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Deck List

by tskisoccer









Game: Goblins Versus Gnomes, a Hearthstone Expansion
System: PC/Mac
FAQ: Cardlist and Decklist
Written By: NoWorries
Allowed Website: www.gamefaqs.com
                 www.neoseeker.com
                 www.supercheats.com
                 www.cheatcc.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 26 of January of 2015




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-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.
    So who should be reading this? GVG has been out now for over a month and
we've been able to see what the cards have done (or not done) and rather than
make my Walkthrough Guide even longer I've elected to go ahead and add this
to it's own seperate section. This also gives GVG a guide now on Gamefaqs so
whoot whoot!

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



    If you are unfamiliar with Hearthstone, might I suggest you checking out
my walkthrough available on Gamefaqs


-> http://www.gamefaqs.com/pc/710060-hearthstone-heroes-of-warcraft/faqs/70358


Anyways...



    Due to some comments as well as a promise to update in the future; this is
why I'm doing this. The cardlist for GVG will be mostly copy pasta from my
walkthrough guide with some minor changes; but the decklist changes will
reflect some new changes (and possible new decks). As it is, this guide
should be much shorter; being divided into two sections, cardlist and then
decklist.



Section 1, The Cardlist


    Anyone familiar with GVG will know the theme of randomness. Many of the
cards are totally random which brings a great deal of difficulty in assessing
a cards' strength. In addition, two new races were created: Mechs and Ogres,
and Pirates and Murlocs got some new fancy cards as well. Regardless, let's
get into this.


        Part 1, the Spare Parts
	
    Many of the cards in GVG give Spare Parts as part of their ability. They
are all 1 mana spells with simple effects. What you get is totally random.

  Armor Plating: Gives a minion +1 Health

    Frankly, this is probably the most useless of the bunch but it can be
useful mostly for bumping a target just out of death range

  Emergency Coolant: Freeze a minion
  
    This thing is only situationally useful but when it does let me tell you:
you'll be frustrated. That being said, don't rely on finding it

  Finicky Cloakfield: Give a friendly minion stealth until your next turn
  
    Not bad. Again, situational
	
  Reversing Switch: Swap a minion's health and attack
  
    This thing is straight up brutal. It can be a trick to punch lethal damage
across as well as really destroying certain Minion's (Venture Co becoming a
1/7 is game-breaking and swapping Minion's around to kill/steal if a Priest
is noice)

  Rusty Horn: Give a minion Taunt
  
    The fact it's any minion is what makes this so good. You can make their
protected Knife Juggler vulnerable now. Ragnaros can now be Black Knight'd.
The uses are endless

  Time Rewinder: Return a friendly minion to your hand
  
    Strangely enough, this is more useful than either minion who carries this
effect. For the mere 1 mana, you can "refresh" your Divine Shields, "heal"
your large minions, or best yet, get additional battlecries. Very nice

  Whirling Blades: Give a minion +1 Attack
  
    It's strictly better than Armor Plating for two reasons: going up to kill
is easier than going up to survive, and you can target opponent minions to
push their attack into range of certain effects



        Part 2, The Neuts
		
    Clockwork Gnome: He's a 2/1 for 1 which fits perfectly for aggression.
Unlike Leper Gnome who deals 2 damage, this guy gives a Spare Part upon death.
I think he'll be a wonderful fit for aggressive decks going with a Mech theme.
As for Arena, he is quite a bit more underwhelming. The Spare Parts are cool
for sure, but being a 2/1 makes the whole process quite a bit weaker

    Cogmaster: He's conditionally a 3/2 for 1 which makes him again a great
fit for aggressive Mech decks. For Arena he's pretty much useless

    Annoy-o-Tron: He's annoying that's for sure but how much he actually
accomplishes is rather weak. In Arena, he's a fantastic little 2 drop that
can really create problems for your opponent. Even when dealing with hero
powers that deal 1 damage it takes 2 mana to just remove the deathrattle
which begins to make it cost efficient. Now that being said, don't go hog
crazy with these things

    Explosive Sheep: He's a Mech however he's actually much better off to
counter aggression because of his deathrattle, deal 2 damage to all Minions.
What deck to go in? I'm not entirely sure, but control decks if any. In Arena
he could absolutely be a great pick up

    Gilblin Stalker: For costing 2, we would prefer a 3/2 instead of a 2/3.
Stealth is a useful ability, however when they can use Stealth to trade up
giving card advantage. As such, he's really not all that strong. In Arena is
where he would shine as he can guarantee your trade without you worrying about
some spell blowing him out of the way. Still not brilliant though

    Mechwarper: A staple to Mech decks for sure, his use in Arena will most
likely be extremely limited

    Micro Machine: This guy is a fantastic 2 drop. Immediately, he's a 2/2 for
your opponent to deal with. Your first attack with him is a 3/2. From there,
he only gets stronger and more troublesome to deal with

    Puddlestomper: A fantastic addition to Murloc decks and being a 3/2 body
for Arena is always great. Might make picking up Hungry Crab more viable now
to counter the Puddlestomper

    Ship's Cannon: They are pushing for a Pirate deck and Ship's Cannon will
definitely help that out. He's like Knife Juggler on steroids and actually for
his use, has great stats as he's harder to kill. In Arena, his use will be
strictly never unless you need more 2 drops

    Stonesplinter Trogg: I think this guy will be a great addition to Zoo
aggression as he's not that scary, but if not dealt with, will become scary.
He can easily protect your other Minions less your opponent makes him scary.
In Arena, he won't be that strong simply because spells are much more limited
there though he's still a better pick than most

    Flying Machine: Like most 1/4 minions, he sucks. The addition to windfury
makes him more cool though he desperately needs allies to compliment his
glaring weakness of 1 attack. Being a Mech, there could be a spot for him
though I doubt it. In Arena, you can probably do better

    Gnomeregan Infantry: Silverback Patriarch is now strictly useless save for
being a beast, but that doesn't make this thing any better. A 1/4 taunt is
near useless, and giving it Charge won't help much of anything

    Ogre Brute: Our first Ogre, he's a 4/4 for 3 which is huge. The ability to
attack the wrong enemy is actually quite cool, as you can attack past Taunts
as well as attack Stealth'd enemies. If it proves frustrating, then simply
silence him. In Arena, I think this guy will be a very high pick due to his
huge size and not that bad of a downside

    Spider Tank: Dark Cultist was the first and now we have our second 3/4
minion for 3. As such, Spider Tank is very strong and being a Mech gives him
that niche for Mech cards. I expect to see him all over the place

    Tinkertown Technician: Conditionally he's a 4/4 for 3 and you gain a Spare
Part. That's awesome! For Mech decks he's a shoo-in and in Arena he's not that
bad to begin with but having additional Mechs will make him that much more
strong

    Burly Rockjaw Trogg: Similar to his cousin, this guy is very anti-control
with his spell-like absorption. At 3/5, he's appropriately costed to begin
with but combined with gaining +2 attack I expect he will be a staple in
certain decks as a counter measure

    Lost Tallstrider: Hunter has gotten some fairly strong cards and this is
no exception, as it's a 5/4 beast for 4 mana. Rather useless in most other
decks, I expect this "chocobo" will be in nearly all Hunter decks

    Mechanical Yeti: RIP Chillwind Yeti. Just kidding, but he is that good.
Giving each player a Spare Part seems like a downside; however this is
something you can exploit due to the theme of certain cards gaining bonuses
from your opponents hand
	
    Piloted Shredder: A 4/3 for 4 we would expect a good ability as a 4/3 goes
down to a 2 drop 3/2; this one does. When he dies he gives you a random 2 cost
minion. That's amazing! With the exception of Captain's Parrot, you cannot
lose out on value when this thing goes down. In Arena, I expect this will be
fairly strong pick

    Antique Healbot: Hard to say with this. According to Blizzard, 3 mana and
8 health is considered balanced. This guy then results with a 3/3 for 2 mana
in addition to gaining 8 life. Seems strong; but if we step back we see it's
5 mana for a 3/3 so I'd say ehhhhhhhhhh probably not that good. Updating on
this; certain Hand-Lock decks have used him in place of EFS, which I disagree
with. While 8 health is more than 3, ERF is both cheaper and can target any
thing on the field whereas the 8 is stuck to only your hero. Overrated imo

    Salty Dog: He's a pirate, and he's a 7/4 for 5 which is good enough for
Legendary standards. Now, he doesn't have Deathrattle, but he is a pirate and
he is fairly huge for the cost. Not so good outside of Pirate decks, but in
Arena I expect him to be fairly strong as he is simply powerful

    Force-Tank MAX: This guy is certainly huge however when compared to other
huge neutral minions he is questionable. A 7/7 Divine Shield is great, but he
costs 8 mana which is cumbersome. Ogre is a 6/7 for only 6 mana, and Venture
Co is a 7/6 for only 5 mana. If you need a fatty he definitely fits the role
though I would take Ogre over him any day



    Rares
	
    Our first rare is Target Dummy. Suffice to say this guy to me seems
useless. Sure he's free, but he's an 0/2. If anything, Shieldbearer at least
will absorb two attacks. In other words, free 20 crafting I assume

    Gnomish Experimenter: This guy is useless in Arena. As the majority of
your cards are minions, that means you get a 1/1 chicken instead. Outside of
Arena, he may have some use in constructed in very spell oriented decks as
he is a 3/2 body attached to drawing a card opposed to the 1/1 or 2/4

    Goblin Sapper: One theme we will see is powers based on your opponents
hand. Instinctively, I think these cards are going to be quite weak as you
cannot control your opponents hand save for mill decks. Regarding Goblin
Sapper, having a 6/4 for 3 would be incredible, but on the other hand a 2/4
for 3 is not nearly as strong. He could have use in a mill deck but otherwise
I think he is quite weak

    Illuminator: So this chick works in only 3 classes (4 if you count a
Priest stealing something) but otherwise this thing is quite weak. And even
having the ability trigger only results in 4 health. Quite weak though if
paired with "hard to trigger" secrets you can gain significant amounts of
life if she's well hidden AKA Ice Block, Avenge/Redemption, or any conditional
Hunter secret

    Lil' Exorcist: I expect this card will see quite the play. A 2/3 taunt
is nothing brilliant, but a 3/4, or a 4/5 taunt for 3 mana becomes simply
obnoxious and that's only facing 2 deathrattles. Hopefully you will coin this
out on turn 2 and the 4 power beatdown will begin

    Arcane Nullifier X-21: Yes it's a mech. It's also a 2/5 taunt that cannot
be hit with spells or Hero Powers. I think this guy is quite strong and will
be in control decks, as his 5 health keeps him alive against most 4 or less
costing creatures, and his 2 power takes down many cheaper minions. On the
other hand, he's just not that strong for a 4 cost. He's definitely weaker
than he seems

    Jeeves: This little Mech is going to be in every Zoo deck from here to
Timbucktwo. Dropping him as your last card and drawing 3 cards simply provides
so much card advantage that he will be around a lot. In Arena he's not
brilliant as the quality of cards drawn aren't always going to be that great.
However if you have no means to draw cards he can certainly fit into your
20-30 picks. One issue with Jeeves is that for a catch-up mechanic; he's not
good as your opponent can likely also benefit from his card draw

    Kezan Mystic: This chick definitely would hope that a Sideboard mechanic
was ever to be introduced. Without it, it's hard to say how to use her
effectively as secrets aren't brilliant and without them she's quite weak. In
Arena, I expect her to be considerably better due to secrets being more
popular but otherwise I'd pass. Having played with her once I literally
never had the opportunity to steal a secret and even once LOST a secret to
her but it just didn't make a difference

    Bomb Lobber: For 2 mana, frostbolt does 3 damage and freezes. For 1 mana
and overload lightning bolt deals 1 damage. Bomb Lobber is a 3/3 attached to
a 4 damage nuke. Thus, you can either look at a 3/3 for 3 with a 2 cost nuke,
or a 3/3 for 2 attached to a 3 cost nuke. Either way, he's extremely potent.
The downside is that it is random; however since it only targets enemy Minions
you can easily control which minion you want to be annihilated

    Madder Bomber: Frankly after playing with him I think this guy is just a
waste. Mad Bomber has randomness attached however the 3 damage is actually
more beneficial. Madder Bombers 6 damage is overkill and in 3 uses half the
damage just hit me in the face. Now that's bad RNG, but think about it. When
do you play Mad Bomber? To enrage your minion, to hit Acolyte, or when your
opponent has at least one minion at 1 health? So when would you play Madder
Bomber? Probably in a similar situation but the 6 damage is just overkill in
all senses. Probably better off skipping this guy

    Epics
	
    Recombobulator: He has an effective cost and a neat battlecry. The only
downside is getting a battlecry minion as those are ineffeciently priced due
to their battlecry. That being said, using him on expensive minions is where
he shines as he can turn your expensive damaged guy into a fresh new one!
Imagine hitting your Force Tank and turning it into KT! Yeah that can happen

    Hobgoblin: Already tried this guy out in Arena and frankly he's just not
worth it. He himself is not cost effective and his ability seems cool but
really what that means is your deck must contain 1 attack minions which we
already know are BAD. They aren't good minions unless you have Hobgoblin so
really he seems cool but he's simply not worth it

    Enhance-o Mechano: He like many other minions only benefits as much from
how many minions you have in play. I expect Paladin and Shaman will see some
use from him, as well as Murloc decks. For Arena, he's not nearly as strong
due to his effect being "snowball" as opposed to "catch up" meaning that if
you are winning he secures it but if you need something specific he won't
answer that for you

    Mini-Mage: Ideally a 1/4 stealth'd spell power minion would be much better
if you actually want spell power... as it is, you'd almost rather have Jungle
Panther no joke. Kobold Geomancer is cheaper to add to spell power, and Arch
Mage is a large body to contend with. Azure Drake is one of the most cost
efficient minions in the game. Mini Mage is awkwardly costed with weird stats

    Fel Reaver: This guy redefines huge. His downsize is admittedly a huge one
but only if the game goes long (which hopefully having an 8/8 won't let the
game go long). This is because each random card discarded is just that,
random. Sure you don't want to lose cards, but because each card is just as
likely to get discarded there is no negative to you. Ironically, if there is
a specific card you don't want to lose, then you have a fairly good
possibility of not discarding it as you'd have a 1/x chance to discard it.
Then there's always silencing this huge minion; which I think will put Fel
Reaver into many categories of decks

    Junkbot: Unlike Hunter who can create a horde of beasts to die for his
cause, this Junkbot lacks any guaranteed way to increase his size. As such,
you're looking at needing at least 2 Mech deaths just to make this guy a 5/6
for 5. He may have some use in Mech decks but he seems to gimmicky and
conditional

    Piloted Sky Golem: All these deathrattle minions are awesome and he's no
exception. This guy is essentially a Cairne Bloodhoof

    Clockwork Giant: He could have some use in constructed but his downside
is simply conditional and can be an absolute dead-draw late in the game. I'd
pass


    Legendary
	
    Blingtron 3000: This guy is amazing. Besides giving weapons to any class
now; he can be used to destroy and replace your opponents current weapon. He's
also a Mech! I imagine he will be a shoe-in to nearly every constructed deck
except for aggro. In Arena he is good but not that good

    Hemet Hesingwary: He has horrible stats but an awesome battlecry. He's an
excellent counter to Hunter but the question is how many beasts might you say
outside of Hunter? Druid has several new beasts, but other than that beasts
aren't that present. Hard to gauge his usefulness right now

    Mimiron's Head: Is V-07-TR-ON worth it? I'd say yes. I expect this will
be the "winner" in Mech decks as you turn them into MEGA-fury and win the
game. In Arena I expect this guy to be an overpriced Yeti, which is still
better than other legendaries

    Gazlowe: Like Mimiron, quite useless in Arena besides being an ineffective
3/6 for 6 however in Mech decks I expect this guy will be a staple

    Mogor the Ogre: Hard to say. He himself is less effective than Boulderfist
Ogre. However the ability is a bit insane as it can really cripple your
opponent. Hard to say what deck he'll fit into though

    Toshley: He's similar to other legendaries in stats, but is his ability
good enough? Well, look at those Spare Part cards. Are those worth attaching
to this guy? Maybe if combined with Gazlowe otherwise not so strong

    Dr. Boom: He's big and he gives fantastic board presence. Dr. Boom will
be helpful in control decks and a shoe-in for Arena

    Toggzor the Earthinator: Wow, this guy could single-handily shift the
game of Hearthstone. How do you deal with a 6/6 without casting a spell? Well
you don't if you're behind. Troggzor is a very high Arena pick and for
constructed we have to see how he fits in

    Foe Reaper 4000: If you're looking for an expensive game changer, the
Foe Reaper will do that. His weakness is no immediate effect. His strength
is an absolute game changer with just a single attack. Very strong

    Sneed's Old Shredder: He completes the trio of summoning and he gives
a legendary one. His only weakness is that in Arena many legendaries are
"conditional" meaning they go into specific constructed decks as well as
many legendaries have battlecries that would not get triggered. You can also
get Cairne, Sylvannas, KT or Ragnaros, so Sneed's seems like an excellent
choice

    Mekgineer Thermaplugg: Whoof. He's gigantic. His ability is hilarious
but pointless as having a 9/7 will win the game in 1-2 attacks regardless of
how many Leper Gnomes are created. Because of this I expect him to not be as
strong or popular as other Legendaries


        Part 3, Class Cards
		
		
    Druid
	
    Anodized Robo Cub: This guy redefines what you expect out of a 2 drop.
The Taunt is stuck, but you can choose 2/3 or 3/2, that's awesome!

    Druid of the Fang: With Druid of the Claw becoming a Beast, I expect
the Druid of the Fang will become a new terrifying beast in every Druid deck.
For Arena he's still a good pick-up though you really want at least 5 Beast
cards to make him worth it

    Grove Tender: This thing has largely turned out useless due to "each"
being a part of it. I'd expect a buff honestly in the future

    Mech-Bear-Cat: This card has quite the potential. He's large, but if it
takes even 2 instances of damage to kill him you get 2 free cards. A large
Mech for sure

    Recycle: FINALLY Druid has a way to deal with large creatures besides
using creatures. Control Druid will use this card liberally

    Dark Wispers: 5/5 and Taunt is nothing to sneeze at; and 5 wisps seems
useless unless you consider Dark Wispers+Power of the Wild or Dark Wispers+
Knife Juggler or... you can see the potential

    Tree of Life: Near useless I expect
	
    Malorne: An ever-lasting 9/7 unless silenced? Sounds very cool!
	
	
    Hunter
	
    Glaivezooka: Adding a cheap weapon to Hunter is just unfair and this
is very strong and useful

    Cobra Shot: Hard to say as it's very expensive and doesn't deal that
much damage

    Call Pet: In constructed, very strong. In Arena, near useless
	
    Metaltooth Leaper: The Hunter Mech dream is real
	
    King of Beasts: The Hunter Beast deck is even more obnoxious
	
    Feign Death: Sigh, Hunter is really getting some options here that are
going to make them the class to beat

    Steamwheedle Sniper: At 2/3 he's effective, but wow that hero power. He
basically will cost "4" so you can get the effect right away but this guy
is a game changer

    Gahz'rilla: Blizzard has a habit of overkill and this thing is no
exception. Holy crap


    Mage
	
    Flamecannon: Mage has gotten some awesome cards and Flamecannon is just
the first one. The random component is easily dealt with and now you can
easily roast 5 health minions for 4 mana but without using Fireball

    Snowchugger: Normally 2/3's aren't exciting but Snowchugger gives them
new meaning. This is but another card that makes Mages stronger as he is
an excellent 2 drop

    Goblin Blastmage: At 5/4, he's cost effective. If you get his battlecry
bonus he turns amazing

    Soot Spewer: He's effective but not exciting. Hard to say. His best use
is that of being a Mech

    Unstable Portal: Yes! This card has so much potential. Sure drawing Pit
Lord sucks if you are low, but drawing Windfury Harpy and playing her on turn
3 really makes a problem for your opponent

    Echo of Medivh: The aggro Mage deck could be making a HUGE comeback with
Echo of Medivh

    Wee Spellstopper: Her small power is mediocre to say the least so the
question becomes how to abuse this? Pair her with any of those Trogg Minions
as she basically has "flagbearer". Knife Juggler is nice too

    Flame Leviathan: Faced this in Arena; it beat me. For Arena, It's not bad.
For constructed, it's hard to say. Probably works in control but you have
literally no way to control when you draw it so that is very risky


    Paladin
	
    Seal of Light: Cheap removal for Paladin? Sigh so obnoxious
	
    Shielded Minibot: Great for Mech decks, not so fantastic elsewhere
	
    Cobalt Guardian: The Paladin Mech deck is real!
	
    Muster for Battle: This creates 6 stats for 3 mana, so that's effective.
I imagine you'll need to combo this with extra stat inducing cards, but
definitely will be strong

    Scarlet Purifier: With the popularity of Naxxramas not showing any signs
of waning, I expect Scarlet Purifier can go to any deck and be brutal

    Coghammer: Adding another weapon to Paladins is something they really
needed. And you look at the battlecry and whoof that's nice; especially since
you can control what minion you have in play

    Quartermaster: Combine with Muster for Battle? Conditional that's for sure
but turning 1/1 into 3/3 even just twice is, well that's huge!

    Bolvar Fordragon: This guy has so much potential but it's so much
conditional potential. I imagine control Paladin will enjoy him quite a bit


    Priest
	
    Shrinkmeister: The first battlecry of its kind, this guy is a shoo-in for
Arena and for constructed really thanks to making Shadow Word Pain and Shadow
Madness and Cabal Shadow Priest all THAT MUCH BETTER

    Velen's Chosen: Insane. Enough said
	
    Light of the Naaru: If Lightwarden didn't suck then this would be cool.
But as Lightwarden sucks, this card kinda sucks although Priests ahve been
experimenting with it and Auchenai Soulpriest for interesting results

    Shadowboxer: He's like the Knife Juggler you wished for. Circle of Healing
may become better in more than just Auchenai

    Upgraded Repair Bot: At 5/5 for 5, that's good. Giving 4 health to a Mech
is wowzers. Very powerful

    Shadowbomber: Many people are questioning this use and frankly I am at a
loss. Obviously the goal is that Priest can heal himself; however since Priest
has to cut such corners to hit 30 cards anyway I can't see when you'd want
this wee little 2/1

    Lightbomb: Control Priest is crapping on you and you LIKE it
	
    Vol'jin: This troll is simply insane. Expect to see him all over unlike
Master Velen the crappy prophet


    Rogue
	
    Goblin Auto-Barber: Backspace Rogue is loving this card as is Arena
	
    Tinker's Sharpsword Oil: It's expensive and a bit clunky but the effects
are definitely all worth it

    Iron Sensei: This is what end-of-turn effects like Priestess should do.
The Mech Rogue deck is real!

    Ogre Ninja: Wow. This guy is just unfair
	
    One-eyed Cheat: This guy looks strong but thanks to all the ways to deal
one damage randomly I expect he will be forced into decks and not do well

    Cogmaster's Wrench: Sigh. Like other weapons I sigh at this. It's good
	
    Sabotage: So Rogues now have 2 ways to destroy creatures. Control Rogue
could still be around despite the Miracle nerf

    Trade Prince Gallywix: This guy... looks insane. Gaining a spell in
exchange for a coin? That's incredible value. He's a 5/8 for 6 which means
he won't die all that easily and if they do use a spell... then you have it
to use again. He will be everywhere
    

    Shaman
	
    Whirling Zap-Matic: Many Shaman cards are just insane and we start with a
doozy here in the Zap-o-matic. 3/2's are always great... this one has WINDFURY
which well, if you coin it out there or simply play it on turn 2 and they do
not immediately deal with it you can deal 6, or even 10 damage if you play
a certain totem next turn. Holy crap!

    Crackle: WoW! This is amazing!
	
    Dunemaul Shaman: WOW! This thing is INSANE
	
    Powermace: What a fantastic weapon addition to Shamans
	
    Vitality Totem: As Shamans have little to no way to gain life this could
be used in Control Shaman. Could being the operative word as he doesn't do
anything else

    Ancestor's Call: Could the Alarm-o-Bot Shaman be coming back? Maybe. By
coming back I mean just starting. Alarm-o-Bot, Ancestor's Call, and Foresight
could make it a thing

    Siltfin Spiritwalker: Whoa! Murloc Shaman is really coming to a reality!
	
    Neptulon: AHHHH Murloc Shaman verified!
	
So yeah... Shaman has gotten some insane cards


    Warlock
	
    Darkbomb: It's cheap, it's simple, it's also cheap removal that Warlock
really could use

    Floating Watcher: He's a large demon with potential but he seems too slow
to really have any use

    Fel Cannon: Mech Warlock confirmed?
	
    Imp-losion: Looks like Zoo-lock just got a fantastic addition to their
arsenal

    Mistress of Pain: She's interesting but 1 power just sucks
	
    Anima Golem: He's the largest cheapest minion. But that condition is
extremely scary and not that hard to trigger

    Demonheart: They're pushing for a Demon deck and Demonheart is a huge
step into that direction

    Mal'Ganis: And this guy confirms it. He doesn't have to go into a Demon
deck thanks to his "your hero is immune" thing; but he can definitely launch
a Demon deck into crazyness


    Warrior
	
    Ogre Warmaul: A cheap weapon for Warrior? Hard to say how good it is
	
    Warbot: Warriors have a 1/3 for 1 now. He becomes a 2/2 though. That's
not great, but a 2/2 for 1 is respectable so not bad

    Screwjank Clunker: Warriors can definitely assemble a nice Mech Deck
	
    Shieldmaiden: I expect to see Shieldmaiden a lot. Considering Shield
Block costs 3 for 5 armor plus a card, this basically means you get a 5/5
for 3 mana. Unlike gaining life, Warriors have a practical use for armor

    Siege Engine: See Shieldmaiden for explanation
	
    Bouncing Blade: This card has some insane potential. Strangely enough,
it's use won't be "bouncing between minions" rather, using it on just a
single minion and taking it out for 3 mana. Maybe your opponents Ragnaros
after your board was cleared?

    Crush: I think Control Warrior can fine a use for this
	
    Iron Juggernaut: Holy wow. This guy will go into Control Warrior. As
those games tend to go long, you force your opponent into an awful spot of
needing cards to win, but sooner or later they will take 10 damage







    Alright let's talk about decks. I'll try to stick to the same format I
used earlier although don't expect to see anything huge or drastic! One thing
that is definitely noticeable here with GVG is that many of the cards are
"Limited MVPs" as opposed to "Constructed MVPs" and to briefly explain:

    In MTG, whenever a new set comes out there is a pre-release tournament.
Similar to something on the pro-tour, players get a chance to make decks in
a tournament style called "Sealed Deck" in which they get 6 booster packs to
then make a 40 card deck from. Due to the limited number of cards to choose,
this format is rightfully called, Limited. To contrast, for "Ranked" play,
you get to choose from all of the cards, hence it's called "Constructed" as
there is no limit to what you can choose.

    The reason for this separation is important, because certain cards are
very strong in a "Limited" environment as their natural counters might not
be so freely out there. A perfect example of this Boulderfist Ogre. He's a
beast in "Limited" as Arena is defined by creatures and effectiveness and he
leads the pack in size and effectiveness. Now take him over to constructed
though and you see him being a bit one-dimensional. For F2P decks, he is
certainly powerful but notice that F2P isn't Constructed. On the other hand,
look at something like Gadgetzan Auctioneer or Violet Teacher. In Constructed
play these two have defined decks and even defined metas due to their powerful
ability. However, bring them over to the Limited play with Arena and we see
them being much much worse (in some cases, unplayable). Last but not least
there are cards like Ragnaros that can and should be played always. They fit
into a raw "MVP" category as their brutalness knows no bounds.

    Technically, there is a final category of "Sideboard" but as that is
strictly reserved for MTG, we can't include it here. It's a darn shame as
Hearthstone now has a number of cards that would be begging for a sideboard
feature to be created. Anyway


    Section 2, the Decklist
	
        Warrior
            -Control Warrior
            -Tempo Warrior
        Shaman
            -Control Shaman
            -Tempo Shaman
            -Mur-Man
        Rogue
            -Backspace Rogue
            -Miracle Rogue
            -Tempo Rogue
            -Mill Rogue
        Paladin
            -Control Pali
            -Aggro Pali
            -Midrange Pali
        Hunter
            -Death/Face Hunter
            -Midrange Hunter
            -Beast Hunter?
        Priest
            -Control Priest
            -Tempo Priest
        Mage
            -Frost Mage
            -Freezing Creatures
            -Aggro Mage
        Druid
            -Ramp Druid
            -Force Roar
            -Watcher Druid
            -Token Druid
            -Kinda Token Druid
            -Mill Druid
        Warlock
            -Zoolock
            -Murlock
            -Zoolock v2 (mechs)
            -Handlock
            -Demonlock

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

        Warrior
		
		
		
        Control Warrior
			
    x2 Execute
    x2 Shield Slam
    x2 Fiery War Axe
    x2 Armorsmith
    x2 Cruel Taskmaster
    x2 Unstable Ghoul
    x2 Shield Block
    x2 Acolyte of Pain
    x1 Big Game Hunter
    x2 Death's Bite
    x1 Brawl
    x1 Faceless Manipulator
    x2 Sludge Belcher
    x1 Cairne Bloodhoof
    x1 Sylvanas Windrunner
    x1 Gorehowl
    x1 Baron Geddon
    x1 Grommash Hellscream
    x1 Ragnaros the Firelord
    x1 Ysera
	
    The Control Warrior has change very little with the addition of GVG. This
is my original decklist and I stand by it still. Some changes players have
made include:

    -Whirlwind instead of Unstable Ghoul
    -Dr. Boom instead of Baron Geddon
    -Shieldmaiden
	
    While other candidates are:
	
    -Black Knight and Hemingwary
    -Crush and Bouncing Blade
    -Iron Juggernaut and Sneed's Old Shredder
    -KT
	
    Here's why I haven't budged. Regarding Whirlwind: the Ghoul has more
synergy with the deck mostly to being a target for Cruel Taskmaster if need
be as well as giving quite a bit of armor with Armorsmith. Whirlwind is
cheaper and instant but to me it feels underwhelming. Dr. Boom is certainly
splashy, but unlike every other legendary in this deck he's one dimensional.
He makes some guys that can do some damage sure, but look at what we have.
Cairne is a huge cost effective minion that is hard to argue with. Sylvanas
is pretty much a staple for constructed decks. Grommash, Rag, and Ysera are
much the same, huge late game beasts that all have IMMEDIATE IMPACT. Yet
something else in common with Baron Geddon, IMMEDIATE IMPACT. I'm immediately
gaining advantage off my lategame drop. Dr. Boom doesn't have immediate impact
and frankly the weakness of Warrior is being rushed down so having Brawl and
having Baron Geddon are great counter measures to slow things down. Dr. Boom
just fizzles out.

    For Shieldmaiden, I'm unsure of what to cut and frankly when drawing a
card off of Shield Block I'm hoping for something better than a 5/5 which in
this deck there's a lot of. Black Knight is a beast however it's hard to work
him in. Crush and Bouncing Blade are great removal spells, but then again so
is Execute and BGH is a creature attached to his removal so we really don't
need 6 removal spells. Iron Juggernaut again is one dimensional and with no
immediate impact. Sneed's is interesting, and definitely probably worth
working in although again; his impact isn't immediate and the randomness of
what legendary to get is a huge concern for this deck. Control Warrior
operates the same almost every single game so why mix with random? And KT
really only works if you are adding these other cards. Anyway, that's Control
Warrior.
			
			
	Tempo Warrior
	
    x2 Execute
    x2 Shield Slam
    x2 Whirlwind
    x2 Fiery War Axe
    x2 Armorsmith
    x2 Cruel Taskmaster
    x2 Shield Block
    x2 Acolyte of Pain
    x2 Frothing Berserker
    x2 Death's Bite
    x2 Siege Engine
    x2 Sludge Belcher
    x2 Shieldmaiden
    x1 Sylvanas Windrunner
    x1 Dr. Boom
    x1 Sneed's Old Shredder
    x1 Grommash Hellscream
	
    This is a deck that was mostly brought to playability thanks to GVG. It's
Tempo, meaning that the deck gains "tempo" around turns 4-6 and overruns the
opponent and wins in the next few turns. As you can see, we have over half our
deck costing 3 or less meaning that we want to be doing stuff alot. We won't
always use all of our mana, but when we do things will go crazy. Now... here
is a case when Whirlwind >>> Unstable Ghoul because of both mana effeciency as
well as controlling it. We want lots of Armor, and with Frothing Berserker we
want lots of things to take damage. Our midgame drops should win us plenty,
although we round out our deck with some Booming Shreddering Screaming.



        Shaman
		
    Control Shaman
	
    x2 Lightning Bolt
    x2 Rockbiter Weapon
    x2 Earthshock
    x1 Bloodmage Thalnos
    x2 Crackle
    x1 Flametongue Totem
    x1 Wild Pyromancer
    x2 Hex
    x2 Feral Spirit
    x2 Unbound Elemental
    x1 Mana Tide Totem
    x2 Lightning Storm
    x2 Chillwind Yeti
    x2 Azure Drake
    x1 Doomhammer
    x2 Fire Elemental
    x1 Ragnaros the Firelord
    x1 Al'Akir the Windlord
	
    The Control Shaman changes very little here, adding Crackle for some
extra brutalness. Unlike other lategame decks, this uses only a few lategame
beasts (Al'Akir and Rag) to really secure the lategame and instead focuses
on effective minions throughout as they control the board. It's hard to
replace Yeti with anything more expensive as this deck desperately wants
something to do on turn 4. Even common beasts like Sludge Belcher are axed
here because this decklist is so tight. It's also used often to achieve
legendary although I'm sure you can watch some streamers probably use this
with some twists to try new things.


    Tempo Shaman
	
    x2 Earth Shock
    x2 Lightning Bolt
    x2 Rockbiter Weapon
    x2 Crackle
    x2 Flametongue Totem
    x2 Whirling Zap-o-matic
    x2 Feral Spirit
    x2 Lightning Storm
    x2 Unbound Elemental
    x2 Dunemaul Shaman
    x1 Doomhammer
    x2 Sludge Belcher
    x2 Fire Elemental
    x1 Al'Akir the Windlord
    x2 Sea Giant
	
    This has existed but GVG tightened it up so let's take a look. First and
foremost, Crackle returns with it's glory. Second is the Whirling shitstorm of
effective 3/2 for 2ness. Observe that Whirling into Flametongue is 10 damage
on turn 3. How gross is that!? We round out with Dunemaul Shaman who is also
a 10 damage swinger potentially. Add in Sea Giants as we're focused on playing
creatures (compared to Control Shaman) and we have some sick plays. Again, we
may not always use all of our mana each turn but we have some sick plays. One
potential problem could be card draw however Mana Tide Totem is hard to work
into this deck and due to the nature of Tempo-style decks if we run out of
cards and haven't won then it probably won't matter much anyway.


    Mur-Man
    x2 Grimscale Oracle
    x2 Murloc Raider
    x2 Murloc Tidecaller
    x2 Young Priestess
    x2 Crackle
    x2 Flametongue Totem
    x2 Knife Juggler
    x2 Murloc Tidehunter
    x2 Puddlestomper
    x2 Whirling Zap-o-Matic
    x2 Hex
    x2 Coldlight Seer
    x2 Murloc Warleader
    x1 Old Murk-Eye
    x1 Bloodlust
    x1 Siltfin Spiritwalker
    x1 Neptulon
	
    The Mur-Shaman is real! They've always had some good options due to cards
like Flametongue Totem and Bloodlust, but with the addition of Neptulon and
Siltfin, it's a contender now. So, we have 8 cheap one drops. It's essential
to have one of these in our opening. From there, we have a stupid amount of
two drops and each is just as useful as the next. Our three drops are all
situational, with Hex serving as half of our removal, and the other Murlocs
only coming down when there are others out there. Old Murk-Eye is amazing,
Bloodlust is a game winner, and Siltfin is pretty weak but he like Neptulon
gives the deck some depth which it desperately needed. Unlike Warlock who can
tap to draw for help, other Murloc style decks stunk if their board was
cleared. Neptulon offers some defense against that and the Siltfin can be used
similar to Cultmaster except more specific not to mention his stats are more
favorable towards lasting. A fun deck to say the least



        Rogue
		
    Backspace Rogue
	
    2x Shadowstep
    2x Cold Blood
    2x Argent Squire
    2x Deadly Poison
    2x Leper Gnome
    2x Southsea Deckhand
    1x Blade Flurry
    2x Eviscerate
    2x Sap
    2x Goblin Auto Barber
    2x Loot Hoarder
    2x Arcane Golem
    2x Coldlight Oracle
    1x King Mukla
    2x SI:7 Agent
    1x Leeroy Jenkins
    1x Assasssin's Blade
	
    Very little has changed here mostly again due to how this deck works. The
only change is Goblin Auto Barber in place of Defias and Faerie Dragon and
it's due to how effective this little guy is for Rogue. Other than that, the
deck remains largely the same and still operates very much the same.
	
	
    Miracle Rogue
	
    x2 Backstab
    x2 Preparation
    x2 Cold Blood
    x2 Conceal
    x2 Deadly Poison
    x1 Southsea Deckhand
    x2 Blade Flurry
    x2 Eviscerate
    x2 Sap
    x2 Shiv
    x1 Bloodmage Thalnos
    x2 Fan of Knives
    x1 Earthen Ring Farseer
    x2 SI 7 Agent
    x1 Assassin's Blade
    x1 Faceless Manipulator
    x1 Loatheb
    x2 Gadgetzan Auctioneer
	
    Do you believe in Miracles? Not much has changed still. Our goal is to
have our opponents at 20 life (or less) by the time we have 8 mana, Deckhand,
both Cold Bloods, and Faceless. What's so nice here is that the Gadget nerf
didn't really change the deck that much as this deck is far less concerned
with cycling through cards as we play it like a control deck, killing
everything and buying time. With certain cards like Blade Flurry we can even
get nice useage and mileage from hurting our opponent as well! Loatheb
here is essential as he can shut down turns like turn 9 against Druid, or
turn 7 against Mages.


    Tempo Rogue
	
    x2 Backstab
    x2 Deadly Poison
    x2 Bloodsail Corsair
    x2 Southsea Deckhand
    x2 Bladeflurry
    x2 Bloodsail Raider
    x2 Goblin Auto-Barber
    x2 One-Eyed Cheat
    x2 Ship's Cannon
    x2 SI 7 Agent
    x2 Southsea Captain
    x2 Tinker's Sharpsword Oil
    x2 Dread Corsair
    x1 Assassin's Blade
    x1 Captain Greenskin
    x2 Salty Dog

    So, let's start with the obvious thing. We have 15 Pirates at our disposal
and they range in strengths and weaknesses. Obviously we have Ship's Cannon
so using that for free damage is one goal. The Corsair gets more benefit from
removing an opponents weapon however saving him for Ship's Cannon, One Eyed
Cheat, or as part of a combo card is much much more his goal (as is the
Deckhand for the most part). This leads us into cards that NEED the Pirates:
Ship's Cannon, One Eyed Cheat, and Southsea Captain. We also have weapon
needed cards, Goblin Auto Barber, Tinker's Oil, Dread Corsair and of course,
Captain Greenskin.

    This deck fits Tempo fairly nicely as there will be huge turns as we
punch across serious damage. Salty Dog is huge in his own right, but Bloodsail
can become huge as well, and Dread Corsair can be played for free if you get
the cards right. Removal-wise, we have Backstab and Blade Flurry for the
most part, although SI 7 Agent and Deadly Poison can help fit the bill as
well. I imagine this deck will crush or be crushed mostly on our opening hand.
That being said, that's the case for most Tempo decks so don't be disappointed


    Mill Rogue
	
    x2 Backstab
    x2 Preparation
    x2 Shadowstep
    x2 Deadly Poison
    x2 Blade Flurry
    x2 Eviscerate
    x2 Sap
    x1 Lorewalker Cho
    x2 Youthful Brewmaster
    x2 Coldlight Oracle
    x2 Dancing Swords
    x2 Deathlord
    x1 Goblin Sapper
    x2 Vanish
    x1 Trade Prince Gallywix
    x1 Kel'Thuzad
    x2 Clockwork Giant
	
    This deck is so annoying to play against. Let's go bit by bit. Backstab,
Deadly Poison, Eviscerate, and Blade Flurry are our removal spells. Shadowstep
Youthful Brewmaster, and Coldlight Oracle are our primary win condition.
Dancing Swords, Deathlord, Sapper, Clockwork Giant, and KT are the secondary
win condition. Gallywix and Cho serve to annoy the living daylights out of our
opponent. Understand?

    We use our removal to control the board. Cho gives our opponents lots of
cards that most classes cannot use, like Prep, Deadly Poison, Blade Flurry,
and Shadowstep. Gallywix gives us those spells back and still keeps their hand
full with coins. We burn their cards and we get to play huge things like
Clockwork Giant or Goblin Sapper. KT coming down behind Dancing Swords or
Deathlord is just gross especially when they are running out of cards. Vanish?
Yes, it's a huge reset button that again can kill things. Sap is tempo
obviously but when used against a full hand it kills the target instead.
It's a fun deck and super annoying to play against.


        Paladin
		
		
    Control Pali
	
    x1 Humility
    x1 Loot Hoarder
    x1 Bloodmage Thalnos
    x2 Wild Pyromancer
    x2 Sunfury Protector
    x2 Equality
    x2 Aldor Peacekeeper
    x2 Truesilver Champion
    x1 Blessing of Kings
    x2 Consecration
    x1 Antique Healbot
    x1 Bolvar Fordragon
    x2 Sludge Belcher
    x2 Stampeding Kodo
    x1 Faceless Manipulator
    x1 Cairne Bloodhoof
    x2 Sunwalker
    x1 Avenging Wrath
    x1 Tirion Fordring
    x1 Lay on Hands
    x1 Ragnaros the Firelord
	
    This deck changes very little though there are a few changes. Instead of
Das'Dingo, we use Sludge Belcher for a more effective Taunter. Instead of ERF
we use Antique Healbot as the whole point here is for the heal. Lastly,
instead of Guardian of Kings we use the new Bolvar Fordragon. This guy is
certainly interesting, but as Control Pali sits back and drags the game out;
there's no reason why this guy couldn't be played as an 8 or 9 powered minion.
	
	
    Aggro Pali
	
    x2 Avenge
    x2 Abusive Sergeant
    x2 Argent Squire
    x2 Leper Gnome
    x2 Young Priestess
    x2 Equality
    x2 Argent Protector
    x2 Bloodmage Thalnos
    x2 Knife Juggler
    x1 Coghammer
    x2 Sword of Justice
    x2 Divine Favor
    x2 Aldor Peacekeeper
    x2 Truesilver Champion
    x2 Consecration
    x2 Avenging Wrath
	
    Options: Shielded Minibot, Scarlet Purifier
	
    The aggro Pali works for a couple reasons. Equality is the great equalizer
and Divine Favor is quite broken if timed well. That being said, GVG changed
very little about the deck with the exception of Coghammer making an
appearance. Many of the GVG cards would fit better into the Midrange Pali as
the goal here is to play many cheap cards, using SoJ to make them bigger and
you keep beating face. It works impressively well and Equality+Consecration
is just beyond words gross. That being said, Shielded Minibot is a strong
contender though a bit unimpressive when we consider what's already here.
Scarlet Purifier could certainly work (we run only 3 deathrattles) but I'd
include him only if you seem to be facing heavy deathrattle decks consistently
and probably at the expense of Coghammer and Thalnos.


    Midrange Pali
	
    x2 Avenge
    x2 Clockwork Gnome
    x2 Equality
    x2 Annoy-o-Tron
    x2 Argent Protector
    x2 Knife Juggler
    x2 Shielded Minibot
    x2 Sword of Justice
    x2 Muster for Battle
    x2 Aldor Peacekeeper
    x2 Truesilver Champion
    x2 Consecration
    x2 Arcane Nullifier X-21
    x2 Cobalt Guardian
    x2 Quartermaster
	
    You want a mech deck? Here's the closest thing to it. This midrange
Palidan deck revolves around several combos. Obviously Equality is the
great equalizer, but more specifically, we have Knife Juggler and Muster for
Battle which throws many knives. Besides also SoJ and any number of our cards,
this is a particularly nice one as Argent Protector saves many people but here
we want to keep Knife Juggler up. Quartermaster+Muster is an obvious bonus
here as well, but we also have Cobalt Guardian who is strangely priced but we
have 8 other Mechs to play besides even just using Argent Protector meaning
we can run that 6 power machine into many many baddies. It's different than
Tempo and Zoo as we aren't going to smash face quickly and we aren't going
to explode like Tempo. Instead, we are gearing for big series of turns as
opposed to a single one as we establish a threatening board and then run over
our opponent with card advantage/economy. We don't run anything super huge
and threatening in the lategame as the goal here is to establish such a
presence that by turns 8 to 10 we are wining the game.



        Hunter
		
    Death/Face Hunter
	
    x2 Hunter's Mark
    x2 Leper Gnome
    x2 Undertaker
    x2 Webspinner
    x2 Zombie Chow
    x2 Haunted Creeper
    x2 Knife Juggler
    x2 Loot Hoarder
    x2 Animal Companion
    x2 Kill Command
    x2 Unleash the Hounds
    x1 Defender of Argus
    x2 Houndmaster
    x1 Loatheb
    x2 Sludge Belcher
    x2 Savannah Highmane
	
    There's quite a few versions but they are all the same. You play cards,
attack face, and win the game. This version uses no GVG cards as they lend to
the midrange Hunter which is below. Basically, Hunter's Mark removes threats,
we push across lots of damage, Knife+Unleash can be breaking in its own way,
and we have some lategame. Typically I am in a horrible board position and
have little cards in hand as I finish off my opponent but that's the beauty.
If we can do 15-20 points of damage our ability will finish them off. It's
not fair.


    Midrange Hunter
	
    x2 Hunter's Mark
    x2 Arcane Shot
    x2 Webspinner
    x2 Explosive Trap
    x2 Freezing Trap
    x1 Misdirection
    x2 Mad Scientist
    x2 Eaglehorn Bow
    x2 Animal Companion
    x1 Deadly Shot
    x2 Kill Command
    x2 Piloted Shredder
    x2 Sludge Belcher
    x1 Cairne Bloodhoof
    x2 Savannah Highmane
    x1 Sylvanas Windrunner
    x1 KT
    x1 Ragnaros the Firelord
	
    Midrange? Looks more like control, but nonetheless this is another
popular alternative to Face Hunter. The deck starts off and actually looks
like your typical aggro Hunter, running many similar cards like Webspinner,
Animal Companion, the Bow, and Secrets (though my face Hunter doesn't but
anyway). The catch is that this Hunter similar to Pali sits back to get out
some beastly midrange cards like Cairne, Scar, and Sylvanas with KT and Rag
as late game drops. The rest of the deck more or less tries to control the
board and let it get to that point. There is no Unleash here mostly because
there's little point for it. Explosive Trap serves a similar purpose and is
both cheaper and fetch-able with Mad Scientist. Note you can run two
Misdirection instead of two Explosive however the choice is largely dependent
on what you seem to be facing a lot of. As Zoo is typically the popular
choice; then Explosive is a better option.


    Beast Hunter?
    x2 Hunter's Mark
    x2 Webspinner
    x2 Call Pet
    x1 Bloodmage Thalnos
    x2 Haunted Creeper
    x1 Ironbeak Owl
    x2 Scavenging Hyena
    x2 Animal Companion
    x2 Kill Command
    x2 Unleash the Hounds
    x2 Defender of Argus
    x2 Houndmaster
    x2 Oasis Snapjaw
    x2 King of Beasts
    x2 Stampeding Kodo
    x2 Savannah Highmane
	
    What? No Godzilla or Krushers? Too expensive! This deck while themed and
certainly goofy is actually not that bad. There's lots of beasts you could
draw but the one we want is King of Beasts as that makes him cost 1 and then
he combos much more nicely with Hounds and Hyena. That being said, you can see
that many of our beasts have some nice effects, with the exception of the
turtle, but he becomes HUGE when targeted by Houndmaster or Argus. The Thalnos
is definitely questionable but as we don't have that many 2 drops we want to
actually play that's why he fits nicely as a cycle and potentially boosting
up Kill Command. Have fun



        Priest
		
    Control Priest
	
    x2 Circle of Healing
    x2 Power Word Shield
    x2 Northshire Cleric
    x2 Shadow Word Pain
    x2 Wild Pyromancer
    x2 Shadow Word Death
    x2 Thoughtsteal
    x2 Injured Blademaster
    x1 Mass Dispel
    x2 Shadow Madness
    x2 Auchenai Soulpriest
    x2 Cabal Shadow Priest
    x1 Cairne Bloodhoof
    x1 Sylvanas Windrunner
    x1 Ragnaros the Firelord
    x1 Ysera
    x1 Mind Control
	
    Contenders: Lightbomb, Sneed's, Dr. Boom, Foe Reaper
	
    Control Priest is back and more disgusting than ever. While no GVG cards
are used, it's more brutal than ever as it can handle nearly anything that
comes across it's path. Wild Pyro has been brought back to deal with early
aggression as has Injured Blademaster. A single Mass Dispel is run (trust me)
and it has some nice late drops as well. Control Priest is all about reacting
to your opponent and that's why the deck is structured in this way. Lightbomb
could be used though frankly removal doesn't seem to be too much of an issue
(rather, drawing too many expensive cards is and that wouldn't help). Along
those same lines, the 3 legendaries listed could all be additions to consider.
Foe Reaper is a surprise I'm sure, but as Priest can keep him alive with
healing; Foe Reaper doubles as a board clearer as he strikes down your
opponent although you'd have to choose what to cut; maybe even swapping out
Ragnaros as Foe Reaper would be more defensive.


    Tempo Priest
	
    x2 Circle of Healing
    x2 Holy Smite
    x2 Light of the Naaru
    x2 Power Word Shield
    x2 Northshire Cleric
    x2 Shadow Word Pain
    x2 Shadowboxer
    x2 Shrinkmeister
    x2 Shadow Word Death
    x2 Dark Cultist
    x2 Earthen Ring Farseer
    x2 Injured Blademaster
    x2 Shadow Madness
    x2 Auchenai Soulpriest
    x2 Cabal Shadow Priest
	
    It's Tempo at its finest. Note that despite how early leaning the curve
is; many of those cards aren't actually that early. For instance, Circle can
be played for Injured Blademaster, though it's main goal is either Auchenai or
Northshire to draw many cards. Light of the Naaru may cost 1 but it's main use
is being a 3 damage nuke with Auchenai although you can adjust obviously.
Northshire besides costing 1 should almost never be played on turn 1. Instead,
we look to turn 2 with Shadowboxer mostly. Shrinkmeister obviously can come
out although we really want to use him to combo with Shadow Word Pain, Shadow
Madness, or the Cabal as we snag something that we really shouldn't have been
able (it's what gives this deck some lategame presence despite not having
much of a lategame). Our turn 3 is quite big, with 6 really valuable drops.
ERF typically we want to combo again with Auchenai though adjust accordingly.
From there, you overwhelm your opponent through card advantage and tempo.



        Mage
		
    Frost Mage
	
    x2 Ice Lance
    x2 Mirror Image
    x2 Frostbolt
    x1 Bloodmage Thalnos
    x2 Doomsayer
    x1 Novice Engineer
    x2 Arcane Intellect
    x2 Frost Nova
    x2 Ice Barrier
    x2 Ice Block
    x2 Fireball
    x2 Azure Drake
    x2 Blizzard
    x1 Flamestrike
    x1 Archmage Antonidas
    x1 Alexstrasza
    x1 Pyroblast
    x2 Molten Giant
	
    Contenders: Flamecannon, Explosive Sheep
	
    Very little has changed regarding the standard Frost Mage. None of the new
cards help in stalling and even the two contenders are just weaker compared to
what options we already have. I have considered switching out Pyroblast but
frankly it's just too useful to have. I wouldn't mess with perfection.


    Freezing Creatures
	
    x2 Flamecannon
    x2 Frostbolt
    x1 Bloodmage Thalnos
    x2 Doomsayer
    x2 Arcane Intellect
    x2 Frost Nova
    x2 Ice Block
    x2 Echos of Medivh
    x2 Fireball
    x2 Twilight Drake
    x2 Sludge Belcher
    x2 Blizzard
    x1 Flamestrike
    x1 Ragnaros
    x1 Alexstrasza
    x2 Mountain Giant
    x2 Molten Giant
	
    This deck changed and I'm sure there's about 10 versions of it but here's
what I scrapped together. Basically the obnoxious part is using Echos to get
many Molten Giants and whomp for a ton of damage. Early game 2 drops basically
get rid of threats while midgame Drakes, Belchers, and possibly Mountain
Giants can becoming threatening due to this deck having lots of cards in hand
usually. I don't like it as it seems too gimmicky, and there's usually
Duplicate in there but at what cost I'm not sure. I prefer standard Frost Mage
but I'm a control player at heart so go figure


    Aggro Mage
	
    x2 Ice Lance
    x2 Clockwork Gnome
    x2 Mana Wyrm
    x1 Flamecannon
    x2 Frostbolt
    x2 Annoy-o-Tron
    x2 Mechwarper
    x2 Micro Machine
    x2 Snowchugger
    x2 Sorcerer's Apprentice
    x2 Arcane Intellect
    x2 Fireball
    x2 Goblin Blastmage
    x2 Mechanical Yeti
    x2 Water Elemental
    x1 Mimiron's Head
	
    There are many other options, such as Tinkertown Technician or Spider
Tank, but we have to draw the line somewhere. Alright, so because I want to
use Water Elemental due to how strong it is, Ice Lance gets added as it's both
versatile and can deal some sick damage and we have 6 sources of freeze. Mana
Wyrm and Clockwork Gnome are both great one drops.

    We have too many two drops. It happens, but they are all helpful. Our main
Mech army is here, the Warper, the Micro Machine, Snowchugger, and lastly
Annoy-o-Tron are great annoying beasts to throw out there. Flamecannon and
Frostbolt are mostly for removal though the latter can be tossed at face. We
have one set of three drops from Arcane Intellect, play it when you have
nothing else to play. Fireball is Fireball; the Blastmage works with our Mechs
and Mech Yeti is nice. This leaves Mimiron's Head, something that could get
axed for another Flamecannon or simply something else (even Thalnos) although
we run SO MANY MECHS that Mimiron's Head has a very good chance to get
activated when we play it that it seems worth to take the chance.

    Are there other options? Sure. This is the version I'd likely use though
	
	
	
        Druid
		
    Ramp Druid
	
    x2 Innervate
    x2 Wild Growth
    x2 Wrath
    x1 Bloodmage Thalnos
    x1 Big Game Hunter
    x2 Harvest Golem
    x2 Swipe
    x2 Keeper of the Grove
    x1 Nourish
    x2 Druid of the Claw
    x1 Faceless Manipulator
    x2 Sludge Belcher
    x1 Cairne Bloodhoof
    x2 Sunwalker
    x1 Sylvanas Windrunner
    x2 Ancient of Lore
    x2 Ancient of War
    x1 Ragnaros the Firelord
    x1 Ysera
	
    Ramp Druid is all about playing a ton of really strong minions sooner
than your opponent can react. As a result, this deck is similar to Control
Warrior but goes about it in a different way. Certainly some GVG cards could
be added but let's look at them. Grove Tender could work frankly as a 3 drop
to replace Harvest Golem who is there to serve as an early minion. The issue
is that Harvest Golem sticks around for a bit and Grove Tender has "each" in
it's wording. Druid of the Fang doesn't have enough beasts, and Recycle while
useful gets shunned due to us just wanting to have the big creatures and
putting it in would be quite hard. Certainly the Druid Legendaries could
be incorporated but frankly Cenarius is a bit slow and underwhelming for 9
mana and Malorne likewise lacks impact. This deck is all about response until
you start playing huge Minions.


    Force Roar
	
    x2 Innervate
    x2 Wild Growth
    x2 Wrath
    x1 Bloodmage Thalnos
    x2 Savage Roar
    x2 Earthen Ring Farseer
    x2 Swipe
    x2 Chillwind Yeti
    x2 Keeper of the Grove
    x1 Nourish
    x2 Druid of the Claw
    x1 Loatheb
    x2 Sludge Belcher
    x2 Force of Nature
    x2 Recycle
    x2 Ancient of Lore
    x1 Ragnaros
	
    So the deck doesn't change a whole lot. The biggest thing is Recycle gives
Force Roar what Control Druid didn't really need; an answer. The playstyle
remains largely the same: get your opponent to 14 and then Force Roar for 9
mana. ERF comes in instead of Harvest Golem mostly because the 3 health helps
significantly and Yeti is here mostly because Coin+Innervate+Yeti can stomp
games by himself. Loatheb is crucial to stopping combos and yeah that's about
it. Similar but small changes here and there.


    Watcher Druid
	
    x2 Innervate
    x2 Mark of the Wild
    x2 Wild Growth
    x2 Wrath
    x2 Ancient Watcher
    x2 Nerubian Egg
    x2 Sunfury Protector
    x2 Swipe
    x1 Defender of Argus
    x2 Keeper of the Grove
    x2 Nourish
    x2 Druid of the Claw
    x2 Sludge Belcher
    x1 Hogger
    x2 Ancient of Lore
    x1 KT
    x1 Ragnaros
	
    As I set out to make this using GVG I found myself... not! I'm sure
there could be some mild changes like instead of Hogger and Rag using Foe
Reaper and maybe the Leper Gnome maker guy... but the point is Watcher Druid
only improved from Naxxramas and not much has changed since then. The idea
is simple: give Taunt to Ancient Watcher and Nerubian Egg and laugh at your
opponent. Later in the game, we play some truly terrifying legendaries that
only get more and more gross every turn, hence why Hogger and Ragnaros work
so well in the Watcher Druid. I'd be curious to hear though what other people
are trying and experimenting with


    Token Druid
	
    x2 Innervate
    x2 Power of the Wild
    x2 Wild Growth
    x2 Wrath
    x2 Haunted Creeper
    x2 Savage Roar
    x2 Swipe
    x2 Defender of Argus
    x2 Keeper of the Grove
    x2 Violet Teacher
    x1 Nourish
    x2 Druid of the Claw
    x2 Druid of the Fang
    x2 Dark Wispers
    x2 Ancient of Lore
    x1 Cenarius
	
    So Token Druid got revamped! The addition of Druid of the Fang and Dark
Wispers makes this a very strong contender I feel. We have 6 other beasts to
turn our 5 drop into a beastly 7/7 which is quite scary. We also have yet
another way to generate a bunch of 1/1s for a Savage Roar. Alternatively it
makes a huge 5/5 Taunt; although Wispers into Cenarius makes a disgusting army
of 3/3s. There's many combos here which is what makes it so nasty.


    Kinda Token Druid
	
    x2 Innervate
    x2 Power of the Wild
    x2 Wrath
    x2 Echoing Ooze
    x2 Haunted Creeper
    x2 Savage Roar
    x2 Shade of Naxxramas
    x2 Swipe
    x2 Defender of Argus
    x2 Keeper of the Grove
    x2 Druid of the Claw
    x1 Druid of the Fang
    x2 Spectral Knight
    x2 Dark Wispers
    x1 Force of Nature
    x2 Ancient of Lore
	
    It's an almost identical decklist but with two changes: Harvest Golems got
yanked for Dark Wispers and Loatheb for a Druid of the Fang. This is for a
couple reasons. First, Loatheb is nice to have; but as this deck is way less
concerned about when it combo's, it would rather have a 7/7 instead of a 5/5
and hence why the Fang. Regarding Harvest Golem and Wispers; the Golem is a
nice 3 drop but we have Shade already. The Wispers gives us again something
the deck didn't always have, an answer. Wispers turns into 15 damage the
next turn with Roar. Wispers on an Echoing Ooze generates TWO 6/7 Taunts!
There's a number of ways to use it and this deck simply showcases another
couple ways.


    Mill Druid
	
    x2 Innervate
    x2 Naturalize
    x2 Wild Growth
    x2 Wrath
    x2 Youthful Brewmaster
    x2 Coldlight Oracle
    x2 Dancing Swords
    x2 Deathlord
    x1 Goblin Sapper
    x2 Grove Tender
    x2 Poison Seeds
    x2 Swipe
    x2 Keeper of the Grove
    x2 Starfall
    x1 KT
    x2 Clockwork Giant
	
    Mill Rogue? Meet Mill Druid. Same idea though obviously some differences.
Innervate allows things to happen sooner, as does Wild Growth. Naturalize is
sick but works best when you can burn some cards. Grove Tender most of the
time we want to draw cards. Poison Seeds+Starfall is an emergency board clear
besides also triggering Swords and Deathlord if you need to. Again, it's
another annoying deck to face and strangely effective.



        Warlock
		
    Zoolock
	
    x2 Soulfire
    x2 Abusive Sergeant
    x2 Flame Imp
    x2 Leper Gnome
    x2 Undertaker
    x2 Voidwalker
    x2 Zombie Chow
    x2 Dire Wolf Alpha
    x2 Ironbeak owl
    x2 Knife Juggler
    x1 Big Game Hunter
    x2 Harvest Golem
    x2 Spider Tank
    x2 Defender of Argus
    x2 Doomguard
    x1 Legendary (I go with Harrison Jones)
	
    So I'm gonna list the other version as well but frankly this is my
prefered version. It's just raw brutal effectiveness. Dark Bomb is strong sure
but Soulfire is just as fine and we want lots and lots of minions; it's how we
win. Still I skip Power Overwhelming, Void Terror, and Nerubian Egg because
I want effectiveness. That's why Spider Tank is in there; he's a 3/4 for 3
which is great. The only real changes besides that is BGH (only one copy to
deal with potential turn 6/7 monsters) and that leaves just a single slot so
I've tossed in Harry as his battlecry and cheapness fits the flow of this deck
nicely. I'm sure others could fit (like Loatheb) but the question at hand is
what sucks for this deck that I could fill? And honestly weapons hurt and
Harry makes them go away. Loatheb could sure but again, it's rather personal.


    Murlock
	
    x2 Soulfire
    x2 Flame Imp
    x2 Grimscale Oracle
    x2 Murloc Raider
    x2 Murloc Tidecaller
    x2 Voidwalker
    x2 Young Priestess
    x2 Darkbomb
    x1 Bloodmage Thalnos
    x2 Knife Juggler
    x2 Murloc Tidehunter
    x2 Puddlestomper
    x2 Coldlight Seer
    x2 Murloc Warleader
    x2 Old Murk Eye
    x2 Doomguard
	
    Some possible changes include: Blood Imp instead of Young Priestess (less
aggressive), Imp-losion instead of Doomguard (less lategame), and working in
Mortal Coil. As it is, this decklist hasn't changed much but Darkbomb is very
welcome and now we can axe Leeroy for Thalnos thanks to the effectiveness of
spellpower plus cycling. Imp-losion could get added but frankly having Doom
guard is still nice because well, we're playing an aggressive Warlock why
wouldn't we want a 5/7 charge!?


    Zoolock v2 (mechs)
	
    x2 Soulfire
    x2 Clockwork Gnome
    x2 Flame Imp
    x2 Leper Gnome
    x2 Voidwalker
    x2 Darkbomb
    x2 Annoying Tron
    x2 Knife Juggler
    x2 Mechwarper
    x2 Micro Machine
    x2 Harvest Golem
    x2 Spider Tank
    x2 Tinkertown Technician
    x2 Defender of Argus
    x2 Doomguard
	
    Do you want to beat down with Mechs? I'd try out this version. I'm sure
someone wants to use the Fel Cannon and rankly it could work but that would
slow the deck down quite a bit. Same for Mimi's Head. It could work but we're
talking about slowing the deck down quite a bit. As it is; it's Zoo but with
trying to use a Mech theme to take advantage of things like Tinkertown. Shame
to say Tinkertown is the only card that is concerned with Mechs but frankly
if you want a solid deck this looks much better than something that works in
Fel Cannon, Mimi's Head, and even Mechanical Yeti because those are expensive
cards and what would you replace? Effective Flame Imps and Leper Gnomes?
Seems wasteful


    Handlock
	
    x1 Mortal Coil
    x2 Soulfire
    x2 Ancient Watcher
    x2 Ironbeak Owl
    x2 Sunfury Protector
    x1 Big Game Hunter
    x2 Earthen Ring Farseer
    x1 Hellfire
    x2 Shadowflame
    x1 Defender of Argus
    x2 Twilight Drake
    x2 Faceless Manipulator
    x2 Sludge Belcher
    x2 Siphon Soul
    x1 Ragnaros the Firelord
    x1 Lord Jaraxxus
    x2 Mountain Giant
    x2 Molten Giant
	
    Contenders: Antique Healbot, Sneed's, Sylvanas, Mal'Ganis
	
    As previously discussed, I feel ERF is better than the Healbot. The rest
of the legendaries are strong sure but this deck is hammered out to
effectiveness and it would be hard to switch things out. I've seen some newer
versions that run Thalnos and even Darkbomb but frankly why mess with
perfection?


    Demonlock
	
    x2 Soulfire
    x2 Voidwalker
    x2 Darkbomb
    x2 Demonfire
    x2 Mistress of Pain
    x2 Sense Demons
    x2 Void Terror
    x2 Hellfire
    x2 Voidcaller
    x2 Demonheart
    x2 Doomguard
    x2 Floating Watcher
    x2 Siphon Soul
    x2 Dread Infernal
    x1 Lord Jaraxxus
    x1 Mal'Ganis
	
    Demonlock got a nice upgrade. Darkbomb adds a nice nuke to control the
board and Demonheart is both stupid or a nuke at the same time. Mistress of
Pain adds an early drop which we desperately need (also makes running Demon
fire worth it now). We've got Void Terror who can be sexy and Voidcaller can
put out some huge Demons for cheap, especially Mal'Ganis who is lulzy when
done correctly. Note this card runs only Warlock cards but if we're going
with a Demon theme we want to take advantage all the way and frankly it works.






And this concludes the guide for now. I imagine I'll update this again in the
future as will the other guide get updated again when something changes but
for now this should do. If you wish to contact me regarding this my
information has not changed still.

        [email protected]
		
    tskisoccer[at]yahoo[period]com
	
Please put "Hearthstone GVG" or something similar because I get a lot of junk
and delete things that don't draw my attention. As per usual this is copyright
for me, Todd Lesinski, NoWorries, tskisoccer, same business same business
don't go copying this without asking for my permissions!!!

Alright later guys