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 167 | Battle Paramedic
A card involving Healing for Priest
One of the most interesting cards that's been printed in my opinion is Light of the Naaru. The condition of something still being damaged while having just been healed is so simple yet so interesting to me, so I made a card with a similar condition because of today's theme! This card is somewhat similar to Vilespine Slayer or Execute but it is more flexible since it technically could just be used as healing on a friendly minion!
While people liked the idea, it was unanimous among those giving feedback that the card could be buffed. It was recommended to make it a 4/5 minion, similar to Darkshire Alchemist, but because of how similar that would be, I thought making it a 3/6 would be nice, especially since that makes this minion more prone to its own effect!
Day 168 | Contagious Ratshank
Artwork found by Wes #4
The weird green gas coming off of the staff in the picture instantly made me think of some sort of infection, which in Hearthstone can be contextualized by spreading a minion's effect to another minion. Taking it one step further, a truly deadly disease would definitely not only spread to other minions but also replace their current effect too. The effect that I wanted to spread needed to be something simple, yet not too strong or too weak. Summoning a minion is a very basic idea, and a 2/2 Beast isn't the worst thing ever. And finally, the method to spread this effect that I decided on is to target the next Deathrattle minion that has its effect triggered, whether it be your own The Beast or your opponent's Silver Vanguard! This way, you can include the card in a deck with bad Deathrattle effects or use it as a tech card against your opponent's Deathrattle effects.
People liked the idea of this card! The only critique was that it might be hard to track the effect during long matches after it is played, but to remedy that I think it would be nice to have an over-the-top effect on the Deathrattle, similar to Loatheb's giant puff of gas on his Battlecry. On top of this, adding in some sort of toxic-looking smoke effect outline to any card with a Deathrattle that a player is holding until the effect is resolved would make sure the players remember the effect is still in play.
Day 169 | Elder Marsh Guard
Artwork found by Josh #11
Oh, a turtle-man? I guess I'm making a Tortollan today! To my surprise, the Tortollan cards that are in the game right now really don't have a common theme; I guess Stonehill Defender has been so prevalent that I figured they would all be themed around Taunt, but I guess not. Nonetheless, I decided to stick Taunt on this minion as a baseline and then attach another affect to it. Perhaps in order to make this card be a decent inclusion against aggressive decks, I could have it deal damage on a Deathrattle effect. Unstable Ghoul has the same statline as this does but deals AoE damage to the whole board. This card on the other hand targets one character for 2 damage, but is only enemies. The downside is that it could target the enemy hero, which doesn't help at all in removing something from the board but is still 2 damage!
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 170 | Apprentice Bombsmith
A 5-Mana card for Warrior
While Bomb Warrior seems cool in theory, I have a lot of issues with how that archetype really plays out. It doesn't seem like a very interactive thing to play against; the opponent buries a Bomb in your deck and you don't really get to choose to draw it or not. And don't even get me started on Blastmaster Boom... a Legendary card that is amazing in one deck and horribly useless in any other deck, oh goodness. Anyways, I wanted to try to make a Bomb card that was more interactive for the opponent! Apprentice Bombsmith gets more and more value over time, and with a fairly bulky body it isn't the easiest thing to remove. But once it does get removed, the opponent has a way to get rid of Bombs! At the same time, if they don't actually land on any Bombs using the Faulty Detonator, their deck becomes thinner and their chances of drawing Bombs goes higher.
While the flavor and idea of the card and the Faulty Detonator were cool, people thought that it was too weak, especially with how the Faulty Detonator could hit every single Bomb in the opponent's deck and get rid of your win condition. Because of this, I thought I would double the amount of Bombs being shuffled into your opponent's deck by making the effect trigger at the end of every turn, not just yours. On top of this, I adjusted the minion's stats to give it more health to try to make it stick on the board more reliably!
Day 171 | Shadow Underwriter
A card for the Mean Streets of Gadgetzan expansion
Seeing as how Mean Streets of Gadgetzan is only in Wild now, I didn't really want to design a card using the triclass mechanic or the Jade Golem mechanic since they wouldn't be evaluated in line with modern cards. So, I started to look at the themes that the classes were given, and Rogue had some really underwhelming Stealth synergy going on. I thought it would be cool to add to this pool of cards, so I created Shadow Underwriter! Using the idea of a really shady insurance dealer, adding a Coin to your hand whenever a friendly minion with Stealth attacks could incentivize running cards like Lotus Assassin!
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 172 | Endbringer Salus
Artwork found by Leo #12
The art instantly reminded me of Cataclysm. With all of those fireballs raining down from the sky, it was hard to not make the connection. I tried to incorporate this idea of bringing some sort of cataclysm to the game, but none of my ideas stuck with me. Still wanting to incorporate the "end of the world" idea that cataclysm has, I thought of what other themes in Hearthstone give off that same vibe. Well, how about the literal the end of your deck? There haven't been any cards that directly interact with Fatigue, so that gave me a lot of room to play with. As for the statline of this card, well, 666 should be pretty self explanatory for something so hellish!
As many people pointed out to me, I missed one major design flaw in this card's effect: if the opponent's hand is empty, they literally can't play the game. Because of this, I was originally going to change it so the effect stays the same but you still draw a card anyway, but that felt too forgiving for such an evil character. So, one more slight adjustment was made where the Fatigue card gets drawn by BOTH players whenever either one draws a card. This way, the end approaches for both players, which enables more combos at the risk of also dying yourself!
Day 173 | Truthbinder
A Legendary Weapon for any class
The Legendary Weapon for Priest, Dragon Soul, is a cool card in theory and thematically, but it never really panned out. Seeing as how Priest is my 2nd favorite class, I figured it would be nice to make a Legendary Weapon to take its place! Silencing a minion before attacking it is very powerful; if a small minion has something like Dinosize on it, it'll turn right back into the small minion it once was before the attack occurs. On top of this, if the minion dies, the weapon gains another Durability, making it last for a very long time! It seems like an infinite source of Earth Shocks, but with the downsides of needing to kill the minion AND with losing your health from attacking into minions. Either way, the card would still be very strong for a control focused Priest deck!
The idea of the card was sound, but people thought that it would be difficult to have this weapon make an impact. One person proposed that I increase its attack by 1, but I fear this might make it too versatile. Instead, I'll return it to one of its older versions where it costed 6-mana instead of 7. This way, the card can come out a turn earlier, which will help a lot with dealing with early and mid-game minions.
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!