[Video] Hearthstone - Dr.boom travel brawl
Hey After reading an article I usually skip a comment page or two, but after that I want to return to home page to read another article. There is no home link at the bottom of the page so you have …
Hey
After reading an article I usually skip a comment page or two, but after that I want to return to home page to read another article.
There is no home link at the bottom of the page so you have to scroll all the way up to do it (and some articles are really long).
Such link might be useful.
Cheers
Was just wondering if they were out of invites/ people to gain access or if they were stopping any others to gain access? Just ask because have been pending since it came out to be accepted to join …
Was just wondering if they were out of invites/ people to gain access or if they were stopping any others to gain access?
Just ask because have been pending since it came out to be accepted to join and nothing yet unfortunately.
Been playing league since season 1, and love card games, so have been super stoked for this to come out and play it.
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 …
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:
The site's paragraph font really doesn't do it justice, so I'll just type it 3 more times:
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:
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.
| 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 |
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:
| 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).
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.
This is what the missions tab looks like:
There's quite a lot to unpack here, so let's go step by step:
As you can see, there are 2 more tabs in the Missions menu:
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.
Sorry, just wanted to remind everyone of this. Hope you found this post useful and I'll see you later!
Do you think LoR has a chance to overhelm hearthstone ? This game feels play (just like hearthstone and unlike Artifact), it has a nice design and has a potential to get a lot of players from LoL. I…
Do you think LoR has a chance to overhelm hearthstone ? This game feels play (just like hearthstone and unlike Artifact), it has a nice design and has a potential to get a lot of players from LoL.
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.
Felt games ended way more quickly than they should've the hp pool seems really low, every attack to nexus is much stronger than in hs, been playing an aggressive discard deck (draven + jinx) and almo…
Felt games ended way more quickly than they should've the hp pool seems really low, every attack to nexus is much stronger than in hs, been playing an aggressive discard deck (draven + jinx) and almost gone undefeated also augmented experimenter is a card that I am not sure how it even left the planning table that card not only is a jinx activator and a refill he deals 3 damage on top of that? also not restricted to followers?
I will explain it's effect: 6 mana: 3/3 (the stat value are slightly higher than in hs so it's 3.5 drop stats) discard your whole hand and draw 3 cards then deal 3 damage.
the only counter to it is deny(from ionia, 3 cost burst spell) or to recall it's target, ye this card does too much.
I mean sure the game isn't even in beta but I already got a feeling that such aggressive decks are way too good, also most people say "there's an advantage to the defender" well.. there is no advantage if the defenders get killed by burst spells and quick attack followers/champions.
I think aggro might be too good, but that being said I didn't face any actual control deck yet, maybe, I am not sure what is a control deck.. freljord?
All that being said probably played mostly against people who never played card games before, and I am probably too hung on this deck that is easy to build/pilot and is probably just beating unexperienced players rather than being strong, except the 6 drop that is stupid strong.
Great article on Mythgard Hub for anyone starting out in the game. I'll probably do a thread with various sites and streamers, as well as an article on the economy of the game the following da…
Great article on Mythgard Hub for anyone starting out in the game.
I'll probably do a thread with various sites and streamers, as well as an article on the economy of the game the following days, today I've just haven't had the time.
Posting a comment always fails in Safari and so does voting. I get a prompt that I need to log in in order to do that. Thing is I am already logged in. This is on Safari 11.1.2 and OS El Capitan 10.…
Posting a comment always fails in Safari and so does voting. I get a prompt that I need to log in in order to do that. Thing is I am already logged in.
This is on Safari 11.1.2 and OS El Capitan 10.11.6. Quite old, I know.
Wasn’t expecting this! I finished unlocking the six signature treasures on each of the four heroes tonight and had another go at Tekhan (normal). Started with Finley figuring on some quic…
Wasn’t expecting this! I finished unlocking the six signature treasures on each of the four heroes tonight and had another go at Tekhan (normal).
Started with Finley figuring on some quick damage with murlocs, die and move on.
Got the Junior guy early who does 4 damage to a minion at the end of turn, which helped me stay ahead on board despite 4/4 lackeys.
He set up his living bomb debuff and deathrattles for a big board swing and I countered with the spell that turns everything into 1/1 murlocs.
Used the “windfury and divine shield” hero power to great effect on signature minions and later on Lifesteal 4/2’s. Most of my damage mid-game came from the guy whose attack scales with minons on the battlefield... granted windfury.
Even his third-stage board-fill was not enough to stop my various beefy divine-shielded face-mashers in time while I healed up the self-damage from cards due to his passive and he did himself 10 damage per turn.
Finley... who knew?!
Noticed some Uldum cards in the Dalaran Heist. Any interesting cards played with past Adventure bosses?
Noticed some Uldum cards in the Dalaran Heist.
Any interesting cards played with past Adventure bosses?
Hi everyone!I've completed the brawl under the 40min limit and got the rewards yesterday.But now when connected the rewarded cards are missing. Already contacted support, but wanted to know if there …
Hi everyone!
I've completed the brawl under the 40min limit and got the rewards yesterday.
But now when connected the rewarded cards are missing. Already contacted support, but wanted to know if there are more people having this issue.
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 choos…
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.
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.)
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:

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:
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:

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!
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 WatsU…
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 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 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. …
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?
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 th…
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.
|
Energy Action Cost: Drag to activate abilities. This costs a minion its energy action. (Without using its regular action).
|
| 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.
|
| 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. |
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 w…
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!
Before we go any further, some general info about the game:
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.
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.
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 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.
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.
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:
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)
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).
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.
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.
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…
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 |
| 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 |
| 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 |
| 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. |
For this thread, I'm just posting links to resources to help anyone who wants to know more about Eternal. Many general guides, FAQ, and New Player Guide are included at the subreddit wiki here. An …
For this thread, I'm just posting links to resources to help anyone who wants to know more about Eternal.
Many general guides, FAQ, and New Player Guide are included at the subreddit wiki here.
An excellent guide to draft, written by one of the best draft players in the game, is at this link here. The guide is great for learning how draft works. However, the specific archetypes and card choices mentioned in this guide are from the previous rotation, so they are not relevant anymore.
As a lot of decks feature some kind of N'Zoth+Sylvannas+Khartut Defender-package right now, so how do you counter this massive swing turns? Especially resurection priest does really unholy things wit…
As a lot of decks feature some kind of N'Zoth+Sylvannas+Khartut Defender-package right now, so how do you counter this massive swing turns? Especially resurection priest does really unholy things with some spells drawn into the mix.
So, to counter this, has anybody tried Mojomaster Zihi? I suppose she could be good in a rogue deck, where you can bounce and shuffle her back, ever denying a 9 or 10 manaplay for your opponent.
What would then be my decks win condition? Please contribute with any ideas you may have how to build a deck that never reaches 9/10 mana, and capitalises on a opponent's full hand, as well has some cheap resource generation.
Important links for Legends of Runeterra to avaiable tools for it on the site. Proper access to these will be added later. Full Card Database Keyword Glossary Forum Support (bbcodes etc.) Deckbuilde…
Important links for Legends of Runeterra to avaiable tools for it on the site. Proper access to these will be added later.
Hi there As OOC seeks to cover not just Hearthstone but other card games also, I thought I'd ask if there are any plans to add filtering for visitors to select/unselect the games they are interested…
Hi there
As OOC seeks to cover not just Hearthstone but other card games also, I thought I'd ask if there are any plans to add filtering for visitors to select/unselect the games they are interested in, and the main page filter accordingly.
Or if not, of course one can just visit say https://outof.cards/hearthstone
However, that page doesn't show recent forum threads (ideally HS areas only), decks, brawl info etc though this could be changed.
As OOC expands to cover more games, with more articles/content, this could be really handy to help hone in on the things that interest the user. Not a huge issue right now, but I could see it perhaps becoming one.
Anyway whatever your plans - keep up the great work!
I've noticed that the site added a dedicated section in the forums for Eternal and Runeterra, and the one for Magic has ben there for a while. One game I've really gotten into is Mythgard, and the ga…
I've noticed that the site added a dedicated section in the forums for Eternal and Runeterra, and the one for Magic has ben there for a while. One game I've really gotten into is Mythgard, and the game is growing slowly, but surely, and it's still in beta. I'm hoping the mods can add a section for it. Please?
Thanks for coming to my TED talk :)
Another great aspect of Eternal is the variety of available game modes, some of which are single player (which I'll call "AI" modes), some of which are against other players (PvP). AI game modes: C…
Another great aspect of Eternal is the variety of available game modes, some of which are single player (which I'll call "AI" modes), some of which are against other players (PvP).
AI game modes:
Campaign - These are purchased with in-game currency (mostly 25,000 gold), and they grant full sets of specific cards when you complete the campaign (extremely similar to Hearthstone Adventures). Complete the campaign encounters, get the cards. Pretty simple.
Forge - This is a lot like Arena in Hearthstone, but you play against a random selection of pre-made decks that are piloted by the AI. You begin with being offered 3 cards. You choose one of the three cards, which becomes the first color of a 2-color deck. You are then offered 3 new cards; if you choose a different color than the first card, that will determine your two colors for the rest of the Forge. So, you select one card from a set of three options until you have a deck of 25 cards. You then play your games. There is a cost of in-game currency (2500 gold) to play this mode, BUT you keep every card you pick permanently in your collection. And if you win 7 games before you lose twice, you will also earn 3x-4x packs of cards, on top of the cards you already earned by making your deck.
Gauntlet - This is the free AI mode. You create a 75-card deck and play against a random selection of pre-made AI decks. The last encounter will be a special boss fight with special rules, but you never know which boss you will face in a given run (so you can't really build your deck for it). Free to start this mode, but you do earn gold for doing well in it. And the first few times you get 7 wins, you get a free pack.
PvP Game Modes:
Casual/Practice - You earn about 50 gold for winning a game in this mode. No other rewards. You can use this mode to complete daily quests, or to test out deck ideas. No other real rewards though.
Ranked - This is the ladder for Eternal. It includes every card ever printed in the game (which is a lot). Kind of like Wild mode in Hearthstone. Bring your best deck, try to beat everyone else. You start out as Copper-III, and can rank up to Copper-II, then Copper-I, then you become Silver (which also has 3 tiers), then Gold, then Diamond, then Masters (Masters is equivalent to Legend). Ranking up through each tier requires earning 100 points. Exactly how many points you earn in each tier is slightly randomized, but for Copper through Gold, you basically will rank up to the next tier if you win 5 games in a row. Also, in Copper through Gold, you lose fewer points for losing than you gain for winning. So the climb is possible even with a slightly less than 50% winrate. This last part is not true for Diamond, where you (usually) get 15 points for winning and lose 15 points for losing.
Expedition - This is a new game mode, and will be more like Standard mode in Hearthstone. There is a limited pool of cards that are allowed to played in this mode. The current set will always be fully allowed (all the cards), but the remaining cards allowed will rotate in and out. Exactly how rotations will happen in this mode is not yet clear. But currently it is designed to have a lower power level than Ranked mode.
Draft - This is a mode where you gradually choose 48 cards, one card at a time, from "packs" that are presented to you. Exact details of this mode would take too long to explain here. It is a complex mode, also similar to Arena in Hearthstone, but significantly different. Like Forge mode, every card you pick while building your draft deck is yours to keep permanently. This game mode costs 5000 gold per entry. If you want to "go infinite" in draft, you actually have to win all 7 games before you lose 3, which is not easy to do. Most people who specialize in draft have to pay money to keep up.
Special Events - There are special events every few weeks which give nice rewards, as well as a monthly league.
So, lots of game modes, all of which are fun and interesting.
There are some very good budget decks that players have put together, to help you get into the game fast. Hyper aggressive - https://eternalwarcry.com/decks/d/-kJlbqMPm2M/true-budget-deck-for-…
There are some very good budget decks that players have put together, to help you get into the game fast.
Hyper aggressive - https://eternalwarcry.com/decks/d/-kJlbqMPm2M/true-budget-deck-for-new-players-no-rares-no-adventure-cards
Less aggressive, but still aggro - https://eternalwarcry.com/decks/d/vg8e-9xnGr8/budget-argenport-gunslinger-scums
Yet another aggressive deck (most cheap decks are aggressive): https://eternalwarcry.com/decks/d/NYuJCK2lNo8/a-budget-rakano-aggro
A budget midrange deck: https://eternalwarcry.com/decks/d/66GHn5IcezQ/budget-fps-mid
You can also search the deck website yourself for budget or starter decks, www.eternalwarcry.com
In the simplest possible terms, Eternal is a streamlined version of Magic: The Gathering, for those who are familiar with Magic. It has many very similar mechanics, and the combat rules are similar, …
In the simplest possible terms, Eternal is a streamlined version of Magic: The Gathering, for those who are familiar with Magic. It has many very similar mechanics, and the combat rules are similar, though it has fewer response windows, which speeds up the game-play. It is also quite possibly the friendliest Free-To-Play model of any digital card game. You literally get a daily free pack just for winning your first pvp game of the day.
For those who have no idea what I'm talking about, here is the longer explanation. Have you ever been frustrated by the fact that Hearthstone only lets you do things half the time (i.e. on your own turn)? That there is very little you can do about an aggro beatdown, aside from try to throw a taunt in the way? Then Eternal might be worth a shot. The game-play is quite a bit more complex and interesting than Hearthstone, AND you can interact with your opponent on both your own turn AND their turn as well.
When your opponent attacks, they do not decide which creature hits which creature; you, as the defender, decide that. You also decide whether to just let them hit your face instead of a creature. There are also spells called "fast spells" which can be played during your opponent's turn, if you saved mana for them.
I'll stop there for now, but if any of this is interesting to you, head on over to the Reddit and check out the first two pinned posts there. The first is a great place to ask questions; the second is a place to get a referral link that gets you some freebies in game. https://www.reddit.com/r/EternalCardGame/
The official news website for Eternal is here: https://www.direwolfdigital.com/news/
If you want to message me in game, my in game ID is: TheScot+1473
Eternal is my favorite card game; they just introduced a new game mode; they currently have a good drops campaign going in Twitch; AND they just released a new set. It's an exciting time to be playing it.