February 27th – Balance Updates

In this week’s balance update, we’ll be continuing to adjust metagame imbalances, particularly among cards in Surtur strategies that continue to be problematic over time.

Additionally, we have a swath of cards that we’ve been looking to buff and improve the pattern of, some of those are at the perfect time with the series drop, others are old starter deck favorites that we’re looking to give some love with Prehistoric Heroes, and finally we have a recent release that’s simply performing worse than we would like.

Let’s go ahead and discuss the Surtur deck and some of its supporting pieces!

 

  • Surtur
    • [Old] 3/5 – After you play a card with 10 or more Power, this gains +3 Power. (twice per game)
    • [New] 3/5 – After you play a card with 10 or more Power, this gains +2 Power.
  • Skaar
    • [Old] 6/10 – Costs 2 less for each of your cards that has 10 or more Power.
    • [Change] 6/10 > 7/12
  • Aero
    • [Old] 5/10 – On Reveal: Move the last enemy card played anywhere to this location
    • [Change] 5/10 > 5/9

Surtur:

Surtur has simply been too efficient for his cost as well as enabling a synergy with Skaar too powerful for most decks to compete with even after adjustments. Our last attempt at nerfing Surtur intended to keep his core play pattern with Skaar – allowing you to maintain explosive turn 6’s playing multiple 10 Power cards in a turn with your strongest draws but capping the raw point output that Surtur is capable of.

Unfortunately, this just wasn’t a substantial enough nerf to the deck and the card. Surtur has still been enjoying the highest win rate amongst strategies over the last few weeks, and his win and cube gain rate has topped the charts in a deck that doesn’t even play Skaar. We’ll get back to that shortly.

This change aims to still make him a potent piece for point generation in the 10-power strategy but make it substantially more difficult to have those explosive turn 6’s by not allowing Surtur itself to contribute to Skaar’s cost reduction without three triggers. His ceiling is potentially higher than his previous iteration, but it requires much more effort to achieve.

Skaar:

We know that this change might be disappointing with Skaar’s presence in the Series drop, but it is our responsibility to be committed to the health of the gameplay experience at large. The obvious question here given the paragraphs I just wrote about hurting Surtur’s synergy with Skaar is “why did you need to nerf both then?” The reality is that the numbers of various Surtur/Skaar decks have been too high for quite a while now and it has become apparent that incremental change isn’t doing enough to right the imbalance in a reasonable time frame to maximize the enjoyment for our players. Regardless of Surtur being drawn, it is still quite achievable to deploy 20 Power on turn 6 with Skaar in his current form. We’re hoping that ultimately this will release some pressure on the metagame and encourage more diversity. We’ll continue to consider other options for these packages of cards as the metagame becomes less “Surtur centric.”

Finally, Aero:

As I alluded to previously, one of the most successful decks by far of the last few weeks was a Scream/Surtur hybrid strategy eschewing Skaar altogether. While a fun component of Snap deckbuilding is hybridizing strategies to come up with solutions to problems, this was a pretty dramatic outlier, sporting absolutely no bad matchups and a low deckbuilding constraint.

This is another example of not wanting to take a risk on an incremental change leading to a massive metagame imbalance that makes our gameplay experience dramatically worse.

While naturally any card losing a power is a nerf, we felt that removing a power from Aero was relatively modest on a high power card in the context of traditional Scream. This will make it more difficult to include Surtur at such a low opportunity cost in the deck and mitigates the risk of a homogenous metagame.

 

Series Drop Buffs
  • Werewolf By Night
    • [Old] 3/2 – After you play a card, move there to gain +2 Power if it has an On Reveal.
    • [Change] 3/2 > 3/3
  • Annihilus
    • [Old] 5/6 – On Reveal: Your cards with Power below 0 switch sides. Destroy those that can’t.
    • [Change] 5/6 > 5/7

These are all cards we’ve had our eye on and this is the perfect time to prop them up!

Werewolf by Night used to be a mainstay alongside Bounce and Loki, and despite it being buffed the last time we talked about, it still hasn’t picked up much in popularity. We are hoping this will do some good work to give it a home again.

Annihilus is a unique card that has been largely overshadowed by Viper in recent times, and this is a nod towards bringing him further back up to playability. While we’re always careful about increasing the play rate of Clog strategies, we recognize that it’s a strategy people enjoy and we’re willing to make efforts to walk that tight-rope.

 

Some Old Favorites
  • White Queen
    • [Old] 4/6 – On Reveal: Copy the card that costs the most from your opponent’s hand into your hand.
    • [Change] 4/6 > ¾
  • Lizard
    • [Old] 2/5 – Ongoing: -4 Power if your opponent has 4 cards here.
    • [Change] 2/5 > 2/6

With the upcoming release of Eson and Starbrand in Prehistoric Heroes, we thought this was a good opportunity to give some love to some old fan favorites White Queen has been weak for some time, but we always have an eye on how early series changes can impact the new player experience. Regardless, we think this is a good time to introduce a buff and hope that this will delight fans of hers as well as produce another exciting hook for Eson.

Similarly, Lizard’s downside and the deckbuilding cost that he asks of you to mitigate it is substantial given the opportunities for comparable power generation present in the game. There have also been a number of cards introduced into SNAP that generate more cards, naturally making Lizard weaker. We think this is a good time to give him a buff and hope that this will give players an exciting opportunity to build with Zero, Sauron, and comparable decks again.

 

Adjusting some Incentives
  • High Evolutionary
    • [Old] 4/6 – Game Start: Unlock the potential of your cards with no abilities.
    • [Change] 4/6 > 4/7

While High Evolutionary does see plenty of play, he also tends to be the card in your deck that you want to draw the least when you include him!

That’s somewhat the reality of the design, but we felt the strategy would be more fun overall if you’re interested in playing him sometimes, not just purely out of total lack of other things to do. This is a push in that direction, but managing the Evo package is always tricky and we’ll keep continuing to look for adjustments.

 

Missed the Mark a Bit
  • Joaquin Torres Falcon
    • [Old] ¾ – Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice.
    • [Change] ¾ > 2/2

Joaquin has been underperforming, and we want to give him some help. This is an instance where we didn’t think just giving him another power would be sufficient – we underestimated the ask of needing to play Joaquin on turn 3 all the while having held 1 cost cards for an explosive turn 4. This is also a very scripted and signaled line to your opponent when it comes to one of his most powerful payoffs – Rocket Raccoon. We hope that moving Joaquin to 2 cost will make him easier to play with and sufficiently powerful now that you don’t need to take turn 4 off, on which there is ample competition, to start reaping the benefits of playing with this card.

 

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