365 Days of Hearthstone | Week 20 Roundup

Updated: Jun 1, 2019

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 132 | Party Invitation

A card for the One Night in Karazhan expansion

This party's so crazy that even Deathwing is swinging by!

Creation

I tried to think of a new Portal card, like Maelstrom Portal and Firelands Portal, but for a class that didn't have one. I couldn't find any source of inspiration and also it felt too limiting for what I was feeling at the time. Anyways, I still wanted to embody the kind of idea of inviting someone to the game that the portals have. I thought of making a card that summons a random minion based off of a cost, like the Portals, and figured that a Secret would be the coolest idea, especially since Medivh's Valet was printed without a new Secret. I chose to make the trigger just when your opponent plays a card in general purely for the flavor; if Medivh sends you an invite to party, there's no WAY you can turn it down!

Feedback

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



Day 133 | The Lost Vikings

A reference to another Blizzard game

"Vikings together!" "Ready to fight?" "But I'm hungry!"

Creation

The only two other Blizzard games that I have played a ton of are Overwatch and Heroes of the Storm, and I feel like there have been too many Overwatch cards made so far. So, I tried to make something based from Heroes of the Storm!... and that didn't go super well. I tried thinking off something for the Raven Lord, but I didn't feel like there was enough lore backing him to support making a justified card. And then I thought, 'Oh hey, The Lost Vikings are super interesting and weird!' So I moved away from a HotS card and made this version of The Lost Vikings. Together, they are a large force to be reckoned with, but when they die as one unit, they split up into their own separate people!

Feedback

The idea and theme of the card were sound, and while people liked the execution, there was concern that it might be a bit too strong. Additionally, people were confused as to why Baleog has Divine Shield, but to that I can say it's because I genuinely don't know what other keyword to give him. Anyways, to help remedy the first concern, I think bumping the card up to 10-mana is fine. It's not too different from 9-mana, but still does nerf it since it guarantees that you are doing ONLY this on your turn (except for 0 mana cards of course).



Day 134 | Bottled Spirits

A 3-Mana card for Warlock

Take one down, pass it around; three bottles of spirits on the wall!

Creation

This card has been sitting with me for a while now and has been one of my personal favorite ideas that I've come up with. Originally, the card was a Neutral card, but when I had shown it to people in the Discord, they said it might be a better fit for Warlock since it has the potential of being too valuable for a midrange Hunter deck or any other class really. Warlock isn't a class that has many non-Demon deathrattle synergies, so it could find a pretty nice fit there. One notable synergy that could make use of this card is Grim Rally, which might be able to make an egg Warlock deck see the light of day!

Feedback

People liked the card! The idea of having a bad card initially that would then give more value later on is something people enjoyed, similar to how the Lackey cards operate in the actual game.



Day 135 | Crystal Keeper

A 5-Mana Neutral card

This dude is all for the ideal Utopian society.

Creation

One of the most interesting cards that has been released for me is [[Mojomaster Zihi]]. Being able to interact with the opponent's curve while sacrificing your own is so cool, and I wish more cards did that. This card has the same idea of setting your opponent back, but it has the downside of becoming essentially useless past when both players have 10 mana. It does technically have some counterplay against Druid's mana gain effects, so that might come in handy at some point!

Feedback

The issue that was brought up with the card is that it could be too oppressive for decks that have already gotten a lead; losing tempo on one turn is fine so long as the opponent's Mana Crystals are also set back. Because of this, I think making the tempo loss of playing this card even greater by lowering its stats to a 2/4 is a good enough change to make this more balanced and healthy.



Day 136 | Don's Old Duck

A Legendary Neutral card

In his younger days, he would also respond to "Donald".

Creation

Right now, I have been in Disneyland on vacation for a couple of days. Because of this, I thought it would be fun to design a card playing off of something Disney related; in my head, I managed to connect Donald Duck with Don Han'Cho because of the first syllable. From there, I made the card's name a bit of word play, sounding similar to Don-ald-Duck. Last, I designed the actual effect to play off of Don Han'Cho! This little duck could make a nice spot in any hand-buff deck, becoming a big threat to make up for all the lost tempo you get while buffing your cards up.

Feedback

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



Day 137 | Savage Survivalist

A card that interacts with Druid's Hero Power effect

"You don't know the jungle like I do."

Creation

I wish there was more Attack Power Druid decks outside of the slightly meme-y Gonk, the Raptor deck we all know (and love?). The problem with that deck is that Druid's Hero Power is too much of a tempo loss to warrant actually attacking stuff, the cards that give you more attack are all only one-turn long, and you only have so much health to use as a resource. To remedy this, Savage Survivalist grants some nice tempo plays that stick around for more turns. If you use Pounce on turn three in conjunction with this card, not only can you remove the opponent's 2-drop, but you can also play a 4/5 minion!


Feedback

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



Day 138 | Aetherwind Tarradon

A 5-Mana card for Mage

These amazing creatures unfortunately all suffer from short-term memory loss.

Creation

The original design for this card was along the same lines, but gave Spell Damage equal to the cost of the last spell played across the entire game. This caused issues with being able to cast Pyroblast followed up by a 16 damage Fireball next turn. I then had the idea of having the same effect but based on your opponent's most recent spell, but the issue still came up through things like Ultimate Infestation. I finally settled on this design since it allows for some pretty nice plays if this minion sticks; imagine being able to use Power of Creation followed by Shooting Star to have a 1-mana 27 damage board clear across 3 minions! That might not be super consistent, but hey, it's still fun to think about.


Feedback

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



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!

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