365 Days of Hearthstone | Week 36 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 244 | Stringent Seller

A card involving an Upgraded Hero Power

"My wares are to die for!"

Creation

We've seen three different ways to Upgrade your Hero Power thus far: Justicar Truheart gave you the new Hero Power by sacrificing some stats on the body of the minion, Baku the Mooneater required an entirely new build-around deck type, and Sir Finley of the Sands brought back the singleton archetype and tied it together with the upgraded Hero Powers. How else can this mechanic be introduced? I took most of my inspiration from Justicar and rather than making a card that had a certain deck-building requirement, I just put the effect on a Deathrattle. Not only that, but the Deathrattle triggers for whoever is currently playing, meaning that playing this card could just have your opponent receive an upgraded Hero Power. Is getting the better Hero Power 3 turns earlier than Justicar worth potentially giving it to your opponent?

Feedback

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



Day 245 | Misted Sage

A 6-Mana card for Druid

"The mist shall heal you."

Creation

I'm not really sure why I love the idea of Lucentbark so much, but I think the design and execution of that card is so cool. Because of it, I wanted to make a Druid card that could help push the healing Druid archetype a bit more. Despite this, the card I created is a little bit awkward in that deck; most of the time that you want to activate a healing effect, your Hero is usually already fully healed, so you want to target minions. But despite this, this card could be a nice addition against any Druid deck trying to fight back against any faster decks. If they leave any of your minions on the board, they could get greatly punished for it with this card!

Feedback

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



Day 246 | Ana LaCuerva

A Legendary for Warlock

"Banishment is only a suggestion."

Creation

I had the idea of shuffling in some sort of evil page into either player's deck that would then discard a card for both players, and as soon as I found this fantastic art, I knew I was devoted to the idea. Originally, I had proposed that the card could be 4-mana, but because of how this deck could counter combo decks really well, it might be a little too unfair to have that effect come out that early in the game. Because of this, turn 6 seemed like a much more acceptable fit for the card to be played at to have a much healthier environment for the game.


Feedback

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



Day 247 | Ancient Divinator

A card involving Healing for Paladin

Also gets rid of malware pretty well.

Creation

The very first idea I had was to make a Magnetic minion for Paladin that would also fully heal itself when played, which could be used on any damaged Mechs you had, but upon realizing that Magnetizing a minion doesn't count as playing a minion, and thereby doesn't allow for the Battlecry effect to trigger, I pivoted the idea to this. This new iteration of the card will fully heal the Mech it magnetizes onto at the end of your turn, which allows for a very sticky minion. To compensate, I gave Ancient Divinator a pretty boring statline for its cost, which lines up with the neutral card Ancient Wargear in terms of stats-per-mana. This does have an extra effect, but that seems fine in my eyes since it is a class card after all.


Feedback

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



Day 248 | Bloodshed Fanatic

A minion that buffs a minion

"Let 'em have it! Make it hurt!"

Creation

My initial concept for today was a minion that chose a minion, and then buffed either that minion or itself when the other one dies. I realized that in almost every case, you would be killing the chosen minion to buff your minion, so at that point why not have a more interesting interaction to buff itself? Now, it triggers a self buff whenever the targeted minion takes damage, allowing you to make a pretty big minion with the right cards!

Feedback

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



Day 249 | Master Gobles

A card involving something from another class for Rogue

"Why get THE candle when you can have ALL candle?"

Creation

I had this idea since the very beginning of this theme, but most of my time was balancing it. Originally, I had the card as a Deathrattle effect that required 10 cards from other classes in order to destroy the enemy hero, but people in the Discord convinced me that it would be too fringe and difficult to pull off this way. It did have synergies with Necrium Blade, but other than that it wasn't that great. On the other hand, making it a Battlecry convinced me, since in a way, the more cards from another class you gather, the smaller your actual hand size gets since you don't want to be playing those cards in order to trigger Master Gobles' effect. Because of that interaction, I really like where the final design of the card is! It doesn't seem overly strong, but could still be a deck worth running.

Feedback

There was a lot of talk about this card. Overall, the reception was pretty positive, but some people thought it was too easy to achieve and some people thought it was too hard to achieve. In the end, it's safe to say that the general idea of the card is sound, and for right now I think that it is fairly balanced!



Day 250 | Shrouded Behemoth

A 7-Mana card for Rogue

It's hard being stealthed when you're so gigantic.

Creation

I had the idea of making a big minion that would make all the cards in your hand have a Combo effect, and originally I wanted to make it a Legendary minion with an upside for the Combo effect, but that seemed like it would be way too easy to abuse. So instead, I took that idea and turned it into a downside! Shrouded Behemoth has an amazing statline for its cost, and with Stealth to top it all off. That being said, if you are ever playing more than 1 card per turn after playing this, it will slowly start dying, meaning the statline isn't really what it seems at first. Of course, you could make a slower Rogue deck that aims to play 1 card per turn in order to avoid this downside!

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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