Marvel Snap Topic 20: New Year, New Nerfs

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Board 8 » Marvel Snap Topic 20: New Year, New Nerfs
Patch Notes for next week's patch got pushed out a week early

Loki
[Old] 4/5 - On Reveal: Replace your hand with cards from your opponent's starting deck. Give them -1 cost.
[New] 4/6 - On Reveal: Transform your hand into cards from your opponent's starting deck and give them -1 Cost.
Developer Notes: Loki has been a force since release, fueling a new archetype that dominated the metagame for a solid stretch. Loki shrugged off our OTA nerf to 4/5it was a small hit, but probably about half as effective as we'd hoped. We needed another patch to implement a second change, so we took the time to play with some fairly different changes and monitor the metagame. As December began, we even saw Loki falterDarkhawk, Bounce, and Destroy were all winning the matchup convincingly. Blob-Thanos shook things up a bit, and Loki was able to squeak back into the mix on top.
Once we saw all that, we decided to soften our approach rather than pursue a larger rework. This adjustment will remove The Collector's role as a massive source of Power for Loki decks. The winningest card overall in the Loki decks has rarely actually been Lokiit was usually The Collector. That's actually fairly surprising because drawing The Collector earlier is much better than later when compared to Loki, meaning more "loser" Collectors are in the data. This change will be good for The Collector long-term, because future patches will be able to balance The Collector around its strength in other decks without the burden of Loki's glorious purpose.

Ms. Marvel
[Old] 4/5 - Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.
[New] 4/5 - Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +5 Power.
Developer Notes: This is a small change in scope, but we expect it to have a meaningful impact. We released Ms. Marvel without requiring two cards in adjacent locations in part because we found it difficult to clearly communicate the effect when it had multiple conditions. However, something we learned from players was that for many of them, the default assumption was that two cards would be necessary anyway! Because we also weren't psyched about how well Ms. Marvel synergized with Professor X, this change captures better gameplay while shaving off a bit of the strength. Even though we adjusted the words, the card is otherwise the same as beforeyou just need two cards at an adjacent location instead of one.

Annihilus
[Old] 5/7 - On Reveal: Your cards with 0 or less Power switch sides. Destroy those that can't.
[New] 5/5 - On Reveal: Your cards with Power below 0 switch sides. Destroy those that can't.
Developer Notes: Even though internal playtests successfully "found" most of the Annihilus decks we've seen on top of the metagame, their performance was surprising. In particular, the strength of just playing Annihilus with Sentry and/or Hood in decks with no other synergies has been very good. During design, we widened Annihilus's condition to include 0 in part because we were worried it wouldn't be strong enough restricted to such a tight set of targets, but clearly that's sufficiently strong. Given that's the case, we're restoring our preferred design that requires cards to have negative Power, and taking a little base Power away from Annihilus. That might seem heavy, but Annihilus has been one of the most significant outliers in our card performance data for weeks now, at every level of play. Even more surprising, Annihilus was performing better in our most competitive samples than anywhere elseusually strength flattens up there.

Dracula
[Old] 4/0 - At the end of the game, discard a card from your hand. This has its Power.
[New] 4/1 - At the end of the game, discard a card from your hand to gain its Power.
Developer Notes: We're still monitoring the Discard decks' performance in the wake of losing America Chavez, and one of the cards most damaged by that change was Dracula. In addition to this minor buff, reworking Dracula this way makes his text more clear and provides us with additional balance knobs to buff or nerf him as necessary in the future. We like having more dials to turn.

Angel
[Old] 1/2 - When one of your cards is destroyed, this flies out of your deck to replace it.
[New] 1/2 - When one of your cards is destroyed, this flies out of your hand or deck to replace it.
Developer Notes: Hey, we did it! This change has been in the queue for a while, but we've delayed it to ensure we could implement and test the VFX. Angel's a card we give to players early, so we wanted to be sure we weren't breaking a charming piece of that new player experience.

Quake
[Old] 2/3 - On Reveal: If this is at the middle location, swap the positions of each location.
[New] 2/3 - On Reveal: Swap the positions of the other two locations.
Developer Notes: This is very similar to Angel, although our solution might have been less obvious. We expect Quake might become an interesting alternative to Scarlet Witch and a potent tech card against strategies relying on Storm or Legion.

Kingpin
[Old] 3/4 - When a card moves here on turn 6, destroy it.
[New] 2/3 - When an enemy card moves here, afflict it with -2 Power.
Developer Notes: One of the few remaining "loose ends" in our change to the move mechanic during the last patch was that Kingpin and Fisk Tower remained able to destroy cards thanks to Juggernaut. It's always been a source of confusion for some players, regardless of the outcome, and Kingpin's been weak enough that a rework was worth pursuing. This change makes the interaction with Juggernaut match existing expectations, because we consistently don't let unrevealed cards have their Power modified by other effects. We also made the effect asymmetrical and tried out an aggressive set of numbers to see if we could convince players to consider pairing Kingpin with Polaris or Spider-Man, in addition to being a tech card against cards like Phoenix and Silk. Another upside of this change is it adds good ways to adjust Kingpin via OTA and find the perfect spot.
does anyone even read this
Bugfix: "After you play a card here" and similar effects
We have a handful of non-intuitive interactions around After you play triggers for complicated coding reasons. The most prominent has been Angela, who would receive her Power when a card that was played to her location but revealed at a different one, thanks to something like Juggernaut. This doesn't match intuition around other uses of the word "play," which typically care about where a card finishes resolving, such as Deaths Domain. But, if she worked "the right way" in that case, it would mean working "the wrong way" with stuff like Spider-Man (she would not get the buff from Spiderman after he moves away). So either way, something would act unintuitively.
To solve that, we implemented a new functionality in this patch that allows us to track where a card began to reveal rather than just where it finished revealing. That means effects like the two above work more intuitively nowJuggernaut will stop unrevealed cards from buffing Angela and she'll now be able to get buffed by Spider-Man, even though he moves away before resolving. This is also going to fix a few of the bugs we've had with Luke's Bar, as cards that got bounced sometimes became untrackable for other triggers.
In the vast majority of cases, this change won't affect your gameplay experience at all. It really did only matter for a few corner cases. However, we're providing the list of cards and locations that have slightly different behavior now below.

Cards
Angela
Titania
Silk
Elsa Bloodstone
Negasonic Teenage Warhead
Werewolf By Night
Echo
Lockjaw

Locations
Altar of Death
Aunt May's
Bar Sinister
Cloning Vats
Danger Room
Death's Domain
Hotel Inferno
Lechuguilla
Luke's Bar
Machineworld
Noor Dimension
Orchis Forge
Quantum Realm
Quantum Tunnel
Shuri's Lab
Sinister London
Tarnax
Vibranium Mines
Vormir

LOCATION UPDATES
Fisk Tower
[Old] When a card moves here, destroy it.
[New] When a card moves here, afflict it with -4 Power.
Developer Notes: All of the notes for Kingpin above basically apply here. We still want a location that plays spoiler to movement, but without the confusing elements created by occasionally destroying unrevealed cards.
does anyone even read this
and in completely unrelated news, my login reward variant:

https://gamefaqs.gamespot.com/a/forum/e/e16330c8.jpg

not ideal but not the worst
does anyone even read this
Id take that Jubilee variant. Dan Hipp ones count as Premiums? Never knew since theyre generally 700 gold I thought.

Having a hard time telling whats actually different with that Loki change though?
If you read the notes, it stops him from buffing Collector

it also 'might' stop the Quinjet synergy though they don't mention that so I'm not sure
does anyone even read this
Still not sure if that change is enough to make me not hate playing against Loki. You never know what he gets from your 12 card deck and thats more annoying to me since it makes it impossible to predict what will be played
It sounds like I can use Juggernaut to knock a card into Negasonic's lane and she'll trigger now and kill that card. Am I correct about this?
skull
Saw someone say Magneto pulled Negasonic and she killed Magneto so sounds like it

Caiera is fun so far in my Zoo deck that might need some adjusting still. It feels so good when you drop her with priority and the enemy plays Killmonger
The Annihilus nerf was completely unnecessary.

First Rockslide, now this. They keep massacring my boys.
Phantom Dust.
"I'll just wait for time to prove me right again." - Vlado
They obviously do not want Junk to be a viable archetype and I can't say I disagree with them honestly.
skull
swordz9 posted...
Saw someone say Magneto pulled Negasonic and she killed Magneto so sounds like it

The change isn't live yet though. I've definitely knocked unrevealed cards into a Negasonic lane with Jugg and she did not kill them so we'll see.
skull
Huh, I dunno then. Heres what Im rocking for Caiera Zoo at the moment:

Nico/Ant Man/Martyr/Echo/Squirrel Girl/Nebula
Caiera/Cosmo/Shanna
Kazaar
Blue Marvel
Onslaught
Caiera on my first pull

I have historically had excellent luck on Spotlight Caches. The only one Ive ever actually tried for and totally whiffed on is Gladiator
Thank you, Eddie Guerrero.
https://pbs.twimg.com/media/DRlKR5nU8AA_v_C?format=jpg&name=large
Caiera is almost guaranteed to be abused by 6 costs over 1 costs. Shes probably gonna find a nice home in Thanos Blob decks and with the extra energy that deck can potentially protect her with Cosmo without issue too
Seeing a lot of Skaar, Attuma and Mary today
I'm seeing all of the same decks that I've been seeing for the last 2 months. Haven't seen Skaar once today and only saw Caiera once.
skull
Kingpin change is not what i wanted augh
https://backloggery.com/cwistofu
https://letterboxd.com/cwistofu/
Yeah the Kingpin/Fisk change sucks.
Phantom Dust.
"I'll just wait for time to prove me right again." - Vlado
My first reaction to the Fisk Tower change was that it was awful. I loved using Magneto to pull people into that lane! I just won a match ten minutes ago using that move! Hearing the pops was always fun.

Its kind of a weird change though. It will hurt lower powered 3s and 4 cards more or equally. Polaris becomes stronger against lots of 2s and 1s.

The triple smack down to Loki Ms. Marvel and Annihilus is entertaining now that theyve collected their money from those seasons. Blob is probably next at the end of Planet Hulk or sometime after. They definitely want everyone to buy in to Planet Hulk.

I dont think Dracula needed a buff but does the card change boost or nerf the interaction with Apocalypse.

Quake and Angel are very welcome changes and it was so funny the developers might have watched the same video I watched yesterday analyzing Angel and how it sucked and needed a buff.

Kingpin seems like a buff with all the updates to move decks. It could be a good staple counter like Shadow King, Shang Chi and Enchantress.

Psalm 73:20: As a dream when one awaketh; so, O Lord, when thou awakest, thou shalt despise their image.
I dont get how they buffed Angel but not the exact same buff for MBaku

I definitely think the Dracula change is an overall buff but Ill miss just being able to dump him into Jotunheim and forget it
Thank you, Eddie Guerrero.
https://pbs.twimg.com/media/DRlKR5nU8AA_v_C?format=jpg&name=large
MBaku from the hand would be too awesome.
Phantom Dust.
"I'll just wait for time to prove me right again." - Vlado
I disagree. Make MBaku 1/5 or something but he only activates from deck and cannot be played from the hand. Its super stupid but more interesting than his current status.

also gives him some utility in Blob decks

edit: or maybe 1/5 and minus 3 power if played from the hand
https://backloggery.com/cwistofu
https://letterboxd.com/cwistofu/
Nah right now mbaku's one edge case is putting him back in the deck with lockjaw
If you wake up at a different time, in a different place, could you wake up as a different person?
#theresafreakingghostafterus
RikkuAlmighty posted...
I disagree. Make MBaku 1/5 or something but he only activates from deck and cannot be played from the hand. Its super stupid but more interesting than his current status.

also gives him some utility in Blob decks

edit: or maybe 1/5 and minus 3 power if played from the hand

Blob doesnt need more power though lol.

Phantom Dust.
"I'll just wait for time to prove me right again." - Vlado
M'Baku would be way too good if he played from the hand. I'm curious to see if Angel starts popping in destroy lists now that he doesn't have a negative and he could thin your deck. Those lists are pretty tight though, I don't know who you'd cut.

I was wondering why people weren't experimenting with Angel then I remembered that these changes aren't live yet.
skull
ChaosTonyV4 posted...
Blob doesnt need more power though lol.
Yeah but mbaku needs more reasons to exist
https://backloggery.com/cwistofu
https://letterboxd.com/cwistofu/
I cant think of anyone Id cut from my personal Destroy decks for Angel just like how I cant cut anyone for Sabretooth. Maybe eventually Destroy will open up more options, but right now its hard to imagine anyone in pool 3 or higher using them unless they lack someone major like Knull or something
Looking at the generic Deadpool list I run I might try cutting Forge to use Angel instead.

But Forge has great synergy with Deadpool so IDK.

I used to run Sabretooth in a Surfer Destroy deck that was successful at the time. It was mostly a Surfer deck but it ran Venom and Sabretooth. That was before Shaw so the Shaw version is probably just better now.
skull
I like to run Forge and Nico in my Deadpool destroy deck. Nico is a little RNG for it, but being able to boost Deadpools power or destroy him turn 2 without needing to play anything else is very nice
I want Kingpin to be a one shot old destroy Fisk tower on your opponent's card. Inverse 2099 that works any turn.

Also keep him 2/3

Being countered by Luke Cage is good flavor though
No problem!
This is a cute and pop genocide of love!
That reminds me that one of the devs clarified on reddit that Hercules's power moves every card that comes into his lane.

The text makes it sounds like it only affects the first card:

The first time another card moves here each turn, move it to another location.

But it's saying that a card can only be affected one time to prevent infinite loops if there were two Hercules or something.

So if you were to Heimdall into his lane then all of the cards would move to other locations. Could be interesting for move although being a 4 cost is tough.
skull
hmm, zabu -> werewolf -> hercules sounds like a nice big werewolf
does anyone even read this
Werewolf doesnt get buffed just by moving though
Thank you, Eddie Guerrero.
https://pbs.twimg.com/media/DRlKR5nU8AA_v_C?format=jpg&name=large
If they want to work on Move some they can start by not making 2099 mediocre at best. Almost never see anyone play him
skullbone posted...
That reminds me that one of the devs clarified on reddit that Hercules's power moves every card that comes into his lane.

The text makes it sounds like it only affects the first card:

The first time another card moves here each turn, move it to another location.

But it's saying that a card can only be affected one time to prevent infinite loops if there were two Hercules or something.

So if you were to Heimdall into his lane then all of the cards would move to other locations. Could be interesting for move although being a 4 cost is tough.

Someone in the comments on that post said they later retracted this? Not sure what to believe
Thank you, Eddie Guerrero.
https://pbs.twimg.com/media/DRlKR5nU8AA_v_C?format=jpg&name=large
New Roadmap:

https://www.marvelsnap.com/newsdetail?id=7296743796027513606

Finally the ability to change borders and backgrounds on cards freely.

Jakyl25 posted...
Someone in the comments on that post said they later retracted this? Not sure what to believe

And yeah seems it was retracted to say he only moves 1 card a turn which is lame.
skull
Border/background change is cool.
I have 2 lanes locked down and turn 6 with priority and people are STILL losing 8 cubes to Alioth. Guys please stop losing to Alioth on turn 6.
skull
sometimes you just have to make them have it

I've won my fair share of 8 cube bluff calls
If you wake up at a different time, in a different place, could you wake up as a different person?
#theresafreakingghostafterus
Been having some decent success with Caiera Zoo in Proving Grounds
Man getting to 90 is so easy and then everything just stops working. I don't really care about the card back, why do I torture myself into getting infinite each month.
skull
to make it 10 ranks easier to get to infinite the next month of course!
does anyone even read this
Could do what I do. I didnt even do Ranked enough to hit 30 last season
I mean if you get infinite you start at 70 so it would be pretty silly to not get 90 at least for the 500 gold.
skull
Ive never hit 60. It just feels like a lot to grind and going higher Id just run into the same 2-3 decks nonstop. I mean that happens sometimes in Conquest too, but even there I never play the Gold or Infinite matches either. I guess I just dont care about the competitive aspect of this game which is crazy considering its all PvP. Im just here to collect cards and make teams of characters I like or like the designs of.

In Caieras case its her card ability since shes kinda weird looking and I know nothing about her. Only time I ever heard of Hulk having a romantic partner and/or kids was some alternate universe inbreeding or something
Running into the same decks non-stop starts being fun because you can actually play the game and make decisions based on what you expect your opponent to have and what you expect them to play.

Sometimes I know I'm safe to drop a Hulk with priority because I know my opponent's deck probably isn't running Shang Chi. Or I can roughly predict how much power they're going to drop on turn 6 and play around it or leave.

I think the game gets more fun when you play more because you can actually make decisions instead of playing solitaire and hoping your opponent doesn't get bigger numbers.
skull
That part is true, but with how some have talked I think Im glad I wasnt running into stuff like Alioth lockdown 90% of my games. Im much happier taking the game way less seriously than back when I was first starting.
Got this from my Conquest Mystery Variant. Fun fact this is in my variant shop today and I almost bought it earlier

https://gamefaqs.gamespot.com/a/forum/0/0e44f7cb.jpg
Man those changes are all over the place lol
PSN, and GT: Waluigi1
Switch FC: SW-6848-3841-9099
So far I have only seen Caiera used to protect Blob and I'm getting pretty sick of it. I play 2 cards to get a 28 power Red Skull meanwhile a Blob on turn 5 just gets 40 power in a Thanos deck.
skull
Board 8 » Marvel Snap Topic 20: New Year, New Nerfs
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