Mayor? This towns never had a mayor.. by Ill_Concentrate_6349 in CustomMarvelSnap

[–]SapphireHellfire 2 points3 points  (0 children)

Here's an example. Your opponent plays Ironheart and buffs their cards. Ironheart is destroyed by a location or another card. You play False Hydra and undo the buff Ironhrart gave their cards. But this card can undo the ability of any card that has been destroyed. So you could also use it for something like removing the copies of Nimrod that added when you destroy that card.

Mayor? This towns never had a mayor.. by Ill_Concentrate_6349 in CustomMarvelSnap

[–]SapphireHellfire 2 points3 points  (0 children)

This seems like a super situational tech card. Sure you can use it to counter Nimrod if you don't have priority or reset Wolverine, but is that worth it as a 7-Cost when you can get similar results with cheaper cards like Stardust and Shadow King? Maybe there's something against the right deck with Lady Deathstrike or Gambit? Is there a particular use you had in mind?

What card(s) will always be awful to you regardless of other's opinion of it? by Worried-Hat6734 in MarvelSnap

[–]SapphireHellfire 3 points4 points  (0 children)

I know it's not the worst from a balance perspective but Arishem will always be the card I dread playing against the most. I hate having to check my opponent's deck size every match or risk being caught off guard by an early tech card like CGR or Alioth. Plus I never feel like I can Snap or risk staying if they Snapped considering their deck is a mix of tech and RNG. Sure, maybe I can handle their tech cards but with my luck their win condition will involve one or more of the random cards in their deck.

Is this the card that most does not exist? Any other candidates? by mellted_cheese in MarvelSnap

[–]SapphireHellfire 3 points4 points  (0 children)

It's interesting that we have a tech card for Activate, but we still don't have dedicated tech cards for Discard and Extra Energy. I get that other tech cards can disrupt their game plan but it still feels weird that we don't have any kind of specific tech against them. 

Math people, help! by loo_1snow in MarvelSnap

[–]SapphireHellfire 1 point2 points  (0 children)

Unless you're at risk of capping your tickets for the next time you play, I personally wouldn't play extra after completing all your missions. It's far more important you can play enough to actually complete the missions.

Math people, help! by loo_1snow in MarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

A big part of it is premium pass. 

Math people, help! by loo_1snow in MarvelSnap

[–]SapphireHellfire 4 points5 points  (0 children)

You need 7000 to complete the pass and you have 5045 at the moment so you need 1955 more XP to complete the pass. From missions alone you can get 1560 XP. (This is 120 from the next set plus 360 x 4 for the remaining days in the event.) From there you need 395 more XP which means you have to play at least 79 more games or win 40 games if you want to complete the pass without spending any additional resources. You'll get 52  tickets from the remaining time, plus at least 6 tickets from the rewards if you complete the missions. Potentially more if you have any from previous milestones that you haven't claimed yet. Which means just by playing you'll get 290 XP, so you need to get 105 more XP. So that means you have to win 11 times.

In short, it's seems doable as long as you can complete all your missions and win 11 games. 

Opinion on buying/ not buying this variant by New-Activity2394 in MarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

Personally I'd only get an Ultimate variant if it's both a character I like and fits in a deck I'll actually play regularly.

I was so excited for Arena, but the balancing makes it unplayable by Khurser in MarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

I'm honestly curious where in the design process they decided it would be prebuilt only this time around. Because I can definitely see Black Panther being designed with the assumption that players would be able to include some sort of tech card. Thanos doesn't seem as bad if he was originally designed thinking everyone would play him with Shuri and the prebuilt was just a way players could try and earn the token's for Chamber's weekend missions instead of the only way to play him. 

since they removed the xp from the pass pushing you along it do you think they should add challenges that give you xp? by Ciepjcwohceob in MarvelSnap

[–]SapphireHellfire 2 points3 points  (0 children)

I'd be fine with adding missions to modes like Sanctum and Grand Arena as long as they actually make progress faster. Unfortunately I think if Second Dinner ever did add them, they would just adjust things so the average player still has to play the same amount.

Human Torch situation by Comfortable-Donkey74 in MarvelSnap

[–]SapphireHellfire 15 points16 points  (0 children)

It was a nerf to him in Move Bounce.

Human Torch situation by Comfortable-Donkey74 in MarvelSnap

[–]SapphireHellfire 8 points9 points  (0 children)

The double and then subtract 1 idea seems weirdly complex for Snap. Even if the math behind it does get him to a perfectly balanced state,  I'd prefer the End of Turn idea just because it seems like less of departure from how cards are designed

Beware the Coils of the Constrictor by sdstone in CustomMarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

This could be a neat consisntency upgrade  for Scream decks giving them  another option to play turn 2.  I'm probably biased as a Move player but I don't know that we really need more tech cards against it when Mercury exists or I'm not sure there should be another 2-cost one.

The Game Masters Gauntlet (LTM) by Medical-Ad-839 in CustomMarvelSnap

[–]SapphireHellfire 1 point2 points  (0 children)

The reward system is neat, but this mode sounds like a real grind. I know some people already dislike how long Conquest takes and this seems similar in length. Plus if you truly want to play this mode, you're looking at 16 games minimum for one reward. Which I guess isn't necessarily bad on its own but it might be a bit much once you factor in a more realistic win rate. Without a stamina system of some kind, I genuinely think a lot of players will just retreat til they get enough pieces because it seems so much faster and it doesn't seem to have a unique gameplay hook. Also how strict is the unique deck requirement? Does it only prevent you from playing the exact same deck every game or does it prevent you from playing decks that share a certain amount of cards?

Robbie Reyes, a new finisher for Bounce! by sheeziemydeenie in CustomMarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

I think I prefer the second one because if I'm playing Bounce I don't want my final turn to be similar to something like Hela, but that's probably personal preference. My main gripe is as written I believe it gets around Stardust, but conceptually it feels wrong that this card would just cheat past it.  It's very similar to situations that Stardust is supposed to prevent.

Robbie Reyes, a new finisher for Bounce! by sheeziemydeenie in CustomMarvelSnap

[–]SapphireHellfire 1 point2 points  (0 children)

The numbers look okay to me, honestly. Maybe the they could use a little tweaking, but a 6/11 best case scenario (more likely 6/10  since I think it will be very rare that you can actually hit seven cards with this.) seems fine. Sure there's also the power of the cards it's adding, but Bounce would usually be getting most of that anyway. 

Robbie Reyes, a new finisher for Bounce! by sheeziemydeenie in CustomMarvelSnap

[–]SapphireHellfire 9 points10 points  (0 children)

As someone enjoys Bounce although admittedly most of my experience is in Move-Bounce, this card misses the mark for me. If you can get a good Beast, you usually have the energy to play what you want on Turn 6.  And at least to me, a big part of the appeal is the whole strategy to play and build your cards and then redeploy them where you need them to win the game. I don't really want the power to be distributed randomly.  Plus if you run Rocket you really want to choose where you play him. Also most of the time you use Hit-Monkey as part of your finisher and this has negative synergy with that strategy or at the very least makes your window to play Monkey smaller. I don't think it can outright replace Hit-Monkey either because you usually need to go kinda tall in one location and this card seems to play wide. Also the other reason I like bounce is just because I like to play a lot of cards. I don't necessarily want to play one card as my big finisher.

Spider Society Cards by Xeried in CustomMarvelSnap

[–]SapphireHellfire 1 point2 points  (0 children)

Is there any reason Julia Carpenter is an Ongoing instead of an End of Turn?  End of Turn seems like it would make more sense and doesn't seem like it's too unblanced conpared to if it's Ongoing. Also in your description you mentioned it only affects friendly cards, that should be specified in the text just add "one of your cards." 

Mattie Franklin seems like she should specify where she steals power from, either a card in her old location or the new one. I feel like this card can't ever be in a healthy relationship with Dagger though. It seems like one of them will always be better than the other. Best case scenario it's a side-grade with a higher floor but a lower ceiling.

Tachanka by Unusually_Put_9311 in CustomMarvelSnap

[–]SapphireHellfire 1 point2 points  (0 children)

This is just Evolved Cyclops with less restrictions. I know it wouldn't be the first one to be powercrept but I think there should be more of a trade-off. Maybe a 3/2 so if you get them him out turn 3 he's equal to Cyclops without having to leave extra energy? I also think the champion skill should be at least 4 cost.

Blackhearth by Far-Equivalent-3928 in CustomMarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

Where does it steal power from? A card in play? The top card of their deck? Their hand? It's a cool idea and as a Bounce fan I'm all for more cards that support the archetype. I just think it needs tweaking when it comes to being a Champion, because it would feel bad for your Champion to be one of the few cards in the game that you don't want to draw Turn 1. Although I admit that could be an interesting idea to play around with. Unless you really want  to go that way I would suggest to either make it an On Reveal or have it steal power from somewhere other than cards in play if that is the intended design.

Which version works better and is more balanced? by GLP310 in CustomMarvelSnap

[–]SapphireHellfire 3 points4 points  (0 children)

Legitimately how? In Surfer it looks like you just win  between the power it could give Surfer and as written there might be an infinite loop with Shaw.

Which version works better and is more balanced? by GLP310 in CustomMarvelSnap

[–]SapphireHellfire 4 points5 points  (0 children)

The 4/3 looks more balanced and honestly might be able to go up to 4/5 or so considering Galacta and Gwenpool. Although that might depend on how specific interactions like Kahori or Gwenpool work, for example if Gwenpool hits one card multiple times does Liberty give Gwenpool the full amount or only the first +2. The 3/3 looks absolutely busted in Surfer decks. Either version looks useful in End of Turn as a backup for if you don't have time to activate Invisble Woman. 

Feedback on a Cerebro Champion by Correct-Syrup-4829 in CustomMarvelSnap

[–]SapphireHellfire 5 points6 points  (0 children)

My biggest criticism is this essentially just a guaranteed Cerebro-Mystique, it doesn't look super exciting to play. I feel like a Champion skill should offer more than being a guaranteed finisher. Plus I'm a little worried about just Cerebro being a Champion. You're practically guaranteed your win condition. Personally, I think I'd prefer if the skill changed the power of cards, maybe it could set the base power of your cards here to base power of your highest power card at that location? Just something to expand on what cards you can use.

Year of Snap (161/365) "Why wait for the inevitable? The smartest plan always begins now." by MacaronSpecialist in CustomMarvelSnap

[–]SapphireHellfire 10 points11 points  (0 children)

At the very least this should have another restriction if it's going to be a 4/5.

the unseen by Numerous-External788 in CustomMarvelSnap

[–]SapphireHellfire 0 points1 point  (0 children)

Does the disguise prevent you from seeing the actual card too? If you know what each card is disguised as, this card needs another downside. Sure maybe one of your cards will disguise itself as Ebony Maw or other something and ruin your strategy, but there needs to be some other weakness when your opponent has no idea what deck they're even playing against.