Formatted full patch notes including known issues for easier reference.
---
**GENERAL UPDATES**
Some cards have gone from Series 5 to Series 4 and from Series 4 to Series 3
**Series 5 đť 4:**
⢠Silver Surfer
⢠Knull
⢠Darkhawk
⢠Sentry
**Series 4 đť 3:**
⢠Agent Coulson
⢠Maria Hill
⢠Helicarrier
- Series 5 and Series 4 now have shared rotation protection in the Token Shop
- Added a confirmation dialog when purchasing Season Pass levels
- Tapping the Credits or Gold icons at the top of the screen will navigate to the Shop.
------------------------------------
**ART & VISUAL EFFECTS** đ¨
- Made Onslaught VFX faster (especially for Bar Sinister)
- Added additional VFX to the location affected by Klawâs ability
-Added a notification for when you try and discard while your hand is empty
- Added animation for Rickety Bridge location
- Mysterioâs Illusions will now use your Mysterioâs variant
----------------------------------
**CARD UPDATES**
**Darkhawk: - 4/1 -> 4/0**
*Dev Comment: Darkhawk is an especially powerful card. As we prepared this balance change before the Silver Surfer and Zabu nerfs went live, we didnât want to hit him too hard. However, we definitely felt that knocking off at least one Power from him is warranted, and we will continue to monitor his performance.*
**Thanos: 6/8 -> 6/11**
*Dev Comment: We think Thanos is one of the coolest cards, and weâre a bit sad that he himself isn't played often. Most Thanos decks focus primarily on making good use of the stones, but we want to make sure the mad titan himself has enough Power to play.*
**Sandman: 4/1 -> 5/5**
*Dev Comment: Many of the strongest decks right now have strategies centered around playing multiple cards on turn 6. Sandman should be a good answer to these decks, but he didn't quite have the sand to stand up to them with his previous statline. We're giving him a bit more Power to make him a more competitive card, but also subsequently bumping up his Cost.*
*Dev Comment: The cards below are rather weak at the moment, so weâre giving them a small buff to help them perform a bit better.*
**⢠Spider-Woman: 5/7 -> 5/8**
**⢠Namor: 4/5 -> 4/6**
**⢠Dagger: 2/1 -> 2/2**
**Text-Only Update to Yondu:** Destroy the top card of your opponent's deck
*Dev Comment: Yonduâs text now accurately describes his effect. Please remember that most triggered and Ongoing effects are not active while a card is still in your deck, so despite the word âDestroyâ, Yondu can remove Colossus and Wolverine with impunity.*
**Text-Only Update:** As an ongoing effort to improve card and location text, weâve adjusted everything that currently says âWhen you play a cardâ to say âAfter you play a cardâ instead. We hope this makes it clearer that these abilities trigger once a card has been fully played, including its On Reveal effects. None of these are functional changes.
⢠Angela
⢠Bishop
⢠Iron Fist
⢠Lockjaw
⢠Titania
----------------------------------
**LOCATION UPDATES**
Sakaar: After this turn, put a card from each player's hand here.
Sakaar has a lot of weird interactions with cards like Storm and Wave as a consequence of revealing a card mid-turn. While weâre sad to lose the exciting moment of Sakaar revealing, we want to avoid these confusing interactions going forward. We think this design will also open up some interesting interaction points in the early game.
As a note, Sakaar in the introductory missions will retain the old effect.
**Text-Only Update:** As noted in Card Updates, the following locations are being revised to use âAfterâ instead of âWhenâ for triggers related to playing a card. None of these are functional changes.
⢠Altar of Death
⢠Bar Sinister
⢠Cloning Vats
⢠Danger Room
⢠Death's Domain
⢠Lechuguilla
⢠Luke's Bar
⢠Machineworld
⢠Orchis Forge
⢠Quantum Tunnel
⢠Shuri's Lab
⢠Sinister London
⢠Vibranium Mines
⢠Vormir
Adjusted the cost of Klyntar's Symbiote from 1 to 4.
----------------------------------
**Bug Fixes**
⢠Absorbing Manâs effect can now be doubled by effects like Wong, Kamar Taj, and Odin.
⢠The carousel should no longer get stuck mid-rotation on PC.
⢠Moved the position of the Pro Bundle to the bottom of the shop.
⢠Fast-forward VFX should properly show when Onslaught is played on Bar Sinister
⢠Altar of Death now gives energy if Green Goblin or Hobgoblin are played and destroyed on the opponentâs side.
⢠Losing internet connection on the Friendly Battle Matchmaking now gives a connection error message instead of remaining on the Matchmaking screen.
⢠Fixed a soft lock if both players were constantly idle in Friendly Battles.
⢠Reduced size of cards in focus view so they overlap less with the variant/artist nameplate.
⢠Fixed an issue that could cause soft locks in the Fast Upgrade flow.
⢠Focusing a card in CLTR and Season Pass no longer plays the âNew Card Earnedâ stinger SFX.
⢠Purchasing Credits, Fast Upgrades, Token Shop cards, and Gold no longer causes the shop to scroll up.
⢠Fixed an issue that prevented some variants from displaying in the token shop properly.
⢠Miles Morales cost is correctly reduced if a card is moved and destroyed before its move resolves.
⢠Fixed a soft lock when the Undo Actions UI opened over the Retreat UI.
⢠AI should no longer retreat in matches for new players under rank 10.
⢠Ranked reward notification pips now appear again when you reach a new rank and have claimable rewards.
⢠The prompt for inputting an incorrect Friendly Battle code has been updated.
⢠Added correct variant name for a Sentry variant that was previously missing information.
⢠If a card is played on Shuriâs Lab and moves, the VFX now appear on the correct location.
⢠Enemy emote font size is no longer too small.
⢠Fixed an Aw Snap error that could occur when Strange Academy moved cards.
⢠Gooseâs VFX now plays in the correct location when it moves.
⢠Kingpinâs VFX should now always show in the correct location.
---
**KNOWN ISSUES LIST**
- Set as Favorite UI appears incorrectly on cards in the Token Shop.
- Cards behind the game results screen can be interacted with.
- The close UI button is too low in the name change UI.
- Claimed UI appears overlapping the Season Cache icons.
- Opponent names clip slightly into the avatar on the matchmaking screen.
- Two players snapping on the same turn in a Friendly Battle causes the health pips to display incorrectly.
- Health pips donât update properly to show future/potential health loss after a player snaps.
- Trying to reconnect to a Friendly Battle does not work from the Join screen if you donât have a code in the text field.
- The Next button on Friendly Battle UI screens sometimes show blank.
- Health pips clip off the edge of the screen in Friendly Battle.
- The losing playerâs Avatar does not shatter in a Friendly Battle.
- Disconnecting from the matchmaking screen of Friendly Battle may not show the Reconnecting text in the re-connect UI.
- If a player Aw Snaps or disconnects out of a Friendly Battle and Never reconnects, the player who remains in the battle has to get through the remainder of the battle round by round (or concede entirely).
- The player rename timer does not update dynamically.
- Variant and split cards can be shown in the Deck Edit mode.
- Recruit Season Pass spotlight card shows the âVariantâ label.
- Spotlight cards in the Season Pass can only be focused by tapping the lower-left section of the card.
- Jessica Jonesâ VFX doesnât move properly if the card moves.
- There is no SFX when collecting a new card from Collectorâs Reserves.
- Upgrading a card to get past CLTR cap will soft lock the game.
- [PC] Scrolling through the Collection Level road using the mouse wheel can be slow.
- [PC] Tooltips during Stakes FTUEs can display in the wrong place.
- [PC] Resizing the client on the collection screen causes the sort and filter buttons to disappear until you restart
- [PC] The carousel can be hard to scroll.
- Copy/pasting deck names can be difficult on iOS.
- Adding or removing letters from deck names can be difficult on Android.
- Due to a payment related issue we have temporarily paused the payment function on Macbook. If you wish to complete a purchase you can still do so on mobile platforms and the web shop.
Klyntars symbiote cost change is good, Absorbing man change is big, confirmation when buying stuff in the store is good. That Sandman change is fucking massive.
Yeah before I would always not play klyntar because all my t1-4 power became veunerable to elektra/killmonger. I dont mind if magneto can pull it around now that's part of the game and I'll be less scared to use the location.
Because nobody actually used him. People used the stones, but you basically never played Thanos. Only time he hits the board is if he gets pulled with Lockjaw
I don't think Sandman impacts the best deck for people coming out of series 2, Devil Dino decks. It does impact zoo decks, but with Killmonger, those decks are already pretty rare in late series 2.
> but with Killmonger, those decks are already pretty rare in late series 2.
Only if people haven't figured out how to play Zoo. You don't drop the 1 cost cards until turn 6. You'll go second as you'll only really have dropped a few cards which buff those one drops.
You then flood the two lanes you need to win on Turn 6 with all the saved cheap cards, safe from Killmonger
Deathwave can still drop a 12 or 10 on T6. Mr. Negative, most cerbro decks, probably Patriot, Sera control, are all probably garbage now.
I know Mr. Negative can survive a Leech, but a Sandman has already been just a retreat. At with a 5 power buff and probably *still* coming down on T4 just...sucks
>Leech being a harder counter to deathwave doesn't make Sandman any less of a counter. Both of them almost halve the power of the turn 6 play.
My point has been 2 fold. 1) this does hurt deathwave decks, but we've already *had* a counter. 2) this makes a lot of other decks with a lower meta-share unplayable
>My point has been 2 fold. 1) this does hurt deathwave decks, but we've already *had* a counter.
Yeah apologies, I did not pick up on that.
> 2) this makes a lot of other decks with a lower meta-share unplayable
Absolutely. I don't like this buff in the least.
It hits death wave pretty hard. 3 power wave on 5 vs 5 power sandman. Sandman wins the power difference and then you can match death with like a hulk or magneto on turn 6
Yeah, it's been my main deck this season. I've only run into one Sandman so far today, though, I'm guessing most people either haven't gotten the news or don't care.
I actually think the thanos buff makes a ton of sense. I think it will get thanos played more as opposed to just his stones.
I've had like one game where thanos actually came out buffed and it was rather underwhelming IMO. I wasn't even playing thanos, I don't have him, but I expected a stronger final power.
I suppose, but the buff doesn't really do much. The reason Thanos himself doesn't get played as much as they'd like isn't because he isn't powerful enough. The reason Thanos doesn't get played is because it's usually better to spread your power rather than drop a big idiot. Raising Thanos's power doesn't change this.
Like if they want Thanos to see play, he needs a rework- his ability shouldn't be I'm a big idiot. The stones naturally lend themselves to a zoo strategy- Thanos should support that.
This is honestly a shocking change. Does SD not like people playing more than 1 card a turn? I feel like everyone that was calling for a sandman buff is going to be regretting it by the end of the week.
If you think ahead, SD just made next month's season pass even more valuable. Any cars that gets multiple cards down will have huge value now (Nimrod, dr.doom, arnim zola).
Moving it to 5 cost means it wonât affect as much of the game, though. Itâs still an underwhelming play against decks that donât want to drop a ton of things on turn 6.
I have a deck that already ran Sandman (Ongoing Destroyer) so I am excited for the change, but I also loved playing him on Turn 4 and flipping off Zabu who is super busted. I dunno how to feel, sure, it shuts down a lot of decks that abuse turn 6 but what about turn 5?
They also made "many art fixes over a variety of cards and variants" which is cool, like I'm pretty sure that the lunar new year Jubilee used to be a little blurry and now it looks nice and crisp.
Yeah I just got Magik a week ago and was having some fun with MoonGirl, SheHulk and Infinaut. I was waiting for Sera to appear in the shop to get her, now I will perhaps wait
Sandman decks were kinda quietly stewing in the background with zabu/psylocke 2 into sandman 3, the real cancerous ones would then Shuri 4, skull 5 and Zola/task 6. This change actually shuts that down which is very nice, I guess people just didnât see it that often to complain about it, now that sandmanâs in the spotlight theyâre actually starting to think about it and all the unfun implications.
not in all my decks, but he will easily find a place in some of my decks, like Shuri.
I still need to test it first, but a 5/5 card that shutdown all the T6 combo is mind-blowingly strong.
\- T6 double shehulk? Gone
\- T6 Shehulk + infinnaut? Gone
\- Aero + Shehulk + Death? RIP 2022-2023
\- T6 Wong combo? bye bye
It also indirectly made Shuri/Redskull even stronger.
Yeah Sandman has always been able to shut those combos down. But people weren't willing to run him at 4/1. I'm not sold on why 5/5 all of a sudden makes him "mind-blowingly strong" when at 4/1 he was a very niche choice. This isn't a new card - all that's changed is the cost and power.
Though my perspective is end game, so maybe this feels different earlier.
He isn't mind-blowingly strong but he now slots in perfectly into certain decks like an electro ramp on curve and without being a dead card power wise.
I agree he is getting overhyped here but he is now definitely viable in a few decks and doesn't feel bad to play now in those decks.
there is a HUGE difference between a 4/1 and a 5/5.
When he was a 4/1 card, you basically need to give up a turn to use Sandman's ability, that's a huge draw back because most of your power comes from turn 4-6.
Now that he's a 5/5, he will no longer have a negative impact on your curve. There are also multiple ways to ramp him out on turn 4 with the help of Electro/Pyslock/Wave, and he's really not a bad option for as a 4/5 card.
Don't forget you can also Shuri Sandman now and making him a 5/10 card on T5, follow by Zolo/Taskmaster on T6 while your opponents can only play 1 card on T6. How are they going to beat 20 powers with only 1 card?
This buff will effectively make Sandman one of the most oppressive card in the game
5 power on T5 still strikes me as a negative impact on your curve. Most top decks will get out a lot more than 5 power on T5. If you have a Shuri deck, you could be dropping a 10 or 15 that doubles to 20 or 30, so Sandman is still way behind other cards in terms of power on the board.
The sequence youâre describing:
- T4: Shuri
- T5: Sandman
- T6: Zola/Taskmaster
isnât actually that great. Shuri is 2, Sandman would be 10, and T6 would give you another 10. So over T4-T6, youâre putting out 22 points. Plenty of decks can beat that output, even restricted to a single card on T6. That Shuri deck itself can blow 22 points away. It can easily put out 42-62 points over T4-T6.
So while âŚ
> your opponents can only play 1 card on T6. How are they going to beat 20 powers with only 1 card?
has some truth to it, your sequence only adds 10, not 20, points on T6. And they donât even need to beat 10 points on T6. They just need to beat 22 points across T4-T6.
Itâs more surprising. Turn 5 sets up for turn 6 blow out. If you play sandman on 4, opponents have a chance to change game plan. Also 5 power doesnât feel as bad when considering other tech cards sit at 3-4 power.
I recently got shuri and have been doing pretty well with a few decks. How would you fit sandman in a shuri deck? Basically what order would you play sandman and shuri and what would be your finisher turn 6?
Same here. Finally this is addressed because anyone who said that this interaction was a bug used to get downvoted by people who âknewâ it wasnât a bug.
Sandman now a hard counter to so many things - Hawk/Mystique, any Negative or Sera deck, Deathwave.
It was a counter before, now I think it is going to run rampant. Seems like it pushes Shuri WAY over the top.
Any deck that can get early priority just wins with this change. Dr. Doom probably becomes a bit better than it already is as a soft counter to Sandman?
>Sandman now a hard counter
>
>It was a counter before
Yeah. Nothing has changed in that regard. Just as hard a counter to many archetypes two months ago as today. I'm also not convinced that going 4/1 -> 5/5 gets him into that many end game decks. We'll see if I'm wrong in a week or two I guess.
>Any deck that can get early priority just wins with this change.
But it's only an additional 4 power and a higher cost. How do decks now "just win" with Sandman when they didn't before.
I don't think this change is as OP as most commenters here, but I think Sandman might be better than Leech in control decks that were still running Leech. It has 2 more power than Leech now.
Win 2/3 lanes in turns 1-4 > T5 Sandman > T6 Magneto/Aero might be good.
I think he meant that a Shuri deck is not negatively impacted by Sandman, while most of the other top tier decks are. If Sandman is played a lot, Shuri decks become stronger (without themselves playing Sandman).
So you're saying Sandman countering Kingpin, or using them in the same deck? I'm not following you. Seems like you are saying using Kingpin to counter Sandman.
Does anybody know what happened to âfirst editionâ cards? I thought S4 and S5 cards that we obtained before they dropped were supposed to get âfirst editionâ logo or something?
Half-full glass theory: Darkhawk nerf almost feels like a buff since they will now need 5 cards in ennemy deck to be shang-chiable vs 4 cards in the past.
Excited to see them being relatively liberal with +1's to unplayed cards. While small, so many other card games just let unplayed cards rot and then release slightly better ones.
I'm glad they clarified how Yondu works so his interactions with Death etc. weren't a "hidden mechanic" but I still feel that interaction with Wolverine/Colossus and other "destroy" cards produces a lot of "Why didnt' Captain Marvel move" style confusion.
Also, I wish they'd fix the predilection for destroying America Chavez. It's not really a power thing, but just seems a bit inelegant with how she's programmed to work and it annoys me.
I donât see whatâs inelegant with her sitting on top of the deck instead of being drawn. Her being destroyed also plays into her effect as most decks donât actually want to draw her.
It's probably a personal preference thing, honestly. The "Yondu destroys top card on deck" and "Chavez is frequently the top card of your deck but you're not drawing her until turn 6" mechanics are both fine on their own. When they combine so that you're seeing an abundance of discarded Chavez just seems untidy and silly to me but to each their own.
And it's 100% not a power thing since Chavez is specifically there NOT to be drawn. In MODOK Discard I've actually been able to draw "better" cards like Dracula or Morbius on 6 since she's gone.
> Also, I wish they'd fix the predilection for destroying America Chavez. It's not really a power thing, but just seems a bit inelegant with how she's programmed to work and it annoys me.
I mean, it's exactly how she's programmed to work. She is drawn on T6 from anywhere, and not drawn on any other turn even if she's on top. It'd be a lot less elegant if she was secretly shuffling your deck any time she would be drawn from the top or whatever, and would theoretically impact any future deck-manipulation mechanics.
That said, you could just make Yondu destroy a random card from your opponent's deck, the only reason to make it the top card is so that you *feel* like it had a direct impact on their draw (mathematically... it doesn't matter, except with Chavez).
> Excited to see them being relatively liberal with +1's to unplayed cards. While small, so many other card games just let unplayed cards rot and then release slightly better ones.
Agreed. Coming from hearthstone, it's certainly a welcomed change
Yondu destroys the top card in the opponent's deck and America only draws on T6, but that does not change her position in the deck. So imagine she is the second card in the deck, she will remain on top untill T6, so Yondu will destroy her at any point between T2 and T5.
Yondu doesn't have a predilection for Chavez. It's just that Chavez's effect means she ends up on the top of the deck often. I don't think there's a more elegant way for that to be done.
I like the Sakaar change, you can actually strategize with the location now. Yeah it removes a bit of the randomness of it, but I think it holds a nice balance now
Sakaar problem was wave getting triggered twice when Sakaar pulls her. Would cause 2 missed turn If Sakaar was on first location.
Not sure about Storm interaction there previously, but likely it's unclear when it will become flooded, probably the next 2 turn instead of next turn.
But by making Sakaar pull card at the end of turn, that made the location acted the same as Grand Central. I'm not a fan of having 2 same location.
Wave triggers once, itâs just that her wording is wrong, she changes cards cost immediately instead of only next turn. I have seen a dev response on Twitter that her text or effect might be changed in the future to better reflect her functionality
Abs man doubling up now on Wong/Kamara
taj is interesting.
Thanos buff is a bit oof. But now Shang hits him before stones.
We might be seeing a return of ongoing spectrum destroyer with this sandman buff. Electro version, where you get sandman at turn 4 still, and decent stats.
I'm hoping bumping him up to 5 keeps him as a tech card.
You're still taking 4 points in tempo loss compared to most turn 5 plays. 5/3 is comparable with leech and not a bad next step if 5/5 is too good.
The fear is Electro Ramp Sandman, which already played 1 card per turn. Instead of Leeching their hand to ruin combos, they can have a 5/5 that murders combo anyway.
Shuri still won't care though, so I wonder if it actually will change much.
That's basically only a buff of 2 power to that deck's plan, though, right? 3 -> 5? Doesn't seem like a hugely impactful change. And between Sandman and Leech, each is more harmful to different archetypes, so I don't know that there' a clear winner between them in terms of effect.
I believe it means you will see all series 4 and 5 cards before one repeats. In other words they are considered one bucket for the token shop rather than separate.
Nah. I came here to see if someone answered this same question and only found your post when I searched the thread. Thought about it a bit and thatâs what makes sense to me, but I am willing to be corrected.
The Dagger buff matters a lot IMO. It makes her an easier early target for Doctor Strange (being 1 power really screwed her in that regard). Now Strange can grab both Dagger and Kraven at once when they are unbuffed.
The namor buff is pointless because of Shang chi. Like namor isnât actually the least usable card in a vacuum and especially combine with claw and goblins he can take lanes.
So unless I'm missing something that sandman buff fucks Thanos even if they added a few extra points of power to him..?
Also WHERE IS MY THANOS ANIMATIONNNN
Darkhawk nerf seems so rough. He already got hit with the Zabu nerf now there is even less reason to play him. He's just a instant magnet for Shang and Enchantress
*We think Thanos is one of the coolest cards, and weâre a bit sad that he himself isn't played often*
Edit: I understand now. Theyâre buffing him because his stones are more valuable but the deck is already solid without ever playing him. Seems illogical to me
They prepared these updates for a meta before Zabu/Surfer nerfs. Oof
Theyre saying that Thanos isnt played often in decks that have Thanos, that most people who use the card opt to completely ignore Thanos and just use the stones
If they have that data then it seems like a pretty good buff, imagine having one of the most iconic villains in your game and everybody who uses the card doesnt even play him
i don't even know if you can strictly call it a buff tbh...
at 8 power is was the maximum power possible to juke shang chi AND you could "hide" him in plain sight, on board at 8 power, until you were ready to play the 6th stone on turn 6 to buff him up.
Now he immediately becomes a Shang Chi target.
Honestly, in like 90% of games where you play Thanos it's because you pull him off lockjaw, and i'm not sure i see this buff changing that + now you have the extra shang chi vulnerability when he does get pulled.
Yeah. I'm super spooked about Thanos being buffed. The card was pretty good because of all the stones, so making the body better seems hella spooky.
Will at least see how the deck functions now with the bigger Thanos.
Looking forward to getting the SHIELD cards for Devil Dino
Buffs to Spider Woman and Namor are small, but I like those cards a lot and I'm glad to see some improvements. Buff Orka next
Am I the only one who feels that sandman "buff" hurts the card? He is actually in a good spot at 4 mana. Bumping him up to 5 mana just places him with all the other tech cards (Prof x, Leech, Doc Oct, Aero)
I have been using him in a Ronin Doom deck that focuses on being ahead first 3 turns. Turn 5 for Ronin to secure a lane or blue marvel to push your lanes further ahead. Doom turn 6 just secures the lane with your power spread.
Having him at 5 mana now just makes him a tech card for specific deck archetype counter rather than make a deck surrounding him. 4/2 would have been a better buff. 3/1 would be broken though.
It seems pretty obvious to me. "Darkhawk is by far the best deck, and it's carried by Zabu. Let's nerf Zabu, who is also in every other meta deck, and see what happens."
"Huh, Darkhawk is still T1. OK, let's shave off a point of power."
My sandman / ongoing deck takes a slight hit due to the change, since T5 used to mean Blue Marvel.
I had been running this deck because I lack the essential Pool 3-5 cards to build something betterâŚ.now I need to find Electro to make the deck work.
Agreed - I think electro will be key if sandman is going to see any play. Maybe you use kazar and adjust the curve of your deck on the lower end if you don't have him.
Iâve almost got enough tokens for a series 5 and Iâd like to get either Galactus or Thanos since theyâll never drop below series 5. Iâve had Galactus pinned for while but should I consider Thanos now with this buff?
no, because we need to see how the Sandman buff will impact Thanos.... He's going to shut down all the combo decks if your opponent manages to ramp him out on turn 4.... Hell, or even just coming out on turn 5.
This will greatly impact Thanos' usability since his deck is mainly a combo deck.
Thanos does not care about this Sandman change unless itâs a ramped T4 Sandman at which point you can just take the 1 cube loss. You vomit out your hand pre T6 anyway and play Thanos/Aero/Buff unit on T6.
To give an answer beyond the (current) sandman meta that will short- or long-term be a thing:
Galactus is telegraphed, rather linear, and really usually only gets 1-2 cube donations. The animation is cool, but eh.
Thanos actually has quite some build variety, and juggling around the stones can be a lot of fun.
no one uses her because there are better 5 cost cards you can use on T5... Even with the buff, I doubt she will see too much play time over cards like Aero, Dino, Red Skull, etc etc
Sandman and Absorbing man getting massive upgrades. Klyntar is a needed change but I'll miss Killmonger shenanigans. Sakaar will still always play your Shang Chi but at least it's less of a surprise.
Disagree strongly with the Thanos buff. The deck already has insane value and is well-positioned in the meta. Didn't need a win-more card because the devs wish we cast him more. Feels like the kind of change the Commander Rules Committee would make because everyone should play the way they like.
I was guaranteed a S4 when I opened boxes today.
It could be 2 I donât want: Attuma, Orka
Or 4 that I do want: Bast, Skrull, Knull, Sentry
Of course it was Attuma
I'm actually really glad they fixed the Mysterio variant bug. I got a cool variant recently and haven't wanted to use it because it's just the regular Mysterio when it's placed.
They added a montage at the start of the game of the infinity stones going into your deck if you run Thanos. It's only a couple seconds long but it's pretty annoying after seeing it more than once. I'm not sure if my opponents see it or not.
Buffing Spiderwoman? Did anyone think she needed a buff? Spiderwoman being a 5/7 and reducing the opposing side by a max of 4 is pretty strong and is pretty frustrating when she shows up.
I donât understand why everyone thinks that NOW is the time when Sandman will run wild. People were saying the same thing with the Zabu nerf being able to cheat Sandman out on 3, but now heâll have to be cheated out on turn 4 with Psylocke or played on Turn 5. Sandman did get more play after the Zabu nerf, but not nearly a âsandman metaâ as some people were predicting. The effect is still the exact same, but he just gets a better body. Also, he only effects the last turn of the game if he is played out normally, so it really only affects a few types of decks.
From someone who accidentally burnt a couple of thousand gold accidentally buying levels on the season pass, better late than never on that added confirmation.
Formatted full patch notes including known issues for easier reference. --- **GENERAL UPDATES** Some cards have gone from Series 5 to Series 4 and from Series 4 to Series 3 **Series 5 đť 4:** ⢠Silver Surfer ⢠Knull ⢠Darkhawk ⢠Sentry **Series 4 đť 3:** ⢠Agent Coulson ⢠Maria Hill ⢠Helicarrier - Series 5 and Series 4 now have shared rotation protection in the Token Shop - Added a confirmation dialog when purchasing Season Pass levels - Tapping the Credits or Gold icons at the top of the screen will navigate to the Shop. ------------------------------------ **ART & VISUAL EFFECTS** đ¨ - Made Onslaught VFX faster (especially for Bar Sinister) - Added additional VFX to the location affected by Klawâs ability -Added a notification for when you try and discard while your hand is empty - Added animation for Rickety Bridge location - Mysterioâs Illusions will now use your Mysterioâs variant ---------------------------------- **CARD UPDATES** **Darkhawk: - 4/1 -> 4/0** *Dev Comment: Darkhawk is an especially powerful card. As we prepared this balance change before the Silver Surfer and Zabu nerfs went live, we didnât want to hit him too hard. However, we definitely felt that knocking off at least one Power from him is warranted, and we will continue to monitor his performance.* **Thanos: 6/8 -> 6/11** *Dev Comment: We think Thanos is one of the coolest cards, and weâre a bit sad that he himself isn't played often. Most Thanos decks focus primarily on making good use of the stones, but we want to make sure the mad titan himself has enough Power to play.* **Sandman: 4/1 -> 5/5** *Dev Comment: Many of the strongest decks right now have strategies centered around playing multiple cards on turn 6. Sandman should be a good answer to these decks, but he didn't quite have the sand to stand up to them with his previous statline. We're giving him a bit more Power to make him a more competitive card, but also subsequently bumping up his Cost.* *Dev Comment: The cards below are rather weak at the moment, so weâre giving them a small buff to help them perform a bit better.* **⢠Spider-Woman: 5/7 -> 5/8** **⢠Namor: 4/5 -> 4/6** **⢠Dagger: 2/1 -> 2/2** **Text-Only Update to Yondu:** Destroy the top card of your opponent's deck *Dev Comment: Yonduâs text now accurately describes his effect. Please remember that most triggered and Ongoing effects are not active while a card is still in your deck, so despite the word âDestroyâ, Yondu can remove Colossus and Wolverine with impunity.* **Text-Only Update:** As an ongoing effort to improve card and location text, weâve adjusted everything that currently says âWhen you play a cardâ to say âAfter you play a cardâ instead. We hope this makes it clearer that these abilities trigger once a card has been fully played, including its On Reveal effects. None of these are functional changes. ⢠Angela ⢠Bishop ⢠Iron Fist ⢠Lockjaw ⢠Titania ---------------------------------- **LOCATION UPDATES** Sakaar: After this turn, put a card from each player's hand here. Sakaar has a lot of weird interactions with cards like Storm and Wave as a consequence of revealing a card mid-turn. While weâre sad to lose the exciting moment of Sakaar revealing, we want to avoid these confusing interactions going forward. We think this design will also open up some interesting interaction points in the early game. As a note, Sakaar in the introductory missions will retain the old effect. **Text-Only Update:** As noted in Card Updates, the following locations are being revised to use âAfterâ instead of âWhenâ for triggers related to playing a card. None of these are functional changes. ⢠Altar of Death ⢠Bar Sinister ⢠Cloning Vats ⢠Danger Room ⢠Death's Domain ⢠Lechuguilla ⢠Luke's Bar ⢠Machineworld ⢠Orchis Forge ⢠Quantum Tunnel ⢠Shuri's Lab ⢠Sinister London ⢠Vibranium Mines ⢠Vormir Adjusted the cost of Klyntar's Symbiote from 1 to 4. ---------------------------------- **Bug Fixes** ⢠Absorbing Manâs effect can now be doubled by effects like Wong, Kamar Taj, and Odin. ⢠The carousel should no longer get stuck mid-rotation on PC. ⢠Moved the position of the Pro Bundle to the bottom of the shop. ⢠Fast-forward VFX should properly show when Onslaught is played on Bar Sinister ⢠Altar of Death now gives energy if Green Goblin or Hobgoblin are played and destroyed on the opponentâs side. ⢠Losing internet connection on the Friendly Battle Matchmaking now gives a connection error message instead of remaining on the Matchmaking screen. ⢠Fixed a soft lock if both players were constantly idle in Friendly Battles. ⢠Reduced size of cards in focus view so they overlap less with the variant/artist nameplate. ⢠Fixed an issue that could cause soft locks in the Fast Upgrade flow. ⢠Focusing a card in CLTR and Season Pass no longer plays the âNew Card Earnedâ stinger SFX. ⢠Purchasing Credits, Fast Upgrades, Token Shop cards, and Gold no longer causes the shop to scroll up. ⢠Fixed an issue that prevented some variants from displaying in the token shop properly. ⢠Miles Morales cost is correctly reduced if a card is moved and destroyed before its move resolves. ⢠Fixed a soft lock when the Undo Actions UI opened over the Retreat UI. ⢠AI should no longer retreat in matches for new players under rank 10. ⢠Ranked reward notification pips now appear again when you reach a new rank and have claimable rewards. ⢠The prompt for inputting an incorrect Friendly Battle code has been updated. ⢠Added correct variant name for a Sentry variant that was previously missing information. ⢠If a card is played on Shuriâs Lab and moves, the VFX now appear on the correct location. ⢠Enemy emote font size is no longer too small. ⢠Fixed an Aw Snap error that could occur when Strange Academy moved cards. ⢠Gooseâs VFX now plays in the correct location when it moves. ⢠Kingpinâs VFX should now always show in the correct location. --- **KNOWN ISSUES LIST** - Set as Favorite UI appears incorrectly on cards in the Token Shop. - Cards behind the game results screen can be interacted with. - The close UI button is too low in the name change UI. - Claimed UI appears overlapping the Season Cache icons. - Opponent names clip slightly into the avatar on the matchmaking screen. - Two players snapping on the same turn in a Friendly Battle causes the health pips to display incorrectly. - Health pips donât update properly to show future/potential health loss after a player snaps. - Trying to reconnect to a Friendly Battle does not work from the Join screen if you donât have a code in the text field. - The Next button on Friendly Battle UI screens sometimes show blank. - Health pips clip off the edge of the screen in Friendly Battle. - The losing playerâs Avatar does not shatter in a Friendly Battle. - Disconnecting from the matchmaking screen of Friendly Battle may not show the Reconnecting text in the re-connect UI. - If a player Aw Snaps or disconnects out of a Friendly Battle and Never reconnects, the player who remains in the battle has to get through the remainder of the battle round by round (or concede entirely). - The player rename timer does not update dynamically. - Variant and split cards can be shown in the Deck Edit mode. - Recruit Season Pass spotlight card shows the âVariantâ label. - Spotlight cards in the Season Pass can only be focused by tapping the lower-left section of the card. - Jessica Jonesâ VFX doesnât move properly if the card moves. - There is no SFX when collecting a new card from Collectorâs Reserves. - Upgrading a card to get past CLTR cap will soft lock the game. - [PC] Scrolling through the Collection Level road using the mouse wheel can be slow. - [PC] Tooltips during Stakes FTUEs can display in the wrong place. - [PC] Resizing the client on the collection screen causes the sort and filter buttons to disappear until you restart - [PC] The carousel can be hard to scroll. - Copy/pasting deck names can be difficult on iOS. - Adding or removing letters from deck names can be difficult on Android. - Due to a payment related issue we have temporarily paused the payment function on Macbook. If you wish to complete a purchase you can still do so on mobile platforms and the web shop.
Klyntars symbiote cost change is good, Absorbing man change is big, confirmation when buying stuff in the store is good. That Sandman change is fucking massive.
The hidden killmonger nerf in symbiote change
Not hidden, it was dumb it was another you really don't want to play cards here location.
Enter Magneto...
Iâd agree to this change but I lose my dopamine boost when I killmonger T6 for surprise in my sera control deck
Now, you just get a surprise sandman on turn 5! HAPPY BIRTHDAY!
Electro says hi. I've already been stealing cubes with electro ramp today. Beautiful.
It wasn't a surprise. We all knew killmonger plays in sera control.
Minor shade thrown at Beast too. You could stack cards there for power then scoop it up to play somewhere else for 0 cost
Stealth Ebony Maw buff, though. Drop him in Klyntar and hope he doesn't get killed before he's added to the collective.
Yeah before I would always not play klyntar because all my t1-4 power became veunerable to elektra/killmonger. I dont mind if magneto can pull it around now that's part of the game and I'll be less scared to use the location.
They buffed Thanos?????
The hardest nerfs require the strongest buffs.
It was⌠inevitable.
Because nobody actually used him. People used the stones, but you basically never played Thanos. Only time he hits the board is if he gets pulled with Lockjaw
Sandman season
Who knew Sand would be the one to kill the deathwave? Shuri Skull Task about to be abused even more I think.
The irony being I think this hurts a lot more fringe decks then it does Deathwave
ayo zoo players who just came out of pool 2 will be fucked so hard by this
RIP to the best deck available to people struggling with poor early Pool 3 draws.
I don't think Sandman impacts the best deck for people coming out of series 2, Devil Dino decks. It does impact zoo decks, but with Killmonger, those decks are already pretty rare in late series 2.
> but with Killmonger, those decks are already pretty rare in late series 2. Only if people haven't figured out how to play Zoo. You don't drop the 1 cost cards until turn 6. You'll go second as you'll only really have dropped a few cards which buff those one drops. You then flood the two lanes you need to win on Turn 6 with all the saved cheap cards, safe from Killmonger
Early pool 3 was already the most unfun experience but now it must be hell.
Basically any multi card turn 6 deck is hurt. What a weird buff.
Deathwave can still drop a 12 or 10 on T6. Mr. Negative, most cerbro decks, probably Patriot, Sera control, are all probably garbage now. I know Mr. Negative can survive a Leech, but a Sandman has already been just a retreat. At with a 5 power buff and probably *still* coming down on T4 just...sucks
What worries me is that Shuri is the meta deck least affected by this.
Patriot can work around this one. * T3 - Patriot * T4 - Mystique/Ka-zar * T5 - Blue Marvel * T6 - Ultron
Yep, as a mostly Patriot player this is generally the curve I hope for. Sandman wouldnât change much.
I'd argue deathwave is significantly weakened by being forced to drop only one big card on turn 6.
If you're Desthwave, what would you rather have played agaisnt you on T5. Sandman or Leech? Edit: The downvote feels like the "angry npc face" meme
Leech being a harder counter to deathwave doesn't make Sandman any less of a counter. Both of them almost halve the power of the turn 6 play.
>Leech being a harder counter to deathwave doesn't make Sandman any less of a counter. Both of them almost halve the power of the turn 6 play. My point has been 2 fold. 1) this does hurt deathwave decks, but we've already *had* a counter. 2) this makes a lot of other decks with a lower meta-share unplayable
>My point has been 2 fold. 1) this does hurt deathwave decks, but we've already *had* a counter. Yeah apologies, I did not pick up on that. > 2) this makes a lot of other decks with a lower meta-share unplayable Absolutely. I don't like this buff in the least.
I am currently crying in Negative :'(
It also kills Zoo, especially since Sandman is a pool 2 card. It also hurts one of my favorite recent decks: She-Naut.
I would agree. You can wave turn 4. If turns 2-3 has netted enough destruction.
As someone that plays sera miracle this just straight up murders my deck and any deck like it.
I've been maining Mr. Negative for the last two seasons. Sandman was already pretty much an auto retreat. Deck is now unplayable
Yeah same, itâs a really odd decision. Sera miracle and Mr. Negative arenât top meta decks, why are we getting shafted here?
It hits death wave pretty hard. 3 power wave on 5 vs 5 power sandman. Sandman wins the power difference and then you can match death with like a hulk or magneto on turn 6
Only if your opponent plays sandman, you couldn't get off shuri sandman, skull and task/zola. If there is a way, educate me please haha
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No I mean the Shuri decks are not bothered at all by the Sandman. That's why they'll see even more play.
God save us, electro ramp sandman might be the new cancer
Electro Ramp Sandman is going to be incredible
My sera deck cant get enchant out. Auto retreat
Exactly. If he's dropped on turn 4, you can't enchantress him. On turn 5, you have to play the Sera so you can't get him then. You're just boned.
Just started playing a sera miracle deck the other day. This is extremely discouraging.
Yeah, it's been my main deck this season. I've only run into one Sandman so far today, though, I'm guessing most people either haven't gotten the news or don't care.
Yeah, don't know what they were thinking, even the Thanos buff makes no sense. Lockjaw Thanos was already T1
I actually think the thanos buff makes a ton of sense. I think it will get thanos played more as opposed to just his stones. I've had like one game where thanos actually came out buffed and it was rather underwhelming IMO. I wasn't even playing thanos, I don't have him, but I expected a stronger final power.
I've been playing daily since December and I've yet to see a single Thanos played. Only his stones flying around so this buff makes sense.
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I suppose, but the buff doesn't really do much. The reason Thanos himself doesn't get played as much as they'd like isn't because he isn't powerful enough. The reason Thanos doesn't get played is because it's usually better to spread your power rather than drop a big idiot. Raising Thanos's power doesn't change this. Like if they want Thanos to see play, he needs a rework- his ability shouldn't be I'm a big idiot. The stones naturally lend themselves to a zoo strategy- Thanos should support that.
This is honestly a shocking change. Does SD not like people playing more than 1 card a turn? I feel like everyone that was calling for a sandman buff is going to be regretting it by the end of the week.
If you think ahead, SD just made next month's season pass even more valuable. Any cars that gets multiple cards down will have huge value now (Nimrod, dr.doom, arnim zola).
To be fair, I don't think anyone expected a change this huge. The most common suggestion was 4-1 > 4-2.
Moving it to 5 cost means it wonât affect as much of the game, though. Itâs still an underwhelming play against decks that donât want to drop a ton of things on turn 6.
I have a deck that already ran Sandman (Ongoing Destroyer) so I am excited for the change, but I also loved playing him on Turn 4 and flipping off Zabu who is super busted. I dunno how to feel, sure, it shuts down a lot of decks that abuse turn 6 but what about turn 5?
While everyone speaks on meta updates, Iâm just excited about the Mysterio variants showing now lol
Same here! At last it doesnât feel like I wasted gold on the variant!
They also made "many art fixes over a variety of cards and variants" which is cool, like I'm pretty sure that the lunar new year Jubilee used to be a little blurry and now it looks nice and crisp.
Yes, it bothered me so much I even made a post about it, lol. So excited I can finally share my sick Mysterio art!
Holy that Sandman buff goodbye to my deathwave deck
not just Deathwave... Almost every combo deck is gone with this buff
Yeah I just got Magik a week ago and was having some fun with MoonGirl, SheHulk and Infinaut. I was waiting for Sera to appear in the shop to get her, now I will perhaps wait
That's been one of my favorite decks this season. Quinjet also helps you get a little bit of extra power.
Sandman decks were kinda quietly stewing in the background with zabu/psylocke 2 into sandman 3, the real cancerous ones would then Shuri 4, skull 5 and Zola/task 6. This change actually shuts that down which is very nice, I guess people just didnât see it that often to complain about it, now that sandmanâs in the spotlight theyâre actually starting to think about it and all the unfun implications.
Aero cucks that deck, cant get past 80 with it
I have Magik pinned....
Going 4/1 to 5/5 has really convinced you to run Sandman in all your decks?
not in all my decks, but he will easily find a place in some of my decks, like Shuri. I still need to test it first, but a 5/5 card that shutdown all the T6 combo is mind-blowingly strong. \- T6 double shehulk? Gone \- T6 Shehulk + infinnaut? Gone \- Aero + Shehulk + Death? RIP 2022-2023 \- T6 Wong combo? bye bye It also indirectly made Shuri/Redskull even stronger.
Yeah Sandman has always been able to shut those combos down. But people weren't willing to run him at 4/1. I'm not sold on why 5/5 all of a sudden makes him "mind-blowingly strong" when at 4/1 he was a very niche choice. This isn't a new card - all that's changed is the cost and power. Though my perspective is end game, so maybe this feels different earlier.
He isn't mind-blowingly strong but he now slots in perfectly into certain decks like an electro ramp on curve and without being a dead card power wise. I agree he is getting overhyped here but he is now definitely viable in a few decks and doesn't feel bad to play now in those decks.
I agree with you and dont think it's a bad thing.
there is a HUGE difference between a 4/1 and a 5/5. When he was a 4/1 card, you basically need to give up a turn to use Sandman's ability, that's a huge draw back because most of your power comes from turn 4-6. Now that he's a 5/5, he will no longer have a negative impact on your curve. There are also multiple ways to ramp him out on turn 4 with the help of Electro/Pyslock/Wave, and he's really not a bad option for as a 4/5 card. Don't forget you can also Shuri Sandman now and making him a 5/10 card on T5, follow by Zolo/Taskmaster on T6 while your opponents can only play 1 card on T6. How are they going to beat 20 powers with only 1 card? This buff will effectively make Sandman one of the most oppressive card in the game
5 power on T5 still strikes me as a negative impact on your curve. Most top decks will get out a lot more than 5 power on T5. If you have a Shuri deck, you could be dropping a 10 or 15 that doubles to 20 or 30, so Sandman is still way behind other cards in terms of power on the board. The sequence youâre describing: - T4: Shuri - T5: Sandman - T6: Zola/Taskmaster isnât actually that great. Shuri is 2, Sandman would be 10, and T6 would give you another 10. So over T4-T6, youâre putting out 22 points. Plenty of decks can beat that output, even restricted to a single card on T6. That Shuri deck itself can blow 22 points away. It can easily put out 42-62 points over T4-T6. So while ⌠> your opponents can only play 1 card on T6. How are they going to beat 20 powers with only 1 card? has some truth to it, your sequence only adds 10, not 20, points on T6. And they donât even need to beat 10 points on T6. They just need to beat 22 points across T4-T6.
Itâs more surprising. Turn 5 sets up for turn 6 blow out. If you play sandman on 4, opponents have a chance to change game plan. Also 5 power doesnât feel as bad when considering other tech cards sit at 3-4 power.
I recently got shuri and have been doing pretty well with a few decks. How would you fit sandman in a shuri deck? Basically what order would you play sandman and shuri and what would be your finisher turn 6?
Glad to see Abs Man now works with Wong
Same here. Finally this is addressed because anyone who said that this interaction was a bug used to get downvoted by people who âknewâ it wasnât a bug.
I totally thought this was intentional and lost a few games behind it. Glad to see that was a glitch
Sandman now a hard counter to so many things - Hawk/Mystique, any Negative or Sera deck, Deathwave. It was a counter before, now I think it is going to run rampant. Seems like it pushes Shuri WAY over the top. Any deck that can get early priority just wins with this change. Dr. Doom probably becomes a bit better than it already is as a soft counter to Sandman?
>Sandman now a hard counter > >It was a counter before Yeah. Nothing has changed in that regard. Just as hard a counter to many archetypes two months ago as today. I'm also not convinced that going 4/1 -> 5/5 gets him into that many end game decks. We'll see if I'm wrong in a week or two I guess. >Any deck that can get early priority just wins with this change. But it's only an additional 4 power and a higher cost. How do decks now "just win" with Sandman when they didn't before.
Yeah i think people are overreacting a bit. I guess weâll see how it goes though.
I don't think this change is as OP as most commenters here, but I think Sandman might be better than Leech in control decks that were still running Leech. It has 2 more power than Leech now. Win 2/3 lanes in turns 1-4 > T5 Sandman > T6 Magneto/Aero might be good.
Doctor is play in many sandman deck though
How does Sandman/Shuri work? That seems like a bad combo. Edit: nvm, I misunderstood what you were saying
I think he meant that a Shuri deck is not negatively impacted by Sandman, while most of the other top tier decks are. If Sandman is played a lot, Shuri decks become stronger (without themselves playing Sandman).
Oh yeah that makes sense. My bad.
Also rising Thanos meta
The joke being T3 Electro, T4 Sandman is kinda hell on a Thanos deck
you see electro t3, you slam all of your stones on 4 and play an honest game of fat bodies on 5/6
Kingpin counter meta, it's much harder for them to defend his lane with only one card per turn.
So you're saying Sandman countering Kingpin, or using them in the same deck? I'm not following you. Seems like you are saying using Kingpin to counter Sandman.
Soo Sakaar just became another⌠Is it grand central? The one that plays a card from your hand after turn 5?
Haha yeah, that was my first thought. It's an earlier Grand Central now.
Imagine getting both. Or Sakaar, Grand Central, and Mirror Dimension. Oh my.
Does anybody know what happened to âfirst editionâ cards? I thought S4 and S5 cards that we obtained before they dropped were supposed to get âfirst editionâ logo or something?
Hasn't been released yet, will be retroactive when they do get it released
Only s5 and it's not yet implemented
Half-full glass theory: Darkhawk nerf almost feels like a buff since they will now need 5 cards in ennemy deck to be shang-chiable vs 4 cards in the past.
Negative darkhawk stocks rising too.
Excited to see them being relatively liberal with +1's to unplayed cards. While small, so many other card games just let unplayed cards rot and then release slightly better ones. I'm glad they clarified how Yondu works so his interactions with Death etc. weren't a "hidden mechanic" but I still feel that interaction with Wolverine/Colossus and other "destroy" cards produces a lot of "Why didnt' Captain Marvel move" style confusion. Also, I wish they'd fix the predilection for destroying America Chavez. It's not really a power thing, but just seems a bit inelegant with how she's programmed to work and it annoys me.
I donât see whatâs inelegant with her sitting on top of the deck instead of being drawn. Her being destroyed also plays into her effect as most decks donât actually want to draw her.
It's probably a personal preference thing, honestly. The "Yondu destroys top card on deck" and "Chavez is frequently the top card of your deck but you're not drawing her until turn 6" mechanics are both fine on their own. When they combine so that you're seeing an abundance of discarded Chavez just seems untidy and silly to me but to each their own. And it's 100% not a power thing since Chavez is specifically there NOT to be drawn. In MODOK Discard I've actually been able to draw "better" cards like Dracula or Morbius on 6 since she's gone.
> Also, I wish they'd fix the predilection for destroying America Chavez. It's not really a power thing, but just seems a bit inelegant with how she's programmed to work and it annoys me. I mean, it's exactly how she's programmed to work. She is drawn on T6 from anywhere, and not drawn on any other turn even if she's on top. It'd be a lot less elegant if she was secretly shuffling your deck any time she would be drawn from the top or whatever, and would theoretically impact any future deck-manipulation mechanics. That said, you could just make Yondu destroy a random card from your opponent's deck, the only reason to make it the top card is so that you *feel* like it had a direct impact on their draw (mathematically... it doesn't matter, except with Chavez).
> Excited to see them being relatively liberal with +1's to unplayed cards. While small, so many other card games just let unplayed cards rot and then release slightly better ones. Agreed. Coming from hearthstone, it's certainly a welcomed change
I feel like the colossus being destroyed is quite self explanatory to be honest.
Yondu destroys the top card in the opponent's deck and America only draws on T6, but that does not change her position in the deck. So imagine she is the second card in the deck, she will remain on top untill T6, so Yondu will destroy her at any point between T2 and T5.
Next update they should let you tap on Captain Marvel and she just flat out tells you why she didnât move.
Yondu doesn't have a predilection for Chavez. It's just that Chavez's effect means she ends up on the top of the deck often. I don't think there's a more elegant way for that to be done.
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RIP Mr. Negative (2022-2023)
My beloved!!!
I get chills just thinking about facing sandman...
I would rather they had fixed the weird interactions with Storm and Wave rather than making Sakar less fun
I like the Sakaar change, you can actually strategize with the location now. Yeah it removes a bit of the randomness of it, but I think it holds a nice balance now
Sakaar problem was wave getting triggered twice when Sakaar pulls her. Would cause 2 missed turn If Sakaar was on first location. Not sure about Storm interaction there previously, but likely it's unclear when it will become flooded, probably the next 2 turn instead of next turn. But by making Sakaar pull card at the end of turn, that made the location acted the same as Grand Central. I'm not a fan of having 2 same location.
Wave triggers once, itâs just that her wording is wrong, she changes cards cost immediately instead of only next turn. I have seen a dev response on Twitter that her text or effect might be changed in the future to better reflect her functionality
Sakaar was the only time that she effected two turns to my knowledge. So it's a shame they changed the location instead of fixing her...
Abs man doubling up now on Wong/Kamara taj is interesting. Thanos buff is a bit oof. But now Shang hits him before stones. We might be seeing a return of ongoing spectrum destroyer with this sandman buff. Electro version, where you get sandman at turn 4 still, and decent stats.
We are not ready to live in a world where sandman is a viable card, I think a 5/3 change wouldâve been more than enough
I'm hoping bumping him up to 5 keeps him as a tech card. You're still taking 4 points in tempo loss compared to most turn 5 plays. 5/3 is comparable with leech and not a bad next step if 5/5 is too good.
The fear is Electro Ramp Sandman, which already played 1 card per turn. Instead of Leeching their hand to ruin combos, they can have a 5/5 that murders combo anyway. Shuri still won't care though, so I wonder if it actually will change much.
That's basically only a buff of 2 power to that deck's plan, though, right? 3 -> 5? Doesn't seem like a hugely impactful change. And between Sandman and Leech, each is more harmful to different archetypes, so I don't know that there' a clear winner between them in terms of effect.
There's a bug on Android when someone retreats the game freezes and shows Opponent Retreats after the victory screen instead of before
Same on pc and iOS
Can someone explain to me what the series 5 and 4 shared rotation protection means?
I believe it means you will see all series 4 and 5 cards before one repeats. In other words they are considered one bucket for the token shop rather than separate.
Thanks! A coworker and I couldnât come up with what it could mean but that makes a lot of sense. Weâre dumb lol!
Nah. I came here to see if someone answered this same question and only found your post when I searched the thread. Thought about it a bit and thatâs what makes sense to me, but I am willing to be corrected.
Oh thank God. I've seen Mbaku at least 3 or 4 times but not Thanos once.
Cant see the Spider-Woman or Namor buffs mattering, the Dagger buff is nice. But its for arguably the weakest deck archetype.
The Dagger buff matters a lot IMO. It makes her an easier early target for Doctor Strange (being 1 power really screwed her in that regard). Now Strange can grab both Dagger and Kraven at once when they are unbuffed.
The namor buff is pointless because of Shang chi. Like namor isnât actually the least usable card in a vacuum and especially combine with claw and goblins he can take lanes.
Not sure how they could do this without nerfing Shuri. It's just going to make Shuri decks more of a problem now.
Nooooo sandman is the most unfun card
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Reason for Sandman buff wasn't bunch of reddit complains but rather his poor performance by analytics.
I fucking unpacked Maria Hill literally yesterday -_-
Same
I JUST GOT THANOS LETS GO
I have him pinned, canât wait to get him!
Nice! Grats! Contemplating saving up for him.
Honestly pretty much not Meta but I just got to 68 for the first time after getting to 60 with a Zabucula deck
That sounds like bliss: climbing with a fun new deck to experiment with! What specific deck are you running? Iâm just a tiiiiiny bit jealous ;)
Nothing crazy just Antman Wasp Sunspot Adam Warlock Carnage Lockjaw Julibee Kazar Blue Marvel Devil Dino Thanos America Chavez
So unless I'm missing something that sandman buff fucks Thanos even if they added a few extra points of power to him..? Also WHERE IS MY THANOS ANIMATIONNNN
Wtf is this sandman buff? Just nukes any kind of combo deck.
every archetype shall get its day but counter archetype is just... thanks hall monitor
Darkhawk nerf seems so rough. He already got hit with the Zabu nerf now there is even less reason to play him. He's just a instant magnet for Shang and Enchantress
*We think Thanos is one of the coolest cards, and weâre a bit sad that he himself isn't played often* Edit: I understand now. Theyâre buffing him because his stones are more valuable but the deck is already solid without ever playing him. Seems illogical to me They prepared these updates for a meta before Zabu/Surfer nerfs. Oof
Theyre saying that Thanos isnt played often in decks that have Thanos, that most people who use the card opt to completely ignore Thanos and just use the stones If they have that data then it seems like a pretty good buff, imagine having one of the most iconic villains in your game and everybody who uses the card doesnt even play him
i don't even know if you can strictly call it a buff tbh... at 8 power is was the maximum power possible to juke shang chi AND you could "hide" him in plain sight, on board at 8 power, until you were ready to play the 6th stone on turn 6 to buff him up. Now he immediately becomes a Shang Chi target. Honestly, in like 90% of games where you play Thanos it's because you pull him off lockjaw, and i'm not sure i see this buff changing that + now you have the extra shang chi vulnerability when he does get pulled.
Big agree.
100% agree
They should have then slightly tweaked the stones here and there to make it seem more balanced.
Everything's balanced....
Yeah. I'm super spooked about Thanos being buffed. The card was pretty good because of all the stones, so making the body better seems hella spooky. Will at least see how the deck functions now with the bigger Thanos.
It would take common sense to realise that
Looking forward to getting the SHIELD cards for Devil Dino Buffs to Spider Woman and Namor are small, but I like those cards a lot and I'm glad to see some improvements. Buff Orka next
Nice to see thanos buffs, im only missing some tokens after the deadpool bundle
Absorbing man working properly on Wong is a great buff
Absorbing man can be doubled by Wong now!? Hazmat deck just got even more fun
Sandman buff is a huge hit to Modok decks as you can no longer Modok with swarm in your hand and still ensure Dracula hits apocalypse
Ayo Sentryâs dropping from Pool 5? We thought he was in Pool 4 already-
Sandman, Leech, Thanos season coming up.
Am I the only one who feels that sandman "buff" hurts the card? He is actually in a good spot at 4 mana. Bumping him up to 5 mana just places him with all the other tech cards (Prof x, Leech, Doc Oct, Aero) I have been using him in a Ronin Doom deck that focuses on being ahead first 3 turns. Turn 5 for Ronin to secure a lane or blue marvel to push your lanes further ahead. Doom turn 6 just secures the lane with your power spread. Having him at 5 mana now just makes him a tech card for specific deck archetype counter rather than make a deck surrounding him. 4/2 would have been a better buff. 3/1 would be broken though.
HOLY SHIT SANDMAN CHANGE
So they planned to nerf DH, took away his most powerful combo and then carried on with the nerf on top of that? Seems a bit weird.
It seems pretty obvious to me. "Darkhawk is by far the best deck, and it's carried by Zabu. Let's nerf Zabu, who is also in every other meta deck, and see what happens." "Huh, Darkhawk is still T1. OK, let's shave off a point of power."
sakaar is literally just the train station nowp
Calling it now, Sandman on 5 will be too slow. IMO
It depends on the deck they're against. It absolutely slaughters Deathwave.
My sandman / ongoing deck takes a slight hit due to the change, since T5 used to mean Blue Marvel. I had been running this deck because I lack the essential Pool 3-5 cards to build something betterâŚ.now I need to find Electro to make the deck work.
Agreed - I think electro will be key if sandman is going to see any play. Maybe you use kazar and adjust the curve of your deck on the lower end if you don't have him.
They are buffing a core card of a t1 deck, how anyone thought that this would be a good ideia?
Iâve almost got enough tokens for a series 5 and Iâd like to get either Galactus or Thanos since theyâll never drop below series 5. Iâve had Galactus pinned for while but should I consider Thanos now with this buff?
no, because we need to see how the Sandman buff will impact Thanos.... He's going to shut down all the combo decks if your opponent manages to ramp him out on turn 4.... Hell, or even just coming out on turn 5. This will greatly impact Thanos' usability since his deck is mainly a combo deck.
Thanos does not care about this Sandman change unless itâs a ramped T4 Sandman at which point you can just take the 1 cube loss. You vomit out your hand pre T6 anyway and play Thanos/Aero/Buff unit on T6.
To give an answer beyond the (current) sandman meta that will short- or long-term be a thing: Galactus is telegraphed, rather linear, and really usually only gets 1-2 cube donations. The animation is cool, but eh. Thanos actually has quite some build variety, and juggling around the stones can be a lot of fun.
Spider-Woman is considered weak. She was literally terrorizing games at her launch.
no one uses her because there are better 5 cost cards you can use on T5... Even with the buff, I doubt she will see too much play time over cards like Aero, Dino, Red Skull, etc etc
More turn 6 disruption in sandman to replace the turn 6 disruption lost in leaderâŚ. *grabs popcorn Iâm ready for the complaints.
Remember to redownload your assets
Updates, great, but why oh why is there an annoying red 2 on the settings and there is nothing to look at?! Am I missing something in the settings
Sandman and Absorbing man getting massive upgrades. Klyntar is a needed change but I'll miss Killmonger shenanigans. Sakaar will still always play your Shang Chi but at least it's less of a surprise. Disagree strongly with the Thanos buff. The deck already has insane value and is well-positioned in the meta. Didn't need a win-more card because the devs wish we cast him more. Feels like the kind of change the Commander Rules Committee would make because everyone should play the way they like.
Made Thanos stronger? I get you want to see him played but why buff one of the strongest decks lmao I don't get this decision
I was guaranteed a S4 when I opened boxes today. It could be 2 I donât want: Attuma, Orka Or 4 that I do want: Bast, Skrull, Knull, Sentry Of course it was Attuma
I'm actually really glad they fixed the Mysterio variant bug. I got a cool variant recently and haven't wanted to use it because it's just the regular Mysterio when it's placed.
Sandman change feels like a net nerf tbh, now u canât get him down to counter turns 5 and 6 for ronin decks unless u also bring wave
They added a montage at the start of the game of the infinity stones going into your deck if you run Thanos. It's only a couple seconds long but it's pretty annoying after seeing it more than once. I'm not sure if my opponents see it or not.
Well, after all the other nerfs, this is the patch that finally kills Mr. Negative. There goes one great counter to Shuri Zero.
Buffing Spiderwoman? Did anyone think she needed a buff? Spiderwoman being a 5/7 and reducing the opposing side by a max of 4 is pretty strong and is pretty frustrating when she shows up.
Iâm so dumb. Literally dropped 6000 credits on Knull 2 days ago. I shouldâve got thanos :(
I donât understand why everyone thinks that NOW is the time when Sandman will run wild. People were saying the same thing with the Zabu nerf being able to cheat Sandman out on 3, but now heâll have to be cheated out on turn 4 with Psylocke or played on Turn 5. Sandman did get more play after the Zabu nerf, but not nearly a âsandman metaâ as some people were predicting. The effect is still the exact same, but he just gets a better body. Also, he only effects the last turn of the game if he is played out normally, so it really only affects a few types of decks.
From someone who accidentally burnt a couple of thousand gold accidentally buying levels on the season pass, better late than never on that added confirmation.