With Goblins Vs. Gnomes we've seen the addition of some significantly powerful aggressive cards and through some extensive testing my friends and I have created what we believe to be a legitimately broken and unfair deck. Unless your opponent in their top 10 cards draws perfect answers to what you're playing there is absolutely no way you don't win the game. The deck consistently wins between turns 6-7 however earlier wins are possible. Unlike standard Zoo lists even if you make it to the late game it is still possible for you to win due to the draw power and combo potential of Jeeves and Hobgoblin, after a complete board wipe you can simply re-apply immediate pressure and threatening mid-sized minions. The only decks that remotely decent win percentages against this deck (still under 50% winrates vs this deck mind you) are Anti-Aggro Control Warrior, Paladin, Druid, and Handlock and Handlock MUST draw in to taunted Molten Giants or it's basically impossible to win, this deck simply applies too much pressure for any decks other than dedicated anti-aggro to have a chance as they will simply get outpaced and run over. Other decks of course can win but they require particularly weak opening turns from this deck and some means of burst damage, whether that be Fireballs or Kill Commands it's generally too difficult to go through this decks Hobgoblin buffed taunts in the mid game to push for lethal.
So here's the list, I hope you enjoy playing it as much as I do and have success. If you need tips on how to mulligan and play certain matchups I'm more than willing to give you such information.
You clearly haven't played with Hobgoblin yet. The card enables absolutely degenerate turns as early as turn 4 and if left unanswered for a turn probably wins you the game. Echoing Ooze becomes two mana for TWO Spidertanks and other cards in the deck become significantly more threatening in the midgame thanks entirely to Hobgoblin. I've tested Wisp and it was pretty bad, it's ONLY good when you have Hobgoblin, although granted when you do have it out out Wisp is actually insane, but it just wasn't worth it in the end since it was of such poor value the rest of the time and you want your cards to be threatening in more general circumstances than only when paired with a specific other card.
Dont see how Hobgoblin can be viable. It's SO slow and requires you to either hold on to your cheap drops or have Hobgoblin last a turn. So either this deck needs Wisps, (something I wasnt sure I'd ever say), or Hobgoblin needs to go.
You are missing the forest for the trees. This deck still has access to both the Flame Imp/Voidwalker start and the Undertaker start. Obviously you aren't going to mulligan for the Hobgoblin at the start.
Anyways I have been playing a deck similar to this and I think it's about as strong as old zoo decks were in the previous meta AKA pretty darn strong.
BTW just something you can test, but I have removed Soulfire from my deck and put back in Abusive Sergeant. The way I look at it, Sergeant lets you decide what minion you want to lose to make a trade, whereas Soulfire costs you a random one (albeit from your hand). Combine this with the prevalence of anti-spell mechanics and I actually think the 100% spell-free deck is even stronger.
I would think Implosion and imp master would be natural additions to the deck and could add some value. 2-4 damage + 2-4 3/3 Imps for 7 mana is pretty darn awesome.
With Goblins Vs. Gnomes we've seen the addition of some significantly powerful aggressive cards and through some extensive testing my friends and I have created what we believe to be a legitimately broken and unfair deck. Unless your opponent in their top 10 cards draws perfect answers to what you're playing there is absolutely no way you don't win the game. The deck consistently wins between turns 6-7 however earlier wins are possible. Unlike standard Zoo lists even if you make it to the late game it is still possible for you to win due to the draw power and combo potential of Jeeves and Hobgoblin, after a complete board wipe you can simply re-apply immediate pressure and threatening mid-sized minions. The only decks that remotely decent win percentages against this deck (still under 50% winrates vs this deck mind you) are Anti-Aggro Control Warrior, Paladin, Druid, and Handlock and Handlock MUST draw in to taunted Molten Giants or it's basically impossible to win, this deck simply applies too much pressure for any decks other than dedicated anti-aggro to have a chance as they will simply get outpaced and run over. Other decks of course can win but they require particularly weak opening turns from this deck and some means of burst damage, whether that be Fireballs or Kill Commands it's generally too difficult to go through this decks Hobgoblin buffed taunts in the mid game to push for lethal.
So here's the list, I hope you enjoy playing it as much as I do and have success. If you need tips on how to mulligan and play certain matchups I'm more than willing to give you such information.
You clearly haven't played with Hobgoblin yet. The card enables absolutely degenerate turns as early as turn 4 and if left unanswered for a turn probably wins you the game. Echoing Ooze becomes two mana for TWO Spidertanks and other cards in the deck become significantly more threatening in the midgame thanks entirely to Hobgoblin. I've tested Wisp and it was pretty bad, it's ONLY good when you have Hobgoblin, although granted when you do have it out out Wisp is actually insane, but it just wasn't worth it in the end since it was of such poor value the rest of the time and you want your cards to be threatening in more general circumstances than only when paired with a specific other card.
You are missing the forest for the trees. This deck still has access to both the Flame Imp/Voidwalker start and the Undertaker start. Obviously you aren't going to mulligan for the Hobgoblin at the start.
Anyways I have been playing a deck similar to this and I think it's about as strong as old zoo decks were in the previous meta AKA pretty darn strong.
BTW just something you can test, but I have removed Soulfire from my deck and put back in Abusive Sergeant. The way I look at it, Sergeant lets you decide what minion you want to lose to make a trade, whereas Soulfire costs you a random one (albeit from your hand). Combine this with the prevalence of anti-spell mechanics and I actually think the 100% spell-free deck is even stronger.
Imp-plosion has been doing major work for me. So far I think it is the top GvG card to directly win games. Would be a good addition here.
What rank r u with the greatest deck of all times?
Time is precious. Waste it wisely. Legend Seasons: 9, 10, 11, 12, 13, 14, 15, 17
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I would think Implosion and imp master would be natural additions to the deck and could add some value. 2-4 damage + 2-4 3/3 Imps for 7 mana is pretty darn awesome.
In that case, I retract my statement and won't be crafting Hobgoblin any time soon :)