Something to keep in mind when creating custom cards, no card in Hearthstone has more than four lines of text. It is kind of like a rule that no custom card should have more than 4 lines of text either. Also, you don't need to say "when this dies" after the Deathrattle.
The problem right now is not that aggro is too good. It's that LEE SIN is too good. If you play decks that counter aggro (control and midrange), you lose to Lee Sin. THAT is the problem. Aggro has been nerfed so hard so many times, it is not actually a problem in itself. (The sole exception here is Pirate Aggro, and only that because of Make It Rain and Jagged Butcher, which are way too good compared to other cards.) Aggro is only having success right now because Lee Sin is preying on everything that's good against aggro and pushing them out of the meta.
You don't get to say, "Aggro and burn are perfectly fine except for this one archetype that has been at the top of the charts since the game launched." Just take it as given that when people are talking about overpowered aggro/burn, they are talking about that archetype. Obviously there are less powerful aggro decks out there, but there's no reason to discuss the ones that are reasonable.
And yes, Lee Sin is a problem, but we're not doing ourselves any favors if we pretend he's the only problem. Pirate aggro was too good long before Lee Sin even existed. Nerfing Lee Sin will not fix everything else that's wrong with the way this game is being balanced.
Here's what's really happening: Card games start to go bad when developers see players' positive reactions to big, flashy effects. So they decide to lean into that, creating more and more extreme content, and it's not long before the whole thing becomes literally impossible to balance. But the truth is that cool, interesting effects do not have to be so extreme. With a little finesse, it is possible to keep the game interesting without making every top deck into a polarizing monstrosity.
TheHoax91, Please don't. People hate having their stuff stolen and used against them, I could only imagine the salt that would come from this type of card existing. Just having your hand stolen for one turn is enough to make people angry. I am not entirely sure if this is balanced or not, but I can confidently say that it is not fun.
anchorm4n, I like the Spy Mastery version that makes the first legendary cost 0. Having all of them cost 1 makes for some really big plays on future turns, but also terrible play on the turn you cast the spell. Having the first one cost 0 and the rest cost normal makes the card seem more fair both the turn you play it and all turns after.
BasilAnguis, Flavor wise, amazing 10/10. Playability wise, I am not sure. Felfire Potion is half of that damage and it is still risky to play and hard to recover from. Part of me loves this card, but part of me knows that more often then not playing this card would result in your death.
Wailor, Perfect Storm is my favorite, followed closely by Bastion. I don't really like Philosopher's Stone. Bastion is easily the simplest of the three, so that is probably the one I would go with.
Hordaki, I am not a fan of into the battlegrounds. Having each player cast Gather Your Party seven times followed by continually casting Mass Hysteria doesn't sound like too much fun. Prepare for War is better because it is less chaotic and random, but I still feel like it is just too much on one card. I like the concept, but it is just too much as it is now.
BloodMefist, Wrath of the Legion is my least favorite of the three. Abyssal Enforcer was never played a whole lot since at 7 mana, 3 damage just isn't significant enough. And at 10 mana, it is even less useful. I still like Burning Crusade, but I can understand why some people wouldn't like it. And in game it would probably be a bad card. That being said I think Call of Sargeras is really cool. Discard synergy is always cool, and I really like the cost reduction mechanic. I definitely think it is the best of the three cards.
allthehype, First off I don't think it needs to be a Libram. Comparing it to Eye of the Storm, you are getting one less body, but no overload and a permanent buff throughout the game. I like it since it is some late game benefit for Paladins that fits their flavor well. The only thing I am not sure about is the wording. Saying "your silver hand recruits are 5/5" sounds a little weird. I think saying "For the rest of the game, your silver hand recruits have +4/+4." sounds better.
Balance was definitely not on my mind. However! Before I go crazy expanding on this train of thought, I will re-evaluate what I've made with balance in mind thanks to your comment. I appreciate the kind criticism on my first try at this. Hopefully, when I get some rest and tackle this topic again, I'll have balanced these cards and figured out a few more to post.
Flavour-wise, you might consider making the first Sylvanas card represent her living self as ranger-general of Silvermoon. Her titles of Banshee Queen and leader of the Forsaken apply to the same era of her (un)life.
Also be aware that the basic heroes (Anduin included) are never used for minions, as demonstrated when the Classic Illidan Stormrage card got re-skinned as Xavius, though they can be hero cards (e.g. the Death Knight heroes).
Power-wise, the first stage of Anduin is way too strong, even before its deathrattle is taken into account. It is a permanent freeze effect on a well-statted minion. See Maiev Shadowsong, which costs more with similar stats for what is basically a 2-turn freeze. The first stage of Anduin should be weaker than that.
Another useful reference for power is Pyros, which is an existing card that works off a similar idea but only offered 3 slightly under-statted bodies with the elemental tribe. You can definitely make cards a bit stronger than Pyros, but not by as much as your current designs.
It is easy to create super overpowered cards, but you need to think of balance. Sylvanas gives to all classes neutral boardclear.
Or the priest cards. First is super-removal (the minion takes board place) on great body. Second is Mass Hysteria but better and with a 4/4 body. King Anduin is basically "you win the game"
Hello! First time custom hearthstone card maker here, please forgive me if I don't format things right. I'm having a bit of insomnia and unless I get this idea out of my head I won't be able to even attempt to sleep again. The thought came to me about having multi-tiered legendary cards, similar to the Primes in Ashes of Outland, but based on fan favorite characters/current class heroes. So far I only created a neutral legendary to represent my idea. Below I have pasted three cards I made that all come with the same starting legendary. The condition to get the next version is via deathrattle, but each card has a unique ability that hopefully is worthwhile in case of silencing effects. The other non-neutral classes would get a multi-tier legendary just like Sylvanas here, but with effects more themed to the character and class identity of the card. I also thought it would be neat if the three versions of the card represented different aspects of the chosen characters character development throughout the history of Warcraft and WoW.
EDIT: I have redone my current card ideas, maybe they're more balanced now.
I'm still torn between making all the legendarys cost (1) or the first of them (0). Any more thoughts on that issue? I've also tried to put the original art and name to use but I'm not sure if that really fits Rogue. Feedback would be very welcome!
Here's mooooar feedback for y'all...
allthehype
Show Spoiler
Nice art and quite flavorful card overall. The Taunts make it playable, which is important. I think summoning 3 of them would be better.
FieselFitz
Show Spoiler
I think you're almost good to go, the only thing you should change is indeed making the token a "Golden Guardian". The big issue with your card is that it might be too close to Libram of Hope but that can't be helped without completely reworking it. I would probably give it 3, maybe 4 stars.
BloodMefist
Show Spoiler
Really hard to decide between the three, they are all cool in their own way. The one difference between them is their playability. I think the third version that gets discounted when it's discarded stands out not only from your other two cards, but probably also from most other entries. The problem with this competition is that 10 mana spells really have to make an impact to be playable and you circumvent this issue with the discount. Finally, you should consider making it "Whenever you discard this" and maybe switch the order of effects (Return it to hand and then discount), but I'm not completely sure about this.
Hordaki
Show Spoiler
I'm sorry but I don't like your idea very much. Pulling minions from your opponent's deck would be a terrible experience for them. This could potentially destroy whole archetypes that rely on Battlecry minions (if you manage to play the spell early enough).
Wailor
Show Spoiler
I'd go with Bastion. Philosopher's Stone is too complicated to make use of and Perfect Storm is too close to Plague of Death for my taste.
BasilAnguis
Show Spoiler
Nice idea, nice flavor. If you take Hellfire and Abomination for reference, only "ALL" should be capitalized.
TheHoax91
Show Spoiler
This is reeeeeally crazy. In a good way, though. I prefer the second art because it reminds me of a puppeteer.
LuckyTiger151
Show Spoiler
I agree with what the others have said. Very creative first try!
MenacingBagel
Show Spoiler
I don't like Harvest very much because it would usually come down to a board clear and a full heal which is just too much, even for a 10 mana legendary. Soul Swap is an exciting idea, but it should be worded "Restore" instead of "Heal" imho. It would be even more interesting if you made it swap Heros, not only their Health, that means including the Hero Power.
Cg8889
Show Spoiler
A solid card. Probably comes down to a board clear with a body, so the cost is fair.
KANSAS
Show Spoiler
The use of "stats" doesn't feel right for me, I prefer the Attack/Health version. You're right, it needs Taunt or Rush to be playable.
DavnanKillder
Show Spoiler
I don't like Killing Spree very much. It's pretty flavorful, but Rogue shouldn't get such a strong removal card and there's probably too much blood in the art for HS. RAGEEEEEE!!!! is a neat card, you should go with this one.
R
Show Spoiler
Nice idea. This could become scary with big Rush minions or stuff like Rag, but it's probably fair enough at 10 mana. Really creative, well done!
First I got an idea that I realised was a total rip-off of a former winner, I even used the same art for the token so I discarded the idea. (Culling of Stratholme: Destroy all minions and summon a 8/8 Arthas with taunt).
Then I got a new idea for the same class, feedback appreciated! Maybe it's to underwhelming? I feel permanent effects should be from legendary cards, hence the rarity. Maybe "summon 3 with taunt" is more fair?
Thx for the Feedback y'all - here is the New Version:
Made some little Changes - changed the Watermark (Into another Custom Made one) - its now a Rare Spell instead of an Epic and the Minion you Summon got a Name and i made a Token card (hopefully the right way ) :
I'm going to avoid being judgemental and assuming the worst, I want this game to succeed so badly. That said I worry about some of the things mentioned here. Like why is it that they openly admit to Miss Fortune, Gangplank, and Twisted Fate all being way too powerful yet they offer no solutions, nor any guarantees there will even be a solution? I'm fine with them taking as many swings at the problem as they need. Even if it takes 30 attempts to make a card balanced I'd rather see the attempt then just leave it to fester.
The first is unchanged other than name. The second's effect is more straight forward and consistent at the cost of high-roll potential and complexity. It fits as a Warlock version of Eye of the Storm with Warlock appropriate trade-offs and benefits. I liked the first version better, but I can't find a clearer way to word it. The third takes the card in an entirely different direction, hoping to push Control Disco-lock by providing a late-mid game threat that can soak up discards. The cost reduction carries over each time, like how Clutchmother Zavas retains her buffs. It seems a tad weak, but I like the general idea of cost reduction through discard.
LuckyTiger151 - Welcome aboard to the world of fan-made content. It's always nice to see new faces here. It should be noted right away that everything should be a separate image. Submitting the hero with the tokens all in one image will get you disqualified. Azeroth's End is flashy as hell, but it's also unfortunately, extremely weak. A 10 mana card needs to do something right away, and this one doesn't. You spend all of your mana to just deal 15 damage to your hero, and at that rate, you'll probably just lose the game next turn. It's also worth it to note that you will take a total of 30 damage from the effect before transforming into Archimonde, so you'll need a lot of healing. Let's say that you somehow do manage to become Archimonde. Your hero is completely Immune. How about your opponent? How do they win? Are they just screwed? Since you're permanently Immune, the only thing that your opponent could possibly do to win is [Hearthstone Card (Mecha'tun) Not Found] or hope you reach the turn limit. It might as well say "destroy the enemy hero" since your hero is virtually unkillable in this state anyway. If I were you, I would simply scrap this card and start over.
Thanks for the feedback. I know the card's power level is absolute crap. I intended for it to be a fun and flashy "win the game" meme card, I think I may have made it too weak even for that though.
The “renounce darkness” effect and the “nothing bland” line made me think of deck transforming effects already, the last line wher it did not follow its own rules (being a neutral card) sealed the deal for my guess.
Shen emote would have a higher win rate, but some people like to open with him.
My takeway from this is that they have no idea how to fix underpowered archetypes, and no idea how to bring the most overpowered ones (aggro and burn) into check. So they faff about in the middle ground, hoping people will find that interesting in spite of everything else.
The only way to keep aggro/burn decks in check is to make one sided board clears available. I may be wrong, but most board clears in the game right now hit both sides. The only exception I'm aware of is ASol's Skies Descend spell.
Withering Wail only hits opposing units. Same with TF's Red Card and Make It Rain. And Riptide Rex as well, incidentally. And while Avalanche hits both sides, that is almost never a problem for decks that use it. So, let's be perfectly clear here - "most board clears hit both sides" ends up describing exactly these spells - Avalanche (already mentioned that the "both sides" almost never matters), The Ruination, and Singular Will (which no one uses). So that brings us down to exactly one card that causes equal problems with both sides of the board: The Ruination. Which brings us to an important point - if they print one-sided board wipes, those are useful to literally every deck ever, even aggro. There is a VERY good reason that one-sided board wipes are extremely rare in card games, and this is it.
As for aggro and burn, they are absolutely not overpowered - there are very hard counters to both of those (for aggro, it's Avalanche/withering wail/TF red card; for burn, it's basically any kind of healing). Midrange is also a problem for aggro as well, since their dudes are bigger and 2-for-1 the aggro player like crazy.
The problem right now is not that aggro is too good. It's that LEE SIN is too good. If you play decks that counter aggro (control and midrange), you lose to Lee Sin. THAT is the problem. Aggro has been nerfed so hard so many times, it is not actually a problem in itself. (The sole exception here is Pirate Aggro, and only that because of Make It Rain and Jagged Butcher, which are way too good compared to other cards.) Aggro is only having success right now because Lee Sin is preying on everything that's good against aggro and pushing them out of the meta.
Shen emote would have a higher win rate, but some people like to open with him.
My takeway from this is that they have no idea how to fix underpowered archetypes, and no idea how to bring the most overpowered ones (aggro and burn) into check. So they faff about in the middle ground, hoping people will find that interesting in spite of everything else.
The only way to keep aggro/burn decks in check is to make one sided board clears available. I may be wrong, but most board clears in the game right now hit both sides. The only exception I'm aware of is ASol's Skies Descend spell.
Another alternative to control aggro would be to create more units like monkey idol available or dragonling available. Units that provide unique benefits, but weak stats at a temporary cost (ephemeral).
Another idea I had would be units that can be summoned with a burst spell (similar to the mistwraith spell that SI currently has) but would have the text "This unit has ephemeral while attacking and lifesteal while blocking"
Something like this: (apologies for the crude design, just spit balling here).
A bout of insomnia fueled inspiration = custom card creations
Something to keep in mind when creating custom cards, no card in Hearthstone has more than four lines of text. It is kind of like a rule that no custom card should have more than 4 lines of text either. Also, you don't need to say "when this dies" after the Deathrattle.
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
You don't get to say, "Aggro and burn are perfectly fine except for this one archetype that has been at the top of the charts since the game launched." Just take it as given that when people are talking about overpowered aggro/burn, they are talking about that archetype. Obviously there are less powerful aggro decks out there, but there's no reason to discuss the ones that are reasonable.
And yes, Lee Sin is a problem, but we're not doing ourselves any favors if we pretend he's the only problem. Pirate aggro was too good long before Lee Sin even existed. Nerfing Lee Sin will not fix everything else that's wrong with the way this game is being balanced.
Here's what's really happening: Card games start to go bad when developers see players' positive reactions to big, flashy effects. So they decide to lean into that, creating more and more extreme content, and it's not long before the whole thing becomes literally impossible to balance. But the truth is that cool, interesting effects do not have to be so extreme. With a little finesse, it is possible to keep the game interesting without making every top deck into a polarizing monstrosity.
Intense Magic - Card Design Competition Discussion Thread
Some more feedback:
BasilAngus
Hordaki
BloodMeFirst
FieselFitz
Also, the token should have no rarity gem. If you have problems to apply a watermark to a card without rarity gem, I can explain how to do it.
allthehype
anchorm4n
Watch out because the last of the cards you presented is Neutral (looks similar to Rogue, but it's not).
Intense Magic - Card Design Competition Discussion Thread
Thank you everyone for your feedback, here is my card now.
@anchorm4n, I think I will keep the "stats" in there since it saves space. Also, it is proper wording on cards like Abyssal Summoner, Gral, the Shark, Spirit of the Tiger, and Ceremonial Maul
Some more feedback:
anchorm4n, I like the Spy Mastery version that makes the first legendary cost 0. Having all of them cost 1 makes for some really big plays on future turns, but also terrible play on the turn you cast the spell. Having the first one cost 0 and the rest cost normal makes the card seem more fair both the turn you play it and all turns after.
BasilAnguis, Flavor wise, amazing 10/10. Playability wise, I am not sure. Felfire Potion is half of that damage and it is still risky to play and hard to recover from. Part of me loves this card, but part of me knows that more often then not playing this card would result in your death.
Wailor, Perfect Storm is my favorite, followed closely by Bastion. I don't really like Philosopher's Stone. Bastion is easily the simplest of the three, so that is probably the one I would go with.
Hordaki, I am not a fan of into the battlegrounds. Having each player cast Gather Your Party seven times followed by continually casting Mass Hysteria doesn't sound like too much fun. Prepare for War is better because it is less chaotic and random, but I still feel like it is just too much on one card. I like the concept, but it is just too much as it is now.
BloodMefist, Wrath of the Legion is my least favorite of the three. Abyssal Enforcer was never played a whole lot since at 7 mana, 3 damage just isn't significant enough. And at 10 mana, it is even less useful. I still like Burning Crusade, but I can understand why some people wouldn't like it. And in game it would probably be a bad card. That being said I think Call of Sargeras is really cool. Discard synergy is always cool, and I really like the cost reduction mechanic. I definitely think it is the best of the three cards.
allthehype, First off I don't think it needs to be a Libram. Comparing it to Eye of the Storm, you are getting one less body, but no overload and a permanent buff throughout the game. I like it since it is some late game benefit for Paladins that fits their flavor well. The only thing I am not sure about is the wording. Saying "your silver hand recruits are 5/5" sounds a little weird. I think saying "For the rest of the game, your silver hand recruits have +4/+4." sounds better.
A bout of insomnia fueled inspiration = custom card creations
Balance was definitely not on my mind. However! Before I go crazy expanding on this train of thought, I will re-evaluate what I've made with balance in mind thanks to your comment. I appreciate the kind criticism on my first try at this. Hopefully, when I get some rest and tackle this topic again, I'll have balanced these cards and figured out a few more to post.
A bout of insomnia fueled inspiration = custom card creations
Flavour-wise, you might consider making the first Sylvanas card represent her living self as ranger-general of Silvermoon. Her titles of Banshee Queen and leader of the Forsaken apply to the same era of her (un)life.
Also be aware that the basic heroes (Anduin included) are never used for minions, as demonstrated when the Classic Illidan Stormrage card got re-skinned as Xavius, though they can be hero cards (e.g. the Death Knight heroes).
Power-wise, the first stage of Anduin is way too strong, even before its deathrattle is taken into account. It is a permanent freeze effect on a well-statted minion. See Maiev Shadowsong, which costs more with similar stats for what is basically a 2-turn freeze. The first stage of Anduin should be weaker than that.
Another useful reference for power is Pyros, which is an existing card that works off a similar idea but only offered 3 slightly under-statted bodies with the elemental tribe. You can definitely make cards a bit stronger than Pyros, but not by as much as your current designs.
I hope this helps :)
How to Obtain Golden Transfer Student for Free During the Masquerade Ball
Free stuff is cool. Free stuff you can disenchant would be even better.
A bout of insomnia fueled inspiration = custom card creations
It is easy to create super overpowered cards, but you need to think of balance. Sylvanas gives to all classes neutral boardclear.
Or the priest cards. First is super-removal (the minion takes board place) on great body. Second is Mass Hysteria but better and with a 4/4 body. King Anduin is basically "you win the game"
A bout of insomnia fueled inspiration = custom card creations
Hello! First time custom hearthstone card maker here, please forgive me if I don't format things right. I'm having a bit of insomnia and unless I get this idea out of my head I won't be able to even attempt to sleep again. The thought came to me about having multi-tiered legendary cards, similar to the Primes in Ashes of Outland, but based on fan favorite characters/current class heroes. So far I only created a neutral legendary to represent my idea. Below I have pasted three cards I made that all come with the same starting legendary. The condition to get the next version is via deathrattle, but each card has a unique ability that hopefully is worthwhile in case of silencing effects. The other non-neutral classes would get a multi-tier legendary just like Sylvanas here, but with effects more themed to the character and class identity of the card. I also thought it would be neat if the three versions of the card represented different aspects of the chosen characters character development throughout the history of Warcraft and WoW.






EDIT: I have redone my current card ideas, maybe they're more balanced now.
Neutral:
Priest:
Intense Magic - Card Design Competition Discussion Thread
Thx for the feedback - i made some small changes and submitted it already :)
Intense Magic - Card Design Competition Discussion Thread
I'm still torn between making all the legendarys cost (1) or the first of them (0). Any more thoughts on that issue? I've also tried to put the original art and name to use but I'm not sure if that really fits Rogue. Feedback would be very welcome!
Here's mooooar feedback for y'all...
allthehype
FieselFitz
BloodMefist
Hordaki
Wailor
BasilAnguis
TheHoax91
LuckyTiger151
MenacingBagel
Cg8889
KANSAS
DavnanKillder
R
Intense Magic - Card Design Competition Discussion Thread
First I got an idea that I realised was a total rip-off of a former winner, I even used the same art for the token so I discarded the idea. (Culling of Stratholme: Destroy all minions and summon a 8/8 Arthas with taunt).
Then I got a new idea for the same class, feedback appreciated! Maybe it's to underwhelming? I feel permanent effects should be from legendary cards, hence the rarity. Maybe "summon 3 with taunt" is more fair?
EDIT: Should I even change it to a Libram?
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
So what they gonna do to make it rain? 3 mana? 2 targets?
Can't hit nexus?
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
We need a chart of emotte/win rate we need to see the meta!
jk, of course sad poro has low win rate :( people use him when they lose..
Intense Magic - Card Design Competition Discussion Thread
Thx for the Feedback y'all - here is the New Version:
Made some little Changes - changed the Watermark (Into another Custom Made one) - its now a Rare Spell instead of an Epic and the Minion you Summon got a Name and i made a Token card (hopefully the right way ) :
Maybe i should name the Token Golden Guardian ??
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
I'm going to avoid being judgemental and assuming the worst, I want this game to succeed so badly. That said I worry about some of the things mentioned here. Like why is it that they openly admit to Miss Fortune, Gangplank, and Twisted Fate all being way too powerful yet they offer no solutions, nor any guarantees there will even be a solution? I'm fine with them taking as many swings at the problem as they need. Even if it takes 30 attempts to make a card balanced I'd rather see the attempt then just leave it to fester.
[Game] Card Treasure Hunt (The Resurrection Attempt)
I’m thinking Snapjaw Shellfighter.
Intense Magic - Card Design Competition Discussion Thread
The first is unchanged other than name. The second's effect is more straight forward and consistent at the cost of high-roll potential and complexity. It fits as a Warlock version of Eye of the Storm with Warlock appropriate trade-offs and benefits. I liked the first version better, but I can't find a clearer way to word it. The third takes the card in an entirely different direction, hoping to push Control Disco-lock by providing a late-mid game threat that can soak up discards. The cost reduction carries over each time, like how Clutchmother Zavas retains her buffs. It seems a tad weak, but I like the general idea of cost reduction through discard.
Feedback sometime tonight or tomorrow!
Intense Magic - Card Design Competition Discussion Thread
Thanks for the feedback. I know the card's power level is absolute crap. I intended for it to be a fun and flashy "win the game" meme card, I think I may have made it too weak even for that though.
[Game] Card Treasure Hunt (The Resurrection Attempt)
The “renounce darkness” effect and the “nothing bland” line made me think of deck transforming effects already, the last line wher it did not follow its own rules (being a neutral card) sealed the deal for my guess.
[Game] Card Treasure Hunt (The Resurrection Attempt)
I protect, but I can also attack
I might be the worst bodyguard
because I mostly can’t fight back
Hello, sorry I’m always so late to these. I hope this riddle is not too vague.
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
Withering Wail only hits opposing units. Same with TF's Red Card and Make It Rain. And Riptide Rex as well, incidentally. And while Avalanche hits both sides, that is almost never a problem for decks that use it. So, let's be perfectly clear here - "most board clears hit both sides" ends up describing exactly these spells - Avalanche (already mentioned that the "both sides" almost never matters), The Ruination, and Singular Will (which no one uses). So that brings us down to exactly one card that causes equal problems with both sides of the board: The Ruination. Which brings us to an important point - if they print one-sided board wipes, those are useful to literally every deck ever, even aggro. There is a VERY good reason that one-sided board wipes are extremely rare in card games, and this is it.
As for aggro and burn, they are absolutely not overpowered - there are very hard counters to both of those (for aggro, it's Avalanche/withering wail/TF red card; for burn, it's basically any kind of healing). Midrange is also a problem for aggro as well, since their dudes are bigger and 2-for-1 the aggro player like crazy.
The problem right now is not that aggro is too good. It's that LEE SIN is too good. If you play decks that counter aggro (control and midrange), you lose to Lee Sin. THAT is the problem. Aggro has been nerfed so hard so many times, it is not actually a problem in itself. (The sole exception here is Pirate Aggro, and only that because of Make It Rain and Jagged Butcher, which are way too good compared to other cards.) Aggro is only having success right now because Lee Sin is preying on everything that's good against aggro and pushing them out of the meta.
Hearthstone Best Twitch Moments of All Time
Video: https://youtu.be/JO9dKT5gsC8
Hearthstone Best Twitch Moments of All Time
Video
Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal
The only way to keep aggro/burn decks in check is to make one sided board clears available. I may be wrong, but most board clears in the game right now hit both sides. The only exception I'm aware of is ASol's Skies Descend spell.
Another alternative to control aggro would be to create more units like monkey idol available or dragonling available. Units that provide unique benefits, but weak stats at a temporary cost (ephemeral).
Another idea I had would be units that can be summoned with a burst spell (similar to the mistwraith spell that SI currently has) but would have the text "This unit has ephemeral while attacking and lifesteal while blocking"
Something like this: (apologies for the crude design, just spit balling here).