Heroes & Minions
A. F. Kay
Power [P]: Skip your first two turns. Start with a minion from Tavern Tier 3 & 4.
Notes: While you’ll take a little pain early on, the improved minions you get on turn three (and the opportunity to upgrade the tavern too) give her some early to mid-game push.
Power [P]: Reduce the Cost of Tavern Tiers by (1).
Notes: This guy is all about getting to the end-game quick. Considering the pool of minions is finite, Bartendotron helps you grab the best ones earlier than the rest - assuming you’re not dead before that.
Power [P]: After you play a Battlecry minion, give a random friendly minion +1/+1.
Notes: Yay! A battle cry board for someone other than Shudderwock. And maybe another hero that can see value in a Pogo-Hopper
Added Nov. 19
Power [P]: After you sell a minion, randomly give two minions in Bob’s Tavern +1/+1.
Notes: Grab a few Murloc Tidehunters, sell the Tidehunter and Scout for TWO +1/+1 buffs to TWO cards, profit.
Power [P]: When you upgrade Bob’s Tavern get a ‘Recruitment Map.’
Notes: Essentially you get a chance to discover a minion at your tier for the cost of 3 coins every time you upgrade the Tavern. Considering how you can use Tavern upgrades as a way to combo a triple, this could really turn the table in your favour.
Added Nov. 19
George the Fallen
Power : Give a friendly minion Divine Shield.
Notes: With the right board, and likely one full of Mechs, it’s possible George can get you a win or two. But the hero power cost being as significant as it is, means you need to have your board setup early or hope you get to the end-game.
Power : Refresh Bob’s Tavern. Add a minion from a higher Tavern Tier.
Notes: If you can get through the early stages of the game, this hero power (while still somewhat of a tossup) can be a difference maker getting those higher tier cards earlier than others.
Power : Give your Demons +1/+1.
Notes: Build a demon deck. Enough said.
Power : At the start of next combat, deal 1 damage to all enemy minions.
Notes: Not only does his hero power help in the early going against some of the 1-health beasts, mechs & murlocs you’ll see, it also helps late game when the board is full of Divine Shields.
Patches the Pirate
Power : At the start of next combat, deal 3 damage to two random enemy minions.
Notes: Good in the early game, somewhat okay at maybe dealing with Divine Shield decks, but you’re likely just building a board with Patches.
Power [P]: Start with 60 Health instead of 40.
Notes: Throw caution to the wind and go with a demon board early on with Patchwerk. You’re essentially given 20 free health to toss aside, so grabbing a Wrath Weaver or two early on is golden.
Power : At the start of next combat, give your left-most minion +10 Attack.
Notes: Assuming you can get the first play, his hero power can be deadly when used on a Cave Hydra or Foe Reaper 4000. Beyond that, it’s nice to get started with a bang… right?
Power : Give a random friendly minion +2 Health.
Notes: Similar to Queen Wagtoggle below, it’s always nice to give your minions a little extra health. Problem is it’s just one at a time and that +2 doesn’t mean much late game.
Power : Give a random friendly Mech, Demon, Murloc and Beast +1 Health.
Notes: A little extra health is nice, and if you’re running a board with a variety of types, even better. Problem is… you’re likely not running a board with a variety of types.
Ragnaros the Firelord
Power : At the start of next combat, deal 8 damage to two random enemy minions.
Notes: In the early game, his hero power is a probable win. In the late game, well… maybe you’ll luck out and not hit those Divine Shields, or Spawn of N’Zoth cards.
Power : Your next Battlecry this turn triggers twice.
Notes: You want Pogo-Hoppers. Pretty much the only hero that does.
Power [P]: At the end of your turn, Frozen minions get +1/+1.
Notes: See something? Want something? Make sure to freeze something before you get into combat. That +1/+1 buff can really add up!
Added Nov. 19
Sir Finley Mrrgglton
Power : Give a random friendly minion +1/+1. After you sell a minion, refresh this.
Notes: Good golly could this guy use a low-cost murloc board to potentially turn a minion into an early game God!
Added Nov. 19
Power [P]: Start the game with a 1/1 Amalgam that has all minion types.
Notes: While the 1/1 Amalgam on the surface may seem “meh,” the fact it can be buffed in any situation makes it OP late game if you keep it on the board.
The Great Akazamzarak
Power : Discover a Secret. Put it into the battlefield.
Notes: I like this guy. Sure his secrets are more frustrating than anything else, yet getting immune on fatal damage in the late game can help you get past that “kryptonite hero” and hope someone else can do the work for you. Haven’t won a game with him yet, but have a crap tonne of second-place finishes.
The Lich King
Power : At the start of next combat, give your right-most minion Reborn.
Notes: Throw some chaos type taunt minion on the right side - poisonous, deals damage to enemy minions, etc. - and give it reborn. Feel the frustration flow through the veins of the enemy.
The Rat King
Power [P]: Whenever you buy a specific minion type, give it +1/+2. The type cycles each turn.
Notes: Depending on the board you build, and a little RNG being in your favour in the Tavern, this hero power can help you build a very powerful board in the early game and more strategically buff later tier cards in the end game.
Trade Prince Gallywix
Power : Add a Gold Coin to your hand.
Notes: It’s nice to have an extra coin or two, especially considering you can’t carry unspent ones over, but the way RNG works doesn’t really make that hero power worth as much as others.
Yogg-Saron, Hope’s End
Power : Hire a random minion in Bob’s Tavern and give it +1/+1.
Notes: Do you embrace chaos theory? Yogg-Saron is just the hero for you.
- King Mukla (Nov. 19) - the fact that multiple people were boasting about perfect wins with Mukla is an indicator that his +1/+1 buff card obtained every time you grab a beast from Bob was a little much.
- Giantfin (Nov. 19) - you get a murloc, you get a murloc, you all get murlocs. Problem is the 1/1 nature of them didn’t do a whole lot in between games, and were likely not enough to get you glory in the late game either.
- Milificent Manastorm (Nov. 19) - her +1/+1 boost to all Mech’s in Bob’s Tavern made her instantly OP in a mech build.
- Lich Baz’hial (Nov. 19) - this hero was just weird. The hero power was more miss than hit, your health limited your ability to use it anyway, and even if you did the cards you could get for that extra coin didn’t seem worth health penalty.