Andrew’s Outlook on Multidisciplinary
Time to examine the multidiscipline cards, which comprise about a quarter of the cards in Laboratory Mayhem! I'll start by discussing the commons, followed by the uncommons, then the rares.
Lavaspout Gargoyle – ★★★
Stellar 3-drop. Excellent stats, great reagent. If you have C and M, you'll want to have four of these in your deck.
Stormfire – ★★★
Unconditional removal. Very strong. Don't let the cost shy you away from Stormfire – it is an easily achievable cost. You can even use it as a reagent to help you play another one. Highly recommend if there's CR in your deck.
Enslaved Meteorite – ★★☆
Fine servant. Aggressive card for an aggressive discipline pair. Reasonable stats at an effective 2/2/0/2, and even though the meteorite might hit the scrap early, you get a free cosmid and a nice reagent out of the deal.
Eager may be the strongest keyword in the game. Catalyst Foliage gives eager to new servants you play, which basically catalyzes a win for you. Incredibly strong, absolutely worth including if there's CN in your deck.
Sizzling Erasure – ☆☆☆
This will usually be used as a reagent or room, but erasing your opponent's chance of winning can be very valuable. Note that it vaporizes the card, so your opponent can't use it as a reagent.
Electric Breastplate – ★☆☆
The only reason I'm giving it ★☆☆ is because I haven't seen it in play that much, but I think it can be very strong and easily worthy of a ★★☆ rating. Stunning a servant greatly complicates your opponent's attack. Metallurgy servants are pretty durable thanks to their armor, too, so you can probably stun at least two enemy servants. Seems like a good deal to me.
Tithe Gate – ☆☆☆ with no cosmids, ★★☆ with a lot of cosmids
Since this card only works with cosmids, its usefulness will naturally depend on how many cosmids you're making. If you're not planning on having a lot of cosmids, you probably shouldn't run Tithe Gate. If cosmids are integral to your strategy, then consider Tithe Gate for extra value. Conveniently, the fortification you get can help protect other cosmid-friendly nexuses, like Accretion Disk. Tithe Gate becomes extra funny when both you and your opponent are running cosmid-heavy decks.
Azoth Ivy – ★☆☆
Typically used as a reagent from my experience, but never count out the usefulness of mobility. Having your durable M or N servants be able to attack and defend can shift the race in your favor. You'll probably need the extra help given M and N's low vandalism servants. Especially interesting is the interaction with protector.
Fatigue Helm – ★★☆
An efficient way to shut down an opponent's servant. Solid control card for one of the more controlling discipline pairs. Do keep in mind that the servant you place the Fatigue Helm on can still attack, and the extra two armor make it great for continuously distracting your servants.
An amazing 3-drop servant. Solid stats, with the potential of generating huge masses of cosmids, especially in multiples. Run four in your deck, compliment it with the right cards, and watch him operate the value machine.
Organ Runner – ★☆☆
Healing sounds great on paper. Damage is permanent, after all. In practice, however, players are typically going to flat out kill servants when able, so you won't be getting much value with Organ Runner. You'll probably need some protectors to really see Organ Runner shine.
Spoiled Aqueduct – ★☆☆
An interesting card, as it can put your opponent in an incredibly awkward position. More often than not though, you won't have the right board position to really take advantage of the free damage. Early on the damage is negligible, and later on you probably want a high-impact card. Has potential, but might be more trouble than it's worth.
Sunbliss Blossom – ☆☆☆ / ★★☆ with Glen Keeper
Usually, Sunbliss Blossom is an underwhelming 2-drop with an irrelevant ability. With Glen Keeper though, you can ramp and play cards at a frightening rate. At the moment, that's probably it's best use. Do note that you can recall stunned servants to make them useful again.
Starfall – ★★★
3 damage with a bonus cosmid that parachutes off the star to safety. What's not to like? Solid card, essential in aggressive, high direct-damage decks with AT.
Corrosive Vinekin – ★☆☆
Desecrator early on makes early attacks very attractive. This guy has low vandalism though, so assuming you play it on turn two and follow it up with another servant on turn three, it'll be turn four by the time you actually attack for a relevant amount with desecrator. Turn four is a little too slow, and not really considered early anymore. Not amazing, but desecrator is still randomly relevant for dealing with when-scrapped triggers.
Loadbearing Apprentice – ★★☆
It's an eager servant that specializes in chewing up enemy one-combat servants. Usually used as a reagent, but aggressive decks love having surprise eager servants to change combat math! Probably more like a ★☆☆, but I was recently beat up pretty badly by these guys.
Engine Breath – ★★☆
Engine Breath is responsible for some of the most explosive turns in Laboratory Mayhem. One attack from an Engine Breath'd servant midway through the game can empty a laboratory and put the opponent far, far behind. I don't value it as 3-stars because number of servants is just as important as the size of your servants. By making one impressive Engine Breath'd servant, you can take out a lab quickly, but then you're stuck taking out rooms one by one. Number of servants is extra important in endgame, and Engine Breath doesn't contribute to that. That's my one complaint.
Kindlebones – ★★☆
Fine servant. Works well with the aggressive CR deck, and is a good servant to sacrifice for more R-focused decks. All-around good stuff. Stats aren't super impressive, but it's hard to complain when this is your 3-drop.
Divebomb Wires – ★☆☆
This nexus looks awesome. It has the potential to be awesome. But from my experience, it's slow and awkward. It's expensive to use, and using it makes it harder to defend. Two damage also usually isn't enough to take out a servant, unless it's against a C-based aggro deck, but in that case, you won't have enough time to play and use Divebomb Wires.
Everytime Aethertouch Warrior hits a laboratory, it's like opening a new Christmas present. Yes, it's always a cosmid, but you still got to open the present. That's what matters. Seriously though, this servant is a huge threat, and the cosmids it generates only make it easier for the warrior to connect again. Great way to win races when it's even. Strong card. Aggressive CA decks love this servant.
Frenzy Well – ★☆☆
Obviously gets better with more servants, but it's usually better to play another servant, unless you desperately need the extra vandalism this turn. Even then, Tempest Djinni probably does more damage than Frenzy Well.
Volcano Lily – ★★★
Absolutely amazing servant. Good stats, desecrates, and is basically unkillable because cards are getting vaporized all the time (like when it hits something, or when people vaporize reagents). The only time it's bad is when it has Pustule Cloak on it. Otherwise, it's awesome. Goes great in any deck with CN. Extra fun with Vigorvore.
Call to Hunt – ★★☆
A very explosive card. Gets better with more servants, which both C and N are great at doing. Can end games out of nowhere. That said, it won't be great in every game, in which case you can use it as a fine reagent. Nice random 1-of or 2-of in decks.
Salt Spirit – ☆☆☆
More awkward than anything. It could see some use in a dedicated CAT burn deck, but that's about it. At least its reagent gives two resources. If you win with this card, your opponents will definitely be salty.
Insult to Injury – ★★★
Interesting removal spell. Very fun to play with and to set up for. Will be somewhat matchup dependent – it's not very good against cosmids, for example, but on slightly tougher servants, you can potentially dump a ton of -1 counters out of nowhere. Again, very fun to play with to try and get the -1 counters everywhere.
Shuckarmor Vassal – ★★☆
Haven't seen him used much for some reason, but it's got fine stats, and +1 counters are really strong in Laboratory Mayhem. Can make for some really strong turns with R sacrifice shenanigans.
Restock – ☆☆☆
I imagine someone will have fun trying to make a deck that can survive forever by playing Restock, shuffling back another Restock and some other cards into their lab. Heck, maybe I should try making that deck...
Magesteel Golem – ☆☆☆
Waaaaay too much trouble to make it even remotely decent. It wasn't good when nexuses couldn't be attacked. It definitely isn't any better now that they can be attacked.
Rune of the Rift – ★☆☆
Provides a unique effect, and is the only multi-discipline card with precursor. Makes protectors and Metallurgy servants very, very sad. Makes Supreme Wargear happy. That's about it.
Philosopher's Tree – ★☆☆
Could have a ★★☆ rating, but it is a bit expensive. That said, it's a durable body with a lot of potential for fun (Helmetize suddenly changed all the fights!). With the good vaporize reagent, it's totally playable.
Muscle Memory – ★★☆
This card's power inherently depends on what servants are out in play, but it can be a lot of fun transforming a dinky little servant into a copy of the biggest servant in play. Keep in mind that Muscle Memory only changes the stats, so servants like Rubble Thief will retain their abilities.
One of the more frustrating servants to try to attack through in Laboratory Mayhem. Two armor + the stunning servant ability stymies offenses. Plop it down in the midgame and if unanswered, will likely tie up two or three servants minimum. Great for defensive control decks.
Rust Quills – ☆☆☆
Basically just a reagent or room. There are better ways to put -1 counters on servants.
Crystalhead Chimera – ★★☆
Fine stats with unique ability that the player can control when to use with R sacrifice outlets. Solid, playable card. Might consider running a couple in decks with RA, but it's not necessary.
Altar of Reshaping – ★★☆
Can do some funny things with Accretion Disk and/or Negation Pool. Great way to get cosmids, which can also defend the nexus. Will depend on the deck, but I've seen it used most as a reagent unless the situation wants a lot of cosmids.
Ichor Creek Haunt – ★☆☆
Unique familiar ability that helps you play your cards. If you're in RN, can let you dream big. Guaranteed source of damage for Vigorvore.
Necrospore Mutandi – ★★☆
Expensive for the stats, maybe even a bit slow, but this servant provides great value, giving you access to the servant best suited to the situation at hand if its converted assembly cost is 3 or less. For R-based decks, it's more fodder to sacrifice!
Blisterback – ★★☆
Discipline-intense assembly cost, but you get a pretty big reward. Decent stats, and a painful when-scrapped trigger for the opponent. Cards are rather precious, given that you'll usually need some for rooms. Blisterback is basically a guaranteed 2-for-1.
Oblation Clock – ★☆☆
Expensive card, with a slow symmetrical effect that the opponent can end if they have a nexus out. Doesn't seem very good. I haven't seen it used to good effect yet.
Summit Warden is a servant with a ton of life, protector, and psuedo-mobility. It's one of those servants that does everything you want it to. You'll definitely want at least 3 if your deck has AN.
Cataplasm – ★☆☆
Highly situational card. Probably best as a random 1-of primarily used as a reagent. Can ruin someone playing with Supreme Wargear, or be used as a very expensive heal. But again, it's situational and expensive.
Sludgecloak Augur – ☆☆☆ / ★★☆
Sludgecloak Augur is only good in a very dedicated AT or CAT burn deck. If we assume you only get the rummage at the start of your turn, then you're probably only getting 3-5 damage on the opponent. I don't think that's enough of an impact in strategies that aren't focused on vandalizing the lab at a breakneck pace.
Covenant Wreckage – ★★☆
Might be a little biased in my two-star rating with this card, but it's a fun nexus that puts a lot of pressure on the opponent, and generally makes for exciting races. I think this is reasonable to include as a win-con for decks, or to simply help speed things along.
Doom Boar – ★☆☆
This is a neat twist on the sharer cycle, letting you share its detrimental ability with an opponent's servant. Very interesting servant to play with. I don't think it's super powerful, but it will spice up some board states.
Venomgrove – ★☆☆
Expensive, but makes combat insanely painful for the opponent. Pair it with N's high-life servants to really make your opponent cringe (oh wait, you already are cause you're NT!).
Phlogiston Siege Engine – ★★★
This servant literally delivers the beatdown straight to your opponent's doorstep. On the attack, it sports a whopping 5 vandalism and combat. On defense, it is still very durable with 3 armor. Outstanding servant. Auto-include in aggressive CM decks.
Another insanely powerful rare. You bring back any servant in your scrapheap to play, with eager, and get a bonus 2/0/0/1 Spark when it dies. Remember, your scrapheap fills up over the course of the game, so you're basically assured to bring back your strongest servant.
Supernova – ☆☆☆ / ★★★ with cosmids
This is another card where you need cosmids for it to do anything. Once you have cosmids though, this card can blow up... basically everything! Very fun when it happens. You probably don't want it in every deck with CA and cosmids, but definitely try to get a big Supernova off at least once. You won't regret it.
Overclocked Redwood – ★★★
Can be tricky to use depending on the board position, but in the right deck, Overclocked Redwood will win you the game if unanswered. You force your opponents to attack, leaving them wide open for your own, much scarier attack. The tricky part of using the Redwood is that your servants have to attack when you play the Redwood. Find the right time for it, and watch it crash into your opponent's lab.
Incendiary Infection – ★☆☆
It's a conditional Stormfire, and the bonus isn't even that great. You're weakening the servant so it doesn't even hurt the opponent's lab that much, and you could be giving them some nice reagents to work with. Not great, but can still be acceptable if you need to take out an especially problematic servant.
Svinskinn Chasm – ☆☆☆
I'll let someone creative find a use for this card. It is the only card in the game that lets you sacrifice any servant, without cost, an unlimited amount of times per turn. There's definitely some potential here somewhere.
Comet Shard – ★★★
Ultimate value transmutation – it will always be in play as long as you have a servant it can transmute! Comes with a great reagent, and a cosmid, all at the minimum cost for a multi-discipline card.
Manifest Maps – ☆☆☆
Another card for the brilliantly creative. I really hope someone can make something cool with this!
Vitriol Grotesque – ★★★
Amazing servant on defense, and interesting to work with on the attack, as well. Will make all your cards that care about -1 counters very happy.
Hilariously powerful nexus. Expensive, but rightfully so. Each activation is like a sledgehammer to your opponent's face. For more sledgehammers, please consult the Insatiable Horror. I feel like three activations will guarantee a win.
Exhumok – ☆☆☆
A true, hulking servant, as expected from stitching together giant naturalism servants. Unfortunately, it's expensive, and keeping it around is another hefty cost. But it's really big!
Skullmark Imago – ★★★
Awesome value servant. Reasonable stats (desecrator helps a lot), with a fun when-scrapped trigger. Always great servant to have (unless the opponent has desecrators).
Oracle Serpent – ★★★
As if N servants didn't control combat well enough with protector, now cosmids can join in the fun with Oracle Serpent. Very strong. Make sure you have enough servants to take full advantage of its ability.
Another incredibly powerful and fun card. While you get a ton of value (draw a card, opponent discards a card, you get 4-5 cosmids), you are also hurting your lab for a significant chunk. The cosmids you get help you win the race, but it makes things interesting, and when your lab is low, you have to be careful with how you use the card as well.
Fahd's Punisher – ★★★
Amazing defensive card. Add a protector or another high-combat servant, and your opponent could be stalled for a bit while you build up your board position. Also enables -1 counter shenanigans. Great servant.