Battlegrounds Minion Pool Disparity?

So I know that every match there are certain tribes excluded from the minion pool, but out of the tribes included, do some have more minions included than another?

I ask because all too often it seems like I try and go, say, dragons, and yet I go 7 or 8 turns only seeing like 3 dragons come up in the tavern, despite blowing all my gold on refreshes. This is, mind you, with no one else in game going dragons, so it’s not like the minions are being bought up by everyone else. Is this just bad luck or is there a mechanic where, say, more minions get allocated to some tribes at random? Because it seems to happen at least once every 3 or 4 games.

No there is a specific number of minions per tavern tier. Like 7 minions of each t6 minion
And I belive 21 of each t1 minion

Maybe there is like one murloc minion more than like dragon. But I’m to lazy to count them right now…

But don’t go for one type at the start of the game. Buy what you get in the tavern instead of reroll and on t4 when you have nothing good you can reroll and get a decent build. Or go Menagerie

Even heros like alexstraza must not go on dragons. Yes her hero power prefer a dragon build explizit after the buff. But if you have a decent build what is not dragon it’s have no worth to switch to dragons now

Best I can tell, there is a giant pool of all available cards to all players for all their possible refreshes and possible Ranking ups. Now divide that into at least 8 pools. these are seperated and Can Not be affected by another Player’s separate pool (such as them selling a minion back, or buying up minions) until the next round begins and the division done all over again with all the changes taken into account. So if my buddy right next to me sells his murloc that gives +2 health to all murlocs , that same turn there is no way that it will be in my possible pool unless one already existed in my pool to begin with. The next turn the changes are already accounted for and the division is already done prior to your prep turn beginning.

The Minions you encounter in your turn have been predetermined by the initial dividing of the giant pool. So if one player has all the Karacgosa’s in their initial pool regardless what tribe they have chosen, your pool will result in none, despite spending all 10 gold refreshing. Now expand that same principal to the tribe level, which is why you can go 4 or 5 turns never seeing your tribe appear.

Also when a player is eliminated or leaves, the pool is still divided up the same ways as before. Even tho their minions have been returned to the pool to be bought again, the game still separates part of the giant pool as if that player were still alive and going to refresh a lot or buy more despite it never going to. So again, as the game progresses to fewer players the pools you are exposed to are actually getting significantly smaller. Which is why that 3rd copy never seems to appear for you at the end of the game right when you need it. Or the beginning of the game for me lol.

My only evidence of my theory on how the game does this is to resolve the issue of each player having their own turns and times to prepare despite some players still being in battle. I have played alongside a buddy in real life while we were in a bg match together. My animations for battle are still going on and he has been buying minions and refreshing and is sometimes done before it even ends the combat on my turn. We started combat at the same time but since each exchange between players can vary in length, the only way to give each player the ability to cycle thru all their refreshes and buy cards sell cards etc, is to have the giant pool of cards sectioned off per player so when they return from combat, no matter what is still ocurring with others, they can continue to play like normal.

The oddest part was that the countdown timer for my buddy for the standard of like 120 or 140 seconds for the prep round didnt pop up for him til my combat was over and i got to enter my pre combat turn he had been in for well over 30 seconds already. thats when I saw we had identical countdown times to the next combat, but we had never noticed the countdown not existing at first but it suddenly appearing once all combatants had reached the same phase.

So yeah, some rounds you just are not gonna get your tribe at all, and Ive come to the practice of if I dont see my tribe at all by the time I can reach the cost of ranking up (usually 6 or 7), i just dont waste the turn searching and just rank up. I figure if I waste all my gold that turn doing the rank up it isnt as bad of a waste as 10 gold refreshing to never buy anything at all.

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Don’t set your mind on what to play until you get to level 4 and get a gold card. See what you get and plan from there. But I got to be honest, the RNG in this game is complete trash.
Take a look at LOL battleground mode, they show you a specific percentage that changes in every level on different tier cards. So people can plan to play strong in the beginning or level up fast to get higher tier cards. And the percentage actually applies, not like in this trash game.
Think about it, if there is no strict percentage, the card pool of the next refresh is really just 100% based on luck. Sometimes you hit level 5 fast, then you get a bunch of level 2 and 3 garbage cards…
This kind of game should balance the skill you need and the luck you need to win. If the luck-reliant percentage is way too high like in this game, it’s 90% right now, this game is no longer fun.