Mana

Mana is a resource in the game, it's basically elixir but in clash of wizards, it's called mana. It is spent to place cards on the battlefield, Unlike the Elixir in Clash Of Clans, which is used to enhance buildings and/or soldiers, it is not. It is similar and resembles the Elixir in Clash Royale. A player may hold up to 10 mana at one time and starts a battle with 5 mana. Each player receives one additional mana once a battle has lasted for two minutes, and during the remainder of the game, mana output is doubled. The production of mana happens gradually during the battle at a rate of one mana every 2.8 seconds, every 1.4 seconds during double mana time, and about every 0.9 seconds during triple mana, which happens in the final minute of overtime or in triple mana battles. To make up for the extra cards that would otherwise be played, Mana production in 2v2 is 15% slower than usual, and it moves 30% more slowly than normal during the Double Mana and Overtime periods. Initially, each Mana takes roughly 3.6 seconds, followed by 1.8 seconds during Double Mana and 1.2 seconds during Triple Mana. Mana is produced seven times as quickly in the infinite elixir mode, giving the player one every 0.4 seconds.

## Gains/Pros/Profit and Losses/Cons of Mana

Mana is a crucial, important component of the game, just as vital as other game mechanics like card placement and having a balanced deck are.

* Mana has a lot of uses. Counterattacks, rushes, and beginning the battle can all be aided by mana. Use and deploy Mana wisely.
* There are several methods for beginning a battle. Mana can be used to launch an assault right away, a move known as "bridge rushing," or it can be saved to respond to an opponent's moves.
* When a player uses less mana than their opponent and as a result, their mana grows more than their opponent's, they are said to have "profited" from the game. A "positive Mana trade" is when a play results in an Mana profit. As an illustration, the player uses The Pyromancer to beat the opponent's Phoenix while earning a profit of one Mana.
* When a player's mana falls below that of the opponent, mana is said to have been "lost." A "negative Mana exchange" involves making a play that causes the opponent to gain Mana. An illustration of this is when a Goblin Gang is deployed by the player, and the opponent responds with a Skeleton Army, destroying the Goblin Gang and causing the opponent to profit by 1.of 1. Mana.
* When the player can make use of the troop's remaining potential, making a negative Mana deal might be advantageous in some circumstances. For instance, the player can deploy the Skeleton Army to counter a Hog Rider, leaving them with a 1 Mana disadvantage but maintaining the threat of the Skeleton Army to their opponent. An example of this kind of play is a counterpush.
* It's not necessary that neither player gained an edge in a neutral Mana exchange. For instance, if a player places a Warg next to their Tower and the other player uses a Fireball on both the Warg and the Tower, both players will have used the same amount of Mana, but the one who used the Fireball will have somewhat more damage.
* To get Mana, play cards that are less expensive to defend with than the enemy's attacking unit. Arrows defending Wolves and Skeleton Armies defending the Orc Chieftain spring to mind as examples. Each earns 2 mana in profit.
* As an illustration, the Stone Golem yields 1 mana whereas the Golemites and Blobs each produce 0.5 mana. For eliminating Stone Golem in all of its incarnations, a total of 4 mana can be produced. It is acceptable to invest up to 7 Mana to oppose one Stone Golem because it costs the opponent 4 Mana to deploy one.
* It's crucial for the player to avoid maxing out Mana because they won't be able to produce any more for as long as the bar is full. Mana is "leaking" in this case (when a player is at 10 Mana and not spending it). The phrase "Mana bar is full!" will appear briefly once the Mana bar has reached its maximum size. When the Mana meter is full, the player's cards will likewise tremble.
	+ This is especially true when the game first starts. The players waste Mana that may be obtained if a card is deployed if they overly leak at 10 Mana. However, it is crucial to avoid making rash choices or wasting space. If the opponent is likewise maxing out at 10 Mana, it is safe to remain there.
	+ When a player has 10 mana and their opponent has less than 10, but they are unable to launch an attack right away, they should send a troop to the back of the arena to preserve their mana advantage. The troop shouldn't cost too much, though, as there may be times when the opponent poses a direct threat to the player's other Tower.
	+ It might be advantageous for the player to hold off on maxing Mana at the beginning of the game. If the player waits for the opponent to play their cards first, they can react effectively and only suffer a slight Mana loss.
* Players shouldn't frequently find themselves in a battle with no mana. A defensive player with 0 Mana may lose a Crown Tower and become vulnerable to a 3 Crown loss if an opponent launches a powerful offensive assault. A player will frequently always be able to deploy cards even when starting with 0 Mana because to the quick rate of mana creation, and leaking mana is much simpler by accident.
* Consider using a spell to destroy a soldier or structure with low or medium health that your opponent has deployed close to their tower in order to deal some tower damage. Even if the Spell costs more than their army or structure, this can still be a wise choice. Consider using Fireball and striking both if, for instance, they position a Pyromancer close to their tower. The tower will have sustained some damage even if this is a -1 exchange.
* Mana should be used carefully. As little as it may appear, 1 mana might mean the difference between winning and losing.

## History

* Mana has been in the game since Clash Of Wizard's soft launch on 2/11/2018.
* The word “Mana” is a supernatural force that permeates the universe. Anyone or anything can have mana. They believed it to be a cultivation or possession of energy and power, rather than being a source of power. It is an intentional force.