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Mana is the resource used in Hearthstone to play cards and use Hero Powers, each of which has a mana cost that must be paid to use it. The supply of mana is represented by Mana Crystals, displayed at the bottom right of the screen. This supply automatically increases and refills each turn, although certain cards can also affect it. Mana is the only resource used in Hearthstone, and is the primary limiting factor on the play of cards.

A player's mana is displayed in-game with two numbers:

  • The first is the number of available mana (also referred to as current mana, or simply mana).
  • The second is the number of permanent Mana Crystals (also referred to as maximum mana).

On the right of these numbers, the statuses of Mana Crystals are displayed visually with different icons: filled / empty / Overloaded / pending Overloaded.

A player with 6 available mana, 9 permanent Mana Crystals (5 filled, 2 empty, 2 Overloaded), 1 temporary Mana Crystal, and 1 mana pending Overloaded for the next turn.

Mana Crystals[]

Mana Crystals are usually permanent, although some effects explicitly grant temporary Mana Crystals for that turn only.

Permanent Mana Crystals can be in one of the following statuses:

  • filled Mana Crystals (displayed with a glowing blue icon) increase also the amount of available mana, and thus can be used to pay mana costs.
  • empty Mana Crystals (displayed with a darkened blue icon) cannot be used to pay mana costs until they are refilled.
  • Overloaded Mana Crystals (displayed with a gray padlock icon) cannot be used to pay mana costs until they are unlocked and refilled.

Effects that give Mana Crystals for "this turn only" (Innervate, The Coin, Counterfeit Coin, Gallywix's Coin) grant temporary Mana Crystals, which increase available mana for that turn but do not affect maximum mana.

  • Visually, temporary Mana Crystals are displayed to the right of permanent Mana Crystals or, if there is no room, they appear to refill existing empty Mana Crystals (as usual, granting temporary Mana Crystals to a player with 10 available mana has no effect).
  • The mana in temporary Mana Crystals is always spent before the mana in permanent Crystals. When their mana is spent, temporary Mana Crystals disappear rather than becoming empty.
  • Temporary Mana Crystals cannot be Overloaded nor pending Overloaded, and are not destroyed by abilities that destroy Mana Crystals, despite some visual bugs may occur (see below).[1]

Maximum mana[]

The number of permanent Mana Crystals, called maximum mana, is displayed by the second number of the mana counter at the bottom right of the screen.

Players begin the game with 0 permanent Mana Crystals.

Permanent Mana Crystals can be gained in the following ways, up to a maximum of 10:

Effects that destroy Mana Crystals (Felguard, Blastcrystal Potion, Darnassus Aspirant's Deathrattle) permanently destroy permanent Mana Crystals, starting from empty ones, decreasing maximum mana up to a minimum of 0.

  • If a player is forced to lose a filled Mana Crystal (because all of their permanent Mana Crystals are filled) their available mana will be reduced accordingly for the current turn too. Otherwise, their available mana is not reduced for the current turn, but only for subsequent ones.
  • A player can never have less than 0 maximum mana[2].
Example: If a player repeatedly plays Felguard to destroy all of their Mana Crystals[3] and then plays another Felguard, nothing happens.
Example: A player that has one of their Mana Crystals destroyed will have one less mana each turn until they reach 10 Mana Crystals. Thus, if that player was already at 10 Mana Crystals, they will lose a Mana Crystal but simply regain it at the beginning of their next turn.

Available mana[]

The number of currently filled Mana Crystals, called available mana or current mana, is displayed by the first number of the mana counter at the bottom right of the screen and represents the amount of mana that is still available for the player to use cards and Hero Powers that turn.

Available mana can be increased in the following ways, up to a maximum of 10:

  • At the start of each player's turn all of their non-Overloaded Mana Crystals are refilled, increasing available mana accordingly. (This means that mana left unspent by the end of the turn is essentially wasted, since it is refilled anyway at the beginning of the next turn.)
  • Effects that give Mana Crystals for "this turn only" (Innervate, The Coin, Counterfeit Coin, Gallywix's Coin) grant temporary Mana Crystals, which increase available mana for that turn.
  • Effects that give permanent filled Mana Crystals to a player (Nourish, Astral Communion, Grove Tender, Arcane Golem, Demonfuse) increase both available and maximum mana accordingly.
  • Kun the Forgotten King's second effect refills all of his controller's non-Overloaded Mana Crystals, increasing available mana accordingly.
  • Lava Shock and Eternal Sentinel unlock and refill all currently Overloaded Mana Crystals, increasing available mana accordingly, and remove all currently pending Overloaded mana.
  • A player can never have more than 10 available mana (thus, for example, playing Innervate with 10 available mana will have no effect), but effects that grant extra Mana Crystals or that refill the player's Mana Crystals can be played after some mana is expended, thus allowing a total expenditure of more than 10 mana in that turn. Effects that grant one or more permanent Mana Crystals while the player already has 10 permanent Mana Crystals generate an Excess Mana for the player instead.

Available mana can be reduced in the following ways:

  • When a player spends mana to play cards or use Hero Powers, their available mana is reduced accordingly. This is the most frequent way a players' available mana is reduced, up to the beginning of their next turn when their Mana Crystals are refilled and they can spend their mana again.
    • Each card and Hero Power has a specific mana cost, displayed as a number inside a blue crystal in the upper left corner of each card and at the top of each Hero Power, which represents the amount of mana that must be expended in order to play that card or use that Hero Power. Some effects can decrease or increase these mana costs: for a list of such effects and how they interact with each other, see Mana cost.
    • Cards can be played and Hero Powers can be used only if their mana cost can be paid. Note that the mana cost must be paid before any card effects are taken into account, so cards like Lava Shock or Nourish cannot be cast if the player has less than the stated mana cost, even if the card itself would free up enough mana.
    • Mana spent is taken from temporary Mana Crystals first (which disappear after being used), and any exceeding cost is then taken from permanent Mana Crystals (which become empty).
  • Effects that destroy Mana Crystals (Felguard, Blastcrystal Potion, Darnassus Aspirant) reduce available mana only if they are forced to destroy filled Mana Crystals.
  • The spend mana ability consumes all the player's available mana as part of the card's effect, producing an effect proportional to the amount spent. Cards that spend mana can be played even when there is no mana left to consume (although in that case the ability will simply have no additional effect).
  • Cards with Overload that are played from the hand reduce the amount of mana available the next turn by the stated amount. More precisely, playing a card with Overload causes the stated amount of Mana Crystals to become pending Overloaded (a padlock icon appears beneath a permanent Mana Crystal for each point Overload), and at the start of the next turn that Mana Crystals will become Overloaded: the padlocks will move up and block out the player's Mana Crystals, effectively preventing them from being refilled and used for that turn.
  • A player's current and/or pending Overloaded Mana Crystals has no upper limit. For example, a player can Overload more mana than they will have the next turn: even if the user interface will only display Overload equal to the player's maximum mana, the excess will still be registered and will affect mana-generating effects like The Coin.[4]. Once the Overload has been matched, any further mana generated will be usable by the player, and will be reflected in the mana counter.
  • Overload affects available mana for the next turn only, even if it is greater than that turn's maximum mana: current Overload will disappear (regardless of its amount) at the beginning of the player's next turn, when it is substituted by previous turn's pending Overload.
Example: If a player plays two Dust Devils on turn two, on the next turn they will have 4 Overloaded mana despite having only 3 Mana Crystals: this mana deficit will not carry over to subsequent turns, thereby allowing the player to avoid paying that part of the Overload cost at all.
  • Overloaded and pending Overloaded mana are not displayed for the opponent: players trying to estimate the opponent's available mana next turn can use the history to check the cards played that turn.
  • Available mana has no lower limit and thus, with enough Overload, "actual" available mana can be negative: although the game interface simply displays negative available mana as 0 and gives no sign at all that excess Overload remains, the excess will still be registered, and will counter mana generation through effects like Innervate.
  • However, no amount of Overload will prevent the player from playing 0-Cost cards:[4] since these cards cost no mana, the player's current mana total is irrelevant.

Visual bugs[]

  • If a player playing Nourish, Grove Tender or Astral Communion has not enough room for the new Mana Crystals, they will replace any empty Mana Crystals (usually some of those emptied in order to play that card) or, if there are not, any Overloaded Mana Crystals (despite Overloaded Mana Crystals visually appear to remain locked, the available mana counter is increased correctly). However, pending Overload is not affected, and will be reduce available mana for the next turn as usual.[5]
  • Effects that destroy Mana Crystals (such as Felguard) sometimes seem to destroy a pending Overloaded Mana Crystal: however, despite the visual appearance, losing (or gaining) maximum mana has no effect on your pending/current Overload.[6]
  • While The Coin works correctly in relation to excess Overloaded mana, the visual effect does not: playing The Coin while having more Overloaded mana than current Mana Crystals will create a new, fully charged, non-padlocked Mana Crystal; however, the player will not be able to draw mana from that Mana Crystal, due to Overload.[4]
  • If you have 0/10 mana due to 10 Overloaded Mana Crystals and play The Coin, the mana counter will correctly display 1/10 mana, but visually you will still have 10 locked Mana Crystals and no filled one.[7] Similarly, if you have 10 permanent Mana Crystals, some of which are Overloaded and the remaining ones are filled, and gain some temporary Mana Crystals, their mana will be usable and displayed in the mana counter although displayed Mana Crystals are still Overloaded/filled as before.[8]

Strategy[]

Main article: Mana curve

The limited but slowly-increasing supply of mana serves to delay and add pace to the game, preventing players from simply playing their most powerful cards on round one. It also crafts the game into distinct phases, with higher-value cards only becoming playable in later rounds. The increase of available mana over the course of a match is referred to as the mana curve, and is a key strategic concept, both during play and in deck building.

As one of the key limiting resources in the game, effective mana management is essential for achieving victory in Hearthstone. While generally it is ideal to make use of all available mana each turn to maintain tempo, in practice it is sometimes wiser to hold back cards until the right time, especially if planning a combo. While this may lead to mana being 'wasted', taking a more cautious approach to card playing can win games. Hero Powers, while intentionally mana-inefficient, may be helpful for making use of mana every turn without consuming cards.

The mana cost of a card determines which round it will become available to play, as well as which cards it can be used in combination with. This concept is used in deck building to ensure viable options each turn, and can also be used to predict which cards may be played on certain rounds, such as Mind Control generally only becoming playable from round 10 onwards.

Related cards[]

The following cards have effects that specifically alter a player's available and/or maximum mana (these effects are most commonly found in druid cards). Not listed here are cards with Overload (found only in shaman cards), which reduce available mana for the next turn (see Overload for a list).

For a list of cards that modify mana costs rather than available/maximum mana, see Mana cost instead.


Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Flurry (Rank 1) Rare Spell Frost Mage 0 Freeze a random enemy minion. (Upgrades when you have 5 Mana.)
Flurry (Rank 2) Rare Spell Frost Mage 0 Freeze two random enemy minions. (Upgrades when you have 10 Mana.)
Innervate Rare Spell Nature Druid 0 Gain 1 Mana Crystal this turn only.
Lightning Bloom Common Spell Nature 0 Gain 2 Mana Crystals this turn only.
Overload: (2)
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
The Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.
Fury (Rank 1) Common Spell Fel Demon Hunter 1 Give your hero +2 Attack this turn. (Upgrades when you have 5 Mana.)
Fury (Rank 2) Common Spell Fel Demon Hunter 1 Give your hero +3 Attack this turn. (Upgrades when you have 10 Mana.)
Resizing Pouch Common Spell General 1 Discover a card with Cost equal to your remaining Mana Crystals.
Chain Lightning (Rank 1) Epic Spell Nature Shaman 2 Deal 2 damage to a minion and a random adjacent one. (Upgrades when you have 5 Mana.)
Chain Lightning (Rank 2) Epic Spell Nature Shaman 2 Deal 3 damage to a minion and a random adjacent one. (Upgrades when you have 10 Mana.)
Condemn (Rank 1) Epic Spell Holy Priest 2 Deal 1 damage to all enemy minions. (Upgrades when you have 5 Mana.)
Condemn (Rank 2) Epic Spell Holy Priest 2 Deal 2 damage to all enemy minions. (Upgrades when you have 10 Mana.)
Conditioning (Rank 1) Rare Spell General Warrior 2 Give minions in your hand +1/+1. (Upgrades when you have 5 Mana.)
Conditioning (Rank 2) Rare Spell General Warrior 2 Give minions in your hand +2/+2. (Upgrades when you have 10 Mana.)
Conviction (Rank 1) Epic Spell General PALADIN 2 x]Give a random friendly
minion +3 Attack.
(Upgrades when you
have 5 Mana.)
Conviction (Rank 2) Epic Spell General PALADIN 2 x]Give two random friendly
minions +3 Attack.
(Upgrades when you
have 10 Mana.)
Imp Swarm (Rank 1) Common Spell Fel Warlock 2 Summon a 3/2 Imp. (Upgrades when you have 5 Mana.)
Imp Swarm (Rank 2) Common Spell Fel Warlock 2 Summon two 3/2 Imps. (Upgrades when you have 10 Mana.)
Ironbark Rare Spell Nature Druid 2 Give a minion +1/+3 and Taunt. Costs (0) if you have at least 7 Mana Crystals.
Living Seed (Rank 1) Rare Spell Nature Druid 2 Draw a Beast. Reduce its Cost by (1). (Upgrades when you have 5 Mana.)
Living Seed (Rank 2) Rare Spell Nature Druid 2 Draw a Beast. Reduce its Cost by (2). (Upgrades when you have 10 Mana.)
Tame Beast (Rank 1) Rare Spell General Hunter 2 Summon a 2/2 Beast with Rush. (Upgrades when you have 5 Mana.)
Tame Beast (Rank 2) Rare Spell General Hunter 2 Summon a 4/4 Beast with Rush. (Upgrades when you have 10 Mana.)
Wicked Stab (Rank 1) Common Spell General Rogue 2 Deal 2 damage. (Upgrades when you have 5 Mana.)
Wicked Stab (Rank 2) Common Spell General Rogue 2 Deal 4 damage. (Upgrades when you have 10 Mana.)
Bogbeam Common Spell General Druid 3 Deal 3 damage to a minion.
Costs (0) if you have at least 7 Mana Crystals.
Revenant Rascal Epic Minion General Warlock 3 3 3 Battlecry: Destroy a Mana Crystal for both players.
Wild Growth Common Spell Nature Druid 3 Gain an empty Mana Crystal.
Overgrowth Common Spell Nature Druid 4 Gain two empty Mana Crystals.
Nourish Rare Spell Nature Druid 6 Choose One - Gain 2 Mana Crystals; or Draw 3 cards.
Celestial Alignment Epic Spell Arcane Druid 7 Set each player to 0 Mana Crystals. Set the Cost of cards in all hands and decks to (1).
Showing all 36 cards
Flurry (Rank 1)(487655).png
Flurry (Rank 2)(487684).png
Innervate(474976).png
Lightning Bloom(329861).png
The Coin(464334).png
The Coin(389163).png
The Coin(141).png
The Coin(389164).png
The Coin(464332).png
The Coin(464333).png
Fury (Rank 1)(464317).png
Fury (Rank 2)(464321).png
Resizing Pouch(442059).png
Chain Lightning (Rank 1)(463926).png
Chain Lightning (Rank 2)(474971).png
Condemn (Rank 1)(487640).png
Condemn (Rank 2)(500133).png
Conditioning (Rank 1)(500128).png
Conditioning (Rank 2)(500131).png
Conviction (Rank 1)(487686).png
Conviction (Rank 2)(487692).png
Imp Swarm (Rank 1)(463931).png
Imp Swarm (Rank 2)(474973).png
Ironbark(210764).png
Living Seed (Rank 1)(487654).png
Living Seed (Rank 2)(487690).png
Tame Beast (Rank 1)(487641).png
Tame Beast (Rank 2)(487642).png
Wicked Stab (Rank 1)(464125).png
Wicked Stab (Rank 2)(464126).png
Bogbeam(210824).png
Revenant Rascal(378838).png
Wild Growth(475004).png
Overgrowth(210845).png
Nourish(474981).png
Celestial Alignment(464147).png


Wild format

Wild icon.pngThis section concerns content exclusive to Wild format.
Name / Desc Rarity Type Subtype Class Cost Atk HP Description
Counterfeit Coin Rare Spell General Rogue 0 Gain 1 Mana Crystal this turn only.
Forbidden Flame Epic Spell Fire Mage 0 Spend all your Mana. Deal that much damage to a minion.
Forbidden Healing Epic Spell Holy Paladin 0 Spend all your Mana. Heal for double the mana you spent.
Forbidden Ritual Rare Spell Shadow Warlock 0 Spend all your Mana. Summon that many 1/1 Tentacles.
Forbidden Shaping Epic Spell Shadow Priest 0 Spend all your Mana. Summon a random minion that costs that much.
Forbidden Words Rare Spell Shadow Priest 0 Spend all your Mana. Destroy a minion with that much Attack or less.
Gallywix's Coin Spell General Any 0 Gain 1 Mana Crystal this turn only.

(Won't trigger Gallywix.)

Innervate Free Spell Nature Druid 0 Gain 1 Mana Crystal this turn only.
Biology Project Common Spell Nature Druid 1 Each player gains 2 Mana Crystals.
Floop's Glorious Gloop Legendary Spell Nature Druid 1 Whenever a minion dies this turn, gain 1 Mana Crystal this turn only.
Forbidden Ancient Epic Minion General Druid 1 1 1 Battlecry: Spend all your Mana. Gain +1/+1 for each mana spent.
Learn Draconic Common Spell General Mage 1 Sidequest: Spend 8 Mana on spells.
Reward: Summon a 6/6 Dragon.
Mana Burn Common Spell Fel Demon Hunter 1 Your opponent has 2 fewer Mana Crystals next turn.
Omega Assembly Rare Spell General Warrior 1 Discover a Mech. If you have 10 Mana Crystals, keep all 3 cards.
Strength in Numbers Common Spell General Druid 1 Sidequest: Spend 10 Mana on minions.
Reward: Summon a minion from your deck.
Untapped Potential Legendary Spell General Druid 1 Quest: End 4 turns with any unspent Mana.
Reward: Ossirian Tear.
Breath of Dreams Rare Spell Nature Druid 2 Draw a card. If you're holding a Dragon, gain an empty Mana Crystal.
Crystal Merchant Epic Minion General Druid 2 1 4 If you have any unspent Mana at the end of your turn, draw a card.
Darnassus Aspirant Rare Minion General Druid 2 2 3 Battlecry: Gain an empty Mana Crystal.
Deathrattle: Lose a Mana Crystal.
Demonfuse Common Spell Fel Warlock 2 Give a Demon +3/+3. Give your opponent a Mana Crystal.
Eternal Sentinel Epic Minion General Shaman 2 3 2 Battlecry: Unlock your Overloaded Mana Crystals.
Lava Shock Rare Spell Fire Shaman 2 Deal 2 damage.
Unlock your Overloaded Mana Crystals.
Mana Treant Minion General Druid 2 2 2 Deathrattle: Gain an empty Mana Crystal.
Omega Mind Epic Minion General Shaman 2 2 3 Battlecry: If you have 10 Mana Crystals, your spells have Lifesteal this turn.
Transfer Student Epic Minion General Any 2 2 2 Taunt. Battlecry: If you have 10 Mana Crystals, gain +5/+5.
Transfer Student Epic Minion General Any 2 2 2 Battlecry: Spend all your Mana. Summon a random minion of that Cost.
Arcane Golem Rare Minion General Any 3 4 2 Charge. Battlecry: Give your opponent a Mana Crystal.
Chaos Gazer Epic Minion Demon Warlock 3 4 3 Battlecry: Curse a playable card in your opponent's hand. They have 1 turn to play it!
Felguard Rare Minion Demon Warlock 3 3 5 Taunt
Battlecry: Destroy one of your Mana Crystals.
Greedy Sprite Rare Minion General DRUID 3 3 1 Deathrattle: Gain an empty Mana Crystal.
Grove Tender Rare Minion General Druid 3 2 4 Choose One - Give each player a Mana Crystal; or Each player draws a card.
Jade Blossom Common Spell Nature Druid 3 Summon a Jade Golem. Gain an empty Mana Crystal.
Omega Medic Rare Minion General Priest 3 3 4 Battlecry: If you have 10 Mana Crystals, restore 10 Health to your hero.
Pilfered Power Epic Spell General Druid 3 Gain an empty Mana Crystal for each friendly minion.
Surrender to Madness Epic Spell Shadow Priest 3 Destroy 3 of your Mana Crystals. Give all minions in your deck +2/+2.
Wild Growth Free Spell Nature Druid 3 Gain an empty Mana Crystal.
Astral Communion Epic Spell Arcane Druid 4 Gain 10 Mana Crystals. Discard your hand.
Blastcrystal Potion Common Spell Shadow Warlock 4 Destroy a minion and one of your Mana Crystals.
Escaped Manasaber Epic Minion Beast Any 4 3 5 Stealth
Whenever this attacks, gain 1 Mana Crystal this turn only.
Mire Keeper Rare Minion General Druid 4 3 3 Choose One - Summon a 2/2 Slime; or Gain an empty Mana Crystal.
Nozdormu the Timeless Legendary Minion Dragon Paladin 4 8 8 Battlecry: Set each player to 10 Mana Crystals.
Omega Defender Epic Minion General Any 4 2 6 Taunt
Battlecry: If you have 10 Mana Crystals gain +10 Attack.
Omega Devastator Epic Minion Mech Warrior 4 4 5 Battlecry: If you have 10 Mana Crystals, deal 10 damage to a minion.
Living Mana Epic Spell Nature Druid 5 Transform your Mana Crystals into 2/2 Treants. Recover the mana when they die.
Omega Agent Epic Minion General Warlock 5 4 5 Battlecry: If you have 10 Mana Crystals, summon 2 copies of this minion.
Mojomaster Zihi Legendary Minion General Any 6 5 5 Battlecry: Set each player to 5 Mana Crystals.
Nourish Rare Spell Nature Druid 6 Choose One - Gain 2 Mana Crystals; or Draw 3 cards.
Kun the Forgotten King Legendary Minion General Druid 10 7 7 Choose One - Gain 10 Armor; or Refresh your Mana Crystals.
Showing all 48 cards
Counterfeit Coin(49643).png
Forbidden Flame(33124).png
Forbidden Healing(33126).png
Forbidden Ritual(35217).png
Forbidden Shaping(33125).png
Forbidden Words(90548).png
Gallywix's Coin(12327).png
Innervate(548).png
Biology Project(89808).png
Floop's Glorious Gloop(89898).png
Forbidden Ancient(35213).png
Learn Draconic(127286).png
Mana Burn(210685).png
Omega Assembly(89845).png
Strength in Numbers(151410).png
Untapped Potential(90698).png
Breath of Dreams(127269).png
Crystal Merchant(90806).png
Darnassus Aspirant(22303).png
Demonfuse(22300).png
Eternal Sentinel(35231).png
Lava Shock(14440).png
Mana Treant(55494).png
Omega Mind(89885).png
Transfer Student(211504).png
Transfer Student(211512).png
Arcane Golem(97).png
Chaos Gazer(176349).png
Felguard(236).png
Greedy Sprite(76972).png
Grove Tender(12273).png
Jade Blossom(49703).png
Omega Medic(89834).png
Pilfered Power(49636).png
Surrender to Madness(90151).png
Wild Growth(282).png
Astral Communion(22334).png
Blastcrystal Potion(49741).png
Escaped Manasaber(184667).png
Mire Keeper(33162).png
Nozdormu the Timeless(127301).png
Omega Defender(89809).png
Omega Devastator(90559).png
Living Mana(55491).png
Omega Agent(89822).png
Mojomaster Zihi(90250).png
Nourish(120).png
Kun the Forgotten King(49628).png

Trivia[]

  • Unlike in many other games, including World of Warcraft, in Hearthstone mana is apparently not an arcane or purely magical power, and can be wielded by heroes of all classes. Notably, warriors, rogues and hunters normally use resources other than mana.

See also[]

References[]

 
  1. Tested by User:Elekim, 15th March 2017. With Emperor Thaurissan to reduce costs and Lorewalker Cho to get multiple Shadowsteps, I destroyed all my Mana Crystals with Felguards (going to 0/0 mana), then played The Coin (going to 1/0 mana), then played Cho'gall with cost reduced to 0 in order to cast Blastcrystal Potion: my mana counter was still at 1/0, and I was able to play a 1-Cost card (see Media:Mana-TempNotDestroy.jpg).
  2. BuB ChaCha (2015-02-25). The Coin vs. Felguard|幸運幣vs.惡魔守衛
  3. BuB ChaCha (2015-02-17). Miracle Warlock:(1)Mana vs.Felguard|(1)法力水晶vs.惡魔守衛
  4. 4.0 4.1 4.2 Tested by User:Taohinton, 2014-02-19. Tested twice: Played Dust Devil x 2 on turn 2. On turn 3 the mana bar showed 0/3 mana. Played The Coin and a fourth mana crystal appeared, without a padlock. However, the total remained at 0/3, and I was unable to play any 1 mana cards
  5. Elekim on Twitter. (2017-03-05). 
  6. Tested by User:Elekim, 8th March 2017. Started the turn with 6/10 mana due to 4 Overload; played Flameweather Faceless and Blastcrystal Potion, resulting in 0/9 mana, 4 current Overload and 2 pending Overload: however, one Overloaded and one pending Overloaded Mana Crystals seem to have been destroyed (see Media:ManaDestroyOverload1.jpg). Mana was correctly 8/10 at the start of the following turn, although displayed with one locked and one empty Mana Crystal (see Media:ManaDestroyOverload2.jpg).
  7. Tested by User:Elekim, 13th March 2017 (see Media:ManaOverloadCoin.jpg).
  8. BuB ChaCha (2015-02-17). Overload:(10) vs. Innervate 超載:(10) vs.啟動
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