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Psycog 101 - Buildings

Hello once again friends of knowledge!

Originally posted by Victor
Huh.. What?


I just wanted to add a creative twist to my greeting. So, welcome back, Psycogs, to a brand-new Psycog 101, where we'll discuss something we haven't yet covered: buildings!

Originally posted by Victor
Oh I love to smash them! But it is true that they are very useful... Wait a second though, what if today's students are new here?


You're right! My name is R. , I'm a friend of Victor and a former Student of Panakeïa. But, my professionnal carreer might not be as interesting as our estimeed professor here!

Originally posted by Victor
Oh you flatterer...


As for today's course, we will not talk about every buildings in the game as it would be slightly tedious. Still, there are a few cards that you'll get quite early in the game that we want to highlight!

Originally posted by Victor
Yep! And you and I even came up with categories to fit them in!


Without further ado, let's dive in it!

We can start with what we call : Walls. Those are defensive buildings with the intent to protect your Psycore.

Originally posted by Victor
And they come in 3 flavours!


You can't eat Buildings Victor, but you're right.



Defensive Shield is your standard big HP, bulky defender. It is supposed to be strong and require ressources and commitment from your opponent to be delt with.

Originally posted by Victor
I personally prefer the destructive power of the Void Turret!




This Building will deal 3 damages to a random Mutant on your opponent's board. Making it a difficult choice : do I accept the potential trade or not?
On my side, I'm more of a Terror Tower type of guy.



Originally posted by Victor
Ah, that one wreaked havoc on my Zoo mutants back in the day... A -2 Attack on the entire board is no laughing matter.


This specific building will work miracle if placed at the right time to punish an opponent that expanded too quickly.

Originally posted by Victor
When walls are not enough though, you can always use other tools to get an advantage!




Incubator Pods are essential when your deck is heavy on advanced mutants. Be careful though as if they are destroyed, your mutant is lost!

Originally posted by Victor
When it comes to spawning mutants though, I can't get enough of my Old Printer!




Not surprising, but it's true that it's a great tool for gaining a numerical advantage by generating an additional starter mutant at the start of your turn. Still, if you manage to grab a copy of Laser Printer, it is a valuable upgrade. It offers more value if it stays on the board, but be aware, it also gives more XP to the opponent!



Now, building can also be agressive tools.

Originally posted by Victor
That's right, have you ever heard the sound of missiles crashing into your opponent's Psycore? It's crisp!




And Missile Turret is the perfect card to do just that, every turns it deals 2 damages, making it a dangerous affair that must be dealt with when settled on board.

Originally posted by Victor
We do have my favourite category of buildings to talk about though, Accelerators!


Accelerators are building that will help you generate card advantage, a concept we discussed in previous articles by drawing more cards.



Data Bank is your standard high risk, high reward type of card. By placing it you can generate 2 more cards next turn.

Originally posted by Victor
If it doesn't get destroyed though.


Exactly! But if on the other hand you want a sure draw, Data Fuse allows you to draw and protect your other buildings.



But you have to keep in mind that it has less drawing power than its counterpart, it's basically cycling itself.

Originally posted by Victor
You play one, you get one!


Finally we have another very nice pick in the form of the World Tree.



Originally posted by Victor
Easily one of the first cards I recommend crafting! It's a bit bulky and if protected correctly will give you a ton of value!


Still, if its destroyed, the XP reward for your opponent is very important.

Obviously, there are a lot of different buildings that exist and most can fit in a lot of decks, you can even build some around them!

Originally posted by Victor
Some buildings will for example be great in Zoo decks as they will reward evolution!


Play around with them, experiment! Creativity is often rewarded in Mutants: Genesis!

As for us, we'll see you later, have a great day Psycogs!

___

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