Mythic+ is WoW's endlessly replayable dungeon mode: the same dungeons you know, scaled up by a numbered key with a timer on top. It sounds intimidating. Your first key is usually just a slightly busier dungeon.
What a keystone is
A Mythic Keystone is an item that names a dungeon and a level — a +2, a +5, and so on. The group leader places it in the pedestal at the dungeon entrance and the run begins. Higher numbers mean enemies hit harder and live longer; everyone starts at +2.
The timer
Each dungeon has a time limit. Beat it and the key upgrades — usually by one level, more if you finished fast. Miss it and the key still completes but upgrades less or depletes a level. The timer rewards efficiency, not speedrunning: steady pulls beat heroic wipes.
Deaths cost time
Every death subtracts a few seconds from the clock on top of the run-back. Wiping once is fine; dying repeatedly to the same mechanic is what actually depletes keys. Play safe first, fast second.
Affixes
Mythic+ adds rotating modifiers — historically called affixes — that change how a dungeon plays at higher levels: extra enemy mechanics, seasonal twists, and so on. The exact set changes with each season, so check what is active before your first key of the week. At +2 the impact is gentle.
When the run ends
Finish the dungeon — timed or not — and everyone gets loot chances plus a chunk of currency toward weekly rewards. The key holder's stone updates to a new dungeon and level based on the result.
First-key etiquette
- Say you are new. Crew runs exist precisely for first keys — nobody is surprised.
- Follow the tank. They set the route and the pace.
- Interrupt important casts — see the interrupts guide; it matters more than damage.
- Do not pull extra packs. Accidents happen; intentional pulls without asking do not go over well.
A depleted key with a good group teaches more than a timed key with a silent one.
That is the whole system: a dungeon, a timer, and a key that keeps score. The rest is practice — and the crew runs keys every week.