Hearthstone, Set Review

Hearthstone – Goblins vs Gnomes Review: Neutrals

In this post, lets review the neutral cards of Hearthstone’s Goblins vs Gnomes. I will discuss what I think about the revealed cards and how they are going play into Constructed and Arena. Remember these are just my thoughts and you are free to disagree. This review is also written before the set is officially released. So time will tell which of this cards are actually the best.

You can check out the other parts of the Goblins vs Gnomes set here:
Spare Parts Cards
Class Specific Cards

Arena cards fall under top pick, above average, average, below average, or don’t pick.
Constructed is more complicated but roughly falls under staple, playable, build around, tech card, or underplayed.

Annoy-o-Tron (2) (1/2)  Mech
Taunt, Divine Shield
Constructed: Probably underplayed
Arena: Below Average

This mech lives up to its name. It is an early sticky card that isn’t going away from hero powers and needs to be address. It is okay type of card for a Zoo deck since it does provide good defense for your other creatures. I like Haunted Creeper more as an offensive choice but Annoy-O-Tron is a more defensive choice. It does opens door for a mech theme Zoo deck depending how strong mech support is. Perhaps there will be a resurgence in Blood Knights if this card sees play in Zoo. Otherwise it is not a good card to do anything, but slow the opponent down.

Antique Healbot (5) (3/3) Mech
Battlecry: Restore 8 Health to your hero.
Constructed: Very niche tech
Arena: Don’t pick

So if we look at Healing Touch, a 3 cost heal for 8 and a 3 cost 3/3. So together you are getting a one mana discount. The fact that it is a neutral heal is the big because that allows it to be place into any deck that needs it. Right now, it could see a place, perhaps a one of in Control Shaman and/or Handlocks. It is a very niche card that would depend on how aggressive the meta game is. In arena, it is not good since on curve it is a weak monster. You rather pick cards that can get you ahead than cards that just save you from being behind.

Arcane Nullifier X-21 (4) (2/5) Mech
Taunt. Can’t be targeted by spells or Hero Powers.
Constructed: Maybe Playable
Arena: Slightly Above Average

This card can’t be thought of better than Sen’jin Shieldmasta. 3 attack is much better than 2 attack, since 3 attack will beat any 3 health 3 drops which is most of them. But I do see that a Taunt with spell and Hero power protection can be good. This prevents those combo or tempo decks from being able to get to your face right away. I believe this card has potential but it certainly needs the right meta.

Blingtron 3000 (5) (3/4) Mech
Battlecry: Equip a random weapon for each player.
Constructed: Underplayed
Arena: Below Average

The stats aren’t exciting for a 5 drop but getting a free weapon? Is it worth giving your opponent a free weapon too? Well it is interesting since it is neutral, now all classes have an access to a weapon. You do get to use the weapon first and then plan for your weapon. (perhaps set up for Harrison Jones) And it can act like an ooze in replacing strong weapons your opponent may have. Fun card, would depend on what weapons you get. But probably wouldn’t see play competitively. Kinda cool that you get golden weapons =)

Bomb Lobber (5) (3/3)
Battlecry: Deal 4 damage to a random enemy minion
Constructed: Underplayed / Tech Card
Arena: Above Average

As we will soon see, that Mad Bomber deck is going to happen. Beware. But seriously can this card see competitive play? Since it is only hits enemy minion, it can be possible to control the target using other minions and spells. I believe it is an above average pick in arena. But variance is going to be avoid in constructed as much as possible. Still wouldn’t be supposed to see play in tempo focused decks. Or a counter tech against stealth Auctioneers.

Burly Rockjaw Trogg (4) (3/5)
Whenever your opponent casts a spell, gain +2 Attack.
Constructed: Tech
Arena: Above Average

A very strong 4 drop that only gets bigger with the more cards that your opponent plays. But don’t get too excited when you see your opponent play a ton of spells, because it is likely that the opponent is going to get rid it right afterwards. However having 5 health is very important since it lives to a single Eviscerate, Flamestrike or Soulfire. While I don’t think this has the stopping power that Loabeth has, it certain has a way of directing spells towards it. I see this as a good Freeze Mage counter. Freeze Mage has lot of spells that this can draw from. And if they use a removal spell on it, well that is one less spell they can use as part of their win condition. A 3/5 body in arena is okay for a 4 drop. It is not as likely that your opponent has a lot of spells in arena but they will think twice before they uses the coin or something.

Clockwork Gnome (1) (2/1) Mech
Deathrattle: Add a Spare Part card to your hand.
Constructed: Playable / Staple
Arena: Below average

It is great card for the aggressive Mech deck. In Undertaker Decks, it is a one-drop Deathrattle that you can run over Zombie Chow or Leper Gnome. Clockwork Gnome is less about aggression but more about providing utility with the random Spare Parts. (We will look over the spare parts later in the post). In the arena, one-health minions aren’t favorable because of the one damage heroes (Mage, Druid, Rogue). The Spare Part is okay but I believe you want to avoid using the body of this card when you can.

Clockwork Golem (12) (8/8)
Cost (1) less for every card in your opponent’s hand
Constructed: Tech / Mill Staple
Arena: Below Average

The counter Handlock / counter control threat. A card that can see play in the tournament environment where you can set up for a favorable match up but in the aggro centric ladder meta, it isn’t going to be favorable. This card does provide a threat to “mill” decks, which is excited to see Blizzard release cards like this.

Cogmaster (1) (1/2)
Has +2 Attack when you have a Mech
Constructed: Playable in Mech Aggro
Arena: Below Average
Definitely a card for the aggro Mech deck. But other than that nothing special. Okay in the right deck. Not a good pick for arena as it doesn’t do enough.



Dr.Boom (7) (7/7) Legendary
Battlecry: Summon two 1/1 Boom Bots
Boom Bots (1) (1/1) Mech
Deathrattle: Deal 1-4 damage to a random enemy
Constructed: Underplayed
Arena: Above Average

A 7 cost that is 9/9 in stats and perhaps can do even more damage with the Boot Bots. The variance of Boom Bots is wide, since it can also just hit the face. Also by the turn Dr.Boom comes out, most things are have more than 4 health. Unless you use another card to trigger the Boom Bots right away, this card isn’t going to see much play. High cost legendary must have a noticeable impact on the field on the same turn they are played.



enchanceMech Enhance-o Mechano (4) (3/2) Mech
Battlecry: Give your other minions Windfury, Taunt or Divine Shield
Constructed: One-of (Zoo / Token)
Arena: Below average

A powerful card for token or Zoo strategy. For 1/3 of a chance, my Windfury is going to win me the game. For 1/3 of a chance, my Divine Shields are going to net me total board control or prevent my army from being cleared to AOE. For 1/3 of a chance, all my minions are going to protect me for a counter rush. It does feel like a win more card, a card that is good only when you are already winning but I think is has potential in the right core. Of course by itself it is bad but in the right zoo or token shell it is amazing. A meh epic arena pick, I rather have my Sea Giant.

Explosive Sheep (2) (1/1) Mech
Deathrattle: Deal 2 damage to all minions
Constructed: Tech / Playable
Arena: Average

As anyone can see it is a control’s hate card against Zoo/token strategy. It is also a 4 cost Consecrate/Explosive Trap for Mage ( Hero Power + Sheep). This card is bound to change the meta in constructed.  As for arena, it does affect your own field, so treat it more like a spell than a monster you want to play on curve. Through if you are Paladin or Shaman, you might not want to pick this as it doesn’t act will with your hero power.

Fel Reaver (5) (8/8) Mech
Whenever your opponent plays a card, discard the top 3 cards of your deck.
Constructed: Playable (Aggro)
Arena: Above Average

I have really high hopes in this card. Having drawbacks on a card is not a drawback if you know what the right deck to put it in. For an aggressive deck, it is insane amount of stats to play on turn 5. If your opponent can’t deal with it, you will swing in for 8 next turn with your other minions. The aggressive deck also doesn’t care if their cards are discarded, because their games usually don’t go into fatigue. If you are scared about discarding cards, you can just pretend like they are at the bottom of your deck and you would never draw them again. This card isn’t meant for the control or combo life. It does one and only one thing well, hit face and end games. I would be surprised if people don’t try this card. Time will tell if it is viable. In arena, games tend to last longer. There is some risk and reward. If they can’t deal with it, you win, but if the Paladin has Aldor Peacekeeper or Humility, you are a very sad puppy.

Flying Machine (3) (1/4) Mech
Constructed: Underplayed
Arena: Below Average

1 damage is not good especially on a windfury minion. This minion can’t even trade with a 3/3 3 drop.


Foe Reaper 4000 (8) (6/9) Mech
Also damages the minions next to whomever he attacks.
Constructed: Maybe Playable
Arena: Top Pick

The board presence of this card is huge. It is board clear in the form of a monster. If played an empty field, the opponent is actually inclined only to play one monster, otherwise you would just wiped out multiple monsters at once. It creates interesting interactions because the opponent can interfere with it using Taunts and good positioning. The stat distribution is also good because with 9 health, it survives Ragnaros and the Giants. Granted it can’t kill them either, but the splash damage still applies. Also with 6 attack, it dodges Big Game Hunter. 6 attack is good enough to kill most 6 drops and lower. In arena, I can see it as a top pick because of how cluttered arena boards can be. Is good enough in Constructed to make a splash? Usually an expensive legendary needs to have an effect the moment it fits the field. This doesn’t but it does have a huge board presence and affect how your opponent plays, especially on an empty field.

Force-Tank Max (8) (7/7) Mech
Divine Shield
Constructed: Underplayed
Arena: Average

When playing this card, you must scream MAXXXXXXXXXXXX!!! The first neutral 8 drop in the game. Not amazing enough for constructed but in arena, it is an average card. The higher the cost of a minion, the bigger immediate effect on the field it needs to have to be good. On a contested field, it could be easy for the opponent to deal with the Divine Shield. For example, Mage’s hero power off Divine Shield or even just using a small minion. Still if you need late game cards, this is a good, solid addition. Just be sure to prioritize fixing your curve first.

Gazlowe (6) (3/6)
Whenever you cast a 1-mana spell, add a random Mech to your hand.
Constructed: Build Around
Arena: Below Average (Deck Dependent)

Many people are thinking this card will give rise to the next “Miracle” deck. This card gives an insane amount of advantage with its effect, kinda like Gadgetzan Auctioneer once did, but it requires a more selective groups of cards. Having 6 health also makes it much harder to removal. So what 1 mana spells can we use? Spare Parts definitely are the first things that pop into my head. The favor of turning a Spare Part into an entire Mech is very cool. Paladin also have many 1 mana spells, including secrets. Shaman has many 1-mana removal. Rogue has a couple as well. A very cool card that I expect to be tried out heavily. Only results would tell if it is a good deck.

Gilblin Stalker (2) (2/3)
Constructed: Probably Unplayable
Arena: Slightly Above Average

Stealth is great for arena because it allows you to rethink your trades. For example, if your opponent plays down a minion that the Stalker can’t trade on, you can just merely wait for an opportunity when you can.

Gnomeregan Infantry (3) (1/4)
Charge. Taunt
Constructed: Underplayed
Arena: Below Average

Having 1 attack is bad in arena and constructed because that minion would have a hard time trading with any other minion. Especially in arena, each card needs to hold their own.



Gnomish Experimenter (3) (3/2)
Battlecry: Draw a card. If it’s a minion, transform it into a Chicken.
Constructed: Underplayed
Arena: Average

A Chicken is a 1 1/1 beast minion. Pretty meh, it is like a 4 drop 3/2 and a 1/1. This card is an additional cantrip for spell heavy deck (Miracle Rogue /Control). But its variance and cost is going to stop it from seeing play. Also why do those decks even want a 3/2? In arena, however not bad, because it is like a Razorfen Hunter sometimes or just draw a card. People overreact because you can lose your best card, but really you might not ever even draw that card anyway.

Goblin Sapper (3) (2/4)
Has +4 Attack while your opponent has 6 or more cards in hand.
Constructed: Tech / Staple(Mill)
Arena: Below Average

Goblin Sapper can be a counter against the Handlock or Control deck. But it really shines in a mill deck, serving as just a solid mid game threat. In arena, it is unlikely for the effect to occur other than the first two turns and your opponent is going second.

hemetnesingwaryHemet Nesingwary (5) (6/3)
Battlecry: Destroy a Beast
Constructed: Tech
Arena: Below Average

Unless the meta becomes populated with Hunters and Druid, I don’t see this card being played. Its stats aren’t good enough to make it a solid minion on its own.


Hobgoblin (3) (2/3)
Whenever you play 1-Attack minion, give it +2/+2.
Constructed: Build Around
Arena: Don’t Pick

Just to clarify this effect only triggers on minions that you play from your hand. Silver Hand Recruits, the spiders you get from Haunted Creeper and others don’t get this effect. This card just screams make a deck around me. Just think how good turn 3 Hobgoblin and Wisp is. That is a 2/3 and 3/3. But while that can be a good play on one turn, your opponent is just going to do everything in their power to remove Hobgoblin, and when that happens all you are going to be left with are 1 attack minions. An important lesson is 2 bad cards don’t make a good card, because most of the time, you just have 2 bad cards separately and it would suck.

Illuminator (3) (2/4)
If you control a Secret at the end of your turn, restore 4 health to your hero.
Constructed: Underplayed
Arena: Below Average

2/4 for a 3 drop is good stats when there the minion comes with an effect. The healing effect leads to a control type of Secret deck because you want to get as much health as possible. Paladin and Hunter Secrets aren’t suited for a Control deck. The Mage is best suited to use it, since it has Ice Block. The issue is healing really that important? The effect is likely to be used once or twice before the Secret is activated. 4 health is a good amount but healing isn’t important if it can’t gain you time to actually get card advantage.

jeeves Jeeves (4) (1/4) Mech
At the end of each player’s turn, that player draws until they have 3 cards.
Constructed: Maybe Playable
Arena: Below Average (Deck Dependent)

Jeeves can be seen as a great card for aggro decks that are not Warlock. Aggro decks tend to get rid of cards in their hand quickly and need a way to refuel themselves. It fits the role that Coldlight Oracle does. The trade off is that the stats of a Coldlight Oracle is better for the aggro deck than Jeeves but Jeeves can potentially give you more cards and the enemy none. The reason why i don’t see Warlock seeing it, is because they have their hero power and also they want to be able to play Doomguard and Soulfire without the discards. Jeeves also creates an interesting interaction where the opponent is not inclined to kill if they want to get the card draw as well. In arena, I don’t want to pick it over more aggressive rares, like Defender of Argus or Stampeding Kodo. It does better depend how aggressive your arena curve is. In Constructed, it is can certainly be used, but will take some playtesting to find out.

Junkbot (5) (1/5) Mech
Whenever a friendly Mech dies, gain +2/+2
Having a large health pool does makes this card good, but
Constructed: Underplayed
Arena: Don’t pick

The card wouldn’t see play the same reason the Cult Master doesn’t see play in Constructed. The problem is that it is too hard to consistently get a board of multiple mechs that can trade with. Having inconsistent cards don’t make a competitive deck. Cult Master is really only used because Unleash the Hounds make charging minions that can be sacrificed immediately. Even if you get Junkbot big, one silence or Sap would ruin it. In arena, you aren’t going to have enough mechs are the field to get this to trigger.

Kezan Mystic (4) (4/3)
Battlecry: Take control of a random enemy Secret
Constructed: Tech
Arena: Average

What a crazy ability, you basically cause them to lose a card and you gained one. This card also triggers before Snipe, Mirror Image, and Repentance takes effect. Definitely a counter tech if Secrets ever get too out of hand. In arena, it doesn’t have stats. Maybe if Mage remains as the prominent arena class, we will pick it more often.

lilexorcistLil’Exorcist (3) (2/3)
Taunt. Battlecry: Gain +1/+1 for each enemy Deathrattle minion.
Constructed: Playable Tech
Arena: Average

Now this is what we call a hate card. This is what Blizzard means when they want to release cards to answer the current metagame. This directly answers the aggressive Undertaker Deathrattle metagame. As a 2/3, it starts with one more boost than Undertaker does. Even if there is just one Deathrattle, the Exorcist becomes a 3 /4 with Taunt, which is already very good. In arena, it is hard to say because it is very easy for it to be an above average card on the curve but it is still situation. But many Deathrattle cards are popular to pick. So that is why it is going to remain as an average card. It is has a lot of potential, but I rather pick up a solid 3/3.

Lost Trallstrider (4) (5/4) Beast
Constructed: Underplayed
Arena: Average

A plain card. Yeti are much better because having 5 health is a big deal. Maybe you will pick it more in arena if you are a Hunter.



madderbombMadder Bomber (5) (5/4)
Battlecry: Deal 6 damage randomly split between all other characters.
Constructed: Underplayed
Arena: Below Average

Oh boy. Here is Mad Bomber’s older brother. But compare to Mad Bomber, this is worst. Because on the curve Mad Bomber has better stats per cost and on the play, will has the potential to take out your opponent’s 2 drop or 1 drop. When Madder Bomber hits the field, the field will have more clutter and things will have more health. So not good but hey, just even more fun!

Mechanical Yeti (4) (4/5) Mech
Deathrattle: Give each player a Spare Part.
Constructed: Playbable (Mech Tribal)
Arena: Top Pick

All hail our new arena overlord. It is a yeti with mech synergy. Giving your opponent a Spare Part can’t be too bad. It is a random one and you get your own, so you are still even in that case. Just a better Yeti because of the synergy. Some Druid decks plays Yeti in their ramp. This card would just be a solid body in the mech deck. After new Mechs come out, maybe it will move but for now, solid.

mechwarperMechwarper (2) (2/3) Mech
Your Mechs cost (1) less
Constructed: Staple (Mech)
Arena: Average

Great for a very Mech focused deck as you can get a lot of tempo for flooding the field. Mechlock?   An aggro Mech staple. Average in arena.


mekgineerMekgineer Thermaplugg (9) (9/7)
Whenever an enemy minion dies, summon a Leper Gnome.
Constructed: Underplayed
Arena: Below Average

Another high cost legendary that I don’t think impact the board hard enough. When you are behind it is just a big body that can be removed. And why do I want Leper Gnomes when I am at 9 mana? Because I am an aggro deck? Well I shouldn’t be playing such a high cost card in an aggro deck. While +1 are +1 even if they are gnomes, this card doesn’t do enough even when you are behind or even to end the game.

micromechMicro Machine (2) (1/2) Mech
At the start of each turn, gain +1 Attack.
Constructed: Underplayed (Swap out when there are better mechs)
Arena: Slightly Above Average

So on your opponent’s turn, it is a 2/2. When it is your turn, it is a 3/2 and back on your opponent’s turn it is a 4/2. Normally good but it gets even better if they can’t deal with it. So you can trade it with better and better minions. If you want to want to load up your deck with Mech, it is passable… but will be one of the first to replace.


Mimiron’s Head (5) (4/5) Mech
At the start of your turn, if you have at least 3 Mechs, destroy them all and form V-07-TR-0N
V-07-TR-0N (8) (4/8) Mech
Charge. Mega-Windfury. (Can attack four times a turn)
Constructed: Build Around DREAM
Arena: Below Average

Holy shit! Mega-Windfury will end games, especially if you are Shaman (Rockbiter), Paladin (Blessing of Might), Druid (Mark of the Wild) or Rogue (Cold Blood). So lets look at how easy it is to get V-07-TR-ON out. Not that easy since it needs the start of your turn. When anyone see Mimiron’s Head on the field, it is going to be a huge target or the other mechs on the field. Certainly a fun card to mess around with using Annoy-o-Tron and the newly minted mech Harvest Golem. Also maybe freeze mage / miracle rogue has a new win condition. =)

Mini-Mage (4) (4/1)
Stealth. Spell Damage +1
Constructed: Underplayed
Arena: Below Average

In comparison with Ogre Magi, you lose 3 health for the ability to stealth. Having 1 health makes it too easy to remove from wave clear spells. In arena, if you are going to trade with it, it would just be a worse Jungle Panther. The spell damage is nice, but you can’t rely on it in arena. If only these two effects are on a cheaper creature…

Mogor the Ogre (6) (7/6)
All minions have a 50% chance to attack the wrong enemy.
Constructed: Maybe Playable
Arena: Average

Statswise, it is the reverse of Boulderfist Ogre, which makes it still pretty good. Pretty average legendary pick, as there are better ones than this. The effect is also deceptively good because you can attack first with your choice, play this card, and first give your opponent the drawbacks in attacking. It works best against an aggressive deck that wants to go the face. Instead, they could be suicide their minions to their deaths, and you would be that much closer to stabilizing. It is all about whether or not this is effectively at turn 6. Would need some testing to reassert this card. Also note that if this effect is being applied to an Ogre that already has this effect, you have to do the coin flip for the attack twice.

Ogre Brute (3) (4/4)
50% chance to attack the wrong enemy.
Constructed: Underplayed
Arena: Above Average

Having a 3 drop that has no synergy with other cards is probably not worth a precious space in our constructed deck. However in arena, it is a very good 3 drop because the stats allow you to trade with other 3 drops and even other 4 drops. Sometimes you miss, but it is not like they can ignore this minion, so they will have to really on a Yeti or something better to trade efficiently with this.

Piloted Shredder (4) (4/3) Mech
Deathrattle: Summon a random 2-cost minion.
Constructed: Playable
Arena: Top Pick

It is a 4 drop with the stats of a 3 drop but plays a 2 cost minion on its death. Man, it is a good value. Sure it is random but it helps you maintain a board presence. There is also a chance that this card trade with Boulderfist Ogre. (If you get a 3/2 for this minion, it would be like doing 4 damage from this and then 3 damage from the summoned minion). Great in arena (can even challenge Yeti for best slot). But is it constructed playable? Probably not because a single 2 drop don’t have enough of a board presences to compare with the card quality in constructed. Still watch this card for untaker, and zoo decks.

Piloted Sky Golem (6) (6/4) Mech
Deathrattle: Summon a random 4-Cost minion
Constructed: Maybe Playable
Arena: Average

The bigger piloted unit. The problem this card wouldn’t see play in constructed play is because it will always be in Cairne’s shadow. While it has more reach than Cairne, the fact that Carine always plays the more consistent 4 drop when it dies (a yeti), will make a more popular choice. But if you want that potential, you have to gamble. In arena, it is very easy to kill to be killed by the 1 damage heroes and just a 2 drop 3/2. For an epic, meh.

Puddlestomper (2) (3/2) Murloc
Constructed: Playable (Murloc Tribal)
Arena: Average

Hmm, is this better than Murloc Tidehunter? Puddlestomper can’t get hero power away but Murloc Tidehunter is two murlocs that can get buffed. Well why not both?



Recombobulator (2) (3/2)
Battlecry: Transform a friendly minion into a random minion with the same Cost.
Constructed: Most likely underplayed
Arena: Above Average

A fun cool 2 drop. It’s variance makes it undependable in constructed but in arena it is quite a good 2 drop since it scales extremely well with the game. It fits the curve on turn 2 and in the late game, you can transform your high cost cards into better cards (Windfury Harpy to Boulderfist Orge) or just “heal” them if they have 1 health. Think of it as a second chance to roll your bad arena picks into good cards.  Another interesting note is that is also probably useable with tokens (Haunted Creeper’s or Violet Teacher spawn). You can also heal giants, but I don’t think it is worth a deck slot in Handlock

Salty Dog (5) (7/4) Pirate
Constructed: Underplayed (Even in Pirate)
Arena: Don’t Pick

The stats distribution just makes this card bad in both formats. 4 damage is too easy to do for most classes. Don’t even think it is good enough for the tribal deck. Just play a better 5 drop.


Ship’s Cannon (2) (2/3)
Whenever you summon a Pirate, deal 2 damage to a random enemy.
Constructed: Staple (Pirate Tribal)
Arena: Average

Like a better Knife Juggler if you are playing a Pirate deck. 2 damage can out right kill 2 drops. A strong benefit for playing Pirates. Is it enough for the deck to be super good? Probably not. But fun card.

Sneed’s Old Shredder (8) (5/7) Mech
Deathrattle: Summon a random legendary minion
Constructed: Playable (Control)
Arena: Above Average

For an 8 cost card, it has sub-par stats, but when you consider the common monsters being played, it isn’t going to be killed by many other monsters (other than Rag) very quickly. But how good is it to summon a random legendary minion? The first things that jump into mind is the power cards like Ragnaros or Yzera but don’t forget the other legendary like Lorewalker Cho. That being said Mukla or Millhouse Manastorm is still very good to get. It is a good card for Midrange / Control decks that want threats to remain on their field

spidertankSpider Tank (3) (3/4) Mech
Constructed: Staple (Mech Tribal)
Arena: Top pick

The value 3 drop. 3 / 4 in stats is what make this card good. Definitely becoming a top pick in arena (probably still take my Yeti over it). But is a vanilla card good enough in Constructed? It definitely gives Zoo decks another option.  A staple in mech decks until more powerful cards are introduced.

Toshley (6) (5/7)
Battlecry and Deathrattle: Add a Spare Part to your hand.
Constructed: Most likely unplayable
Arena: Above Average

The first time that we are seeing both Battlecry and Deathrattle on the same card. Still, this effect seem pretty mediocre for a legendary card. Don’t get me wrong, it is not that bad. But it isn’t very flashy. Basically for 7 mana (+1 for using the Spare Part), we get a 5/7 with a random effect, such as being a 6/7, a 5/7 that freeze something or a 5/7 with stealth. And then you get a small little bonus when it dies. A 5/7 body is good because it does trade with Carnie Bloodhoof. But It does kill Sylvanas which funny enough is a bad thing. The issue is that by being that being a 6 drop, it has to compare against Carine and Sylvanas and I think even with its upside, it is still not enough to compare for a spot against this two.

Tinkertown Technician (3) (3/3)
Battlecry: If you have a Mech, gain +1/+1 and add a Spare Part to your hand.
Constructed: Staple (Mech Tribal)
Arena: Above Average

This is a great card for its stats. If you have a Mech (and you will in your Mech deck), this becomes a 4/4 for 3 mana, which is amazing stats for a 3 drop. Also it gives you a free Spare Part. The value of this card makes card is an auto include in Mech decks. In arena, having a 3/3 for 3 is vanilla. It is okay, it does its job. But for an easy condition, it is all upside.

stonesplintertroggStonesplinter Trogg (2) (2/3)
When your opponent casts a spell, gain +1 Attack
Constructed: Underplayed
Arena: Slightly Above Average

Until his bigger brother, the Burly Rockjaw Trogg, this card has no chance of saying any play. That is because it is just too small of a body that many cheap minions can deal with it without the help of a spell. In arena, it is most likely going to trade with another 2 drop. It just have a small upside.

Target Dummy (0) (0/2) Mech
Constructed: Underplayed / Maybe Playable (Mimiron’s Head)
Arena: Don’t Pick

So it would soooooo easy to dismiss this card right away, because it does nothing. But maybe you would use it with Mimiron’s Head. It would be quite the gimmicky deck. But I am sure people would try.

Troggzor the Earthinator (7) (6/6)
Whenever your opponent casts a spell, summon a Burly Rockjaw Trogg.
Constructed: Playable
Arena: Average

Burly Rockjaw is a 4 cost minion revealed earlier in this review. There is so much value in this card because it forces your opponent to react in a certain way. It might definitely see play as an anti-spell option and because there isn’t any other 7 cost legendries that can compete with it. An empty board you would be forcing your opponent to make some hard decisions if they want to catch up with spells Usually in arena, the field would be quite contested, (you and your opponent both have minions on the field), it isn’t good because it doesn’t have good stats for a 7 drop. So while it is better in constructed, then in Arena, it is still a good pic.


It is great to finally see new cards in Hearthstone. I am excited to write more about the new cards to come. There will be separate posts about the Spare Parts related cards and the class specific cards. Initially, I thought that I would make a separate post for each week of reviews but so that it would be more organized in the future, I will instead be updating the respective post with the new cards.

Check out the new cards on Blizzard’s website: Blizzard Link

Comment below about what you think about the new cards. GET HYPED PEOPLE!!!

My BattleTag: XinVL



2 thoughts on “Hearthstone – Goblins vs Gnomes Review: Neutrals”

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