Speaker #0If you haven't listened to it already, they bring on some amazing guests, they talk about all the hard-hitting topics, and if you don't know, actually Glazer today is doing a streamathon, so if you're hearing this right now, there's a good chance that he's still doing that streamathon, please go give it a look. He's trying to raise money for his move, and if you want to support him, that's the best way to do it right now. Okay, so last week we talked about the practices that Second Dinner are employing and- I haven't let that go. I think, for me, I had to really think about my relationship with this game. And shout out to Models, who, if you don't know, is one of the guys who worked on the back end of tournaments like the Golden Gauntlet. He had a conversation with me, and it gave me the chance to sort of write out my feelings and get things straight. I think I just have to change the way that I treat this game. It's kind of sad to say, but I really wanted this game to be more than just a mobile game. I guess I was just a little too personally attached to the success of this game. I think having some time to reflect on it, I'm just going to treat this like a mobile game. The characters that they're adding and the people that I've met in the community make this more than worth it. But I just wanted to let you guys know I'm probably going free to play from now on. I think it's just better for me if I'm not so invested in this game. I'll have to spend my resources more wisely and think about my purchases, and it'll also allow me to not feel a sunk cost fallacy to some degree, right? From now on, you can expect me to talk about my perspective from that angle, and I'll give you guys updates on sort of my collection and things as the podcast goes on. Okay, with that out of the way, let's actually talk about all the new stuff, because we did not get the chance to do that. So we have new cards to talk about, that being Kid Omega and Dormammu. We had some patch notes that actually do stuff more than just, like, regular old bug fixes, although there are certainly those in there. And then we have an OTA that I really like. I think they nailed a lot of stuff in here. And then, of course, if we have extra time at the end, I'll talk about the new Sanctum Showdown, although... other than some like minute changes it's not too different from what we've seen before okay starting with kid omega the most expensive card of marvel snap uh kid omega is a 2-1 that says activate destroy the next card you play this turn to gain its power uh so this card is really really good but because of our limited sample size it's hard to tell like how good kid omega is it's It's like, we see the stuff that you can do. I mean, it... Nimrod decks in particular are extremely good with this card, but I think he has a use case in a lot of stuff. And again, you look at his stats, and if you play this with even a Sabertooth, you've just made a 2-6 that just proc'd your Sabertooth that then allows you to do other stuff. And since it's an activate card, he can allow you to do some crazy things. He's essentially giving you an extra turn to destroy stuff. So, for that reason, I think it's no surprise that this card is extremely, extremely valuable in lists like that. I do think he's not universally applicable, which is a good thing. I think if this card was really good and could fit in most decks, it would just be egregious with the pricing. I think this is okay to be in the game. I would just be really careful, you know, going forward. I think the only thing... that stops this card from being insane is that Red Guardian exists, and we'll talk about him in the OTA. So, yeah, I mean, I'm gonna give this a 5 out of 5. I'm sure that, you know, when this gets into the hands of regular players, we'll see, you know, some more normal stats, and I won't be as hype about it, but I think that this is a really good card. I think if you play Destroy, you need Kid Omega if you want to be, you know, up to date. because... Even destroying something like an 8-power Deadpool is just insane, and you can do other stuff with him, so yeah. This is really good. Okay, next up is Dormammu, who is a 7-11 that says, Game start, begin a summoning ritual, add step 1 to hand. So- I'm going to read through the rest of the steps really quickly. The first summoning ritual that you get, which starts in your hand at the beginning of the game, is a zero power skill that says, on reveal, merge your highest power destroyed card with Dormammu to continue. After you do this step, you will get a one cost skill that says, on reveal, Dormammu steals power from each card here to continue. And then once you've completed that step, you get a three cost skill. On reveal, destroy two of your characters here to summon Dormammu. So yeah, this is a really cool card to see in this. It almost reminds me of like the quest lines that you'd see in Hearthstone. And the fact that it starts in hand, like the first summoning ritual, means that this is like a very linear deck. I'm sure you can do some incredible stuff with this, but I just mean it's predictable, right? Like your opponent sees the Dormammu, they immediately know the kinds of things you're trying to do. Which is good, because I think this card is really powerful. You know, you're trying to do something that feels like a quest, and I do like the design a lot. I think the effect is really strong. It sort of opens up a new kind of destroy deck that isn't entirely focused on, like, a Deadpool plan. You can do that stuff. I think this works as a backup to those. I'll be interested to see how this card changes with decks. Right now, you're seeing Dormammu run things like Null and Death. And then you have things like, you know, Bucky Barnes and, you know, Wolverine and all those guys. Very classic stuff. But I think that the decks that are, like, really trying to innovate this archetype are trying things like Hydra Bob or Martyr. Because, you know, if you throw those into your deck, they're going to be cheap and you can guarantee to destroy it later with something like Killmonger or Venom or whatever. So that first summoning step is really easy to do, and then you still have the high top end as a backup plan. So yeah, this is a 5 out of 5 release, and I really mean that. I think that this is such a cool card. It's not my type of deck, so I'm obviously not going to invest in it, but I think if you're even slightly interested in Destroy, this is a really, really cool card that does something that we haven't seen before. So very, very cool. I love it. Next up is Nightmare. I almost forgot to mention him. Just because this week has been so crazy. Nightmare is a 3-1 that says, on reveal, replace the text of each card in your hand with a text from a random card of the same cost. So, okay, when this card is previewed, I'm like, how is this possibly balanced? How is this card allowed? And I think, very similar to Mr. Negative, the reason this card is allowed is because you're just supposed to retreat. When they get the good stuff, you see they snap on Nightmare. You're probably just supposed to leave unless you know you have the answer. It's going to win games, it's going to feel unfair, but ultimately the deck is going to be okay. Like, it's not going to destroy the game, which is good. I was really scared about that. Okay, next up we're going to talk about the patch notes. And usually we don't get a lot of, like, card changes, but we did get a little here. Spiderham is going to a 1-2 that says, activate. replace the text of a random character in your opponent's hand with oink. And in the developer notes, they sort of talk about how they like the sort of thing that Spider-Ham does, like adding some disruption to the game, but they just didn't like the way that it was implemented, because it had a lot of really weird interactions, and I agree with that. I think there was a lot of weird stuff. I will say this, we'll talk about Cobra later, but But... I think this is a really unfortunate change to happen right as Cobra releases. Because, you know, that was one of the few use cases for the card. So, yikes. Like, I don't know. This is cool, though. Overall, I think this is a good change. It's going to make Spider-Ham feel more like the card he was intended to be. And apparently they've been working on the back end for a while to make this happen. So, very cool. And, yeah. We'll move on to the OTA, and there are some big changes in this one that I'm excited to talk about, so let's just get into it. Thanos is getting a pretty big change here. He used to say, Game Start, draw Thanos, and shuffle the six Infinity Stones into your deck. And now he says, Game Start, shuffle the six Infinity Stones into your deck. This doesn't sound all that different. The big difference is that you're not drawing Thanos, which will... go into the next card here the space stone says on reveal draw thanos nothing can stop you from playing thanos so it used to be that it was just like draw a card uh But now it draws specifically Thanos, which I like. I actually mentioned this in a podcast talking about how, like, Agamotto doesn't feel unfair because one of his skills is directly related to him, like, drawing him. Like, that's the only draw that his deck has, and so this feels more fair to me. I like this. And in case I forgot to mention it, the Space Stone is going to a 1-3 now as well. I think in compensation for the idea that like If you already have Thanos in your hand, the draw effect kind of sucks. So, you know, you get a 1-3 out of it. The Time Stone is also getting a change. It is now going to draw a card. So it's now back to being a stellar card in this. They also buffed the Reality Stone to a 1-2, which I'm not that excited about. I talked about how I really don't like how Thanos just gets the reality stone and can really swing games for such a low cost but you know it is what it is i i hope that this makes him feel uh fine but he he's been making too much of a presence in the metagame i feel um i i like that this sort of changes the dynamic of the deck to feel more like an agamotto next up is galacta who is getting moved from a four five to a four six but uh now each turn the first card you play at another location reveals with plus two power instead of plus three. I don't love this change, and I know that Galacta is being seen in a ton of decks, and I think the developer notes even mentioned that she's just like a high play rate, high win rate card, but I don't think that she was broken. I just think that she was a solid enabler in a lot of decks, and a lot of the decks that I enjoy really utilize this card, so I guess there's a little bit of bias there, but... Yeah, I'm not super excited about this. Is she going to be fine? Yeah. Like, if you play her on turn four, and you give the plus two power to two other cards, you're looking at functionally a 410, right? Which is fine. That's like, fine. But yeah, I mean, it just seems like they wanted to sort of off this card, and this is the way they're going to do it. I still think that in some decks she'll see play, but Gwenpool will probably finally have a chance to shine, being the more impactful one, right? Like, she's not directly choosing where the power goes, but she has the potential to buff a target more than once, which could be very, very impactful. The, you know, sort of standard plus two power here is, like, a more expensive forge, which, you know, it's whatever. Next up is Red Guardian, who's going from a 3-3 to a 3-2. I know that a lot of people think that this card being a 3-5 is annoying, but I just, I don't love this change either. Like, yes, it's not going to kill the card, it's just a point of power, he'll still do his effect, it's just like, we don't have a lot of tech cards in the game that just like feel decent to play. Like, usually if you're putting a tech card in your deck, you're sacrificing a lot of synergy, so... I don't know. I'm sure that it'll still see play, but I'm not in love with this change. Okay, next up, just some quick number changes going forward, but we'll talk about them. Misery is going from a 4-8 to a 4-9, which is odd. I feel like Misery is a fine card that does a lot of stuff, but, you know, maybe the win rate doesn't necessarily correlate to that. Maybe it's just my opinion of the card. I think This will encourage people to try more experimentation with it, and since you're sacrificing so many stats, like, you almost have to think that every card that Misery destroys is, like, subtracting to her power. So, like, if you destroy a 1, 2, and a 3, 5, or something, you're getting rid of 7 power off of Misery, essentially, right? So, I think for that reason, giving her an extra point of power makes sense. You also look at a card sort of like a Tuma. And you're like, okay, I could see where, you know, this card needs the compensation. She gets a reward for it. That's the bottom line. I think this is a decent change. Absorbing Man is going back to a 4 or 5. And I think this is relevant. I think Absorbing Man has taken sort of a backseat to other cards that have, you know, superseded him. I think Grandmaster in particular is seen a lot. Misery sort of also took his place in a lot of decks. And I think his combo potential has always been like his strongest suit. With things like Brood and Mr. Sinister, I would be interested to see if it brings back those sort of lists. Because those were sort of like a staple in the metagame for a while before they were superseded. So, interesting. I'd like to see this card see some more play. So, cool with me. Next up is Wolfsbane, going from a 3-1 to a 3-2. So, if you completely fill a location, you've just given yourself a 3-8. And I like this because, you know, you look at a card like Wolfsbane, and then you look at a card like Sage, and it's just not a competition. Like, they do similar things, but one is way, way more powerful. Like, can absolutely swing a lane. Whereas Wolfsbane, you have more control over it, but it has a little less power. I think this is fair. I would say I still think Punisher needs to be a little bit better if you want to see him in decks, and I don't like that this card sort of does that. But, you know, there are some requirements for this, and I like that we might see Wolfsbane propping up in a couple of lists. I look at decks like Bounce, and I'm like, maybe if you don't have Sage, this is just like a fine replacement, like you're happy with this. So, not bad. I like this change. Next up is Rhino. Going from a 3-6 to a 2-5. I already talked about how much I like Rhino's Change. I think that it does a lot for the game. But at a 3-6, it was like almost premium stats. 3-6 has sort of become like a weird middle ground. 3-7 usually means your card is putting up power in a lane. 3-6, not so much. But I do think that even with the slight debuff in power, a 2-5 is just really good. like The fact that this can compete with a lizard and has a way easier restriction to work around, really, really cool. I like this. I think Rhino should see some more play in decks, and I also hope that they add an animation to his effect soon, because right now it's just a rock sort of digitizes in, but this is really cool. Next up, the Ancient one is getting a change to the Tau Mandala, and it's going from a 3 cost skill to a 2 cost skill. And this is big, right? Like, this means that you can combo stuff a lot easier, sort of in the same way that we saw the Infinity Ultron change, right? Like, if you want to use this on the last turn or close to the last turn, you need to be able to weave it in with the rest of your curve. And I think that that three cost was just, like, a really high price to pay for something that, like, only a few decks want to do. So this is cool to me. I like it. Next up is Ironheart getting a change, and I'm... I'm not in love with it, but there's still a 3-0 on reveal. Give two of your other cards plus three power instead of give three of your other cards plus two power. So in essence, it's still giving the same amount of power. It's still, you know, a functionally a 3-6. But this does make the requirement of the card a little easier to work around. It makes the card better on curve if you're doing stuff like a one drop into a two drop. And I think that's sort of the intention that they're going for. I think that the plus three power buff in sort of the same way that Galacta was good is also just going to be very powerful. If you're doing like a Wong deck, this is going to feel a lot scarier, you know, vertically. And I think that that's important. I would be interested to see if this deck makes other lists too. Like, you're sort of sacrificing whatever lane that you put her in, but we've seen cards, and we're going to see a card in a second with Lockjaw that can really benefit from a card like this. That just sort of like distributes its power elsewhere and you can do whatever you want with the body. I also think this might be really underrated in a deck like Destroy. Think about it. You put this on like your Deadpool or your Wolverine and you're really happy about that. Like you go, you know, one, two, three, and then you destroy that stuff. That's going to give you a huge boost. Now, of course, I'm not saying that it's a guarantee. I'm just throwing ideas out there. I think. This opens the door for a lot of stuff. That plus three marker is really impactful. Okay, next up is Professor X getting an interesting change. He used to say that moving is the only way to add or remove a card from here. Now it says moving is the only way to add or remove a character from here. And this is important because of skills, right? I don't know how I feel about this change. I gotta be real. I don't like that it... it adds to this weirdness of his ability where he's supposed to feel like the be-all end-all in most cases he's supposed to feel like i'm i'm sacrificing a ton of power in order to sort of steal this location now with so many skills in the game i get worried about like this card this almost feels like a nerf in most cases i think there is a case to be said like you know if you're running an agamotto deck maybe you could use a winds of a tomb after you play this down to steal the location. But I sort of worry about the games where, like, your opponent just has a skill that will absolutely help in this situation, and you're just sort of like, damn. Well, this card feels like a weird slot in my deck. So, I don't know. I don't know how I feel about this, but interesting nonetheless. I'd be interested to see what this means for the card. Okay, last and certainly not least, Lockjaw is being made from a change from a 4-5 that says, after you play a card here, swap it with a card in your deck, to 2-2 activate. After you play your next card, swap it with a card in your deck. This is a really freaking good card. This is an insanely good card now. I don't necessarily think it's broken either. I think this sort of randomness makes this card feel fine, and since it's an activate, you can only do it once. So I think this is really good for the card. This does have some really weird interactions, though. Like, because it's an activate now, you can play it in any other lane. Like, you don't have to play it in Lockjaw's location. It sort of creates a lot of weird scenarios where, like, you can play a card on a Vormir, swap it out with Lockjaw, and the card won't get destroyed, and the new card won't get destroyed either. Which I don't know if that's intended or what the deal is with that. Like, there's a lot of weird interactions here. But I do think that this enables a lot of really fun decks. I'm sort of excited to experiment with it. Recently, I've been playing with a deck that utilizes Jubilee Malekith, with the idea that like You have Howard in the deck, and you're just trying to, like, cheat out some really good cards for, you know, not a lot of investment. I think this fits in that deck perfectly, right? Like, I can throw away something that I don't want, like a Jubilee Body, and then I can still get the benefit. And we just talked about Ironheart. I think that's also a really good inclusion. So this is really impactful. I'm hoping that's not too strong, but it feels really good. That's all the changes in the OTA, and I'll quickly go over the Sanctum shop. In this one, I think it's slightly worse than what we've seen before, but overall, you know, Sanctum is my favorite of the game modes. I think that it has a really neat place in the game, so I'm excited to see it come back. The new card in here that you can get is just a skill, so this is kind of impactful, which is, you know, why I wanted to save the cards here. for the end of the pod, because I want to compare these two, because I think it's really interesting. So in high voltage overdrive, we had Cobra, who is a 2-3 that says activate destroyed enemy created card here. I mean, this is just a bad card, right? Like this card has such a small use case, and I doubt that people are going to be really interested in finding a way to utilize this. In particular, right, it used to be that like, oh, hey, if you know, if they play their pig. from Spider-Ham, you could destroy it. But I think this is sort of a good point of comparison for Astral Projection, which is a three-cost skill that says, on reveal, copy the text of an on-reveal card in your hand. Like, this seems way, way more interesting than Cobra. And it's also fairly reasonable to get in this mode. I think you have to get something like 84 wins. I think somebody did the math on that. in order to get this card, which is really cool. Unlike Cobra, which is like a weird use case thing that maybe it'll have some value, most times it won't, this allows for some very creative deck building. In particular, I want to shout out Regis. I mean, I love his videos, but I think he has a really creative deck showcase where the only Andorviel that you want in the deck is Ultron. And then that allows you to do some like crazy combo stuff because you're not concerned about, you know, playing the six cost for it. You're cutting that in half and just getting the good on reveal. I'm going to give this card a five out of five, even if it's, you know, the stats are nebulous right now. I think this is a really cool deck building thing. I'd be really interested to see what people come up with. And as for Cobra, I'm going to give that guy like a two out of five. I think he has some niche use cases, but. they probably need to just make him an on reveal. I don't know why he needs to be an activate to destroy a created card. All right, there was a lot to squeeze in here. Editing Kira is going to have to do some magic to get it to that 25 minute mark. But thank you for listening. Remember, you can always rate this podcast. It does help me out. And if you haven't checked out my YouTube channel, I did actually just release a highlights video on the Golden Gauntlet 2. If you give that a look, I would really appreciate it. And if there's one thing that you can remember. It's at I'm Infinite. Thanks for listening.