Mythgard Cheats: 8 Best Tips for Cards, Strategy Guide and Tricks.




Mythgard | Android/iOS Tip #1: Mana.

Burning a card gives you one mana and one gem.
The gem you get matches the color of the ring around the mana cost.
You can burn 1 card per turn
You can't burn cards if you already have 10 gems.
Burnt cards are shuffled into a random spot in the deck but can't be the top card
Mana and gems refresh every turn.
Each card can only be burnt once. A card that has already been burnt has burnt edges, wisps of
smoke coming from it, and its color ring is depleted.

Mythgard | Android/iPhone/iPad Tip #2: Actions.

Standard Action. Can be used to attack, move, or activate an ability. Usually, minions don't
have one the turn they are summoned. Minions gain one standard action at the start of their
turn.
Rush Action. Rush actions are like standard actions and are granted by Rush. Only one can be
used per turn and they are used before standard actions.
Move Action. Can only be used to move and are used before standard actions.
Swift Move. Can only be used to move and are granted by Swift. Only one can be used per turn,
and they are used before move actions.
Frenzy Attack. Frenzy grants one Frenzy Attack after the minion uses a Standard Action or
Rush Action to attack. Only one Frenzy Attack can be used per turn
Utility Action. Utility Action. Can be used to activate abilities requiring utility actions. Actions
that require energy are always Utility Actions. Usually, Minions, Artifacts, and Brands get one
Utility Action per turn, including the turn they come under your control.

Mythgard Mobile Tip #3: Rush.

When a minion with Rush is created or gains Rush on the turn it was created, it gets a
Rush Action. If the minion also has Swift, it gets a Swift Action. If the minion has Frenzy
and attacked, it gets a Frenzy Action.
Minions can only use one Rush Action per turn.
Minions losing Rush also lose their Rush Action
If the minion loses Rush on the turn they came under your control, they also lose their
Swift and Frenzy Action from Rush

Mythgard Tip #4: Frenzy.

When a minion with Frenzy attacks, it gains a Frenzy Action.
When a minion gains Frenzy and has used a standard action to attack, it gains a Frenzy
Action
When a minion gains Frenzy and has used a Rush Action to attack and has Rush, it gains
a Frenzy Action.
A Minion can only use one Frenzy Action per turn.
Frenzy actions gained from attacking with Rush Actions can only be used if the minion
has Rush
Minions losing Frenzy also lose their Frenzy Action.

Mythgard Tip #5: Minions.

Minions can use their action to attack one of the three lanes opposite them.
Minions block attacks from the three lanes opposite them.
Minions must attack a minion if one is blocking them.
Attacks through open lanes deal damage directly to the opponent.
Abilities like Agile, Defender, and Lurker modify which lanes or opposing minions a minion can
attack.
If a minion is blocked by more than one enemy, the attacking player decides which enemy gets
attacked.

Mythgard Tip #6: Minion Combat.

Minions deal their Strength value in damage to an opposing minion when they are in combat.
The blocking minion always absorbs damage equal to its health, modified by armor or fragile.
Attackers with overrun deal any damage not absorbed by the blocking minion to the opposing
player.
Alpha strike damage happens before regular combat damage. If a minion destroys an opposing
minion with alpha strike damage, the alpha strike minion does not suffer retaliatory damage.
Red health numbers indicate that the minion has been wounded.
Purple health numbers indicate that the minion is on life support.
Minion health doesn't heal on its own. It requires an additional effect to heal damage taken
Damage Clamp

Minions like Yahui and Chort stag reduce combat damage to a certain value.
This reduction happens after armor and after damage is assigned
This reduction does not prevent overrun damage
For example, if Yahui had somehow gained Armor 1 and was attacked by a 6 Strength minion
with overrun, the attacking minion first assigns 4 damage to the Yahui (enough to destroy it
accounting for armor.) The damage that it takes is first reduced by 1 from the armor, then
clamped to 2 by the Yahui's special ability. The remaining 2 overrun damage would pass
through to the its controller.

Mythgard Tip #7: Matches.

When a match starts, the player who plays first is determined randomly.
The player who plays first does not draw a card on their first turn.
Each path offers different pursuit bonuses to the player who plays second.
Each player has a 90-second turn timer. This timer is not present in unranked formats against AL
opponents. Formats without a timer can be suspended and resumed later
If your life goes to zero at any time, you lose. Even if the same play brings your life back above
zero, you still lose for letting your life reach zero.
If both players life total goes to zero during the same play, the game is a tie.

Mythgard Tip #8: Collection.

The maximum coin you can store is 50,000. Coin earned above this cap is lost (except for the
weekly chest, which has coin above the cap automatically converted into core game packs.)
The maximum essence you can store is 100,000. Essence earned above this cap is lost.
You can put 4 copies of a Common card in your deck, 3 copies of an Uncommon, 2 of a Rare and
1 copy of a Mythic.
Decks must be at least 40 cards to be legal to play and cannot be more than 200 cards.
You cannot get a duplicate Mythic card from a pack until you have one copy of each Mythic.

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