Try to find a promo code if you haven't already. You can try on Reddit, or find a streamer with a few. What's Up Woody is one I know for sure has, check his schedule to the page I linked earlier. Those aren't available any more, sorry.
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!
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.
I don't think a deck like you mentioned is possible, especially since the game has no freeze and very little burn. Also, Rainbow's End is good for Echantments (special cards that go on top of lanes), not Spells. They're too different kinds of cards.
In this thread, I'm going to talk about Paths and Powers in Mythgard. Think of them as "build your own class": a Path is independent of it's Power, and both are independent of the 6 colors. You choose them when you make a deck, as if they were cards. You can make your deck without using either, but you'd just put yourself at an unnecessary disadvantage. Both of them are unlocked as you level up.
Powers
They're very similar to Hero Powers in Hearthstone, though with a significantly lower power level. I wont't spend too much time on them, since they're pretty self explanatory. The Power is represented in game by the circle on the right, with the number below being it's cost.
Our first Power is Impel. The '2' in the cost of the power. This is a really good general purpose Power. Can be used to get a minion out of harm's way, or get closer to an enemy for a kill (remember that most minions can't move and attack on the same turn). Particularly good with Teleport (move to any lane).
Really good in aggro decks, kills your opponent faster.
In my opinion, the worst power in the game. it's the only one to cost 3 mana, and you have to banish a card from the grave to get it's effect, a measly 1/1. I don't know, maybe I'm missing something.
Really good control Power, and the one with the most potential value.
Really good comeback power. If a self-damage deck ever emerges, I imagine this is going to be it's choice.
Good Power for info gathering, though I haven't seen it played much. (Divination X = Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.)
Paths
This is where things get a little complicated. Paths are passives that you benefit from throughout the game. All of them give you extra life at the start of the game, with values ranging from 3 to 8 (so a player can have between 23 and 28 life at the start of the game), and the all have a Pursuit: an effect that activates if you go second. Paths are represented in game by 3D models like the one below, situated at the sides of the game board. Yours is to the left, while your opponent's is to the right. You can hover your mouse over to see what it is. This representation might change in the near future.
The most general-use Path in the game. The first season will always be Spring, and then it will change at the start of each turn. This means that, if you go second, you'll have 20+4+2+1=27 Health (assuming the enemy doesn't damage you). On your second turn, it's Summer all your minions would be healed for 1. On your third turn, Fall draws a card, which is probably the most potent of the effects.
On your fourth turn, Winter comes and the one negative effect takes place. Fragile 1 means your minions take 1 extra damage from all sources. This is also the only ongoing effect of the card, and it can catch a lot of people off-guard, even veterans.
After this, the cycle starts anew. There are a few ways to tell what the current season is:
You can look at the 3D model of the card.
You can hover over the model and read the current season on the card.
There's a small icon above your portrait with SP, SM, F or W, depending on the season
The Path of the Aggro. Also the one that offers the least amount of life at the start of the game, and he only one without any form of card draw. To explain how the card works, let's pretend you start second:
You start with 2 souls. You can check the number of souls by hovering over the 3D model of the path, or from the tiny icon above your portrait.
After one of your minions dies, you gain 1 more soul, putting you at 3.
At the start of your turn, the souls are set to 0 and you get the minion on the bottom of your deck back
Rinse and repeat.
Important to note that you'll never get more than one minion on a turn, even if you have more souls. For example, if you have 7 souls at the start of your turn, they're reduced to 4 and you get one minion back.
The Path of Power, and the least played one at the moment, simply because it has no deck that really takes advantage of it. The Path always starts at night, so the first time you use your Power, you'll have to discard a card (it switches to day), and ALL minions, including your opponent, have Slayer 1, which means they do 1 extra damage to other minions when they battle, and this effect persists until you use your power again. When you do, you get to look at the top 2 cards of your deck and draw it, and all your minions get to heal if they don't attack.
The Path isn't necessarily bad, but like I said, there's really no deck that takes advantage from it.
The Path of Enchantments. Really good if you run about 6-9 enchantments. Any less, and you don't really get the benefit from this. Any more, and your deck risks not having enough steam. The first effect (after the life gain) helps you get your Enchantments and cycles trough your deck faster. The one right bellow it is a really good way to replace your early game Enchantments with late game ones for, while also giving some mana. For example, Blue has an Enchantment that gives the minion on top +1/+1,and another that gives it +3/+3. Late game, you might want to replace the small one with the big.
Finally, The Path of Artifacts. Also the most convoluted one. Let's go trough this step by step:
You play an Artifact.
This gives you 1 Energy (the lightning bolt), which means you'll get a 1 Mana 1/1 Forgeling. This is what they are:
The Forgelings are ALWAYS created in this order. The first one you'll get will be Tempered, the second Rotary, the third Molten, the fourth Tempered etc. Ephemeral means that when it leaves the battlefield (destroyed in battle, returned to hand, shuffled in deck etc.), it will be instantly banished. If that happens, the Demise effect won't trigger, unless it's killed proper. The rest of their abilities are, in order (those don't scale with the minion, thei always stay at 1-2-2):
Reduce the damage taken by one.
When attacking, deal 2 damage to the adjacent enemy lanes (minions that are there or the opponent, if there aren't).
Restore 2 Health to this at the end of your turn.
When you play a Forgeling, the effect of the Path activates, and you get to look at the top card of your decks. You can choose any Artifacts to draw, and if there are none, you still get to know what your next 4 cards are.
Repeat from step one :)
And that's how this works. I hope I made it clear for you, like I said, this Path is quite convoluted. Like with the Rainbow before it, the best number of Artifacts is about 6-9, maybe 5-10.
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.
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 yourmagic, this is ourmagic
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. Any idea what might cause it?
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.
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.
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.
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 doNOT 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.
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.
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?
Try to find a promo code if you haven't already. You can try on Reddit, or find a streamer with a few. What's Up Woody is one I know for sure has, check his schedule to the page I linked earlier. Those aren't available any more, sorry.
Glad you enjoy it! Send me a decklist when you get something functional.
Yep. After the game end, there's a button with a thumbs up icon. But you have to press it fast.
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!
It's also on mobile and it has a browser version (though the clients are better). I've also heard the devs are working on a console version.
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.
Hey, guys! Added a small paragraph about hand size, right before "Mana... and Gems".
I don't think a deck like you mentioned is possible, especially since the game has no freeze and very little burn. Also, Rainbow's End is good for Echantments (special cards that go on top of lanes), not Spells. They're too different kinds of cards.
Hope you enjoy the game!
Good catch, thanks!
In this thread, I'm going to talk about Paths and Powers in Mythgard. Think of them as "build your own class": a Path is independent of it's Power, and both are independent of the 6 colors. You choose them when you make a deck, as if they were cards. You can make your deck without using either, but you'd just put yourself at an unnecessary disadvantage. Both of them are unlocked as you level up.
Powers
They're very similar to Hero Powers in Hearthstone, though with a significantly lower power level. I wont't spend too much time on them, since they're pretty self explanatory. The Power is represented in game by the circle on the right, with the number below being it's cost.
Our first Power is Impel. The '2' in the cost of the power. This is a really good general purpose Power. Can be used to get a minion out of harm's way, or get closer to an enemy for a kill (remember that most minions can't move and attack on the same turn). Particularly good with Teleport (move to any lane).
Really good in aggro decks, kills your opponent faster.
In my opinion, the worst power in the game. it's the only one to cost 3 mana, and you have to banish a card from the grave to get it's effect, a measly 1/1. I don't know, maybe I'm missing something.
Really good control Power, and the one with the most potential value.
Really good comeback power. If a self-damage deck ever emerges, I imagine this is going to be it's choice.
Good Power for info gathering, though I haven't seen it played much. (Divination X = Look at the top X cards of your deck. Pick one to put on top and the rest on bottom.)
Paths
This is where things get a little complicated. Paths are passives that you benefit from throughout the game. All of them give you extra life at the start of the game, with values ranging from 3 to 8 (so a player can have between 23 and 28 life at the start of the game), and the all have a Pursuit: an effect that activates if you go second. Paths are represented in game by 3D models like the one below, situated at the sides of the game board. Yours is to the left, while your opponent's is to the right. You can hover your mouse over to see what it is. This representation might change in the near future.
The most general-use Path in the game. The first season will always be Spring, and then it will change at the start of each turn. This means that, if you go second, you'll have 20+4+2+1=27 Health (assuming the enemy doesn't damage you). On your second turn, it's Summer all your minions would be healed for 1. On your third turn, Fall draws a card, which is probably the most potent of the effects.
On your fourth turn, Winter comes and the one negative effect takes place. Fragile 1 means your minions take 1 extra damage from all sources. This is also the only ongoing effect of the card, and it can catch a lot of people off-guard, even veterans.
After this, the cycle starts anew. There are a few ways to tell what the current season is:
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!
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.
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 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?
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.
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.
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?
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:
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.
Sure! I'll go make a thread in the video games section with an overview of the game, as well as a few QoL features that I like about the game.
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 :)
PLEASE tell me you guys are going to BlizzCon with a bunch of paddle balls while chanting that!