Marvel Snap v14.17 patch notes nerf Shuri

Published , by TJ Denzer

Another patch has come to Marvel Snap and with Version 14.17, the game sees another possible shake-up to its meta. Shuri, Lockjaw, and Leech were under the microscope for balance this time out, and Token Shop updates have made Marvel Snap shopping a little more convenient as new features come into play. We’ve got these and further changes in the Marvel Snap v14.17 patch notes below.

Marvel Snap v14.17 patch notes

Shuri and Leech were among the cards nerfed in Marvel Snap v14.17.
Source: Second Dinner

Second Dinner dropped the Marvel Snap v14.17 patch and its accompanying notes in a Steam Developer blog post on April 18, 2023. The big headliner of these notes will be the nerf to Shuri. Where she originally doubled the power of the next card played when revealed, she now only doubles the power of a card played in her lane, limiting her a bit more and theoretically allowing for more counterplay. Second Dinner realizes this may still be too little and will adjust with a smaller patch soon if needed. There are tons of other adjustments in this patch too. Check out the full details of the v14.17 patch notes:

PATCH HIGHLIGHTS

Token Shop Updates

Game Board Update

Seasonal Series Drop: Some cards have dropped down to a lower series!

GENERAL UPDATES

AUDIO

BALANCE UPDATES

In the wake of our last balance change, we saw the metagame settle into a much healthier shape than it had been before. However, we were too shallow with our adjustments to the Shuri-Taskmaster decks, and Lockjaw-Leech shells (both with and without Thanos) have remained solid contenders. Today’s changes aim to push both of those decks off their clear top spots. Outside of Shuri-Taskmaster, the metagame is looking healthy on our internal metrics.

CARD UPDATES

Shuri:

Developer Comments:

We considered a number of changes to Shuri, but they all tended to ruin her current decks. Some even theoretically risked making a new monster with different parts–that’s not a great risk to run when balancing a problematically strong card. The change we’re making today may seem small and subtle, but we expect it to be impactful and retain the same flow of play for her existing decks, which is a consistent goal in our balance philosophy. This nerf removes Cosmo’s protective capacity for her target, makes single-card answers like Valkyrie easier to aim, and indirectly buffs lane control elements like Professor X. We’re taking a risk here in that this nerf could leave Shuri still a strength outlier–if so, we’ll react quickly.

Leech:

Developer Comments:

It’s never been our goal for Leech to be a heavily-played card, and we understand that’s been a frustration lately. When it’s happening, it usually means a finisher is generically strong against pure Power (like Leech-Leader) and/or a deck can play Leech earlier than turn 5 too often (like Lockjaw-Thanos). We’ve tried in the past to weaken the stronger cards in those decks, but it’s been a balance and design obstacle. Thus, we’ve decided to remove the “early Leech” from the equation. Leech is designed to counter some powerful endgame cards and combinations from a unique angle without any setup, which is important to have around in the event those decks begin to overperform. This change should let him fulfill that role when necessary without ever making him a foundational piece of the metagame.

Lockjaw:

Developer Comments:

Lockjaw’s a fun and exciting card, but each trigger of this good boy basically draws a card and “generates” up to 6 Energy at random. That’s a lot of variance to have in multiple competitive decks! As we add cards, new and improved ways to sidestep Lockjaw’s risks will also become available. Since we believe the most powerful and frustrating use of Lockjaw is triggering him multiple times in a turn, often with a snap along the way, we’re changing that. Limiting Lockjaw to one swap each turn forces the player to develop their board without letting them sprint ahead or spring a late surprise. This will make Lockjaw simpler to play against and less potent in decks incidentally playing lots of cheap cards, like Thanos.

America Chavez:

Developer Comments:

Previously, if you were about to draw America Chavez, you would just draw your next card instead. This means that over the course of the game, she’s a lot more likely to be the top card of your deck. Thus far this has been largely unimportant outside of Yondu, but it does restrict our ability to print cards that interact with the top of your deck. We expect this update to have little impact on America Chavez’s functionality overall.

Jubilee:

Developer Comments:

Some of our players may remember a time where Jubilee had this ability! Back then, Jubilee would often be a 4/10 as she’d pull America Chavez very consistently. We decided at the time to change Jubilee’s effect instead of America Chavez’s, as the former was a much simpler change to communicate. However, we’re looking to design cards that interact with the top of your deck in the future, so we’re bringing this design back too! We expect this update to have little impact on Jubilee for the time being.

Leader:

Developer Comments:

We were clearly too harsh on Leader with his previous nerf, and we’re dismayed that action became a go-to example for how ruinous a nerf can be. Our balance philosophy is to preserve as much playability as we reasonably can when weakening cards, and we didn’t succeed here previously. With this change, we’re aiming to bring his strength back up to a playable spot for a 6-Cost card, but still avoid the oppressive impact his original form had. We have erred on the cautious side with his Power for now because some previous defenses against the original Leader, such as playing weaker cards before a strong one, no longer apply.

BUG FIXES

KNOWN ISSUES LIST


That covers the Marvel Snap v14.17 patch notes. Be sure to keep an eye on the rest of our Marvel Snap coverage for further updates and patches.