Balance Update: December 18, 2025

Hey folks, before we go on holiday break we’ve got a lot of buffs to hand out.  So let’s go ahead and jump right in!

 

Victoria Hand

  • [Old] Ongoing: Your cards that were created in your hand have +2 Power.
  • [Change] 2/3 > 2/2

 

Quinjet

  • [Old] Ongoing: Your created cards cost 1 less. (minimum 1)
  • [Change] 1/2 > 1/1

 

But first, just a couple of nerfs.  

From our perspective, the Snap metagame has been healthy for quite some time, with just the need to hand out some nerfs to outlier performers here and there.  One of the last real outliers that’s existed for several months now is Victoria Hand, so we think it’s finally time to make some adjustments.

We’re starting relatively small, instead of adjusting the play patterns of the strategy, we’re going to begin by decreasing the Power on the strongest engine cards in the deck – Victoria Hand and Quinjet.  These are two of the strongest cards when you’re executing your game plan so we think it’s fair to say some extra Power on them is extraneous given the deck’s consistent numbers.  

It’s worth noting that much of Victoria Hand’s strength comes from the ability to copy her repeatedly given that she is a 2 Cost card. We hope to not have to make larger adjustments in the future, but we’ll keep an eye on her and the deck.

 

Misty Knight

  • [Old] 1/2
  • [Change] 1/2 > 1/3

 

Shocker

  • [Old] 2/3 
  • [Change] 2/3 > 2/4

 

Cyclops

  • [Old] 3/4
  • [Change] 3/4 > 3/5

 

Hulk

  • [Old] 6/12
  • [Change] 6/12 > 6/14

 

Ok let’s start the buff party.  It’s no surprise to anyone that our vanilla characters have long since been outclassed by additional cards.  We’ve also used the vanilla line as a murky means to keep the Power of other cards lower. Some of this is of course to curb extraneous Power creep, but naturally some cards, as with all card games, rise to the top.  

One of our goals is to keep as much of the player’s collections relevant as we reasonably can, so today we’re also going to buff some consistent underperformers to this “new stat-line.”  

Keep in mind that this isn’t an excuse to blatantly increase the baseline Power of all cards in Marvel Snap and shouldn’t be the blanket expectation moving forward!  Simply, some abilities bubble to the top as stronger than others as new cards are introduced.

In the more immediate practical sense, this set of changes is a large buff to High Evolutionary.  High Evo is an iconic Snap card that offers a unique play style, but it has been weak for some time.  Hopefully that’s not quite such a black and white case anymore!

 

Colossus

  • [Old] 2/3 – Ongoing: Can’t be destroyed, moved, or have its Power reduced.
  • [Change] 2/3 > 2/4

 

Cable

  • [Old] 2/3 – On Reveal: Draw a card from your opponent’s deck.
  • [Change] 2/3 > 2/4

 

Iron Fist

  • [Old] 1/2 –  On Reveal: After you play your next card, move it one location to the left.
  • [Change] 1/2 > 1/3

Speaking of, here are a few of those cards we think are below that “Power threshold” that could use a buff!

Notably we’ll call out Iron Fist.  Not to be too much of a broken record, but as expected, Move took a large hit with our last nerf to Human Torch and we want to make sure we keep trying to get Move into a reasonable power band.

 

Air Walker

  • [Old] 3/3 – When this is destroyed, replace it with a 4-Cost card from your hand or deck.
  • [Change] 3/3 > 3/4

 

Master Mold

  • [Old] On Reveal: Add 2 Sentinel to your opponent’s hand.
  • [Change] 2/2 > 2/3

 

Joaquin Torres

  • [Old] Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice.
  • [Change] 2/2 > 2/3

 

Here are a few more underperformers that we think could use a little injection of strength going into some Dragon season releases.  We do want to highlight Air Walker specifically, a card that people felt took a big hit with the buff to Morgan Le Fay last OTA.  We don’t specifically want to balance combo cards around specific interactions whenever possible.  In other words, we’d rather live in a world where Morgan is strong when you build around her in isolation without feeling the need to include Air Walker in case you don’t own the card.  

All that being said, we suspect that we’ll continue to create exciting 4-Cost cards, but regardless of when those decks and interactions manifest, Air Walker could use a slight buff.

 

Wade Wilson

  • [Old] 2/2 – When Destroyed: Replace this with a 1-Cost card from your hand or deck with +1 Power.
  • [New] 2/2 When Destroyed: Replace this with a 1-Cost card from your hand or deck with +2 Power.

 

Wade hasn’t quite hit the mark, so we’re buffing him.  His clear combo, with Deadpool, will get considerably stronger with this Power increase, ideally making them the pair they were meant to be.  We felt that +2 Power was risky prior to release due to how well additional Power scales with Deadpool’s doubling, but we’ll see if this hits the mark!

 

Doom 2099

  • [Old] 4/4 – End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.
  • [Change] 4/4 > 4/5

 

Rounding things out this week, we’ve heard your feedback loud and clear, and we’re delivering an early Christmas gift with a Doom 2099 buff.

We’ve seen Snap metagames where Doom 2099 was one of the strongest cards in the game, and although we want to avoid that in the future, we’re happy to keep giving him some increases in strength until he can be meaningfully part of the metagame again for his fans.

That’s all for today, have a safe and Merry Christmas!

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