I wasn't super happy with the quality of games I had for this video, but hopefully the intro insights and various meta discussions are still valuable in this one. (also I just REALLY wanted to make this thumbnail, I am stupidly happy with it)
this thumbnail made me seriously like triple take look at it before i realized what was wrong so good job regis on this one, if i wasnt subscribed already i would be for that
The rant about Aero touches on one of my biggest problems with Snap. Basically, the game is built for playing combos, the vast majority of possible decks are built around the idea of making specific cards work together to create a lot of power. However because of this the best archetype to play is disruption(control), since it has favorable match-ups against combo decks (aka most decks) and there is no counter to playing disruption. Your worst match-up is the mirror, which isn't an unfavorable match-up. It's very similar to the problem Gwent had with control decks for a long time as well (until they nerfed the crap out of them). Without combat mechanics and player health you lose the concept of agro/tempo decks, which are supposed to keep control decks in check, and you end up with a game where the preferrable strategy is to just make the game far less enjoyable.
Dude disruption is fine. Otherwise the game will devolve into who plays the biggest things. Aero is a problem since she is too strong and the problem gets worse in this meta because go-wide decks are too weak after the surfer nerf.
We need these disruptions to keep combo decks in check. a game of "who wong combos harder" is way worse imo. Aero needs some consistency changes so she pulls cards in the same order you played. full up the board or the spot she likely to be played. This would add so much counter play for her effect
@@frankanderson3368 My point isn't to say that disruption needs to go, it's that with the simplified mechanics you lose an important piece of what keeps the different deck archetypes in check. There needs to be some new idea of how to bring that counter-balance back, or these combo-centric card games will always either be about who can combo harder or ruining your opponents combo.
I used this deck as a template, but I don't have aero, wave or doom. I replaced them with white tiger, Polaris and wong and so far the deck has been pretty steady. Thank you
I hit infinite this week after being stuck in the 90s with electro sandman ramp, I used this deck except leech and captain marvel over ebony maw and vision
Make Aero just move the first card played this turn, this way it does counter specific decks (one singular big card that would win you the game) without just countering 95% of decks. You could obviously raise her power or lower her cost then
Under my point of view, I think if they made it so she moved the cards in the same order they were played, that would open up some play-around plays that are more consistent.
I reallllly reallly wanna see someone do a deck using stature, miles and wave. with the plan being move something on turn 5 and use wave so turn 6 stature and miles both cost 1 and then you can drop any other card as well. esentially a odd version of sandman where your opponent can only play 1 card where you can play 3. stature having 2 discard cards for her and miles having nightcrawler or iron fist wave turn 5 makes it a combo deck that needs its cards but has versatility. even if you only get 2 cards down on turn 6 is huge. with magneto or doom with the other 2
I played only 30 games of almost this exact deck- and got a bit below a 50% w/r with it, the main things holding it back are Simply Shuri and Thanos being top tier atm, they were too much to beat more than half the time in my experience, it needs a little more oomf for the final play or a stronger early game for priority. I swapt Maw out for Titania- it worked pretty well because it can really screw with how your opponent wants to fill the lane she's in, and doesn't make it so you can't place cards in the lane if need be. Love the videos man thanks.
I straight up like favored locations. I just think there are too many locations that prevent you from playing your cards. Adapting is fine, but being locked out sucks.
I just opened electro earlier tonight- much to my delight, and I feel like Sandman should be a card you don't always play, even though he's a 5/5 now. Wasting 5 mana on a 5/5 when you're playing a deck where the whole point of your deck is to play very efficiently-stated big cards seems weak. I like this regis build with vision, I think sandman electro decks should have more alternative well-stated 5-costs. Edit: Obviously, there are match-ups where you should play the sandman, but I think having a backup 5 is a really good idea. Unlike regis, I don't think I was running a good 5.
Unfortunately sacrificing 2 turns for only 3 power is really bad for only 2 extra energy. At least in my personal experience. And, like what has been mentioned before by other content creators: most top level decks only need to play one card a turn anyway, but if you like that style of play, give it a try.
If cards like Shang and Aero are removed or nerfed to the point of uselessness and everyone can just go as tall as they can, wouldn't meta become basically Shuri or lose? It's kinda weird to me how people complain about Aero and how busted and unfair it is, but they don't complain about Shuri and Task allowing to drop 30 or 60 power bombs two turns in a row. Is that not equally busted and unfair? Why the problem is fair and balanced, but the answer is not?
Hoping for anyone to shed some light on what I encountered yesterday in the shop as I could not find anything of this happening to anyone else online. Yesterday I purchased the Deadpool bundle and decided to use my remaining gold to purchase Credits(500). I'm aware of the purchase limits so after purchasing three of them I expected the timer to lock me from making more purchases. Instead, it was letting me purchase more and by more I mean several more times without it locking. This morning I checked to see if this was still the case and it was locked. Has this happened to anyone else? I don't know how this happened. Was it a bug?(I have since reported it). Could there be a secret code that only a select people know of that allows them to keep purchasing credits? I'm genuinely confused and waiting for a response from support. Edit: I should add that this was on Steam platform and then I tested it on my Android phone which yielded the same results.
That kinda sounds like a syncing issue. Did you actually get the credits and lose the gold? In other words, was it just a visual bug or actually going through?
@@RegisKillbin it was actually going through. Used up my gold and gave me the credits. Because of this, I was able to get Thanos in the shop a lot earlier than I expected through all the upgrades from all the credits I bought! I'm still very confused how this happened, though. Still waiting on a response from support.
For Cerebro decks, you're trying to make all of your cards a single power value so that Cerebro buffs all of them. So some decks will be 2 power decks running 2 power cards like Storm or Mr. Sinister. Some will be 3 power running Sentinels and so on.
@@RegisKillbin Oh my god, this makes so much sense! I was so confused seeing you and Snapster talk about it! Now I can try it out for myself. Thank you for explaining! Love your channel btw!
@@wraxiusgaming Shuri comes down the same turn as a ramped Leech and then you are also hoping to hit task master and not Red Skull, Typhoid Marry or any of the other cards with negatives they run. Electro ramp has a bad match up against shurri decks there is no question about it.
I'm not sure what Shuri deck you're playing, but I am doing well against Sandman with my Shuri deck being that after Shuri I pretty much play one card a turn. Usually Red Skull turn 5, and Taskmaster turn 6. It's the little green bastard (Leech) that screws me.
Chavez is pretty standard in every list I've seen. It's very important to maximize your chances of hitting Electro or Wave early. That said, yes, lots of support for Captain Marvel. I'd cut Vision instead of Chavez though.
what if Aero only moved the first card played to her location. So there’s at least some counter to aero, making her pull the card you don’t want to be pulled.
Or ANOTHER idea would be if she moved enemy cards only from the locations adjacent to her. So if she were played in the middle location she would act as normal but if she were played on the right, she’d only move cards from the middle location and not the left.
regis i started watching your content around galakrond. im surprised you think the nerf to sandman's mana cost is a buff just because the power went up a little bit
I'm surprised you think a 5x increase is "a little bit". Imagine a Far Watch Post going from a 2-mana 2/3 to a 3 mana 10/15. Is that a nerf? Or what if when Theotar went from 4 to 5 mana he became a 15/15 along the way. Still a nerf? Even if you do it linearly, would a 5-mana 7/7 Theotar have been a nerf? I'd argue stats matter even more in Snap too. I think the more nuanced analysis that I offered in my review, is that 4-mana Sandmans rarely did anything on turn 5 anyway. All the decks you wanted to counter often only played 1 thing on 5 anyway. Wave for Death Wave decks, Sera for Sera decks, passes for Infinaut She-Hulk decks. The one deck that may have suffered is Ronan stuff, but that was a sub-50% deck anyway, so not really a meaningful impact. But we don't really need to worry about what I think, the data is bearing it out. This deck is looking notably stronger now.
Regis I think you talked yourself out of a win at the 22 minute mark... cause you are winning left and right and they can only play one card... doesn't Aero mid just win? Entertaining video all the same.
Isn't that just a loss if they play anything bigger than 9 power? They move Vision over to tie The Nexus. Then I get a 14 power Aero to lead mid by 14 and lose left by 5 (Sunspot gets +2). So if they play 10 power (that Aero pulls to mid), they win the tiebreaker (they're only down by 4 mid but ahead by 5 left). So Magneto, Dino, etc. win it for them. Feel like maybe you forgot Vision can move?
this season for me has been garbage , in pool 3 and i just can't win ANY cubes just turn 6 lose out on no where every god dang game its getting to the point not fun to play
I wasn't super happy with the quality of games I had for this video, but hopefully the intro insights and various meta discussions are still valuable in this one.
(also I just REALLY wanted to make this thumbnail, I am stupidly happy with it)
clicked on the video purely because of the thumbnail, its great lol
I agree, yet another great snap thumbnail!
Hey there is someone scamming people by telling them to text him on telegram
Block that person he has a reply on my comment too
It's about time the members of the Sinister 6 had synergy with each other lol
This
Now someday if we're lucky maybe the members of the Fantastic Four might have even an inch of synergy with eachother.
@@Mrbolinea Fantastic behind Invisible works ok.
@@DroosterH Rank 10 comment lol
Tragedy that Kraven Vulture dont work with the rest of the 6
Can we call any deck with wave and sandman a "Beach" deck
The other message is obviously a click-bait, but sir you do deserve a medal for this comment 👏
Because of this comment, i named my deck "Beach Ramp" so thank u bro
I see you Regis. Playing a ramp deck while Camp LeHigh is the featured location for an extra Electro roll. 500 IQ master plays!
Thumbnail is god tier as usual, really appreciate the extra effort put into those.
this thumbnail made me seriously like triple take look at it before i realized what was wrong so good job regis on this one, if i wasnt subscribed already i would be for that
Great thumbnail
The rant about Aero touches on one of my biggest problems with Snap. Basically, the game is built for playing combos, the vast majority of possible decks are built around the idea of making specific cards work together to create a lot of power. However because of this the best archetype to play is disruption(control), since it has favorable match-ups against combo decks (aka most decks) and there is no counter to playing disruption. Your worst match-up is the mirror, which isn't an unfavorable match-up.
It's very similar to the problem Gwent had with control decks for a long time as well (until they nerfed the crap out of them). Without combat mechanics and player health you lose the concept of agro/tempo decks, which are supposed to keep control decks in check, and you end up with a game where the preferrable strategy is to just make the game far less enjoyable.
Dude disruption is fine. Otherwise the game will devolve into who plays the biggest things. Aero is a problem since she is too strong and the problem gets worse in this meta because go-wide decks are too weak after the surfer nerf.
We need these disruptions to keep combo decks in check. a game of "who wong combos harder" is way worse imo. Aero needs some consistency changes so she pulls cards in the same order you played. full up the board or the spot she likely to be played. This would add so much counter play for her effect
@@frankanderson3368 My point isn't to say that disruption needs to go, it's that with the simplified mechanics you lose an important piece of what keeps the different deck archetypes in check. There needs to be some new idea of how to bring that counter-balance back, or these combo-centric card games will always either be about who can combo harder or ruining your opponents combo.
I'm finding Shuri decks really beat down Aero. Aero pulls a 30 power Red Skull over, or a 30 power Taskmaster over, and are out gunned.
I used this deck as a template, but I don't have aero, wave or doom. I replaced them with white tiger, Polaris and wong and so far the deck has been pretty steady. Thank you
I hit infinite this week after being stuck in the 90s with electro sandman ramp, I used this deck except leech and captain marvel over ebony maw and vision
What a thumbnail man, that sandman looks nice
Maybe now I can climb better with ronan and sandman
I climbed from 40 to 65 in about 5/6 hours. No one expected the sandman drop. Only loses to discard.
@@odarwazeh yeah I had fun playinjg it a bunch at the start of the season but constantly facing the new card Modok made me stop
@@subhanvasanth8292 I beat a Shuri last time with Aero. 2x 30 in one lane 😂
I made the deck yesterday, since that i have been winning consistently much more cuz is more or less a control deck. GREAT content!
I do appreciate the lil Sinister Six reunion in the thumbnail.
Make Aero just move the first card played this turn, this way it does counter specific decks (one singular big card that would win you the game) without just countering 95% of decks. You could obviously raise her power or lower her cost then
Under my point of view, I think if they made it so she moved the cards in the same order they were played, that would open up some play-around plays that are more consistent.
They changed her today to only move the last card your opponent played lol
@@hypression239 lol yeah
I reallllly reallly wanna see someone do a deck using stature, miles and wave. with the plan being move something on turn 5 and use wave so turn 6 stature and miles both cost 1 and then you can drop any other card as well. esentially a odd version of sandman where your opponent can only play 1 card where you can play 3.
stature having 2 discard cards for her and miles having nightcrawler or iron fist wave turn 5 makes it a combo deck that needs its cards but has versatility. even if you only get 2 cards down on turn 6 is huge. with magneto or doom with the other 2
Holy moly regis the thumbnails just get more and more elaborate
I played only 30 games of almost this exact deck- and got a bit below a 50% w/r with it, the main things holding it back are Simply Shuri and Thanos being top tier atm, they were too much to beat more than half the time in my experience, it needs a little more oomf for the final play or a stronger early game for priority.
I swapt Maw out for Titania- it worked pretty well because it can really screw with how your opponent wants to fill the lane she's in, and doesn't make it so you can't place cards in the lane if need be.
Love the videos man thanks.
Hoogland made these same points, but you added the need for a stronger early game which I like and agree with.
Another killer thumbnail, you are the best in the thumbnail game for sure
I straight up like favored locations. I just think there are too many locations that prevent you from playing your cards. Adapting is fine, but being locked out sucks.
Viper and eletro work really good
I still need more Spiderman cards so I can make my Sinister Six deck, I'm looking forward to it! 🙂
Regis’ collection always makes me envious but then I recall that he spend 2.7k. Man spending 100usd on HS expansions doesn’t seem that much now.
These thumbnails have been Marvelous.
Definitely the most fun I have playing is when we're both just trying to get the biggest board lol.
I just opened electro earlier tonight- much to my delight, and I feel like Sandman should be a card you don't always play, even though he's a 5/5 now. Wasting 5 mana on a 5/5 when you're playing a deck where the whole point of your deck is to play very efficiently-stated big cards seems weak. I like this regis build with vision, I think sandman electro decks should have more alternative well-stated 5-costs.
Edit: Obviously, there are match-ups where you should play the sandman, but I think having a backup 5 is a really good idea. Unlike regis, I don't think I was running a good 5.
what can u replace magneto early on , also dont have wave so i put jubilee
Very creative thumbnail 👏
What about electro viper combos? Am I the only one thinking it is viable plus extra energy for sunspot
Unfortunately sacrificing 2 turns for only 3 power is really bad for only 2 extra energy. At least in my personal experience. And, like what has been mentioned before by other content creators: most top level decks only need to play one card a turn anyway, but if you like that style of play, give it a try.
you should be doing something big after turn 3 electro bro, turn 4 viper < captain marvel, vision, sandman, dino
I think black widow and sandman are a great combo if you can get sandman out early
If cards like Shang and Aero are removed or nerfed to the point of uselessness and everyone can just go as tall as they can, wouldn't meta become basically Shuri or lose? It's kinda weird to me how people complain about Aero and how busted and unfair it is, but they don't complain about Shuri and Task allowing to drop 30 or 60 power bombs two turns in a row. Is that not equally busted and unfair? Why the problem is fair and balanced, but the answer is not?
I wonder if Scorpion shouldn't be in this. I think Psylock is a good fit and none of the games did I ever even think Scorpion was a possible play.
I am 2800 collection level and don't have Doom....yea sucks right?
I subbed in Leader....OMG I FOUND WHERE LEADER WORKS
Yo that thumbnail is firee
I don't have wave is there a replacement
any chanse we get to see a omega red deck some day?
great video!
Iron heart wong final play good lord why aren’t my opponents that bad at rank 84?
Totally agree aero is too meta... It's super annoying to deal with
Huh… I love playing a fun and honest card like Valkyrie in C3 just to play the same fucking Shuri into Red Skull behind armor and Cosmo.
Has the buff been pushing decks like Seracle out of the meta?
Is there any replace for Wave?
Hoping for anyone to shed some light on what I encountered yesterday in the shop as I could not find anything of this happening to anyone else online.
Yesterday I purchased the Deadpool bundle and decided to use my remaining gold to purchase Credits(500). I'm aware of the purchase limits so after purchasing three of them I expected the timer to lock me from making more purchases. Instead, it was letting me purchase more and by more I mean several more times without it locking. This morning I checked to see if this was still the case and it was locked. Has this happened to anyone else? I don't know how this happened. Was it a bug?(I have since reported it). Could there be a secret code that only a select people know of that allows them to keep purchasing credits? I'm genuinely confused and waiting for a response from support.
Edit: I should add that this was on Steam platform and then I tested it on my Android phone which yielded the same results.
That kinda sounds like a syncing issue. Did you actually get the credits and lose the gold? In other words, was it just a visual bug or actually going through?
@@RegisKillbin it was actually going through. Used up my gold and gave me the credits. Because of this, I was able to get Thanos in the shop a lot earlier than I expected through all the upgrades from all the credits I bought! I'm still very confused how this happened, though. Still waiting on a response from support.
What do you think of Klaw in this list
I also built an Ongoing version with Klaw. It makes a lot of sense as another card that can play across lanes.
Nice thumbnail
Can someone explain why some ppl call Cerebro, Cerebro 3/4 etc? What does the numbers mean?
For Cerebro decks, you're trying to make all of your cards a single power value so that Cerebro buffs all of them. So some decks will be 2 power decks running 2 power cards like Storm or Mr. Sinister. Some will be 3 power running Sentinels and so on.
@@RegisKillbin Oh my god, this makes so much sense! I was so confused seeing you and Snapster talk about it! Now I can try it out for myself. Thank you for explaining! Love your channel btw!
Thunder sandstorm.
It's a great nail.
how to counter galactus reliably without playing aero?
Green goblin and debrii
I'm playing a Shuri Deck which was basically easy mode a week ago and I'm now getting destroyed by this deck 🙃
How? Shuri eats ramp for breakfast...
@@shadearca Leech hard counters Shuri decks if you're smart with it.
@@wraxiusgaming Shuri comes down the same turn as a ramped Leech and then you are also hoping to hit task master and not Red Skull, Typhoid Marry or any of the other cards with negatives they run. Electro ramp has a bad match up against shurri decks there is no question about it.
@shadearca I have literally done nothing but play Electro ramp in Infinity. Play Leech on 5 not 4
I'm not sure what Shuri deck you're playing, but I am doing well against Sandman with my Shuri deck being that after Shuri I pretty much play one card a turn. Usually Red Skull turn 5, and Taskmaster turn 6. It's the little green bastard (Leech) that screws me.
Captain Marvel will be much better to be in this deck than chavez
Chavez is pretty standard in every list I've seen. It's very important to maximize your chances of hitting Electro or Wave early.
That said, yes, lots of support for Captain Marvel. I'd cut Vision instead of Chavez though.
why is my Sandman is still 4/1 ?
I definitely have electro
what if Aero only moved the first card played to her location. So there’s at least some counter to aero, making her pull the card you don’t want to be pulled.
maybe they could change her power to compensate as well
Or ANOTHER idea would be if she moved enemy cards only from the locations adjacent to her. So if she were played in the middle location she would act as normal but if she were played on the right, she’d only move cards from the middle location and not the left.
regis i started watching your content around galakrond. im surprised you think the nerf to sandman's mana cost is a buff just because the power went up a little bit
I'm surprised you think a 5x increase is "a little bit". Imagine a Far Watch Post going from a 2-mana 2/3 to a 3 mana 10/15. Is that a nerf?
Or what if when Theotar went from 4 to 5 mana he became a 15/15 along the way. Still a nerf? Even if you do it linearly, would a 5-mana 7/7 Theotar have been a nerf? I'd argue stats matter even more in Snap too.
I think the more nuanced analysis that I offered in my review, is that 4-mana Sandmans rarely did anything on turn 5 anyway. All the decks you wanted to counter often only played 1 thing on 5 anyway. Wave for Death Wave decks, Sera for Sera decks, passes for Infinaut She-Hulk decks.
The one deck that may have suffered is Ronan stuff, but that was a sub-50% deck anyway, so not really a meaningful impact.
But we don't really need to worry about what I think, the data is bearing it out. This deck is looking notably stronger now.
@@RegisKillbin Man spit some facts and logic. Also I would really want a 6/75 Red Skull lmao
Haha, I wasn't trying to spit, just discuss. I hope I didn't come off as mean.
@@RegisKillbin fair enough. Less decks casg multiple spells before 6 since zabu's rework
Aero should be able to move only one card and reduce her power to 5 or 6.
Exactly what I thought, just the first card
@@LTDextel or at random
But IS he good? IS HE?! *checks youtube feed since buff* *gets buried under a pile of Sandman videos* Yep! Must be good.
The answer is he is mediocre.
Regis I think you talked yourself out of a win at the 22 minute mark... cause you are winning left and right and they can only play one card... doesn't Aero mid just win? Entertaining video all the same.
Isn't that just a loss if they play anything bigger than 9 power? They move Vision over to tie The Nexus. Then I get a 14 power Aero to lead mid by 14 and lose left by 5 (Sunspot gets +2). So if they play 10 power (that Aero pulls to mid), they win the tiebreaker (they're only down by 4 mid but ahead by 5 left). So Magneto, Dino, etc. win it for them.
Feel like maybe you forgot Vision can move?
pay to win this game or free?
Sup Regis
this season for me has been garbage , in pool 3 and i just can't win ANY cubes just turn 6 lose out on no where every god dang game its getting to the point not fun to play