Thursday, March 12, 2015

Hearthstone Goblins vs Gnomes: Neutral Cards Part 1, Uncommon

I will split up the neutral per rarity. This part 1 covering uncommon cards and we work our way down to legendaries.

Just like with my naxxramas guides I will focus on talking mainly about, what card benefit from this neutral. + ok, ++ good. +++ really good for this card. This will better cover if a card is pick able in my opinion a card with no + means its shit for everyone. I will of course write why but, yeah this is not to degree what class is the best or the worst now by x number of good neutral (well one could count the + to get it I guess) but more just card for card value. So if you are like my friend who loves to play Priest it don't really matter if priest is better or worse then mage, he will pick Priest regardless. And I think that most people are like that except a few that only toy wants to win but I will cover that of course as well. Anyway my point is I think that my system better for individual players following what class they wanna play and not what they should play (however, like I wrote in their own articles  a warning:-- avoid Warrior and Warlock they suck)

File:Clockwork Gnome(12200) Gold.png 

A bad card, anything 1 life does not work in arena. The only time it can work is for extremely aggressive zoodecks or extreme aggressive hunter face deck but its not particular good for that. And Rouge Deck, but in both of the Rogue/Hunter case it don't do direct damage until the next turn so its only good as 1 drop then and only in certain match ups. A bad card.
File:Cogmaster(12179) Gold.png 
A 3.2 for 1 if you got a mech, that is great value in constructed but quite hard to get of in arena. Also no class who can really benefit more from this card, its just bad if you don't have mechs and its really good if you got a lot of mechs but there is no specific class that will have more mechs then the other in general. 
File:Annoy-o-Tron(12181) Gold.png 
Here is the first good neutral card and its really good. There is actually a couple of very strong 2 drops in Goblins vs Gnomes this one of them. with the same ability match up like sunwalker and tirion is really hard to get rid of and its great buffing it. Its always a good card but the decks that can make the most of it are face decks who have other smaller minions it can protect for often 2 turns. So very strong in Rogue, very strong in Hunter as just earning time its good there. Its also good in Priest as you wanna make time while not as good. But now with the new priest buff as well it further makes it better as its a good card to buff. That also makes it a better in Paladin and Druid but not on the same level of Priest. Also good for warlock if you got a handlock deck. This card isent bad in e.g mage but it gains nothing from being in a mage deck.

Rogue, Hunter,(Zoolock) +++. Priest ++. Paladin,Druid +
File:Explosive Sheep(12180) Gold.png 
This card on the other hand si amazing for mage and -- well not so much for anyone esle. Mage is the only class that can easily trigger it making it amazing in mage worst case its 1 card for 4 mana to deal 2 damage to all opponents. Easy to chain it with otehr mage aoe cards.
 Other classes will likely not get the effect they want and its a huge minus in Shaman and Paladin. It can be good for priest to just slow down the game.

Mage +++. Priest + Paladin, Shaman --- all other -
File:Gilblin Stalker(12249) Gold.png 
 A decent 2 drop that can be used for advantage trades. But first and foremost its good with buffs to go for face or buffs to trade strong. So especially good for Rogue and Ok for hunter and fine for Paladin and Druid.

Rogue +++, Hunter ++. Paladin,Druid +
File:Mechwarper(12188) Gold.png 
This is an amazing card its like the god version of pint size summoner. Makes all mech cheaper and right away so for example a classic play turn 3 is to play it and another 2 drop mech like the Micro Machine. Very strong card and its not particularly uber for anyone just really solid overall. It also has 1 more health then pint size making it a severely better card. 
File:Micro Machine(12189) Gold.png 
Just like mechwarmper this card is not better in any deck for the most part but its a very. very strong 2 drop and a mech. Really good to coin out at turn 1 to make it grow on an empty field. One could argue that its extra good for hunter with face damage as the plan but I would say no actually. Its more about trading it for either a premium removal or killing a more expansive minion. More then the face damage in itself thats a rare bonus. It will almost always be removed right away, opening up to play other cards.
File:Puddlestomper(12274) Gold.png 

Its just a 3.2 murloc. No class can gain from using it (Shaman don't count ---) Its the worst 2 drop except the sheep. I mean its just a 2 drop with no effects. Take it to fill out the 2 cost curve if you got nothing else but is worst pick then all other(excluding sheep), unless you for w.e reason got a huge number of murloc support cards.
File:Ship's Cannon(12258) Gold.png 
 A 2.3 with a rare to get effect.  A little better in Rogue as Rogue has the highest chance of pirates followed by warrior, then paladin. But I would say the chance of that its to low to say that this card is any good in either of those arena deck except that its a 2.3 for 2 so its never horrible to get it(unless you got way to many 2 drops of course)
File:Stonesplinter Trogg(12266) Gold.png

The last of the 2 drops and a new type of effect that all of the trogg has something to do with spell cast by the opponent. A very solid 2 drop. Its a 2.3 that easily can grow to a 3.3 Also not particularly better in any deck except the zootype of warlock or a very aggressive Rogue. Still does deck to force out aoe even smaller aoe fast. For example this + defias ringleader can force a paladin to use consecration. So its a great card overall with some extra benefit for Rogue for the most part.

Rogue +


File:Flying Machine(12247) Gold.png 
A very not stand alone card, its good being buffed just like the Thrallmar far seer but it cant trade with anything before that. Well it can twice attack into a 3.2 but thats a bad trade. Its not strong on its own but I guess it got some uses in heavy buff decks or flametounge heavy deck.

Shaman,Paladin, Druid + (but I don't recommend this card as its very weak alone)

File:Gnomeregan Infantry(12286) Gold.png 

This card is just horrible, its a good Silverback patriarch..and that don't say a lot. It cam sometimes kill of something injured already or be combo with a buff card for face but..its horrible in the void. Stay away from this card. 

File:Ogre Brute(12281) Gold.png 
A pretty good card I have talked about Ogres before this week and the 4.4 for 3 is better value then the swords were the opponent draws if they die. But its not a fantastic card mainly because it do exist some really good 3 drops from this and the older cards, like  Raging worgen got a lot more potential then this card and its a random card so it mainly got a negative potential. Overall not the best 3 drop but an decent on. 
File:Spider Tank(12184) Gold.png 
Much better then the Ogre Brute. 1 less attack for full control. Particularly good in Priest even do its a bad Dark Cultist. 3.4 for 3 it can trade and get healed its just a very solid card which can get you momentum.

Priest ++
File:Tinkertown Technician(12202) Gold.png

This is a great card and for example a much better card then mind control technician. its very easy to get off the mech effect. While the spare part is very random if its good or just ok to get. Getting a 4.4 for 3 with no drawback makes it great. As the game var strong 2 mechs as mentioned, spider tank for 3 and then very strong 4 drop mech(shredder) etc this card is  easy to see becoming 4.4 and makes it a lot better then the ogre and better then many older 3 drops. Strong in the rogue deck as its the class that can use spare part the best and they should have the most early mech cards. Also good with other classes who really will take the 2-3 drop mechs like Mage.

Rogue, Mage +


File:Burly Rockjaw Trogg(12233) Gold.png 
A very strong card its a Yeti with 1 less attack power but a lot better ability is what I usually say about it. It can easily become a 5.5 and its very strong with deck that creates a early tempo lead. Its a great finisher for aggro decks. Making it a great pick for Rogue and Hunters. Its also generaly good for warlock being in their empty card space or good for zoolock. It has a lot of life so its useful for warrior were the Yeti also has 5 the extra attack damage from warrior effect were usually overkill. So this can just grow bigger, anyway the second best 4 drop in the game for any class. (the only drawback of this card is that priest players might be able to kill it of)

Rogue,Hunter,Warlock ++,Warrior +

File:Lost Tallstrider(12284) Gold.png
This is not a good card, its an ok card. No class can really use it and its just a bad Yeti with the reverse stats like a Brewmaster with no bounce effect. Having 4 life at 4 mana just like the brewmaster makes it vulnerable to truesilver and swipes etc. Or Shredders -- its just an overall bad card.
File:Mechanical Yeti(12253) Gold.png 
Like the name implies its just a Yeti but mech instead. Sometimes better because of its mech status for some decks. Its Deathrattle for the most part is as negative as its positive making it more of a gamble then classic Yeti. If you got no mech support a normal Yeti is far the better safe choice. Otherwise its still la solid card, I mean is still the solid 4.5 for 4.
File:Piloted Shredder(12191) Gold.png 
This is the best card by far for 4 mana its card value is amazing. Its ridiculously overpowered and should more or less always be picked at any time even if you have to many 4 drops Its just such a good card. The only other card that can be picked over this is premium! Class cards like a fire elemental or something in that caliber. This is far better then any neutral card for uncommon and then by far the best 4 drop while its actually are some really good 4 drop so thats says a lot. Coining this out turn 3 can often force the opponent to play for face regardless if they want it or not. Its far better then the classic Yeti 4.5 at 4. With its same attack power it can kill the same enemies but also drop a 2 card afterwards.

++++++ for everyone just pick it.



File:Antique Healbot(12227) Gold.png 
An actually pretty good card, the body for 5 is horrible but the sudden massive heal can really fuck some people over. That being said just because of that its much worse for example Paladin. I see a lot of people who think the reverse and think I got heal and now I got even more heal. This is wrong, so wrong. yes u got more heal but people already expect that. When a Rogue drop this its more surprising and makes her dagger more potent again. When a Hunter drops it it extends his life so he can face you longer etc.

This card is a minus for the deck that already might have heals or shields.

Warrior,Druid,Paladin,Priest - And slighly bad for Mage.
File:Salty Dog(12263) Gold.png 
However, this card is far worse for any of those classes. Salty Dog is the Corehound of Goblins vs Gnome and is the worst 5 mana card in the game, avoid at all cost.

File:Force-Tank MAX(12248) Gold.png 
Lastly we have the Force-Tank Max its fine card, if they cant remove it with an easy removal like instantly death or hex/poly it can be really hard to get rid of. That being said its super expensive and most classes got wy, way better late game card then it. But if you got no late game card at all and its late in the draft this card to come in handy. Its much better for class were you expect late game so mainly priest but I also take this a lot as a replacement for Ironbark, as druid Oslo aim for late game most of the time.


Priest,Druid +