Mythgard Realm

Mythgard

0 Characters

Mythgard Paths and Powers

Submitted 5 years, 2 months ago by

In this thread, I'm going to talk about Paths and Powers in Mythgard. Think of them as "build your own class": a Path is independent of it's Power, and both are independent of the 6 colors. You choose them when you make a deck, as if they were cards. You can make your deck without using either, but you'd just put yourself at an unnecessary disadvantage. Both of them are unlocked as you level up.



Powers

They're very similar to Hero Powers in Hearthstone, though with a significantly lower power level. I wont't spend too much time on them, since they're pretty self explanatory. The Power is represented in game by the circle on the right, with the number below being it's cost.


Our first Power is Impel. The '2' in the cost of the power. This is a really good general purpose Power. Can be used to get a minion out of harm's way, or get closer to an enemy for a kill (remember that most minions can't move and attack on the same turn). Particularly good with Teleport (move to any lane).


Really good in aggro decks, kills your opponent faster.


 

In my opinion, the worst power in the game. it's the only one to cost 3 mana, and you have to banish a card from the grave to get it's effect, a measly 1/1. I don't know, maybe I'm missing something.


Really good control Power, and the one with the most potential value.


Really good comeback power. If a self-damage deck ever emerges, I imagine this is going to be it's choice.


Good Power for info gathering, though I haven't seen it played much. (Divination X = Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.)



Paths

This is where things get a little complicated. Paths are passives that you benefit from throughout the game. All of them give you extra life at the start of the game, with values ranging from 3 to 8 (so a player can have between 23 and 28 life at the start of the game), and the all have a Pursuit: an effect that activates if you go second. Paths are represented in game by 3D models like the one below, situated at the sides of the game board. Yours is to the left, while your opponent's is to the right. You can hover your mouse over to see what it is. This representation might change in the near future.


The most general-use Path in the game. The first season will always be Spring, and then it will change at the start of each turn. This means that, if you go second, you'll have 20+4+2+1=27 Health (assuming the enemy doesn't damage you). On your second turn, it's Summer all your minions would be healed for 1. On your third turn, Fall draws a card, which is probably the most potent of the effects. 

On your fourth turn, Winter comes and the one negative effect takes place. Fragile 1 means your minions take 1 extra damage from all sources. This is also the only ongoing effect of the card, and it can catch a lot of people off-guard, even veterans.

After this, the cycle starts anew. There are a few ways to tell what the current season is:

  • You can look at the 3D model of the card.
  • You can hover over the model and read the current season on the card.
  • There's a small icon above your portrait with SP, SM, F or W, depending on the season

The Path of the Aggro. Also the one that offers the least amount of life at the start of the game, and he only one without any form of card draw. To explain how the card works, let's pretend you start second:

  • You start with 2 souls. You can check the number of souls by hovering over the 3D model of the path, or from the tiny icon above your portrait.
  • After one of your minions dies, you gain 1 more soul, putting you at 3.
  • At the start of your turn, the souls are set to 0 and you get the minion on the bottom of your deck back
  • Rinse and repeat.

Important to note that you'll never get more than one minion on a turn, even if you have more souls. For example, if you have 7 souls at the start of your turn, they're reduced to 4 and you get one minion back.


The Path of Power, and the least played one at the moment, simply because it has no deck that really takes advantage of it. The Path always starts at night, so the first time you use your Power, you'll have to discard a card (it switches to day), and ALL minions, including your opponent, have Slayer 1, which means they do 1 extra damage to other minions when they battle, and this effect persists until you use your power again. When you do, you get to look at the top 2 cards of your deck and draw it, and all your minions get to heal if they don't attack. 

The Path isn't necessarily bad, but like I said, there's really no deck that takes advantage from it.


The Path of Enchantments. Really good if you run about 6-9 enchantments. Any less, and you don't really get the benefit from this. Any more, and your deck risks not having enough steam. The first effect (after the life gain) helps you get your Enchantments and cycles trough your deck faster. The one right bellow it is a really good way to replace your early game Enchantments with late game ones for, while also giving some mana. For example, Blue has an Enchantment that gives the minion on top +1/+1,and another that gives it +3/+3. Late game, you might want to replace the small one with the big.


Finally, The Path of Artifacts. Also the most convoluted one. Let's go trough this step by step:

  • You play an Artifact.
  • This gives you 1 Energy (the lightning bolt), which means you'll get a 1 Mana 1/1 Forgeling. This is what they are:                                                                
  • The Forgelings are ALWAYS created in this order. The first one you'll get will be Tempered, the second Rotary, the third Molten, the fourth Tempered etc. Ephemeral means that when it leaves the battlefield (destroyed in battle, returned to hand, shuffled in deck etc.), it will be instantly banished. If that happens, the Demise effect won't trigger, unless it's killed proper. The rest of their abilities are, in order (those don't scale with the minion, thei always stay at 1-2-2):
    • Reduce the damage taken by one.
    • When attacking, deal 2 damage to the adjacent enemy lanes (minions that are there or the opponent, if there aren't).
    • Restore 2 Health to this at the end of your turn.
  • When you play a Forgeling, the effect of the Path activates, and you get to look at the top card of your decks. You can choose any Artifacts to draw, and if there are none, you still get to know what your next 4 cards are.
  • Repeat from step one :)

And that's how this works. I hope I made it clear for you, like I said, this Path is quite convoluted. Like with the Rainbow before it, the best number of Artifacts is about 6-9, maybe 5-10.



And that's a wrap! Thanks for reading!

  • Nirast's Avatar
    Senior Editor Snow-Covered 920 950 Posts Joined 04/01/2019
    Posted 5 years, 2 months ago

    In this thread, I'm going to talk about Paths and Powers in Mythgard. Think of them as "build your own class": a Path is independent of it's Power, and both are independent of the 6 colors. You choose them when you make a deck, as if they were cards. You can make your deck without using either, but you'd just put yourself at an unnecessary disadvantage. Both of them are unlocked as you level up.



    Powers

    They're very similar to Hero Powers in Hearthstone, though with a significantly lower power level. I wont't spend too much time on them, since they're pretty self explanatory. The Power is represented in game by the circle on the right, with the number below being it's cost.


    Our first Power is Impel. The '2' in the cost of the power. This is a really good general purpose Power. Can be used to get a minion out of harm's way, or get closer to an enemy for a kill (remember that most minions can't move and attack on the same turn). Particularly good with Teleport (move to any lane).


    Really good in aggro decks, kills your opponent faster.


     

    In my opinion, the worst power in the game. it's the only one to cost 3 mana, and you have to banish a card from the grave to get it's effect, a measly 1/1. I don't know, maybe I'm missing something.


    Really good control Power, and the one with the most potential value.


    Really good comeback power. If a self-damage deck ever emerges, I imagine this is going to be it's choice.


    Good Power for info gathering, though I haven't seen it played much. (Divination X = Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.)



    Paths

    This is where things get a little complicated. Paths are passives that you benefit from throughout the game. All of them give you extra life at the start of the game, with values ranging from 3 to 8 (so a player can have between 23 and 28 life at the start of the game), and the all have a Pursuit: an effect that activates if you go second. Paths are represented in game by 3D models like the one below, situated at the sides of the game board. Yours is to the left, while your opponent's is to the right. You can hover your mouse over to see what it is. This representation might change in the near future.


    The most general-use Path in the game. The first season will always be Spring, and then it will change at the start of each turn. This means that, if you go second, you'll have 20+4+2+1=27 Health (assuming the enemy doesn't damage you). On your second turn, it's Summer all your minions would be healed for 1. On your third turn, Fall draws a card, which is probably the most potent of the effects. 

    On your fourth turn, Winter comes and the one negative effect takes place. Fragile 1 means your minions take 1 extra damage from all sources. This is also the only ongoing effect of the card, and it can catch a lot of people off-guard, even veterans.

    After this, the cycle starts anew. There are a few ways to tell what the current season is:

    • You can look at the 3D model of the card.
    • You can hover over the model and read the current season on the card.
    • There's a small icon above your portrait with SP, SM, F or W, depending on the season

    The Path of the Aggro. Also the one that offers the least amount of life at the start of the game, and he only one without any form of card draw. To explain how the card works, let's pretend you start second:

    • You start with 2 souls. You can check the number of souls by hovering over the 3D model of the path, or from the tiny icon above your portrait.
    • After one of your minions dies, you gain 1 more soul, putting you at 3.
    • At the start of your turn, the souls are set to 0 and you get the minion on the bottom of your deck back
    • Rinse and repeat.

    Important to note that you'll never get more than one minion on a turn, even if you have more souls. For example, if you have 7 souls at the start of your turn, they're reduced to 4 and you get one minion back.


    The Path of Power, and the least played one at the moment, simply because it has no deck that really takes advantage of it. The Path always starts at night, so the first time you use your Power, you'll have to discard a card (it switches to day), and ALL minions, including your opponent, have Slayer 1, which means they do 1 extra damage to other minions when they battle, and this effect persists until you use your power again. When you do, you get to look at the top 2 cards of your deck and draw it, and all your minions get to heal if they don't attack. 

    The Path isn't necessarily bad, but like I said, there's really no deck that takes advantage from it.


    The Path of Enchantments. Really good if you run about 6-9 enchantments. Any less, and you don't really get the benefit from this. Any more, and your deck risks not having enough steam. The first effect (after the life gain) helps you get your Enchantments and cycles trough your deck faster. The one right bellow it is a really good way to replace your early game Enchantments with late game ones for, while also giving some mana. For example, Blue has an Enchantment that gives the minion on top +1/+1,and another that gives it +3/+3. Late game, you might want to replace the small one with the big.


    Finally, The Path of Artifacts. Also the most convoluted one. Let's go trough this step by step:

    • You play an Artifact.
    • This gives you 1 Energy (the lightning bolt), which means you'll get a 1 Mana 1/1 Forgeling. This is what they are:                                                                
    • The Forgelings are ALWAYS created in this order. The first one you'll get will be Tempered, the second Rotary, the third Molten, the fourth Tempered etc. Ephemeral means that when it leaves the battlefield (destroyed in battle, returned to hand, shuffled in deck etc.), it will be instantly banished. If that happens, the Demise effect won't trigger, unless it's killed proper. The rest of their abilities are, in order (those don't scale with the minion, thei always stay at 1-2-2):
      • Reduce the damage taken by one.
      • When attacking, deal 2 damage to the adjacent enemy lanes (minions that are there or the opponent, if there aren't).
      • Restore 2 Health to this at the end of your turn.
    • When you play a Forgeling, the effect of the Path activates, and you get to look at the top card of your decks. You can choose any Artifacts to draw, and if there are none, you still get to know what your next 4 cards are.
    • Repeat from step one :)

    And that's how this works. I hope I made it clear for you, like I said, this Path is quite convoluted. Like with the Rainbow before it, the best number of Artifacts is about 6-9, maybe 5-10.



    And that's a wrap! Thanks for reading!

    0
  • Antigonos's Avatar
    100 7 Posts Joined 08/06/2019
    Posted 5 years, 2 months ago

    Thank you for this!  It's helpful for players new to Mythgard, like me.  The explanation of Fires of Creation is particularly useful.

    -1
  • anchorm4n's Avatar
    Harbinger of Winter 1915 2510 Posts Joined 03/13/2019
    Posted 5 years, 2 months ago

    Thanks once again for the great guide! I'm interested in the Rainbow's End Path: would it be possible to create a spells-only deck around it? Like 40% freeze, 40% burn, 20% heal or something? Will probably try out the game this afternoon, really looking forward to it :-)

    I notice I am confused. Something I believe isn't true. How do I know what I think I know?
    Harry James Potter-Evans-Verres, hpmor.com

    -1
  • Nirast's Avatar
    Senior Editor Snow-Covered 920 950 Posts Joined 04/01/2019
    Posted 5 years, 2 months ago

    I don't think a deck like you mentioned is possible, especially since the game has no freeze and very little burn. Also, Rainbow's End is good for Echantments (special cards that go on top of lanes), not Spells. They're too different kinds of cards.

    Hope you enjoy the game!

    -1
  • Leave a Comment

    You must be signed in to leave a comment. Sign in here.