Mana curve


Info

The term mana curve refers to two related concepts:

Strategy

In Hearthstone The Hearthstone icon Hearthstone (formerly known as Hearthstone: Heroes of Warcraft 1] 2]) is a free-to-play digital collectible card game from Blizzard Entertainment. It was first announced in a presentation by Rob Pardo at the hearthstone , mana Mana is the resource used in Hearthstone to play cards and use Hero Powers, each of which has a mana cost that must be paid to use it. The supply of mana is represented by hearthstone is a progressive resource that increases with each turn Hearthstone takes place in turns. Each turn gives a player the opportunity to act. At the end of each turn, play is passed back to the other player. A round describes one turn for each . The limited but slowly-increasing supply of mana serves to delay and add pace to the game, preventing players from simply playing their most powerful cards on round one. It also splits the game into distinct phases, with higher-value cards only becoming playable in later rounds.

As one of the key limiting resources in the game, effective mana management is essential for achieving victory in Hearthstone. While generally it is ideal to make use of all available mana each turn to maintain tempo Tempo is an unofficial term that describes which way the "momentum" of a match is going, as well as a label for decks which aim to keep tempo on their side. It is one of , in practice it is sometimes wiser to hold back cards until the right time, especially if planning a combo. While this may lead to mana being `wasted`, taking a more cautious approach to card playing can win games. Hero Powers, while intentionally mana-inefficient, may be helpful for making use of mana every turn without consuming cards.

The mana cost of a card determines which round it will become available to play, as well as which cards it can be used in combination with. This concept is used in deck building to ensure viable options each turn, and can also be used to predict which cards may be played on certain rounds, such as Mind Control Mind Control Set: Basic Type: Spell Class: Priest Cost: 10 Abilities: Take control Take control of an enemy minion.Nominated as "Spell Most Likely to Make Your Opponent Punch the Wall."See this card on Hearthpwn data hearthstone generally only becoming playable from round 10 onwards.

Videos

On curve

Good early game minions are typically most powerful when played on the earliest turn possible for their mana cost - or even a turn earlier using The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start hearthstone . Playing e.g. a 3-mana minion on turn 3 is known as playing it "on curve". Playing on curve each round typically produces a very strong presence on the board, and is a key strategy for many aggro An aggro deck or aggressive deck, also known as a rush deck, is a deck that takes an aggressive approach of dealing damage to the opponent as quickly as possible, generally through the summoning of and tempo Tempo is an unofficial term that describes which way the "momentum" of a match is going, as well as a label for decks which aim to keep tempo on their side. It is one of decks, chiefly since these seek to optimise advantage during the early and mid-game. In contrast many control decks A control deck, also known as a late game deck, is a deck that attempts to attain victory in the late game, through a combination of early game removal and Taunts, and powerful cards in (and some combo decks A combo deck is a deck that revolves around executing one or more specific combinations of cards, to great effect. Combo decks may aim for one turn kills, slightly slower two or three turn kills, ) pay little attention to playing on curve, being more interested in surviving until they can draw the right cards. Be that as it may, the mana curve is still one of the main limiting factors dictating the point at which such decks are able to set about achieveing their win conditions A win condition is a specific means or strategy by which a deck can achieve victory. Decks may have one or more win conditions, and a win condition may be a specific aim of the . The mana curve also determines the pace of the opponent`s actions, making it impactful for any deck.

This relates to the larger early game ideal of using all available mana each turn, maximising the player`s output. Be that as it may, it is not always possible to find desirable options that precisely fit the player`s mana pool each turn, especially in decks including many higher cost cards. Hero Powers can be used to spend any spare mana, but typically provide a lower-value alternative to a card of the same cost. Decks which revolve around early game board domination usually falter if they are unable to play their minions on curve, or at least spend all of their mana each turn.

Cards like The Coin The Coin Set: Basic Type: Spell Cost: 0 Tags: Mana-related Gain 1 Mana Crystal this turn only.See this card on Hearthpwn data page] The Coin is a special uncollectible spell card granted at the start hearthstone and Innervate Innervate Set: Basic Type: Spell Class: Druid Cost: 0 Tags: Mana-related Gain 2 Mana Crystals this turn only.Some druids still have flashbacks from strangers yelling "Innervate me!!" at them.See this card on Hearthpwn data page] hearthstone can allow cards to be played ahead of the curve, sometimes several turns earlier than they are normally available, usually providing a strong advantage. Effects such as Wild Growth Wild Growth Set: Basic Type: Spell Class: Druid Cost: 2 Tags: Mana-related Gain an empty Mana Crystal.Grow your own mana crystals with this Mana Crystal Growth Kit, only 39.99!See this card on Hearthpwn data page] hearthstone and Nourish Nourish Set: Classic Type: Spell Class: Druid Rarity: Rare Cost: 5 Abilities: Choose One, Draw cards Tags: Mana-related Choose One - Gain 2 Mana Crystals; or Draw 3 cards.Druids take nourishment from many things: the hearthstone can similarly accelerate the player`s progress toward maximum mana more permanently, allowing them to play expensive cards earlier, while effects like Alarm-o-Bot and Barnes Barnes Set: One Night in Karazhan Type: Minion Rarity: Legendary Cost: 4 Attack: 3 Health: 4 Abilities: Battlecry, Copy, Summon Tags: Random Battlecry: Summon a 1/1 copy of a random minion in your deck.He used hearthstone can allow individual minions to enter play several turns earlier than usual.

Many warlock Demon Demons are a type of minion. Almost all Demons are specific to the warlock class, and are often unusually powerful for their mana-cost, but come with a negative effect for playing them. For a list hearthstone minions come with drawbacks that serve as a tradeoff for their lower mana cost, such as Succubus Succubus Set: Basic Type: Minion Subtype: Demon Class: Warlock Cost: 2 Attack: 4 Health: 3 Abilities: Battlecry, Discard Tags: Random Battlecry: Discard a random card.Warlocks have it pretty good.See this card on Hearthpwn data page] hearthstone or Flame Imp Flame Imp Set: Classic Type: Minion Subtype: Demon Class: Warlock Rarity: Common Cost: 1 Attack: 3 Health: 2 Abilities: Battlecry, Deal damage Battlecry: Deal 3 damage to your hero.Imps like being on fire. They just hearthstone . This makes them especially effective when played on curve, since they can allow the player to put powerful minions on the board earlier than would normally be possible. Be that as it may, when played in the late game the mana cost is usually of little significance, meaning these cards` drawbacks can make them more trouble than they`re worth. As such these cards often best fit aggressive decks An aggro deck or aggressive deck, also known as a rush deck, is a deck that takes an aggressive approach of dealing damage to the opponent as quickly as possible, generally through the summoning of , with an emphasis on playing minions on curve for the first few turns of the game.

Deck building

The mana curve is a basic deck building concept that helps the player get as many cards onto the battlefield as soon as possible. By default, each player gets the same amount of mana to spend on the cards they draw, with each turn giving each player an opportunity to use that much mana. To take advantage of this, a player needs cards in their hand that match the amount of mana available. The more cards a deck has of any given cost, the earlier they will on average be drawn into the player`s hand. As the game begins, there is less mana, and the player needs lower-cost cards, but few have been drawn so far and so the deck should have more of them. In later turns, there is more mana, the player wants cards with a higher cost, but has now drawn several times from the deck and so there is no need to have so many of them. Therefore, in general, the number of cards a deck has of each mana cost should have a few high-cost cards and then more and more cards of a lower cost following a smooth curve.

The mana curve needs to be adjusted for factors such as:

The desired mana curve of a deck also strongly varies by deck type While Hearthstone allows players to construct a vast range of decks, featuring numerous strategies, overall decks are considered to boil down to a few main types. These deck types are commonly used to compare and or overall pacing. An aggro deck may contain only cards costing between 0 and 3 mana, while a control deck may contain many cards costing 7 or more. Midrange decks` focus on optimising tempo each turn means they typically contain a range of card costs, ensuring they always have an ideal option. While aggro decks often aim to play multiple cards each turn, making it unnecessary to include more expensive cards, midrange decks aim to win in the mid-game, requiring the inclusion of some higher cost cards.

Arena

The significance of the mana curve is increased in the Arena A video explaining the Arena in Hearthstone made by the Curse Gamepedia YouTubeTechnology company Channel. The Arena is a game mode where players compete against each other using specially constructed decks to earn substantial rewards. It hearthstone , where the player is not able to choose their cards as specifically as in constructed play. The random selections provided when building an Arena deck make it important to bear the mana curve in mind. A common strategy is to build the first half of the deck based on the quality or value of the options presented; and then to build the second half based on what is still needed or missing from the deck. In terms of the mana curve this often means ensuring that the deck has sufficient cards of each cost, even if it that means choosing cards of lower overall quality: a deck composed only of high value, high cost cards is likely to fail, due to the lack of options during the early and mid-game.

Trivia

  • Despite its name, the mana curve is in fact a histogram, an illustration of data divided into a series of small intervals.