A Bunch o' Brawl Ideas

Tavern Brawl Discussion
I edited this post to list all of the Brawl ideas from other posts first (still working through all of them, will keep adding).

DON'T TAUNT, IT'S NOT POLITE
https://us.battle.net/forums/en/hearthstone/topic/20764386794
DOUBLE DECKER
https://us.battle.net/forums/en/hearthstone/topic/20764526606
LOTUS TRAINING
https://us.battle.net/forums/en/hearthstone/topic/20764456578
TWO CLASS MAKE A DECK
https://us.battle.net/forums/en/hearthstone/topic/20764366778
NO MINIONS ALLOWED
https://us.battle.net/forums/en/hearthstone/topic/20764496624
NEW KIND OF BRAWL
https://us.battle.net/forums/en/hearthstone/topic/20764316492
NEW BRAWL IDEA
https://us.battle.net/forums/en/hearthstone/topic/20754855856
BRAWLISEUM BUT WITH A TWIST?
https://us.battle.net/forums/en/hearthstone/topic/20764026416
NEW BRAWL IDEA - 5 CARDS, NO MULLIGAN
https://us.battle.net/forums/en/hearthstone/topic/20763866189
AN IDEA FOR BRAWL
https://us.battle.net/forums/en/hearthstone/topic/20763636232
ZERO MANA (0) MINIONS
https://us.battle.net/forums/en/hearthstone/topic/20763176208
THE DARKNESS AWAITS
https://us.battle.net/forums/en/hearthstone/topic/20763606208
BEASTIE-ALLY
https://us.battle.net/forums/en/hearthstone/topic/20763386196
WHO LET THE PIRATES OUT!
https://us.battle.net/forums/en/hearthstone/topic/20763126265
BRAWL IDEA: CULT OF C'THUN KERFUFFLE
https://us.battle.net/forums/en/hearthstone/topic/20762147735
LET'S SWITCH DECKS!
https://us.battle.net/forums/en/hearthstone/topic/20765017013
Player Created Tavern Brawl Ideas
https://us.battle.net/forums/en/hearthstone/topic/20770917082

Here are some ideas I've had. I'll keep adding them as I have more.

MONSTER HUNT
Co-op or VS game play using the heroes from the Monster Hunt mode.
Co-op would be working together to destroy bosses (would likely have to function like the other co-op brawls where the boss trades sides of the board each round)
VS could simply be choose a Monster Hunter and battle eachother. Your deck could still grow after each win like Monster Hunt mode. You will only be matched against players with the same number of wins as you.

MONSTER HUNT 2
Choose a Hunter or a Boss Monster. One player is a Hunter, the other a Monster(matchups will only be Hunter vs Boss). Again, the decks could grow with wins and match ups will be based on your current run rank. You would see your current run rank rating and your overall # of wins on the brawl launch page.

TIME WARP
Everyone starts with 1x Time Warp card in their hand and a copy of Temporus in their deck. Choose your other 28 cards.

DYING LIGHT
Both players start with a Darkness on their side of the board and 3 candles in their deck. Cannot add another Darkness to your own deck if it is a buildable deck.
Found this same one already in the suggestions:
THE DARKNESS AWAITS
https://us.battle.net/forums/en/hearthstone/topic/20763606208

THE LORE WALKER
Lore Walker Cho power applies all game. You get 10 spells and 20 minions(could be rng or buildable).

THE SCOURGE
Choose your Hero, start as the Frozen Throne version of your character (you get the 5 armor, but lose any other battlecries). You cannot add another playable character to your deck if it is a buildable deck.

THE DUAL DUEL
Choose two classes and 20 cards from each class. Your Hero portrait is split in two with a hero power on each side. Possible to increase hand size and draw 2 cards each rnd to accomodate increased deck size.

ACROSS THE CLASSES
Choose a class
Choose a standard weapon from across the classes
Choose one: Quest or playable Hero from across the classes (I know your starting Hero and playable Hero might be different, but hey, I've seen many a Mind Vision Priest change form before)
Choose 9 standard spells from across the classes. Only 1 copy of each spell
Choose 19 minions from across the classes. Only 1 copy of each minion

BEAT THE CLOCK
A dormant, bomb/void sits in the center of each players board. If the match is not won before the bombs count down, both players lose. This would be some type of co-op play.

BEAT THE CLOCK2 (aka HOT POTATO)
A single bomb sits on the curent players board. It would function like Nozdormu, you get 15 seconds to complete your turn. If you do not complete your turn, the bomb explodes for 5 damage to you and your minions and regenerates on the other players side, else it just trades sides. ( you cannot have more than 6 minions on your side)

TURNCOATS
Every time you kill an opponents minion, instead of dying, it trades board sides and returns to full health. It dies if there is not room. If your own minion dies on your turn, it does not trade sides. Choose 10 spells and 20 Minions.
And a few more.

COMMAND & CONQUER (2 PLAYER)
Hero portraits are replaced by an image of a Tower (maybe one Ivory, one Onyx)
Each Tower has a health of 45 (adjust this based on playtesting )
Hero power is deploy a cannon (spawns on RH side of board)
A cannon would differ from the Monster Hunt cannon in that it would have an attack/health (maybe 1/3) and text like: "Immune while attacking, has 0 attack on opponents turn"
Deck will be filled with various minions and spells for defending/attacking towers.
(Cards like the Portable Ice Wall from Monster Hunt could work here, Cannon upgrade cards, Tower repair cards/Tower enhancement cards (ie give your tower 10 armor), maybe archer minions that also have "immune while attacking" tags to signify their arrows being launched from afar(their attack value would apply when being attacked though, unlike a cannon)

COMMAND & CONQUER (2 vs 2)
Would take some discussion and testing, but my initial thoughts:
The center slot on each side of the board would be occupied by a non-moving 0/100 Tower (two different colors)
Player 1 would be the top LH, player 2 lower LH, player 3 top RH, player 4 lower RH
Teams would be players 1&3, players 2&4. Players 3&4 would get an extra card and coin.
Each player can only place 3 minions max on their side of the Tower.
There would be no hero portraits or powers, but team-mates could see both hands of cards (their team-mates cards could be smaller or an icon you must hover over to view their hand)
Players 1&2 would get cards for attacking the other tower, while players 3 & 4 get cards for defending the towers.
Maybe once Attack/Defend was randomly chosen for you, you would get a "choose one" menu of 3 different cards sets to change up the hands a little each round
Attackers would have things like charge or rush minions, cannons as from the above 2 player version and offensive spells
Defenders would have taunts, divine shields, healing spells etc. Maybe some traps/secrets

BEAT THE CLOCK3 (aka 4 PLAYER HOT POTATO)
Once again, the center slot of each side of the board would be occupied by an un-moveable token (this one is purely decorative)
Each player is assigned one section of board either to the RH or LH side of the center wall and allowed only 3 minions in play at once
(the 3 slots are actual slots and placing a new minion does not move an existing one to the side)
You can choose your hero portrait, but there are no hero powers.
Your deck is filled with potato based cards.
"Bomb de Terre" are 0/5 bombs that lose one health at the beginning of each turn and explode for 5 damage when they reach 0 (damaging the current controlling player).
Health potatoes would be 0/5 that lose one health at the beginning of each turn and restore 2 health to the controlling player.
At the end of each turn, all minions move one space to the right. (skipping over play fields of eliminated players)
Other cards in your deck might be: "reverse the direction of minion movement", "All minions move one extra space next time", "return a friendly minion to your hand", "give a minion +2 health", "change a minions health to 1"
If you are 1st or 2nd destroyed, you go into spectator mode and can continue to watch the match if you so choose.
Last player alive wins the match.
ONE UPMANSHIP
Choose a Class
Choose 30 minions from the entire standard, neutral collection (not just your own collection)
At the end of your turn, if the combined attack and health of your minions in play is equal to the combined attack and health your opponent's minions in play, your minions in play gain +1/+1.

FOUR OF A KIND
Choose a Class
Choose 2 Standard Class spells (entire class library, not just your own collection)
Choose 1 each of a 1,2,3,4,5,6 & 7 cost minion (no Legendary) (entire neutral library, not just your own collection)
Get 4 copies of each chosen minion.

COPY CAT
Build a standard deck (entire library, not just your own collection)
Every time you play a card, add a copy to your opponents hand
Haven't put any new ideas up in awhile, so here is one:

RECRUIT TRAINING
Choose 1 copy each of 5 minions (common only) from the entire neutral library (not just your own collection). Receive 15 random spells. The spells would be a mixture of healing potions, and various buff spells (+2 attack, +2 health, +1/+1, cannot be targeted, etc). When a minion dies, it returns to your deck with all buffs. Once a spell/potion is used, it does not return to your hand.
MILLER'S DELIGHT
Build a standard deck from the whole library (not just your own collection). At the end of your turn, your opponent will draw as many cards as they have minions on their side of the board.

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