Legendary Brewmaster

Looking for some GvG ready decks? Come try these out - freshly theorycrafted by a fellow multiple Legend player!

Goblins vs Gnomes is crazy! We knew there were going to be 120+ new cards, but I had no idea so many would be so cool! I’m super excited to start building decks with a lot of the new cards, and I’m going to give you a head start with some brews to start off with. Most people will be bumbling about with trash for the first week, but YOU will be ready with powerful new technology. 🙂

I haven’t played any of these decks yet of course, but I believe they are all going to be strong contenders once they become a little more tuned. Enough chatter; let’s get started!

Mech Rattle N’ Roll

2x Clockwork Gnome

2x Undertaker

2x Frostbolt

2x Haunted Creeper

2x Mad Scientist

2x Mech Warper

2x Counterspell

2x Harvest Golem

2x Spider Tank

2x Tinkertown Technician

2x Fireball

2x Goblin Blastmage

2x Mechanical Yeti

2x Piloted Shredder

2x Fel Reaver

I think the best shells for mechs are Mage and Rogue, as those are the classes with good mechs to fill in two slot along with Mechwarper (we’ll get to Rogue later) and the best mech payoff cards (Goblin Blastmage and Iron Sensei).

The big neutral payoffs for playing mechs are 4 drops on turn 3 off of Mechwarper and Tinkertown Technician. 8 beasts is about the minimum for Houndmaster in Hunter decks, but Tinkertown Tech costs a mana less so you want at least 9 mechs in your deck. Eight 3 cost or less deathrattles is the minimum for Undertaker, so toss in Harvest Golem to work on both axes and fill with high-value cards to get what I believe will be the best deck early on, as it is very easy to figure out and plays a lot of great cards.

Counterspell is a lot weaker if spare parts are flying around everywhere, but it’s better than the other secret options available and it’s still insane when it’s free off of Mad Scientist. It may end up being correct to cut the secrets and Mad Scientists for Loot Hoarders, Sylvanas Windrunner, and Loatheb.

Fel Reaver is probably going to be hated by a lot of players, but if you aren’t going to fatigue there is basically no downside to this insanely huge minion. This deck is trying to kill the opponent fairly quickly, so the Reaver is a perfect fit. Think of it this way: If you normally end a game with 15 cards left, that means your opponent has to play 5 cards while you have Big Reavs out to hurt you. If they’ve played FIVE CARDS and haven’t killed your 8/8 yet, you’ve probably already won the game.

Cyborg Ninjas

2x Backstab

2x Clockwork Gnome

2x Deadly Poison

1x Blade Flurry

2x Eviscerate

2x Goblin Auto-Barber

2x Mechwarper

2x Iron Sensei

2x SI:7 Agent

2x Spider Tank

2x Tinkertown Technician

2x Mechanical Yeti

2x Piloted Shredder

2x Fel Reaver

1x Junkbot

2x Gadgetzan Auctioneer

Junkbot might be a little too cute; that slot could be Loatheb instead.

This is meant to be an aggressive tempo-based deck that overloads the opponent’s removal while removing their minions efficiently with Rogue spells. There are some pretty terrifying openings, including the extremely simple Mechwarper into Iron Sensei. The opponent has to choose which of your minions to let live: the guy that pumps your minions every turn or the 4/5 that makes all your guys cheaper. That’s a pretty tough spot to be in when your turn 2 play got killed by Backstab!

Gadgetzan Auctioneer is playing the role of a Sprint that can attack here. You should generate 1-3 spare parts per game, and you should save them for excellent trades or a turn 8 or 9 Gadgetzan card draw spree. You could also throw in Toshley or Gazlowe if you’re feeling spicy.


2x Explosive Sheep

2x Flamecannon

2x Frostbolt

2x Mad Scientist

2x Snowchugger

2x Unstable Portal

1x Duplicate

1x Gnomish Experimenter

2x Ice block

2x Illuminator

1x Fireball

2x Polymorph

2x Water Elemental

1x Loatheb

2x Sludge Belcher

1x Sylvanas Windrunner

1x Archmage Antonidas

1x Flamestrike

1x Ragnaros the Firelord

Explosive Sheep gives Mage a Consecration of sorts, which might be what it takes to push Mage control over the edge of playability. The nerf to Flare doesn’t hurt, either.

It also stands to gain a lot from Unstable Portal providing cheap minions and Flamecannon providing cheap removal to maximize the effectiveness of Gnomish Experimenter. With 13 spells you stand to get a free card almost half the time, and this deck isn’t reliant on Alexstrasza like old Mage control decks, so even if you lose a minion it isn’t disastrous.

Snowchugger and Mad Scientist are both great early board control, and Illuminator + Ice Block stands to gain a lot of life, especially if she can hide behind Sludge Belcher for a turn or two. This is the deck I’m most excited to play this week!

Folly of Man

2x Hunter’s Mark

2x Arcane Shot

2x Tracking

2x Call Pet

1x Explosive Trap

2x Freezing Trap

2x Mad Scientist

2x Wild Pyromancer

1x Acolyte of Pain

2x Eaglehorn Bow

2x Illuminator

2x Unleash the Hounds

1x Loatheb

2x Sludge Belcher

2x Tundra Rhino

2x Savannah Highmane

1x Gahz’rilla

The objective is to get a one hit kill with a charging Gahzrilla. To accomplish this goal, we have to have a Tundra Rhino in play from a previous turn or Call Pet into the Rhino or Gahz’rilla. This will take 7 mana, and you can easily trigger the Gahz twice with 3 mana using some combination of Wild Pyromancer and Arcane Shot. To further facilitate Call Pet, Savannah Highmane has been added, and he bats clean-up pretty well all on his lonesome. In the absence of a lucky Call Pet against removal-heavy decks, turn 10 Tundra Rhino + Loatheb can set up the combo nicely.

Tracking, Acolyte of Pain, and Call Pet cycle through the deck to find the combo, and Wild Pyromancer, Eaglehorn Bow, Unleash the Hounds, and traps control the board long enough for you to play these card draw spells. Illuminator will probably only trigger once in this deck, but 4 life isn’t too shabby and her body isn’t half-bad on its own.

Some version of this will definitely be a contender in the GvG metagame.

Where Ancients Tread

2x Backstab

2x Preparation

2x Shadowstep

2x Deadly Poison

2x Zombie Chow

1x Blade Flurry

2x Eviscerate

2x Sap

2x Sunfury Protector

2x Coldlight Oracle

2x Deathlord

1x Earthen Ring Farseer

2x SI:7 Agent

2x Vanish

2x Clockwork Giant

2x Mountain Giant

Murlocs are back! Where you at, Neptulon?

This one is a little out there, and I likely won’t be trying it since I don’t want to blow dust on the otherwise-terrible Clockwork Giant.

The objective is to set up a Handlock-like turn where you drop a couple Giants and Sunfury Protector them. To set this sickness up we have Coldlight Oracle and the Preparation–Vanish combo. The rest of the deck is tools to survive the early game and Deathlords to be hilarious in fatigue PLUS help shore up the early game.

This deck is either really terrible or breaks the format. Time will tell, but it’s probably the former.


So that’s what I’m excited to play once I get my hands on some new Goblins vs Gnomes cards. What are you brewing up? What’s got you excited to play? What are you going to tweak in the above decks? Let me know in the comments!

Please don’t hesitate to ask any questions in the comments, and all comments are appreciated. Thanks for reading!

Until next time,