Mythgard - Strategic card battles
Immerse yourself in tactical card play, collect stunning cards, and explore a vibrant world filled with innovative gameplay moments.

- 0.21.13.2001 Version
- 4.7 Score
- 175K+ Downloads
- In-game purchases License
- 12+ Content Rating
Set in a contemporary realm infused with magic, Mythgard presents a collectible card game that boasts profound lore, tactical gameplay, and strategic deck construction. The intricate gameplay of Mythgard draws inspiration from the genre's classic origins, while its multifaceted systems provide numerous gaming avenues.
ESSENTIAL FEATURES
• Engage in solo play, face off in 1v1 matches, or team up for 2v2 battles
• Amass over 400 cards adorned with stunning artwork
• Excel in swift, tactical gameplay
• Enchant the distinctive battlefield to boost your strategies
• Delve into an intriguing narrative
• Compete through story, draft, and ranked modes
• Experience spectator mode and replays
How To Play
This section will go over the basics of gameplay.
Card Types
The cards in your collection fit into four categories:
Minions: Summons a Minion into one of your unoccupied lanes. Minions have a value for Strength and Health, and some have Awaken effects which trigger when they enter play or Demise effects which trigger when they enter the Boneyard. Strength value determines damage dealt in combat with other minions and the opponent. When a Minion’s Health is reduced to zero, it is sent to the Boneyard.
Spells: A one-time effect which may generate a variety of effects, possibly targeting Cards, Players, or Lanes.
Enchantments: A permanent effect which targets one of your seven lanes, providing bonuses to the occupying minion or imposing penalties on opposing minions.
Artifacts: Cards which can provide both continuous and activated bonuses and effects for a Player while they are in play. A player may only have five Artifacts in play at one time. Many artifacts also have Durability, similar to a Minion’s Health. For each point of damage dealt directly to a player, the most recently played Artifact’s Durability is decreased by one. Artifacts with Durability reduced to zero are placed in the Boneyard.
Cards are divided into six colors, each corresponding with a Faction within the Mythgard universe:
Blue – Norden
Yellow – Aztlan
Red – Oberos
Green – Dreni
Orange – Parsa
Purple – Harmony
A card’s color determines which color gem it produces when cycled. There are no restrictions on colors in deck construction, but because cards can only be cycled once per game, decks frequently maintain concentrated color identities.
Card Anatomy
Image Courtesy of Rhino Games
Some card types, Artifacts for example, will also have additional properties such as Durability. Check the in-game guide for more info on these additional properties.
Resource System
In Mythgard you play with two different resources: Gems and Mana. Cards will have both a Mana and a Gem cost and some special abilities of cards will also cost Mana and Gems or sometimes both. At the bottom of your screen during a match you will find your resource bar. Resources are spent automatically as you choose to play cards and abilities, and any used resources will be restored at the start of your turn. You gain both Gems and Mana by cycling cards in your hand.
Card Cycling
You can Cycle a card once per turn by dragging it from your hand to your deck during your turn. Cycled cards are reinserted randomly into your deck, but are never placed directly on top. Cycling a card will grant you 1 maximum Mana and 1 Gem of the card’s Faction. Faction is displayed on the colored strip which run through the middle of the card and Gem on the card’s right side. The ring around the mana cost in the upper-left corner also indicates a card’s Faction. Each card can only be cycled once. When a card has been cycled, it will show the ring in the top left being broken and the card face will have minor visual changes.
An example of a Cycled card
Playable Cards
During your turn, any card you are currently able to play will appear in your hand with a blue border around it. This indicates that you have enough Mana and/or Gems to play that card.
An example of playable and unplayable cards in hand.
Playing Cards
To play a card, simply drag it onto the Game Board. If the card you’re playing, such as a Minion or Enchantment, goes into a Lane, you can drag it into the desired Lane. Alternatively, you can drag it to the center of the Game Board and target a Lane. Some cards such as Artifacts and untargeted Spells can simply be dragged onto the center of the Game Board. Any cards dragged to the center of the Game Board will highlight potential Lanes, Minions, Artifacts, or Players which can be targeted.
Area of Influence
Minions have an area of influence on the Game Board. A minion threatens 3 Lanes at a time, the Lane directly opposite it and the 2 adjacent lanes.
An example of each minion’s area of influence.
Attacking
To attack with a Minion, simply click and drag from the Minion you want to attack with and available Lanes will be highlighted in red. Minions can only attack Lanes within their area of influence and normally must attack Minions before being able to attack an empty Lane. Several keywords can alter the way this area of influence works.
Agile: “Can attack any of the three opposing lanes, ignoring attacking and blocking restrictions.”
Agile can allow you to circumvent normal attacking rules to attack your opponent directly, even while blocked by another minion. Agile also ignores blocking restrictions such as Defender and Lurker.
Defender: “Cannot attack. Enemies must attack a Defender before other blocking minions.”
Lurker: “Enemies must attack other blocking minions before a Lurker.”
Moving
Not only can your Minions attack, but they can also move around the Game Board once played. To move a Minion, click and drag from the Minion the same way you would attack with it. Lanes the Minion can move to will be highlighted in green. Minions cannot normally attack and move in the same turn and are normally bound to moving 1 Lane to either side. Several keywords can alter how movement works.
Immobile: “Cannot move voluntarily.”
Swift: “Gets an additional move action each turn. Each Minion can use only one swift move per turn. Swift moves are used before other move actions.”
Teleport: “Can move to any lane.”
Combat
Minions deal their Strength value to an opposing minion’s health. When a minion’s health is 0, it is placed in the Boneyard. If you’re unsure of the result of an attack, simply hover the attack without letting go of the attacker to be given a damage resolution preview. There are several keywords with can alter damage calculation in combat.
Slayer X: “Deals X extra damage in combat with minions.”
Fragile X: “Increases damage taken by X.”
Focused X: “Deals X extra damage in combat with the opposite lane.”
Blast X: “Deals X non-combat damage to adjacent enemy minions after striking.”
Armor X: “Reduces damage taken by X.”
Piercing: “Damage dealing cards with Piercing ignore Armor.”
Alpha Strike: “Minions with Alpha Strike deal combat damage before minions without it. If the Alpha Strike minion deals enough damage to kill a minion without Alpha Strike, the opposing minion will not get to strike in retaliation.”
Overrun: “When attacking a minion, excess damage carries over to the defending player.”
Frenzy: “Frenzy grants one Frenzy Attack after the minion uses a Standard Action or a Rush Action to attack. Only one Frenzy Attack can be used per turn.”
Deadly: “Destroys minions when dealing any amount of combat damage to them.”
Life Tap: “The controlling player gains life equal to combat damage dealt.”
Breach: “Triggers when dealing combat damage to a player.”
Abilities
Many cards have additional abilities available to them, whether through additional actions or other miscellaneous keywords.
Action Breakdown
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: “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.”
Misc. Keywords
In addition to the above mentioned abilities there are numerous others that don’t fit into the previous categories.
Warded: “Cannot be damaged or destroyed outside of combat.”
Immortal: “Cannot be damaged and immuned to destroy effects.”
Awaken: “An ability that triggers when entering play.”
Demise: “An ability that triggers when destroyed.”
Banish: “Removed from the game without triggering Demise effects or going to the boneyard.”
Blight X: “At the start of its turn, gets -X/-X.”
Regen X: “At the end of its turn, restores X health.”
Sacrifice: “Sent to the boneyard. Demise effects are triggered. Abilities that prevent destroy effects do not prevent sacrifice effects.”
Sap: “Spend an amount of current and maximum health to activate an ability.”
Divination X: “Look at the top X cards of your deck. Pick one to put on top; shuffle the rest into your deck below it.”
Stealth: “Identity is hidden from opponents and blocks like a regular minion until it is dealt damage, is destroyed, interacts with others, uses an ability (including Awaken abilities), or takes a non-move action. Spell Previews are turned off if any minion in stealth is in play.”
Stunned: “Cannot attack, move, or activate abilities.”
Empower: “Can be activated or triggered once to improve a minion.”
Energy: “Minions, artifacts, and paths with energy have abilities that generate and consume it. Using energy with an action requires a utility action.”
Suppressed: “Nullifies all special abilities, buffs and debuffs. Abilities, buffs, and debuffs gaained while suppressed are also nullified until the suppression effect wears off.”
Unsuppressable: “Cannot be Suppressed.”
Ephemeral: “Removed from the game when leaving play, going to a boneyard, or returning to a deck.”
Pursuit: “An ability that applies when you go second in the starting turn order.”
Strategic Decisions
Mythgard is a collectible card game that encourages smart and interactive choices. Dive into a distinct gaming experience filled with rapid and fluid tactical maneuvers. Utilize spells, minions, enchantments, and artifacts to defeat your rivals. Each move could be pivotal in determining your success or failure. Your deck isn't confined to one class or faction, offering an expanse of endless possibilities.
A Realm Where Myths Come Alive
Mythgard weaves together legends from around the globe. Ancient gods roam the modern landscape within this universe. Many of the most revered deities have been absent for eons, yet mythical creatures still vie for supremacy in the skies. Mortals are now rising to challenge these timeless entities. Players in Mythgard gather both advanced technology and mythic magic as they engage in struggles for supremacy over age-old powers.
A Unique Battlefield Experience
Position your minions and enchantments tactically on Mythgard’s distinctive battle board to unlock clever strategies. Forge powerful artifacts that modify the fundamental mechanics of the game. Cast formidable spells to breach your opponent's defenses and gain the upper hand as the conflict evolves.
No Cost Associated
Every card can be acquired through gameplay, allowing you to build your collection in whatever manner suits you! A range of PvE modes grants daily rewards, while various PvP options enable you to put your skills to the test against other players—the ultimate adversary!
Single Player Experience
Immerse yourself in the world of Mythgard through a comprehensive single-player campaign where factions compete to become the true wielders of power. Utilize the cards you collect to grasp gameplay concepts, enhance your abilities, and refine your strategies. This campaign allows you to explore the traits of each color faction, kickstart your card collection, and above all—enjoy your adventure in Mythgard.
- Version0.21.13.2001
- UpdateMar 31, 2025
- DeveloperMonumental, LLC
- CategoryStrategy
- Requires AndroidAndroid 5.0+
- Downloads175K+
- Package Namecom.rhinogamesinc.mythgard
- Signature5ef08cc9d09d351e1b1503c5d8f204d8
- Available on
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NameSizeDownload
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92.28 MB
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92.27 MB
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92.27 MB
Free-to-play
Multiple game modes
Unique battle board
Frequent updates
Cross-platform play
Rewarding progression
Occasional crashes
Unbalanced red decks
Confusing UI on small screens
Login issues