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Marvel Snap Patch Notes (October 2024): All Updates, Buffs, Nerfs Listed

Here are the latest patch notes and game update changes for Marvel Snap!
Marvel Snap Patch Notes (October 2024): All Updates, Buffs, Nerfs Listed
(Picture: Second Dinner)

Marvel Snap is an incredibly balanced game with a ton of variety regarding competitive decks. While certain cards and decklists will inevitably rise to the top, there is enough variety to keep Discard, Destroy, On Reveal, and even Move enthusiasts satisfied.

Developer Second Dinner consistently releases patch and OTA updates to ensure gameplay stability, provide much-needed adjustments to cards and locations, address player concerns, and address identified bugs. We've compiled this guide to detail the latest patch and Over-The-Air (OTA) updates and explain their release schedule for Marvel Snap.

25th October 2024 Update: This guide reflects the latest balance patch update for Marvel Snap, which was released on 24th October 2024 for mobile devices and PCs via Steam. The original reporting continues below.

Marvel Snap Monthly Update Explained

In addition to adding new features, the developers at Second Dinner are never afraid to make major changes (buffs and nerfs) to keep the overall meta balanced - that's normally where the monthly patch comes in. Unless something is truly broken - in which case it will be fixed in a Marvel Snap weekly OTA update - the developers at Second Dinner will release monthly major patches to the game at the start of the month, alongside the beginning of a new season.

The developer adjusted its update schedule, releasing major updates with the new season once a month and OTAs at least twice a month. This helps the developer address gameplay stability and make necessary card adjustments in the OTAs while releasing major content with the patches.

When Is The Next Marvel Snap Balance Patch?

The latest Marvel Snap update was released on 24th October 2024, which added a few additional balance changes to a handful of cards following the last balance change that subsequently came under criticism by the Marvel Snap community. This was due to the result of the developer nerfing Storm, a mainstay card in Lockdown decks, now a 4-Cost card, as the team felt that Storm is too "strong" when paired with the War Machine and Legion combo.

With the update arriving as High Voltage came to a sad end for many, Second Dinner noted that this update intends to "dial back a few pieces of the metagame that can remove the opponent’s ability to play their cards and open up more room to experiment with a crop of new decks." What decks players could anticipate may be surprising, especially in the wake of Toxin's release days earlier, which the latter spiced up Bounce decks in the lead-up to its in-game debut.

Latest Marvel Snap Patch Notes (October 2024):

Below, players will find the most recent patch notes for the game as of 24th October 2024. Naturally, these are the current balance update patch notes released by the developer, which are released periodically, but we've included the recent patch update notes.

Likewise, we've included these two recently released patch notes on this page because we simply can't handle a page with over 9,000 words. So, if you're desperate to read the old patch notes from previous months, we suggest heading over to Marvel Snap's Newslist and filtering by "Game Updates."

24th October 2024 Balance Update Patch Notes: All Card Balance Changes

Daredevil:

  • [Old] 2/2 - On turn 5, you get to see your opponent’s plays before you make your own.
  • [Change] 2/2 -> 2/3

Daredevil is a beloved character and offers a unique way to play SNAP. We’ve been wary of making this card too strong, especially in lower collection score play, because it can slow games down a lot. But we think Daredevil has room to improve for his fans without being played so often, which makes a big difference to the overall game length.

Electro:

  • [Old] 3/2 - On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.
  • [Change] 3/2 -> 3/3

Players have been trying out Electro in combination with War Machine and Misery, but overall, the card had trouble standing up to other Energy-generating options. While an Electro deck’s plan is often to weasel its way out of its restriction, that doesn’t always pan out, and we’d like playing one card a turn to be a more feasible option.

Klaw:

  • [Old] 5/4 - Ongoing: The location to the right has +8 Power.
  • [New] 5/4 - Ongoing: The location to the right has +7 Power.

While Klaw hasn’t been dominating the top of the metagame, he has consistently been very strong since this buff and has an outsized impact at lower collection levels. As a Series 1 card, this has an outsized impact on newer players, so in the interest of diversifying their metagame, we’re taking Klaw down a notch since we still expect him to remain a reasonable option with wider collections.

Miek:

  • [Old] 1/0 - When you discard a card, this gains +1 Power and can move the next turn.
  • [Change] 1/0 -> 1/1

We’ve been excited to see traditional discard strategies make a resurgence with Scorn’s release! They’ve generally been performing well and using a wide variety of the usual suspects, but Miek’s performance has been lagging. We’ve considered buffing this card for a while but didn’t want to overshoot on the new discard packages. We feel confident now that Miek has room to get a little stronger and serve as another option in building these decks.

Misery:

  • [Old] 4/7 - On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.
  • [Change] 4/7 -> 4/8

While Misery has enabled a lot of cool stuff, she’s fallen a little short of our hopes, largely because she often removes so much Power from her location. With a little boost to her own Power, the other player should be forced to spend some effort to win Misery’s location, giving the Misery player more room to capitalize on the other advantages she’s generating.

Rockslide:

  • [Old] 3/3 - On Reveal: Shuffle 2 Rocks into your opponent’s deck.
  • [Change] 3/3 -> 4/5

Darkhawk decks have consistently been among the highest win-rate decks for a long time, even when their play rates don’t catch up. However, drawing rocks can be a frustrating thing to play against, and that’s been happening a lot more recently with new versions of this deck built around Misery or Agent Venom. This change aims to make players actually draw the Rocks less frequently (with fewer turns to draw them), and to make the Darkhawk package require a little more building around rather than slotting seamlessly into tons of shells.

Shadow King:

  • [Old] 2/2 - On Reveal: Reset all cards here to their original Power.
  • [Change] 2/2 -> 2/3

Speaking of Agent Venom, the card has spawned a lot of strong decks! While none of them look so powerful that they require a nerf at the moment, we’ve been concerned by the low degree of counterplay to this suite of strategies. Whenever possible, we want players to have some way to improve their matchups if they’re losing to the same strategy a lot. Since Shadow King is the most direct way to negate Agent Venom’s boost, we want to make him easier to include in a wide range of decks.

Storm:

  • [Old] 3/2 - On Reveal: Flood this location. Next turn is the last turn cards can be played here.
  • [Change] 3/2 -> 4/5

Decks using Storm with War Machine and Legion to cut off all opposing plays on the final turn have remained strong, and while this sort of lockout combo can be novel, it can get frustrating to play against repeatedly. We’re happy with lots of other stuff that War Machine is enabling, so just want to make this particular combo come up less frequently and require more setup. This change aims to do that while giving Storm some more Power to contest her own location.

Typhoid Mary:

  • [Old] 4/10 - Ongoing: Your other cards have -1 Power.
  • [New] 4/10 - Ongoing: Your other cards here have -1 Power.

Typhoid Mary has stayed the same for a long while now, but as Sauron decks have fallen out of favor, she hasn’t had many applications. She can look appealing for Skaar lists but hasn’t really been an option because she brings your other high-Power cards below Skaar’s threshold. We’re making a change to help these cards combine the way many players want them to and to make Typhoid Mary a more feasible option in decks that play more cards to the board, too. 


For more Marvel Snap news, be sure to check out our dedicated section or take a look at some of our Guides & Tutorials just below:

All Major News & Updates
Future Updates
Marvel Snap Card Pools
Marvel Snap's Best Decks & Big Bad Decks
Marvel Snap Game Guides
Marvel Snap Buying Guides
Marvel Snap Tech Guides