We shall continue with the 6 mana cards collection. This is an interesting collection to see. First of all because 6 mana cards is the in mid-mana range (ranged for cards from 5 up to 7 mana), and thus this level are most frequently used on wide range of mana cap battle. And second, as we will see, this collection have the most number of cards (exactly the same number with the 5 mana cards collection!). The 6 mana cards was supposed to be stronger than 5 mana cards, and we expect there will be better growth value, especially to balance the diminishing return on higher mana cost. But we will find the truth looking into this analysis!
List of Cards
Again I will not retold the guide on how to read the listed table, you can find the guide from my previous 2 posts (the link is HERE and HERE). There are a total of 39 cards for the 6 mana collection for modern battle format. Compared with all the previous mana collection, the number of cards on this mana level still moving sideways, although this is supposed to be the peak of the distribution model. The number of melee, ranged, and magic cards seemed quite balanced, but melee cards have an extra 3 cards than the others. Its a small shift compared to the 5 mana collection, where the ranged cards have more number than the melee cards. Other than that, there are 3 non-attack cards (its amazing to see this number stay consistent since the 2 mana collection).
Based on the level of rarity, melee cards still hold the lowest rarity having consisted mostly of Normal type. Ranged follow up with mostly consist of Epic type followed by a handful of Normal type. And finally magic cards consist of Epic type for more than the half, and followed by a few of Legendary and Rare type. Even for 6 mana collection, the magic cards still less accessible and cost an arm and leg. We could start wondering if magic cards are truly a luxury cards to deploy.
Magic Card
The magic cards started with better average health than the 5 mana collection, but they are more polarized between 3 - 4 health and 6 - 8 health. The health have better growth at 2 - 3 health but only on several cards, while the remainder gained no health growth at all. There are still no armor traits except for Aves Sturgis which value could be ignored.
Speed are not much better than the 5 mana collection. The growth are also very minimum, some only gained 1 speed growth, while most gained none. The starting magic damage scale up quite well, mostly started at 2 magic damage, but the final magic damage is very much similar compared to the 5 mana collection. So far, abilities is the only aspects which seemed to make significant difference considering there are rich variety of abilities.
My verdicts of this group:
- So far there are less drawbacks compared to the 5 mana collection. But this seemingly because this collection already have fewer progression steps from mostly the Epic type. Dual growth only come out on Lobstradamus and Gloridax Magus.
- Starting abilities are standard, but there are a lot of new abilities gained. Surprisingly most of these abilities are
Strikertype. Only Lobstradamus and Efreet Elder decorated with majorTankerabilities, which seemed to run inline with their health traits. Aves Strugis, Goblin Psychic, and Sporcerer are the mainSupport, although they bring less buff/debuff abilities.
Melee Card
The starting health are scaling up pretty well. Other than the bottom outlier, the average starting health is between 5 - 6 health. Even some cards such as Terraceous Giant and Tusk The Wide started with more than 10 health. Health growth looks less promising. Most cards only gained 2 health, and only Demented Shark and Phantasm so far to gained 3 health. Surprisingly the number of armored cards rise up in number. And their roles are more as supplemental layer of protection (rather than primary protection such as Dumacke Orce, Chain Spinner, or Ever-Hungry Skull).
Speed looks fascinating since several cards already started with 3 or 4 speed. But the average speed growth might a little bit slow, since only handful of cards gained 2 speed growth, while the rest stay on their initial speed. Melee damage make no big difference compared to the 5 mana collection. Although mostly started with 2 damage, the final damage seemed to peaked at 4 damage (equal in number with cards with 3 damage). Ironically, the 5 mana collection have more cards with a maxed 4 damage. Deeplurker is the only one to reached a maximum 5 melee damage.
My verdicts of this group:
- There's a lot of drawbacks affecting this cards collection (even more compared to the 5 mana collection). But luckily, this is balanced with the number of dual growth and from the large number of Normal type cards. The balance seemed quite credible, for example Terraceous Grunt strated with high overall aspect but affected by 2 drawbacks, the similar also happened on Venari Knifer.
- So far Gloridax Guardian and Dumacke Orc semeed to have the lowest total status parameter. Basically Gloridax Guardian have the least progression steps eventhough already supported by 2 dual growth. Meanwhile Dumacke Orc less stronger on the basis of its status are focused on armor rather than health.
- The number of abilities gained are quite standard. Reach become the main target-altering abilities, and followed by Sneak on Dumacke Exile and Opportunity on Deeplurker. The number of cards focused on
StrikerorTankerabilities looks balanced. MostTankercards have balance between evasion booster or defensive with counter abilities. Take for example Phantasm which have Flying combined with Return Fire and Retaliate, and so does with Terraceous Giant. - The major changes would be the large addition of
Supportabilities. There are Inspire, Protect, Slow, and Demoralize as buff/debuff abilities, although most of them are gained as final abilities.
Non-Attack Card
Non-Attack cards are still limited to only 3 cards. Similar to 5 mana collection, those cards have their own specialization. Iidri Fyre which focused on high speed, Baakjira which focused on high health, and Naga Brute which focused on high armor. All cards are decorated with certain number of abilities. Iidri Fyre mostly owned Tanker abilities which focused on damage counter, and Phase as the only evasion booster against magic damage. Naga Brute are very much similar to Iidri Fyre, having Return Fair paired with Thorns, and then Void Shield would be the main utility to fend magic damage.
Baakjira are the only one to bring major Support abilities. Although the buff/debuff benefit are limited only to Strengthen and Slow, the huge health (boosted by 2 double growth and a triple growth!) bring much leverage to the Heal ability, which at max level should heal up to 6 health each round.
Ranged Card
My first though about ranged cards is the declining number (compared to the 5 mana collection) seemed appropriate since its inability to attack on the 1st row will bring more risk on deploying higher mana ranged cards. Starting health scale up much better than previous mana with average starting health at 5 health. But there are less growth with most cards only gained up to 1 health. Its pity there are no armor at all.
Speed started a bit low, with most cards at 2 speed. And the final speed doesn't rose very much and more polarized between 3 speed at lower end and 5 speed at the high end. Ranged damage looks much promising, half of the cards started at 3 damage, and the final damage averaging at 4 damage up to 5 damage at max. Unfortunately the number of abilities seemed lack compared to 5 mana collection.
My verdicts of this group:
- There are still few drawbacks taking place, which doesn't seemed to be declining (considering this ranged cards are fewer than the 5 mana collection). The growth become more limited with no dual growth and most of the cards are Epic type.
- Most of the cards have a balanced status parameter. Pelacor Arbalest might have very low combined parameter value, but it seemed necessary considering it benefit from higher damage from Double Strike.
- Abilities are much more limited as been mentioned before. This is the lowest mana level to gained Close Range abilities, with 2 cards so far, Molten Ash Golem and Beatrix Ironhand. There are no Scattershot, but there are 2 cards with Snipe.
Strikerabilities still become the major abilities for ranged cards, but there are more number ofSupportabilities to be seen. Molten Ash Golem, Supply Runner, and Evangelist are decorated with at least 2 buff-debuff abilities, each unique with no duplication. More cards have Piercing abilities, which very useful especially for Azmare Harpoonist which reached a maximum 5 ranged damage.
Final Words
A single mana difference doesn't semeed to create much difference between 5 mana collection and 6 mana collection. Magic cards so far have a better damage output. Melee cards doesn't have a lot of damage difference, but the 6 mana collection have higher health. Ranged damage are very much similar, except the 6 mana collection have an average higher damage.