Snap logo
Cards

Cards

All Cards Variants Variant Search Ultimate Variants

Series

Series 1 Series 2 Series 3 Series 4 Series 5 Series Changes

Updates

Spotlights Balance History

Cosmetics

Card Backs Emotes Titles Card Split Effects Borders Reveal Effects Reactions
Decks

Decks

All Decks Deck Builder Deck Meta Top Decks

Match Stats

Player Leaderboard Card Stats Tournaments

Tools

Get Our App Manual Upload Manual Collection
Builder
Meta
Bundles
News

Articles

News Guides Schedule

Database

Locations Limited Events Grand Arena Team Clash Packs Albums Seasons

Friends of Snap.fan

Battle Arena Snap Back Podcast
Schedule
All Cards Variants Variant Search Ultimate Variants Series 1 Series 2 Series 3 Series 4 Series 5 Series Changes Spotlights Balance History Card Backs Emotes Titles Card Split Effects Borders Reveal Effects Reactions
All Decks Deck Builder Deck Meta vTop Decks
Schedule Locations Limited Events Grand Arena Team Clash Packs Bundles Albums Seasons Card Backs Emotes Titles Card Split Effects
Player Leaderboard Card Stats Tournaments Get Our App Manual Upload Manual Collection
News Guides Schedule
  • Home
  • News
  • Balance Updates 01/18: The Good, The Bad, and The Ugly

Balance Updates 01/18: The Good, The Bad, and The Ugly

JFsnap
Jan 22, 24

We have had a few days for the meta to settle down, so let’s look at the Good, Bad, and Ugly that resulted from the latest OTA.


The Good

As far as OTA’s go, I think that this one included the most impactful changes. Of the eight cards they changed, I think that 4 of them sit pretty easily in the good category.

Dazzler
Ongoing: +2 Power for each location that's full on your side.

In a lot of the previous patches, they have done a good job of nerfing a lot of the good scaling two-cost cards like Elsa and Angela, either with both indirect and direct nerfs. Dazzler being lowered to two cost herself and possibly scaling to eight power is a fantastic change. This adds another scaling two-cost card to the mix with possibly the easiest trade-off to gain power. During a game, depending on the deck you are using, you will typically fill at least one location, which makes Dazzler a 4-power card which is a pretty good rate already. If you fill one more location, you get a 6-power card, already above the rate for two cost cards. Overall, it is a good change, and she is already starting to see use in both bounce and zoo-type decks with success.

Dazzler

Destroyer
On Reveal: Destroy your cards at other locations.

This is a simple change but overall good. Destroyer sees little play, so adding one additional power will not make that big of a difference, but for the specific role that Destroyer plays, one power is significant. Typically Destroyer is going to solo a lane while you have the other lane protected, or you've placed a Cosmo in the lane, you are going to put Destroyer down so his effect does not go off. With 16 power, Destroyer can potentially beat a Blob and tie an Orka, as well as take care of most typically powered lanes throughout a game.

Selene
On Reveal: Afflict the lowest-Power card in each player's hand with -3 Power.

This is an odd one that I think both are in the good category but also can land in the bad category. Essentially with this buff, Selene gained 3 total power, which is a significant change to any card. When used, she can be a 5-point power swing if the card she hits is an essential piece for your opponents, and they end up playing it out. This also means she is no longer relegated to decks that include either Viper or Annihiluis to get great value which overall allows her to be used in more decks and have more avenues for deck construction.

The Bad part of this change is that she no longer has negative power. Many players appreciate having more than one drop in The Hood to toss over to your opponent's side and clog up your opponent's side. This change gets rid of that option, which to some feels bad, especially because most of the decks that will still make use of her will include Viper or Annihilus, so that's one less card to send over. However, I think overall, this will make her more useful in several different strategies and elevate her from a deck-building standpoint, so to me, she lands in the Good.

Selene

Blob
On Reveal: Merge cards from your deck into this until it gains 13 or more Power.

This was the change everyone expected to happen, and honestly, this is one of the better nerfs they have done to a problem card in a while. Unlike previous problem cards or overpowered cards where they didn’t do enough and had to go back again or instead nerfed cards around the problem card, which didn't fix anything, they took a direct approach and did a good job of taking an overpowered card and balancing it instead of changing it’s effected or making it rather useless. Making Blob a 6/0 with a typical minimum of 15 power or possibly more, he is still a good efficient threat at six cost but not overbearing where there is very little counterplay and you have to either play a Blob deck or tech your deck heavily to anticipate the match up that includes Blob. This is also a good change because it doesn’t drastically change the decks that he is in or mean he has to be placed into an entirely different archetype. Everyone can relatively play the same deck before the OTA, with the deck overall being a little less overbearing on the metagame. This change also opens up the metagame because we no longer need to account for Blob at all times. I still like playing Lockjaw with Blob and think he fits perfectly fine in that deck, although he isn't as easy a win anymore. But that means there is a chance for the game to grow instead of just being squashed under a big old Blob.

Blob


The Bad

Elektra
On Reveal: Destroy an enemy 1-Cost card here.

This change makes me sad and happy at the same time. While I am glad my girl Elektra has gotten a little love by changing her power from one to two overall, this doesn’t affect her play rate or ability to put in a deck and be useful more often anytime soon. There are small cases where she will be useful, but with cards like Caiera and Killmonger, her text being a targeted 1-cost destroyer is not useful enough, and just giving her one extra power doesn't do enough to change that.

Dagger
When this moves to a location, +2 Power for each enemy card there.

Honestly, when I first saw this, I thought it was a fantastic change. But after some playing and the meta settling down, she still isn’t that good. She has some different play patterns to think about because instead of moving maybe twice to get a lot of buffs, she can get big off of one big move towards the end of the game. But the move is just not in the best place, so the conditions for her power are temperamental at best, and until more enablers exist at lower costs, the decks she fits into won't be as consistent as one would want.

That all being said, she isn’t in the ugly category because this change does make her a better card. Maybe it's not a better card for a standard move deck. But she has way more upside now than she did before, and even if the way that you get that upside is conditional, there is less cost versus reward when you meet that condition. To me, this means she will fit into a deck at some point which very well might make this a good change overall.

Here is an interesting bounce move list with some solid ideas that uses The Living Tribunal to spread the massive power you can get from your move cards to all the locations. Give it a try.

Bounce Move


The Ugly

Hercules
The first time another one of your cards moves here each turn, move it to another location.
Viper
On Reveal: One of your other cards here with the lowest Power switches sides.

Honestly, this was a good OTA overall, so it's difficult to say what was Ugly in the patch, but if I have to pick something, it's both Viper and Hercules. They both received some consolation power and while that is nice, It isn't going to do anything. It's like breaking your leg and someone handing you a band-aid. Realistically, they could slowly add one power to many different cards, and there would be little to no change in those cards, so for me, these are irrelevant and ugly changes to cards that could be awesome.


Cerebro Watch

With any patch change Cerebro either loses or gains some new friends, so let's look at what has been added or subtracted to some Cerebro decks.

C2

The most notable change is Elektra's buff to 2 power. C2 has always been a pretty good Cerebro deck, and having a tool that can help deal with some pesky one-drops is a welcome addition. Snipping Black Knights or Nebulas is very fun, especially when your opponents try to play one of them in your storm lane. Honestly, while I mentioned Elektra in the bad category, this is one of the best things to result from her change. Currently, this deck boasts above a 50% win rate in both ranked and conquest.

Selene was also added to the potential C2 pool, but with her effect negating power, I don't think this is that useful unless you want to run Green Goblin for some reason. But give it a try and let me know what you think.

C5

Viper is now a possible candidate for C5, although I don't think this is a good idea because gifting your opponent one of your 5 power cards does not seem that smart. There is a corner case where Viper can eliminate unwanted cards from locations like Monster Island, Shadowland, or X-Mansion, so I've included this decklist to try out. It's always fun to see what can happen.

Add a 10-Power Monster here for each player.
Add a Ninja to each side with -2 Power.
After turn 3, add a random card here for each player.

____________________________________________________________________________

Conclusion

Overall, this OTA was good. The meta seems a little bit more open than it did before, and while the same decks might still be top tier, there is now more room for other decks to flourish and not be oppressed by the lack of interaction with some of the cards affected in the OTA. Let me know what you think in the comments down below.


Who is JFsnap?

JFsnap, or JF, while loving all things Marvel Snap is a teacher day-to-day and loves breaking down different card game strategies to help others get better or improve.

More Articles

Loading...

Game Overview

MARVEL SNAP unleashes the complete MARVEL multiverse into a fast-paced, adrenaline-pumping, strategic, card battler. Assemble your team from a limitless dream roster of heroes and villains, collect endless styles of card backs, and experience superpowered play—all in just three minutes

Check it out at the official website

SNAP.FAN App

Collection Sync
Match History
Deck Tracking/Stats
Player Stats
Download our App
snap.fan is not affiliated with Nuverse, Second Dinner or Marvel. | Privacy Policy | Terms & Conditions