BGs Varden Dawngrasp power

How exactly does this hero power pick which minion of multiple of that tier available? Example of course is round 1 when all minions are tier 1. Which of the 3 offered is deemed the highest for it make a copy and freeze both of? Same for later on when you are given more than 1 option of the same tier

It is completely random

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There has to be something to its logic that lets it pick something. Be it Alphabetical, or attack value or hp value, tribe name by alphabetical, reverse alphabetical for any of the previous ones, furthest left or furthest right of that tier, etc. Something must be determining its logic on how it determines which one of the several options available for its power to apply itself to.

No, there does not…

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its not fully random

if on the next turn, the highest tier minion is the one frozen from the turn before, it will be copied again

you can combine this with trinkets and tavern spells to do very broken things

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This is exactly what you want to do early on to set up early triples to leapfrog the lobby early.

You can also rig it a bit if you can get 2 Lubbers in play when you tier up to 5 and 6.

I dont follow, isnt lubber the pirate elemental that grants an extra tavern spell in the tavern? how can that possibly help tiering up to 5 and 6?

you get the tavern spell that upgrades a unit faster

Ok im 100% lost on what you are talking about now. I cannot think of any tavern spell that does that at all…

Ritual of Growth

Replace all cards in the Tavern with ones of a Tier higher.

Token of the Old Gods

Spellcraft: Choose a minion. Discover a minion from a Tier higher to transform it into.

  • Type: Trinket

theres another spell, but i cant find it in the library

Ok im not sure how you consider those spells that

transforming from one tier to the next, sure. But it isnt upgrading them. Only spell I know of that can do anything like upgrade a unit faster only works on tier 4 and lower by making a friendly minion golden, but it bypasses giving you the triple reward…

the sooner to get the spell, the faster you can go

Im still not following what your suggested strat actually is? Like I get the idea of leaving a frozen copy in the tavern in order to fabricate a triple. Ive known of this for a while. but your suggestion of the pirate elemental to get the tavern spells… but none of those spells you suggested are really of much value in my experience…, besides, its not like the spells can be duplicated by the hero power as it only works on minions. Its relying on a substantial amount of luck that the spells can somehow generate anything into anything even remotely useful, let alone the tribe im going with lol. (Thats why I dont value those spells as they end up being such a waste for me.)

you wanted to know if it could be done

it can be done

doesnt mean you have to do it

Time for another episode of Explaining Basics to Cramer.

Varden’s Hero Power clones the highest Tier minion, and if there are multiple of the same Tier, it chooses randomly. Therefore, to “rig” a cloning when you already have a minion you like in the Tavern, you want to prevent new minions from being added to the Tavern, if those minions could be cloned instead of your preferred target. Then you can just freeze the Tavern and copy that same minion multiple turns in a row.

Land Lubber is good after you’ve found your clone target, because it allows you to spend your gold on spells instead of on minions (minions are refreshed when you buy minions, and refreshing new minions into the tavern is bad). Also, the turn that you play Lubber, you can buy a minion and next turn it’ll be refreshed by a spell, which is very handy if you want to use Varden’s hero power to print a single Triple.

Ritual of Growth is good if Varden is under tiered for the target. For example, let’s say it’s a Beast lobby and you’re on Tier 4. If you Ritual of Growth a shop with several 4s, and one of them turns into a Rivendare, you can clone it indefinitely as long as you don’t refresh and keep one frozen in the shop. Any new minions that are refreshed in will never be the same Tier as the highest Tier minion in the shop, because Rivendare is Tier 5 and you’re Tier 4.

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Okay, thank you. That would never have occurred to me. None of that. And none of that at all is in any way what I was getting from Cheezus was saying. (Even if it was, there was absolutely nothing for me to go off of to connect any of those ideas).

Scr0tie can explain in regular terms in a step by step way that can be understood. Im not some savant that can read a sentence and come up with such a complex strategy using that hero. Not exactly sure I actually understand what is being done in that strategy but I think I followed it. I hope I can remember this thread the next time I get the hero so i can come back and read each step by step to reproduce it. seems like a lot of things going on at the same time to pull it off.

Im extra confused about the holding a rivendale in the tavern turn after turn… what am I spending my gold on if Im not refreshing the tavern and not buying up the rivendales? I wouldnt be able to tier up… do i just waste the gold those turns and hope it doesnt make me lose?

I didnt follow anything you said tho as a way of manipulating the hero power tho… what scrotie described did, but all you said was for certain spells or land lubber. but didnt explain at all how they could affect the hero power at all. tho with the new info scrotie gave about how lubber works differently for varden. didnt know that bit about those two interacting that way.

If your objective in the build is to acquire a golden Titus or Brann you are stalling the tavern so that it keeps printing you new copies of the frozen one until you have 3 to triple. Once you do that you move to something else.

The bigger overall concept is that the two Lub’s are creating a smaller minion pool in the tavern by replacing those spots with spells instead. It’s easier to hit a high tier minion and sit on a frozen copy so that when the lobby refreshes at the beginning of a turn the chances of another minion of the same tier appearing is less and thus the duplicating effect hits the minion you had frozen the previous turn.

Lub used to be a highly abusive minion to the point there was a build that existed when it was introduced that let you play out a full game on Tier 1. You can still manipulate with it quite a bit but not as much as it used to without specific heroes.

Cool. all new concepts for me to experience. its like someone coming across something you might consider nothing new like Star Trek TNG. But in this situation, Ive never heard of it before. its exciting to come across a plethora of new content to experience for a first time. Ive always avoided lubber as tavern spells in general are almost always useless unless they add or remove taunt, increase max gold, or discover a t6 or make golden. Cool to see there’s a use for it.

Im still lost on what Im doing with my gold during the turns where I start out with a rivendale at end of turn, probably no gold left that turn, but the following turn im supposed to end up starting with 2 frozen rivendales. obviously I buy one of them and leave one frozen, there’s still like 7 more gold left over and aint no chance tiering up and baron are happening anywhere within 7 gold lol. if Im not to refresh the tavern or buy anything else from the tavern, do I just let that gold go to waste? in order for the following turn to yield the final 3rd copy of rivendale?