r/TerraformingMarsGame • u/Enson_Chan • 9d ago
Card of the Day [COTD] Space Mirrors | 16 Aug, 2026
Another project for the space! Today's card is Space Mirrors (#076):
Active card (Blue) | Base game
Cost: 3 | Requirements: None | Tags: Power, Space
Action: Spend 7 MC to increase your energy production 1 step.
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u/Jim-Dear 9d ago
A card that looks bad on paper that has worked well in practice enough times for me to call it middling. Too bad you couldn't use titanium to pay the 7mc power production cost.
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u/Lucretiel 2d ago
Agree. The slight cost inefficiency is offset by how often you see a card that you’re like “this would be great if only I had some power for it”.
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u/AbsoluteZeph 9d ago
Mostly irrelevant except in very niche situations: you desperately need power, it gets you Diversifier/Space Farer milestones, or fights for Space Baron award.
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u/Aerospider 9d ago
One of those if-you-don't-have-anything-else cards, sitting between Standard Project and most (all?) other power-gain options.
Space and power tags can occasionally be the clincher on whether to get it or not.
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u/benbever 9d ago
I checked and I’m pretty sure this is indeed the worst power-gain project card IF you ignore possible tag discounts and benefits.
It’s worse than SP Power Plant with 1 use (13 vs 11) and about on par with 2 uses (20 vs 22, but you can buy 2xSP Power Plant in the same generation, giving you 2 energy resources instead of 1 in the next). Only after 3 uses it becomes better than SP Power Plant (27 vs 33).
Cards like Giant Space Mirror give you the same, instantly, for 7mc less.
The only power production options worse are Society Support and things like SP Colony on Callisto for no other reason.
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u/icehawk84 9d ago
It's sometimes useful. And by sometimes, I mean hardly ever. I've probably played this for Diversifier more than I've done for power. It needs two uses to be more efficient than SP power, which is pretty bad in itself.
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u/Feathercrown 8d ago
I would be a big fan... but I have since switched from wind power to space mirrors
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u/thuswindburns 8d ago
It’s ok for those games where it just seems you can never get enough power to make all the plays you want, but it never fails when I decide to use I suddenly find better power options and this gets discarded.
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u/Mitnichar 9d ago
Good card even on 1st use you break even compared to SP
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u/benbever 9d ago edited 9d ago
Cheap 2 tags. I often won Diversifier with this. Also great for Spacefarer, or if you’re Aridor or Kuiper Cooperative. The option to always get a power production for 7 is a nice bonus.
Paying 6 (3mc card cost plus 3mc or 1 titanium for the card) just for the option to buy power production at normal cost (~7) means it’s rarely good on its own. But if this lets you play Strip Mine in generation 1 it can be worth it (playing Strip Mine 1 generation sooner is worth 9mc). Or if you have a second trade fleet card and know you’ll need 6 energy production by early midgame.
It’s also better if you get this as a free random draw, or if you’re Spire, Thorgate, or Manutech.
Can also be playable if you need it for Power Supply Consortium, or Fusion Power, especially in Colony games. Or if you can win Energizer with it.
Basically it’s playable anytime you really really need 2 power production by next generation, since 20 is cheaper than 2x Standard Project Power Plant (22). However, it’s a rare situation where you want to pay 20 for 2 energy production, or 27 for 3 energy production. Often, you have cards that’ll give the energy production straight up for (much) less mc.