Mana Curve
Gabby opens up with a Swamp and a tapped
What a silly card, thinks Ed, to himself. It doesn't even enter the battlefield straight.
Ed plays his first land and passes.
Gabby slams for 2, and plays a
That isn't even a real card thinks Ed, drawing a
Gabby plays a third land and lays down a
Gabby activates
Why couldn't Gabby have played a spell? Ed asks himself, staring at that
Like clockwork, Ed has his fourth land... unfortunately it is a
Even if his fourth land had properly entered the battlefield untapped (so that he could have played
What could Edgar have blamed this on? His cards were sweet and sweeter; rares, creature crushers, and big battle cruisers. It is very difficult to say Gabby's cards were "better" than Ed's in this game.
Ed also wasn't mana screwed... he hit all his land drops! He didn't mulligan, didn't fall behind in card advantage, or stumble in any obvious way; in fact, if he had been able to pull off his turn-four
Quite simply, Edgar's opponent Gabby made great use of the notion of mana curve... and Edgar didn't.
The mana curve is a concept that entered the Magic canon shortly after the first Pro Tour. Mana curve's original implementation was closely related to redundancy—the idea of playing a land every turn and tapping all your mana every turn. In its original form, mana curve asked players to look at the cards in their decks not (just) as unique spells, but around their collective and similar casting costs.
In this 1996 deck—the first deck really designed with mana curve in mind—would have asked you to think of
What ultimately ended up being the useful takeaway around mana curve is this: Play with some lower casting costs, especially in order to take advantage of your early-game land drops, then tap that land to get utility out of it.
In our opening story, how did Gabby take advantage of mana curve while Ed didn't?
Gabby played land #1 and used it for the
Gabby played land #2 and followed up with the
Gabby played land #3 and tapped all three for
Even though nothing got cast on turn four, two of Gabby's lands were committed to a huge 9-point attack, being
Put simply, Gabby played a land basically every turn, and used all that mana (getting a two-for-one on the way, natch).
What about Edgar's side of the table?
Ed played a land every turn... but did not tap any of those lands. Edgar might have been able to tap three for a
The simplest way of looking at this is just that Gabby's cards were cheaper... so even with a limited amount of mana (say, one Swamp), they got cast. Edgar's cards were relatively clunky. They were all good, powerful, cards... and not a one got cast.
It would be needlessly superficial to say that Gabby's deck was active and Edgar's reactive and explain everything away that way; controlling decks can take advantage of this concept and tool as well. Such decks can take steps to lower their curves, for example by sideboarding in one-drops like
How different would our imaginary game have been if Edgar took the first hit from
Edgar had mana.
Edgar had cards.
But given our scenario... he just didn't tap his mana to play many cards (while his opponent curved out perfectly).
This famous blue deck, played by Hall of Famer Randy Buehler, very nicely illustrates how a reactive deck can still take advantage of mana curve principles. Randy played cards like
Further, Randy played a ton of two-mana permission spells, from the iconic
What might be subtle is that even though Randy's main tops up on only four mana, cards like
Have you got at least a basic grasp of hitting your land drops, and tapping most or all of it every turn, hopefully including the early ones? Let's take a moment to visualize mana curves, then and more recently:
George Baxter's Good Stuff deck was the most aggressive deck from the first Pro Tour.
If we graph the casting costs in Baxter's deck we come up with something like this:

Baxter's deck cashes in a zero with
Now, between
This is Paul Rietzl's deck from Pro Tour Amsterdam in 2010:
Contrast Baxter's curve—the curve of the most aggressive deck of the first Pro Tour—against Rietzl's 2010 model (for purposes of this illustration, in this deck

Paul played nineteen one-mana spells; twelve of which were
In stark contrast to most other decks, Paul would (or at least could) make an aggressive play on the first turn in most games. Just as with our opening narrative of Gabby and the
The mana curve of a successful deck doesn't necessarily have to look as tall-on-the-left, nor as steep, as Paul's.
What is important to take away is that decks with generally inexpensive cards can make plays earlier in games and take advantage of their resources and options in ways that decks with lots of four-mana spells never will. Building a deck with attention to the mana curve is just one way of thinking, but it is a technology and way of doing things that can potentially increase your flexibility by giving you access to more resources: both mana, that might have otherwise gone unspent, andthe utility of playing cards that might otherwise have been stuck in your hand.
Mana curve is generally a deck-building principle, rather than a game-play one... but the general notion of tapping all your lands each turn tends, all other things held equal, to be good Magic.

All other things held equal, if you have the option of unleashing a 2/X
Like anything else in Level One, the idea of making your land drops and tapping as much mana as you can is meant to be a useful guideline, not the be-all/end-all. Deep in the midgame, if you draw a land and it is your only card, you might want to hold it back to bluff, for instance.
vs. |
Or if you have the choice between tapping all six for your
But in the absence of specific information? Making your land drops, then tapping those lands—tapping out every turn if you can—while applying pressure to the opponent, is a much better model than not having a specific model at all.