Last edited one month ago
by Cal Friedman

Mythic Horses

Illustrated by: 2Minds Studio
Purchase the Mythic Horses Faction on Forgefire!

The power of togetherness shows through in Horses, whose mighty herds race across the land, trampling any who stand in their way. Not only normal horses, but pegasi, seahorses and more will join the fight for the base! Remember that friendship is smashing… just smashing!

Mythic Horses are from the Pretty Pretty Smash Up set and do not have a Titan card.

Complexity Level: Low
Mechanics
  • The Power Of Friendship (or more specifically, Having Other Minions On The Same Base)

Horses give you advantages for having multiple minions on a single base, in the form of buffs and card draws. In pursuit of this they have many ways to move minions to the same base, and to grant extra minion plays on bases you already have established a minion. Most of the advantages are fulfilled with even two minions at a single bases, which allows Horses to easily diversify their bases while still accruing advantages and extra draws/plays/buffs. The only stipulation here is that Horses reward you for swarming a single bases with a couple cards that gain +1 power per minion on the same base.

Strategy
Synergy
  • Robots: The swarm strategy of Robots compliments Mythic Horses well, and powers up Starlyte and the Encouragement Powers to boot. Adventure Power allows for strategic convergence onto a base. Super Future Space Armor Power is a brutal follow up to a Robot swarm.
  • Fairies: Titania offers an extra minion play, which Mythic Horses always appreciate. Enchantment can buff your minions, though be aware that it buffs other players' minions as well.
  • Mythic Greeks: Jason likes having extra minions to buff with his Ongoing ability, and Friendship Power returns itself to your hand, giving you a guaranteed action play every turn to help build up Spartans or any minion with Odysseus.
  • Magical Girls: Mythic Horses like having extra minions on bases, Magical Girls like having extra minions on bases. Their strategies naturally go hand-in-hand (or hand-in-hoof, as the case may be). Magical Girls offer a lot of control and recursion to compliment Mythic Horses' focus on increasing power. Coordination is a fine compliment to Togetherness Power for extra minion plays, and Adventure Power is great for converging your minions onto one base.
  • Grimms' Fairy Tales: Grimms loves pairing up specific minions, which fits right in to Mythic Horses' playbook. Thanks to Seastar's text mentioning its own name, Teamwork allows you to fetch and play another Seastar on the same base, potentially netting an extra minion play from hand in the process.
  • Mermaids: An interesting blend of anatagonistic and supportive movement, with opportunities to gain power from both your own and other players' minions.
  • Sheep: Sheep love to follow other minions to bases, and Horses have the replayable Friendship Power to let you move a minion whenever you need. With Starlyte or Encouragement Power, you can move a lot of power between bases at once.

Cards - Minions

1x Starlyte
Illustrated by: 2Minds Studio

Power 5 - Ongoing: This minion has +1 power for each of your other minions here.

Errata: No

Clarifications:

  • None
2x Rainbow
Illustrated by: 2Minds Studio

Power 4 - Talent: If you have another minion here, draw a card.

Errata: Yes, Functional (no longer requires a minion to be played here this turn, instead only that there is another minion here at all)

Clarifications:

  • None
3x Seastar
Illustrated by: 2Minds Studio

Power 3 - If you play this minion on a base where you have another minion, you can play an extra minion this turn. Only use one Seastar’s ability each turn.

Errata: No

Clarifications:

  • None
4x Pinkie
Illustrated by: 2Minds Studio

Power 2 - Ongoing: While another of your minions is here, this minion has +1 power.

Errata: No

Clarifications:

  • None

Cards - Actions

1x Adventure Power
Illustrated by: 2Minds Studio

Choose a base. Move any number of your minions to it.

Errata: No

Clarifications:

  • None
2x Encouragement Power
Illustrated by: 2Minds Studio

Play on one of your minions. Ongoing: This minion has +1 power for each of your other minions here.

Errata: No

Clarifications:

  • None
1x Freedom Power
Illustrated by: 2Minds Studio

Destroy an action played on a minion or base.

Errata: No

Clarifications:

  • None
1x Friendship Power
Illustrated by: 2Minds Studio

Move one of your minions to a base where you have a minion. You may place this action into your hand instead of the discard pile.

Errata: No

Clarifications:

  • None
1x Sharing Power
Illustrated by: 2Minds Studio

Play on a base. Ongoing: At the end of your turn, if you have 2 or more minions here, draw a card.

Errata: Yes, Functional (end of your turn instead of start)

Clarifications:

  • None
1x Super Future Space Armor Power
Illustrated by: 2Minds Studio

Each of your minions that is on a base with another of your minions gains +2 power until the end of the turn.

Errata: No

Clarifications:

  • This does not affect minions played after this card.
1x Teaching Power
Illustrated by: 2Minds Studio

Special: Before a base scores, reveal one card from your deck for each of your minions there. Play one minion you reveal as an extra minion there. Return the rest of the cards to the top of the deck in any order.

Errata: No

Clarifications:

  • None
2x Togetherness Power
Illustrated by: 2Minds Studio

Play an extra minion at a base where you have a minion.

Errata: No

Clarifications:

  • None

Cards - Bases

1x Equaria
Illustrated by: 2Minds Studio


Breakpoint 25 - VPs: 5 3 2 - After you play a minion here, you may move one of your minions from another base to here.

Errata: No

Clarifications:

  • None
1x Pony Land
Illustrated by: 2Minds Studio


​Breakpoint 18 - VPs: 3 2 1 - If you have two or more minions here, your minions here cannot be destroyed.

Errata: No

Clarifications:

  • None