Mythgard is bran new Strategy game. In this article, you will get a Mythgard guide and tips.
Mythgard is one Strategy based CCG game. In which you will get more than 400 plus cards inbuild game. Also, a game providing Enchant the unique battlefield which makes it more unique and attractive. You will get a story-based game playing in this game. So players who like to play the story-based game they definitely like this game.
In this guide, you will get basic rules of Mythgard game, the board, type of all cards and the best way to getting mana in the game. So get check out our Mythgard Beginner’s Guide and tips.
Basic of Mythgard
Your main objective in the Mythguard is to bring your opponent’s life total to zero or less. You have to need to secure your victory unlocking rewards, prizes and other goodies on your journey. In order to lock down those wins, you’ll need to pilot a cohesive deck against a plethora of strategies all vying for their own glory.
The game board is where the action happens. This is where your minions and enchantments will reside trading blows and doing battle chipping away at each other’s health totals.
Your health total is located at the bottom left of the screen while your opponent’s health total is on the top right.
The battlefield is split into seven lanes. These lanes will be populated by minions and enchantments and play an integral part in strategizing your path to victory. Your hand of accessible cards is located on the bottom of the screen and your mana pool is located on the bar below your hand.
To the left of the bar – representing your crystal pool is your total mana Bank. It keeps track of how much total mana you have left to spend on the cards in your hand or the abilities on the board. To the right is your power a unique ability you can use once per turn for a cost of two mana.
Keeping control of the battlefield while carefully planning your cards and resources is a great skill to develop to be successful in Mythguard.
Type of Cards
With the gameboard understood, it is important to understand the weapons at your disposal the cards you’ll be playing. There are four types of cards you can play in Mythgard. Each lending their abilities and powers to form a synergistic deck under your command. Minions, artifacts, Electric spells and enchantments.
Each card has its total cost located at the top left including any special gem requirements in order to play it. The rarity of the card is located on the top right – which directly affects how many of that card can be put in the deck.
Type of Rarity Cards
- Bronze – Common: Limit of 4 copies in a deck.
- Silver – Uncommon: Limit of 3 Copies in a Deck.
- Gold – Rare: Limit of 2 Copies in a Deck.
- Diamond – Mythic Rare: Limit of 1 Copy in a Deck.
Minions form the backbone of the gameplay. They deploy to the battlefield attack, defend and employ special abilities on route to winning the game. They are responsible for the lion’s share of the damage dealt with your opponent the attack value. Health total is on the bottom left and the bottom right of the card respectively.
The game text is featured below the card art and any tribal affiliation is located at the bottom of the card. Chapman is a special effect that is placed on a specific Lane it alters the way minions interact with one another. Thier effects are permanent unless otherwise removed or stated.
an artifact is a card that enhances an element of gameplay. Each artifact has a durability rating that diminishes upon you losing Life Points. When the durability is zero the artifact is destroyed.
Spells are cards that have temporary effects on the game. They are single-use and are discarded to the boneyard upon use. A good array of spells are vital in supporting your minion army.
Guide To Play The Mythgard game
You begin with 7 cards and 0 mana. In order to enlarge apply with, you have to burn a card that is you are shuffling it into your deck. Also, gaining access to the mana of the gem color of the card that you burned.
Careful planning of what mana you’ll need to pay for your cards is crucial. When starting your first game, be sure to look at your starting hand playing on the curve, that is playing a card every turn that maximizes your mana available is usually ideal to keeping up with or staying ahead of your opponent.
Upon playing your first minion, it will not be able to attack or move right away. It has what is often referred to as summoning sickness and can only attack the next turn. It can, however, block if necessary.
When a minion attacks it can reach the three lanes directly in front of it. If a minion blocks it, you must attack and defeat the minion before being able to attack your opponent directly. The unblocked minion attack will result in a loss of life total equal to the damage dealt. As the game progresses, you’ll unlock more mana summon, more minions cast, more spells an inch closer to glorious victory or fiery defeat. Either way, you’ll gain valuable experience and get better with each game played.
Mouthguards gameplay features a myriad of keywords that empower or otherwise weaken the minions on the battlefield. These keywords add layers to how minions interact and otherwise affect the game state.
Here are all the keywords that you need to know when going into battle on Mythgard.
The minion with the alpha strike will deal its damage before the opposing minion will, if a minion dies before it can deal damage then that minion damage is nullified and never occurs. Should both minions have alpha strike damaged is resolved simultaneously as it normally would.
Having the Swift keyword grants your minion an additional action. The minion can move twice or move and attack in any order.
If a minion has fragile, it will incur additional damage equal to the fragile number it is holding. Fragile three means that a minion takes three extra damage every time it takes any damage at all.
A minion with rush is able to execute an action on the same turn that it is deployed to the battlefield. In short, it can attack the same turn it is played.
If a minion has the lurker keyword it becomes more elusive to target in an attack. In order for a lurker to be targeted all other legal non-lurker minions must be targeted by an attacker first.
When a minion with breach successfully deals damage to a player’s health total, it will activate the breach ability granting a bonus effect.
A minion with the teleport ability is able to use an action to move to any vacant lane on the board.
Defender minions who are defenders are unable to attack. However, they also act as the first lines of defense against opposing attacked. The opponent must first attack and defeat a defender before being able to attack other units.
when dealing with damage to an opposing minion, the overrun keyword grants your minion the ability to assign any excess damage to the opposing player’s health total.
Suppressing a minion removes its game text and any additional modifications that have received furthermore that minion will not be able to receive any future buffs.
When a minion with the awakened keyword is played, it will immediately activate the ability associated with it the awakened ability occurs, when the minion hits the battlefield.
When a minion is destroyed any demise effects will then take place it is an ability that occurs upon losing a minion from the battlefield.
A minion with the regen buff will recover health at the end of a turn equal to the region number associated with it. If it has regen – it will heal four to health at turns end.
The minion who is in mobile is stuck to whatever Lane they are currently residing in and they cannot use their own move ability to move.
The minion bearing armor will reduce the amount of damage taken by their armor. A minion with two armor will reduce each instance of damage by two when it’s resolving.
The blight is an effect placed upon units that occur at the beginning of each turn giving minions affected by it – X – X where X is the blight number.
When a minion is stunned is unable to attack move or activate any of its abilities.
When a minion has a slayer, it will deal extra damage equal to the Slayer number. Specifically, two minions, it is in combat with.
The agile minion ignores attacking restrictions allowing it to choose which Lane it’s going to assign its attack to.
When a minion with life tap deals damage, you will receive a boost to your own health total equal to the amount of damage given.
If a minion is focused, it will deal additional damage equal to the focused number two minions that are directly opposite them on the lanes.
theEphemeralkeyword is banished when it leaves play put in the boneyard or back into your deck, in other words, it is placed out of play and out of existence.
The warded minion can only be damaged while in combat any non-combat damage will be ignored by the warded minion.
The deadly keyword which means that any damage dealt by this minion becomes fatal damage destroying the opposing minion.
The minion that has frenzy will be able to attack twice.
The minion with blasts will deal damage equal to the blasting number to adjacent minions. This damage is considered non-combat damage.
The piercing is an attribute that allows a minion to ignore an opponent’s armor modifiers when dealing with damage.