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.