Based on the hit Mistborn novel series by Brandon Sanderson, the Mistborn Deckbuilding game takes players into the world of Scadrial! From designer John D Clair, players get to control iconic characters from the series and "burn" metals to unlock Allomantic powers in fast-paced battles.
Mistborn is a standalone deck-building game in which you “purchase” cards as you play to build and improve your deck. "Burn" metals to activate cards. Each metal has its own strengths: damaging opponents, earning mission points, and manipulating allies. There are multiple ways to win! Defeat your opponents in furious allomantic battles or complete a series of perilous missions before your enemies do.
Play head-to-head against your friends, or take on the The Lord Ruler in solo or co-op play!
—description from the publisher
- Very good design from John Declair
- Plays well as a co-op
- Deck building is very important and interesting
- Vastly superior to Magic the Gathering
- Control is much more engaging than Magic the Gathering
- Co-op mode should not be the primary reason to buy the game
- Villains in co-op mode are not as compelling as human players or as villains in other games like Aeon's End or Marvel Champions
- The mechanic of advancing a personal power meter at the start of each turn is easy to forget and frustrating
- The design decision for the power meter advancement is ill-considered and makes the game flow less smoothly
- Fantasy books series
- Mistborn world
- Dominion
- Magic the Gathering
- Race for the Galaxy
- Star Realms
- Aeon's End
- Marvel Champions
Mechanics (from transcript analysis)
- cooperative play — Players work together against an automated opponent or 'big bad guy', needing to achieve a combined damage goal (e.g., 70 points) before being defeated.
- Deck building — Players buy new cards from a market. Cards are either powers for one-time effects or allies that stick around until they take damage. Discarding cards generates mana to play other cards.
- hand management — Players draw five cards at the start of their turn and must decide which cards to play using mana generated from specific metals or by discarding other cards.
- Player vs Player Combat — The game is designed as a head-to-head duel where players aim to deal 30 points of damage to their opponents.
- Resource management — Players use specific 'metals' (like zinc, tin, steel) as resources to play cards, and can also discard cards to generate these resources.
Video topics + discussion points
Quotes (from this video)
- At its heart this is a deck building game like Dominion but it is a head-to-head you know dueling wizard game.
- I can say it plays very well although it just plays it plays well as a co-op.
- The deck building is very important because I'm really focusing on a deck that's heavy with I don't know putor and copper and steel those are my three big ones and I'm trying to get more cards from them because I found those three combo well together.
- I really dislike the fact that at the beginning of every turn the first thing you're supposed to do is Mark go up one level on your own little personal power meter.
- The game would be much better and flow much smoother with less frustration with this one little tweak.
References (from this video)
- theme alignment with Mistborn novels
- interesting metal-burn mechanic
- burn metals to activate cards
- Mistborn universe (as described in transcript)
- Moon Colony Bloodbath
Mechanics (from transcript analysis)
- deck-building with metal tokens — base metals; metals can be burned to activate card effects; cards can be multi-use via metal/skin interactions.
Video topics + discussion points
Quotes (from this video)
- Like, they've made a lagoon here. That's cool.
- I love the elegance of one card turns.
- This game is incredible. It's incredibly mean.
- I would happily continue to play it.
- Look at this artwork. Look at this box cover. Oh my gosh, that absolutely meets the aesthetics that I love in art.
References (from this video)
- Intriguing medal/metals resource system and multi-use cards
- Deep, strategic deck-building with resource management
- Challenging solo mode that rewards careful planning and track progression
- Clear strategy around mission tracks to hinder Lord Ruler healing
- Very unforgiving solo mode requiring sustained planning
- Learning curve and complexity may be high for new players
- Gold from cards does not carry over between turns
- Some players may feel the payoff after defeating major adversaries is limited
- revolutionary struggle, resourceful deck-building, and metal-based abilities
- Mistborn-inspired fantasy world with lords, metal-based powers, and a focus on advancing mission tracks to thwart the Lord Ruler
- deck-building with progressing mission tracks and modular adversaries; edict events influence turn structure
Mechanics (from transcript analysis)
- Combat: Damage Based — Opponents have health/damage that must be reduced; damage can trigger heals and other consequences.
- Deck building — Players acquire cards from a market to build a personal deck that powers actions and purchases.
- deck-building — Players acquire cards from a market to build a personal deck that powers actions and purchases.
- Edict/adversary resolution — Adversaries and edicts introduce disruptive effects; resolving them requires damage and strategic planning.
- Health and damage tracking — Opponents have health/damage that must be reduced; damage can trigger heals and other consequences.
- Market/Governance economy — Gold and training cards form the economy to acquire better cards; gold from cards does not carry over between turns.
- Metal/Flare system — Metals are spent to play cards; flaring converts metals to more powerful effects and can be refreshed by discarding other cards.
- Mission tracks — Advancing on tracks provides benefits and slows the Lord Ruler's healing; tracks are central to pacing and strategy.
- Track advancement — Advancing on tracks provides benefits and slows the Lord Ruler's healing; tracks are central to pacing and strategy.
- Vials and burnout — Vials provide fixed icons to enable card play; exhausting and refreshing mechanics influence timing and cost.
Video topics + discussion points
Quotes (from this video)
- the solo co-op mode is pretty challenging
- it's a very unforgiving game
- when you play competitive mode you actually don't use any of this stuff you're literally like attacking each other
- the mechanics of the medals I find that to be really intriguing
- there's lots of strategy in this
References (from this video)
- Good variety of cards and effects
- Attractive art style with a stained-glass look
- Solid component design and theming
- Solo/Co-op boss structure and progression
- Card size smaller than expected (Tarot-sized feel)
- Game can be challenging in solo/coop
- Some trackers arrived pre-assembled, causing initial nerves about setup
- Array
- Fantasy
- expository enthusiastic unboxing narration
Mechanics (from transcript analysis)
- boss battler — Dominus tracker acts as a timer and controls boss behavior; includes minions/enemies to defeat in co-op mode.
- Card/Chit Market — Players spend resources (gold) to acquire cards from a market, shaping their deck and capabilities.
- Deck building — Players acquire and add cards to a personal deck from a central market to strengthen their abilities over the course of the game.
- Dominus / Boss Tracker and Cooperative Boss Fight — Dominus tracker acts as a timer and controls boss behavior; includes minions/enemies to defeat in co-op mode.
- Market / Card Purchasing — Players spend resources (gold) to acquire cards from a market, shaping their deck and capabilities.
- Race — Players race to reach top locations on the map to gain bonuses, with the first player receiving an extra bonus.
- Race / Endgame Progression — Players race to reach top locations on the map to gain bonuses, with the first player receiving an extra bonus.
- Resource & Health Tracking — Metals tracker, health counters, and per-player cubes are used to monitor status and progression.
- Resource management — Metals tracker, health counters, and per-player cubes are used to monitor status and progression.
Video topics + discussion points
Quotes (from this video)
- it's such an interesting mechanic of managing a type of resource
- there's a good variety of cards and effects
- I really like this kind of stained glass look
References (from this video)
- thematic appeal for Brandon Sanderson fans
- solid deck-building core with thematic twists
- not radically different from other deck builders on surface
- deck-building with metal tokens and burn/flare mechanics
- Brandon Sanderson's cosmere universe themes
- thematic tie-in to novels with a competitive/coop mode
- Star Realms
- Aeon's End
Mechanics (from transcript analysis)
- co-op/competitive mode — campaign or embedded co-op against a common threat
- Deck building — build a deck to generate action economy and points
- deck-building — build a deck to generate action economy and points
- resource/metal tokens — tokens power one-time effects and chain combos
Video topics + discussion points
Quotes (from this video)
- Newford is my favorite game from 2024.
- I genuinely like this game more than Black Forest.
- Castle Combo is a really quick and short Tableau building game.
- 21 actions to seemingly do the impossible.
References (from this video)
- Beautiful art and strong art direction
- Snappy, intuitive turns that avoid endless downtime
- Deep integration with Mistborn lore and theme
- Solid rulebook and accessible entry for new players
- Robust strategic options and meaningful deck-building choices
- Good solo and multiplayer variants (Lord Ruler)
- Card stock and components described as thin
- Certain cards/visuals may feel less polished or utilitarian
- Some players may dislike the tension of reducing the deck to a five-card core as a strategic choice
- Fantasy heist and strategic combat powered by metal-based magic
- Mistborn universe, Final Empire, Allomancy metals and political intrigue
- Array
- Cosmic Encounter
- Elden Ring
Mechanics (from transcript analysis)
- Ally Management — Ally cards grant powers and often require meeting conditions (e.g., burning metals) to access bottom abilities.
- ATM tokens and wilds — ATM tokens act as wild resources that are not counted toward the metal limit and can be used flexibly for various cards.
- burning and flaring metals — Pay with metals to activate cards; burning returns cards; flaring displays a temporary activation with cards returning face down unless flipped back by an action.
- combat and targeting — Attacking opponents can target either their allies or their character; defender keywords force targeting of allies first.
- Combat: Damage Based — Attacking opponents can target either their allies or their character; defender keywords force targeting of allies first.
- Deck building — Acquire and assemble cards from a market to strengthen your deck and enable more actions.
- deck-building — Acquire and assemble cards from a market to strengthen your deck and enable more actions.
- hand management — Ally cards grant powers and often require meeting conditions (e.g., burning metals) to access bottom abilities.
- three win conditions — Players can win by advancing all three tracks, defeating the opponent's health, or triggering the Lord Ruler encounter.
Video topics + discussion points
Quotes (from this video)
- Art in this game is a 10 out of 10. It's beautiful.
- So nine out of 10 for the art direction.
- The turns feel really snappy.
- This is a really well-rounded deck building game.
- If you're a fan of Mistborn, check it out.
References (from this video)
- Innovative resource system using metal-themed tokens that recharge opportunities.
- Wide variety of card interactions creates rich strategic depth.
- Flavorful integration with Mistborn setting and lore.
- Flexible paths to optimize engine combinations and synergy.
- Rule complexity can be a barrier to entry for new players.
- Some players may find the early game slower as strategies develop.
- deck-building tied to renewable resources and card abilities.
- Mistborn fantasy world, with metal-based magic and heist-like procedural choices.
- story-forward, campaign-like feel with evolving powers and strategies.
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I love Ark Nova.
- Bees in space best theme ever.
- This game is just always buzzing in my ear.
- The actions are distilled down to such a great system.
References (from this video)
- Strong thematic integration with Mistborn source material
- Flexible deck-building with multiple viable strategies
- One-time-use card effects add interesting decision space
- Cooperative and competitive modes feel engaging, especially against a boss
- Rules are accessible and approachable for fans and newcomers
- Base-game variability and replayability feel limited (few characters, fixed card pool)
- Longer play feel at 3–4 players; solo experience may be less replayable
- Some players may find the metal flare mechanic initially confusing
- Metal-based magic and a heist-style rebellion against a tyrant
- Scadrial, The Final Empire (Mistborn universe)
- Book-inspired, thematically integrated with deck-building mechanics
- Star Realms
- Aon's End
- Shards of Infinity
- King of Tokyo
- Dune: Imperium
Mechanics (from transcript analysis)
- boss battler — Cooperative or solo play against the Lord Ruler, with a boss deck and edicts ramping up tension.
- Boss/edict encounters — Cooperative or solo play against the Lord Ruler, with a boss deck and edicts ramping up tension.
- Deck building — Acquire a deck from a market and power cards by burning metals.
- deck-building — Acquire a deck from a market and power cards by burning metals.
- Metals as energy and wild resources — Metals serve as energy tokens and can be flipped to a flared side for flexible activation.
- Missions tracks — Three randomized mission tracks grant effects and victory conditions as you advance.
- On-buy top effect with banish — When you buy a card, you may resolve its top effect immediately and banish it from the game.
- Personal track progression — Each player has a personal track that advances each turn to unlock more burn options.
- Resource burn and flare — Use metals to activate cards; you can flare metals to use them as wild resources.
- Track advancement — Each player has a personal track that advances each turn to unlock more burn options.
Video topics + discussion points
Quotes (from this video)
- this is a pure deck building game
- second player ability... when you buy a card you may resolve its top effect immediately then eliminate it
- thematic integration is going to be a 9 out of 10
- you can also flare these medals
- the deck is large but... variability is a 6 out of 10
References (from this video)
- Layered surprise with a rare instant-win mechanic
- Opportunity for dynamic, multi-round strategy
- Not all games will include the instant-win card; variability can be frustrating
- Complexity may deter casual players
- epic heist/mission-style play
- Fantasy world of Scadrial, inspired by the Mistborn novels
- shoot-the-moon mechanics with layered surprises
- Magic: The Gathering
- Measuring surprise in deck-builders
Mechanics (from transcript analysis)
- Deck building — A unique card can instantly win the game if enough resources are accumulated.
- Deck-building with a rare instant-win card — A unique card can instantly win the game if enough resources are accumulated.
- Hidden win condition with resource synergy — A rare combo card and resource (ATM) create a win condition that may or may not appear in a given session.
Video topics + discussion points
Quotes (from this video)
- Metal Gear Solid, without getting into spoilers, those who have played the original Metal Gear Solid on PlayStation 1 back in the '9s may be asking, how did they adapt that particular boss encounter from the video game to a tabletop experience? Isn't that impossible?
- I wear a huge grin on my face every time I think of that encounter.
- Meadow is a sweet game of set collection with a really interesting action selection system. The thing that really surprised me about it is the extra envelopes with additional cards to open at specific moments.
- There are lots of hidden clues on unexpected components in Unlock. I think escape room games in general do surprises really, really well in a non-campaign format.
- Jar says, 'When you purchase or play Jar Binks, you may spend two resources to gain one force and place him in your opponent's discard pile.'
References (from this video)
- Interesting resource management
- Unique metal-burning mechanic
- Based on popular book series
- Magic system based on metal burning
- Fantasy world with metal-based magic
- Flesh and Blood
Mechanics (from transcript analysis)
- Deck building — Players buy cards and manage resources to play them
- hand management — Limited ability to spend metals and use card abilities
Video topics + discussion points
Quotes (from this video)
- Is this Latin? Veni, vidi, divisi
- Backend fetch fail
- We keep it real, we keep it real real