Open Beta is here! Many people who are just starting are turning to budget lists, some are playing draft, and others are making decks with the cards they opened in the first Core Packs.

To help the ones doing the experimentation, I decided to document mine. Follow me in this journey of organic deckbuilding. We´re gonna make the best with what we have, McGyver style.

Hopefully you´ll finish this article with creative confidence, ready to surf the waves of opportunity.


While I invested money in Alpha, which translated into a hefty amount of Core Packs in Beta, I didn’t go completely overboard. Partly because I couldn’t afford it at the time, and partly because I wanted to experience the progressive unlocking. I’m not particularly a fan of the dopamine treadmills (though I am genuinely enjoying it now), but I know that limitation breeds creativity, and you can only authentically experience that empowering obstacle once.

The mind, with all its magnificence, tends to get comfy in its own patterns. If left unchecked, if its process are unexamined, it will lazily go down the already traveled roads. The grooves your previous trains of thought have left in your grey matter. If something worked, you will keep doing it. Only by somehow detaching from your ingrained habits can you explore outside of them.

A collection wipe will do. OH IT WILL DO.


My first two Mythics were Jin-Sook, Dollmaster and Nine-Tailed Vixen. The first one a universally useful tactician,  the second one with a more specific synergy but with still solid stats and keywords.(And nothing that can tank a bit and kill a Sapo at 4 mana can be underestimated.)

I like to follow the purple rabbits the universe throws at me, so my first color was already chosen. Now that all the high quality art was here, I heartily welcomed the color of transmutation and cyber ninjas.

Something I like about Mythgard is that, with crafting essence and redeemable wildcards, you can to an extent customize the development of your collection.One of the ways in which this is done is through Maat. Outside the game, Maat is an ancient Egyptian term related to truth, order, harmony and justice that acted as moral guidance for the population. Maat was mantained when Isfet (injustice, chaos, violence) was dispelled. Leaning on the perceived unity of the cosmos, individual acts could affect cosmic harmony and have consequences for the whole state.

Inside the game, it’s a thumbs up! You can click it on the bottom right of the screen after PVP games and, if mutual, both players will get Maat, which will reward you with colored wildcards.

My first Maat level earned me 4 green common wildcards. This foretold the next 3 levels, so I could confidently look forward to more green goodness, up to the Wildcard Mythic in level 4. I’ve been fantasizing with Green Purple for a while, and the door had been shown to me. The path had been set. Now came the time to walk it.


If you were following my latest adventures, you will remember that the baked Kolobok had become my favourite one-drop. The permanent mana advantage provides constant outvalueing possibilities which results in a sort of “value attrition”. You counter his 3-drop with a 5-drop, his 4-drop with a 6-drop, and so on.

Instead of using Foul Harvest like in the Yellow-Green suite, we’re expanding on the Ramp concept on a different way with Imperative Bell. In comparison this one depends more on the enemies actions and doesn’t heal you, but it cycles itself. They both need a minion in place which has to die, but with Bell you can use it to block.


Red is very popular in the post-wipe meta, since it is relatively easy to build and play monored aggro decks, and with some practice and cleverness the pilot will win a lot more than he loses.

I have identified my past weaknesses and this time we won’t get bullied by this type of build. 4 Gallows Boys will lead the early game. No Ignitions, no Crimson Pacts, no Magmataurs, no Extract Life. No funny business. They’ll have to come and kill the Warded Slayers the hard way.

I had opened 4 Raid the Tombs and it will be our card draw because Balance is prohibitively expensive and situational. Detained, Led Astray and Muttonmorphosis our control suite.

Hotel Barkeep and Academy Analyst fill the support role in the 3-drop line. The Analyst was an upgrade I got in one of the packs, but Barkeep alone will totally do and it’s arguably better in many situations. The new ramen, which now grants an extra use of the power, lets the heavy hitters get into perfect position for maximum impact. It also has the benefit of letting Kolobok gain a free charge the turn it´s dropped.


You will notice that once again I run many non-Mythics 1-ofs. There are a couple of reasons for this. First is the already mentioned limited collection, but also variety protects us from Seal of Exile and adds an aura of unpredictability to our moves. On top of that, there are cards that you are usually happy to see in your hand, but rarely want to see two copies of. In this way, you nullify the latter without discarding the former. With Divination, the Burn/pseudo-mulligan system and recursion, we can tune our line of play to address the current matchup optimally. Let´s discuss some choices:

Ravenous She was seriously underlooked by me and many others during Alpha. Losing to other 5 drops like the sturdy all-terrain Volkov Heavy, she barely saw any play in Constructed.

While a Heavy will get swarmed to death in Winter, she can deal with Fragile a lot better by bypassing combat damage altogether.

The lady stops most kinds of rushers and swarmers without breaking a sweat. The defensive trait can be circumvented by not attacking, but the stalemate will most likely benefit our side of the board since it will buy us time to develop our multiple high-cost powerhouses.

Since we are somewhat lacking in the Area of Effect department, we could at least have some way to gain an advantage against swarmy decks. This Big Fish evoking guy will not deal with the opposing wideness but will block and threaten massively. We can give him Overrun, Life Tap, and some ramen to move around the defenses.

You might have noticed that the Nine-Tailed Vixen brings back Spirits. It’s not statistically sound to build a deck around a specific Mythic, but some synergies won’t hurt. Turns out both Leshy Greene and Ravenous She are conveniently attuned to the Spiritual realm, and thus can be revived.

While somewhat different, Terragon and Volkov Heavy are interchangeable. Use what you have. Tune according to what you´re encountering the most in your stage of the ladder.

The one we´re not fooling around with is my new favourite superunit: Lantern Colossus.

This guy does everything. He can tank, he can do damage, and he can clean the board of pesky minions. His main drawback is that he’s expensive but we’re playing Ramp! And the 6-cost is actually an advantage vs Orange since he’s now outside the range of Temptation. We don’t like Temptation.


Like with food, we left the best for the end.

In the old Legend of the 5 Rings CCG I used to play around the Kensai keyword. It defined a particular mastery of the sword, derived from the japanese word Kensei which is usually translated as… Sword Saint!

She’s the “fatty with overrun” best friend. And in a deck with so many of those, we are always glad to draw her. In this list, the Biting Blade is not only a way to stabilize your hit points, but it’s a sort of win condition too. You can outrace anyone if you’re healing 6-7 HP a turn.

The other non-Mythic powercard we have access to in Purple will get included. Its awesomeness doesn´t require any explanation, but I will say that it’s important to remember that Slayer goes well with Overrun, and they both go well with Life Tap. Wink and wink =).

To close the deck, I used the Mythic Wildcard to craft the unquestionably best Green Mythic, the ultimate sorcery from the spellcraft color, the top end that counters top ends: Traitorous Murmur.

You can find the deck list here:


The Golden Path has been prophetized, and it can be summarized as:

T1 Kolobok, T2 Imperative Bell

If Kolobok dies and you skip your Bell action, you’ll have 6 mana on turn 3. That could be reasonably deemed “unfair”. Some decks can’t handle a T3 Lantern Colossus. The good thing about ramping into these purple cards is that even if your minion gets bounced, you still have the item and can generate a second copy later.

Sometimes you’ll want to split your buffs. Instead of putting the Lantern on the recently dropped Colossus, put it on a Gallows Boy, so he can’t remove both threats with one action. Diversify your angles of attack..

Smart players will guess which minion we Belled and avoid it, but that just means we’ll prevent attacks from three lanes, which serves our purpose. Moreover, we can detonate the Belled Kolobok  when we’re happy with its charges and swap the Bell to another minion.

Detaining a random low-drop for Gallows Boy to get a free kill is suggested, since the young warriors are sticky and can keep trading up.

While the deck has a powerful top end, you wouln’t want to let it go to very very late game where the enemy is reviving Sapos and Armaggeddon Angels in your face. The sweet spot is a little bit earlier.


You’re vulnerable to extremely wide boards. Your only answers are Colossus which is 6 mana, and Pentacle of Flavors which requires a living minion with convenient positioning. If this inconveniences you greatly, the solution is to throw in some Compulsory Curses.

Against aggro you have a solid game but you have to play carefully. If you’re on the draw (going second) and the enemy opens with a Strigoi Pup, your T1 Kolobok will be almost freely answered by a Daring Trapezist, which is frustrating. You might want to skip the T1 drop altogether and play Kolobok with an Impel on T3, or just put the Kolobok in front of the Pup for blocking. There’s over a 50% chance that they will have a Trapezist in hand, but you can certainly risk it. It sometimes pays off. Prioritize Alpha over Gamayun, keep Sword Saints and Colossi.


The list is eclectic and varied. We can solidify the Ramp with a third Bell, include some Born-Agains to have constant bodies to Ramp off, and as always add some Mythics. The crafting priorities would be:

Defy Death and Rogue Vocaloid on the side of Purple, to get through the sometimes hard 3 mana phase and to allow for Life Tap comebacks.

Chort Stag, Baba Yaga´s Den and Bela, Witch Queen for Green.

The first one is just sick value that fits the theme perfectly, and the other two can dissuade aggressive playstyles that to let us play our game.


This is the last of my series of experimental organic articles. The next time we’ll explore the edge of competitive Mythgard. Not something to get you started or to learn fundamentals, but something to sweep tournaments with.

Stay tuned, and start farming that essence and wildcards, you’ll want it!

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