Highlights
Like any live-service game with hundreds of unique elements to reconsider in each update, balancing in Marvel’s Snap is undoubtedly difficult. It’s impressive how stable most card abilities are in tandem with others, and most of the time the Marvel Snap community only has a card it wishes was buffed or nerfed, while widespread issues within the game’s core systems are nonexistent compared to many other games. Each new card has a chance that it will break the game, and yet they all seem to be well-conceived and mesh well with other cards in Marvel Snap.
Of course, there are many different builds and decks that are formulated from new cards each season. Marvel Snap’s Annihilus has made cards with zero or negative Power like The Hood appealing, much less locations like Shadowlands, for instance. Rather, many cards have been through the wringer and still don’t seem to satisfy. Some cards will inevitably be better than others, especially due to how few cards players can have in any single deck, but Gambit has rarely felt like the most valuable card in any build and would benefit from another slight rework.
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Gambit is Still a Bit Niche in Marvel Snap
Marvel Snap’s Gambit doesn’t really have a comfortable pillow to lay his head on in any deck or build. He was previously buffed from his laughably bad 1-Power to 3-Power, and months ago his functionality was balanced to make it so Gambit couldn’t destroy opponent cards unless the player had a card in their hand for him to discard.
Gambit now sits as a 3-Cost 3-Power card, same as Moon Knight, and yet Moon Knight edges him out in terms of being more valuable in a discard deck.
The issue here is that while Gambit behaves doubly as a discard and destroy card, he isn’t terribly useful in either build at the moment. It’s true that players can achieve clutch wins with him in a final turn if Hela was to revive him into play and have him fortuitously destroy a strong opposing card, but that’s entirely too niche to rely upon in any given circumstance.
Likewise, Gambit being used on turn three might mean that there aren’t any incredibly strong opposing cards to get rid of yet. Therefore, if Gambit’s Cost was lowered a bit, there might be a bit more to his functionality for players to exploit.
Marvel Snap Needs to Bump Gambit’s Cost Down a Tad
If Gambit had even one less Power, presenting him as a 2-Power card would rewrite the book on how effective he could be. Gambit’s role in a destroy build would still be questionable, but there are several ways he could be valuable in a discard deck.
Gambit being a 2-Cost could make him an easy card for Colleen Wing to pick off in the first couple of turns, only to bring him back later to destroy an opponent’s card. Gambit being a 2-Cost would make him useful before Moon Knight is available. Gambit being a 2-Cost might help players get rid of a low-Cost card on the opposing side that can prove particularly troublesome later on. Gambit being a 2-Cost could let players use him later on when Energy is more scarce and reserved cards are more costly.
Otherwise, playing him on turn two could end up being fruitless since there might not be a threatening card played by the opponent to destroy yet. Players tend to be comboing Deadpool more than ever, for example, and destroying him only aids the opponent.
However, the option of being able to play him early to get rid of a Misty Knight could be advantageous, and not having Gambit be in such a contentious bind with Moon Knight would make for a splendid rework regardless. At the moment, Gambit is a risky card to have in any deck, and by the time they can use him there’s likely a better card drawn into their hand anyhow.
Marvel SNAP
Marvel Snap is a new digital deck-based card game starring Marvel Comics’ vast collection of characters. It’s a simple-to-learn but hard-to-master deck-builder that is free to play with some optional microtransactions.
Marvel Snap’s Gambit has already been through the wringer, but one more tiny rework could pull him out of the niche he’s endured for the longest time. Read More