If his effect works the same as Valkyrie's, it would be the way you say - he changes the base Power of the card, and then the Ongoing buff is applied on top of that. For example: Morbius has an Ongoing buff and thus would be unaffected by Shadow King, while The Collector gains Power each time his requirement is met, and thus would be reset to 1 Power by Shadow King.
Ok. So, first we should establish that in NO CARD GAME should you expect to be favored in every single game you play. Variance - which cards you draw, which cards your opponent draws, which counter/tech cards you run (yes, tech cards do exist in other card games!) etc., will always have an impact on how the game plays out.
Secondly, let's talk about Snapping. Unlike Hearthstone (and most other CCGs with a ladder), in Snap, a player can make their wins count way more than their losses by knowing when they have the advantage and when they've been beat. No, you're not going to have a 75% winrate, no matter what deck you play - this is true of every card game (unless you're a Youtuber and you play four games with a deck). However, you can climb like you have a 75% winrate by retreating before you lose more than 2 cubes and snapping when you have a good chance of winning the game to increase your payout.
I also don't understand the argument that "homebrew" lists don't work in Snap because "everyone else" is running "top tier meta decks," especially when another argument being made against Snap is the lack of targeted card acquisition. How does everyone else have access to top tier meta decks if they also can't target every card they need for those decks?
Snap is NOT a perfect game, and if it's not the game for you THAT IS TOTALLY FINE. There are plenty of other games out there that can and will be your cup of tea. Don't act like a game is universally bad because you personally don't enjoy playing it, instead you should find a game you do enjoy playing.
In the end, I see this entire thread as a convincing argument that Snap is actually pretty decent, considering that one person is arguing that Snap is bad because it lacks reactive plays and another is arguing that Snap is bad because every deck you could play has an easy counter to it that any deck can run. Penalties offset, replay first post.
I think the reference is to Death's Domain, the location - i.e., that it's a problem because you can't play stuff like cloak and doctor strange there
Quote From Phaseshifter(Btw, who makes the decisions between Agatha and Ego?)
(Btw, who makes the decisions between Agatha and Ego?)
That's a question players have been asking since beta. The answer is kind of a let down: it doesn't matter who makes decisions, because they both play cards randomly. As far as I can tell there's only one potential difference: we know for sure that Agatha prioritizes playing herself if she can, whereas I'm not sure if Ego has any preference for which cards to play (except apparently Sentinel).
Both players will get one - provided that they both filled it at the same time*. It's a little confusing because the game doesn't play the floodlights animation when your opponent fills the Raft; but both players will get a 6-Drop if they fill it simultaneously.
*If one player has four unrevealed cards there, and the other player only fills it after cards are revealed, only the first player gets the free 6-drop. This is because the Raft checks for being filled before cards are revealed (Stage), then again after all cards are revealed (Reveal), then presumably one more time before turn end (Play). If it's full at any of those points on either side, it triggers and stops checking.
Link is mostly correct, but the timeline is two months after the card's release. So, Black Panther will be in Pool 3 in January 2023.
With the new patch, post-game Boosters will favor cards in your deck for which you currently own fewer than 20 Boosters; so if you've got a deck with a lot of high-upgraded cards you can swap in one of those underused cards and have a better chance for getting Boosters for it.
Generally speaking, it's only more efficient to upgrade to Uncommon (25/5 for 1 CL) - every other upgrade gives the exact same Collection Level boost for the amount of Credits/Boosters spent (50/10 for 1 CL). So once you've got them to Uncommon there's not too much reason to keep grinding for their Boosters if you don't have a deck that wants to play them.
I'm not actually sure if it is turn 5 or 6 only, but I for sure know that it will count if you retreat on 5 or 6. I didn't think to test other turns.
Professor X is also a good way to get this quest done with the hot location, especially if you have Klaw, Mr Fantastic, and Spectrum
So, my unpleasant answer for this question (if anyone is still having trouble) is that the game will give you a tick on the quest if you retreat on turn 5 or 6 while winning a location with one card. I just broke down and grinded the quest today, setting up large cards by themselves, then retreating on 5 or 6 if they had the lead there. I jammed any low drops into one location to give myself the freedom to take whatever location my opponent wasn't playing to, then peaced out on turn 5 or 6 if the card had the lead. You only lose 1 cube for a retreat anyway, so it's not a huge problem.
So, good news! Flux has our SNAP deckbuilder up and running, so you should be able to share your SNAP decks via a real, honest-to goodness deck, like below:
Like I said, I'm very early along in the progression, but this is the deck I'm having the most fun with right now, mostly thanks to Odin/White Tiger shenanigans.
MARVEL SNAP is here! I'll tell you, I'm pretty excited to be playing the game now - haven't gotten too far on the Collection Level or Ranked Ladder, but I'm enjoying myself. I thought that other members of the community might like to have a place to share their decks, so they can show off their collection and give other members of the community some lists worth trying out.
EDIT: Our SNAP deckbuilder is up and running!
Roasting Naga Demon Hunter cards because I can't think of any other way to make myself feel better about losing to DHs who don't need to play well to win:
Dreadprison Glaive: I appreciate that Blizzard feels it's necessary to teach Demon Hunter players that they should be hitting minions instead of just brainlessly jamming into the face.
Multi-Strike: If I worked on Hearthstone, I would send daily memos to my coworkers, "Don't Give Demon Hunter Windfury." I would have no other responsibility in the company. I would work in HR, and any designer caught attempting to give Demon Hunter Windfury would have to attend a weekend seminar where all they would do is try to climb Standard Ladder against Demon Hunters with Multi-Strike. I would not have a salary, but would show up early every morning with a fresh batch of memos.
Predation: So apparently what Blizzard learned from Eye Beam is, "Make it hit face, too." And here I was thinking the lesson was "Don't make 'Deal 3 damage' Cost 0, you morons."
Kurtrus, Demon-Render: Blizzard decided that Bakuing the Hero Power wasn't good enough, so they made it refresh like Shadowreaper Anduin or Questline Hunter. I see nothing wrong with emulating some of the most broken strategies in the history of the game, this should all work out fine. I really enjoy fending off Demon Hunter's aggression, including an on-curve Drek'Thar, only to lose because my opponent has Lady S'theno and a couple of spells in hand. How nice for them. On top of that, they get to summon two X/4s with Rush, where X is the number most likely to frustrate their opponent.
Lady S'theno: Infinite Attacks to clear the board while also triggering Kurtrus' Hero Power? No, this is perfectly fine. This stupid garbage is so overtuned that Naga DH players are unironically running Archdruid Naralex for the 36% chance they hit Nightmare because Blizzard made this deck so easy to auto-pilot to wins that the players had to step in to make things a little bit more challenging for themselves.
Drek'Thar: HSReplay says that Drek'Thar has a 68% mulligan winrate, but "only" a 61% played winrate, so I'm going to spend the rest of the month trying to tell my Demon Hunter opponents that they're costing themselves 7% of a win every time they play Drek'Thar. Maybe it'll work.
Flashback to Eye Beam before it got nerfed, but at least this doesn't have Lifesteal. The Naga in DH aren't necessarily terrible, so I could see that archetype becoming a real thing and this would fit right in. Could be a nice time.
Arcanite Reaper, but better. Is aggro Demon Hunter a thing? Probably not, so I don't see how this makes the cut in anything in Demon Hunter. We'll see, though. Because this is an absolute basher of a weapon.
Is good card for Naga Druid, if that's a thing. Real good synergy with the 1-Drop, since it's so cheap you can play it whenever and get this activated. Lotta fours, too. Lotta fours.
Well the good news is that there aren't a whole lot of Druid spells that Cost 6 or more, so the odds that Druid can play this as a "free" 5/5 are a lot lower than they might otherwise have been. That being said, we know that Blizzard will eventually print more big spells for Druid, so I guess we gotta watch out.
So this is kind of an ass-backwards Umbral Owl. Instead of casting spells until you can play a cheap 4/4 with Rush, you play a cheap 4/4 with Rush and then cast spells to wake it up. Might could be good in slower Druid decks. It is a Naga, so that's something. Not sure what, but it's something.
I like him. You get two 3 Attack Rushers, and then they die to give you 4 3/1 bodies. And, if your opponent can't kill him, then you can potentially fill the board with 3/1 bodies. Maybe the 7 mana cost is a bit too expensive, but we have ways of working around that. Also, I can't wait to do some Dire Frenzy capital-S Stuff with this Beast.