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  3. Balance Patch Summer 2024

Balance Patch Summer 2024

Hello everyone and welcome to a new balance patch!

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[h3]Balancing down (Nerfs)[/h3] 📉
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Battle Plan

  • Battle Plan allowed Blades-Tactics decks to draw too easily. Generally speaking, we want to limit the use of cards that allow you to draw too much. The Battle Plan function has been slightly modified to allow you to draw a maximum of two cards.


Before: For each mutant with an activated Tactics ability on your field, draw one card (max. 3).

After: If you have at least 2 mutants with an activated Tactics ability on your field, draw 2 cards.



Planning Table

  • Mutants with Tactics benefit too easily from this Building, which gives them power and survivability. In order to limit the impact of this card, we are removing the survivability aspect from its bonus.


Tactical Advantage Ability:

Before: Passive - All your mutants with Tactics activated have +1 ATQ and +1 HP.

After: Passive - All your mutants with Tactics activated have +1 ATK.



Orbital Strike

  • The new Heroic Support card is very powerful.We'd like to keep it being play, but reduce its damage slightly.


Before: Discard a card: deals 5 damage to the targeted enemy mutant.
If the target is a Heroic or Boss mutant, draw a card.

After: Discard a card: deals 4 damage to the targeted enemy mutant. If the target is a Heroic Mutant or Boss, draw a card.

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[h3]Upward Balancing (Buffs)[/h3] 📈
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Reconstruction

  • This card, which allows you to exchange one building for another, is proving too costly for most decks. We've decided to add an option with Space decks to use it more effectively.


Before: Discard a Building: Add a Building from your deck to your hand.

After: Discard a Building or Galactic Mutant: Add a Building from your deck to your hand.



Engineering Lab

  • The impact of this building was too weak to allow its use in Autorepair decks. We are increasing its effects.


Technical Revision Capability:

Before: Passive - When one of your mutants is healed by Autorepair, it gets +1 ATQ.

After: Passive - When one of your mutants is healed by Autorepair, it gains +1 ATQ and +1 HP.

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[h3]Functional modifications (Reworks)[/h3] 📊
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Beast

  • Sometimes too powerful, sometimes too weak, Beast's current mode of operation was struggling to find its balance. So we decided to completely redesign the mutant's kit while retaining its random, offensive side.


Midnight Fang Ability: Removed

New ability: Howl

At Basic rank

Rush - When this mutant comes into play, a random mutant on your field gains +1 ATK until the end of the turn.

At subsequent ranks

Evolution - When this mutant evolves, a random mutant on your field gets +1/2/3/4 ATK until end of turn.



Sorceress

  • This mutant, obtainable via temporal rifts, was lacking something to function effectively. In order to bring this one up to speed and make it playable in certain Mystic archetypes as well, we're adding an Active ability to it that will synergise with its Execution ability.


New ability: Explosive Sorcery

Action: Inflicts 1/1/2/2/3 damage to the targeted mutant.

ATK : 2/3/4/6/7 → 2/3/4/5/6



Astragalomancy

  • In the same way as its Tactical Battle Plan counterpart, we've decided to change the way Astragalomancy works to make it easier to play, but limit the number of cards drawn by its effect.


Before: Remove 3 Bones from your Discard Pile to draw 3 cards.

After: Remove 2 Bones from your Discard Pile to draw 2 cards.

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