365 Days of Hearthstone | Week 4 Roundup

Updated: Jan 1

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 20 | The Book of Benedictus

A Class Legendary Spell

"Dear Diary, Zerek won't stop making fun of me >:'("

Creation

Following the theme of all the legendary spells already in the game, I wanted to look for a legendary minion on which to base it off. I also wanted to make a Priest card since I have yet to make a single card for that class (which is funny, since it's probably my 2nd most played class). Out of all the legendary minions in the Priest arsenal, I thought Archbishop Benedictus had the most potential for an interesting spell because of how wild his effect is. When I began designing this card, I originally had the effect repeat twice but the card cost 4-mana. After talking with my friends, they convinced me that this effect would be too strong, since it would infringe on the opponent's gameplan too much. So, I lowered the mana by 2 and the effect to only trigger once! This way, the card is more in line with Death Grip, but can be seen as worse because you can include this card in your deck unlike Death Grip and you can also duplicate it with Shadow Visions! Also, to clarify: the Discovered card is drawn to your hand in the same was as the effect in Master's Call.

Feedback

There was minimal feedback on this card, but it did go over well!



Day 21 | Soulroot

A card with the same Battlecry and Deathrattle

"I walk, and the forest follows."

Creation

I love the idea of Treant Druid, but outside of Treespeaker, there are not a lot of cards that can really give that deck a good run. That's why I made Soulroot! While it can be boiled down to just spawning 4 Treants, that's a lot of Treants for just one card, and it's all split fairly well over 5 bodies while also being sticky on the board. I had toyed with the idea of making it a 6-mana card, but with how Savage Roar exists, this card already seems like it could provide a nice way to develop a board with just one card to set up for a powerful turn of burst!

Feedback

Soulroot was received very well! There were a few concerns about the stats you gain from the mana cost, but these were far and few between; the card acts similar to Savannah Highmane, but has a better effect which makes sense since it is a Legendary card!



Day 22 | Young Illidan

A Neutral card that generates a Class card

"YOU ARE SLIGHTLY PREPARED!"

Creation

This theme was one of the most difficult ones since you have to give ALL classes access to cards from a specific class. So, I started looking through the Basic and Classic cards of every class to try to find one that I could be happy with giving to every class. Which was hard. So instead, I tried thinking about giving your opponent a specific card as to not create any intentional (potentially) broken combos. And thus, Young Illidan was born. Giving your opponent a Preparation is essentially giving them a 3-mana boost, which justifies the statline for its mana cost. Also, the flavor of the card is a play on his famous "You are not prepared!" quote!

Feedback

Probably due to both the design and the humorous aspect of Young Illidan, people liked the card! Concerns were brought up about the stats being too high, but with Preparation being essentially 3-mana boost, many people thought it would be fine. The only concern would be how the card interacts with Wandering Monster, but I think that it's so minute of a situation that it can't be helped.



Day 23 | Dreadfin Pursuer

A Beast

A Pirate's life was already hard enough, but now sharks with limbs!?

Creation

Today's theme was extremely open ended, and because of that, I had a hard time really making something that I was happy with. I made a couple of ideas based off of artwork I had found, but the Beast tag on those was essentially irrelevant. So, I decided to do the opposite and try to design something without art. I then decided to look at Dragonslayer, a card that I don't really agree with in terms of its design (as an arena player I actually just lost a run yesterday to this card by itself). Dreadfin Pursuer is a way to make a counter-play to a tribal tag without it being as oppressive as Dragonslayer or as the crabs of the past. At the same time, this brings down the power level of the card, but getting another 4/3 minion for "free" is a huge swing in tempo. Because the effect isn't immediate, like with Dragonslayer and similar cards, the card won't be too oppressive, but it definitely seems like an arena card and not at the power level needed for constructed decks.

Feedback

This card has little feedback, but one user said that it would be far too weak to ever see play. I partially agree, but I didn't design the card with the mentality of it being a must-run card. The card has an upside without a downside, but the upside is very situational, so I'm happy with where the card is.



Day 24 | Biding Triflame

A Secret for Mage

But if there's only one minion, where do the other flames go?

Creation

Secret's are fascinating to me since they're so unique in how they work within Hearthstone. Not only that, but the balance of a unique secret changes when new secrets are introduced; having to play around a new trigger makes all secrets more threatening. Biding Triflame really only interacts in this way with one existing Mage secret: Vaporize. And in the comparison between the two, the trick to beat both is to send in your weakest minion first. But Vaporize is not a very powerful card, so I would much rather look at Meteor, a strong removal spell that has opponents placing weaker minions between stronger minions. So in a scenario where someone is playing around Meteor and this secret is in play, they essentially have to choose between damaging three minions with the attack of the smaller minion, or damaging two minions with one of the more valuable targets. But what makes secrets so interesting is that maybe this isn't even the secret that's in play!

Feedback

The idea of the card's effect was well received, but the effect was thought to be too weak. Initially I wanted to make the minions take damage after attacking, but I think this would bump the effect up enough to give it more of a reason to be included in a deck.



Day 25 | Undead Rabble-Rouser

A card involving Charge

"Stop mucking around down there... Get up and fight!"

Creation

Charge is probably my least favorite keyword in Hearthstone; it's really hard to create something interesting and creative when the goal of the keyword is to just go face. So my goal with this card was to create something that required synergy from other cards and some level of thought when including it in your deck. Undead Rabble-Rouser was originally a 4-mana 2/4 Neutral minion, but cards like Hadranox and Carnivorous Cube on cheap minions like Giants. I felt like putting it in Priest both fit the flavor and gives Coffin Crasher a bit more support. I do think that right now there is not enough support to make a deck with this card extremely strong, but implementing other cards could give Priest a Charge-oriented combo or tempo deck!

Feedback

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



Day 26 | Kil'taiyh

A Legendary card for Shaman

"Chaos and balance... They are one and the same."

Creation

Shaman is my favorite class in Hearthstone, and I love the design behind the Overload mechanic. For a while now, I've been thinking of how to potentially make a card that would Overload your opponent, but most of the designs I had thought of were far too intrusive. But my brain clicked into place when this theme dropped; preventing your opponent from using their mana is something well suited for a Legendary card because it should not be something extremely easy to do. Another piece of the design behind Kil'taiyh is the fact that it is entirely up to the opponent to Overload themselves. On an empty board, the card will at worst only Overload them for 1-mana, and against decks that have strong single-target removal, the card doesn't have too much of a lasting impact. The card also does have a lot of parallels to Loatheb, with the biggest difference being that the effect can last more than just one turn but has a lower initial impact!

Feedback

The card was received very well! It was pointed out that the card needs more synergy to really be given a run for its money, but the design by itself is intriguing!



Once again, for each weekly post, I also want to highlight my favorite cards from my friends Josh Grazda, Dakota Williams, Joe Siehl, and Wes Weitzman for the week!



My favorite by Josh | Spectral Ambusher

A card involving Charge



My favorite by Dakota | Spider

A Beast



My favorite by Joe | Violent Sprite

A card involving Charge



My favorite by Wes | The Jester

A Neutral card that generates a Class card



And that's all for this week; I'll see you all in 7 days!

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