Gnome decks are the trickiest on the frontier. The Flip mechanic gives every creature two modes -- a permanent body and a one-shot activated ability. Gnome pilots constantly choose between board presence and instant value, creating a uniquely skill-intensive playstyle.
Gnomes reward decision-making. Every creature is two cards in one thanks to Flip, giving pilots unmatched flexibility at every stage of the game.
Every Gnome creature has a Flip ability -- a one-time activated effect that adds burst damage, card draw, gold generation, or stat buffs on demand.
Blast Furnace Bill and Exhaust Bandit generate gold through Flip, funding expensive plays and Deputy summons ahead of curve.
Alchemical Renegade and Chronolock Duelist strike first, combining Quickdraw with Flip for devastating combat tricks.
Gnome decks can include Golem creatures without them counting as a separate faction. Golems are durable construct bodies that complement the Gnome gameplan.
Pairs well with Dwarves for a full artificer theme, or with Humans for a balanced midrange shell with tricks.
Unique to Gnomes. A one-time activated ability on each creature that provides burst value -- damage, gold, buffs, or card advantage.
Strikes first in combat. Combined with Flip effects, Gnome Quickdraw creatures win fights they should not survive.
Blast Furnace Bill attacks twice per turn at just 2 mana, combining aggression with Flip gold generation.
Exhaust Bandit is untargetable and generates gold on Flip. A sticky threat that funds the late game.
Grand Alchemist Vex draws on play, then Flips to reduce your next card cost by 2 mana. Massive tempo swing.
Clockwork Enforcer deals 3 damage to a target on death, plus Flips for +1/+1. Value from every angle.
The standout Gnomes you will see on the Wild Frontier.
Overshot: Excess damage spills to the next target or player. Flip: Deal 2 damage to all enemy creatures.
Rolls in on steam vents. Leaves nothing upright.
Double Barrel: Can attack twice per turn. Flip: Gain 1 gold.
Runs the furnace. Fuels the whole operation.
Quickdraw: Strikes first in combat. Flip: Deal 2 damage to target enemy creature.
Mixed something wrong on purpose. Turned out right.
Wanted: Cannot be targeted by any effects. Flip: Gain 1 gold.
Pipes pour black smoke. You never see her coming.
Flip: All friendly Gnome creatures gain +1 Attack until end of turn.
Every cog has a purpose. Every gnome has a role. He enforces both.
Quickdraw: Strikes first in combat. Flip: This creature may attack again this turn.
He set his watch ahead. Arrives before trouble does.
High Noon: Draw 1 card when played from hand. Flip: Reduce the cost of the next card you play this turn by 2 mana.
Mastered three schools of alchemy. Invented a fourth just to quit it.
Last Stand: When this creature dies deal 3 damage to target enemy creature. Flip: This creature gains +1/+1 until end of turn.
Built to last. Lasts long enough to make a point.
Ready to ride? Check the full card pool or explore the other frontier factions.