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Mythfate

Fair play, in writing

Public commitment · updated 26 September 2026

In one sentence

Players who pay go faster; players who don't get there all the same.

Randomness is never for sale. Packs can only be bought with gold you earn by playing, and gold cannot be bought. Money buys specific things: an exact card, at a published price, with its euro equivalent. Everything promised here is published inside the game itself, not only on this page.

Almost every mobile card game claims to be fair. The difference between claiming it and being it is the numbers, so here are ours. If we ever break one of these nine points, you will read about it in our changelog, because that is where we publish everything.

1. Randomness is never for sale

Packs are not sold for money or for gems. They can only be bought with gold, and gold is only earned by playing: there is no gems → gold, and no gold in anything you pay for. There is no back door either: nothing you pay for grants packs or speeds up what you earn by playing.

Pack Price
Summoner 250 gold
Herald and mythology 650 gold
Regent 2,000 gold

Gems buy the exact card you want, on the same screen where cards are crafted, with the gem price and its euro equivalent in plain sight:

Rarity Gems Approx. equivalent
Common Not sold: they come out of packs on their own
Rare 200 €1.70–2
Epic 500 €4–5
Legendary 2,000 €16–20

The equivalent depends on the gem bundle; the game shows you the exact figure before you confirm. Besides cards, gems buy cosmetics and, once they arrive, the premium pass and fixed-content themed bundles that show every card before you buy them. Gems never turn into gold or dust.

2. Every card is obtainable by playing

There are no pay-only cards. None. Any card sold for gems can also be crafted with dust or pulled from a free pack, and no purchase gives a stat advantage.

3. A known spending ceiling

Any card can be crafted directly with arcane dust, and the cost is published on the crafting screen itself (a legendary costs 1,600 dust). Dust comes from packs, from disenchanting spares and from the gold-to-dust exchange (2 gold = 1 dust). That means no card ever forces you to keep spinning the wheel: there is always a direct, boring, guaranteed path to it.

4. Public odds, inside the game

No pack is sold for money, and we publish the odds anyway. You don't have to dig them out of a PDF or a legal notice. They are on the pack screen:

Rarity Odds per card
Common 70%
Rare 21%
Epic 8%
Legendary 1%

5. Guarantees in plain sight, and duplicates worth dust

Herald Packs and mythology packs always include at least one epic or better, and Regent Packs include five. For three of those, you choose: three different cards of the same rarity appear, all face up, and you keep one. The Summoner Pack is pure chance.

There are no counters to chase: if a specific card doesn't show up, you can craft it with dust (point 3), and that caps what it can cost you.

Cards can come up as duplicates, but a duplicate is never a dead card: any copy beyond the deck limit turns into dust right away, and a duplicate legendary gives 800, half the cost of crafting it. The last Welcome Pack is the exception: its legendary is always one you don't have yet.

6. Matchmaking by skill only

Opponents are chosen by your rank, and by nothing else. Never by what you have spent, your inventory or any "likelihood to purchase" metric. We state it explicitly because in this genre it is not always true.

7. Zero artificial FOMO

No fake scarcity timers, no offers expiring while you play. The shop rotates on a public calendar, seasonal cosmetics return to the shop after two seasons, and the battle pass can be bought on the last day while still claiming everything you earned. If you want to think about it for a month, take the month.

The 5 welcome packs are free: one a day, and the fifth brings a guaranteed legendary. They are spread over your first week so there is nothing to rush on day one.

8. Every purchase is confirmed

Any spend — real money, gems or gold — goes through a dialog stating what you are buying and what you are paying, with the euro price next to the gem price. There is never a one-tap purchase, and never a buy button where a play button used to be.

9. Your history belongs to you

The game keeps and shows you the full history of your purchases and pack openings, including what came out of each one. You can audit us.

10. AI use, out in the open

Mythfate is made by a single person. To make it possible, we use AI in some areas:

  • Some news backgrounds are generated with AI.
  • Illustrations are sketched with the help of AI and then drawn by hand.
  • During early access, some illustrations may be placeholders made with AI, so the slot isn't left empty. They will be replaced by hand-made illustrations over time.

AI also controls some opponents (we always show it in the match) and helps us translate the game.

What is not true yet

We are in Early Access and nothing is charged here. The shop displays real prices but does not charge. Themed bundles are already in the game and can only be bought with gems; the battle pass does not exist yet. When we switch payments on we will update this page with the date of the change rather than quietly rewriting it.

Changes to this commitment

  • 5 October 2026. The packs are renamed Summoner, Herald and Regent (formerly Basic, Premium and Mythic), and themed packs become themed bundles, so that what involves chance is never confused with what doesn't. Contents and prices stay the same.
  • 26 September 2026. Packs are no longer sold for gems: they can only be bought with gold earned by playing, and gems now buy specific cards. Welcome packs go from 10 at 100 gold to 5 free ones, one a day. We corrected the description of the guarantees, which did not explain the counters accurately.

Why we do it this way

Because a card game rests on trusting that the match is fair. The moment you suspect you lost to your opponent's wallet rather than their play, the game is over even if you keep it installed. And because paying for a random draw looks too much like gambling: we want you to always know what your money gets you. We would rather earn less per player and have the match still mean something.

If you want to see how that translates into the rules, they are laid out in full in how to play.

Try Early Access

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