So I like the new Battlegrounds mode, and as such am always wondering what new cards can be added in, what cards could be swapped out, new heroes, etc. However I thought I'd just go take a look at the cards of hearthstone and figure out what cards could be added into battlegrounds. So now I'm going to start with the Basic and Classic sets, and of course just the minions as currently you can't have spells in Battlegrounds.
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Ranking system:
Tier 1-6: If they'd be in Battlegrounds this is where they probably would be based on currently available cards, and individual power.
Tier 0: So weak it probably couldn't be added into the game
NA: The card has some effect that would essentially make it next to useless in Battlegrounds and would probably never be added.
B: Boring, the card would be too boring to add into Battlegrounds as it would add very little.
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Basic:
Ironbark Protector, B: It's an 8/8 with taunt. Has some slight synergies with tirion and taunt support, but it really is just stats on taunt.
Timber Wolf, Tier 1: Probably would be a weak Tier 1 however it would provide beast support and probably gives all the other beasts +2 attack. Would help with Early rats, but would be weak
Houndmaster, Tier 3: It's a tier 3 in battlegrounds that buffs and applies taunt to specific beasts.
Starving Buzzard, NA: Yeah you can't really draw cards in battlegrounds.
Tundra Rhino, NA: Unless they do a ruling like "Charge makes the cards go once before anything else" this wouldn't really do anything.
Water Elemental, Tier 3: The only freeze effect would be with the shop, but in battle I could see it as "skip this minions next attack" and then they thaw. In that case... It could be interesting although I'm not sure they'd add it in
Guardian of Kings, NA: It heals you, and I'm pretty sure healing is something that shouldn't be in battlegrounds.
Northshire Cleric, NA: draw isn't a thing, and you'd need some sort of deathrattle minion that heals minions.
PlagueBringer, Tier 6: giving any minion poisonous in Battlegrounds would be broken. Especially with cleave minions.
Flametongue totem, B: I say Tier 1, because if you grab it you lose and have to buy more minions or you will just continue to lose. However it'd still be ok in the early tiers once you had a few minions.
Windspeaker, Tier 3-4: Windfury isn't the strongest attribute to give to anything. However it's still something you have to be careful of in case you have something like a divine shield poisonous cleaver.
Fire Elemental, NA: Dealing direct damage with a battlecry is... a bad idea and I don't think Bob would appreciate it.
VoidWalker, Tier 1: It's a Tier 1 minion.
FelStalker, NA: Discarding cards seems like a bad idea for battlegrounds. Otherwise it'd essentially just be a boring vanilla demon.
Dread Infernal, NA: I think Bob banned this thing from his bar.
Warsong Commander, NA: Would effectively have the same effect as it does in normal hearthstone... nothing...
Kor'Kron Elite, NA: It's a charge minion
Elven Archer, NA: Bob does not like people shooting his guests
Goldshire Footman, B: weaker than a VoidWalker, a tier 1 minion in almost all cases.
Grimscale Oracle, Tier 1: Ignoring critical masses of murlocs... it'd be maybe ok for an early murloc support.
Murloc raider, B: it's basically just a nearly no stat body with a murloc tag
Stonetusk Boar, NA: charge minion. Plus a 1/1 beast probably wouldn't be good anyways.
Voodoo Doctor, NA: Healing isn't good in battlegrounds, and Bob probably only hires licensed doctors
Acid Swamp Ooze, NA: No Weapons in the battlegrounds
Bloodfen Raptor, B: Little strong for tier 1, but besides the beast tag it's just a vanilla
Bluegill Warrior, NA: Charge minion
Frostwolf Grunt, B: it's neutral and has similar stats to voidwalker... but it doesn't really add anything.
Kobold Geomancer, NA: Spell damage doesn't do anything if there aren't any spells.
Murloc Tidehunter, Tier 1: It's a tier 1 minion.
Novice Engineer, NA: Nothing to Draw
River Crocolisk, B: vanilla beast that probably isn't strong enough to be a tier 1.
Dalaran Mage, NA: No Spell damage
Ironforge Rifleman, NA: No direct battlecry damage
Ironfur Grizzly, Tier 2: Taunt with Beast may let it work with scavenging Hyena and other beast synergy cards.
Magma Rager, Tier 2: Later on it does nothing, but early on it's a 1 shot wonder... just pray for no divine shields.
Raid Leader, Tier 1: Low stats, but it's just neutral attack increase synergy.
Razorfen Hunter, Tier 1-2: A token generator, but is probably a little strong for tier 1 and weak for tier 2.
Shattered Sun Cleric, Tier 1: Oh boy a Rockfin Hunter but not a murloc and doesn't have to buff a murloc. Probably wouldn't be added.
Silverback Patriarch, Tier 1-2: Not really good enough for tier 1 or tier 2. However beast and taunt that early could be interesting.
Wolfrider, NA: No charge
Chillwind Yeti, B: It's literally a neutral vanilla
Dragonling Mechanic, B: a vanilla with subpar stats that summons a mech with subpar stats... and just summoning mechs aren't particularly good.
Gnomish Inventor, NA: No drawing cards
Oasis Snapjaw, B: Vanilla beast
Ogre Magi, NA: Spell Damage
Sen'jin shieldmasta, B: A Meh stated Neutral Taunt.
Stormwind Knight, NA: Charge
Booty Bay Bodyguard, B: Nice alliteration, goes well with B for Boring. See Sen'jin
Darkscale Healer, NA: No healing yourself
Frostwolf warlord, B: It used to be interesting but in battlegrounds you are always going to have 6-7 minions whenever you'd buy this guy.
Gurubashi Berserker, Tier 4: Would be decent if you needed it to get pelted with lower attack minions... Would be a bit too powerful earlier probably, but too weak at tier 4 and later so... probably wouldn't get added in.
Nightblade, NA: Do you really hate Bob that much?
Stormpike Commando, NA: Please no direct damage. Bob doesn't like it.
Archmage, NA: Spell Damage
Boulderfist Ogre, B: neutral vanilla
Lord of the Arena, B: Vanilla with Taunt...
Reckless Rocketeer, NA: Charge
Core Hound, B: Essentially would be a better beast in 99% of circumstances.
Stormwind Champion, Tier 4: ok body, and boosts everything else up. Probably just Tirion playing it though.
War Golem, B: It's just a vanilla
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Classic:
Wisp, B: it's a 1/1 and just a 1/1
young Priestess, Tier 1: doesn't do anything the first round, but can help stack health on early units.
Young Dragonhawk, Tier 0: Requires too much work to get anything out of the windfury
Worgen Infiltrator, Tier 0: Stealth could be an interesting mechanic for battlegrounds, but it's too weak.
Southsea Deckhand, NA: Weapons and charge problems
Shieldbearer, Tier 0: Probably a bit weak to really see play in current battlegrounds
Secretkeeper, NA: It would be interesting if Akazamzarak was the only hero who could get it, but that isn't in design space right now.
Murloc Tidecaller, Tier 1: it's a tier 1 unit
Lightwarden, NA: No healing
Leper Gnome, NA: Bob keeps his tavern clean and disease free, OK!
Hungry Crab, NA: It could be fun in some aspects but doesn't really fit in battlegrounds
flame imp, Tier 0: It'd probably be a bit weak for tier 1
Dust Devil, NA: Overload shouldn't be in battlegrounds
Bloodsail Corsair, NA: no weapons
Blood Imp, Tier 0: Young Priestess but also weaker
Argent Squire, Tier 1: it doesn't have taunt, but that could also be a blessing in it's own way.
Angry chicken, Tier 0: Would need to do too much to make any use out of the chicken.
Abusive Sergeant, NA: It just wouldn't work in battlegrounds
Youthful Brewmaster, Tier 5: Being able to retrieve a unit back to your hand would be really powerful.
Wild Pyromancer, NA: no spells to cast
Sunfury Protector, B: It's just a weaker Argus.
Sorcerer's Apprentice, NA: No Spells
Scavenging Hyena, Tier 2: It's a tier 2 unit
pint-sized summoner, NA: You'd have to overhaul the effect.
Patient Assassin, Tier 4-5: Depending on where you want a poisonous minion it can't be directly attacked and it'll kill anything as long as there isn't a divine shield.
Nat Pagle, NA: No fishing in the tavern!
Millhouse Manastorm, NA: No spells
Master Swordsmith, Tier 1: adds stats early, but also relatively weak stats.
Mana Wyrm, NA: No Spells
Mana Wraith, NA: Would either just hurt yourself or be too powerful and weak at the same time.
Mana Addict, NA: No Spells
Mad bomber, NA: Bob really doesn't like the bombers.
Lorewalker Cho, NA: No Spells
Loot hoarder, NA: No drawing
Lightwell, NA: No healing
Knife Juggler, NA: Bob doesn't like knives being chucked at him.
Faerie Dragon, NA: effect does nothing or is only harmful.
Doomsayer, NA: the effect doesn't make sense in battlegrounds.
Dire Wolf Alpha, Tier 1: It's a tier 1 unit
Defias Ringleader, NA: Don't think Combo would be a good idea in battlegrounds.
Cruel Taskmaster, NA: It's interesting but probably not a good idea to have direct damage
Crazed Alchemist, Tier 3: Depending on the minions available having more attack than health or health than attack could make a difference.
Bloodsail Raider, NA: Weapons
Bloodmage Thalnos, NA: Card Draw and Spell Damage
Armorsmith, NA: It's basically healing
argent Protector, NA: Biggest issue is that it makes George's hero power useless
Ancient Watcher, B: not being able to attack isn't that big of a disadvantage in battlegrounds effectively making it just a vanilla.
Amani Berserker, Tier 1: A strong tier 1 probably too weak for anything else
Void Terror, Tier 5: Just lets you collect tons of stats.
Unbound Elemental, NA: Overload
Tinkmaster Overspark, NA: Bad mechanic for battlegrounds
Thrallmar Farseer, Tier 1: probably a bit weak to see play but tier 1 would be the best fit if not boring.
Tauren Warrior, Tier 1-2: probably a bit strong for tier 1, but probably too weak for tier 2
Southsea Captain, Tier 2: Assuming Pirates are added
SI:7 Agent, NA: Combo and direct damage
Scarlet Crusader, Tier 2: but also boring considering shieldbot
Raging Worgen, Tier 2: not sure it'd ever be added though as it's a little boring despite the effect.
Questing Adventurer, Tier 3: Weak at first, but depending on your strategy it could gain a lot of stats.
Murloc Warleader, Tier 2: It's a tier 2 minion
Mind Control Tech, Tier 2-3: At tier 2 when you buy it you either have to reroll right away and get something random or have to wait a turn. Still it gives you a random minion which could be strong or useless.
Mana Tide totem, NA: No card draw
Kirin Tor Mage, NA: No secrets
King Mukla, NA: Bob is probably allergic to bananas
Jungle Panther, B: Not sure beasts really gain much from having stealth
Ironbeak Owl, NA: Silencing your things or purchasable units sounds like a bad idea.
Injured Blademaster, NA: Just feels like a bad idea to have this in that game.
Imp Master, NA: Similar as blademaster having a minion that hurts itself seems like a bad idea.
Harvest Golem, Tier 2: it's a tier 2 unit.
Frothing Berserker, Tier 3-4: would get a TON of attack, but would need help to get more than just 1 hit .
Flesheating Ghoul, Tier 1-2: can get a decent amount of attack, but would need help to get more than just 1 hit later on.
Felguard, NA: no mana to break.
Emperor Cobra, Tier 5: essentially maexxna with less health
Edwin VanCleef, NA: COMBO
Earthen Ring Farseer, NA: Healing
Demolisher, NA: Bob doesn't want this thing in his tavern
Coldlight Seer, Tier 3: Tier 3 unit
Brightwing, Tier 4-5: could maybe help with menagerie stuff, but also can be a bit highrolly too early.
Blood Knight, NA: you wouldn't ever want to play this most of the time.
Arcane Golem, NA: Just wouldn't work.
Aldor Peacekeeper, NA: You think Bob wants peace in his tavern?
Alarm-O-Bot, NA: The effect just doesn't work.
Acolyte of Pain, NA: No card drawing.
Violet Teacher, NA: No spells
Twilight Drake, NA: too few cards in hand.
Summoning Portal, NA: Wouldn't work in Battleground's mechanics
Spellbreaker, NA: Silencing minion like this wouldn't work well.
Silvermoon Guardian, B: Already have enough divine shield stuff going on.
Si:7 Infiltrator, NA: No secrets.
Pit Lord, B: technically has some "synergies" but the damage is too high and the stats would be too much or little for different tiers.
Mogu'shan Warden, B: just a taunt with a lot of health
Master of Disguise, NA: Temp stealth probably isn't a good idea.
Lightspawn, Tier 3: About powerful enough there, and works well with health gain.
Keeper of the Grove, NA: Either way it's not going to be a good idea
Ethereal Arcanist, NA: Like secret keeper if certain heroes had unique units maybe, but no.
Dread Corsair, NA: no weapons
Defender of Argus, Tier 4: Tier 4 unit
Dark Iron Dwarf, NA: single turn attack boosting is probably not a good idea.
Cult Master, NA: Card Draw
Auchenai Soulpriest, NA: No healing and more importantly no direct damage
Arathi Weaponsmith, Tier 2: Wouldn't be good as it'd basically say "Deal 2 extra damage for the next 2 rounds" but it'd be a way you could have a weapon.
Ancient Mage, NA: Spell Damage
Ancient Brewmaster, Tier 5: like the youthful brewmaster returning stuff to your hand can be really ypowerful.
Venture Co. Mercenary, NA: the effect just doesn't work in battlegrounds
Stranglethorn Tiger, B: the issue with a beast with stealth that would otherwise be vanilla is they don't have any real good way to use the stealth
Stampeding Kodo, NA: randomly destroying an enemy minion with 2 or less attack through battlecry doesn't work in battlegrounds.
Spiteful Smith, NA: No good way to get weapons
Silver Hand Knight, Tier 3: A bigger token generator
Leeroy Jenkins, NA: Charge, and the battlecry... would be weird although it would be a way to get a dragon
Harrison Jones, NA: No Card Draw, and your opponent would probably not have a weapon.
Fen Creeper, B: It's just a taunt with some fine stats
Faceless Manipulator, Tier 3-4: Probably a godsend to anyone who have 3 pairs of units
Earth Elemental, NA: It's got overload.
Druid of the Claw, NA: Technically it turns into something that has charge but... charge
Captain Greenskin, NA: No weapons exist.
Big Game Hunter, NA: the battlecry's that destroy minions don't really work in battlegrounds.
Abomination, NA: The main issue is it dealing damage to ALL characters. Could kill a 1-2 health hero who would've won.
Windfury Harpy, Tier 3: probably a more fair neutral windfury minion... who would only ever be picked up by Tirion
The Black Knight, NA: battlecry destruction doesn't work in battlegrounds
The Beast, Tier 3: Tier 3 unit
Temple Enforcer, Tier 4: Decent body and adding 3 health to any minion can be really strong.
Sunwalker, B: We already have a couple of Divine Shield taunts. We don't need more.
Savannah Highmane, Tier 5: It's a tier 5 unit.
Priestess of Elune, NA: No healing
Kidnapper, NA: Combo is probably a bad idea
Illidan Stormrage, Tier 4: Would be really good at generating golden minions... You just need a ton of space so probably wouldn't be useful.
Hogger, Tier 3: Could be a golden minion generator?
Gadgetzan Auctioneer, NA: No spells or card draw
Frost Elemental, tier 3: Selectively freezing a single minion could be really useful.
Cairne Bloodhoof, Tier 4: Just a neutral minion that summons a decent body on death.
Cabal Shadow Priest, Tier 4-5: It's interesting and a way to grab more minions from Bob's tavern while saving a gold.
Argent Commander, NA: Charge
Siegebreaker, Tier 4: Tier 4 minion.
Ravenholdt Assassin, B: It's a stealth minion with no real need to be stealthed
Prophet Velen, NA: There are no spells, no healing, and you wouldn't want to hurt yourself with your hero power more than necessary.
High Inquisitor Whitemane, NA: It just wouldn't work
Barrens Stablehand, Tier 5: Could get you a mama bear or a Goldrinn... probably not though.
Baron Geddon, NA: This effect would only be detrimental
Archmage Antonidas, NA: No spells
Ancient of War, B: It's either a 10/5 vanilla or a 5/10 taunt and neither are particularly interesting.
Ancient of Lore, NA: No card draw or healing
Tirion Fordring, Tier 6: Probably the divine shield taunt minion. like Weaponsmith it basically makes further wins deal 5 damage.
Gruul, Tier 5: It ramps up and continues to ramp...
Grommash Hellscream, NA: Charge
Arcane Devourer, NA: No spells
Al'Akir the Windlord, NA: No Charge, otherwise divine shield, taunt, and windfury would be interesting.
Ysera, NA: Ysera awakens would be a bad idea
Onyxia, Tier 6: If you get Onyxia and sell everything off you get 3 golden minions and could potentially chain more Onyxia and get a rather expensive team real fast. Probably wouldn't enter the battlegrounds.
Nozdormu, NA: As funny as it'd be to have Nozdormu it would also be horrible.
Malygos, NA: No spell damage.
Lord Jaraxxus, NA: It would be funny, but overall the 15 health would probably be some form of healing and let's say you get the battleground's hero power... which would make it weird if you played against Jaraxxus to begin with.
King Krush, NA: Charge
Cenarius, Tier 6: A blanket +2/+2 no matter the minion is strong, and you can't brann the effect because choose one instead of battlecry.
Alexstraza, NA: It'd either heal or just burn your face off. And you aren't burning your face off.
Sea Giant, NA: It wouldn't work
Mountain Giant, NA: It wouldn't work
Captain's Parrot, NA: No drawing
Coldlight Oracle, NA: No drawing
Old Murk-Eye, Tier 2: It's a tier 2 minion
Elite Tauren Chieftain, NA: Rogue's Do It just wouldn't work... although I think Bob would appreciate the music
Doomguard, NA: Diiscard is bad and Charge shouldn't be in battlegrounds
Azure Drake, NA: Spell damage and card draw
Sylvanas Windrunner, Tier 6: Deathrattle take control of enemy minions is just game winning.
Gelbin Mekkatorque, NA: Might be ok if it only summoned the buffing orb
Ragnaros the Firelord, NA: Would have to rework it a bit for it to work as intended
Molten giant, NA: wouldn't work.