365 Days of Hearthstone | Week 8 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 48 | BCK PCK BUD-E

A card involving Magnetic

Sadly 'N-Cor Arms' was already trademarked...


Yet another card that was completely inspired by the artwork I found! I really love the flexibility that Magnetic cards have; being able to play them as a minion or as an enchantment on a mech is so cool. But what about a Magnetic card that wasn't just limited to mechs? Originally, the concept for this card was a 3-mana 3/3 minion, since Wargear is a 5-mana 5/5 minion. But the biggest difference is that Wargear is limited to mechs only, so the flexibility of this card was too strong. So instead, I made the card a 2/3, making it feel a lot less impactful but the trade-off of its flexibility makes it most likely fairly playable!


The card went over pretty alright. There was some concern that it wasn't powerful due to how it's a 2/3, but that is intentional; anything higher than that and the card would be included in far too many decks due to its versatility. The card probably did not gain that much traction due to how, well, just alright the card is, and that is fine! The card was not intended to be powerful, but versatile.

Day 49 | Frog from the Fog

A 3-Mana card for Shaman

"You only see when the Fog allows it..."


First and foremost, I want to clarify how the card works: the cards they draw can still be played, but they appear as Thick Fog. If they are able to be played, they would still have the green highlight around them like usual. Once their turn is over, the card would appear as normal, similar to how long the effect of Loatheb lasts. Anyways, the inspiration for this card came from trying to make a card themed around a frog. I kept thinking about what I wanted to make, and I thought of the frog-fog pun. So from there, I tried to develop a card that would fit in with the idea of limited visibility fog usually brings. At first, I thought of making a legendary card that would give this effect to ALL the enemy cards, where they would not be able to see them for one turn. But I liked this idea better, since it encourages them to not draw cards in their turn but is not super impeding on them!


Frog from the Fog had a very mixed reception, but that was due to it not being 100% clear what it does. Several people thought the card would permanently make the opponent's cards that were drawn during their next turn appear as Thick Fog, which is not the case. I can definitely see where the confusion is coming from, but the card text was modeled after Loatheb's text: 'Battlecry: Enemy spells cost (5) more next turn.' The difference is that Loatheb is only affecting one aspect, that being the cost of spells. Frog of the Fog has 2 things to consider: when cards are being drawn and their appearance. Because of this, I want to make a change to the text to clarify any confusion there is about its effect.

Day 50 | Blastsmith

A card that interacts with Warrior's Hero Power effect

"Hah! You best keep your distance from these flames!"


Yet another very difficult theme, this time one that interacts with Warrior's hero power rather than Rogue's like day 37. I had the idea for this card almost instantly, but it went through multiple balance iterations. At first, I had it as a 5-mana 3/4 since I thought using this card with something like Bring It On! is essentially a Pyroblast's worth of damage. What I didn't look at was that it's in a very specific scenario where the enemy has to have over 10 armor, which won't reliably happen outside of Warrior mirrors or against a controlling Druid deck. So, I then make it a 4-mana 3/4, but even then people in our Discord server said it was too weak. One person compared it to the power level of Savage Combatant, where it has a pretty strong upside but is still given vanilla stats. Because of that comparison, the card finally ended up being a 4-mana 5/4! It is powerful, but only in very specific matchups and probably wouldn't be meta-breaking.


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

Day 51 | Vanilla Extractor

A Minion



With today's theme being so broad and open ended, I used this creative freedom to make a minion around this piece of art that I found a while ago that I really liked. With how minions in Hearthstone that don't have text are usually referred to as "vanilla", I thought this would be a really fun and interesting idea to play with! Initially, the card I had revolved around silencing your drawn minions in order to turn them into vanilla minions, but seeing as how some cards like Hoarding Dragon actually benefit from doing so, I chose not to. The other idea I had was that whenever you drew a vanilla minion from your deck, it would be discarded and this minion would gain its stats. While this idea was cooler for me, cards like Ultrasaur would make this extremely problematic. So, then we arrived at where we are now! The card "extracts" vanilla minions from your deck (hence its name) and gains an additional benefit. Originally this was a 4-mana 0/5 minion, but someone pointed out that that was WAY too strong, and after thinking about it I do agree. The way it stands right now, if you were to draw two River Crocolisks and two Chillwind Yetis, it would be a 7 mana 4/7 that drew you 4 cards, which is reaaally good. Of course, it limits what you are drawing which then affects your deck building, but it might be a significant enough upside to warrant putting in a deck! Oh, and of course there's always Arena...


This card was received very well! People really liked both the flavor and the effect of the card, and said it was pretty balanced and could be included in primarily combo decks in order to thin out your deck for combo pieces. It was brought up that maybe the card should be legendary rather than epic, but I think as an epic it is fine; I don't see a world where you would run 2 of these in one deck.

Day 52 | Grimoire of Greed

A 4-Mana card for Mage

The skull is just a decoration, I promise!


Mage secrets all cost 3-mana, and generally speaking they are the most powerful secrets in the game purely based on their cost. So I thought 'what if there was a way to cheat out secrets while having a downside?' My biggest problem with tempo Mage decks is that you can run cards like Kirin Tor Mage or Kabal Lackey to get spells out for free with no real downside. I believe that cards with upsides like this should have somewhat of a small downside, which is why I created Grimoire of Greed! The upsides is that you are generating 2 secrets out of thin air for 4-mana, meaning you are saving 2-mana since the secrets are both worth 3-mana usually. And because they are generated, you don't need to put them into your deck. On top of that, the randomness factors into how your opponent will have difficulty actually playing around them. The randomness is also a downside, meaning you could get secrets that don't really do anything to benefit you in the long run. On top of that, whenever one is activated, you will get hit for 3 damage. Since you are saving 1-mana per secret when casting this, the downside is akin to that of Flame Imp; cheating out one mana can be equated to dealing 3 damage to yourself!


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

Day 53 | Nature's Chosen

Artwork found by Wes #12

The bond between Mother Nature and her pets is so beautiful.


When I was creating the card, before I had any idea, I put the art into the card and tried to think about what to do. From how I had cropped it, I noticed was that the two creatures in the artwork were flying straight into the Mana Crystal of the card itself in the top-left corner. Thus I was inspired to make Nature's Chosen. Originally, the card would transform a friendly beast into your first Mana Crystal, and whenever that Mana Crystal was spent, it would summon a copy of that Beast. The wording for this was really wacky, so instead I turned it into spending all your mana in one turn. But that allowed for this to be played on curve, which seemed like an unnecessary strong aspect of the card. And so then the card was put into this form, where you have to spend at least 10 mana in one turn to summon the Beast. This card has notable synergies with cards like Hadranox or Oondasta, which is why the cost of the card is so high!


This card had very mixed reviews. The effect is so powerful, so some people said to increase the mana cost to something like 8-mana. Other people argued that the card could be even lower than it is right now since you're giving up 6-mana since you're destroying your own minion. Some people even said to go back to how it was before, where you choose the minion instead of destroy it and then increase the mana cost. Because of how different all of these ideas are, I don't feel comfortable proposing a change, but I do think there needs to be a change. This is definitely a card that needs to see actual testing before any changes are made.

Day 54 | Right-Hand Man

A Rare card

"Job's done! Need anything else?"


One of my favorite unexplored mechanics in Hearthstone is the positioning of cards in your hand, which is why a card like Soul Infusion interests me so much. Because of how today's theme was fairly open, I gave myself the option to explore this idea, and so I created Right-Hand Man! Originally, I had him act similarly to Waterboy where he reduced the left card by 2-mana while also being a 2-mana 2/1 minion himself. I immediately abandoned this since that could essentially cause problems with aggressive decks becoming too oppressive. So instead, I lowered him down to a 1-mana 1/1 that reduces the cost of the left card by 1-mana. It is also important to note that the reason why I chose to affect the left card rather than the right card (other than because of the flavor) was because when adding cards to your hand, they are added to the right-most slot. Because this card only discounts the card to the left, eventually it will stop affecting any card at all and become a dud, having done its job. If it discounted to the right, it would potentially affect your entire deck one card at a time, which would probably not be a good thing at all.


People adored this card! It gained a lot of traction on the subreddit, but at the same time a lot of people pointed out that this card would be extremely powerful in zoo decks. Given the right hand, you would be able to cheat out an entire hand's worth of cards on turn 1! Because of this, many people proposed the addition of "but not less than (1)" at the end of the card, similar to Summoning Portal, so that the card's interesting effect still persists while removing any sort of massive swing potential it has.

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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