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Writer's pictureNephilimGG

Mythgard Madness: Paths and Powers


DJ Joins us again to go over how to pick the proper path and power for your Mythgard deck based on your card selection, archetype, and playstyle.


In my last article I discussed a few topics that I believe are important to building decks in Mythgard. I declined to include one aspect of building decks in Mythgard because I just simply have so much to say about it.


Mythgard has a lot of unique qualities, with arguably one of it’s most unique being Paths and Powers. Along with your 40 card deck, when you create a deck in Mythgard you assign a Path and a Power to your deck. A Path is a passive that you benefit from throughout the game in a variety of ways, while a power is an activated ability that you can pay mana to use. If you have ever played Hearthstone the concept of a repeatable effect that costs mana isn’t anything new. What’s different about the powers in Mythgard is that you get to select whichever power you want along with whatever path you want, which adds even more layers to the complexity of building decks in Mythgard.


Admittedly, I do not have a definitive guide for always picking the perfect Path and Power combination, but I do have some general tips and guidelines that might allow you to save some time when testing your deck ideas. However, Just like when you are building decks in general, don’t be scared to try different things and see what works out the best.


I have just a few easy questions that I ask myself when building decks that have helped me when deciding exactly what path or power to pick.


  • What role does my path and power play in my deck?

  • How does my path, power, and cards all interact with each other?

  • What does the meta game look like?


Paths and Powers have their purpose and, amazingly, you can pick and choose so you have exactly what you want. Do you want to reanimate big threats with Hopeless Necromantic? Then Disk of Circadia is definitely the Path you want. It allows you to discard your big, beefy units and provides a battlefield effect that you can abuse for your benefit with cards like Hotel Barkeep. This path plays a very clear role in the reanimator strategy and even some experimental roles in other decks as a way to control the quality of cards you end up with over the quantity.


What power you choose with this path is also important as you want to use a power that can really take advantage of going second, and your power being free, as well as that the power’s effect is always able to be used so you can discard and draw cards when you want to. When looking at a lot of reanimator decks, you will see a ton of them with Disk as the path and Smite as the power.


While seeming weird, Smite actually makes a lot of sense since you will always be able to use it so you can always discard or draw a card when you want to. I personally prefer Impel as the power in reanimator lists, and almost all lists if I’m being honest, because I feel Mythgard has very midrange game play with units being pivotal and having a way to trade or attack past units feels very worth it.


So, just always pay attention to how your path, power, and cards are interacting and make adjustments accordingly. If you notice you have a decent amount of teleport units then try out Impel as a power. If your aggro deck seems to be coming up a few points of damage short, try Infuse or Smite, as ways to push through some damage.


Think of paths and powers, more specifically powers, as a card that maybe needs to be switched out depending on what meta you are facing. As previously stated, if you see a lot of midrange/control decks using impel might be a good idea to give you a way to trade resources. The same can also be said if you see Aggro deck, which is another reason why I am so high on impel.


If you happen to run into decks that aren’t interacting a lot, which is very rare in Mythgard, running Infuse could help you pull ahead quickly in damage.


If your deck is looking for specific cards, instead of just more cards in general, then consider Divination to help look deeper into your deck.


Paths are much more locked in than powers since usually it’s the entire reason for building the deck you are playing. There are exceptions though. As stated before, Disk can be used to improve card quality and just swap with Turn of Seasons in metas that are homogenized and you play against the same deck multiple times.


Paths are also generally more linear, meaning that most of the them are almost auto locks depending on deck builds. If a deck is play 14-16 enchantments then it almost certainly wants Rainbow’s End to discount enchantments and gain card advantage from drawing enchantments at the end of your turn.


Looking at what your deck wants to do and what cards you play, gives you a huge head start in figuring out what Paths and/or Powers you want to play.


CONCLUSION


Nothing is 100% though. Mythgard is a game that not only is young but has a HUGE card pool for a base set, so there is a huge chance there are still lots of info to gain and ideas to be made. Never be scared to try something different, and always be looking to learn and grow. Good luck building and I’ll see you in the ladder!


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