Mystic Vale: Harmony
Expansion of: Mystic ValeHarmony adds new advancement and vale cards, giving players more card crafting options and exciting new possibilities for combos.
45m
2 - 4 Players
Ages 14+
Harmony adds new advancement and vale cards, giving players more card crafting options and exciting new possibilities for combos.
Electropuncher
As an expansion, it's pretty good. Nowhere near as monumental as the previous one, but it does add new amulets and leaders that introduce new avenues to victory. The reason this is a 7 for me is because this expansion is marketed as a new core game, effectively, and fails utterly on that front. This set was the first time I actually saw the level 2 advancements go before the game ended since vanilla. Some of the leaders are just outright bad compared to others, and a few others are so ludicrously good that there's no reason not to pick them. The amulets are all a complete step down from Mana Storm, but they are a welcome change from the stock mana token. Also, the art on many of the vales is just large versions of art on the advancements, and that feels VERY lazy to me. This expansion is kind of the Mercadian Masques of Mystic Vale, especially due to the power creep of the previous sets. I still recommend it, but if you're on a budget, skip this one.
Arkeas
As with the other Mystic Vale expansions, this is really more of the same. Nothing about this expansion is going to convince someone to like the base game but it injects even more variety into the already large number of combinations of cards you can craft in the game.
xvatat
Too much complexity for a light hearted game, and there are times when I play my entire deck every turn - and although it took effort to get there, it's not fun to have identical turns over and over, guaranteed. Some advancements are original in a good way, though