Psycog Mode d'Emploi : Les Heroiques
Hello Psycogs! Welcome back to Psycog: 101!
Victor, your favorite coach and teacher at the Panakeïa Orphanage will be with us again, hello Victor!
Today we're going to talk about Heroic Cards, the highest rarity in Mutants: Genesis.
That's right! When Heroic Cards are Mutants, they must be incubated most of the times! This incubation time is usually ranging from 2 to 4 turns.
Let's start by dwelling on the Heroics you'll get when you manage to beat Victor and all of his different Gene decks during the Campaign before diving in the rest of the collection available.
Without any preference whatsoever, let's start with Mystic!

Geomega is a card that requires 3 Turns to incubate, that's a long time! So it will have its place in a rather Control deck or one that can deal with the board!
Geomega has a devastating active power which makes it a Heroic that works very well on its own or in decks that capitalize on active powers.

And on top of that, it's got some serious stats. Why so serious by the way?

This card has Guardian, which coupled to its abilities makes it a very tenacious element of the field. This card is perfect for decks that want a big threat and have the means to temporize its arrival.
Now let's talk about Blades' Heroics!

Spartac s a card that fits into Blades Decks, which focus on Orbs. It can become extremely powerful very quickly, thanks to its ability to tutor an Orb and play it on himself. Once again, however, it will take 3 turns for it to arrive.

Goliath is the Heroic Tech by definition. It will boost itself when Parts are played on it.
Well Victor, I guess I'll let you announce this one....

Let's say it's different, Solar Lampyrion has great stats but needs to attack to apply its effect. His passive also allows Mutants to evolve more quickly and can therefore turn the game around very quickly.
Then, of course, there are other heroic Mutants in each gene, which we'll take a look at one after the other.

That's right! Gorthaur and the Shadow of Kukulkan are the other two mainly Mystic Heroic Mutants. Both fit into a Burn Deck logic but don't have exactly the same power and Body, you can also play Lady Cidohna who we'll talk more about with the Necros.
What's important to define when integrating a Heroic into your deck is its rhythm. You need to know whether the number of turns required to incubate it can be easily managed without resorting to Advanced Mutants.

Dreadnought is the other Heroic mainly Space and playable by this gene.
Sun-Duke is another mutant with both genes, but we'll talk more about that in Blades! Darwin can also be integrated into Space Decks, but I'll let Victor explain it better with the focus on Zoo Heroes.

Charon's mechanic is based on discarding cards, which is very original for the moment, but can make it a formidable card that turns certain games upside down, depending on what's going to be discarded.
Lady Cliodhna is a perfect fit for a deck with active powers, or one that needs to make effective trades thanks to its ability.
We mustn't forget Neo-Urban XIII, but we'll come back to it when we talk about Techs!

Spartac is the true poster child of this gene, but he can be accompanied in decks by Sun Duke for the union between Blades and Space in Squad decks, whose stats make him a formidable foe after just 2 turns! Gorthar can add a little indirect damage and burn effects!
Charon is also a possibility, making Blade Decks rather flexible, with Heroics with 2 Incubation Turns and effects that don't depend on specific mechanics!

Mecharachnidian and Neo-Urban XIII join the mainly Techs heroics.
Neo-Urban XIII is a substantial bodysuit too but above all, a time bomb that forces your opponent to make disadvantageous choices to deal with it.
Dreadnought can also be integrated into Tech Decks to benefit from its Parts effect.
We suspected as much Victor...

And finally, the Shadow of Kukulkan offers the possibility of Burning opponents with Zoos cards!
As you can see, there are 4 Heroic Mutant options per Gene. Each of them has a big impact when they come into play. To choose, try to maximize the synergies they offer with the rest of your Deck, but also pay attention to the incubation time! Many Heroic cards invite you to build decks around particular gene combinations.
And on the contrary, the more Control you are, the more Heroics with a slow incubation you can integrate in youir deck!
Finally, there are two cards that are not Mutants: Portal of the Void and Revival!

The first is an excellent Removal, which we already mentioned in our article about them. As for Revivifying, it's a very practical card that allows you to potentially play several Basic Mutants in a single turn! Use it at the right moment and you're guaranteed an effective board!
Here you are for a roundup of the Heroic Cards! We hope you liked it!
See you soon Psycogs!
Team Mutants: Genesis
Victor, your favorite coach and teacher at the Panakeïa Orphanage will be with us again, hello Victor!
Originally posted by Victor"Hello everyone! Always a pleasure to be with you."
Today we're going to talk about Heroic Cards, the highest rarity in Mutants: Genesis.
Originally posted by Victor"These cards are so rare that they can only be played once in your decks!"
That's right! When Heroic Cards are Mutants, they must be incubated most of the times! This incubation time is usually ranging from 2 to 4 turns.
Originally posted by Victor"But there are also Heroic Cards that aren't Mutants, and I think we'll take a look at those too."
Let's start by dwelling on the Heroics you'll get when you manage to beat Victor and all of his different Gene decks during the Campaign before diving in the rest of the collection available.
Without any preference whatsoever, let's start with Mystic!
Originally posted by Victor"Sure..."

Geomega is a card that requires 3 Turns to incubate, that's a long time! So it will have its place in a rather Control deck or one that can deal with the board!
Originally posted by Victor"And if you don't know what a Control deck is we invite you to read one of the articles we did, right here."
Geomega has a devastating active power which makes it a Heroic that works very well on its own or in decks that capitalize on active powers.

Originally posted by Victor"Zeus is the first heroic card in the Space Decks. He specializes in destroying buildings!"
And on top of that, it's got some serious stats. Why so serious by the way?
Originally posted by Victor"Ahem... Undeads are pretty much serious, look at the Forgotten One!"

This card has Guardian, which coupled to its abilities makes it a very tenacious element of the field. This card is perfect for decks that want a big threat and have the means to temporize its arrival.
Now let's talk about Blades' Heroics!

Originally posted by Victor"This is Spartaaaaaaaac! Oops... Sorry."
Spartac s a card that fits into Blades Decks, which focus on Orbs. It can become extremely powerful very quickly, thanks to its ability to tutor an Orb and play it on himself. Once again, however, it will take 3 turns for it to arrive.

Goliath is the Heroic Tech by definition. It will boost itself when Parts are played on it.
Originally posted by Victor"What's more, the addition of Guardian on this card makes it a living wall and justifies its incubation time."
Well Victor, I guess I'll let you announce this one....

Originally posted by Victor"The Solar Lampyrion! THE Zoo Heroic and my favorite. This pretty beast has no equal when it comes to cleaning up the grounds, a bit like Geomega but... better!"
Let's say it's different, Solar Lampyrion has great stats but needs to attack to apply its effect. His passive also allows Mutants to evolve more quickly and can therefore turn the game around very quickly.
Then, of course, there are other heroic Mutants in each gene, which we'll take a look at one after the other.
- MYSTIC
Originally posted by Victor"This is your favourite Gene, isn't it?"

That's right! Gorthaur and the Shadow of Kukulkan are the other two mainly Mystic Heroic Mutants. Both fit into a Burn Deck logic but don't have exactly the same power and Body, you can also play Lady Cidohna who we'll talk more about with the Necros.
Originally posted by Victor"Body" is the somewhat barbaric term for a card's set of stats. The higher its stats, the more qualitative it is. A bit like me!"
What's important to define when integrating a Heroic into your deck is its rhythm. You need to know whether the number of turns required to incubate it can be easily managed without resorting to Advanced Mutants.
- SPACE

Dreadnought is the other Heroic mainly Space and playable by this gene.
Originally posted by Victor"It will fit easily into Techs and Squad Decks to capitalize on its two abilities."
Sun-Duke is another mutant with both genes, but we'll talk more about that in Blades! Darwin can also be integrated into Space Decks, but I'll let Victor explain it better with the focus on Zoo Heroes.
- NECRO

Originally posted by Victor"Charon and Lady Cliodhna are quite unique! You've got to admit that among the Necros, the Heroics really have style."
Charon's mechanic is based on discarding cards, which is very original for the moment, but can make it a formidable card that turns certain games upside down, depending on what's going to be discarded.
Lady Cliodhna is a perfect fit for a deck with active powers, or one that needs to make effective trades thanks to its ability.
We mustn't forget Neo-Urban XIII, but we'll come back to it when we talk about Techs!
- BLADES

Spartac is the true poster child of this gene, but he can be accompanied in decks by Sun Duke for the union between Blades and Space in Squad decks, whose stats make him a formidable foe after just 2 turns! Gorthar can add a little indirect damage and burn effects!
Charon is also a possibility, making Blade Decks rather flexible, with Heroics with 2 Incubation Turns and effects that don't depend on specific mechanics!
- TECH

Originally posted by Victor"Ah techies, always playing with their Parts. But it's pretty damn effective!"
Mecharachnidian and Neo-Urban XIII join the mainly Techs heroics.
Originally posted by Victor"The former has a very zoo feel, who wouldn't want to look like a spider? Mecharachnidian fits in very well with games around Auto-Repair and is an immediate threat when she arrives on the field!"
Neo-Urban XIII is a substantial bodysuit too but above all, a time bomb that forces your opponent to make disadvantageous choices to deal with it.
Dreadnought can also be integrated into Tech Decks to benefit from its Parts effect.
- ZOO
Originally posted by Victor"THE BE(A)STS!"
We suspected as much Victor...

Originally posted by Victor"We're back with Mecharachnidian, whom I was telling you about earlier! His skills and stats make him a very good choice whatever the direction of the Deck. Darwin is slower, but his ability to provoke numerous evolutions makes him formidable!""
And finally, the Shadow of Kukulkan offers the possibility of Burning opponents with Zoos cards!
Originally posted by Victor"And what's more, it's a big snake!!! I love it!!!"
As you can see, there are 4 Heroic Mutant options per Gene. Each of them has a big impact when they come into play. To choose, try to maximize the synergies they offer with the rest of your Deck, but also pay attention to the incubation time! Many Heroic cards invite you to build decks around particular gene combinations.
Originally posted by Victor"If you have a rather Aggro Deck, favor short incubation times, for example!"
And on the contrary, the more Control you are, the more Heroics with a slow incubation you can integrate in youir deck!
Finally, there are two cards that are not Mutants: Portal of the Void and Revival!

The first is an excellent Removal, which we already mentioned in our article about them. As for Revivifying, it's a very practical card that allows you to potentially play several Basic Mutants in a single turn! Use it at the right moment and you're guaranteed an effective board!
Here you are for a roundup of the Heroic Cards! We hope you liked it!
Originally posted by Victor"See you later for more articles!"
See you soon Psycogs!
Team Mutants: Genesis