Marvel Snap

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

founded 1 year ago
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#Spideman

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submitted 4 months ago* (last edited 4 months ago) by yeather@lemmy.ca to c/marvelsnap@lemmy.ml
 
 

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

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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 rumckle@aussie.zone to c/marvelsnap@lemmy.ml
 
 

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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Next week its going to be a new season for Marvel Snap and they've announced which new additions will take place in the game. First of all, it seems the focus will be heavily into Destroy and Discard decks. The new cards not only have intense synergy with each other but also with fan favorites like Killmonger, Colleen Wing, Carnage, and others. While neither of those two types were exactly forgotten, this is the biggest overall addition to both of their particular metas in a long while.

They have also announced new locations and surprise: Neither of them are about stopping you from playing cards!

Once more, the focus is all on destruction, both with the return of cards (an interesting parallel to Hela) and a last minute death.

On a more aesthetic side, new Card Backs have also been revealed:

This is also your occasional reminder that wow, the X-men writing teams would get weirdly japanophile once a while.

Anyway! Thoughts? While I still feel that a well placed MODOK is king in a Discard deck, these are still some interesting flavoring, and the general Destroy cards have been in need of fresh new faces for a while.

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I've noticed that, when switching between the Steam and Android versions of the game, my ladder score (or amount of Cubes) does not stay consistent. How do I get in touch with SD to alert them to this?

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Interesting that they're bumping up the medals you win in Conquest mode for the 'smaller' conquest missions. What do you think?

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The official source has their detailed explanations

Hawkeye

[Old] 1/1 - On Reveal: If you play a card here next turn, +2 Power

[Change] …next turn, +2 Power. ->...next turn, +3 Power.

Hulkbuster

[Old] 3/4 - On Reveal: Merge this card with a random friendly card at this location.

[Change] 3/4 -> 3/5

Vision

[Old] 5/7 - You can move this each turn.

[Change] 5/7 -> 5/8

Captain Marvel

[Old] 5/6 - At the end of the game, move to a location that wins you the game. (If possible)

[Change] 5/6 -> 4/5

Absorbing Man

[Old] 4/3 - On Reveal: If the last card you played has an On Reveal, copy its text. (if it's in play)

[Change] 4/3 -> 4/5

Personal thoughts:

That's a lot of cards that don't get a lot of use, huh? I'm curious about the Vision and Captain Marvel changes. In theory, they're reflections of the current Lockdown meta which got even stronger with Legion. In practice, however, there's still the constant danger of Professor X, which neither of them can help with, and Jeff is still the one counter to that (aside from a lucky play)

Frankly, I think Vision would benefit much more from a Cost drop than a Power buff. A round 5 card that can move is just too much of a late gamble.

Hulkbuster definitely got shafted after Phoenix Force came out, but I'm curious about its re-emergence as a Deadpool or Multiple Man combo. Personally I've felt that one was always a bit too tight, but its a solid play whenever it happened.

Now Absorbing Man and Hawkeye are both interesting changes. Can't say I ever see those, aside from a desperate ditch in a Hazmat deck from AM, while Hawkeye is basically a fodder card for starters until people get literally any other 1-cost. The possibility of being a Bounce addition is there, now let's see if it happens in practice.

This is also a personal curiosity as none of those cards were ever in my rotations, aside from trying Captain Marvel a few times. At least the possibility of the whole thing shaking up the location breakers is interesting.

Thoughts?

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