ForumsGame WalkthroughsMytheria: Tips and Tricks

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Parsat
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Parsat
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I'm back for another walkthrough, this time for Mytheria. Its gameplay shows influences from Magic: The Gathering. I think that it's helpful to talk about the things the game merely glosses over first.

Blocking: Blocking will save your ass, again and again. Oddly enough, the game never really gives a clear explanation of how to block. Basically, if you don't attack with a creature, it can block an attack from hitting your life points. Instead, that creature will take the damage and lose strength. Now here's the thing: Even if the damage of the attack exceeds the amount of strength, it will not touch your own life points, unless the creature has penetration. As such, the purple Myrkin do well with their abundance of meatshields to avert damage. When you attack, it's best not to go all out unless you can spare a few life points.

Special abilities: To activate a creature's special ability with a target (like those of Sniper Bot, Saboteur, etc.), you have to play it first, then click on it before you click "finished." Your mouse will turn into a crosshair, and then you can target what you want.

A word about decks: I recommend you play the whole campaign first to get a feel for what each card is like. I'll go over all the cards and deck-building later, but when you make a deck, limit the number of power types to two, and focus on some sort of goal. Do you want a stalling deck, or a defense deck, or a creature-focused deck, or a life-point damage deck? Make sure you have a certain goal in mind when you make a deck. I don't recommend making a single "killer" deck either, particularly because the game is balanced in a way that everything has a counter. Make multiple decks that can counter multiple enemies, and you will be successful.

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brrrrr
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brrrrr
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Nomad

thanks this helps me alot!!!

Parsat
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Parsat
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Blacksmith

Red

Let's start off with Red. I like to call Red "Creature offense." What this means is that it focuses on the creatures: dealing damage to your enemy's creatures and buffing your own creatures to overwhelm their defense and strike at their life points. As such, Red is effective against breaking through defensive decks. However, it is vulnerable to debuffs that affect life or power, because Red uses a good amount of power to work and because it has few Instants that actually heal yourself or directly hurt your opponent.

Recommended against: Blue, Purple
Not Recommended against: White, Black

Creatures:
Red is heavily creature based, so it has a good supply of 3-strength hard hitters. Buff these guys up to do a ton of damage.

Scythian Footsoldier: 1R cost, 1 strength. Your basic soldier/cannon fodder. The main perk about these guys is that you can buff them for more damage, and you can use them to activate Scythian Elite or Commander J'Ardan's special power, which I will go over later. Still, buffs are better spent on other stronger units, so use these guys as disposable shields in the early game so that you can summon your more powerful troops.
Veteran Mercenary: 2R cost, 2 strength. Another basic unit. Just like the Footsoldier, but stronger and better.
Recon Drone: 2R cost, 1 strength, unblockable. Recon Drones are pretty useful in that they are unblockable. As such, buff these guys and use them to assault your opponent's lifepoints. Shielding with them would be a waste; use only as a last-ditch resort.
Scythian Disruptor: 2R+1 cost, 1 strength. I don't really like these guys, because they're quite weak and their special ability really isn't that useful. You can sacrifice them to destroy a modifier. Your opponents usually don't use modifiers, or use them in very silly ways, but still, it can help you remove your opponent's offensive or defensive edge, should you really need it.
Scythian Blade: 3R cost, 3 strength. These guys have a pretty poor special ability. If you're going to sacrifice them, you might as well use them to attack whatever you want dead with three damage instead of two. Blades, however, make great shields, because of their high strength; you can actually keep them alive to fight for you.
Scythian Elite: 2R cost, 2 strength. Scythian Elite are pretty good. They gain 1 strength if you have three or more soldiers, and it can really give you that offensive edge you need to survive.
Commander J'Ardan: 3R cost, 1 strength. J'Ardan is the best Red creature. He gains 1 strength for every soldier you have in play, so if you fill up your side with soldiers, you get 1+5 (6) strength. He has a deck limit of 2 because of his sheer awesomeness.
Scythian Artillery: 4R+1 cost, 5 strength, penetration. Artillery is the powerhouse of the Red side. Combined with Hypermobility, it will annihilate your opponent. It has penetration, which deals excess damage after blocking onto your oppenent's life points, so it is also effective against defensive units like the Myrkin Bureaucrat or the Solarian Fortress with Rally.

Instants, Modifiers, and Auras:

Hypermobility: 3R, modifier. It makes a unit unblockable. Use on hard hitters like Artillery, Commander J'Ardan, or Scythian Blade.
Targeted Shot: 3R, instant. An indispensable card for breaking through defensive lines. It does three damage to a target, perfect against Bureaucrats, Fortresses, and Shield Walls.
Battle Cry: 3R, aura. It gives all your units +2 strength during your turn. Perfect for that final push to destroy your enemy, or for holding the line.
Medic: 2R, instant. It heals 2 life. What can I say? Anything that heals your life with only a power cost is good.
Rally: 2R, modifier. It increases one of your unit's strength by 2. You can use on practically any unit, but I recommend using this on your unblockable Recon Drone, or to combine this with Hypermobility to really pack a punch on your enemy's life.
Armageddon: 4R, instant. You unlock this after beating the Scorched Earth challenge. It kills all creatures in play, even your own. As a result, use this as a last resort if you're really getting your ass kicked. I don't include this in my deck, since I made it before I beat this campaign; you can live without it anyway.
Firestorm: 4R, instant. It deals one damage to all your enemy's creatures. Perfect for softening them up, or for eroding your enemy's defense. It is particularly effective on Purple, because they have a large number of 1 strength units that can be speedily eliminated with Firestorm.

Heavy Weapons deck

I call my Red deck "Heavy Weapons," because that's basically what it is: Blast away your enemy's defenses and assault their life points. You can also call it Blitzkrieg or Steamroller. Here it is:

5x Scythian Footsoldier
5x Veteran Mercenary
2x Commander J'Ardan
5x Medic
3x Scythian Elite
5x Targeted Shot
4x Hypermobility
3x Battle Cry
4x Rally
4x Firestorm
4x Scythian Artillery
4x Recon Drone
4x Scythian Blade
4x Scythian Disruptor
4x Memory Serpent

Your first point of action is to build up your forces. Keep building up power, summon your first troops, but don't attack. You need to preserve your life points so that you don't get knocked out before you get a chance to get the big guns out. Once you've reached 5 power, you can start drawing cards. Unleash your Elite and Commanders to power them up. By this point, your opponent probably has a defensive line. Use Targeted Shot to weaken the high power defend-only creatures, then finish them off. Use Memory Serpent, Rally, and Battle Cry as needed to make mincemeat of creatures and life points alike. With any luck, you should be able to overwhelm the enemy before they get a chance to hit your life points.

Flippin3500
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Flippin3500
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Shepherd

This is really helpful, my friend is addicted to this game.

Parsat
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Parsat
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Blacksmith

Purple

Purple is a solid defensive deck. It focuses on having many disposable "meatshields" to protect your lifepoints, while sabotaging your opponent's ability to attack. Purple is the ideal type for making "stall" decks, or making your opponent lose by using up all their cards. Personally I'm not such a great fan of purple decks because they lack flexibility, but they can do an okay job.

Creatures:
Myrkin Rogue. 1P, 1 strength. Easily summoned. Place as many as you can for blocking.
Myrkin Sentry. 1P, 1 strength. More meatshields.
Council Watchman. 2P, 2 strength. A little stronger, they make good blockers or attackers.
Feral Wolves. 3P, 3 strength, penetration. These guys have the best attack among the Myrkin. Use them to target weaker enemies or to wear down enemy life.
Myrkin Bureaucrat. 4P, 5 strength, cannot attack. These guys are your blockers. Get as many of these guys up as you can. They are incredibly efficient at soaking up damage.
Myrkin Spy. 3P, 2 strength. One of the better units. When you play a Myrkin Spy, your opponent has to discard a card from their hand. Very good for stall decks.
Saboteur. 3P, 1 strength. Despite their high cost and poor strength, saboteurs are one of the Myrkin's best units because of their ability to remove an aura. This can help remove any enemy advantages, so be sure to keep a few in a purple deck.

Instants, Modifiers, and Auras:
Enforced Silence: 1P+1, aura. This prevents you and your opponent from playing any cards. If you need a respite to build up your hand, don't hesitate to play this. The duration of this card can actually last several turns if you're lucky. The other use is if the enemy has no monsters on the field, Enforced Silence can be used to prevent them from playing any, allowing you to attack with impunity.
Suffocating Cloud: 5P, aura. This reduces all strength to one. This is particularly effective against Red and Blue decks because they tend to have the strongest opponents. With this, you can level the advantage. Aside from that though, the advantage isn't especially great.
Power Drain: 3P, Instant. A very useful card. It randomly drains your enemy's power by two. Excellent for sabotaging the enemy's buildup. This is one of those cards that do well in multi-power decks.
Land of Plenty: 3P, Aura. This is one of the most annoying cards, but at the same time one of the most useful. By keeping both yourself and your opponent alive, you can force a stall by healing more damage than you or your opponent can give. Very illustrative of how purple cards have a bunch of tradeoffs.
Magistrate's Council: 1P, Instant. This is an extreme tradeoff that I wouldn't risk. Sure, it can boost you really fast, but I don't think that it's worth losing 10 life, especially since there are a lack of Purple healing cards. If you have a more equal game (40 life vs. 30 life), you can give it a try, but hope for the best.
Markov's Tax: 5P, instant. This is another one of those tricky cards. In reality, this is likely to hurt the defensive purple a lot more, because they rely on having a lot of people on the board. It's not worth the trouble of unlocking it in the first place, in my opinion.
Recycle: 2P, instant. This instant isn't quite so bad, but it can still hamper you. You can destroy any creature, but you opponent gains as much life as the creature has strength. Good for stalling, not so good for offense.
Temporary Recall: 2P, instant. One of the better cards, and a pretty good one for multi-power decks. It returns a creature back to the hand, good for temporarily taking out pesky defenders.
Markov's Libary: 3P, instant. Probably the best purple card, it allows you to draw two cards. Great for giving you that final upper hand.

Now purple decks are tricky, because the instants purple have can backfire easily on you. If you do go for purple though, I suggest you have either white cards to aid in healing, red cards to aid in defense, or black to help you weaken your opponent directly and get rid of pesky enemies.

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