Thu Feb 19 2026
We’ve rolled out performance improvements and bug fixes. Thanks for playing Might & Magic Fates!
Might & Magic: Fates TCG is a breath of fresh air for fans of the franchise who have been waiting for a mobile experience that actually respects the tactical depth of the source material. Unlike many modern CCGs that feel like simplified 'math' games, Fates leans heavily into the positioning and lane-management mechanics that made 'Duel of Champions' a cult classic. The six factions feel distinct; playing as the Inferno requires a high-risk, high-reward aggression that feels fundamentally different from the defensive, heal-heavy playstyle of the Haven.
The lane-based combat is where the game truly shines. It isn't just about playing the strongest card; it's about anticipating your opponent's movement and managing your limited resources. The visual fidelity of the card art is exceptional, blending the classic fantasy aesthetic with crisp, modern animations that make the board feel alive. While the meta is still evolving, the inclusion of a robust solo campaign ensures that even players who are wary of the competitive ladder have dozens of hours of content to sink their teeth into. It's a polished, deep, and rewarding strategic experience.
6 factions with unique playstyles
Lane-based tactical board
Deep solo campaign and PvP
Stunning card art and animations
Don't just attack the hero. Sometimes it's better to place a high-health unit in a lane to block a dangerous enemy creature, buying you time to build resources.
Balance your deck with low-cost creatures for early defense and high-impact 'Champions' for the late game. Don't forget to include at least 10 spell cards.
Cards can be earned through the campaign, ranked rewards, or by purchasing booster packs.
This game is decently well done. I love the interactions, the leveling up of your hero to give additional abilities to the battlefield but right now in this current state of the game a lot of it is a little bit lackluster in the sense of deck building a gameplay just due to this year limited amount of cards that are in the game one thing that I really hope is as they get more cards, it’ll be different ways to interact with the game that can really take this to the next level but until then it’s OK. My biggest thing is they do need to bring down the amount of gold. It takes to get a pack and have their quests reset after 24 hours and not 48 hours. I don’t wanna spend 20 victories to get a single pack of this game I wanna spend maybe 10 victories at that point I’m fine somewhat financially supporting this game, but I don’t want to spend hours upon hours of gameplay to get three packs so I hope this changes but overall it’s a good game.
I love that this game does give you the option to pay for packs, but there is free currency that you earn by playing. That being said, how about giving a small in game boost to the little guy. Make the packs that you can buy by earning gold have higher chances for stronger and rarer cards. That levels the playing field and keeps players actually playing and not just waiting for the newest edition packs to come out and then buying them. Additionally the packs aren’t super expensive if you want to buy. Don’t change the prices or you will drive all customers away and end up being another failed mobile TCG. Take the advice of someone who has played TCG’s all his life. Make it a money pit and expect failure.
The game as released is fun, but too little reason to play. 1 quest a day is not nearly enough. You’d have to play and win A LOT to earn more than one 5-card pack per day. The 5-card packs will usually net you zero playables after ten, maybe twenty packs. Why should I come back regularly to MAYBE get 1 card that matters per day. The game needs a campaign mode. The game needs a play mode that allows for play testing deck ideas without hurting your ladder ranking. Apparently there will be arena, but that should have been in upon release. Apparently there will be a Battle Pass, but also not available upon release. The ranged cleave ability is COMPLETELY BROKEN!! I selected a male profile picture, was given a female picture, and can’t change it(minor annoyance for me, major issue for some). With so many gaming options available, I’ll have moved on to something else within days if I don’t have more reason to invest time into this game.
There’s the bones of a good game here but this game launched literally, just a skeleton. It’s JUST bones. Here’s all the things you cannot do: Play unranked, Change your player avatar, Craft cards, View cards you don’t own. Yeah that’s right, there is no function allowing you to view the full collection of cards in this game. Absolutely mind boggling, I can’t even theory craft about decks I would want to chase because I CANT SEE ANY CARDS. Curious about the other factions?? Too bad if you don’t own them you literally can’t read the cards. Only 4 factions in the game at launch, and the starter decks all have so many neutral cards that there is no faction identity starting out. Every opponent feels like they’re playing the same deck as you. If you’re just starting out get the infernal deck first it’s clearly the best one. Maybe early access was a little too early guys, you didn’t even finish the game why are we playing it.
I was interested in this as soon as I heard of it. However a week into play and deck-building it’s truly missing some core mechanics. I do like the hero leveling feature although it’s very complicated to keep them guarded outside of creature labeled protector and extreme Argo creature heavy style play. Some creatures are missing the cleave (the ability to harm multiple creatures that are adjacent in academy faction, board placement is next to meaningless unless you’ve got a creature or effect that provides a bonus. There is only a front line not a back so you can’t guard creatures from attack unless again you’ve got a protector on the board. It almost seems moot to focus much in the way of spells as they are a one and done against one creature for the most part so playing against a large enemy presence is quite difficult for spell heavy decks. Your heroes can cast any spell rather than drone select schools. I could say more but all in all it’s not as fun as the original
Tried to play and was having a good time and then the quest was to purchase one card pack with a Fates token and I can’t click anything and I am just stuck. Reloaded multiple times but same error. Having fun, any way to fix this bug? Could I also get a free pack;) Update: Now I’m getting an error when I log in it says “let’s claim the reward of your first quest” then when I click int quest I can’t get out and I have no quests that are complete? It’s so odd I even tried reinstalling since I like the game but haven’t been able to play since completing the tutorial any help here?
Feels like the game’s not fully ready. The actual gameplay is great, it’s a streamlined CCG experience. The hero mechanic, initiative, and how turns trade creature attacks back-and-forth makes for a very fun time. But, the app is lacking features. No account customization (how do I change my pfp?). Searching for cards in the deck building screen seems to just outright be missing functionality (ex: you want a demon for your deck? Type in demon. No results. Huh? Clear the search bar, search through all of your cards, and there ARE demons. What?). Card acquisition is also a red flag. So far, if you have dupes beyond 2 for a card, you can do nothing with them. Also, no card crafting. So you can only open packs to acquire cards, which you can get any number of dupes for, which cannot be exchanged for any type of currency for card crafting or the like. This is the big scare for me. Again, seems like this is essentially in early access, there are clearly many forthcoming game modes etc that can be seen in-game & not yet accessed. So, I recommend, and will easily bump to 5 stars if their future changes fix some of these issues, but be wary for now.
The game is solid, not a lot of features besides basic matchmaking but you can see there is future content planned. The pricing seems fair comparing deck size - 30 cards with pity system for epic and legendary cards. 1/10 packs for epic and 1/40 for guaranteed legendary. 2/2 card copies per deck and “gold” costs on every card that act as defacto “mana” systems. Redraw mulligan each turn so each round feels strong. You level your champions each time they attack or use some spells and they modify how your game is played.




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