May 21, 2023
World of Myths - Eraziel
We fought, but the dragons won.

6 years ago, we answered the Daimyo's Call. We passed the Test of Faith and were accepted by the Chubby Stone-Eaters in the magical realm of the World of Myths.
We started our World Wonder Project. Our Story was Retold by Shady Traders, Slimy Leprechauns, and some Sneaky Goblins.

We entered the Dark House of Xibalba to seek the future and did the Desperate Ritual but it turned out we only broke the Cursed Seal.

The Wolfsbane Drop was too strong.
The Unexpected Support never came.
The Sword of the Rebellion is shattered to pieces.

Now we go Back to Dust...

-----------------------------

Rebellious Software is shutting down. We tried to make things work. Really, really hard. We worked on many exciting projects that will never see daylight, and we are deeply saddened that our journey has to end.

We will be forever grateful to all of you who joined us on our journey and always supported us. You are true friends for a lifetime.

World of Myths servers will shut down on 27th May 2023. Join us for some last games on that day (EU nighttime). More details on discord.

p.s. There is a chance that the game will continue as a passion project, free to play with no microtransactions, with new mythology, Slavic, in the making. No promise on the release date & time at this moment.
Sep 13, 2021
World of Myths - Rebellious
Coming soon...

World of Myths - Rebellious
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.
  1. 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.
  2. 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
  1. 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.
  2. 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.
  3. 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
  1. 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.
  2. 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.
  3. 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.
  1. 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.
  2. 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
  1. 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.
  2. 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.
  3. 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
  1. 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.
  2. 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.
  3. 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)

World of Myths - Rebellious
The Beginner Player
Every new player in World of Myths starts out with the same card and default deck collection and the same understanding of the game, as gained from the tutorial. The starting collection, while adequate, provides decks that have inherent weaknesses that players will discover for themselves in time and will learn to eliminate as they open more packs or take advantage of some of the excellent offers in the Store.

The problem, as with everything, is that we all want it now - the new cards we get must all be good and obtaining them must immediately be followed by success in ranked play. It's rare that our reality matches such desires. This blog will try to help newer players by attempting to give good advice on understanding the game at its core, to build foundations solid enough that you will be able to trust your own instincts in future, regardless of the strength of your collection. This first article will cover the first decisions made in World of Myths, some tactical basics and will finish off with a discussion on how to use the Greek leader Poseidon as a means of building your collection.

The Starting Collection
Many people choose a starting Mythology based on its flavour or some particular affinity they may have for it, whether from historical works such as the Iliad or more modern works of fiction such as Percy Jackson. However, in World of Myths early progress is more likely to be influenced by one's card collection and the decks one can build with it.



Each player starts the game with the same collection once the tutorial is done: 1 "default" deck per Mythology (referred to as a faction hereafter) and 2 copies of the card Siege Tactics, as well as 1 pack of 5 random cards. The 5 default decks have been posted under the "Decks" section on the unofficial deck builder website www.womdb.net by Inedyalkov. Understanding how to play each of these decks, and more importantly how to improve them, will be critical to the speed with which you progress from the start. I will deal with each in turn as this blog series progresses.


General Strategy Basics

There are many different strategies in World of Myths, but mastery of some will be more vital than others. I will introduce these slowly. For now, we need to understand only two major aspects of play: the leader and managing the centre temple.



Pedestal

Each leader except for the neutral Dyadko has an ability that uses the keyword "Pedestal". This means that the ability is only active when the leader is on the pedestal, an area on the right side of the screen where it cannot be attacked or damaged by the opponent but cannot participate in battle for you either.



Entering the battlefield

By spending 3 faith during your attack phase any time after the first turn your leader may enter the battlefield, moving from the pedestal to the left side of the screen. Here it can either attack enemy temples or leader (if also on the battlefield) or can defend your temples during your defence phase, but not both! If your leader attacks it becomes "exhausted" (the image becomes black to indicate it cannot participate in battle for the moment). While "ready" (aka not exhausted) your leader may defend your temples but cannot defend itself if it is attacked by the enemy units and/or leader. The leader returns to the pedestal whether it participated in battle or not at the end of your defence phase. While it is true that not all leaders are suited to being on the battlefield, for tactical reasons even these leaders may get out there and do some heavy lifting themselves.



Attacking the centre temple

Many players are seduced by the +2 power spoils from successful attacks against the left temple, but in truth this is often the worst temple to attack first. The best choice, depending on circumstance of course, is the centre temple. Attacking with 1 power more than that possessed by the ready defenders, or with one's weakest unit against any number units with only 1 endurance each, will ensure that the opponent loses a unit (sometimes a good one!). This stalls the opponent's development, especially if you can exploit it, and sometimes one can win the game directly out of the "opening", as it were. While not always successful, this strategy punishes the opponent with a bad hand of cards.



Defending the centre temple

Against players who attack your centre temple as described above, if becomes necessary to understand what circumstances cause the strategy to work. Very often decks that can only play 1 unit per turn end up just losing that unit each time. Decks with many units with only 1 endurance suffer in the same way. Learn to find and play the efficient units with >1 endurance, and value the cheaper-costed ones that bring other units into play via a "Summon" or "Deathstare" ability, as these often give some cannon fodder to feed to the centre temple while you "go wide" in search of counter play.



Winning with Poseidon

Attacking the centre temple is a strategy that the starting Greek leader, Poseidon, is ideally suited to. It is natural therefore that we discuss him first.



Poseidon's pedestal ability exhausts the "most expensive" enemy unit when you play the first unit with a cost of 3 or lower each turn. "Most expensive enemy" is the unit with the highest faith cost, and in the event of a tie the game engine will choose one of those with the highest cost at random. It is important to note that "most expensive" does not necessarily equate to the unit that has the greatest threat to your position.



The Default Greek deck aims towards creating a "tempo" gameplay style for Poseidon. That is to say, it provides an endless stream of threats while preventing the opponent's army from getting maximum use out of its units by continually exhausting one of them. Sometimes the most expensive unit is not the one you want to exhaust, but if the deck is built and piloted correctly a lot of the time this does not matter.



For it to work, the deck naturally needs a high number of units that cost 3 or less - there is little point in playing Poseidon if you are not going to try get optimal use out of his ability! The Default Greek deck has 15 units that cost 3 or less, which is a decent enough start but could be better. The problem with the deck, however, is that these units are not only too few in number to continually use the leader's pedestal ability effectively, they also lack any long term impact since most of them have either 1 power or 1 endurance. While this deck is decent enough starting out and earning some gold with which to open packs, you will find that it will need major surgery before it is competitive in ranked play.



Rebuilding Default Greek on Day 1

Some of the cards in the Default Greek deck have no place in a strategy that relies on attacking as soon as possible. The primary offenders are Acropolis Guard and Apple of Discord. The former can neither attack nor trigger Poseidon's pedestal ability, while the latter spell requires a large unit to be in play first for its effect to work and then only provides a single hit with this power bonus. They should be substituted for the cards Siege Tactics and Chubby Stone-Eater, which are earned during the tutorial. These cards directly damage the opponent's temples, and while Chubby only has 1 power, it does have 3 endurance which can be exploited if you place him on the left flank (aka the leftmost unit) of your army so that it will gain the benefit of the +2 power spoils taken from dealing damage to the opponent's left hand temple.



The deck has many units with 1 power, so they aren't going to do much damage by themselves. To help them out, bring in the 2 copies of Praise the Sun in the starting collection in place of Stoic Spartan and one of the Cave Sirens. These cards should give your starting units some impact. Note that once you have used Praise the Sun to increase a unit's power, that change is permanent.



To help with "finishing" the game off, 2 Sneaky Goblins (which have Rush and can therefore attack the turn they enter the battlefield) can be brought in to replace the two Ghost of Plataea, as these have little impact on the board and do not trigger Poseidon's pedestal ability. Finally, the remaining Cave Siren should be replaced with the second Dark Paladin in the starting collection. The Paladins and Calydonian Boars will give the deck more late game sustain.



While it is true that the number of units that will activate Poisedon's ability has remained the same, the chaff has been replaced with cards that will have an effect on the board and therefore the game state.



The final deck list is here: Basic Poseidon



Tactics

Poseidon's pedestal ability relies on exhausting one unit and then attacking the opponent's centre temple with enough damage to either force the opponent to destroy a unit or block with a unit that has only 1 endurance. Either way the opponent loses a unit while you gained one that turn, no matter how small. Once the central temple is down, hopefully you will have enough force on the battle field to quickly destroy the side temples in mass attacks, or use Siege Tactics and Chubby to pick off the last few points of health. Don't forget that Poseidon's pedestal ability is a single use effect, so once you've exhausted an enemy unit the leader can freely enter the battlefield to contribute to the attack as an additional unit.



Cards for Improvement

Whether you choose to craft these cards or just wait to get them from packs, the following cards will greatly strengthen the Poseidon Tempo deck and make it less reliant on the late game heavy hitters: Priest of the Waves, Thirsty Emposai, Fearless Psiloi, Priest of the Melee, Bridgeburners, Untapped Potential, Complex Strategem, Tarantine Cavalry, Phoebe's Amazons, and Helen the Beauty.



Play-by-Play Sample Game

The following game was played in Ranked Mode, using an account I created specifically for this blog: ForScience. This game used the Basic Poseidon deck above, and highlights how attacking the centre temple in concert with Poseidon's pedestal ability puts increasing pressure on the opponent, until they are practically forced into making a game losing mistake. Click images for a larger view.



Turn 1



The starting hand, after drawing a card, shows some promise, with 2 units that can be used to exhaust enemy units, as well as Praise the Sun and the Rush unit, Sneaky Goblin. The first play is to use all 3 faith to summon the Cursed Impling and exhaust the opponent's Fresh Recruit.

Turn 2



The opponent did nothing on its first turn. While it is possible to play Warrior of Thebes to exhaust the Fresh Recruit and then attack the centre temple with the Impling to force destruction of the Recruit, it is better to bring Poseidon onto the battlefield to attack the centre temple instead. This allows us to keep the Warrior to exhaust a stronger enemy unit, the Impling retains 2 endurance, and we can leave 1 faith open to play Praise the Sun on the Impling and block if the enemy leader decides to attack on their turn.

Turn 3



The opponent played Anhanga on their turn, a 4 power unit that damages the weakest friendly temple. We can now exhaust Anhanga with the Warrior of Thebes, leaving 3 faith open for another centre temple attack, and the opponent loses another unit without us spending a card or any endurance.

Turn 4



The opponent again only played 1 unit, so we rinse and repeat - play a unit with cost 3 or less to exhaust the enemy unit, and kill it with a centre temple attack from the leader. This destroys the first temple, we have 5 power in play versus the opponent's zero, and while we can no longer force the opponent to destroy his own units we have 2 3-cost units in hand to help clear the way for the assault on the final two temples. We do not fear an enemy attack on the centre temple as we will have 3 ready defenders.



Opponent's turn 4



Desperate to get some kind of board presence, the opponent plays a unit and then brings the leader onto the battlefield. He decides to attack our leader. Two damage to our face is much less important than the endurance on our units, so we allow the damage and declare no defence.


Turn 5



Our opponent's last turn has exposed the leader to danger, however, and this was a game-ending mistake. With 7 faith available we can play the Sneaky Goblin, bring Poseidon to the battlefield, and attack with everything against the enemy leader. This is enough to kill the opponent's leader, whether he blocks with his unit or not. GG.

Winning within the first 5 turns unlocks the POGer title achievement - well done, ForScience!

Good luck opening those packs and don't forget to watch out for the cards listed above that can improve the Basic Poseidon deck.

I hope that you enjoyed this article and were able to learn something from it. Until next time.
This article is authored by LordThundyr (@lordthundyr on the WoM Discord channel)
World of Myths - Rebellious
This is the largest balance patch we have ever done.
We wanted to give a better identity to each mythology and we are happy to say that we believe we achieved it!

We are adding 2 new keywords - Spellmastery for Greek and Bloodthirst:
Spellmastery - Does something the first time you play a spell (and this unit is on the board)
Bloodthirst - Does something the first time it attacks

We did a lot of small changes and updates (yes, shift-click on PC on the deckbuilder is part of that). We have changed the starting workflow, added option to play as a guest, and so on. But you are here for the balance changes so here they are:

Enjoy!

1. Grave Scavenger Cost increased from 2 to 3 2. Doubtful Monk Power increased from 2 to 3 3. Cheap Hireling Old: "Cannot defend." New: "" 4. Toll Takers Power increased from 3 to 4 5. Windcaller Griffin Added Trait "Beast" 6. The Sword of the Rebellion Cost decreased from 5 to 4 7. Brienne, the Bard Old: "Gain 2 Power after this unit wins a battle. Lose 1 Power after this unit loses a battle." New: "Gain 3 Power after this unit wins a battle" 8. Watchful Lamassu Power increased from 1 to 2 Endurance increased from 1 to 2 9. Shamash's Judgment Cost increased from 3 to 4 10. Ninurta's Teachings Cost decreased from 5 to 4 11. Kobalos Cost decreased from 6 to 4 Trait changed from "Demon" to "Monster" Old: "Summon: Target enemy unit loses 1 Endurance." New: "Has +1 Power for each exhausted enemy unit." 12. Ghost of Plataea Cost increased from 4 to 5 Old: "Summon: Enemy flank units lose 1 Power." New: "Summon: Swap the position of the enemy flank units. They lose 1 Power." 13. Priest of the Thunder Old: "Gain 1 Power when you play a Curse." New: "Ethereal" "Summon: Put Full of Terrors into your hand." 14. Charon Cost decreased from 5 to 4 Old: "Summon: Return the top spell from your graveyard to your hand." New: "Ethereal" "Summon: Return the top spell from your graveyard to your hand." 15. Full of Terrors Old: "Remove an attacking unit from the battle. It loses 1 Power." New: "Remove target enemy unit from the battle. It loses 1 Power." 16. Summer Heat Removed Trait "Curse" Old: "Exhaust all enemy non-flank units with Power 4 or lower." New: "Exhaust the weakest and the strongest enemy units." 17. Flanking Centaur Added Trait "Monster" Old: "Wing: When this unit wins an attack, exhaust the weakest enemy flank unit." New: "Wing: While this unit participates in a battle, enemy flank units have -1 Power." 18. Hardened Hoplite Power increased from 2 to 3 19. Forest Harpy Added Trait "Monster" Old: "Deathstare: Exhaust the weakest enemy unit." New: "Deathstare: Exhaust the strongest enemy unit." 20. Thermopylae Tactics Old: "Exhaust your strongest unit. Kill target attacking enemy unit." New: "Kill target enemy attacking flank unit." 21. Cretan Minotaur Cost decreased from 7 to 6 Old: "After participating in a battle, lose 1 Power." New: "Can only participate in battles if you have played a spell this turn." 22. Swamp Hydra Old: "Gain 1 Power when losing Endurance." New: "When this unit loses Endurance, it gains 2 Power." 23. Achilles Old: "Rush" "Summon: Give your opponent an Achilles' Heel." New: "Cannot be targeted by enemy spells or unit abilities. When declared for battle, all friendly Warriors gain 1 Power." 24. Petrifying Medusa Added Trait "Monster" Old: "The unit in front cannot attack or defend." New: "The unit in front of Medusa cannot participate in battle." 25. Helen, the Beauty Name changed to "Helen of Troy" 26. Heracles Cost decreased from 8 to 6 Power decreased from 5 to 3 Endurance increased from 2 to 3 Old: "Summon: Kill all non-Warrior units with Power 5 or higher." New: "When a friendly Monster enters play kill it and gain its Power." 27. Cave Siren Added Trait "Monster" Old: "Reinforcement" "Summon: Reset target unit's Power." New: "Reinforcement" "Summon: Target enemy attacking unit has -10 Power for the battle." 28. Hungering Cyclops Old: "Can only participate in battles if there is a unit in front." New: "Can only participate in battles if you have played a spell this turn." 29. Silverback Pegasus Added Trait "Monster" Old: "Has +1 Power while adjacent to a Warrior." New: "Summon: Move target friendly unit to this unit's right." 30. Acropolis Guard Added Trait "Warrior" 31. Peltast Skirmishers Old: "Wing: While attacking, the first declared defending unit has -1 Power." New: "Wing: While attacking, all participating enemy non-flank units have -1 Power." 32. Amphisbaena Old: "Deathstare: Put 2 Ochendras onto the battlefield." New: "Deathstare: Friendly Monsters gain 1 Endurance." 33. Ochendra Is now collectible Cost increased from 1 to 3 Added Trait "Beast" Old: "Rush" New: "Rush" "Deathstare: Exhaust all participating units." 34. Priest of the Acropolis Old: "Gain 1 Power when you play a unit during defense." New: "Summon: Put Confusion in the Ranks into your hand." 35. The Three Graeae Old: "Draw the top Curse from your deck when you play your first Curse each turn." New: "The first non-Etherial Curse you play each turn returns to your hand with Ethereal." 36. Worshipper of Hecate Cost increased from 2 to 3 Endurance increased from 1 to 2 Old: "The first Curse you play each turn costs 1 less." New: "Spellmastery: Return the top Curse from your graveyard to your hand." 37. Aid from Temiscyra Cost decreased from 5 to 4 Old: "Put a ready Euryhe's Amazons on your left flank. Put a ready Celaneo's Amazons on your right flank." New: "Draw a Warrior from the deck for each spell you have played this turn." 38. Hypnos Cost decreased from 8 to 7 39. Nestor, the Fleet Commander Name changed to "Nestor, the Argonaut" Power increased from 2 to 3 Old: "Summon: Draw a card for each exhausted enemy unit." New: "Gain 2 Boon Tokens when you exhaust an enemy unit." 40. Fearless Psiloi Old: "Summon: Gain 1 Power if played in front of a stronger unit." New: "Has +1 Power for each friendly unit with Wing." 41. Veteran Strategos Old: "Summon: Friendly units with Center or Wing gain 1 Power." New: "Spellmastery: Friendly units with Center or Wing gain 1 Power." 42. Confusion in the Ranks Cost decreased from 2 to 1 Old: "Target enemy unit swaps positions with the strongest enemy unit." New: "Move target unit to the left flank." 43. Oracle of Delphi Power increased from 2 to 3 Old: "Summon: Draw the most expensive spell from your deck." New: "Spellmastery: Draw the most expensive spell from your deck." 44. Epiales Power increased from 1 to 2 Trait changed from "Spirit" to "Monster" 45. Stoic Spartan Cost increased from 5 to 7 Power decreased from 3 to 2 Endurance increased from 2 to 3 Added Trait "Warrior" Old: "When declared as a defender, remove all enemy units with higher Power from the battle." New: "Center: When delcared for battle, move your weakest Warrior to the left flank." 46. Celaneo's Amazons Added Trait "Warrior" 47. "Euryhe's Amazons" Added Trait "Warrior" 48. Phoebe's Amazons Added Trait "Warrior" 49. Warrior of Thebes Old: "" New: "Wing: Has +1 Power." 50. Helenic Standard Bearer Cost increased from 2 to 3 Added Trait "Warrior" Old: "When your left flank unit is exhausted, ready it." New: "Other friendly Warriors have +1 Power." 51. Zeus' Wrath Cost increased from 20 to 25 Old: "Ethereal" "Costs 1 less for each Curse you've played this game. Deal 10 damage to target Temple." New: "Ethereal" "Costs 1 less for each Curse you've played this game. Destroy target Temple." 52. Stand and Fight Cost increased from 3 to 4 Added Trait "Blessing" Old: "All friendly units that have a unit in front gain 1 Power." New: "Target friendly unit gains Power equal to that of its adjacent units. They lose 1 Endurance." 53. Tarantine Cavalry Cost increased from 3 from 4 Old: "Wing: While attacking, all participating enemy non-flank units have -1 Power." New: "Wing: Adjacent unit has +2 Power." 54. Unexpected Support Cost increased from 2 to 3 55. Hidden Supporter Old: "The unit on the left has +1 Power." New: "The unit on the left has +2 Power and also participates in all battles, if able." 56. Thessalian Cavalry Old: "Summon: Gain Rush if played on a flank." New: "Reinforcement" Summon: Gain Rush if played on the flank." 57. "Kottos" Cost decreased from 9 to 7 Power decreased from 12 to 4 Endurance increased from 2 to 3 Old: "Cannot defend.\nReady when exhausted. While attacking has -2 Power for each defender." New: "Adjacent units cannot defend. When this unit attacks, it gains 3 Power." 58. Siege Commander Is now collectible Cost increased from 1 to 3 59. Boreal Giant Power increased from 6 to 7 60. Hagbard, the Raidcaller Old: "Summon: Put a Fjord Raiders on this card's right." New: "Bloodthirst: Put 2 Greedy Pillagers on this card's left." 61. Haki, the Raidleader Old: "Raid: Has +2 Power." New: "Raid: Has +3 Power." 62. Ratatoskr Old: "Summon: Each player draws a card." New: "Deathstare: Gain 3 Boon Tokens." 63. Snowhill Cutthroat Old: "Cannot be targeted by spells or unit abilities." New: "Cannot be targeted by enemy spells or unit abilities." 64. Jalai Shaman Name changed to "Marshland Shaman" Old: "Summon: Gain 2 Power if the enemy Leader has 5 or less Health." New: "Bloodthirst: Friendly Dwarves and Giants gain 1 Power." 65. Magma Crusher Power increased from 4 to 5 66. Olina Mancrusher Old: "Raid: Has +1 Power." "Summon: The strongest enemy unit loses 1 Power." New: "Raid: Has +2 Power." "Bloodthirst: The strongest enemy unit loses 1 Power." 67. Elder Blacksmith Power increased from 1 to 2 Old: "Summon: Target friendly Viking or Dwarf gains 2 Power." New: "Summon: Target friendly Dwarf or Giant gains 2 Power." 68. Young Bearslayer Power increased from 2 to 3 Old: "" New: "Cannot defend." 69. Seductive Huldra Power increased from 2 to 3 70. Thundering Vikings Cost decreased from 6 to 5 71. Tempting Svava Old: "Summon: Draw the weakest Viking from your deck." New: "Bloodthirst: Put the top Viking with Cost 3 or less from your deck, on your right flank." 72. Shade of Loki Name changed to "Loki’s Bargain" Old: "Choose an enemy unit. Adjacent units lose Power equal to the Power of that unit." New: "Target unit gains 3 Power. Its adjacent units lose 1 Endurance." 73. Fenrir Power increased from 6 to 7 74. Bergelmir Cost increased from 8 to 9 Power increased from 3 to 4 Old: "Summon: Target enemy unit loses 2 Power and 1 Endurance." New: "Summon: Draw the 2 weakest Giants from your deck and reduce their Cost by 2." 75. Axenado Cost increased from 3 to 4 Old: "Target unit and its adjacent units lose 1 Power." New: "Kill the weakest friendly unit to kill the weakest enemy unit." 76. Test of Faith Old: "Friendly attacking units gain 1 Power." New: "All friendly units gain 1 Power." 77. Shieldmaiden Power decreased from 2 to 1 Old: "Cannot attack." New: "Raid: Has +2 Power." 78. Norse Warhound Old: "Summon: The unit in front loses 1 Power." New: "Bloodthirst: Gain +1 Power" 79. Alvis, the Hearthunter Power decreased from 2 to 1 Old: "Summon: Your strongest Temple loses 1 Health." New: "Gain 1 Power when another friendly Dwarf enters play." 80. Motsognir Power decreased from 1 to 2 Endurance increased from 2 to 4 Old: "When this unit's Power is increased, gain 1 additional Power." New: "When you summon a Dwarf gain 1 Power and give that Dwarf +1 Power." 81. Draugr Cost increased from 2 to 3 Power increased from 1 to 3 Old: "Rush." "When a friendly Viking dies, put this unit onto the battlefield from your hand." New: "When a friendly Viking dies, put this unit onto the battlefield from your hand and ready it." 82. Fossegrim Old: "Summon: All units gain 1 Power." New: "Summon: If you have summoned 2 other units this turn, all friendly units gain 1 Power." 83. Viking Recruit Power decreased from 1 to 0 84. Houndmaster Power increased from 0 to 2 Endurance decreased from 3 to 2 Added Trait "Viking" Old: "When declared for battle, put a participating Hunter Hound onto the battlefield." New: "When declared for battle, put a participating Hunter Hound on it's right." 85. "Blood Eagle" Old: "Your strongest unit loses 1 Endurance. Kill the strongest enemy unit with equal or lower Power." New: "Kill target friendly unit. Put the top unit from your deck with Cost 6 or less on your right flank." 86. Trial by Fire Old: "All friendly units lose 1 Endurance, then all friendly units gain 2 Power." New: "Kill target friendly unit. Put the weakest Priest from your deck on the left flank and give it +2 Power." 87. Crush the Weak Cost increased from 0 to 1 Old: "Kill target unit with 0 Power." New: "The weakest enemy unit loses 1 Endurance." 88. Gjenganger Power increased from 2 to 3 89. "Eir, the Benevolent Cost decreased from 6 to 5 Power increased from 1 to 2 Old: "When a friendly non-Spirit unit dies, put a Fox Fylgja on your left flank." New: "Your spells cost 1 less." 90. Wolpertinger Cost decreased from 3 to 2 Power decreased from 2 to 1 91. King Gylfe Old: "Raid: Units with 2 or less Power cannot defend." New: "When you summon another Viking, give it Rush." 92. King Geirroth Added Trait "Viking" Old: "All friendly units have +1 Power." "Deathstare: All friendly units lose 1 Power." New: "Bloodthirst: All friendly units gain 1 Power." "Deathstare: All units lose 1 Power." 93. Housecarl Added Trait "Viking" Old: "Cannot attack or defend alone." New: "Raid: Has +1 Power. Cannot attack or defend alone." 94. Hildr, Maiden of Battle Cost decreased from 8 to 7 Old: "Summon: Put the top strongest unit with Cost 5 or lower from your graveyard onto the battlefield." New: "Summon: Put the weakest unit from your graveyard on your left flank and give it +2 Power." 95. Axeman of Stamford Bridge Name changed to "Warpainted Charger" Power increased from 1 to 2 Endurance decreased from 3 to 2 Added Trait "Viking" Old: "Cannot attack." "While defending alone, has +2 Power for each attacker." New: "Has +4 Power while all friendly units are attacking." 96. Veteran Raider Cost decreased from 7 to 6 Old: "Gain 1 Power when the weakest enemy unit(s) dies." New: "Raid: Has + 2 Power and gain 1 Boon Token." 97. Inspired Hammerer Cost increased from 4 to 5 Endurance increased from 2 to 3 Old: "Summon: Gain 2 Power if the Power of the unit on the right is increased." New: "Has +2 Power while any adjacent unit has its Power increased." 98. Battlefield Smith Power increased from 0 to 1 99. Priest of the Fallen Old: "When your strongest unit(s) dies, your remaining strongest unit gains 1 Power." New: "Deathstare: Your strongest unit gains 2 Power." 100. Sleipnir Power increased from 3 to 6 Endurance decreased from 2 to 1 Old: "Reduce the Cost to summon your Leader by 2. All friendly units have +1 Power while attacking, if your Leader is on the battlefield." New: "Summon: Discard the strongest unit from your deck." "Deathstare: Put that unit on your right flank." 101. Ragnar Power increased from 2 to 4 Endurance decreased from 3 to 2 Old: "Raid: All friendly attacking units have +1 Power." New: "Raid: Put the top Viking from your deck on the left flank." 102. Dragonbreath Mead Old: "Set target friendly unit's Power to 4 and Endurance to 1." New: "Set target friendly unit's Power to 5 and Endurance to 1." 103. Storm the Shores! Old: "Put 3 Fjord Raiders on the right of target friendly unit." New: "Put 3 Fjord Raiders on your left flank." 104. Raiding Tactics Cost increased from 2 to 3 Old: "Friendly units have +1 Power while attacking and -1 Power while defending." New: "Friendly units have +1 Power while attacking." 105. Yamata no Orochi Cost decreased from 8 to 6 Power decreased from 6 to 1 Endurance increased from 1 to 3 Old: "Gain 1 Endurance when a friendly unit(s) dies." New: "When a friendly unit(s) dies, steal 1 Power from the strongest enemy unit." 106. Masashige, the Promised Warrior Power increased from 4 to 5 107. Vengeance Takeru Power increased from 3 to 4 Old: "Reinforcement" "Gain 2 Power when you lose a battle as the defender." New: "Reinforcement" "Steal 1 Power from the strongest enemy unit when you lose a battle as the defender." 108. Gashadokuro Tier changed from "Epic" to "Rare" 109. Odachi Heroine Old: "Challenge" "When you summon a Samurai, it gains 1 Endurance." New: "Challenge" "Bushido: Steal 1 Power from the first defender." 110. The Daimyo's Call Old: "Draw the weakest Samurai from your deck. Reduce its Cost by 1." New: "Target a friendly unit to draw the weakest unit with the same Trait. Reduce its Cost by 1." 111. Odachi Squad Cost decreased from 7 to 6 112. Cherry Tree Kitsune Power decreased from 2 to 1 113. Shikoku Oni Cost decreased from 6 to 5 Old: "Has +2 Power while attacking if there is a defender in front of him." New: "Summon: The strongest enemy unit loses 2 Power and the weakest enemy unit gains 2 Power." 114. Ibaraki Doji Power increased from 1 to 2 115. Jorogumo Power decreased from 2 to 1 Old: "Summon: Steal 1 Power from the weakest enemy unit." New: "Summon: Steal 2 Power from the strongest enemy unit." 116. Juboko Power increased from 1 to 2 117. Kasa-obake Old: "Summon: The weakest enemy unit loses 1 Power." New: "Summon: Steal 1 Power from the weakest enemy unit." 118. "Spear Ashigaru" Cost increased from 1 to 2 Power increased from 1 to 2 Old: "Center: Has +1 Power." New: "Bushido: Has +1 Power." 119. Akita Sohei Old: "Summon: Target friendly Samurai or Ninja gains 2 Power." New: "Summon: Set the Power of target friendly unit to 3." 120. Seppuku Cost decreased from 2 to 1 121. Onryo Power decreased from 2 to 1 Old: "Summon: Target enemy unit loses 1 Power." New: "Summon: Steal 1 Power from target enemy unit." 122. Amabie Endurance increased from 1 to 2 Old: "Summon: Draw the top unit with no Trait from your deck." New: "Summon: Target friendly Spirit or Samurai steals 1 Power from the strongest enemy unit." 123. Bakeneko Power increased from 2 to 3 Removed Trait "Spirit" Old: "Summon: Swap Endurance with target friendly unit." New: "Deathstare: Your strongest unit gains Challenge and 1 Power." 124. Oni no Hanzo Cost decreased from 8 to 7 125. Otsukimi Cost increased from 1 to 2 Trait changed from "Blessing" to "Curse" Old: "Target friendly unit gains 1 Power for each unit with its Trait." New: "The strongest enemy unit loses 2 Power. If all friendly units have the same Trait, repeat once." 126. Goryo Power increased from 0 to 2 Endurance decreased from 2 to 1 Old: "Summon: Set this unit's Power to the Power of the top strongest unit in your graveyard." New: "Summon: Steal 1 Endurance and 2 Power from the unit on the left." 127. Shiro Uneri Power decreased from 3 to 1 Trait changed from "Dragon" to "Spirit" Old: "Cannot be targeted by enemy spells or unit abilities. Has -2 Power while there are 3 or more enemy units." New: "Cannot be targeted by enemy spells or unit abilities. Has +2 Power while attacking, if there is only one defender." 128. Omukade Old: "Summon: Your Leader and all friendly Temples lose 1 Health." New: "Summon: All friendly Temples lose 1 Health." 129. Narigama Power decreased from 4 to 3 Trait changed from "Demon" to "Ninja" Old: "Summon: Adjacent units lose 1 Power." "Deathstare: All enemy units lose 1 Power." New: "Summon: Draw the top Priest from your deck." "Deathstare: All enemy units lose 1 Power." 130. Star Pupil Power increased from 1 to 2 131. Toyotomi, the Unifier Old: "Summon: Draw 2 of the strongest Samurai from your deck. Give them 1 Power." New: "Summon: Draw the strongest units with the same Traits as its adjacent units and give them 2 Power." 132. Luck of the Sea Old: "The weakest unit loses 2 Power and the strongest unit gains 2 Power." New: "The strongest unit steals 2 Power from the weakest enemy unit." 133. Priest of the Blade Old: "Deal 1 damage to the strongest enemy Temple when you win an attack with a single attacker." New: "Summon: Put Seppuku into your hand." 134. Sojobo Cost decreased from 7 to 6 Old: "Reinforcement", "Rush" "When this unit wins an attack, return it to your hand." New: "Reinforcement", "Rush" "When this unit wins an attack, return it to your hand and reduce its cost by 1 for each time you have played it." 135. Konoha-Tengu Old: "Reinforcement" "Gain 1 Power when you summon another Ninja." New: "Steal 1 Power from the weakest enemy unit when you summon another Ninja." 136. Amefuri Kozo Old: "Summon: Draw the top unit with a Trait that you don't have on the battlefield." New: "At the start of your turn, steal 1 Power from the weakest enemy unit." 137. Ningyo Cost decreased from 5 to 4 Power decreased from 2 to 1 Old: "Summon: Target enemy unit loses 2 Power." "Deathstare: That unit gains 1 Power and 1 Endurance." New: "Summon: The strongest friendly unit steals 1 Power from the strongest enemy unit." 138. Ninigi-no-Mikoto Old: "Summon: Set the Power and Endurance of all units to 2." New: "Summon: Set the Power and Endurance of all enemy units to 2." 139. Reflection of Yata-no-Kagami Old: "Put a textless, base copy of target unit into your hand and set its Cost to 5." New: "Put a textless, base copy of target unit into your hand and reduce its Cost by 3." 140. Toyotama-Hime Cost decreased from 10 to 9 Power increased from 3 to 4 141. Demon King Nobunaga Added Trait "Demon" 142. Slashing Kamaitachi Power increased from 2 to 3 143. Drinking Kamaitachi Old: "Rush" "Deathstare: Your strongest Temple loses 1 Health." New: "Rush" "Deathstare: Your strongest unit steals 1 Power from the weakest enemy unit." 144. Wise Itako Old: "Summon: If you control fewer units, draw a card." New: "Summon: If there is an enemy unit with reduced Power, draw a card." 145. Tsuchigumo Power increased from 1 to 2 146. Myobu Endurance increased from 1 to 2 Old: "Adjacent units have +1 Power." New: "Friendly Spirits have +1 Power." 147. Baku Power increased from 3 to 5 Old: "Summon: Reset a friendly unit's Power. If that unit's Power increased, gain 2 Power." New: "" 148. Binbogami Cost decreased from 9 to 8 Power decreased from 7 to 2 Endurance increased from 2 to 3 Tier changed from "Rare" to "Epic" Old: "Summon: All other units lose 1 Power." New: "Summon: Steal 1 Power from all enemy units." If you are the first person to read this, use this code to claim some packs: taWh0Wo 149. Bushi Ambusher Name changed to "Bushi Master" Power increased from 0 to 1 Tier changed from "Common" to "Epic" Old: "While a friendly unit is atacking alone, it has +1 Power for every defender after the first." New: "While a friendly unit is atacking alone, it has +1 Power for every defender." 150. Yahui Cost decreased from 8 to 7 151. White Cadejo Power increased from 2 to 3 152. Flesh-Eating Lily Trait changed from "Plant" to "Beast" 153. Bacab of the South Power increased from 2 to 3 Old: "Your Leader has +1 Power while attacking alone." New: "Your Leader has +1 Power while attacking." 154. Colel Cab Added Trait "Beast" 155. Mosstopus Cost decreased from 5 to 4 Trait changed from "Plant" to "Beast" Old: "Summon: Give 2 Power to target friendly Beast." New: "Summon: Give 2 Power to another friendly Beast." 156. Auspicious Omen Cost decreased from 4 to 3 157. Ahuizotl Cost decreased from 3 to 2 Power increased from 1 to 2 158. Bloodletting Old: "Kill target friendly unit to give all friendly Beasts and Demons 1 Power." New: "Sacrifice target friendly unit to give all friendly Beasts and Demons 1 Power." 159. Aztec Headhunter Cost decreased from 4 to 3 Old: "Reinforcement" "Summon: Put a Captive Warrior on this card's left." New: "Summon: Put a Captive Warrior on this card's left." 160. Panther Nagual Cost decreased from 6 to 5 161. Camazotz, the Night King Cost decreased from 7 to 6 Power increased from 3 to 4 Old: "At the start of your turn, sacrifice the unit on the left." New: "Summon: Gain 1 Power for each time you have attacked with your Leader." 162. Chaneque-Elect Old: "Summon: Draw the weakest Beast from your deck." New: "Summon: Sacrifice target friendly unit. Draw the top Beast and give it +2 Power." 163. Life for Life Old: "Sacrifice target friendly unit to set your Leader's current Health to 8." New: "Sacrifice target friendly unit to set your Leader's current Health to 7." 164. Jaguar Warrior Cost decreased from 3 to 2 Power increased from 1 to 2 Endurance decreased from 2 to 1 Old: "Tribute: Put a God's Strength into your hand." New: "Deathstare: Put a God's Stenght into your hand." 165. Priest of the Wind Cost decreased from 3 to 2 166. Priest of the Web Cost decreased from 3 to 2 167. Xelhua, the Architect Cost decreased from 7 to 6 168. Ometeotl Old: "After the first friendly sacrifice each turn, put an Ometeotl on this card's right and sacrifice it." New: "Summon: Sacrifice target friendly unit. Reset the Power of all friendly units." 169. Cipactli Power increased from 1 to 2 170. Eagle Warrior Old: "Tribute: Put a Falling Eagle into your hand." New: "Summon: Reset target friendly unit's Power." 171. Anhanga Old: "Summon: Your weakest Temple loses 3 Health." New: "Summon: Your weakest Temple loses 2 Health." 172. Augur Bat Power decreased from 4 to 3 Endurance increased from 1 to 2 Old: "Summon: Draw the strongest Demon from your deck." New: "Summon: Sacrifice target friendly unit to draw the strongest Demon from your deck." 173. Fervent Follower Old: "Tribute: The strongest friendly Demon gains 2 Power." New: "Deathstare: The weakest friendly Demon gains 3 Power." 174. Tata Duende Power increased from 1 to 2 175. Camahueto Cost decreased from 8 to 4 Power decreased from 5 to 2 Old: "Summon: All other friendly Beasts gain 1 Power." New: "Deathstare: Reduce the Cost of all friendly Beasts in hand by 1." 176. Aj K'in Power increased from 1 to 2 177. Chonchon Old: "Cannot defend." New: "Summon: Your Leader loses 1 Health. The strongest enemy unit loses 1 Power." 178. Black Cadejo Old: "Friendly Beasts have +1 Power while they are attacking." New: "Friendly Beasts have +1 Power." Leaders 179. Zeus Old: "Pedestal: When you target a unit with a spell, exhaust that unit." New: "Pedestal: The first curse you play each turn costs 1 less. When you target an enemy unit with a spell, exhaust it." 180. Amaterasu Old: "Pedestal: If the first unit with Cost 5 or lower you summon each turn has a unique Trait, it gains 1 Endurance." New: "Pedestal: When you summon a unit with Cost 5 or lower, that has a unique Trait, it gains 1 Endurance." 181. Athena Power decreased from 2 to 1 Old: "Pedestal: When you draw a unit with Cost 6 or less, it gains Reinforcement." New: "Pedestal: Friendly units gain 2 Power and enemy units lose 1 power when moved by your card effects." 182. Freya Old: "Pedestal: When a friendly unit(s) with 4 or more Power dies, your weakest unit gains 1 Power and 1 Endurance." New: "Pedestal: When a unit with 5 or more Power dies, give your weakest unit 2 Power." 183. Hachiman Old: "Pedestal: While you have only one attacking unit, it has +2 Power." New: "Pedestal: While you have only one attacking or defending unit, it has +2 Power." 184. Poseidon Old: "Pedestal: When you summon the first 3 or lower Cost unit each turn, exhaust the most expensive enemy unit." New: "Pedestal: When you summon a unit with Cost 3 or less, exhaust the most expensive enemy unit." 185. Loki Old: "Pedestal: When you play a spell with Cost 1 or less, put a Wolpertinger with Rush on your left flank." New: "Pedestal: When you play a spell with Cost 3 or less, put a Wolpertinger with Rush on your left flank." 186. Ares Old: "Pedestal: At the start of your turn, your left flank unit gains 2 Power. That unit dies if it does not attack this turn." New: "Pedestal: At the start of your turn, move your right flank unit to the left flank and give it 2 Power." 187. Thor Old: "Pedestal: The first unit you summon each turn with 3 or less Power gains Rush. If that unit attacks in the same turn, it has -1 Power during the battle." New: "Pedestal: When you summon a unit with Power 3 or less, it gains Rush. If that unit attacks in the same turn, it has -1 Power during the battle." 188. Susanoo Old: "Pedestal: After you summon a unit with Cost 2, kill it if you have 3 or fewer units. Then, give your strongest unit 1 Power and 1 Endurance." New: "Pedestal: After you summon a unit with Cost 2, kill it. Then, give your weakest unit 1 Power and 1 Endurance." 189. Quetzalcoatl Old: "While attacking, all units have -1 Power." New: "While attacking, all enemy units have -1 Power." 190. Buluc Chabtan Old: "Pedestal: Lose 1 Health at the start of your turn. Restore 1 Health when you sacrifice a unit(s). Your attacks deal double damage while Buluc Chabtan is between 5 and 8 Health." New: "Pedestal: Lose 1 Health at the start of your turn. Restore 1 Health when you sacrifice a unit(s). Your units have +2 Power while Buluc Chabtan is between 5 and 6 Health." 191. "Tezcatlipoca" Power increased from 1 to 2 Old: "When Tezcatlipoca attacks, put a Captive Warrior on your left flank, then lose 1 Health.\nHas +3 Power for each friendly attacking Captive Warrior." New: "text": "When Tezcatlipoca attacks, sacrifice all friendly Captive Warriors to get +2 Power for each, then put a Captive Warrior on your left flank."
World of Myths - Rebellious
Date and Time
9th of April, 7PM GMT

Prize Pool
1. Winner:
- $70 in Cash
- Invitation to the next Premier Constructed Tournament
- Choose one of the exclusive skins below
- Choose the next "Mini" Leader skin to be added to the game!

2. Runner-up
- $30 in Cash
- Invitation to the next Premier Constructed Tournament
- Choose one of the exclusive skins below

3rd and 4th Place:
- Choose one of the exclusive skins below



Rules
1. The minimum required participants for each of the tournaments is 16 players. If there are not enough players present, the Tournament will sill be held, but the announced Cash Prize will instead be added to the prize pool of the next Premier Constructed Tournament. The other prizes will still be awarded regardless of the number of players.

2. Each participant with a Ranked Rank of Gold or lower will be granted 2 Card Packs as a participation prize.

3. Each Constructed Tournament will be played in Standard Swiss Rounds + Final Cut (Direct Elimination) based on the number of participants.

4. All matches during the Swiss Rounds will be best of 1. All matches in the Cut and the Final match will be best of 3.

5. Players are able to make changes to their decks during the Tournament. This includes individual cards and wholesale swapping to a different deck.

6. Players will have 5 minutes to join their match after a new Round starts. If you do not check-in in time, you will receive a loss for that Round, but can still play in the next one unless you were eliminated.

7. All standard rules of our online tournament system apply.

World of Myths is still in Early Access. There is no guarantee that the Tournaments will be flawless. By participating in the tournaments, you acknowledge the fact and agree that in the unlikely event of server or client issues, our team will react according to the best of its ability and you will accept and abide by the results of any decisions that were made.

As an organizer, Rebellious Software reserves the right to change the Tournament terms and conditions at any time without prior notice. In the event that any changes are made, the revised terms and conditions will be posted on this website immediately. Please make sure to regularly check the latest information contained in this post to keep yourself informed of any changes.

Apr 13, 2020
World of Myths - Rebellious
You are required to be in the World of Myths Discord server for communication, as well as contact for prizes! Join here: https://discord.gg/3Y7pW8

1: General & Registration

The tournament begins May 1st, 2020. Register for this tournament by direct messaging (DM/PM) your desire to participate through the discord app. Registration for the tournament ends at the end of Apr 30.

This is an exclusively Egyptian tournament. Every match will use either Dyadko, Horus, Bastet, Osiris, or Nephthys

After tournament start, if you use a deck, not from Egyptian, you are subject to elimination pending review.

Players will report their own score to Captain Britten through the discord through text and submit a screenshot of the outcome. I strongly encourage players to take a screenshot of the outcome from their match history in case of a disagreement in the reports. If one player fails to report their score accurately or fails to report their score at all, that player is subject to elimination pending review.

2: Format

The format for this event is Round Robin that will be played over multiple days. The schedule of the tournament is listed in section 3.1. Every player will play every other opponent. Every player will coordinate with their opponents to play their matches at their earliest convenience. Players do not have to complete matches in a specific order. a. Each match will be Best of Three. b. Players will ban one of their opponent's leader. This ban will be stated publicly in the tournament thread of the WoM discord. c. Players will use the remaining 3 leaders for their games. You may use the same leader in each game, so long as the leader you use is not the one your opponent banned. d. A player must win 2 games total in order to win the match. e. All matches in our tournaments must use a turn timer. f. The player who leaves/concedes a game loses that game. g. How to set up your match: Communicate with your opponent to schedule a time to play. Failure to communicate with your opponent will result in immediate elimination from the tournament. You can set up a 1v1 tournament or meet them in the queue. If you have not communicated to your opponent that you are ready and accidentally meet them in ranked play, that match does not count for the bracket. h. Each match won grants you one point. Losing grants you 0 points. The winner is determined by a number of points at the end of the round-robin. If there is a tie, a tiebreaker will be played to determine the winner in a conquest format.

3: Production and Schedule

Players are allowed to stream matches. We do not take responsibility for your opponent stream sniping your match, and we recommend that you stream with a delay.

3.1 Schedule. The tournament begins May 1st, 2020. If there are less than 10 players at the start date, the tournament will end in 2 weeks(May 15th.) If there are 10-20 players, the tournament will end in 3 weeks(May 22nd), if there are more than 20 players, the tournament will end in 4 weeks (May 28th.)

There are rewards for completing your matches earlier than the final day of the tournament. All matches not completed by the end of the tournament will be forfeit and players with incomplete matches will receive 0 points.

4. Prizes: 1st place: 5 Egyptian packs, mini Horus skin, and 500 diamonds. 2nd place: 3 Egyptian packs, 250 diamonds

All other participants: 2 generic packs.

Tier reward list: Finish all of your matches by X date: receive 500 diamonds Finish 75% of your matches by X date: receive 250 diamonds Finish 50% of your matches by X date: receive 100 diamonds

X date will be determined after the tournament has begun. Most likely X date will be one week from the start date.

5. Extra

Please submit any issues, conflicts, or disputes to CaptainBritten or another admin and allow them to resolve the issue.

Here are some situations that might happen and how they will be handled:

If both players showed they were communicating but were unable to complete their matches for a particular round, both players will receive 0 points for each incomplete match.

If one player has tried communicating and the other player has not responded whatsoever- the unresponsive player will forfeit the round (granting the communicative player 2 points). This will happen at the end of the tournament.

If both players do not communicate with one another and do not play their matches. Both will receive 0 points.

If there is a match dispute-report it to CaptainBritten through the discord.

Admin rulings are final.

Any excessive profanity, racist, homophobic, sexist or remarks about any other legally protected class will be an automatic disqualification of the event and potential suspension from future competitions indefinitely.

Any form of cheating will result in disqualification and forfeiture of prizes. Examples include (but aren't limited to): a. Collusion with other people b. Intentionally losing c. Manipulating game files d. Any other method by which one may gain an unfair advantage over another player.

Any accusations of cheating will be investigated by admins, and we will share as much information as we find appropriate, however, we reserve the right to not share information we find harmful to any player or the brand.

World of Myths - Rebellious


Weekly Challenge #9 Who can build the biggest army of Captive Warriors?!?

Who can build the largest and most powerful army of Captive Warriors??
The winner will be determined by whoever can have the most powerful board of Captive Warriors. This means you want as many Captive Warrior units on your board with the most power and endurance.
In other words Winner with a total of X where X = number of friendly Captive Warriors units + power of friendly Captive Warriors + endurance of friendly Captive Warriors.

1 Winner will get a code for 5 packs and 500 diamonds. Deadline: Apr 17 (Fri), 11pm EST

Feel free to discuss/theory play also :camera::)

Rules:

-Submission must be in a screenshot or video format.

-You do not have to attack or win the game, simply screenshot your Captive Warriors.

-Challenge can be done in ANY pvp game mode and you are the one that accomplished it.

-The submission has to be posted in the Discord thread Community Organized Contests, comment of this post on Facebook, or on the Reddit post in an image or video format. You are competing against participants in all 3 groups.
You have to screen shot or record the full screen to show your IGN and OP's IGN.

-Winners will be selected based on whoever posted earliest and with the highest number before the deadline.
World of Myths - Lord Hakkera
Date and Time
4th of April, 7PM GMT

Prize Pool
1. Winner:
- $70 in Cash
- Invitation to the next Premier Constructed Tournament
- Choose one of the exclusive skins below
- Choose the next "Mini" Leader skin to be added to the game!

2. Runner-up
- $30 in Cash
- Invitation to the next Premier Constructed Tournament
- Choose one of the exclusive skins below

3rd and 4th Place:
- Choose one of the exclusive skins below



Rules
1. The minimum required participants for each of the tournaments is 16 players. If there are not enough players present, the Tournament will sill be held, but the announced Cash Prize will instead be added to the prize pool of the next Premier Constructed Tournament. The other prizes will still be awarded regardless of the number of players.

2. Each participant with a Ranked Rank of Gold or lower will be granted 2 Card Packs as a participation prize.

3. Each Constructed Tournament will be played in Standard Swiss Rounds + Final Cut (Direct Elimination) based on the number of participants.

4. All matches during the Swiss Rounds will be best of 1. All matches in the Cut and the Final match will be best of 3.

5. Players are able to make changes to their decks during the Tournament. This includes individual cards and wholesale swapping to a different deck.

6. Players will have 5 minutes to join their match after a new Round starts. If you do not check-in in time, you will receive a loss for that Round, but can still play in the next one unless you were eliminated.

7. All standard rules of our online tournament system apply.

World of Myths is still in Early Access. There is no guarantee that the Tournaments will be flawless. By participating in the tournaments, you acknowledge the fact and agree that in the unlikely event of server or client issues, our team will react according to the best of its ability and you will accept and abide by the results of any decisions that were made.

As an organizer, Rebellious Software reserves the right to change the Tournament terms and conditions at any time without prior notice. In the event that any changes are made, the revised terms and conditions will be posted on this website immediately. Please make sure to regularly check the latest information contained in this post to keep yourself informed of any changes.

Mar 27, 2020
World of Myths - Rebellious
As some of you know, we have been focusing on the mobile release of the game. This is the main reason we've missed a week or two of updates.

The current update contains:
1. Option to log in with Facebook and Google (If you use the same email for google, facebook and WoM, you will be able to login to your account with any of those providers)
2. Updated Quests. We have removed some daily quests and added new ones as we were still getting complaints about the quality of our quests system. We have also increased the rewards for the daily quests. You can now gain 350 or 500 gold, depending on the quest.
3. Added some visuals.
4. Greatly reduced game size.
5. Changed the way you interact in the deckbuilder
- Card details are opened with Left Mouse Click instead of Right Mouse Click.
- Clicking on a card will no longer add it to the deck. You will have to drag the card to the deck area.
...

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