Forgotten Myths is a free to play fantasy collectible card game featuring tactical lane combat with five unique factions, extensive online play options and a single-player campaign across a fantasy world in strife. It borrows heavily from other tactical lane combat games in the genre but steps up the strategy for more hardcore strategy card gamers.
The theme is largely influenced by the style and factions present in Magic: the Gathering while adding its own flair of the game world’s creatures and tribes which is richly realized through the art and story fragments.
The game has been out for a couple of years now, so how well has it grown since its early potential? Let’s take a look.
Forgotten Myths follows a now well-worn path of tactical lane combat meets Magic: the Gathering style factions and mechanics. There are many other games that take this template as their starting point and then clone it or develop it into their own direction. This game is of the latter crowd, bringing its own ideas to the table from how the turn order operates to some unique zones on the battlefield.
The usual decks full of units, spells, equipment, enhancements and so on ensure that this is a full-blown CCG and not some watered down card battle game, so deep and strategic deckbuilding is half the game before you even start a match, but you’re given a good starter deck to get going before that point.
Forgotten Myths attempts to bridge the gap between slower, more thoughtful and strategic CCG gameplay with the faster, automated combat styles of more recent digital card games. Combat resolves automatically between Attack Zone units, dealing damage to one another simultaneously to the other’s health points, permanently reducing it. Attacks resolve from left to right, making it simple enough to work out the strategy of what units to place where. If you strike an empty slot, the opponent’s Hero will take the damage instead. Reduce them to zero life and you win.
Forgotten Myths has a few unique selling points which I find really enjoyable. There are three Phases, Draw & Play, Spells and Abilities, and then Fight, but each turn the leading player changes. This means combat will not always resolve after you’ve had a chance to play spells and abilities, so you need to think ahead and time things properly. I enjoy that this is slightly more complex than usual lane combat games which is unusual for the genre.
There is a Fortification zone between each pair of your 6 Attack Zone slots which can augment them, providing attack or health boosts and some units can even use a “Garrison” ability which puts themselves into any structures you have installed in there to make ranged attacks. This is quite unique for the lane combat genre and one of the best things about Forgotten Myths that makes it interesting. I am a big fan of cards that are like structures, buildings, locations and so on in CCG games because they add something fresh and unique outside of the usual creature combat and spell casting present in games of this kind.
The Resource System
The resource system in Forgotten Myths is simple enough to use: there are energy cards of +1, +2 and +3 energy which permanently increases your character’s mana amount that is refreshed at the start of your turn. All mana is colorless so it can be spent on any card without restriction (restrictions apply to deckbuilding instead, discussed later). One thing to note is that the +1 energy cards quickly become obsolete in the game once you’re able to replace them all with acquired +2 energy cards, effectively doubling the speed at which resources can be deployed. Also, your deck can only have two +3 energy cards, but these become a huge boon if you can draw them at the start of a game and your opponent can not.
I’m not sure how I feel about this resource system, but at least you draw up to your full hand of 5 cards each turn so there’s less of a chance of getting energy screwed. I appreciate this augmentation to the usual system and I find that it mostly fixes the problems with Magic’s card based resources but it doesn’t feel particularly exciting to play, rather a necessity to enable playing the rest of your hand. Otherwise, I think the game plays incredibly smoothly with some really interesting moments and choices about card placement and spell targeting.
Modes and Features
While playing Forgotten Myths‘s single-player campaign, I was interested in reading the small tidbits of information about the game world in the mission descriptions. Unfortunately there isn’t too much story in the campaign, which is a shame because I can tell that flavor and world-building is one of this game’s most important elements. I just wish that came through a bit more in the campaign. Otherwise, what story there is was really intriguing to me, especially as to how it relates to the game’s various factions. You can see an example in the image below.
Otherwise, these sequences of missions take place over a linear path of individual battle engagements which the game has over a range of different maps and story-specific locations, each enemy with uniquely crafted decks that get harder as you go along and require a greater player level to unlock. There’s also a system of “earned stars” that unlock more advanced campaigns but once you’ve finished everything here, you’ll want to move on to the PvP (player versus player) modes.
Forgotten Myths has a lot of rich PvP features, more so than the usual amount in mobile and tablet TCGs/CCGs of this kind which I was pleased to find. The Arena are where all of these matches and tournaments are housed, and you have a few varieties: 1 v 1, Battleground, Duel, and Tournament modes, each with their own rules of engagement and deck construction.
For example, the Tournaments are actually generated by the system to have varied deck requirements and rules, which makes them an interesting “moving target” for players to have to constantly keep on their toes about what deck builds to use when entering. I think this is a unique feature that keeps the game fresh and exciting, and lots of other digital TCGs could do with copying this feature.
The online store has a variety of packs available, including faction-specific packs which I think are one of the best things to happen in digital TCGs lately. They provide easier access to deckbuilding options for less money and that’s good for players. I was able to construct a strong White deck just from a few boosters so I think it goes to show that this feature works well.
Guilds are a very large part of this game’s community and online play, which make them almost a required part of advancing in the game if you want to get more competitive. I really like the feature of the Guild Lounge which provides unique cards to earn but also require a lot of guild involvement in order to achieve. This makes you feel rewarded for taking part in guild life and I enjoy that in an online digital card game.
Deckbuilding and Strategy
Forgotten Myths has five colored factions which match (nearly identically) those of Magic: the Gathering – White Cavalry, Red Shield, Black Tower, Nature’s Fury (Green) and Order of Voloran (Blue). They’re arranged such that each faction has two other “friendly” factions that you can build with it and mix freely, otherwise you can’t mix them with the other two factions at all. There are also neutral cards, as well as a sixth faction rumored to be on the way.
One of the most challenging things I found about this game is that there is such a variety of strategies for decks, it’s hard to know where to begin. I started out using what I had but it quickly became apparent that I’d need more packs to build stronger, better decks. Thankfully you can get packs in faction colors, so I found a way to build a few decks from these. Also, there are prebuilt decks you can buy which have a really strong theme and include a good selection of cards around a particular strategic approach to the game.
For example, I really liked the Druid deck which sees a lot of tribal effects between Druids. The Druids themselves have a fun mechanic based around “shapeshifting”, where you pay a small energy cost to change them into their human or animal form and you get a unique, but different, ability depending on which form they are in. It’s abilities like this that really stretch across the huge mechanic/theme divide normally found in card games, and actually makes the cards feel a little bit more thematically appropriate within themselves.
Overall, I feel that the play style of Forgotten Myths is a healthy balance between accessibility, speed and complexity of strategy. At the lower end of the game, it’s something you can pick up and play against the AI in the single-player mode for some casual fun. At the deeper end of the scale, there are complex PvP matches to be had given the range of strategies available in the game’s factions.
Some of the best aspects to the game are the unique alternating Phases and the Fortification zone, which provide an interesting deviation from the usual TCG structure and card types. I also really enjoyed the richly colorful art in the game’s various factions. I also like the 3D environment of the city that the menu is situated in, as it provides more theme for the game as one of the game world’s locations, but I wish they would extend this further as they stated they would earlier in the game’s development and hopefully more of these 3D environments are to come in the future.
Something else that works in this game’s favor is the small but close-knit community around the game, especially on the forums. There are a lot of passionate players that really care about this game and helpfully extend a welcoming hand to new players, especially through the guild system which works well at inducting new people into the game and supporting them through it.
Something I don’t like about the game or feel could be improved is the resource system which feels a little bit outdated and a bit imbalanced due to the +3 energy cards. Also, how the +1 energy cards become obsolete once you’ve got enough +2 energy cards. I think it would be enough to just have +2 energy cards in the entire game. That said, the game works well enough even with the way energy cards are now and I think it’s certainly a simpler, more straight forward approach to resources than Magic’s Land cards.
I feel like this game is still growing into it’s full potential that it hasn’t quite reached yet, which stop me from giving it near full marks, but it has been stated by the developers that the game is moving onto the Steam platform and a whole new release of bug fixes and content is hopefully going to come with that, so I feel hopeful about the future of Forgotten Myths. It provides some great moments of “A-ha! Take that!”.
Forgotten Myths excels particularly as a mobile/tablet app given the design of the interface being geared towards this, so I feel more confident in recommending it for those platforms as a portable game until the Steam release updates the PC version. So with that said, Forgotten Myths is worth checking out!
For more screenshots, click here.
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