Overview
An Updated Guide for beginners and starters alike, updated to 2016. This Guide is currently in progress, feel free to comment it but keep in mind I’ll add more content before rating, and if you do please remember to update it! I’m open to all feedback!
First Thoughts
This guide started due to the lack of updated information currently avaible. I’m a new player, started barely hours from the moment I’m typing this, and it was a pain to find updated information to start this game the right way, so I decided to make an updated guide for anyone who wants to start!
NOTE: This is currently only a stub and under construction, I’m really tired and picked the worst day to start this 😛 But will update it constantly and hope it’s finished before the week ends!
Any suggestions are welcome!
New Player Checklist
If you’re a New Player, this is the order of things I suggest doing!
1 [ ] Play the Tutorial – No excuses, a must do! It’s pretty short so don’t worry. Even before reading this guide, play it.
2 [ ] Choose your starting faction. The game offers you a brief description of the sets, but also offers you the possibility to test them. Basically: Inferno/Stronghold if you like Aggro decks. Necropolis/Sanctuary if you like Control decks. Haven for Defensive decks. Academy for high risk/reward decks. I’ll detail them more in their own section.
3 [ ] Do the daily quest/achievements whenever possible. They give you many good things!
Also I’d recommend not buying packs until you’re pretty sure what you want to get.
4 [ ] Play the first Campaign.
5 [ ] Win 5 quick games – Necesary to unlock the next campaigns, also you’re very prone to unlock decks this way! (Defeat a faction you haven’t beat before and you’ll earn it’s starter deck).
6 [ ] Play the rest of the Campaign, try to test other decks and mix a little your strategy.
7 [ ] Choose the faction/style you want to play, I recommend building one deck at a time.
8 [ ] Buy the appropiate booster packs for the deck you’re building. Also detailed in their own section.
9 [ ] Test, play, edit, have fun!
The Game (Prologue)
Might & Magic: Duel of Champions is a digital TCG or Trading Card Game, in such you collect and play with different cards from different series, in order to make your own deck and try it against others or in challenges.
Common examples of TCG’s include Magic, Yu-Gi-Oh!, etc.
Also, it is worth mentioned that it is based on the Might and Magic Universe, mainly expanded in the Heroes of Might and Magic saga. If you haven’t and you like strategy games, I highly recommend trying one. (HoM&M V is around 0.20 USD ATM, so, what’s to lose?)
The objective of the game is to reduce your opponent’s lifepoints (more exactly, the lifepoints of their Hero) to zero. In order to achieve this simple goal, you’ll need to deploy powerful armies and use your best spells to best your opponent. One of the main aspects of the game, as I mentioned, is to design and build your own deck with the strategies you like.
A deck contains 59 CARDS, 1 Hero card (Your main card), 8 Event cards, 50 other cards of your choice.
There are 6 types of cards:
Hero: This is the main card of the deck. It represents the Champion that’s dueling against your opponent’s. He controls your resources and some can use powerful effects, but they need to be protected against the enemy army.
Event: They represent events or ocurrences that happen while the battle roars. You must use 8 per deck and they go in a special pile where their effects can be used by both players.
Creature: The backbone of your army. More than that, your army itself. These are powerful warriors you control in order to defeat the enemy.
Spell: Useful effects that will help you obtain more power, advantages, or harm your opponent indirectly.
Fortune: At first glimpse the very same that spells, but the main difference is the resources you need to play them.
Building: Cards that enter the field just like Creatures, but are played below them and have interesting effects that will help you turn the tide of battle.
Chapter 0 – Before Starting
If you enter the game via referall, you’ll earn the chance of getting each starter deck right from the beginning, this allows you to get many more cards and plus, this still allows you to unlock the decks normally. You can find many referall links in the Steam forum. However, note you’ll need to input the code when CREATING an account, this means if you already have a Uplay account, it’s not eligible for referall.
Personal note: Haven’t tried this yet, don’t know if the feature still works.
In many forums you’ll find codes for this game that can be redeemed at the store and give you packs, seals, or other useful items.
Unfortunately, most of these codes no longer work. However, I’ll add the list of the codes I know of just in case you want to try them.
Working (As to 12/04/2016):
300SealsForFree
Not Working (At least for me):
TH4NK5FBF4N5
5ORRY54TURD4Y
WE-ARE-NO-TROLLS
THANK5-4-THE-F4CEBOOK-LUV
MMDOC-H4S-THE-B3ST-FANS
HAPPY-BIRTHDAY-DOC
GIFT-1-ZPAK-LAP7
TH4NK5-70K-D0C-F4CEB00K-L3G1ON
PAX-5TREAM-2013
CD-Action-Play-MMDoC
D4nke-fur-4lle
Chapter I – Factions
One of the Main points of the game are the Factions, 6 factions exist and you’ll have to pick one to play as soon as you finish the tutorial. This choice can’t be changed, but you can easily obtain the other decks by playing normally (The first time you defeat an opponent from a faction, you will obtain it’s starter set).
Your playstyle, avaible cards, and most of your experience will depend of the faction you’re playing, so It’s a very important choice!
But how will I choose what faction I want to play?
Well, that’s why this guide exists! Let’s go one by one!
In a world of perpetual conflict, where Chaos and Darkness abound, a bearer of light is always needed. Can you command the forces of Haven and unite their mighty protectors to create an unstoppable army? Are you a bearer of light!?
As their name Implies, they’re related to Angels and celestial beings, altough they have plenty of soldiers and griffins to defend their cause!
That’s right, defend. That’s the keyword.
They’re a faction that excells at defensive gameplay, healing and protecting themselves, but don’t be fooled! Their strong formations are devastating once they get to it!
Their spells usually revolve around gattering resources and regaining health.
“A meaningful way to describe early Haven decks would be: slow and steady wins the race.”
Primary School of Magic: Light
History (Lore):
In the year 569, the Holy Empire is ruled by Empress Gwendolyn of Falcon and councilled by Angels. The independent Duchies under Falcon rule are expected to defend their own borders in the event of turmoil. The Wolf Duchy in particular has been plagued by a series of Orc raids and unexplained events.
Chaos breeds havoc and destruction and only the strongest will survive the onslaught. Can you impose your will upon the demonic hordes and conquer all? Were you born to crush all who stand in your way!?
Quite the opposite here, this is the very definition of an Aggro deck (meaning offensive deck). Use your fast deployment of demons, imps, and nightmare creatures to overwhelm the opponent. Don’t forget you can make direct damage with your spells from the fires of Inferno!
A meaningful way to describe early Inferno decks would be: a good defense is a strong offense.
Primary School of Magic: Fire
History (Lore):
In the year 564, the second lunar Eclipse opened the gates of Sheogh, unleashing hordes of Demons upon Ashan. Not all Demons seek war with the other factions, but all want freedom from their hellish prison world. Some have joined a Darker force in hopes of eating away the fabric of reality just enough to destroy their prison’s wall. Lead by their Chaos Sorcerers, the Hellfire born demons secretly head for the Deep Mountains.
When war is upon us, the Orcs and Beastmen feel right at home. Battle and turmoil are your tools of self-expression. Under their banners, the Orc clans live free and proud, and the time for vengeance is always at hand. Can you channel the Orcs’ demonic anger and avenge your ancestors!?
Another offensive deck, this time we’re talking about quick attacks, and the raw power that only the orcs and beastmen can illustrate.
This doesn’t mean they require no strategy though! Their innate abilities and tactical sacrifices will need the wisdom of a true Shaman to master.
A meaningful way to describe early Stronghold decks would be: live free die hard.
Primary School of Magic: Earth
History (Lore):
The Orcs and Beastmen are still depised and mistrusted by the Falcon Empire and the Wizards of the Seven Cities, though they rebelled and escaped their bonds of slavery over a century ago. The Orcs of the Black Skull clan have started to hunt down expeditions moving beyond the Free Cities and on the outskirts of the Wolf Duchy.
Chapter I – B Factions (cont.)
Death is part of the cycle of Asha but mortals refuse to accept their fate and constantly seek to defy it. Servants of the Spider Queen are often requried to hunt down the defiant living in order to maintain the cycle of Life and Death. Are you a true disciple? Will you harvest the living to make a better world.
The first hard-control deck on the list, they do all you can expect from their hordes of undead and spiders: Poison, Life Drain, Graveyard Play. Yep, all of it.
I simply can’t mention this faction without instantly thinking of an attrition war: that’s exactly what it becomes, using abilities to slowly disempower your opponent until there’s nothing left of him.
A meaningful way to describe early Necropolis decks would be: the rising tide will overwhelm all.
Primary School of Magic: Dark
History (Lore):
In the year 569, the Necromancers are a very young faction, still politically a part of the Wizards of the Seven Cities. They have recentaly discovered an Avatar of Asha’s Death face, the Mother Namtaru, and are becoming more religiously motivated. They are beginning to understand that their Dark powers come with responsibility. Within their own ranks, some of the most dangerous Wizards of all time appeared, the Nethermancers. Initially purged, a few of their survivors are secretly plotting to control Ashan’s destiny using forbidden magic.
The Nagas of the Lotus Empire have pledged their lives to the sacred precepts and worthy principles of the Eternal Empress, and worship the Dragon Goddess of Water. Whether Daimyo, Priestess or Warrior, honor and duty determine every action: invaders and usurpers are put to the sword without question.
Another Control-inclined faction, although very different in style.
Control the tides of battle by outmanouvering your opponents and swim swiftly across the battlefield, then use the amazing synergy of your army to become stronger and finish your opponent!
A meaninful way to describe early Sanctuary decks would be: control the flow, control the battle.
Primary School of Magic: Water
History (Lore):
Where there is water there are Nagas, and for the Eternal Empress, all Nagas are under her protection, whether they think so or not. The Lotus Empire has often retired beneath the waves in periods of great conflict, but currently are in a period of expansion, sharing their bright, beautiful, and imposing culture with the other realms of Ashan.
The Wizards of the Seven Cities are renown for their wondrous creations, their magical armies and their magnificent citeis. Yet on the battlefield, it is their spells that put the fear of the Dragons into their enemies. There is no more powerful wielder of magic than a Wizard of Academy.
High risk? High reward! Probably the hardest faction to master. While lacking in physical strenght, this faction’s main stategy is usually centered around spells. Some of their cards include drawbacks that can easily put you in disadvantage, but if you can get over that, you already won! This faction is filled with Wizards, Beastmens and Magical creatures that will lend you their power… If you’re wise enough-
A meaninful way to describe early Academy would be: Fortune favors the bold.
Primary School of Magic: Prime
History (Lore):
The Wizards of the Seven Cities saved Ashan from a Demon invasion when they created the Orcs during the first Blood Moon eclipse. When the Orcs rebelled, taking many other Beastmen with them, the powers that rule were realigned and currently four houses manouever for power. Chimera, the creators of the beastmen, and Anima, the masters of Elemental spirits, are losing ground to House Materia, the creators of Golems and Titans. House Eterna has nearly split away with their Necromancers and Undead armies who some consider no longer Wizards.
Chapter I – C: Faction Stats
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Chapter II – Booster Packs
If you’re just starting, I’d recommend just learning the game and trying decks before blindly purchasing BP’s.
Now, once you’re clear in the playstyle/faction you want to play, and feel ready to build your own deck, go ahead and buy the packs!
But… there’s no description… Or anything… How Will I know which Booster to choose?
This[www.mmdoctools.com] is an amazing place to check out the cards!
For now I’ll just state how many cards per faction and neutral are in each set, I’ll detail them on another update!
(Note that, while it contains many cards, most of them are aquired by the starter decks! So I wouldn’t recommend this to expand your collection in terms of variety, however it is highly advised by more experienced players than me to establish a proper collection before going on to the expansions.)
Haven: 33
Inferno: 33
Stronghold: 33
Necropolis: 33
Sanctuary: 33
Academy: 33
Neutral: 39
(From this onwards, true expansion sets).
Haven: 11
Hero: Charity, Imperial Commander (1/1/1 – 2O: Target friendly Human creature’s attack is equal to it’s retaliate until the end of the turn.).
Inferno: 11
Stronghold: 11
Necropolis:11
Sanctuary: 11
Academy: 11
Neutral: 13
Haven: 11
Inferno: 11
Stronghold:
Necropolis: 11
Sanctuary: 11
Academy: 11
Neutral: 13
Haven: 11
Inferno: 11
Stronghold:
Necropolis: 11
Sanctuary: 11
Academy: 11
Neutral: 13
Haven: 21
Inferno: 21
Stronghold: 21
Necropolis: 21
Sanctuary: 21
Academy: 21
Neutral: 23
Chapter III – Game Modes
The first division I must make is between “Single player” and “VS” Modes.
Here we have:
Tutorial: Pretty straightforward, this teaches you the basics of the game and is pretty short and well done.
Campaign: The main single player experience, has a pretty good (for a TCG) story and gives you nice rewards while providing a decent challenge. I highly recommend it. Also the puzzles were quite fun!
Practise against AI: Useful for deck testing, not much more to say. No rewards are earned, but there’s no risk at all.
Quick Match: You could say this is the “main mode” of the game, you can play Ranked or Unranked and it’s the basic matchmaking. Once you’re done with the campaigns or if you just prefer playing against other players, this is where you’ll spend most of your time.
Tournaments: You’ll want to stay out of here until you’re really confident about your skill and deck. There are two tournament types: Swiss and Jackpot.
Swiss: You’ll be placed in a group with 7 more players, and play 3 rounds. The best two players will earn prices, more recommended than the Jackpot if you’re just starting on tournaments.
Jackpot: You play by a point system starting with 0 and earning them by winning games. I’d recommend this one for the very end-game or if you feel like taking a challenge.
Practice: Basically the same that AI, only against players.
Challenge a Friend: The game mode that allows you to directly challenge another player, assuming you have them in your friend list.
Chapter IV: Infernal Pit
(Note: This section is copypasted entirely from KimmundiCM’s Guide as it is still accurate, all credit goes to him. Not trying to steal it, just to keep it in an updated guide, will add my point of view later on).
The Infernal Pit is and option where you can burn cards for gold and a small chance to win the special card on offer at that moment. The cards you burn will be gone forever (or until you find new ones in packs)… so don’t rush into this.
Each card has its own value in gold, that you can get by burning them too!
The special card on offer changes randomly every 8 hours.
This option is only available after level 5!
Chapter V: Altar of Wishes
The Altar of Wishes is the game’s option to buy that specific card you need, by using special token-like items called “Wildcards”.
You obtain Wildcards by completing some achievements, winning Tournaments and opening packs (if you’re lucky).
The higher the rarity the higher the cost of the card. Also, expansions are more expensive than the Base Set.
However, I recommend saving your Wildcards (as they’re quite scarce) and using them only to obtain that specific rare card you need. Trust me, you’ll regret it if you waste them on commons you can easily get in booster packs!
You will unlock the Altar Of Wishes once you obtain your first Wildcard.
Future Work Checklist
[ ] Describe further the booster Packs
[ ] Infernal Pit
[ ] My rating for decks
[ ] General updates to make things clearer.