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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!

Patch Notes - February 11, 2025

PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store![h2][/h2][h2]PATCH HIGHLIGHTS[/h2]
Character Mastery has arrived! It’s a brand new way to show your friends and adversaries just how much you REALLY love your favorite characters. Each time you collect a new Variant or Infinity Split your cards, you will earn Mastery XP and unlock fantastic new rewards along the way. Don’t worry – Everything you’ve already invested into your MARVEL SNAP collection will count toward your progress and be rewarded!

Later this month, an all-new game made is coming to Marvel SNAP: Sanctum Showdown! We won’t reveal all of the magic right now but read below for a bit of a preview.
 [h2]FEATURES[/h2]
  • Character Mastery
    • Players will now see a Mastery tab for every character in their collection
    • Mastery Level takes into account the number of times a player has Infinity Split that character and how many variants they own. Players with many variants and Infinity Split cards can expect to collect quite a few rewards with the rollout of Character Mastery!
    • On a per-character basis, players can unlock a multitude of new cosmetics by gaining mastery. Some examples: Frosted Glass and Psychedelic finishes, Rainbow Confetti and Bananas flare.
    • Every character in a player’s collection that has Mastery rewards will have a golden ? gem icon on the bottom right of the card. Clicking on the card and going to the Mastery tab will auto-claim rewards.
    • The max Mastery Level is set to 30. That is the level that unlocks a character-specific Reaction Set.
    • Check out the full blog on Character Mastery [here].
 
  • Sanctum Showdown
    • Starting February 25th, we'll debut an all-new game mode: Sanctum Showdown!
    • Instead of ending the game on turn 6, you'll score points each turn in Sanctum Showdown based on which locations you're winning. First to score 16 points wins!
    • Each game costs a Scroll to play, similar to a Conquest ticket, and you'll earn 2 more Scrolls every 8 hours (and more in other ways). You'll also get your ticket back whenever you win a game!
    • Win or lose, you'll walk away from every game with points to spend on new cards and cosmetics from the Sanctum Shop. That's right–new cards plural! The shop will have unowned Series 4 and Series 5 rewards along with our new Portal Pull featuring Gorgon, Laufey, and Uncle Ben!
    • Check out our blog and in-game tutorial for more information and rules.
 
  • Album Favoriting
    • Wishing you could favorite Albums? Well, now you can! Favorite Albums will have their own section when viewing all Albums
    • Variants in your favorite Album(s) will display a different album icon
    • Albums will be sorted based on distance to next reward
 [h2]GAMEPLAY[/h2]
You may notice a new “Banished” section of the in-match player profile next to “Discarded” and “Destroyed”. What’s that all about? You’ll have to stay tuned…
 [h2]Bug Fixes[/h2]Card & Location Fixes in 37.x
  • Bruce Banner’s reference token should show the correct Hulk
  • An edge case where Sandman played on Aunt May’s and moved to Deep Space would result in a player being unable to play cards should no longer occur
Card and Location Art Fixes in 37.x
  • White Widow’s Rose Besch variant should no longer have a broken leg
  • Lasher’s SFX should be hooked up appropriately
  • Fixed an issue with one of Madame Web’s variants that was preventing Infinity split finishes from displaying
  • Temporarily disabled Sage’s drag VFX due to an issue with how they displayed in instances where location position was changed.
    • This should be properly fixed and the VFX restored in a future release
  • Cleaned up a wide range of smaller artifacts and other visual issues with various Avatars
Other Fixes in 37.x
  • Fixed an issue that was causing event reward progress to carry over and cause rewards to appear claimed in a new run of the same event
  • Adjusted some asset layering for the Super Premium splash pages
  • Repositioned the closing X on the Collector’s Vault screen so it’s not as high and obtrusive
Alliance Fixes in 37.x
  • Addressed some visual issues with how Chat would function and scroll when the on-screen keyboard was still up
  • Players should no longer encounter a softlock when trying to edit Alliance details that contain particular special characters
PC Fixes in 37.x
  • The Series/Rarity tag on a card should now show up when using the Custom Card editor
  • Artist Details should now show when viewing a card in the Custom Card editor
Localization Fixes in 37.x
  • The text associated with Mission Refills should be once again be properly translated across languages
 

New Season: Brave New World

It’s time to pass the shield. Yes… THAT shield. Sam Wilson is here to show us that there is more than one way to carry the legacy of Captain America. With Diamondback slithering into play, and Thaddeus Ross lurking in the shadows, we won’t have to wait long to see how strong our new Captain America is. 
SEASON PASS
Sam Wilson has some big shoes to fill as the new Captain America, but with this new ability and Cap’s Shield at his side, he’ll have all the tools he needs to defend against any new threats.[h2]NEW CHARACTER: Sam Wilson Captain America[/h2]
Game Start: Add Cap's Shield to a random location.

Ongoing: You can move Cap's Shield.
 


Ongoing: This can't be destroyed.

Give your Cap +2 Power when this moves to Cap's location.
 [h2]SEASON REWARDS[/h2]

 [h2]SUPER PREMIUM REWARDS[/h2]
 
NEW CHARACTERS!
Pass the mantle of Cap, or the title of The Falcon, just don’t pass on these awesome new characters![h3]SERIE 5[/h3]


Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice.
[h3]SERIE 5[/h3]


When your opponent ends a turn with unspent Energy, draw a card with 10 or more Power.
[h3]SERIE 5[/h3]


The first time this moves, add a card from your hand to the old location.
[h3]SERIE 5[/h3]


Ongoing: Enemy cards here afflicted with negative Power have an additional -2 Power.
 [h2]So, when can you expect new cards in the Token Shop?[/h2]You can expect new cards to be released weekly - the previous month’s Season Pass Card, Iron Patriot, will be released as a Series 5 card on February 11th.
  • Feb 4th: Joaquin Torres - Series 5 Release
  • Feb 11th: Iron Patriot - Series 5 Release
  • Feb 11th: Thaddeus Ross - Series 5 Release
  • Feb 18th: Redwing - Series 5 Release
  • Feb 25th: Diamondback - Series 5 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. 
SPOTLIGHT CACHES!
[h2]Feb 4th:[/h2]
  • Joaquin Torres
  • Makkari
  • Namora
[h2][/h2][h2]Feb 11th:[/h2]
  • Thaddeus Ross
  • Blink
  • Nebula
[h2][/h2][h2]Feb 18th:[/h2]
  • Redwing
  • Loki
  • Baron Zemo
[h2][/h2][h2]Feb 25th:[/h2]
  • Diamondback
  • Nimrod
  • The Phoenix Force
  
NEW LOCATIONS!
  • Smithsonian Museum: Your cards here have +1 Power for each Ongoing among them.
  • Madripoor: After each turn, give the highest-Cost card(s) here +2 Power.
 
NEW ALBUMS!
Get all new Avatars, Variants, and Emotes by completing two new albums!

Make sure everyone knows that your plays are worth 3x Value by collecting this awesome new Viktor Farro album! The album drops on Feb 4th.
  • Collect 3: Darkhawk - Viktor Farro Avatar
  • Collect 6: 2000 Collector’s Tokens
  • Collect 9: Darkhawk - 3x Value Emote
  • Collect 12: Darkhawk - Viktor Farro Variant
 


Quad Blasters and Battle Staves on the runway? Must be the new Lemon Fashion album. Popping up on Feb 25th.
  • Collect 2: Elsa Bloodstone - Lemon Fashion Avatar
  • Collect 4: 2 Neon White Card Borders
  • Collect 6: 2000 Collector’s Tokens
  • Collect 8: Elsa Bloodstone - Lemon Fashion Variant
  
SHOP TAKEOVERS
This season we’re bringing two takeovers with some incredible NEW Variants!

Fans of Viktor Farro rejoice! Six new variants, along with six of our favorites will be taking over the shop from Feb 4-5th 

Eight Brand new Lemon Fashion Variants will be taking over the shop on February 25th.
MUSIC OF MARVEL SNAP

Did you know that your favorite tracks from Marvel Snap are also on your favorite streaming platform? Volume 3 is out now on all major streaming platforms including Spotify, Apple Music, Youtube, and Amazon music!
TWITCH DROPS

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Premium Mystery Variant! Drops will be available from February 18-24th. 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
 If Sam Wilson is going to stand up to the new threats, he’s going to need your help! Build some sweet new decks around him and show us your favorite plays on Discord and Socials. See you out there!

January 30th - Balance Updates


No lengthy preamble this week! We've got a handful of buffs and nerfs to freshen up the metagame as the season comes to a close, so let's dive in.
 [h2]Dagger[/h2]
  • [Old] 2/0 - When this moves to a location, +3 Power for each enemy card there.
  • [New] 2/2 - When this moves to a location, +2 Power for each enemy card there.

The "Move Bounce" deck has been a top contender at high Infinite for a while now, but that strength wasn't really proliferating down into the wider metagame for the most part. Given that, we decided to "let them fight" and see if the top players could crack their own metagame. However, over the last few weeks we've seen the deck solidify its position and even start to surge across other audiences, so we've decided to take some balance action instead. This change will reduce the ceiling on Dagger, one of the deck's strongest options for scaling Power.
 [h2]Araña[/h2]
  • [Old] 1/1 - Activate: Give the next card you play +2 Power and move it to the right.
  • [New] 1/2 - Activate: Give the next card you play +1 Power and move it to the right.

In addition to the Dagger change, this softer nerf specifically aims to weaken Araña's synergy with Human Torch. Tucking an extra point of Power into Araña won't damage the card in other use cases very much, so it's just a soft hedge on top of the Dagger change.
 [h2]Spectrum[/h2]
  • [Old] 6/6 - On Reveal: Give your Ongoing cards +2 Power.
  • [Change] 6/6 -> 6/7

One of the things we love to do with OTAs is push up underperforming archetypes. The Ongoing deck had quite the heyday in 2024, but since then we've seen it slide back into the shadows. Moonstone was a unique and helpful boost this season, and we'll see a few more additions release in February that we think an improved Spectrum could better support.
 [h2]Namora[/h2]
  • [Old] 5/6 - On Reveal: Give +5 Power to each of your cards alone at another location.
  • [Change] 5/6 -> 5/7

Similarly, the "Namora deck" is a fun and unique archetype in SNAP that we want to keep positioned as an option. Peni Parker aimed to give that deck slightly more support as another way to develop single-card Power as well as some mobility on the board, but we didn't see quite as much lift as we'd hoped for. An extra point of Power should help.
 [h2]Leader[/h2]
  • [Old] 6/3 - On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
  • [Change] 6/3 -> 6/4

Once a metagame terror, Leader has languished of late as one of our least popular 6-Cost cards. While Leader is among the best at countering an enemy 6-Cost, the metagame has been hostile enough to them that this capacity wasn't very useful. An extra Power won't suddenly shift Leader to the top of the metagame, but it will help account for the softer impact the card has been having.
 [h2]Sandman[/h2]
  • [Old] 5/7 - On Reveal: Next turn, cards cost 1 more. (maximum 6)
  • [Change] 5/7 -> 5/8

Sandman's new form hasn't provided enough metagame pressure against decks flooding the board on turn 6, so we're pouring on more sand. We don't want to push Sandman so far that the card becomes the default disruptive option–cards like Legion, Aero, and Vision are a little more fun–but we do want to have the card performing the job of sheriff on some of these strategies a little better.
[h2]Ms. Marvel[/h2]
  • [Old] Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +5 Power.
  • [Change] 4/4 -> 4/5

Nothing too crazy here. Kamala Khan has been around for a while, but in recent times hasn't found many strong homes at the top of the metagame. A bit of extra Power will help compete with the robust complement of 4-Cost cards we're seeing today. Perhaps even in some particularly sophisticated Namora decks?
[h2]Luna Snow[/h2]
  • [Old] 3/5 - On Reveal: Add an Ice Cube to each side of this location.
  • [Change] 3/5 -> 3/6

Luna Snow released a little weaker than we'd aimed for, so we're trying a bit of extra Power. A 3/6 with an ability that's often an upside is unusual, but the performance of the 3/5 implies rather strongly that the effect is either a lot weaker than we thought, or less useful to existing strategies. So we're going to see how this Power bump changes things because that will add more context to what's going on and help us see through the snowstorm, so to speak.




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