Custom Hearthstone Cards

Started by LauriJ November 14th, 2015 11:57 AM
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  • 2 replies
Male
Finland
Seen May 31st, 2017
Posted May 31st, 2017
281 posts
9.5 Years
So, you've played many rounds of Hearthstone, right? This thread is for you to design your own cards that you wish would be in the game. Lore-compliace isn't strictly necessary but would be welcome. Here's mine for starters.

Intervention

Class: Paladin

Type: Secret

Text: When one of your minion dies, revive that minion with double the health and deal it's damage to the opposing hero.

Cost: 4

Lord Tresh

Class: Rogue

Type: Minion

Text: Battlecry: Gets your hero's current health. Replaces your hero next turn

Cost: 7

Stats: 4/3

Flush Out

Type: Cheat

Text: Put all minion cards on your opponents hand to the field. Quota 7< >3

Cost: 6

Note: Cheats are a special class of spells that have the chance of randomly replacing one of your cards as it is drawn and usually has a specific quota you have to satisfy before you can play it. Three special slots outside the standard 30 are set aside for these special cards. In the example above, the card Flush Out can only be used when your opponent has at least 7 cards in hand and you have only 3 and below.

Skip Class

previously zappyspiker, but rainbow keeps trying to get me to skip class

Age 28
Female
New Zealand
Seen July 7th, 2021
Posted July 24th, 2020
4,713 posts
14.8 Years
These custom cards feel very broken to be honest... nice attempt at making them, but I would personally never play them or put them in my deck.
Also, if you're making custom cards I suggest you should use the Hearthstone Card Generator which most people on Custom Hearthstone Reddit use since it's a lot easier to look at and understand than just plain text.

Made your customs cards into cards themselves since it was somewhat bothering me to just look at text alone.


Spoiler:
Firstly Paladin secrets are ALWAYS 1 mana. For the same reasons that Hunter secrets are ALWAYS 2 mana and Mage secrets are ALWAYS 3 mana.

When your opponent plays a secret, you always have to figure out what it is because it could be any one of the 7 Paladin secrets. If you play a secret that costs 4 mana you will instantly know what the secret is and the opponent will play around it - kinda loses the point of being a secret when you can kinda expect what secret they've played.

Not to mention it feels like so many things happening for just 4 mana. You're not just reviving a minion like Redemption, but you are ALSO doubling it's health AND dealing it's attack to the hero. Too OP tbh.


Spoiler:

This card mostly feels unfinished and still needs work overall.
I don't really see what's the point of this card aside from it being too expensive. It's almost the same as Acidmaw with +1 health and that's already a costly legendary I wouldn't use in my deck. Maybe with Dreadscale and with Unleash the Hounds it can be used, but most of the time I wouldn't place it if I even owned it.

I don't really see what the point of replacing your hero and would be expecting more to happen. To at least have a weapon equip rather than just to replace the hero in the same way.

It doesn't feel like it's really doing and I don't think it's very well explain - When replacing my hero with this minion, does it keep it's attack or does it not? Is this change permanent like Jaraxxus or is it temporary. Does replacing my hero with this minion give me a new hero power that is worth replacing to than the hero power I currently have.
Right now, I don't see any benefits for having this card and to replace my hero with.

I barely even touch Rogue, but even so, getting your hero's health seems also pretty OP. And why would I want something with 30 health on my board if it's only going to last one turn? There are so many questions that come out of this card very unanswered.

When making minions you've got to look out for the stats and mana to make sure it affordable to play.
The easiest way to make sure a card is affordable to play in terms of minions is that - for starters:
Attack: Same cost of Mana
Health: Cost of Mana + 1

Example:
Chillwind Yeti
Mana: 4
Attack: 4

This is basic basic stuff - since Yeti doesn't have any abilities, deathrattles, Battlecry etc.




Spoiler:

I can't say much aside that I'm not really found of the cheat mechanic overall. It feels really complex and not really something that Blizzard would really put into the game. You have to take into consideration that Hearthstone was meant to be a casual game and the cheat mechanics complexity doesn't really match it.
By adding a new mechanic, and one as large as this, you'd have to look at every aspect of the game otherwise no doubt something will get broken - you can't just add a large mechanic to the game and assume everything will play just the same.

I mean it's definitely interesting that Blizzard is adding a bunch of new stuff like Discover. However the scope of their new mechanic is a lot smaller than what is proposed.


Previously zappyspiker | twitter | instagram
Male
Finland
Seen May 31st, 2017
Posted May 31st, 2017
281 posts
9.5 Years
Ok, I'll admit that I wasn't thinking entirely straight when thinking about these cards. Still, the idea behind Lord Tresh was that he would indeed be a difficult but awesome card to play. One silence and he's useless. Furthermore, he does gain a powerful weapon when he replaces your hero. I guess I just forgot to mention it in the text. And yeah, I guess Intervention should've been a spell instead. :P Furthermore, cheats would indeed be powerful spells and the quota system is in the place so that you don't use them willy-nilly and some of the lesser cheats might not have quotas on them at all. But then again, creating a card that people might want to play can be hard...