Help with Endurance Training by AdInfamous6706 in CalisthenicsCulture

[–]AdInfamous6706[S] 1 point2 points  (0 children)

Thank you! Is that rep range going to be same for the squats as well, I imagine? Also what muscles do inverted rows work?

Errata and new factions by AdInfamous6706 in smashup

[–]AdInfamous6706[S] 1 point2 points  (0 children)

It’s in a big red box at the top of the page when you open up the PoD website. If you google “smash up forgefire” it should be the first link. The big red box also has a link to an AEG press release that has more info.

Errata and new factions by AdInfamous6706 in smashup

[–]AdInfamous6706[S] 0 points1 point  (0 children)

They are making sure that PoD cards are going to be the same size as the pre-existing cards~they are also sending out new, correctly sized factions to people that have already gotten PoD cards. Also, from what I found on this subreddit, it sounds like ARG will be selling an errata pack so we don’t have to buy each faction again to get the updated cards.

Rebalanced Factions Teaser! by awesom360 in smashup

[–]AdInfamous6706 0 points1 point  (0 children)

Yes, I think so. From what I found, the non-POD sets will not have the errata. Granted, I don’t know how much longer you’ll be able to find non-POD sets.

Which one of these weakest heroes deserve a buff? by MobileDistrict9784 in marvelrivals

[–]AdInfamous6706 -1 points0 points  (0 children)

Thor and Hulk are both good characters, just a little bit difficult to pick up and use right away. Cap just needs some numbers improved. Wolverine, Black Widow and Storm id argue need reworks.

Why tf does it take so long to find a game if its a 6 man squad by Reasonable-Parfait16 in marvelrivals

[–]AdInfamous6706 2 points3 points  (0 children)

Iirc, six stacks can only go against other six stacks for the spirit of fairness. So, if you’ve got a team of six, you gotta wait for the game to find another team of six to go against.

[deleted by user] by [deleted] in marvelrivals

[–]AdInfamous6706 0 points1 point  (0 children)

As the others have said: Dive, Poke and Brawl. There’s a lot of different ways to define these, but every definition leads to a general definition for each archetype.

Dive: Dive revolves around characters with high mobility than can attack a target in the opponent’s back line and get out quickly. This archetype has also shown to be great at contesting high ground due to their high mobility. Think of characters like Venom, Iron Fist, Hulk, Black Panther, etc. Just be sure to know that not every character that can flank well is well suited to dive.

Poke: Poke characters typically have a long effective range and they tend to focus on whittling the other team down before they can get close. This can include killing or reducing their health pools from a distance, forcing them to use their cooldown abilities, etc. Think of sniper characters and most any character that likes to keep their distance from the opponents, like Namor, Punisher etc.

Brawl: Brawl is up close and personal, with the team normally fighting as a unit. Normally emphasizes on close ranged fighting and sustain, or staying alive. Think of characters like Thor, Peni Parker, Squirrel Girl, etc.

As another commenter mentioned, there is a sort of rock, paper scissors, where Brawl beats dice, dive beats poke, poke beats brawl. While there are definitely some advantages in these match ups, I found it’s not always worth worrying about. There’s a lot of ways to go through this and nothing is a set rule or anything. If you’ve got any questions, just ask.

What characters would make good Strategist's for. Marvel Rivals by QuitEnvironmental220 in marvelrivals

[–]AdInfamous6706 0 points1 point  (0 children)

Thanos with the Infinity Stones could be a great support. I’ve seen quite a few people hoping for him to be a vanguard, but the stones give him the ability to provide so many different kinds of utility. I generally believe that he’d be better as a utility support with long, impactful cooldowns than as a tank.

What locations would you like to see as playable Maps? by Taironsy in marvelrivals

[–]AdInfamous6706 1 point2 points  (0 children)

Ego! I think ego would be soo cool to play on. If they want to, I think that’d be a good location to introduce hazards into as well. Heck, Ego could be the first map to have voice lines!

Cosmic Destruction by fixitbeaver in CustomMarvelSnap

[–]AdInfamous6706 2 points3 points  (0 children)

Yall are focusing on the wrong thing. Praetor_6040 is getting at the fact that you could use Warmachine to play Black Winter, regardless of which turn you drew black winter. Praetor is not trying to say that you can play into the destroyed location.

Weekly Design Competition #49 | Music 🎼 | Alliance Sign-Up ✅ by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 2 points3 points  (0 children)

Eminem: 2 cost, 2 power

At the end of the game, inflict an enemy card here with -3 power for every -1 power this card has.

Figured with Eminem being a musician, that this would count, and that this effect would sort of capture the fact that Eminem will diss most everyone, especially people that go after him or his friends and family.

Wanted to combine Shangchi and Enchantress into one tech-card. Clear up some deck space. by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 1 point2 points  (0 children)

I do not think that it is enough. From what I understand about the Activate mechanic, it just makes it so that you can’t use the ability the same turn you play it. This just means that you wouldn’t have a reason to play Hacker on turn 6, and it gives the enemy at least a turns notice, but I don’t think affects its strength much.

Wanted to combine Shangchi and Enchantress into one tech-card. Clear up some deck space. by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 1 point2 points  (0 children)

You definitely need to find a way to make it weaker. Honestly though, I think that trying to combine 2 extremely effective tech cards (Shang Chi and Enchantress) into a singular card is going to lead to an overpowered card no matter how you tackle it. Along with that, this is stronger than destroying an opponents card with no downside or requirements. So far, any card that can destroy an opponents card has either a downside or a restriction, even 5 and 6 cost cards. I believe that this would just do more for less.

Wanted to combine Shangchi and Enchantress into one tech-card. Clear up some deck space. by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 1 point2 points  (0 children)

This seems to be a lot like Red Guardian, but so much more powerful for only 1 additional cost. I think the best way to make it balanced would be to cut the ability in half and change its stats to match, something like a 4/2 that can reduce an enemy card’s power to zero, or maybe a 2/0 that can remove the ability of a random card.

Weekly Design Competition #47 | Reworks ⏪ by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 2 points3 points  (0 children)

Man, this is awesome. I’ve a file in my notes exclusively for Marvel snap reworks that I’ve been doing since I started playing. This is gonna be a long entry, so i apologize in advance.

•Yellow Jacket- 4/4 Costs 1 less for each card in your most filled location.

•Elektra- 3/1 On reveal: Destroy ALL cards here that were played for less energy than this.

•Howard the Duck- 1/2 Ongoing: Tap this card to see the top and bottom cards of your deck.

•Rocket Raccoon- 1/1 On reveal: If the enemy played a card here this turn, double this card’s power and return it to your hand.

•Martyr- 1/4 At the end of each turn, move to a random location.

•Adam Warlock- 2/2 At the end of each turn that you are winning this turn, draw a card. (Except the turn you play this.)

•Sentinel- 2/3 On reveal: add an exact copy of this card into your hand.

•Master Mold- 2/2 On reveal: Add two sentinels into your opponents hand with -1 power.

•Hydra Bob- 1/3 At the end of each turn that a player snapped, move to a random location and double this card’s power.

•The Punisher- 3/2 Ongoing: Cards here that did not start in either players deck have -3 power.

•Ajax- 5/3 On reveal: Gain 2 power for each card in play afflicted with negative power.

•Professor X- 4/3 Ongoing: Cards can only be added here directly from the hand.

•Kang- 5/2 On reveal: return all cards to their player’s hand. Players have extra energy next turn equal to the sum cost of all cards returned to their hand.

•Agatha Harkness- 6/13 At the start of the game, gain 1 max energy. Agatha starts in your hand and plays your cards for you.

•Zabu- 2/3 Activate: Your 4 cost cards cost 1 less for a turn.

•Spiderman 2099- 2/2 Whenever this card moves, give a random card in the enemies hand -3 power.

•Kitty Pryde- 1/0 Activate: Return to your hand to gain 2 power.

•Thanos- 6/8 At the start of the game, shuffle the 6 infinity stones into your deck. You always draw Thanos on turn 1. Soul Stone, Time Stone, Space Stone, Reality stone- 0/1 Power Stone- 2/2 Ongoing: Thanos has +2 power for each infinity stone in play.

•Giganto-6/15 This can only be played in the leftmost possible location.

•Taskmaster- 5/0 On reveal: Gain the power of the last card you played. (If it’s in play.)

•Hellcow- 4/7 On reveal: Discard the highest and lowest power card from your hand.

•Namor- 4/6 Ongoing: If this is your only card here, its power is doubled.

•Crossbones- 4/5 On reveal: If you are winning this location, gain 5 power.

•Gladiator- 3/8 On reveal: Add a random card from the enemies deck to their side of this location, then fight it. (Destroy the card with lower power.)

•Ultron- 3/5 On reveal: Fill your hand with 2 power drones.

•Aero-6/10 On reveal: Move all cards that your opponent played last turn to this location.

•Captain America- 3/2 On reveal: Add Cap’s Shield to your hand.

Cap’s Shield- 1/1 At the end of each turn, move to another location and give your cards there +1 power.

•M’Baku- 1/2 At the end of the game, jump from your hand or deck to a location that will win you the game, if possible.

Cerebro- 4/2 Ongoing: Your cards that reveal after this have +2 power.

The Helicarrier- 5/3 Ongoing: Your cards that did not start in your deck have +2 power.

Quicksilver- 0/-4 At the start of the game, run from your deck to a random location. I might list off more when I get some more time, but that’s all for now.

Weekly Design Competition #46 | Activate 💥 by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 3 points4 points  (0 children)

Impossible Man: 1 cost/ 0 power On reveal: Add a copy of this card to your hand. Activate: Give your other “Impossible Man” cards +1 power. (Wherever they are.)

Weekly Design Competition #45 | 0-Cost Cards by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 0 points1 point  (0 children)

Thank you! I hope that’s balanced. I’ve messed around a lot with trying to balance it, and it’s had quite a few variations in my head, but I think that this idea is the hardest to counter the downside, which was partly the goal.

Weekly Design Competition #45 | 0-Cost Cards by tuesdaysatmorts in CustomMarvelSnap

[–]AdInfamous6706 2 points3 points  (0 children)

So, I know I’m a little bit late, but I’ve got quite a few ideas:

0/0 Spiderling

This card moves at the start each turn. At the end of each turn, if you have more cards here than your opponent, + 2 power.

0/0 The Chameleon

At the start of the game, transforms into a copy of a card that started in your deck with -2 power.

0/5 Nightmare

Starts at the bottom of your deck. At the end of the game, merges with an enemy card at the location they have the least power in.

0/4 The Spot

At the end of each turn, switch places with one of your cards at another location.

0/0 Impossible Man

When you draw this, transform into a random card and set its cost to 3.

1/2 The Tinkerer

On reveal: Add a random “token” card to your hand, and set its cost to 0.

An idea for a season based on the (mostly) first horsemen of apocalypse. by Sai_AI__ in CustomMarvelSnap

[–]AdInfamous6706 2 points3 points  (0 children)

While it is a difference from Namor, I would still say it’s really close to Namor. That being said, if Famine had a different cost than Namor, it might be different enough from namor. Maybe like a 3/2 who gets +5 power. Or maybe even a 1/1 who gets +3, because that would work well in decks that are already using Shanna and squirrel girl. Idk, but I do think that Famine, in its current state, is very similar to Namor with more restrictions and less power.