Board Gaming · Expansion Review

Review – Mystic Vale: Vale of Magic

I’m setting a personal goal to try and get to more expansion reviews, as there are some excellent expansions out there that add some wonderful content to a base game. I’m hoping to hit on a few to close out the month, covering a little bit about what comes in the box, how they impact the game, and my overall thoughts on the expansion and what it provides.

Mystic Vale: Vale of Magic is the 1st expansion for Mystic Vale. The expansion was released in 2016 by AEG, and has a MSRP of around $29.99.

What the expansion adds

9x Level 1 Vale Cards (Aether Tree x 2, Amberwood, Direwolf Burrow, Manadew Meadow x 2, Roost x 2, Shimmercliff Rookery)

9x Level 2 Vale Cards (Fauna Hollow x 2, Earth Cradle, Sunshard Savanna, Sunwell Temple x 2, Vale of Magic, Wood Sprite Hoard x 2)

18x Level 1 Advancement Cards (Arbor Overseer x 3, Canopy Explorer x 3, Giant Toad x 3, Limbthresher x 3, Sentry x 3, Wood Sprite x 3)

21x Level 2 Advancement Cards (Goldenwing Gryphon x 3, Hatchery x 3, Heartwood Healer x 3, Ley Line Overflow x 3, Lifetap Oracle x 3, Sunshard Custodian x 3, Water Weaver x 3)

15x Level 3 Advancement Cards (Chromatic Wyvern x 3, Creeping Mold x 3, Grove Guardian x 3, Overgrowth x 3, Sporeling Reclaimer x 3)

Rule Changes

None to speak of. There are new timing abilities, such as what can be found on the Hatchery advancement, but they add no new complexity to the game. This expansion can integrate easily in with Mystic Vale, and could definitely be used without any issues when teaching new players.

Standout Cards

Amberwood, Shimmercliff Rookery, & Direwolf Burrow (Level 1 Vale Cards) – These three cards all do the same thing upon purchase: they let you flip your mana token to its active side. I like these because they allow you to regain that extra mana without a need to spoil, allowing you to be more efficient and effective with your turns. This is especially impactful early-mid game as you’re getting your engine churning to snag Level 2 & 3 advancements.

Earth Cradle (Level 2 Vale Card) – This one is powerful for those who like comboing the Vale Cards. It is definitely a viable strategy as long as the right Advancement cards show up early. This one scores you 1 VP for each Vale Card you own at the time of purchase. I’ve had games where this could have gained me 8-10 points, and that potential makes this worth mentioning. It reinforces the viability of this strategy.

Canopy Explorer (Level 1 Advancement Card) – I love the Guardian symbol synergy and this might be my new favorite in there. After you set up your field, during harvest you can add more cards from your deck (not the on-deck card) into your field. The special thing here is that those extra cards are added in the Harvest phase, which means they cannot cause you to spoil. Even adding 1 extra card into your field can be really, really strong.

Goldenwing Gryphon (Level 2 Advancement Card) – See above comments on flipping your mana token. This lets you do it every time this card is played, which is awesome. I can’t tell you how many times 1 mana could affect how a turn plays out, and being able to regain that without spoiling is huge.

Hatchery (Level 2 Advancement Card) – This is one that is easy to overlook. By itself, the card is just okay. But the potential it adds is massive. Put this with 2 really strong advancements and suddenly you’ve got a strong card that stays out for two turns. Get two cards with Hatchery out there and suddenly one of those cards will be in play for three turns in a row. Just think on that potential and you’ll see why this can easily be an MVP advancement for your deck.

Overgrowth (Level 3 Advancement Card) – Forget everything else about the card and focus on the stat here that made me do a double-take: the VP. 5 end-game VP. Say, what? For a game where the normal score falls in the 25-35 range and where end-game VP ranges from 0-2…let’s just say this stood out from the crowd when I played last. I picked up two of these cards in my last game, which was just enough to secure a win for me. Without that 10 VP on these cards (as in, if they had been 2 each), I would have lost.

Final Thoughts

This is an expansion that integrates seamlessly with the base game. If you want something that simply adds more of the same that you get in the base game, this is a perfect expansion. It adds variety to a game where, after 5-6 plays, things started to repeat often. The same cards would show up at least once per game and you could gear a strategy around that coming up. Thickening the decks makes for more variance from play to play, something I absolutely applaud.

This is the type of expansion that my wife enjoys, as it changes nothing about how the game is played. Even expansions that are heralded as must-haves (Like the Farmers of the Moor for Agricola) are ones she actively dislikes because they change X about how the game is played. Her seal of approval on this should speak volumes.

I’m also coming to realize that I would rather have 5-10 games with good cycles of expansions that expand the game rather than 100 unique base games without any expansion content. And so this is a great first step on Mystic Vale’s expansion cycle. I know that other expansions add things like Leaders, and I am eager to see what that offers to the game while also expanding the card pool.

For the $30 MSRP, I know people will refuse to get the expansion. I can’t blame you for not wanting to pay that for “more of the same” if you want something that shakes up a game. But really, this is a great expansion that rounds out the core set of cards that comes in the base game. And if you can get 20-25% off that price and pick it up for around $25 instead, you really can’t go wrong with this expansion, because it is one you can easily keep integrated with the game permanently. I’d definitely buy it again, if I had to do it all over again.

 

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