It’s that time again, godlings. Time to tweak our deck – and honestly I’m thinking we’re in for a TREAT this time around, since in the time between the previous article and this one, Mythgard has gained some serious New Player-friendly content! I’m talking about the Faction Missions. Skipping the long explanation, just understand that it’s 9 missions per faction, giving all sorts of new challenges – and amazing rewards! I made a spreadsheet to track all of them, but you guys reap the benefits. Here’s the short version (rewards only):

Table 1: Faction Mission TOTAL rewards

Look at all those glorious toys! You might even recognize that several are cards we’ve previously crafted for old versions of this list. That would make my past decks way more affordable to new players – which I view as a complete win across the board!

What I especially like about the Faction Missions is that you can do the missions in whatever order you want, focusing one faction or switching back and forth as you see fit. But most important for this series is that all those cards are incredibly free! I believe it’s safe to say now that Mythgard is a VERY free-to-play-friendly game.

The Premise

If you don’t remember (or if you’re just new, which is cool too!) for these articles I give myself a modest budget (1500 Essence — the amount I think players with average playtime will be able to earn in a week or so) to improve a deck that I’ve been working on.

This is my FOURTH article building around the coolest new concept Mythgard has to offer to the Card Game genre: Stealth. Last time we shifted from a [G]reen[P]urple list to [B]lue[P]urple, and I must say, it’s a much, much stronger deck as a result. Since we’re four weeks in, though, it’s time to try and bring the list toward competitive viability.

Now, I am not saying this list is going to be a Tier 1 deck or anything, but after 4 “weeks” of work, I can say with a straight face that this list has won me enough games (on its own) to push me into Gold. I maintained a 2:1 win:loss ratio in Ranked (Silver) – though I have still have a tiny sample size, just over 110 games. This iteration of the deck is going to try to make that ratio better. Maybe that’s ambitious, but we’re talking Silver here.

I hope you’ll follow along this week as I send the list off into the wild, while mostly holding to my budget, and maybe say good-bye to my initial project. There’s only so much left to do with it, after all!

How the Current Deck Plays

The key to understanding and playing our list (last article’s list, by the way) is looking at our 3- and 4-cost minions. We want to use our Shinobis to create some havoc, ideally keeping them alive and protecting them for a few turns. Our 4 drops then thrive when either left alone or played after a Breach. In other words, the deck can snowball well.

“Wild, like wind”

The first problem with this list is that it almost relies upon that snowball concept. We need to find a way to land and utilize our 3-drops, which for some reason everyone is trying to kill all the time! Probably because Shinobi of Wind is so well-known (and rightfully feared), it has gotten harder and harder. That was one of the primary reasons we moved to Impel for our Power last time, but it hasn’t solved everything.

I’ve started to realize that I need to get tricky at times with how I deploy my Shinobi. Sometimes I play a Shinobi of Wind in the middle lane, making people think it’s a Shinobi of Smoke. Sometimes I play the Smoke in a side/protected lane, making it look like Wind. These are the kind of tricks we’ve got consider in Mythgard: small, subtle things that can make a huge cumulative difference. Want to know what I’m talking about in more detail? Check out Noah’s most recent article about Player Agency in Mythgard (right here on the TRS site)!

Another problem is that our upper end doesn’t feel powerful enough. In the face of other decks doing crazy things (looking at you, Armageddon Angel and Sapo) Thriving Shade has really under-performed for me, and surprisingly so has Jotun Shatterfist. Even Terragon hasn’t been as impressive as I’d hoped – though with a few changes Pushy Oni has become better.

Lastly, we’re not playing enough card draw, which has caused a few games to stall out. However, I think with a few changes we can to improve the efficiency of our Path. So let’s get to it!

Making Lasting Changes

Today we’re going to start with fixing our “draw” concerns. Since last time we were already running 7 enchantments, that puts us close enough to Rainbow’s End territory that I’m just going to jump to that Path. In a deck that’s craving more card draw, it’s silly not to add a few more enchantments and convert. Our old list ran 3 Demolition Speedway, 2 Giant’s Stairway, and 2 Red Cliffs anyway. Getting up to 10 (the minimum I’d ever recommend for Rainbow) is easy. But I think we should go a bit further for safety’s sake.
                +2 Seahaven (=1000 Ess.)
                +2 Cairnhenge (free, base)

We’re now up four enchantment cards, which is good for Rainbow’s End. Seahaven is a solid inclusion because it does two things we want: Agile when attacking (more Breach) and Armor 2 when defending (better vs. aggro). Cairnhenge is just a solid, early buff that we can gladly burn early (to draw later for free). A durable +1/+1 for 1 is fine in this list.

Yet those additions mean we’ve got to make some cuts elsewhere. I think I know just where to look.

The Curve Toppers

I love Thriving Shade as much as the next guy (and probably more), but she just isn’t strong enough here. Without more ways to protect her or guarantee her Stealth for one full turn, she’s just not as big a threat. She’s usually a tempo loss, and only great as a “win more” card. Maybe next time, buddy! Maybe next list. Her other friend, Terragon, is also going, which I view as a shame. His created orb is a valuable inclusion, but I don’t know that we want more 5+ drops. That’s not what this list is doing after all. We’ve taken a slight audible in our attack vector.
                -3 Thriving Shade
                -2 Terragon

Instead, I want our top end to manipulate our opponent’s board. Pushy Oni is one such tool, allowing us to potentially hit another trigger with our Shinobi of Wind, or to push someone into Shinobi of Smoke. Speaking of, let’s add another one of those to complete the set and allow for the maximum confusion when we play a 3[P] minion.
                +1 Pushy Oni (=100 Ess.)
                +1 Shinobi of Smoke (=100 Ess.)

We also should examine how much advantage we’re gaining from our other 4-drop minions. Because as fast as many of these games are, I don’t tend to want 6 of them, especially when they are (honestly, sadly) just vanilla beaters. Let’s compare Tailroot Wurm and Back Alley Ronin.

You can see for yourselves the perks and drawbacks of each. But for a little nuance, realize that the Ronin is “created with” when activated, which specifically means that even if he later becomes Suppressed, he retains his activated stats. The Wurm can and does often suffer from Suppressed, making him a lowly 4/4.

What it comes down to is a question of what the deck is doing, and how we want to play it. Do we want to try to Breach more (activating the Ronin), or do we want to play our Enchantments more (activating the Wurm)? The Ronin is more flexible and can go anywhere on the board, while a Wurm really needs an enchantment under him. The Wurm’s BB cost would push us heavily into Blue, but the Ronin allows us more flexibility (again), requiring only a single P.

Sad as it is to say this, I think the deck is shifting toward the Ronin.
                -3 Tailroot Wurm

Better Tricks

You’ve probably noticed that I completely skipped over my best friend Jotun Shatterfist. This is for a very specific reason. And no, it’s not just that I love him and he was my favorite card when I first stared playing Mythgard. …I mean, it might be partly that.

More importantly, this deck has been adding ways to protect and boost its minions, and there truly are very few minions that “wear pants” (to steal a MtG term) as well as the overwhelming Shatterfist. This list is already running two copies of Godsblud Transfusion. What more could we hope for?

I’m glad you asked.

Since we’re playing more Purple, that allows us to consider some of the spicier tricks in that color, which up until now have seemed out of reach due to their PP gem requirements. Specifically I’m looking at Pentacle of Flavors.

In a list that has added more and more ways to get mobile or Breach, why wouldn’t we want to add some more burst potential? Or should I call it Blast potential?

Best of all, we get one for free by completing the Harmony VI mission. What’s not to love?
                +1 Pentacle of Flavors (free!)

Finishing Up

There are some smaller minions that wear pants well too. The one I’m thinking of specifically has been considered by many to be among the top two-drops in the game. That’s why I think it’s time we swap out the Freki Scouts for something more all-around useful.
                -2 Freki Scout
                +4 Einherjar Thane (=100 Ess., 2 free)

That puts us 1 card over. Where is our final cut coming from?
                -1 Muttonmorphosis
Other than being a key card for the Harmony VII mission, I don’t think Muttonmorphosis is good enough to see play in this list. It’s limitation (minion must cost 5 or less) is just too big for this deck to ignore.

With all these changes, we’ve still only spent 1300 Essence of our budget, which is pretty amazing! (Thanks a lot, Faction Missions!) Are there other cards we could change within this week’s list to really make it shine? Absolutely. But not cheaply.

And that’s the problem I’m having right now.

Reflecting on the List: Week 4

This list didn’t really end up being what I thought it might be, and it took a long time to get here. When I pulled my Prestige Master of Shadows and started building my “Crafty Starter” all those weeks ago, I had no idea that the list would evolve this far. I just don’t know that I can continue to improve it within the parameters I’ve set.

I’m also not sure that I especially want to: I’m a brewer, and I’ve been yearning to move on. Other cards and janky concepts are calling my name!

For this series, I was working within a budget… but I’m just going to admit that I’m not super thrilled with the above list as a “final product.” That’s why I didn’t request a spiffy graphic for it. Not for that list. Not when I can see the light at the end of the tunnel. This list is 100% there yet. To get it there, I’m going to have to break my rule and abolish the budget. Since this is my last week on the Shell Game concept, you know what, I don’t have a problem with that.

I’m ready to break my own rules and go ALL-IN on the [B]lue[P]urple Shell Game!

Here’s my best take, what I’m going to call my “Shell Game Dream” list – where I think the next step for this list is to take it over the top into a more competitive spot. But now I’m going to challenge you – what is YOUR best version of the list? What changes still need to be made?

Export Decklist By Clicking Image

Notable Differences

I took out the Cairnhenges in favor of Neo-Gangnams, since I don’t mind paying a bit more for Warded on my minion. I also added in a Bragi Runesinger, since he’s arguably the best Blue Mythic in the game. No other card does (or offers) what he does.

Basically a removal spell…

The two copies of Godsblud Transfusion came out for a second Pentacle of Flavors (and the Bragi), because they have more impact overall, and I wasn’t sure I wanted to many buffing spells when I could be running more minions. I’ve considered removal spells in those spots. The two copies of Racer In Shadow are my concession there. They help against threats that need quick answers, and since this deck runs a lot of buffing enchantments, the Racer can usually take out something much stronger than merely 2 health, especially when paired with something like Shinobi of Smoke.

And that’s how it turns out, I think. I still didn’t add that copy of the Tea House – maybe I should. I’m still not sold 100% on even this list, though it has had a great run. At this moment of “retirement,” the final record is 64-15. Not bad, honestly. Not all done in Ranked either, but still. I’ve had a LOT of fun with this list. I’m just itching to move on. Maybe some of you all are too.

Do you have any recommendations or requests? Let me know in the comments below! I’m wide open at this moment… but if I know myself, I won’t be for long. 😉

Until next time, when we tackle something entirely different, I’m bearsman6, and I want you to keep playing, keep learning, and keep brewing!

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