Based on Greek Mythology, the Legends deck really began with a few characters in the Greek legends associated with flight. It started with characters like Pegasus, Icarus and Daedalus, Helios, and of course Hermes himself. This led to the idea of a deck based on moving cards between the Battlefields to keep your opponents guessing as to where they would settle.
It was a fun idea to complement the 8 cost Hermes with two 7 cost polar opposites: Medusa and Eros. With Medusa you have to look (run) away, whereas Eros wants everyone to come to him with love.
Once you introduce Medusa, Perseus is a natural progression, which leads to other "quest" based characters like Hercules and Jason (with his Argonauts), and some of their storied counterparts, like the Golden Ram/Fleece and the deadly Sirens.
Lastly, the deck needed a few opportunities to move cards, so hence the journey to the gates of "heaven and hell" in Olympus and Hades, as well as the delicate traversal between life and death on the River Styx.
The deck symbol is a facade of the Parthenon in Greece.
Cards with more than 1 copy per deck appear with their number in parentheses (#).
Come to me, might
Come to me, might
I move for might
(2) Help you on your journey
I move for might, too
Protect an ally
Come to these gates
Stay away from these gates
Bye-bye valuable card
Fly to the heavens
Come to me, might
Come to me, might
Stop those instants
More of you = good for me
More of me = good for me
Come ride with me
Run away from my magic
Stun those conditionals
Fly to the heavens
You can fly! You can fly!
Look and run away
Come to me, love
I will be where I'm needed
Legends of the Parthenon is a High Complexity deck that relies on moving cards to build might on a battlefield. Certain cards gain might when they move between battlefields, and other cards gain might when cards move to their battlefield. Others cause cards to move in various ways.
Try to play the cards that gain might when other cards move to them as soon as possible, like Hercules, Perseus, Jason, and Hermes' Caduceus. This helps you maximize your might.
Between Pegasus, Bellerophon, Hermes, and Move Tokens, take advantage of the command phase and move cards to keep your opponent guessing and gain might.
Think ahead. Moving cards requires open zones on the battlefield to move to, and some cards can't move without other cards helping them. If you don't pay attention, you may clog your battlefields. Watch for battlefields that reduce zones or limit moving on certain rounds.
Winged Sandals may apply 3 Move Tokens to any number of ally cards on the battlefield in the following ways: 3 on one card, 2 on one and 1 on another, or 1 on 3 different cards.
Eros always moves cards in current might ascending order, starting with the lowest might card on another battlefield. If two cards are tied in current might, you may choose which one to move first. If a battlefield effect reduces the number of available zones on that battlefield, Eros obeys this limit. A battlefield is Full when there are no more available zones for that battlefield.
Icarus and Daedalus only consider already revealed cards when determining how much might to apply.
The final move for Hermes follows First Player Token order.