Hey, folks! Got a treat for you! Rhino Games was kind enough to offer us a sneak peek at the upcoming Rings of Immortality expansion with an exclusive card! But first, let's talk about Aztlan, the Yellow faction of the game.
Megacorp Madness
Magpyre Corporation: A global mega-corp that earns it's living from dealing pharmaceuticals and weaponry. It has exploited the wildlife of the American jungles for its own good for a long time now and has become a powerful player in the world of Mythgard. Most of their forces are made up of heavily armoured soldiers, humans spliced with animal DNA, remote-controlled drones, and assault vehicles in the form of space crafts.
Like any corporation that achieved a near-monopoly in its field, Magpyre wants control, and this is what the Aztlan color excels at. Most of its Minions have more health than they have strength, their Enchantments and Artifacts are focused on strengthening their minions using buffs, and they have a high abundance of Spells that heal you directly.
With all that in mind, let's take a look at Magpyre's latest experiment.
With Great Power Comes Freat Fragility - EXCLUSIVE CARD REVEAL
Pretty good, right? Fragile 1 means the minion you cast this spell on will take 1 extra damage from all sources, but you get a permanent auto-buffer in exchange.
Before I get into how you can use this card on your own minions, I want to talk about casting it on an enemy. The card isn't limited to friendly minions, so if there's an enemy in your way that you would leave at 1 health, you can cast this on it and finish the job. It can also be casted on minions with Warded, which can't be damaged by spells. If you're also playing Purple, there's a new card this expansion that synergizes well with this one.
Cast Steroid Drip on a minion, and Born in Cruelty will instantly destroy it because of the Fragile 1.
Ok, but what's the best way to to use this card on your own minions? Well, the biggest downside of Steroid Drip is obviously the Fragile 1, so you'd likely want to cast it on a minion that mitigates that. A good candidate is a minion with Armor:
If Fragile increases the amount of damage a minion takes, Armor reduces it. A minion with equals amounts of Armor and Fragile will act as a minion that has neither most of the time. The most because there are minions with Piercing, which ignore Armor, so a Fragile minion will still take the extra damage in this case.
Another way to combat the Fragile is with Regen:
A minion with Regen 2 will restore 2 of its health at the end of its turn. It's not as effective as Armor, especially during your opponent's turn, but it can help combat some of that extra damage your minions would take.
A more unorthodox application would be to cast Steroid Drip on a minion that's already Fragile, like this one:
You're probably thinking "Oh, come on! Poor guy is already falling apart, and you want to make it even more vulnerable?". But here's the thing: keywords in Mythgard DON'T STACK! If you have a minion with Armor 3, and you give it Armor 2 using some effect, it won't have Armor 5. It will pick the higher value, and use that, in this case, Armor 3. So, going back to Jotun Shatterfist, it'll still stay on Fragile 1 while gaining the buff from Steroid Drip at the end of the turn.
Another great contender for this card is Yahui:
His special ability completely negates the attack, making him a perfect target for Steroid Drip. What's more, they're both in the same color, so you'll see the two in the same deck a fair bit.
But if I think there's one card Rhino wants us to use Steroid Drip with, it's this one:
Duoflex is obviously the character depicted on Steroid Drip. Any buffs he receives at the end of your turn, it'll be doubled by his ability. And that doubling is going to add up real fast. Put Duoflex on an Enchantment that gives it Armor, and it'll be a great force to be reckoned with. Granted, you can't attack the turn you use his ability, but that's a small price to pay for exponential growth.
Thanks, Rhino Games!
Thanks again to Rhino Games for providing us with this card. I hope you enjoyed this reveal, and if you crave more Mythgard, I recently released an article talking about 6 Mechanics I want to see in the game. Rings of Immortality comes out this Friday, and there's still more to talk about with it, so keep an eye on the site.
Comments
Hold on does that exclusive reveal means OOC were the people who got to reveal it? Because if so that's awesome
Yep, exclusive reveal means that we're the ones to show it.
Well my respect for Mythgard and its Devs has doubled then
How is monetization system in Mythgard compared to LoR?
Is it more f2p friendly?
(I don't know anything about Mythgard so sorry if that's an obvious question)
I've been playing F2P since beta and I have all the rares (94%) and mythics (60% so 59 cards) I really wanted.
If you want a comparison with LoR, there I also F2P since beta but I have a complete set and spare jokers for the next launch in October.
Mythgard is a lot more generous than HS but more grindy than LoR, but much closer to the latter on the scale:
(stingy) HS---------------------------------------------------------------------------TESL-----------------------MG--------------LoR (generous)
(TESL is in the middle not because it's not generous but because it has so many cards...)
There are region quests and daily missions which help building your collection, and you can win up to 3 cards a day through victories which is really cool to build that starting set of Co/Unco (and sometimes a Rare or a Mythic: party time!)
I wouldn't say it's more f2p friendly, but I haven't played LoR enough to know that. Still, it's pretty good in that regard, I've only spent like 30 usd on the game (10 for the starter bundle that comes with 20 packs, and another 20 that I've also used on some cosmetics) and I have 100% Commons and Uncommons, 96% Rares and about 36 Mythics. You get 3 Commons, 2 Uncommons and 1 Rare per pack, with a 10% chance of the Rare becoming a Mythic (with duplicate protection on that one), and that chance gradually increases until you open it if you don't open it in 10 packs.
one question: What are the blue arrows for?
Utility action cost. To activate those abilities, you drag the minion towards you and there are 3 symbols you can snap the mouse/finger to. The orange ones serve the same purpose, except you can't do anything else with that minion that turn.
Blue also means it doesn't take the minion's action, so it can be used when it arrives, while orange like attack or move is subject to summoning sickness.