Madame Lazul: 4 mana: Put a copy of the next minion you buy into your hand.
Zola the Gorgon: 5 mana: Turn a regular minion into a golden minion. (It gains golden stats and abilities, but keeps its buffs)
Reno Jackson: 2 mana: Gain health equal to your tavern tier.
Tinyfin: 0 mana: Give a random friendly minion +1/+1
Sir Finley (new): 0 mana: Fill Bob's tavern with new minions. Whenever you buy a minion, refresh this.
Wilfred Fizzlebang: 0 mana: Sacrifice a friendly minion. Summon a random minion of the same tavern tier.
Vanessa VanCleef: 2 mana. Return a minion to your hand. It keeps its buffs.
I gave her 2 mana to not be almost strictly better than shudderwock. She makes it easier to reorganize without having to get rid of valuable minions, doubles battlecries and has other niche uses. For example buff your hydra every turn with mama bear in play, growing demons when you can’t find another demon, etc.
Tradeprince gallywix: passive: upgrading your tavern costs 1-2 more. Bob offers you one additional minion in the tavern. (Not sure how much more it should cost to balance)
and here for the really crazy Ideas
deathwing: 10: at the start of battle, destroy all minions. You can’t use this hero power next recruitment phase. Note: I would not want this hero in battlegrounds, but that’s what he would do, isn’t it?
The ancient one: 18: summon a 30/30 ancient one onto the battlefield and Refresh the cost of this hero power. Reduce cost by 1 whenever a minion dies. (Note that three ancient ones do combine into a 60/60 with a golden into your hand)
Of course some mana costs might need to be tweaked. Not that easy to figure out how balanced these are without testing. But what do you think of the general ideas?
Madame Lazul at 4 is probably OP as well. An extra minion costs 3, and for one more gold you drastically increase the chance to tripple.
Zola the gorgon: It does not put the minion into your hand, and I don't think it is underwhelming at all. Once again I cut one gold last minute. Discover a minion is insanely powerful. Obtaining such a card by hero power should not be on a hero in my opinion. Making a minion golden doubles its stats and ability, so it should be at least 3 gold. The reason I added two more is that for many minions, the power isn't just doubled, it's quadrupled. Take Soul Juggler. Golden has the same effect as two, but better stats (1 6/6 is better than two 3/3 I think) and takes up one less space on the board, which is huge. Also think of instant golden bran, baron or mama bear. Almost impossible to get golden with any other hero. It's definitely worth 5 gold at least. No doubt in my mind.
Reno Jackson is probably a mistake, but the hero is so useless early game, it might be ok. That was my thought process.
I agree about tinyfin, but it is slightly better like this since you can buff before you play something, and it has better flavor, since you put a tinyfin on your minions.
I am working on more ideas but some are really hard to balance! Thanks for the feedback!
High Inquisitor Whitemane: At the end of combat, restore 2 Health to your hero
Medivh: When you get a golden minion, put a copy of that non-golden minion in your hand
Snowflipper Penguin: 1 Mana: Your first minion cost 2 less in the next Tavern
Illidan Stormrage: 5 Mana: At the start of next combat, your hero gains 10 damage, attacks a random enemy minion and deals damage to adjecent minions. Your hero becomes immune to damage when he attacks.
Thrall: 2 Man: At the start of next combat, deal 8 damage to a random enemy minion. Any excess damage continues to the left or right.
Garrosh: Gain 1 Armor every time you sell a minion