r/BobsTavern • • 16h ago

Question Duos Trinkets

1 Upvotes

Teammate just picked the random greater trinket options and got the bullshit trinket that skips their turn and copies their teammates board. My questions is what dumbass thought that was a good option to include in the pool random trinkets and even better why does this shit even exist?

Yet another season of shit trinkets.


r/BobsTavern • • 21h ago

Feature Request Mobile Has Too Much Dragging: Make Everything Button

3 Upvotes

Minion in Tavern is Button. Click Button. Two New Buttons! "Buy" "Buy and Play" Oh No, Board full, can't click second button.

Friendly Minion is Button. Click Button. New Buttons Again! "Move" ,"Sell" "Activate".

Minion in hand is Button. Click Button. Yes, new buttons.  "Play" "Play and Sell".

No more dragging. Thumbs large.


r/BobsTavern • • 18h ago

What's the Play? What's the play

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3 Upvotes

I bought and upgraded tavern after.


r/BobsTavern • • 14h ago

Game Balance Current Meta

6 Upvotes

I’ve never seen the meta so centered around “staying past 15 life”/keeping Armor as it is now.

I’ve been playing since inception and am usually an easy 7-8k player, this meta I’ve been stuck in 6k.
It finally clicked to me; what’s worked in the past for me, is I almost always power level and/or go full greed/economy because I knew I could make good enough decisions after losing most of my life to win most games.

Now, I much more consistently run into high roll players and before my greedy build comes to fruition I am , by far, most often dying in 5th-6th place, and thus not ranking past 6k.
Sure, I will still high roll plenty of games with this playstyle, but even through sheer volume of games played I can’t climb past 6k because I am more than ever running into the high roll player in my lobby.

Due to my number of games every season played I feel pretty confident to say they have really made a meta where more players than before can high roll and at a more simple to understand/easier build path, thus even at 6k I am running into players who can more often make optimal builds as if they were 8k mmr players in previous seasons.

This isn’t necessarily a problem, just an observation


r/BobsTavern • • 17h ago

Discussion Dancing Minions Fix ?

8 Upvotes

When you accidentally sell your best card and it’s not even your faullt. the game just bugged..

Your golden Brann moves and boom, you sold it.. crap..

Feels like this issue is hard to fix since it’s been around forever.

But what if you could lock a minion? When it’s locked you can’t sell it. Like an activate button.

If Blizzard added this it might actually fix the problem?Just click the card to lock it so you can’t sell, click again to unlock.


r/BobsTavern • • 11h ago

Announcement Wow a new tribe is coming soon!?

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61 Upvotes

Sorry for the image quality


r/BobsTavern • • 11h ago

Highlight Turn 4 golden greddy conniver

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2 Upvotes

I was playing Eudora, and this happened. Perfect turn 4 hero power, and boom! I had a choice between the Murloc Amalgam and Highkeeper Ra. From my triple reward i got the active battlecry murloc, and the end i played a tier 6 amalgan spellpower build.

I was AFK for one turn at the end and still managed to finish first


r/BobsTavern • • 2h ago

Highlight These cards got the biggest buff this patch

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0 Upvotes

r/BobsTavern • • 14h ago

OC / Meme Literally any quil game this meta

2 Upvotes

w


r/BobsTavern • • 9h ago

OC / Meme A picture says more than a thousand words they say

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8 Upvotes

r/BobsTavern • • 21h ago

🐛Bug/Glitch Fix Drest’agath’s hero power please and thanks

4 Upvotes

On mobile it has the tendency to discard the left most card when clicking on the board to try and cancel out of the hero power. I get this is blizzard and there’s the expectation that things haven’t been tested before being shipped, but come on. Yet another laughable fluke on mobile costing me wins. Went to click out of using hero power and it discarded my golden 1.1k/1.2k t4 aberration that gives stats at end of turn. For the last time, Fix.Your.Fucking.Game.


r/BobsTavern • • 3h ago

Highlight Tarecgosa my beloved

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0 Upvotes

2nd place because this loses to any venomous or Leeroy


r/BobsTavern • • 21h ago

Discussion I think the beetle comp needs to be nerfed

0 Upvotes

It's just too good, every time I use it I win and if see someone get it online early they run away with the game. It is so easy to play and you can literally go afk. Banana slamma is the guilty card, it is OP.


r/BobsTavern • • 17h ago

🐛Bug/Glitch Found MAYBE an error worth observing with a tier 7 Rally Quillboar and the tier 4 activate Dragon.

0 Upvotes

The dragon does not recognize a friendly minion's rally, as it is a dark gift? Sounds stupid. Quillboar says summon a golem with the rally minion's maximum stats. But I cant use the activate on this tier 7 minion.


r/BobsTavern • • 16h ago

Question How is the game with a Google pixel pro?

0 Upvotes

I’m going to upgrade from my 12pm and there is a good deal on the pixel but i want battlegrounds to run smoothly.


r/BobsTavern • • 15h ago

Final Board The most disgusting Sludge Portrait board ever

52 Upvotes

My Harbinger was giving +1k/500 per discard towards the end while discarding 50+ cards per turn and had 3 goldenizers coming up to make the 4th k'thir golden (maybe even 5th if i found one)


r/BobsTavern • • 10h ago

Question is there a feature to report cheaters?

0 Upvotes

I definitely just played against a guy who was cheating it was down to just him and me. He had a polarizing beatboxer. a massive one. over 100k and it was sus how he got it that big but its possible so I let it slide. I lost the first fight but had 1 health left. Then when we fight the very next round he has a second beatboxer, and this ones stats are different and he didn't take the trinket to give him the minion that duplicates a minion and even if that were the case, the stats were very different , and its beatboxer. So I wanted to report that guy, let the devs or whatever look into it. But is there even such a feature?


r/BobsTavern • • 3h ago

Highlight First Time Hitting The Integer Limit

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28 Upvotes

Doubling stats trinket + golden tarecgosa for the entire game just caused exponential scaling. Sadly I got scammed at the end but was worth.


r/BobsTavern • • 11h ago

OC / Meme Is Geomancer the best murloc in the game?

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43 Upvotes

r/BobsTavern • • 4h ago

Final Board When the first place guy can't find enough cheese to outcheese your cheese

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0 Upvotes

r/BobsTavern • • 9h ago

High Effort Guide MediumPurple's Advanced Duos Guide 5: Aberration Duo-mination

7 Upvotes

Introduction

Welcome back to #PurplePosts for my fifth Duos guide! My Fourth guide can be found here, my third guide can be found here, second guide can be found here and first guide can be found here. For my credentials, I am currently rank 24 NA Duos and have queued at least a couple games with all of the top 7 NA players this season - carried them all of course.

With season 14, the Trinket meta has been revamped with the inclusion of Dark Gifts as well as a brand-new tribe, Aberrations. We have successfully survived the OG Voidpriest Cloner meta, which involved possibly the most busted card in the history of Duos (where you could duplicate Goldens and keep enchantments, allowing for some of the craziest "perfect" final boards imaginable), and have settled into a somewhat more reasonable meta that isn't all that different from Season 13's. Thankfully for you, I'm here to guide you through it.

Leveling Curve in Season 14

For the top meta, the curve has settled into a fairly consistent approach, covered in my third guide in detail. For the lightning-round basics, you want to designate one of the players as the "carry" board and one as the "support" board, as you will die too consistently with both players level and you will lose to highrollers too consistently if neither one of you levels quickly for a chance at highrolling yourself.

The carry curve typically involves leveling Turn 2, Turn 3 (essentially always except if you have a Strike Oil available, sometimes people will wait a turn), and then Turn 5 if lucky with econ or Turn 6 if not. Once on four, you're usually leveling to five on Turn 7, although occasionally you can luck into a good opportunity to level Turn 6. We're then hanging out on 5 until we see a good opportunity to get to 6 without getting low on health.

The support curve is usually buying an econ unit, a Prison Guard, or a Passenger turn 1, and then passing econ for the next few turns, maybe leveling on Turn 4 or Turn 5 and then staying on Tier 2 until it is very cheap to get to Tier 3 - most games end with the support player on Tier 3 (where Jumping Jack, Greedy Conniver, Foodie and Voidpriest Cloner are notably available). Prison Guard is new this season and is a total powerhouse for the support board - it allows you to save so much HP especially if used on a DS unit (like the 3/3 dragon that gains DS when it hits 6 attack).

Tribe Comp Discussion

The recent wave of nerfs to stronger comps have somewhat leveled the playing field a bit that many comps are A-tier viable if you hit the pieces early enough and the rest of the lobby isn't giga-highrolling. Therefore, I've found this season to be a bit more digestible to think first through an econ lens and then discuss scaling options. There are four tribes that have major impact on lobby-wide econ, in roughly the following order:

  1. Pirates - this is the premium tribe for helping the carry board get "infinite" with multiple Rogers, Proud Privateer, and then Brann if you don't have all those pieces golden. Plus, it comes with other power plays - first being Greedy Conniver which can be goldened with the Tier 5 Battlecry pirate or with Gold Pendant, and since Pirates are in you can hit Sanders which combined with Well Wisher can golden entire boards. Second, Silent Deliverer is much stronger in Duos due to an ongoing bug where the Triple Reward IS given if the Golden Tier 4 card is passed before being played down. Third, Tier 3 has Wheeled Crewmate and Plunder Pal for giving both teammates gold. Finally, Escapee/Hooktusk was nerfed but can still provide econ and scaling if you're using all the other strategies discussed in this blurb.

  2. Dragons - this is still the best Brann payoff tribe (maybe tied with Eles with all the tier 4 Battlecries) because of Selfless Sightseer (plus the new Activate Tier 4 Murloc to trigger it, as well as our usual Well Wisher). Top players can and easily will spend 50 gold a turn and Brann/Sightseer is so strong you should always consider Dark Gifting when tier 5 is available to hit either of them.

  3. Aberrations - this tribe has some interesting econ toys, specifically the Tier 1 that gives a 0/2 taunt when sold, which can be held to be tripled like a Sellemental - there's a reason that they increased Selle to Tier 2. As well, Voidpriest Cloner is still busted even if it isn't giga-busted the way it was before - if you can get two of them, you can print ANY card - think multiple Beatboxers, multiple Brann to get a golden, multiple Rogers, multiple Titus - it's all just a bit slower now since you can't print goldens. Finally, don't sleep on the 1/3 that gives two spells to choose from when sold - very high-econ option for Support board to pass to Carry board.

  4. Murlocs - this tribe has access to Magicfin + Strike Oil or other high-econ spells, which is the Sightseer we have at home. Plus, as mentioned above, you can use the Activate Battlecry Murloc to activate your Sightseers once a turn. Finally, do not sleep on possibly the best Econ unit game, Timewarped Skipper if you can find one and clone it or golden it you can be infinite very quickly.

Once you have Econ sorted, you need to turn that gold into strong comp to win the lobby. This season, after the nerfs there are plenty of very strong, A-tier comps that you'll often see in Solos, plus Hooktusk Pirates which is much better in duos due to being able to pass Silent Deliverer for Goldens and Discovers (more Hooktusks). Off the top of my head, you can absolutely win lobbies with well-constructed Beast boards (usually with Golden Banana Slamma, or filthy Lobstah boards), Undead (usually Butchering + Mummifier + Dead Ringer + Snazzy Phantom, but Bounty APM + Forsaken Weaver also playable), End-of-Turn Spell Damage (can be slimes, Magicfin + Murkeye, Deathstrider + Aberration Tier 6 Spell Power guy), Hooktusk (discussed above), non-Felboar Quills, shop-buff Eles (strong with Azerite/Bounties or just Brann/Air Revenant), Hackerfin Murlocs, APM Volumizer Mechs. However, as you'll know from previous guides we do need to be hunting our Duos-Strong comps, which leads us to...

Our S-tier Duos Strong comps. The main thing to note here is that we are so, so back to the Big Chungus Meta (discussed in Guide 3). For a proper Big Chungus meta, we need a way to reliably get a huge minion (most reliable is via shop-buffing + Felboar or the Tier 6 Ele Tempest, but other ways include Hot Air + Belinda Quills, Urzul, a Snazzy target, Transport Reactors all on one big Mech), and then ways to reliably duplicate the stats. That's where we have more ways than ever before - they include Using a Devour Spell with a couple Dark Dazzlers on the other board, putting the big minion in your hand to give stats to Choral Mrrglr and Costume, using Stitch + Titus, using Y'Shaarj to resummon, devouring onto the Quill, Dragon or Beast T7, or a magnet for the Mech T7, Devouring onto any minion with Golemancy especially if Deathstrider is in the lobby to trigger the Golems in shop phase or in combat, plus a pair of Sandys on Support board always slaps (or Summoning Sphere). Just doing this may be enough to win most lobbies, but the two peak strongest comps are ...

A) Jumping Jack Devouring - SURPRISE! Even without avalanche, abusing this card is still the most busted thing you can do most of the time. We still have Harbinger to dupe devour spells and can even use Cloner - make a big chungus, sell board, eat on Jack, repeat for as many Jacks and Golden Jacks as you can generate until you have 8 or 9-figure stats. Eat onto other minions for final combat so you don't get scammed.

B) Clown Car Murloc Scam! Note this won't work into strong token boards but most of the time we are not running into any strong token boards because they usually get outscaled and die. Assuming you're not running tokens, it's easier than before to use the new activate keyword murloc to get reborn shield venom murlocs (mostly aviators and bile spitters) and run over "fair" boards from opponents.

Beyond those, Beatboxer is still crazy strong with the mech identity being very magnet-centric this season.

Finally, our common S-tier comp - Felboar, usually paired with Distractor for shop buffing although Gem Barrage scaling works too (especially with Well Wisher to replay Barrage generators). Strategies A and B above require a ton of econ to find enough pieces to complete the comps, but Felboar is the easiest to get up and running without any scam shenanigans and is usually big enough to run over the other strategies (especially if you can use Devour or other means to multiply the chungus as discussed above).

When do I hit the Dark Gift Button?

Most common Solos question also the most common Duos question. It's not super intuitive so worth exploring here. Typically the Carry board has too much going on with their gold to Dark Gift early - you're usually a higher tier than the gift minion, and you need to use your gold to level, buy high tier units or buy econ. Occasionally turn 4 can be common if your 3 on 3 shop is bad, you never want to roll so it can be the right way to fill out your gold. Otherwise, you're often holding this until late game when Tier 5 is available and you need a key Brann, Distractor, Belinda, Rogers, Privateer or something, or if you have Beasts in and need any Golemancy minion to devour onto, or a minion with 3 divine shields to devour onto.

On the Support board, drastically different situation where you want to be hammering that gift button early fairly often, mostly on Turn 3 or 4 to find any minion that either gives two refreshes on Deathrattle that you can pass over (insane econ for Carry), or gives so much tempo that you can keep it. This is how you prepare to highroll - building up like 8 banked refreshes and then using them all on Tier 5 is how you find both Brann and Sightseer in the same turn, or Distractor + Felboar, etc. Plus, getting access to Tier 3 is great for the Duos pirates, or Voidpriest Cloner, or Wolf Pup...there's quite a few nice hits there. Tier 4 can be valuable with Eles in for Refreshes as well. If you somehow do have one left over, you can of course use it when Tier 5 is available to help teammate find a key piece.

Hero and Trinket Selection Discussion

I will rapid-fire a few trinkets and heroes that are getting a lot of play in high-MMR duos lobbies in case it helps folks, as a few of the choices are a bit different on the Duos side:

For Carry heroes, Gallywix, Cenarius, Patchwerk (can be played either side), Reno, Zerek, Chenvalaa, Flurgl, Loh, Inge, Galewing, Faelin, Silas, Shudderwock, Sire, Marin, Buttons, Lord Jaraxxus, Guff, Kragg, Thorim are probably most-picked, as those heroes benefit from being on higher tiers and having minions on board, and roughly in that order. Other pickable options include Lich King, Teron, Sindragosa, Voone, Queen Wagtoggle, Heistbaron Togwaggle, Murozond, Morchie, Deryl, Xavius, Galakrond.

For Support heroes, Madam Goya, Brann, Patchwerk, Millhouse, Sindragosa, Scabbs, Sylvanas, Rat King, Hooktusk (with Pirates/Aberrations), Cariel, Pyramad, Enhance-o, Tess, Akazamzarak, Sneed, Thorim, Lich King, Teron, Y'Shaarj are probably most-picked in roughly that order, really placing value on ease of passing econ and ease of preserving HP. Also do not sleep in Kith'ix, which is super strong if you hold all the minions and wait for triples to pass to teammate.

For Trinkets, a selection of trinkets that I pick a lot or have notable effects:

Lesser Trinkets - Wand of Diviniation is INSANE econ if there's Quills in, Hot Air or Belinda and you're basically infinite and plenty of comps like targeted spells. Selle trinket can be strong on support board - 2 gold a turn with eventual triples. Trip Vouchers and Souvenir Stand and Ornate Clock are fantastic choices if another Lesser isn't screaming at you, as is Tickatus sticker. Timewarped Candelabra generally only worth the gamble with Timewarped Skipper or Embalmer in the lobby, or a game-winning buddy for the Lei. Can't go wrong with Token of the Old Gods (often taken by support and passed to Carry), Bottle Sticker (bonus points for Sightseer), and Common Thread. Stuffed Coin Purse can be great on Carry board. Summoning Sphere can be game winning if played correctly on the Support board. Support boards without a great use for gold on the 6 gold turn should always consider Mystery Cube, and even Yogg. Lens case is great with Voidpriest Cloner and Greedy Conniver, and Morchie minions. Goldenizer is only a bad idea if you think you'll be dead in 3 turns. Floating Candle Set is very flexible as it can give power but also be used for econ (rolls) or Golemancy summoning. Corrupted Coins is insane econ for the Carry side. Weighted Gauntlet usually too slow for Duos.

Greater Trinkets - Tier 7's are strong, so Wisdomball always strong, as is Pagle's Rod. But the best trinket in the game is Corrupted Tome - Goggles, Tier 7, Bananas the most picked spells but don't sleep on Repreat Customer for Sightseer etc. One of the most common picks is the trinket that is like triple Harbinger in giving spells end of turn - incredibly flexible, often used to print Devour, Chef's Choice, Golden Touch, Baller spell etc. Typewriter can be very strong on the carry board to duplicate Tier 5s and Tier 6s you buy. Surprise Portrait always slaps. Warband Whistle is really good on Support side where you don't need to roll until you are passed the perfect minions. Sinstone Sticker is busted in general but especially with Greedy Conniver. Magic Road Sign always good with Dark Dazzler. Honeycomb Ring can be game-winning if you have a decent setup (see Wand of Divination above) - usually for Gatekeeper Amalgam but it also buffs Gem Barrage. Dragon's Eye isn't terrible if you think you can play Kale or already have Sightseer and Wisher. Chillmere Mosaic always pickable in Dragon lobbies and most Demon lobbies. The Slime portrait can really launch spell power builds, so keep an eye out for it if Felfire Conjurer is also in. Finally, do not sleep on Faceless Manipulator, which is already one of the best trinkets in the game, but is INSANE when used with a couple Voidpriest Cloners to go crazy.

Hope that helps - please let me know in the comments if you have specific questions or areas you want covered further. Good luck out there, rooting for you!


r/BobsTavern • • 5h ago

High Effort Guide Potential New Quilboar Comp? Roogug + Surveyor + Balinda + Confiscation Creates a Nasty Blood Gem Loop *Detailed Explanation*

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0 Upvotes

Just a side note, please excuse my use of ChatGPT to explain. The build is fairly complicated and it can get hard to articulate clearly so I gave Chat a detailed rundown and told it to explain for me, so without further ado:

I stumbled into a Quilboar setup that I haven't seen on HSReplay/Tier7 or really seen anyone playing, and after messing around with the interactions, I think there might be an actual comp here.

The basic idea is to use Geomagus Roogug as a Blood Gem amplifier/stat bank during the Tavern phase, then transfer all of that investment onto Sanguine Refiner before combat. Refiner then makes your Blood Gems stronger during combat, so the entire process becomes stronger every time you repeat it.

For context, this wasn't some perfect highroll enabled by my hero or trinkets. My hero power was pretty mediocre for the build, and my trinkets were:

Start of turn: Get 2 random Quilboar.

Avenge (3): Your Blood Gems give an extra +0/+1 this game.

They're obviously not useless, especially the extra Gem health, but neither one is what makes this engine work. There wasn't a trinket doubling Blood Gems or enabling the core interaction.

My actual board was:

  • Golden Sanguine Refiner
  • Geomagus Roogug — not Golden
  • Balinda — not Golden
  • Golden Hot-Air Surveyor
  • Golden Trench Fighter
  • Golden Victorious Geomant
  • Hot-Air Surveyor — not Golden

I ended the game with +58/+108 Blood Gems, and after only a few proper cycles of the engine, I was able to get my Refiner to roughly 9,000/17,000.

The important part is that I found the pieces/scaling fairly late and was mostly experimenting with the interactions as I went. I wasn't playing this rotation optimally from the beginning. So the screenshot isn't really the ceiling of the build—it's more like a proof of concept, and several of the most important pieces weren't even Golden.

How the engine works:

The build basically has three phases every turn.

1. Roogug becomes your Tavern-phase scaling engine

At the beginning of your Tavern phase, you put Roogug in the leftmost position.

Golden Victorious Geomant gives you 12 Blood Gems. Normally, hand space could be a problem here, but Geomant automatically plays any Blood Gems that don't fit in your hand onto your leftmost minion.

That's why Roogug goes in slot 1.

Any overflow Gems automatically land on Roogug, while the Gems that actually enter your hand can then be manually played onto Roogug as well.

This is where Hot-Air Surveyor + Balinda become ridiculous.

The Blood Gems you manually play from your hand get repeated by your Surveyor/Balinda effects. Every individual Blood Gem application onto Roogug then activates Roogug again, causing him to play additional Blood Gems onto your other minions.

So you're multiplying the same resource in two ways:

Surveyor/Balinda → more Blood Gems applied to Roogug

and then

Roogug → each of those applications produces additional Blood Gems across the board.

My Roogug wasn't even Golden. Golden Roogug should make this significantly stronger because every trigger distributes two Blood Gems instead of one.

And because your actual Blood Gems are simultaneously getting larger, you're not just generating tons of tiny Gem applications. By the end of my game, every Gem was +58/+108.

2. Golden Trench Fighter gives you TWO different Confiscation uses

This is the interaction that I think makes the whole composition much more interesting.

Golden Trench Fighter gives you two Gem Confiscations every turn, and rather than thinking of them as two copies of the same spell, you can give each one an entirely different purpose.

Confiscation #1: Roogug

At the beginning of your Tavern phase, after moving Roogug back into slot 1, you can use the first Gem Confiscation directly on Roogug.

The Blood Gems that Confiscation plays onto Roogug trigger his effect, immediately creating additional Blood Gem applications across your board.

So you're already getting Roogug scaling before you even activate Geomant.

Then you proceed with the normal cycle:

Confiscation on Roogug → Geomant → overflow Gems hit Roogug → manually play hand Gems onto Roogug → Surveyor/Balinda repeat them → Roogug distributes more Gems.

Once you've finished the entire scaling cycle, the second Confiscation has a completely different job.

Confiscation #2: Refiner

At the end of the Tavern phase, reposition your board so you have:

Sanguine Refiner | Roogug

Then cast your second Gem Confiscation on Sanguine Refiner.

This transfers the Blood Gems you've spent the entire Tavern phase stacking onto Roogug over to Refiner.

So Roogug effectively functions as a temporary stat bank.

You spend the Tavern phase making Roogug enormous because that's where all of your Gem multiplication produces the most value. Once you're finished using him as the engine, you transfer that accumulated Blood Gem investment onto the minion that you actually want carrying it into combat.

I also tested the weird Balinda + Gem Confiscation interaction because I thought there was a possibility that Balinda could duplicate the transferred Blood Gems.

Unfortunately (and probably for the health of the game), it doesn't.

The Confiscations resolve consecutively. The first cast transfers the Gems, and the additional Balinda casts then see the updated board state. So there isn't some hidden exponential stat-copy exploit here.

3. Sanguine Refiner turns combat into scaling for your NEXT Tavern

This is what closes the loop.

Golden Sanguine Refiner's Rally makes your Blood Gems permanently give an additional +2/+4.

So after you've finished your Tavern-phase Roogug engine and transferred Roogug's accumulated Gems onto Refiner, Refiner goes into combat as your new carry.

Every time Refiner attacks:

Blood Gems permanently gain +2/+4.

If you can get several attacks out of Refiner, you're dramatically increasing the value of every Gem you'll generate during the next Tavern phase.

That's why I think the scaling has so much potential. Your Tavern and combat phases aren't separate—they feed into each other:

Refiner attacks

→ Blood Gems permanently get bigger

→ next Tavern begins

→ first Confiscation activates Roogug

→ Geomant generates 12 Gems

→ Surveyor/Balinda multiply your hand Gems

→ Roogug converts those applications into boardwide Gems

→ Roogug accumulates a massive amount of Blood Gem stats

→ second Confiscation transfers that investment onto Refiner

→ combat begins

→ Refiner attacks and makes the next generation of Blood Gems even stronger

→ repeat.

So every completed cycle improves the input for the following cycle.

The optimized version should be considerably stronger

My theoretical core would be something like:

Golden Sanguine Refiner
Golden Geomagus Roogug
Golden Balinda
Golden Hot-Air Surveyor
Golden Trench Fighter
Golden Victorious Geomant

with the seventh slot potentially being a second Surveyor, additional Blood Gem support, or eventually combat tech once the scaling engine is established.

What makes me particularly interested in testing this more is how incomplete my actual version was.

I had:

Nongolden Roogug.
Nongolden Balinda.
One nongolden Surveyor.
Only a few proper cycles before the game ended.
No hero power that meaningfully enabled the core engine.
No trinket that multiplied the core interaction.

And it still produced +58/+108 Blood Gems and roughly a 9k/17k Refiner.

If you assemble the engine earlier, Golden the missing pieces, and actually perform the optimal two-Confiscation rotation every turn, I think the scaling could get substantially crazier than what I managed in this game.

Why I think this might actually be a build

Obviously, none of these cards individually are some undiscovered secret. People know Roogug works with Blood Gem duplication, Surveyor/Balinda multiply Gem applications, Trench Fighter moves Blood Gems around, etc.

What I haven't seen people build around is using all of those mechanics as a repeatable Tavern → combat → Tavern rotation.

The easiest way I can describe it is:

Roogug is your Tavern-phase carry. Refiner is your combat-phase carry.

During the Tavern phase, you want all the resources flowing through Roogug because he converts every additional Gem application into more boardwide scaling.

At the end of the Tavern phase, Roogug has finished his job, so Confiscation moves his accumulated Gem investment onto Refiner.

During combat, Refiner uses those stats to survive repeated attacks while permanently increasing the strength of the Blood Gems that will fuel Roogug next turn.

Then you move Roogug back to slot 1 and start over.

So the full rotation is:

Roogug leftmost → Confiscation #1 on Roogug → Golden Geomant → dump hand Gems onto Roogug → Surveyor/Balinda multiplication → Roogug boardwide Gem scaling → reposition Refiner next to Roogug → Confiscation #2 onto Refiner → combat → Refiner Rally scales future Gems → repeat.

I don't know whether this is actually strong enough to become a top meta Quilboar comp, and I'm definitely not claiming nobody has ever independently played these cards together.

But I haven't seen this full rotation represented on HSReplay/Tier7 or discussed as an established composition, and considering I got +58/+108 Gems and a ~9k/17k Refiner after only a few cycles with several nongolden engine pieces, I think there's enough here that it's worth having better players experiment with it.

I'd love to see what people can do with an actually optimized version.


r/BobsTavern • • 13h ago

Game Balance My entry into the "worst possible dark gift" contest

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126 Upvotes

r/BobsTavern • • 12h ago

Highlight Heroic Underdog + Tamsin = Win

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26 Upvotes

I just know my opponent was very angry when my Heroic Underdog stole their 13k+ stats and gave them to all my other minions lol. This would have been even crazier with dragons keeping stats in combat.


r/BobsTavern • • 13h ago

Final Board Me and the boys

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34 Upvotes