Mana cost

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The mana cost of a card or Hero Power determines how much mana is required to play that card from the hand or to use that Hero Power. 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 is used, its mana cost is deducted from the player's available mana for that turn.

All cards and Hero Powers have mana costs, even those not normally played from the hand (such as minions summoned by summon effects like  Murloc Tidehunter's Battlecry or  Unleash the Hounds). This is relevant when cards like  Evolve affect minions based on their cost, or when minions are returned to the hand.

Most cards have mana costs in the 0-10 range, while all playable Hero Powers cost 2 mana (with the exception of the Demon Hunter's  Demon Claws). However, some effects can modify mana costs (even though not below 0).

Mana cost might be considered an attribute or statistic of a card, but does not affect the card in combat. 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.

Modifying costs[edit | edit source]

Effects may reduce or increase the cost of cards and Hero Powers, or set them to a specific value. These effects either are ongoing effects or act by creating cost-modification enchantments (for a complete list see Cards below).

  • Cards that modify their own mana cost (such as  Dread Corsair) 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, while a few ( Nerubian Prophet,  Knight of the Wild) are triggered effects.
  • Ongoing effects that modify the mana cost of other cards or Hero Powers (such as  Mana Wraith and  Maiden of the Lake) apply a modifier to all eligible cards currently in hand (but not to cards in play) and to eligible 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.
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-Cost minion, not a 0-Cost one.
  • Cost-modification enchantments that are attached to a card in a player's deck (such as due to  Renounce Darkness) are not removed when the modified card is drawn.
  • 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 will cost the original amount.
Example: A  Bloodfen Raptor drawn with  Call Pet costs 0 mana when first played, but would cost 2 mana to re-play if returned to the hand by  Youthful Brewmaster, and would be transformed into a 2-Cost minion if targeted by  Recombobulator.
  • Some cost-modification enchantments (such as  Preparation and  Saboteur) 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" (which can be many turns later, such as for  Dragon Consort and  Fencing Coach) or "at the end of the turn". The only exception is  Raza the Chained, whose effect lasts for the rest of the game.

When there are multiple cost-modification effects, they are applied in the order in which they have been generated (from oldest to newest; notice that cards that were in a player's deck at the beginning of the game still have that timestamp when drawn); 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]

Example: 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.
Example: 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.
Example: 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.
Example: 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.
Example: 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.
Example: 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]
Example: 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]
Example: If  Bright-Eyed Scout's Battlecry draws  Mountain Giant, its cost will be set to 5 regardless of the number of cards in hand, and the cost will not change as the hand gains or loses cards: since the Mountain Giant card was created at the beginning of the game, its effect is always considered older than the Bright-Eyed Scout's Battlecry.[4]
Example: If  Bright-Eyed Scout's Battlecry draws  Nerubian Prophet, its cost will be set to 5, and at the start of each subsequent turn its cost will drop to 4, 3, 2, and so on.

If a card's 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 0 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 with all subsequent 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.
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 and becomes -2 + 5 = 3, and the actual cost rises to 3 too. 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 the modified cost is lower than the base cost, it will be displayed in green;
  • if the modified cost is higher than the 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 of its mana cost will not be altered.

Change Cost to Health[edit | edit source]

Main article: Change Cost to Health

Some cards cause the next card the player plays that turn to deal to their hero an amount of damage equal to the card's mana cost, instead of expending mana.

  • The mana costs of those cards are affected as usual by cost-modification effects, and thus their "Health cost" is modified accordingly.[5]
  • Despite these cards' ambiguous wording, their effects deal damage to the controlling hero, thus affecting Armor (if any) before reducing the hero's Health.
  • Playing an affected card will cost no mana. However, card text effects which consume mana (such as  Forbidden Ritual) are not altered.
  • The player must be Immune or have a combined Health and Armor total greater than the final mana cost of an affected card in order to be allowed to play it (regardless of their currently available mana).[6][7] Trying to play an affected card will otherwise result in an error message.[8]
  • Cards in hand that can be played using Cho'gall's or Seadevil Stinger's effect will have their mana cost highlighted by red bubbles.

Strategy[edit | edit source]

Main article: Mana curve

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.

Cards that modify mana cost[edit | edit source]

For Wild format listings, see Mana cost/Wild format.


Swipe left or right to see the cards.
SC 755.png
GDB 100c.png
CORE EX1 145.png
CORE EX1 144.png
VAC 959t10t.png
VAC 959t10.png
GDB 852.png
CORE GIL 836.png
SC 411.png
CORE SCH 158.png
CORE YOP 001.png
SC 407.png
TOY 351t.png
TOY 521t1.png
SC 401.png
GDB 333.png
GDB 875.png
VAC 464t10.png
GDB 102.png
EDR 273.png
TOY 652t.png
GDB 123.png
VAC 941.png
EDR 449p.png
EDR 850p.png
SC 761.png
WORK 041.png
CORE SCH 713.png
GDB 844.png
GDB 121.png
CORE DMF 511.png
CORE EX1 611.png
TOY 037.png
EDR 270.png
CORE AV 226.png
GDB 439.png
TOY 381.png
VAC 409.png
MIS 902.png
TOY 353.png
SC 753.png
GDB 444.png
CORE UNG 941.png
TTN 851.png
TOY 907.png
SC 764.png
VAC 920.png
GDB 103.png
SC 759.png
CORE TSC 217.png
GDB 465.png
GDB 303.png
CORE DRG 403.png
TOY 390.png
UPCOMING 115624.png
VAC 440.png
GDB 311.png
EDR 847.png
TOY 805.png
TOY 400t8.png
CORE BT 801.png
TOY 507.png
CORE CS2 053.png
MIS 918.png
VAC 702t4.png
GDB 122.png
GDB 726.png
EDR 518.png
VAC 435.png
VAC 329.png
EDR 890.png
SC 015.png
GDB 881.png
WORK 021.png
SC 404.png
VAC 332.png
TOY 800.png
VAC 518.png
MIS 006.png
GDB 474.png
TOY 376.png
VAC 702t3.png
WORK 004.png
VAC 954.png
GDB 228.png
TOY 388.png
WON 113.png
VAC 463.png
WORK 050t.png
CORE NEW1 022.png
UPCOMING 115646.png
GDB 856.png
VAC 952.png
WON 113a.png
WON 113b.png
TOY 504.png
MIS 709.png
UPCOMING 115637.png
GDB 721.png
VAC 524.png
TOY 351.png
MIS 919.png
CORE BT 416.png
FIR 952.png
VAC 429.png
TOY 515.png
TOY 641.png
CORE DAL 720.png
SC 751.png
EDR 493.png
GDB 237.png
GDB 136.png
TOY 355.png
GDB 863.png
TOY 371.png
EDR 654.png
MIS 026.png
TOY 383.png
TOY 521.png
VAC 418.png
TOY 401t.png
TOY 806.png
GDB 305.png
EDR 572.png
VAC 423.png
TOY 652.png
TOY 804.png
EDR 477.png
WORK 063.png
WORK 015.png
FIR 940.png
VAC 950.png
GDB 443.png
GDB 320.png
GDB 857.png
GDB 862.png
GDB 448.png
EDR 844.png
GDB 120.png
SC 754.png
MIS 918t.png
CORE DAL 609.png
EDR 888.png
EDR 978.png
GDB 467.png
GDB 341.png
VAC 700.png
GDB 301.png
MIS 006t.png
EDR 527.png
EDR 895.png
TOY 519.png
VAC 439.png
RLK 744.png
VAC 558.png
TOY 883.png
VAC 464t24.png
TOY 530.png
GDB 142.png

Cost-modifying effects can be categorized by which entities they affect.

Hero Powers[edit | edit source]



Swipe left or right to see the cards.
VAC 941.png
TOY 381.png
CORE DRG 403.png
EDR 847.png

Cards[edit | edit source]

The following cards have effects that modify the cost of other cards.



Swipe left or right to see the cards.
GDB 100c.png
CORE EX1 145.png
CORE EX1 144.png
VAC 959t10t.png
VAC 959t10.png
GDB 852.png
CORE GIL 836.png
CORE SCH 158.png
CORE YOP 001.png
TOY 351t.png
TOY 521t1.png
GDB 333.png
GDB 875.png
VAC 464t10.png
GDB 102.png
EDR 273.png
TOY 652t.png
GDB 123.png
EDR 449p.png
EDR 850p.png
SC 761.png
WORK 041.png
CORE SCH 713.png
GDB 844.png
GDB 121.png
CORE DMF 511.png
CORE EX1 611.png
TOY 037.png
EDR 270.png
CORE AV 226.png
VAC 409.png
MIS 902.png
TOY 353.png
GDB 444.png
CORE UNG 941.png
TTN 851.png
SC 764.png
VAC 920.png
GDB 103.png
SC 759.png
CORE TSC 217.png
GDB 303.png
TOY 390.png
UPCOMING 115624.png
VAC 440.png
GDB 311.png
TOY 805.png
TOY 507.png
CORE CS2 053.png
VAC 702t4.png
GDB 122.png
GDB 726.png
EDR 518.png
VAC 435.png
VAC 329.png
EDR 890.png
SC 015.png
GDB 881.png
WORK 021.png
VAC 332.png
TOY 800.png
VAC 518.png
MIS 006.png
GDB 474.png
TOY 376.png
VAC 702t3.png
WORK 004.png
VAC 954.png
TOY 388.png
WON 113.png
VAC 463.png
WORK 050t.png
GDB 856.png
VAC 952.png
WON 113a.png
WON 113b.png
UPCOMING 115637.png
GDB 721.png
VAC 524.png
TOY 351.png
FIR 952.png
TOY 515.png
TOY 641.png
CORE DAL 720.png
GDB 136.png
TOY 355.png
GDB 863.png
TOY 371.png
EDR 654.png
TOY 383.png
TOY 521.png
TOY 401t.png
TOY 806.png
EDR 572.png
VAC 423.png
TOY 652.png
WORK 063.png
WORK 015.png
FIR 940.png
GDB 443.png
GDB 857.png
GDB 862.png
GDB 448.png
EDR 844.png
GDB 120.png
SC 754.png
EDR 888.png
EDR 978.png
GDB 467.png
GDB 301.png
MIS 006t.png
EDR 527.png
EDR 895.png

Self[edit | edit source]

The following cards modify their own mana cost while in hand. Most act on an ongoing basis based on current game conditions or history, but  Nerubian Prophet and  Knight of the Wild accumulate enchantments on themselves in response to game events that occur while in hand.



Swipe left or right to see the cards.
GDB 439.png
TOY 907.png
GDB 465.png
CORE BT 801.png
TOY 400t8.png
MIS 918.png
GDB 228.png
CORE NEW1 022.png
UPCOMING 115646.png
MIS 709.png
VAC 429.png
GDB 237.png
VAC 418.png
GDB 305.png
TOY 804.png
EDR 477.png
VAC 950.png
GDB 320.png
MIS 918t.png
GDB 341.png
VAC 700.png
TOY 519.png
VAC 439.png
RLK 744.png
VAC 558.png
TOY 883.png
VAC 464t24.png
TOY 530.png
GDB 142.png

Related cards[edit | edit source]

For Wild format listings, see Mana cost/Wild format.

Cost-affected cards[edit | edit source]

The following cards have effects that scale based on the mana cost of other existing cards.

  • The bigger the mana cost of the affected card, the greater the outcome of the cost-related effect.
  • These cards may either generate cards or affect existing cards in the player's hand, deck, or battlefield.


Swipe left or right to see the cards.
CORE LOOT 231.png
EDR 520.png
EDR 529.png
EDR 448p.png
EDR 254.png
VAC 450.png
CORE ETC 523.png
VAC 464t12.png
VAC 324.png
RLK 082.png
GDB 863.png
GDB 470.png
GDB 477.png
EDR 489.png

Cost-specifying cards[edit | edit source]

The following cards only affect other existing cards which meet a specified cost-based criteria.

  • These cards only affect other existing cards in the player's hand, deck, or battlefield, and do not generate new cards based on a specific cost.
    • These cards do not affect themselves. For example, cost-specifying cards won't grant themselves extra stats or reduce their own cost, but may do those to other cards that meet a specified cost-based criteria.
      • Additionally, common forms of cost-specifying effects are ones that put specific-cost minions into the battlefield, or draw specific-cost cards, and naturally cards cannot refer to their own cost to do those to themselves.
  • The effects of these cards will always activate or attempt to activate, but there may not be any outcomes.
    • For example,  Barak Kodobane will always try to draw a 1, 2- and 3-Cost spell, but you may not draw anything if you have none.


Swipe left or right to see the cards.
EDR 485.png
TOY 652t.png
WORK 031.png
VAC 961.png
TOY 387.png
VAC 920.png
EDR 571.png
VAC 457.png
WORK 006.png
UPCOMING 115960.png
EDR 521.png
VAC 960.png
TOY 391.png
SC 408.png
VAC 917.png
TOY 504.png
CORE LOOT 309.png
EDR 253.png
CORE BAR 551.png
TOY 602.png
GDB 863.png
EDR 891.png
VAC 507.png
CS3 024.png
TOY 652.png
TOY 830.png
EDR 238.png
WORK 063.png
EDR 892.png
TOY 607.png
GDB 477.png
EDR 259.png
TOY 372.png
VAC 948.png
TOY 378.png

Cost-triggered cards[edit | edit source]

The following cards are triggered by cards of a specific cost.

  • Like cost-specifying cards, these cards only affect other existing cards in the player's hand, deck, or battlefield, and do not generate new cards based on a specific cost.
    • However, unlike cost-specifying cards, these cards may also affect themselves by referencing another card's cost.
  • These cards have cost-specific effects that will not activate before the conditions are met, or if they are not met at all.
    • For example,  Tamsin Roame will not trigger at all, if the spell cast does not cost 1 or more.


Swipe left or right to see the cards.
TOY 341t.png
FIR 961.png
FIR 923.png
VAC 521.png
GDB 137.png
SC 783.png
EDR 472.png
GDB 138.png
TOY 515.png
TOY 341.png
EDR 014.png
GDB 139.png
FIR 940.png
EDR 846.png

Cost-listing cards[edit | edit source]

The following cards generate their random outcomes by considering all collectible cards that meet a specified cost-based criteria.



Swipe left or right to see the cards.
BG31 BOBt3.png
EDR 264.png
VAC 959t06.png
VAC 959t06t.png
EDR 445pt3.png
GDB 864.png
EDR 520.png
TOY 006.png
EDR 448p.png
EDR 463b.png
EDR 105.png
CORE WON 096.png
VAC 955t.png
WORK 014.png
GDB 844.png
GDB 119.png
EDR 781.png
EDR 882.png
CORE REV 308.png
VAC 335.png
TOY 822.png
EDR 463.png
GDB 478.png
VAC 450.png
GDB 311.png
FIR 927.png
TOY 046.png
GDB 442.png
VAC 464t12.png
VAC 457.png
CORE KAR 077.png
GDB 112.png
VAC 522.png
FIR 907.png
MIS 305.png
GDB 883.png
VAC 324.png
VAC 424.png
TOY 374.png
MIS 314.png
GDB 234t.png
EDR 461t.png
EDR 461.png
EDR 060.png
BG31 BOB.png
TOY 830.png
TOY 531.png
TOY 506.png
WORK 010.png
VAC 431.png
TOY 808.png
GDB 857.png
CORE KAR 076.png
VAC 301.png
TOY 372.png
TOY 519.png
FIR 959.png
GDB 479.png
GDB 233.png

See also[edit | edit source]

References[edit | edit source]

 
  1. https://www.youtube.com/watch?v=RNrXJGFETXw Tested in Patch 4.1.0.10956 (2015-12-04)
  2. https://www.youtube.com/watch?v=j8VPUi5AqtY Tested in Patch 4.0.0.10833 (LoE patch)
  3. Tested in Patch 4.1.0.10956 (2015-12-04): <culinko> if you play aviana before life tap, your drawn minion will cost 0. if you play aviana after you life tap, the minion will cost 1
  4. Disguised Toast (2017-04-06). [Hearthstone] 8 NEW INTERACTIONS from Journey to Un'Goro (King Mosh, Time Warp, Swamp King Dred)
  5. PlayHearthstone on Twitter (X). (2016-04-08). 
  6. PlayHearthstone on Twitter (X). (2016-04-08). 
  7. PlayHearthstone on Twitter (X). (2016-04-08). 
  8. PlayHearthstone on Twitter (X). (2016-04-08).