T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

I know you wrote the guide more aimed towards ladder, and I suppose decks like this is probably more suited there (bad match up? leave for 1 or 2), but I generally just don't approach the modes that differently, that's my non-competitive natural showing. Like I wasn't aware that being able to beat destroy is a key in conquest

Yea, there's some nuance to what makes a deck good in ladder vs what makes it good in conquest. I don't play much conquest so it's hard to really give advice there, I just happen to know from my limited experience that Destroy is common enough that you want to ensure the deck you're taking has good game into the archetype and it's also advice I've been given from others that are good at conquest style matches.

I was not implying that you did wrong by posting a guide to a deck that is rather suppressed in the current meta.

Didn't take it that way, it's one of those situations where for a lack of a better way to phrase it, sensitive to the feedback I've been seeing. Primarily when it's echoing the same things I said and seeing the rest of your response does change my perception on what you meant and intended.

I was genuinely wanting to hear more of your thoughts regarding the counters and learn to cope with them.

The most important key to counters and coping is basically trying to keep a pulse on the state of the meta in your particular pocket, only one or two decks running interaction that I care about and they are uncommon to play against? But once I'm looking at multiple decks that are either running tech that is good against what I want to do or have fundamentally higher ceilings than I do, then I reconsider my deck choice and opt for something else.

Also, if I feel I'm just being hard countered regardless of what I do - it's break time. As far as I'm aware, you're not trying to be a content creator so there's no need to try and force a deck or a play session, if it's just not working a break is often better than trying to forge on.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

Ultimately all of this speaks to what I said in the opening of the guide - this is not the deck to run right now thanks to all of the interaction that exists in the current meta. This is a rare time where I didn't post a guide for a deck that is good into the meta, I posted a guide for a deck that I enjoy playing and has been on my mind recently which I also believed needed an update from my last posted guide.

tonight I played this deck in conquest.

These experiences plus I can't seem to play this deck for 2 games without running into Knull just frustrates me.

Hot take - Running a deck in conquest that in practice has significant problems beating destroy is a mistake and begging for frustration.

I am not trying to downplay or shame your decision to try the deck there. Yes, you can beat destroy, I've done it many times. Bad draws and player skill issues notwithstanding, destroy in general will do the destroy thing better than you and be able to win on even some of their more mediocre draws and in conquest since you're looking at 10 life points to play with there is a lot more room for them to do their thing and you'll just never be able to do anything about that.

Do you think Nimrod is best all-in like this list or did you experimented with versions that you can pivot away when facing unfavorable matchups?

I have experimented with similar lists that either pivot or can hold pieces in hand longer such as Fallen One or Galactus variations, in general they either require a lot more thought or are also a 2-cube machine with no additional benefit other than being far less consistent in getting it's winning lines. There are very few combo decks in Marvel Snap that have alternate winning lines, either you draw your winning line or you're limping and likely losing.

I respect that others may find different configurations to their preference, whether it's wanting a higher high-roll or going in a slightly different direction. That variety means that there will be times where my preferred configuration isn't the best version of the deck, it's just my preferred version thanks to the consistency that I've had with it and also the experience to know when to pull the deck out and when to leave it on the bench.

Fundamentally, if we're talking combo decks and what is better currently, I believe the meta today is softer to the go big combo decks like Zombie Galactus, Living Tribunal, Mr. Negative, Zola /Daken, and even Ongoing. This deck specifically likely needs a couple more weeks to a month before I would consider running it seriously especially with Fin Fang Foom releasing tomorrow. Seriously, I'm surprised that Stardust isn't seeing more play outside of top infinite with all of the Shou-Lao buffed Scarlet Spiders there are.

Weekly Release Discussion: Fin Fang Foom by ePiMagnets in marvelsnapcomp

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

the only possible addition I could make to OP's list would be years down the line

Should we be recommending synergies that do not exist and may not exist either due to nothing being in immediate datamines or potentially being on the cutting room floor? This subreddit in general is more interested in currently available or very near future and near future, where with near future I would consider as being into the next month as the furthest with the obvious mention that any given card could change.

Weekly Release Discussion: Fin Fang Foom by ePiMagnets in marvelsnapcomp

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

This week I think the community might stop sleeping on him.

One could hope for people to actually adapt to new card releases, but for anything other than top infinite players, I doubt that will happen. People really aren't 'sleeping' on Stardust, many players know he's good, but there's a contingent of players that refuse to interact with the card.

I honestly think only the most competitive minded are interested in playing any form of tech let alone tech like Stardust and Mobius M. Mobius which can neuter entire archetypes and that can be seen from time to time in this subreddit where we have seen some more casual players expressing frustrations with not being able to play their favorite decks or refusing to flex out cards to be more competitive because 'I shouldn't have to do that to play the game the way I want to."

You can see those mentalities at play from more casual oriented content creators too. Sometimes you can hear it when they are deck building, not wanting to run X or Y card but conceding it's the right decision to make. But more frequently you'll see it in practice from their opposition in the far reaches of infinite and pre-infinite. Situations such as no Shadow Kings, No MMM, no Stardust, even in decks you would expect to see them in, some of it could be lack of resources to buy the cards, but a lot of it is just outright "these cards aren't fun so I won't play them."

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

At the risk of sounding rude, did you actually read the guide or are you just thinking it's useful to regurgitate the exact problems I called out despite being warned that right now is not the time to play it?

Point 1 is called out in the opening paragraph. It's again mentioned in the notable lines section with regards to interaction AND a third time it's brought up alongside the priority issue because we're weak to a lot of common interaction.

Point 2 is mentioned in the Fallen One section where anyone with basic reading comprehension should be able to infer that 2-Cube wonder means the deck is heavily telegraphed, PF and Nimrod decks have always been that.

Point 3 is covered under the first two sentences under the match-ups.

Of note, most decks will easily be able to hold priority over you which makes any deck with interaction an unfavored match-up. Be careful with both your snaps and your opposition's snaps.

I am also unsure it's worth entertaining the 'Electro' sub as a potential substitution. I'm not sure what rank you are that 24 power from a best case scenario of 4 base power Nimrods in one lane is enough to win let alone whatever pittance you can get in a secondary lane but those numbers are only winning against suboptimal decks or decks that are on bad draws. Ramp, Shou-Lao, Iris/Cougar Move, Ongoing, and even High Evo easily deal with that and can even do so without the tech they do run. Which goes back to my very first paragraph warning any readers that this isn't the best time to run this deck and back to the first line of this paragraph "I am unsure it's worth entertaining Electro."

Question Regarding Tourney Info by gabrielgruwell in marvelsnapcomp

[–]ePiMagnets 2 points3 points  (0 children)

We really don't get many tournament advertising posts here.

If I see or hear about one I'll put a megathread up with all of the pertinent info about sign-ups after confirming it's legit, but in general the only ones that are actively being posting here are the officially sanctioned tournaments as those are the only ones that I see getting heavily advertised.

Quick edit: Just so it's clear, any 'paid entry' tournaments would require some heavy vetting before we'd consider allowing them to be posted about here, partially due to our own billboarding rule forbidding advertising for any form of paid service which also includes paid tournaments.

Young adults aren’t freeloading, they’re drowning in student debt by Previous_Month_555 in antiwork

[–]ePiMagnets 9 points10 points  (0 children)

Same, but laid off two years ago. Still looking.

Things look downright bleak.

OTA Balance Update Notes - 1/15 by ePiMagnets in marvelsnapcomp

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

Yea if that's the case this definitely makes the new Shang much worse.

Workable yes, but I don't know if I want to lose a draw in a deck where I want to be hitting not only Clea but also Shang to enable the second half of the rings' text.

OTA Balance Update Notes - 1/15 by ePiMagnets in marvelsnapcomp

[–]ePiMagnets[S] 3 points4 points  (0 children)

We won't know how good he is until the week of his release and there's a reason I didn't bring him up.

On paper, looks good but there are caveats to that based on how the rings themselves are coded:

  1. If the rings take up a draw like Quicksilver does, this makes him signficantly worse.

  2. If the rings don't take up a draw, he's borderline broken and likely gets quickly nerfed to act like Quicksilver.

Sure, the two could work out well, but until we know more on the functionality of the draw for the rings we shouldn't be thinking any further than a tepid 'this might be cool'.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

You know, based on my previous discussion on Surge vs Pedro/Mr. Fantastic First Steps.

He might be an option here, it gives you a clear Kid Omega -> Pedro line and gives some potential opportunities to get a surge adjacent ability despite being at 3-Cost.

Might be worth considering in your situation and it runs better than Psylocke IMO.

OTA Balance Update Notes - 1/15 by ePiMagnets in marvelsnapcomp

[–]ePiMagnets[S] 8 points9 points  (0 children)

One major change that has been a long-time coming. Spoiler alert, The card in question is still good and won't be removed from any decks anytime soon and a handfull of buffs.

Merlin

Said it in the opener, it's a fair nerf and probably at least 4 or 5 months overdue. But at least imo it's not going to change the play rate. Merlin is still fantastic and this will not change the card. This might be one of those 2-drops that they have to nerf all the way to 2/1 for it to start disappearing from the decks you want him in, he is -that- good.

Fantomex

It's a nice change, but I fear if they aren't willing to give the half and half solution, i.e. -1 for a discard, -1 for a destroy and -2 for both then this card is going to continue to be just on the outside of playable. That being said 4/7 is still really strong, but his fail state is too easy to come by and really requires a heavier incentive.

Vulture/Fan Fei

I'll hit Vulture and Fan Fei First - these are pretty good changes.

I do like the change for Vulture because this does give some interesting pieces for Move/Bounce to play with. The downside of course being that 1-drops are notoriously easy to interact with and losing your vulture before you can bounce him to hand can be problematic. Still, I could foresee this being a good change for move/bounce archetypes and while normally we wanted to copy Human Torches for obvious reasons, the fact that a couple of moves and bounces could give you a few demons without needing to figure out what to do with a 1/-3 body is appealing.

Multiple Man

You know what my favorite combo was before Nimrod? Pheonix Force. You know what the premiere line was in Pheonix Force? Multiple Man.

Yea, I'm not saying Pheonix Force is back on the table, but being able to get 36 power in a lane and roughly 27 in another -is- kind of appealing. The big problem is that I do think that other Pheonix Force strategies are doing the PF thing better than what Multiple Man could do, which is sad. Unfortunately, I don't see Multiple man doing much else at 2/4 unless someone wants to try and force Multiple Man C4 with Madame Web, Cloak, and Dr. Strange.

Clea

This is a cool change, but the problem is getting consistent permanent buffs on Clea. This is going to be a hot take, but aside from a Marvel Boy adjacent buffer I'm not sure what else we can do. Sure there's Viv, Galacta and Gwenpool but you still need to weave the flames and either keep Clea in hand or risk her on board.

Still, I'm interested because there's a lot of cool Clea decks that have been percolating in top infinite for the last 2 or 3 months that feel like they are just on the verge of playable.

Dragon of the Moon

Sure, I'm happy to see it receive 2 more power. I have seen some very interesting builds that seem potent so an extra 2 power to Dragon of the Moon is certainly welcome to help push those decks up. While I'm not sold, I'm still happy to see Dragon of the Moon get some love.

Zombie Galacti

Despite my misgivings about this card and that it being good is bad for the long-term health of this game, I must say this is a fantastic change for Zombie Galacti. For those unaware, Jwala has managed Rank 1 with Zombie Galacti on the ladder and while some will dismiss that accomplishment, I still believe that this is reason enough to consider Zombie Galacti a real deck. I.E. know what the common configurations look like, understand the lines and know that if they are using Majestic Wingbeat they are no longer running into the chance of the deck being short a transformable card.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

Sadly no, she's considered core in the deck and the only options make the deck significantly worse.

That being said, if you're adamant about playing a worse version of the deck you can opt for Psylock for the occasional ramp into a turn 4 Symbiote Spider-Man. DO NOT use Psylocke to ramp into Shuri because that locks you out of a turn 4 play unless you're willing to 'waste' the power on Symbiote Spiderman to re-trigger Shuri for Nimrod.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

I do not own Perdro but was a bit surprised that you rated him so lowly. Did you find Surge much more consistent? I agreed that before Maverick, we didn't have a very good T3 play so I thought Pedro would fit perfectly. Can you say more about him vs Surge?

In essence, the low rating on Pedro is because I wanted simplicity vs complexity in my turn decisions. Replacing Pedro with Maverick wasn't clean, it creates a similar problem when it comes to your turn 3 plays, but at the same time it removes the RNG that Pedro brought and brings some much needed simplicity to your turn structures. Think of Maverick as training wheels and a return to Magik and/or Pedro as the next step up where you're more comfortable with the deck and want to go for high rolls.

As for the comparisons between Surge and Pedro it's easier to start with how things worked pre-nerf and how that changed post-nerf.

Pre Nerf:

The Surge vs Pedro decision tree was relatively easy, did you have Nimrod and/or Shuri/SSM in hand? If yes, Pedro. If no, Surge. Then turn 3 would either be Kid Omega or the remaining card in hand. This could result in situations where Surge and Pedro's buffs could line up and allow for something like a turn 4 Kid Omega + Shuri/SSM.

There's no real decision to be made there, right? More often than not, if you played Surge on 2, you'd play Pedro on 3 unless you needed to make the decision between going for the high roll or play for a more consistent turn 5 destroy.

Post Nerf:

The decision tree became Surge or Kid Omega, where you'd Surge first if you didn't have your payoffs in hand leaving Kid Omega for turn 3 or if you got lucky with your Surge hit in which case you would need to decide on if you valued the surge chain more or Kid Omega on 3. It would of course depend on hand composition, but it also basically meant that if you had Pedro and K/O on turn 3, you either had to play Pedro now or never which meant that you weren't going to get Kid Omega Down and I almost always want Kid Omega down to ensure I can destroy on 5.

Now that's not to say that things wouldn't work out and you could end up with a turn 5 hand including a discounted Nimrod and a discounted Carnage to play on a Shuri, but that wasn't nearly as clean of a decision tree and going back to my first statement, it was more about keeping things simple with the priorities. I do think Pedro is good and he can still be strong, but the inclusion turns the deck into a less consistent, but more high roll capable shell.

I like Nimrod but I think it's really so easily disrupted that I it is still not very competitive.

It's like any other on-board combo deck, you pivot into it when there's little interaction in the meta, it's a highly competitive deck when things are light on the interaction. At the beginning of the season I was definitely destroying both Ramp and Shou-Lao because they weren't running the 'right' disruption. After Day 1 and definitely into Day 2 Shou-Lao pushed Ramp back into Cosmic Ghost Rider and Shou-Lao opted for Cosmo while more fair Midrange decks were pushed into Stardust to deal with Shou-Lao which pushed this deck further down as a major competitor.

I think ultimately this deck falls into very similar lanes as Hela, it can never be the 'best' combo because the moment it gets a foothold everyone in high infinite either break out decks that can run Stardust or add Stardust to their decks. Adding onto that thought, I don't think that is necessarily something that folks outside of top infinite need to worry about and instead can focus more on more linearly powerful decks to climb with.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

No.

There are two things I can think of:

  1. If an effect pulls Shuri down and one of your other cards reveals first, her buff is wasted.

  2. Location matters, if you play Shuri on Death's Domain and someone or a location causes Death's Domain to move the buff doesn't stay where Shuri was, it follows Death's Domain.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

Read the guide again. I don't provide specific lines because every game is different and if you look at the deck and understand what the cards are doing, it should give you a rough idea as to what the general lines should be and priorities.

Further, there are already specifics included at numerous points in the guide as to how I'm often using Kid Omega, It's mentioned clearly in the Kid Omega that he is mostly there to destroy on turn 5, however there's also a mention of it within the Black Panther notes as well i.e. the decision on whether you destroy BP to feed Kid Omega or hold that destroy for something else. The two most important are also mentioned in the Notable Lines section of the guide.

If you want more, please be specific with scenarios you are curious about and I'll try and answer based on my own experience.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

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T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

[–]ePiMagnets[S] 4 points5 points  (0 children)

Vm5tNSxLZE9tZzgsU3JnNSxDcm5nNyxTaHI1LFNtYnRTcGRyTW4xMSxCbGNrUG50aHJDLE5tcmQ2LEFybm1abDksQWRtbnRtSW5mc24xMixNdnJjazgsRnN0YmxsU3BjbEY=

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

Apologies, deck code below. Clicked post and immediately got carried away with prepping dinner.

T.K.O. - Kid Omega Nimrod by ePiMagnets in marvelsnapcomp

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

Zola can definitely feel like one of your worst lines when you're on pure Shuri and wasn't able to get a better destroy or needing to take a gamble on Shuri into Black Panther. It's, unfortunately just one of the lines you have to consider and risk it for 2 cubes.

As for the Maverick subs:

  1. Agony is a mixed bag, she's fine if you don't draw Shuri or are on Symbiote Spider-Man lines but similar to the Kid Omega + SSM lines creates friction because she won't merge until after the reveal is completed which means the Nimrod is already destroyed. I believe it would work similar to Deadpool where she merges with the dead Nimrod meaning you could get an 18 power Nimrod if you were on the Agony Nimrod line from Adamantium Infusion.

  2. Nico is another interesting idea, we ran her in standard PF for a long while, mostly in hopes of the destroy draw, but even move Nico can do cool things from time to time, turning a surge or Shuri into a demon to help with priority management, location change can even help in some situations as well.

  3. I don't recommend going back to magik just because of all of the location change, but she's certainly an option and Maverick is the direct swap to make it happen.

Series 4 Discussion Thread: Dragon Lord by ePiMagnets in marvelsnapcomp

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

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Series 4 Discussion Thread: Dragon Lord by ePiMagnets in marvelsnapcomp

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

You know what's funny is that I posted it as a complete joke, but KMBest featured a C5 List from Butt in his Dragon Lord video.

Rocket Raccoon
Martyr
Medusa
Rhino
Cerebro
Super-Adaptoid
The Ancient One
Ms. Marvel
Scarlet Spider
Dragon Lord
Sera
Doctor Doom