365 Days of Hearthstone | Week 26 Roundup

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 174 | Animated Scarecrow

A card involving Taunt

It'll scare much more than crows once it can walk.


Originally I had a completely different idea for this theme with a similar mechanic of returning something to someone's hand, but I got stuck, as usual, on finding the perfect art for the card. Then I stumbled across this card, and I figured it would be a neat idea to mix the idea of a scarecrow scaring away Beasts with the mechanic of bringing a minion back into someone's hand! Thematically, the beast is getting so scared that it retreats into the enemy's hand. Originally this effect would have triggered before the attack even registered, but against any Beast-focused deck, this one card could shut down their entire plan if they don't have any removal from their hand. So because of that, making the effect trigger after the attack happens seems more balanced, and gives more room to buff the health up to 6!


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

Day 175 | Leapstomper

A 5-Mana card for Shaman

Never, and I mean NEVER, play leapfrog with one of these things.


It's me again, the guy that loves Shaman and wants there to be more frog/toad-related cards for Shaman! As I was trying to think of something frog-like, I thought of incorporating something to resemble how frogs jump. My idea eventually turned into this, where the frog will jump on an enemy minion, essentially crushing them and taking their place! I loved how Gral, the Shark added in a new kinda-ish-keyword with "Eat a minion", and figured it would be fun to do a similar thing for this! In a way, this card can be seen as Lava Shock with an additional Deadly Shot, but because of how its 2 cards in 1 and is also cheaper than it should be, there's the added downside of giving this minion to your opponent! Or, alternatively, just never trigger the Overkill effect and you have a beefier version of Rabid Worgen except for Shaman.


People liked the card! The unique effect was something people thought was cool, and it seemed to be pretty well balanced.

Day 176 | Stalk Investment

Artwork found by Wes #10

Invest wisely, always spread your stalks.


Thanks to Fungalmancer, I can't see a mushroom and not think of minion buffs. But I mean hey, it makes for cool card designs, right? For today's theme, I saw that the little dude was hugging two big mushrooms, and I thought of the pun "stalk investment". Using this idea, I created a card that reflected the idea of stocks through minion buffs, since Token Druid is such a strong deck and will probably never go away. The more you invest in your minions, the more you'll get out of this card!


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

Day 177 | Huge Bummer

A Rare Neutral card

"Fighting make leg hurt..." "My leg hurt too!"


I've been sitting on this idea for a while, and I'm glad I finally get to post it! A while ago, I made a card called Right-Hand Man, which is actually one of the highest upvoted cards I've made thus far. While people really enjoyed it, there were some balance issues with the card that many people brought up, one of which is that the opponent literally doesn't know what's happening when you play a card with a reduced cost. Because of that, I thought I should redeem the design idea of adjusting cost based off of positioning in your hand by making a new card. This card slightly suffers from the same problem as Right-Hand Man in which your opponent doesn't know why your cards cost more, but because they cost more rather than less, it is much less likely that you'll even be playing those cards. That being said, I nice way to remedy that issue is by having something in the history bar appear when something with an affected cost is played, to make sure the opponent knows what happened.


People liked this card! The card's effect was seen as a really interesting way to give a card a downside, and the flavor of the card was also well received!

Day 178 | Titan Bind

Artwork found by Josh #13

To free a Titan, one must summon an even larger man.


In the background of this image are two large entities, which seem to be tied up or chained down by the heroes in the foreground. This idea immediately stuck to me, and I wanted to make a card that truly encapsulates the feeling of chaining down a Titan. I figured that the best way to symbolize something being tied down is through the dormant mechanic, and originally I had drafted ideas for this theme that would make minions go dormant with no way to awaken them. This proved problematic, since it was just unfun. So, how does one exactly free a Titan? Well, play something bigger! With this essentially being a really cheap removal spell, it can be easily countered when used on a smaller minion, but waiting until your opponent plays their biggest minion may be too late in the game! This can also be used on your own minions to lock them in for a later turn!


This card went over really well! It was brought up that the card could be problematic with the famous cost-reduction effects of Giants like Molten Giant or Mountain Giant, but because this is a class-locked removal card that only becomes that good against a specific subset of cards, people generally thought it was fine to have it be that good against those cards.

Day 179 | Storm Prophet Shova

A card that triggers an effect at the Start of Game

All she ever sees is a light drizzle.


Making a card with a Start of Game effect is difficult... Either it is a small effect like Prince Malchezaar or something WAY too powerful like Baku the Mooneater or Genn Greymane. The thing is that these effects are extremely consistent, and because of how inconsistent the nature of a card game is through its random card order with the shuffled decks, it becomes too strong most of the time. My idea on a nice middle ground of creating a powerful effect that happens at the start of the game is to ensure it happens to both players. Since you are the one building the deck that the card is included in, you have more control over side-stepping the downside of the card's effect, whereas the opponent just has to deal with it without any prior knowledge. So, by having both players Overload for 1, it negates any turn 1 play for both players. This results in a good tech card to include against any tempo/aggro deck with good early game, but as a downside you yourself can't actually play anything on turn 1 either!


There was a concern from one person that this card would be too strong in any controlling or combo Shaman deck, and while I do think it would be strong, I'm not sure if it would be strong enough to the point of it being problematic. It would definitely need to be something that has to be tested!

Day 180 | Treeswinger

Artwork found by Josh #9

He's got one hell of a green thumb.


As soon as I saw the Tree being used as a weapon in this art, I instantly tried to think of a way to make a weapon for Druid where you're holding a tree... which I abandoned shortly after I remembered Twig of the World Tree exists. I then transitioned to trying to create a minion that is using a tree as a weapon, with the mechanic of destroying a friendly Treant in order to gain the weapon. To contextualize the tree effect, it made sense to give the minion more attack while it attacks, but that alone doesn't really seem worth destroying your own 2/2 minion. So on top of this, I added Immune while it attacks, therefore making it a pretty high level threat if it doesn't get removed since it can remove anything with 6 or less health without dying!


People really liked this card's effect! It was unique and a nice way of implementing the flavor that I wanted. The only critique is that maybe the card should be 4-mana since the earliest turn to generate Treants is on turn 3 with Landscaping. While I do agree, I think it might be too strong to make this card a 4-mana 5/4, and any other statline just doesn't seem too appealing to me at least. I like where the card is right now, and for the most part, other people do too!

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!

Website designed by Leonardo Robles Gonzalez

Website powered by Wix

  • Twitter Social Icon
  • LinkedIn Social Icon
  • SoundCloud Social Icon
  • YouTube Social Icon
  • Itch.io Social Icon