September 12th - Balance Updates
The metagame has largely been settling into a time of peace. Arishem's play rate has steadily trended downward since our last change to Loki, and hasn't appeared to hit bottom yet as of these notes. Symbiote Spider-Man has shaken things up, but no decks new or old are presenting as outliers on win rate and cube rate at this time. As such, we're taking a light touch on the competitive changes and mostly pushing up a few older cards.
- Sandman
- [Old] 5/6 - On Reveal: Players can only play 1 card next turn.
- [New] 5/7 - On Reveal: Next turn, cards cost 1 more. (maximum 6)
- Mockingbird
- [Old] 6/10 - Costs 1 less for each of your cards in play that didn't start in your deck.
- [Change] 6/10 -> 6/9
- Aero
- [Old] 5/9 - On Reveal: Move the last enemy card played anywhere to this location.
- [Change] 5/9 -> 5/10
- Black Cat
- [Old] 4/9 - If this is in your hand after the turn, discard it.
- [Change] 4/9 -> 4/10
- Ghost Rider
- [Old] 4/3 - On Reveal: Bring back one of your discarded cards to this location.
- [Change] 4/3 -> 4/4
- Moon Girl
- [Old] 4/4 - On Reveal: Duplicate your hand.
- [Change] 4/4 -> 4/5
- War Machine
- [Old] 4/7 - On Reveal: Until the end of next turn, nothing can stop you from playing cards anywhere.
- [New] 4/7 - Ongoing: Nothing can stop you from playing cards anywhere.
- Agatha Harkness
- [Old] 6/14 - Agatha starts in your hand and plays your cards for you.
- [New] 6/14 - Agatha starts in your hand. She plays your cards for you on even turns.
Activate is Marvel SNAP’s FIRST BRAND NEW ABILITY. The best part about this new Ability is that YOU get to choose when the Ability triggers.Cards with Activate must be played and resolved prior to using their Ability. On the following turn, press and hold the Card until the “Activated!” message appears. To deactivate the ability, simply press and hold the Card again until it's deactivated, or click the Energy icon and select the “Undo All Actions” button.This new mechanic opens up even more potential strategies, as YOU get to choose when their ability will trigger! Do you activate it as soon as possible? Or keep your opponent guessing and wait until turn 6? We’re super excited about all of the new possibilities, so let’s check out the new Activate cards coming this season! 


[h3]SERIE 5[/h3]















As a mechanic, Activate is a bit of a workhorse for us. Currently, there's not a lot of gameplay space between executing similar effects like Gambit and Negasonic Teenage Warhead. We can adjust the conditions of the latter in a variety of ways, but most cards with singular effects either happen immediately or ask the players to do something specific later. That's rather limiting when it comes to the variety of ways we can build cards.For example, situational effects like Elektra or Polaris can be difficult to squeeze into decks sometimes because they're inflexible–the effect fires immediately, and waiting to play the card later can prove costly. Activate is a tool that can be explored to make more flexible designs like these.(No, we're also not changing them.) [h2]Araña Gonna Be My Girl[/h2]One of the decks most constrained by dynamics like these has often been Move. Many of the cards that enable movement have to be played either immediately before or immediately after the target. While there's a decent amount of variety, the play patterns ask for more specific sequences.There are some exceptions, such as Heimdall, but mostly that's just how it works. It's difficult to balance, because we can't always make combos stronger based on the difficulty level. There's a point where the improvement is just "win more" and not actually more fun on either side.When we decided to set Activate live in a season dedicated to our favorite eight-legged legends, it was a no-brainer to aim one of the Activate cards at improving the Move archetype with another option.
