Welcome, fellow achievement hunter.
Ever since the introduction of the rewards track, each expansion has always brought us a handful of achievements to complete in order to gain more rewards: while some of them are relatively easy to complete, some others may take some time or a proper set up. In case you're wondering what's the best way to gain all that sweet sweet XP locked behind Voyage To The Sunken City's achievements, do not fret, as we have the answer you're looking for!
In this guide we'll focus our attention on the Sunken City Demon Hunter achievements and provide at least one way to complete each of them so that you'll be able to get closer to the end of your reward track.
Novelty: starting from the Voyage To The Sunken City Achievement Guides, we're introducing the Related Achievements criterion, which basically goes to show if a certain achievement has a strong relation with another one (be it from the same class or from the Neutral section), and therefore if they are beneficial for each other from the completion point of view. All in all, it says if you can hit two (or more) birds with a single stone!
Disclaimer: as always, all expansion achievements can be completed in Ranked Standard, Ranked Wild, Arena, Casual & Heroic Duels and Classic - Casual Standard, Casual Wild and Tavern Brawl will not count towards your hunt! Moreover, we'll always take Ranked Standard as the default game format for our strategies: if we happen to have some strategies or particular interactions belonging to other modes to highlight, we'll be sure to specify it.
Here are all the achievements we're going to complete together:
- Ini-bots, Roll Out! - Reduce the Cost of 75 Mechs with Seafloor Gateway.
- Shark Bait Hoo Ha Ha - Deal 20 damage in one game with Mecha-Sharks.
- Spelling Bee - Add 10/30/60 spells to your hand with Commander Sivara.
- What? Lady Naz'jar is Evolving! - Play Lady Naz'jar in 2 different Forms/in her Fire, Frost and Arcane forms.
Table of Contents
Sunken City Mage Achievements Overview
Pretty solid achievements set for Jaina: just like with other classes we've already covered, these achievements will ask you to just play the game rather than to set up unlikely scenarios or test your luck with frustrating RNG rolls.
- Both Ini-bots, Roll Out! and Shark Bait Hoo Ha Ha literally ask you to play Mech Mage, one of the archetypes players are looking forward the most due to obvious reasons.
- Spelling Bee relies on how good value/Control/Naga Mage will be, but triggering Commander Sivara's effect 20 times doesn't seem impossible to us, especially thanks to another card in the Core Set.
Edit: guide updated with the Throne of the Tides Mini-Set achievements.
How to Complete the "Ini-bots, Roll Out!" Mage Achievement
- Requirement: Reduce the Cost of 75 Mechs with Seafloor Gateway.
- Speed Rating: 3/5.
- Related Achievements: Marginally Neutral's Seashells by the Seafloor.
Easy peasy achievement: play Mech Mage until the notification appears on the screen's corner and you can redeem your XP points. In all seriousness, there's not much you can do other than trying out the class' new toys and optimize your deck so that each Seafloor Gateway will discount many Mechs.
However, if you really want to complete Ini-bots, Roll Out! as quickly as possible, there's a way. Go to Wild, create a deck with two copies of Seafloor Gateway, two copies of Starscryer, two copies of Frostweave Dungeoneer and fill all the remaining spots with Mechs.
- Starscryer and Frostweave Dungeoneer will always draw Seafloor Gateway.
- Being your deck made mostly of Mechs, your hand will be the same, and therefore you'll receive lots of progression points per Seafloor Gateway cast.
How to Complete the "Shark Bait Hoo Ha Ha" Mage Achievement
- Requirement: Deal 20 damage in one game with Mecha-Sharks.
- Speed Rating: 4/5.
- Related Achievements:
- Mage's Ini-bots, Roll Out! - Seafloor Gateway can be compared an as in-hand Mechwarper, which makes Shark Bait Hoo Ha Ha's setup possible.
- Neutral's All Your Mechs are Belong to Us.
- Neutral's Shale University.
Considering that Mecha-Shark deals 3 damage after you summon (and not just "play") a Mech, you'll need to:
- Summon 7 Mechs if you have just one Mecha-Shark on board.
- Summon 3 Mechs if you have 2 Mecha-Sharks on board.
- 3 and not 4 because the first Shark will deal 3 damage after you play the second one, resulting in 17 damage left for the achievement.
Now that we did the math, it is time to see how we can actually pull this off. To be fair, you may as well just play Mech Mage (just like for the Ini-bots, Roll Out! achievement) without worrying too much about Mecha-Shark's damage output, and we're sure you'll eventually get there, but we are perfectionists, so here's a deck for Standard and one for Wild!
Starting with Standard, the most reliable combo is Mecha-Shark into Mecha-Shark into Mothership into two 3-Cost Mechs.
- Play the first Mecha-Shark.
- When you summon the second Mecha-Shark, the first one will deal 3 damage.
- When you play Mothership, the Sharks will deal 3 damage each.
- Trade and destroy Mothership into an enemy minion.
- After Mothership dies, it will summon two other Mechs.
- Each of the summoned mechs will trigger the Sharks, dealing 6 damage each.
- 3 plus 6 plus 6 plus 6 is 21, which means sweet XP!
Now, two copies of Mecha-Shark and a Mothership cost more than 10 mana, but luckily for us we have a Mech tutor and discounter like Seafloor Gateway, which you'll need to use to discount at least two of the three Mechs involved in this combo.
- We included a couple additional Naga for some Neutral achievements like School Teacher, but if you don't own them or you're not interested in completing them, just omit these cards and add something else.
Wild, on the other hand, has a couple tools that will make Shark Bait Hoo Ha Ha's completion as fast as in Standard (if not faster) . In particular, we're referring to Mechwarper (crazy good, especially in combination with Seafloor Gateway) and Replicating Menace (basically 4 Mechs in one!). Here's what you should do.
- Play one Mecha-Shark.
- Play the second Mecha-Shark for the first 3 damage.
- Play Replicating Menace for another 6 damage.
- Magnetize Skaterbot on Replicating Menace to give the latter Rush and suicide it against an enemy minion.
- Magnetizing a minion doesn't count as playing/summoning it (effects like Explosive Runes/Dun Baldar Bridge never triggered), so you won't get any additional Mecha-Shark missiles for this one.
- Menace will spawn 3 Microbots, generating each 6 damage from the Sharks.
- 3 plus 6 plus 6 plus 6 plus 6 equals 27.
- In order for this 4-card-combo to be doable, you'll need to discount at least one of the 4 mechs involved.
- If you manage to discount more than one, you'll be able to complete the achievement even before turn 10.
How to Complete the "Spelling Bee" Mage Achievement
- Requirement: Add 10/30/60 spells to your hand with Commander Sivara.
- Speed Rating: 3/5.
- Related Achievements:
- Neutral's Army of Azshara.
- Neutral's Just an Old Fish Tale.
- Neutral's Treasures Once Lost.
- Neutral's Shale University.
- Neutral's Amalgam Aquarium - Additional copies of Commander Sivara, Zola the Gorgon or any other achievement-related Naga won't hurt!
We can basically sum up this achievement as "Play Commander Sivara in your deck and trigger its Battlecry for 20 times": not that bad, right? Moreover, there's Brann Bronzebeard, which will double the amount of stuff that Sivara will add to your hand for an even faster completion.
We decided to include spells that either stall, draw/generate other stuff or are cheap, but you can include anything you want!
- Remember that Commander Sivara has to be in your hand for it to "remember" the spells and add them to your hand.
- It's not a Hex Lord Malacrass type of effect!
How to Complete the "What? Lady Naz'jar is Evolving!" Mage Achievement
- Requirement: Play Lady Naz'jar in 2 different Forms/in her Fire, Frost and Arcane forms.
- Speed Rating: 4/5
- Related Achievements:
- Neutral's Army of Azshara
- Neutral's Amalgam Aquarium - If you target a Naga, Amalgam of the Deep can give you additional copies of Lady Naz'jar.
Long story short, we need to play Lady Naz'jar in all its three forms. Fortunately for us, Crushclaw Enforcer exists, so we can build a deck with Enforcer and Naz'jar as the only Naga and use the former to tutor the latter with ease.
- Cycle through your deck until you manage to draw Lady Naz'jar.
- Play either a Fire, Frost or Arcane spell with Naz'jar in hand.
- Play Lady Naz'jar.
- Rinse and repeat for the other two Spell School.
- Returning Lady Naz'jar to your hand with, let's say, Youthful Brewmaster won't revert to its initial form, but it will stay with the last Battlecry it gained while in your hand.
- You'll need to concede and play another two games!
- Make sure to always save up a spell from the Spell School you need, so that you'll allow Lady Naz'jar to morph into the form you want.
Other Resources
In case you're still deep in your achievement hunt, worry not: we prepared a guide for each class (and neutrals!) for you to take inspiration from, so that you'll be able to complete them in no time for those sweet sweet XP points.
Our clever community members set up a forum thread to share your achievement progression journey, and we have added an #achievements channel on our Discord server if you want to talk with others in real-time. If you need an assist, you can also respond to this guide and we'll do our best to help you out; the comments are also a great way to share your own decks that you've used to complete the achievements above.
Good luck tackling any of these achievements for your experience boost or just for the sake of satisfying completion!
Comments
For people who like more fun games and gamble on easy ways, you can actually finish the Sivara achievement in one go in Wild. There's a card in Wild called Simulacrum - it copies lowest cost minion in your hand. It can easily make your game infinite - all you have to do now is to build an Perfect Sivara. I guess, there are variants on this, but I used for it Frost Nova and Tidestone of Golganneth. That way my deck became infinite and I could control the opponent's board for cheap.
All you need is all those spells in hand and 2 copies of Simulacrum with "empty" Sivara. You play Nova, Tidestone and Simulacrum. You gain 2 Sivaras in hand, one of which is perfect and another has 2 spells and 1 empty slot. After that you play second simulacrum and 2nd Sivara until it copies the first one - the Perfect One. After that you get rid of second Sivara - the one with one extra space and continue endlessly simulacrum the perfect Sivara, because she gives you another copy of Simulacrum :)
Here's a picture, if it can help :)
https://ibb.co/vw98my0