In contrast, many control decks (and some combo decks) pay little attention to playing on curve, being more interested in surviving until they can draw the right cards. This page was last edited on 2 July 2019, at 12:57. 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. In later turns, there is more mana, the player wants cards with a higher cost, but has now drawn several times from the deck, so there is no need to have so many of them. 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 generally only becoming playable from round 10 onwards. The following is a common mana curve for mage deck: 0 Cost - 01 Cost - 32 Cost - 53 Cost - 64 Cost - 75 Cost - 46 Cost - 27 Cost - 08 Cost - 19 Cost - 010 Cost - 1. (Unless you're Ken Nagle, in which case you do it right to left.) 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. A decent indicator is looking at the deck’s mana curve. 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. Mana Curve is a term for the amount of cards with specific mana costs throughout a deck, and how the number of low mana cards compare to higher cost cards. 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. As such these cards often best fit aggressive decks, with an emphasis on playing minions on curve for the first few turns of the game. Hearthstone Wiki is a Fandom Gaming Community. 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. How often you will play cards that let you draw other cards (e.g. For example, a deck full of high cost cards (5 + mana) and minimal low costs cards like simple Murloc or Boar creature cards (1 mana) has a high chance to draw an unfortunate starting hand, and in Hearthstone only one re-draw us available.. Because of this, a balanced mana curve is recommended and should allow a card to be played every turn as your mana grows. combo decks, like Quest Rogue) that are more “midrange” than the curve suggests. It’s simple and brilliant and it makes for an interactive game. Mana Curve is a term for the amount of cards with specific mana costs throughout a deck, and how the number of low mana cards compare to higher cost cards. We encourage you to read our updated PRIVACY POLICY and COOKIE POLICY. The "mana curve" is the application of mana optimization theory to deck construction. However, 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. All decks need a reasonably balanced mana curve to be able to progress through a match smoothly. Out of the 30 cards in a deck, the mana curve will be different for each class and what type of game they are playing; offensive, defensive or control for example. The random selections provided when building an Arena deck make it important to bear the mana curve in mind. There are certain exceptions (e.g. As a general rule of thumb, the lower the curve, the faster the deck is. The general way you lay out a mana curve is from left to right with a pile for each converted mana cost, with the lowest converted mana cost cards in the leftmost pile, the highest on the right, and a pile for each other mana cost in between in ascending order. Many warlock Demon minions come with drawbacks that serve as a trade-off for their lower mana cost, such as Felstalker or Flame Imp. Cards like The Coin and Innervate can allow cards to be played ahead of the curve, sometimes several turns earlier than they are normally available, usually providing a strong advantage. 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. It also splits the game into distinct phases, with higher-value cards only becoming playable in later rounds. Midrange decks' focus on optimising tempo each turn means they typically contain a range of card costs, ensuring they always have an ideal option. The mana curve needs to be adjusted for factors such as: The desired mana curve of a deck also strongly varies by deck type or overall pacing. Usually, it is not recommended to have more than 6 or 7 cards of the same mana cost in a deck, as they may slow down your movement of cards onto the battlefield from your hand, because one will only be able to be played each turn until your mana doubles the card's mana cost.