Card Game Fundamentals: Mana Curve, Card Advantage and Tempo
The three ideas behind almost every card game decision: mana curve, card advantage and tempo, with worked examples from Magic and Hearthstone.
The three ideas behind almost every card game decision: mana curve, card advantage and tempo, with worked examples from Magic and Hearthstone.
What separates a CCG, a TCG, an LCG and a deckbuilder? Clear definitions, constructed vs limited formats, digital differences and a comparison table.
How Marvel Snap works: 12-card decks, three random locations, six turns, energy, power, and the snap and retreat cube system that drives ranked play.
Learn Magic's basics (lands, mana, creatures, the stack, turn phases) and how Arena's wildcards, starter decks and quests work, without spending money.
A plain-English guide to Hearthstone: how mana and turns work, what minions, spells and keywords do, and how to start with free decks.