365 Days of Hearthstone | Week 2 Roundup

Updated: Jun 1, 2019

Unlike week one, this week actually had 7 days in it as opposed to 5, meaning that there are 7 cards to review (and also, statistically, this week has a greater chance of better cards than the first week... right?)!


This post will follow the same drill as last week: post the card, my thought process, and go through 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 6 | Sic 'Em!

A card with Echo

It's like playing fetch, except with higher stakes.

Creation

I have had an idea for a card that bypasses Taunt by giving the opponent Taunt for a very long time, but I had a hard time balancing it. I figured making it an Echo card for this theme would be the perfect opportunity to balance it out! When I first thought of the card, I valued it at 2-mana, but that proved to be far too versatile and strong for the effect, considering how archetypes like Big Hunter/Deathrattle Hunter exist. So at 3 mana, the card sat really well with me. Fun fact: the card was initially called "Go Fetch!", but because of the astoundingly low amount artwork of a goblin playing fetch with his dog (so low I would go as far as saying there was none), I decided to change the name to "Sic 'Em!".


Feedback

As someone that doesn't like playing aggressive decks, I was very wary about what cost to make this card, and because of this, I made it 3-mana. But it has been brought up that other cards like Spellbreaker do what this card does in a much more efficient way (of course, Spellbreaker only targets one minion, but in the case where there is 1 taunt minion in the way, it is strictly better). So, changing the card to 2-mana like I initially wanted to is probably the best way to go about pricing it.



Day 7 | Ground Breaker

A card that creates Casts When Drawn

"The earth will move! ...later."

Creation

My first thought was to make a farmer card that would shuffle in crops into your deck to heal, but some issues arose: who would be healed? how much healing is too much? do you really want healing at random points? and most importantly, why is there no good art of a farmer? So, I moved on from that idea and went in the other direction: don't heal things, damage them. And so the idea of Ground Breaker was born! After toying around with shuffling Aftershock through Battlecry, Deathrattle, or even both, I decided on Overkill since it felt more thematic. Its attacks are so strong that they themselves create Aftershocks!


Feedback

The overall reception to this card, both in terms of the balance and the flavor, was positive! One note was that this card would work fairly well against Zoo decks.



Day 8 | Wrist-Pack Grapple

Artwork found by Dakota #4

Keep your friends close, and your enemies closer.

Creation

Partially because I was inspired, partially because I wanted to force myself to have a different perspective, I decided to focus on the grappling hook that the person in the artwork is using. Seeing as how it's practically impossible to have the hero themselves grappling around the board, I had the idea of grappling other enemies towards you. But because of how strong mind control effects are in the game, I figured it might be interesting to gain control of minions once they have died; this can trigger certain effects of cards like Sonya Shadowdancer or to steal Deathrattle effects from your opponent's minions!


Feedback

Yet another successful card! While people pointed out that it is situational, it was noted that it is an excellent counter to the Big Priest deck, since it denies a minion from dying on their side and being resurrected.



Day 9 | The First Brew

A Neutral Legendary Spell

"Help yourself, it's family style!"

Creation

This theme was an interesting one since there are no Legendary Neutral collectible spells in the game yet, let alone of any rarity. Because of this, I wanted to design something that was both limited in its power level but also flexible enough to be used in any class. I was instantly inspired to create a spell that ties in thematically with the Brewmaster cards in the game that bounce minions back to your hand by bringing back ALL minions on the board. On top of that, this spell takes it one step further and puts all the minions back into play. This would allow you to replay powerful Battlecries, but it will also get rid of any enchantment on minions, change all minions back to their maximum health, or destroy any minions that don't fit in either player's hand!


Feedback

There was little to no feedback on this card, but I do think that it can be changed. Looking back, 6-mana is too expensive. The main reason I decided on this mana cost is due to how Youthful Brewmaster costs 2 and how Ancient Brewmaster costs 4, making this the next even number in line. But, this card doesn't really do much and is extremely dependent on the specific minions that are in play.



Day 10 | Petrificus

A 10-Mana card for Druid

"Rot with the roots and with the dirt... Rot with me!"

Creation

Didn't realize until now the coincidence of Day 10's theme being a 10-mana card! Woaaaahhhh... Anyways, for this card, I really wanted to make an effect using the dormant mechanic. With how finicky the dormant mechanic is, this card took a lot of balancing and small iteration, but this final version is something I'm happy with. Originally, the Rotwood Elixir only read "Awaken a random dormant minion.", but the point was brought up that if your opponent's hand is already full, they lose Elixirs permanently, and therefore at least one minion will remain dormant on the board. This scenario is not fun, so I played around with shuffling the Elixirs into the deck, or having them cost 1 mana, but I figured adding a little bit more card text to have them "bleed" into the deck when the hand is full was the most balanced way of designing this card. This way, the opponent will always have enough Elixirs to awaken all the minions on the board! And, if someone had already played a card like The Darkness before, the opponent will still get Elixirs to wake everyone up, including The Darkness!


Feedback

This card was extremely well received! One person even went so far as to say this is the best card I've made so far :'). This card would work very well against people that have a very wide board, and since it takes up your entire turn to play this, it wouldn't feel horrible to play against since this is only a 3/3 minion.



Day 11 | Copy Cat

A card that Transforms

Black cats are bad luck? Well, they aren't cheating either!

Creation

My initial inspiration for today was to make a card like Demonic Project that would transform a card in a player's hand. My initial thought was to have this card transform a random card in your hand into the last one your opponent played, but this proved to be too much of a detriment; you're essentially getting rid of your own win condition and therefore making this an arena-only card. The card would have also had the ability to copy any card your opponent played, including spells, but with the implications that would have with quests and secrets, I changed it to be minions only. After a suggestion from Josh, I changed the card to be a lot more like Chameleos or Shifter Zerus, where it changes while it's in your hand!


Feedback

There was little to no feedback on this card. ¯\_(ツ)_/¯



Day 12 | Darkmire Escort

A 2-Mana card for Warlock

"This bog is a dangerous one... and I certainly can't help with that."

Creation

I don't know why, but I was instantly attracted to the idea of the corruption mechanic (most likely because it's so close to being a keyword). Seeing as how Corruption and Corrupting Mist don't really see too much play, I wanted to push the envelope and make a card that corrupts in a really crazy way. In a way, Darkmire Escort can be seen to have poisonous, but it affects all minions and only when they attack. That being said, minions with taunt will still stick around for a turn, so it is worse than poisonous in that sense. This card is a great tool to counter aggressive decks, and even has its place as a high-priority target against more controlling decks.


Feedback

There was little to no feedback on this card. ¯\_(ツ)_/¯



Once again, for each weekly post, I also want to highlight my favorite cards from my friends Josh Grazda, Dakota Williams, Joe Siehl, and Wes Weitzman for the week!



My favorite by Josh | Blood Moon Werewolf

A card that Transforms



My favorite by Dakota | Midas Touch

A card that Transforms



My favorite by Joe | Summoning Practice

A card with Echo



My favorite by Wes | Sprout, the Ever-Growing

A 10-Mana card for Druid



And that's all for this week; I'll see you all in 7 days!

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