365 Days of Hearthstone | Week 51 Roundup

Before anything else: my bad for posting this a day late! I was at a Christmas celebration type-thing with my girlfriends family for the weekend and I didn't have the time to make this post then. But after my long drive back home, I am here and ready to talk about some cards!

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 349 | Vengeful Frostbite

A minion with a previously unused statline

Remember, wear layers.


My first task with today's theme was coming up with an interesting effect; I thought of having a Rush minion with a downside so long as you have more minions would be fun, so I went with that. From there, I tried to mock up the effect I came up with alongside different unused statlines to see what would be the most interesting. Because this effect is on a Rush minion, I wanted to give the minion more Health than Attack to allow it to stick around and to really make you think about the downside. And that's really it! Putting this at 7-Mana makes it an amazing choice to play if you have no minions, but if you do have minions, it's a pretty considerable downside.


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


A card involving/related to Ragnaros

No one's a bigger fan of Ragnaros than Jaina.


Ragnaros the Firelord is so iconic in Hearthstone not only because of the character from the Warcraft universe but also because of his card's effect. Dealing 8 damage is nothing to brush off, and a Ragnaros without an answer can easily start racking up damage over the course of several turns. I wanted to bring about a card that has this similar effect but without the consistency that Ragnaros had since it was too easy to fit him into a deck, resulting in him moving to the Hall of Fame. Anyways, by having his effect attached to cards you draw from your deck, you won't really be able to control when the effect comes into play, and since the amount shuffled into your deck is determined by the amount of enemies, you won't be able to pull off silly lethal shenanigans with an empty deck consistently. But either way, this card is in the same vein as Deck of Wonders in that it's more of a fun card than anything else and embodies the Ragnaros effect that we all love!


As you probably could have guessed, people loved the theme and flavor of this card, but one user brought up an interesting point that many agreed with. This card gets better as it gets worse and vice versa. You obviously want to play this card with more enemy minions on the board, but then you're investing 5-mana to do nothing in a situation where you need to do something to get rid of the enemy minions. This issue is almost impossible to address, at the very least in a clean and tidy manner. So while the card mechanically and thematically fits Hearthstone, its definitely very weirdly balanced in a way that would result in a mainly useless card.

Day 351 | Boneyard Behemoth

A minion with a Deathrattle on your opponent's turn

"Time for the graveyard shift..."


Most of the cards that we saw with the mechanic of a Deathrattle with an effect on your opponent's turn didn't see play simply because it was too easy for the opponent to just ignore those minions. I thought of two different solutions to this problem: give the minion Taunt and make the Deathrattle a negative effect rather than a positive effect. By combining these two, I have a lot of leeway in making a pretty strong minion. The issue is, the original idea (which was the same statline but at 3-mana without Lifesteal) was too polarizing; it was too good if it died on your turn and too bad if it died on your opponent's turn. After playing around with a lot of different solutions, I decided on this since you get more guaranteed value with the Lifesteal effect and you are more comfortable with paying 4 mana for the card despite it's Deathrattle going off or not!


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

Day 352 | Pyrogue

A card that generates an uncollectible card

"Why bother without a little bit of fire?"


I initially thought of making a card that shuffles another card into your deck with Casts When Drawn, but I thought it wasn't really on-theme enough since you don't ever play the cards and just draw them (even though it would've fit the theme perfectly fine). So, I thought of doing something similar to King Mukla and Banana Buffoon where they add a pretty small and simple card to your hand. A Firestarter is so simple that it doesn't do anything! This is useful for Combo cards, so I thought of making the minion that generates it draw Combo cards. And finally, making the Firestarter generate from a Combo effect itself really pushes for you to run a Combo-heavy deck!


A lot of people liked this card! It was an interesting and interactive way of encouraging a Combo playstyle, with the Firestarter being much stronger than you would initially think when looking at it. The biggest feedback was that the Battlecry and Combo effect should be swapped, mainly because a tutored draw is really strong especially when combined with an additional effect. I agree with this idea, with the only downside being that the Firestarter being easier to access would be more confusing to newer players. That being said, this card has a Combo effect itself, so I don't think new players wouldn't be stuck thinking for too long.

Day 353 | Froggzor the Croakinator

A 10-Mana card for Shaman

Troggzor wasn't very creative with naming his pet.


Troggzor the Earthinator is a card that I was incredibly hyped for before the release of Goblins vs Gnomes, but he ended up being just too weak to run. I took today's theme to try to bring back the idea of Troggzor in a different way (and also I thought of the pun name and couldn't abandon it). Froggzor costs more than Troggzor, but has more health and its effect will trigger when your opponent plays ANY card, whether that be a spell to remove him or a minion with Rush. So, like Troggzor, the best time to play this card is when your opponent has an empty board to guarantee the effect goes off at least once. That being said, you are dedicating your entire turn to play Froggzor since he does cost 10-mana, so it better be worth it!


It seems I may have overtuned this card a little bit... Turns out there's a big difference between Troggzor's effect only activating from spells and this card's effect activating from any card. While people suggested a variety of edits to the card, I think the best way to fix this card is to make it the same aforementioned trigger as Troggzor, since the benefit does need to match the fact that your entire turn is committed to this card.

Day 354 | Wild Snowmaw

A Beast that isn't for Hunter or Druid

It's really just a very cold and VERY large tiger.


I decided the best way to go about today's card was to find art and then create a card inspired by the art. I stumbled upon this artwork of a giant snow beast, and it gave me the perfect opportunity to try yet another attempt at giving Freeze Shaman more fuel. Wild Snowmaw will Freeze itself when its played unless there is another Frozen character somewhere on the field. If you Freeze another minion with something like Brrloc, you've then got a really powerful minion since this has Rush and Windfury to help clean up your board!


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

Day 355 | Treemwork!

A Common card for Druid

What's gonna work? Treemwork!


Druid has been given a TON of class identities, such as Healing, Armor, Treants, Choose One, etc etc. I chose to make a card based off of Treants mainly due to the recent addition of many Treant based cards from Descent of Dragons. Treemwork lets you buff your entire board, but you need to have Treants in order for this to get maximum value. On turn 10, you can combo Force of Nature into this card to get three Treants with statlines of 6/6 each! And that's if no other Treants stuck around between turns.


While the card did pretty well on the subreddit, it seemed that people thought it was too strong, or at least had the potential of being too strong. Someone made the comparison to Bloodlust, and after thinking about it like that, you only need to have two Treants to have the damage output of Bloodlust, which is pretty insane. Because of this, I'm going to change the card to a suggestion that someone posted, where the reward doesn't scale with the amount of Treants but instead is a binary. If you have at least three Treants, then you'll get +3/+3. This essentially becomes Bloodlust+ for Treant decks, where it can act as a good finisher OR as a way to make your board stick.

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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