forgotten myths ccg starters guide by juxta

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Starters Guide by Juxta Table of Contents Introduction Get free stuff Choosing a deck Environment Marketplace Inside the Marketplace Auction House Library Arena Deckbuilding White Cavalry Red Shield Black Tower Contact me

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Guide to help new player get started on Forgotten Myths CCG.

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Page 1: Forgotten Myths CCG Starters Guide by Juxta

Starters Guide

by

Juxta

Table of Contents

Introduction

Get free stuff

Choosing a deck

Environment

Marketplace

Inside the Marketplace

Auction House

Library

Arena

Deckbuilding

White Cavalry

Red Shield

Black Tower

Contact me

Page 2: Forgotten Myths CCG Starters Guide by Juxta

Introduction

The purpose of this guide is to help new players familiarize with the environment, improve

gameplay and maximize efficiency of their resources, time, in-game currency and money.

The main objective is to minimize the time to reach level 10 allowing access to the Auction

House.

This guide is based on the writer’s experience and common knowledge of the rest of the players,

the community, via the general and guild chat as well as the forum

For deckbuilding it is assumed that the player has entered a referral.

Basic knowledge:

Minimum amount of card in a deck: 30

Maximum amount of cards in a deck: 100

Can only use 3 copies of the same card.

Can only use 2 copies of epic cards. No limit to different types of epic cards in a deck

Factions/colors available: white, red, black, green, blue and neutral.

Bonding/mixing restrictions:

o White can be mixed with green and blue

o Red can be mixed with black and green

o Black can be mixed with red and blue

o Green can be mixed with white and red

o Blue can be mixed with white and black

o Neutral can be in any deck but limited to 4 cards

The rest of the game basics can be found here

Page 3: Forgotten Myths CCG Starters Guide by Juxta

Get free stuff

Use a referral to get kickstarted, for example: Juxta (case sensitive).

Choosing a deck

The recommended choices are red or white because they have the most useful rare cards

out of the three and broader choices in terms of building the decks presented in this

guide.

The order would be red, white or black, red being the most recommended and black the

least.

Recommendations based on:

o Amount of turns taken to complete a battle in the Single Player campaign (time)

o Amount of cards needed to build an efficient deck (in-game currency)

o Amount of cards available to free players (money)

Page 4: Forgotten Myths CCG Starters Guide by Juxta

I picked black, what do I do?

Don’t worry. Since you can mix black and red you still will be able to benefit from the red cards.

I picked white; I can’t mix with other colors unless I buy other packs or decks.

That’s right, white can only be mixed with green or blue but varied enough to stand on its own in

a mono color deck so no worries either.

I picked red, is that good?

Yes.

Environment

The game is presented on a 360º platform so by revolving around you can access the different

features turning clock or counterclockwise.

Page 5: Forgotten Myths CCG Starters Guide by Juxta

Marketplace

It can be found turning counterclockwise (left) after logging in.

Make sure to check all the features so you can plan ahead which cards you need and how to

acquire them.

Inside the Marketplace

You’ll find 5 options: Packs, Cards, Shop, Promo and Auction House.

Page 6: Forgotten Myths CCG Starters Guide by Juxta

Inside Packs there is also a tab to buy decks.

Choose from 7 different prebuilt decks.

Page 7: Forgotten Myths CCG Starters Guide by Juxta

If you want to access very useful cards from the beginning I suggest to purchase a blue deck

which contains the epic +3 energy cards that makes gameplay much faster.

I recommend the Loreseeker deck which you can buy with emeralds at any level or with gold if

you are at least level 20.

Page 8: Forgotten Myths CCG Starters Guide by Juxta

If you like the game and plan to stick around consider buying any of the emerald packs found in

the Shop. I suggest buying the $24.99 Champion’s pack so you can buy epic packs, prebuild

decks and promos.

In the Promo section you have some great cards and can access limited time offers.

Epic cards

There is no restriction to the amount of epic cards in a deck just limited to 2 copies of the same

card.

They can be found in Epic Packs and in the Auction House.

Epic +3 energy cards can be found in Energy Packs, prebuilt blue decks or the Auction House.

Page 9: Forgotten Myths CCG Starters Guide by Juxta

Auction House

This is one of the most innovative and important feature of the game. Here you can get any card

that a player is auctioning.

Tips

Access available upon reaching level 10

Once you place a bid you can’t take it back unless someone outbids you

There’s a 30 minute countdown before an auction finishes

Can only buy with gold

Can’t see the exact amount of time left

By clicking on Card Name you can sort them alphabetically in ascending or descending

order

The same applies to Bid and Buyout

Library

Here you can apply to a guild, level up using emeralds, view your card collection and change

portrait.

Page 10: Forgotten Myths CCG Starters Guide by Juxta

Arena

Play with other players in 1v1, Battleground, Duels or Tournaments.

Page 11: Forgotten Myths CCG Starters Guide by Juxta

Deckbuilding

Starting with 2000 gold will be very helpful for putting the decks together.

You also will be receiving gold and experience points as you progress through the Single Player

campaign.

Asking for help in the general chat and joining a guild is highly recommended.

You can find the cards needed in the Cards section inside the Marketplace.

Here’s a list of some the Rewards you will be given as you progress:

500 gold for 5 victories

500 gold for 5 PvP victories

For each level up:

o 2 emeralds

o 1 new portrait

o 1 +2 energy card until level 10

o 1 random rare card from level 11 and up.

Things that apply to every deck:

Swap +1 energy cards for every +2 energy card you are given

Decks contain 6, 7 or 8 +2 energy cards

Size will not exceed 30 cards

Add 1 card for every 1 card removed

If you can buy +3 energy cards exchange them for 2 +2 energy cards

The way to level up as quickly as possible is to minimize the time to finish every battle. This is

possible with low casting cost cards and skipping Phase 2 when possible. There will be times

when you’ll need to play enchantments and spells but most of the time filling the board with

attack cards will be enough.

Page 12: Forgotten Myths CCG Starters Guide by Juxta

The general concept for defeating the AI (Artificial intelligence) or “the game” is to deal as much

damage as possible as fast as possible avoiding blocking enemy attack cards that won’t deal a lot

of damage to you.

The estimated time to reach level 9 is 4 hours. Reaching level 10 will take an additional 2 or 3

hours, so you might want to buy this level up.

You can buy level ups after reaching level 5 by using emeralds in the Library in the Profile

section.

Here is a table of how many emeralds are required for each level up:

Level Emeralds

6

7

8

9

10

5

10

15

20

25

White Cavalry

The suggested final deck should contain 8 +2 energy cards.

Buy and Add Remove

3 Jewel Thieves

2 Tanngrisnirs

1 Guardian Griffin

1 Ranger

1 Centaur Khan

1 Battle Medic

1 Albino Lion

1 Cavalry Apprentice

1 Morovan Soldier

1 Beryl Mage

1 Anatolian Eagle

Go to Single Player and start the “Humble Beginnings” campaign.

Achieve 1 star by completing 5 battles there. When done exit the Single Player menu and click on

the Rewards chest now glowing.

Page 13: Forgotten Myths CCG Starters Guide by Juxta

Remember to exchange +1 energy cards for every +2 energy card you receive.

Buy and Add Remove

2 Guardian Griffins 1 Mara’s Touch

Continue until you get all 4 stars in this campaign so it’s complete.

By level 6 you should:

Buy and Add Remove

3 Eastern Guards

1 Ranger

1 Griffin Pup

1 Griffin Caretaker

2 Hybrid Griffins

Before starting the next campaign “The Path Is Blocked!” you should:

Buy and Add Remove

2 Warrior´s Honor

2 +1 Energy

Your deck is now complete and should contain the following:

8 +2 Energy

1 Sipahi

3 Eastern Guards

3 Guardian Griffins

3 Rangers

3 Tanngrisnirs

3 Jewel Thieves

3 River Banks

2 Warrior’s Honor

Page 14: Forgotten Myths CCG Starters Guide by Juxta

1 Bozdogan

Finish the “Northern Forests” campaign.

By completing “A Thousand Spears” you should reach level 10.

How to play it:

This is a very solid deck preventing damage, gaining life and stopping enemy cards from

attacking. It’s standard and doesn’t require a lot of strategy. Try to play the Rangers to the left

side of the field so they can increase the attack points of your cards before attacking. Place the

River Banks behind the Rangers to increase their health points or to garrison them or to protect

the Griffins and Guards. If you are having troubles try using more enchantments (Warrior’s

Honor, Bozdogan) or spells (Lighting Storm, Heads or Tails).

Red Shield

The suggested final deck should contain 7 +2 energy cards.

Buy and Add Remove

3 Jewel Thieves

2 Baby Elephants

1 Reserve

1 Ajuni Lancers

1 Shield Bannerbearer

1 Volcanic Hammer

1 Armored Elephant

2 Gateways

1 Hakhamanis

1 Warrior Monk

Go to Single Player and start the “Humble Beginnings” campaign.

Achieve 1 star by completing 5 battles there. When done exit the Single Player menu and click on

the Rewards chest now glowing.

Page 15: Forgotten Myths CCG Starters Guide by Juxta

Remember to exchange +1 energy cards for every +2 energy card you receive.

Buy and Add Remove

2 Ajuni Lancers

1 Parsa Shield

1 Fül

Continue until you get all 4 stars in this campaign so it’s complete.

By level 6 you should:

Buy and Add Remove

2 Memluk Overlords

1 Reserve

2 Desert Foxes

1 +1 Energy

Start “The Path Is Blocked!” campaign.

When you have enough gold you should:

Buy and Add Remove

1 Memluk Overlord

1 Warmace

1 Arms Dealer

1 Crow

Finish “The Path Is Blocked!” so you can reach level 8.

Continue to the “Into The Mists…” campaign.

Buy and Add Remove

3 Fireballs 2 +1 energy

Finish the “Northern Forests” campaign.

Page 16: Forgotten Myths CCG Starters Guide by Juxta

By completing “A Thousand Spears” you should reach level 10.

The final deck should look like this:

7 +2 energy

1 Shield Esquire

3 Ajuni Lancers

3 Memluk Overlords

3 Jewel Thieves

3 Reserves

3 Baby Elephants

3 Fireballs

2 Seraphs

1 Hamsin

1 Warmace

How to play it:

The Elephants can deal plenty of damage overtime so try to keep them in play as long as

possible. Always play the Thieves when possible. Try to place the Lancers to the left side of the

field so they can deal full damage before any of your cards are sent to the graveyard. The

Overlords will buff up the Reserves and Thieves. Use the Fireballs to destroy enemy fortifications

or troublesome attack cards. Seraph and Hamsin will help to delay the opponent while you keep

attacking and building up energy. If you plan on playing Hamsin and Seraph in the same turn,

play the Seraph first so you don’t waste the Hamsin on a card that might get targeted by Seraph.

If you are having trouble keeping your attack cards in play consider using fortifications like Dun

Moroth.

Page 17: Forgotten Myths CCG Starters Guide by Juxta

Black Tower

The suggested final deck should contain 6 +2 energy cards.

Buy and Add Remove

3 Jewel Thieves

2 Hitmen

3 Baby Elephants

1 Assassin Commander

1 Monarch

1 Groundwalker

1 Ouroboros

1 Skeletons

1 Blood Mage

1 Black One’s Disciple

1 Dawn of the Immortals

Go to Single Player and start the “Humble Beginnings” campaign.

Achieve 1 star by completing 5 battles there. When done exit the Single Player menu and click on

the Rewards chest now glowing.

Remember to exchange +1 energy cards for every +2 energy card you receive.

Buy and Add Remove

2 Jormungands

2 Albiz Pits

1 Swordmaster

2 Greywolves

1 Fear

Continue until you get all 4 stars in this campaign so it’s complete.

By level 6 you should:

Buy and Add Remove

2 Ajuni Lancers 2 +1 energy

Start “The Path Is Blocked!” campaign.

Page 18: Forgotten Myths CCG Starters Guide by Juxta

When you have enough gold you should:

Buy and Add Remove

1 Ajuni Lancer

1 Barbed Wire

1 Albiz Pit

1 Warmace

1 Child of Hatred

1 Swamp Rat

2 +1 energy

Finish “The Path Is Blocked!” so you can reach level 8.

Continue to the “Into The Mists…” campaign.

Finish the “Northern Forests” campaign.

By completing “A Thousand Spears” you should reach level 10.

Your deck should consist of the following cards:

6 +2 Energy

3 Ajuni Lancers

3 Jormungards

3 Jewel Thieves

3 Baby Elephants

3 Hitmen

3 Albiz Pits

3 Barbed Wires

2 Dun Moroth

1 Warmace

Page 19: Forgotten Myths CCG Starters Guide by Juxta

How to play it:

It’s a very fast deck with casting costs of 3 or less but dependable on spell and enchantment

cards making it a little slower against the AI with 40 – 50 hp. Try to place the Lancers to the left

side of the field so they can deal full damage before any of your cards are sent to the graveyard.

Avoid blocking enemy cards so you can deal as much damage as possible with attack cards and

with direct damage. You can also use Barbed Wire on your own enchanted cards to trigger the

Albiz Pits. Use the fortifications to strengthen your cards and to keep the Elephants in play. You

can add Fireballs, Seraphs or Hamsins but might need to add some +2 energy cards too.

Contact me

Questions, suggestions, want a guide for your game?

[email protected]