September 26th - Balance Updates
While today's update is "all numbers," we expect it to give the metagame a little shake-up as we wind down the latest Spidey season. I'm sure the symbiote suit will work out just fine for Pete this time around! Things really seem to have settled down as we head into a nice, mellow October–just another easy Halloween for the webhead.
- Hela
- [Old]6/6 - On Reveal: Resurrect all cards you discarded to random locations with -2 Power.
- [New]6/7 - On Reveal: Resurrect all cards you discarded to random locations with -3 Power.
- Marvel Boy
- [Old]3/2 - After each turn, give 3 of your 1-Cost cards +1 Power.
- [Change]3/2 -> 3/1
- War Machine
- [Old]4/7 - Ongoing: Nothing can stop you from playing cards anywhere.
- [Change]4/7 -> 4/6
- Symbiote Spider-Man
- [Old]4/6 - Activate: Merge your lowest-Cost card here with this. Copy its text like it just revealed.
- [Change]4/6 -> 4/7
- Galactus
- [Old]6/5 - On Reveal: If you’re winning this location and this is your only card here, destroy all other locations.
- [Change]6/5 -> 6/6
- Negasonic Teenage Warhead
- [Old]3/2 - After an enemy card is played here, destroy it. (once per game)
- [Change]3/2 -> 3/3
- Black Panther
- [Old]5/4 - On Reveal: Double this card’s Power.
- [Change]5/4 -> 5/5
- Kraven
- [Old]2/2 - When a card moves here, this gains +2 Power.
- [Change]2/2 -> 2/3
- Hercules
- [Old]3/4 - The first time another card moves here each turn, move it to another location.
- [Change]3/4 -> 3/5
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.
