Marvel Snap April 6 update finally nerfs Red Skull, Sunspot, buffs Sentry, more

Brad Norton
Marvel Snap Red Skull card

Through a surprise April 6 hotfix, Marvel Snap developers at Second Dinner have finally pushed out key nerfs for Red Skull and Sunspot, while buffing a few under-appreciated cards as well.

For weeks now Marvel Snap’s meta has largely remained stagnant. The likes of Shuri, Red Skull, and Taskmasker all but dominating the popular CCG for multiple seasons, despite various adjustments along the way.

Looking to mitigate this particular archetype once more, Second Dinner just pushed a surprise update on April 6 with a handful of crucial balance changes. While none are particularly significant, the slight adjustments could be enough to see immediate changes on the competitive ladder.

So before you jump back into Marvel Snap to continue the grind, be sure to brush up on all the latest changes featured in the April 6 update.

Marvel Snap Sunspot card
Sunspot was also hit with a slight nerf in the April 6 update, as the card now starts with 0 Power.

Marvel Snap April 6 nerfs Red Skull after weeks of dominance

A staple of the current meta, Red Skull has been prevalent in most best-performing Marvel Snap decks for a number of weeks now. Mercifully, the hefty 5-drop has now seen its power reduced every so slightly.

Dropping down from a 5-Cost | 13 Power card, Red Skull now serves as a 5-Cost | 12 Power card instead. The goal here is to approach the nerf cautiously, as Second Dinner “continues to debate internally how ‘aggressive’ balance updates should be.’

Addressing the key deck archetype head-on, devs also confirmed a major Shuri change is “ready,” just that it needs to be implemented through a bigger patch in the near future, rather than a hotfix like today.

Full Marvel Snap April 6 update patch notes

The full list of card changes in the April 6 update are as follows, courtesy of Second Dinner.

  • Red Skull 5/13 -> 5/12 Ongoing: Enemy cards at this location have +1 Power.
  • Sunspot 1/1 -> 1/0 At the end of each turn, gain +1 Power for each unspent Energy.
  • Shadow King 4/3 -> 3/3 On Reveal: Set all cards here to their original base Power.
  • Sentry 4/8 – You can’t play this at the right location. On Reveal: Add a -8 Power Void to the right location. -> 4/10 – You can’t play this at the right location. On Reveal: Add a -10 Power Void to the right location.

About The Author

Brad Norton is the Australian Managing Editor at Dexerto. He graduated from Swinburne University with a Bachelor’s degree in journalism and has been working full-time in the field for the past six years at the likes of Gamurs Group and now Dexerto. He loves all things single-player gaming (with Uncharted a personal favorite) but has a history on the competitive side having previously run Oceanic esports org Mindfreak. You can contact Brad at brad.norton@dexerto.com