Having played a lot of Mythgard these past few days I can now say there are some things Magic does better than Mythgard!
- Color identity. Mythgard has six colors but they all feel rather similar to each other. Conversely in Magic we have red is the most aggressive color (usually), white has cheap efficient creatures, blue has counterspells, black has win-at-all-cost cards + hand disruption, etc.
- History. Can't fault Mythgard for this, but fact is Magic cards have a ton more flavor than Mythgard. In Magic we get to play with planeswalkers who have identifiable histories (in spite of the fact i dislike planeswalkers as a card type ...), as well as cards like Fires of Invention which clearly has Purphoros making something in his forge, and so on. In Mythgard we instead get what feels like a bunch of vanilla
creatures with no history. I remember reading that playing with cards like Glorybringer are fun in part because it's got a nice dragon printed on the card. However, some people would happily play with a blank piece of cardboard with "Glorybringer" written on it. The latter group of players are likely to be much happier with Mythgard.
- Snowball effect seems pretty strong. It's pretty easy to play a card that buffs your creature and simultaneously kills theirs. For example if I have a 3/3 out and my opponent has a 3/3 as well, I could play something that buffs my 3/3 to 4/4, which gives me a favorable trade. In Magic opponent can simply choose not to block, but in Mythgard opponent is in trouble. This is esepcially the case since the cards that apply +1/+1 are either very cheap or simultaneously develop the board at the same time. It's like putting a lord into play at instant speed after opponent declares blockers - usually a blowout.
- Compounding the above is that the removal in this game seems pretty bad. Magic has e.g.
Murder which will always kill a minion. This game doesn't have nearly as efficient removal, and in fact there are few unconditional removal spells. Board wipes are also rather cost-inefficient. I suppose the redeeming idea here is that your creatures are also removal spells, but per the above example of a 3/3 failing to remove opponent's 3/3, your creatures can be very bad removal spells.
However there are also a few more things Mythgard does better than Magic:
- Mythgard limited is very cunning. There are two big innovations. First, you are given the option to "cull" or "boost" the odds of seeing certain colors. This means it seldom feels like you're drafting cards that don't matter. The other innovation is that you are sometimes offered multiple cards. This is huge. For example in Magic if you draft
Stoneforge Mystic but then never see an equipment, you've drafted a dead card. In Mythgard, you are likely to be offered
both Stoneforge Mystic and an equipment in the same pick. It is very cunning, too bad Magic cannot emulate that feature.
- The other thing is that Mythgard offers some netdecks that you can play even if you don't have the cards. These netdecks rotate quickly, and lets you play competitive constructed even as a new player. Comparatively when I started Magic Arena, I tried to hide in Limited while I accumulated cards (although at least I had monoblue as a cheap competitive deck to play constructed with).
- One more nice thing about Mythgard is that it doesn't have mulligans, yet I almost never feel like I have an unplayable hand. Even if I draw expensive cards in my opener, I can always burn them.
Overall, suffice to say, I haven't logged on to Magic for a few days and don't miss it