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* HighlyVisibleNinja: Red Hulk is a 6/11 card that gains a whopping 4 extra power in your hand or on the field if your opponent has leftover energy at the end of a turn. As an interesting drawback, if he's in your hand and his effect activates, your opponent will be presented with a special animation where the Red Hulk will appear on their screen and gain power, alerting them to his presence and allowing them to plan counter plays or simply start spending energy less frugally so as not to juice him up further.

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* HighlyVisibleNinja: Red Hulk is a 6/11 6/9 card that gains a whopping 4 extra power in your hand or on the field if your opponent has leftover energy at the end of a turn. As an interesting drawback, if he's in your hand and his effect activates, your opponent will be presented with a special animation where the Red Hulk will appear on their screen and gain power, alerting them to his presence and allowing them to plan counter plays or simply start spending energy less frugally so as not to juice him up further.

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* CirclingBirdies: A card struck by Red Guardian will have letters and numbers blasted out of them, briefly forming a halo of text resembling these.



** Man-Thing is technically not inherently immune to his own location debuff. It's just that it misses him due to his being a 4-cost card. Should a Mystique copy his Ongoing effect for whatever reason, she will immediately be struck with -2 Power due to being in the range of what it can affect (1, 2, and 3-Cost). Inversely, if Super-Skrull copies U.S.Agent's effect (which debuffs 4, 5, and 6-Cost cards with -3 Power), he will be similarly afflicted with -3 Power so long as he imitates the ongoing.

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** Man-Thing is technically not inherently immune to his own location debuff. It's just that it misses him due to his being a 4-cost card. Should a Mystique copy his Ongoing effect for whatever reason, she will immediately be struck with -2 Power due to being in the range of what it can affect (1, 2, and 3-Cost). Inversely, if Super-Skrull or Iron Lad copies U.S.Agent's effect (which debuffs 4, 5, and 6-Cost cards with -3 Power), he they will be similarly afflicted with -3 Power so long as he imitates they imitate the ongoing.



** Unrevealed cards are normally invulnerable to being destroyed, with a few exceptions. Alioth can destroy unrevealed cards played on the same turn on their location, and Galactus/Worldship destroying an unrevealed card's location will destroy them.

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** Unrevealed cards are normally invulnerable to being destroyed, destroyed or targeted, with a few exceptions. Alioth can destroy remove the effects of unrevealed cards played on the same turn on their location, Juggernaut can knock away unrevealed cards played at his location if he reveals first, and Galactus/Worldship destroying an unrevealed card's location will destroy them.



** Alioth's on reveal ability destroys all enemy unrevealed cards at its location on the turn it's played.

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** Alioth's on reveal ability destroys removes the text of all enemy unrevealed cards at its location on the turn it's played.
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** Alioth's ability invokes this. When revealed, Alioth will destroy all opposing face-down cards in their lane. Barring special cases like Invisible Woman, Ghost, or Dark Dimension, the only way for opposing cards to be face-down when Alioth reveals is for their player to be winning. This allows Alioth to destroy potential comebacks the opponent tried to play in the final turns of the game.

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** Alioth's original ability invokes this. When revealed, Alioth will would destroy all opposing face-down cards in their lane. Barring special cases like Invisible Woman, Ghost, or Dark Dimension, the only way for opposing cards to be face-down when Alioth reveals is for their player to be winning. This allows allowed Alioth to destroy potential comebacks the opponent tried to play in the final turns of the game.



** After a balance patch, the 6-Energy cost Alioth has become this. It can destroy an opponent's unrevealed cards played in the location it's played at that turn, but now that it only has 2-Power (formerly 5) and requires priority to actually work.

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** After a number of balance patch, patches, the 6-Energy cost Alioth has become this. It can destroy remove the text (and associated effects) from an opponent's unrevealed cards played in the location it's played at that turn, but now that it only has 2-Power (formerly 5) 8-Power and requires priority to actually work.

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** For the purposes of the game, "playing" a card means the player specifically drags the card from their hand and places it in that location. Meaning the player can get around the restrictions of something like Death's Domain (Destroys any card you play there) by ''moving'' cards there via Iron Fist or Heimdall, or even by playing Bucky Barnes (since the Winter Soldier card is ''created'' when Bucky is destroyed, not played). When destroyed, Wolverine "Regenerates" at a random location, including Death's Domain. Jubilee will also "Add" a card from your deck, and since ''you'' only played Jubilee, only she gets destroyed.[[note]]Originally, Wolverine and Jubilee's effects read "Play" instead of "Regenerate" and "Add", but even then, Wolverine played itself, and Jubilee played a card for you, so they still got around "Play" restrictions[[/note]].

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** For the purposes of the game, "playing" a card means the player specifically drags the card from their hand and places it in that location. Meaning the player can get around the restrictions of something like Death's Domain (Destroys any card you play there) by ''moving'' cards there via Iron Fist or Heimdall, or even by playing Bucky Barnes (since the Winter Soldier card is ''created'' when Bucky is destroyed, not played). When destroyed, Wolverine "Regenerates" at a random location, including Death's Domain. Jubilee will also "Add" a card from your deck, and since ''you'' you only played ''played'' Jubilee, only she gets destroyed.[[note]]Originally, Wolverine and Jubilee's effects read "Play" instead of "Regenerate" and "Add", but even then, Wolverine played itself, and Jubilee played a card for you, so they still got around "Play" restrictions[[/note]]. Baron Zemo will "Recruit" a card from your opponent's deck.



** If an ability doesn't say "Ongoing" or "On Reveal", then it doesn't count as either, even if the effects behave like one or the other.

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** If an ability doesn't say "Ongoing" or "On Reveal", then it doesn't count as either, even if the effects behave like one or the other. However, there are certain abilities and locations that affect the ''text'' of the card, which ''will'' affect such cards. Red Guardian's ability to remove the text of the lowest-power enemy card in his location is one such example, as does Deep Space's effect of disabling all text in the location.



** Iron Lad copies the text of the top card of a player's deck. Even after Sauron removes the ongoing abilities of all cards in the player's hand and deck, Iron Lad will still gain the card's ongoing ability as it copied the ''text'', not the nullified ongoing ability.
** Sauron removes the abilities from all Ongoing cards in your hand and deck. Cards that have both an Ongoing and On Reveal ability count as both types of cards, causing Sauron to remove all their abilities, so an Electro affected by him will do nothing once played, neither giving extra energy nor restricting how many cards his user can play on a turn.
** The Hulkbuster card can be used to boost cards (in locations) that only gain a bonus if they are the only card in the space. The Hulkbuster card combines/forms around other cards, so technically the end result is a character ''wearing'' it, and thus the game consideres the original card to still be alone.

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** Cards like Electro that have both an Ongoing and On Reveal ability count as both types of cards. Sauron removes all the abilities from Ongoing cards, so an Electro affected by either will do nothing once played, neither giving extra energy nor restricting how many cards his user can play on a turn. Absorbing Man and Mystique copy the ''text'' of their player's last On-Reveal/Ongoing card played respectively, which means that both will also gain both of Electro's Ongoing and On-Reveal abilities.
** Iron Lad copies the text of the top card of a player's deck. Even after Sauron removes the ongoing abilities of all Ongoing cards in the player's hand and deck, Iron Lad will still gain the card's ongoing ability as it copied the ''text'', not the nullified ongoing ability.
** Sauron removes the abilities from all Ongoing cards in your hand and deck. Cards that have both an Ongoing and On Reveal ability count as both types of cards, causing Sauron to remove all their abilities, so an Electro affected by him will do nothing once played, neither giving extra energy nor restricting how many cards his user can play on a turn.
** The Hulkbuster card can be used to boost cards (in locations) that only gain a bonus if they are the only card in the space. The Hulkbuster card combines/forms around other cards, so technically the end result is a character ''wearing'' it, and thus the game consideres considers the original card to still be alone.


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** Baron Zemo "recruits" the lowest-cost card in your opponent's deck onto his side. Not only does the player not know which cards the opponent still has in their deck (or if there even ''is'' a card in their deck), the card pulled may also be a detriment (such as Carnage or Deathlok who proceeds to destroy Zemo and anyone else on his location).


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** Red Guardian not only gives -2 power to the lowest-power enemy card ins his location but also removes its text, disabling all that card's abilities.
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** Man-Thing is technically not inherently immune to his own location debuff. It's just that it misses him due to his being a 4-cost card. Should a Mystique copy his Ongoing effect for whatever reason, she will immediately be struck with -2 Power due to being in the range of what it can affect (1, 2, and 3-Cost).

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** Man-Thing is technically not inherently immune to his own location debuff. It's just that it misses him due to his being a 4-cost card. Should a Mystique copy his Ongoing effect for whatever reason, she will immediately be struck with -2 Power due to being in the range of what it can affect (1, 2, and 3-Cost). Inversely, if Super-Skrull copies U.S.Agent's effect (which debuffs 4, 5, and 6-Cost cards with -3 Power), he will be similarly afflicted with -3 Power so long as he imitates the ongoing.
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* DirtyCoward: Crossbones is an 8 power card, with the limitation that he can ''only'' be played on a space where his side is currently winning.

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* DirtyCoward: Crossbones is an 8 10 power card, with the limitation that he can ''only'' be played on a space where his side is currently winning.



** This can also be seen with cards of similar use, such as Crossbones (a 4-cost, 8-power card that requires you to be winning a location to play him) compared to Cull Obsidian (a 4-cost, ''10''-power card that requires you to have a 1-cost card in a location to play him).

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** This can also be seen with cards of similar use, such as Crossbones (a 4-cost, 8-power card that requires you to be winning a location to play him) compared to Cull Obsidian (a 4-cost, ''10''-power card that requires you to have a 1-cost card in a location to play him). This was addressed in a balance patch that set Crossbones to a matching 10-power card.
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** Locations like Luke's Bar and Death's Altar will bounce back or destroy cards played on them. But cards brought in by say Mister Sinister or Jubilee will stick around as they don't count as being played.

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** Locations like Luke's Bar and Death's Altar will bounce back or destroy cards played on them. But cards brought in by say Mister Sinister Sinister, Brood or Jubilee will stick around as they don't count as being played.
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** U.S.Agent's effect animation is similar to Captain America's in the way he throws his shield, but it will ricochet off his head as well, eliciting a grunt of pain before it returns to him.

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Moving example to a more suitable trope.


* MechanicallyUnusualFighter: Kang the Conqueror functions more like a one-use action than a proper character, since he [[TimeRewindMechanic resets the turn]] (but without him in your hand) when he is revealed.

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* MechanicallyUnusualFighter: MechanicallyUnusualFighter:
**
Kang the Conqueror functions more like a one-use action than a proper character, since he [[TimeRewindMechanic resets the turn]] (but without him in your hand) when he is revealed.revealed.
** So long as there's a location to go to, Jeff the Baby Land Shark can be played or moved into it. This includes bucking a Sandman or Electro's restrictive "only play 1 card a turn" ongoings, allowing his user to play him and another card during the same turn provided they have enough energy. He can also move into and out of locations where cards can't be added nor removed, such as the locations where Prof. X is.



* ScrewTheRulesTheyreNotReal: So long as there's a location to go to, Jeff the Baby Land Shark can be played or moved into it. This includes bucking a Sandman or Electro's restrictive "only play 1 card a turn" ongoings, allowing his user to play him and another card during the same turn provided they have enough energy. He can also move into and out of locations where cards can't be added nor removed, such as the locations where Prof. X is.

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*



* The Hulks interact with energy in some form (Evolved Hulk, She-Hulk, and Red Hulk).

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* ** The Hulks interact with energy in some form (Evolved Hulk, She-Hulk, and Red Hulk).

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Moving to trope that's more fitting





* MyRulesAreNotYourRules: So long as there's a location to go to, Jeff the Baby Land Shark can be played or moved into it. This includes bucking a Sandman or Electro's restrictive "only play 1 card a turn" ongoings, allowing his user to play him and another card during the same turn provided they have enough energy. He can also move into and out of locations where cards can't be added nor removed, such as the locations where Prof. X is.

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* MyRulesAreNotYourRules: So long as there's a location to go to, Jeff the Baby Land Shark can be played or moved into it. This includes bucking a Sandman or Electro's restrictive "only play 1 card a turn" ongoings, allowing his user to play him and another card during the same turn provided they have enough energy. He can also move into and out of locations where cards can't be added nor removed, such as the locations where Prof. X is.*


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* ScrewTheRulesTheyreNotReal: So long as there's a location to go to, Jeff the Baby Land Shark can be played or moved into it. This includes bucking a Sandman or Electro's restrictive "only play 1 card a turn" ongoings, allowing his user to play him and another card during the same turn provided they have enough energy. He can also move into and out of locations where cards can't be added nor removed, such as the locations where Prof. X is.
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** Baron Zemo is similar to Leader in that he "recruits" the lowest-Cost card from an opponent's deck to his side of the location he's played at. Theoretically, even if he pulls a weak card like Howard the Duck, he'll still effectively be a 3/7 drop at the cost of some space, but against certain archetypes like Discard and Destroy, he could pull a Blade that would discard a card from his player's hand with no way to benefit from that or a Carnage that would destroy him and any other cards on his side of a location.


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* LettingTheAirOutOfTheBand: If Baron Zemo uses his On Reveal while your opponent has no cards left in their deck, his typical trumpet sound effect will crumble as he lets out a pitiable, "Nobody...really?"
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* The Hulks interact with energy in some form (Evolved Hulk, She-Hulk, and Red Hulk).
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* AllianceOfAlternates: The ''Thunderbolts'' season Development Update Trailer features various evil Ben Brodes from across the multiverse meeting up at a community center to talk tough and discuss the game's new releases.


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* EvilAllAlong: The Radio DJ Ben Brode seen in the ''Guardians Greatest Hits'' Developer Update is among the assembly of malevolent Ben Brodes featured in the ''Thunderbolts'' Developer Update trailer.


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* HighlyVisibleNinja: Red Hulk is a 6/11 card that gains a whopping 4 extra power in your hand or on the field if your opponent has leftover energy at the end of a turn. As an interesting drawback, if he's in your hand and his effect activates, your opponent will be presented with a special animation where the Red Hulk will appear on their screen and gain power, alerting them to his presence and allowing them to plan counter plays or simply start spending energy less frugally so as not to juice him up further.


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* ItWasHisSled: Important concluded storylines and developments for certain characters are [[LateArrivalSpoiler spoiled during Development Update trailers]] as they introduce their cards. The mystery surrounding the Red Hulk's real identity was a major part of Jeph Loeb's ''Hulk'' run, but it's casually revealed that he's actually a transformed General Thaddeus E. "Thunderbolt" Ross.
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[[foldercontrol]]

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Brood was always in the game.


* NeverTrustATrailer:
** Some of the variants featured in the animated trailers did not exist in the game when they were shown.
** WebVideo/ProZD's [[https://www.youtube.com/watch?v=vh47iBu9ckA sponsored parody promo]] for the game has him perform a move that's mostly accurate to what happens when Mister Sinister is played on a location like Death's Domain or Altar of Death (being destroyed from being placed there while his duplicate is exempt due to a loophole), but its expy leaves behind two clones of itself instead of one. Brood does do that, but it only appeared in the game almost a year after this video.

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* NeverTrustATrailer:
**
NeverTrustATrailer: Some of the variants featured in the animated trailers did not exist in the game when they were shown.
** WebVideo/ProZD's [[https://www.youtube.com/watch?v=vh47iBu9ckA sponsored parody promo]] for the game has him perform a move that's mostly accurate to what happens when Mister Sinister is played on a location like Death's Domain or Altar of Death (being destroyed from being placed there while his duplicate is exempt due to a loophole), but its expy leaves behind two clones of itself instead of one. Brood does do that, but it only appeared in the game almost a year after this video.
shown.
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* LeeroyJenkins: Martyr is a 1/5 that, at the end of the game, will move to a location that LOSES you the game if possible.
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[[folder:A-L]]


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[[/folder]]
[[folder:M-W]]


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[[/folder]]
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** Nico Minoru cycles through seven spells she has in her repitoire, all relying on a card played after her.

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** Nico Minoru cycles through seven spells she has in her repitoire, all relying on a card played after her, and the accompanying animation with the Staff of One is always the same when you use her.
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** Mockingbird is a 5/9 that costs 1 less for each card that didn't start in your deck on your side.
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** Booster farming. Usually, each card has an equal chance of getting boosters at the end of a match, but there are hidden modifiers that lean hard into this trope. On the more fair side of the process, cards that are of lower rarities and need just a few more boosters to upgrade have a slightly higher chance of gaining them at the end of a game. However, Infinity rarity variants (and Custom Cards) are given double weight with these chances, a quirk programmed under the assumption that a player wants more boosters to create more Infinity splits with a card they liked enough to fully upgrade. This can be guarded against by putting a lower rarity variant of the same card or a recent Infinity split of the same in place of the Infinity border or custom card version. None of this is communicated in-game.

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** Booster farming. Usually, each card has an equal chance of getting boosters at the end of a match, but there are hidden modifiers that lean hard into this trope. On the more fair side of the process, cards that are of lower rarities and need just a few more boosters to upgrade have a slightly higher chance of gaining them at the end of a game. game; so a player could organically control the flow of boosters by upgrading a card so it becomes a likelier recipient again or leaving it with an excess so other members of the deck can get some. However, Infinity rarity variants (and Custom Cards) are given double weight with these chances, chances by default, a quirk programmed under the assumption that a player wants more boosters to create more Infinity splits with a card they liked enough to fully upgrade. This can be guarded against by putting a lower rarity variant of the same card or a recent Infinity split of the same in place of the Infinity border or custom card version. None of this is communicated in-game.

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