How to buff Koumei

How to buff Koumei

I’ve shared my first impressions of Koumei previously—feel free to check it out. After further testing, I have a few minor tweaks and suggestions for improvements.

The first major quality-of-life change would be to reduce her casting times, either specifically for Kumihimo or as a general reduction across all abilities. Currently, Kumihimo is an attack that forms a long, narrow line, applying status effects in a small area. That line looks like a series of X shapes. However, the status effects are random and not controlled by the user, making it feel like a roll of the dice for a chance to apply each effect. Reducing the casting times here is essential. Alternatively, the shape of the attack could be adjusted for easier application and greater consistency, or the gaps between the lines could be narrowed.

For Omikuji, an obvious improvement would be to reduce the number of kills required for challenges at the start. Additionally, allowing players to choose decrees would make this ability more user-friendly. Another option could be to offer a bonus for collecting decrees. Overall, the requirements to complete these challenges need reviewing. A re-roll system with a cooldown would be helpful, and the cooldown period for completing a challenge should be shortened.

With Omanmori, the internal cooldown on charms should either be removed or reduced to 0.2 seconds. Players should be able to recast it before it expires.

As for Bunraku, I think it would be fine with a reduction in casting speed.

I’m not asking for a damage increase, as Koumei is a frame geared towards early players, and I’m unsure how these changes would impact her overall damage output.

Dante, Jade, and Koumei: First Impressions

Dante, Jade, and Koumei: First Impressions

Koumei

Koumei’s theme centers around randomness, a mechanic core to Warframe’s looter-shooter design. Given that randomness is fundamental to the game, integrating it directly into a frame’s abilities could lead to some interesting gameplay. But how does it play out? Koumei’s abilities are impacted by five dice rolls, each making her abilities more effective based on a high enough roll. Only benefits—no penalties here. Here’s a breakdown of what she does:

Kumihimo creates lines with random elemental status effects. High rolls apply all effects, while lower rolls apply fewer. Each line has a unique status effect and is spaced two meters apart.
Omikuji grants a random decree, challenging you to complete a task. Unlike Duviri’s system, you don’t have a choice here, and there’s a long cooldown after each cast.
Omamori can heal or block incoming damage based on dice rolls and may even grant invulnerability.
Bunraku deals a cone attack based on line of sight, with the number of applied status effects determined by dice rolls.

Koumei’s kit sounds promising in concept, offering randomness that’s generally predictable enough to be practical. But in practice, Kumihimo typically only applies a single status effect, and the scattered damage can be unreliable. You might get unlucky with where each line lands or what effects they apply, often leading to only one status effect taking hold—if an enemy even walks over it. The casting speed here is slow, too; the lines spread only after you cast, forcing you to recast repeatedly in hopes of better results. Not ideal for a caster frame, as her damage output feels too low for the risk you’re taking with these rolls.

Omikuji brings back the downside of Duviri’s decree mechanic, offering random challenges without player input. While random decrees might sound cool, the lack of choice means you can end up with something almost worthless, and the cooldown for earning another can feel punishing. In shorter missions, this ability feels rather wasted as you’re unlikely to earn many decrees per round.

Omamori has some defensive utility but still feels too random. With internal timer limits and dice rolls impacting the number of charms, it’s unreliable for survival.

Bunraku is Koumei’s only reliable damage source, but even it suffers from inconsistent damage types. However, it’s easier to apply than Kumihimo, which is a plus. Overall, while her kit provides variety, Koumei’s randomness and lower base power end up making her feel frustrating to play. Though she has potential for high status output when luck’s on your side, she seems destined for the bottom tier without major quality-of-life updates. It’s disappointing for a frame that had an entire update named after her. New players can find her on Earth, but she requires some advanced mods to make full use of her status effects. On the bright side, her theme song is great! Go give the soundtrack a listen.

Build suggestions alone can’t help reduce frustations with low damage output, slow casting speed. Natural talent helps with casting speed, but damage is to random. Problems are to great for modding to address. Just can’t recommended playing her at the moment not even for star chart.

Summary:

Pros: High potential for status output
Cons: Low damage, inconsistent effects, random decrees add little, not beginner-friendly

Jade

Jade’s theme is angelic jade light, which offers a mix of support and offense. I really liked her original concept art, which brought me back to the game after a long break. The idea of an angel frame is fresh in Warframe, where we’re often cast as demons by NPCs—her look and lore give her a unique place among frames. Her passive ability provides two aura mod slots, which is quite handy. Overall, her concept is strong, though her gameplay can feel a bit clunky at times. Here’s what she brings to the table:

Light Judgment heals and deals heat damage.
Symphony of Mercy boosts strength, damage, and shields per second, allowing players to pick the enhancement they need.
Ophamn Eyes lowers enemy defense, slows them, and deals heat damage. It can revive allies, though it’s not the most effective tool for that.
Glory on High grants flight and activates a heat-powered exalted pistol, which can detonate judgments. Unfortunately, movement in this form is limited, often causing you to hit the ceiling in narrow areas.

On paper, Jade’s abilities seem well-rounded, and she feels balanced as a frame that can support teammates while dealing decent heat damage. Her Symphony of Mercy adds versatility to her role, letting you adjust to team needs on the fly. However, the restricted movement in Glory on High impacts her survivability since she relies on mobility to dodge damage. Limited testing in Steel Path shows that Glory on High has okay scaling, though there are still concerns about it. A few tweaks to her aerial mechanics could make her playstyle smoother. Overall, though, Jade is promising and has a good balance between support and offense.

Build Suggestions: Focus on heat mods to enhance her heat damage output. Range with strength with fire rate is something to consider. Glory on High output can be increased with fire rate.

Playstyle blends defensive and offensive, not just a purely focused support role. You can do that but pure focus on that is wasting the oppounity.

Summary:

Pros: % healing, heat damage, strong buffs, defense reduction, two aura slots
Cons: Restricted movement in Glory on High, survivability linked to her exalted form

Dante

Dante’s theme centers around being a seeker of knowledge and keeper of Orokin history—a librarian isn’t exactly the most thrilling concept in a looter-shooter, but it surprisingly works here. His passive scans enemies into the codex, which might not be groundbreaking but suits his lore. Honestly, I didn’t have high expectations, but he’s turned out to be a pleasant surprise. Dante combines power and flexibility in a way that feels genuinely effective. Here’s a breakdown of his abilities:

Noctua is an exalted tome weapon dealing either slash or radiation damage.
Light Verse grants overguard and increases health.
Dark Verse deals slash damage in an X-shape in front of you.
Final Verse allows you to combine verses to create unique spells:
Triumph (two Light Verses) creates a boosted Light Verse.
Tragedy (two Dark Verses) applies slash, heat, and toxin damage over time in an area.
Wordwarden (Light followed by Dark) summons a Noctua copy that attacks at 50% of your damage.
Pageflight (Dark followed by Light) increases enemy damage taken and applies a small amount of slash damage.

Dante is a true caster frame that manages to support and deal damage effectively. His primary damage source, Noctua, is versatile, making him flexible without being overpowered. My biggest concern here is scaling; Noctua might struggle in higher-end content. Simple yet effective, his kit requires a bit of planning with Final Verse, allowing you to focus on either support or pure damage depending on your needs. This versatility is refreshing, but relying heavily on Noctua for most of his damage can be a bit limiting. Overall, Dante is a strong addition that’s fun to play and offers a satisfying balance between offense and support.

Build Suggestions: Given Noctua damage heat focused build seems to be the way to go. Strength seems to be the way to go but have not played enough to settle on final direction.

Everything beneifts from each other so just chain stuff together and enjoy the spell book fun.

Summary:

Pros: Overguard and increased health, versatile damage types, flexible verse combinations, can act as a weapon platform and status primer
Cons: Noctua’s scaling may struggle at high levels

Closing Thoughts on Dante, Jade, and Koumei

All in all, Dante and Jade stand out with their balanced support and damage capabilities, giving players a solid set of tools without overshadowing other frames. Both bring a unique feel to the game, and their abilities are fun to use. For builds, focus on Noctua for Dante, with a generalist approach to benefit the rest of his kit, and emphasize Glory on High for Jade to get the most out of her abilities. Koumei, however, needs significant quality-of-life updates to become viable. Quick comparison: Jade is more ability-focused, and Dante is a bit more weapons-focused. I plan on using both Dante and Jade during Steel Path and other high-level content. Two out of three solid frames isn’t bad at all!

Smite 2 Alpha Thoughts

Smite 2 Alpha Thoughts

I have been playing Smite 2 since the earliest closed weekend alpha. Alpha software is still in a very early stage, with decisions being made on core gameplay and features that have yet to be added. The foundation of the game exists, but content is sparse; this stage is all about ensuring that the core mechanics can support the rest of the game. Complaints about the game lacking content at this point misunderstand the nature of development. Comparing an 11-year-old game to a brand-new one being built from the ground up is unrealistic.

The developers are currently focused on porting characters over while updating effects and designs. The emphasis has been on quality-of-life improvements and reworking older designs. The current alpha roster seems to be building a library of abilities that can be used as a basis for further character porting. Although this hasn’t been explicitly stated, it appears to be the case. More complex characters, which require additional time and resources, are being skipped for now, with various features either missing or yet to be added.

While the game mechanics generally make sense, I have some concerns with certain balance choices. It seems that balance has taken a backseat to content porting at this stage. Judging certain aspects of the game is difficult when matchmaking is inconsistent. Minor changes have gradually reshaped the gameplay. For example, the removal of the class system has shifted the focus toward INT (Intelligence) and STR (Strength) as more important factors in determining roles. Characters now deal either physical or magical damage: Physical damage scales with STR, while magical damage scales with INT. However, building INT on physical characters does not convert their damage to magical. For example, Sol deals magical damage but can benefit from STR in a carry role.

Some characters are designed to play multiple roles, gaining bonuses like extra utility when building INT. This approach shows promise in creating a flexible set of role archetypes. I hope the developers are bold enough to expand on this concept with early, middle, and late-game design. One possible idea could be that building STR on magical characters increases attack speed for ranged attacks.

In addition to changes in character design, itemization has also been revamped. The game now uses a recipe-component mechanic, allowing players to switch between build paths without being overly punished. If you make a mistake, the system is far more forgiving.

The two biggest changes, however, are how relics work and the introduction of active items. Relics can now only be selected at the beginning of the game and have long cooldowns. As a result, crowd control has become much stronger and more impactful, though there has already been a reduction in crowd control duration across the board. There is also less choice in terms of relics, with older relics moving to active items. These two changes have significantly altered how the game plays.

Additionally, wards now offer less vision and have shorter timers, meaning junglers face fewer counters than before. Combined with some buggy interactions, this creates a rough experience. At this point, I’m unsure about the direction the developers want to take the game.

Currently, the game feels snowball-heavy, with a focus on bursting down opponents and chasing them. The damage feels unavoidable, and there are few options for recovery when you fall behind. The early game has a punishing focus, with no trade-offs for characters that excel in this stage. Perhaps I’m wrong, but the base strength of characters seems off, and I worry that using this as a baseline could lead to future problems.

It’s also hard to describe the art and graphics; something feels off, as if the characters don’t quite fit into the world. The Conquest map remains unchanged, making the layout feel overly familiar. It’s still very easy to move between the jungle and lanes. While various new objects have been added, they don’t significantly change how the game feels.

Overall, Smite 2 feels like a love letter to the original game—more of a remaster than something entirely new. Even ability sounds have been transferred over. It seems like the developers are playing it safe instead of experimenting with bold new ideas. Despite this being a new engine with a new team building the game from the ground up, Smite 2 still feels like it’s treading familiar ground.

I understand that finding the right balance between innovation and preserving what works is tricky, but with no competition on consoles, Smite remains the only MOBA in town.

So, should you try it? Not yet—unless you can stomach an early-access game that could disappear, like so many live-service games over the years.

Deadpool diner

Deadpool diner

Deadpool Diner is an event within Marvel Snap. The second dinner followed industry trends and added a stamina system to the event. You can bypass it by spending money, which is a rather predatory practice that exploits players. Mobile gaming has been home to some awful, abusive mechanics for a while now. People, in general, have well accepted it, gotten used to it, and allowed it to carry on. Marvel Snap has avoided it until this event, which leaves a sour taste.

The next point is that the event is time-limited to earn a card; you need 500 million points to get it. Given that I have just 200k, I’m quite a way off from earning it. The result is that players are doing whatever they can to earn it. You can’t really blame players if you make a time-limited event and lock a card behind a massive wall. The result is a rather unfun mode within the game.

The last problem is that the mode is very similar to ladder mode. A couple of key differences are that Bubs decrease, but your progress overall does not. Once you reach a certain rank, you don’t derank. The event overall feels like a massive chore to play and is, well, unfun.

So how would I have done this event?

For starters, I would have replaced the existing ladder with it. Next, no stamina system and increased the length of the event to a month. Decrease the costs to earn the new card and add more cards to earn per week. At higher ranks, I would give players decks based on the movie, making it more like a draft preview of what is going to come soon.

What I have learned from this mode is that retreat is a skill I need to get the hang of more. Also, my game knowledge about decks at times is lacking.

Balancing the Triangle: Rethinking Gods’ Strengths and Weaknesses

Balancing the Triangle: Rethinking Gods’ Strengths and Weaknesses

Game Feedback: Balancing and Design Considerations

  1. Symptoms vs. Root Cause:
    • A symptom serves as a sign of an underlying issue but isn’t the cause itself.
    • In the game context, free beads are a symptom, not the root cause of gameplay dynamics.
    • Players’ safety improvements in Smite 1 stem from design choices, but the fundamental cause lies elsewhere.
  2. Design Triangle: Damage, Mobility, and Ease of Use:
    • Gods’ balance hinges on three factors: damage, mobility, and ease of use.
    • Currently, gods exhibit excessive strength with minimal weaknesses.
    • This imbalance leads to a race toward overpowering abilities and power creep.
  3. Practical Implementation: Example with Zeus:
    • Zeus, lacking mobility, should excel in high damage output.
    • His sole crowd control (CC) would be a short stun.
    • Design flexibility could allow abilities to adapt based on the player’s role.
  4. Trade-offs and Weaker Corners:
    • Gods shouldn’t excel in all three corners of the triangle.
    • As power increases, trade-offs should emerge (e.g., harder-to-use abilities or lower damage).
  5. Super Mobile Gods and Crowd Control:
    • Highly mobile gods should naturally lack immunity to CC or hard lockdown abilities.
  6. Difficulty in Dodging Abilities:
    • The game currently lacks the feel of a fighting game due to reduced skill shots.
    • Setup options are prevalent, making it easier to land abilities.
  7. Power Curve and Kit Weaknesses:
    • The overall power curve needs adjustment.
    • Some kits require more weaknesses and less strength.

Smite 2 alpha first impressions

Smite 2 alpha first impressions

Smite 2’s first-weekend alpha has just finished, and it is in a very early state. It feels like an alpha piece of software, unfinished with barebones features. A fresh foundation to build on, with core mechanics being the most important thing to focus on during this alpha period. Once they are finalized, it’s unlikely they will change due to everything else being built on top of it.

Alpha patch notes can be found here.

Gods can now build any item, with Strength (STR) and Intelligence (INT) replacing physical and magical damage. These two different stats have different effects on scaling their abilities and basic attacks. The only negative aspect is that there are more terms that can confuse players—references to physical and magical damage feel odd with STR/INT floating around. I would prefer if Smite stuck to two terms when it comes to damage. Let me give you an example: magical and physical protections. Which items protect me against strength attacks? I can already envision new players and returning players who don’t follow the patch notes asking that very question for years to come. Having more knowledge to learn means a higher barrier to entry. I’m sure the designers are aware of the KISS principle (Keep it simple, stupid). On a positive note, I appreciate how each type of damage now has a symbol showing its type. Reducing the knowledge required with lifesteal and penetration, thumbs up here—this is a good change overall. Movement changes are also overdue. Displacement CC changes reduce the number of terms in the game, and that is a good thing.

Front End UI:

  • The current UI feels functional and temporary, as confirmed by the patch notes. However, on consoles, it appears rather clunky to navigate and use.
  • The shop experience on consoles is frustrating. Here’s a simple solution: add a virtual cursor that can be controlled by the joysticks. Warframe uses a similar system, and it’s cross-platform.

Gameplay Changes:

  1. Tower Bounties and Health Bars:
    • These small changes could be positive, but there’s concern that most players won’t notice them.
  2. Minions:
    • While a small change, most players will likely notice the adjustments to minotaurs.
  3. Infamy System:
    • The shake-up in how jungle camps work introduces some problems. First, there’s no progress bar. Second, it’s not obvious what’s happening. For average players who don’t read patch notes, there should be clear indicators of changes.
    • On a positive note, the buff descriptions before pickup are a huge improvement.
  4. Interactive Map Objectives:
    • Some objectives (like Warhorn) lack clear explanations. Players need to know what they’re doing and what the objectives do.
    • The change to jungle buff pickup is good.
  5. Stealth Areas:
    • I’m glad stealth areas made it into the game. They add an element of strategy, using the map as a tool.
  6. Gold Fury and Ancient:
    • It’s unclear if the UI shows the bonus given after killing the Gold Fury. Ancient provides another strategy for breaking into a base. Objective control becomes more important.
  7. No More Classes:
    • Removing classes is a positive change, but playstyle tags should be visible during god selection. A sorting system would prevent the overwhelming feeling from the large roster.
  8. God Ability Text:
    • Short and long versions of ability descriptions are perfect. However, accessing them on a controller feels a bit clunky.
  9. Full God Kits:
    • With limited playtime, I appreciate what you’re trying to achieve with full god kits. My concern is ability bloat—adding too much while reducing weaknesses and giving gods too much versatility.
    • Various changes have noticeable gameplay impacts.
  10. Item Changes:
    • The component-based system is a step in the right direction. However, there’s worry about how actives and passives work on controllers.
    • The crafting recipe system isn’t very clear in the current UI. It’s essential to ensure players understand it.
    • The flexibility to choose starters without being forced into a specific option is a positive change.
  11. Wards and purification Beads: Turning these two into free resources I hope will see increased use of wards and make beads easier to balance. My only worry about wards is not being able to replace them, being able to buy new one for gold that resets the cooldown would be good.

Item Slots:

  • Inventory management now allows you to change slots around, which is a welcome improvement.

Consumables, Actives, and Passive Items:

  • Consumables taking up slots makes sense—early game, they’re crucial, but they become less useful late game.
  • However, the controller scheme feels a bit clunky when using these new items. Improving it is challenging due to the limits on button combinations.

Core Combat:

  • At times, hitting basic attacks felt a little off. I’m unsure if this discrepancy was due to the model style in contrast to the conquest art.

Conquest Map Design:

  • I would prefer the jungle to feel more like a maze. Creating difficulty in ganking lanes and deciding to give up farm for a gank feel impactful.
  • Currently, more cartoony style, but I was hoping for something different. Don’t mind this new direction being colourful. While I love the overall look of the game, it doesn’t quite fit the art style of the gods.

Warframe brief thoughts on Qorvex

Warframe brief thoughts on Qorvex

Here are my thoughts on Qorvex, using the Warframe wiki. I won’t give much detail but a rough overview of how it works instead. Qorvex based on my experience is a caster health tank. Traditional health tanks have leaned towards being more like weapons platforms. Using my tier list, an example of health tanks and casters. So we now have a hybrid.

How do I rate him? The average frame leaning towards below average. Still useable but has some problems that can be addressed. Some minor quality-of-life changes will go a long way, just making the gameplay loop feel better. Lack of self heal or armour stripping feels odd given what others similar to him can do and where to unlock him.

The Gameplay pool appears to be a pillar, the guard followed with the wall before blasting.

Passive

3-metre punch-through on weapons. The old passive was adding radiation damage, disappointed that was changed. I’m guessing it was changed due to messing with damage spreads.

Chyrinka pillar

The base range here is just 7 metres which is well tiny. Casting this will force you towards the ground, with the line of sight check. It rather weak ability that does not fit into the rest of the design. Want to stay near the pillar but that rarely happens due to very limited benefits.

Containment Wall

Straight line attack with line of sight checks, again grounded but this time with long animation. Anything is flying you can forget about hitting it. Any sort of geometry can block this attack. Designers love to put boxes and clutter around the map, stairs also block it. Crowd control is rather weird here, the slamming effect can do odd things.

Disometric Guard

Status cleanses and immunity is strong, nothing really bad to say here. The trade-off is no heal or armour strip.

Crucible Blast

Grounded once more with boxes able to block the beam. The duration is just 2 seconds, does decent damage during that short period.

Rather frustrating just how long the cast animations can be. Not only that but you fixed it in place. Making it so you’re mobile or less stuck in place would also be nice.

Quality of life changes

The pillar needs a range increase, increasing this to at least 14m I like to see 20m. The wall should be cone shape that would slam everybody into the centre. A bonus of being able to hit airborne targets. I would like to see some sort of healing or armour strip added. Guard having some healing would be nice. An Armour strip could be added to the wall. Blast can slowly move or increase the duration. Just doing the first two changes would be a major improvement for him.

Smite 2 oh finally

Smite 2 oh finally

Smite was originally released in 2014 for Windows, 2015 Xbox 360, 2016 PS4 and Nintendo Switch in 2019.  Using heavily modified and now outdated Unreal Engine 3 2004. Not just that but it uses software like Adobe Flash Player that is no longer supported and has reached its end of life. Unreal Engine 4 was released in 2014, and Smite is one last and longest-running games using that engine. Upgrading from 3 to 4 would be a challenge but upgrading two generations is impossible. Newer graduates and game developers have never experienced Unreal Engine 3. Therefore makes sense that Smite 2 would be coming sooner. During smite lifetime we have seen various failed spinoffs using smite assets.  Teams behind these games have been using Unreal Engine 4.

Sometime last year I asked one of the community managers about a PS5 client. I can’t remember the exact answer but in my mind, smite 2 was being worked on. Therefore 2 weeks ago I was not surprised to find out Smite 2 is coming in 2024. Combined with slow down in god releases and hints.

Long awaited squeal is being released in different gaming landscapes. The multiplayer online battle arena (MOBA) genre no longer dominates the market. League of Legends Wild Rift, the console version was announced 2 years ago and no news. Apart from that MOBA space has been well empty, here are the wiki releases. Smite is the only game in town on console and few new games coming out.

The team plans to port the existing roster to a new game, including reworking and rebalancing based on new game mechanics. 50 promised on release with 5 new gods, release schedule 2 per week during the alpha, 1 bi-weekly during the beta. That means similar levels of content by 2026/2027. No details on the new designs just old assets coming to the new game. Rebuilding everything for the modern gaming landscape. The camera is changing just a bit and different styles of graphics. First impressions are positive so far, including from former pro players and community members who got to play it.

Older platforms are likely to see no new game but servers for Smite will be supported for a while. With over 1,600 skins porting everything over would be a massive cost. The solution is legacy gems rewarding you for money spent on the game.  I don’t care about skins.

Bugs with crashes have been increasing so a new game was badly required.

Looking forward to playing the new game but…..splitting the playerbase is a huge worry for me. Good news console player base lacks a MOBA and PC market would be open to a new one.

Snap thoughts and deck theory crafting

Snap thoughts and deck theory crafting

After 6 months of playing Marvel Snaps, here is a new year progress update. Out of a total of 331 cards, I own 213 cards. I’m missing the following cards from each series.
Series 3 96 / 104 
  1. Agatha Harkness
  2. Crystal
  3. Dagger
  4. Hazmat
  5. Leader
  6. M’Baku
  7. Quake
  8. Spiderman 2099
  9. Stature

Agatha is mainly used to farm boosters, the play rate is 195 out of 331.

Crystal looks like a good card that gives you a card draw. Not one deck comes to mind but various styles work with her.

Dagger could be a good move card not core but an option.

Hazmat’s old archetype is far more risky, on paper junk deck may be the best home for him. Not sure enough win conditions exist for that to work.

The leader is just a good card however has decreased in play rate.

M’Baku I don’t know what to think about this card

Quake looks pretty good these days I can see her working in a control deck or tech card against storms or certain decks abusing locations.

Spiderman 2099 as a move card could be good but not sure

Stature tech card against discarding that restricted by that mechanic.

The only two cards I want here that is Leader and Quake.

Series 4 7 / 23

  1. Darkhawk – Combo
  2. Echo – Tech card
  3. Havok
  4. Hit monkey – Combo
  5. Howard the duck
  6. Kitty Pryde – Bounce
  7. Knull – Destroy
  8. Lady Deathstroken- Destroy
  9. Legion – Tech card
  10. Martyr
  11. Mirage – Combo
  12. Nimrod – Destory
  13. Silver Samurai – Discard
  14. Zabu – Combo

Quite a few good cards here which have added basic archetypes too.  Mirage is normally found in Loki decks. Handful of cards I want Darkhawk, Echo, Hit Monkey, Knull, Legion, Zabu. New archetypes defining or flex cards that have powerful impacts.

Series 5 13 / 24

  1. Annihilus
  2. Blob
  3. Caiera
  4. Elsa Bloodstone
  5. Galactus
  6. Gladiator
  7. Ms. Marvel
  8. Sebastian Shaw
  9. Thanos

Annihilus is a flexible card or is another tool for the junk archetype, improving the hood/sentry combo. 

Blob can be a big card finisher or of a wider package, flexible card fits into many archetypes.

Caiera has not defined a deck but has helped improve it. Not sure what to think about it.

Elsa is no longer the powerhouse she used to be.

Galactus can be a cheeky finisher that works in junk decks but uses too many cards. One of the few big bads that splits the player base.

Gladiator has found his place with Silver Surfer just good at times.

Ms Marvel has dominated the meta finding her way into all sorts of archetypes. The easy ability to spread power across lanes makes her super strong. She has various counters but they come with trade-offs.

Shaw is similar to Glad, he good silver surfer piece.

Thanos has found a place in many different archetypes, viable in some form for a while now.

Deck theory crafting

I want to try Storm/quake due to the amount of limbo. Not sure what package I would build it around. Not climbed much these seasons so far need to find a deck I enjoy. Meta has been a rather weird one for me. Just some brief thoughts and what I’m looking at targeting in spotlight caches. Kang still sucks ^_^

Marvel snap pool 3 progress update

Small progress update for series 3.

80 out of 99 cards, the following cards are missing I have included the archetypes.

  1. Agatha Harkness – Booster farming
  2. Crystal
  3. Dagger – Move
  4. Doctor Octopus
  5. Dracula – Discard
  6. Ghost Rider – Discard
  7. Hazmat
  8. Invisible Woman – Combo
  9. Jane Foster Mighty Thor – Combo
  10. Leader – Good card
  11. M’Baku
  12. Mystique – Good card
  13. Quake – High skill
  14. Zero – Combo

Update – Gambit, Magneto, Mysterio, Titania, Viper leaving me with 14 cards to collect.

About 10 cards that I can fit into various archetypes and would work within my existing decks. Let’s talk about other cards that don’t have a home but could have a home.

Agatha is mainly used to farm boosters, blob can use her stats which are okay.

Crystal can be used with Rohan to fill your opponents hard.

Hazmat is a weird combo card, Luke cage nerf means it comes with serious downside.

M’Baku fun

Titania I can see this card working with a zoo style deck but these days that not a good deck.

Viper fits into junk style of deck.