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 328 | The Living Crystal
A card with an effect when drawn
I wanted to make an effect for today that could fit into the Plot Twist Warlock deck while still being fairly usable outside of it, and The Living Crystal is my outcome. The effect is pretty substantial for you, since you can benefit from the extra Mana Crystal immediately whereas your opponent has to wait a turn, but the inconsistency of the card could make it fairly useless once you hit 10 mana.
A few people thought that changing this card to say that both players gain an empty Mana Crystal rather than a full one would be better, but I would disagree. I think if it gave both players an empty Mana Crystal, it would get rid of most of the incentive of running the card at all. If you take a look at Biology Project, that card gives both players 2 full Mana Crystals, yet it still isn't an auto-include in every deck!
Day 329 | Blessing of Aessina
A card involving Wisps for Druid
Seeing as how the Wisp related cards for Druid are all Choose One effects (except for Wispering Woods), I thought making the card for today a Choose One effect would fit better. This is a 0-mana card that is either just summoning a Wisp like normal or giving a minion a +1/+1 buff. Wisps have never really been played, but this card could see play because of its flexibility. Additionally, Divine Strength was a card that was run a tiny amount in aggressive decks, but this card costs 1 less for 1 less stat, which seems pretty good!
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 330 | Frosted Defender
Artwork found by Josh #7
I thought it would be cool to contextualize the ice in the card with the Freeze mechanic along with the shield in the art with the Taunt mechanic, and thus came about Frosted Defender. This card would likely not see a lot of play, but would find a very good niche in the arena mode as a useful defensive option. If you're ahead on the board, you might even be able to get this card to attack a few times!
There was a bit of discussion in the Discord prior to posting this as to whether or not it should have 7 Health or stay as is, and I figured I would post it and fix it if I need to. Turns out, only one person commented on the card saying that it should have 7 Health! At 8 Health, it seems it could be a bit too strong and aggravating to play against in arena, so this is a good change to make.
Day 331 | Runic Stoneform
Artwork found by Joe #7
I came up with the name "Runic Stoneform" with a completely different (and pretty weak) effect attached to the card, and when that idea was scrapped, I wanted to keep the name I came up with. I thought it would be cool to have this giant stone golem that's controlled entirely by magic, and I wanted to come up with an effect that did that idea justice. This card is Immune, but once your opponent casts a spell, the runic wards on the golem break, and he becomes vulnerable until the next turn. To compensate for this effect, I made the cost pretty hefty with a lackluster body as to not make the card oppressive.
From my experience doing this challenge, any time I make a card that says "Immune" on it somewhere, people will call it broken without any explanation. That being said, this card does seem a bit too strong when looking back at it. It has too much stats for its effect, so lowering its stats down to be less immediately strong is necessary, because the so-called "broken" interactions before stem from giving this card buffs without any answer from the opponent.
Day 332 | Mech-a-nnoyo
A card with more than three keywords
Instead of just slapping four keywords onto one card, I wanted to make a card that had interactions with specific keywords. I couldn't think of a neat, concise, and interesting way to have a card interact with four unique keywords, so I split it in half: two keywords on the card, and two keyword interactions. I took inspiration from Annoy-o-tron and made a new model in that series called Mech-a-nnoyo. This card is bigger than Annoy-o-tron, with the same Taunt and Divine Shield combo that makes it annoying, but this time it also has the addition of always being targeted by Battlecry and Deathrattle effects. So if your opponent is trying to buff their own minion with something like Shattered Sun Cleric, then Mech-a-nnoyo will just take that buff instead! This effect doesn't work with Battlecries and Deathrattles that aren't targeted, like Fungalmancer's adjacent minion buff.
There was little to no feedback on this card. ¯\_(ツ)_/¯
Day 333 | Totemic Cleaver
A Weapon with 0-Attack
One Weapon that I took as inspiration for today's theme was Bladed Gauntlet, and while the similarity between that card and Totemic Cleaver aren't very clear in terms of their design, it's more clear through my thought process. I thought that Bladed Gauntlet would be a nice point to start for today's theme since it is, well, a 0-Attack weapon that can attack later on, and I didn't want to make a weapon like Dragon Soul which only has 0-Attack since it's meant to be a semi-permanent aura. I thought of making a card that simply had +1 Attack for each Totem you controlled, but I thought having the card cap out at 7-Attack was pretty lame. This design makes more use out of things like Totemic Surge and Primal Talismans in that it wants you to keep harassing your opponent with Totems, leaving this weapon as a pretty big finisher/threat towards the end.
People liked the idea of the card, but there was a comment with many upvotes about changing it to be +2 Attack for every totem that dies. I have to disagree with this comment, because then the player would just need to play a very very slow, control Shaman deck that summons a Totem or two every now and then and then hit the opponent's face with the Weapon, which can only be beaten with Taunts or with Weapon removal. I don't like this design, and would much rather keep the Weapon where it is now.
Day 334 | Riverbed Snapshell
A 9-Mana card for Hunter
Inspired once again by the new set, I wanted to make a big minion that would synergize with Hunter's new Hero Power theme. Instead of making a card with an Inspire effect, this card has an effect that is triggered while your Hero Power has been used. At 9-Mana, it makes it impossible to have the effect trigger unless you can reduce either this card or your Hero Power by 1-mana at least, meaning that when this is played it is just an 8/8 with Taunt. But on the next turn, if you use your Hero Power, this will have +3/+3 until the start of your next turn, since that's when the Hero Power refreshes naturally.
This card went over super well! The idea and design behind the card were very well appreciated, although people thought that it was too weak. The common solution was to change the Mana cost and statline to be smaller, but to keep in line with the 9-Mana theme, I don't want to do that. I also personally like how it's difficult to use this in the same turn as your Hero Power, making the reward much more engaging. The issue is see right now is that the reward of +3/+3 isn't intriguing enough, so increasing that to something like +5/+5 would make people want to get the effect to trigger much more!
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!