OnCurve v1.0 makes intentional simplifications. Here's what we do, what we don't, and what's coming next.
OnCurve v1.0 makes intentional simplifications to:
These simplifications are transparent and documented. More advanced features are on the roadmap (v1.5, v2.0).
All shocklands (e.g., Steam Vents, Stomping Ground) are assumed to always enter untapped. Life cost (2 life) is not considered.
In competitive play, players almost always pay the life. This simplifies the analysis and focuses on consistency, not life optimization.
The analysis may be slightly optimistic for decks that cannot consistently pay life. For most competitive decks, this is correct.
v1.5: Option to consider shocklands as "tapped" if life cannot be paid
Creatures that produce mana (e.g., Birds of Paradise, Noble Hierarch) and artifacts (e.g., Mox Amber, Mana Crypt) are not analyzed. Only lands are considered as mana sources.
Simplifies the initial analysis. Lands are the most common and critical mana source. Mana dorks/rocks require additional analysis (vulnerability, timing, etc.).
The analysis may be pessimistic for decks that rely on mana dorks/rocks. Does not reflect the mana acceleration from these sources.
v1.5: Support for mana dorks and mana rocks, considering vulnerability to removal and timing
Lands that enter tapped are classified as available on Turn 2 or Turn 3. Whether you actually need to use them on that specific turn is not considered.
Checklands (e.g., Dragonskull Summit) β Turn 2, Slowlands β Turn 3. Whether you have the necessary basics for them to enter untapped is not considered.
v1.5: More detailed analysis of tapped lands, considering conditions and impact on early game
Card draw (e.g., Expressive Iteration, Brainstorm) increasing cards seen is not considered. The analysis assumes you only see cards you normally draw (7 initial + 1 per turn).
Card draw/filtering varies greatly between decks. Requires analysis of curve and card draw density. Significantly increases complexity.
v1.5: Card draw weighting, considering density in the deck and adjusting probabilities
The analysis assumes you always keep your initial 7-card hand. Does not consider that you can mulligan if you don't have enough lands.
Mulligans are complex decisions that depend on many factors. Varies greatly between formats and strategies. Requires advanced decision modeling.
v2.0: Mulligan modeling, considering probabilities with mulligans and modeling decisions
Fetchlands are treated as "virtual sources" based on what they can fetch. The optimal order of using fetchlands is not considered.
v2.0: Fetch sequencing optimization, considering optimal order and suggesting when to fetch what type of land
The analysis uses the same rules for all formats. Does not consider differences between Modern, Pioneer, Legacy, Commander, or format-specific metagame.
v2.0: Format heuristics with specific rules for each format and metagame consideration
Only mainboard cards are analyzed. The sideboard is not considered in mana analysis. This is intentional - the sideboard does not affect mainboard mana consistency.
The sideboard does not affect mainboard mana consistency. The analysis focuses on the main deck. Sideboard cards are used in specific situations, not in normal gameplay.
This is NOT a limitation, it is the expected behavior.
If the analysis shows problems:
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