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!
1 star
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
2 star
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)
3 star
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
4 star
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
5 star
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
6 star
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
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)
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.
As it stands it's basically Sacred Stump the archetype. you then get totemic totems to gain resources and help with triples at which point you may try to get yourself a goldgrubber.
Not to make this thread about me, but I made my own custom Totem Battlegrounds set. I thought it would be fun to compare.
Tier 1
I was thinking of making Wind Totem a 1/3 without the second ability. But some people said that outside of a few special cases, it doesn't make much sense for Totems to have a base attack value.
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!
1 star
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
2 star
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)
3 star
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
4 star
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
5 star
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
6 star
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
it may be interesting to win BG with some rods :P~~~
:P~~~
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)
Tavern tier for some totems needs to be changed, eg: Razgore totem on 1 star is gross and Selfish Totem on 5 star is weak.
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.
There are like 10 instances were the text you written is wrong and confusing
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.
As it stands it's basically Sacred Stump the archetype. you then get totemic totems to gain resources and help with triples at which point you may try to get yourself a goldgrubber.
Before offering new minions look at existing ones to include. There are several candidates
Primalfin Totem would be an interesting *** or **** minion for BG. If lower it will guarantee golden minion little too early and too easily
Flametongue Totem may be a * if there will be totem synergies
Vitality Totem there is no healing in BG, this one may be the first minion of such kind.
______________
BTW, Elementals have a ton of existing hearthstone cards with potential and they will probably be the next tribe
Wax Elemental - if there any elemental buffs this is a decent *, even if it is an automatic loss on turn 1
Fire Fly Can be the first ** token generator, perhaps too good even there
Volatile Elementalcard] Could be a cool *, worse bomb
Menacing Nimbus May be a fine high risk **** or *** (depending on number\quality of elementals)
Neptulon, ***** or ****** because it always gives more gold than it costs... but unlikely because overload has no meaning in BG
Benevolent Djinn Healing in BG is an interesting unexplored direction.
Anomalus Can be hilarious
Al'Akir the Windlord Good card to buff
Not to make this thread about me, but I made my own custom Totem Battlegrounds set. I thought it would be fun to compare.
Tier 1
I was thinking of making Wind Totem a 1/3 without the second ability. But some people said that outside of a few special cases, it doesn't make much sense for Totems to have a base attack value.
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Stop this clickbait