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TYPES OF CARDS

CHAMPIONS

Champions are Units.

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Units are cards which are placed and stay in the battlefield until removed by an effect (i.e. destruction).

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They constitute the player's first and ultimate line of defense and provide a stable income of Experience Points (XP). XP is necessary to play (cast) other types of cards.

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Champions allow the structuring of important strategies through their abilities.

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Champions cannot be destroyed (placed in the graveyard) but they can be downed. While they are downed, they remain inactive in the battlefield until healed. If all your Champions are downed, you lose the game.

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ANATOMY OF A CHAMPION
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Champions have classes (for example, Mordred is an Assassin).

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To build your deck, you must choose your 3 Champions. If you choose an Assassin, a Druid and a Monk, you will only be able to incorporate Allies, Legends and Realms that share those same classes.

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Remember that by choosing your Champions you are choosing the classes for your deck and with that, the possible strategies that you will be able to use and combine.

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However, in Mythicarium there are many cards that are not associated with a specific class, such as Equipments and Campaigns. There are also some Allies and Realms that are not associated with a class and can be incorporated into any deck.

ALLIES

Unit.

 

They constitute a strategic support for the player and their Champions.

 

Allies can also attack and block.

 

Unlike the Champions, Allies die (when out of health points, allies are sent to the graveyard).

 

When an Ally dies, the killer player receives a XP reward equal to half of its XP cost rounded down (i.e. If Pincoya dies, the killer player receives 3/2 = 1,5 = 1XP rounded down).

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ANATOMY OF AN ALLY
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Allies have class and race (for example, The Four Horsemen is a Wizard and also an Elemental). The Four Horsemen can only be incorporated in a deck in which one of its three Champions is a Wizard.

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In contrast, Golden Dragon is an Ally without class but with race (Dragon). Golden Dragon can be incorporated in any deck.

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In Mythicarium, Allies have races. There are 10 different races and each one is associated with 3 classes. For example, Human Allies are associated with the Warrior, Paragon and Monk classes, so their abilities will be related to the strategies corresponding to those three classes and no others.

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MINIONS
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Unit. Most of the time generated by the effect of an ability. They are Ally tokens. Usually, they have NO abilities. 

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A minion that is shuffled or returned to the hand or removed from the battlefield by a similar effect counts as being destroyed and is put back into the side-deck unless the card says otherwise.

 

Minions can be:

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  • Zombies: Usually weak but easy to summon. Destroying it generates 1 XP.

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  • Vassals: Usually stronger and more difficult to summon. Destroying it generates 2 XP.

EQUIPMENTS
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Unit. When played, these must be assigned to a Champion.

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Each Champion can only carry 1 Equipment of each type: Artifact, Main, Off Hand and Armor.

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  • Weapons and Armor provide additional abilities and improve the statistics of their bearers.

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  • Artifacts provide the opportunity to perform abilities similar to those of other classes, for a XP surcharge.

LEGENDS
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NOT a unit. They can be used at any time during the game unless otherwise indicated.

 

One such exception: if you play a Legend in your opponent's turn, it must be in response to an action taken by that opponent (such as summoning an ally or declaring an attack).

 

Legends go to the graveyard after their ability has been cast.

TRANSFORMATIONS
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Unit. This card is stacked on top of the affected Champion (usually a Druid), transformed via an ability (usually, an ability from a Legend).

 

All the stats and abilities from the Champion are replaced by the ones from the Transformation card unless stated differently.

COMPANIONS
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Unit. They are usually summoned by the effect of the ability of a Champion or a Legend (usually a Ranger-class card).

 

They constitute an important strategic support for the player.

CAMPAIGNS
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NOT a unit.

 

Campaign cards are played in a special area of ​​the board and you can only have one at a time. If you play another, the one in play must be destroyed.

 

Campaigns are cards that give us game objectives and rewards for fulfilling them, accelerating the obtaining of Experience Points (XP) and Victory Points (VP).

REALMS
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Unit. Its main function is to set playing conditions either on a target player or on all players.

 

They also allow you to play a series of abilities similar to those found in Champion and Legend cards.

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