In-game balance

Core Card Balance Principle

The core of the balance system is a simple formula for calculating a card’s effectiveness:

Effective Value = Damage + Defence + Heal + Effect Value

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:

Mana Efficiency = Effective Value / Mana Cost

Target range:
1.5 ≤ Mana Efficiency ≤ 2.5
Mana Efficiency
Interpretation

< 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

Card
Damage
Defence
Heal
Effect Value
Mana cost
Effective Value
Mana Efficiency

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:

Effect
Example Card
Effect Value

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:

Total Mana = Turns * Mana per Turn = 8 * 5 = 40

If a player uses only attacking cards with Mana Efficiency ≈ 2.0, they can deal:

Max Damage = Total Mana * Mana Efficiency = 40 * 2 = 80

Meanwhile, the opponent has:

  • 40 HP

  • Defensive and healing cards

  • Counterplay effects

Thus:

Victory = Effective Value per Mana Distribution + Proper Deck Management

Key Game Balance Identity

Attack Potential ≈ Defence Potential + HP + Heal Potential + Game Effects

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

HP_t = HP - t * D_avg

After 10 turns: HP = 40 - 10 * 3 = 10

HP loss with defense and healing

HP_t = HP - max(0, t * D_avg - t * DEF_avg - t * H_avg)

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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