Mana Curve マナカーブ (Mana Kābu) | |
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(An example of a Mana Curve in a rush deck.) | |
Dmwiki.net: | Article |
Mana Curve is a theory of deck building based on the statistical curve of the Mana Costs in a players deck.
Details[]
When each card in the deck are gathered organized by cost, a curve can be created.
It is a concept used in consideration in all deck building and servers as a guide for deciding the balance of the costs and number of cards used in a deck.
In most decks, a deck is usually constructed by using multiple lightweight cards, with the numbers decreasing as the cost becomes heavier.
When there are a majority of cards at a low cost (such as 2 or 3) and a smaller amount of higher costs, the graph draws a balanced curve. If there is a large number of cards with a heavy cost in the deck, it's statistically likely that they will be drawn too often in the early turns of the game before they can be used.
However, if there a too many light cards, the card power of the deck will be lower, with little finisher options.
- Even top-ranking decks in the metagame have a high-cost weighted curve. This can be seen in Drama decks where more than half of the deck are Dragon creatures that cost 6 mana or more including Magmadragon Balga Geyser. Various deck types are not always bound by the Mana Curve.
- Even in rush decks, various defensive cards with "shield trigger" such as Terror Pit or Hell's Scrapper are used for a countermeasure against the mirror match. These cards can be put into the mana zone rather than being cast for their actual cost.
- The Mana Curve of a deck can differ slightly when using Mana Acceleration cards. For example, if a Mana Acceleration card that costs 2 is used, you can use a cost 4 on your third turn, and if another is used, you can use a 6 cost card on the fourth turn. This flow of "2 > 4 > 6" is known as a "Progression" and is a plan used by control deck types to gain Tempo Advantage.
- In the case of deck construction based on this progression in the example above, the cards with a cost of 3 or 5 mana cards aren't used, so are only used in low amounts. While the curve may look slightly uneven, if enough lower cost cards are still used, this curve will stay stable.
- Cost Reduction cards such as Cocco Lupia could be used that allow the usage of 6 cost cards on the turn after it, but as it can be destroyed by removal, other cards with a cost of 4 or 5 are still used.
- Shobu Kirifuda mentioned this concept when he built a deck using Bolmeteus Steel Dragon.
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Effects
Oneshot Effect ● Continuous Effect ● Replacement Effect
Destruction Replacement effect ● Sprout
Abilities
Static Ability ● Trigger Ability ● Activated Ability ● Spell Ability
List of Static Abilities
Triggers
When you put / Come Into Play
Attack Trigger ● Put Into Graveyard ● Leave Trigger
List of Trigger Conditions
Hall of Fame
(Gallery / History / Timeline / Reasons)
Cheating ● Errata ● Metagame (summary) ● Stalling ● Restricted Card
March 25, 2017 Rules revision ● March 16, 2021 Rules revision
Tournament Formats
Advance ● Original
Block Constructed ● 2 Block Constructed
After Generate League
Special Restriction
Hall of Fame Zero Duel ● 10 Races Deck Battle
Mega Deck Duel 7 ● Zero Civilization King Finals
Monocolored Tournament
Sealed
Limit 10 ● Tokkyu 8 ● Booster Draft
Prebuilt Decks
Super Deck Zero Duel ● Start Deck Champion Finals
Events
Duel Road ● Due Festival ● Duema Festival
Certified Grand Prix ● Certified Judge Test ● Official Tournament
Championship ● Challenge Cup ● Super CS
Adds Civilization ● Adds Race ● Alternate Win ● Alternative Cost
Attack Bend ● Basic Card ● Cantrip ● Card Discard ● Chump Block
Cost Reduction ● Clutch ● Deck Manipulation ● Degenerate ● Diamond State
Draw Engine ● Draw Lock ● Draw Source ● Draw Spell
Extra Turn ● Finisher ● Graveyard Fertilizer ● Graveyard Summon
Hand Addition ● Hand Change ● Increase Power
Infinite ● Infinite Attacker ● Infinite Blocker
Mana Acceleration ● Mana Burn ● Mana Curve ● Mana Summon
Opponent Reliance ● Peeping ● Prevents Attack ● Prevents Defeat
Reset ● Resistance ● Reverse Fury Charge ● Reverse Slayer ● Shield Addition
Shield Burn ● Shield Change ● Shield Peek
Suicide ● Skip the rest of the turn ● Trample
Unattackable ● Unblockable ● Unchoosable
Vigilance ● Win All Battles ● 3D Dragsolution
Cards that can be put into the Battle Zone at the start of the game
Recovery (Salvage)
Graveyard Recovery ● Mana Recovery ● Shield Recovery
For No Cost
Madness ● Reanimate ● Recruit ● Shield Trigger creature
Removal
Blocker Based Removal ● Bounce ● Can Attack Untapped Creatures
Card Based Removal ● Decrease Power ● Fixed Removal ● Force Battle ● Mass Removal
Power Based Removal ● Reset ● Sealing ● Self Removal ● Tap In ● Tap and Destroy
Deck Feed ● Graveyard Feed ● Mana Feed ● Shield Feed
Advantage (Merit)
Disadvantage ● Board Advantage ● Field Advantage
Hand Advantage ● Information Advantage ● Mana Advantage
Tempo Advantage ● Time Advantage ● Suppression
Demerits
Can't Attack ● Can't Block
Attack if Able ● Block if Able
Alternate Loss Condition
Characteristic support
Cost 1 ● Cost 3 ● Cost 7 or less ● Cost 9 ● Cost 10
Power 6000 or more ● Power 12000 or more
Blocker ● Last 3 Digits
Activation Cost ● Additional Cost ● Attacking Creature
Can't be destroyed ● Choose a race ● Color Accident ● Concept ● Consists of ● Counter ● Cycle
Dead Card ● Deck Building ● Deck Compression ● Designer's Combo ● Evolution Icon
Evolution Source ● Face Up ● Forced ● Gacha Figure ● Game
Game Table ● Hyperspatial Cost ● Key Card ● Limited Card ● Mode ● More than 4 of this card in your deck
Name Rule ● Optional ● Overkill ● Play ● Power Creep ● Quasi-Vanilla ● Real Cost ● Repair
Rock-Paper-Scissors ● Stop ● System Creature ● The Over Eggplant-cross
Touch ● Trivia card ● Twinpactification ● Vanilla