Marvel Snap

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A community for all things related to the Mobile and Steam CCG Marvel Snap

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#Spideman

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I expected him to look normal if I un-inverted him but somehow he looks worse.

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5 to 4 Howard the Duck Ghost-Spider Kitty Pryde Silver Samurai Echo The Phoenix Force Hit Monkey Lady Deathstrike Daken

4 to 3 Master Mold Spider-Man 2099 Negasonic Teenage Warhead Stature Stegron

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I buffed all of the cards in my deck with Okoye for my opponent to draw from

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It didn't matter in the end but I'm still curious.

  • Mysterio base power = 4
  • Play Bast, set power of Mysterio and clones to 3
  • After playing Shadow King I expect the power to go back to 4 but instead it lowers to 0? Anyone know why?
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Just played a game and saw a weird bug - I loki'd their kitty pryde while mobius and quinjet was around. After it got pulled back to my hand it gave the 'Can't Do!' popup throughout the ending location effects and next draw/turn. Stopped after... a lot of pop-ups.

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Another OTA and probably one of the harshest, and most divisive ones so far. First of all, let's see their ~~excuses~~ justifications:

Galactus

[Old] 6/7 – On Reveal: If you’re winning this location and this is your only card here, destroy all other locations.

[Change] 6/7 -> 6/5

We expected Alioth to find a fast home in Galactus decks, which wasn’t a problem in and of itself. Exciting new cards shouldn’t hit the cutting room floor because existing cards might like them too much, especially if that card is Galactus–the whole reason we reworked him was to give us a knob that could rein him in. Given his metrics spiked well outside our acceptable range for over a week, we’re taking a harder line with this change than usual based on the impact we need. We liked Galactus right where he was before Alioth, so that’s our target range for his performance.

Kitty Pryde

[Old] 1/2 – When this returns to your hand, +1 Power. Returns at the start of each turn.

[Change] 1/2 -> 1/0

Kitty has been places. She’s seen things. And it’s been a fun ride! Kitty was an integral player in the metagame’s best deck at least four different times, and each of those decks was meaningfully distinct from the rest. That’s a pretty rare feat, and speaks to her raw strength as a card that both eats excess Energy and has cool mini-combos, like Angela and Hulkbuster. However, as we continue to make similar synergies, we want other cards to get their opportunities to compete with Kitty. This change is a little preemptive, as we expect Kitty would be too strong in October without it, and we’ll likely continue to explore different executions of Kitty for a future patch.

Psylocke

[Old] 2/1 – On Reveal: Next turn, you get +1 Energy.

[Change] 2/1 -> 2/2

We’ve had this change internally for a while, but we wanted to wait and see how the dust settled on some of the live decks that play with Energy ramp and Cost reduction. We hope Psylocke can eventually join the Electro/Magik/Wave crowd as another common way to push for big plays. Ideally she maintains a distinct identity from those options as a 2-Cost card that offers different curves and deck design opportunities.

Squirrel Girl

[Old] 1/1 – On Reveal: Add a 1-Power Squirrel to each other location.

[Change] 1/1 -> 1/2

Like Mysterio and Shanna, Squirrel Girl’s total power has been on the low side for how much space she takes up among your locations. She’s largely been confined to supporting early Ka-Zar decks for new players and Death-based decks in competitive play. We’re glad to have her continue on in both of those roles, but she’s a fun and appealing enough card to give a little bit more Power to see if she can find more homes. She’s been acting pretty spooky since this change, though–you should be careful walking through Central Park next month.

Snowguard Hawk

[Old] 2/3 – On Reveal: Ignore all location abilities until the end of next turn (or the game).

[Change] 2/3 -> 3/3

Snowguard Bear

[Old] 2/3 – On Reveal: Trigger the effect of this location.

[Change] 2/3 -> 3/4

We’re happy that Snowguard’s rework brought her in from the cold. However, the bulk of her strength has proven to be in concert with Loki and The Collector, where the extra cards she generates are the primary reward and the auroras are secondary. We don’t mind that much–the auroras are situational themselves–but they don’t need to be so efficient in that case, either. The Bear is gaining more Power because his effect has proven by far the weaker of the two.

With that shared, I can't help but feel that both this and the previous updates have been, at best, misguided. Even as a Galactus Hater™ I have to admit that he is not the issue of the matter here: Its the fact that Alioth is a "I win" card in any condition where its the only space it can be played. And just like the previous Collector nerf in regards to Loki, this seems like them trying to avoid altering a recent paid release rather than genuinely attempting a balance. Loki can still infinitely copy cards to a player's hand and Alioth can still erase the opposite space, so these barely feel like a bandaid.

Meanwhile the Kitty Pride and Squirrel Girl changes feel a bit odd. I get the idea, but a 'pre-patch' to consider cards that haven't even been released yet - and thus have no practical data on performance - is more than a little awkward.

Gotta say that the Psylocke change also is a little out of the left field, reminding me of when Nova out of all cards got a power buff. Sure, its nice to see, but I have never seen someone playing those cards for Power.

Still, this is definitely going to be a shaking up in the meta, even if not the one I desired. Thoughts?

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Bro played enchantress on turn 6 stopping my patriot, blue marvel, and onslaught. I was gonna win (forge into hulk), but mr. had other plans.

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Its another week of light balance updates, remaking, nerfing and simple reworks. As expected, the recent Collector+Loki combo is going to get a slight change, though we have to see how much it'll actually affect the meta. First of all, the official info:

The Collector

[Old] 2/2 - When a card enters your hand from anywhere (except your deck), +1 Power

[Change] 2/2 -> 2/0

Taneleer Tivan, better known by the above moniker, has become the primary Power carry in virtually every Loki-based deck. We're sure he'll still fill that role well with this change, but this should help other decks build boards that at least threaten to compete with him. It's a ding to his use in other decks, but that was already pretty low, and Loki will ensure he always has one or more homes available. This change also makes him more vulnerable to a few counters, such as…

Shadow King

[Old] 3/3 - On Reveal: Set all cards here to their original base Power. [Change] 3/3 -> 2/3

The recent surge in Shuri and The Collector has been good news for Shadow King, who is seeing play despite being relatively inefficient and occasionally reliant on revealing last. We decided to take a similar approach here to what we did successfully for Luke Cage and Invisible Woman, boosting his base rate to a level that players can justify playing in a wider range of strategies than Silver Surfer and Cerebro. We expect this will also relieve some of the pressure on Shang-Chi by diversifying the ways in which players can counter huge amounts of Power.

Lady Sif

[Old] 3/4 - On Reveal: Discard the highest-cost card from your hand. [Change] 3/4 -> 3/5

Lady Sif is one of those cards that's always been solid and had a home in a couple specific decks, most obviously Apocalypse, Hela, and Agatha. However, her individual performance hasn't been stellar, and when a lynchpin card for so many decks isn’t doing well, we like to poke at that a bit. We don't feel this will upend the metagame or anything, but pushing some medium-performance decks towards some time under the sun is one of the things we like to do via OTA, so let's try it out here.

Spider-Ham

[Old] 2/2 - On Reveal: On Reveal: Transform the leftmost card in your opponent's hand into a Pig, keeping its Power and Cost.

[Change] 2/2 -> 1/1

We suspected the change in last week's patch might be damaging to Spider-Ham's usage, but we weren't sure–probably something like 65% sure, but that's a fair amount of doubt. Given we had an OTA coming just one week later, we decided to launch the patch with his 2/2 stats, then buff to 1/1 if that week indicated he needed the help. It did, so here we are.

Black Cat

[Old] 3/7 - If you end the turn with this in your hand, discard it.

[Change] 3/7 -> 4/9

Black Cat's been one of our weaker-performing cards for a long time. That might not be something we can fix with an OTA, but we've played with this version enough ourselves to at least be interested in seeing what develops, especially with a couple future cards forthcoming. Yes, this makes you more likely to discard her than play her, but the only decks interested in Black Cat were already assuming you'd be doing that. Increasing her Power makes that a better perk, and the number 9 is especially apt for the feline femme fatale.

Much like The Collector, a Spider-Ham change was expected after the harsh nerfs the card has been dealt with. Although unsatisfying to me personally, I feel like this will be its new niche, a somewhat thoughtless play to eliminate 1 card from the opponent's deck.

Though I am surprised by both Sif and Black Cat's minor buffs. I had no idea Felicia was so underwhelming - though to be fair I rarely see 'pure' Discard decks nowadays; They often have a Tribunal/Onslaught/Iron Man combo, or the meatiest 6 Cost cards alongside Hela and Modok.

So that's going to be our playground for a couple of weeks. Thoughts?

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Frankly I have no idea why they didn't just bail on turn 6 or 7 but dang

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So recently been playing hawk on turn 6 when limbo is active and the game ends.

Same with playing it into deaths domain on turn 6 with other cards to win that location.

Tried it onto bar with no name and it briefly turned in my favour whilst the cards turned but when the game ended it flipped back despite hawk being active.

Not sure if it's a bug or just the way bar with no works.

Anyway for science!

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Hey y'all, its a new season, which means a new complete fuckery to everything we know as meta. This time the particular brand of fuckery will be Cost related, with several of the season's cards altering or preventing alteration from how much you need to pay to play a card. But let's see those beauties up close.

First, the new offerings:

(Going to be honest, it feels like they're struggling a bit with new characters when they draw from a TV show like this, but maybe I know less about comics than I thought)

As said before, the offering mostly focuses on Cost play, aside from Alioth which is a big destroying monster. Feels like a feral variant of Leader, and I wonder if it'll have the same impact.

Now for the Spotlight Cache offerings, starting wit this week's:

A strong opening. Knull is both a crucial play in almost every Destroy deck, as well as a possible counter for those, depending on your composition. Jeff is the anti-Xavier, and Gwen is one of the newest Move components.

Now this feels...lackluster. Hit-monkey is nothing to sneeze at, and Alioth can potentially be a deadly foe, but Snowguard as an offering is just sad. Its a Control card that never found a proper use, aside from maybe a Kazoo filler, but even then you have better options.

What follows up is an interesting offer. I can see Ravonna being an excellent pair with high-cost cards like Iron Man and Hobgoblin, especially if paired with another amplifier (though that might have diminishing returns). Zabu itself falls into that scope, and Jean Grey is an annoying card that's nothing to sneeze at.

Finally, the last offer and perhaps the weirdest. Only two cards, and one of them is, well, very situational. Kang by himself is not particularly bad, but there's two options when played, you either realize how badly you were going to lose or you try to come up with a last-minute plan.

(There's the 3rd option where you play him on a Cosmo but I've only made that cruel outcome happen once against a poor sod.)

While Mobius is a counter to cost increase and an offensive against cost decrease, somewhat like a reverse Luke Cage, which again, can be interesting in the right hands, but I'll leave the smart players to figure that out.

As for the rest, we have this seasons' variants, starring Loki from the TV show Loki

And a couple of new locations,

Time Theater seems a promising bother to deck drawing, joining the ranks of Weirdworld, while Vesuvius feels like the ultimate Snap bait to all greedy and eager players.

So that's what awaits us, in this green future. Thoughts?

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I am convinced that this control/destroy deck is the best deck for series 2 and below cards.

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

It is nerf season and they're coming for your rocks. Though a couple cards still got slight buffs - or rather a rewind, in Doom's case - so let's start with them:

Doctor Doom

[Old] 6/5 - On Reveal: Add a 4-Power DoomBot to each other location.

[Change] DoomBot: 6/4 -> 6/5

In hindsight, the timing for our previous nerf to Doctor Doom wasn't ideal. While he was dominating, we had Spider-Ham coming with an elbow from the top rope and Move decks were on the rise, so his stock was already going to dip. In the weeks since, the metagame has shifted further, with Professor X becoming a lockdown favorite once again and Captain Marvel challenging locations left and right. We're confident Doom deserves at least a return to his former glory in order to compete.

Lady Deathstrike

[Old] 5/3 - On Reveal: Destroy each card here with less Power than this.

[Change] 5/3 -> 5/4

While we were willing to take a chance missing too high on Legion, the same wasn't true of Lady Deathstrike. The difference is stark–if Legion is in the best deck, games might be a little wacky, but if Lady Deathstrike is in the best deck, games might be super frustrating. However, we did want her to land on solid ground, and it's become clear that she could use a little help. We're going to try this buff on for size, and if it doesn't work out we'll evaluate a more significant change.

And now for the cuts:

Captain Marvel

[Old] 4/5 - At the end of the game, move to a location that wins you the game. (if possible)

[Change] 4/5 -> 4/4

Moving Carol from 5/6 to 4/5 shook some things up, and the change wound up coming in a little hotter than we'd hoped for. For the last week, Captain Marvel has been one of the best-performing cards in our two best-performing decks, traditional ZabuHawk and the new Angela/Kraven-based Move deck. While we know there's movement in the metagame and a few new decks surging to combat those two, they were already strong decks! They didn't need this to shine. We're going to cool Carol off for a minute to let the metagame breathe before evaluating where her happiest home would be, if it's not 4.

Legion

[Old] 5/8 - On Reveal: Replace each other location with this one.

[Change] 5/8 -> 5/7

Speaking of coming in hot! We were worried players might underestimate Legion, so we gave him a late internal buff from 5/7 to 5/8 for extra oomph to ensure he put on a show for everyone. Seems kind of silly now though, doesn't it? Legion has consistently appeared in a variety of strong decks and been one of our top performing cards for a few weeks. That's been fun, and he's added fresh dynamics to existing matchups that were truly unique. However, he also disrupts some of the diversity we rely upon location variance to create within the metagame, so we're going to take that extra edge off.

Rockslide

[Old] 4/5 - On Reveal: Shuffle 2 Rocks into your opponent's deck.

[Change] 4/5 -> 3/3

Here we go again–we know, we know, Darkhawk's the star here. While he's out front signing autographs, Rockslide's loading the van with . . . Rocks. It's not a perfect metaphor, but somebody has to do the dirty work! However, this isn't just a small nerf to the Zabu-Darkhawk deck, though that is its primary purpose. We're trying to keep Power focused in Darkhawk if possible, as he's the appealing build-around element. We're curious to explore what the world looks like where we can reduce Darkhawk's reliance on Zabu, since it prevents both cards from appearing in a wider range of archetypes when the combination is so strong. Slotting Rockslide between Korg/Black Widow and Darkhawk might help that happen–it also might not. Maybe this goal is even doomed. Let's take a step toward finding out.

While most of those are small adjustments, the standout by far is Rockslide. As pointed out in the news, this isn't just a large power drain - he is now incompatible with the Zabu cost decrease, which might be a gamechanger for a few of those Darkhawk decks. Remains to be seen if this will be a massive shift in that particular meta, or just a brush off that can be easily fixed or replaced.

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First of all, the official source and quotes from the same

Forge

[Old] 2/1 - On Reveal: Give the next card you play +2 Power.

[Change] …next card you play +2 Power. ->...next card you play +3 Power.

Many cards make great use of Forge’s effect, but he’s not quite powerful enough to be competitive at the moment. Given how many potential combos he has, we’re hopeful that a buff to Forge will have a really positive effect on meta diversity by enabling many new deck variations to be viable. Even though we’ve only increased his effect by 1 Power, cards like Deadpool, Multiple Man, and Brood can quickly multiply this increase to much greater effect.

Shanna

[Old] 4/4 - On Reveal: Add a random 1-Cost card to each location.

[Change] 4/4 -> 3/2

When we originally designed Shanna, we made her a 4-Cost to synergize with her companions Ka-Zar and Zabu. Even after a Power buff a few months ago, she hasn’t really found success so we’re going to try a different approach and push her down to 3-Cost. A Cost reduction should afford her more deckbuilding flexibility, and make her a more viable turn 6 play to add Power to each location.

Crystal

[Old] 4/4 - On Reveal: Each player draws a card.

[Change] 4/4 -> 3/3

Crystal has consistently been one of our weakest cards since day 1. We’re very cautious about pushing Crystal’s Power as SNAP’s small deck sizes make each card draw matter a lot more. However, we want to give every card a chance to at least see some play, so we’re giving Crystal a push with a Cost reduction to 3. This should allow her to at least be a consideration in Surfer, and maybe even help a Ronan deck out.

And for my personal thoughts: Huh. This was a short and sweet one. Targetting some very unpopular cards, and hopefully giving them a little boost.

I believe Forge now has some reasonable competition with Hulkbuster, though still obviously not as good as Phoenix Force.

Crystal has always been an interesting card for me since her rework, but also has too little synergy to be viable so a Silver Surfer candidate might get her to get noticed more.

And as for Shanna, well. IMO The power drop is somewhat dire, to me that made up for the randomness of her ability. Playing her earlier doesn't make that much of a sense for me since they explicitly point out her synergy with Zabu. Moreover, the Zoo deck is simply too vulnerable to Destroy cards. Let's see how this all shakes up, even if on my end I don't think I'll change any composition.

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Anyone hit infinite yet? I got 2 cube shy of infinite and my snapping and RNG have not behaved since them and I’m hovering between 90 and 95. What deck got you over the hump?

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This all happened because of an extremely lucky Hela roll, which spawned IronLad and Jubilee on the far right location, with Onslaught as the top card

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]
 
 

GENERAL UPDATES

New Feature – Multi-Upgrade: If you have enough resources, Multi-Upgrade allows you to select the Quality you’d like to target and tap the upgrade button once to directly skip to that Quality level! Save your thumbs and save some time!

New Feature – Upgrade with Gold: If you are short on Credits and/or Boosters but still want to upgrade a card, you can now upgrade your cards with Gold (up to a limit each day).

Improved Avatar Selection Flow: Tapping on the Avatar on the Main Menu will now bring up the Avatar Select screen, allowing you to change the current deck’s avatar quickly.

When you view an upgradeable card in your Collection, and choose not to upgrade it, it will be “marked as read” and will no longer increase the red-dot notification count. Note: This went live in our last patch, but we forgot to put it in the patch notes.

BALANCE UPDATES

CARD UPDATES

Cable
[Old] 2/2 – On Reveal: Put the bottom card of your opponent’s deck into your hand.
[New] 2/2 – On Reveal: Draw the top card of your opponent’s deck.

Developer Note: The change to America Chavez starting on the bottom of the deck was predictably damaging to Cable, as drawing your opponent’s Chavez was usually good for them, not you. We didn’t value that too highly because Cable’s play rate was already low, but that was a mistake on our part. Conquest has shown that players really enjoy playing with cards that can give them an information advantage against their opponents. This is a simple enough change, just going to the other end of the deck, but we’ve also gone ahead and updated the template to reflect the action Cable is actually taking, which is drawing a card.

Magik
[Old] 3/2 – You can’t play this on turn 6. On Reveal: Change this location to ‘Limbo’.
[New] 3/2 – On Reveal: Replace this location with ‘Limbo’. Doesn’t work after turn 5.

Developer Note: Our OTA on 7/20 mentioned this was coming, and here it is! This isn’t a large change to Magik, mostly just making her a legal card to play on turn 6. However, it’s worth noting that the VFX behavior has changed a little bit. She used to light up with fire on the last turn you could play her, but now that corona will indicate whether or not you’ll be able to create Limbo based on the turn count.

Mister Negative
[Old] 4/-1 – On Reveal: Swap the Power and Cost of all cards in your deck.
[New] Gameplay Change: Caps Costs at a maximum of 6. (no text change)

Developer Note: This is a minor change to improve players’ quality of life by adding consistency to in-game interactions. The Peak location has this cap, which it needs because otherwise many cards would become literally impossible to play when the location appears. Mister Negative doesn’t expressly need it, because his decks are built to minimize Power in-deck. However, it’s intuitive for that location and this card to function the same, so we’re lining them up. Plus, it makes Jane Foster shells a little less risky.

Rogue
[Old] 3/2 – On Reveal: Steal an Ongoing ability from a random enemy card at this location.
[New] Gameplay Change: Now triggers On Reveals if the copied Ongoing card had one. (no text change)

Developer Note: As mentioned when we changed Mystique in the previous patch, Rogue is receiving an update to bring players’ expectation around copying card text via On Reveal in line with the outcome. Moving forward, we expect cards that copy text when they Reveal to consistently trigger the On Reveals of cards they copy.

Spider-Man
[Old] 5/4 – On Reveal: Your opponent can’t play cards at this location next turn.
[New] 3/5 – On Reveal: Move to another location and pull an enemy card from here to there.

Developer Note: All right, this is a big one. Let’s start on the mechanical angle: the previous Spider-Man incarnation was a polarizing card. It prevented your opponent from playing cards at a location, a frustrating experience. It was most popular following Wave into Galactus or in “lockdown” decks, which are both decks that use combinations of cards to reduce the total play space of the game for your opponent. We want some of that–the game needs a variety of strategies. But we don’t want those decks or even one of those cards to be the best in the game. Our best cards should be cool and awesome.

But you know who’s cool and awesome? Spider-Man!

There’s an irreconcilable dissonance in having one of the most popular characters in the Marvel canon attached to an effect we don’t want to be popular. Discovering Spider-Man in our game should be a great experience. Since launch, we’ve also added more Spider-Verse to the game and seen players enjoy the theme of movement for those cards. So we’re making a change and bringing Peter in line with the rest with a new ability. Will we return the old ability to the game on a new card? Maybe, but for now let’s go with no–it’s not been adding much fun.

We don’t take this kind of rework to a card lightly, so we’re happy to hear your feedback through all the usual channels. We don’t intend to start suddenly remaking tons of cards, but understanding your feelings may help us better understand the appropriate thresholds for this action in the future.

“Evolved” The Thing
[Old] 4/6 – On Reveal: Afflict a random enemy card here with -1 Power. Repeat this twice more
[New] 4/6 – On Reveal: Afflict 3 random enemy cards here with -1 Power.

Developer Note: High Evolutionary has mostly landed in a healthy spot since we made the tweaks to Hulk and Wasp during the last patch, but this is one more small twist of the dial. Cyclops has been really strong still, but we like keeping him strong in High Evolutionary shells based on ensuring a character with his popularity has a solid and satisfying home. The Thing has actually outperformed Scott a bit lately, and this change also makes the afflict curve from Wasp into Cyclops into Thing more elegant, distributing -1 Power to one more card at each stop. It’s a slight buff to Abomination, but a slight nerf to The Thing’s strength as a single card attacking a location.

BUG Fixes
Fixed a bug that would cause Mirror Dimension to repeatedly morph into another Mirror Dimension in a loop.
Fixed a bug that would cause players to get stuck on an old Season Pass season.
Performance improvements and UI/UX bug fixes.

KNOWN ISSUE List
For Windows: Controller and Arrow Keys are unsupported. This may impact Steam Deck usability as it will only be usable with touch controls.
Using Multi-Upgrade only counts as 1 Upgrade for the “Upgrade a Card” Mission.

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I may not have drawn Hela to summon all my cards, but I still unbuffed his Ronan for the W.

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