This OTA Patch IS CLEVER And In-Touch With The Meta...Mostly | Marvel SNAP 2/13 OTA Patch Review
This is a really interesting patch, which I think is one of their most in-touch that they've had - with one notable exception.
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Doom 2099
● [Old] 4/2 - After each turn, add a DoomBot 2099 to a random location if you played
(exactly) 1 card.
● [Change] 4/2 - 4/3
DoomBot 2099
● [Old] 4/2 - Ongoing: Your other DoomBots and Doom have +1 Power.
● [Change] 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
● [Old] 4/7 - On Reveal: If you’ve spent all your Energy on previous turns, +2 Max Energy.
● [Change] 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 toptier 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
● [Old] 3/4 - After you play a card with 10 or more Power, this gains +3 Power.
● [New] 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
● [Old] 2/2 - On Reveal: Afflict cards in your opponent’s hand with -1 Power.
● [Change] 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 appropriate to position a tech card to combat it more
effectively. Scorpion made a lot of sense, as an option that can preemptively damage some of
the stronger Skaar draws, in addition to being a solid card that has fallen out of competitive
favor lately.
Sunspot
● [Old] 1/0 - After each turn, gain +1 Power for each unspent Energy.
● [Change] 1/0 - 1/1
Sera
● [Old] 5/4 - Ongoing: Cards in your hand cost 1 less. (minimum 1)
● [Change] 5/4 - 5/5
Adam Warlock
● [Old] 5/5 - After each turn, draw a card if you're winning here.
● [New] 2/0 - After each turn, draw a card if you're winning here. Otherwise, +1 Power.
We've written about Adam Warlock in other forums, and we're comfortable describing the card
as a "learning experience." At 2/0 with the current ability, Adam Warlock was among the worst
cards in the game, on some weeks the actual worst. We thought that made it a good candidate
to experiment with stat changes, and while we did see improvements in the card's
performance–small ones–that trade wasn't worth the frustration it caused people who were
enjoying the previous card. So we knew we wanted to do something different, but what?
We did consider reworking the card. Our caution around a full rework was a) we would rerun the
risk of further alienating "original Adam" enjoyers, and b) it's hard to make new cards–we prefer
to focus on seasonal content, leading Adam to often get triaged in playtesting, or even
pickpocketed! We decided to return to the well and look at how we could make something closer
to the existing card, but improve the gameplay. We actually started with a version of the card
that just always gained Power, rewarding a draw once per game, but as fate would have it we
came back around to almost exactly where we started, just with a Power in the fail cases. As
said above, lessons learned.