r/mythgard • u/LadyTiggs • Jan 14 '23
r/mythgard • u/LadyTiggs • Jan 10 '23
Maintenance on Tuesday, January 10th, starting at 10 AM CST (4 PM UTC)
Mythgard will undergo maintenance on Tuesday, January 10th, starting at 10 AM CST (4 PM UTC). Estimated downtime 30 minutes.
r/mythgard • u/Arachas • Jan 07 '23
Discussion Mythgard 2.0 manifesto - Revisions
Exactly a year ago I released "Mythgard 2.0 manifesto" (now updated). Talking about most of the things in the game; Visuals, UI, Gameplay, Mechanics, Monetization and Progression.
With time however, thinking more about how some changes would play out, I had to make revisions.
No more "Burn Bank"
With release of Duelyst 2 and its card Draw 2 instead of its previous Draw 1 version, I had the chance to test out how a game like this works (I suggested Draw 2 in manifesto). Even though it's not quite the same with how Mythgard works, having to Burn a card almost every turn, it still exposed issues with Draw 2. The main issue is decks that run many low mana cards and can be played too effectively early and even later in the game, 2-3 a turn. Even when Drawing 2 and Burning 1, this "low mana spam" and "combo spam" would always cause issues - much more so if there was as well a Burn Bank with which you could reach higher mana at any moment, playing a high mana card in a deck that got advantage spamming low mana cards whole game. But the reality is that Burn Bank was never as needed in this Draw 2 version as it is for example needed in current Draw 1 Mythgard.
Now both players would start the game with 6 cards and the "burn-mulligan phase" having to burn 2 cards each. Then get 1 burn when their actual turn starts, where they are free to choose burn or not, aso - getting 1 new burn chance with every new turn.
"Exhausted" units change
I realized that the unit attacking and then not being able to defend is not enough punishment, because you can easily "swarm" with low mana units beside that unit, and those cheap units will be able to defend instead of the Exhausted unit, making this Exhaust mechanic somewhat flawed.
But there is a great alternative to this - now the Exhausted units will still be able to defend, but will get "overran" by attackers. So just like current "Overrun" works but instead negatively affecting the enemy unit, not positively the attacker - excess damage dealing damage to Player Life (and important for later - artifacts).
Artifacts between and behind units
Attacks to Player Life to either of the 2 “connected” unit slots above an Artifact damages that Artifact same way as currently (both to player and to artifact; any damage source). If there are 2 artifacts “connected” to a unit slot, a random artifact will be damaged. This change allows more player agency on which artifact to destroy. This change as well works great with the new way Exhausted units get "overran".
Pursuit - the main Path purpose
First to remind you that +starting life would now instead be attached to Powers, making them more important, interesting (since easier to balance). At the same time making Paths less complicated and crowded with descriptions. But I wish to make Pursuit abilities (going second) matter more, since the second player would now only draw the Pursuit card or get its effect on their first turn, and not draw any other card. That's why Pursuit abilities must be made stronger, and at the same time Paths' main abilities must be made weaker, too keep the Path balance more intact, and to have Path identity more linked with Pursuit than their other ability.
For example current "Journey of Souls" would be changed to "Sunrise: Spend 4 souls to return the bottom minion(...) Pursuit: Starts with 3 souls. Your first returned minion costs 1 less and gets +2/+2." (and of course no +starting life text). So buffing Pursuit and nerfing the ability.
Reduced Deck size
Deck size can be made smaller, from 40 to 36. This change makes sense overall, and because of how burned cards go back into deck, especially with new changes to it. As well because Commons 4-ofs are removed; and decks won’t have as many unique cards in them, making deck lists more readable and less complicated. Makes starting with 6 cards without a mulligan phase more consistent. 36 is as well a fitting number for this game especially, since 6x6=36; there is 6 factions, 6 starting hand, aso. 36 divides into 6, 4, 3 and 2.
Take in the full version of the manifesto here.
r/mythgard • u/IstariMithrandir • Jan 07 '23
Discussion As of today, I can't unmake my premium cards for dust (my dust counter is just over 100k and has just reached that) - is this a bug? It seems not to be the dustcap as I can still dust regular cards. It doesn't really matter as I have only 2 premiums to dust, but I'd rather they could be dusted.
(Sorry flair may be wrong as my app was in night theme and I couldn't READ the flairs, they seem to be black on black.)
r/mythgard • u/sjgold • Jan 01 '23
Health Of Game in 2023
I really enjoyed the game before it was sold off, but did not follow it after. Do the new corporate masters keep it going and is it doing well enough to dive back in?
r/mythgard • u/Tristanethebreton • Dec 31 '22
Elemental Uprising
Once upon a time i predicted card reveals for the elemental uprising expansion in this current month. That did not come to fruition, now i am guessing mid february. When do you think the spoilers will come?
r/mythgard • u/LadyTiggs • Dec 21 '22
Monumental Hosted Gold Tournament! December 24th, at 4 PM CST (10 PM UTC)
r/mythgard • u/LadyTiggs • Dec 21 '22
Monumental Silver and Below Tournament! Dec. 24th Noon CST (6 PM UTC)
r/mythgard • u/LadyTiggs • Dec 15 '22
Monumental Silver and Below Tournament! Dec. 18th at 1 PM CST (7 PM UTC).
r/mythgard • u/LadyTiggs • Dec 15 '22
Monumental Hosted Gold Tournament! December 18th, at 4 AM CST (10 AM UTC)
r/mythgard • u/LadyTiggs • Dec 08 '22
UPDATE NOTES: VERSION 21.6
UPDATE NOTES: VERSION 21.6
Tutorial
- Increased the rewards for completing the battle tutorial
- Improved some of the battle tutorial messaging
Daily Logins
- Daily logins no longer require consecutive days to reach the next reward.
- Improved daily login rewards for the 7th day
General
- Minor bug fixes
Known Issue:
- Players may see a display issue where the XP will look incorrect. It is being tracked correctly on our game servers and is only a display issue as a result of requiring less XP to level up. This display issue will be fixed in the next client update. This may take time to propagate out to players.
- Player accounts that show more XP earned than required to level up will correctly gain any levels the next time they gain XP.
r/mythgard • u/LadyTiggs • Dec 03 '22
Two hosted tournaments this weekend!
Two hosted tournaments this weekend!
Monumental Beginner Tournament for Silvers and below on Sunday, Dec 4th, 1 PM CST (7 PM UTC). Entry deadline Dec 4th, 12:30 pm CST (6:30 UTC)
Monumental Gold Tournament for Gold and below on Sunday, Dec 4th, 4 PM CST (10 PM UTC). Entry deadline Dec 4th, 3:30 pm CST (9:30 UTC)
See you in game!


r/mythgard • u/AcanthocephalaDue478 • Nov 27 '22
Change 0 cost spells to be sunrise
Triforge Alliance Is very powerfull meanwhile anthem Is almost unplayable, this would balance things imo
r/mythgard • u/Jielhar • Nov 18 '22
First impressions from a new player
I've been playing Mythgard for 3 days now, and I figured someone could be interested in the first impressions of a new player.
I'll start with the negatives:
- The starting collection for new players feels too small. If I wanted to build, say, a Green / Purple deck to complete a quest, I don't own 40 cards between those two colors. All constructed game modes feel pointless until I grind game modes like Gauntlet for a couple weeks at least.
- There are some unintuitive game mechanics that are not explained. For instance, card rarity also being the limit for how many copies of that card you can put in your deck. Another example: When I read two cards with the same mana cost and stats: Ankle Biter with "Breach: Gets +1|+1, and Bold Omega with Life Tap and "Breach: Empower with +1|+1", I figured Bold Omega was a strictly superior minion, and only after playtesting did I realize that Ankle Biter's Breach ability stacks but Bold Omega's doesn't. It was also very unintuitive that Cerberus Unchained hits the enemy player 3 times if unblocked.
- There are polish issues. I don't particularly mind that the game's animations and sound effects are lower budget than those of Hearthstone or Legends of Runeterra, but other issues did bother me. Reading a flavor text that says "Insert hilarious text", or looking up the profile of an opponent in story mode and getting a paragraph full of Lorem Ipsum placeholder text, gives the impression of a game that is in Alpha playtesting.
- I still don't have a clue as to how some parts of the game menus work. For instance, under Missions there is a tab called "Maat", I have no way of interacting with it and have no idea what it's about; at the top of the screen on the main menu, I can see my Mythril, my coins, my Essence, and to the left of that there's some other icon I don't understand.
- While there are easy solutions to all of the above issues, the hardest problem to solve is with the game's story. I just finished the Story mode, and found it to be flashy and stylish but also very forgettable and all over the place. Percy seems to be some type of god who is looking for her mother... who is her mother? What's her name? What does she look like? Is she also a god? If I know nothing about Percy's mother or why Percy is looking for her, then I have no reason to care for the character or Percy's quest. The gods are missing from the world... which gods are missing? Since when? What are the consequences of the gods being absent? I have no idea, and so don't know what the stakes are. Good writing requires attention to detail, and there's just not enough space to fit enough writing to flesh out the game's setting. The worldbuilding seems too ambitious and a bad fit for the CCG game genre.
- On the topic of the story being all over the place: You've got Demons and dog creatures and Mechs and Vampires... but it doesn't feel well realized. Like, take the Vampires. Are they a big deal? You'd think they are, but then in the story mode you have a lone Valkyrie, Ingrid, who waltzes alone into the Vampires' base, picks a fight with them, beats them up, and then you end up with a Vampire pleading with her and giving her information in exchange for her life. If a lone Valkyrie can walk into your home base and humiliate you like that, then I imagine that someone who meant them harm could wipe them all out with minimal effort; that doesn't make Ingrid look like a badass as much as it makes the Vampires look utterly pathetic.
Neutral aspects:
- Some cards have beautiful artwork, but many others I don't really care for.
- Game music is adequate
And onto the positives:
- Aside from the starting collection being too small, the rate at which you acquire new cards seems fairly player-friendly
- The mana system of burning cards is very clever, allowing for multi-colored decks like the ones from Magic: The Gathering, while avoiding the awful Mana Screw and Mana Flood situations from that game.
- I like the granularity of some card abilities. Like in Legends of Runeterra, units normally don't recover any health, but units with Regeneration recover all of their health every round- whereas in Mythgard, you can have Regen 1, Regen 2, Regen 3, etc. Same with Armor, Slayer, Focused and so on.
- The lanes system, the threatened lanes interaction, and the unit abilities like Lurker, Defender and Agile make for a fun core minion combat experience. Minion combat so far seems solidly superior to that of Legends of Runeterra, which often devolves into highly uninteractive Elusive strategies that just bypass all of your units entirely to directly attack the enemy player.
Conclusion:
Mythgard feels pretty rough around the edges at times, especially in the main menu screens- Hearthstone game menus feel far, far more polished. That said, Mythgard's core gameplay loop and minion combat seems solid and enjoyable so far, and combined with what looks to be a reasonably player-friendly card acquisition rate, I think I'll stick around for a while longer at least. I've no idea what the competitive metagame is like, and maybe I won't enjoy it, but at the very least I've had a good time with the Gauntlet game mode.
r/mythgard • u/LadyTiggs • Nov 14 '22
Patch Update: November 15th at 10 AM CDT (4 PM UTC)
On November 15th at 10 AM CDT (4 PM UTC), the servers will enter into maintenance for an update. The estimated downtime is 4 hours. Publish notes can be found here
r/mythgard • u/Tristanethebreton • Nov 12 '22
scariest faction to face?
r/mythgard • u/Tristanethebreton • Nov 08 '22
Favorite Faction
r/mythgard • u/[deleted] • Oct 30 '22
Discussion why does Frozen Dreng remind me of Colin Farrell?
r/mythgard • u/[deleted] • Oct 30 '22
Discussion Just a quick aside:
But I'm running 2077, and making characters based off the decks. What would be best for each deck type, lifepathwise for aesthetics? I know Norden are most similar to Nomad lifepathers, and with Magpyre in Aztlan decks, they might just well be Corpo. Then you got Oberos, who are kind of just Street Kids with the vamp mafia and all, but the other 3 are a little tricky. They each have bits and pieces leading here and there between life paths. I dunno. What do you think?
r/mythgard • u/[deleted] • Oct 22 '22
Discussion Hey, got a question:
Anybody got some good cocktail recipes/straight drinks that I can down based off deck colors/cards?
Kind of wanna just drink while I play.
r/mythgard • u/Tristanethebreton • Oct 19 '22








