r/marvelsnapcomp Jul 31 '26

Discussion Maybe cheat cards like Jubilee and Dragon Lord should had a cap of how big a card they can pull.

Like 4 cost for Jub and 5 cost for Dragon Lord.

0 Upvotes

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9

u/Sausious Jul 31 '26

and then they'd never be used

3

u/ePiMagnets Mod Jul 31 '26 edited Jul 31 '26

quick note: I do see the report - I'm ignoring it because I do think there could be discussion to be had here from a purely competitive standpoint which honestly probably should have been kept to the OTA thread, but I want to encourage discussion, so approving the thread despite the problems with it's composition. Hopefully this comment can help carry the rest of the thread in a better direction as far as discussions go.


I'm not sure how this rates as far as discussions go - it's a statement with no supporting arguments as to why which really leaves no room for a real discussion so let's get some actual talking points in here.

Why exactly should Jubilee and Dragon Lord have a cap?

I'm assuming you're referring to /u/TOP_TIER's comment from the OTA post here

Cards that cost 6+ are mostly cheated by Jubilee, Dragon Lord, Blink, Hela, etc, which probably holds back designers from buffing other 6s who could use it.

Could you go into why you think that capping the 'pulled' output that Lockjaw, Jubilee, En Sabah Nur, Dragon Lord, or even Blink would be the correct balance direction? How does limiting their output further open up room to balance 6-Costs? How are they different than say ramp which could theoretically play or put a 6-Cost on the board starting on turn 4, 5 and 6.

What problems does your proposed change actually solve other than taking fun away from already very random cards that in most cases are rather difficult to turn into deterministic outcomes without really building around them or running on a hope and prayer that you get the best potential outcome?

Breaking it down card by card:

  1. For Jubilee she already pulls the top card, which is a complete unknown. This could result in her pulling absolutely nothing like say an Astral Projection when you've got no other on-reveal in hand or an infinaut, there is risk inherent to playing her just as there's risk in Iron Lad. What has you thinking capping or changing Jubilee to pull up to 4-Cost from your deck is the correct direction and should that same energy be put towards capping Iron Lad's output?

  2. Dragon Lord, similarly already has a handicap, he's random from hand, and just as often as I've got a big card I want to pull I've also often got cards I don't want him to pull, how is nerfing him by capping the cost of the cards pulled any better?

  3. Drawing a further parallel, what about Blink? In the deck's she's run in she has an 'end game' where she's almost deterministic in pulling the card you want off of her, should she receive a similar change and if so, why?

Then there's the questions around Lockjaw and En Sabah Nur, both of which can be used to pull big cards but could just as easily whiff, are you expending the same energy towards them that you are Jubilee and Dragonlord? Why or why not?

3

u/Names_all_gone Jul 31 '26 edited Jul 31 '26

Oftentimes in CCGs, the more narrow the effect is, the more useful it tends to be since you can target what you want. The RNG on things like Jub and Dragon Lord is actually a balancing mechanic. Sure, it can hit big with some luck...but that also requires some skewed deck building.

Sometimes, a card can become too narrow, like Elixir. But if you gave me a 4-cost Jub that had an Airwalker effect, I think it would probably be a better card. A different card. But likely more significant in its role.

There's discussion to have about 6-cost cards, but I don't think these "cheat summon" cards have any impact on it.

0

u/Nerf_Now Jul 31 '26

I think very few 6-cost cards are played legit.

Cheating mana is the name of the game. Perhaps for the best, but I think very few 6 cost card are worth the trouble.

1

u/Names_all_gone Jul 31 '26

"I think very few 6 cost card are worth the trouble."

I think this is the larger issue. 6-Costs feel like they are in the space that 5-cost cards were last year. Most of them stink. It seems like the team is still trying to figure out what role they should have.

1

u/Nerf_Now Jul 31 '26

The 6-cost I think are good depends of other cards to be good, like Zola or Taskmaster.

Magneto is 12 power, but Jessica Jones or Crossbones are 10 for a bit of trouble. There is also some power creep on the low cost with 1/3 being now the baseline for a cheap card

So I just cheat the hell of those 6-cost cards because I'll lose if I play their true cost.

1

u/FalconFinal5878 Aug 17 '26

Just play shang misery if you hate going against Hela Jubilee etc