Mythic SpellbookPlayer Guide
04

Chapter Four

Build Your Collection

Five primary card types, each with a role to play. Learn what they do — and the best moment to play them.

Mythic Spellbook has five primary card types — plus defensive Wall Cards alongside them — each with several subtypes. Every type serves a unique purpose, giving survivors different tools to overcome challenges, strengthen their camps, and gain an advantage on the battlefield.

Understanding how each card type works is essential for both survival and victory. In the sections that follow we'll explore every type, explain its role, give examples of its use, and discuss the best situations for playing it during battle.

The Card Types

A Type for Every Tactic

Card Type · 01

Trap Cards

Trap card
Hidden · Reactive

Set the Snare

Trap Cards are placed facedown within their placement range of your Hero — typically 1 to 3 tiles away. Once placed, only you can see a trap's location; its effect stays hidden from your opponent until it is triggered.

A trap activates the instant an enemy Hero or unit moves onto its tile, resolving its effect immediately and often catching opponents completely off guard.

Traps come in many forms — dealing damage, applying status effects, restricting movement, weakening units, or creating hazards. They rarely win a battle alone, but they slow your opponent, protect key locations, and force enemies to weigh every move.

Card Type · 02

Location Cards

Location card
Battlefield · Environment

Reshape the Field

Location Cards change the battlefield environment itself, dramatically altering the flow of a match and creating new opportunities, advantages, and challenges for both players.

Each Location provides unique effects — increasing stats, generating resources, restoring Health, granting defensive bonuses, or unlocking special interactions that benefit your units, Heroes, factions, or you as the owner.

Because their effects sweep across large portions of the field, a well-timed Location can strengthen your forces, unravel your opponent's plans, or bend conditions to favor your deck's playstyle.

Card Type · 03

Spell Cards

Spell card
Tempo · Control

Bend the Match

Spell Cards let survivors build strategies, support their units, and control the flow of battle — setting up a game-winning combo, disrupting an opponent's plans, or shielding your forces at the critical moment.

The right mix of Spells can create unexpected plays and carry you through even the toughest opponents. There are four types:

Normal Spells

One-time effects that resolve immediately when played.

Persistent Enchantments

Ongoing effects that remain active on the field, continuously providing benefits or altering gameplay.

Assault Spells

Aggressive spells designed to damage enemies, remove threats, or apply offensive pressure.

Counter Spells

Reactive spells that interrupt, negate, or punish an opponent's actions at critical moments.

Card Type · 04

Unit Cards

Unit card
Troops · Companions

Your Living Allies

Units are your troops, companions, and allies — both on the battlefield and within your camp. Infused with the Abra energy of Abraxas, they aid survivors in combat, survival, exploration, construction, and countless other tasks across Ethos Heights.

LevelsStatsTraits PersonalitiesEmotionsBehaviorsMovesets

Every unit is unique, and many belong to archetypes and factions. Place the right units together and they reach perfect synergy, unlocking combinations impossible alone.

No Single "Best" Unit A unit's true potential depends on how it's trained, supported, and combined with your team. Experiment with different units, archetypes, and compositions — a well-trained team can overcome impossible odds, while a poorly managed one may struggle even against weaker opponents.

Card Type · 05

Archons

Archon card
Apex · Summon-Only

The Highest Strategy

Archons are among the most powerful entities a survivor can command. Unlike normal units, they cannot be played directly from your hand. To bring one onto the field you must perform an Archon Summon — offering specific materials and meeting the conditions listed on the Archon, at the cost of one Kalon Source point.

Archons are divided into Tiers that reflect their power and rarity. Higher tiers are far harder to summon, but often possess game-changing abilities capable of shifting an entire battle. Before a match, each Archon must be placed into your Archon Deck in the deck editor.

How to Summon · Example: Zevran Kallix
1× Catalyst UnitRequired for every Archon
C1× Construct unitOffering — sacrificed
A1× Arcane-element unitOffering — sacrificed
4+Offerings must be Level 4 or higherCatalyst & all offerings are sacrificed
Archon Dossier
NameZevran Kallix
TierLesser
CreatorAbraxas
Summon Cost1 Kalon Source
DeckArchon Deck
Weigh the Sacrifice Every Archon demands at least one Catalyst Unit plus its Offerings — and all of them are sacrificed in the summon. Knowing when to give up valuable units to unleash an Archon is one of the highest forms of strategy in Mythic Spellbook.

Card Type · 06

Wall Cards

Wall card
Defense · Control

Hold the Line

Wall Cards are defensive structures that let survivors control the battlefield and shape the flow of combat. Placed in strategic spots, they block movement, create chokepoints, protect valuable units, and limit an opponent's options.

Most ranged attacks cannot pass through a wall, making them excellent cover for Heroes, Units, and key objectives. A well-placed wall forces opponents into longer routes, wasted resources, or exposed counterattacks.

Walls are usually stationary once placed — but some possess unique abilities to reposition, transform, or interact with the field in special ways, and a few even carry their own attacks, defensive effects, or passives.

Defense Wins Battles Walls excel at controlling the distance between you and your opponent — shielding vulnerable units, forming defensive lines, and slowing an enemy advance. A strong defense can matter just as much as a powerful offense, and mastering Wall Cards is often the key to surviving the toughest encounters.

Progression

The Leveling System

Four kinds of entity grow stronger with every battle they survive.

Heroes
Stronger leaders
Units
Reliable combatants
Summons
Effective support
Archons
Terrifying threats

Each earns Experience (EXP) through combat — gained by defeating enemy Units, Heroes, Summons, and Archons. As they level, their stats, effectiveness, and overall power increase, letting them take on greater challenges and stronger opponents.

Train to Survive The more battles you fight and enemies you defeat, the faster your forces grow. A well-trained army can often overcome opponents with stronger cards but less experience — so invest in developing your Heroes, Units, Summons, and Archons before venturing beyond Camp Heights.