I typically am not a big fan of balancing through nerfs, since it can lead to losing some diversity if the end result is nothing but one less deck to play. However, the Ramp build powered by the Master of the Sun has been so prevalent over the first three weeks of the season, nerfing the season pass card was required. Now, the question is whether Move and Shou-Lao the Undying just take over as the best synergies unchecked in this update, or can the buffs offer other archetypes to fill that void.
I like the buffs, as I feel they improve cards on the verge of being playable, or part of a niche archetype that will benefit from extra power. Yet, I doubt this will be enough to provide a meaningful change on the long run. Hopefully, this is enough to create a fun metagame for the last days of the season. After all, there is a new one starting on Tuesday.
Nerfs





Now a [4/3]
This won’t change the power of the card much, but could have big repercussions when it comes to its associated deck to grab priority. I expect the current season pass to remain a great card when left unchecked, but likely much easier to disrupt, especially with priority based cards such as Cosmo.









Now a [6/7]
The card was fine as a [6/8], mostly benefiting from other strong cards able to leverage priority. Expect Alioth to still be strong in specific decks such as Galactus, but lose some appeal as a generic 6-cost inclusion.





Now a [7/10]
Just like Alioth, Fin Fang Foom was making the most of the energy provided by the Master of the Sun. If ways to generate extra energy are nerfed, the 7-cost suffers as well. Just like Alioth, the card should remain good enough to make it into Ramp decks, but might not be considered as a generic inclusion in decks able to gain a bit of energy.
Second Dinner said in the notes they would rather keep those cards as niche inclusions in certain archetypes. These nerfs definitely push towards that direction, but could hurt Ramp to the point only Galactus remains.
Buffs












Now a [3/3]


















Now a [2/4]





Now a [2/3]







Now a [3/5]
These four needed help based on their recent play rate, but were good enough that a small buff puts them back in the metagame.
The least impactful in that bunch is Sebastian Shaw, which we played for its ability rather than its base power. The other three however are much better following this change.
Jeff the Baby Land Shark probably comes back in the discussion about strong standalone 2-cost cards. Rocket and Groot has a tougher hill to climb, but should also be solid in decks looking to gain priority in the second half of the match.
Magus is definitely the most improved, now cheap enough to copy building blocks early enough in a match for it to matter. Plus, we can now play Magus on turn two followed by Warlock on turn three. A few decks already used the card to copy the likes of Iron Man or Sera, so it’s certain the new Magus will be tested.
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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