Curvestone leads to tempo, so curve is king to some point, esp. for minion-based decks.
Control & fatigue work differently until they put their big threats/guns out.
Combo tries to snip away your health & stall until the pattern comes together, so curve isn’t a necessity - take Rogue with reloading his 1/2 HP weapon after only one hit.
Your question could be answered (approximately) thru Aegeon’s spreadsheet. Any other method would be subject to - well, subjectivity.
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Excellent answer. And for me, it seems like you cannot have this game without curve.
Hmmm…its not the entire product…there’s room for other stuff, but I think its important that its the core of the experience, otherwise…45 minute Priest mirrors. Puke.
And I wasn’t having a go, I’m sorry if that’s how it came across.
I respect you and your opinion, (even if I disagree with you a lot), and you seem genuine enough. You seem easily triggered sometimes but then so am I.
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I’ve seen Grandmasters playing tournaments with Hunter, using the old Tracking on turn one while having a solid turn two play, mainly “to fill the curve”. Kibler explained several times in his videos how incredible the card was - just to discard one of his 2 win conditions, naturally. 
So it seems legit, hm?
Anyone here who plays MtG, Yugi-oh or whatever, too, and likes to share how it is on these other games?
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I think you are being somewhat nebulous with your terminology.
What does it even mean that a deck is a curve deck? Is it a deck that seeks to minimize floating mana?
Because if that’s what that means, then of course!!! Floated mana is a resource that’s wasted.
Hearthstone isn’t MTG where you can expend mana on your opponent’s turn, or LOR where you can store up to 3 floated mana to cast spells (and you can cast spells to counter every action your opponent plays).
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I wouldn’t call token Druid or rush Warrior curve decks, and that’s 2/3 of your tier 1. And if you throw priest in there (probably tier 1 at the highest levels), it’s hard to say the current meta is curve stone.
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Well, I don’t have the depth of knowledge that many of you do,
so I guess what I mean is a deck that drops a card every turn and uses all of its mana every turn?
That to me is the classic curve deck, or am I using the term wrong?
Do you not see the problem with desiring that decks that don’t expend their mana be as competitive as those that do?
The classic mana floater is Big Priest, which is the most disliked deck in the history of the game.
Or the mana floating meme that was Quest Druid, where you would coin to float mana.
You are talking about decks with very bad early game into extreme power spikes.
The Mage Quest Line also presents that type of design. A ridiculous and convoluted early game of hoarding spells to tempo them out in the correct order in spite of the board state to proceed to the next levels.
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So ideally Decks should be curve decks?
because decks like Quest Mage were infuriating when you lose to them?
Or, am I not following?
Questline Mage.
Quest Mage doesn’t have to play cards in a convoluted order like Questline Mage does. Quest Mage wanted to play cards every turn, and get removal or on board minions from the generated spells to contest the early board. Questline Mage makes you lose your progress if you play 2 Arcane Spells, and you can’t find an extra one, so it incentivizes making weird off curve plays if you don’t draw the Arcane, Fire, Frost combos.
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Ok, gotcha:) I feel like I learn something almost every time I ask a question on this forum.
That’s why I don’t see a good future for Questline Mage. Too hard to keep up the curve, unless they get a Whatley for spells.
And for whatever reason whereas Warrior gets a Rush Legendary 4 expansions in a row, Mage Legendary have been all over the place and don’t work that great together.
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Having resources to play in such a manner as to maximize your mana resources is tempo, to my understanding.
Curve decks bounce minions on the board to flood early tempo and are typically aggro decks.
If you’re meaning that decks that don’t float mana are good, fine, but that’s a factor of quality deck building for good tempo, and not curve decks in the classic sense.
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The main reason I don’t see a future for Questline Mage as a competetive deck is that you need 3 Fire spells to progress the Questline. Mage has a total of 6 different Fire spells available (when including the revealed Fire Sale) and 2 of them cost 7 or more. Since the reward for the Questline is +3 Spell damage, you’ll probably want to hoard your Fireballs so they can reap the reward.
And Standard doesn’t have much in the way of generating multiple spells from a single card. There’s also currently no way to ensure you generate a Fire spell as a Mage.
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Presumably there will be more options in the next set when the quest is available.
You can give Mage all the Firespells in the world, but is it really gonna stop them from getting their heads ripped off by Shamans on turn 6
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That depends on the fire spells. Something like flame ward would help a lot.
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Looking at the history of Hearthstone Expansions and support for build-around cards like the Questlines, I would not expect more than 2 cards (including Fire Sale) intended as support for the archetype.
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Doesn’t stop them from just getting bursted to death from Battlecries, Weapons and Spells though
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True. The new ooze can help with weapons. As for the rest, maybe they’ll need to start including some neutral healing.
Then again the quest may be dead in the water. There’s no way to tell now.
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