I have a bit of spare time on my hands, and for some reason, stuff like this is fun to me. Here is a list of every single minion that, as the title suggests, could logically be added to Battlegrounds. I may be dedicated, but I am not dedicated enough to tier them. Feel free to comment things I missed, or cards you would like to see added from my list.
Note: I am not adding cards that have anything to do with hand interaction. For example, Don Han'Cho is a type of card I will not be including in this list. Cards that can be added but don't make the most sense will have a * next to them, mainly due to potential to be OP, no text, or inapplicable keywords, IE Rush or Stealth.
Note: This is going to take a long time, so I am going to do the same thing I did with Beasts. A lot of the minions I don't include either have no text, or are completely inapplicable to Battlegrounds. I am only putting asterisks after Inspire minions because it isn't applicable to every Hero.
This took over an hour, hopefully I got everything. Once again, please let me know if I forgot anything, and feel free to say which cards YOU would like to see added!
Murlocs - maybe Murmy, it'd be a good addition. Bilefine spawns taunt, so it should be tt2? The current spawner is fine at tt1.
Demons - weaver should go to tt2, I'm all for witchwood imp. Void ripper can be interesting at tt5.
Mechs - Glow-tron is a tt2 at best, at tt3 it wouldn't be picked over cobalt and annoyer, I think Wargear at tt4 or 5. Micro Mummy is a good idea as well.
Beasts - razormaw is needed at tt3, and I'd add it with king of beasts.
Tribeless - too long and too many, And Tirion is easy pickings right now. Either they add another tribal per tribe or nerf him to 2-cost hero power, but till then, tribeless needs no help. With that said, I want Sally, which will never fly under tt5.
To be honest there'd be nothing wrong with stealth as long as it's not a targetable buff.
edit - it should just work similar to taunt: stealthed minions are attacked last, so there would be no weird stalemates when there's stealth minions mirror
If you look them over the existing dragons and pirates don't have abilities that lend themselves to the game. They'd have to create mostly new ones to make them viable tribes.
If you look them over the existing dragons and pirates don't have abilities that lend themselves to the game. They'd have to create mostly new ones to make them viable tribes.
Yea pirates would need a bit more work now that i looked at them in game but there are some viable ones, but dragons should be doable with minor tweaks.
I think that dragons would be cool if only dragon heroes (Neferion, Sindragosa) could get them. The problem with introucing a nrw tribe is getting less of the others offered, like how demons felt before they added two more.
When I get the time, I will make 4 more categories; Elementals, Pirates, Dragons, and Hand-Buff. Like someone touched on earlier, the problem with Dragons and Pirates is that a lot of their effects only work in normal Hearthstone. I honestly expected a bunch of Battlegrounds supporting Dragons from Descent of Dragons to be implemented due to the proximity of the two releases, but that didn't happen.
If you look them over the existing dragons and pirates don't have abilities that lend themselves to the game. They'd have to create mostly new ones to make them viable tribes.
I mean, this isn't wrong. But having a few as essentially boring vanilla minions could be fine. There's a few menagerie tricks they could get, and they'd essentially be non-tribe minions for anyone but Tirion. I don't think that'd be a terrible thing. At very least, it'd be good for the "Beast, Dragon, Murloc" on Menagerie Magician to be fully functional for someone other than Curator.
Something like Faerie Dragon at Tier 1, Cobalt Scalebane at like 3-4, Sleepy Dragon at 4-5, and it'd be wicked spicy to add Scaled Nightmare at 5-6. I guess Scaled Nightmare essentially works out to be Maexxna, but it'd be hilarious to see that attack grow to absurd numbers.
Most extreme dragon that's remotely plausible (that is, it doesn't do a non-functional Battlecry or whatnot): Coldarra Drake. Yikes that'd be absurd for the right hero.
Cards that can be added but don't make the most sense will have a * next to them, mainly due to potential to be OP, no text, or inapplicable keywords, IE Rush or Stealth.
First off, it doesn't seem impossible to implement stealth. To have something which couldn't be attacked until it attacks would be interesting. Perhaps it couldn't even be attacked if the only minion left, and an enemy would simply not attack, like how a 0-attack egg won't attack. Lotus Assassin would be interesting (good? hrm... dunno... but interesting!) as an anti-token sort of card, but even Jungle Panther might work.
//
Among potential adds, I really kinda want to see Shattered Sun Cleric. I think it'd be quite interesting to have that around, as an option to buff tribeless minions, but in a reasonable way. Simply having some method for manipulating anything's attack value seems like it has value in the game. I kinda think something like Fungalmancer might easily be too potent. Maybe it'd be acceptable at Tier 5, but not sooner, and it'd still be very strong.
Beasts would be much stronger if they had a native taunt beast or at least something that drops taunt-tokens.
And more options at 4 stars because there's only hydra which is often snatched by non-beast players, and Virmen Sensei is over-starred (due to hydra) buff garbage you want to cycle.
On a quick runthrough Void Terror would be the most insane card to add to the game(and spiderbomb and venomizer are in that "please no" category). Now do the same, but for the adventure specific cards :)
I think Battlegrounds needs some slight mechanical overhauls before it can support much larger minion pools. You have to consider the mathematical practicality of adding new minions into the game mode and how it would impact things like Hero choices in conjunction with their powers.
For example: Jaraxxus could theoretically become unplayable or experience a completely useless hero power. The tavern can logistically only handle 7 minions on it maximum and lower tavern tiers yield less minion choices (for mathematical balancing reasons). More minions means more rolls which means smaller percentages of seeing certain minions and even minion types. You can reach an apex in which an entire tribe may not be seen for a good number of turns and essentially knee-capping any hero focusing on any given tribe, especially if that hero has a hero power that is tied to a specific tribe. Heroes like The Rat King, Jaraxxus, Tirion, etc. all take a significant hit unless you implement new algorithms or mechanics to account for such a large minion pool.
Really, I only comment because there seems to be this common idea that the game mode needs more minions. I think that people who advocate this don't really take into account how this negatively impacts the game mode which kind of already is struggling at times.
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I have a bit of spare time on my hands, and for some reason, stuff like this is fun to me. Here is a list of every single minion that, as the title suggests, could logically be added to Battlegrounds. I may be dedicated, but I am not dedicated enough to tier them. Feel free to comment things I missed, or cards you would like to see added from my list.
Note: I am not adding cards that have anything to do with hand interaction. For example, Don Han'Cho is a type of card I will not be including in this list. Cards that can be added but don't make the most sense will have a * next to them, mainly due to potential to be OP, no text, or inapplicable keywords, IE Rush or Stealth.
Without further adieu, let's begin.
Mechs:
Faithful Lumi, Glow-Tron, Hot Air Balloon, Skaterbot*, Micro Mummy, Upgradeable Framebot, Venomizer, Bronze Gatekeeper, Demolisher (Would have to be "At the start of Combat"), Sky Claw, Spider Bomb, Blightnozzle Crawler, Wargear, Mechanical Whelp, Gyrocopter*, Safeguard, Beryllium Nullifier*, Bull Dozer, Warbot, Anodized Robo Cub, Explosive Sheep*, Whirling Zap-o-matic, Flying Machine, Spider Tank*, Gorillabot A-3, Clockwork Knight, Upgraded Repair Bot, and Force-Tank MAX.
Murlocs:
Murloc Raider*, Grimscale Oracle, Murmy, Bilefin Tidehunter, Puddlestomper*, and Murloc Knight (Wouldn't work for all Heroes).
Demons:
Blood Imp, Witchwood Imp, Void Terror, Pit Lord, Sneaky Devil, Void Ripper*, Fearsome Doomguard*.
Beasts:
Note: Since there are a lot of beasts that I could put an asterisk next to, I am not including them.
Angry Chicken, Gurubashi Chicken, Timber Wolf, Young Dragonhawk, Dread Raven, Ornery Tortoise, Night Prowler, Fiery Bat (This and Demolisher would not be able to target Heroes.), Crackling Razormaw, Haunted Creeper, Huge Toad (Same thing as Fiery Bat), Ravasaur Runt, Addled Grizzly, Pantry Spider, Pterrordax Hatchling, Stoneskin Basilisk, Exploding Bloatbat, Ravenous Pterrordax, King of Beasts, Nesting Roc, Verdant Longneck, Ornery Direhorn, Gahz'rilla, Grotesque Dragonhawk, Volcanosaur, Giant Sand Worm, Violet Wurm, and Hadronox.
Tribeless:
Note: This is going to take a long time, so I am going to do the same thing I did with Beasts. A lot of the minions I don't include either have no text, or are completely inapplicable to Battlegrounds. I am only putting asterisks after Inspire minions because it isn't applicable to every Hero.
Raid Leader, Razorfen Hunter, Shattered Sun Cleric, Dragonling Mechanic, Plaguebringer, Windspeaker, Gurubashi Berserker, Stormwind Champion, Acherus Veteran, Beaming Sidekick, Cogmaster, Undertaker, Zealous Initiate, Amani Berserker, Argent Protector, Boneguard Lieutenant*, Dozing Marksman, Fallen Sun Cleric, Lance Carrier, Lost Spirit, Shadow Ascendant, Temple Berserker, Boisterous Bard, Candletaker, Crypt Lord, Dark Cultist, Eggnapper, Flesheating Ghoul, Kabal Talonpriest, Raging Worgen, Sewer Crawler, Tauren Warrior, Aberrant Berserker, Bloodhoof Brave, Bone Wraith, Cursed Disciple, Infested Tauren, Kooky Chemist, Night Howler, Rumbletusk Shaker, Wildwalker, Anubisath Sentinel, Druid of the Fang, Fungalmancer, Kvaldir Raider*, Silver Hand Knight, Sunborne Val'kyr, Eccentric Scribe, Necrotic Geist, Temple Enforcer, Bonemare, Brazen Zealot, Young Priestess, Crazed Alchemist, Grandmummy, Master Swordsmith, Sparring Partner, Frothing Berserker, Convincing Infiltrator, Lone Champion, Shrieking Shroom, Val'kyr Soulclaimer, Backroom Bouncer, Eager Underling, Mad Hatter, Corpse Raiser, Ram Wrangler, Wobbling Runts, Grimestreet Protector, Garrison Commander*, Drakkari Enchanter, Faceless Shambler, Magnataur Alpha, Rattling Rascal, Twilight Summoner, Darkspeaker, Faceless Manipulator, Snapjaw Shellfighter, Abominable Bowman, Linecracker, Splitting Festeroot, Sergeant Sally, High Priest Amet, Bandersmosh (Would work similarly to Shifter Zerus), Gruul, and Rotface.
This took over an hour, hopefully I got everything. Once again, please let me know if I forgot anything, and feel free to say which cards YOU would like to see added!
Wow very nice, hard part would be giving them stars.
Narrowed it down to my favs -
Murlocs - maybe Murmy, it'd be a good addition. Bilefine spawns taunt, so it should be tt2? The current spawner is fine at tt1.
Demons - weaver should go to tt2, I'm all for witchwood imp. Void ripper can be interesting at tt5.
Mechs - Glow-tron is a tt2 at best, at tt3 it wouldn't be picked over cobalt and annoyer, I think Wargear at tt4 or 5. Micro Mummy is a good idea as well.
Beasts - razormaw is needed at tt3, and I'd add it with king of beasts.
Tribeless - too long and too many, And Tirion is easy pickings right now. Either they add another tribal per tribe or nerf him to 2-cost hero power, but till then, tribeless needs no help. With that said, I want Sally, which will never fly under tt5.
Well played indeed, we need heroes like you.
To be honest there'd be nothing wrong with stealth as long as it's not a targetable buff.
edit - it should just work similar to taunt: stealthed minions are attacked last, so there would be no weird stalemates when there's stealth minions mirror
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
They should add pirates and Dragons
If you look them over the existing dragons and pirates don't have abilities that lend themselves to the game. They'd have to create mostly new ones to make them viable tribes.
Yea pirates would need a bit more work now that i looked at them in game but there are some viable ones, but dragons should be doable with minor tweaks.
How about Grandmummy? I think she'd be a good addition to Tier 2.
I think that dragons would be cool if only dragon heroes (Neferion, Sindragosa) could get them. The problem with introucing a nrw tribe is getting less of the others offered, like how demons felt before they added two more.
I think handbuff cards like Grimy Gadgeteer would be interesting.
Yeah that would be good.
When I get the time, I will make 4 more categories; Elementals, Pirates, Dragons, and Hand-Buff. Like someone touched on earlier, the problem with Dragons and Pirates is that a lot of their effects only work in normal Hearthstone. I honestly expected a bunch of Battlegrounds supporting Dragons from Descent of Dragons to be implemented due to the proximity of the two releases, but that didn't happen.
I mean, this isn't wrong. But having a few as essentially boring vanilla minions could be fine. There's a few menagerie tricks they could get, and they'd essentially be non-tribe minions for anyone but Tirion. I don't think that'd be a terrible thing. At very least, it'd be good for the "Beast, Dragon, Murloc" on Menagerie Magician to be fully functional for someone other than Curator.
Something like Faerie Dragon at Tier 1, Cobalt Scalebane at like 3-4, Sleepy Dragon at 4-5, and it'd be wicked spicy to add Scaled Nightmare at 5-6. I guess Scaled Nightmare essentially works out to be Maexxna, but it'd be hilarious to see that attack grow to absurd numbers.
Most extreme dragon that's remotely plausible (that is, it doesn't do a non-functional Battlecry or whatnot): Coldarra Drake. Yikes that'd be absurd for the right hero.
//
First off, it doesn't seem impossible to implement stealth. To have something which couldn't be attacked until it attacks would be interesting. Perhaps it couldn't even be attacked if the only minion left, and an enemy would simply not attack, like how a 0-attack egg won't attack. Lotus Assassin would be interesting (good? hrm... dunno... but interesting!) as an anti-token sort of card, but even Jungle Panther might work.
//
Among potential adds, I really kinda want to see Shattered Sun Cleric. I think it'd be quite interesting to have that around, as an option to buff tribeless minions, but in a reasonable way. Simply having some method for manipulating anything's attack value seems like it has value in the game. I kinda think something like Fungalmancer might easily be too potent. Maybe it'd be acceptable at Tier 5, but not sooner, and it'd still be very strong.
Razormaw at t5 would actually fix beasts being weakest tribe right now. Poison on hydra will make it unique and insta top 3 in game.
Beasts would be much stronger if they had a native taunt beast or at least something that drops taunt-tokens.
And more options at 4 stars because there's only hydra which is often snatched by non-beast players, and Virmen Sensei is over-starred (due to hydra) buff garbage you want to cycle.
Piloted Shredder, Knife Juggler, Mad Scientist, Dr. Boom
Need to be removed from this game
I just realized Sergeant Sally with Putricide would be absolutely busted.
On a quick runthrough Void Terror would be the most insane card to add to the game(and spiderbomb and venomizer are in that "please no" category). Now do the same, but for the adventure specific cards :)
i do think that bg needs some more minions most of note neutral similar to defender of argus.
and discover cards: like gorrilla bot.
another card i would consider at tier 5 is zola the gorgon
I think Battlegrounds needs some slight mechanical overhauls before it can support much larger minion pools. You have to consider the mathematical practicality of adding new minions into the game mode and how it would impact things like Hero choices in conjunction with their powers.
For example: Jaraxxus could theoretically become unplayable or experience a completely useless hero power. The tavern can logistically only handle 7 minions on it maximum and lower tavern tiers yield less minion choices (for mathematical balancing reasons). More minions means more rolls which means smaller percentages of seeing certain minions and even minion types. You can reach an apex in which an entire tribe may not be seen for a good number of turns and essentially knee-capping any hero focusing on any given tribe, especially if that hero has a hero power that is tied to a specific tribe. Heroes like The Rat King, Jaraxxus, Tirion, etc. all take a significant hit unless you implement new algorithms or mechanics to account for such a large minion pool.
Really, I only comment because there seems to be this common idea that the game mode needs more minions. I think that people who advocate this don't really take into account how this negatively impacts the game mode which kind of already is struggling at times.