This is a Thread made as a challenge for myself. I am a Game Designer, and my goal and practice is to create a custom Hearthstone card everyday of Every week of EVERY YEAR. Until I shut this down. But that wont be for a while.
This is a thread made to create viable, considerably balanced cards. Feel free to stay a while. Browse.
This area is not meant for your posts, and is a gallery of every week I've made. Please do not post here, instead check out all my cards and Discuss There!
I think this is one of the coolest cards I have ever created. One change I'm implementing is that the combined Beasts have the higher of the two beat's Mana costs.
Like a mini Brawl in many ways. To clarify, if both players have and even number of minions, or both have an odd number, each minion just damages the minion across. If one player has an even amount, and the other has an odd amount, that means each minion has two minions across from them. In that case, 1 of those 2 minions is randomly chose to be damaged. All the damage happens all at once, and heroes can be hit if there is no minion across from a minion.
This is a neat Value creating card for Mage. Its defensive and gives time for the Value to pay off. I switched it to a 6 cost to continue the pattern of even costs, and I removed the Elemental tag because its weird for it to trigger itself.
This is a weird card. Compared to Stubborn Gastropod this card less active in its role, but still slows down the opponent. It also fits into the one drop theme.
Effectively has around 7-9 health, but not all attacks against it take damage back. I just wanted to make a card that didn't catch too much attention. A card that doesn't define anything, its just a solid card to play.
I wanted to help Dragon paladin, which was almost a deck with Dragon Consort, but failed to have enough support. This card is a removal card for minions with 5 or less health, and a +6/+6 for 5 buff for large minions. Minions that die to the damage do not gain the buff, as they are dead. An Amazing synergie that WargladeHearthstone pointed out that SOMEHOW we missed is this card is insane with Divine Shield.
The idea is super epic, just need some fine tuning. The cost was turned to 8 so you couldn't Lava Shock on the same turn, and the stats were turned down. Still baller.
Check out Day 7, this is a continuation of my sheep mage archetype I'm attempting to build. This is a synergy card that makes it much easier to keep value and tempo, which is what sheep mage is about. Not much feedback on this card.
My attempt to make a warrior card that was spell synergy but stuck to the class. This was meant to step a little out of line. It seems balanced and good theme.
Why Sherazin, Corpse Flower is one of my favorite designed card:
Sherazin is a very layered card when it comes to his impact on a particular game. I like him so much because of how many different effects he has on the playstyle of BOTH player's meta games. To start, if this is in your deck, you are playing some sort of miracle rouge. But that's not all. You're not playing any normal miracle rouge. Your playing a miracle rouge that isn't all or nothing every turn. Unlike past miracle rouges, to play this card you need to play 4 cards basically EVERY turn. Your job is not to play your whole deck in one turn OR wait until you can do that, its to keep momentum from turn to turn. This makes it feel like your playing miracle rouge, but its way more fun and interactive for both players. Games last longer, and there's more counterplay. That's super cool.
But wait, there's more. The moment you drop this onto the board, you create a whole new context for BOTH players. Its as if the very rules of the game had been changed. The player playing the card, as I said before, is now playing a game of 'How can I play 4 cards next turn? How do I keep Momentum?' While the other player is now forever asking 'What survives? What do I sacrifice to protect my larger stuff? How do I end this game early? How do I wait it out?'. Every Minion you play is a minion that will die to Sherazin. So what order do you play? What order do you trade? Do you Trade? Or do you let them trade to get the most face damage. Every minion you play is going to die, you have to chose what order and when. Its a game about control of the Cycle of the card, so you get to say when Sherazin is alive or dead. That's a sick strategy competition. Like a game of chess.
You see, Sherazin is a value producing card, but not forever like Dreadsteed. It dies when you run out of cards. So the enemy player has TWO choices. End the game faster so you get less value and therefore can't win OR Siege up and wait until they run out of cards. Because to play 4 cards a turn you are probably going to be drawing. Out last them or destroy them before they can last long. It changes the very playstyle for the rest of the game for BOTH players. For BOTH players.
Finally, Sherazin's theme is so clear, and feels so good to play. Sherazin's theme make it feel epic to play with. It just fits the card so well, its amazing. Altogether, Sherizan is like a mini tavern Brawl for both player's, where the rules are different for each player. Its super interactive, forces you to play a certain deck and forces your opponent to change their playstyle to finish the game quickly or slowly, and makes Miracle Rouge fun to play against. And it feels great to play. Good Card.
The first card would be a great design in any other card game. But hearthstone has a hard time with out of turn interactions, or in this case just on the edge of your turn. The second card does not fit the theme as well but holds up the core idea still.
The Origional version was really underpowered. So essentially, now you summon a 8/9 for 7 that you take no damage from when attacking, but if you cant completly kill it in one turn theres a chance the Phylactery could be returned to hand and replayed. So to kill this card you have to go all in on one turn. And a deck that has this will probably have ways to protect the Phylactery, give it attack, or return it to hand..
This card sits in a balance Valley. That is to say, it cant be made less powerful, and it cant be made more powerful. This is due to the fact that large weapons have diminishing returns the higher the attack they have, and if I make this card weaker you would play other removal options. The first version was way overpowered, the newest version is built to reward stats above 14/14, as 14/14 makes an 8/2 weapon.
WOW. This card is one difficult F**er. The original idea is still somewhat intact. This actually would have been good as murlocs and I could have kept it more to the original idea, but I just couldn't find the art. I do like how it turned out, but it was a difficult process.
These cards are difficult to balance do to their HUGE range of impact. The goal is that the card can be used on your own minions if necessary or enemy minions as removal. Later on I will be expanding on this Polymorph theme in mage I wish to see.
Seems wild and balanced to me. The real issue was figuring out the gritty details. Multiple cards with the same name will all be considered as one card when randomly generating them, and when drawn is will randomly select which version of the card to give you. Also, Kazakus potions already randomly generated will appear.
I thought this card was well balanced as a 3/2, as your opponent is giving you a useless draw to sub-par at best. The likely hood that it is a good card is sooo low. But the consensus was that the stats were high. I still reeallly want this to be a 3/2, but ill concede on this one.
This card seems balanced with the underpowerd discard archytype. Its alows you to keep important control cards while also increasing the chances of discarding cards that trigger effects when discarded. I removed it's self protection, as it removed the strategy of playing this card while its in your hand.
This card is an attempt to help the ramp archetype. This only helps solve half the problem. Its quite good ramp, which is exactly what we need, and it scales to the late game with Fall. I feel Fall is overtuned, but I don't know how to simply scale it down and keep the effect that its more powerful later.
The original intent of this card was to make a 0 mana legendary. The Quest for that card is still to be found. This card had two main issues: There were two many scenarios where it could be abused to live forever, and its 0 mana cost made it a automatic investment win. The card was expected to die relatively quickly to enemy aggro, but if the deck playing could subvert that quickly like freeze mage or taunt warrior, it became to permanent. The cost increase made it an investment you had to commit to, and the 1 damage a turn made it so i would have to die.
The first Draft had to much board power as well as value creation. In addition, the removal of stealth made it way more interesting for any player facing this card, as they have to consider which order they kill enemy minions in. I want Return from Below to cost 1, but with The Caverns Below in existence it cant be costed too low.
This area is not meant for your posts, and is a gallery of every week I've made. Please do not post here, instead check out all my cards and Discuss There!
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!
To post a comment, please login or register a new account.
Welcome!
This is a Thread made as a challenge for myself. I am a Game Designer, and my goal and practice is to create a custom Hearthstone card everyday of Every week of EVERY YEAR. Until I shut this down. But that wont be for a while.
This is a thread made to create viable, considerably balanced cards. Feel free to stay a while. Browse.
This area is not meant for your posts, and is a gallery of every week I've made. Please do not post here, instead check out all my cards and Discuss There!
Today:
Week Ten:
Day #066 6/29/17 Puppet Master #66 Page
Day #065 6/27/17 Temple Golem #65 Page
Day #064 6/26/17 World Soul #64 Page
Day #063 6/25/17 Silver Hand Recruiter #63 Page
Day #062 6/24/17 Twisting Malestrom #62 Page
Day #061 6/22/17 Soridormi #61 Page
Week Nine:
#059 6/20/17 Twilight #59 Page
#058 6/19/17 Traitor #58 Page
#057 6/18/17 Mace Smash #57 Page
#056 6/17/17 Dread Knight #56 Page
#055 6/16/17 Bestow #55 Page
#054 6/15/17 Silver Hand Pupil #54 Page
Week Eight:
#053 6/14/17 Conclave #53 Page
#052 6/13/17 Spirit Guide #52 Page
#051 6/12/17 Engulfed FrostBite #51 Page
#050 6/11/17 Souldkeeper Ghast #50 Page
#049 6/10/17 {Mini Wild Wednesday} Miracle Hunter Support #49 Page
#048 6/9/17 Nature's Chosen #48 Page
#047 6/8/17 Parrying Instructor #47 Page
Week Seven:
#046 6/7/17 Count Nefarious #46 Page
#045 6/6/17 Grimestreet Delegate #45 Page
#044 6/5/17 Devilish Bargain #44 Page
#043 6/4/17 Knife Juggler #43 Page
->->->
#042 6/3/17 Essence Awakening #42 Page
#041 6/2/17 TricksterShift Sprite #41 Page
#040 6/1/17 Flame Dance #40 Page
Week Six:
#039 5/31/17 {Wild Wednesday} Crazed Cleric #039 Page
#038 5/30/17 Underbrush Hydra/ Mana Gremlin #038 Page
#037 5/26/17 Old' Man Najari #037 Page
First Draft:
Notes and Thoughts:
I think this is one of the coolest cards I have ever created. One change I'm implementing is that the combined Beasts have the higher of the two beat's Mana costs.
#036 5/25/17 Township's Champion #036 Page
First Draft:
Notes and Thoughts:
Support for Divine shield Paladin. The first time this takes damage remember it only deals 3 damage back.
The First 35 Cards, Week 1-5:
#035 5/24/17 {Wild Wednesday} Harth Stonebrew, Innkeeper #035 Page
Neutral Cards:
Druid:
Hunter:
Mage:
Paladin:
Priest:
Rouge:
Shaman:
Warlock:
Warrior:
#034 5/23/17 Tavern Fool #034 Page
First Draft:
#033 5/22/17 Arcane Elemental #033 Page
First Draft:
#032 5/21/17 Tangle Nest #032 Page
First Draft:
Notes and Thoughts:
Want a Spider Tribe. That be awesome.
#031 5/20/17 Amber Rager #031 Page
First Draft:
Notes and Thoughts:
Really Nice theme, but is it to powerful?? Hmmmmm.
#030 5/19/17 Mummy Lord Khifay #030 Page
First Draft:
Notes and Thoughts:
We need more people on this thread.
#029 5/18/17 Animal Technician #029 Page
First Draft:
Notes and Thoughts:
#028 5/17/17 {Wild Wednesday} New Keyword: Familiars #028 Page
First Draft:
Notes and Thoughts:
Wanted to give the non- weapon classes an interesting mechanic. Still needs some work.
#027 5/16/17 Colosseum Melee #027 Page
Final Draft:
Notes and Thoughts:
Like a mini Brawl in many ways. To clarify, if both players have and even number of minions, or both have an odd number, each minion just damages the minion across. If one player has an even amount, and the other has an odd amount, that means each minion has two minions across from them. In that case, 1 of those 2 minions is randomly chose to be damaged. All the damage happens all at once, and heroes can be hit if there is no minion across from a minion.
#026 5/15/17 Fire Plume Ridge #026 Page
First Draft:
Final Draft:
Notes and Thoughts:
This is a neat Value creating card for Mage. Its defensive and gives time for the Value to pay off. I switched it to a 6 cost to continue the pattern of even costs, and I removed the Elemental tag because its weird for it to trigger itself.
#025 5/14/17 Faceless Doppelganger #025 Page
Final Draft:
#024 5/13/17 Vanessa VanCleef #024 Page
Final Draft:
Notes and Thoughts:
Pretty Neat. Gives Edwin Vancleef +4/+4 every turn.
#023 5/12/17 Soulbomb #023 Page
First Draft:
Final Draft:
Notes and Thoughts:
Still needs some work.
#022 5/11/17 Toxic Tar Prowler #022 Page
First Draft:
Final Draft:
Notes and Thoughts:
This is a weird card. Compared to Stubborn Gastropod this card less active in its role, but still slows down the opponent. It also fits into the one drop theme.
#021 5/10/17 {Wild Wednesday} New Card Type: Relics #021 Page
Neutral Cards:
Class Relics:
#020 5/9/17 Gentle Illusionist #020 Page
First and Final Draft:
Notes and Thoughts:
Effectively has around 7-9 health, but not all attacks against it take damage back. I just wanted to make a card that didn't catch too much attention. A card that doesn't define anything, its just a solid card to play.
#019 5/8/17 Dragon's Judgement #019 Page
First Draft:
Final Draft:
Notes and Thoughts:
I wanted to help Dragon paladin, which was almost a deck with Dragon Consort, but failed to have enough support. This card is a removal card for minions with 5 or less health, and a +6/+6 for 5 buff for large minions. Minions that die to the damage do not gain the buff, as they are dead. An Amazing synergie that WargladeHearthstone pointed out that SOMEHOW we missed is this card is insane with Divine Shield.
#018 5/7/17 Volcanus #018 Page
First Draft:
Final Draft:
Notes and Thoughts:
The idea is super epic, just need some fine tuning. The cost was turned to 8 so you couldn't Lava Shock on the same turn, and the stats were turned down. Still baller.
#017 5/6/17 Woolomancer's Antics #017 Page
Final Draft:
Notes and Thoughts:
Check out Day 7, this is a continuation of my sheep mage archetype I'm attempting to build. This is a synergy card that makes it much easier to keep value and tempo, which is what sheep mage is about. Not much feedback on this card.
#016 5/5/17 Backstreet Tutelage #016 Page
First Draft:
Notes and Thoughts:
The goal was to recreate a tutor in hearthstone. The wording is weird tho.
#015 5/4/17 Grand Summoner #015 Page
Final Draft:
Notes and Thoughts:
Solid card. Not to Hot, Not to Cold.
#014 5/3/17 {Wild Wednesday} My Favorite Card/Bloodletter #014 Page
First and Final Draft:
Notes and Thoughts:
My attempt to make a warrior card that was spell synergy but stuck to the class. This was meant to step a little out of line. It seems balanced and good theme.
Why Sherazin, Corpse Flower is one of my favorite designed card:
Sherazin is a very layered card when it comes to his impact on a particular game. I like him so much because of how many different effects he has on the playstyle of BOTH player's meta games. To start, if this is in your deck, you are playing some sort of miracle rouge. But that's not all. You're not playing any normal miracle rouge. Your playing a miracle rouge that isn't all or nothing every turn. Unlike past miracle rouges, to play this card you need to play 4 cards basically EVERY turn. Your job is not to play your whole deck in one turn OR wait until you can do that, its to keep momentum from turn to turn. This makes it feel like your playing miracle rouge, but its way more fun and interactive for both players. Games last longer, and there's more counterplay. That's super cool.
But wait, there's more. The moment you drop this onto the board, you create a whole new context for BOTH players. Its as if the very rules of the game had been changed. The player playing the card, as I said before, is now playing a game of 'How can I play 4 cards next turn? How do I keep Momentum?' While the other player is now forever asking 'What survives? What do I sacrifice to protect my larger stuff? How do I end this game early? How do I wait it out?'. Every Minion you play is a minion that will die to Sherazin. So what order do you play? What order do you trade? Do you Trade? Or do you let them trade to get the most face damage. Every minion you play is going to die, you have to chose what order and when. Its a game about control of the Cycle of the card, so you get to say when Sherazin is alive or dead. That's a sick strategy competition. Like a game of chess.
You see, Sherazin is a value producing card, but not forever like Dreadsteed. It dies when you run out of cards. So the enemy player has TWO choices. End the game faster so you get less value and therefore can't win OR Siege up and wait until they run out of cards. Because to play 4 cards a turn you are probably going to be drawing. Out last them or destroy them before they can last long. It changes the very playstyle for the rest of the game for BOTH players. For BOTH players.
Finally, Sherazin's theme is so clear, and feels so good to play. Sherazin's theme make it feel epic to play with. It just fits the card so well, its amazing. Altogether, Sherizan is like a mini tavern Brawl for both player's, where the rules are different for each player. Its super interactive, forces you to play a certain deck and forces your opponent to change their playstyle to finish the game quickly or slowly, and makes Miracle Rouge fun to play against. And it feels great to play. Good Card.
#013 5/2/17 Dinosaur Trainer #013 page
First Draft:
Final Daft:
Notes and Thoughts:
The first card would be a great design in any other card game. But hearthstone has a hard time with out of turn interactions, or in this case just on the edge of your turn. The second card does not fit the theme as well but holds up the core idea still.
#012 5/1/17 Multiverse Portal #012 Page
First and Final Draft:
Notes and Thoughts:
This is a really cool card to play around with, and the theme is enticing. This is the only 3 cost portal and the only portal that generates a 3 cost minion. The portals it generates are: Unstable Portal, Maelstrom Portal, Silvermoon Portal, Ironforge Portal, Moonglade Portal and Firelands Portal.
#011 4/30/17 Dragon Lich #011 Page
First Draft:
Final Draft:
Notes and Thoughts:
The Origional version was really underpowered. So essentially, now you summon a 8/9 for 7 that you take no damage from when attacking, but if you cant completly kill it in one turn theres a chance the Phylactery could be returned to hand and replayed. So to kill this card you have to go all in on one turn. And a deck that has this will probably have ways to protect the Phylactery, give it attack, or return it to hand..
#010 4/29/17 Blood Pact #010 Page
First Draft:
Final Draft:
Notes and Thoughts:
Spooky. Like how this feels, and its a nice new playsyle.
#009 4/28/17 Sword of C'thun #009 Page
First Draft:
Final Draft:
Notes and Thoughts:
This card sits in a balance Valley. That is to say, it cant be made less powerful, and it cant be made more powerful. This is due to the fact that large weapons have diminishing returns the higher the attack they have, and if I make this card weaker you would play other removal options. The first version was way overpowered, the newest version is built to reward stats above 14/14, as 14/14 makes an 8/2 weapon.
#008 4/27/17 Fire/Water/Wind Sprinter #008 Page
First Draft:
Final Draft:
Notes and Thoughts:
WOW. This card is one difficult F**er. The original idea is still somewhat intact. This actually would have been good as murlocs and I could have kept it more to the original idea, but I just couldn't find the art. I do like how it turned out, but it was a difficult process.
#007 4/26/17 {Wild Wednesday} Polymorph: Pig/Penguin #007 Page
First Draft:
Current Draft:
Notes and Thoughts:
These cards are difficult to balance do to their HUGE range of impact. The goal is that the card can be used on your own minions if necessary or enemy minions as removal. Later on I will be expanding on this Polymorph theme in mage I wish to see.
#006 4/25/17 Incessant Hording #006 Page
Final Draft:
Notes and Thoughts:
Seems wild and balanced to me. The real issue was figuring out the gritty details. Multiple cards with the same name will all be considered as one card when randomly generating them, and when drawn is will randomly select which version of the card to give you. Also, Kazakus potions already randomly generated will appear.
#005 4/24/17 Mad Prophet #005 Page
First Draft:
Final Draft:
Notes and Thoughts:
I thought this card was well balanced as a 3/2, as your opponent is giving you a useless draw to sub-par at best. The likely hood that it is a good card is sooo low. But the consensus was that the stats were high. I still reeallly want this to be a 3/2, but ill concede on this one.
#004 4/23/17 Binding Demon #004 Page
First Draft:
Final Draft:
Notes and Thoughts:
This card seems balanced with the underpowerd discard archytype. Its alows you to keep important control cards while also increasing the chances of discarding cards that trigger effects when discarded. I removed it's self protection, as it removed the strategy of playing this card while its in your hand.
#003 4/22/17 Leaf Casting #003 Thread
First Draft:
Final Draft:
Notes and Thoughts:
This card is an attempt to help the ramp archetype. This only helps solve half the problem. Its quite good ramp, which is exactly what we need, and it scales to the late game with Fall. I feel Fall is overtuned, but I don't know how to simply scale it down and keep the effect that its more powerful later.
#002 4/21/17 Shao Hao of Seven Mists #002 Thread
First Draft:
Final Draft:
Notes and Thoughts:
The original intent of this card was to make a 0 mana legendary. The Quest for that card is still to be found. This card had two main issues: There were two many scenarios where it could be abused to live forever, and its 0 mana cost made it a automatic investment win. The card was expected to die relatively quickly to enemy aggro, but if the deck playing could subvert that quickly like freeze mage or taunt warrior, it became to permanent. The cost increase made it an investment you had to commit to, and the 1 damage a turn made it so i would have to die.#001 4/20/17 Spectral Raven #001 Thread
First Draft:
Final Draft:
Notes & Thoughts:
The first Draft had to much board power as well as value creation. In addition, the removal of stealth made it way more interesting for any player facing this card, as they have to consider which order they kill enemy minions in. I want Return from Below to cost 1, but with The Caverns Below in existence it cant be costed too low.
This area is not meant for your posts, and is a gallery of every week I've made. Please do not post here, instead check out all my cards and Discuss There!
HI! I'm Jesse, or Pumawesome (you can find me on any game I play as Pumawesome or Pumawsome). I'm a tabletop Game designer and all around game enthusiast, and I aim to create engaging game theory content.
If you wish to contact me, message me, and I am willing to give my Curse or Discord!