Games are good at moments of reflection - a very specific kind of reflection anyway.

You might call it the “Well, That Didn’t Work” Moment.

In games we get do-overs, so when an approach isn’t working, you get to rethink it.

The digital card game Marvel Snap. A Rocket Raccoon card dominates the screen here. It’s bright and colourful.

Rather than in real life, say, where I just try the same failed approach again but grumpier.

There’s a reward for being bad at the game.

The funny thing is, I’ve always found deck building really overwhelming.

Cover image for YouTube video

InHearthstone, for example, I never made a deck from scratch.

With just eight cards, it’s something I can get my head around.

More than that, I can go from tweaking to testing very quickly.

And that way leads to combos.

Example: my new favourite card is Hobgoblin, because Hobgoblin is literally the worst.

You’re basically flinging -7 into your enemy’s house.

And this has made me think.

You don’t often damage your enemies directly in Marvel Snap.

And it’s why packing a card like Hobgoblin makes me feel even more of a jerk.

But every jerk gets their comeuppance.

I played Hobgoblin last night and accidentally deployed them on Kamar-Taj where On Reveal effects happen twice.

Arguably where Hobgoblin belongs.

And that, of course, left me with a lot to reflect upon.