There are decks that have multiple late-game win conditions and those decks thrive under Limbo as it is now possible to play more than one powerful six-cost card as they can play one on turn six as usual but then drop the other on turn seven. But when there is a seventh turn in the game, those decks don’t really have extra gas in the tank to make the seventh turn worthwhile while they open the door for the opponent to catch up and potentially steal a game. ![]() Most strategies in the Marvel snap play into one very powerful turn-six combo and will aim to use all the cards in their deck to accomplish that task. In a game that only has six turns in which decks are specifically crafted with that turn limit in mind, making a game an extra turn throws a ton of strategies into chaos. ![]() Limbo has a simple effect but it’s very powerful as it increases the length of the game to seven turns.
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