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