SNAP.FAN
Cards

Cards

All Cards Variants Variant Categories Variant Artists Ultimate Variants Exquisite Variants Sensational Variants Amazing Variants

Series

Series 1 Series 2 Series 3 Series 4 Series 5 Series Changes

Updates

Spotlights Balance History

Cosmetics

Card Backs Emotes Titles Card Split Effects Borders Reveal Effects Reactions
Meta

Decks

Deck Tier List Deck Builder Draft Builder
Bundles
News

Articles

News Guides Patch Notes Changelog Schedule

Database

Locations Limited Events Grand Arena Team Clash Packs Albums Seasons

Friends of Snap.fan

Battle Arena Snap Back Podcast
Schedule
Menu
  • Cards
    Cards
    All Cards Variants Variant Categories Variant Artists Ultimate Variants Exquisite Variants Sensational Variants Amazing Variants
    Series
    Series 1 Series 2 Series 3 Series 4 Series 5 Series Changes
    Updates
    Spotlights Balance History
    Cosmetics
    Card Backs Emotes Titles Card Split Effects Borders Reveal Effects Reactions
  • Meta
    Decks
    Deck Tier List Deck Builder Draft Builder
  • Bundles
  • News
    Articles
    News Guides Patch Notes Changelog Schedule
    Database
    Locations Limited Events Grand Arena Team Clash Packs Albums Seasons
    Friends of Snap.fan
    Battle Arena Snap Back Podcast
  • Schedule
  • Home
  • News
  • Burning Questions 03/08

Burning Questions 03/08

March 8, 2024

Burning Questions 03/08

Hello, and welcome back to Burning Questions, where we try to answer the questions that have the community buzzing. This week, we discuss whether Hope is the savior of Marvel Snap, how to fix Conquest and the nerfs that should be reverted.


1) Did Hope Summers save Marvel Snap?

Hope Summers is a messianic figure destined to save mutantkind in the comic books. Before the last OTA balance changes, Marvel Snap settled into a rut with only a few archetypes able to compete at the highest levels. The OTA breathed life into the Meta, but did Hope restore Snap to its former glory? Several content creators think so.

View post on X →

View post on X →

But not everyone agrees. I've seen her called “underwhelming” or “mid.” However, five days in, I think her true power and impact on the game are slowly being uncovered.

View post on X →

View post on X →

Hope works in slightly different archetypes than some people anticipated. She's not particularly suited to fueling massive combos. I think players often have an impulse to try to use new cards to construct some massive, new, unbeatable combo. Cards like Wave and Electro already fuel those strategies. Instead, because of her requirement that you play additional cards on top of her, Hope works best to allow some decks to squeeze in 1-2 additional cards per game and play with a generally greedier curve. Hope is one of the best flavor hits Second Dinner has pulled off. In the comics, she takes mutant powers and amplifies them. In Snap, she takes existing, playable archetypes and supercharges them.

KMBest said it best on Twitter when he called Hope “She's the card midrange decks have been waiting for!” For those unfamiliar with the term, midrange is a term lifted from traditional card games like Magic: The Gathering. Terms like aggro (aggressive decks that try to attack and win quickly), control (decks that try to limit their opponent and win late), and combo (decks that rely on getting a powerful multi-card combination, are in contrast to Midrange decks that try to win with medium-sized creatures on around turns 4-6. The way this has been translated into Snap is to refer to decks that win with cards that cost 2-5 rather than relying on giant 6-cost cards, huge combos, or a flood of cards on turn 6. The term often overlaps with decks termed “good cards,” decks that play individually good cards rather than relying on highly synergistic connections. Examples of midrange decks in Marvel Snap include most Darkhawk decks of the past year and the small movers decks with cards like Elsa Bloodstone and Kraven. Midrange decks are satisfying because they are highly consistent, play on-curve, and have flexible deck spots.

View post on X →

I've seen Hope succeed in high evolutionary shells as well. She can also help combo decks that can play many cards and are thirsty for energy. She undoubtedly upgrades traditional move decks, for example. However, I believe her best long-term role will be to enable midrange decks. Midrange decks were struggling in the Planet Hulk season and most of the Black Order season, and I think the metagame suffered because of it. Now, Hope has come to save the day. She, along with Pixie, has refreshed the metagame, and neither is anywhere near fully explored yet. I think Pixie is also underrated and was misunderstood before the release. It turns out she isn't a Mr. Negative competitor. Instead, she gives certain decks (Bounce, Hit-Monkey) massive high-roll potential. Oh, and she works in greedy midrange Hope decks, too.

Welcome to the pink-haired/red-headed future.


2) How would you fix conquest mode?

8 months ago, Conquest mode debuted and was relatively well-received by the community. Some players said they'd give up on a ladder and play conquest mode full-time. After introducing the infinite leaderboard, the most competitive players switched back to the ladder as their primary mode. Queue times in Conquest have ballooned, and the rewards have shrunk. There are fewer mystery variants and less currency than initially. The variant currently in the conquest shop doesn't feel premium enough to draw people to the mode. They need to make an effort to nail the Conquest variant each month. Surprisingly, the reward I look forward to the most is the 155 booster packs in the hopes of being able to split cards that I either don't play enough or have upgraded so much that I'm low on boosters.

Captain America
Phoenix Force

The decks that thrive in Conquest tend to lean heavily on either huge combos like Living Tribunal or decks with tech cards that can answer any combo deck. One suggestion is to allow a sideboard. A sideboard is a small group of cards (maybe 1 to 3) that aren't included in your main deck 12 but can be swapped between rounds. I'm not a huge fan of this idea since it would further drive away casual players and make cards like Shang Chi and Alioth even more prominent. I'd rather the metagame be improved by reducing the utility of tech cards in the game generally (or adding competition for them).

Additionally, the game mode feels too long. It's not the quick, “snappy” game we fell in love with. I think Silver Conquest should be eliminated at a minimum. Who enjoys this level? Going from proving grounds straight to Gold would be a lot better.

Also, proving grounds could probably use some work. Some people snap immediately, intending to shorten the battle to a single game, but not everyone knows about this or wants to do it. Maybe the proving grounds could be just 8 cubes. The problem is that the proving ground is important in teaching people how battle mode functions. Honestly, I'd almost rather it be 12 cubes than 10 in all modes. Proving grounds could still be a single battle when two experienced players queue into each other and both snap. In the other levels (hopefully sans silver), it wouldn't feel so game-ending to lose 8 cubes immediately, which could loosen up how people play while leading to some great battles.

One of the main ways to “fix” conquest mode would be to introduce a new game mode. This could take some of the pressure off of conquest mode and let people enjoy it for what it is more. Maybe conquest mode isn't broken and doesn't need fixing; we need some new, exciting way to play and experiment with our cards.

Let me know in the comments what you would change (if anything) about Conquest!


3) Which nerf do you most want reverted?

Second Dinner has generally done a good job of balancing the game. But if I could revert one nerf, it would be Captain Marvel. She was one of my most played cards and 5-cost and one of the best cards in the game at 4-5.

Captain Marvel

DateCostPowerDescription
2026-04-30
4▲ 6At the end of the game, move to a location that wins you the game. (If possible)
2024-03-21
4▲ 5
Now: At the end of the game, move to a location that wins you the game. (If possible)
Was: At the end of the game, move to a location that wins you the game. (if possible) AvX: Locations with 3 Avengers have +3 Power.
2024-03-14
44
Now: At the end of the game, move to a location that wins you the game. (if possible) AvX: Locations with 3 Avengers have +3 Power.
Was: At the end of the game, move to a location that wins you the game. (If possible)
2023-09-05
4▼ 4At the end of the game, move to a location that wins you the game. (If possible)
2023-08-03
▼ 4▼ 5At the end of the game, move to a location that wins you the game. (If possible)
2022-10-04
56
Now: At the end of the game, move to a location that wins you the game. (If possible)
Was: After the final turn, move to a location that wins you the game. (If possible)
Released
—
56After the final turn, move to a location that wins you the game. (If possible)

Also, I'm sure I'm in the minority here, but I would love to see what would happen if both Aero and Leader were reverted. Those cards would have more counters now and offered some complex gameplay.

Aero

DateCostPowerDescription
2025-08-30
59
Now: On Reveal: The last card your opponent played moves to this location.
Was: On Reveal: Move the last enemy card played anywhere to this location.
2025-02-27
5▼ 9On Reveal: Move the last enemy card played anywhere to this location.
2024-10-14
5▲ 10On Reveal: Move the last enemy card played anywhere to this location.
2024-10-10
5▼ 9On Reveal: Move the last enemy card played anywhere to this location.
2024-09-13
5▲ 10On Reveal: Move the last enemy card played anywhere to this location.
2023-12-05
5▲ 9
Now: On Reveal: Move the last enemy card played anywhere to this location.
Was: On Reveal: Move the last enemy card played this turn to this location.
2023-03-21
5▲ 8
Now: On Reveal: Move the last enemy card played this turn to this location.
Was: On Reveal: Move all enemy cards played this turn to this location.
2023-01-10
5▼ 7On Reveal: Move all enemy cards played this turn to this location.
2022-09-21
5▲ 8On Reveal: Move all enemy cards played this turn to this location.
Released
—
56On Reveal: Move all enemy cards played this turn to this location.

Leader

DateCostPowerDescription
2025-10-30
6▲ 5On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
2025-01-30
6▲ 4On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
2024-05-23
6▲ 3On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
2023-04-18
6▼ 2
Now: On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
Was: On Reveal: Copy all cards your opponent played to the location right of here, but on your side.
2023-01-31
6▲ 7
Now: On Reveal: Copy all cards your opponent played to the location right of here, but on your side.
Was: On Reveal: Copy all cards your opponent played this turn, but on your side.
2023-01-10
6▼ 3On Reveal: Copy all cards your opponent played this turn, but on your side.
Released
—
64On Reveal: Copy all cards your opponent played this turn, but on your side.

Hopefully, Elsa Bloodstone will get her long-deserved buff in the patch next week, but what about justice for Viper?

Elsa Bloodstone

DateCostPowerDescription
2025-12-04
3▲ 5Each card you play to fill your side of a location gains +2 Power.
2024-12-12
3▲ 4Each card you play to fill your side of a location gains +2 Power.
2024-03-12
▲ 33
Now: Each card you play to fill your side of a location gains +2 Power.
Was: After you play a card that fills this location, give it +2 Power.
2023-12-05
2▲ 3
Now: After you play a card that fills this location, give it +2 Power.
Was: If you play another card to fill a location, give it +2 Power.
2023-10-26
22
Now: If you play another card to fill a location, give it +2 Power.
Was: If you play another card to fill a location, give it +3 Power.
Released
2023-10-03
22If you play another card to fill a location, give it +3 Power.
2023-09-05
▲ 2▲ 2
Now: If you play another card to fill a location, give it +3 Power.
Was: At the end of each turn, if you are winning this location, +1 Power.
2022-05-24
11At the end of each turn, if you are winning this location, +1 Power.

Viper

DateCostPowerDescription
2024-10-10
3▼ 4On Reveal: One of your other cards here with the lowest Power switches sides.
2024-07-18
35
Now: On Reveal: One of your other cards here with the lowest Power switches sides.
Was: On Reveal: One of your other cards here switches sides.
2024-01-18
3▲ 5On Reveal: One of your other cards here switches sides.
2023-12-21
▲ 3▲ 4On Reveal: One of your other cards here switches sides.
2023-10-03
23
Now: On Reveal: One of your other cards here switches sides.
Was: On Reveal: Your opponent gains control of one of your other cards at this location.
Released
—
23On Reveal: Your opponent gains control of one of your other cards at this location.


That's it for this week! Be sure to join the conversation in the comments and send me a question on Twitter if you have a burning question that you need answered!

← All news
snap.fan is not affiliated with Nuverse, Second Dinner or Marvel. | Privacy Policy | Terms & Conditions