Mythoria is obviously inspired by TCGs like Magic: The Gathering, but it isn't one, exactly. It's a wizard duel game in which the winner must control seven locations -- a central one and six surrounding locations (like a hex and its zone of control).
Each player has seven "cards" which represent either "spells" (instants) or "creatures". Cards are not, however, expended when used; rather, your "hand" is the options you have available to you each turn (meaning that if I have, say, the Druid card, I can summon a Druid every turn should I wish).
Locations can be occupied by creatures which may, each turn, move or attack. Given the paucity of locations, movement is rare, and indeed the topography of the game is not particularly a source of strategic depth (a pity, perhaps). As in Magic, creatures have attack power and hits, so over time a creature's hits can be eroded until it dies.
In other words, it's a somewhat abstracted fantasy combat system with summonable creatures, a board that consists of one hex and surrounding hexes, and special effect "spells."
What's interesting, however, is the level progression, which is arranged as a typical digital game story, with successful level completion unlocking new cards. Levels are carefully tailored to cards unlocked in previous levels so that you must, with each level, think about the implications of your new card, how it interacts with other cards you already possess, and what kinds of new strategies you can adopt thereby. You are always limited to a "hand" of 7 cards, so there's a degree of "deck construction", more akin to D&D spell selection that the more diverse options of classic TCGs, since cards are not expended -- but, going into a battle, you're stuck with the powers you chose beforehand.
The implementation is nicely polished; there's no animation here, but the art is nicely done. I'm left, however, with a feeling I rarely have: that this is a game I'd rather play in physical form, with live opponents, than as a digital game. There is a multiplayer server, with the usual problem of many indie multiplayer games (nobody around at the server most of the time), but the developer does suggest 5-6PM GMT as a time to fine opponents, so I imagine more folks are around then. But I'd still rather play this with friends that random net dweebs.
But you know -- it's a pretty good game qua game. And it also casts a light, on the nature of perceived value in games, or at least my sense of perceived value: The purchase price for the full game is $20 something, which I'd happily pay (and more) for a version with components I could touch, but which I haven't, and probably won't, pay for a download -- even though the art and production costs would be similar for both games, and the digital version has the added cost of coding time. And I think it's not just because a nicely designed physical game gives you a sense of owning an objet d'art -- a tabletop game is something I can pull out to show a friend something cool, while this kind of digital game is something I can boot up to play once in a while when bored. The former is in some ways more valuable.