Might and Magic: Duel of Champions – Primer

Might & Magic has entered the digital TCG race with Duel of Champions featuring cards based on the popular computer game series Might and Magic. I’ve been slowly playing this game for a couple of weeks now and at first I found the game difficult to get into because there is so much information to learn about the game. Now that I feel comfortable with all of the features I am posting a primer that may help new players get a quick jump into the game.

Duel of Champions is free to play with an option to purchase cards. Most of the usual features one would expect in a collectible card game are included.

  • Deck-building
  • Matchmaking
  • Campaign Mode (It is noticeably short, however)
  • Infernal Pit – This allows you to junk cards you don’t want to buy the “Pit” card of the hour(s).
  • Tournament Play – Jackpot (Free) and Swiss (1 ticket)

One feature that is strangely missing is trading among players. I hope there are plans to add a trade function or auction house style to aid players to obtain cards that are missing from collections. One of the best aspects of trading card games is being able to trade cards to other players. I haven’t looked into why trading isn’t a feature, but it needs to be and soon.

The most daunting concept for me when beginning this game was the playing field and all of the numbers on the cards so I have some images to help learn what is going on with this game. We’ll start with the cards and finish with the playing field.

Decks consist of sixty cards minimum. You must choose a Hero, 8 event cards, and the rest is filled with creatures, spells, and fortunes. Once you’ve signed up and chosen a faction you can start playing immediately with the complimentary starter deck.


There’s a lot going on here as you can see.

An important aspect to grasp early are the Starting Stats and the Faction and Spell Schools to which your hero belongs. Once you have gained new heroes and cards and are able to experiment with new decks, understanding these icons will make things a bit easier. So this hero has starting stats of 1 Might, 1 Magic, and 2 Destiny, belongs to the Necropolis faction, and can use spells from the Dark and Water schools of magic. Each hero has the ability to increase one starting stat value by one and this is important to understanding how to cast your cards in a battle. Heroes also have a second ability that can be used instead of leveling.


Six numbers are on this card.

The Banshee has a lot going on other than a really good ability when it enters play. The resource cost is how many resource points you must spend to play this creature. If you have the resources, then you also need to meet the hero requirement which in this case is 6 Might and 1 Magic. With the hero shown earlier you will have to level the might five times to get this screeching banshee on the field. The numbers in the lower left of the card are the attack and health values. The top number is how much damage is done when attacking. The middle number is the retaliate damage that is done to the attacker if this creature survives the attack. The bottom number is the health of the creature.


Ongoing cards stay on the play field until destroyed

Spells and Fortunes have two types: Ongoing and Instant. It’s important to note that this game is Asynchronous, meaning all actions are done on the players turn. There isn’t an opportunity (to my knowledge) to play a card during your opponents turn.  You’ll notice all of these cards also have hero requirements, resource costs, and faction/spell requirements.


Instant cards go to the discard pile once used.

The last type of card is the Event card. Each deck must have eight of these present and they are placed in a separate area on the field and a new one from each players deck is turned up each turn. Players can use the effect on either event card once per turn.


One of my favorite events so far.

That’s a lot of information to throw at a new player and the game does a decent job explaining these to you, but with such a short campaign it was daunting to start playing other players. The campaign was challenging as well and it seemed like the decks used against us do not adhere to the standard deck-building rules which was frustrating. The last image I have is of the playing field and there is a lot going on here!



Where to begin? Hopefully the image helps explain where everything belongs on this field. You can readily see your hero’s Might, Magic, and Destiny values with the amount of resources available. Your hero and remaining health are readily visible as well. Each player has two columns to place creature cards. Creatures can only attack enemy creatures in the same row and can only attack heroes directly if there are no creatures in the row. It’s important to learn that if there are two creatures in an enemy row, then you must go through the first creature first unless you have a shooter creature. There are spells that target columns and rows and some effects target adjacent creatures.

This game has two phases: Supply and Action.

Supply Phase

  • Resources set to zero at the start of each turn.
  • Resource production is increased by one.
  • Produce resource points.
  • Draw a card

Action Phase (In any order)

  • Deploy creatures, cast spells, cast fortune cards as long as you have the resources and hero requirements.
  • Use an event card.
  • Use your hero ability once.
  • Attack or move with creatures (If you deployed a creature on your turn it cannot attack until the following turn.

I’ve played for a couple of weeks now and have made it to level six. In that time I have earned enough Seals and Gold to get quite a few packs of cards along with two of the boxes. I have started to participate in the matchmaking ELO system. You get points for a win and lost points for losing and are paired against similar skilled players which should prevent you from playing against players with a large amount of cards and provide a fun play experience. I have started winning some duels and I’m currently above 200 ELO. This is the requirement to participate in either a Jackpot or Swiss tournament. Jackpot tournaments are free and provide gold prizes based on your finish. Swiss tournaments cost a tournament ticket and award packs as prizes. I am steering clear of Swiss tournaments until I am winning more in the Jackpot tournaments as I was unable to place in my first tournament yesterday to get a prize. I played 15-20 matches and won maybe three telling me that my decks are not strong enough yet. I’m hesitant to purchase cards until a trading system is implemented because I do not like having a random chance to get a card that I need. For those of you that want to purchase cards with dollars that option is available. You can buy seals or gold both of which can get you new cards or tournament tickets.ImageThat’s all I have for Might and Magic for now. They have over 400 unique cards released so far with a new 150(ish) expansion coming out around the end of September. Check it out if you like card games. The game is fun to play.

I am ramping up my media presence and have started streaming on TwitchTV. I’ll have video highlights coming for M&M along with other games so swing by and say hello in chat. I’m also on Twitter and YouTube.

Until next time, get your games in!



3 thoughts on “Might and Magic: Duel of Champions – Primer

  1. Pingback: ‘Duel Decks: Heroes vs. Monsters’ now available in retail stores | MTG Card Reviews

  2. Pingback: ‘Duel Decks: Heroes vs. Monsters’ now available | MTG Booster Boxes Reviews

  3. Pingback: ‘Duel Decks: Heroes vs. Monsters’ now available | MTG Booster Boxes Reviews

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