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Nirast

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Joined 04/01/2019 Achieve Points 925 Posts 980

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  • Updated the post with the faction missions. Thanks @Krattsk for letting me know what the final rewards are.

  • Quote From AkiraTerion

    Not entirely.  Some of us who gave up Hearthstone but stuck with Out of Cards are hoping they burst into Mythgard.

    Oh, I'm sure of that's the case. I was basing my statement on the fact that this post has more views than the introductory one.

  • Wow, that's a lot of stuff! Thanks for letting me know!

    By the looks of it, the end result is quite a bit better than what the promotional codes offer, which I've heard were only a temporary solution before fixing the new player experience. Wonder if those will stick around (maybe make them harder to get).

    It's worth noting that this + the 10 packs from the promotional codes + the 20 you get for the 10$ bundle = 57 packs, which is HUGE. That's easily 5 or 6 Mythics on average.

    Also didn't know about the prolonged high 5, that's also good. Weird that it wasn't in the patch notes.

     

  • Soooo this post has over 500 views in less than two days  and I have a feeling it's because people taught it's hearthstone related :p

  • Hey, folks! Writing this on a crappy hotel connection on my phone, so I'm going to keep this brief and badly formatted. About an hour ago from the writing of this post, a new patch landed that brings a lot of small changes, and a bunch of BIG ones. 

    First and foremost  this patch introduces faction missions. They are special missions that must be completed by a certain color. You'll select your faction and be given it's mission, and you can change them outside of combat. Can't share a link to what they look like atm, sorry.

    Up next, we have a couple changes to two of the paths:

    • Turn of seasons had its starting additional life reduced from 4 to 1, and it's Pursuit had increased from 2 health to 4.
    • Rainbow's end Pursuit was changed from reducing the cost of your first enchantment by 1 to giving you a Leprechaun's Coin that gives you 1 temporary Mana. 

    Finally, Orpheum of Horrors stops giving your minion +1/+0

    There are some other changes, but they're mostly cosmetic or bug fixes. 

    Full patch notes here.

  • This one came out years after HS, but I'm gonna post it anyway because I have an unhealthy obsession with really like Mythgard:

     

  • For Mythics? I believe so, at 20 packs. Can't find where I saw that though.

  • I've updated the post with what the High Five quest is: "it's a 1200 coin quest that reads "win 5 matches", that you have 12 hours to complete. You can also complete it in PvE, which is recommended."

  • Here's one.

    Edit: fixed link. 

    In reply to Which Mytic?
  • Look up some crafting guides on YouTube. Here's one.

    Best advice: find a deck you enjoy playing and craft a card that fits in it, but that's also pretty general use.

    In reply to Which Mytic?
  • 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, 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 quantityNo. of Pack
    2.993002
    9.991.2008
    19.992.55017
    49.996.60044
    99.9914.10094

    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 RarityMaking cost (Regular)Return on Unmake (Regular)Prestige upgradeMaking cost (Prestige)Return on Unmake (Prestige)
    Bronze501010040050
    Silver10020200600100
    Gold5001006002000500
    Mythic2400600120048002400

    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! 

  • 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:

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

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

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

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


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

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


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


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

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

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



    And that's a wrap! Thanks for reading!