It also come to my mind that Riot exploited Blitzchung affair to introduce the game in the best time, since a lot of HS players promised to boycott Blizzard because of that.
Riot didn't exploit the situation at all. It seems like they were always going to announce LoR during the LoL 10-year anniversary. The Blitzchung affair was just an happenstance.
The HS players who boycott and switch to LoR are hypocrites and or opportunists( justifying their out) because Tencent fully owns Riot. Why boycott 1 game because they bent the knee to the Chinese when the other is worse?
People like myself who still enjoys Hearthstone finds LoR to be another playable CCG.I had fun playing during this period that it was open. There were stuff that I wasn't used to ie the Magic like interactions and there was stuff that i liked ie the HS like mana & saved damage to units.
There are stuff that I hate like damage being blocked after a unit is destroyed by Active abilities & spells. Example is Anivia's active spell destroying 1/2 health units but since they were blocking my attackers suddenly their Force Ghosts can shit on me, that's bullshit!!!!!!!!!!
tl/dr: Don't play game as FU to Hearthstone, play the game as both are fun.
LoR seems to have some of the core mechanics of HS (damage persist on creatures, mana that increase each turn) but also some of the best thing of MtG (chance to interact during your opponent's turn, no RNG effects). It's also pretty nice to watch and well polished. If it'll have a good economic system and many different modes (not at the beginning, but later at last) than it may actually be a real threat for HS. And LoR will also be on mobile, the platform on which HS is dominant and where it has the majority of its players.
HS' playerbase is shrinking little by little since a couple of years but Blizzard has taken very few step in the right direction to stop this loss or to bring more players. Some extra free packs is good, but the game is still untouched since forever and after 5 years of release it has introduced very few change and features. Even many of the top streamers have abandoned it for something else because bored by it.
Maybe LoR will not kill HS totally, but even if it'll fail I really hope that its threat may force Team 5 to release a sort of HS 2.0, with all those big changes the community is asking for a long time.
First of all there is SOME RNG in the game, there are some cards that have random, not as many as in HS but I can already name a few: spell generators, teemo mushrooms, some random revive/evolve effects at least the discard and handbuff mechanics are not random which is great cause those 2 mechanics are very frustrating to use on HS.
I don't think HS will just die off specially cause it got his big strengths over any other digital card game currently, mostly that it's very easy to follow and appeals much to the casual audience.
I really hope that what you say comes true but, a 2.0 game is sort of admitting defeat HoTS did it and it's essentially a dead game right now I doubt they will go an overhaul the game (although it's much needed) after it didn't work with HoTS..
Allright it has been long since i last posted here.
Cemetary Hotel was a submission for a competition on Reddit, focused on making Warcraft zones "touristable." Our promt was Duskwood, and generally speaking, Duskwood isn't a particulary nice place.
Single card Discover effects have traditionally been a fan favorite of the community, as there is so much room to do something "unusual" with the card that is generated, or the method in which it is generated. With Cemetary Hotel, you get to "Discover" more or less anything on the board, granted you're able to kill it off this turn.
LoR seems to have some of the core mechanics of HS (damage persist on creatures, mana that increase each turn) but also some of the best thing of MtG (chance to interact during your opponent's turn, no RNG effects). It's also pretty nice to watch and well polished. If it'll have a good economic system and many different modes (not at the beginning, but later at last) than it may actually be a real threat for HS. And LoR will also be on mobile, the platform on which HS is dominant and where it has the majority of its players.
HS' playerbase is shrinking little by little since a couple of years but Blizzard has taken very few step in the right direction to stop this loss or to bring more players. Some extra free packs is good, but the game is still untouched since forever and after 5 years of release it has introduced very few change and features. Even many of the top streamers have abandoned it for something else because bored by it.
Maybe LoR will not kill HS totally, but even if it'll fail I really hope that its threat may force Team 5 to release a sort of HS 2.0, with all those big changes the community is asking for a long time.
god I wish I could play it but for some reason I keep getting errors when trying to link my Twitch to my Riot account.
That being said, I think the reason behind the 20 HP nexus is to make games not drag on too long, given how each round already takes a while to complete with all the mechanics and steps.
additionally it's also much easier to defend yourself, courtesy of the combat system.
At the end of the day they can always just increase NExus HP if aggresssive strategies become too strong.
It is something I have brought this up as a bug in our current ranking system, thanks for the feedback. It's one of the bigger failure decks I have written about and I wish it weren't on the front page so much haha. We'll get it fixed. In the meantime, please upvote other decks because that will boost their visibility on our homepage
I played it for the last 2 days and it is a blast !
As a Legend hearthstone player since 2014, I can tell you that this game is amazing and I will definitely will be playing it more then Hearthstone - unless
Blizzard will make a BIG overhaul to the game cause it is boring as hell and becoming old very fast now.
Just look at he 1000 portrait with this kids graphics - no real effort put in to the game.
But blizzard wont surrender without a fight - good for us
Hello, there! In this article I'm going to go into detail about the economy of the game. I'll cover stuff like pricing, crafting cost and how easily you can get various cards in the game. But before I get to that I just want to say:
!!!!!!!MAAT!!!!!!!
The site's paragraph font really doesn't do it justice, so I'll just type it 3 more times:
!!!!!!!MAAT!!!!!!!
!!!!!!!MAAT!!!!!!!
!!!!!!!MAAT!!!!!!!
This is a system in the game made to ensure good sportsmanship among players. The way it works is, there's a small thumbs up in the lower-right corners of the screen. If both you and your opponent press it, you get MAAT, which is a sort of secondary levelling system that award you wild cards (I'll get to those) at certain intervals. If either player won't press the button, none of you get anything.
The reason I'm bringing this up so soon is because the function is poorly communicated to the players. It's barely visible, doesn't appear at all during the story segment, and you can't press it if the game start showing you your game earnings (coins gained, exp earned etc.), and I everyone that gets into the game to be very aware of this.
With that out of the way, let's continue to:
Currencies and Pack price
Mythgard has 3 major currencies:
Essence, which is used to Make cards. You can also Unmake cards for a smaller amount of Essence.
Coins, which you can use to buy packs.
Mythril, which you can use to upgrade cards to Prestige (basically Shiny/Golden cards from other games) or buy packs
Essence and Coins are earned by playing the game, while Mythril can only be bought for real money. A pack can be bought for either 1200 Coins, or 15- Mythil. Here's a table that explains the options for buying Mythril, as well as the equivalent number of packs.
Price (in USD)
Mythril quantity
No. of Pack
2.99
300
2
9.99
1.200
8
19.99
2.550
17
49.99
6.600
44
99.99
14.100
94
Pack contents and Wild cards
There are 4 rarities in Mythgard: Common, Uncommon, Rare and Mythic. I'll be referring to them as Bronze, Silver, Gold and Mythic respectively, to avoid confusion with other card games.
Packs in Mythgard contain 6 cards, divided as such:
3 Bronze
2 Silver
1 Gold with a 10% chance of an upgrade to Mythic
I find this to be a pretty good, considering you're guaranteed to have at least the second-highest rarity in your deck. On the flip side, you can only have exactly ONE Gold or Mythic in a pack. Those modifiers also apply:
14% of packs will upgrade one or more of your cards to Prestige
14% of packs will upgrade one or more of your cards to Wild card(s)
A Mythic pity timer every 20 packs
Duplicate protection for Mythics
You can also upgrade cards to Prestige using Mythril, though I personally don't recomend it, since the amount isn't worth it. Here's a table breaking down the cost of Making and Unmaking cards:
Card Rarity
Making cost (Regular)
Return on Unmake (Regular)
Prestige upgrade
Making cost (Prestige)
Return on Unmake (Prestige)
Bronze
50
10
100
400
50
Silver
100
20
200
600
100
Gold
500
100
600
2000
500
Mythic
2400
600
1200
4800
2400
I've mentioned Wild cards, but I haven't explained what they are. They are basically cards that you can use to make actual cards instead of using Essence. They have the same rarities and colors as regular cards, and in order to use them, they must match the card you want to make in both color and rarity. There are also Wild cards that can be used to make cards of any color, and the game will automatically use those over the other ones when making a card. I you unmake a Wild card, you'll get double the Essence that you'd get from a normal one, but it's not recommended unless you have all the cards of that rarity and color.
So far, I think I've opened about 50 packs and I have 6 Mythics at the moment, out of 99. I also have 58% Bronzes, 47% Silvers and 31% Rares. There are a little more than 450 cards in the game atm.
There are also Packs that offer nothing but Golds and Mythics, but those are extremely rare/once per account (can't remember which exactly).
Story and Puzzles
The first thing you should do is play the story and the puzzles, since they teach you how to play the game, as well as give you a little gold. I won't go into detail here, since the rewards are sadly quite insignificant, and the devs are probably going to overhaul them soon, so this section is going to be updated.
The missions tab
This is what the missions tab looks like:
There's quite a lot to unpack here, so let's go step by step:
The first item is the bonus daily pool of coins. It works as such:
You earn coins from this pool by playing the game:
120 from a PvP win
50 from a PvP loss
50 from a PvE win
The first pool depletes when you play any game mode.
The second pool depletes when you play a PvP game mode. If you still have coins in the first pool, it won't start depleting until you deplete this one.
The third pool is a non-replenishable pool that everyone gets. You start depleting it when the other too pools are done.
If you manage to deplete all pools, you'll still earn rewards as follows:
40 from a PvP win
15 from a PvP loss
10 from a PvE win
The second item is a bit confusing. You see, after winning a match, you get a free card. This item tells you how many cards you have left to earn.
The third item is a series of quests intended for new players. The first few are relatively easy and reward you with Coins. The following are a tad more difficult and award you with multi-color Wild cards. After that something called a "High-Five" quest will appear, but I don't exactly know what it is. When I get to it, I'll update this thread. it's a 1200 coin quest that reads "win 5 matches", that you have 22 hours to complete. You can also complete it in PvE, which is recommended.
The following 3 items are your run-of the mill quests, like the Hearthstone ones.
Finally, there's the weekly chest. This chest can only be opened once every 7 days, with the first week starting when you create your account, and resetting every 7 days, NOT after you open a chest. So if you open it 3 days into the week, you'll have to wait another 4 for the next one, not 7.To open it, you must collect 5 gems, which you do by playing the game. You have a 25% chance to get one if you win in PvP, and a 10% chance if you loose in PvP or win in PvE.
Update: Team Rhino has also added faction mission to the game. They are missions that you must complete with a specific color, but you can only complete one at a time. After you have completed, you will have enough gold for 27 packs, as well as the following for each color:
6 common wildcards and 6 common staples
5 uncommon wildcards and 4 uncommon staples
2 rare wildcards and 1 rare staple
1 mythic wildcard
Achievements, Levels and MAAT
As you can see, there are 2 more tabs in the Missions menu:
Achievements are exactly what you'd expect them to be: menial tasks that progress as you naturally play the game. There are 10 of them, 8 worth 700 Coins, and 2 worth 900.
Levels are also gain by playing the game. There are 99 levels and each level grants the following rewards:
Level 1 - 1000 Coins
Level 2 - 1 Pack
Levels 3 onward: 1000 Coins/1 Pack/250 Essence per level, cycling in this order
Levels 3 to 13: Paths and Powers, though those can be obtained trough other means
Levels 3 to 61: Portraits, though those can be obtained trough other means
I've already explained what MAAT is. There are 99 levels of MAAT and each level grants the following rewards:
4 Bronze Wild cards/3 Silver Wild cards/1 Gold Wild card/1 Mythic Wild card per level, cycling in this order. I'm not sure about the Colors.
MAAT 5 to 38: card backs, though those can be obtained trough other means
Codes and Starter Bundle
Finally, there's the Starter Bundle. For 10 USD, you get 10 Packs, 1500 Mythril (aka, another 10 Packs for a total of 20), a Path and Power and a few portraits.
There are also Codes the devs distributed trough their newsletter that give you 10 packs and a bunch of multi-color Wild cards, but I'm not sure when they will come or even if they will keep publishing it. The consensus online is that this is more of a patch solution until they revamp the new player experience. You can try and ask for some on Reddit, on r/Mythgard. Those codes are no longer available as of Patch 0.16.3, being instead replaced by the faction missions.
MAAT!
Sorry, just wanted to remind everyone of this. Hope you found this post useful and I'll see you later!
Captain Hooktusk
I guess Valeera is a pirate lord now for 1k
Hagatha the Witch
Turns out shaman spells aren't that bad
Azure Drake
could easily be a rotation card ...
Y'Shaarj, Rage Unbound
Does anyone like big priest players?
Gonk, the Raptor
golden pretty sick
Dune Sculptor
decent
Hearthstone vs. LoR
Riot didn't exploit the situation at all. It seems like they were always going to announce LoR during the LoL 10-year anniversary. The Blitzchung affair was just an happenstance.
The HS players who boycott and switch to LoR are hypocrites and or opportunists( justifying their out) because Tencent fully owns Riot. Why boycott 1 game because they bent the knee to the Chinese when the other is worse?
People like myself who still enjoys Hearthstone finds LoR to be another playable CCG.I had fun playing during this period that it was open. There were stuff that I wasn't used to ie the Magic like interactions and there was stuff that i liked ie the HS like mana & saved damage to units.
There are stuff that I hate like damage being blocked after a unit is destroyed by Active abilities & spells. Example is Anivia's active spell destroying 1/2 health units but since they were blocking my attackers suddenly their Force Ghosts can shit on me, that's bullshit!!!!!!!!!!
tl/dr: Don't play game as FU to Hearthstone, play the game as both are fun.
Hearthstone vs. LoR
First of all there is SOME RNG in the game, there are some cards that have random, not as many as in HS but I can already name a few: spell generators, teemo mushrooms, some random revive/evolve effects at least the discard and handbuff mechanics are not random which is great cause those 2 mechanics are very frustrating to use on HS.
I don't think HS will just die off specially cause it got his big strengths over any other digital card game currently, mostly that it's very easy to follow and appeals much to the casual audience.
I really hope that what you say comes true but, a 2.0 game is sort of admitting defeat HoTS did it and it's essentially a dead game right now I doubt they will go an overhaul the game (although it's much needed) after it didn't work with HoTS..
An Early Review of Legends of Runeterra, Riot's New Digital Card Game
I've just recieved a closed beta invitation: starting from tomorrow I'll be happy to dive deep into it. I really need some fresh air this days.
Tox's Card Gallery
Allright it has been long since i last posted here.
Cemetary Hotel was a submission for a competition on Reddit, focused on making Warcraft zones "touristable." Our promt was Duskwood, and generally speaking, Duskwood isn't a particulary nice place.
Single card Discover effects have traditionally been a fan favorite of the community, as there is so much room to do something "unusual" with the card that is generated, or the method in which it is generated. With Cemetary Hotel, you get to "Discover" more or less anything on the board, granted you're able to kill it off this turn.
Hearthstone vs. LoR
LoR seems to have some of the core mechanics of HS (damage persist on creatures, mana that increase each turn) but also some of the best thing of MtG (chance to interact during your opponent's turn, no RNG effects). It's also pretty nice to watch and well polished. If it'll have a good economic system and many different modes (not at the beginning, but later at last) than it may actually be a real threat for HS. And LoR will also be on mobile, the platform on which HS is dominant and where it has the majority of its players.
HS' playerbase is shrinking little by little since a couple of years but Blizzard has taken very few step in the right direction to stop this loss or to bring more players. Some extra free packs is good, but the game is still untouched since forever and after 5 years of release it has introduced very few change and features. Even many of the top streamers have abandoned it for something else because bored by it.
Maybe LoR will not kill HS totally, but even if it'll fail I really hope that its threat may force Team 5 to release a sort of HS 2.0, with all those big changes the community is asking for a long time.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Just fucking rotate Mind Control Tech. Literally one of the most punishing cards ever printed. No one will ever miss that card. Fuck that.
Honest Hearthstone Cards (Game)
Next up:
20 hp might be too little
god I wish I could play it but for some reason I keep getting errors when trying to link my Twitch to my Riot account.
That being said, I think the reason behind the 20 HP nexus is to make games not drag on too long, given how each round already takes a while to complete with all the mechanics and steps.
additionally it's also much easier to defend yourself, courtesy of the combat system.
At the end of the day they can always just increase NExus HP if aggresssive strategies become too strong.
Honest Hearthstone Cards (Game)
NEXT:
20 hp might be too little
The new kiddie graphics in hearthstone suck.
[Rank 1 Legend] LvGE Reno Shaman
It is something I have brought this up as a bug in our current ranking system, thanks for the feedback. It's one of the bigger failure decks I have written about and I wish it weren't on the front page so much haha. We'll get it fixed. In the meantime, please upvote other decks because that will boost their visibility on our homepage
20 hp might be too little
I played it for the last 2 days and it is a blast !
As a Legend hearthstone player since 2014, I can tell you that this game is amazing and I will definitely will be playing it more then Hearthstone - unless
Blizzard will make a BIG overhaul to the game cause it is boring as hell and becoming old very fast now.
Just look at he 1000 portrait with this kids graphics - no real effort put in to the game.
But blizzard wont surrender without a fight - good for us
Cheers
A Weekend of Wild Decks
Oh sweet! Wasn't expected much from that deck since it's damage potential is limited .. It is quite fun though.
Darn.. am I gonna have to make a guide for that deck now?
The Economy of Mythgard
Yep. After the game end, there's a button with a thumbs up icon. But you have to press it fast.
The Economy of Mythgard
Is the maat button on the same spot on mobile? Haven't been able to find it yet...
Frost Nova should be HoF'd
Yes very good
The Economy of Mythgard
Well executed breakdown, mind the Puzzel spelling - MAAT
PROBLEM WITH 1000 WINS PORTRAITS
I have problem yes they look worse than golden portrait
The Economy of Mythgard
Hello, there! In this article I'm going to go into detail about the economy of the game. I'll cover stuff like pricing, crafting cost and how easily you can get various cards in the game. But before I get to that I just want to say:
!!!!!!!MAAT!!!!!!!
The site's paragraph font really doesn't do it justice, so I'll just type it 3 more times:
!!!!!!!MAAT!!!!!!!
!!!!!!!MAAT!!!!!!!
!!!!!!!MAAT!!!!!!!
This is a system in the game made to ensure good sportsmanship among players. The way it works is, there's a small thumbs up in the lower-right corners of the screen. If both you and your opponent press it, you get MAAT, which is a sort of secondary levelling system that award you wild cards (I'll get to those) at certain intervals. If either player won't press the button, none of you get anything.
The reason I'm bringing this up so soon is because the function is poorly communicated to the players. It's barely visible, doesn't appear at all during the story segment, and you can't press it if the game start showing you your game earnings (coins gained, exp earned etc.), and I everyone that gets into the game to be very aware of this.
With that out of the way, let's continue to:
Currencies and Pack price
Mythgard has 3 major currencies:
Essence and Coins are earned by playing the game, while Mythril can only be bought for real money. A pack can be bought for either 1200 Coins, or 15- Mythil. Here's a table that explains the options for buying Mythril, as well as the equivalent number of packs.
Pack contents and Wild cards
There are 4 rarities in Mythgard: Common, Uncommon, Rare and Mythic. I'll be referring to them as Bronze, Silver, Gold and Mythic respectively, to avoid confusion with other card games.
Packs in Mythgard contain 6 cards, divided as such:
I find this to be a pretty good, considering you're guaranteed to have at least the second-highest rarity in your deck. On the flip side, you can only have exactly ONE Gold or Mythic in a pack. Those modifiers also apply:
You can also upgrade cards to Prestige using Mythril, though I personally don't recomend it, since the amount isn't worth it. Here's a table breaking down the cost of Making and Unmaking cards:
I've mentioned Wild cards, but I haven't explained what they are. They are basically cards that you can use to make actual cards instead of using Essence. They have the same rarities and colors as regular cards, and in order to use them, they must match the card you want to make in both color and rarity. There are also Wild cards that can be used to make cards of any color, and the game will automatically use those over the other ones when making a card. I you unmake a Wild card, you'll get double the Essence that you'd get from a normal one, but it's not recommended unless you have all the cards of that rarity and color.
So far, I think I've opened about 50 packs and I have 6 Mythics at the moment, out of 99. I also have 58% Bronzes, 47% Silvers and 31% Rares. There are a little more than 450 cards in the game atm.
There are also Packs that offer nothing but Golds and Mythics, but those are extremely rare/once per account (can't remember which exactly).
Story and Puzzles
The first thing you should do is play the story and the puzzles, since they teach you how to play the game, as well as give you a little gold. I won't go into detail here, since the rewards are sadly quite insignificant, and the devs are probably going to overhaul them soon, so this section is going to be updated.
The missions tab
This is what the missions tab looks like:
There's quite a lot to unpack here, so let's go step by step:
Achievements, Levels and MAAT
As you can see, there are 2 more tabs in the Missions menu:
Codes and Starter Bundle
Finally, there's the Starter Bundle. For 10 USD, you get 10 Packs, 1500 Mythril (aka, another 10 Packs for a total of 20), a Path and Power and a few portraits.
There are also Codes the devs distributed trough their newsletter that give you 10 packs and a bunch of multi-color Wild cards, but I'm not sure when they will come or even if they will keep publishing it. The consensus online is that this is more of a patch solution until they revamp the new player experience. You can try and ask for some on Reddit, on r/Mythgard. Those codes are no longer available as of Patch 0.16.3, being instead replaced by the faction missions.
MAAT!
Sorry, just wanted to remind everyone of this. Hope you found this post useful and I'll see you later!