Same drill as always: post the card, talk about my thought process, and look at any feedback I received from my posts on r/CustomHearthstone. Oh, and if you would like to join in on the fun of this challenge or even just want to draw inspiration from our daily themes as they are happening, hop in our Discord server!
Now without further ado, let's take a look at my cards for this week!
Day 69 | Territorial Croc
Artwork found by Joe #9
Almost everyone in the Discord decided to play on River Crocolisk for today's theme, and so I decided to do the same but without it being direct! I literally doubled all of the numbers on River Crocolisk and then thought about how to make an effect to justify that statline for that mana. It needed to be somewhat of a drawback, but since it's only a 1 health increase from a Chillwind Yeti, it shouldn't be too much of a drawback. After looking at how aggressive the crocodile in the art was, I figured a neat effect was denying the player from being able to play anymore beasts and shape this one up as "territorial". I like where it sits flavor-wise, but the balance might need a little bit of a change. If it proves to be too strong how it is right now, it could either be a Hunter-only card, since that's where the drawback really comes into play, OR I could make it a 5-mana 5/7, which is less valuable for its stats but also loses the original flavor I was going for. But maybe the card is just fine how it is!
People liked the flavor of the card, but the balance of it was a little bit too strong. One person pointed out that this could be slapped into a Warlock deck, particularly Zoo, and it would be really good since they don't typically run Beasts. Because of that, I think the best change for this card would be simply making it a Hunter card, which was an option previously discussed.
Day 70 | Vendor of Wonders
Artwork found by Wes #9
The first thing that this art made me think of is how many books the dude has and how they're all circling them. The books then reminded me of Deck of Wonders, and then the idea for Vendor of Wonders was born. I took the idea of having a Scroll of Wonders but more controlled by making it a spell you discover and then put into your deck. It's essentially card generation but delayed, which is why the stats are slightly lower than what you'd expect for its mana cost. Someone in our Discord also gave the idea of making the card generated come from any class, which adds to the whole theme of "wonders" while still not making it busted since the cards you could discover is being pulled from such a large group.
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 71 | Bloodthirsty Chieftain
A card involving Rush for Warrior
Rush and Overkill are two mechanics that I think blend very nicely together, which is why I really love picking Sightless Ranger in my Arena drafts or even Oondasta if I get lucky. Anyways, I wanted to make a card that combined these two keywords for today's theme, and so Bloodthirsty Chieftan was born. Originally it was a 3/4 for 4-mana, but when comparing it to something like Serrated Tooth, giving your minions Rush isn't as heavily valued as I had originally thought. So by bumping its attack to 4, the card is not only more along the curve of Rabid Worgen where its cost matches its stats, but also allows for players to more easily activate the Overkill effect!
People really dug the theme and mechanic of the card! The only concern was the minion's health; it has a pretty reasonable chance at surviving into the next turn, where you can then play a minion on curve and give it Rush, which is potentially too strong. Because of this, I'm changing its health to 3 instead of 4. This way, the card still retains its effect while still having the potential of surviving but even less so. And coincidentally, the card then becomes a nice Rush counterpart to Kor'kron Elite since they share an identical statline!
Day 72 | Light's Preacher
A Hand-Buff card
One of the issues I have seen with hand-buff decks is that you run into the problem of playing cards that buff things on top of playing cards that need to get buffed, but due to how most of the hand-buff effects are random, it becomes too variable of an effect to pull off consistently. One solution is having hand-buff effects be tutored, similar to Soul Infusion. But I thought Light's Preacher would be a neat way at trying to address this problem, where the card plays a role in both doing the hand-buffing and being hand-buffed. If an effect were to land on this, then not only does the minion itself get stronger, but its effect does too. It works in a very similar way to how Saronite Chain Gang used to work, or how Doubling Imp works right now but the benefit is applied to something in your hand rather than something immediately on the board. This way, you can try to get as much of an effect as possible on something like Chillblade Champion to really juice out the hand-buff effect!
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 73 | Empathy
A 2-Mana card for Priest
I really wanted to make a card that pushed the idea of healing for Priest but in a way that dealt damage (if that makes sense). Originally, I had made a card that was a 2-mana 2/5 that would deal 2 damage to itself and restore 2 health to a friendly character at the start of every turn, but that felt too specific for my liking; it didn't feel open-ended enough to be a Hearthstone card. I then pivoted the idea to Empathy, which is geared around the definition of the word meaning understanding the emotions of someone else. This shared feeling lent itself to the idea of dealing damage among several bodies, which is similar to how Wrathguard works. The difference between this card and Wrathguard is that this is dealing damage to both heroes. Because of that, Priests can easily heal themselves up while the opponent will struggle in doing so. The minion also has Taunt, meaning the opponent has to try to get rid of it before dealing with other minions. On top of that, it has slightly more stats than a minion of its cost because it is both Legendary and the effect isn't really a direct upside!
While the idea of the card was solid, the statline was a bit too strong for what the card is. Even though the effect can be considered an upside and a downside, the deck you would be running it in would more than likely be built to make it an upside more than a downside (the fact that a card like Treachery, which just gives your opponent a minion for free, is 3 mana also supports this). Because of that, I'm changing the card's health to be 3 so it has the expected amount of stats for its cost.
Day 74 | Campfire Elemental
A Common Neutral card
This card was fully and entirely inspired by the art that I found for it. When I saw the art, I tried to think about what effect could convey the feeling of a campfire: something warm and cozy that's easy for anyone to sit around and enjoy. Making it feel cozy is reflected through the idea of is restoring health, and the welcoming and personal aspect is by it shown through how it affects minions next to it. The power level of the card isn't meant to be anything amazing. The purpose of the card is just filling up the flavor of it and giving it the feeling that I love to see in many Hearthstone cards!
While people liked the theme and cuteness of the card and while the intent wasn't to be a powerful card, some people said that it would be much better off as a 1/2 minion, which I do agree with. It allows for a greater chance that the minion sticks on the board at 2 health since it doesn't just die to some of the Hero Powers in the game.
Day 75 | Wind Blast
A card involving Windfury
One of my favorite underappreciated cards in the game is Wing Blast, with Scorch receiving an honorable mention. I love these cards because they have such simple outcomes, but if you meet certain criteria they become significantly better. In both of those cases, the card's cost gets reduced, where as Wind Blast's effect doubles. I wanted to combine the mechanics of a card like Wing Blast with that of Electra Stormsurge since the whole theme of Windfury is being able to attack twice and Electra allows for a spell to be cast twice. Windfury is a keyword that only really saw play with Corpsetaker, so pushing for more Windfury cards to be run is something I am always welcome to. In terms of the balance of the card, without having a minion with Windfury, the card is a worse Fireball at a loss of 2 damage for the same mana cost. But with the condition met, it becomes much better than Fireball at a benefit of 2 damage!
People really liked the card, but it was pointed out that technically speaking, the effect should deal damage forever since recasting the card would repeat the recasting part of the card. So as long as you're not killing your own Windfury minion, the card can be expected to deal infinite damage, which is not what we want. Because of that, I am changing it to clarify that it'll deal 4 damage again instead of recasting the spell, keeping the theme of doing damage twice like a Windfury minion while keeping the card as clear as possible.
Sadly, because the amount of work my friends and I are doing for school, many of them are unable to create cards daily and I am unable to follow which ones are being made from them. Because of this, I will no longer be highlighting the cards they are making every week. But either way, I definitely think you should know who I am doing this challenge with: Josh Grazda, Dakota Williams, Joe Siehl, and Wes Weitzman.
And that's all for this week; I'll see you all in 7 days!