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Mutants: Genesis News

Update 0.5.8 - Patch Notes

[h3]Dear Psycogs,

Our August 9th maintenance is now over! Thank you for your patience. Here are today's patch notes:[/h3]

The Pioneer Drop is here!
14 new cards are making their way into the capsules and are also craftable with Mutagenes (learn more).

10 New Mutants:
- Nebuleye
- Heimdall
- Hephaïstos
- Queen Sylvidra
- Rakshasa
- Mephisto
- Parasite Queen
- RA-DK Bot
- Frankenhuaha
- Bregbeam

3 new Support Cards
- Heroic Call
- Overequipped
- Mystical Recharge

1 new Building
- The Anvil

🎴 Cards Modification
- Catacomb Excavation: We are nerfing it back to its original state: 3 Bones => 2 Bones
- Mur'ghoul: The Mur'Ghoul is back with a more balancd version: 2 Bones will be required to summon a new Mur'Ghoul. The card can be played again!
- Neo Urban XII: His ability has been reworked. Card is once again playable.
- Tengu: July Balance patch modifications are done. The Card is once again playable.

🗼 Leaderboard and the Ranked Tower
- Master's ranking text has been changed.
- ELO Score is now displayed for Masters on the Ranked Tower screen.
- New animations on the Ranked Tower screen and post-game screen.

See you in the arena,

The Mutants: Genesis team

Pioneer Drop - All the Cards

Hello Psycogs!

Here's the list of Cards for the Pioneer Drop, coming up on August 9th in the game!


COMMON:



Fetch! When this mutant enters play or evolves, create 1 Bone in your discard pile.



Elemental Overload Action - Target a Stunned or Burnt enemy mutant and inflict 2 damage.

RARES:



Auto-Forge When this building comes into play and at the beginning of each turn, it takes 1 damage and generates a Forged Orb in the player's hand.







Orb Overload Unstable - At the start of your turn, if he is equipped with an Orb, then he takes [1] piercing damage.

RA-DK-Sion Equipped - While equipped with an Orb, gains +[1] ATK and +[1] Armor.



Tigre Rage Each time it is equipped with an Orb, inflicts its ATK in damage on a random opposing mutant.



Parasite Infestation Deployment - When you play a building, summon a Parasite [1/1] to your field.

ULTRAS:





Soul Contract Action - Destroy the Summon you control: draw a card.

Master of Pacts This mutant has +1/+1 for each Mutant Summoned on your field.



Divine Blacksmith Action - Defeat a Mystic or Blades mutant: Create 1 Forged Orb in your hand.

Vulcan's Hammer Aura - All your mutants have Vulcan's Equipment.
(Vulcan's Equipment: Equipped - As long as this mutant is equipped with an Orb, it has Embrasement 1.)



Throne of Terror Deployment - When you play a building, inflicts -1 Atk on opposing mutants.

HEROICS:



Orbital Strike Demolition - When this mutant destroys an enemy building, inflicts 2 damage to other enemy buildings.

Spatial Pollution Passive - When a Bone must enter the Defeat, erase it instead and inflict 2 damage to all enemy buildings.



Gjallarhorn Action - Your other mutants recover their Action abilities.

Asgardian Passive - While on the field, no opposing mutant can use an Active ability.

SPECIAL :



What are your first impressions on our first Drop? Do you already have a favorite card? Tell us all about it in the comments.

See you soon in the arena,

The Mutants: Genesis team

Update 0.5.6 - Patch Notes

[h3]Dear Psycogs,

Our July 26th maintenance is now over! Thank you for your patience. Here are today's patch notes:[/h3]

🗼 Ranked Tower
- The Leaderboard is here! You can now check your ranking and the Masters' ranking every 10 minutes.

🎴 Cards
- Thor: Bug fix that caused him to inflict more Stasis status then refered to in the card.
- Tengu: Temporary deactivation.

👋 Friends List
- Bug fix that showed all friends as offline.

See you in the arena,

The Mutants: Genesis team

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!

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

Mutants: Genesis - Balancing Patch Season 1

Dear Psycogs,

Welcome to this first Card Balance Patch! Season 1 2023 was dominated by Zoo decks including Beast as well as Tech Decks.
The objective of this balancing was to reverse the meta and push new deck archetypes forward while lowering the impact of the most present decks.

You'll be introduced to Nerfs and Buffs. Respectively modifications to make a card less or more powerful.

This patch will be online Wednesday 19 2023!

Let's go together through the details:

[h3]CARDS NERFS[/h3]

  • Beast
Beast is one of the most powerful and played starter mutant. We are lowering the damages of its evolving ability in higher ranks to lower its impact in ultra agressive Zoo decks.

Ability Midnight Fang : Damages reduced from [1-1-2-3-4] to [1-1-1-2-3]

  • Monocerus
Monocerus was initially planned to be played in multiplayer modes. Still, its ability to generate a lot of Parts, even if its just Repair Nanites, make it too powerfull as a Part generator in PvP. We'll be lowering its ability to generate parts in higher ranks and adjust its stats accordingly.

Ability Nanites Production : Number of parts reduced from [1-1-2-3-4] to [1-1-1-1-2]

New Stats:
ATK - [2-3-5-7-10] → [2-3-5-8-10]
HP - [2-3-5-7-10] → [2-3-6-9-11]


  • Cyber-Croc

Just as Monocerus, Cyber-Croc's ability to generate parts without any cost make it a staple of Tech-Gadget decks. We'll be lowering its ability to generate Parts and raise the number of EVO needed to its evolution. Stats are adjusted accordingly.

Note : Its stats and the number of EVO given will be adjusted with its new evolution curb.

Ability Mechanisation : Number of parts reduced from [1-1-2-3-4] to [1-1-1-2-3]

Evolution curb : EVO needed to evolve [1-2-3-4] to [2-3-4-5]


New Stats:
ATK - [2-3-5-7-10] → [2-3-6-8-11]


  • Leviathan

Star of OTK Zoo deck before our hotfix of Natural Selection and Savage Strike, Leviathan remains a very powerful mutant able to combo with itself. We'll be lowering the damages of its ability to make it harder to evolve it in quick successions in order to destroy all the buildings and damage heavily the psycore.

Ability Tsunami : Damages reduced from [1-2-2-3-4] to [1-1-2-2-3]


  • Cernunnos

Cernunnos' stats were a bit too high. We'll be lowering its attack to put it back in a correct progression curve.