Blizzard chose to torment me, and legions of other devoted Hearthstone
fans, by drip-feeding information about the new Goblins vs
Gnomes cards.
Now they're all here and they've seen a month in
active play. We all had assumptions about how well they'd work during the
previews. But how do they stack up in practice?
Perhaps the least
surprising but most impressive effect they've had is in the "meta". This is the
over-arching metagame of considering what deck styles are popular at a given
moment, and changing yours to compensate.
With all those new cards, the
meta hasn't settled down yet. And with all the random effects possible in
Goblins vs Gnomes, perhaps it never will. But there are two key trends
that seem to be solidifying out of the dust.
The first is that zoo decks,
once the darling of cheapskate players (including me) everywhere, are now rather
less effective. The expansion added a bunch of new area of effect spells, some
cheap taunts and several minions that summon a replacement when they
die.
Cheap aggro isn't dead yet, but it's a lot less potent than it
was.
The other is that weapons have come back in fashion, thanks to some
cool new ones in the expansion. So if you're looking for a cheap minion to pack
out your deck, Acidic Swamp Ooze is the best choice once
again.
Mech madness
Random effects are a big
focus of Goblins vs Gnomes but they're not that popular in play. In
practice, however powerful or fun that little slice of chaos looks, you need
something more reliable if you want to climb the ladder.
As a result,
only a minority of expansion cards are seeing regular play. On the plus side, it
makes it easy to find the top picks to craft if you've got dust to
spare.
Many of the most useful cards are common, so it's a moot point
whether you want to craft them or just wait for them to turn up in booster
packs. Piloted Shredder, which summons a random 2-cost minion when it dies, is
probably the most all-round useful.
Rather more interesting are the synergies offered
by mech focused decks. The Mechwarper, which reduces the cost of summoning new
mechs, is the cornerstone of these builds. If you can keep it alive, perhaps
with the help of an Annoy-O-Tron, it allows you to put out insane numbers of
minions early in the game.
Their bedfellows include the Micro Machine,
which can ramp up eye-popping damage in no time at all and the cheap but
effective Cogmaster. If you put out several mechs, the Tinkertown Technician
gains some brutal buffs.
Together, these common combos can completely
overwhelm an opponent. It's a whole new kind of zoo deck.
Neutral
noodles
There are a couple of other neutral commons worth
mentioning. The Explosive Sheep does 2 damage to everything on the board, so
it's anathema to most mech decks.
But it's useful as cheap board
clearance, especially in Mage decks since they can set it off themselves with a
fireball.
The Antique Healbot is also a common sight thanks to its
massive healing boost. Health may be the least important resource on the board,
but an extra eight can keep you alive long enough to play the big cards that are
pivotal in control decks.
Since most of us are short on dust, we should be
thankful that the less common neutral cards look a lot less interesting. But if
you've got 400 dust burning a hole in your pocket, the epic cards
Enhance-O-Mechano and Junkbot make powerful additions to mech
"zoos".
Hobgoblins can provide a similar boost to more traditional zoo
decks.
There are some powerful new legendaries in the expansion, but
since most of us will see few, if any, in our collections, we'll skip over most.
If you're lucky enough to have 1600 dust to craft one, Dr. Boom is the one best
suited to a wide variety of deck styles.
Class
crazy
Goblins vs Gnomes has also provided new
class-specific cards. Some of these, slot neatly into traditional deck designs
without changing core strategies. Other classes, however, got given a whole new
lease of life.
Perhaps most notable is the Paladin. Muster for Battle is
a rare card which puts down three 1/1 Silver Hand Recruits and gives you a 1/4
weapon. Played with Knife Juggler and the new rare Quartermaster which buffs
recruits with +2/+2 it can be devastating.
Together with Shielded
Minibot, a 2/2 minion with Divine Shield, it's now possible to build powerful,
flexible mid-range Paladin decks.
Another big beneficiary is the Warrior. The 6-mana
5/5 Shieldmaiden may not look like much but it fills an aching void in the
Warrior lineup, and synergises well with other cards. Now mid-range and control
Warriors have something that can help them survive aggro onslaughts until the
big cards come out.
Then there's Bouncing Blade, which has the potential
to be brutal played in the right circumstances. Such as when your opponent as a
couple of big minions out, and you have nothing.
Finally, the expansion
has offered a surprising leg-up for the much maligned Mage. But this is not in
terms of new cards offered, although Unstable Portal and Flamecannon could find
a place in many decks. The real secret is how well the direct damage spells work
alongside the aggressive Mech deck discussed above. Add in Goblin Blastmage for
massive damage potential.
If your favoured class isn't among the
particular winners, fear not.
Everyone got at least one useful card such
as Imp-plosion for Warlocks and Anodized Robo Cub for Druids. Rogues and Hunters
got several, with Goblin Auto-Barber and Sharpsword Oil alongside Glaivezooka
and Feign Death respectively.
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