Patch 0.15.3 is primarily a bug-fix patch. The major content change is that Purple cards are moving to Core and Q-mode will be disabled. UI polish is ongoing.
We’re moving ever-closer to Beta and the account wipe! Your assistance in getting the game into the best possible shape is greatly appreciated - we’re incredibly grateful for all of the great bug reports and suggestions that have been submitted in the last few weeks.
Features & Bug Fixes
Patch Notes v0.15.2
This patch, on Mythgard™ - The players have sent us their energy (or their decks at any rate), giving us all a dose of strategic variety through the featured deck system! In addition to accessing two rotating slots of community deckbuilding goodness, tinker with the latest tuning changes confidently thanks to a revamped action system that’s got your backend.
Features & Bug Fixes
Known Issues
Paths & Powers/Tuning
Fires of Creation
Splitting the names up should help a bit against Seal of Exile.
Impel
Infuse
Journey of Souls
Rainbow’s End
Cards/Tuning
Baku Bogeyman
Black Cadejo
Bob “Banzai” Vaquero
Brising Necklace
Carny Lug
Dashing Ringmaster
Dissonant Drone
Dora
Fey Plagiarist
Fleeting Thunderbird
Gamayun
Not actually a change in functionality, now that we’ve got non-energy minions using utility actions, the card text is just a bit cleaner.
Garden of Iriy
Ghūl
Grandma Meng’s Tea House
Hungry Ghost
Imperfect Copy (Vessel)
Jaunt
Lamp of Wonders
Lavish Proxy
Master of Shadows
Orbital Jamming Satellite
Peach of Life
Pentacle of Flavors
Racer in Shadow
Reincarnation
Rogue Vocaloid
Shinobi of Fire
Shinobi of Smoke
Shinobi of Wind
Shopworn Bull
Stairway to Hades
Stratagem Thirty-Six
Temptation
The Fast Lane
To Heaven and Back
White Cadejo
Action System
The action system has been revised. In general, things work like they did before but additional actions interact in more intuitive ways. The most noticeable changes include: the removal of all ‘restore action’ effects (these have been replaced in all cases with ‘grant action’ effects), minions can now have multiple standard actions, and Energy Actions have become Utility Actions, which are now used in a wider variety of places. In addition, abilities that grant specific types of actions (like Swift and Frenzy) have had their functionality standardized. What follows is a detailed description of how all of the actions work and how they are tracked. In general, actions should now work how you expect if you only read the basic tooltips, and feedback on any dissonance between those tooltips and these more detailed action rules would be greatly appreciated.
Overview
Action Rules
Art
Patch Notes v0.15.1
Patch 0.15.1 is a minor patch intended primarily to fix critical bugs and address the most salient balance issues after the release of Purple.
Features & Bug Fixes
Known Issues
Cards/Tuning
Divine Compass (Generated by Sniffer)
Five Spirit Gate
Flame Scroll
Golden Feather → Phoenix Feather(Generated by Zen Archer)
Grandma Meng’s Tea House
Herald of Conquest
Herald of War
Homeward Crown(Generated by God of Gamers)
Hungry Ghost
Imperative Bell
Jaded Courtier
Juiced
Master of Shadows
Misfortune
Night Market
Nimbus Archer → Zen Archer
Pentacle of Flavors
Racer in Shadow
Red Cliffs
Rogue Vocaloid
Shinobi of Fire
Shinobi of Smoke
Shinobi of Wind
Steam Bun
Sword Saint
War Fan
Wok Shield(Generated by Battle Chef)
Yojimbo
Patch Notes v0.15
This is the Purplest patch we’ve ever done! Purple cards are available to Q-mode testers. Q-mode is a testing-only mode that allows you to build and test decks with cards you do not own. If you were level 15 before this patch deployed, you will automatically be given Q-mode access; you just need to enable it in the Options menu. Other high-level players who have been active in the community can request Q-mode access on Discord from rhino_turbo. Purple cards will be available for all players later this summer.
Features & Bug Fixes
Known Issues
Cards/Tuning
Added Purple faction cards. Base player life 25 → 20.
Dream Weaver
Insurance Broker
Insurgent (generated by Xerxian Hideout)
Orpheum of Horrors
Soma Oasis
Given all the creative uses players have found for the windowed safety of the enchantment, it doesn’t need a helping of base stat gravy on top of the main functionality.
Xerxian Saboteur
Paths & Powers/Tuning
Impel
New Cards
Join Our Discord for Closed Alpha Access!
Click this link to join and get closed alpha access right away: https://discord.gg/mythgard
See you there!
Patch Notes v0.14.2
Patch 0.14.2 is primarily a balance tuning patch.
Features & Bug Fixes
Known Issues
Cards/Tuning
Bald Mountain
Black Hatter
Blood Moon
Brising Necklace
Bulwark
Dashing Ringmaster
Detained
Dissonant Drone
Dora
Draupnir Band
Eirsdottir
Enchanteater
Fey Plagiarist
Field of Poppies
Foul Harvest
Ghūl
Halcyon Decree
Ice Spike
Mavka
Mirage
Night Hag
Radiant Vessel
Reckless Vulcanist
Sand Scout
Serendipity Ifreet
Shadow Trapeze
Storied Martyr
Strigoi Familiar
Strigoi Pup
Triassic Kraken
Ved’ma Flamespar
Vengeful Heirloom
Volkov Veteran
Vulcan Brand
Zmey Hydra
Paths
Forge Elemental
Journey of Souls
Rainbow’s End
Turn of Seasons
Powers
Foresight
Impel
Mend
Reanimate
Smite
Patch Notes v0.14.1
0.14.1 is primarily a bug fix patch.
Features & Bug Fixes
Known Issues
Cards/Tuning
Infuse(power)
Undoing this change, which was in anticipation of a stealthy new mechanic... we’ve got it figured out better now though, so feel free to buff your enemies into Gigantomachia range once again!
Kushiel the Unforgiving
Converting this into a full action avoids a bug with the way it overlapped with Frenzy, but it also just adds a bit of flexibility.
Lamp of Wonders
Art/VFX
Updated card art for Detained/Deported and Ingrid Stormdottir
Patch Notes v0.14
Given the size of this patch, it almost feels like it would be faster to tell you what hasn’t changed, but that would be less entertaining to pore over than the stacked list below. Give that scrolling finger a workout by digging into balance changes that refocus the meta on tactical minion combat, crafting and rewards tuning, social features, and more stuff than is reasonable to synopsize!
Revamped Card Layout
(Note that this is still a work in progress and we expect to iterate on it further as we approach beta)
Features & Bug Fixes
Known Issues
Artifact Changes
Many artifacts now have durability (shown on the card next to their emblem). When damage is dealt to a player, an equal amount of damage carries over to their artifacts, starting with the “outermost” slot. When the durability of an artifact is reduced to zero, it is destroyed. Excess damage automatically applies to the next artifact in line, and so forth.
Many of the artifacts are now stackable. Artifacts in a stack have independent durability.
High-value artifacts needed systemic counterplay that doesn’t require us to push an unhealthy number of hate cards into core.
Cards/Tuning
Heads Up - Text Changes
This patch we’re updating a lot of card rules text to make effects that work the same way share wordings, cutting down on individual cases where wordings differed for arbitrary or stylistic reasons. These tweaks shouldn’t be very disruptive and the functionality is unchanged, (otherwise they’re listed below!) hence this note rather than an exhaustive list.
Alchemical Key
Alkonost
Allfather’s Horn
To clarify, Horn has always refreshed your gems in addition to your mana as part of its “take another turn”-like flavor, but the additional card may have been a bit strong.
Blackened Jotun
Black Hatter
Bold Omega
Bolt From the Blue
One of the persistent tuning problems with blue as a faction has been that in addition to being good at area of effect damage and using enchantments to build threatening minions, containing cheap single target removal also makes Norden king of spell-slinging and card efficiency. Big changes like these have meta shaking impact, but are part of a larger effort to solidify faction identity and balance before beta and the wipe.
Bragi Runesinger
Breath of Wintertide
Calliope Muse
Cataclysm
Unpacking the differences between a game like Mythgard and all the more open-fielded card combat systems out there comes with surprising little tuning revelations, and promoting positional, strategic play means that board clearing spells don’t get to be quite as crushingly competitive.
Chort Stag
Circle of Protection
Extending the protection a bit in 2v2. Crimson Pact
As good a spot as any to talk a little about this big shift in the meta; Removal and deck cycling efficiency have a pretty chilling effect on tactical, board-presence-based play. With shifts like this, it should be a bit easier to make progress by playing minions and making smart trades.
Cyclopean Giant
Detained
Dragon’s Teeth
Draupnir Band
Dream Weaver
Eir Healing
Increasing the odds that you’ll actually care for some poor wounded minions while healing your way through the deck using what was always a very stall-oriented spell.
Extract Life
Forked Lightning
Now has a damage profile that’s actually “forked”!
Forge Elemental(created by the Fires of Creation path)
Giant’s Stairway
Godsblud Transfusion
Goliath’s Web
Hacker’s Intuition
Hekate’s Wheel
Requiring occupancy reinforces the pattern that board control is more about contesting lanes and less about “fire and forget” effects shutting down parts of the battlefield.
Helm of Conscription
Ice Spike
Ichor Feast
Infuse (power)
The Invisible City
In 2v2, control over the center lane enchantment is usually a matter of who is playing into it or taking action at the moment, which unfortunately isn’t clear at the start of your turn, when the “Throne” cycle of enchantments are alternating controllers and handing out cards. This change makes an occupied The Invisible City, Odinthrone, Sacrificial Altar, Temple at Delphi, or Treasury of Petra high value in 2v2 regardless of where it’s sitting or who currently has control.
Ironbelly Wyvern
Leshy Greene
The Long Winter
Given the degree to which it’s capable of slowing the game down, intent here is to increase counterplay and make The Long Winter’s position on the board more important and contested.
Matryoshka
Mend (power)
See the Smite change for additional context, would be a little silly for these two powers to negate each other that directly.
Meso Libre
Misanthropia
Model of Duality
Mothmara
Odinthrone
See The Invisible City change for context.
Ollama Ring
Orbital Jamming Satellite
Ourania Muse
Panic Raider
Pit Fiend
Quicksand Hourglass
Radiant Vessel
Raid the Tombs
Sacrificial Altar
See The Invisible City change for context. Sapo, the Devourer
In the mind of a godlike amphibian, devour and destroy mean the same thing, but it’s probably better to be clear about things like this (and the way it works in 2v2). Additionally, making dat belly a buff instead of a base size increase means that it can be suppressed.
Samosek, the Living Sword
Sandscale Wurm
Sea Lord’s Trident
Serpent Den
The value-over-time proposition is obviously the point of serpents, but the den self-solves its own potential lane clogging problems too well for interesting options like the Impel power to combo with it.
Shroud of the Pit
Singing Stone
This doesn’t change the stone’s functionality much, but doing it this way simplifies it somewhat and gets rid of a lot of noisy/redundant text all over your enchantments.
Smite (power)
Not just a test of the “how much impact can a single number going down by one have?” system, but a necessary change to support a world where player damage erodes artifact durability.
Spear of Destiny
Spellflux Cauldron
The Stretcher
Tailroot Wurm
Temple at Delphi
See The Invisible City change for context.
Timberland Troll
Treasury of Petra
See The Invisible City change for context.
Triassic Kraken
Vilja Windfury
Volcanic Risi
Xerxian Saboteur
Yana Virus
Art/VFX
Patch Notes v0.13.4
This small bug-fix patch addresses some visual and audio bugs. We also deployed some server-side adjustments prior to this patch that begin to address some issues with Ranked play awards.
Features & Bug Fixes
Known Issues
Join Our Discord for Alpha Access!
Click this link to join and get alpha access right away: https://discord.gg/4uj4Y8C