World of Myths Patch Notes — July 9, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
What Should I Craft?
In most CCGs, the tried-and-tested rule for crafting is to not waste your resources on anything other than the most expensive rarity of card. The reason for this is that lower rarity cards will be obtained by opening packs in time, and the resources gained from 'disenchanting' excess cards is far lower than the cost to craft, resulting in a net loss in that resource in the long term should you choose to craft commons, rares and epics from the start. For World of Myths, this guideline retains its value but there will come a time when one needs to consider the demands of the collection rather than the just the value of the timesand. You will want to divert from crafting only mythical cards, but I will leave that for a later article as it is not relevant to the starting player.
The First Craft
As a starting player, that first mythical craft needs to be a good one. One doesn't want to take all that time to collect 3500 timesand only to blow it on a card that seems good to fresh eyes but later turns out to be something of a dud. By the time you have saved up for the first mythical craft, you should already have opened a few mythical cards from your packs. Whether you have unlocked more than the starting 6 leaders is doubtful, however. Hopefully, you will already own several of the cards on the list below, but chances are that at least half of those you have "lucked into" are either relatively weak or cannot be used to their full potential by your collection at this time.
The cards on the list are geared more towards the starting collection and leaders rather than only considering card power. You want cards you can use from the start with the aim of gaining packs and timesand faster due to the power upgrades they bring. A good example of a card not on the list would be the Egyptian card Ramesses, the Great. This card is a staple in Osiris decks, so you will want it at some point. However, Osiris is not a starting leader, and there are many cards of lower rarity that are far more critical to the smooth operation of the deck strategy than its signature mythical. You should be looking to craft Ramesses only once you have a functional deck, rather than at the start when he will sit in your collection gathering dust. For 'want list' reasons he gets an 'honourable mention', however.
Neutral Faction
In my opinion, it is better to first craft vital cards that have broad applicability, as these will give a general power boost to many decks. The more strategy-specific mythical cards provide a higher power boost but find application in far fewer decks. It is natural therefore to examine the Neutral faction first, since these cards can be used in any deck.
- David, Bane of Giants. If there was ever a card that goes in every deck, this is it. David will always find a target, removing your opponent's most powerful threat (as long as it may be targeted) and leaving behind a body in your army to boot. David is useful at any stage of the game, taking out the unit that would otherwise win the game for your opponent, or creating a tempo swing to kill an early unit made large by left temple spoils. The strategy of when to play David is deep indeed. I have no doubt that this is one of the best, if not the best, choices for the first craft.
- Leer-Boy Junkins. Although narrower in use than David, Leer-Boy has the ability to just win a game, particularly after you have played Back To Dust during your opponent's turn and cleared the way to take out that final temple with his 6 power while avoiding his drawback. The card has far greater application, however. While not the most vital first craft candidate, Leer-Boy is very high on the list.
Faction-Specific Mythical Cards
For crafting a faction-specific mythical, it is best to choose the faction with which your collection has developed best, which isn't something I can judge without the detail. Needless to say, if a particular faction's card mechanics or play style appeals to you more than the rest, especially if you have cards that support a consistent win rate, then go with that faction. My advice would be to look to have the first card mentioned for each faction (including David above) before considering any other mythical card, unless you choose to focus on factions individually instead. I feel a broader collection is more valuable in the long run, not least because you will become exposed to the strengths and weaknesses of each faction and leader through playing them in turn, and will gain a better understanding of the game itself. Your mileage may vary, however.
Greek Faction
- Helen of Troy. Helen's ability to effectively shut down your opponent's army for a full turn is one of the most powerful in the game. Allowing your army to swing in for maximum effect, and not having to fear a counter attack in the event of not winning the game directly (if your opponent had more than 1 temple remaining, for example), has enormous value in World of Myths. The other Greek mythical cards are powerful, but none are as useful across the board.
- Achilles. Most Greek decks support a decent number of Warriors, and Achilles' cannot be targeted ability makes him the best Warrior-enabler, particularly since his power bonus effect can be activated on both attack and defence, and he gains the power bonus himself. While not especially useful for the starting Greek leader, Poseidon, Achilles will help you get the most out of Athena and Ares, and this versatility should not be overlooked, particularly if you already have David and Helen and are looking to expand your Greek collection further.
- Hypnos. A perfect fit with the leader abilities of Poseidon and Zeus, Hypnos deserves attention as the 'next best' Greek craft alongside Achilles. His 3 endurance is extremely valuable, and he can be Poseidon's bone fide finisher. The only question is whether Poseidon really needs the help. If your Poseidon deck is already doing well without Hypnos, it may be more appropriate to spend the timesand elsewhere and come back to him.
Honourable mention: Zeus' Wrath.
Norse Faction
- Fenrir. By and large, Norse decks win through direct combat. Attacking the temples demands at least 22 damage for victory. Killing the enemy leader is much simpler in damage terms, but the leader cannot be directly attacked while it is on the pedestal. Fenrir not only exposes the enemy leader to the might of your army, it deals the first 2 damage as well. A highly recommended card for the Norse player.
- King Geirroth. Odin and Thor tend to flood the board with smaller units and attack en masse. King Geirroth fits perfectly within this strategy and will be included almost by default in these leaders' decks as a result. Both his Bloodthirst (which only applies the first time he attacks) and Deathstare abilities are relevant to your route to victory.
- Motsognir. There are many staple dwarves in the Norse faction: such as Alvis the Hearthunter, Battlefield Smith and Snowhill Cutthroat. Not only does Motsognir make this tribe viable of itself, alongside Marshland Shaman the dwarves and giants get to party together. Particularly viable with Freya.
Honourable mention: Bergelmir.
Japanese Faction
It is relatively difficult to suggest broad cards for the Japanese faction, as the Mythical cards in this faction do not as a rule "enable" any deck. The power and game play elements in the faction come mostly from the lower rarity cards. Worse, the starting leader Amaterasu has little to no direct synergy with any of the mythical cards due to the narrowness of her ability, so it is difficult to suggest a craft for that leader specifically: while Toyotama-Hime and Toyotomi, the Unifier both work in decks where unit traits matter, neither is especially desirable as a first craft for the new player.
- Yamata No Orochi. If there is a mythical that epitomises the faction, it is Yamata No Orochi. The Japanese units are generally weak with low endurance, and stealing power is the faction's primary route to victory. Yamata No Orochi fits perfectly within these themes and becomes a powerhouse mid- to end-game unit. Just be aware that he has the least application with the starting leader, Amaterasu, since she boosts the endurance of her army, which is not synergistic with Yamata No Orochi's effect trigger.
- Sojobo. Given the reliance of the Japanese faction on unique unit traits, Sojobo's ability to attack but not remain in play is valuable, and he will find his way into a great number of decks. His gradual cost reduction ability is just gravy. He has no specific utility with Amaterasu, but remains a good card.
Honourable mentions: Toyotama-Hime and Toyotomi, the Unifier
Mesoamerican Faction
- Patan Packstrap. The abilities of the starting leader, Quetzalcoatl, and Tezcatlipoca demand they do not remain on the pedestal. Patan is the ideal candidate for a mythical that shines within this strategy, having a powerful, long term effect not dissimilar to Yamata No Orochi. Being a demon is also of particular importance to the Mesoamerican faction, and is key once one begins to experiment with the neutral leader, Dyadko.
- Colel Cab. The beast tribe can be used by several of the Mesoamerican leaders, whether alone or in support of demons, and Colel Cab's "draw 3" ability cannot be underestimated, even ignoring giving the units Rush or the fact that she is a beast herself (which is relevant to cards like Dryhill Troll, Questing Beast and White/Black Cadejo). A solid choice for the starting player.
- Cipactli. Sacrificing one's units for additional effects is a major theme in this faction. Cipactli has the ability to become a very strong mid-game unit at the cost of some minor units, while satisfying the sacrifice tactic or triggering Deathstare or Tribute abilities. Although not a card that is seen as "vital" to any sacrifice deck, it has a habit of appearing in those decks regardless, and as such should be considered underrated.
Honourable mention: Supay el Diablo
Egyptian Faction
- Apep, Enemy of Light. This card goes on almost any Egypt deck and is never a dead draw. It kills the strongest enemy unit, thereby generally removing the greatest enemy threat, even if that threat turns out to be mediocre when resurrected on your side of the battlefield. A better, but more expensive David.
- Cleopatra, the Last Pharoah. Arguably the card with the strongest ability in the game, Cleopatra defines deck strategy like no other. The cards you choose to "aim at" set up the rest of the deck by creating a unit cost restriction that both limits and frees deck design. Arguably the single most important Egyptian card.
- World Wonder Project. Quite apart from the threat of turning into a potentially game-winning upgrade that gives +5 power to all your units, World Wonder Project is more remarkable for its ability to restore a temple to full health, which includes health "gained" from cards such as Flower Pots and Priest of the Guardian. Played at the right time, this card alone can make it impossible for your aggressive deck opponent to win.
Honourable mention: Ramesses, the Great.
I will look at when to consider deviating from the "craft only mythical cards" guideline in a later article, when I will also consider the Epic Cards You Cannot Live Without.
Until then, happy crafting!
- LordThundyr (@lordthundyr on the WoM Discord channel)