Introducing BG’s newest tribe… Totems! JK, but I designed it for fun after seeing it on amalgam’s minion type. I wanted to make something that would play a bit differently, with some totemic flavor that could counter Murloc builds without being too OP against everything.
The totem tribe is based around passive buffs that get stronger the more totems you have in play. Generally, all totem buffs effect ALL totems (including the totem doing the buffing) so keep that in mind when considering stats. With a few exceptions, all buffs are temporary, so totems will get weaker as more die. I considered having totems buff ALL minions, but it seemed like there could be too much early game abuse with Rat.
I envisioned an endgame comp of 6-7 30/30 totems with reborn that start off strong but scale down in power as you hit them. With the Autodefence pings and reborn, they should be a good counter to divine poisonous murlocs, but still vulnerable to big stats or big cleaves. So totems might beat murlocs but lose to beasts.
I also threw in the option of transitioning into stats with Smasher, Monk, Worshipper, and Goddess. Things like Pharaoh’s Staff and Worshipper also can buff non-totems, so you could play some interesting hybrid comps.
The power level is probably not balanced, so please provide some feedback or additional ideas. Enjoy!
Totem of Wealth – Totem – 0/2 – At the beginning of your turn, add a gold coin to your hand
Growing Totem – Totem – 1/1 – Has +1/+1 for each totem you control
Totem of Might – Totem – 0/3– All totems have +1/+0 for each totem you control
Stone Totem – Totem – 2/4 - Taunt
Bog Witch – No Type – 1/2 – Battlecry: Add a random totem to your hand (from your tier or lower)
Autodefence Totem – Totem – 1/2 – When an enemy minion attacks one of your totems, deal 2 damage to it
Recycling Post – Totem – 1/3 – Whenever a friendly minion dies, give all totems +1/+1
Totem Smasher – No Type – 3/3 – Battlecry: Destroy a totem, gain +4/+4
Sacred Stump – Totem – 2/2 – At the end of your turn, all totems gain +1/+1
Totem of Health – Totem – 4/4 – All totems have +2/+2
Humble Worshipper – No Type – 1/1 – Battlecry: Target minion gains +1/+1 for each totem you control
Totemic Totem - Totem - 6/6 - At the beginning of your turn, add a random totem to your hand (from your tier or below)
Rabid Monk – No Type – 4/4 – Battlecry: +2/+2 for each totem you control
Pharaoh’s Staff – Totem – 4/8 – All minions have +1/+1 for each totem you control
Wandering Goddess – No Type – 5/5 – Battlecry: Choose One - All totems gain reborn OR destroy all totems, gain +5/+5 for each totem destroyed
Yeah, I'm sure the balance needs working. The 1 Star "razorgore" is a bit of a misnomer though. The idea is it gets +1+1 for each totem in play working like Murkeye, not stacking turn over turn. It even gets smaller as your totems are knocked down.
We need Elementals and totems as tribes. The battleground metas are quickly becoming stale everytime they add new stuff.
They've been quick on new releases and it's a good thing but strategies are very limited with current card pool. I think we need a bigger card pool and stronger heroes (buff all the weak ones)
The problem with the sentiment "buff all weak heroes" is that it removes the skill from the game. Yes, you are limited to choosing heroes from a small pool but having weak heroes is necessary for people to climb and encourage money from an otherwise free mode. This way if blizzard makes money from it we can see the inclusion of totems elementals etc.