Table of Contents
It seems like the battle of the top two synergy will need a winner, so other decks finally know which one to target.
I wrote this in the introduction of the last Ranked Tier List, a report dominated by two types of decks: End of Turn and Disruptive decks looking to destroy opposing cards to feed Fenris Wolf. With this OTA, everyone got weaker, but End of Turn and Move took a beating, while other strong synergies were left untouched.
Then, I expect the metagame to be a lot of Cannonball plus Mercury or Gladiator plus Shang-Chi in the coming days. However, now that Fenris Wolf and its friends sit alone at the top, we should be able to target them specifically.
Nerfs





Three turns of buffs instead of four will make a difference, but still keeps Mister Fantastic First Steps amongst very competitive cards in Marvel Snap. In the end, the most impactful change might be that Mister Fantastic First Steps now has to compete for a spot against other 3-cost cards.









This could have had an impact if Mister Fantastic First Steps was not becoming a 3-cost. Combined with that change, Surge probably remains the go-to 2-cost card for a lot of decks. At least, it got a little harder to protect from Red Guardian.










Havok was able to reach big numbers, even when played on turn six if multiple triggers of Invisible Woman First Steps were available. Then, the 2-cost feels like a legitimate target, although it was just a payoff, not the source of the End of Turn synergy’s current power.
Second Dinner tells us these two changes will allow for more designs when it comes to Move cards in the future. For now, this will be an impactful couple of nerfs, largely limiting Bounce and Pure Move decks to develop points as their main source now costs 2 more energy.
Buffs





I don’t think we needed that kind of ability to beat the End of Turn synergy, especially with nerfs to several cards in this same OTA. At least, we know for sure Fantasticar and Invisible Woman First Steps won’t be a problem from now on. Plus, there are some End of Turn abilities we might want to target in the future, so having that counter card allows Second Dinner to be creative with future designs.



















I don’t think two points allocated to non staples in the Move archetype will mitigate the change to Vulture and Human Torch, but we have to start somewhere.
Mainly, buffing support cards limits the ability for a move deck to adapt their points spread in the last turns, as we don’t really want to use Move abilities on Topaz or Doctor Strange.






White Tiger isn’t a card you see once you leave the early levels of collection, so this buff is definitely warranted. Will it have any impact on the card’s popularity, I’m not so sure. Yet, White Tiger still becomes a slightly better card overall.




The recent 3-cost was discreat, but managed to bring Darkhawk and the rock synergy in the competitive discussion. Sure, that deck was not able to compete with the top archetypes in the game, but already showed the positive impact of Terrax the Tamer.
With End of Turn nerfed, there will be more room for other synergies to exist. Combined with the fact Terrax the Tamer’s power is important to get the most of its ability, this buff could have a real impact.
New Decks
This OTA does not push many synergies, but the nerfs allow almost every deck in the game to gain relative power.
As I said in the intro, I expect Fenris Wolf decks to gain a lot of momentum early on, as the obvious strong synergy. Plus, several archetypes already rely on that disruptive package, so we don’t have to do much deckbuilding:
Yet, we should be able to build against it now that End of Turn won’t require all our counter slots to be geared in that direction.
Armor will help mitigate Cannonball, Gladiator, Negasonic Teenage Warhead and Shang-Chi, while Stardust can block Fenris Wolf’s ability. It isn’t much, but we have a starting point if we wanted to build in that direction.
Plus, Red Guardian remains a strong card we can include in a variety of decks against Fenris Wolf. Same for Cosmo to block most of the Destroy abilities in that deck.
The pair is quite simple to fit in multiple existing archetypes, such as Small Ongoing Good Cards:
I like this one because Iron Man will easily avoid Cannonball, keeping our biggest source of points alive on that location.
Another direction to explore would be to play a deck willing to get its cards destroyed:
Last, we could try to leverage the fact Fenris Wolf, Negasonic Teenage Warhead, Gladiator, Shang-Chi, Mercury and Cannonball represent six slots in a deck, leaving little room for other disruptive cards.
With that in mind, we could pick a deck weak to a very specific card, but not bothered by much of the other disruptive means:
Closing Words
Overall, I feel like this OTA is a step towards a more diverse metagame, although the community might have to work a bit in order to get there. Indeed, some strong and easy to pick up decks will be available. In the end, if we dismiss the End of Turn synergy, we basically remove the Fantastic 4 season, and just have to look at the strong decks from the previous one. For someone eager to finish their climb to the Infinite Rank, or looking to polish their rank after the OTA, that will lead them to play Merlin plus Werewolf By Night again, or one of the many Fenris Wolf builds.
However, this OTA also looks like a shot at a new environment, one without as much energy cheating patterns. Or at least, with every deck using their own synergistic patterns, not with one card at the helm of every deck. This only happens if we find a way to counter Fenris Wolf and its crew.
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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