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MARVEL SNAP News

March 13th – Balance Updates

In this week’s balance update, we’ll be re-tuning the Hela archetype after its incorporation of Skaar, adjusting Dr. Doom 2099 to be more in line with other four cost options, and fixing an outlier interaction with Sam Wilson.

Additionally, we’ll be buffing some iconic favorites that have fallen out of favor, as well as trying to get Bruce Banner into a more acceptable long term power range.

Let’s start with Hela:

[h2]Hela[/h2]
  • [Old] 6/9 - On Reveal: For each different Cost among them, resurrect a card you discarded to a random location.
  • [Change] 6/9 > 6/6

[h2]Swordmaster[/h2]
  • [Old] 3/7 - On Reveal: Discard an odd-costed card from your hand.
  • [Change] 3/7 > 3/6

[h2]Hellcow[/h2]
  • [Old] 4/7 - Activate: Discard a card from your hand.
  • [Change] 4/7 > 4/6

[h2]Black Cat [/h2]
  • [Old] 4/10 - End of Turn: Discard this from your hand.
  • [Change] 4/10 > 2/6

Last OTA, we took some large steps to wrangle the Surtur strategy into a spot that will allow it to exist as a part of a healthy metagame for the long term. Now the Surtur deck is still enjoying success, but at a much more manageable play rate on the ladder.

A consequence of that, and the movement from 6 to 7 cost with Skaar, is that Hela got a large strength injection, by giving it another unique-cost-high-power card.

Before the Skaar change, Hela was a balanced, sometimes slightly under performing strategy, but giving it the means to generate an additional 12 points with its best draw has taken it to strongest-deck levels.

Sometimes the consequences of changes to solve problems cascade into other problems. It was possible to predict that Hela would be an issue with the Skaar changes, but given where it was on the ladder, we would rather let things play out naturally than try to map out all the implications of a large scale change, especially one on the magnitude of shaking up Surtur’s stranglehold on the metagame.

So where does that leave us? For now, we’re comfortable accepting that Skaar and to some extent Thaddeus Ross are buffing the Hela strategy. If anything, it’s good that Skaar has another home after we nerfed it, but Hela’s point generation is just too large relative to the effort asked of you. As a result, we’re downward adjusting it in other ways.

From Hela, Sword Master, and Hellcow we’ve naturally cut 5 total points of power, just from the set up and payoff cards in the deck you want to play. We suspect that this is likely to leave the deck still in a stronger position than pre-Skaar to 7, but does trim some of the incidental power the strategy generates just from naturally playing enablers and its namesake, which should bring the win rate down.

Those are pretty straightforward changes, Black Cat is the trickier one.

Before this OTA, Black Cat didn’t have much of a role anywhere except being a “free” stat stick for Hela. She was just too unreliable to play in most normal decks as an above-rate card.

We’ve tried her at 3/8 in the past, but that didn’t do enough to move the needle on her “normal” playability, so rather than just adjust her again to that stat line with the goal of just simply nerfing Hela, we’re trying a sideways experiment here.

2/6 is pretty impressive and we’re interested to monitor her appeal in other decks as a risk/reward card.

We’ll both be monitoring how she performs as well as how large an impact on Hela this set of changes makes and adjust accordingly in the future.

[h2]Doom 2099[/h2]

4/3 - End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.

We’re adjusting Doom 2099’s DoomBots.

DoomBot 2099
  • [Old] 4/1 - Ongoing: Your other DoomBots and Doom have +1 Power.
  • [Change] 4/1 > 4/0

The package of Zabu, Psylocke, and Doom 2099 have been incorporated into a variety of winning strategies for some time now. We’ve made some adjustments to Doom99, but none have been substantial enough to decrown him as the de facto strongest four cost card in Marvel Snap.

Much of Doom’s potency being tied to the strength of ramping him out has made him tricky to manage relative to other 4’s. We debated knocking his power again, but he only has one real adjustment left, as moving to 4/1 would arguably make him stronger by allowing Ravonne Renslayer to interact with him.

Ultimately we decided that wasn’t a large enough change, and we’ve settled on removing a power from his Doom Bots. This should be an average adjustment per game of about 3 total power and our hope is that will get him closer to the correct spot.

We still want Doom99 to be a strong card, but hopefully now he won’t be so clearly out competing other 4 cost options, particularly when he asks little of you in deckbuilding.

[h2]Sam Wilson Captain America[/h2]

2/3 - Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield.

We’re adjusting Sam Wilson’s Shield.

Cap’s Shield
  • [Old] 1/1 - Ongoing: This can’t be destroyed. Give your Cap +2 Power when this moves to Cap’s location.
  • [Change] 1/1 > 0/1

Sam has shown up successfully in a variety of strategies and had a generally positive play pattern that folks have enjoyed. As a result, we’re happy to mostly keep him in his current state, which is quite strong.

However, there’s one little problem.

His interaction with Cull Obsidian is really more of a bug than a feature. Cull’s inclusion in decks that don’t even play 1 cost cards is very much against the spirit of Cull’s design and draw-back. Being able to sport an undercosted 10 power card is a huge boon to any deck that is at all interested in playing Sam, further improving his win rate in a way that we aren’t happy with as well as contributing to a homogeneity in Sam decks despite his representation across a variety of archetypes.

We’re changing the cost on Cap’s shield to cut out this interaction, and will see how Sam’s win rate evolves as a result.

[h2]Loki[/h2]
  • [Old] 2/2 - On Reveal: Replace your deck with your opponent’s starting deck. Give those cards -1 Cost.
  • [Change] 2/2 > 1/2

As a massive fan favorite, we haven’t been quite satisfied with Loki’s position in Marvel Snap in recent times. This is an attempt at a half step between his current version and his previous iteration where he drew a card, now enabling you another turn of drawing your opponent’s cost reduced cards, but at a weaker overall rate than before. We’re open to further iteration if this isn’t a large enough adjustment.

[h2]Thanos[/h2]

6/10 - Game Start: Draw Thanos and shuffle the six Infinity Stones into your deck.

We’re adjusting Thanos as well as his Space Stone.
  • [Change] 6/10 > 6/12
Space Stone
  • [Old] 1/1 - On Reveal: Draw a card. Ongoing: Nothing can stop you from playing or moving Thanos.
  • [Change] 1/1 > 1/2

In a similar vein to Loki, Thanos has been in a slump for a while. We believe there’s an opportunity to improve him without a full reversion to the metagame menace that he has been in the past.

Thanos has two primary weaknesses, one being that he himself is much less appealing to play than using his Stones, and that his Stones can quickly take up a considerable amount of real estate. We’ve aimed to help both of those issues, by both increasing Thanos’s base power as well as increasing the power of the Space Stone - one of the Infinity Stones that you often feel the worst about leaving on the board if you can’t blow it up yourself.

[h2]Wolverine[/h2]
  • [Old] 2/2 - When this is discarded or destroyed, regenerate it with +2 Power at a random location.
  • [Change] 2/2 > 2/3

We’ve been monitoring the traditional destroy deck and found it lacking for some time. As an iconic Marvel Snap strategy, we want to make sure that Destroy can remain a healthy part of the metagame, particularly given how accessible it is.

The latter point is always something we do want to be careful of, as a change like this does have the potential to dramatically skew the new player experience. That said, we think it is worth it to give some help to the strategy, and we’ve chosen Wolverine given how the strength of other two energy characters has steadily increased since the release of the game.

[h2]Bruce Banner[/h2]
  • [Old] 2/1 - End of Turn: If you have unspent Energy, 25% chance to HULK OUT!
  • [New] 2/1 - End of Turn: If you have unspent Energy, 33% chance to HULK OUT!
Additional change not reflected in text: Bruce will keep his power modifiers after HULKING OUT.

Players have been disappointed in the state of Bruce Banner since his release, and his play rate reflects that, so we’re taking a dramatic swing here. In addition to going from a 1/4th chance to 1/3rd chance to HULK OUT, we’re also allowing the Hulk to keep any bonuses he might receive in Banner form. These pair of changes will not only give him a substantial increase in expected point generation, but we hope will make him a lot more fun to play with as well.
[h2]
Temporary Location Removal
[/h2]

Deep Space

Deep Space is bugged with Iron Patriot and will be temporarily removed from the location pool until fixed.

New Season: Prehistoric Avengers

 Before Doctor Strange, before Iron Man, before the Avengers or the X-Men–Who protected Earth from cosmic threats? The Prehistoric Avengers, the first band of super heroes! Who doesn’t love a prequel?[h2]SEASON PASS[/h2]You may be familiar with the Eye of Agamotto used by Doctor Strange, but now you can see what the REAL Agamotto is all about. As the first Sorcerer Supreme, Agamotto is bringing an all-new set of Arcana to the game! [h2]NEW CARD TYPE - SKILLS[/h2]Agamotto’s Ancient Arcana are the first peek at a new type of card called skills. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times.You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP! [h2]NEW KEYWORD - BANISH[/h2]This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. For more information on skills and Banish, be sure to check out the new patch notes! [h2]NEW CHARACTER: Agamotto[/h2]


Game Start: Shuffle 4 Ancient Arcana into your deck.
 


On Reveal: Give Agamotto +3 Power. Put him into your hand if he’s not in play. (Banish this.)
 


On Reveal: Afflict an enemy card here with -5 Power and move it right. (Banish this.)
 


On Reveal: Next turn, you get +4 Energy. (Banish this.)
 


On Reveal: Transform your other cards here into copies of the highest-Power one. (Banish this.)
 [h2]SEASON REWARDS[/h2]
[h2][/h2][h2]NEW CHARACTERS![/h2]
The Celestial Eson has come to Earth to reshape life–or wipe it out entirely. Agamotto will need to assemble a little help from his friends in the next great battle, so let’s bring them in!
[h3]SERIES 5[/h3]


End of Turn: Put a created card from your hand here.
 [h3]SERIES 5[/h3]


Ongoing: Your opponent has +3 Power at each other location.
 [h3]SERIES 5[/h3]


When one of your cards is destroyed, this uses that card’s On Reveal.
 [h3]SERIES 5[/h3]


When discarded, returns in its next phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 5.
 


When discarded, returns in its final phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 8.
 


On Reveal: Resurrect a card you discarded to another location with its Power set to 12.

Our next character is available exclusively through High Voltage! The First Ghost Rider can be earned FOR FREE by completing missions and winning SUPER fun games. High Voltage will be available starting on March 21st!
 [h3]SERIES 4[/h3]


On Reveal: Discard the lowest-Power card from your hand. Remove that card's Power from this.
 

So, when can you expect new cards in the Token Shop?You can expect new cards to be released weekly - the previous month’s Season Pass Card, Sam Wilson, Captain America, will be released as a Series 5 card on March 4th.
  • Mar 4th: Eson - Series 5 Release
  • Mar 11th: Sam Wilson - Series 5 Release
  • Mar 11th: Starbrand - Series 5 Release
  • Mar 13th: Gorgon, Laufey, Uncle Ben - Series 4 Release
  • Mar 18th: Firehair - Series 5 Release
  • Mar 25th: Khonshu - Series 5 Release
  • Mar 28th: The First Ghost Rider - Series 4 Release

New Series 4 and Series 5 cards appear in the Token Shop and the Spotlight Cache. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, and more.
[h2][/h2][h2]SPOTLIGHT CACHES![/h2][h3]Mar 4th:[/h3]
  • Eson
  • Beta Ray Bill
  • Wiccan
 [h3]Mar 11th:[/h3]
  • Starbrand
  • Skaar
  • Phastos
 [h3]Mar 18th:[/h3]
  • Firehair
  • Cassandra Nova
  • Nico Minoru
 [h3]Mar 25th:[/h3]
  • Khonshu
  • Scorn
  • Corvus Glaive
[h2]NEW LOCATIONS[/h2][h2][/h2]
  • Star Brand Crater: If you have 10 or more Power here, +1 Energy each turn.
  • Celestial Burial Ground: Discard a card. Replace it with one that costs the same.
[h2][/h2][h2]The Return of High Voltage[/h2]
[h3]March 21st - March 28th![/h3]


The game mode is so electrifying, it demands MORE encores.

High Voltage is a limited-time mode that makes the world’s fastest collectible card game even faster! In this mode, there’s no snapping, just 3 turns with more energy and more cards to make even BIGGER power swings.

In High Voltage, you will start the game with 2 cards, and draw 2 new cards each round. On each of the 3 turns, you and your opponent will gain the same amount of randomized energy to try and play out your best strategies. And to make sure it stays fast, certain locations and characters will be restricted, so no playing Magik to slow things down!

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, The First Ghost Rider, for FREE! The event ends on March 28th at 10:59am PST so don’t miss out or you’ll have to find The First Ghost Rider in the token shop as a Series 4 card, available on March 28th.
[h2]BRAND NEW ALBUMS[/h2]
Get all new Avatars, Variants, and Emotes by completing two new albums!



The Variants may vary, but Envariably, the desire to fill this Album will intensify. New Envar album coming to you on March 11th.

Collect 2: Ultron - Envar Studio Avatar

Collect 5: 1000 Collector’s Tokens

Collect 7: 2 Cosmic Red Borders

Collect 10: Ultron - Envar Studio Variant
 


Two negatives don’t equal a positive… unless it’s multiplication… or the first reward in this album… The brand new Negative Space album is releasing on March 27th.

Collect 2: Black Panther - Negative Space Avatar

Collect 4: Black Panther - Super Hot Emote

Collect 6: Black Panther - Negative Space Variant

Collect 8: 1500 Collector’s Tokens
[h2]SHOP TAKEOVERS[/h2]
TEN new Envar Variants will be featured in the shop for one day, on March 11th.
 


For one day only, you’ll find the newest JTC Negative Space variants in the shop on March 27th!
[h2][/h2][h2]TWITCH DROPS[/h2]

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Premium Mystery Variant! Drops will be available from March 21st-27th. Don’t miss out!
  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: 250 Credits
  • Watch 6 hours to earn: Premium Mystery Variant

Earth’s legacy of heroes began a looooooong time before these current Avengers, but will their power be enough to climb to Infinite? Share your best decks and new moves on Discord and our social channels!

Patch Notes - 4 March, 2025

[h2]PATCH HIGHLIGHTS[/h2]

[h2]Series Drops have arrived![/h2]
  • While these Series Drops will help many players along their journey, it’s not intended to fix the core issues we’re all feeling around Card acquisition. The team remains focused on a larger, long-term solution. We look forward to sharing more on that in the future.
  • To Series 3:
    • Knull
    • Zabu
    • MODOK
    • Nimrod
    • Ghost Spider
    • Nebula
    • Silk
    • Spider Ham
    • Lady Deathstrike
    • Mobius M Mobius
    • Havok
    • Selene
    • Hercules
  • To Series 4:
    • Loki
    • Blob
    • Sebastian Shaw
    • Elsa Bloodstone
    • Ms Marvel
    • Werewolf By Night
    • Skaar
    • Black Knight
    • Corvus Glaive
    • Cull Obsidian
    • Cannonball
    • Annihilus
  [h3]GAMEPLAY[/h3][h3]SKILL CARD TYPE[/h3]
Since Marvel SNAP’s release two and a half years ago, all cards have fundamentally worked the same way, but not anymore! Agamotto’s Ancient Arcana are the first peek at a new type of card. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times. For more details, see the FAQ at the end.

You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP!
 [h3]BANISH[/h3]
This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. To start: all skill cards are banished after they resolve their effects, and we’re making a couple of updates to old cards and locations to banish cards, but expect more new effects to come!
 [h3]DISCARDED, DESTROYED, & BANISHED PILES[/h3]
Because skills don’t stay at a location very long to read, we prioritized some upgrades to the three piles you can view in-match from the player profiles: cards here will now display their current stats and you can select them to zoom in, just like a card in play. This is a great way to remind yourself what a particular skill does or see what an opposing Hela might bring back.
 [h3]CARD TOOLTIPS AND CLARITY[/h3]
And while you’re zooming in on cards you’ll notice a new [Question Mark Icon] by many of their descriptions. Tapping anywhere in such a card’s description will pop up tooltips explaining some details of their text. We try to make cards’ functions clear on first read, but there isn’t room to clarify every point of potential confusion. We saw some players struggling with the details of Activate back when we introduced that ability, and so took pains to find a better place for more information to live as we introduce new concepts like skills and banish.

Tooltips also let us unify and shorten some wording that would otherwise have been just a smidge too hard to understand. Cards and locations that used to trigger “After each turn” will now read “End of Turn:” (no functional difference).

Abilities that used to care about “cards that didn’t start in your deck” will now care about “created cards.” This is a small functional difference: they’ll only impact cards that weren’t in EITHER player’s starting deck. That means they’ll no longer count a Green Goblin that switched sides, but will still count cards created at the start of the game like Thanos’ Infinity Stones. More on that below!
[h2][/h2][h3]ART & VISUAL EFFECTS[/h3]
  • Sped up the VFX resolution of Sebastian Shaw and Doom 2099
  [h3]BALANCE UPDATES[/h3]
  • Yondu
    • [Old] 1/2 - On Reveal: Destroy the card that costs the least in your opponent’s deck.
    • [New] 1/2 - On Reveal: Banish the card that costs the least in your opponent’s deck.

We found “destroy” spanning multiple zones but being distinct from discard led to unintuitive interactions like Yondu destroying Deadpool, but leaving him dead. While this change does remove Yondu’s synergistic interaction with cards like Death, it also allows him to get rid of problematic cards for good and opens the door for new synergies down the line as more cards banish.
 
  • Gorgon
    • [Old] 2/3 - Ongoing: Your opponent’s cards that didn’t start in their deck cost 1 more. (maximum 6)
    • [New] 2/3 - Ongoing: Your opponent’s created cards cost 1 more. (maximum 6)
 
  • King Eitri
    • [Old] 1/2 - Activate: Draw a card from your deck that didn’t start there.
    • [New] 1/2 - Activate: Draw a created card from your deck.
 
  • Quinjet
    • [Old] 1/2 - Ongoing: Cards that didn’t start in your deck cost 1 less. (minimum 1)
    • [New] 1/2 - Ongoing: Your created cards cost 1 less. (minimum 1)
 
  • Mockingbird
    • [Old] 6/9 - Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [New] 6/9 - Costs 1 less for each of your created cards in play.

We found this old category to be a lot harder to parse in text, leaving our early attempts at wording cards like Mockingbird difficult to comprehend. We also found the narrow distinction between these cards and Victoria Hand confused even more players. Cards that were created during the game form a clearer conceptual unit, and now we can clear up the questions they raise with tooltips! So while this change will remove the affected cards’ synergistic interaction with ones like Cable, it’s also opened up opportunities for upcoming cards to play into created card synergies in new and interesting ways!
 
  • Non-functional Wording Changes to use “End of Turn:”
    • Sunspot
    • Hydra Bob
    • Adam Warlock
    • Havok
    • Thena
    • Bruce Banner
    • Thaddeus Thunderbolt Ross
    • Marvel Boy
    • Makkari
    • Doom 2099
    • Attuma
    • Black Cat
    • Red Hulk
    • Evolved Misty Knight
    • Evolved Cyclops
    • Evolved Hulk

Tooltips also gave us an opportunity to unify the growing number of cards that take effect after everything else in a turn. We’d worded most of these effects with “After each turn” to help clarify that they didn’t happen right when you hit the “End Turn” button, but with tooltips to clarify that point, we can avoid ambiguity about which turn these effects occur during and make them easier to parse at a glance.
 [h3]LOCATION UPDATES[/h3]
  • Hotel Inferno
    • [Old] After you play a card here this turn, destroy the top card of your opponent’s deck.
    • [New] After you play a card here this turn, banish the top card of your opponent’s deck.
 
  • The Sandbar
    • [Old] Cards that didn’t start in your deck cost 1 more. (max 6)
    • [New] Created cards cost 1 more. (max 6)
 
  • Panoptichron
    • [Old] Cards that didn't start in your deck get +2 Power here.
    • [New] Created cards here have +2 Power.
 
  • Non-functional Wording Changes to use “End of Turn:”
    • Great Web
    • Jotunheim
    • Madripoor
    • Muir Island
    • Rickety Bridge
    • Warrior Falls
    • Yggdrasil
  [h3]Bug Fixes[/h3]
  • Card & Location Fixes in 38.x
    • Addressed an issue with Madame Web causing Aw Snaps when trying to move multiple cards
 
  • Card and Location Art Fixes in 38.x
    • Fixed a systemic issue that caused a large number of variants to have asset layering and placement issues with the new Mastery finishes
    • DIVE Eight Studio’s Brood variant should use its associated Broodling token
    • Fixed an asset layering issue that could occur for cards with multiple reference tokens after being upgraded
    • Lasher should now have appropriate Booster and Mastery color UI
    • Fixed an issue that could occur with Lasher’s base card art at different upgrade levels
    • Thaddeus Ross should show appropriate “Whiff” VFX when no viable target card is available
    • Tweaked the end timing of Attuma’s VFX to reduce a delay
    • Tweaked the end timing of America Chavez’s VFX to address a delay
    • Addressed some art issues that could be seen on the Junggeun Yoon variant for Miles Morales at certain upgrade levels
    • Addressed some artifacting that could be occasionally seen on the Junggeun Yoon variant for Mystique
    • Cleaned up some noticeable issues with Moonstone’s VFX
 
  • Mastery Fixes in 38.x
    • Adjusted the position of Mastery reward claims to no longer be right on the outer edges of the UI
    • Cleaned up an asset layering issue that could if immediately clicking on the Mastery Claim UI after splitting a card
    • Cleaned up some UI layering issues that could occur between the Mastery Claim UI and other UI elements
    • Players should no longer be able to accidentally click through the background of the variant select screen and into the Mastery UI
    • Players should no longer find themselves accidentally clicking into the Mastery UI from within the Collection screen
    • Addressed an issue that could occur on seasonal or event rollover and obscure Mastery Claim UI
    • Fixed some layering issues with some of the new Mastery-associated flare effects
    • Fixed some UI issues that could occur on occasions where multiple variants for a single character are granted
 
  • Other Fixes in 38.x
    • Cleaned up an asset cleanup related issue that could result in a crash over time after switching between assets in the Custom Card menu
    • Addressed some issues that were causing card assets to temporarily not display in various UI elements after using the Custom Card feature
    • Cleaned up some issues that were causing flare effects to persist across screens as they were loaded in and out of memory
    • Resolved some issues that were at times causing assets to not immediately display in-game when cards and locations were revealed
    • Fixed an issue that prevented the middle location from being tapped on and viewed after hiding the post-game results
    • Collection sorting choices should persist after closing and reopening the game
 
  • Alliance Fixes in 38.x
    • Repositioned some UI elements for better consistency between Alliance screens
 
  • PC Fixes in 38.x
    • Should no longer be able to inadvertently scroll between different cards' Mastery UI while the reward claim UI is open
    • There should now be a proper ESC button for the Super Premium details page
 
  • Localization Fixes in 38.x
    • The Banish section of the Graveyard should now be properly localized for all languages
 [h2]Skills and Banish FAQ[/h2]
  • Will banished cards count for Death?
    • Banished is its own separate state; nothing that cares about discarded or destroyed cards will look at banished ones, and vice versa.
  • When exactly are skills banished?
    • After their own On Reveal effects, but before any cards or locations that take effect after a card is played. Basically other cards will see them as played cards, but they won’t remain in play to be affected by other things. For example, playing a Skill at Angela’s location will first banish it, then give Angela Power. So playing one by Lockjaw, the skill won’t be around anymore to swap.
  • What is a skill’s Power?
    • It doesn’t have one! Anything that tries to affect its Power…won’t. So Cassandra Nova won’t be able to steal anything from it, Ravonna Renslayer won’t discount it, and Phastos will always reduce its cost.
  • Do skills have the lowest-Power?
    • Since skills have no Power stat at all, it’s neither highest nor lowest. Cards sorting Power that way (like Silver Samurai) will only pick a skill if all of the options are skills.

February 27th – Balance Updates

In this week’s balance update, we’ll be continuing to adjust metagame imbalances, particularly among cards in Surtur strategies that continue to be problematic over time.

Additionally, we have a swath of cards that we’ve been looking to buff, some of those are at the perfect time with the series drop, others are old starter deck favorites that we’re looking to give some love with Prehistoric Heroes, and finally we have a recent release that’s simply performing worse than we would like.

Let’s go ahead and discuss the Surtur deck and some of its supporting pieces!

[h2]Surtur[/h2]
  • [Old] 3/5 - After you play a card with 10 or more Power, this gains +3 Power. (twice per game)
  • [New] 3/5 - After you play a card with 10 or more Power, this gains +2 Power.

[h2]Skaar[/h2]
  • [Old] 6/10 - Costs 2 less for each of your cards that has 10 or more Power.
  • [Change] 6/10 > 7/12

[h2]Aero[/h2]
  • [Old] 5/10 - On Reveal: Move the last enemy card played anywhere to this location
  • [Change] 5/10 > 5/9


[h2]Surtur:[/h2]

Surtur has simply been too efficient for his cost as well as enabling a synergy with Skaar too powerful for most decks to compete with even after adjustments.

Our last attempt at nerfing Surtur intended to keep his core play pattern with Skaar – allowing you to maintain explosive turn 6’s playing multiple 10 Power cards in a turn with your strongest draws but capping the raw point output that Surtur is capable of.

Unfortunately, this just wasn’t a substantial enough nerf to the deck and the card. Surtur has still been enjoying the highest win rate amongst strategies over the last few weeks, and his win and cube gain rate has topped the charts in a deck that doesn’t even play Skaar. We’ll get back to that shortly.

This change aims to still make him a potent piece for point generation in the 10-power strategy but make it substantially more difficult to have those explosive turn 6’s by not allowing Surtur itself to contribute to Skaar’s cost reduction without three triggers. His ceiling is potentially higher than his previous iteration, but it requires much more effort to achieve.

[h2]Skaar:[/h2]

We know that this change might be disappointing with Skaar’s presence in the Series drop, but it is our responsibility to be committed to the health of the gameplay experience at large.

The obvious question here given the paragraphs I just wrote about hurting Surtur’s synergy with Skaar is “why did you need to nerf both then?”

The reality is that the numbers of various Surtur/Skaar decks have been too high for quite a while now and it has become apparent that incremental change isn’t doing enough to right the imbalance in a reasonable time frame to maximize the enjoyment for our players.

Regardless of Surtur being drawn, it is still quite achievable to deploy 20 Power on turn 6 with Skaar in his current form. We’re hoping that ultimately this will release some pressure on the metagame and encourage more diversity. We’ll continue to consider other options for these packages of cards as the metagame becomes less “Surtur centric.”

[h2]Finally, Aero:[/h2]

As I alluded to previously, one of the most successful decks by far of the last few weeks was a Scream/Surtur hybrid strategy eschewing Skaar altogether. While a fun component of Snap deckbuilding is hybridizing strategies to come up with solutions to problems, this was a pretty dramatic outlier, sporting absolutely no bad matchups and a low deckbuilding constraint.

This is another example of not wanting to take a risk on an incremental change leading to a massive metagame imbalance that makes our gameplay experience dramatically worse.

While naturally any card losing a power is a nerf, we felt that removing a power from Aero was relatively modest on a high power card in the context of traditional Scream. This will make it more difficult to include Surtur at such a low opportunity cost in the deck and mitigates the risk of a homogenous metagame.

[h2]Series Drop Buffs[/h2]

[h2]Werewolf By Night[/h2]
  • [Old] 3/2 - After you play a card, move there to gain +2 Power if it has an On Reveal.
  • [Change] 3/2 > 3/3

[h2]Annihilus[/h2]
  • [Old] 5/6 - On Reveal: Your cards with Power below 0 switch sides. Destroy those that can’t.
  • [Change] 5/6 > 5/7


These are all cards we’ve had our eye on and this is the perfect time to prop them up!

Werewolf by Night used to a mainstay alongside Bounce and Loki, and despite it being buffed the last time we talked about, it still hasn’t picked up much in popularity. We are hoping this will do some good work to give it a home again.

Annihilus is a unique card that has been largely overshadowed by Viper in recent times, and this is a nod towards bringing him further back up to playability. While we’re always careful about increasing the play rate of Clog strategies, we recognize that it’s a strategy people enjoy and we’re willing to make efforts to walk that tight-rope.

[h2]Some Old Favorites[/h2]

[h2]White Queen[/h2]
  • [Old] 4/6 - On Reveal: Copy the card that costs the most from your opponent’s hand into your hand.
  • [Change] 4/6 > 3/4

[h2]Lizard[/h2]
  • [Old] 2/5 - Ongoing: -4 Power if your opponent has 4 cards here.
  • [Change] 2/5 > 2/6


With the upcoming release of Eson and Starbrand in Prehistoric Heroes, we thought this was a good opportunity to give some love to some old fan favorites White Queen has been weak for some time, but we always have an eye on how early series changes can impact the new player experience. Regardless, we think this is a good time to introduce a buff and hope that this will increase delight fans of hers as well as produce another exciting hook for Eson.

Similarly, Lizard’s downside and the deckbuilding cost that he asks of you to mitigate it is substantial given the opportunities for comparable power generation present in the game. There have also been a number of cards introduced into SNAP that generate more cards, naturally making Lizard weaker. We think this is a good time to give him a buff and hope that this will give players an exciting opportunity to build with Zero, Sauron, and comparable decks again.

[h2]Adjusting some Incentives[/h2]

[h2]High Evolutionary[/h2]
  • [Old] 4/6 - Game Start: Unlock the potential of your cards with no abilities.
  • [Change] 4/6 > 4/7


While High Evolutionary does see plenty of play, he also tends to be the card in your deck that you want to draw the least when you include him!

That’s somewhat the reality of the design, but we felt the strategy would be more fun overall if you’re interested in playing him sometimes, not just purely out of total lack of other things to do. This is a push in that direction, but managing the Evo package is always tricky and we’ll keep continuing to look for adjustments.

[h2]Missed the Mark a Bit[/h2]

[h2]Joaquin Torres Falcon[/h2]
  • [Old] 3/4 - Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice.
  • [Change] 3/4 > 2/2


Joaquin has been underperforming, and we want to give him some help. This is an instance where we didn’t think just giving him another power would be sufficient – we underestimated the ask of needing to play Joaquin on turn 3 all the while having held 1 cost cards for an explosive turn 4. This is also a very scripted and signaled line to your opponent when it comes to one of his most powerful payoffs – Rocket Raccoon. We hope that moving Joaquin to 2 cost will make him easier to play with and sufficiently powerful now that you don’t need to take turn 4 off, on which there is ample competition, to start reaping the benefits of playing with this card.

[h2]Localization Changes[/h2]

[h2]Alioth[/h2]
  • [Old] On Reveal: Remove the text from all unrevealed enemy cards here.
  • [New] On Reveal: Remove the text from all unrevealed enemy characters here.

[h2]Gwenpool[/h2]
  • [Old] On Reveal: Pick a random card in your hand 3 times. Give +2 Power each time.
  • [New] On Reveal: Pick a random character in your hand 3 times. Give +2 Power each time.


Savvy folks might notice some small changes in language for these cards in this OTA. These adjustments create no functional changes currently, but with the upcoming Prehistoric Heroes Season, skills will be introduced to the game. These are cards whose functionality will be slightly affected by the introduction of that new card type. Stay tuned for our patch notes on March 4 for more details!

February 13th - Balance Updates

This week's OTA will focus directly on some tyrants of the metagame, shaking things up as we hit the midpoint of the Brave New World season. In addition to a few big nerfs, we've also got a few buff candidates from the strongest cards of SNAPs gone by. Let's jump in!

[h2]Doom 2099[/h2]
  • [Old] 4/2 - After each turn, add a DoomBot 2099 to a random location if you played (exactly) 1 card.
  • [Change] 4/2 -> 4/3


[h2]DoomBot 2099
[/h2]
  • [Old] 4/2 - Ongoing: Your other DoomBots and Doom have +1 Power.
  • [Change] 4/2 -> 4/1


Doom has been a top-performing card since release, often among our strongest cards on individual winrate. What has convinced us to make this change has been Doom's strength as a single-card addition to a number of otherwise unrelated decks. For example, Doom 2099 was the best card in the best Scream deck last week! That's a clear indicator the card is too impactful. Doom's own Power wasn't a strong dial for weakening the card, as 4/1 or 4/0 would both add ramp synergy with Ravonna, so we decided to centralize more of the Power and weaken the DoomBots instead.

[h2]Wiccan[/h2]
  • [Old] 4/7 - On Reveal: If you’ve spent all your Energy on previous turns, +2 Max Energy.
  • [Change] 4/7 -> 4/6


Turns out Quicksilver's not so bad! Wiccan has been the flagship card in unique ramp builds since release. While the card overperformed our expectations, it largely remained in-bounds of our performance metrics for quite a while. However, in addition to just remaining a strong top-tier deck the whole time, we've started to see the deck diversifying into multiple different builds, leading to an inflated play rate for Wiccan. We don't want to do a lot of damage to those decks, but we do want to create more space and Wiccan seems to simply have more Power than required.


[h2]Surtur[/h2]
  • [Old] 3/4 - After you play a card with 10 or more Power, this gains +3 Power.
  • [New] 3/5 - After you play a card with 10 or more Power, this gains +3 Power. (twice per game)


By far the strongest deck over the last week, Surtur-based decks have enjoyed the best winrate, best cuberate, and one of the highest play rates in the game, with the latter still growing. It's only been a little out of line, but the continued growth is scarier when we dive deeper into the data and see that the deck actually has essentially no bad matchups. That meant we needed to make a change, so we're starting with a firm one here. Removing base Power from Surtur would really damage the "flow" of the deck for enabling Skaar, as it's difficult to get more than two triggers by turn 6. We instead decided to retain the ability to get 10 Power on turn 5, in exchange for a cap on Surtur's gains.

[h2]Scorpion[/h2]
  • [Old] 2/2 - On Reveal: Afflict cards in your opponent’s hand with -1 Power.
  • [Change] 2/2 -> 2/3


One of the particular strengths of the Surtur deck has been how effectively it can integrate Armor and Cosmo into its playlines, shutting down all of the interaction players typically lean on to combat decks like this one. Given that was the case, and that Surtur decks seemed to wholly lack negative matchups, we felt it was appropriate to position a tech card to combat it more effectively. Scorpion made a lot of sense, as an option that can preemptively damage some of the stronger Skaar draws, in addition to being a solid card that has fallen out of competitive favor lately.

[h2]Sunspot[/h2]
  • [Old] 1/0 - After each turn, gain +1 Power for each unspent Energy.
  • [Change] 1/0 -> 1/1

Another old favorite, Sunspot's a classic design that's fun to play with. Lately the function of 1-Cost cards has tended to exceed the benefits of their Power–Hydra Bob notwithstanding–so it's a fine time to give Sunspot another chance to shine. At a minimum, we hope High Evolutionary and She-Hulk decks might be happy with the improvement.

[h2]Sera[/h2]
  • [Old] 5/4 - Ongoing: Cards in your hand cost 1 less. (minimum 1)
  • [Change] 5/4 -> 5/5

Retro week continues! One of the scariest cards in SNAP during the early days, Sera now has a great deal of healthy competition for cards that discount Energy. On top of that, there are many more cards that take advantage of the tempo lost by spending turn 5 on Sera. Given these factors, it makes sense to return the Power we took away back in the day.

[h2]Adam Warlock
[/h2]
  • [Old] 5/5 - After each turn, draw a card if you're winning here.
  • [New] 2/0 - After each turn, draw a card if you're winning here. Otherwise, +1 Power.


We've written about Adam Warlock in other forums, and we're comfortable describing the card as a "learning experience." At 2/0 with the current ability, Adam Warlock was among the worst cards in the game, on some weeks the actual worst. We thought that made it a good candidate to experiment with stat changes, and while we did see improvements in the card's performance–small ones–that trade wasn't worth the frustration it caused people who were enjoying the previous card. So we knew we wanted to do something different, but what?

We did consider reworking the card. Our caution around a full rework was a) we would rerun the risk of further alienating "original Adam" enjoyers, and b) it's hard to make new cards–we prefer to focus on seasonal content, leading Adam to often get triaged in playtesting, or even pickpocketed! We decided to return to the well and look at how we could make something closer to the existing card, but improve the gameplay. We actually started with a version of the card that just always gained Power, rewarding a draw once per game, but as fate would have it we came back around to almost exactly where we started, just with a Power in the fail cases. As said above, lessons learned.



That's all for this week. Until next time, happy snapping!