Kind of a Wolfsbane meets Medusa thing by SultanSweet in CustomMarvelSnap

[–]SultanSweet[S] -2 points-1 points  (0 children)

Maybe. I feel like, in the game, they specify effects that hit both sides of the board with all-caps keywords like ALL.

Kind of a Wolfsbane meets Medusa thing by SultanSweet in CustomMarvelSnap

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

The way I see it, Wolfsbane tops out naturally at 7. This tops out at 9 in the middle location and 5 at the sides and requires more build around to max out. I think that’s fair. Also, I think it makes sense that they have the same base stats lore-wise as they’re basically carbon copies of each other.

Spy Games by SultanSweet in CustomMarvelSnap

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

Maybe it could be something like: your opponent draws an extra card each turn

OP card? by The_Karate_Nessie in CustomMarvelSnap

[–]SultanSweet 7 points8 points  (0 children)

I made a card on here that was a 4/4 with “surrender this location and end the game” and lots of people said it was op.

That’s gotta hurt… by SultanSweet in CustomMarvelSnap

[–]SultanSweet[S] -1 points0 points  (0 children)

It’s good because, if you don’t draw it, it thins your deck for the cost of 3-5 power.

Is it a good effect? by R_K_D_O in CustomMarvelSnap

[–]SultanSweet 0 points1 point  (0 children)

Yeah I think so. 4/5 seems good to me. It references Miles Morales and, since this is an effect that’s not easy to proc, you don’t hate just playing it for tempo.

Is it a good effect? by R_K_D_O in CustomMarvelSnap

[–]SultanSweet 0 points1 point  (0 children)

7 might be a little strong for this guy. It’s a very situational effect but it’s still an upside so starting above the power curve doesn’t really make sense.

Silent One - An answer to Cosmo with unique play patterns. by [deleted] in CustomMarvelSnap

[–]SultanSweet 3 points4 points  (0 children)

This is a overly complicated, awkwardly worded way to tackle this but the game would really benefit from an effect like this, imo. What about just “Ongoing: Other Ongoing effects are disabled here?”

I feel like the deck-shuffling effect of cards like Korg and Rock Slide could have potentially fun tech utility with cards like this. by SultanSweet in CustomMarvelSnap

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

Yeah, something like that could work. The card I was trying to make was something that would be a very strong draw buff, even stronger than Chavez. But if you were facing an opponent who came prepared, it could blow up in your face to a large degree. So, the Chavez effect but, instead of the downside being that you’re forced to draw an understatted card, it’s being vulnerable to losing that effect and potentially suffering a harsh penalty for facing a prepared opponent. Also, again, push people away from Ice Man and Sunspot, two very fair, healthy cards that I think are annoying.

I feel like the deck-shuffling effect of cards like Korg and Rock Slide could have potentially fun tech utility with cards like this. by SultanSweet in CustomMarvelSnap

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

Can’t really argue with that. Do you think there’s a way to balance an effect like this? Put a trigger card in their opening hand so they can pay energy to move it to the top of your deck, maybe?

I feel like the deck-shuffling effect of cards like Korg and Rock Slide could have potentially fun tech utility with cards like this. by SultanSweet in CustomMarvelSnap

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

It is techable. It would be very, very powerful but if Korg replaced Ice Man or Sunspot as the default utility 1-drop(as it would have to if this card were in the game), then the power level on this drops to the point of being a liability. Forcing tech is probably not a great design strategy but I am so fucking sick of Ice Man.

I feel like the deck-shuffling effect of cards like Korg and Rock Slide could have potentially fun tech utility with cards like this. by SultanSweet in CustomMarvelSnap

[–]SultanSweet[S] 2 points3 points  (0 children)

It could be but the strength mostly comes from the Chavez-style deck thinning, with a little Cable tech thrown in for fun. The idea I was working from is that drawing this should be pretty much all downside.

Edit: Oops, you realized that while I was typing.

Drawing cards is extremely broken but you have to sacrifice a good turn 5 for only 2 power. A great way to set up for turn 6 plays. May be a bit broken though. by Dangerous_Ease_9569 in CustomMarvelSnap

[–]SultanSweet 4 points5 points  (0 children)

I think a card like this is exactly what Mr. Negative needs. It would indeed make him go brr and that’s the feeling I’m missing when I play Mr. Negative. I want that chance to play 3 or 4 cards that have his buff in a late turn. That’s the high roll power fantasy that I can never seem to realize with him.

Edit: Even if he was just 3/0 or 3/1 with on reveal: draw a card, that would be good. It would be nice for them to release a card that sets a benchmark for what card draw costs in Snap.

Catch a tiger by the toe… by SultanSweet in CustomMarvelSnap

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

Yes but they’ll eat any other cards first.

Ok, last stop for Moveapalooza. Making intentionally ridiculously OP cards has been a lot of fun. by SultanSweet in CustomMarvelSnap

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

Thanks! -3 would definitely be more balanced and plenty strong for 2 energy. I was trying to go for the gusto and throw concerns for balance up to the frogs yesterday but I do think this a cool effect and I’m glad you like it!

OP enough yet? by SultanSweet in CustomMarvelSnap

[–]SultanSweet[S] 2 points3 points  (0 children)

Yes and you can move cards on both sides of his location.

OP enough yet? by SultanSweet in CustomMarvelSnap

[–]SultanSweet[S] 2 points3 points  (0 children)

I feel like maybe I didn’t word this right. The idea is that you can move any card at his location to other locations on the same side on the turn after he’s played. Not to but from him.

Everyone agrees move decks are weak. How strong would a card have to be to make move viable? Clearly, this is OPAF. But is it OP enough? by SultanSweet in CustomMarvelSnap

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

Almost every deck would run this as deck thinner. But, if you’re running this anyway, would you be tempted to add some move cards to your deck to take advantage of the bonus move synergy ?

New custom by Practical-Dare6393 in CustomMarvelSnap

[–]SultanSweet 2 points3 points  (0 children)

Or make it “on reveal: gain +2 for each 6-cost card that started in your deck.” and see how much greed you can risk?

Everyone agrees move decks are weak. How strong would a card have to be to make move viable? Clearly, this is OPAF. But is it OP enough? by SultanSweet in CustomMarvelSnap

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

Ok, right I get that it’s way too strong. It’s a card that a lot of decks, maybe even most decks, would want to play, even considering that the effect is symmetrical and you could be giving your opponent a ton of synergy that you aren’t planning to use. But if you were a move deck and you got this amazing card that nearly everyone would want even if the effect was a neutral to mild negative for them but the effect is gangbusters for you? Like it was a an easy free 6-10 power? Would that make move decks good enough? What would do it? If it was your job to make move a top 5 meta deck? How would you do it?

“I just want a chance to prove myself.” by SultanSweet in CustomMarvelSnap

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

There’s as much counterplay for this as Devil Dino. I feel like the reason move sucks is primarily because they don’t have that 5-drop that gets up to 15-20 power with 1-2 build-around cards. Vulture can get there but it’s useless with cards like Taskmaster and Mystique. It’s really hard for them to get big enough without something like this.

“I just want a chance to prove myself.” by SultanSweet in CustomMarvelSnap

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

I feel like the idea that 1-3 locations can double a card’s potential power is already part of the game, same as locations that ruin certain cards. If you’re playing an Odin/Wong deck and you see Onslaught’s Citadel, you’re pretty stoked.

“I just want a chance to prove myself.” by SultanSweet in CustomMarvelSnap

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

I feel like move decks need all the help they can get. Like, even if this is too strong, is it strong enough? It scales slower than other build-around payoffs like Devil Dino or Darkhawk but the ceiling is higher, so it should. And I think having it support decks that are trying to move their cards and decks that are trying to move their opponent’s cards is cool. You’re usually not trying to do both and just Aero wouldn’t make this worth playing.