by rmsgrey
Antistone wrote:
The second positive mutation (discovering a cure doesn't take an action) only saves you 1 action per game--and usually not even early in the game. Many upgrades will plausibly save you more actions than that.
However, the mutation also lets you discover a cure outside your turn. If you draw the last card you need during the draw cards step, you normally need to wait an entire round before you can turn them in; with this upgrade, you can do it instantly. (Plus, you have the option to sit on your last cure and NOT turn it in, while you try to build research stations or eradicate a disease for more game-end options. Then, if you draw an epidemic, you can turn in the cure and win the game reactively before drawing infection cards.)
(Though even so, I think this mutation is useful mostly as a stepping stone to the third one...)
However, the mutation also lets you discover a cure outside your turn. If you draw the last card you need during the draw cards step, you normally need to wait an entire round before you can turn them in; with this upgrade, you can do it instantly. (Plus, you have the option to sit on your last cure and NOT turn it in, while you try to build research stations or eradicate a disease for more game-end options. Then, if you draw an epidemic, you can turn in the cure and win the game reactively before drawing infection cards.)
(Though even so, I think this mutation is useful mostly as a stepping stone to the third one...)
I rate the first mutation as "meh" - you're potentially saving some movement to get back to a research station, but if you're using Scientist, then, unless it's the last cure you need, you'll be returning to a research station for later cures anyway, so being mobile doesn't gain much.
The second mutation, I really like - it's a minor pain that you still have to discard for hand limit first, but saving an entire round for the cure is huge.
The third mutation is also nice - though by the time you unlock it, you probably aren't as focused on cures, and other upgrades to let you pursue other objectives are probably more useful. I mean, getting cures almost by accident is nice, but there are other things competing for your upgrade slots.
The fourth mutation, I'd only consider if the Medic was unavailable - either Lost, or getting nudged off the roster by other specialists.
So, so far, my tentative plan is to get all 3 level 2 mutations out and stop there unless I have some spare upgrades later.