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Marvel Snap

 
May 29th - Balance UpdatesMay 30, 2025 - Community AnnouncementsHey, it's been a while! We're glad to be back to the routine with an OTA this week, and aim to resume our regularly scheduled programming soon–we know everyone enjoys a consistent pace. However, we will be having a slight stutter in June as well, while our team works on some architectural updates under the hood. That means you can expect to see OTAs on June 5th and June 26th, and hopefully things will be back to normal for July. Metagame Refresh With a lengthy reprieve from OTAs, the metagame did settle into a more rigid structure than we'd like to see. To that end, we're making several nerfs to high-profile cards in our top decks, aiming to ensure some churn within the metagame. Strange Supreme 2/2 - Gains +2 Power from merging. End of Turn: Merge one of your created cards into this. 2/2 -> 2/1 Cap's Shield (Sam Wilson) 0/1 - Ongoing: This can't be destroyed. Give your Cap +2 Power when this moves to Cap's location. 0/1 -> 0/0 Time Stone 1/1 - On Reveal: Give Thanos -1 Cost. Draw a card. 1/1 - On Reveal: Give Thanos -1 Cost. We're taking aim at the current metagame tyrant with a smattering of small changes that should weaken some of today's strongest cards, fostering additional competition in the midrange archetypes especially. An obvious candidate was Strange Supreme, who has proven to be a force alongside the Stones in Thanos. That's definitely a role we knew the card would play, but Supreme's strength has exceeded our expectations enough to merit a nerf. It may not seem that this Power update will have a big impact, but It's easy to remember the blowout games where Supreme got huge enough to force a retreat.There are plenty of close games that tend to be worth a lot more cubes! Our first swing at Sam Wilson was light, in part because we didn't want to make a huge shift. While very popular, Sam was a solid card in a lot of decks rather than being the best card in a very strong one, which is generally what we'd like to see. Since then, Sam's stock has continued to rise and fuel the metagame's strongest decks, so we're shifting our approach to better compensate for the consistency Sam affords by moving base Power to Sam. This weakens the Shield's impact on the early game, and specifically makes it worse fodder for Strange Supreme. Alongside these changes, we're taking more direct aim at Thanos by removing a draw from the Time Stone. A major strength of Thanos has become the deck's capacity to justify playing more "tech cards" with lower Power than other decks can sustain, because the Stones turn into Power without using slots via Strange Supreme while Thanos himself has become a very efficient play. We love to see that–we want Thanos in play! Time Stone has been the strongest Stone at enabling Thanos while adding access to all the tech cards, so this change should have a large impact. Hazmat 2/2 - On Reveal: Afflict all other cards with -1 Power. 2/2 -> 3/3 While Thanos has earned the majority of players' ire, the other candidate for "best deck"...New Season: New X-MenMay 6, 2025 - Community AnnouncementsHigh school is hard enough without Sentinels trying to vaporize your chemistry lab. This season, we’re heading back to Xavier’s Institute with the New X-Men! But just because they’re new doesn’t mean they’re not powerful. Whether they’re navigating teenage drama or defending the school from the latest mutant-hating Sentinel, the next generation of X-Men is ready for anything. So put down your pencils and put up your fists. Class is now in session. https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png SEASON PASS Our newest character is one of the five telepathic Stepford Cuckoos, clones of Emma Frost. Esme is ambitious, rebellious, always seeking power, and not afraid to use those around her to win.  NEW CHARACTER: ESME CUCKOO https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/EsmeCuckoo-1024x920-2.png On Reveal: Copy a card from your deck into your hand. Set its Cost to 3 and Power to 4. SEASON REWARDS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/season-pass-rewards-1024x576-2-1.png https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png NEW CHARACTERS! There’s nothing “junior varsity” about these new characters. Each week we’ll be adding one of these new superpowered X-Men to the starting lineup. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/Surge-1024x920-2.png On Reveal: Give the top card of your deck -1 Cost and +1 Power. After you play it, repeat this ability. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/Prodigy-1024x920-2.png On Reveal: If this is in the back row, copy the text of the card in front of it. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/Elixir-1024x920-2.png On Reveal: One of your cards destroyed last turn gets revived here. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/Xorn-1024x920-2.png After ANY 3 or 4-Cost card is played here, move it to another location. https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png New Card Release Schedule https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/snap-pack.png New Series 5 cards will launch weekly as the spotlight card in the Card Shop and will also be available in the Seasonal Series 5 SNAP Packs. All new Series 4 and 5 cards will remain in their respective Seasonal SNAP Packs for both the current and following season. Additionally, the previous month’s Season Pass card will be added to the Seasonal Series 5 SNAP Packs on the first day of the new season. May 6th: Surge - Seasonal Series 5 Release May 6th: Captain Carter - Seasonal Series 5 Release May 13th: Prodigy - Seasonal Series 5 Release May 20th: Elixir - Seasonal Series 5 Release May 27th: Xorn - Seasonal Series 5 Release https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png NEW LOCATIONS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/Pit-of-exile-1024x576-1.png Pit of Exile: Cards with 10 or more Power can't be played here. https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/05/GENO...Patch Notes - April 29, 2025Apr 29, 2025 - Community AnnouncementsPLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! PATCH HIGHLIGHTS MARVEL SNAP is evolving! We’re thrilled to introduce Snap Packs, a major upgrade to how you unlock new cards and expand your collection. Whether you’re a newcomer looking to catch up, a returning player filling in the gaps, or a dedicated fan eager for the latest releases, Snap Packs offer an easier, more streamlined way to build your collection. To celebrate the launch of Snap Packs, all players will receive a FREE Series 5 Collector’s Pack in the inbox after they update to the new patch! What Are Snap Packs? The Token Shop is transforming into a full-fledged Card Shop, bringing a host of exciting changes: Snap Packs – Each pack guarantees 1 unowned card (no duplicates!) and includes 2 bonus rewards.* Spotlight & Rotating Pinnable Cards – These will remain available, at the same Token prices. Free Daily Tokens – Log in every day to claim them! Token Packs – Purchase Tokens directly using Gold from the Card Shop. Learn more about Snap Packs in our launch blog. FEATURES We've improved the way we store your Collection in the cloud to speed up common Collection operations. You'll notice it most claiming new rewards such as Collection Track Rewards, Infinity Splits, and Shop purchases, but many operations are faster now. When first logging in after this patch, you may notice a longer-than-normal load time. It’ll be barely noticeable for most players, but players with the very large collections might have a one-time longer wait than normal. The larger your collection, the more improvement you'll see. ART, VFX, & AUDIO The following cards now have VFX and SFX: Giganto Red Skull Uncle Ben Updated logos for Ares, Galacta, and Sam Wilson Captain America BALANCE UPDATES CARD UPDATES Lasher no longer adds Power to cards if its own Power is negative. This aligns with how The First Ghost Rider works (this change went live via OTA a few weeks ago). Sebastian Shaw received a slight tweak to its text for brevity (no functional change) - When this card permanently gains Power, gain +2 more Power. (wherever this is) - When this permanently gains Power, gain +2 more Power. (wherever this is) LOCATION UPDATES Deep Space is back in the game now that its bug with Iron Patriot has been fixed. BUG FIXES Card & Location Fixes in 40.x Fixed an edge case that could see Banished versions of Agamotto be buffed by Temporal Manipulation under some circumstances Spells played on locations such as Death’s Domain and Altar of Death should now be properly displayed in the Banished section of the Graveyard Celestial Burial Ground should no longer be able to generate the same card that it discarded Cap’s Shield should no longer throw a VFX related exception that was potentially causing performance issues Card and Location Art Fixes in 40.x Dagger’s Envar Studio variant should no longer visibly break at 3D or higher rarity levels for iOS devices Iron Patriot’s VFX should no longer pla...April 24th - Balance UpdatesApr 25, 2025 - Community AnnouncementsWe’ve got a big update this week! Next Tuesday, Card Acquisition 2.0 is officially here, and with it we finally have the means to give players reliable access to high series Seasonal cards after their release. Also note that we’ll be skipping our OTA update on May 15th, but will be resuming our normal schedule on May 29th. With that, we’re going to be rolling out some changes to high series cards that we’ve had our eye on, but were shy about adjusting when players were going to have difficulty acquiring them. Before that though, on the more business as usual side of things, we’re going to be making some downward adjustments to Sam Wilson and Scream, which have enjoyed continued success over a timeline which we aren’t quite comfortable with, and we’ll be addressing some cards that have come in lower than we would like from our current “What If?” Season. Finally, we’ll be capping things off with a rework of one of the game’s original cards that doesn’t have much of a home anymore - something that we’ll be striving to do more often. Sam Wilson Captain America 2/3 - Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield. 2/3 > 2/2 Sam is a fun and strong card that we’ve avoided nerfing precisely because of how many people enjoy it and the high number of synergies it encourages. That said, the latter component of Sam has contributed to a high degree of ubiquity, with Sam showing up in a wide, wide, variety of decks and has frequently been in the list of top cards played on the ladder. This combination of factors has resulted in Sam being closer to the “best in slot” 2 Energy card for most decks than would be acceptable over the long term, and as a result we’ll be removing a Power. We considered cutting a Power from his Shield, but ultimately decided to go with the lighter nerf. A lot of Sam’s impact will still be present from putting him in your deck with his Shield retaining its power, but Sam’s ceiling will now be lower when you draw him and thus are engaging in his movement buffing shenanigans. Scream 2/2 - When an enemy card moves, steal 2 Power from it. (once per turn). 2/2 > 2/1 Like Sam, Scream has been topping our charts for some time now, putting up large and consistent win rates, although with a relatively low play rate. In the interest of more metagame diversity, we’re dinging Scream lightly here to encourage a bit of a mix-up given how long it has been at or near the top. Some of how light this Scream nerf is related to Sam’s nerf as it is likely that Scream has been keeping in check some of Sam’s total power level. If Sam’s play rate decreases, we suspect that Scream’s win rate will drop some, but the latter has been strong enough for a sustained enough period that we want to take action now. However, we’ll reevaluate if this set of changes don’t land in a spot we’re satisfied with. Captain Carter 4/3 - Ongoing: Add this card’s Power to your back-row cards here. (can’t add to itself) 4/3 > 3/2 Captain Carter...MARVEL SNAP just got faster. Try High Voltage for a limited time!Apr 17, 2025 - Community AnnouncementsThe fastest card battler in the multiverse just got faster! Welcome to High Voltage, a brand new way to play Snap! With more cards, more energy, and faster matches you’ll be making plays you’ve never seen before. Let’s take a look! What is High Voltage? https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/20241008-172805.188-2.jpgHigh Voltage takes the core rules of Snap and condenses them into three action-packed turns. Each turn gives you more Max Energy, more cards, and huge combos that you previously only dreamt about.There are no cubes or points to lose in High Voltage, so you should always feel encouraged to try and win! There’s no downside to trying out new decks or fun new strategies, so you can build a deck, jump in, and play immediately. Win matches and complete missions to earn Volts, then redeem those Volts for a TOTALLY FREE card. How great is that?!?!? April 10th - Balance UpdatesApr 11, 2025 - Community AnnouncementsIn this week's balance update, we'll be weakening Rocket & Groot, redistributing some of the power in the Discard deck by nerfing M.O.D.O.K. while buffing The First Ghost Rider, and making some improvements to Bishop, Devil Dinosaur, Patriot, and Redwing Let's go ahead and get started. Rocket&Groot 3/3 - You can move this once. After your opponent plays a card here, steal 1 Power from it. 3/3 > 3/2 Ever since their display of prowess at the beginning of Sanctum Showdown, Rocket & Groot have been picking up steam, becoming more ubiquitous as the best curve filler on 3 Energy across a vast array of archetypes. This is another example of a fun card with incentives that we really like, but it's just a touch too high in total impact on average. The amount of agency that R&G affords can frequently allow skillful play to generate 3 or more triggers, and while that is something we still want to encourage, we don’t want the card to also outshine the average 3 Energy card when you can only manage to pull off 1-2 triggers. As is, even the latter scenarios are translating to too many total functional points, so we’ll be moving them to 3/2. M.O.D.O.K. 5/8 - On Reveal: Discard your hand. 5/8 > 5/7 The First Ghost Rider 2/5 - On Reveal: Discard the lowest-Power card from your hand. Remove that card’s Power from this.. 2/5 > 2/6 These sets of changes represent a slight tweak in power across the Discard strategies and are somewhat emblematic of a desire continued from last OTA to encourage more diverse discard strategies. As with our buff to OG Ghost Rider, the hope is that propping up The First Ghost Rider can help to target some more specific Reanimation strategies involving the aforementioned Ghost Rider and Khonshu. The ding to M.O.D.O.K itself is tricky. He is a powerful enabler that subsidizes many of the Discard payoffs in the game, and he continues to scale in power as the cardpool grows, but we want to make sure he remains a strong component of the strategy given his accessibility. At this time we feel like 8 Power is just a touch too high given the amount of synergy he has with the entirety of the Discard package, basically no matter which portion of it you choose to play. We’ll keep an eye on M.O.D.O.K,, but for now we like shaking up the distribution of Power in discard but keeping the net points across the Discard deck the same if you’re engaging with a wide swath of cards and incentives. Devil Dinosaur 5/3 - Ongoing: +2 Power for each card in your hand. 5/3 > 5/4 Bishop 3/1 - After you play a card, this gains +1 Power. 3/1 > 3/2 Speaking of accessible cards, these are some Series 1 cards that could use a little love. As we often note when buffing starter cards, we both want to make sure they can remain interesting options as Snap’s cardpool grows while also not having too much of an outsized impact on the low collection level metagame. Perhaps this duo can show up in the newer created card decks, or with the just released Kahhori. Patriot 3/1 - Ongo...New Season: What If...?Apr 1, 2025 - Community AnnouncementsWhat If…? What if the fate of the multiverse rested in your hands? This season, we dive into the infinite possibilities of Marvel’s What If…?, where the smallest change can create a whole new reality. From heroes taking unexpected paths to villains becoming unexpected saviors, nothing is off-limits. Will you embrace the chaos or try to restore order to the timeline? The choice is yours—but remember, in the multiverse, anything is possible. https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png SEASON PASS In another timeline, it wasn’t Steve Rogers who received the Super Soldier Serum—it was Peggy Carter. Rising to the challenge, she became Captain Carter, wielding her Union Jack-emblazoned shield with unmatched strength and strategy. A true leader of the multiversal resistance, she stands for justice in any reality. NEW CHARACTER: CAPTAIN CARTER https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Captain-Carter-1024x920-1.png Ongoing: Add this card's Power to your back-row cards here. (can't add to itself) SEASON REWARDS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Season-Pass-rewards-S35.png https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png NEW CHARACTERS! Hold on… If Peggy takes the serum, what happens to Steve Rogers? He’s still around, but this time in a Stark built prototype suit called the HYDRA STOMPER! It turns out, when you give a scrawny kid from Brooklyn a metal war machine, he still finds a way to join the fight. Some things never change. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Goliath-1024x920-1.png Ongoing: +1 Power for each other Ongoing card you have in play. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Kahhori-1024x920-1.png On Reveal: Each card in your hand gives one of your cards in play +1 Power. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Infinity-Ultron-1024x920-1.png On Reveal: Add 2 of Ultron's Stones to your hand.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Mind-Stone.png Ongoing: Your On Reveal abilities here happen twice.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Power-Stone.png On Reveal: Double Infinity Ultron’s Power.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Reality-Stone.png On Reveal: Add a Drone here. Set its Power to Infinity Ultron's.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Soul-Stone.png On Reveal: For each of your full locations, give one of your cards there +2 Power.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Space-Stone.png On Reveal: Move the lowest-Power enemy card here to the location of Infinity Ultron.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Ultron-Time-Stone.png On Reveal: Put a card from your hand here. SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Strange-Supreme-1024x920-1.png Gains +2 Power from merging. End of Turn: Merge one of your created cards into this. SERIES 5 https://d3hyqhf8hhr6v...Patch Notes - 1 April, 2025Apr 1, 2025 - Community AnnouncementsPLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! Let’s get this out of the way. These are real. No April Fool’s jokes in the sacred grounds of patch notes. PATCH HIGHLIGHTS New Reward Type, Mystery Borders & Premium Mystery Borders These will be a new reward type you will find throughout the game, including in: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more! Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders, while Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border. Ladder Rank Decay We’ve made some changes to how your ladder rank decays between seasons. You will now lose fewer ranks than before after each season, and you’ll lose fewer ranks the farther you are from Infinite. We want the goal of climbing ranks by making season-over-season progress to be more achievable and we want the experience of skipping a season to be less punishing. Check out the chart below to see how the new rank decay formula works. If you are Infinite rank you’ll go to rank 75 If you are between rank 90 and 99 you’ll go to rank 73 80-89 -> 65 70-79 -> 63 60-69 -> 55 53-59 -> 53 1-52 -> No decay FEATURES Unlock Custom Card Improvements Players will be able to unlock the Custom Card feature with only one Infinity Split or acquisition of a Collectible Finish or Flare from Character Mastery.. Mystery & Premium Mystery Borders Over time, you’ll find these new reward types throughout the game: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more! Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border ART, VISUAL EFFECTS, & AUDIO Laufey now has VFX and SFX BALANCE UPDATES The skill card type introduced with Agamotto’s Ancient Arcana uncovered some bugs and inconsistencies in how cards and locations handle their targets leaving play before taking effect. They also added a bunch of points of confusion when cards didn’t indicate that their effects had taken place without a target. So today we’ve added messages to more cards when they can’t take effect, and we’re lining up some functionality to help everyone understand how these things will interact: Cards that are no longer at locations can no longer be destroyed. Effects acting on the next card played, like Negasonic Teenage Warhead or at Castle Zemo, will always be “used up” by a card resolving there (even if it leaves the location before they can affect it). CARD UPDATES Araña is getting a text-only update to line up her wording with other cards that work the same way. 1/2 - Activate: Give the next card you play +1 Power and move it to the right. 1/2 - Activate: After you play your next c...March 27th - Balance UpdatesMar 28, 2025 - Community AnnouncementsIn this week’s balance update, we’ll be lowering the ceiling of Iron Patriot as well as adjusting Galacta to get them closer in relative strength to other cards at their Energy cost. As far as buffs, we’ll be improving Pixie, Sauron, and Ghost Rider. This is a relatively tame update compared to the last few, and for the most part the metagame is in a great place. Surtur and Hela strategies are back on planet Earth and folks have clearly been enjoying both the Loki buff and the release of Agamotto. Agamotto and his Skills are showing up in a variety of strategies and paired with an uptick of Loki have created some exciting metagame churn. “Anti Big Deck” tech decks have even started to rise in popularity in response, with cards like Cassandra Nova and Darkhawk seeing large increases in win rate from week-to-week. With that said, there’s one deck that is starting to become the exception among Agamotto strategies, largely eschewing any kind of theme for all what we would call rate cards, or cards that are individually strong without asking much of you to synergize with them. That isn’t necessarily a problem, but as in the case with Doom 2099 last OTA, we do want to seriously monitor when individually strong cards threaten to be consistently more powerful than synergistic interactions. Two of the cards in that deck have been prominent since their release with no signs of slowing down as they too often out-compete other cards at their Energy cost. That can segue us into the individual card discussion: Iron Patriot 2/3 - On Reveal: Add a random 4, 5, or 6-Cost card to your hand. If you’re winning here after next turn, give it -4 Cost. 2/3 - On Reveal: Add a random 4, 5, or 6-Cost card to your hand. If you’re winning here after next turn, give it -3 Cost. There’s a lot we really love about Iron Patriot. Encouraging players to care about the outcome of a location before the end of the game is a great incentive to make Marvel Snap feel more interactive, and he can often create exciting moments due to the game-to-game variety he provides and encourages. It’s the type of card we like being strong, but his play and win rate is very high, and there are times when his level of impact on the outcome of a game can be frustrating. We’ll be reducing the ceiling of his strength by lowering his cost reduction by one. Our hope is that this helps to address one of his most frustrating and unpredictable outcomes - when he allows you to play a four Energy card for free. Naturally, this lowering of cost reduction is a nerf to every scenario, but rolling a four-cost specifically sticks out as a pain point for the card and a clear area where Iron Patriot has power level to give and still remain exciting to play with. Galacta 4/6 - Each turn, the first card you play at another location reveals with +3 Power. 4/6 > 4/5 While Doom 2099 was more pressing last OTA, Galacta wasn’t too far behind when we made that decision. As alluded to previously and discussed last week, it is ...March 13th – Balance UpdatesMar 13, 2025 - Community AnnouncementsIn this week’s balance update, we’ll be re-tuning the Hela archetype after its incorporation of Skaar, adjusting Dr. Doom 2099 to be more in line with other four cost options, and fixing an outlier interaction with Sam Wilson. Additionally, we’ll be buffing some iconic favorites that have fallen out of favor, as well as trying to get Bruce Banner into a more acceptable long term power range. Let’s start with Hela: Hela 6/9 - On Reveal: For each different Cost among them, resurrect a card you discarded to a random location. 6/9 > 6/6 Swordmaster 3/7 - On Reveal: Discard an odd-costed card from your hand. 3/7 > 3/6 Hellcow 4/7 - Activate: Discard a card from your hand. 4/7 > 4/6 Black Cat 4/10 - End of Turn: Discard this from your hand. 4/10 > 2/6 Last OTA, we took some large steps to wrangle the Surtur strategy into a spot that will allow it to exist as a part of a healthy metagame for the long term. Now the Surtur deck is still enjoying success, but at a much more manageable play rate on the ladder. A consequence of that, and the movement from 6 to 7 cost with Skaar, is that Hela got a large strength injection, by giving it another unique-cost-high-power card. Before the Skaar change, Hela was a balanced, sometimes slightly under performing strategy, but giving it the means to generate an additional 12 points with its best draw has taken it to strongest-deck levels. Sometimes the consequences of changes to solve problems cascade into other problems. It was possible to predict that Hela would be an issue with the Skaar changes, but given where it was on the ladder, we would rather let things play out naturally than try to map out all the implications of a large scale change, especially one on the magnitude of shaking up Surtur’s stranglehold on the metagame. So where does that leave us? For now, we’re comfortable accepting that Skaar and to some extent Thaddeus Ross are buffing the Hela strategy. If anything, it’s good that Skaar has another home after we nerfed it, but Hela’s point generation is just too large relative to the effort asked of you. As a result, we’re downward adjusting it in other ways. From Hela, Sword Master, and Hellcow we’ve naturally cut 5 total points of power, just from the set up and payoff cards in the deck you want to play. We suspect that this is likely to leave the deck still in a stronger position than pre-Skaar to 7, but does trim some of the incidental power the strategy generates just from naturally playing enablers and its namesake, which should bring the win rate down. Those are pretty straightforward changes, Black Cat is the trickier one. Before this OTA, Black Cat didn’t have much of a role anywhere except being a “free” stat stick for Hela. She was just too unreliable to play in most normal decks as an above-rate card. We’ve tried her at 3/8 in the past, but that didn’t do enough to move the needle on her “normal” playability, so rather than just adjust her again to that stat line with the goal of just simply ...New Season: Prehistoric AvengersMar 4, 2025 - Community Announcements Before Doctor Strange, before Iron Man, before the Avengers or the X-Men–Who protected Earth from cosmic threats? The Prehistoric Avengers, the first band of super heroes! Who doesn’t love a prequel?https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.pngSEASON PASSYou may be familiar with the Eye of Agamotto used by Doctor Strange, but now you can see what the REAL Agamotto is all about. As the first Sorcerer Supreme, Agamotto is bringing an all-new set of Arcana to the game! NEW CARD TYPE - SKILLSAgamotto’s Ancient Arcana are the first peek at a new type of card called skills. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times.You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP! NEW KEYWORD - BANISHThis is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. For more information on skills and Banish, be sure to check out the new patch notes! NEW CHARACTER: Agamotto https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Agamotto-.png Game Start: Shuffle 4 Ancient Arcana into your deck.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Temporal-Manipulation-1024x920-1.png On Reveal: Give Agamotto +3 Power. Put him into your hand if he’s not in play. (Banish this.)  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Winds-of-Watoomb-1024x920-1.png On Reveal: Afflict an enemy card here with -5 Power and move it right. (Banish this.)  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Bolts-of-Balthaak-1024x920-1.png On Reveal: Next turn, you get +4 Energy. (Banish this.)  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/konn-1024x920-1.png On Reveal: Transform your other cards here into copies of the highest-Power one. (Banish this.)  SEASON REWARDS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/season-pass-rewards-1024x576-21.png https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.pngNEW CHARACTERS! The Celestial Eson has come to Earth to reshape life–or wipe it out entirely. Agamotto will need to assemble a little help from his friends in the next great battle, so let’s bring them in! SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Eson-1024x920-1.png End of Turn: Put a created card from your hand here.  SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Star-brand-1024x920-1.png Ongoing: Your opponent has +3 Power at each other location.  SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/03/Firehair-1024x920-1.png When one of your cards is destroyed, this uses that card’s On Reveal.  SERIES 5 https://d3hyqhf8hhr6vv.cloudfront.n...Patch Notes - 4 March, 2025Mar 4, 2025 - Community AnnouncementsPATCH HIGHLIGHTS Series Drops have arrived! While these Series Drops will help many players along their journey, it’s not intended to fix the core issues we’re all feeling around Card acquisition. The team remains focused on a larger, long-term solution. We look forward to sharing more on that in the future. To Series 3: Knull Zabu MODOK Nimrod Ghost Spider Nebula Silk Spider Ham Lady Deathstrike Mobius M Mobius Havok Selene Hercules To Series 4: Loki Blob Sebastian Shaw Elsa Bloodstone Ms Marvel Werewolf By Night Skaar Black Knight Corvus Glaive Cull Obsidian Cannonball Annihilus  GAMEPLAYSKILL CARD TYPE Since Marvel SNAP’s release two and a half years ago, all cards have fundamentally worked the same way, but not anymore! Agamotto’s Ancient Arcana are the first peek at a new type of card. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times. For more details, see the FAQ at the end. You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP!  BANISH This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. To start: all skill cards are banished after they resolve their effects, and we’re making a couple of updates to old cards and locations to banish cards, but expect more new effects to come!  DISCARDED, DESTROYED, & BANISHED PILES Because skills don’t stay at a location very long to read, we prioritized some upgrades to the three piles you can view in-match from the player profiles: cards here will now display their current stats and you can select them to zoom in, just like a card in play. This is a great way to remind yourself what a particular skill does or see what an opposing Hela might bring back.  CARD TOOLTIPS AND CLARITY And while you’re zooming in on cards you’ll notice a new by many of their descriptions. Tapping anywhere in such a card’s description will pop up tooltips explaining some details of their text. We try to make cards’ functions clear on first read, but there isn’t room to clarify every point of potential confusion. We saw some players struggling with the details of Activate back when we introduced that ability, and so took pains to find a better place for more information to live as we introduce new concepts like skills and banish. Tooltips also let us unify and shorten some wording that would otherwise have been just a smidge too hard to understand. Cards and locations that used to trigger “After each turn” will now read “End of Turn:” (no functional difference). Abilities that used to care about “cards that didn’t start in your deck” will now care about “created cards.” Thi...February 27th – Balance UpdatesFeb 28, 2025 - Community AnnouncementsIn this week’s balance update, we’ll be continuing to adjust metagame imbalances, particularly among cards in Surtur strategies that continue to be problematic over time. Additionally, we have a swath of cards that we’ve been looking to buff, some of those are at the perfect time with the series drop, others are old starter deck favorites that we’re looking to give some love with Prehistoric Heroes, and finally we have a recent release that’s simply performing worse than we would like. Let’s go ahead and discuss the Surtur deck and some of its supporting pieces! Surtur 3/5 - After you play a card with 10 or more Power, this gains +3 Power. (twice per game) 3/5 - After you play a card with 10 or more Power, this gains +2 Power. Skaar 6/10 - Costs 2 less for each of your cards that has 10 or more Power. 6/10 > 7/12 Aero 5/10 - On Reveal: Move the last enemy card played anywhere to this location 5/10 > 5/9 Surtur: Surtur has simply been too efficient for his cost as well as enabling a synergy with Skaar too powerful for most decks to compete with even after adjustments. Our last attempt at nerfing Surtur intended to keep his core play pattern with Skaar – allowing you to maintain explosive turn 6’s playing multiple 10 Power cards in a turn with your strongest draws but capping the raw point output that Surtur is capable of. Unfortunately, this just wasn’t a substantial enough nerf to the deck and the card. Surtur has still been enjoying the highest win rate amongst strategies over the last few weeks, and his win and cube gain rate has topped the charts in a deck that doesn’t even play Skaar. We’ll get back to that shortly. This change aims to still make him a potent piece for point generation in the 10-power strategy but make it substantially more difficult to have those explosive turn 6’s by not allowing Surtur itself to contribute to Skaar’s cost reduction without three triggers. His ceiling is potentially higher than his previous iteration, but it requires much more effort to achieve. Skaar: We know that this change might be disappointing with Skaar’s presence in the Series drop, but it is our responsibility to be committed to the health of the gameplay experience at large. The obvious question here given the paragraphs I just wrote about hurting Surtur’s synergy with Skaar is “why did you need to nerf both then?” The reality is that the numbers of various Surtur/Skaar decks have been too high for quite a while now and it has become apparent that incremental change isn’t doing enough to right the imbalance in a reasonable time frame to maximize the enjoyment for our players. Regardless of Surtur being drawn, it is still quite achievable to deploy 20 Power on turn 6 with Skaar in his current form. We’re hoping that ultimately this will release some pressure on the metagame and encourage more diversity. We’ll continue to consider other options for these packages of cards as the metagame becomes less “Surtur centric.” Finally, Aero: As I alluded to ...February 13th - Balance UpdatesFeb 18, 2025 - Community AnnouncementsThis week's OTA will focus directly on some tyrants of the metagame, shaking things up as we hit the midpoint of the Brave New World season. In addition to a few big nerfs, we've also got a few buff candidates from the strongest cards of SNAPs gone by. Let's jump in! Doom 2099 4/2 - After each turn, add a DoomBot 2099 to a random location if you played (exactly) 1 card. 4/2 -> 4/3 DoomBot 2099 4/2 - Ongoing: Your other DoomBots and Doom have +1 Power. 4/2 -> 4/1 Doom has been a top-performing card since release, often among our strongest cards on individual winrate. What has convinced us to make this change has been Doom's strength as a single-card addition to a number of otherwise unrelated decks. For example, Doom 2099 was the best card in the best Scream deck last week! That's a clear indicator the card is too impactful. Doom's own Power wasn't a strong dial for weakening the card, as 4/1 or 4/0 would both add ramp synergy with Ravonna, so we decided to centralize more of the Power and weaken the DoomBots instead. Wiccan 4/7 - On Reveal: If you’ve spent all your Energy on previous turns, +2 Max Energy. 4/7 -> 4/6 Turns out Quicksilver's not so bad! Wiccan has been the flagship card in unique ramp builds since release. While the card overperformed our expectations, it largely remained in-bounds of our performance metrics for quite a while. However, in addition to just remaining a strong top-tier deck the whole time, we've started to see the deck diversifying into multiple different builds, leading to an inflated play rate for Wiccan. We don't want to do a lot of damage to those decks, but we do want to create more space and Wiccan seems to simply have more Power than required. Surtur 3/4 - After you play a card with 10 or more Power, this gains +3 Power. 3/5 - After you play a card with 10 or more Power, this gains +3 Power. (twice per game) By far the strongest deck over the last week, Surtur-based decks have enjoyed the best winrate, best cuberate, and one of the highest play rates in the game, with the latter still growing. It's only been a little out of line, but the continued growth is scarier when we dive deeper into the data and see that the deck actually has essentially no bad matchups. That meant we needed to make a change, so we're starting with a firm one here. Removing base Power from Surtur would really damage the "flow" of the deck for enabling Skaar, as it's difficult to get more than two triggers by turn 6. We instead decided to retain the ability to get 10 Power on turn 5, in exchange for a cap on Surtur's gains. Scorpion 2/2 - On Reveal: Afflict cards in your opponent’s hand with -1 Power. 2/2 -> 2/3 One of the particular strengths of the Surtur deck has been how effectively it can integrate Armor and Cosmo into its playlines, shutting down all of the interaction players typically lean on to combat decks like this one. Given that was the case, and that Surtur decks seemed to wholly lack negative matchups, we felt it was approp...Patch Notes - February 11, 2025Feb 11, 2025 - Community AnnouncementsPLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!PATCH HIGHLIGHTS Character Mastery has arrived! It’s a brand new way to show your friends and adversaries just how much you REALLY love your favorite characters. Each time you collect a new Variant or Infinity Split your cards, you will earn Mastery XP and unlock fantastic new rewards along the way. Don’t worry – Everything you’ve already invested into your MARVEL SNAP collection will count toward your progress and be rewarded! Later this month, an all-new game made is coming to Marvel SNAP: Sanctum Showdown! We won’t reveal all of the magic right now but read below for a bit of a preview.  FEATURES Character Mastery Players will now see a Mastery tab for every character in their collection Mastery Level takes into account the number of times a player has Infinity Split that character and how many variants they own. Players with many variants and Infinity Split cards can expect to collect quite a few rewards with the rollout of Character Mastery! On a per-character basis, players can unlock a multitude of new cosmetics by gaining mastery. Some examples: Frosted Glass and Psychedelic finishes, Rainbow Confetti and Bananas flare. Every character in a player’s collection that has Mastery rewards will have a golden ? gem icon on the bottom right of the card. Clicking on the card and going to the Mastery tab will auto-claim rewards. The max Mastery Level is set to 30. That is the level that unlocks a character-specific Reaction Set. Check out the full blog on Character Mastery here]. Sanctum Showdown Starting February 25th, we'll debut an all-new game mode: Sanctum Showdown! Instead of ending the game on turn 6, you'll score points each turn in Sanctum Showdown based on which locations you're winning. First to score 16 points wins! Each game costs a Scroll to play, similar to a Conquest ticket, and you'll earn 2 more Scrolls every 8 hours (and more in other ways). You'll also get your ticket back whenever you win a game! Win or lose, you'll walk away from every game with points to spend on new cards and cosmetics from the Sanctum Shop. That's right–new cards plural! The shop will have unowned Series 4 and Series 5 rewards along with our new Portal Pull featuring Gorgon, Laufey, and Uncle Ben! Check out our blog and in-game tutorial for more information and rules. Album Favoriting Wishing you could favorite Albums? Well, now you can! Favorite Albums will have their own section when viewing all Albums Variants in your favorite Album(s) will display a different album icon Albums will be sorted based on distance to next reward GAMEPLAY You may notice a new “Banished” section of the in-match player profile next to “Discarded” and “Destroyed”. What’s that all about? You’ll have to stay tuned…  Bug FixesCard & Location Fixes in 37.x Bruce Banner’s reference token should show the correct Hulk An edge case where Sandman played on Aunt May’s and moved to Deep Space would result i...New Season: Brave New WorldFeb 4, 2025 - Community AnnouncementsIt’s time to pass the shield. Yes… THAT shield. Sam Wilson is here to show us that there is more than one way to carry the legacy of Captain America. With Diamondback slithering into play, and Thaddeus Ross lurking in the shadows, we won’t have to wait long to see how strong our new Captain America is.https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png SEASON PASSSam Wilson has some big shoes to fill as the new Captain America, but with this new ability and Cap’s Shield at his side, he’ll have all the tools he needs to defend against any new threats.NEW CHARACTER: Sam Wilson Captain Americahttps://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Sam-Wilson-Captain-America-1024x920-1.png Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield.  https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Caps-Shield-1024x920-1.png Ongoing: This can't be destroyed. Give your Cap +2 Power when this moves to Cap's location.  SEASON REWARDS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/season-pass-rewards-1024x576-2.png  SUPER PREMIUM REWARDS https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/super-premium-rewards-1024x576-1.png https://d3hyqhf8hhr6vv.cloudfront.net/data/2024/10/%E5%9B%BE%E7%89%879.png NEW CHARACTERS!Pass the mantle of Cap, or the title of The Falcon, just don’t pass on these awesome new characters!SERIE 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Joaquin-Torres-1024x920-1.png Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice. https://d3hyqhf8hhr6vv.cloudfront.net/data/2022/11/CUBE_GraphicDevice_Set_C_DividerBar_Thick_Purple.pngSERIE 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Thaddeus-Ross-1024x920-1.png When your opponent ends a turn with unspent Energy, draw a card with 10 or more Power. https://d3hyqhf8hhr6vv.cloudfront.net/data/2022/11/CUBE_GraphicDevice_Set_C_DividerBar_Thick_Purple.pngSERIE 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Redwing-1024x920-1.png The first time this moves, add a card from your hand to the old location. https://d3hyqhf8hhr6vv.cloudfront.net/data/2022/11/CUBE_GraphicDevice_Set_C_DividerBar_Thick_Purple.pngSERIE 5 https://d3hyqhf8hhr6vv.cloudfront.net/data/2025/01/Diamondback-1024x920-1.png Ongoing: Enemy cards here afflicted with negative Power have an additional -2 Power.  So, when can you expect new cards in the Token Shop?You can expect new cards to be released weekly - the previous month’s Season Pass Card, Iron Patriot, will be released as a Series 5 card on February 11th. Feb 4th: Joaquin Torres - Series 5 Release Feb 11th: Iron Patriot - Series 5 Release Feb 11th: Thaddeus Ross - Series 5 Release Feb 18th: Redwing - Series 5 Release Feb 25th: Diamondback - Series 5 ReleaseNew Series 4 and Series 5 cards appear in the Token Shop and the Spotlight Cache. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, and more.https://d3...January 30th - Balance UpdatesJan 30, 2025 - Community AnnouncementsNo lengthy preamble this week! We've got a handful of buffs and nerfs to freshen up the metagame as the season comes to a close, so let's dive in.  Dagger 2/0 - When this moves to a location, +3 Power for each enemy card there. 2/2 - When this moves to a location, +2 Power for each enemy card there. The "Move Bounce" deck has been a top contender at high Infinite for a while now, but that strength wasn't really proliferating down into the wider metagame for the most part. Given that, we decided to "let them fight" and see if the top players could crack their own metagame. However, over the last few weeks we've seen the deck solidify its position and even start to surge across other audiences, so we've decided to take some balance action instead. This change will reduce the ceiling on Dagger, one of the deck's strongest options for scaling Power.  Araña 1/1 - Activate: Give the next card you play +2 Power and move it to the right. 1/2 - Activate: Give the next card you play +1 Power and move it to the right. In addition to the Dagger change, this softer nerf specifically aims to weaken Araña's synergy with Human Torch. Tucking an extra point of Power into Araña won't damage the card in other use cases very much, so it's just a soft hedge on top of the Dagger change.  Spectrum 6/6 - On Reveal: Give your Ongoing cards +2 Power. 6/6 -> 6/7 One of the things we love to do with OTAs is push up underperforming archetypes. The Ongoing deck had quite the heyday in 2024, but since then we've seen it slide back into the shadows. Moonstone was a unique and helpful boost this season, and we'll see a few more additions release in February that we think an improved Spectrum could better support.  Namora 5/6 - On Reveal: Give +5 Power to each of your cards alone at another location. 5/6 -> 5/7 Similarly, the "Namora deck" is a fun and unique archetype in SNAP that we want to keep positioned as an option. Peni Parker aimed to give that deck slightly more support as another way to develop single-card Power as well as some mobility on the board, but we didn't see quite as much lift as we'd hoped for. An extra point of Power should help.  Leader 6/3 - On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side. 6/3 -> 6/4 Once a metagame terror, Leader has languished of late as one of our least popular 6-Cost cards. While Leader is among the best at countering an enemy 6-Cost, the metagame has been hostile enough to them that this capacity wasn't very useful. An extra Power won't suddenly shift Leader to the top of the metagame, but it will help account for the softer impact the card has been having.  Sandman 5/7 - On Reveal: Next turn, cards cost 1 more. (maximum 6) 5/7 -> 5/8 Sandman's new form hasn't provided enough metagame pressure against decks flooding the board on turn 6, so we're pouring on more sand. We don't want to push Sandman so far that the card becomes the default disruptive option–cards like Legion, Aero, and Vision a...Marvel Snap dev reveals enormous compensation packages for all playersJan 25, 2025 - PCGamesNMarvel Snap developer Second Dinner outlines the compensation players will receive after the game was briefly unavailable in the United States. The superhero card game was caught up in the short-lived TikTok ban in the US, which made it unavailable in app stores and briefly unplayable. Marvel Snap has since been brought back online, but to make up for the ongoing issues, Second Dinner is giving all players - not just those in the US - a compensation package. Read the rest of the story... RELATED LINKS: Marvel Snap is suddenly unavailable in the US in outage that "wasn't planned" Marvel Snap codes - how to get free credits Best Marvel Snap decks December 2024 Marvel Snap is suddenly unavailable in the US in outage that "wasn't planned"Jan 19, 2025 - PCGamesNMarvel Snap is unavailable in the United States right now, in an outage that developer Second Dinner says "wasn't planned." The popular free-to-play card game for PC and mobile is published by Nuverse, which is owned by TikTok studio ByteDance. With the popular social media platform now offline in the US following the Supreme Court's decision on Friday to uphold a planned TikTok ban, it appears that Marvel Snap has been similarly impacted. Read the rest of the story... RELATED LINKS: Marvel Snap codes - how to get free credits Best Marvel Snap decks December 2024 Marvel Snap finally adds long-awaited new features January 16th - Balance UpdatesJan 16, 2025 - Community AnnouncementsWe're back! Welcome to the first OTA of 2025. Since we know it's been a minute, we have a solid set of changes today aimed at shaking up the metagame you've all been enjoying over the last month. We've got a few nerfs, a few buffs, and a rework for one of SNAP's most dangerous divas. Check it out! Scream 2/3 - When an enemy card moves, steal 2 Power from it. (once per turn) 2/3 -> 2/2 Scream will no longer gain Power if it can't be taken, such as due to Luke Cage.Let's hit the bugfix first: our intent for the "steal" game action is that if Power isn't taken, it also isn't gained. That's a clean line to draw, and brings Scream in line with cards like Rocket & Groot.The sonic symbiote here has quietly dominated our internal winrate metrics for a few months now. That might be surprising to hear as the deck isn't perceived as being dominant, but that's because Scream is kind of like Mister Negative–drawing Scream gives you a massive advantage, while games without Scream are a struggle. Given the deck's position we decided to let Scream run wild for a little bit, but now we'd like to try and distribute a little of that strength more uniformly among the deck's other cards to create a more balanced play experience. To that end… Spider-Man 3/5 - On Reveal: Move to another location and pull an enemy card from here to there. 3/5 -> 2/4 This is a simple buff for the Scream decks to counterbalance some lost Power, but it also makes Spidey a stronger potential option for some other decks that could use the buff, like more traditional Move decks. As one of our most popular characters, we also want to keep Spidey positioned at an exciting rate for gameplay.  Luke Cage 3/3 - Ongoing: Your cards can’t have their Power reduced. 3/3 -> 3/2 Luke is in an interesting spot, serving as a release valve against cards like Hazmat, a precaution for decks like Cerebro, and a combo piece for cards like Anti-Venom. That's a lot of hats, and Luke's frankly very good at wearing all of them. This has the added side-effect of making decks that want to play with afflict or Power-stealing abilities weaker, because Luke Cage just happens to be in some decks using the effect for their own reasons. We're going to work toward finding a better division of labor for some of these roles in the future, but until then we'd like to weaken Luke Cage a little bit and see how the metagame shifts in the wake of that change.  U.S. Agent 2/3 - Ongoing: 4, 5, and 6-Cost cards here have -4 Power. 2/3 - Ongoing: 4, 5, and 6-Cost cards here have -3 Power. With Luke Cage losing a point of Power, we perused some of the stronger cards doing Power reduction to see if any stood out as potentially needing a nerf in a world with less Lukes. U.S. Agent has been one of the strongest cards in that category, and it's also contributed to a general reduction in the play rate of higher-Cost cards. Beyond that, we've had plenty of great decks that could easily play U.S. Agent without directly aiming to leverage the ...