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Top 20 G2 Mutants
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Hey guys! Lexar here again to give you a rundown of all the top mutants we'll find in G2. The dynamics of this set are a bit more complicated than what we encountered in G1, so I'm going to take a moment to explain my thought process in creating this list. There are two main questions to ask when trying to evaluate the strength of a mutant. How does this card measure up against others? And what are the advantages that this mutant variant provides that makes it better than its alternatives?

Even if a card appears to be strong at face value, the answers to these questions will help you understand its true worth. The first question deals with opportunity cost. 
A good example to illustrate this is the card Imp +1, a solid mana creature with 5/7 stats at level 1. While the stats aren't inherently bad, they're strictly inferior to Mana Skeleton +1, who has 6/7 stats at level 1 and scales better later on. While this example is rather clean cut about which card is better, there are several cases in G2 where cards that should be considered top tier at face value, but still end up missing the mark.


The main reason some cards aren’t as strong as they appear is due to durability and resource breakpoints. A breakpoint is a specific level where cards reach a power spike. Alraune +1 is an example of durability breakpoints. She has 15 health at level 1, 18 at level 2, and 21 at level 3, which means she survives all single target damage spells at levels 1 and 2, and survives all but Surprise Attack at level 3.
Here are the specific durability (health + defense) breakpoints you’re looking to reach at each level to survive most spells: 1 = 6 and 15, 2 = 7 and 17, 3 = 21 and 25. With the exception of Elf, Elf Archer, Treasure Chest and Pessimistic Ally, who all reach or pass the 6 health breakpoint, all 1 resource creatures die to either Magic Missile or Holy Missile. As we start looking at G2 mutants, the most important breakpoints we’ll run into are 3 = 21, and 3 = 25. Because a host of new creatures now have more than 20 health at level 3, they can survive several spells that players have grown to rely on, namely; Fire Wall, Ambush and Hunt. While Hunt is still useful, the other two spells will start to be replaced by cards like Meteor Drop -1 and Flame Emission (G3), which deal 22-23 damage at level 3. 

On the other hand, most of these new creatures (or their +1 versions) all cap out at specifically 24 durability at level 3, putting them neatly within Surprise Attack range. For balance reasons, 24 health is a difficult benchmark to pass, and because of this, certain creatures who do (like Mud Hero Drass), will start to see more play. Resource breakpoints are much more straightforward. They’re: 1 = 1-4, 2 = 2-6, 3 = 3-7. These numbers represent the cost range of cards you’re able to comfortably play at each level. Using Alraune +1 as an example again, at 4 resource she’s reasonably playable at level 1. You won’t be able to get her out that early every game, but when you do, she’s a nightmare to deal with.
In summary, if a creature reaches their durability breakpoint, and still falls within their resource breakpoint, their power level (and value) skyrockets. Bear these concepts in mind as we now dive into our list of Top 20 G2 Mutants.
The List
20. Dragon Hunter Jack +1 – Hanging on by a thread at the bottom of the list, Jack +1 manages to do so because he meets his level 2 durability breakpoint if played at level 1. That’s a decent advantage for this guy, since you’ll want to put him down on the board as soon as possible so that he can start trapping some dragons. Nature resource however is hard to come by early. At least he’s somewhat threatening though, with 4 attack at level 1.
19. Gold Dragon Hunter Jack +1 – Gold Jack +1 lands in a similar position, with the exception that the Cat Merchant avatar, and spells like Gold Rush might make him a little easier to play early. In addition you’re able to keep your nature resources free early on in case you need to use some early removal. An important thing to keep in mind though is that this card, like all other +1 dragon hunters, has a level 3 durability of 24, which means he’ll die to Surprise Attack even if played late game.
18. Gold Dragon Hunter Jack - As nice as it would be to have a 4 attack Jack out on the field early, this guy is useful primarily for his ability. Every turn counts with him, since he can’t place traps if he arrives late to the party. Gold is a nice alternative because it frees up your nature resources to throw down Hunt or Cocoon of Evolution. He also meets more breakpoints than his beefier versions above.
17. Light Dragon Hunter Scott +1 - This guy is an absolute tank. Sure, he’s hard to drop at level 1, but if you can manage to cast him, he’ll be a force that’s hard to get rid of. Since Scott is going to be taking hits from enemy creatures, it’s nice for him to have a little bit extra padding to survive being “hunted” himself. You’ll notice that his gold +1 alternative is missing from this list, and that’s because Mud Hero Drass meets the same breakpoints in that color, has more attack, and survives a level 3 Surprise Attack, all without being a mutant.
16. Undine Aquora +1 - Much like the many +1 cards mentioned above her, this version barely misses her level 1 resource breakpoint. She receives a higher mark however because of Mana Potion. While I would lament spending a card slot just to get a creature out earlier (because they still fall to anything that can freeze, petrify, cocoon it or drag it to hell), I’m sure a lot of players will find value in having a creature that can pass her level 2 durability breakpoint out on the field while still at level 1, Undine especially. Her ability is a hard counter to any creature that summons an entourage when they enter. Goblin Chiefs and Elf Heroes beware.

15. Gold Trap in the Castle - I’m just going to be straightforward with you: this is a cheese card. You’ll find it used in tandem with light Trap in the Castle, spamming your opponent’s field with a bunch of annoying traps, likely to be buffed by continuous droppings of War Banner +1 and Phantom of the Wolf. Hellhound, Magic Gourd Bomb and Counter Summon are all nice counters to this, but not all decks run those, so this card is sure to help some deckmasters slip in some sneaky wins.

14. Dark Mirror of Truth – This card allows for dark/mana/gold Juhr decks, which are dangerous because a Juhr deck needs to be detected early in order to be stopped. For those who don’t know, you can beat 90% of Juhr decks just by dropping Counter Summon on turn 1. Unless they get a perfect opening, they’ll never be able to play creatures for the entire game, because you can just keep dropping Counter Summon, and they’ll never have enough mana to put Juhr on the table. That said, while light/mana/gold is usually a clear indicator of what you’re up against, dark/mana/gold is not as telling. (Also, for the lucky few who have Dark Betrayal, this color combo allows you to run double Betrayal, and your deck name should be hidden underneath the tag of “Demon Lord Farkka” and the like.) 
13. Gold Mirror Ghost +1 – This version of Mirror Ghost makes this list while its counterpart doesn’t entirely due to its color (though dark Mirror Ghost +1 is surely in the 20’s). Being in gold frees up your dark resource to cast spells like Death Cloud and Hellhound, two cards which synergize very well with this one. Aside from that, this card requires fast at decisive answers to overcome, dropping 3 ghosts with 4 attack at level 1, and 5 ghosts with 7 attack at level 3. The downside is the cost is quite expensive at 4/6/8, but I foresee people using Feathers of Phoenix to overcome that.
12. Light Dragon Hunter Scott - At first glance this guy appears to have some monstrous stats, but really he's just an upgrade to Apprentice Knight Yiroma, at the cost of being a mutant. That's not to take away from how strong he is, but to put into perspective why he doesn't crack the top 10. That said, since he hits more breakpoints than his +1 version, he's still one of the best cards for his cost in the game.
11. Magic Sensing Bomb +1 - This is probably an unexpected top 20 card, because no one really uses its default version. This is because at levels 1 and 2 this only does 5 and 6 damage, respectively - but at level 3 the damage jumps up to 8 (and 10 at max). That's more than a level three Arrow of Revenge, and at the time at which you can execute it, around a third of your opponent's health. Sure, they could just stop casting spells for 6 turns to prevent the bomb from exploding, but by then your swarm of aggro minions will have likely finished them off.

10. Light Eagle - This should be no surprise. Eagle is already a fantastic card, but the light version is superior in that it doesn't die to Holy Missile, and that it fills a spot in the color curve that's currently pretty empty. While the nature version has to compete with the likes of Wild Boar and Alraune, this guy doesn't have to worry about that crowd. In addition, Light Eagle adds an offensive tool to a color with a largely defensive cast of creatures, and is a hard counter to the mana bomb listed above. 

9. Angel Orperia -1 - The best way to think of this is as if you were playing Light Feathers of Phoenix and Light Elf +1 for the same cost, at the same time, but only having to use one card and turn. The downside is that you can only do so starting at level 2, and that you "elf" has 4 less health. Being one less resource cost is a bigger deal than it may seem (especially since her stats are fairly mediocre), it means that you can get this out one turn faster, which may be the difference between winning and losing.
8. Dark Angel Orperia -1 - Remember all the nice things I said about Angel Orperia -1? Apply all that, but keep in mind that there's no such thing as Dark Feathers of Phoenix. If you thought light + gold Goblin Chieftain decks were a pain, imagine having to deal with Arrow of Revenge on top of it. Being in dark also allows you to run interesting angel revive combos with light Nevia or a second Orperia.
7. Mana Magic Sensing Bomb +1 - The bomb is pretty great, but why is this version ranked so much higher than its gold counterpart? Because it shares the same color as Magic Missile, and more importantly, Mana Arrow of Revenge. Mana/dark aggro decks are pretty powerful in the Korean meta right now, and with good reason, they have more damage sources stacked into them that most decks could ever overcome.
6. Meteor Drop -1 – With all the high durability creatures coming in from G2P, this card will be the new standard in area of effect removal. It costs the same as Fire Wall, so if played smartly (avoid the center area), it’s a direct upgrade from everyone's favorite mass removal spell. Keep in mind though that this spell is rather predictable, and easy to stop with a well placed counter.
5. Gold Meteor Drop -1 - The main disadvantage of board wipe spells is that they’re easy to see coming. People stop playing creatures when they see that you have a lot of mana saved up, but when they see that you have a lot of gold, they assume you’ll be using Betrayal. This card might take them by surprise, and it also leaves you with enough mana open for a Counter Spell, to make sure that this doesn’t get countered itself.
4. Dark Prisoner Sherr +1 - As discussed in the G1 top 20 list, Sherr is pretty neat. Most people argue that this one is even better, citing her frequent use on the Korean leaderboards. But let's get down to what she actually does differently from her G1 counterpart. Instead of dealing damage to a random enemy creature whenever you hit your opponent, this one drops a rose bomb whenever she feels threatened (a creature is placed in front of her, or a spell is cast on her). This bomb scales in damage with her level, but is basically like a free Dark Firewall that explodes at the end of your opponent's turn. Here's the good and bad of that: G1 Sherr stays in the fight if someone is placed in front of her, this one doesn't. But this one can stall your opponent from playing any creatures for the entire turn. What happens if they play Goblin Chieftain and a little gob hops in front of her? All of them die. What about when Tris and his entourage hop onto the board, and one of them steps on Sherr's shoes? They all take a bomb to the face. Even if your opponent deliberately avoids her wrath, you can trigger her bomb yourself with a spell of your own.
3. Prisoner Sherr +1 - But why is her light version superior, even when both run away at a Holy Missile? She allows you to build more decks with her. Sherr transforms much more reliably under the protection of a Counter Spell, which means you're likely running mana. She also synergizes incredibly well with Eagle, who can peck down an enemy creature and then stick around to deal damage. If you have a Light Eagle, then that opens you up to playing with a third color other than Nature. Also, with so many high health Dragon Hunters, Angels and Undines running around these days, Surprise Attack becomes a highly valued part of your arsenal, since it's the only low cost damage spell that can take them down at level 3.
2. Dark Angel Mika +1 - This card is the ultimate finisher for any tempo based deck. While Mika's default version is nothing to rave about, she happens to have some of the best scaling of any creature in the game. At every level, her +1 versions hits like a truck (10/13 attack at level 2/3) and survives almost any spell you can throw at her (hunt, surprise attack, ambush and firewall at levels 2/3). She also happens to have one of the most powerful abilities in the game. In almost every possible situation you will come out ahead just by playing this card. She's a threat that can't be ignored, and yet you get rewarded when she dies, regaining all the cards in your grave at zero cost to your health. She's like Wild Boar on steroids. Her only downside is that she doesn't survive Meteor Storm or level 3 Surprise Attack. 

1. Angel Mika +1 - Mika is the best mutant creature in G2, but why is the light version superior? Your first thought might be because of Holy Missile, and you'd be right, but not just because she takes less damage from it. Mika's ability is only as powerful as how many cards you have in your grave, and since light has several strong, low cost spells to put there (Holy Missile, Surprise Attack, Light Hunt, etc.), you not only have good reason to put her on the board fairly early on (level 2), you'll also have the resources to do so. Dark in contrast has a lot of strong, high cost options to contend with (Hellhound, Dark Alraune +1, Skeleton Knight, Death Sentence, etc.). Acquiring her may prove troublesome though. As a G2P mutant, she's only available via cat merchant or super boosters; just like the G1 ranked mutant before her, Dark Betrayal.
Thoughts in comparing a g1 + g2 combined top list ?
-good point on peri peri prisoner sherr(lol) aiming her with your own spells,ingenious!and Really love light mika being light has some really really crappy creatures.

-for meteor drop shenanigans,people could start playing the 4-cost hands of the demon card,kills opponents' creatures on both ends! doesn't hurt your own creatures,scales by 1 cost per lvl and only drawback is dealing 2 dmg to your own hero,tasty.

-Only complains is light eagle not being higher on the list :/

and side note,best 20 doesn't mean most expensive 20 ,cuz ppl be hunting 1m g2+ dark sher+1 boii
Awesome list very in depth and short!

Even though the these mutant ver. are great. A player cant run too many of them in pvp arena. Balancing a deck with op mutant creature and spells can have a hefty toll on a player's hp.
Damn, of course I pulled a Dark Mika -1 instead of +1... -__-'
wasted 400k in white drag hunter scott+1 #neverregret
i jus got a light angel mika +1 from super pack, but really not sure how useful it is in my deck....
(12-24-2015, 06:40 AM)Asteredo Wrote: i jus got a light angel mika +1 from super pack, but really not sure how useful it is in my deck....

Yeah I have the dark +1 version... she's good but she's not THAT good. Or maybe that's my noob showing
(12-24-2015, 06:55 AM)powrHouse Wrote:
(12-24-2015, 06:40 AM)Asteredo Wrote: i jus got a light angel mika +1 from super pack, but really not sure how useful it is in my deck....

Yeah I have the dark +1 version... she's good but she's not THAT good. Or maybe that's my noob showing

yup, maybe i still too newbie to know its usefulness, lol
Here's an example of a Dark Mika +1 deck that performs pretty well: http://devcat.nexon.com/duel/us/deck?5f8943f

I'll explain how it works. The combo of Vampire + Notira's needle is incredibly resource efficient, giving you a creature and killing a creature as essentially 2 resource. The downside is this is card/turn inefficient, using two cards/turns (compare to Eagle which does the same thing with lesser effect using 3 resources but costs 1 card/turn).

Well Mika makes up for this, by giving you a turn free from using revive, and restoring all those cards you lost. You'll net a positive resource advantage over your opponent, especially since your Vampires will require 2-3 resources each to remove (Holy Missile notwithstanding).

Keep in mind I'm assuming a level 1 baseline, so this deck only becomes more efficient as the game goes on, since Needle still has 1 cost at level 2.

Mika isn't an end all be all best pick in all decks. She requires specific tailoring in order to make best use out of. I'm hoping this example highlighted some of the factors of that.

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