The most current over-the-air update for Marvel Snap was released on August 14, 2025, and it brought a big balance pass in comparison to the past few months. There will be less emphasis on "End of Turn" strategies and more on the move-package archetype and other underused cards, as stated by the devs. The modifications, which are supported by gameplay data and are meant to preserve a more positive competitive climate, include impactful buffs, targeted nerfs, and even a total overhaul.
Key Nerfs in the August Patch
Several high-performing cards that shaped recent metas received notable reductions in power or efficiency. There was a change from 2 costs and 2/2 to 3 costs and 3/4 for Mister Fantastic First Steps. The higher cost restricts how fast and flexibly the card can affect a match, but it still has the power to provide a card in your hand with either -1 Cost or +2 Power at the end of the turn.
Surge, which is also a popular card in decks that change costs, went from a 2-cost 2/2 to a 2-cost 2/1. This may seem small on paper, but the loss of one point of power directly reduces its board presence and slows down some of the combo chains it previously enabled.
Changes were also made to Havok. It used to be able to give big power boosts with its End of Turn ability, but now its stats are lower and it gains less power. These changes make the card less explosive when copied or chained, especially in decks that are meant to make its effect bigger. These nerfs are like adjusting the odds in an online casino: they all have the same goal of bringing high-efficiency, rate-scaling cards back into line so that no one package wins all the time.
Buffs and Reworks That Stand Out
While some cards were pulled back, others were given room to shine. Many of the cards, including Topaz, White Tiger, Terrax the Tamer, and Doctor Strange, were raised to new levels. The patch notes didn't mention how much better all four are at their tasks, but they are. These bonuses are aimed at providing players more options when they create their decks and getting them to try out less popular sorts of cards.
The biggest spotlight, however, falls on Ghost, which underwent a full rework. Previously functioning as a 3/5 Ongoing card that affected On Reveal timing, Ghost is now a 3/4 On Reveal card that removes abilities from all End of Turn cards at the same location. This redesign gives players a direct, targeted tool for disrupting End of Turn synergies, especially against decks leveraging Invisible Woman First Steps and similar setups. The change not only shifts Ghost’s role in the meta but also adds a counterbalance to one of the update’s main focus points.
These enhancements and reworks suggest a clear intent to promote variety and introduce fresh counters without removing archetypes entirely from competitive play.
Smaller Adjustments Worth Noting
Two movement-themed cards, Vulture and Human Torch, were also updated in this patch. The notes label them simply as “changed,” without giving specific details on the exact modifications. This likely means small stat or effect refinements rather than full redesigns. For a long time, these cards have been essential pieces of move decks, so even little modifications can influence how often they are utilized.
These modifications aren't as dramatic as the large nerfs or the revamp of Ghost, but they do help the decks be more fair. Changes like this that happen over time help developers maintain archetypes that are competitive without letting them become too powerful.
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