to have it blasted away on your very next card.
The other combo that I am enjoying in this terrible legendary deck that I have designed is the Blingtron-Jones combo. When you finally hit 10 Mana crystals you can throw out the even more fun Blingtron-3000. Like all these ridiculous gnomish inventions, you don't know what the hell you're going to get. Blingy could toss you a "Light's Justice" and your opponent an "Arcanite Reaper". Well thanks a lot you stupid robot. That is why it pays off to follow him up with a Harrison Jones. Did your opponent just score a "Gladiator's Longbow" and think he made out like a bandit? Too bad. Harrison is gonna nab that shit next and you are gonna get too more cards in your deck. For an added bonus, I enjoy equipping Blingtron immediately after the opponent has just equipped a weapon because now you have essentially let them waste a weapon card. Remember though, if the opponent's weapon has a deathrattle, it will activate when Blingtron's weapon replaces it.
Are these combinations actually decent? Yes. Is it worth putting these cards in your deck to actually improve your game play? Not really. I gave up on moving through the ranks a long time ago. Now all I care about is making ridiculous decks that are fun to play with. Enjoy!