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Marvel Snap April 27 Update

Marvel Snap April 27 Update Notes

With only a few days left in its season, the Marvel Snap April 27 update has been launched to bring buffs and nerfs to certain cards. Here’s a full rundown of what’s been changed.


Shanna

Cost 4/Power 2 – On Reveal: Add a random 1-Cost card to each location -> Cost 4/ Power 4

Developer Notes

Shanna has fallen a bit flat since release. Even during the height of Zabu’s might, she was a low-performing 4-Cost card and we’d like to give her a better chance to shine. This buff is simple, but highlights that Shanna wasn’t being appropriately compensated for needing four available slots to hit her ceiling. In general, cards and decks that fill many slots early are safer to make strong, since there’s plenty of game left to react or retreat and their ability to gain cubes is impeded. This is especially true in Shanna’s case, where the randomness and the existence of cards like Killmonger makes her a bit riskier. Hopefully this additional Power is enough.


Lizard

Cost 2/ Power 5 – Ongoing: -3 Power if your opponent has 4 cards here -> Cost 2/Power 5 – Ongoing: -4 Power if your opponent has 4 cards here.

Developer Notes

When one card becomes a clear outlier on play rate because it’s playable in a huge number of decks, that’s something we flag and keep an eye on. That doesn’t mean we always take action–it’s important for us to keep in mind that the Series structure can serve to make cards appear overplayed when they’re actually just widely available. However, when we have a clear top card for the Cost and can slice a little bit of strength away from it without necessarily dethroning it, that’s largely a solid change for us to make. So that’s what’s happening here, with arguably the softest nerf we’ve ever made.


Sandman

Cost 5/ Power 5 – Ongoing: Players can only play 1 card a turn. -> Cost 5/ Power 3

Developer Notes

Since Sandman’s change from 4/1 to 5/5, we’ve seen him become a foundational piece of an Electro-based strategy that slows down the opponent and makes his effect feel asymmetrical by contesting multiple lanes with Dr. Doom or just some heavy hitters. That’s certainly the deck we expected to see, but it’s become more popular than we’d like. This tap on the main man makes him a less competitive source of Power, giving added edge to players committing cards early and making the endgame choices of each player more likely to ultimately determine the outcome of the game.


Enchantress

Cost 4/ Power 4 – On Reveal: Remove the abilities from all Ongoing cards at this location. -> Cost 4/ Power 6

Developer Notes

It’s been particularly telling to us that in a world where Armor, Patriot, Darkhawk, Devil Dinosaur, Sandman, Blue Marvel, and even Knull are major players that Enchantress is a poor performer on both popularity and actual winning. There are mitigating factors, of course–Energy curves, priority battles, and so forth. But ultimately, she’s not functioning as a solid counter for Ongoing cards, especially the symmetrical ones that Rogue can’t interact with. Hopefully, this change lets her contest locations in addition to neutralizing major Power problems like Darkhawk or reclaiming a big turn 6 from an early Sandman.


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