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Mystic Lands

Game ID: GID0453284
Game Info
Year
2024
Players
2-4
Age
12+
Playtime
55 min
Complexity
2.1/5
Collection
Your Tier
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Mechanic profile
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Description

Players act as druids in the Age of Creation crafting a fledgling world through its flora fauna and magic

Description

Players act as druids in the Age of Creation crafting a fledgling world through its flora fauna and magic

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video cmlJcvfUaLU Good Time Society Review at 0:08 sentiment: positive
video_pk 83941 · mention_pk 212557
Good Time Society - Mystic Lands video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Extremely beautiful artwork, even in prototype.
  • Innovations in the card crafting genre.
  • Satisfying engine building and combo potential.
  • Simultaneous actions speed up gameplay compared to Mystic Veil.
  • Visually appealing components and card designs.
  • High replayability due to varied card combinations.
Cons
none
Thematic elements
  • Druids bringing magic and vibrance to a land that is not yet infused with magic or richness or creatures.
Comparison games
  • Mystic Veil
Mechanics (from transcript analysis)
  • Card Crafting — Players craft cards by sleeving advancements onto them, combining different elements to create new abilities and effects.
  • Dice Rolling — A die is used as a player aid for shuffling, to randomize the cut of the deck.
  • Hand Management — Players manage their hand of cards, deciding when to play, sleeve, or discard them.
  • Overgrowing — Players can choose to overgrow by playing the top card of their deck, risking withering if too many 'suns' are revealed.
  • Resource Management — Players manage mana and spirit as primary resources to purchase advancements and take actions.
  • Set Collection — Players collect cards with specific aspect types (e.g., green, yellow, blue) to create combos and activate abilities.
  • Tableau Building — Players build a tableau of cards in their 'land' which provide ongoing benefits and are central to card crafting.
  • Withering — A risk mechanic where revealing too many 'suns' on drawn cards can cause a player to wither, resulting in only one resource type advancing.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • So, in brief, we are each a druid uh and this is a land but it is not yet a land infused with magic or richness or creatures and we as druids are tasked with bringing magic and vibrance and beauty to the land.
  • So, previously we're card crafting and there was a top, middle, and bottom that covered other things up. And now there's these beautiful intricate circles within circles.
  • The last turn was so satisfying.
  • And there's just so much going on in this game and it's absolutely stunningly beautiful. I feel like I am a druid. So, thank you for that.
  • Go back it. get yourself secured that pre-order of Mystic Lands.
References (from this video)
No references stored for this video.
Video iXhW8gzscK4 Grant Lyon Top List at 14:46 sentiment: positive
video_pk 83354 · mention_pk 209781
Grant Lyon - Mystic Lands video thumbnail
Click to watch at 14:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Combines strategy and push-your-luck
  • Streamlined from Mystic Vale
  • Satisfying card crafting
  • Engaging deck building tension
  • Board movement element
Cons
none
Thematic elements
Comparison games
  • Mystic Vale
Mechanics (from transcript analysis)
  • Card Crafting — You are going to be buying transparencies and slotting them into your cards.
  • Deck Building — Mystic Lands is a card crafting deck building game.
  • Movement programming — you're also going to be moving around this board and activating different cards, scoring points by getting various places, traveling out on the board.
  • Push Your Luck — you're going to be revealing cards from your deck. If you get too many of one symbol, you're going to bust, and you don't want that.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's really cool and it's a you know, it's a feels very uh strategic and still plays in like 30 minutes.
  • I mean I I love that when a game feels like it has some strategic depth, but still plays pretty quickly.
  • So yeah, Flintlock is awesome for that.
  • I love this duel trend that we have right now because of a couple of things. I think that they're doing a great job distilling these bigger games into faster experiences, which I really love.
  • It's also got wonderful artwork, wonderful production design. Everything looks awesome on the table and it's just yeah, it's it's all the things I love about Wonderland's War, but in like half of the time.
  • And so I love that now I just need one other player and I can get this to the table as well.
References (from this video)
No references stored for this video.
Video 7pl5teZeolo Neon Gorilla Interview at 2:17:27 sentiment: positive
video_pk 80040 · mention_pk 194186
Neon Gorilla - Mystic Lands video thumbnail
Click to watch at 2:17:27 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Builds upon the design of Mystic Veil with improvements.
  • Addresses aesthetic and functional issues with card art layering.
  • Offers a familiar yet evolved experience for fans of Mystic Veil.
Cons
  • The art layering for card crafting presents unique challenges.
  • Initial art direction in Mystic Veil was considered 'lame'.
Thematic elements
  • Evolution of Mystic Veil
Comparison games
  • Mystic Veil
  • Canvas
Mechanics (from transcript analysis)
  • Card Crafting — The core mechanic, with a focus on creating cohesive and visually appealing art on crafted cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Dominion is like a cheat code for game design.
  • The momentum system isn't a BS tagline at all. It is a true system that I think for me has transcended deck builders.
  • I I don't think people have any responsibility.
  • It's a matter of scaling, but that would be that would be exciting to get to another floor and like, 'Oh, this is a whole new deck.'
  • The magic of Unstoppable is that moment where you look at your hand and you've got like two cards, right? And you're like, there's no way I can kill all these threats with these two cards. I'm screwed.
References (from this video)
No references stored for this video.
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