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.
NEW:
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?
Gotta love it when people explore some new design space ! Your ideas are cool but I think a few tweaks would be appropriate.
Madame Lazul : 4 gold is a lot of money in the battlegrounds but at the same time the effect is very high-roll...
Zola the Gorgon : cool concept and it works very well with the character but does the minion come back to your hand. If not it's very underwhelming.
Reno Jackson : I don't think healing should be available in the battlegrounds.
Tinyfin : cool idea. It might as well be a passive that triggers at the end of your turn. Sure you get less control but active hero powers aren't the best for battlegrounds.
Sir Finley : very powerful. Maybe this one should be a passive since it would give you less control and make it less consistant.
Wilfried Fizzlebang : sounds good, definitly a good way to reroll bad golden cards discovers.
Keep working on it, you got some really cool concepts and I'd love to see more !
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
snowflipper penguin is worse than old trade prince, which was removed. (I presume for being strictly worse than rafaam and generally worse than the damage for coins hero) It seems very bad.
wouldn’t Illadin be less complex if it did 10 damage to a random minions and the minions next to it? You can still animate it like he attacks.
thrall is interesting. Seems bad but is honestly better than it looks. Still it can’t be as good as rafaam or maybe even patches at 2 mana.
whitemane is too good. Live for 10 turns and you have old patches, which was nerfed for being too good. It only gets better from there.
Honestly you have no clue what is a game balance, do you?
At least I am using proper arguments to describe where I'm coming from. Also balance is achieved by testing. Not speculating. That is why I am posting these mostly for the ideas.
Battleground hero ideas. Here are my ideas for some new heroes: Madame Lazul: 4 mana: Put a copy of the next minion you buy into your hand. Reno Jackson: 2 mana: Gain health equal to your tavern tie
Here are my ideas for some new heroes:
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.
NEW:
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?
Sir Finley is wayyyyy to good. Just too much value and literally no drawback on 0 mana.
I suspect that is the case. Would it be underpowered to have just one free refresh every turn?
Gotta love it when people explore some new design space ! Your ideas are cool but I think a few tweaks would be appropriate.
Madame Lazul : 4 gold is a lot of money in the battlegrounds but at the same time the effect is very high-roll...
Zola the Gorgon : cool concept and it works very well with the character but does the minion come back to your hand. If not it's very underwhelming.
Reno Jackson : I don't think healing should be available in the battlegrounds.
Tinyfin : cool idea. It might as well be a passive that triggers at the end of your turn. Sure you get less control but active hero powers aren't the best for battlegrounds.
Sir Finley : very powerful. Maybe this one should be a passive since it would give you less control and make it less consistant.
Wilfried Fizzlebang : sounds good, definitly a good way to reroll bad golden cards discovers.
Keep working on it, you got some really cool concepts and I'd love to see more !
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!
Edit: adding some more
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
I really like medivh!
snowflipper penguin is worse than old trade prince, which was removed. (I presume for being strictly worse than rafaam and generally worse than the damage for coins hero) It seems very bad.
wouldn’t Illadin be less complex if it did 10 damage to a random minions and the minions next to it? You can still animate it like he attacks.
thrall is interesting. Seems bad but is honestly better than it looks. Still it can’t be as good as rafaam or maybe even patches at 2 mana.
whitemane is too good. Live for 10 turns and you have old patches, which was nerfed for being too good. It only gets better from there.
garrosh is similarly too good.
Honestly you have no clue what is a game balance, do you?
Favourite HS quote?
"Did I miss it?" - Doomsayer
At least I am using proper arguments to describe where I'm coming from. Also balance is achieved by testing. Not speculating. That is why I am posting these mostly for the ideas.
Zola the gorgon’s hero power made it in the new patch one mana cheaper.
excited to try it out. Seems extremely powerful at 4.
Put a copy of the next minion you buy into your hand. Reno Jackson: 2 mana: Gain health equal to your tavern tie
Degreaser