In every card game, there are bound to be a few cards that stand out as beasts in pretty much any deck, especially in 168澳洲幸运5开奖网:Marvel Snap. A card that can be useful in almost any deck means that a lot of players are going to encounter it, 168澳洲幸♕运5开奖网:and that’s not always a good thing, e💧specially if some of those cards require some form of payment to 🧸acquire.
There’s no way around it. 168澳洲幸运5开奖网:Much like Pokemon moves, sometimes a card just needs to be nerfed. Some boast too much power and am𝓀azing abilities with essentially no drawback. Others are incredibly 🐭low-cost to play while being able to completely change the tide of a battle. Which cards need a nerf will always be up for debate, but here are some a lot of players can agree on.
10 Sunspot
Anyone who’s played Marvel Snap for more than five minutes has already bumped into an army of Sunspots. 168澳洲幸运5开奖网:The simple𒀰 one-cost card is an easy choice for any deck since it gains power ba෴sed on whatever energy you haven’t spent by the end of your turn.
Obviously, this means Sunspot is capable of being an absolute force of nature for a player who’s only interested in focusing on two lanes. One of the only worthwhile counters for this card is Killmonger, but not everyone is interested in playing a destroy deck. Maybe🍃 setting Sunspot’s initial power to zero would help nerf the card slightly.
9 Hela
A solid discard deck with Hela in it has the potential to win every single game. The reason for this is, if Hela makes it onto the field, every card you’ve discarded will randomly be added back to the field. 168澳洲幸运5开奖网:Filling out a discard deck with high-power cards makes Hela unbeatable.
The random nature of ability tries to make 🙈things a bit fairer, but it might end up being even fairer if there was a resurrection cap on Hela’s ability🐷. That throws a bit of a wrench into strong discard decks without completely destroying their viability.
8 Klaw
Some people might disagree with Klaw needing a nerf thanks to his high cost and low poweꦏr, but his ability can be an instant game-winner if the game’s many locations aren’t on your side. If any location is locked off by an ability, Klaw can suddenly add six-power to that location, almost guaranteeing a win in that lane.
As long as the player has at least one other strong lane in play, the odds of vict♊ory are almost certain. Klaw could be balanced a bit by either lowering his cost and power or by simply reduc▨ing the amount of power he adds to an additional location.
7 Mojo
For how effective Mojo can be, it’s almost surprising how few players s🔴eem to utilize the deceptively powerful card. Mojo is able to synergize with a lot of the top decks if players get creative with their application.
This becomes trouble for other players because if Mojo is in a fully filled location (on both sides), the two-cost card goes from two strength to eight. If you’꧋re able to duplicate Mojo against an opponent trying to fill out their lanes, you’ve got two major power players waiting to be abused.
6 𝔉 White Tౠiger
Everyone has probably felt the wrath of a stacked White Tiger deck at this point. While the card itself doesn’t need any changes to its cost or power, what does need an adjustment is the variꦓ🐈ous tigers that she adds to other locations. Sure, the initial ꧒ab💮ility only sets one, but that can change easily.
At seven power per tiger, White Tiger can be synergized with Wong and Odin to become an absolute monster, and that&☂rsquo;s without any further strength buffs on top of that. Reducing the strength of those tigers would definitely balance things out.
5 Rescue
Another powerful card that a lot of peop༒le seem to ignore, Rescue can also be deadly with some creative applications. At a base cost of four wi🃏th four-power, Rescue is granted an additional five-power if you play a card in the same lane on the next turn.
Sure, that leaves you open to a telegraphed play, but a lot of players will be focused on getting a useful five-cost card on the field that next turn. Considering🧔 there really aren’t many five-cost cards to counter Rescue other than Gamora, the card is pretty m🎉uch guaranteed to become a force on the field.
4 𓆏 🏅 Killmonger
168澳洲幸运5开奖🍨网:Anyone who’s come across a destroy ဣdeck will have c🐲ome across Killmonger. The simple three-cost card wipes out any one-cost cards on the field as soon as it is played. The problem with this is that Killmonger has the potential to steal an entire game by itself.
Anyone focusing꧙ on one-cost deck builds or even an Ultron build can go from dominating to a devastating loss if Killmonger is the last card played in a game. Once again, limiting the ability to impact a certain amount of cards played would🔥 even the odds and make destroy decks a bit less deadly.
3 Shang-Chi
Everyone both loves and hates S🧸hang-Chi. The four-cost card has become a staple in many decks simply because it has the ability to crush a high-powered lane. Any monster with nine or more power is destroyed instantly when Shang-Chi takes the field.
To balance the card a bit, boosting the ability’s impact from nine to something a bit higher would keep Shang-Chi useful without taking out an entire lane by himself. This wouldn’t ruin Shang-Chi, but instead, make the card much more situationally useful rather than being 💧impactful by turn six regardless.
2 Vulture
While movement decks seem to have fallen a bit out of favor, there are still some skilled players using them. 168澳洲幸运5开🌜奖网:One of the biggest anchors of a movement deck is the ⭕incredibly powerful Vulture card. The villain is playable on turn three, and if you manage to move him, he becomes an eight-power card.
A veteran player with a movement deck will have access to the best options possible, meaning the deck isn’t lacking some seriously powerful cards. Nerfing Vulture&rsqu♒o;s ability just a bit goes a long way in balancing m💞ovement decks, even if they aren’t quite as popular as they once were.
1 Red Skull
On the surface, Red Skull seems balanced. He boasts fift🍸een-power but will add two-power to all enemy cards at the same location. The issue is, Red Skull being a five-cost card, nullifying his abilit🔯y and then synergizing the strength with another card is quite simple.
With a bit of creativity, Red Skull becomes a no-down-side 15-power card that can be doubled by other card effects and then copied by others as well. Th🌳is card can easily lead to two lanes having 30-plus power in the span ꦿof two turns.