It is always rough to read the OTA notes and already know that update isn’t going to change a thing. Unfortunately, granting one or two power to cards losing by about 25 points isn’t going to impact the current metagame whatsoever.
There are two possible upsides I’m willing to consider:
First, priority will be easier to grab with all these early cards gaining one power. Thanks to it, those decks might be able to land a Cosmo or a Negasonic Teenage Warhead more often. However, don’t expect them to win because of their synergy, because those will remain very weak compared to Star-Lord, Master of the Sun or the other solitary decks.
Then, Kingpin buffed might cause Scream to gain a bit of popularity, which will have an impact on Flexible Move. Once again, it doesn’t help with changing the environment except for one archetype, but one can hope for a domino effect.
Nerfs





Now a [2/2]
Chamber has been the highest power 2-cost in the game in its featured Ramp deck. It is no surprise to see it toned down a little, which will result in Chamber being a bit more vulnerable to Red Guardian.
Except for niche interaction and priority if we decide to wait to Activate Chamber, this nerf should not change the card, nor should it impact its Ramp build too much.
Buffs






The Ten Rings are now a base[2/2] and [2/3] once Unlocked.
Except for Wiccan, no archetype has been using [Shang-Chi, Master of the Rings”] much. Considering The Ten Rings are played every game, typically the sole 2-cost in the deck, this change should be a net extra power in every single match.




Soul Stone now grants +3 power
Time Stone is now a [2/4]
Space Stone is now a [2/6]
Infinity Ultron has been nonexistent in the 5-cost slot recently. Even when Iron Hand was a dominant performer, an archetype built around created cards, Infinity Ultron was still absent from the metagame.
This buff is a good step, but likely not enough, especially as creating cards isn’t a powerful synergy at the moment. Maybe Arishem wants another 5-cost?
Now a [1/3]
The 1-cost saw play alongside Agamotto for a while, or as a smaller Jane Foster Mighty Thor in Hammer decks.
One power is far from enough to get those decks back into competitive shape, but aligns King Eitri with other 1-costs.
Now a [3/5]
Even when we find Mjolnir, [3/11] isn’t that much in the current Marvel Snap. Indeed, Chamber, Moondragon, Kraven, typically reach that power while the new Drax, Avatar of Life should also be in that ballpark.
This is another buff to the Hammer archetype alongside King Eitri, and it probably won’t change a thing.











Now a [1/3]
Another 1-cost now aligned with the 3-power norm. Mantis is available early for new players, so it might make her more playable for them.









Now a [3/4]
[3/8] is pretty good, but there are so many strong 3-cost not requiring us to guess, or force the opponent to play on a specific location.
Now a [1/3]
This one is a flexible 1-cost certain synergies call for help at times, when they look for extra flexibility. Nightcrawler might be the most impactful of the now [1/3] cards on this list.







Now a [1/3]
Scream might finally consider playing Kingpin in addition to Batroc the Leaper. Some lists were using Hydra Bob, and I’m inclined to believe a [1/3] Kingpin can compete for that slot. Priority is quite important for that deck, so extra power to synergistic cards is a net positive.
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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