The Insight On 8 Mana Cards

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The 8 mana cards is the first stage on the High-Mana range (the range I define between 8 to 10 mana). These cards will be less suitable for Low-Mana cap battle, primarily because it will left the formation with few mana left distributable to the remaining vacant row. As I have mentioned previously, formation with greater mana disparity between the deployed cards will be more risky toward defeat. A single high mana cards have a diminishing return compared to combination of two or more smaller mana cards having an equal mana. Mid mana cap battle (mana cap with range between 25 to 40 mana) might be the least one where the these cards are still fit for use. Also at this mana level, majority of the cards have stronger starting parameter; and there's also more variety of abilities. Most importantly there will be new abilities unfolded, which previously unseen on the lower mana. But there's still some catch with these mana collection, which we will see on the succeeding section.

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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 27 cards for the 8 mana collection for modern battle format. The mana distribution started to show a decline in number, which means the peak has been reached at 5 to 7 mana collection. We should expect the number of cards become lesser in the upcoming mana collection. The number of magic cards does not change much with a total of 7 cards. But the number of melee and ranged cards shrink significantly. There are only 12 melee cards (compared with 17 melee on 7 mana collection, and 14 melee on 6 mana collection) and 8 ranged cards (compared with 11 ranged on 7 and 6 mana collection). And then the most drastic changes happened on rarity levels. A three-fourth of magic cards are Legendary type. Melee cards by the scale of their number show minor difference in rarity; there are still some Normal type available and also balanced with Legendary and Rare type. Ranged cards surprisingly become as rare as magic cards with half of cards consist of Legendary type, and the other half consist of Epic type. In conclusion the 8 mana collection will bring much more challenge for the magic and ranged cards, not only in term of budget, but also the restriction on the Legendary type.

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Magic Card

The magic cards clearly have higher starting mana compared to 7 mana collection (except for Kain Hace which only have 2 health). But the grow are rather uneven. While most of the cards gained no growth, Suidae Shaman and Time Meddler managed to gain 3 and 4 health successively. And this not to mention that Time Meddler already supported with 4 armor. The average starting speed looks amazing, with mostly start at 2, and Djinn Oshannus started with 5 speed. Unfortunately speed gained very few growth which only happened on Time Meddler and Suidae Shaman. Magic damage show no significant difference compared to 7 mana collection, which understandable since 1 mana difference might be too small.

My verdicts of this group:

  • Clearly there are very few progression rooms with a large number of Legendary type. We saw drawbacks almost entirely gone because its solely exist on Time Meddler. Dual growth exist but limited only on Djinn Oshannus and Bila The Radiant. The Legendary type seemed to gain growth mainly toward ability and magic damage, meanwhile growth on other parameter happened more frequently on Time Meddler and Suidae Shaman.
  • This is the lowest mana where Weapon Training could be found; and for magic card, it is possessed by Skok Dustblight. It seemed Weapon Training are rater far more valuable compared to other abilities. But we cannot be sure, since Skok Dustblight have comparable status parameter with the other cards. And not to mention it possess Resurrect, which should also be rate higher.
  • Kain Hace will become the notorious glass-cannon, having a very low 2 health, but a deadly 5 magic damage combined with Blast. Reflection Shield might provide absolute protection against Magic Reflect or Blast damage, but still the low health are very susceptible from Opportunity.
  • This magic cards have a lot of potential Tanker cards. The first one is Djinn Oshannus. As we all know, are very popular among players. This card have made a complete package for Tanker magic card. Also the Forcefield become a main hindrance to quickly eliminate the card. Second is Time Meddler, which might have the best combined value of health and armor. Combined with Return Fire and Thorn, this card could be the best counter against blitz attack launched by formation with higher speed.
  • There's a doubt regarding Ifrit Rising and Suidae Shaman. Both have Recharge as their basic ability. But while Ifrit Rising, as a Legendary type, initially have better parameter; at max level Suidae Shaman will overtake with far better parameter and more useful abilities. Both Giant Killer and Forcefield are a very situation abilities and would rarely triggered if not in high mana cap battle. But having Rust, which might looks minor, are a great addition not be underestimated.

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Melee Card

My first though when I watch the melee profile, this is a real buffed-up collection! In overall the health and armor gained and jumped so much from the previous collection. Although the same could not be said for the speed and melee damage. This in turn make 8 mana collection as the heaven for `Tanker` card. The average starting health centered around 9 to 10 health. And then almost half of the card gained a bulk growth of 3 health. Armor also started far better ranging around 3 - 4 armor. Armor growth didn't follow like health, but its still a great for gaining 2 armor on most of the cards. Speed parameter are left behind compared to 7 mana collection. At max level, most cards only managed to reached 3 speed while only 2 cards reached 4 speed (except Nightmare which reached 7 speed). The same could be said for melee damage since only 3 cards gained up to 5 melee damage. While the remainder tiered into 4 cards with 4 damage, and 5 cards with 3 damage.

My verdicts of this group:

  • Drawbacks have decreased so much, but still some cards, like Ferox Defender and Charlok Minotaur, are affected up to 2 drawbacks. Dual growth are still limited but could be found on the Legendary and Epic type cards. Ferexian Hero might be the only exception which able to gained 2 triple growth.
  • Ferexian Hero is the possessor of Weapon Training for melee cards. And combined with Reach, this card will be able to apply Weapon Training towards Non-Attack cards in the front-row. This card could be rated very valuable, not only for its Weapon Training, but also coming from the higher than average parameter and the 2 triple-growth. Other than that, Reflection Shield might be less important since its applies situationally.
  • Shield are raining down this collection. There are 4 cards which gained Shield, and most of them have huge health and armor. Harklaw and Chain Golem might be the most challenging. Harklaw with Demoralize will crunch down any melee dominant formation, while Chain Golem are most conservative Tanker to block a formation with combination of melee and magic cards.
  • This collection seemingly will neve lack of Tanker cards. Nightmare with 7 speed, and once gained Phase ability, will become very difficult to be stopped. Unicorn Mustang will always be the main threat against any magic dominant formation.

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Non-Attack Card

This is the end of the line for Non-Attack type cards. As you can see from my previous posts (click HERE), these card types are only available at 7 mana level as the highest one (which is Warrior Of Peace and Almo Cambio). Those cards are already at the top in term of speed and health parameter, so there might be no other further reason to provide an 8 mana card with far higher speed or health.

Ranged Card

Although back-row position could be effectively filled by any cards type. Ranged cards play important roles as main damage-dealer to crush the opponent front-row. The starting and max level health might not be much stronger compared to the 7 mana collection, except for Wave Brood which have a unprecedented 14 health. Armor looks decent, with Rune Crafter the only one to gained up to 5 armor. Speed looks a rather high at the start. But since there's very limited number of speed growth, the max level have rather low speed. The similar happened with ranged damage. It started rather high, ranging around 3 to 4 damage, but ended rather low. Mainly because most cards only gained 1 ranged damage growth, compared to the 7 mana collection, where most cards gained up to 2 ranged damage growth.

My verdicts of this group:

  • Drawbacks have reduced significantly, but mainly because most cards are Legendary and Epic type. Dual growth could be found only on the Legendary type.
  • Ava The Undaunted is the possessor of Weapon Training for ranged cards. It has a very great value, not only coming from Weapon Training, but also from Shatter and Oppress, and the total value of the parameter.
  • Rune Crafter only possess Fury and Snare as its ability, therefor it will depend very much on the total parameter. Fortunately the 4 ranged damage will bring enough firepower for such cards. And considering this is a Neutral Splinter, the combination of its parameter and abilities almost in par with regular Splinter.
  • Prismologist and Countess Sinash both have similar prameter and Blast ability which combined with their 4 damage should deal impactfull blow. But Countess Sinash is a rare case where ranged card have Opportunity. This will grant advantage on dealing full blast against both adjacent row rather.

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Final Words

One notable thing about 8 mana collection, it bring back the `Tanker` nature out of melee cards by having a lot number of cards with huge health and armor. If we took closer looks, the 6 mana melee also have major `Tanker` melee, but the 7 mana melee show less significant increase, and only at 8 mana that the health and armor restored to their original nature. This concludes that melee with even-mana predisposed toward `Tanker` type, while melee with odd-mana predisposed more toward their melee damage. The second notable thing, this is the point where magic card and ranged cards become a luxury collection. The amount of Legendary and Epic type but imbalanced with limited number of Normal type make this mana collection less accessible. Meaning it will took some budget to deploy magic cards and ranged cards for the High-Mana cap battle.
The Insight On 8 Mana Cards | Ecency