What are best examples of different curved decks?


Hi all,

Could someone provide the best examples of a low curve deck and a high curve deck?

And what is the average number of 1 drops, 2 drops, 3 drops, etc. necessary for each?


Low-curve decks right now are Pokemon Magmar, which runs about the most one-drops ever at 9 (Koi, Rex, and Bloodtear Alchemist) and Zoo Lyonar, which for the first time ever runs 3x 0-drops (Slo) along with a bunch of 2-drops.

Even a high-curve deck runs big risks by running less than 9 2-drops, so few do. High-curve decks include Creep, which runs 3x 7-drops, 3x 6-drops, and 3-6 5-drops (not including spells, which generally include 1-2 8-cc spells), and Control Vetruvian, which runs 3x 6-drops, 6x 5-drops, and usually includes 2x 7cc spells.

In general, your minimums for a typical competitive deck are

9x 2-drop
6x 3-drop
6x 4-drop
3x 5-drop

With low-curving decks adding some 1, lots of 2, and some 3, and high-curve decks adding some 4s, 5s, 6s, and occasionally 7+s.


In general, your minimums for a typical competitive deck are

9x 2-drop
6x 3-drop
6x 4-drop
3x 5-drop

Ok, so it looks like this:

That is sensible. So objectively speaking, 1 drops are not necessary? They are only good for low curve decks then?

While on the topic - the vocabulary is putting me off. A low curve is the bell curve shifted to the left, while a high curve is the bell curve shifted to the right?

What do you call a curve that looks like this:


Pretty standard, obviously depends on your faction because mana curve is usually rather low for Songhai decks due to their few minions and multitude of cheap spells, Lyonar having a pretty decent curve due to their solid minions but low number of spells. Vetruvian tend to have a higher curve because of their very potent late game minions and spells.


Yeah 1 drops aside bloodtear are generally lower curve decks. Even some higher curve decks run bloodtear for the utility anyway.


So higher curve is short hand for higher mana cost curve, right? Because there are more higher mana cost cards that Vetruvian has, for example.


Correct, since both players start with at least 2 mana, 1-drops are generally only used in super-aggressive curves, or when they serve a very specific purpose (i.e. Bloodtear Alchemist countering Pyromancer in Magmar decks.)

MIdrange. :slight_smile: Midrange decks are interesting in that they try to outspeed control decks and try to outpresence aggro decks. They generally have fewer matchups that are determined by the deck itself, and more that are determined in-game by what is drawn when.

Exactly. :slight_smile:


Thanks for helping me out with something these fundamentals. I appreciate that.

Now, for a midrange deck, are you sacrificing definite win conditions to have better options through card draw?


Not necessarily. Midrange decks frequently have strong win conditions – for example, the typical midrange Vaath uses Bounded Lifeforce to add a surprise +8 to his attack, which is frequently enough (with Overload stacking) to drop an opponent from 12 or 14 to 0 out of the blue.

In fact, because they tend to rely on a fairly strong curve so that they have the potential to out-aggro a control deck, midrange decks tend to be less reliant on draw than aggro decks looking to maintain pressure or control decks looking for the answer they need to a specific board state. They do still run some draw, but it tends to be just a few cards, and of a variety that repeats every turn. So where an aggro deck wants Blaze Hound to build presence and maintain pressure and a control deck wants Sojourner to draw while denying opponents the draw, midrange decks prefer Spelljammer.

Obviously, these are generalities and lots of specific decks and players have their unique favorites, but the idea is solid. :slight_smile: