We all knew some sort of nerf to Shou-Lao the Undying was coming. The question was how hard would Second Dinner be willing to go on a season pass card.
The answer is : Quite easy, instead nerfing plenty of cards around Shou-Lao the Undying alongside it.
I don’t hate this choice, as I understand the frustration to pay for a card and see it be nuked three weeks later. However, I feel like this is a temporary bandage at best, as this version of Shou-Lao is still absolutely capable of dominating Marvel Snap.
Overall, expect the OTA to create a different environment for a short period of time, as the nerfs are impactful enough to entice us to test other archetypes. Yet, once we lost a few times to a [5/6] Shou-Lao, I fully expect decks built around the season pass to be the norm once again.
Nerfs









Now a [5/6]
In all its decks, Shou-Lao the Undying buffs its target for a bonus 12 or 15 power. Already, this makes it a [5/18] or [5/21] after this nerf, still a ton compared to most other 5-cost.
Combined with the ability to double that power with certain targets, It is clear this won’t be enough to turn the season pass card into a balanced competitor.





Now a [3/2].
Maverick has been a strong card since it released, and Shou-Lao the Undying got it over the edge power wise. The entire nerf section of this OTA are cards paying for Shou-Lao the Undying, so we don’t have to nerf a specific card too harshly.
Now only grants +1 Power to Merlin.
Another attempt to nerf Merlin without completely killing the card. I like it but I’m afraid it still won’t be enough. Indeed, Merlin isn’t just good with Shou-Lao the Undying, it also empowers Werewolf By Night, The Hood, Lockheed, or Wiccan to name a few.
Now only removes the text of an enemy 3-cost of lower character here.
A solid card, but far from a problem until Shou-Lao the Undying came around. If decks still look for cheap disruptive cards, or skills so they don’t fill their space too quickly, for example alongside Werewolf By Night, Deafening Chord will stick around.
Now a [1/1].
Spider-Ham is a very good 1-cost in a metagame with specific cards at the helm of the best decks. However, this means the power of this card is based on the amount of potential targets, not its power.
As such, if decks keep building around specific abilities, Spider-Ham will remain a tempting option for whichever build with flexible slots available. In a way, the second nerf to Merlin might be more impactful for Spider-Ham, as we used to polymorph it after the activate was used up.
Buffs






Now a [3/4]
This one likely doesn’t change a thing to the card, but we might see a bit of Colonel America in discard decks for curiosity’s sake.
Now a [4/6]
This likely doesn’t make Doctor Doom 2099 good enough to return as the core of an archetype. Yet, as the patch notes state, support for Moondragon is required, and they couldn’t really buff Electro.




Now a [2/3] while the Sword grants +8 Power
[2/9] was good already, but not enough to compared to a Kraven or other 2-cost in a Flexible Move deck. [2/11] might do it, especially as priority is important in a deck running Cosmo as a 3-cost.
Now a [2/3]
Second Dinner’s regular attempt to make up for the nerf to Human Torch a few months back. However, this one could actually be quite strong, since we can now curve Topaz with Spider-Punk or Redwing.
I could see Topaz replace Xorn in Big Move, and possibly see other move decks interested in a sort of second Madame Web.
New Decks
That’s it for this OTA review. You can find everyone from the Marvel Snap Zone team in our community discord, alongside plenty of people to share your excitement about those changes.
Good Game Everyone!







More Content