There are multiple things I like about this OTA, such as the fact Second Dinner is not afraid to immediately buff underperforming new releases. Sure, it might be to boost their sales, but it still leads to new cards being exciting to play with, and it is all that matters really.
I also like buffing important cards to certain synergies, such as Ka-zar, Odin or Black Bolt, to keep or bring them back in the competitive discussion.
However, I’m not a fan of nerfing cards which aren’t the core of a problem. Both Moondragon and Chamber are strong 2-cost cards, and taking a power away from these likely won’t be enough to change that. Still, they are getting nerfed because of the End of Turn 2099 deck, a strategy built around Doctor Doom 2099 first and foremost, and Invisible Woman First Steps as a great support.
Moondragon and Chamber could have been nerfed much harder, to the point they became unplayable, that deck would still be competitive. It would use Cable, Iron Patriot, or some other solid cheap card. It wouldn’t be as good, but still more than enough.
This might be an attempt to avoid nerfing a core card and kill the archetype entirely. Yet, if it fails, we’ll end up with more nerfed cards than necessary, and I don’t like that very much.

Nerfs






Now a [2/1]
This isn’t a huge change, as Moondragon can still grow to a [2/11] when played on turn two. However, this will impact priority early on, at least until Moondragon reaches 5 power on turn four.
If we consider the most popular disruptive cards are Cosmo, Negasonic Teenage Warhead, and such 3 or 4-cost proactive cards, this should improve their efficacy against Moondragon decks.





Now a [2/1]
Chamber sees play in more archetypes than Moondragon, so this change will likely be more impactful overall. Yet, because Chamber grows at once rather than over the course of the match, activating Chamber on turn three will still massively contribute to grabbing priority.
Buffs

Now grants +4 power
The card wasn’t good enough to compare to other options available within the buff synergy. Flexibility will probably remain a problem for

Copies now cost +1
Without Mobius M. Mobius in play, the card felt unplayable except when the stars align, which didn’t happen enough in order to consider Techno-Organic Virus as part of any deck really.
Now, the likes of Thanos and other synergies able to float the board might consider the skill much more, especially if Spectrum or Goliath are in the mix.
Now a [4/6]
The 4-cost pool is crowded with strong cards, so older cards eventually lose their spot if not buffed. Ka-zar is the foundation of one of the most iconic archetypes in Marvel Snap: Kazoo.
Lately, the card wasn’t as necessary to be fair, with Marvel Boy and Blue Marvel taking care of buffs while En Sabah Nur or some other powerful 4-cost menacing Ka-zar’s spot.











Now a [6/10]
The On Reveal synergy is already doing great at the moment, so I’m not sure about this buff to be honest. Odin was already playable in decks like Sunny Ramp or alongside Stryfe. This change simply makes it more obvious to consider the card.










Now a [2/2]
This change impacts how big Dormammu, Venom or Knull will get, which covers almost every Destroy archetypes available.
The new release didn’t do much, so hopefully this is another baby step towards Destroy becoming a strong synergy once again.









Now a [5/8]
It’s been a very long time since Black Bolt made an impact on the Marvel Snap metagame, so this buff is more than warranted. To be fair, I would have buffed other cards from that archetype, or make it a [5/9].
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!
















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