365 Days of Hearthstone | Week 37 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 251 | Arcane Predator

A Common card for Hunter

You've heard of 'bloodthirsty', but what about 'spellthirsty'?

Creation

Common cards are typically very straightforward and easy to understand for newer players, and for class cards, they should be able to show off one of the core identities for that class. For Hunter, a Common card could just do more damage to the enemy! Originally, I had this card attack the enemy hero whenever you cast a spell, but in conjunction with something like Rapid Fire and buffing cards like Dire Frenzy, it was too easy to deal too much damage. So instead, I had the card attack a random enemy, which still embodies what I had originally intended for the card while being more balanced!

Feedback

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



Day 252 | Bloodsprung Fiend

A minion that can't attack

"No blood, no pain, no service."

Creation

Fun fact: minions that can't attack unless a certain condition is met are some of my favorite cards in the game, like Arcane Watcher. Today's theme is half of that idea, so I just filled in the other half! With the recent addition of Diseased Vulture, there is a new push to make pain Warlock an actual archetype, and I thought I would help push that archetype a bit more! A 3-Mana 6/4 is ridiculously good for its cost, but seeing as it can only attack when you damage your hero for 1/6th of their Health, it might not be worth it unless you're also getting value out of damaging your own face! Maybe even throw in some healing to allow for this guy to get in as many attacks as possible!

Feedback

People thought that needing to do 5 damage to yourself was too much for the effect to be worth it, and that lowering it to 3 would make it more playable while still being interesting since you can't automatically trigger it with your Hero Power. I agreed with this, so I am going to do exactly that!



Day 253 | Stormbreaker

A 6-Mana card for Shaman

When they're not in battle, they stand on top of buildings as Azeroth's first lightning rods.

Creation

From what I've seen, there have been a lot of attempts to try to make Overloading a much more beneficial thing. My idea for today was: why not just avoid Overloading at all? Overload is a downside, and the two ways to make downsides more playable is by either nullifying them or by treating them as synergies with other cards, like the Loose Specimen and Gahz'rilla combo. Stormbreaker just removes every bit of Overload from the cards in your hand, making things like Earth Elemental and Lightning Storm much more appealing to play!

Feedback

While people liked the effect of the card, they thought it is too powerful of an effect to put on anything that isn't a Legendary card. I think I agree, because being able to get this off on 2 Earth Elementals and 2 Rain of Toads and then still have another one to use later seems too good. Because of this, changing the rarity (and also the name to fit better) to Legendary seems like the correct change to make.



Day 254 | Candlewax Golem

An Epic card for Paladin

"Me... give... candle...."

Creation

One of the other people in our Discord posted a bunch of cards that they along with other people had made for a custom expansion, and these cards were all helping push the Divine Shield archetype for Paladin. Inspired by this, I thought I'd make my own Divine Shield card! The idea I had was to essentially make a Divine Shield that would never ever go away, but also hop around between different minions. The best way to play this card would be to play this alongside a minion with Divine Shield that can attack, attack it into something to lose the Divine Shield and give this its own Divine Shield, and then you have a sticky minion with a bit of a threat that you can utilize next turn!

Feedback

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



Day 255 | Gomra

A card involving Armor for Warrior

There isn't much of a difference between health and armor for a giant molten golem.

Creation

For whatever reason, I've been concepting a lot of instant-win cards recently, and this is one of the ones I like the most. Being able to line up your Armor count with your opponent's Health count might seem easy as a warrior, but because of how segmented and rigid the increase of Armor is (what I mean is that you can't really choose how much you gain) and how you can't increase your opponent's health without using some healing, this card becomes a lot more complex than you might first think. Even using a card like Alexstraza in unison with this is difficult, because it would take 2 turns to make that combo happen!

Feedback

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



Day 256 | Final Betrayal

A 10-Mana card for Rogue

Trust nobody, not even yourself.

Creation

I've always liked the flavor and theme behind Betrayal, and with Sudden Betrayal being added, I fell in love with it even more. Today's theme was to make a 10-Mana card for Rogue, which is very un-Rogue-like, since Rogue is focused around making big plays with small cards. Because of that, I wanted to incorporate this idea of the biggest possible Betrayal-esque mechanic with some sort of discounting effect, and thus Final Betrayal was made!

Feedback

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



Day 257 | Silver Duelist

A Weapon removal card

After a building a mech-suit that's almost 10x his size, he's gotten quite the confidence boost.

Creation

Most of the weapon removal that we've had in the past has literally just destroyed the opponent's weapon: Harrison Jones, Acidic Swamp Ooze, etc. But one of the most interesting forms of weapon removal that we've seen is Weapons Project since it does the job of removing the weapon in a more interesting way. Using this as inspiration, I wanted to make a card is good on its own but acts as a sort of weapon removal if the opponent does happen to have a weapon. By itself, Silver Duelist sports a 5/5 body with Divine Shield and a Mech tag, which seems pretty good when bundled together. On top of this, if the opponent does have a weapon, playing this will force the opponent to attack into it, essentially removing one durability from their weapon, losing Divine Shield, and dealing 5 damage to the enemy. In both situations, the card seems pretty good, meaning it's a versatile card that can stand on its own or be used to get rid of the enemy's weapon! And hey, maybe the opponent is a Rogue with a spare dagger left over and only 5 health remaining behind a bunch of taunts!

Feedback

People liked the idea of this card! The only critique was that it potentially wouldn't work as intended since technically weapons turn off when it isn't your turn, and you would essentially just be attacking the hero as if this had Charge. But I think the rules of the game could be slightly bent just for this card, seeing as it wouldn't be game-breaking and it makes sense to the player!



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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