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Tactics, Tactics, and More Tactics

May 24, 2023 by
YOU'RE CLOSE! GAMING LLC

With the successful launch of Masters of Myth™, more people are playing the game than ever. Something we haven’t discussed much is the tactical element of play in Masters of Myth™. While strategy is your overarching plan to achieve victory, tactics are the individual actions that you take to get you there. Since you discard your hand at the end of every turn, your success is often determined by your turn-by-turn tactical choices. I wanted to share some of my favorite tactics to employ.

Playing Your Aggressive Cards

I am a simple man. I see bubble wrap, and I pop it. I pick up tongs, and I clack them. I see a Lightning Bolt! in my hand, my opponents WILL FEEL THE SMITING POWER OF ZEUS. I enjoy aggressive playstyles when I play Masters of Myth™ no matter what deck I play. Sometimes it pays off, I out agro my opponent and they can’t recover. Other times it costs me, but let’s not talk about those times. Playing your aggressive cards can score you a tempo boost over your opponent, limiting the amount of devotion they have to work with on their turn. This means typically when I see cards like Lightning Bolt!, Rune of Power, Valhalla!, The Sun Itself, or Otomies in my hand, I try my best to work them into being played. It’s risky, your opponent might have an answer in their hand to take the tempo back before you deal any real damage. However, it does please the caveman part of my brain, so I see it as a win-win.

Using Your Secondary God Abilities

I feel like I’ve brought this one up a few times before. Gaining devotion is typically a good choice. It gives you more resources to play cards with and extends your longevity. If you got through that first paragraph thinking I’m about to recommend the defensive option, I’d recommend giving it another read-through. I still do use the gain devotion option often, typically to give me the resources to fund a more aggressive play. In the instances where I don’t need the extra devotion, I will not hesitate to use the second God Ability to gain a tempo boost over my opponent. If you’ve played Masters of Myth™ before you’ll know you can’t attack your first turn, mind you that says “attack” not “deal damage”. If you’re playing Quetzalcoatl you can set the tone of the game right off the bat by using your second God Ability to “Deal 3 damage to an enemy god or minion”. So you can start the game by dealing 3 damage to your opponent or destroying that 3-power minion they just played.

Knowing When To Use a Removal Card

It might seem off for me to say that a favored tactic of mine is actively choosing not to play a card, especially after I just recommended two aggressive tactics. Let me assure you it’s all in the essence of tempo plays. I value proactive play, meaning that I want my opponent to be reacting to my decision and not the other way around. When it comes to removal cards like Quiet Witch!, Childish Trinkets, Whipping Wind, and Glaring Beam you’ll want to get the most possible value out of them. This is because removal cards take something from your opponent, they do not give you a new threat. So in essence, these cards help you gain tempo back from your opponent. When these show up in my hand I have to decide whether or not to play them if I’ve already got a solid advantage. While there is an argument that playing these cards when you are winning will just mean you’ll be winning more. You have to keep in mind that unless you’re taking out a key card in your opponent’s deck, you might be spending devotion to remove a card that won’t affect you much in the long run.

I hope you find these insights into my personal favored tactics helpful.

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