I've been playing a ton of Mythgard lately. I'm a CCG fiend and have tried tons of them, but generally only found MTG:A and Hearthstone to be complete experiences.
Mythgard takes the speed of game and clear turn breaks of Hearthstone and combines it with the deeper, richer deckbuilding metagame of Magic. At a really high level, there are six colors of cards. Every card can either be played, or sacrificed to stockpile in your mana pool. The mana system works fairly similarly to what Hex had. Then you have a lane based combat system like many other games that allows for quicker games that pass control between players less frequently, keeping the game moving if you're on mobile. It's got lots of familiar concepts like Defender (must be attacked, can't attack); Alpha Strike (deal combat damage first); Regen; Armor; etc. To add some extra flavor, each deck also chooses a path and a power. Paths are high level deck thematic, things like reanimating cards more easily or alternating turns to receive boons or disadvantages. Powers are more like the Hearthstone class powers, pay some mana to do a thing, but they're not locked by archetype. You can put as many colors as you want in a deck, but of course you have to sacrifice cards of a specific color to later play cards of that color, so rarely do you see decks that go beyond 2 color plus a splash.
The game can be played on Steam, on mobile, or just in the web browser version of the client. (Sidenote: The game i sin open beta. A patch on October 25 updated the game engine which caused some Steam problems. The game is playable on mobile or at
https://www.mythgardgame.com and will be fixed on Steam shortly).
The meta seems pretty decent so far, with a variety of aggro, midrange and control decks seeing play. Aggro is the most common in the ladder, obviously, since it can be cheap to build and fast to play, but all archetypes tend to see wins in tournaments.
There is a single player game which introduces you to the game concepts and gives out some free stuff, while also introducing you to the lore. The general lore and theme of the game is that of a futuristic Cyberpunk city where various mythological pantheons compete for territory. The blood of gods seems to be an important resource, though the lore hasn't gone that far yet. Each of the card colors falls into these categories as well:
Spoilered for Length:
Red (Orboros) - Greek gods, nearly obliterated, mixed bloodlines with demons for survival, becoming first vampires. Aggressive color with a lot of good combat abilities (rush, agile, frenzy, alpha strike). uses player life as resource (ichor feast, crimson pact), replenishing it with lifetap and extract life. Demonic pact allowed demons into the world. Muses are the remaining "untainted" deities. Percy brings hope. Her childhood memories are manifested in the color as well in the form of Minitaur, Chloe Sunshine, Mr. Snuggles.
Blue (Norden) - Descendants of Norse gods, individualistic and freedom-loving, respectful of nature. Midrange color, with balanced minions. Smaller minions band and aid one another while bigger ones are individually heavy hitters. Common keywords are overrun and regen. Blue is enchantment-focused (Singing Stones, Earthslide, Bragi). It also has some decent direct damage in the form of elemental cold and lightning (Bolt from the Blue, Ice Spike, Thunderclap).
Yellow (Aztlan) - Dominated by the Magpyre Corporation, a global mega-corporation doing business in pharmaceuticals and arms. Magpyre has long exploited the native jungles and indiginous species of the Americas to bring bleeding edge technology to the world. It's a long-range, defensive, color, focused on growing, buffing, and augmenting its minions (Ollama Ring, Godspore Mushroom, Incubation Chamber) as well as undermining opponents (blight). Yellow has good non-lifetap life gain options and its minions often have more health than strength as well as other defensive abilities (armor, defender, Yahui's damage clamp, Riot Guard's Stun, etc).
Green (Dreni) - The iron fist of a totalitarian military state maintains tight control over the bulk of Eastern Europe and Russia. Young girls who show magical potential are drafted into the Ved'ma - a military corps of sorceresses practicing an algorithmic auto-magic. Young boys with the right genetics are conscripted into the Volkov - an elite company of werewolf shock troopers. Green tends to be a "tricks" or manipulation focused color (Traitorous Murmur, Marching Orders, Rewind Hex, Double Think) and is spell-focused (Sablewing Zira, Bela, Spellflux Cauldron). Finally, Green uses its boneyard as a resource (Wake the Bones, Raid the Tombs, Boneyard Abomination, Hopeless Necromantic, Born Again, etc).
Orange (Parsa) - Perhaps the oldest civilization, and one of the largest and most influential empires, Parsa is ruled by a nearly immortal god-empress who simultaneously inhabits and controls innumerable golems, allowing her to be everywhere at once. The humans of this land long ago enslaved and suborned most of their native deific entities to their service, enabling them to maintain their power throughout history
Purple (Not sure of name) - Purple as a faction and color was added recently. The lore is broadly Japanese mythology. I don't have a good write up for it yet, but the gameplay focuses on buffing up some huge monsters with perks, supported by lots of weaker minions that don't want to be attacked.
Lastly: This game is Freemium. How free is it? So free.
You can only have one of a mythic, two of a rare, three of an uncommon, and four of a common in your deck.
The game loads you up with a ton of free stuff when you start. They've just added a faction loyalty system where you can take it in turn to pledge loyalty to each faction to unlock goodies for it. For halloween they handed out treat codes which gave 10 packs and a ton of wilds each. Packs often have wild cards in them, which can be used to craft specific cards. The game also has dusting and crafting.
There is a free draft system vs AI similar to the Hearthstone gauntlet (don't keep your cards) that's great for knocking out a few quick games without a ton of challenge (though perfect runs are tough) that will help you get your free 3 daily cards and complete missions (every 1.5 days worth of missions or so you can buy another pack). The rewards for the AI gauntlet are not great otherwise, but I enjoy it when I just want to knock a couple games out.
There's also a free draft system vs players under the same concept. If you play all 9 games out (rather than dropping out after losses) you can do this game mode once a day. It isn't favored by established players because constructed has better rewards, but it's still fun for trying out lots of decks.
In constructed, you're given a rotating sampling of meta (and not so meta) decks that you can try out if you haven't built your own deck yet. This is a great thing to do while deciding which first deck to build. By the end of a week of regular play, as a free player, you will be able to build a deck without spending any money to climb the ladder. You can also buy the $10 starter pack and call it there and get started before the end of the week.
There's also a 2v2 constructed game mode. This is really popular, but I honestly haven't tried it much because I hear it's way better with a friend rather than queuing solo for a PUG.
And lastly, this is a pretty decent site for looking at decks and articles:
https://www.mythgardhub.com
What is this I don't even.
Posts
My deck is a variation of the Norse/Greek midtempo deck. I'm missing a couple mythics still so I spotted some aggro cards in to make up for it, which is mostly working except when I get matched up against a strong control deck.
Really nice to be able to do Arena and Gauntlet simultaneously.
Seems like there's some orange and purple minions that are immune to retaliatory damage when they attack, and if you can put them on the field and buff the crap out of them you've pretty much won. My arena deck has both flavors of them so we'll see how far I go with it.
"To help celebrate Halloween, you can now collect our new spooky card trim by entering code “FOXFIRE” under the store tab in-game. Shout out to community member Foxfire_kadrpg for creating this amazing axolotl!"
There's also some kind of 2v2 event going on. Destroy 113 minions and earn a pumpkin man card back.
Thing I didn't realize at first: you can check your partner's hand by clicking on their hand size icon.
Blue has a similar mission to play Valkyries. That was a bit rough, because the Valkyries build an awesome tribal deck, but honestly it's not particularly meta. I had to really reach to put something together that worked.
Then I realized what you should really do if you want to be goofy is just do the constructed PvE mode for that stuff. The opponents are easier and you won't hurt your ranking at all. Casual pvp works as well, though I think you'll sometimes face stiffer opponents.
The deck that came in 2nd place this weekend in the community tournament was a B/R rush deck that used lane enchantments pretty heavily. Check out the list, it might give you some ideas!
https://mythgardhub.com/event?id=3
Yellow, Green, and Orange have your crazy late-game bombs that control decks love to play with. Most of the control decks are playing these colors.
Green has tons of graveyard recursion, so there is a pillar of the meta that involves recurring big green creatures out of the graveyard.
There are your standard aggro rush decks, most of which are running red. The red decks also have a soft combo kill with the minion that gives everything rush + the demon summoning spell.
So far it looks like if you're trying to play a competitive deck, you're doing one of these things:
I have seen some enchantment based decks floating around, but I have no idea how competitive they are when your opponents are doing things like dropping a 8+ power overrun minion every turn for 3 turns.
It's strange to me that Valkyries aren't seen as very good, because I think they're really undercosted for their value. A Valkyrie Tough is quite the monster for 2 mana!
Red plus blue gives you a ton of mid game board wipe with heavy hitters. It's great vs aggro, but it's really fading as control decks grow in popularity.
https://outof.cards/mythgard/3339-mythgard-has-officially-entered-maintenance-mode-no-more-large-content-updates-planned-seasonal-tournament-continues
In an economy absolutely glutted with card games that only had room for a few contenders at the top, Mythgard didn't manage to make it big. But I think it was actually a strong lane management game with a great theme, cool art, and solid mobile play. I can see why it never quite made it, but I know I at least would play it now and then when the mood struck. Best of luck to the dev team on their next efforts whatever those are.
So... yeah.
Man, I really wanted to see the story, it was kinda cool but never expanded on.
I did not see
this card game that had
a Norseman with a guitar
a Norseman with a guitar
until it was gone. :bigfrown:
I'm just so done with CCGs.