Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think 900 coins per pack is more reasonable than 1200.
you can also earn 3 cards per day from any type pve or pvp match, and by winning 9 pve draft games in a row you can earn credit towards a weekly 'chest' reward.
at least in this game, compared to some other card games, each pack tends to have pretty decent cards, including rare or mythic.
also winning a game vs. AI has a 10% chance of getting a token for the weekly chest, winning against a player has a 25 chance to win a token.. if you have 5 tokens you can open the weekly chest which always will also have coins....
the 3 cards you can win each day were already mentioned just like the guaranteed chest token for winning a gauntlet or arena (pve and pvp draft modes). when it comes to gauntlet be aware that once you are in gauntlet 3 your run ends after losing 1 game.. so you need a 100% winrate to actually win the token.. it also feels like - i dont know if it is true - that the 10% chance to win a token after winning a match does not exist in gauntlet.. so grinding the PVE brawl instead of doing gauntlets might be more effective unless you are sure you can get your 9 wins or prefer to play PVP anyways
That said though, i think the mythic density is pretty high and since there aren't that many cards to collect yet, it feels fair. If not a bit slow.
Also: i think wildcards are too restrictive. It is nice to see that there is dust (or whatever) to craft cards AND that there are wild cards, but right now, the latter just feels bad. "Wow! It took me forever to get this much maat to get a mythic rare wildcard. But now i can finally... oh, it's of the wrong color..."
So far, most of the reviews for this game seem to rave about how good the gameplay is. It looks like it might be the best game of its type currently available. My question, as it always is with F2P games, is how much am I actually going to have to spend?
As I understand it, you can grind for everything in the game, but you may be at a big disadvantage to people you spend a lot of money right of the bat, and have a bunch of mythic cards. I found a couple of reddit posts that talk about micro transactions in the game:
https://www.reddit.com/r/mythgard/comments/b5bp35/lets_talk_about_acquiring_cards_with_cash/
https://www.reddit.com/r/mythgard/comments/av30gg/questionable_decision/
In the first post the player talks about spending $50, and still not having enough cards to build a decent deck. In the second post the Devs themselves describe Mythgard as a “Loot Box” game where the player can buy boosters with “random content”.
Now I don’t mind spending some money on a game I like. I have been enjoying Faeria quite a bit, and have bought the DLC’s as they have been released. What I like about that system is that when Faeria releases a new batch of cards you get ALL the cards in the DLC pack, one price gets everything, and you know exactly what you are getting & spending. (and you can even pick up the DLC’s at a discount during a Steam sale.)
I guess that what it comes down to is if I spend $10 on a starting pack, or say 20 or 30 dollars to start off, how long will it take me to earn enough cards to be able to play the game and enjoy it when competing against other people who have spent a lot of money right at the start.
In Faeria, earning new cards was not really a “grind” because the game was fun to play, and the cards fell very quickly (you could get something like 5 or 6 cards everyday just for logging into the game). I hope that this is the case for Mythgard as well since it looks like a great game.
Yes, the value of an average pack feels low because you're not getting showered in commons/uncommons, but we're dealing with 40 card decks and a cap of 2 rare/1 legendary per unique card. Giving one rare with a small chance of upgrade is the norm these days, and there's a not-insignificant chance of cracking a full card art in that slot. I've already gotten rid of one full art legendary and one full art rare, and that's given me a decent start to Constructed.
Basically I'm cool with the lower Limited rewards/overlay, because the risk/cost to Limited is also far lower. It encourages grinding, which I tend to like, especially if its in the mode I prefer to play anyway.
I did pick a fairly poor Constructed archetype to start with, but before long I'll be able to pivot to something better, and my winrate is still positive at high Bronze.
Faeria's model doesn't work for me, because it assumes that you are a full paying player. Good luck having fun as a F2P in a world where most of your opponents have a full collection. And because its not inviting to F2P, there's not much of a playerbase. I don't mind paying for product, but I'm not going to do it for a game that is predictably dead.
I already said above that i hope that this games f2p economy doesn't ruin it, because i think it's amazing so far. Usually games give you enough free content to build (or somewhat close to build) one deck you desire. No matter if you want to stick with it or not, at least you got to play whatever you want. The problem with mythguard is that, if you craft one deck you really want, you cover a lot of the cardpool already. So if they gave that to you for free, it might be a bit too much.
Still, as it stands i think it's a bit too slow, but i only played for a week now, so i can't really judge it just yet, only describe how it feels like. But back to the question at hand: "How long will it take me to enjoy the game". And that's the big thing here. It doesn't. The game is fun, immediatly. Bronze and Silver cards cover the basis of so many decks, and you can create something decent without mythics or golds right from the start. Does it sometimes suck to lose to a single mythic card? Sure, but since 1. they're only singles 2. there aren't that many 3. that kinda happens in every CCG, it's not really a big deal. Most of the time it's actually your inexperience on why you lost to that card, rather than the card itself.
We'll see how things go once a few weeks pass. And then again once the cardpool gets expanded.
As an edit here: i was not able to create the deck i wanted, because i kept ALL cards but the duplicates. So obviously i will have little to work with when it comes to crafting.
Am I missing anything here? I did the math and the mythril - coins - ratio is the same (1:8) no matter if I buy into a draft or card packs.
This is for ONE DECK, mind you, and my opinion on the deck and cards' values will change over time, meaning I'll eventually want cards I don't want now. But I'll let you know. And I'll tell everyone the deck, if you're curious.
Eternal made those midrange decks pay a price by not giving most of them high-end board clears, forcing them to win the board control war with combat much of the time, which let control/combo prey on them if they hedged too hard towards the early game. Here its basically free, since most colors have easy access to clears but not access to card-efficient Aggro tools, and you can burn those clears in other matchups. Sandstorm Titan may have been a house, but the Aggro player could plan around having six burst damage while the control deck didn't really care about a single vanilla 5/6. The low mana drops here simply cannot play around the likes of Blight 3 wrath, 5-damage wrath, or often even a 2-damage wrath stapled onto a 5-mana 4/4 body.
And just like in Eternal, guess what rarities the effective 5+ mana cards tend to be in? That's right, the ones that you get one of per card pack. Meanwhile, the commons/uncommons that tend to point players towards some sort of Aggro Tribal deck (Red Deck Wins/Rush, Canine, Token, etc) are entirely misleading and non-viable outside of facing other new players.
I feel like Limited is fairly well balanced and there are enough hard removal options at lower rarities to deal with bombs, but it doesn't translate at all into high-rarity centric Constructed. I have little reason to care about my collection at this time.
I got a mythic I wanted! (Waystone Garden) Woot!