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Regional FlagMana progressionSource
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LegendReborn
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#1 - 2013/03/23 03:05:00 PM
I think one of the main drawbacks of the MTG series is countering unlucky starts with the proper ratio of mana (which is why you have mulligan rules generally when you play) but I really like how HeartStone seems to be taking a proactive role in pushing forward mana progression. Obviously it's really early to see how this works out but so far I am very welcome to the idea of gaining mana passively as the game progresses as long as it is balanced out with cards that allow players to impact max mana (which has already been shown in the shoutcasted game at PAX).

I really can't wait to try out the game and see it first hand.

Added: This is definitely not a knock against MTG and there is a great art to crafting decks in MTG to make sure you don't hit mana droughts often but I think that it hurts its accessibility by having such an abstract concept be a big part of the game/

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Blue Poster
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#7 - 2013/03/23 03:56:00 PM
A 10 mana game is a long game in my experience, most of mine end around turn 7 or 8. We're trying to focus on quick ~10 minute games. It's going to depend on the players and the hero and deck comps, of course.

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#7 - 2013/03/23 03:56:00 PM
A 10 mana game is a long game in my experience, most of mine end around turn 7 or 8. It's going to depend on the players and the hero and deck comps, of course.