What Not To Play: G v G Edition

Hearthstone Huddle

So the dust has settled and all the excitement from Goblins vs Gnomes has yielded some pretty unique experiences to date. This week I’m covering which expansion cards should be left on the sideline. As always I’ll include a card from each set and then five cards from the generic set.

Druid. Dark Whispers. A spell for six mana, you get the choice of summoning five wisps or giving a minion +5/+5 and taunt. The first part is not very good. Five 1/1s is mediocre. The second part is better but seems expensive for just one creature to buff, especially considering how many people are running Big Game Hunter.

Hunter. Call Pet. A spell for two mana that allows you to draw a card. If the card is a beast it costs four less. This card is playable for those of you looking for a draw card replacement for Flare. Otherwise I wouldn’t use it. It just seems expensive.

Mage. Flame Leviathon. A 7/7 for seven that deals two damage to all characters when drawn. A 7/7 for seven is good but that draw effect could lose you the game if you need to not draw it. It could also ruin your board.

Paladin. Cobalt Guardian. A 6/3 for 5 that gains a divine shield whenever you summon a mech. It’s a little expensive to have just three defense which meanse you’ll probably have to play it on turn six with a one drop mech attached to it. No thanks.

Priest. Lightbomb. A spell costing six that deals damage to each minion equal to its attack. This is essentially another board wipe card for a class that is filled with them. Best value means you would play this on an empty board but an empty board on turn six and you’ve got bigger problems than that.

Rogue. One Eyed Cheat. A 4/1 for 2 mana passes the cost test but that’s it. It gains stealth when you summon a pirate but that’s gonna be hard to keep alive until turn three. Unless, you combo it with another pirate which puts you playing this card on turn three or four. Not as valuable now.

Shaman. Ancestor’s Call. A spell for four, it lets you and your opponent put a random minion from your hand onto the board. That’s highly risky considering that on turn four your opponent could be dropping a number of big minions onto the board and then gets to use them first. Scary.

Warlock. Mistress of Pain. A 1/4 for two mana, she gains you life based on the damage that she deals. I could see where a life gaining demon could be useful, and she passes the coat test, but why not use Antique Heal Bot instead?

Warrior. Screwjank Clunker. A 2/5 for four mana doesn’t pass the cost test. It has also has a battlecry effect of giving a friendly mech +2/+2,which is ok if you have a mech in a warrior deck and if there’s one on the board. It seems out of place in the warrior set to me. Pass.

Generic.

Target Dummy. A 0/2 for zero with taunt. This is the same as Shiledbearer just cheaper, and should be used as much as Sheildbearer is which is never.

Flying Machine. A 1/4 for three doesn’t pass the cost test but it has windfury. Seems expensive for a card that is only useful when paired with other cards.

Gnomeregan Infantry. Another 1/4 for three, this one has charge and taunt instead. I don’t see the point with this card. To me taunt makes a charge card useless.

Gnomish Experimenter. A 3/2 for three with a weird battlecry effect. So you get to draw a card and if it’s a minion, you transform it into a chicken. Yeah whatever, don’t waste your time.

Mini-Mage. A 4/1 for four, it fails the cost test miserably. It does have stealth and spell damage +1 but why is it so expensive? Don’t bother with this card.

Thats it for this week folks. As always, I hope you enjoyed the article and leave a message. Thanks for reading!

 

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