卡牌或者英雄技能的法力值消耗 (EN:mana cost ) (俗称费用)决定了你需要多少法力值才能从手牌中打出该牌或者使用英雄技能。The number is displayed inside a blue crystal in the upper left corner of each card, and at the top of each Hero Power. When a card is played or a Hero Power used, its mana cost is deducted from the player's supply of mana for that turn. Some effects can modify mana costs, although no mana cost can ever be less than zero. Mana cost might be considered an attribute or statistic of a card, but does not affect the card or its outcome in any other way.

The mana cost of a card determines how early or late in the game it may be played and is usually an indicator of the card's overall power. The distribution of mana costs in a deck is the mana curve, an important strategic consideration. Almost all playable Hero Powers cost 2 mana, but this can be modified through various effects.

可参阅:法力值法力水晶

改变法力值消耗

改变法力值消耗 (EN:modify cost ) 是一种卡牌异能,该效果可以减少或提高卡牌和英雄技能的法力值消耗,或者将他们的法力值消耗限定为一个具体的数值。这种效果可以是持续性的光环效果也可以是通过创建改变法力值消耗的附加状态

  • Cards like Dread Corsair that modify their own mana cost only work while in the player's hand - they have no effect while the card is anywhere else, such as in the player's deck or in the battlefield (see in-hand effects for details). Most of them are ongoing effects.
  • Cards like Mana Wraith and Maiden of the Lake that modify the mana cost of other cards or Hero Powers have ongoing effects which apply a modifier to all eligible cards in hand or Hero Powers: removing or neutralising (for example by using Silence effects) the source of the effect will therefore immediately remove the modifier from any affected card or Hero Power.
  • Ongoing effects apply only to relevant cards in hand (including returned cards) - they do not apply to cards in play. For example, a Mechwarper would allow a Clockwork Gnome to be played for 0 mana, returned to the hand, and played for 0 mana again, but even with the Mechwarper in play a Recombobulator would cause the Clockwork Gnome to be transformed into a 1-mana minion, not a 0-mana one.
  • Cost-modification enchantments may be created by spells (like Unstable Portal), triggered effects (like Emperor Thaurissan) or Battlecries (like Millhouse Manastorm and Saboteur).
  • Cost-modification enchantments that are attached to a card in hand are removed once the modified card is played: effects which depend on mana cost will then use the original mana cost of the card and, if it is returned to the hand, re-playing it costs the original amount. For example, a Bloodfen Raptor drawn with Call Pet costs nothing when first played, but would cost its base of 2 mana to re-play if returned to the hand by a Youthful Brewmaster, and would be transformed into a 2-cost minion if targeted by a Recombobulator.
  • Cards like Millhouse Manastorm and Fencing Coach create cost-modification enchantments that are attached to a player instead of a card. Usually these enchantments have a limited duration and expire by themselves "the next time something happens" or "at the end of the next turn".

When there are multiple cost-modification effects, they are applied in the order in which they have been generated (from oldest to newest); the only exception is Summoning Portal, which is always applied first even if played last. Unlike Health/Attack enchantments and auras, cost-modification enchantments and auras have no special priority over one another.[1] Here are some examples:

  • If Millhouse Manastorm is played followed by Loatheb, spell costs are first set to 0, then increased by 5 for a final cost of 5. In the opposite order, spell costs would first increase by 5, then be set to 0, for a final cost of 0.
  • If Emperor Thaurissan's effect triggers, reducing the mana cost of an in-hand Wolfrider to 2, and Naga Sea Witch then comes into play, her effect immediately increases the Wolfrider card's cost to 5; at the end of that turn, Emperor Thaurissan triggers again, reducing the Wolfrider's mana cost to 4.
  • If Emperor Thaurissan's effect triggers, reducing the mana cost of an in-hand War Golem to 6, and Aviana then comes into play, her effect immediately reduces the War Golem card's cost to 1; at the end of that turn, Emperor Thaurissan triggers again, reducing the War Golem's mana cost to 0.
  • If you have a Naga Sea Witch in play and a Fiery War Axe equipped and draw a Dread Corsair from your deck, the Dread Corsair's final mana cost will be 5: the Dread Corsair card, being in your deck since the beginning of the game, is older than the Naga Sea Witch minion in play, and thus its effect is applied first, and then overwritten by the newer one by Naga Sea Witch.
  • However, if you later return the Dread Corsair minion from the battlefield to your hand, it becomes a new Dread Corsair card, which is then newer than the Naga Sea Witch minion: thus, the Dread Corsair card's cost is first set to 5 by Naga Sea Witch and then, if you are still equipping the Fiery War Axe, it is reduced by 3, to a final mana cost of 2.
  • If Knight of the Wild triggered twice before Aviana enters play, early cost-modification effects are overridden by the "newer" Aviana effect, for a final mana cost of 1; if you later summon another Beast, Knight of the Wild triggers again, reducing its mana cost to 0.
  • If you play Naga Sea Witch and then Aviana, minion cards in your hand will cost 1; if you play Aviana and then Naga Sea Witch, minion cards in your hand will cost 5.[2]
  • Suppose you have Wilfred Fizzlebang on the battlefield. If you play Aviana and then use Life Tap, the minion card you draw will cost 0; if you use Life Tap and then play Aviana, the minion card you draw will cost 1.[3]

If a card or Hero Power's modified cost would be negative, 0 is displayed and used instead (players can never gain mana from paying the cost of a card or Hero Power).

  • This minimum of zero is only enforced after all other cost modifications have been taken into account: this allows reductions like Far Sight to counteract subsequent increases such as Loatheb's.
  • One may think of cards and Hero Powers as having two mana costs, an "actual" cost and a "hidden" cost. The hidden cost is simply the original mana cost plus or minus all modifications, and has no lower limit. The actual cost, which is displayed on the card or Hero Power and charged when the card is played or the Hero Power is used, is the greater of the hidden cost and 0.

For example, if Far Sight draws an Earth Shock, the Earth Shock has a hidden cost of -2 and an actual cost of 0; if the opponent then plays Loatheb, the hidden cost increases by 5 (-2 + 5 = 3) and the actual cost rises to 3. Thus, since only actual costs are displayed, apparently Far Sight reduced the cost of Earth Shock only by 1 (instead of 3) and Loatheb increased it only by 3 (instead of 5): however, even though Far Sight's reduction of -3 was temporarily, partially nullified by the lower limit of 0, it still remained in effect for later recalculation of the mana cost.

If a card's modified cost is different from its base cost, its mana cost will be displayed in a different colour:

  • if its modified cost is lower than its base cost, the mana cost will be displayed in green;
  • if its modified cost is higher than its base cost, it will be displayed in red;
  • if a card's modified cost is equal to its base cost (for example because multiple cost modifying effects cancel each other out), the colour will not be altered.

Strategy

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. The mana curve of a deck describes how many cards are present at each mana cost, and is an important factor determining options available to a player based on the amount of mana available on each turn. When building a deck, it is wise to consider whether mana costs of cards and combinations follow the desired curve.

Expert players can also use this knowledge to predict which cards may be played on certain rounds. Mind Control, for instance, generally only becomes playable from round 10 onwards, while a Leeroy Jenkins + Power Overwhelming combo is available once the warlock has 6 mana.

卡牌

改变法力值消耗可以按照所影响的实体来分类。

英雄技能

湖之仙女.png
击剑教头.png
破坏者.png
缚链者拉兹.png

卡牌

热情的探险家.png
光照元素.png
法术共鸣.png
火羽先锋.png
血蓟毒素.png
神秘女猎手.png
冰冻陷阱.png
暗金教侍从.png
黑水海盗.png
龙王配偶.png
肯瑞托法师.png
法力怨魂.png
小个子召唤师.png
海魔钉刺者.png
视界术.png
新月视界.png
纳迦海巫.png
伺机待发.png
弃暗投明.png
暗影施法者.png
艾维娜.png
古加尔.png
索瑞森大帝.png
墨水大师索莉娅.png
米尔豪斯·法力风暴.png
威尔弗雷德·菲兹班.png
机械跃迁者.png
尼鲁巴蛛网领主.png
召唤传送门.png
风险投资公司雇佣兵.png
召唤宠物.png
不稳定的传送门.png
洛欧塞布.png

卡牌自身

下列卡牌改变他们自身的法力值消耗。到目前为止,所有具有该异能的卡牌的异能效果都属于手牌中触发效果(In-hand effect),当其在手牌中时即会实时地基于某些特定的游戏事件而改变自身法力值消耗。

黑曜石碎片.png
龙息术.png
恐怖海盗.png
蛛魔先知.png
严正警戒.png
火山幼龙.png
鱼人恩典.png
暗金教水晶侍女.png
荒野骑士.png
深渊魔物.png
火山邪木.png
奥术巨人.png
冰霜巨人.png
熔核巨人.png
山岭巨人.png
海巨人.png
发条巨人.png
天空上尉库拉格.png
重碾.png
发条巨人.png

相关卡牌

“丛林猎人”赫米特.png
“践踏者”班纳布斯.png
大漠沙驼.png
加基森枪骑士.png
铁炉堡传送门.png
皇家雷象.png
银月城传送门.png
白银之枪.png
重甲战马.png
衰变.png
轮回.png
异变.png
治疗波.png
象牙骑士.png
大漩涡传送门.png
月光林地传送门.png
大师级枪骑士.png
集合石.png
异变之主.png
海象人龟骑士.png
上古之神先驱.png
玉莲帮幻术师.png
侏儒变形师.png
尤格-萨隆的仆从.png
加兹鲁维.png
骷髅骑士.png

参考

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