For the time being we will use the guide provided by the official Mythgard
When we will have more time, we will make a new and more advanced guide to the game.
Every card is structured in different parts. At the top you find the casting cost
of the card
and the rarity
. After the artwork you will find the name and the gem
that you gain
when you burn a card
In the textfield are the keywords
followed by the description and the lore of the
card. At the bottom
is the Power and Health if the card is a minion. All cards have tribals in the middle part.
Instead of gaining your mana automatically you have to burn a card each turn. This will give you one mana
and increase you maximal mana
by one and gives you the according gem. These are the resources
you need to play
In the bottom bar of the screen you can see all the resources you have at the moment. On the left side you
have you mana and in the middle
part your gems. Both, mana and gems, get used when you play a card but will be refreshed on the start of
your next turn.
Each card has different costs attached to it. This MÁNI, QUEEN OF TIDES, needs 5 mana and 2 blue and 2 red
gem to be played. Once you have played
it the resources will not be available anymore until your next turn. Some cards don't need any mana or gems
to be played and others will use all
your remaining mana.
All playable cards have a blue border around them to show that you fulfill all the requirements, in other
words have enough resources.
Playing a card
To play a card you either drag it onto a lane where you want to summon that minion or you drag it onto the
battlefield (no specific lane) and then choose
the lane you want to play it.
Some cards like spells
don't need a target, so
dragging them onto the battlefield is enough to
Threatening opposing lanes
A minion that was summoned/created this turn is not able to attack in the same turn. The exception are
minions with the rush
ability. But in your next turn this minion will be able to attack the one of the three opposing lanes. If
there is any enemy minion in one of these lanes,
your minion is only able to attack said minion. Some keywords are exceptions for this rule, like
||The minion is able to attack one of the threatened lanes, ignoring defender and lurker
||The enemy minion has to attack this minion before it can attack other minions that are threatened.
||A minion with lurker cannot be attack as long as there are other minions in the threatened lanes of
an enemy minion.
To attack just drag your minion to the lane you want to attack. The game will show you which lanes or
minions you can attack. If you attack an
empty lane you will attack your opponent directly.
In Mythgard your minions have the ability to move on the battlefield. Just drag it onto one of the adjacent
lanes. This minion will not be
able to attack anymore this turn. But some keywords behave a little bit different.
||The minion is not able to move at all. Is considered a downside.
||A minion with swift has to actions per turn. So it can move and attack
or move twice.
If any minion is one of the threatened lanes, your minion only can attack this lane. So one creature is able
to block up to three enemy minions.
For special keywords check 'Attacking'
In combat damage will be dealt at the same time unless one minion has alpha
. A minions dies when it reaches zero health.
There are many keywords that change how much damage a minion takes or deals.
||A minion with slayer deals X more damage
in creature combat.
||The minion takes X more damage.
||The minion will deal X more damage to the opposite lane. Works with
minions and the player.
||The damage taken is reduced by x
The keywords can negate each other. If a minion with slayer 1
attacks a minion
with armor 1
it's like non of the minions had any keyword.
Enchantments are lane improvements which have benefits for the player or minion if it is occupied. To occupy
an enchantment there just needs to be
a minion in the same lane as the enchantment. There can only be one enchantment in every lane.
Abilities are enableable effects of a minion. Most of them have some sort of cost to be activated. If an
ability requires an 'action' you can only
do it once per turn, unless you give this creature more actions.
Other than actions most abilities cost either mana or energy.
Spells are cards that usually have an immediate effect. They don't have any power or health but still have
Artifacts either provide a passive effect over course of the game or have some abilities
which could be activated.
You can have a total of 5 artifacts at the time. If you play 6 artifacts you have to choose one which will