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  • Quest Trading - Play A Friend!

    Battletag: Szafirmag#2937
    Region: EU
    Trade Only?: Yes

     
  • Obtaining Cards in Legends of Runeterra - Development Insights

    I'm glad your doing LoR content. I'm hoping this site will be my one-stop where I can check the news on HS and LoR.

  • Rock, Paper, Scissors - Turn 4: Win-the-Game, Endless Death, and a Magic Dragon

    Malygos probably will be forever strong, both in wild and standard (at least if he will not be HOFed)

  • Let me tell you about Mythgard

    Thanks for the overview. I will probably take a look at this game. :) 

  • Let me tell you about Mythgard

    Staff

    When you burn a card, you get 1 mana and 1 gem of that card's color. AFAIK, there's no way to ramp gems, but there are a few cards that let you ramp mana, mainly in Green.

    You don't get another card when you burn, you misunderstood that. It's worth noting that you start with 7 cards in hand.

  • Let me tell you about Mythgard

    Pro

    Very nice of you to try and help me and hopefully other people getting started. Thanks again! 

    Ressources management sounds like something you have to experience to fully grasp it, but your explanation was helpful nevertheless. So two more follow up questions which already came to my mind reading your initial post: 

    1) Can gems only be generated by burning cards or are there other ways to obtain them? Is mana growing by turn from 1 to 10 like in Hearthstone?

    2) From what I gathered from the FAQ on the Mythgard homepage, burning cards results in a) getting gems and b) drawing another card while shuffling the burnt one back in your deck, thus compensating for not being able to mulligan at the start of the game. Is that correct? And what exactly can be done with burnt cards which are drawn again? I asume they can't be burnt a second time, but played if you have the ressources to do so? 

  • The Colors of Mythgard

    Staff

    In this thread I'm going to talk about each of the 6 colors in the game. I'm mostly going to go over their lore and themes, and not so much over how they play. If you want that, this video from WatsUpWoody is a great watch.

    The game of Mythgard takes place in the present day, in a world where myths and legends are real, and where the most powerful gods have been killed or have gone missing as a result of a cataclysmic battle (most likely Ragnarock), and the smaller deities were left to fill the power vacuum. Down below we'll explore how different pantheons adapted.

    Blue, aka Norden - Riding the Storm

    Blue represents the norse myths and legends. Here's where you'll find giants, elves, trolls and a few undead. Blue also has a strong connection to nature, so expect to find a few elementals, spirits and wild animals, as well as more than a few natural disasters. One notable faction within blue are the Freki Valkyries. They're a biker gang comprised exclusively of women with powers derived from the Norse gods. They are involved in the traffic of Godsblood, a substance the vampires consume.

                

    Yellow, aka Aztlan - We kill everything to make a profit

    What happens when you use the spirit of an Aztec god to make a star destroyer. You get the Magpyre Corp, the main faction within Yellow. They're a megacorporation that has pretty much wiped out every diety in the south-american in order to manufacture and sell Godsblood, as well as create cutting edge technology. They also experiment on wildlife and let it roam free just for the heck of it.

           

     Red, aka Orobos - Don't deal with the Demons

    Red is a mix of ancient Greek myths and Christian Demonology. They have a lot of fire and underworldly motifs. This is where you'll find a lot of vampires, as well as a circus-inspired group of demon summoners known as The Carnies.

           

     Green, aka Dreni - This isn't your magic, this is our magic

    The main faction in Green is the Ved'ma, which can best be described as Magical Soviet Union. They kidnap little girls with magical powers and brainwash them into being subservient. Their will is enforced by the Volkov, a military force comprised exclusively of werewolf. This color also has some really big creatures, and most of it is inspired by east-european folklore.

             

    Orange, aka Parsa - We are holier than thou

    The Parsa take inspiration from both Hebrew and Arabian religion, and mixes it with Egyptian and Persian myths. A good number of their units are inspired by Middle-Eastern millitary, and they have a lot of desert imagery.

             

    Purple, aka Harmony - Megathrusters are GO!

    Anime. That's the best, and frankly, only way to describe Purple. You have giant mech suits fighting kaiju, cyber ninja, yokai and oni at every corner of the streets, all while the spirit world and the virtual world mix together. Purple is also the most recent color in the game, though when exaclty I can't tell you.

             

    Aaaand done! Hope you enjoyed this gigantic thread. if you want to read a more in-depth analysis, there's this Reddit post, minus Purple, since it wasn't out at the time.

  • I keep getting an error when I try to create a thread

    Staff

    I keep trying to make a few threads for the new Mythgard section for new player, but whenever I press "Create Thread", I get a "Not Found The requested resource was not found on this server." error. Any idea what might cause it?

  • Let me tell you about Mythgard

    Staff

    Glad you enjoyed the overview! I'll make a more detailed guide about the colors soon. I wanted to add it here, but that'd make the article a little too bloated. (ass soon as I figure out why I keep getting a "Not Found The requested resource was not found on this server." error when I try to post)

    As for why you shouldn't have more than 3 colors in your deck, it all comes to consistency and how the game handles resources. I didn't mention it in the thread (I've since edited it), but cards can have between 1 and 3 gems, and you can have a maximum of 10 gems. The more gems a card has, the more powerful it is (compared to cards that cost the same mana).

    If you were to run, let's say, 4 colors, either two of them would have no 3 gem cards, or 1 would only have 1 gem cards. And if you burn a high gem-cost card of, say, Blue color in the early game, but then you don't draw any other Blue cards to burn and generate gems, you redraw that Blue card, it will effectively be a dead draw, since you can't play ir, even if you have the mana.

    Hope this helps.

  • Mythgard Keywords

    Staff

    In this thread, I'm going to go ever the keywords found in the game. I'll pretty much just copy-paste them from the Mythgard wiki, adding additional explanations and/or example images where I feel the need. I'm going to assume you at least know the basics of how to play the game. 

    Agile: Can attack any of the three opposing lanes, regardless of blocking minions.
    Alpha Strike: Deals combat damage before minions without Alpha Strike.
    Armor X: Reduces damage taken by X.
    Awaken: An ability that triggers when entering play.
    Banish: Removed from the game without triggering Demise effects or going to the boneyard.
    Blast X: Deals X non-combat damage to adjacent enemy minions after attacking.
    Blight X: At the beginning of its turn, gets -X/-X.
    Breach: Triggers when dealing combat damage to a player.
    Deadly: Destroys minions when dealing any damage to them in combat
    Defender: Cannot attack. Enemies must attack a Defender before other blocking minions.
    Demise: An ability that triggers when destroyed.
    Divination X: Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.
    Empower: Can be activated or triggered once to permanently improve a minion.
    Energy: Abilities can generate or consume energy.
    • Represented in card effects by a blue lightning bolt.
    Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
    • Represented in card effects by three blue down arrows of increasing boldness. See the image above.
    Ephemeral: Removed from the game upon leaving play.
    Focused X: Deals X more damage in combat with the opposing lane.
    Fragile X: Increases damage taken by X.
    Frenzy: Can attack twice per turn.
    Immobile: Cannot move voluntarily. (you can move it by making it switch places with adjacent minions, or trough card effects)
    Immortal: Cannot be damaged and immune to destroy effects.
    Life Tap: Grants the controlling player life equal to damage dealt in combat.
    Lurker: Enemies must attack other blocking minions before a Lurker.
    Overrun: When attacking a minion, excess damage carries over to the defending player.
    Piercing: Damage dealing cards with Piercing ignore Armor.
    Regen X: At the end of its turns, restore X health. (to itself)
    Rush: Can attack, move, or act the same turn they are created.
    Sap X: Spend X amount of health to activate an ability. (won't activate if X > your health)
    Slayer X: Deals X extra damage in combat with minions.
    Stealth: Identity is hidden from opponents and blocks like a regular minion until it is dealt damage, interacts with others, or takes a non-move action.
    • Your Stealth minion vs your opponent's
    Stunned: Cannot attack, move, or activate abilities.
    Swift: Gets an extra move action each turn.
    Suppressed: Loses all special abilities, buffs, and debuffs.
    Teleport: Can move to any lane.
    Temporary Health: Damage to temporary health is not carried over after the buff expires.
    Temporary Mana: Temporary Mana dissipates at the end of your turn.
    Warded: Cannot be destroyed outside of combat.
  • Let me tell you about Mythgard

    Pro

    Thank you very much for your efforts! I read your suggestion to add a section for Mythgard yesterday and looked it up. I will sure try it out once I find the time to do so. It looks more complex than Hearthstone but f2p friendly at the same time and with great art. I also like the setting a lot.

    Maybe this will become my new guilty pleasure :D Hearthstone has become a little stale since I've reached legend for the first time, but I'm reluctant to leave it because of the money I put in over the years. Maybe I'll main Mythgard and play some wild Hearthstone from time to time... 

    If you don't mind, would you please elaborate further about the factions (colours)? Are they related to archetypes or something? Why is it you shouldn't mix more than two or three in a deck? Thanks again for the overview!

  • Rock, Paper, Scissors - Turn 4: Win-the-Game, Endless Death, and a Magic Dragon

    Makes me wonder.. should i craft Maly for the Druid deck? Is there any deck using Maly too?

  • Can we create a dedicated section for Mythgard?

    Staff

    Just posted a big thread with an overview of the game. Might update the "Settings" section, go over each of the 6 colors more in depth lore-wise.

    I wanted to post it in the Video Games subforum about 10 hours ago, but got some server errors.

    Also tries to add a Spoiler with some art from the game, but wasn't able to. Can't we add Spoilers here?

  • Rock, Paper, Scissors - Turn 4: Win-the-Game, Endless Death, and a Magic Dragon

    I am seeing so many different types of Shaman decks. I will have to give yours a crack.

  • Let me tell you about Mythgard

    Staff

    Hey, folks! I actually wanted to post this in the Video Games subforum yesterday (or earlier today, depends on your time zone) in order to bring some attention to the game, but something went wrong with the upload. So instead, I'll just post here. I'm going to go over the mechanics, settings and economy of the game, then share with you 3 Quality of Life features this game has that, in my opinion, blows everyone out of the water. Cool? Cool!

    Mechanics

    Before we go any further, some general info about the game:

    • The game is out on PC and mobile, as well as browser, in Open Beta
    • Both players start with 20 Health
    • To win, bring you opponent down to 0
    • There's fatigue, but instead of a constant growth (1, 2, 3, 4, 5, ...), it's exponential by doubling every turn (1, 2, 4, 8, 16, ...)
    • There's no mulligan, but each player starts with 7 cards.

    Combat and deck-building

    The game is pretty similar to both HS and Magic in many respects, but very different in others. (they even ask you about both games during the tutorial). The board is divided into 7 lanes per player, each lane allowing you to play one minion. A minion can attack in the lane opposite to it, or in any of the two adjacent lanes. Here's what the board looks like:

    My guy is the 2/3, while my opponent has the 2/2. My guy can attack in front of him, front-left or front-right. Attacking an unoccupied lane deals damage to the opponent directly, but you can't do that unless all 3 lanes in front of a minion are free (aka the lanes are blocked, and the minions are called blockers, like the 2/2), or your minion has a special ability that lets you bypass that. You can also move your character on either adjacent lane, but you won't be able to attack anymore. 

    In terms of decks, you have 6 colours - Blue, Yellow, Red, Green, Orange, Purple - that you can combine however you like in a deck of 40, but realisticly you can only go with 2, mayyyyybe 3 colours for reasons I will explain in the next section. The amount of duplicates is tied to rarity, there are for rarities, Common (to which I will be calling Bronze from now on), Uncommon (I'll call Silver), Rare (I'll call Gold) and Mythic. You can have 4 Bronzes, 3 Silvers, 2 Golds and 1 Mythic of the same card in your deck.

    Some minions also have abilities that can be activated for a certain cost (mana, gems, part of their life etc.), and you can still attack afterwards. A minion activating it's ability looks like this:

    Hand size in Mythgard is 10, but instead of discarding cards when you go above that limit, you can draw to your heart's content, then discard at the end of your turn until you only have 10 left in hand.

    Mana... and Gems

    This is where things get VERY different from other card games. Here's what a card looks like in Mythgard:

    Pretty standard, right? You have your Attack and Health at the bottom and the cost in the upper-left corner (the 4 dots in the upper-right corner represents the rarity, as well as the number of duplicates you can have in your deck of that card). If that number up there makes you think "oh, like Magic", you're wrong. Mana and Gems are two different resources in the game. Here's what the mana bar looks like:

    The big number is the Mana you have left, the small one is the total amount, and the 3 symbols are your gems. When you play a card, you spend that card's amount of Mana, and consume the required Gems. Here's what the bar looks like after I play the Thane:

    As you can see, I've spent two Mana and one of the Blue Gems is grayed out.

    You can also see that my temporary Mana circle isn't glowing, and the flames above it are gone. The first one is an indicator that I haven't "Burned" a card yet, while the second is an indicator that I have. This is how you gain resources in the game.

    To Burn a card, simply drag it over the Gem bar, and it will be shuffled back into your deck, giving you one Mana and a Gem of the same colour as the ring around the card's cost. If you draw the card again, it will be "Burnt", and you can't burn it again. Here's what a burnt card (right) looks next to an unburnt one (left):

    Cards can have between 1 and 3 gems, and there are dual color cards that have 2 or 4 (1 or 2 of each color). Youc can have a maximum of 10 gems.

    Enchantments and Artefacts

    Now that we've covered the basics, let's get into some of the more unique aspects of the game.

    Enchantments are special cards that you play over the lanes that grant special abilities to the minions occupying it or affect the board in other meaningful ways. Here's how an enchanted lane looks like(from left to right: not enchanted, enchanted, enchanted and occupied):

    Artefacts are cards that you play once in order to gain a passive ability, or an ability that you activate under certain conditions. They don't occupy a space on the board and have a certain durability that decreases as you take damage. (they do NOT offer extra protection). Here's what it looks like in game (next to my profile picture), as well as an artefact card:

     

    As you can see, Artefacts only have a single number at the bottom representing durability. If you have multiple artifacts, your most recent one will be the one taking damage.

    Powers and Paths

    Powers are... basically the same as in Hearthstone: small abilities that you can use anytime for a certain Mana cost (most 2, one of them 3). They don't require gems, and are noticeably weaker than their HS counterparts.

    More interesting are the Paths. Those are passive abilities that just do stuff on their own, and some of them can get REALLY convoluted. Most of them require a deck to build around. Here's an example of a Path:

    This is probably the most straight-forward and general-use of all Paths in the game. All of them give you a bonus life at the start, and all have a Pursuit effect, that activates if you go second.

    Both Powers and Paths are independent of your colour, and you can combine them however you like.

    Setting

    So, we've talked about the mechanics, but what's the setting of the world? Where does all this happen?

    Best way to describe it: ancient myths and legend in a modern world. You have giants sinking ships and towering over gas stations, a biker gang of Valkyries, military werewolves, dragons flying next to commercial airplanes, undead vikings at docks, aztech space destroyers and, if you're playing purple, everything anime.

    Here's some art.

    Quality of Life

    Finally, let me tell you about the quality of life in this game. There are a few nifty ones that are cool (being able to rearrange cards in hand, you can see the full art of the cards in you collection, deck importing and exporting, a really good Twitch overlay etc.), but there are 3 that I feel are just incredible:

    Featured Decks

    In the game client, under the "Decks" menu, when you go to the far left, there are two decks with an Orange border. Those are Featured Decks: a couple of community Decks that change every Monday and Friday that you can play even if you don't have all the cards. This is amazing for new players, as they have a new deck to play even with a small collection. Just a fair warning, those aren't necessarily the BEST decks, just the most interesting ones. (at the moment of writing, one of the decks is a highlander, despite there being no cards that benefit from that)

    Built-in Deck Tracker

    Yes, you've read that right. The game has a deck tracker built into itself. All you have to do is press the arrow on the far right side of your screen, and BOOM!, you can see all your cards, as well as your opponent's (that you know of).

    Built-in Replay

    Finally, there's the replay function that you can find in you profile. If you go to history, and click on the little eye, you can rewatch the game you've played. And if your opponent played a particularly interesting deck, you can see HIS ENTIRE DECKLIST in the aforementioned tracker. It's not perfect (there's no timeline, and it'd be nice to be able to favourite matches or export your opponent's deck), but it's better than most offerings.

    Job's Done

    And that's about it for me! If you want to try the game yourself, you can do so in the browser version as a guest before you make an account, but I do suggest playing on a client afterwards. If you want to learn more about the game, WathsUpWoody has a few very good guides on his channel.

    Hope you enjoyed this read and I'll see you on the Mythgard battlefield.

  • Eternal Keywords and Battle Skills

    Most of the info in this post comes from eternalcardgame.fandom.com.

    Here is a link to all of the Keywords and a brief description of what they do. There are a lot, which is why I'm not copy pasting them in here.

    Below, I will copy/paste the battle skills that units can have. The information below is also available at this link. These are also keywords, but they specifically give abilities to units that are in play.

    Aegis:
    Protected from one enemy spell or effect (but not from battle damage).
    Berserk:
    When this attacks, you may give it Reckless to attack a second time this turn. Can only be used once.
    Charge:
    Can attack the turn it is played.
    Deadly:
    Kills any unit it damages.
    Double Damage:
    Deals double damage.
    Endurance:
    Ready's on each player's turn, and can't be stunned or exhausted by spells or effects.
    Exalted:
    When this unit dies, play a weapon with its Icon atk/Icon hp and other battle skills on one of your units.
    Flying:
    Can only be blocked by other units with flying.
    Killer:
    May be exhausted one time to attack any enemy unit.
    Lifesteal:
    When this deals damage, you gain that much Icon hp.
    Overwhelm:
    When this hits an enemy unit, leftover damage is dealt to the enemy player.
    Quickdraw:
    When this kills a blocking unit, the blocker doesn't deal damage back.
    Reckless:
    This must attack.
    Revenge:
    The first time this is killed, give it Destiny and put it into the top ten cards or your deck.
    Unblockable:
    Cannot be blocked.
    Warcry:
    When this attacks, the top unit or weapon of your deck gets +1/+1.

    These are other skills a unit can have, but they are not exactly "battle skills," since they are relevant even when the unit is not in play. (Again, copy pasted from the link above.)

    Ambush:
    Can be played (directly from your hand) to block an enemy attack, or at the end of their turn.
    Bond:
    When played, you may exhaust another unit of the same type to reduce this card’s cost by the exhausted unit’s Icon atk.
    Destiny:
    Automatically play when drawn, then draw another card.
    Echo:
    Get an additional copy when drawn.
    Pledge:
    On your first turn, a card with Pledge can be played as a Sigil.
    Voidbound:
    This card can't leave the void.
    Warp:
    You can play this from the top of your deck.
  • Cards From Hearthstone That Made It Into Legends of Runeterra

    There used to be a time when HS similarities to MtG were pointed out, which is only fair when influences are notable and anchored in time. Now, is Riot paying tribute with subtle Easter eggs - to put it lightly -   or is this a straight case of plagiary?
    What do you think?

  • Can we create a dedicated section for Mythgard?

    Staff Pro

    Moved to the correct forum.

    If I made a section, would y'all populate it with some initial information to help others out with the game? sto65 has done a great job so far with the Eternal forum over the past day, as a good example.

    https://outof.cards/forums/eternal/eternal-general

    I wouldn't even be opposed to getting some sectional forum mods going if we wanted to really get those sections talkative =)

    Edit: I made a forum for it. I trust we'll put it to good use :D
    https://outof.cards/forums/mythgard/mythgard-general

  • How to counter the lategame? Is Mojomaster Zihi any good?

    In Wild, Zihi in Even Paladin has won me some games against OTK decks.

    Not so strong against Midrange/Control, since they have more resources, and can typically just wait and kill you later.

    In that case you need a strong swing turn of your own right after Zihi (and hope it is enough).

    In general, i'd suggest to just build a strong Aggro deck with Silence tech cards, Spellbreaker and even Shieldbreaker, if the Wall of the Dead is so popular.

    And/or Plague of Murlocs in a Murloc deck.

     

  • Cards From Hearthstone That Made It Into Legends of Runeterra

    Staff Pro

    Yeah, it blows my mind about how good and appealing Hearthstone's card frames are.

    I don't hate the Runeterra ones, I've certainly seen worse, but I have not found a single digital card game that has good looking card frames when compared to the likes of Hearthstone or physical games like Magic and Pokemon.

    The Runeterra ones fit the LoL universe though which is maybe why I don't hate them. Playing LoL for as many years as I did, one gets accustomed to certain designs.

    I think a lot of why the Hearthstone frames are so good is because they are kinda flat, not super flashy and metallic (though they do have some metal bits ofc). You can actually believe they could be paper cards. The readability of their card text is also very good, I do find the Runeterra ones to be a bit on the small side.

  • How to counter the lategame? Is Mojomaster Zihi any good?

    I don't think you can beat the very late game (N'Zoth) unless you're playing either a greedier N'Zoth deck or a combo deck. So for other decks, the goal is to kill them before they either reach 10 mana and have drawn deep enough into their deck to find N'Zoth.

    As others have said, transform effects like Hex, Polymorph and Tinkmaster Overspark help to both neutralize deathrattles and screw up resurrects.

    You could also consider silence, in particular Ironbeak Owl (drawable via The Curator) or Shieldbreaker. Since Khartut Defender is such a key card for slower decks to survive into the late game, taking that out might be enough for an aggro or mid-range deck to finish them off before the late-game value becomes too much.

    Some aggro decks use Octosari to refill their hand. It allows them to spend a lot of cards in the early game without running out of steam too early. This won't help in the very late game, but it can give them a few extra turns of pressure in the hope of running the opponent out of removal.

     

  • Cards From Hearthstone That Made It Into Legends of Runeterra

    My favorite is Purify because it is such a bad card and it even has the exact same name in both games.

    My second favorite is druid of the flame because the effect seems so random that it is almost a miracle that there is an exact copy of it in both games.

  • Legends of Runeterra - Everything We Know So Far About Riot's New Card Game!

    There was plenty of hype for Artifact. It failed because of its design and business model, not because Hearthstone.

    Edit: MtG Arena released around the same time and seems to be doing fine.

  • Best Friend Forever is Busted

    Just beat an entire run in 12 minutes starting with 17 of them with priest. Ended up getting the mirror bucket a few times and the “your spells cost health” passive. By the last few bosses I easily had 2x 20/20 chargers on the first turn X

  • Is League of Legends Revealing a Card Game Tonight?

    This is as late as blizzard was in the moba scene years ago.

    Telling it now, it'll be hyped then it'll be just for the die-hards onwards.