It’s finally time to unveil the first SNAPCHECK! Snapcheck started as an idea to gather takes and ratings from the community. We hear from various content creators and what they think about new cards, but what about what everyone else thinks?
I’ve gathered responses and compiled them down below for you. Check out what others think along with an average score of each card from 1-10!
Spider-Punk - Average Score 7.09/10
- TimlyX 7/10 - Good all-around, useful in Mass Move, Lockdown, and maybe horde.
- ArtistLemonade 7/10 - Fun new tool for move, not gamebreaking though. Why not just slot in Human Torch?
- SUPERPOWER 8/10 - Seems like a good card, maybe not in classic move, maybe more like in Silky Smooth?
- jfritzen 7/10 - Probably decent in move and as a generic, but also fairly replaceable.
- dhomochevsky4630 7/10 - Good card but not for a season card
- Ironcloak 9/10 - It is a very tactical card which goes in lots of decks. Great Frigga target.
- 10/10 - I don’t need Sage in move bounce anymore
- 6.5/10 - having the power to move once. And +4 every move. Only issue is that Luke Cage can shut it down. (Which honestly don’t see much play) And Shadow King. Has Mohawk + 100/10
- 7/10 - movable power very good. 1 power off vision for 2 less cost
- 6/10 - This card’s effectively a 3/7?
- Roram 5/10 - Not the best move scaler at 3 and gets completely shut off by Luke and really hurt by SK. If Kitty ZSW meta continues RnG is still better than this card. Excited to see him in Xorn Red Wing decks though
- 7/10 - Spreading out the afflictions is cool
- 7/10 - just a great card that probably won't take the place of move scalers, but good in all other decks
- 6.5/10 - I am the least sure about this card, I don't see many good synergies for it. It is a movable 3/7 though.
- 7/10 - good base stats but can't stay where he is played. Good with Spiderman 2099 so 10/10 in my heart
- 4/10 - I can see this being a 6 or 7 (shush) in practice, but a few problems: you never invest into moving this multiple times since torch and dagger are just better, and it has more strings attached than people think: awful late game, often telegraphed, no synergies worth building around and gets hurt by a lot of niche tech
- 8/10 - movable 3/7. sign me up. Might even be lowballing.
- 7/10 - great floor as a movable 3/7 with upside to be much larger in a synergy deck. loses hard to shadow king
- 8/10 - will make some amazing interactions with scream move, redwing and normal movebounce decks, Luke cage ftw
- 8.5/10 - Being able to get one move out of him makes him a 3/7, that’s just premium stats with very little downside (having to play him by t5). A moveable 3/7 is just good. Excited to have a moveable piece with good power to get into places like Sanctum Sanctorum where a Wolverine landed and be able to contest that lane.
- 8/10 - move + power = profit
- 6/10 - Moveable 3/7 is a generically good thing to be doing. Downsides are you are not playing this guy in a move list over vulture and how often are you moving him more than once in a non move list? Weaknesses to SK and Luke Cage (who may start to see more play) bring spider punk much more in line with existing generic value 3 drops like copycat
- Kingpin 5/10 - Disclaimer: rating purely based off how I expect it to be in Human Torch decks. Almost feels like a Vulture sidegrade, both have +4 scaling, but one has 5 more power at base + some extra move flexibility at 2 more cost. Also both of them do not want to get moved by one time enablers like arana and sparky under most circumastances and are better utilised by cards like MW or Heimdall. I can potentially see this making the cut in Heimdall move instead of Kraven (alongside maybe websling instead of cloak) for a slightly different flavor of move. Only time will tell if it is superior or not though.
- 10/10 - no way this doesn’t get nerfed, a 3/7 Nightcrawler that can get even bigger?
- Derek 6/10 - the one point it got prerelease took it from a 4 to a 6
- Smlz 8/10 - It is a 3/7 that moves
Man-Spider - Average Score 5.08/10
- Godspeed4444 6/10 - This card is more fun than powerful, except if you have big luck! I will not buy, but if I unlock it later, could be cool to test.
- Juan13 7/10 - Really good card.
- TimlyX 6/10 - Niche but very good at shifting power and surprising T6.
- ArtistLemonade 6/10 - God I wish this card was better. Seems really fun but not all that good. I hope I’m wrong.
- SUPERPOWER 7/10 - Really interested in this card! I think that it could be fun in Sauron deck with like Typhoid Mary, but maybe the archetype doesn't really need it?
- jfritzen 7/10 - Unique and has a few homes where he is good. Likely a bit telegraphed.
- dhomochevsky4630 6/10 - Interesting but perhaps niche
- Ironcloak 6/10 - Great in a 5&1 turn 6 but weak to tech if played early.
- Roram 3/10 - Cool interaction with Agony but is too much a win one lane lose the others kind of card.
- 7/10 - this is power crept shuri. This card will be fun
- Smlz 5/10 - Big number guy that's easily techable and hard to win second lane. costing 5 really sucks!
- 3/10 - negative card that’s about it, you’ll most of the time be better playing SSM
- 4/10 - definitely will have some monster plays but easy to counter
- 3/10 - a single lane winner that is vulnerable to sk
- 3/10 - niche 5/big for a merge deck or big combo deck that does not have much support, much less good support outside agony.
- 3/10 - I think it's too much work for a card that dies to SK and brings all your power with it
- 4/10 - in a no tech meta I think it’s slightly underrated and it has room to be explored as an option for large swings of power on the final turn, of course the problem being it’s a 5-cost
- 4/10 - clunky but cool effect. Merge still needs more love
- 5/10 - A respectably large stat stick (even factoring in that you are absorbing a card) in any lane is typically a real thing to be doing and will have potential applications in decks like Shuri, Ramp, Sauron even if not fully optimal/best in slot
- 5/10 - will be in negative decks only, will be card 12 in the deck
- 5/10 - good repositioning tool if necessary, otherwise just your standard 5/big. vulnerable to tech and costs 5. could be solid with jugg if we find a way to abuse the doubling
- 4/10 - probably good in negative
- 5/10 - fun card and will win games but easy to counter
- Derek 6/10 - seems okay just doesn’t look optimal in any strong decks and too easy to both plan around and hate on
Superior Spider-Man - Average Score 7.35/10
- Ironcloak 7/10 - Ramping Sera without giving something to your opponent will be a big snowball for Surfer or ongoing Tribunal.
- TimlyX 7/10 - Solid for decks that rely on a 5 or 6 (Alioth on 5 with Daredevil on 4 is brutal).
- ArtistLemonade 8/10 - Great! Extra energy is always good, no matter the circumstance. I see him coming to Surfer.
- SUPERPOWER 8/10 - A great energy cheat card, relatively easy to meet his condition, but it does need a little build around.
- dhomochevsky4630 7/10 - Extra energy is always good
- Roram 7/10 - Good ramp. Easy to fulfill and allows you to play a 5 on 4 without serious downside
- 8.5/10 - how many more 3 cost ramp cards do we need? Either way this one is easily the second best to Luna
- Smlz 9/10 - good and easy to fulfill ramp, especially for ongoing decks already leveraging cards like Sam Wilson and Goliath. I think he’s easy to trigger and great.
- 7/10 - fairly easy to proc, I can see this going in many decks perhaps better then Luna
- 9/10 - better ramp card than Luna in any deck that has small cards with green power
- 8/10 - a great ramp card that is easy to proc, but some decks will prefer Luna
- 8/10 - Best ramp besides (or maybe better than?) Luna, definitely a good pickup if you like ramp. I don't think it will be played in non-ramp decks
- 7.5/10 - Unlike Luna in that you do not ramp your opponent and unlike Corvus/electro where there is a crippling downside you must build around. Potentially slightly overrated since the cards you would use to trigger are not amazing cards (herbie, agony, etc.) just solid enough
- 8/10 - extra energy that is too easy to activate with no Downside.
- 6/10 - Hot take. The condition will be more costly than it looks for the early curve on decks and other cards do a similar job already. I think he will find a home but has to start giving energy on turn 4 to be worth it, feels similar to Wiccan where you try to fulfill a requirement before playing it
- 6/10 - You want 3 enablers at least to consistently be getting extra energy on 4. The enabler cards will take up a good chunk of your lower curve and are just average cards (sable, herbie, agony, etc). I’m not entirely sure this card can compete with Luna snow in any deck interested in an accelerated curve.
- 8/10 - insanely easy to trigger ramp that doesn’t provide massive benefits to your opponent or massive downsides to yourself
- Derek 5/10 - I think ramp is being overrated especially when it’s on a 3/4 with other deckbuilding conditions
- 10/10 - will make ramp decks even stronger, believe this will shape the meta
- 6/10 - I think the condition will be more difficult to fulfill on turn 3 than people are giving it credit for. the quality of cards in the deck may suffer as well to try and get green power on 1 or 2. difficult to justify over luna, especially at 2 fewer power
- 8/10 - easy ramp on rate with Hope
- 7/10 - trivially easy ramp for many decks
Web Sling - Average Score 6.97/10
- TimlyX 8/10 - Awesome for Move, bad locations, and mind games on T6 (mini Hellion).
- ArtistLemonade 9/10 - Somehow not the best skill this season. Instant slot for move decks, can help you get out of so many awkward situations.
- SUPERPOWER 8/10 - I'm not a real fan of move so I don't know how good this card could be, but in paper it looks a fine addition to move.
- jfritzen 9/10 - Strong option in Trad Move.
- Superior - 6. Probably has a home somewhere, but competes with Hope and other rampers.
- dhomochevsky4630 9/10 - Strong card for move
- Ironcloak 8/10 - Good positioning tool.
- Roram 5/10 - Old Thanos space stone but can move wwbn and not take space. Don’t know if it’ll make move decks though because it doesnt scale like Arana or Sparky.
- 8.5/10 - cards effect seems really good for what it is. The luxury of not clogging your board in move is nice
- Smlz 5/10 - Less generally applicable in move than I thought, probably just a Torch Tribunal card.
- 4/10 - seems fine for move, I don’t necessarily see this being a card people play for niche situations were you clog yourself or trying to redistribute power
- 5/10 - seems pretty mid. Might be good in move
- 6/10 - definitely playable in skills decks, maybe move. It looks solid but doesn't amaze me and looks replaceable
- 8/10 - new cheap way to move a card that doesn't require to play after or before a card moved. It's another madame web for move, its great.
- 5/10 - I think having no power and not being able to move something right away will make it clunkier than other options in move
- 6/10 - Simply just a fine thing to do, the ability to decide where your power goes on 6 is generally underrated however the card is a bit underwhelming compared to some other options
- 9/10 - 1 cost move any card of your own chosing to a specific lane? Practically free get out of jail card not to mention the obvious move usages.
- 8/10 - repositioning your cards is so strong. doing it for only 1 energy and no board slots is even stronger
- 7/10 - will have synergies with scream move, will be part of a new age scream deck
- 4/10 - Fine card but not sure it’s makes the cut over existing move cards in any move deck or even a midrange-y deck.
- Kingpin 5/10 - As a second MW, it seems like an incredibly strong card on paper. But imo it suffers from the 12 card syndrome. Both Heimdall move and move bounce are incredibly optimised decks and it would be very difficult for the card to make the cut there (I can see Cloak and Kraven being cut for websling and spider-punk potentially.) Besides that probably an above average wwbn card. But at 1/0 not sure if it ends up making the cut in those lists.
- 6/10 - madame web that doesn’t clog your board is very nice
Ezekiel Sims - Average Score 7.04/10
- TimlyX 5/10 - A worse Silk, but they can find a place in the same deck.
- ArtistLemonade 7/10 - Interesting but seems like a worse silk. Wish your opponent’s cards also affected him.
- SUPERPOWER 7/10 - Solid card, very flavourful, can't think of a good deck with him.
- jfritzen 6/10 - Silk alternative. Probably stronger than silk, but won't move the needle.
- dhomochevsky4630 6/10 - Ugly Silk, perhaps with more power
- Ironcloak 5/10 - Pinball move is a bit too random for me but will be a staple of that archetype.
- Roram 8/10 - Batroc 2.0 can scale like crazy and works wonderfully in the kraven batroc build.
- Smlz 8.5/10 - really good in Stomper at a minimum because of also he automatically spreads out your power. Maybe present in 10s as well as a scaler
- 7.5/10 - makes the archetype in which it’d be played better but not much it can do outside of that. Batroc clears
- 7/10 - looks good. It could unintentionally clog a lane late in the game. Will not always want to play your cards at its location either
- 7.5/10 - Definitely a stomper card and will scale really well.
- 4/10 - good for stomper lists but don’t see this being very helpful anywhere else
- 8/10 - clearly good for decks with batroc and silk, but I think he will be a generically good scalar for many decks, easily reaching 8 power
- 8/10 - big guy if played on turn 2
- 7/10 - I can see this getting to 2/8 in several decks without too much restraint on deck building, plus you get to decide where his power goes
- 6/10 - scaling seems good. Clog risk. Might be clunky turn 6 when you are locked into bad options due to not wanting to move him.
- 8/10 - Third batroc card makes the deck very consistent. Probably has good enough homes in other shells as being a 2/6 or 2/8
- 7/10 - consistency piece for batroc stuff, solid power and easy move. much more agency with his final position than silk, but can self clog
- 9/10 - we ramping this season, this card will merge ramp and hydra stomper decks
- 8/10 - 1 sided Silk that scales. This card will see a lot of play! I’m a bit worried about clogging but I think with proper card placement this could be mitigated. I think this card synergizes decently well with Prowler and the other new spells releasing this month since you can help direct where you don’t want him to land.
- 8.5/10 - move + scaling = profit
- 8/10 - another movement scaler, that deck is going to go wild
Chameleon- Average Score 3.96/10
- ArtistLemonade 7/10 - Interesting, wish he was more flexible. Again, Surfer card for sure.
- SUPERPOWER 6/10 - In my opinion way too expensive for his ability, you can achieve fun combos though.
- jfritzen 5/10 - Strong in a few spots (VHand, surfer), but also very replaceable
- dhomochevsky4630 5/10 - Useful in several decks but replaceable
- Roram 3/10 - Not that great. Mostly a c3 candidate as its too narrow to play elsewhere
- Smlz 3/10 - id rather play prodigy or mystique
- 2/10 - maybe not seeing the vision besides copying a surfer turn 6
- 3/10 - similar to prodigy but having to play the same turn makes it worse
- 0/10 - this card is bad. Can't normally copy anything higher than a 2 on t5 or 3 on t6 without a more complicated setup than a card like prodigy.
- 6/10 - Good Cerebro or Surfer card, not played outside of that. Maybe bad invisible woman combo synergy.
- 2/10 - has some form of linear boring combo potential. Has so many restrictions as well. This turn and lane. Why not do Prodigy instead?
- 3/10 - I think it looks too clunky to use effectively. Maybe in C3
- 4/10 - Might do some Sugi cooks with this but there’s better ways to copy cards and card text
- 6/10 - duplicating cards and abilities is usually very strong so I suspect this to hit higher than others are rating it.
- 4/10 - cool design of a card if it was released 2 years ago.. will be the same shit as phastos
- 1/10 - Does what SSFS does at a way worse rate.
- 3/10 - I don’t see where I’d actually want to play this card TBH. It’s stuck having the “another card here you revealed this turn.” That really limits the big payoffs available. At this stat line it would be too powerful to copy the last card revealed (not this turn) and would make it too broad of an effect.
- 4/10 - with room to grow once the right home is found. Maybe Luna into Sera into something broken.
- Kingpin 7/10 - two major homes: C3: for obvious reasons. Tribunal: (Hela enjoyer's brain child) 1- if pulled by jubilee retriggers jubilee, thus making this card definitively better than either mystique or prodigy there. 2- Another clean way to get multiple iron man in a lane
- 4/10 - very niche, will probably find a home but be replaceable
- Derek 4/10 - some Memey combo card that might big might improve c3
Spider-Man Noir - Average Score 2.88/10
- TimlyX 5/10 - Too many hoops for a mediocre jump.
- ArtistLemonade 7/10 - Super weird to work with. Is he really worth it though?
- SUPERPOWER 5/10 - Fun puzzle card. But way too complex for a meh payoff. (Awesome varians though)
- jfritzen 9/10 - I think the cost is smaller than people think and the upside is a 4-16.
- dhomochevsky4630 5/10 - Too much job for the reward
- Ironcloak 3/10 - Effort to reward is weak.
- Roram 0/10 - card seems unplayable. Condition is too hard to fulfill for the payoff to be worth it.
- 2/10 - too much effort to play
- Smlz 2/10 - too clunky
- 2/10 - Too many things have to go right for this card to work
- 0/10 - how do you even fulfill this condition?
- 2/10 - ability and power is fine but the condition holds it back
- 0/10 - condition is not reasonable
- 0/10 - good only for meme challenges and YouTube video/stream content
- 1/10 - A 4 cost that wants to be played on turn 5. Also Wiccan anti-synergy.
- 0/10 - math and master planning is harder than playing bounce. For such a mid payoff. Maybe if it had some form of targeting. Also, why would I play something that is harder to activate than Jubilee and or similar effect is Konshu
- 7/10 - I think 4/6 base stats makes it so you don't die immediately if you are forced to play him, and the payoff of being a 4/14 with upside is NASTY. Will be trying stuff out with this one but it looks too tricky to use to actually be strong. Edit: whatever the cope is all out, this card will be good
- 1/10 - What even is this card
- 4/10 - cheating out 8 power on the board plus a bonus effect seems like it might make the deck building constraints worth it.
- 3/10 - I think there are semi plausible things to be doing with this card. 3 drop -> 4 drop -> noir + 1 drop seems like a passable gameplan. Luna snow contributing 4 cost to the condition adds a notable bump of consistency to plausible lines. In a world where Gorr exists a lot of these types of cards get carried up as well because Gorr is just himothy.
- Derek 4/10 - the effect is too strong for me to rate it any lower
- 1/10 - won't get played due to the requirements and being way to clunky... However I o believe this will be the dark horse of season where some crazy fucker will make a broken as fuck wiccan deck with this
- 3/10 - difficult condition but wildly powerful effect when you high roll. likely low cube equity since your cheated card has to sit on the board for a couple turns
- 1/10 - This will go into the pile with Zombie Galacti, Fallen One, and Dormammu. Juice not worth the squeeze.
- 1/10 - not with the effort plus low cube rate when it does hit
- 3/10 - One of the hardest deck building and play pattern puzzles to solve, but someone is going to crack this open
Deafening Chord - Average Score 8.85/10
- TimlyX 9/10 - Plug-and-play tech, but skilled players can make it very rng (Hood on a ZSW lane, Wasp)
- Juan13 10/10
- ArtistLemonade 10/10 - Its a 1 cost Red Guardian. Nuff said. I expect it to get nerfed lol
- SUPERPOWER 9/10 - A one cost Red Guardian, what else to say? It only hits 1, 2 and 3 drops, but for a one cost, wow.
- jfritzen 9/10 - Very strong tech card in skill form.
- dhomochevsky4630 9/10 - Strong card only with 1 cost
- Ironcloak 8/10 - I wish it cost more and hit all 1-3 cost in the lane.
- Roram 8/10 - Great card. Another RG but moves WWBN and doesnt take space
- Smlz 9/10 - 1 Cost Red Guardian is as good as it sounds
- 9/10 - better than RG. RG usually gets played early on curve anyway so a 1 cost version is way better.
- 9/10 - RG but one cost is hard to beat
- 10/10 - 1 cost RG seems pretty busted
- 9/10 - just an awesome tech card and will be great in wolf decks.
- 9/10 - insanely good midrange tech card in an era where cheap ones are scarce
- 10/10 - not just 1-cost red guardian but also a skill that synergizes with ZSW, werewolf and others. And no board space.
- 10/10 - 1 cost red g, doesnt take space. Will go nicely with zombie wwbn.
- 8/10 - looks like new age Red Guardian but has to be played early to guarantee hits on a lot of cards and is bad stats at 1-power for 1 energy
- 10/10 - insane value for 1. Can deal with 2 cost scalers that have been largely allowed to run rampant.
- 9/10 - 1 cost RG with normal spell synergies is a pretty good thing to be doing. Not a 10/10 because it’s a 1/1 which is pretty bad
- 10/10 - will shape the current meta and being back affliction for a week
- 9/10 - removing text is such a strong ability, and this is the easiest version of that ability to include in a deck. with the added benefit of not taking a board space, this is going to be meta warping
- 9/10 - 1 cost Red Guardian, I’ll take it. Another great skill that synergizes with zombie SW and Werewolf. More ways to deal with move, Me likey.
- 9/10 - RG at 1 cost + no board space.
- Kingpin 10/10 - might need to get nerfed to 1/0. This is backbreaking against early scaler/ utility cards like MW, Sparky, morbius, Zsw.
- 9/10 - Not a game winning card on its own so not worth a 10/10 imo, but red guardian has been nerfed so many times for good reason. This hits so many key cards for so little investment, and has a bunch of good synergies besides.
- Derek 9/10 - tech card on steroids. The opportunity cost of including it in your deck is way too little for how much it ruins scalers
Hydro-Man - Average Score 7.05/10
- ArtistLemonade 8/10 - Seems fun, and really funny if paired with Mobius so only you get the benefit.
- SUPERPOWER 8/10 - Fun with Ramp and Pixie decks, BFF with MMM.
- jfritzen 5/10 - Fun option in MMM decks like Pixie.
- dhomochevsky4630 5/10 - Can be a lottery
- Ironcloak 7/10 - Good in Darkhawk with Blackwidow denying your opponent the discounted draw.
- Roram 9/10 - Biased but I think this guy can save ramp. Very pumped for this card
- 6/10 - realistically 8/10 in the cope im thinking off, draw back is too strong to ignore though. Mmm + opponent getting reduction too. Staple kale combo card
- Smlz 7/10 - very good but also increases opponent information asymmetry as well, I think you’ll play a lot of 4s and 8s with this guy
- 7/10 - I am mentally cooking with this already
- 7/10 - he is a great ramp option similar to anti-Venom that will utilize Mobius instead of Luke for the downside
- 6/10 - he has good potential, probably for a Pixie deck, a deck that already runs MMM, or for a ramp deck that has a lot of big guys
- 6/10 - looks solid especially with Mobius but costing 5 is a lot
- 8/10 - an amazing ramp card that also comes with hidden info attached to it, however there will be those few cases where your opponent gets enough advantage that it hurts you too much. Yes you can play mobius but this is a ramp card
- 8/10 - Much like Luna Snow, your deck is built to take advantage of the effect more so practically speaking it’s not a symmetrical effect. Hidden information and powerful ramp on a respectable body. All around good card.
- 7/10 - really strong effect but too reliant on mmm to be truly advantageous to you over your opponent.
- 9/10 - going to shape the meta with ramp decks this month
- 8/10 - antivenom 2. very strong effect for ramp decks, but you need mobius for it not to be beneficial for the opponent, and many of ramp’s turns are already spoken for. will definitely benefit the ramp deck more though
- 7/10 - really good ramp card and good stat line for his ability. Similar to Anti Venom but without the drawback of losing the power on the card. Slight downside of the effect happening for your opponent as well (your deck will be built better to utilize this effect though) but great synergy with MMM.
- 6/10 - Good for ramp. Seems a little overrated. Dies to mmm
- 7/10 - anti-venom was great, this is probably going to be great
- Derek 7/10 - this is an off meta powerhouse if you understand deckbuilding and when the effect will be strong in the meta
Prowler - Average Score 9.15/10
- TimlyX 9/10 - Super fun and versatile, the new Merlin but at 3-Cost.
- ArtistLemonade 8/10 - His tools all seem pretty good! … whichleavesnoreasontorankthemallindividually 1: Gauntlets, 2: Remote Mines, 3: Flight Harness (Bonus points if you get that reference!)
- SUPERPOWER 9/10 - Awesome card, great skills, could see it in Move, similar decks with Miles oooor (the deck I'm most excited to play with him) a Skills deck.
- jfritzen 10/10 - Definitely strong, good with werewolf and Zombies.
- dhomochevsky4630 10/10 - The best season card
- Ironcloak 8/10 - hard to play on curve and get the discounted tools but a great card.
- Roram 10/10 - Best card of the season. Hard to beat the utility that this guy provides
- 9/10 - utility is off the charts
- Smlz 10/10 -Werewolf Moves. Probably brings Prof X back into the meta. Amazing versatility all around
- 10/10 - I don't see a downside rn. Setting their costs to 0 is the cherry on top. Free wwbn power
- 7/10 - seems great, feels like a wwbn card but that also takes your turn 3/4 turns away for best payoff
- 10/10 - gonna be an insta add for any wolf deck and can be played elsewhere with good value
- 10/10
- 9/10 - good card for decks that can play Miles Morales, as others have noted very good synergy with WWBN
- 9/10 - Good synergy with strong cards, generating 0-cost cards in hands is actually nuts and we never really had that
- 9/10 - Obviously just an amazing thing to do, but the effects don’t seem like they’ll define the meta the same way as old IP or Sam
- 9/10 - skill generating cards are sick. This one’s more expensive but the ability to make them 0 cost gives him lots of flexibility.
- 8/10 - only reservation with this card is that it costs 3 and will take up turns 3 and 4 to get going with werewolf, and may introduce hand size problems with a merlin on 2 which is currently one of the best werewolf draws.
- 9/10 - awesome utility card, will it make devil Dino a real threat? Who knows but it will slot of many decks
- 10/10 - This will be what gets WWBN and/or Merlin nerfed.
- 10/10 - This will be the best card of the season. 0 cost spells to enable werewolf or play on Zombie SW is just incredible. And the spells are actually insane. Mines can be a 0/4, Gauntlet can be 0/2 with +1 energy next turn…. Power and ramp! Flight Harness I’m lower on but it’s still a really great spell, being able to move a card is still very powerful.
- 10/10 - until it gets nerfed. Will have lots of homes.
- 9/10 - wwbn staple
- 9/10 - Like a more consistent Kate bishop with great synergies, going to amplify move and WWBN
- Derek 8/10 - don’t know if I expect it to see play outside of decks specifically needing skills or can take huge advantage of the skills
If you’re looking for my thoughts on these cards you can check out the Snappy Review here. If you want your thoughts to be included in the next Snapcheck, stay tuned next season!