Hmmmm. The art is no doubt great. I’m not really digging the pacing though. You’re severely clogged for mana early on, like most CCGs. But then you’re further constrained by gem colors. There is a very brief window around 3-4 mana where you have options. After that, you start running short of cards and you’re back to being constrained. Just that very brief 3-4 window where you have a balance of available mana and cards. Maybe it’s just the story mode decks you get stuck with, because they sure seem like they suck (heal 7 minion health when 95% of them have 5 or under?). I’m also not seeing any boost given to the 2nd player, or else they’re hiding it very well.
The lane system and story reminds me a lot of System Crash. It was an obscure cyberpunk CCG game on steam that tried its hand at lanes (though a lot more restricted than Mythgard). The story mode was a full length campaign following a typical Shadowrun plot, much more than Myth’s tutorial. The one fatal flaw in the game was the “rush/charge” ability was ludicrously overpowered.
It’s worth a look though at only $3.75 right now. Especially if you’re only interesting in single player content.
I was into Shadowverse for a while. The art was also good if you didn’t mind the fanservice. The flair and polish was on the level of Hearthstone. The ability to flip most cards to an alternate powered up side put a new spin on everything. Unfortunately it also followed Hearthstone’s business model of power creep with every new expansion. Forced to purchase the new stuff to stay competitive, made obsolete by the next expansion by the time you could grind anything out with the f2p route.