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As soon as I saw battlegrounds and heard the bartender say "you made a triple!" I was hooked. What kinds of crazy bonuses could you get from golden minions?

I'm here because I did the work to satisfy your curiosity.

As everyone must know by now, the vast majority simply double the base stats of the unit, and add the bonuses applied to each of the units together on top. The abilities are also generally doubled in effect - +1/+1 to a murloc becomes +2/+2 to a murloc, for example. A 1/1 token becomes a 2/2 token.

But then things get a bit more interesting. A [[ murloc tidehunter ]] simply doubles the state of the single token it creates, but the [[hunted raptor]] drops an additional 1-drop creature when gold-ified. Somewhat interesting. The rule seems to be "if the token has power/toughness declared on the minion, double it, otherwise double the amount". This also holds true for golden [[kangor's apprentice]], which summons the first 4 friendly mechs that died, rather than double their stats, and rather than summon 2 copies of each of the first 2.

And then there are things that are just inconsistant. [[kaboom bot]] deals the same amount of damage - 4 - but does it twice when golden. Whereas soul juggler deals 6 damage (twice as much as non-golden) to a single target. Why one is applied in one way, and the other in a different way, is anyone's guess.

And finally we've got a few special ones I went to the trouble to test, and thought you might be curious. Here are the ones I've tested:

golden [[shifter zerus]] transforms into other GOLDEN minions! You can get a gold one by playing your zerus as a 1/1 so it doesn't shift to something else, until you get the third to complete the set.

[[brann bronzebeard]], [[baron riverdare]], and [[khadgar]] all go from 2x to 3x of whatever their respective effects are. Notably this is pure upside for brann and baron since they don't stack, but 2x khadgar generates 4x tokens while golden khadgar only generates 3x. Of course, board space is precious though, and you can't realistically keep all those spots free at the stage of the game where you have golden 3 star minions. It's hard enough to have space for 2x minions anyway.

[[Zapp Slywick]] does nothing new, sadly. I had hoped for mega-windfury.

[[Primalfin lookout]] does double discover! You do one and then the other back to back. I believe this is probably true for megasaur as well although several attempts to pull it off have failed.

[[The Beast]] still summons a 3/3 token. Downside effects don't seem to change when made golden.

[[Toxfin]] doesn't do anything different. I had a sliver of hope that he'd give all your murlocs poisonous. Or maybe he could target a non-murloc! Like, maybe a beast...muhahaha.

[[Voidlord]] - as expected, this summons golden 2/6 taunts. It's just cool. I got it with a golden malganis in the same run, and almost got a golden [[lightfang enforcer]] and [[foe reaper]] in the run as well.

and finally, magnetic. Magnetic minions are really unlikely to be tripled because there's just no real upside except the free discover. Usually magnetics are better split amongst your minions rather than tripling them for a single big buff. But the real kick in the nuts is that [[replicating menace]] doesn't even drop 2/2s! Possibly this is a bug, but he only drops 1/1s, as does anything he's magneticked onto. Super lame.

I hope this has satisfied your curiosity about some of the more exotic golden minions in the game. If there's something you feel I've missed, lmk, I've enjoyed the challenge of trying to actually assemble these in real games so I don't mind doing a bit more work.

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over 4 years ago - /u/mdonais - Direct link

These can be looked up at playhearthstone.com/battlegrounds

When designing the golden versions we like Harvest Golem, we tried to choose the version that take less board space. So it makes a 4/2 instead of making two 2/1s. For cards like Mechanical Shredder it made more sense to summon two 2-cost minions though.

over 4 years ago - /u/mdonais - Direct link

Originally posted by Himetic

Sure, that makes sense. With a lot of token deathrattles it can feel very hard to get good value when they're making multiple every death.

What's the deal with replicating menace, though? Surely that should make 2/2s?

Just a bug.