Blue Mana |
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Stat Type | Mana |
Blue Mana is one of the 5 colors of Mana in Magic Legends. Mana is the source of magic that Planeswalkers draw power from, in order to cast powerful Spells to execute Enemies. Mana is displayed as the Mana Meter below the Health bar, which is divided into 12 sections, and colored according to the current Spells in the player's hand.
Blue Mana Information
- The Blue Mana is the powerhouse for Spells and Abilities that manipulate opponents with Control Effects and crafty illusions. Attacks that are attuned to the Blue Mana largely utilize different Spells Mechanics to protect allies and confuse Enemies, seizing control of the battlefield.
- Blue Mana Spells focuses on Control, Efficiency, Manipulation, and summoning Defensive Creatures.
Blue Mana Planeswalker
- The following Planeswalker (Classes) that best resonate with the magic from Blue Mana are the Mind Mage and Dimir Assassin.
Blue Mana Spells
Name |
Rarity |
Effect/s |
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Common | Creature - 3/1 Merfolk Hexproof (Can't be directly targeted by foes.) |
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Common | Creature - 1/3 Drake On Summon: Draw a spell. |
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Uncommon | Creature - 3/3 Homarid Warrior Activated Ability: Homarid Warrior gains +X/+0, where X is its toughness, for 8 seconds. (If this spell enters your hand while you control the creature, it becomes this ability instead.) |
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Common | Creature - 3/1 Zombie Drake On Death: Draw a spell. |
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Uncommon | Creature - 2/2 Human Wizard Sorceries you cast cost 25% less mana. |
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Uncommon | Creature - 0/2 Camarid Summon five 0/2 Camarid Eggs. Special Ability: Sacrifice a random Camarid Egg and create a 1/1 melee Camarid. |
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Common | Creature - 1/2 Illusion Soldiers Summon 3 illusions. |
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Uncommon | Creature - 3/2 Human Wizard Whenever you draw one or more spells, Academy Wizard summons a 1/1 ranged Illusion (up to a max of 3). |
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Mythic | Creature - 1/1 Jellyfish Regenerate (If this creature would be destroyed, it instead heals to full and loses this effect.) When Microzoa regenerates, it becomes a 2/3 Megazoa with Regenerate. When Megazoa regenerates, it becomes a 4/5 Gigazoa. |
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Uncommon | Creature - 2/5 Homarid Shaman Activated Ability: Draw a Spell. (If this spell enters your hand while you control the creature, it becomes this ability instead.) |
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Common | Creature - 4/4 Elemental On Summon: Pulls nearby foes toward itself and briefly knocks them down. |
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Rare | Creature - 1/3 Merfolk Wizard On Summon: Take control of a nearby foe creature until this creature leaves the battlefield or combat ends. |
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Rare | Creature - 3/6 Sphinx This creature gains +X/+0 where X is the number of spells in your hand. Special Ability: Deal 314 damage and knockback foes in a cone. |
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Rare | Creature - 5/7 Elemental Avatar On Summon: Stun foes in a small area for 4 seconds. Special Ability: Deals 628 damage and Stun nearby foes for 2 seconds |
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Common | Sorcery - Condition For 10.0 seconds, your creature with the lowest percentage health gains +0/+3 and Hexproof (This creature may not be targeted directly by foes). Additionally, if this target has 50% or less of its maximum health, draw a spell. |
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Common | Sorcery - Control Deal 863 damage and pull enemies to target enemy or location and Root them for 2.0 seconds. (Root prevents movement.) |
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Rare | Sorcery - Control Take control of enemy creatures in an area around you for 10 seconds. (Reduced duration on powerful foes.) The radius increases with the amount of mana spent. (For spells with in their cost, press and hold to spend more mana.) |
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Rare | Sorcery - Condition For 4.0 seconds, you have Greater Swiftness, immunity to control effects, and the ability to pass through foes. Applies Lesser Snare to foes you pass through for 5 seconds. |
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Common | Sorcery - Control Disorient nearby foes for 8 seconds, and then teleport to target location, and then deal 2,879 damage to nearby foes. (Disoriented prevents actions and movement until damaged.) Critical: Deals 100% additional damage to foes affected by a Control effect. |
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Uncommon | Sorcery - Condition Create a hazard at target location for 6.0 seconds. Foes in the hazard have Greater Slow and Greater Snare. Allied creatures in the hazard have Greater Haste and Greater Swiftness. |
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Common | Sorcery Deal 9,999 damage to foes in a line. Critical: Deal 50% additional damage to foes affected by a control effect. Draw a spell. |
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Common | Sorcery - Control Disorient foes at a target location for 8.0 seconds. (Disorient prevents actions and movement until damaged.) |
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Mythic | Sorcery - Condition For 3.0 seconds, you have Greater Swiftness. (Swiftness increases movement speed.) After 3.0 seconds, return to the amount of life and mana you had upon casting this spell. |
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Rare | Sorcery - Condition Discard all spells in your hands, then draw that many spells. For 5.0 seconds, gain Lesser Swiftness. (Swiftness increases movement speed.) |
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Common | Sorcery Draw 3 spells. 40% chance to draw an additional spell. |
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Uncommon | Sorcery - Control You gain 5813 shield for 5 seconds. While the shield is active, Stun foes that damage you for 4 seconds. If any shield remains when this spell ends, deal 4169 damage and Stun nearby foes for 4 seconds. |
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Common | Sorcery - Control Deal 4070 damage to foes in a line and Stun foes in a line for 4 seconds. |
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Rare | Sorcery - Control Take control of target foe creature for 15.0 seconds. (Reduced duration on powerful foes.) |
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Uncommon | Sorcery - Condition Charge forward and create a hazard that deals 4362 damage to foes inside it over 5 seconds. Foes in the hazard slide forward and have Lesser Snare. (Snare reduces movement speed.) |
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Common | Sorcery - Condition Deal 3575 damage to foes in front of you and create a hazard for 10 seconds. Foes in the hazard have Lesser Snare. (Snare reduces movement speed.) |
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Uncommon | Sorcery Create a moving hazard in front of you that deals 3,911 damage to foes inside it over 5 seconds. Foes in the hazard are pulled with the tornado. |
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Uncommon | Sorcery - Condition Create a hazard at target location that deals 6,783 damage to foes inside it for 10 seconds. Foes in the hazard have Greater Weakness. (Weakness reduces damage dealt.) |
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Rare | Enchantment For 30 seconds, whenever you cast a spell of a different type than the last spell you cast, draw a spell. |
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Uncommon | Enchantment For 30 seconds, creatures you control gain +0/+3 as long as you have three more spells in hand. |
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Mythic | Enchantment For 30 seconds whenever you cast a sorcery, gain a storm counter (up to a maximum of 3). Sorceries cost less for each storm counter you have. Remove all storm counters if a sorcery is not cast for 3 seconds. |
Blue Mana Stat Bonuses
The following Stat Bonuses will affect Blue Mana in Combat:
Stat Bonus: | Effect: |
Blue Mana Resist | Grants resistance to sources of Blue Mana Spells |
Blue Mana Sorcery Potency | Increases damage output of Blue Mana Sorcery Spells |
Blue Mana Creature Potency | Increases damage output of Blue Mana Creatures |
Blue Mana Creature Health | Increases health of Blue Mana Creatures |
Blue Mana Enemies
Blue Mana Spells and Abilities are most effective against the following Enemies:
- Enemy 1
- Enemy 2
Blue Mana Notes & Trivia
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