Marvel Snap - Catch-all

EverythingsTentative wrote:

I'm playing Colossus and then Electro there.

Just saw the post about the new cards. Looking through them I can see a use for all of them except Sauron. Why benefit can you get from removing all your cards abilities?

There’s several high-power cards that are balanced by penalizing Ongoing abilities which Sauron can pretty cheaply negate. Cards like Ebony Maw, Red Skull, Typhoid Mary, etc. Throw some of those cards with Sauron and add in some On-Reveal cards (which Sauron doesn’t touch) for buffs and defense and you get a deck that can field a lot of power relatively cheaply.

Gotcha, so load up your deck with debuffs and hope you draw that card early.

Had my stupidest, cheapest possible win tonight- First two locations revealed were Death’s Domain and Sanctum Sanctorum, the former destroys any cards you play and the latter prevents you from playing any cards. Neither of us played any cards on round 1 but we both played one card each on location 3 on round 2- they played Ant Man and I played Goose, which prevents anyone from playing cards that cost 4, 5, or 6.
And the next turn reveals location 3 as… Crimson Cosmos, no one can play cards that cost 1, 2, or 3.
I have to hand it to my opponent, they didn’t retreat, but those were the only two cards played the entire game. They must have been waiting on a particular card in their deck that never came or something.

EverythingsTentative wrote:
EverythingsTentative wrote:

If you just want to complete that mission all you have to do is retreat when you have one card winning an area.

Apparently this doesn't work anymore. I guess you have to win a location and the match now.

Yeah I noticed. It still seems to work if you retreat two or three rounds later though.

I finally gave up on forcing these missions and won them by accident in a game I retreated after the other player closed down one of the two playable locations with Prof. X and I couldn't play cards in round six and seven because I had no spot left on the last playable location. I had a Nightcrawler on the Sanctum Sanctorum that won me that spot and thus (finally!) completed the mission.

My newest issue with the game is the deck limit: I've been at the limit of 20 decks for a while know but find it harder and harder to make room for new decks. I hope they raise the number sometime soon!

I think I need to start archiving decks by storing the code on pc...

I've put together a deck where I use Fisk to trigger Nova and Bucky. I don't think It's going to run me up the leaderboards but it's funny to see people try to figure out what I'm doing. I've learned that if you move Fisk on turn 6 he will still kill everything that moves to the new location. So, what I've been doing is on turn 5 I play Cloak that gets moved by Iron Fist. That way I have an empty location to move Fisk, Nova, and Bucky into and I can also play something like Magneto, Polaris or Aero. It seems to be catching people off guard.

They need to work on the stores variant randomizer. I keep getting the same stuff. I've had the baby venom show up 3 times this past week and pixel Iron Heart is there pretty much every week.

Just for fun I created a deck that messes with the other players deck. Scorpion, yondo, iceman, hobgoblin etc. i dont rack up high numbers but neither do they. Its been fun seeing them trying to salvage the mess their deck becomes.

Fredrik_S wrote:

Just for fun I created a deck that messes with the other players deck. Scorpion, yondo, iceman, hobgoblin etc. i dont rack up high numbers but neither do they. Its been fun seeing them trying to salvage the mess their deck becomes.

I have one of those too. Add Lockjaw for double the fun.

EverythingsTentative wrote:
Fredrik_S wrote:

Just for fun I created a deck that messes with the other players deck. Scorpion, yondo, iceman, hobgoblin etc. i dont rack up high numbers but neither do they. Its been fun seeing them trying to salvage the mess their deck becomes.

I have one of those too. Add Lockjaw for double the fun. :)

Have not unlocked, or even seen, Lockjaw yet! What does he do?

Fredrik_S wrote:
EverythingsTentative wrote:
Fredrik_S wrote:

Just for fun I created a deck that messes with the other players deck. Scorpion, yondo, iceman, hobgoblin etc. i dont rack up high numbers but neither do they. Its been fun seeing them trying to salvage the mess their deck becomes.

I have one of those too. Add Lockjaw for double the fun. :)

Have not unlocked, or even seen, Lockjaw yet! What does he do?

When you play a card in the same location as him he will replace it with another card from your deck. So if you play Iceman his ability will trigger then Lockjaw will send him back to the deck and then play Scorpion whose ability will then trigger.

Lockjaw's also a common way to sneak out higher cost and value cards without paying: put down that Iceman, he does his ability, then goes away and is replaced with someone like Hulk or Magneto (also proccing any abilities), and you get 12 power for 1 energy. Obviously, though, this can go badly.

One of the stone funniest things that has happened to me in this game was when my opponent had Lockjaw on the zone that grants power across the board. On turn 6, they played Infinaut there, which in one fell swoop, won them the whole board...except that they forgot about Lockjaw, who promptly sent Infinaut back, and replaced him with I actually forget who, but it was some very unhelpful 1 energy bit of fluff that did not help them. At least they "Arrrrrgh!"ed.

they really need to rebalance card tokens, either increase the frequency you acquire them or greatly reduce the cost of cards in the shop. I play quite a bit and have only been able to afford like two cards since they introduced the feature.

ruhk wrote:

they really need to rebalance card tokens, either increase the frequency you acquire them or greatly reduce the cost of cards in the shop. I play quite a bit and have only been able to afford like two cards since they introduced the feature.

Token acquisition increases by large amounts after completing series 3. Going completely free to play token income if you do your dailies and use any gold gained to refesh missions when possible should be ~6k tokens per month.

I bought Valkyrie maybe two weeks ago for 6k and have 3k tokens again.

While you're still collecting series 3 one in every 4 Collector's Reserves is guaranteed to contain a card. Once you finish series 3 that one in 4 Reserve that would have had a card in it will then instead have from 200 to 600 tokens in it. And you'll still get the regular 100 token hits from other reserves as well.

Until you finish series 3 the token shop is not meant to be a primary means of getting new cards, it's just a way to augment normal unlocks or attempt to target particular cards.

Personal recommendation is figure out which series 3 cards are most important to you or sound the most fun, and pin/buy those if/when they pop in.

Ignore series 4 (you'll unlock one series 4 card in every given set of 40 Collector's Reserves anyway) and series 5 until you've completed collecting series 3.

Also of note: She Hulk, Absorbing Man, Luke Cage, and Titania are dropping to series 3 on the 31st. Don't buy them for 3000 tokens now even if you do see one of them and want them. They'll be in the pool 3 options for the 1 in every 4 reserves card unlocks soon and will only cost 1000 tokens in the shop after the next patch.

If you do want one of them enough to spend 1k tokens, pin them now if you see them. The devs have confirmed your pinned card will stay post patch and the token shop price will update to the newer lower price.

That's all good advice, but I've seen others say there's a 1 in 4 chance of getting a new card with Pool 3 Reserves, and that feels much more like my experience. Is the guaranteed 4th reserve official word? Not to go through this again and demand an explanation, but looking at my collection history, it's most recently been (going backwards):

1: Stuff > 2: Stuff > 3: Stuff > 4: Stuff > 5: Variant > 6: Stuff > 7: New Card (Captain Marvel, Yay!)

Next is much more fortunate:

1: Stuff > 2: Stuff > 3: New Card (Ronan, Eh)

Then another, but much smaller drag zone:

1: Stuff > 2: Stuff > 3: Stuff > 4: Variant > 5: New Card (Yellowjacket, Eh)

But before that, it was super quick:

1: Variant > 2: New Card (Venommmmmmmm, Neat!)

I know it's not that you can only get new cards in the 4th reserve, but that also just looks like 1:4 odds to me, are we sure that isn't how the system is supposed to work?

But, yes, don't rely on tokens, don't worry about higher pool cards, I got Shuri and She-Hulk already.... I do want Dazzler, though, she's always been one of my favorite concepts in the X-Men world (mutants get their own pop star!).

*Note edited because I was misremembering the total number of reserves I counted for.

The 1 card in a grouping of 4 reserves is a direct explanation from the devs in their official discord. If you get cards in two consecutive reserves it gives you a clear starting point for where the game is separating out groups of 4.

I got a card in every set of 4 for over (100) reserves, like clockwork. Never more than 6 reserves between two cards, but sometimes it was 6, but always within a a set of 4 right where it should be. Always in a given grouping of 4 reserves.

Also confirmed the 1 in 40 for series 4 by counting reserves after I had 78 between Luke Cage and Titania. Gave me a guaranteed starting point for the end of one set of 40. Maria Hill, Agent Coulson, and Orka all came in exactly the ranges they should have.

Not saying the system is bulletproof or doesn’t have some bug I just haven’t encountered, but their explanation for how reserves and card unlocks work tracked perfectly for me.

Also worth a note, the game saw fit to drop Super Skrull for me out of series 5 (two weeks before it drops to series 4 ) and it had no effect whatsoever on my next series 4 unlock. Orka came less than 20 reserves after Super Skrull, about 12 reserves before that set of 40 would have ended.

In summary: I am thinking about this game entirely too much but I’m having fun so I don’t care

Oh, okay, every set of 4 does line up with what I'm seeing, that makes much more sense.

I had a pair of mildly hilarious matches involving Death doing missions this morning, Death being a card I still lack. In the first one, it was simply that the other guy's Death couldn't beat my last Mr. Negative turn, which was acknowledged by them with a Deadpool emote, then in the other Morph became their Death, and they for some reason couldn't destroy enough to actually play her. Gratifying, because I often get shellacked by Death, she's probably the biggest ticket card I want the most where I'm at.

Death is a weird card, in that she seems absolutely necessary until you have her, and then the sort of weirdly specific nature of how she works starts to come through.

They do seem to love adding new locations that help Destroy decks week after week though, so she’s certainly nice to have available at times.

Wong Odin is nasty. Pretty much game over every time if I don't have a answer to it coming out.

Also I understand snapping now, its a way to put your fingers together to make a snapping sound.

I finally got Wong this past week and I refuse to use him in the Odin, White Tiger, Iron Heart builds that everyone runs. I currently use and Iron Fist to move Dagger or Fisk/Polaris,Magneto. They are not game over builds but they feel good when they work.

I was having fun with a Wong/Mystique/Hazmat/Odin deck, you win by driving the opponent’s cards deep into negative numbers. The only issue is that Hazmat also affects you, so you can’t play any cards other than those four or you might be more in the negative, and all it takes is Cosmo to ruin the entire setup.

Also, if you get all four cards played, it takes forever for the final round to resolve.

Thin_J wrote:

Death is a weird card, in that she seems absolutely necessary until you have her, and then the sort of weirdly specific nature of how she works starts to come through.

They do seem to love adding new locations that help Destroy decks week after week though, so she’s certainly nice to have available at times.

From what I've seen, it's clear she's a card you build around and not one you slot into a free space. But, I'm pretty sure she's the last of those big Pool 3 cards with their whole own archetype I don't have--I've got a decent Hela, a great Negative, a perfect Patriot, and I don't have a set Wong deck, but I have all the pieces for one (one day I'll do the evil Gambit thing I've heard some of the stream people fear). I guess there's Sera and Cerebro, but I've got Sera pinned, I just need 400 more tokens... /cry

Thanks again for that clarification, Thin, it really clicked my understanding, and I feel much better about the upgrade path now. I do feel there are too many levels between reserves, and that they should do something about avatars and titles (Sell back? One of those and tokens? Something), but I didn't dread opening them at lunch today.

In fact, I got Ghost Rider, one of the last cards that feel really critical I don't have--I'm at clvl 1927, with 24 or so cards left in Pool 3, those I've mentioned, and also some fun guys like Armin Zola, Dr. Doom, and Thor, and additionally since I want all the mutants, Polaris.

Death works well as a fodder card for Hela decks, since Lady Sif will always target her over any other card.

For me the real key to using Death properly is Taskmaster. Play Death on turn 5 for however much energy she's costing after a bunch of cheaper cards. Then on turn 6 play Taskmaster and, hopefully, a nicely powered up Deadpool.

They usually play to Death on turn 6 leaving another location or two uncovered. A fun thing about it too is it's possible to end up with Deadpool crazy powerful so I end up not even needing Death.

I have a Wong Deck that I call Evil Wong, although I want to call it Dirty Wong because I feel dirty when I play it. It actually takes quite a lot to go right for him to have a disproportionate impact, but when it works out it's brutal.

Hovering around Level 50 at the moment, and the standard of play and understanding when to snap and when to run has ramped up. That said folk really still don't know how to best use Elektra, I have her in a couple of decks and always keep hold of her to the best point, everyone else seems to throw her out on the first turn hoping for the best.

Couple of times I've used her to pick up a win by killing Sunspot or another vital cost one card on the last turn. Also my Power of One deck not so useful now that Killmonger is a thing people have access to.

Sunspot is in most of my decks, so keep on not knowing how to use Elektra, please!

I've played against people who seem quite cool, convivial fist bump emotes at the end, but it's also gratifying when I get the chance to stick it to an obnoxious jerk. I was matched up against someone who was very devoted to an interesting but probably faulty strategy: Wave on 3, allowing Professor X on 4, so 5 can be skipped, then Infinaut--so devoted they also skipped the turn 6 my Magik created. But then they snapped, and started spamming "Snap?" at me, which was needless to say, very ill advised in this situation.

My Pro Tip: If you see Mr. Negative, and then Jane Foster, you should run unless you have an astounding move set up. I've won against unchecked Wong and White Tiger combos that way. Jane looks like she goes with Thor, but she works very, very well with Negative.

My* Death and Destruction deck, with some help from my Lockjaw Discard and Patriot decks, has taken me to the dizzying new height of 50 which is fun, I do want to try hit diamond this season.

Yeah, Elektra is a late game card. Play her on Sunspot or a powered up Deadpool on the last turn and you're going to wreck people's day. Although playing her on their Nova before they have any other cards on the field is also fun.

Having said that, I don't play her much. Most of my decks are built around getting wins in at least 2 ways without hard countering anything the enemy does.

* I say 'my' decks despite them being mostly based on Veerender Jubbal's decks on Gamespot.

Today I got Thanos on my collection track! Couldn't believe it!

Anyway, I've never been this excited to get a bad card in this game. Trying to make it work, but no luck so far. WIll play around with Kazar and Blue marvel to see if there is anyway that Thanos ever makes an impact...

This is the first series 5 card I have opened and I must say that it being Thanos is very satisfying.

Thanos isn't bad though. He's just not the most OP thing. But he is one of the more interesting cards to play. IMO that goes a long way.

IMO you won out. Thanos is a great pull from a reserve.

I'd rather have him all day every day vs the boring repetitive play patterns Galactus forces.

My only series 5 pull to date is Super Skrull and he's a super narrow niche use card that most of the time is just a hole in your deck with no purpose.

Oh, for sure. Trying to get him to work is half the fun and when he comes of it's great.

Out of series 5 he is probably one of the better/more interesting ones. And seeing that he is not going to drop down to series 4 or 3 anytime soon, makes it even more worthwhile pulling him.

I could have pulled Sentry or Shanna, which would have been a worse outcome for sure

I got Aero yesterday and she has been a great add to my Fisk/Move deck.