365 Days of Hearthstone | Week 5 Roundup

Updated: Jun 1, 2019

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 27 | Grave Robber Gurggles

"If your deck has no X-cost cards..."

Something tells me those aren't real ghosts...

Creation

It's about time that I made a Murloc card! The original design of Gurggles was to shuffle the Boorggles into your own deck, and they would have ONLY drawn other Boorggles. I moved away from this because it would have given an extremely easy out to complete Unite the Murlocs and would have given very simple reload for aggressive decks. I tried to then make the cards shuffle into your opponent's deck, and the first iteration of that had the Boorggles with 0 attack. This was too oppressive, because unless you were a Warrior or a Mage, removing your own 0 attack minions would have been too difficult. So I decided on this as the final version; it serves as a nice tech card against combo and control decks, but runs the risk of giving aggressive decks more fuel to fight with!

Feedback

Overall the card was received well, but there was some concern that the drawback of playing the Boorggles was not enough. While I do think that the card as of right now could see play in order to make Overkill cards better or to allow for easy targets for the Mage Death Knight, I am not opposed to changing the Boorggles to what they originally were: having 0 attack. The power level of this card would be much stronger, but it is something that would definitely need to see actual testing.



Day 28 | Trump of Valuetown

Artwork found by Josh #6

"The value, it's mine! All mine!"

Creation

As someone that watches a lot of Hearthstone Youtube videos, I was excited when this theme was revealed. Trump: the mayor of Valuetown. I wanted to embody this idea of "value" while also giving it a bit of a humorous spin. What's more valuable than a 4-mana 7/7? On top of that, I wanted to find a way to get even MORE value, and that's where the effect of the card comes in. And finally, the balance. In order to make this card not game-breaking, I took a lesson from Living Mana and decided that if you're playing a 7/7 on turn 4, you better be investing more than 4 mana (in a way). And yes, it might be generating more fuel for you to use, but those cards will be difficult to play if you don't have the mana to use them!

Feedback

The card was received well! The flavor fits the idea of the fictional "Valuetown", but the card itself is not extremely powerful, which is not a bad thing! A 4-mana 7/7 should have a big drawback, right?



Day 29 | Cantrip Mastery

A 10-Mana card for Mage

Turns out spamming Fire Bolt IS a valid strategy.

Creation

I think I struggle the most with designing Mage cards. It might be how straight-forward their card designs are in (usually) in nature, or the fact that I personally haven't enjoyed playing most of the archetypes that Mage can support. But either way, for this card I decided to take inspiration from Dungeons & Dragons and - speaking from my experience of only playing 1 campaign - how much I relied on the Fire Bolt cantrip. In Hearthstone, I see a parallel between cantrips and Hero Powers; they're minor abilities you can use that you will never run out of. So, I designed Cantrip Mastery. I kept bouncing around between basing the cost reduction off of either damage dealt or times used with the Hero Power, but I settled on damage dealt because the Hero Power Mage deck isn't exceptionally strong outside of even/odd decks. And because this card can only be run in an even deck, there is little difference between damage dealt or time used unless you're running cards like Spirit of the Dragonhawk!

Feedback

The card was received well! It was pointed out that the card can be played in even Mage, which was intentional; it may be a bit too powerful, so I am considering changing the card to be based on the amount of times you use the hero power rather than the damage done. But I think the card is good the way it is, and would need to be actually tested to see how powerful it is.



Day 30 | Aether Guardian

An 8-Mana card for Priest

Easiest way to a dragon's heart? Turns out it's immortality.

Creation

The idea of making a dragon for today's theme came about because a) Priest already has dragon synergy in their available cards, and b) I love high-cost dragons, so at 8-mana it gave me the chance to work with it. At first, I played around with simply healing all friendly characters or giving a friendly dragon an increase in health, but that seemed a little boring. So instead, I took the "If you're holding a Dragon" idea and played around with that. At first I wanted it to just give Immunity to a dragon on the board, but that made the card feel weak since you needed to have both a dragon with decent enough attack to trade into something on the board and a dragon in your hand. So instead, I moved the Immunity effect into your hand, giving the dragon that you're holding Immunity until the turn after they are summoned, giving them a greater chance at sticking to the board! Also, for clarification: If you are holding more than one dragon in your hand, only one of them will gain the effect (and they are selected randomly).

Feedback

One user pointed out a very concerning combo with this card: play this, give Malygos immunity, and then play a series of Mind Blasts to deal over 30 damage. I do think this is a problem, so I propose giving the dragon in hand Divine Shield rather than Immunity. It makes the dragon harder to remove, but not in a way that is close to impossible to play against.



Day 31 | The Infinite Shell

A Legendary card for Paladin

"We will all be bound together."

Creation

Mechs as an archetype are a sad story to me since they only really get the support they need during one specific expansion. First it was Goblins vs Gnomes, and then it was The Boomsday Project. While Paladin was given some strong cards for Mechs, like Mechano-Egg and Kangor's Endless Army, I still feel like the Mech Paladin deck needs some more support. I initially drafted up the idea of Infinite Shell as something that forces minions adjacent to it to magnetize to it, but that was both too powerful and uninteresting. Then I had the idea of making a Mech from your hand magnetize to it when it took fatal damage, so if it went below zero, it would need a minion to magnetize to it to push its health over 0 health for it to stay alive. Using big Mechs, this effect was far too powerful since you would basically cheat out a lot of mana and make an extremely sticky minion. So now, we have this iteration of The Infinite Shell. The idea is for the effect to snowball from Mech to Mech, carrying over any other effects it gains through magnetizing until there is no Mech in your hand. Because of how snowbally the effect is, the initial investment of 5-mana for a 1/4 minion is very underwhelming. On top of that, you need to spend mana to summon the minions which this is magnetized to. But because the effect can last forever (given that you have a mech in your hand), it could be possible to have a very large minion for very cheap. As an example, if this dies, it could magnetize to a Mechano-Egg which then becomes a 1/9. When that dies, it'll then magnetize to another Mech in your hand; another Mechano-egg, for example, would become a 1/14 that summons two 8/8s when it dies!

Feedback

People either thought the card was unplayable or extremely broken. As it stands right now, the effect is so unique and snowbally that its power level can really only be understood through testing. If the card is too weak, I would want to add Magnetic to the card itself. If it is too powerful, then increase the mana cost! Either way, there are definitely ways to balance it.



Day 32 | Snake Familiar

A card involving Poisonous

Yes, we know it's not technically a weapon, but Valeera reaaaally wanted a pet snake.

Creation

We've had 0-mana spells. We've had 0-mana minions. But we've never had a 0-mana weapon. Why is that? Well, I believe it's because of how different weapons work when compared to the other types of cards in the game; unlike the health of minions, a weapon's durability practically ensures how much damage you will get in with the card (unless the opponent is running weapon removal). So, with this card, I wanted to tackle the challenge of making a 0-cost weapon through the theme of Poisonous by creating a weapon that already has Poisonous (a strong effect), but no attack. And with 1 durability, if you really want to get the bang for your buck, you need to buff the durability of the weapon too. And the attack of the weapon isn't really too important since the Poisonous effect is what you really want to be focusing on!

Feedback

The card was received well, but there was not a lot of feedback on it. It was said that it could be included in an even Rogue deck with the help of Toxicologist.



Day 33 | Augur Tome

Artwork found by Wes #5

Written by the same author of "Summoning Imps for Dummies"!

Creation

When I saw this artwork, I really wanted to do something with the entire piece, but I couldn't bring myself to it purely because of how it was cropped when made as a minion (as far as for a spell, I just couldn't think of anything). So, instead I tried to inspect the piece to see if there was any smaller thing I could focus on, and thus my eyes landed on the book. From there, I started to look at the demonic symbol on the book, which reminded me of Warlock and specifically how they can discard card. So I designed this to act similarly to Sword of Justice where it loses durability based on the effect instead of actually using the weapon. I also liked making a card to help support discard Warlock since that's one of my favorite decks to not only play but also watch! In terms of the balance of the card, I had considered 4-mana 0/4 and 3-mana 0/3, but settled on how it is as a 4-mana 0/3 because it's essentially generating 3 cards. Cabalist's Tome]was a strong card even though it generated 3 random cards (from a known pool). This is going to generate cards you had already included in your deck, so those cards will be valuable for you. This cost's less than Cabalist's Tome because it does not instantaneously activate; you need to use other cards to get the effect to trigger. And as a final note: if this is triggered by discarding Clutchmother Zavas or High Priestess Jeklik, it will add an additional copy to your hand, and discarding Silverware Golem will summon it and add a copy to your hand.

Feedback

A lot of people liked design and idea of the card! But, there was some people that thought it could have a reduced cost at maybe 2 or even 3-mana. I still stand by the statline and the cost being balanced (especially when comparing it to Cabalist's Tome), but it is definitely something to keep an eye out for if the card was tested in-game!



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 | Absorb Essence

Artwork found by Wes #5



My favorite by Dakota | Auchenai Phantasm

An 8-Mana card for Priest



My favorite by Joe | Werner's Phylactery

Artwork found by Wes #5



My favorite by Wes | Poison Master Sorel

A card involving Poisonous



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

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