In-game balance
Core Card Balance Principle
The core of the balance system is a simple formula for calculating a card’s effectiveness:
Where:
Damage — damage dealt by the card
Defence — damage blocked by the card
Heal — health restored by the card
Effect Value — numerical estimate of the card’s special ability (defined based on testing and meta-analysis)
Card Cost Balance (Mana Efficiency)
For a card to be considered balanced, its efficiency relative to mana cost should stay within a target range:
< 1.5
Weak card (niche or situational usage)
1.5 - 2.5
Balanced card
> 2.5
Strong card (limited by mechanics or conditions)
Example of Card Efficiency Calculation
MFER
1
0
0
0
0
1
-
NOUNS
2
0
0
0
1
2
2.0
SHIELD V3
0
3
0
0
2
3
1.5
VITALIK
0
0
0
1 (draw a card)
1
1
1.0
MMOXIE
1
0
0
2 (double next attack damage)
2
3
1.5
Card Effect Values
Card effects are difficult to estimate purely with numbers, so the following approximate Effect Values are used for balancing:
Draw 1 card
VITALIK
1
Double next attack's damage
MOXIE
2
Ignore opponent's defence
BARMSTRONG
1
+ 1 mana for 2 turns
PAC
2
Reflect 1 attack
SUPERANON
2
Theoretical Battle Balance
Under standard game conditions:
5 mana per turn
8 turns before deck reset
40 HP per player
Maximum total mana per deck cycle:
If a player uses only attacking cards with Mana Efficiency ≈ 2.0, they can deal:
Meanwhile, the opponent has:
40 HP
Defensive and healing cards
Counterplay effects
Thus:
Key Game Balance Identity

Graph explanation
Line
Meaning
Comment
Red (dashed)
Pure damage without defense and healing
If the player doesn’t defend or heal, their health drops very quickly
Green
Real damage considering defense and healing
It shows that defense and healing significantly slow down HP loss
Blue (dashed)
Player’s base HP = 40
A horizontal reference line for evaluating the speed of taking damage
This identity means that for a player playing perfectly (without mistakes), the chances of victory are determined not by the raw power of cards, but by the skillful combination and usage of them.
Calculation Results
Used Values
Variable
Value
Description
HP
40
Player’s starting health
D_avg
3.0
Average damage per attack card
DEF_avg
2.0
Average defense per defense card
H_avg
3.0
Average heal per heal card
M_regen
5
Mana regeneration per turn
HP loss without defense and healing
After 10 turns: HP = 40 - 10 * 3 = 10
HP loss with defense and healing
In our case: t * D_avg - t * DEF_avg - t * H_avg = t * (3 - 2.5 + 1.5) = t * (2)
Metric
Value
What it means
Average damage
3
Deals strong damage
Average defense
2
Partially reduces damage
Average healing
3
Almost compensates for damage, but not fully
Total
-2 HP/turn
The player loses 2 HP each turn
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