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Mutants: Genesis News

The Dungeon Update

Hello everyone!

Welcome to this 0.6 Patch Note that'll let you discover to tackle the Boss: new rewards, new cards and a new difficulty are awaiting you!

[h3]👹 EXTREME BOSS MODE[/h3]
  • You can now take on the Battle Simulacrum in Extreme mode!


[h3]🔋 NEW CAPSULE: BOSS CAPSULES[/h3]


[h3]đź’Ž NEW BOSS REWARDS SYSTEM[/h3]
  • There's now a new reward system: each boss will have an associated boss capsule.
  • There's now a new reward system: each boss will have an associated boss capsule.
    - Every mode: 1 boss capsule per day
    - Hard mode: 2 boss capsules per week
    - Extreme mode: 3 boss capsules per week + exclusive skin on first completion


[h3]🀄️ NEW COSMETICS: CARD BACKS[/h3]
  • Customise your deck and establish your reputation as a Psycog with Card Backs!
  • Each of your decks can have a different Card Backs. You can choose to associate a Card Back with your deck via the deckbuilding interface.
  • The Card Backs are available as rewards in the ranked season and in the genetic pass.
  • An exclusive Card Back will be distributed to the Champions of the previous season as well as to all Champions at the end of the current season and at the end of future seasons.
  • An exclusive Card Back will be distributed to the Champions of the previous season as well as to all Champions at the end of the current season and at the end of future seasons.


[h3]🧬 GENETIC PASS[/h3]
  • The Premium Genetic Pass has been reactivated. You can buy it again and get the rewards linked to it.
  • Get a Card Back in this month's Premium Genetic Pass!


[h3]🦠VARIOUS BUGS[/h3]
  • Improved game stability when opening capsules.
  • Fixed a bug when obtaining cosmetic rewards.
  • Fixed a bug where some buildings were visually destroyed but still existed on the ghost terrain.


[h3]🎴 CARDS[/h3]
  • Fixed some active abilities not working normally.
  • Mystic Recharge: active abilities now work normally after using the card.


Here you go for this patchnote!

Join us now on Discord to discuss it and don't forget to have a great day!

Team Mutants: Genesis

Simulacre Drop - All the cards!

Welcome Psycogs to this article revealing the cards for our next drop, coming on September 4!

In addition to presenting all the cards in the Extreme Simulacre Drop, you'll be treated to a few comments from Docjackhal, our Game Director.

As a reminder, these cards are only available in Boss Simulacre Capsules and cannot be crafted.

[h3]COMMON:[/h3]



Electric Fist Draw - Whenever this mutant is equipped with an Orb, inflicts Stasis 2 on the opposing mutant with the most HP.

Originally posted by Docjackhal
A veritable stasis-dispensing machine for your Orb decks




High Voltage - When inflicting damage, inflicts Stasis 2.

Originally posted by Docjackhal
In its almost identical version to that used by the Simulacrum, the Cabloid will be a formidable source of stasis for your team


[h3]RARES:[/h3]



Scarab Charge Active: Target an enemy mutant with Guardian. Scarabot gains [1Atk] and [+1Armor] and Piercing until end of turn then attack.

Originally posted by Docjackhal
Able to target Guardian mutants from a distance, this basic little mutant will find its place in both PvE and PvP decks




Sparks - When this building comes into play and at the start of your turn, inflicts Stasis 1 on a random opposing mutant.

Originally posted by Docjackhal
An uninterrupted source of stasis that will shower mutant opponents with sparks.




Originally posted by Docjackhal
Enough to make pretty holes in defensive barriers. Why not on the necro-goliath summoned on your ally's board, too?


[h3]ULTRAS:[/h3]



Electroresistance Passive- Stasis immune
Lightning Bolt Adaptation: Whenever one of your mutants or an opposing mutant suffers Stasis, Buranka gains [1]EVO

Originally posted by Docjackhal
Whether you're playing with or against opponents using Stasis, Buranka will be formidable and evolve very quickly.




Originally posted by Docjackhal
A small "Bomb" in the metagame that will topple any situations. Watchout for your own units!


[h3]HEROICS:[/h3]



Breaker Missile Active - Discard a Tech or Necro Mutant: Inflicts 2 damage to the targeted entity. If the target has Guardian, inflicts an additional 4 damage. If this skill destroys the target, this Mutant can use it again.

Update 0.5.9 - Patch Note

Update 0.5.9 - Patchnote

BALANCE PATCH SAISON 2

You can check out the complete balance patch here:


Game reconnection

Improved game stability when losing connection during a game.
Fixed various bugs that would appear if you lost your connection during a game.

Leaderboard

Players with no rank are now displayed correctly in the leaderboard.

Invitation

Fixed a bug that prevented a friend's duel invitation from being displayed.
Fixed a bug that prevented a friend from being re-invited to a duel after having done so once.

Cards

Fixed text errors on various cards.

Hephaistos: Other mutants who have Ignite thanks to its Vulcan Hammer ability now apply the effects of Burn correctly.
Parasite Queen: She no longer summons a parasite when the opponent plays a mutant, as indicated in her effect.
Revivify: The card works as expected again.
Devourer: Its effect now activates only once per turn, even if it has evolved during the turn.
FX

Correction of various FX that did not display normally

Known issue

If there is a brief connection failure at the start of a game, the game is visually broken during the first turn (Player might think it's their turn even if it's the opponent's turn, for example). All is restored at the end of the first round.

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] Ă  [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] Ă  [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

Update 0.5.8 - Patch Notes

[h3]Dear Psycogs,

Our August 23rd maintenance is now over! Thank you for your patience. Here are today's patch notes:[/h3]

- Change regarding how progression is calculated in ranked mode
- Masters' ELO balancing following the way ranked progression is calculated

See you in the arena,

The Mutants: Genesis team