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Mutants: Genesis - Balance Patch Season 2

Dear Psycogs,

Welcome to this second balance patch. You'll find Nerfs and Buffs and reworks of certain cards.

This patch is already deployed!


[h2]Objectives[/h2]

Season 2 was far better balanced in terms of deck composition. However, we continue to see Zoo decks having a domineering position over the others.

This balance patch main objective is to lessen Zoo impact so that the current meta changes, and give a push to two deck archetypes currently absent in the competitive scene : Boneyard and Tactics.


[h3]NERFS[/h3]


  • Cernunnos


Cernunnos currently has too high statistics. Instead of reducing these statistics, we increase the EVO required to evolve.

Evolution curve :

EVO necessary to evolve increases from [1-2-3-4] to [3-4-5-7].

  • Solar Lampyrion


The previous rework of Solar Lampyrion made it a lot stronger, but too versatile. We rebalance its overall potential by reducing its offensive power, without changing its support ability.

New statistics: ATK reduced from [8] to [6]

Solar Eruption ability: Area damage reduced from [3] to [2]

  • Rakshasa


This mutant introduced in the Pioneer Drop is currently too powerful with the Forged Orb generation. To reduce its raw power, we slightly reduce its HP value and introduce a limitation to its Unsheathe ability.

New statistics:

HP reduced from [3-5-7-8-9] to [2-4-6-7-8]

Tiger Rage ability:

Before

Unsheathe - Whenever this mutant is equipped with an Orb, it deals damage equal to its ATK to a random opposing mutant.

After

Unsheathe - Once per turn, when this mutant is equipped with an Orb, it deals damage equal to its ATK to a random opposing mutant.

  • Genshiryoku


This mutant had a too massive impact as soon as it arrived in play, especially in Zoo archetypes able to trigger Kaiju domination during a single turn through support cards.

New statistics:

HP reduced from [3-5-7-10-13] to [2-4-6-9-12]

ATK reduced from [3-5-7-9-11] à [2-4-6-8-10]

Kaiju Domination ability:

ATK bonus reduced from [1-2-2-3-3] to [1-1-2-2-3].

HP bonus reduced from [1-1-2-3-3] to [1-1-2-2-3]

  • Leviathan


Contrary to our previous announcement in July, the damage of Leviathan’s Tsunami at Bronze rank have not changed. We realign them according to the announcement.

Tsunami ability:

Area Damage to Buildings reduced from [1-2-2-2-3] to [1-1-2-2-3]

  • Defensive Shield


This is the most-played buiding in the game. We have decided to increase the EVO given when it is destroyed to mitigate its current impact in game, especially in PvP, while keeping its defensive PvE potential against Bosses.

EVO given on destruction: Increased from [2] to [3]

  • The Anvil


The Anvil was able to produce too many Forged Orbs over a too long duration. We limited the generation potential to 3 Orbs over 3 turns.

Auto-Smithing ability:

Self-Damage increased from [1] to [2]

New statistics:

PV increased from [5] to [6]


[h3]BUFFS[/h3]


  • Azog


This mutant had a passive ability with an extremely situational impact. We decided to add it a new Tactics ability, allowing it better possibilities to interact with Mystic decks, while adjusting its statistics towards its defense.

New statistics:

ATK reduced from [3-5-7-11-14] to [2-4-5-7-10]

HP increased from [3-5-6-7-10] to [3-5-6-8-12]

New ability:

Chamanic Strength - Tactics - While you control a Mutant with an Active ability, this mutant has +[2-3-4-5-7] ATK.

  • Marship Mallow


This mutant was weaker than planned at the Basic rank, so we slightly improve its attack.

New statistics:

ATQ increased from [1-2-4-6-7] to [2-2-4-6-7]

  • Ghostmonaut


The ability of this mutant used to trigger when one of your buildings was destroyed. Even though it had Evasion, it was usually far more interesting to destroy it before attacking buildings. Its new version deals a little less damage, but now applies when a building on either your or your opponent’s battlefield is destroyed, allowing it to be played in Space archetypes revolving around Cityscape, Deployment and Demolition.

Space Debris ability:

Before

Passive - Whenever one of your buildings is destroyed, this mutant deals [2-2-3-4-6] damage to the opposing mutant with the lowest HP.

After

Passive - Whenever a Building on either your or your opponent's battlefield is destroyed, this mutant deals [1-1-2-3-5] damage to the opposing mutant with the lowest HP.

  • Bushi


As all mutants with Boneyard abilities, its ability didn’t reward enough the risks taken to activate it. We readjusted its statistics and focused its ability towards a better offensive power.

New statistics:

ATK increased from [2-2-4-6-9] to [2-3-5-7-9]

HP reduced from [2-4-6-8-10] to [2-3-5-7-9]

Veterancy ability:

Before

Boneyard - While you have at least 10 cards in your Discard, this mutant has +[2-2-3-4-6] ATK and +[2-2-3-4-6] HP.

After

Boneyard - While you have at least 10 cards in your Discard, this mutant has +[2-3-4-5-7] ATK.

  • Dead Bot


As all mutants with Boneyard abilities, its ability didn’t reward enough the risks taken to activate it. We decided to increase the Armor bonus given by its ability, granting it a huge potential to attack other mutants.

Reactive Shielding ability:

Armor bonus increased from [1-1-2-2-4] à [2-2-3-4-5]

  • Mirror Reflector


This building was not very popular, due to its complex triggering conditions and a random targeting. We changed its targeting to focus weaker mutants to give it more offensive capabilities.

Energy Inverter ability:

Before

Whenever one of your mutants is healed, deal 1 damage to a random opposing mutant.

After

Whenever one of your mutants is healed, deal 1 damage to the opposing mutant with the lowest HP.

  • Drill Orb


Due to the appearance of the Forged Orb, we improved it to give it an edge over the generated Orb card.

New statistics:

HP bonus while equipped to a mutant increased from [0] to [1]


[h3]REWORKS[/h3]


  • Warrior


This starter mutant had a Tactics ability with a harsh activation condition, making it too complex to play efficiently. We changed its ability to have its attack bonus while a mutant is on the opposing battlefield.

Sanguinary ability:

Before

Tactics - While an opposing mutant is damaged, this mutant has +[1-1-2-3-4] ATK.

After

Tactics - While your opponent controls a mutant, this mutant has +[1-1-2-3-4] ATQ.

  • Charon


The guardian of the Styx was too slow and unefficient in its previous role. Now as a guardian of Hell, it has a Boneyard ability giving it a massive attack bonus while active.

Stygian Flows ability:

Before

Passive - Whenever a card enters your opponent’s Discard, this mutant has +[1] ATK.

After

Boneyard - While you have at least 10 cards in your discard, this mutant has +[6] ATK.

  • Commander Ender


As all mutants with Boneyard abilities, its ability didn’t reward enough the risks taken to activate it. We reworked this mutant to improve its terrifying side. The mutant is now an Advanced mutant, has its statistics readjusted accordingly, and now also applies an attack penalty to opposing mutants in addition to its autorepair bonus. It now no longer has additional HP depending on allied discards content.

Mutant Subtype: Basic → Advanced

Evolution curves:

EVO necessary to evolve: [2-3-4-5]

EVO given on destruction increases from [1-3-4-6-9] to [2-3-4-6-9]

New statistics:

ATQ changes to [2-4-6-8-10]

PV changes to [3-5-6-8-11]

Unstoppable ability:

Before

For each allied discard pile that contains at least 10 cards, this mutant has Autorepair [1-1-1-2-3] and +[0-0-1-2-3] PV.

After

For each allied discard pile that contains at least 10 cards, this mutant has Autorepair [1-1-2-2-3] and opposing mutants have -[1-1-1-2-3] ATK.

That's it for this patch,

Hope you'll enjoy it! Have a great day!

Team Mutants Genesis