The Insight On 11 Mana Cards

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This is gonna be the pen-ultimate post for the insight on mana levels. I will make the upcoming post cover cards costing above 11 mana into single post. These cards will be rarely used not only due they more suitable for high-mana cap battle; but also there are only Legendary type here! Having high mana would means these cards already have better parameter and abilities than other cards.

But the privilege of using them doesn't always ended with better chances for victory. The fewer number of cards means less variety of cards, which means less possibility for good coherency with other cards. Forcing these cards into a formation, solely to maximize any leftover mana will never ended with good result. Rather than using these cards for frequent battle use, they sometimes are more valuable as collectible cards. So in this post, we will find out, the true potential of these collection, and their advantage than the 10 mana collection.

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List of Cards

There are only 11 cards of 11 mana value. As mentioned previously, the most remarkable feature is they are all of Legendary type (except Night Ghoul). Which means not only their use might be limited by certain ruleset, but their access will also be limited. With more limited number of cards, melee cards take the lead and shift away other attack type cards. There are a total of 7 melee cards, while only 3 magic cards, and 1 ranged card. Most of the cards have an overall parameter which exceed the previous mana collection, including melee collection which almost entirely decorated with armor aspect. This collection have encompass all Splinter type, with the exception of Water Splinter.

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Magic Card

The number of magic cards have take its toll with the number decrease from 5 cards to 3 cards compared to previous mana collection. While in the 10 mana collection we still see same variety of high and low health, in this mana collection, those 3 cards already started with very high health. Runemancer Kye might have the lowest health, but its armor aspect should make the balance for the health. Health doesn't show much growth, which is reasonable from the limited progression steps of Legendary type. The suprising thing comes from speed and magic damage, where both doesn't show much better value than the 10 mana collection. Speed looks rather lower with 2 cards standing still at 1 speed. Magic damage also rather low since there are more cards with 3 magic damage. Abililites seemed become the main important strength, since both Caladuum and Cthulhu gained 3 new abilities.

My verdict for this group:

  • The growth are very much similar to the 10 mana collection. There are not much progression steps from Legendary type, but several steps are decorated with dual-growth. The dual-growth still typically provide health growth along with new abilities or magic damage. Except for gaining new abilities, levelling up Legendary type become less significant, since these cards seemed already at their optimal parameter starting from Level 1.
  • The combined parameter of each cards shows small difference. Runemancer Kye have the least health but stronger in term of speed and damage. Meanwhile Caladuum and Cthulhu more of Tanker or Support roles, with better health but lower speed and damage output.
  • All of the magic cards have mostly common abilities. Runemancer Kye has Life Leech as its prime ability, since if combined with its magic damage should nourished large additional health. Fury and Flying will be less important since its easily find on other cards. Caladuum have its main strength from its large health combined with Thorns and Void, which means still left this cards vulnerable from ranged attack. Cthulhu might be the most dangerous one. Primarily coming from its Last Stand ability. Stun would give opportunity to suppress opponent assault while depleting their health. Weaken might be less valuable but still good to have.

Ranged Card

Ancient Redwood is the only ranged card with 11 mana value. Its noteable for its destructive ranged damage, started at 5 and grow into 6. Beside damage, other parameter seemed standard. Speed looks left behind staying only at 1. Luckily this card is accompanied with True Strike, which negate the low accuracy from low speed. Immunity is a convenient ability to have but not crucial. Fury and Piercing are 2 abilities which greatly adding utility to the destructive power of its ranged damage.

Compared to ranged card from the 10 mana collection; Ancient Redwood clearly surpass their maximum ranged damage. But still this card might be ruled out due to its slower initiatives (slow speed) or its individualistic ability. Take Tinderlock which might be less powerful but with Close Range, this card have guarantee on its survival as the last man standing. Cornealus with its total counter abilities, will surely guarantee a 4+ damage while healing itself. So enethough Ancient Redwood is so powerful, the decision to deploy it should still consider its coherency with other cards, otherwise it might to divide the 11 mana into 2 cards or more.

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Melee Card

This is a very unique collection, because this collection have a full selection of Legendary melee cards (except Night Ghoul). As if this mark the collection where the most powerful melee cards could be found. It is true, since cards like Terracous Hulk, Grum Flameblade, and Coeurl Lurker have been seen lead the front-row in several high-mana cap battle. Most of these cards are primarily a strong Tanker; not only by its large starting health and armor, but also they are supported by leveraged Tanker abilities.

Most of the cards have standard speed, ranging between 3 - 4 speed, except form Terraceous Hulk and Grum. Damage output are very high which ranging betwee 4 up to 6 damage.

My verdict for this group:

  • This might be the only collection where abundant number of growth could be found. Most of the cards gained dual-growth and triple-growth, which mostly are health or armor accompanying the new abilities or damage. Carnage Titan is the only one to gain the fewest number of growth. Meanwhile Night Ghould gained a single drawbacks from its full progression steps.
  • The combined parameter value of all melee cards are almost equal, except for Coeurl Lurker and Carnage Titan. I could only attribute Coeurl Lurker weaker parameter are balanced by its Dodge and Phase which ensure 25% evasion rate (except against attack with True Strike). Although we could see that Uriel The Purifier also gained such evasion from Flying (which is inferior since its effect will be negated by Snare and similar Flying). On the other side, Carnage Titan weaker parameter are balanced by its Double Strike ability. But still Carnage Titan profile, which have mild health and armor parameter, will be very vulnerable from magic attack.
  • All these melee cards have notable Tanker abilities attached into them.
    Void and Void Armor could be found on Terraceous Hulk, Grum, and Robo-Dragon. While Shield could be found on Carnage Titan; Coeurl Lurker and Uriel depend on evasion based such as Flying and Dodge. In addition, Uriel inferior evasion booster seemed to be supported by having Heal ability. Night Ghoul might have the least protection, since Divine Shield are depend very much with the damage received. Its a bit gamble since smaller damage could still have potential to beat this card.

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Final Words

Witnessing the difference between 10 mana collection with 11 mana collection, my first impression is 10 mana collection is place to find damage focused cards. Their cards are accompanied very much with Striker type abilities. While 11 mana collection could be differed not much compared to 10 mana collection, their cards are more bulky with health and armor. The abilities also lean towards Tankerroles.

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The Insight On 11 Mana Cards | Ecency