1. Mutants: Genesis
  2. News
  3. Psycog 101 : Orbs

Psycog 101 : Orbs

Hello Psycogs and welcome in this first class of Psycog 101!

We have a very special guest: Victor, who'll be doing his best to help us out in this discovery.

Originally posted by Victor
"What's up kids? We are going to talk about Orbs. Those small pieces of technology have everything to boost your Mutants in various ways."


Orbs are not restricted to Blade decks and can be integrated in every decks! We'll be going to back on this at the end of the article :)

Let's start with a basic: Power Orb



This Orb will give +1 ATK to the equipped Mutant. Simple and efficient but where it really shines is its ability to let you draw once the equipped Mutant is destroyed.

Originally posted by Victor
"Yep! We call this sort of ability: Cycling. It applies to cards that allow you to draw another card. Technicaly, we then don't loose any ressource or advantage, but this concept is a bit harder and explaining it makes me hungry."


In the same caategory of Cycling cards, we can find Health Orbl.



Originally posted by Victor
"This one really helps Mutants to stay on the board, especially useful against my Zoos. Oh and it makes you draw as well."


Those two orbs can be very powerful and versatile tools that can fit in any deck. So don't hesitate to open up the Deck Builder and play with it!

It then exist another serie of Orbs that are more niche but allow to answer needs that your Deck does not fill usually or to even strengthen your existing synergies.

Originally posted by Victor
"And that's what is the most important! Synergies! If you take a crocodile, a bull and an eagle, you have water, earth and air coverage! Well it's the same with Mutants! Kinda."




Fury Orb is a very powerful weapon, but it will damage you Mutants when equipped. The idea is to place it on cards wit ha lot of HP like: Sir Puggington, Lichlock or Urgan.



Invasion Orb is an Orb that works with a strategy where you let your opponent play buildings or punish it.

Originally posted by Victor
"It can also serve to gain a lot of HP and ATK on a weak Mutant to make very favorable trades!"


Trading is the fact to sacrifice a Mutant against another Mutant. Because of the EVO mechanic, you need the opposing Mutant to earn you more than it costs you.



Vampiric Orb is a very useful tool that allow Mutants, especially Advanced ones, to stay on the board longer. It mainly makes trades harder for your opponents.



Drill Orb adds the Piercing effect in addition to the ATK bonus.

Originally posted by Victor
"It's very practical if in your matches you face a lot of Mutants with Armor!"




Speaking of Armor, Defensive Orb adds to your Mutant just that! Great to use on low HP Mutants.



It is part of the same category of Orbs as Bulwark Orb that adds HP but mainly Guardian in order to make a very strong front line.



Repairing Orb adds Auto-repair, allowing your Mutant to heal each turn.

Originally posted by Victor
"There is great synergies to use with that! Every effects that trigger when a Mutant is healed will work with this Orb!"




Finally, it's very important to present Blazing Orb that just as Repairing Orb works very well in addition to effects that trigger when a Mutant is Burned.

Originally posted by Victor
"We are also forgetting a little something, Orbs are great but there is also cards working with them!"


There is obviously Mutants that works very well when you play Orbs on them and you'll mainly find them in Blade Decks.

Regarding cards that have a very good synergy with Orbs, we can name: Spoils of War and Remelt Steel that will allow you to draw Orbs from the discard or your deck.

As you can see, Orbs occupy various supporting roles and shouldn't be underestimated even outside of Blade Decks.

Originally posted by Victor
"Especially those that cycle! As we often say: the more we draw the more we have cards!"


Ahem... Yeah, it is right. And drawing is important.

We hope this first article will have been useful to you and here is a little Deck List that uses Orbs without being a Blade Deck:

SPACE LORD
-
B03-M013
-
CORE-PC005
-
3/B02-M015
3/B03-M024
3/CORE-S024
2/B03-M021
3/CORE-M033
2/B03-M013
2/B04-B002
2/CORE-S022
3/B03-B001
2/B02-S012
2/CORE-S023
2/CORE-S018
3/CORE-S008
3/CORE-S014
2/CORE-S019
3/CORE-S015


Have a great day!

The Mutants Genesis Team