I might be in the minority here, but I really don't want to see any more minigames (eg., any mode where you can't use your own troops and your own level of progression is moot) if they are intended to be played more than a couple times per week. A huge, huge problem with treasure hunt is that you need to do it over and over and over and over to get anywhere with the rewards, to the point where it both isn't fun anymore and you also realize it wasn't very rewarding to begin with either (and it ends up eating all the time where you could actually use any of the rewards). Minigames should supplement the experience, not be another thing to "grind". Other modes, like explore, or even modes where you use your own troops but the battles have new rules would be infinitely preferable.
I'm very anti-hype on Guild Wars because I haven't seen anything that will really shake up gameplay for me. The whole color restriction for bonus points thing is a novelty that is going to wear off very quickly, especially if that fourth troop of the same color doesn't add a massive score bonus, especially when you are far better off with five wins with no boosts than four wins with the highest possible boost if the preview numbers don't get significantly changed. So many teams already use three troops sharing one color and a generator of two different colors, so its not like you are really going that far out of your comfort zone building a team around that paradigm. And teams that use four of the same color are bad for a reason, a big part of that reason reason being that they get mana starved hard on bad boards, making them extremely annoying to play and in most cases putting a huge amount of reliance on the starting board. And given you have a good four of one color team, how likely are you to switch it up next week? Or the week after? Or the week after that?
What I'd really like to see is more board mod troops with effects of magnitude. Troops that reward seeing unconventional patterns to get your extra turn while also having a good magnitude effect. Krystenax is a good example of this, albiet a bit ahead of the power curve at base, the gem removal is the part of the spell that makes me really like this troop. Dragonian Monk is a missed opportunity for a board mod to have a magnitude effect, since he is entirely defensive. The last two legendaries were missed opportunities for having decent magnitude effects but no board mod, relegating them to relative obscurity the instant their event week ended. Finding a team that uses board mod to chain spells together in a new way that is actually effective will always breathes new life into the game for me - usually much more than slogging through trying to find effective teams for subpar mythics that I spend way too much resources getting and traiting and almost always leaving disappointed.
I get that a troop a week is a pretty hellish pace and you have to put out a lot of "filler" or we'd end up going through all the good ideas right away, but there are a ton of board mods methods that have hardly been touched. It'd be nice if a decent higher end board modding troop came along every once a month or so.
Board mod effects we could use (consider a magnitude effect something that does a significant amount of damage):
- convert a gem to x color gem and create y more and (secondary effect) - currently only used by Eternal Flame, a single color hero event weapon
- convert a single gem to x color gem and (secondary effect, possibly conditional) - currently only used for skulls by Aziris
- remove/destroy all skulls and (magnitude effect) - used to very minimal effect by Zombie, Skullblade, and Orc
- convert skulls to a specific color and (magnitude effect) - not currently used, Finley converts skulls to a chosen color
- convert gems of x color to y color and (magnitude effect) - currently only used with any sort of magnitude by Terraxsis, Infernal King and Forest Guardian if you count fixed skull converts and Keeper of Souls if you count universal skull converts
- convert gems of y color to chosen color and (secondary effect) - currently only used by Dark Maiden, to extremely poor effect
- destroy a (row, column, both, etc) and (secondary effect), gain an extra turn if x or more gems of y color were destroyed
- new types of controlled destroy patterns with decent secondary effects, preferably heavily offensive. If the effect is defensive, at least make it cleanse.
- new universal converters for every color that have at least one different mana color and different secondary effects. They don't need to loop perfectly with another converter like alchemist/hellcat or seer/spider (actually prefer they didn't), but having more color options and secondary effects would be nice.
- more legendary double-converters. possible even triple converters? or convert one color to another and remove a third. lots of possibilities here, so long as the secondary effect doesn't stink