Learn the duel.
Mythics plays fast and reads deep. Here's how a match actually works — from deck to duel. (Balancing is still in flux as we playtest.)
The rules
Build your deck
A deck is 3 to 15 cards, mixed from four card types — creatures, structures, traps, and arenas. Lean aggro, go tanky, or build around a family; how you stack the deck is your whole strategy.
Deploy to the board
The board has 3 slots. On your first move you can deploy up to all three at once if you like — or hold back and fill slots as the duel develops. As pieces fall, you refill from your deck.
Stats & moves
Every creature rolls its HP, STR & SPD within its range, comes with one guaranteed move, and draws a rolled set from its pool — so no two copies play alike. Pull the one-of-a-kind God version and it wields the full god moveset.
Know your roles
Cards play wildly different parts — healers, duelists, splash-damage specialists, tanks, and summoners that spawn extra bodies. Traps wait face-down to punish a move, arenas buff a whole family for several turns, and structures hold the line. Line up the right combo and the board snowballs.
Win the duel
There are no life points. You win when your opponent has no creatures left on the board and no cards left to deploy — wipe their board, outlast their deck, and the duel is yours.
Read any card at a glance.
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