Review

Mystic Vale

Mystic Vale brings a genuinely fresh idea to the tired deck-building field, but its base box does little to elevate it. The expansion makes it much more interesting, even if it also makes the balance a little wilder.

Mystic Vale

Mystic Vale

Published
2016
Designer
John D. Clair
Publisher
Alderac Entertainment Group, Arclight Games, Atalia
Players
2–4
Playing time
45 min

2015 was probably the year deck builders shone; then fatigue set in, and new attempts often felt like flogging a dead horse. AEG keeps looking for variations on the formula, and Mystic Vale is among its most ambitious efforts: it does not merely promise another deck builder, but card crafting.

Instead of building my deck solely by adding new cards, I buy transparent cards and place them over cards from the base deck. One layer changes another, gradually improving and modifying what I already have in hand. It is a mechanism that immediately makes you look at cards differently, because you are literally transforming them in front of you.

At the table, though, the theme does not help at all: I am some random druid planting trees, and the whole thing is unbearably dry. I also found the base set unbearably dull. The expansion adds smarter mechanisms and makes the choices more interesting, but it also meddles with the balance: it can enable a nice catch-up, or leave you eating dirt while the other player runs away with it until the whole thing is over.

Despite my objections, Mystic Vale remains a breath of fresh air in a fairly dead space. We had a great time with the kids, I played it again on Sunday with my wife and some friends, and she liked it too—so who am I to argue? If the deck-building bug still has hold of you, it is worth trying, especially if you have the expansion at hand.

Source: BoardGameGeek

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