Introduction
by monk
When Naxxramas first came out, we surveyed the Pros for their initial ranking of the Naxx cards. A month later, we asked them to revisit their rankings to see their how they did with their initial predictions. Of course, we had some big surprises: Spectral Knight was way overrated while Sludge Belcher remains the most underrated card yet to come from an expansion.
The first week of GvG release, we decided to survey the pros again and see their initial opinion of the new GvG cards. We had each player rank the GvG cards from 1-20. Then, the rankings were consolidated into one super-ranking based on a point system (A ranking of #1 gives 20 points to the card while a ranking of #20 gives 1 point to the card. Now that over a month has passed, we think it's a good time as any to take a look at what they posted and chuckle together at how wrong they were.
Again, these are the pros' initial assessments of the GvG cards when they first came out.
Honorable mentions: Rank 40-21
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Jeeves.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Trade_Prince_Gallywix.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Darkbomb.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Goblin_Blastmage.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Glaivezooka.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Explosive_Sheep.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Neptulon.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Bouncing_Blade.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Lightbomb.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Coghammer.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Spider_Tank.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Mechanical_Yeti.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Crackle.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Piloted_Shredder.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Dr_Boom.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Muster_For_Battle.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Troggzor_the_Earthinator.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Mechwarper.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Shrinkmeister.png)
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/voljin.png)
Snubbed
And finally a list of cards that got snubbed. Cards that most people didn't perceive to be very good, but are much better in practice.
The first week of GvG release, we decided to survey the pros again and see their initial opinion of the new GvG cards. We had each player rank the GvG cards from 1-20. Then, the rankings were consolidated into one super-ranking based on a point system (A ranking of #1 gives 20 points to the card while a ranking of #20 gives 1 point to the card. Now that over a month has passed, we think it's a good time as any to take a look at what they posted and chuckle together at how wrong they were.
Again, these are the pros' initial assessments of the GvG cards when they first came out.
Honorable mentions: Rank 40-21
- 40: Fel Reaver
- 39. Iron Juggernaught
- 38. Tinker's Sharpsword Oil
- 37. Snowchugger
- 36. Seal of Light
- 35. Arcane Nullifer X-21
- 34. Floating Watcher
- 33. Steamwheedle Sniper
- 32. Sneed's Old Shredder
- 31. Clockwork Gnome
- 30. Ogre Brute
- 29. Velen's Chosen
- 28. Piloeted Sky Golem
- 27. Quartermaster
- 26. Unstable Portal
- 25. Antique Healbot
- 24. Tinkertown Technician
- 23. Shieldmaiden
- 22. Bomb Lobber
- 21. Powermace
20.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Jeeves.png)
Points: 84
Jeeves is great because it is usually one of the only ways for aggro decks that lack card draw to somewhat match the draw potential of Warlock. (And I've even seen this card in Warlock). Jeeves also happens to be a Mech and synergies very well with Mech decks that usually otherwise have no other option for card draw.
That being said, just because Jeeves is good doesn't mean the decks it's meant to be in are any good. For example, Divine Favor might be a good card on its own, but that doesn't mean Aggro Paladin is a viable high-level constructed deck.
That being said, just because Jeeves is good doesn't mean the decks it's meant to be in are any good. For example, Divine Favor might be a good card on its own, but that doesn't mean Aggro Paladin is a viable high-level constructed deck.
19.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Trade_Prince_Gallywix.png)
Points: 85
Like Troggzor the Earthinator, this Rogue class specific card punishes your opponent for not having board control. Not only that, but Trade Prince is a 5/8 body, considerably more durable than Troggzor's. This means that Gallywix cannot be dealt with with any weapons such as Gorehowl. With the tempo and board control that Rogue can theoretically get with its class-specific low cost spells, a turn 6 Gallywix may be able to lock the game away for the Rogue player.
Unfortunately, the problem with Gallywix is that Rogue as a class is just in such a tough spot at the moment. With Gadgetzan Auctioneer nerfed to 6 mana, Rogue was left without an archetype to transition into GvG with. In addition, none of the new Rogue cards save for Gallywix have seemed to be that amazing, especially the Mech based ones. Without some heavy creativity, it might take another expansion to propel Rogue to a top class once again.
Unfortunately, the problem with Gallywix is that Rogue as a class is just in such a tough spot at the moment. With Gadgetzan Auctioneer nerfed to 6 mana, Rogue was left without an archetype to transition into GvG with. In addition, none of the new Rogue cards save for Gallywix have seemed to be that amazing, especially the Mech based ones. Without some heavy creativity, it might take another expansion to propel Rogue to a top class once again.
18.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Darkbomb.png)
Points: 85
Though seemingly vanilla at first, compare Darkbomb to a few class cards that are run in every deck, namely Wrath and Frost Bolt. Especially for Frost Bolt, think of how many times you use Frost Bolt for the Freeze effect and how many times you use it just for the 3 damage. I'm willing to be bet that 90% of the time, you don't care about the Freeze at all.
With Soulfire nerfed to a one mana cost card, Darkbomb seems to be the perfect replacement in a lot of decks. It might be a bit slow for Zoo (where Soulfire often doesn't discard anything anyways), but seems to work perfectly in more Controlly decks such as Handlock and Demonlock.
With Soulfire nerfed to a one mana cost card, Darkbomb seems to be the perfect replacement in a lot of decks. It might be a bit slow for Zoo (where Soulfire often doesn't discard anything anyways), but seems to work perfectly in more Controlly decks such as Handlock and Demonlock.
17.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Goblin_Blastmage.png)
Points: 89
Every class in GvG received a few cards that synergize with Mech, but Mage so far has the successful Mech deck. On the first GvG weekend, StrifeCro won the finals of a tournament with a Mage Mech aggro deck and a few key Blastmage hits were instrumental to his success. Blastmage, with its 5/4 body, is almost good enough to be run as a vanilla creature. But when you combine it with half of an Avenging Wrath or a slightly better Arcane Missiles, Blastmage just seems to hold too much value in a single creature.
The key to Blastmage, however, is setting up a turn four so that you'll have a Mech on the field by that time. Fortunately, Mage has access to a ton of sticky Mech minions before that time including Clockwork Gnome, Chugga Chugga, Mechwarper, Annoy-o-Tron, Harvest Golem, and Spidertank.
There was never a question as to whether Golbin Blastmage would be good. The better question to ask is whether Goblin Blastmage would elevate Mech Mage to a viable deck. And although it remains to be seen in the coming months, it's certainly seems playable enough to win an early GvG tournament.
The key to Blastmage, however, is setting up a turn four so that you'll have a Mech on the field by that time. Fortunately, Mage has access to a ton of sticky Mech minions before that time including Clockwork Gnome, Chugga Chugga, Mechwarper, Annoy-o-Tron, Harvest Golem, and Spidertank.
There was never a question as to whether Golbin Blastmage would be good. The better question to ask is whether Goblin Blastmage would elevate Mech Mage to a viable deck. And although it remains to be seen in the coming months, it's certainly seems playable enough to win an early GvG tournament.
16.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Glaivezooka.png)
Points: 96
In the battle for board control, Glaivezooka is king. In a typical Hunter deck, you'll have one drops such as Webspinner, Undertaker, Leper Gnome, and maybe Clockwork Gnome. Of course, you always want to start off with Undertaker, but sometimes you have to settle with a "weak" Leper Gnome opening. Glaivezooka turns that Webspinner into a formidable fighter, able to take on even early Zombie Chows.
Glaivezooka is best against decks that aggressively fight for board control in the first few turns, namely other Hunters, Zoo, Deathrattle Priest, and the new Paladins. In Naxxramas, these types of decks were some of the best equipped to deal with Hunter and now Hunter will have an additional answer back.
And now the bad news. Against most other types of decks, Glaivezooka is usually inferior to a minion. Against these other decks, you'd much rather have a minion to build up the board on turn two in order, especially when you started with an Undertaker turn one. In addition, the awkward two damage that Glaivezooka does per turn is usually useless again Control decks on its own. Almost always, you'll have sacrifice one of your own minions in addition to the Glaivezooka hit in order to kill an opposing minion. In a metagame that is so heavy on Control Warrior at the moment, Galivezooka might not be the best card.
Glaivezooka is best against decks that aggressively fight for board control in the first few turns, namely other Hunters, Zoo, Deathrattle Priest, and the new Paladins. In Naxxramas, these types of decks were some of the best equipped to deal with Hunter and now Hunter will have an additional answer back.
And now the bad news. Against most other types of decks, Glaivezooka is usually inferior to a minion. Against these other decks, you'd much rather have a minion to build up the board on turn two in order, especially when you started with an Undertaker turn one. In addition, the awkward two damage that Glaivezooka does per turn is usually useless again Control decks on its own. Almost always, you'll have sacrifice one of your own minions in addition to the Glaivezooka hit in order to kill an opposing minion. In a metagame that is so heavy on Control Warrior at the moment, Galivezooka might not be the best card.
15.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Explosive_Sheep.png)
Points: 99
When GvG was revealed, Sheep was referred to as Unstable Ghoul 2.0, a card that would be a great addition to Control Warrior. After all, when Unstable Ghoul first came out, it was run as a two of in every Warrior deck and any other decks of other controling classes including Paladin and Priest. Especially for Warrior, it was hailed as the definitive answer to Aggro, along with the Fiery War Axe. As time went on, however, players began to learn that the Ghoul had two major flaws. One was that it was almost a completely dead card in control matchups, but perhaps the more important flaw is that although Unstable Ghoul was useful against Hunter, it wasn't even that good at stopping Zoo.
There are a few key things that Sheeps have going for them that the Unstable Ghouls did not though. The most important is that they can be used actively along with an activator such as Whirlwind/Mortal Coil/Mage Hero Power. When used in this way, it means that the Sheeps cannot be silenced and that they'll effectively be either a three or five damage board clear depending on how many you have in your hand. These kind of big board clears even allows for Explosive Sheep to have an impact in Control matchups.
Perhaps the best part about the Sheeps is that it has in part given rise to the creation to the rise of a new archtype: Fatigue Mage. Because of how well it combos with the Mage hero power and how effective it is as a board clear, giving Mages just enough board clears in order to make Fatigue Mage work.
There are a few key things that Sheeps have going for them that the Unstable Ghouls did not though. The most important is that they can be used actively along with an activator such as Whirlwind/Mortal Coil/Mage Hero Power. When used in this way, it means that the Sheeps cannot be silenced and that they'll effectively be either a three or five damage board clear depending on how many you have in your hand. These kind of big board clears even allows for Explosive Sheep to have an impact in Control matchups.
Perhaps the best part about the Sheeps is that it has in part given rise to the creation to the rise of a new archtype: Fatigue Mage. Because of how well it combos with the Mage hero power and how effective it is as a board clear, giving Mages just enough board clears in order to make Fatigue Mage work.
14.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Neptulon.png)
Points: 102
Although initially thought of as clunky when the card was first revealed, Neptulon has found its way into pretty much every high level Shaman deck so far in GvG. Neptulon can be thought of as a 7/7 body plus a Sprint that increases your deck size to 34 cards. There is no single other card in the entire game has this much value, fitting as Neptulon can be thought of as costing 10 mana when you include the Overlord. Shaman is often thought of as one of the classes in the game that has the least card draw. Many of its spells are efficient but are very lost, so it's quite easy to burn them out quickly. This is why you often see cards such as Azure Drake or even Gnomish Inventor in Shaman decks. Neptulon offers a potential fix to that as it represents an effective four total extra cards.
Murlocs themselves are also, on average, quite useful. Murloc decks can work because Murlocs synergize very well with each other. By drawing four Murlocs at the same time, you can often guarantee this synergy. Murlocs can also be very versatile and each Murloc can serve a particular purpose whether it be:
Neptulon also fits in the Shaman deck perfectly for a number of other reasons. One of the big weakness of Neptulon is that he doesn't initially impact the board very heavily and is very vulnerable to hard removal such as Polymorph or BGH. Shaman can cover up that weakness because in Control matchups, it's usually Shaman who has board control for most of the game. In addition, even if Neptulon is blown out by hard removal, because Shaman has those extremely efficient removal spells, it can easily regain that board control once again.
All the Murlocs that Neptulon can summon also fit perfectly with the theme of a Shaman deck. Shamans tend to want to flood the board with cheap efficient minions so that they can get maximum value off of buff cards such as Flametongue Totem and Defender of Argus. By the time Murlocs are able to hit the board, you're hoping that the opponent has spent all of his area of effect removal on killing previous Shaman boards so that your Murlocs can roam free.
Murlocs themselves are also, on average, quite useful. Murloc decks can work because Murlocs synergize very well with each other. By drawing four Murlocs at the same time, you can often guarantee this synergy. Murlocs can also be very versatile and each Murloc can serve a particular purpose whether it be:
- Board Presence, especially in combination with Flametongue/Argus) (Murloc Tidecaller, Murloc Raider, Murloc Tidehunter, Puddlestomper)
- Buffs (Coldlight Seer, Murloc Warleader)
- Card Draw (Coldlight Oracle, Siltfin Spiritwalker)
- Milling your Opponent (Coldlight Oracle)
- Removal (Bluegill Warrior, Old Murk-Eye)
Neptulon also fits in the Shaman deck perfectly for a number of other reasons. One of the big weakness of Neptulon is that he doesn't initially impact the board very heavily and is very vulnerable to hard removal such as Polymorph or BGH. Shaman can cover up that weakness because in Control matchups, it's usually Shaman who has board control for most of the game. In addition, even if Neptulon is blown out by hard removal, because Shaman has those extremely efficient removal spells, it can easily regain that board control once again.
All the Murlocs that Neptulon can summon also fit perfectly with the theme of a Shaman deck. Shamans tend to want to flood the board with cheap efficient minions so that they can get maximum value off of buff cards such as Flametongue Totem and Defender of Argus. By the time Murlocs are able to hit the board, you're hoping that the opponent has spent all of his area of effect removal on killing previous Shaman boards so that your Murlocs can roam free.
13.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Bouncing_Blade.png)
Points: 102
Is this a Shield Slam? Is a Brawl? Perhaps a mix between both. At first I didn't understand the appeal of this card that much, but Neirea explained it to me as that it helps Warrior against some of its weaker matchups including Druid and Priest, especially since it's one of the only ways for Warrior to kill a Shade. Against their sometimes single minions, it acts as a Deadly Shot. Against a slightly bigger board, it's a Deadly Shot and then some. With an Acolyte of Pain, it's all of that plus some card draw.
Speaking of Deadly Shot, does everyone still remember that card? A few months ago, it was a Hunter mainstay and then it all but disappeared. What happened? Well, the answer is that Naxx came out and along with it lots of tiny minions with Deathrattles that you often don't want to kill. (Nerubian Egg and Haunted Creeper come to mind.) It's a weakness that Bouncing Blade shares and potentially one reason it's not seeing as much play as many had predicted it would.
Speaking of Deadly Shot, does everyone still remember that card? A few months ago, it was a Hunter mainstay and then it all but disappeared. What happened? Well, the answer is that Naxx came out and along with it lots of tiny minions with Deathrattles that you often don't want to kill. (Nerubian Egg and Haunted Creeper come to mind.) It's a weakness that Bouncing Blade shares and potentially one reason it's not seeing as much play as many had predicted it would.
12.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Lightbomb.png)
Points: 105
Pre-GvG, Handlock was by far Priests's worst matchup as Priest carried very few answers to big Giants and Twilight Drakes. In addition, if the Handlock player developed a hefty board, not even Auchenai/Circle combos would be able to clear it. Lightbomb seems to be one of Blizzard's intended answers to this weakness. The issue here is that when you add in Lightbomb into your deck, you're probably cutting cards like Silence and Mind Control, basically cards that helped the Handlock matchup anyways.
Unfortunately, the Lightbomb hype has not yet caught on much in Priest decks as Priest has so many combos (both old and new). After you fit all those combos in your deck, there just doesn't seem to be enough space for Lightbomb. Currently out of the main Priest streamers(Amaz, Kibler, Zetalot), only Kibler has truly embraced the Lightbomb.
Unfortunately, the Lightbomb hype has not yet caught on much in Priest decks as Priest has so many combos (both old and new). After you fit all those combos in your deck, there just doesn't seem to be enough space for Lightbomb. Currently out of the main Priest streamers(Amaz, Kibler, Zetalot), only Kibler has truly embraced the Lightbomb.
11.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Coghammer.png)
Points: 110
This is another in a long list of useful Paladin cards released in GvG. With many of these cards, Blizzard seems to steering Paladin into a new archtype, one separate from Divine Favor Aggro Paladin (often known as Shockadin) and Control Paladin. And with cards like Coghammer, Muster for Battle, Shielded Minibot, and Quartermaster, it seems to be working. The beauty of Coghammer is that it's both a great weapon AND a great effect rolled up into one.
The biggest issue with Coghammer is the oversaturation of weapons now after GvG. You'll always have Truesilver, but now you have to the choice of Muster for Battle, Coghammer, and even a revitalized Sword of Justice. Even more troublesome is the 3-4 mana cost for all these weapons that forces them to compete with each other. You can run 5 weapons as Warrior because their mana costs are all widely distanced from each other, but 5 or more weapons that cost a similar amount in Paladin is more difficult to justify. Coghammer may be a great weapon, but is it better than Muster and Truesilver? Right now, top level deckbuilders say are still undecided.
The biggest issue with Coghammer is the oversaturation of weapons now after GvG. You'll always have Truesilver, but now you have to the choice of Muster for Battle, Coghammer, and even a revitalized Sword of Justice. Even more troublesome is the 3-4 mana cost for all these weapons that forces them to compete with each other. You can run 5 weapons as Warrior because their mana costs are all widely distanced from each other, but 5 or more weapons that cost a similar amount in Paladin is more difficult to justify. Coghammer may be a great weapon, but is it better than Muster and Truesilver? Right now, top level deckbuilders say are still undecided.
10.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Spider_Tank.png)
Points: 113
A vanilla 3 mana 3/4, check. A Mech, check. Now what?
To be honest, this card is probably overrated on this list because it's so obviously "above average" and thus a safe pick for a top card. A few months ago, a vanilla 3 mana 3/4 would have been amazing, but these days we're spoiled by good 3 drops for every class coming from Naxxramas and GvG. Not only are there great Class-specific 3 drops such as Dark Cultist, Spider Tank has to complete with great Neutral cards such as Harvest Golem, Earthen Ring Farseer, and Shade of Naxxramas for that 3 drop slot.
Overall, I agree with the sentiment that it's an above average card, but it probably won't see play outside of Mech decks.
To be honest, this card is probably overrated on this list because it's so obviously "above average" and thus a safe pick for a top card. A few months ago, a vanilla 3 mana 3/4 would have been amazing, but these days we're spoiled by good 3 drops for every class coming from Naxxramas and GvG. Not only are there great Class-specific 3 drops such as Dark Cultist, Spider Tank has to complete with great Neutral cards such as Harvest Golem, Earthen Ring Farseer, and Shade of Naxxramas for that 3 drop slot.
Overall, I agree with the sentiment that it's an above average card, but it probably won't see play outside of Mech decks.
9.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Mechanical_Yeti.png)
Points: 117
Chillwind Yeti is good. Why not Mechanical Yeti? Though it seems like an improvement over its counterpart, don't look for Mechanical Yeti to be played in decks that don't utilize Mech creatures, Deathrattles, or Spare Parts. Simply put, on average your opponent will be able to receive his Spare Part faster (your minions are more likely to die on your opponent's turn than yours) and potentially more effectively (Antonidas anyone?). In addition, there's these cards called Lil Exorcist and Scarlet Purifier that are able to abuse Deathrattle creatures.
As with Spider Tank, although Mechanical Yeti is a solid creature, don't look for it outside of Mech, Deathrattle, or Spare Part decks.
As with Spider Tank, although Mechanical Yeti is a solid creature, don't look for it outside of Mech, Deathrattle, or Spare Part decks.
8.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Crackle.png)
Points: 142
A card that was initially regarded as too random to play by the community ends up being rated one of the highest among the surveyed players. The logic is that if Darkbomb is good, Crackle is usually as good as Darkbomb but sometimes can be potentially much more and can cause these big swings. The Overload is a disadvantage but can easily planned for and even used as an advantage in combination with Unbound Elemental.
It's also possible that Crackle replacing Lightning Bolt in the near future. Currently Lightning Bolt has a lot of overlap with Rockbiter Weapon as a one mana three damage spell. Crackle will be able to fill this gap while giving the Shaman deck a bit more power.
The trend these days, however, is a move towards cutting Lightning Bolt and Crackle altogether, moving towards a more minion-based Shaman deck, possibly with Mechs. Over a month into the expansion, and Shaman archetypes still haven't been completely figured out yet.
It's also possible that Crackle replacing Lightning Bolt in the near future. Currently Lightning Bolt has a lot of overlap with Rockbiter Weapon as a one mana three damage spell. Crackle will be able to fill this gap while giving the Shaman deck a bit more power.
The trend these days, however, is a move towards cutting Lightning Bolt and Crackle altogether, moving towards a more minion-based Shaman deck, possibly with Mechs. Over a month into the expansion, and Shaman archetypes still haven't been completely figured out yet.
7.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Piloted_Shredder.png)
Points: 149
Many had suspected that Mechanical Yeti would be replacing Chillwind Yeti as a standard four drop, but it seems like Piloted Shredder will be giving both some competition. The key is being sticky as Piloted Shredder acts like a Harvest Golem that is usually much harder to remove than a standard Yeti. In decks that value sticky creatures such as Druid, Shaman, or the new Paladin, the Piloted Shredder can be an excellent candidate for a four drop.
Another recent revelation about Piloted Shredder is two drops are on average, pretty good. Sure, sometimes you get Lorewalker Cho or Doomsayer, but most of the time the worst you'll do is a vanilla 2/2. An in-depth analysis can be found here.
Another recent revelation about Piloted Shredder is two drops are on average, pretty good. Sure, sometimes you get Lorewalker Cho or Doomsayer, but most of the time the worst you'll do is a vanilla 2/2. An in-depth analysis can be found here.
6.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Dr_Boom.png)
Points: 157
Had the rankings been done a few weeks later, Dr. Boom probably could have easily made the top of the list. Dr. Boom is the surprise of the set, the Sludge Belcher of GvG, a card that very few expected to be good, but is finding its way into almost every deck. It's so good that StrifeCro not only rated it as the #1 card of GvG but the Left Boombot as #2 and the Right Boombot as #3. Dr. Boom gives such a surprisingly large presence on the board for 7 mana. A 7/7 body is huge and although vulnerable to BGH, most classes don't run that card. Dr. Boom also contests a lot of different types of minions; it's got a huge body to contest larger minions and its Boombots very effectively contest smaller minions.
And let's talk about its supposed weakness to BGH. Out of all the cards that can be BGH'd, Dr. Boom is perhaps the least vulnerable in the same way that Cenarius is not as vulnerable to Hex as Ancient of War. Dr. Boom's power is split up between three bodies and he's unique in that the Boombots can actually take care of the resulting BGH and then some. In most decks, Dr. Boom is simply the strongest minion you can play on turn 7 and that's quite an accomplishment for a neutral card.
And let's talk about its supposed weakness to BGH. Out of all the cards that can be BGH'd, Dr. Boom is perhaps the least vulnerable in the same way that Cenarius is not as vulnerable to Hex as Ancient of War. Dr. Boom's power is split up between three bodies and he's unique in that the Boombots can actually take care of the resulting BGH and then some. In most decks, Dr. Boom is simply the strongest minion you can play on turn 7 and that's quite an accomplishment for a neutral card.
5.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Muster_For_Battle.png)
Points: 173
Though Paladin got a lot of fun new toys this expansion, Muster for Battle is the one everyone's excited about. Some highlights of Muster include:
- An effective way for Paladin to contest the early game: Pre-GvG, Paladins struggled with not falling too far behind early on against aggressive decks. Their only real responses were neutral cards such as Zombie Chow, Haunted Creeper, and other neutral 3 drops. Now with Shielded Minibot, Coghammer, and Muster, Paladins have their very own responses to aggro decks that rank among the best in the game.
- An ability to combo with Quartermaster with devastating effects Though every deck needs to be able to fend off early game pressure, they also need some kind of win condition. Muster, along with Quartermaster, is that win condition and it's so good that Paladin decks these days are being built around this combo; it is the Force of Nature/Savage Roar of Paladin.
4.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Troggzor_the_Earthinator.png)
Points: 198
When it first came out, Troggzor was the most hyped card in the game. A 6/6 that summons 3/5s with an ability? It certainly sounded overpowered back then. The problem, however, was that Troggzor was just simply dead both against aggro and whenever you didn't have board control.
One good way to think of it is the following: Troggzor is kind of like a seven mana Loatheb. The only difference is that a five mana Loatheb at 5/5 stats is still really good. A seven mana Loatheb for 6/6 stats? Not so much.
With zero competitive decks running it now, Troggzor wins the award for possibly the most overrated card to ever come from any Hearthstone expansion yet.
One good way to think of it is the following: Troggzor is kind of like a seven mana Loatheb. The only difference is that a five mana Loatheb at 5/5 stats is still really good. A seven mana Loatheb for 6/6 stats? Not so much.
With zero competitive decks running it now, Troggzor wins the award for possibly the most overrated card to ever come from any Hearthstone expansion yet.
3.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Mechwarper.png)
Points: 227
Most seasoned Hearthstone players are familiar with how scary Innervate is and Mechwarper seems to have a built-in one for Mech creatures. Mechwarper is to Mech creatures as Undertaker is for Deathrattle creatures. It is the glue of Mech decks and a very large part of what makes them so strong, whether it be Mech Mage, Mech Zoo, Mech Druid, Mech Shaman, or even Mech Hunter.
As many Mech and Mech-synergy creatures are rather aggressive, Mechwarper should be the heart of Pure Mech decks. After all, we've all been victim to double Mechwarper openings (potentially more dangerous than Undertaker openings). Though maybe not the best card in the set, Mechwarper is certainly one of the most influential, giving rise to a whole new archetype, the dreaded Mech Mage, now giving Hearthstone three aggro decks.
As many Mech and Mech-synergy creatures are rather aggressive, Mechwarper should be the heart of Pure Mech decks. After all, we've all been victim to double Mechwarper openings (potentially more dangerous than Undertaker openings). Though maybe not the best card in the set, Mechwarper is certainly one of the most influential, giving rise to a whole new archetype, the dreaded Mech Mage, now giving Hearthstone three aggro decks.
2.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/Shrinkmeister.png)
Points: 232
The card that had the most hype surrounding its release was probably Shrinkmeister. Immediately, fans were drawn towards the possibilities of Cabaling Cairnes and Yseras and Shadow Madnessing Sylvanas. They were excited at an additional way to deal with 4-attack minions. In practice though, there seem to be at least two problems.
First is that Shrinkmeister is at times a bit clunky. When not combo'd with another card, he's a horrible standalone minion that you feel terrible about putting on the board. The other is a more first-world problem in that Priest has so many new and exciting cards you want to put in a deck that it becomes difficult to decide which ones to include and which ones to leave at the door. As Shrinkmeister is one of the more situational cards, it might be one of the first picked to run as a one of.
First is that Shrinkmeister is at times a bit clunky. When not combo'd with another card, he's a horrible standalone minion that you feel terrible about putting on the board. The other is a more first-world problem in that Priest has so many new and exciting cards you want to put in a deck that it becomes difficult to decide which ones to include and which ones to leave at the door. As Shrinkmeister is one of the more situational cards, it might be one of the first picked to run as a one of.
1.
![[image loading]](http://www.liquidhearth.com/staff/Hayl_Storm/HS_Cards/GvG/voljin.png)
Points: 275
Remember when I mentioned that Priest has a hard time deciding which of their new cards to put into their new Priest decks? Vol'jin doesn't have the problem as it's almost universally accepted by all the top players as one of the best cards in the set. When combined with a simple Holy Smite or some board control, Vol'jin acts as both hard removal PLUS a very formidable 6/X body. Some other bonuses include:
Vol'jin was both the top rated and least controversial card when it first came out. It was pretty much on everyone's top 20 list and it has stood the test of time. Somewhat. While most people would still agree that Vol'jin is an amazing card, they would also agree that it wasn't the metagame defining card that boosted Priest all the way to the top. Priest still has some fundamental weaknesses in that its cards are only situationally amazing, often feast or famine. Dark Cultist helped a lot in Naxxramas and Vol'jin helps a lot in GvG, but Priest might need just slightly more...
- Vol'jin is also a versatile card that can also deal with any of Priest's traditional weaknesses including 4 attack creatures and 8/8 giants.
- At 6 attack, it gives the most power possible while dodging the omnipresent Big Game Hunters that exist now.
- And perhaps the best part is that although it gets better when used as part of a combo, unlike other Priest cards, it's perfectly good on its own.
Vol'jin was both the top rated and least controversial card when it first came out. It was pretty much on everyone's top 20 list and it has stood the test of time. Somewhat. While most people would still agree that Vol'jin is an amazing card, they would also agree that it wasn't the metagame defining card that boosted Priest all the way to the top. Priest still has some fundamental weaknesses in that its cards are only situationally amazing, often feast or famine. Dark Cultist helped a lot in Naxxramas and Vol'jin helps a lot in GvG, but Priest might need just slightly more...
Snubbed
And finally a list of cards that got snubbed. Cards that most people didn't perceive to be very good, but are much better in practice.
- Shieldmaiden: At first glance, it's a very unassuming card, but it lets Warriors stabilize while putting a solid minion on the field for six mana.
- Antique Healbot: Used in so many control decks these days. A staple in Handlock now and makes Fatigue decks viable.
- Quartermaster: Just the threat of it makes other classes quiver at the sight of Silver Hand Recurits.
- Shielded Minibot: Another great Paladin card used in pretty much every Paladin deck these days.
- Powermace: Shaman decks that utilize Mech synergy are getting more and more common these days and Powermace is the card that holds them all together.
- Clockwork Gnome: It's a one mana Deathrattle. What's not to love? Now a staple in Zoo, Hunter, Mech Mage, and even Miracle Rogue decks.
- Sneed's Old Shredder: Being used more and more in Control decks that want to avoid BGH targets, Sneed's Old Shredder is an excellent choice. And who knows? Sometimes it might even summon Kel'Thuzad.
- Piloted Sky Golem: Ok, not the best cards in the game, but it's crime that this card did not get a single vote.