Mythic Spells or Mythic Spell Cards in Magic Legends is one of the rarity types for a spell or spell card. Mythic Spells consist of various spell cards such as Enchantment Spells, Sorcery Spells, and Creature Spells and are tied to various colors of Mana such as Blue, Green, Red, White, and Black. Each color resonates well with certain Planeswalkers but players can mix and equip different colors of spell cards to their deck to build the ultimate set. This page covers a list of all the Mythic Spells or Mythic Spell Cards found in Magic: Legends.
Upgrading Spells
There are certain materials that are used to upgrade the level or potency of the player's spells, and those materials are identified as Aether and Spell Shards. Spell Shards are fragments of a card wherein you can increase the level of the card if you've collected enough shards. Spell Shards are obtained as loot wherein it can be given as a reward for completing certain quests or dropped by enemies or bosses.
Aether, on the other hand, can be obtained by collecting Unrefined Aether from completing Overworld Activities and Missions, or Battlepass rewards which then are automatically refined into Aether. Alternatively, you can also convert ZEN, a paid currency into Refined Aether. Each account has a daily Aether Refinement cap of 50,000, and a maximum Aether storage cap of 2,000,000.
Mana Color Specialization
Listed below are the various colors of mana that have their own specialization:
- White: Healing, Control, Protection, Retribution.
- Blue: Control, Efficiency, Manipulation, Defensive Creatures.
- Green: Healing, Mana Ramping, Buffing Creatures, Strong Creatures.
- Red: Damage, Aggression, Offensive Creatures, Enter the Battlefield Effects.
- Black: Life Drain, Raising the Dead, Sacrifice for Gain, Single Target Damage.
Spell Deck
Players are given the freedom to build their deck of cards which includes various abilities such as summoning, magical attacks, and defensive or supportive effects. Players can choose and mix up to two colors of up to 12 cards which gives freedom of customization that can cater to a person's preferred playstyle or create various tactics and roles if you are in a team.
Magic Legends All Mythic Spells
Mythic Spells Comparison Table
Click the header to sort the table.
Name |
Effect/s |
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Creature - 5/5 Angel Activated Ability : Resurrect your strongest dead creature. (If this spell enters your ahdn while you control the creature, it becomes this ability instead.) |
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Sorcery For 8.0 seconds, creatures you control gain Retaliate. (Deal their power in damage to their attacker when hit.) |
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Enchantment For 30 seconds, you have Lesser Resistance. Whenever you deal damage to a foe, Taunt that for 6 seconds. (Resistance reduces incoming damage.) |
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Creature - 1/1 Jellyfish Regenerate (If this creature would be destroyed, it instead heals to full and loses this effect.) When Microzoa regenerates, it becomes a 2/3 Megazoa with Regenerate. When Megazoa regenerates, it becomes a 4/5 Gigazoa. |
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Sorcery - Condition For 3.0 seconds, you have Greater Swiftness. (Swiftness increases movement speed.) After 3.0 seconds, return to the amount of life and mana you had upon casting this spell. |
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Enchantment For 30 seconds whenever you cast a sorcery, gain a storm counter (up to a maximum of 3). Sorceries cost less for each storm counter you have. Remove all storm counters if a sorcery is not cast for 3 seconds. |
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Creature - 4/5 Zombie Other Zombies you control get +1/-1. Special Ability: Deal 236 damage twice followed by 942 damage to foes in a cone. |
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Creature - 4/4 Demon Special Ability: Sacrifice the creature you control with the highest combined power and toughness. Abyssal Fiend gains power and toughness equal to that creature's power and toughness for 10 seconds. |
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Sorcery Sacrifice all creatures you control and deal 2,913 damage, plus an additional 150% of their combined damage to foes around you. |
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Artifact Creature - 4/6 Piercing (Basic projectiles pass through enemies.) Special Ability: Deal 628 damage and knock down foes in front of it. Activated Ability : Galvanized Dreadnaught gains +4/-3 for 10 seconds. |
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Sorcery Deal 3277 damage to foes in a line then create a hazard that deals 4097 damage to foes inside it over 5 seconds. |
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Enchantment For 42 seconds, you gain Greater Might and Greater Vulnerability. |
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Creature - 7/7 Elemental Trample (Basic attacks hit multiple targets.) Nearby allied saprolings gain +1/+1. Activated Ability : Create three 1/1 Saproling creature tokens for 30 seconds. |
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Sorcery Deal 7070 damage to foes in a line. Critical: Deals 100% additional damage to foes if the total power and toughness of creatures you control is greater than or equal to 25. |
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Enchantment For 30 seconds, whenever a creature you control dies, pay . If you do, Regenerate that creature. (If this creature would be destroyed, it instead heals to full life and loses this effect.) |
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Creature - 4/1 Spirit Assassin On Summon: Deals 1,570 damage to a foe and Stun it for 2 seconds. Special Ability: Every third spell you draw, teleport to a foe, deal 1,570 damage, and Stun it for 2 seconds. Loses Hexproof for 6 seconds |
Unstable Beam |
Sorcery Deal 3704 damage to foes in front of you twice per second, as long as you maintain this spell. Foes have a chance to be knocked down. (For spells with in their cost, press and hold to spend more mana.) |