Mythgard is a collectible card game of boundless depth and infinite strategy. Experience a unique game with fast and fluid tactical action. Use spells, minions, enchantments, and artifacts to vanquish your opponents. Every play could mark the difference between victory and defeat. Your deck is not restricted to a single class or faction, opening a world of limitless possibility.
Gods of ancient legend walk the modern world in Mythgard. Many of the greatest deities have not been seen in millenia, but creatures of myth still rival jets for control of the skies. Mortals now rise to contest with these ancient beings. In Mythgard, players harness both the edge of technology and the magic of myth as they battle for dominance over the powers of an earlier age.
Place your minions and enchantments strategically on Mythgard’s unique battle board. Create mighty artifacts that alter the fundamental rules of the game. Cast powerful spells to open gaps in your adversary's defenses and charge as the tide of battle shifts in your favor.
Every card can be earned through play, and you can build your collection in any way you choose! A variety of PvE modes provide daily rewards, while an equal variety of PvP modes let you test your skill against the ultimate opponent - other players!
Explore the world of Mythgard in an extensive single-player campaign. Use the cards you earn to learn the game play, build your skills, and hone your strategy. The campaign lets you study the characteristics of each color faction, jump start your card collection, and most importantly - enjoy your Mythgard adventure.
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In so many ways! Mythgard has a unique resource system that allows players to build multi-color decks (not restricted to single or even set combinations of classes or factions). It also “solves” the issues of mana screw/flood found in CCGs that have resource-specific cards while still presenting an interesting check on deck building.
There’s also an innovative combat system that, while at first glance might be confused with a traditional “lane” based CCGs, isn’t. This system creates a myriad of interesting tactical choices around blocking and attacking without slowing down the gameplay by adding phases and also avoids having universal combat affixes like “taunt”.
Then there’s an entirely new card type: lane enchantments which bring the strategic depth of the game to a whole new level. And there are also paths and powers, which can be best described as “build your own class”.
Mix all that with top-of-the-line production values and a feature set that puts pretty much every other CCG to shame (including replays, spectator mode, deck tracker, 2v2, AI draft, silky smooth device handover, etc) and it all adds up to a game that we think players will love.
Lane enchantments evolved very naturally out of the way Mythgard implements lanes. It makes sense to be able to place enchantments on locations rather than directly on minions. This plays into the positional game and avoids the inherent card disadvantage of direct minion enchantments. A side effect of lane enchantments that we really like is how much they add to the visuals of the board.
When designing Mythgard, we wanted to streamline the traditional CCG interface to best fit the online format. Part of that is removing the attack / block declaration phases of combat in many games. And while we appreciate the simplicity of the “taunt” mechanic from Hearthstone®, we wanted something that was core to the base rules rather than a minion ability that would have to go onto a large number of minions every expansion.
One of the things that sets the lanes in Mythgard apart from other card games that have lanes are the unique trident attack/block rules. These combat rules add a level of strategy far greater than that of traditional “lane” based CCGs.
It gets shuffled back into your deck. That particular card, should you draw it, will look “burnt” and can’t be burned again. In addition, the colored ring around the mana number will be gray and look broken. More specifically, and probably useful information only for advanced players, the card is actually inserted randomly into (and never on top of) the “unknown” portion of your deck, without changing the order of the rest of your deck.
As a bit of history, in earlier builds, burned cards were removed from the game but that had two problems: 1) it often eliminated expensive-but-interesting cards from the game, and 2) it added too much cognitive load to early decisions. Sending them back to the deck alleviates both of those issues with a single, simple, mechanic.
Paths and Powers are abilities that you equip with your deck and start the game “in play”. Your Path tends to be a passive ability while your Power is an active once-per-turn ability that requires mana to activate. The advantage over games where you choose a class which comes with certain preset abilities is that Paths and Powers don’t restrict your deck build and also, as we add more, the possible permutations multiply. Another cool thing about paths is that your selected Path modifies the appearance of the board.
You get a few Paths and Powers by playing through the story. After that, you can pick them up in weekly chests, perfect gauntlet runs, or by gaining levels.
Absolutely. We don’t have an NDA or streamer embargo. We also have a Partner program for those that apply and qualify. You can find the details on our Discord
Yes, you can unmake cards for essence and spend essence to make cards of your choice in the collection and deck editor views. There’s also a shortcut for automatically unmaking all your “extra” cards in the collection view (look for the auto unmake button in the top bar).
In addition to essence-based crafting, Mythgard also has a wild card system. You can find wild cards in packs and as other rewards. A wild card can be used to make any card of the corresponding set, color, and rarity.
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