Wong

Buffs and Nerfs to Expect from the Marvel Snap’s Next Balance Patch

What is potentially in line for Marvel Snap's next balance changes? Den explores the most played cards, strongest cards, and ones that need a bit of a nudge in the right direction.

Although Black Panther was the only thing we had close to a meta shakeup since global release, it looks like Marvel Snap is about to be renewed in many ways. Indeed, after the community exploded with joy at the announcement of Series 4 and 5 cards joining the game, another surprise was in the books from the good folks at Second Dinner.

This one wasn’t advertised as much as the new cards, but it sounds like a balance patch might be on the way too:

To be transparent with you, I think the current metagame is great. It feels like most synergies are well represented, and have some established counters to them. Granted, Armor and Cosmo are starting to be extremely popular, maybe even too much for the taste of some. But the only reason they are is that Destroy, On Reveal and Discard are all great currently, which actually is good for the game – we want to do strong things, while being able to counter them at the same time.

So what could be changed to improve the game, and not risk breaking the delicate balance the current metagame is in ? Let’s explore the various possibilities at hand.

A look at the usual suspects

Whenever I think about a potential balance patch, a few names immediately come to mind as cards that could be included to the nerfs shortlist:

Sera

Arguably the best card in the game for months, Sera feels like a potential inclusion in almost every deck without an obvious 12-card build. The thing with Sera is that she works with so many decks that she indirectly gets hit by many nerfs, giving the impression she is never the problem. It was the case for the Mister Negative nerfs or Magik for example.

However, Sera Miracle has been one of the best decks in the game for a long time, and has seen enough variations to leave no doubt Sera is an incredible card in Marvel Snap. I don’t necessarily feel like she deserves a nerf, but I wouldn’t be shocked to see her be nerfed either.

Sera Miracle Flood
Created by den
, updated 1 year ago
6x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
4x Collection Level 486+ (Pool 3)
2.5
Cost
0-
1
2
3
4
5+
2.4
Power
0-
1
2
3
4
5+

Wong

The biggest contributor to the On Reveal synergy proved once again he was to be feared with Black Panther added early in November. As Series 4 and 5 cards are soon joining Marvel Snap, one has to wonder how much damage can Wong do with new cards such as Absorbing Man and Shuri as obvious allies. We could also imagine the Thanos Infinity Stones as another buff to Wong potential.

Obviously, Cosmo and Enchantress have shown they are solid counters to a metagame where Wong would be a little too popular. It’s still undeniable that Wong gains power as more On Reveal effects are added to the game, and there is a point where that power might have to be readjusted.

Wonkanda Reveal
Created by den
, updated 1 year ago
3x Collection Level 1-14
3x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
1x Recruit Season
3.8
Cost
0-
1
2
3
4
5+
2.8
Power
0-
1
2
3
4
5+

Wave

Yes, while some are discussing whether Wave is the best Battle Pass card released so far, I would rather discuss whether Wave is among the top cards in the game, period. For now, Wave is mostly known for her deadly combination with Death, although I would argue she is such a good card in an On Reveal deck as well. She allows playing multiple 6-Cost cards in a row and have Odin replicate powerful effects such as Leader, Doctor Doom or Magneto.

With Series 4 and 5 joining the game, I am especially curious about the impact of Wave alongside She-Hulk and Galactus. With the former, Wave allows playing She-Hulk for 2 energy on turn six if you keep 2 energy on turn five, enabling to play any card alongside it. Paired with Galactus, it simply allows playing the card before turn six, potentially opening various play patterns to win the sole lane left in the game with the remaining turns.

Baero
Created by den
, updated 1 year ago
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
6x Collection Level 486+ (Pool 3)
3.1
Cost
0-
1
2
3
4
5+
4.4
Power
0-
1
2
3
4
5+

Mystique

While this is one that would surprise me the most, the addition of both Bast and Valkyrie to the game has to be a buff of some sorts to cards with a power inferior to three. And among these cards, Mystique is probably top of the list, rivaled only by Mister Negative, maybe, a card nerfed twice already.

Already core to a lot of combo decks, Mystique is another card that only gets stronger as more cards are added to the game. Compared to Wong, Mystique can be played on turn 6, safe from an opposing Enchantress or Rogue the next turn.

The current strong metagame cards

Because we are getting new cards, I feel like the following cards could very well not be a problem very soon. However, it is undeniable these have been shaping the current metagame and impacting many cards in the process. As a result, changing them a little could lead to more space for the new cards and even bigger changes in the metagame.

Morbius

It could be Dracula, it could also be Apocalypse. However, looking at the way The Collector was handled back when his had a similar effect to Morbius, it feels like this is the logical target if Discard had to be controlled a bit.

As a 2-Cost, Morbius is able to rival some 6-Cost cards by the end of the game. Granted, Lockjaw being added to the Discard archetype enabled the card to routinely reach double-digit, and Discard probably needs it to be a player in Marvel Snap. Nevertheless, it still feels like it might be nerf-worthy for the developers team. I just hope it doesn’t get nuked as it could be the Doom of the discard archetype in the process.

Jawcula
Created by den
, updated 1 year ago
1x Collection Level 1-14
4x Collection Level 18-214 (Pool 1)
2x Collection Level 222-474 (Pool 2)
5x Collection Level 486+ (Pool 3)
3.1
Cost
0-
1
2
3
4
5+
3.8
Power
0-
1
2
3
4
5+

Armor

With the Destroy synergy rising to the top of the mountain, with Destroyer, or simply the Ongoing synergy rebirth with Spectrum‘s buff in September’s patch, Armor has been a staple of the current metagame.

I personally like the card as is, but could imagine Armor being moved to a 2/2 and still be relevant as a Destroy counter or a solid tool in a Destroyer deck.

Ongoing Destroyer
Created by den
, updated 1 year ago
2x Collection Level 1-14
5x Collection Level 18-214 (Pool 1)
1x Collection Level 222-474 (Pool 2)
2x Collection Level 486+ (Pool 3)
2x Recruit Season
3.3
Cost
0-
1
2
3
4
5+
4.3
Power
0-
1
2
3
4
5+

Mysterio

Please insert deck uuid. click the edit button for this block.

Five power for a 2-Cost is already quite good. Add in the synergy the card has with other staples like Angela or Bishop and you got yourself a solid card. Cap it all off with making sense in some of the most solid decks of the past few months, like Sera Miracle or Baero, and you suddenly have a potentially nerf-worthy card.

With the Destroy archetype not receiving much help with Series 4 and 5, I feel like nerfing Carnage or Killmonger wouldn’t be a good idea. As such, adjusting a solid card that is being used in a lot of Destroy shells appears to be a decent solution if the developers feel like there is a need to lower the archetype’s power. Mysterio becoming a 2/4 doesn’t so far-fetched in that sense.

Aero

Maybe the most improved card with September’s patch, buffing it to a 5/8 (previously 5/6), Aero is slowly becoming a staple in many archetypes. While I could understand a nerf to Aero, I don’t necessarily think it’s needed. The card is great because of her ability, but she rewards a specific play pattern that creates the need for you to be ahead in the game for it to be truly effective. Also, she represents a soft counter to Lockjaw, Wong or other cards that requires that we play behind them.

I also think Aero is getting a lot of attention because she is in the DeathWave deck, and benefits a ton from Death being discounted. With She-Hulk likely joining Death as another energy cheating card, Aero should get even stronger in the archetype, and maybe the duo can see play in other decks too. But is it really an Aero problem though?

Feels like if Wave takes a hit somehow, Aero suddenly goes back to being a solid 5-cost with nothing special about it compared to Iron Man, Blue Marvel and other high profile card at that costs. And even if Wave doesn’t, Aero simply takes advantage of energy cheating cards, like a lot of other cards out there.

Buffs over Nerfs

Outside of being a believer of looking to help unused cards rather than nuking overused ones, I also think this metagame is perfect for a few buffs. Currently, nothing really is out of line, and helping a few more cards to be in the picture alongside the new arrivals from Series 4 and 5 could be a nice mix.

Here are a few ideas as to which cards could need some help in order to gain some relevancy:

Groot and Drax

It is no secret the Guardians of the Galaxy are the weakest card types in the game, with Drax and Groot being the worst two of the bunch. Groot should be a 7 total when the guess is right and Drax at least a 9, maybe a 10. As such, Groot should gain one more power on its reveal ability (3/3, gains +4) and Drax at least gain +5, may be even worth trying it as a base 4/5 as well.

Rockslide

as a 4/6, Rockslide is both too weak and too slow to be played in the current Marvel Snap competitive environment. This one comes from a friend of mine who tossed the idea of getting Rockslide to a 3 cost card, to give the Rocks an extra turn to damage the opponent’s deck or hand. I’m not sure if it should be a 3 or a 4 power card, I would lean for the higher score at first.

The Thing

If you are a vanilla No Ability card and Patriot doesn’t even consider you when building a deck, you likely are a very weak card. As such, The Thing should be buffed to a 4/7, below the standard 4/8 of Jessica Jones, but not far enough that the card is unplayable in a deck using the vanilla synergy.

Uatu the Watcher

This one actually comes from Canadian Alfredo, and I really like his idea to make Uatu the Watcher function even if you don’t draw the card – so just being in the deck. Unfortunately for the card, it doesn’t see any play in Marvel Snap currently, being quickly replaced in decks, even for players in Pool 1.

While being able to see which locations are in play might still not be enough to get Uatu the Watcher to compete with Iceman, Nightcrawler, Yondu or other staple 1-drops, it should at least be a step in the right direction.

Giganto

Amongst the big 6-Cost cards in Pool 3, Giganto clearly is the one that sees the least play. It is included in the Hela deck, but usually is the first card we cut when looking to include another big bomb. The card being a 15 power doesn’t seem like it would push it over the line.

Nakia

It is time to realize its nerf back in September killed the card, and Nakia is now a Forge that doesn’t allow you to specifically target a card in your hand. It might even look worse for Nakia depending on how impactful Bast ends up being as another buff to our hand. A simple fix would be for the card to give +3 instead of +2.

However, maybe we could make Nakia more specialized too, buffing a specific cost in your hand, or one of each cost for example.

Closing Words

Once again, although I would have liked a balance patch to shake things up before, as Black Panther alone wasn’t enough to keep things fresh since global release in my opinion. I don’t necessarily feel the need for a patch, and was very happy to receive new cards, which would basically do the same thing as a balance patch to freshen the Marvel Snap environment.

As it looks like we will get both, possibly at the same time, I am extremely curious as to the direction the metagame will take. Obviously, the new cards won’t all become popular upon release. Even for those who managed to save some Credits, and will receive 12,000 Collector’s Tokens, we probably will only get 5 to 6 cards maximum during the first week and they will be extremely hard to come by. Because of the way we collect cards in Marvel Snap, it might make a lot of sense to release a balance patch and shake the metagame while enough players are getting new cards. Then, the testing period starts, and the game can feel free for a long time.

The only thing left to do now is wait until we get an official announcement of what is in this balance patch, and have fun with everything Second Dinner has in store for us. As usual, feel free to react to this in the comment section, on our Discord, or find me on Twitter.

Good Game Everyone.

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den
den

Den has been in love with strategy games for as long as he can remember, starting with the Heroes of Might and Magic series as a kid. Card games came around the middle school - Yu-Gi-Oh! and then Magic: The Gathering.

Hearthstone and Legends of Runeterra has been his real breakthrough and he has been a coach, writer, and caster on the French scene for many years now. He now coaches aspiring pro players and writes various articles on these games.

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