The Insight On 7 Mana Cards

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The 7 mana card, in my opinion, is the highest mana among the mid-range mana levels (ranging between 4 to 7 mana), which is ideally useable for battle with medium mana cap. But this wasn't always true, as sometimes in low mana cap its better to focus on single high mana cards, rather than spread the mana evenly to fill the whole position. The 7 mana card not only provide a variety of versatile cards that are at least stronger than the 6 mana card; but most importantly they provide a bridge between the 6 and 8 mana cards, which means having balanced number of cards between them would ensure that the mana cap are allocated maximally.

There's several things to notice from this point forward. Shifting from 6 mana to 7 mana will show less conspicuous difference if compared with shifting from 3 mana to 4 mana. And so on the difference will be less with the higher mana cards. And more importantly, the effect of Diminishing Return have caused a single high-mana card to have less status parameter compared to several low-mana card combined which resulting in the same total mana (this effect have been mentioned and explained in my previous post here. This will be one of point of analysis on this post.

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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 37 cards for the 7 mana collection for modern battle format. There are 2 cards short which come from the Non-Attack card which left to only 1 card. The remainder of cards are distributed between melee, ranged, and magic cards; but there's a shift in composition, where magic card reduced by 3 cards and melee cards increase by 3 cards, while ranged stay the same. From this number we can conclude the distribution of cards still stay on its peak.

By rarity level, the overall rarity seemed to increase, especially for melee cards which populated with more Legendary cards. Magic cards still stay with their high rarity in average. Meanwhile ranged cards seemed to have less rarity from the increasing number of Normal type cards.

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Magic Card

As usual we will start with magic cards collection. There are only 8 cards available, so not much to be talked. The starting health are not much different to the 6 mana collection. Health are dispersed between 3 up to 9 health. The health growth are lower since half of the cards gained no growth at all. Ancient Lich is the only exception with its health grow double. Armor could be ignored since only River Hellondale possessed very minor armor.

Speed doesn't grow very much, the most would only be 1 speed growth. The final speed have an average figure consist mostly 2 and 4 speed. Magic damage notably scale up very well compared to 6 mana collection. Some cards already started with 3 magic damage, and at max level reached an average 3 magic damage on the lower end.

My verdicts of this group:

  • This collection are less accessible and have less progression steps having mostly consist of Epic and Legendary type. The number of drawbacks is still quite plenty, but mostly happened on the Rare type (Captain's Ghost and Centauri Mage affected by 2 drawbacks). On the other side, only Ancient Lich gained 2 dual growth.
  • Its very surprising most of the cards have fewer number of abilities, even with average status parameter not much better than 6 mana collection. But even so, my first though, most of the cards should have better quality of ability. And this is true since most of the cards possessing Support abilities, with 3 Resurrect at the most. Its also justified when we see River Hellondale, Adelade Brightwing, and Ancient Lich have a lower combined status parameter than the remaining cards. Buff/debuff abilities are various but not much. Only Demoralize, Inspire, Swiftness, and Strengthen available. Adelade Brightwing should be the paramount Support card having a combined Repair, Resurrect, and then Swiftness.

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Melee Card

This is the paradise for melee collection. With a tremendous total of 17 cards to select, there will be a various combination to be used. Health as the primary parameter have a very high start compared to the 6 mana collection with the high number of 6 and 8 health cards. And this is followed with a very great health growth, especially with several cards gained 3 health growth. Even Fineas Rage and Pelacor Mercenary which started with 8 health shift into 11 health at max level.

The armor seemed to move along form the 6 mana collection. Although armor is still a minor aspect compared to health, the average 2 armor as starting and 4 armor at the highest will provide enough protection. The average starting speed seemed much higher than 6 mana collection. Speed growth are many but dispersed to only several cards, which resulting to various gap on the final speed figure (take for example Dragon Jumper and Fineas Rage which reached beyond 5 speed, but Living Lava and Bone Golem stay on 1 speed). Lastly, number of Abilities are sufficient mostly possessing 3 abilities.

My verdicts of this group:

  • There might be more number of melee cards, but clearly the rarity has increased. But fortunately with lesser progression steps, there's lesser of growth drawbacks. So far only the Normal types affected by drawbacks. Meanwhile a handful of Rare type and all of Legendary type gained dual growth. The cards seemed to gained more growth to balance their increasing mana values.
  • Its clear that the combined status parameter of each cards are far higher than the 6 mana collection. But there's a very huge gap between the lowest and highest combined parameter (so far Mordeus have the lowest, whiles Imperial Knight have the highest). Other than that, each cards are very much similar one over another and less stark difference between Striker, Tanker, and Ninja cards.

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Non-Attack Card

Well there's only 1 Non-Attack card. So really there's nothing to be talked about. Warrior Of Peace have a very similar to Thane Newsong, since both are a full Support card possessing a whole buff/debuff abilities. In my opinion, Warrior Of Peace not only have less abilities, but also all of them are damage debuff. This will guarantee damage reduction on any cards deployed by opponent, but still those abilities are inferior compared to Strengthen or Swiftness. So having a far superior health and speed are the equal balance against its inferior abilities and extra mana cost.

Ranged Card

The number of ranged cards are the same as per 6 mana collection. Although having higher mana, the average starting health doesn't show so much difference. The starting health are more concentrated between 5 to 6 health with less outlier on the lower and higher end. The health growth on average 2 health on most cards, while only handful gained a 1 health growth (which vary on either low or high health).

Armor aspect become more populated compared to the 5 or 6 mana collection, available for 4 cards in total. But the armor value isn't particularly significant, except for Goblin Tower (which seemed to counterbalance the low health). Speed fare far better than 6 mana collection, especially with more cards reaching beyond 5 speed (but compared to 5 mana collection it seemed to be lower in average). The ranged damage scale doesn't seemed to scale up very much (and might be a bit lower, since there are more number of cards with 3 ranged damage). But the highest are still maintained by 2 cards which able to reach 5 damage.

My verdicts of this group:

  • So far the 7 mana collection have very similar growth profile to 6 mana collection, where there are several number of drawbacks, but without any dual growths. But there are more progression steps coming from the lower rarity level. You might notice that its very rare to find Legendary type ranged cards (there are only 1 Legendary type could be found on each mana levels). Lira The Dark is the legendary card for this mana level, but unfortunately this card gained no benefit from dual growth at all.
  • There's less disparity on the combined parameter of all the cards. Even Goblin Tower gained better parameter to balance its inferiority from low health and high armor profile.
  • The number of abilities might show no difference compared to 6 mana collection. The cards have an average 2 to 3 abilities (with exception Goblin Tower which possessed 1 ability and no addition at all). Buff/debuff abilities are less available, but in exchange there are 2 cards possessing Repair. Typical to ranged card, the majority of the cards possessing Striker abilities.

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Final Words

This 7 mana collection might not show significant stronger difference than 6 mana collection. But still its good to allocate any leftover mana to card with higher mana. The 7 mana collection have provided a various type of melee cards, some of which have very high melee damage, a battering ram ready to be used.

To access the full editable table shown above, please download the file through this LINK.

The Insight On 7 Mana Cards | Ecency