November 14th – Balance Updates

A company holiday overlaps what would be the next OTA for November, so this week’s update will be something special. Rather than shoehorn in a make-up update, we’re planning to take a “balance break” and make this week a supersized OTA. Our goal is to knock a few of the top decks back down to Earth and provide some interesting tweaks to keep you all occupied in the coming weeks. Along with one big change to a particular snap-happy villain…

 

  • Agent Venom
    • [Old]2/4 – On Reveal: Set the Power of all cards in your deck to 4.
    • [New]2/5 – On Reveal: Set the Power of all cards in your deck to 3.

Agent Venom’s gameplay goal was to fuel a variety of interesting decks, ideally by aiding a few cards that were struggling to find their place. In practice, that didn’t quite work out–4 Power was high enough to be a gain (or at least not a loss) to many existing strong cards, and we saw a number of Agent Venom variations of previously strong strategies emerge. This would mostly be fine, except that as the season ended these decks were growing their metagame share and becoming more dominant, while the decks we’d hoped to spawn are largely not competing.

To correct in the direction of those goals, we’re tightening the reward to narrow how many cards it can positively impact. Since we expect this to be meaningfully more restrictive to build around, we’re compensating Agent Venom’s base Power a bit.

 

  • Surtur
    • [Old]3/5 – After you play a card with 10 or more Power, this gains +3 Power.
    • [Change]3/5 -> 3/4

For the bulk of Surtur’s internal development, the “Skaar deck” revolving around cards with 10 or more Power wasn’t a strong performer. We wanted Surtur to be enough of a boost to push it into the competitive limelight, and tuned accordingly. However, in the weeks after we finalized the card but before release, we saw the deck grow into its own quickly.

This sort of thing happens sometimes, and more often than you might realize. It’s a core challenge of coordinating fast-moving internal playtest environments alongside OTA balance updates to forecast dual outcomes. However, in this case it led to Surtur’s play rate exploding outside our tolerance for healthy metagame diversity almost immediately. We’re making a couple of tweaks to reconcile that and ensure that the Season Pass is fueling a fun deck that’s competitive without drowning out other enjoyable strategies.

 

  • Skaar
    • [Old]6/11 – Costs 2 less for each of your cards that has 10 or more Power.
    • [Change]6/11 -> 6/10

Interestingly, Skaar has been a bit scary internally from time to time, but rarely made big waves in the live metagame. However, before Surtur’s debut Skaar was far and away the best card in that deck, and it’s still a fairly tight race between the two of them now. Trimming down a little Power here will similarly weaken some of the strongest draws.

 

  • Silver Sable
    • [Old]1/1 – On Reveal: Steal 2 Power from the top card of your opponent’s deck.
    • [Change]1/1 -> 1/0

Over the last couple months, Silver Sable became one of the more dominant 1-Cost cards in the game. Our target was a good card, but we weren’t aiming to supplant as many other 1-Cost cards as Sable seems to have. The most popular and successful Silver Sable deck has been Bounce, so we’ve decided to go in this direction rather than with a 1/2 that steals 1 Power.

 

  • Shadow King
    • [Old]2/3 – On Reveal: Reset all cards here to their original Power.
    • [Change]2/3 -> 2/2

We made this change to Shadow King with the last OTA to ensure that any deck could justify including this tech card, given the strength of Agent Venom and with Surtur incoming. That went fine–in fact, Shadow King’s actual win rate took a meaningful dip as the play rate grew. However, given the changes we’re making above, we’re hopeful it’s not necessary to maintain Shadow King at an above-average rate. Doing so could have a negative impact on some other strategies, thus we’re reverting that change today.

 

  • Black Widow
    • [Old]3/3 – On Reveal: Add a Widow’s Bite to your opponent’s hand.
    • [New]3/4 – Activate: Add a Widow’s Bite to your opponent’s hand.

We actually considered this change for Black Widow when we introduced Activate, as one of the issues we saw with Black Widow when the card was 2-Cost was how strong it was to return to hand and replay. While Activate solved this Bounce issue, it turned out that 2-Cost Black Widow was still stronger than we wanted to cost the effect and the 3-Cost version didn’t have a lot of upside at the time. Since then, we’ve seen a deck coupling Grand Master and Misery with Black Widow to make a lot of Bites become fairly prominent. We don’t want that deck to be an ongoing “fun risk,” so the Activate change now lets us make a slightly improved Black Widow on rate.

 

  • Destroyer
    • [Old]6/14 – On Reveal: Destroy your cards at other locations.
    • [Change]6/14 -> 6/16

We misjudged the impact of changing this On Reveal effect previously, as it added less strength than expected in the lower-Series metagame. We’re aware that this change also made Destroyer a bit weaker with Nimrod, but we’re seeking to balance the uses of Destroyer in multiple decks and metagames, and higher-end competitive play has a number of options on that front. We’re going to stick with the changed effect for now, and experiment with pumping in a little more Power to ensure Destroyer rivals some of the other big 6-Costs.

 

  • Valentina
    • [Old]2/3 – On Reveal: Add a random 6-Cost card to your hand. Give it -2 Cost and -3 Power.
    • [New]2/3 – On Reveal: Add a random 6-Cost card to your hand. Give it -2 Cost and -2 Power.

Speaking of 6-Costs, we’re enhancing the one generated by Valentina slightly here by reducing how much Power gets taken from the generated card. Valentina’s a risky card to play with, but pretty fun for players who enjoy adapting to their circumstances. We like to position those cards as strong enough to be viable.

 

  • Winter Soldier (Bucky Barnes)
    • [Change]2/6 -> 2/7

Bucky Barnes is a fun card in the early Series metagame, and has some particularly nice variants to boot. It has struggled to find a home lately in the most competitive Destroy strategies, so we’re adding a bit of extra Power to the darker half of the duo to reward successfully destroying Bucky.

Admittedly, that new Thunderbolts* trailer has us hype.

 

  • Jessica Jones
    • [Old]4/5 – On Reveal: If you don’t play a card at this location next turn, +4 Power.
    • [New]4/5 – On Reveal: If you don’t play a card at this location next turn, +5 Power.

Similarly, Jessica Jones is a straightforward and fun early Series card we don’t mind making a bit tougher. It might seem strange to buff another 4-Cost card into the 10-Power range given Surtur, but Jessica won’t trigger that card’s Power bonus and shouldn’t add any more strength to Skaar beyond being a viable alternative to existing cards.

To head it off at the pass, the answer is no–Shang-Chi doesn’t make having 9 Power better than having 10 Power. It’s true that the win rate difference between 9 and 10 may be smaller than 10 and 11, but it’s still an improvement to get the extra Power in every case we’ve measured.

 

  • Heimdall
    • [Old]6/9 – On Reveal: Move your other cards one location to the left.
    • [Change]6/9 -> 6/10

Speaking of going to 10 Power, here’s Heimdall! Heimdall’s an exciting card and a pillar of “big mover” strategies, which makes it an ideal candidate to reward with a little more strength.

 

  • Crystal
    • [Old]3/3 – On Reveal: Each player draws a card.
    • [Change]3/3 -> 3/4

Crystal has been a low-performing card for quite a while. However, we do like having some of these simple cards with “puzzler” effects available for players at weak rates, so we’re not keen to rework the card (again). We always want to tread carefully with drawing cards, because it can remove too much variance from the game to have it readily available, but a single Power on Crystal doesn’t seem like much of a risk.

 

  • Agatha Harkness (text only)
    • [Old]6/14 – Agatha starts in your hand. She plays your cards for you on even turns.
    • [New]6/14 – At the start of the game, draw Agatha. She controls your cards on even turns.

This isn’t a functional change to Agatha–we’re just updating the card text for clarity, so that players can more easily realize Agatha doesn’t work like Quicksilver and that Agatha may move or activate your cards.

Admittedly, we weren’t sure about keeping the “evens only” effect for Agatha following the conclusion of Agatha All Along–as we said at the time, the change was primarily to celebrate the show. But it has made the card more fun and a more useful card for players, so we’ve decided to let it ride for now.

 

  • Thanos
    • [Old]6/10 – Starts in your opening hand and shuffles the six Infinity Stones into your deck.
    • [New]6/10 – At the start of the game, draw Thanos and shuffle the six Infinity Stones into your deck.

This, however, is a functional change! Thanos will now no longer “take up space” in the player’s opening hand and instead becomes an extra card, like Agatha. We considered removing a draw from one of the Stones to soften the strength of this change a little, but our testing didn’t make it clear we needed to do that, so we’re going to let live play be the judge. Similarly, we have some buffs for a couple Stones we’re trying out in playtesting, but we didn’t want to change too much about Thanos given we’re skipping our next OTA. The real world is going to find a better Thanos deck than we will internally, so we’ll see what it looks like first and then add more once we have a clearer sense of what’s needed.

 

 

That’s all for this week the month of November. Until next time, happy snapping!

Patch Notes – November 12th, 2024

PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!

PATCH HIGHLIGHTS

Are you hungry? Well, you better be because Deadpool’s Diner Returns November 21! It’s time to dust off your bubs, because Deadpool’s Diner is back with more high “steaks” action! Make your way all the way up to the (biggest plate) and you’ll unlock the newest Card, King Eitri, and an exclusive Jane Foster – Andrea Guardino Variant!

 

GENERAL UPDATES

Album Quick Preview

  • Wishing you could see which Album(s) a new Variant in your shop is for? Well, now you can!
  • Preview Albums from the Daily Offer Shop, Medal Shop, Token Shop, and the Collector’s Vault!
  • Simply touch or click the album icon to preview the Album and see how much progress you’ve made and which rewards you can unlock.

 

ART, VISUAL EFFECTS, & AUDIO

  • Maximus now has VFX and audio.

 

CARD AND LOCATION TEXT UPDATES

The final stage of our development process includes reviewing and improving card and location text before we lock the season. Usually, we do that a full month ahead of time, meaning that even an older version of the game won’t have outdated text for upcoming cards. However, for the Nine Realms season that handoff wasn’t implemented to our most recent patch–only this new one. For that reason, you may see a few instances of text changes, namely on the following cards and locations.

To be clear: These updates are text only. No element of the function is changing. 

  • Surtur
    • [Old]3/5 – After you play a card with 10+ Power, this gains +3 Power.
    • [New]3/5 – After you play a card with 10 or more Power, this gains +3 Power.

 

  • Malekith
    • [Old]4/6 – On Reveal: Add a 1, 2, or 3-Cost card from your deck here. It reveals at the end of the game.
    • [New]4/6 – On Reveal: Add a 1, 2, or 3-Cost card from your deck here, but don’t reveal it until the game ends.

 

  • Valhalla
    • [Old]After turn 4, repeat the On Reveal abilities of cards here.
    • [New]After turn 4, cards here repeat their On Reveal abilities.

 

Bug Fixes

Card and Location Art Fixes in 34.x

  • Addressed some layering issues in-game with the Activate text overlapping awkwardly with other card assets
  • Silver Sable should no longer occasionally disappear when playing her VFX
  • Addressed issues with the volume for MODOK and Aero VO being inconsistent between languages
  • Fixed an issue with how the transparency effect of various merge VFX (ex: Blob) would display
  • Fixed an issue with Zabu’s VFX not playing correctly

Other Fixes in 34.x

  • Diner – Bub wager text should no longer be occasionally obscured by player names and avatar UI
  • Resolved an issue where some SFX weren’t properly tied to the correct audio sliders in Settings
  • Cleaned up some UI issues related to the locked Custom Card slot for unowned and unseen cards in your collection
  • Fixed a visual issue with the avatar for Silk’s Wooh Na-Young variant
  • Attempting to purchase variants from the Daily Offer Shop while disconnected from the internet should no longer result in those Variants incorrectly appearing as purchased when you’ve reconnected
  • The blur effect in the background of some UI elements should no longer inadvertently disappear

Alliance Fixes in 34.x

  • Fixed an issue that was preventing player names from displaying correctly in some languages on the Point Contributors board
  • The three-dot button in the top-right corner of a member’s profile display from within the Alliance UI should now function
  • Continued broad improvements to the filters and search functions of Alliances

PC Fixes in 34.x

  • [PC] Hoverstate glow effect should no longer extend beyond the buttons or tabs being hovered over

Existing Known Issues Fixed

  • Free Seasonal Series 3 card should no longer temporarily show as claimed if the same card is earned through other means before the next refresh
  • During the custom card tutorial players can click on a deck in the background through other UI elements and this can cause a soft lock

New season:War of the Nine Realms

Get ready to feel the inferno, because our next “band” of sword and fire loving characters came all the way from Muspelheim and the Nine Realms to melt your face off! And we heard your call for an encore, so let’s crank the speakers up to 11 and dig in to another helping of Deadpool’s Diner!

 

 

SEASON PASS

Our newest character is a fire giant created by the legendary Cosmic Beings and destined to clash with your favorite Asgardians. Will this new Ability bring about Ragnarok? Who knows, but you can definitely use it to crush your opponents!

NEW CHARACTER: SURTUR

After you play a card with 10 or more Power, this gains +3 Power.

SEASON REWARDS

 

 

NEW CHARACTERS!

Surtur may be the leading member of the group, but he’s going to need some help if he’s to conquer all of the fans in the Nine Realms. Let’s welcome the rest of the “band” to the stage!

 

SERIES 5

On Reveal: Add a copy of the last card you played to your hand. (if able)

SERIES 5

On Reveal: Add a 1, 2, or 3-Cost card from your deck here, but don’t reveal it until the game ends.

SERIES 5

Activate: Resurrect your opponent’s highest-Power discarded or destroyed card on your side of this location.

SERIES 5

Ongoing: +2 Power for EACH On Reveal card in play.

Our next Hammer wielding character is available exclusively through Deadpool’s Diner! From November 21st – December 3rd, King Eitri can be earned by winning a major pile of Bubs. Miss out and you’ll have to find King Eitri in the Token Shop as a Series 4 release starting December 5th.

Want more info on Deadpool’s Diner? Keep reading below!

SERIES 4

Activate: Draw a card from your deck that didn’t start there.

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Agent Venom, releasing as a Series 5 card on November 5th.

  • Nov 5th: Agent Venom – Series 5 Release
  • Nov 5th: Frigga – Series 5 Release
  • Nov 12th: Malekith – Series 5 Release
  • Nov 19th: Fenris Wolf – Series 5 Release
  • Nov 26th: Gorr the God Butcher – Series 5 Release
  • Dec 5th: Eitri – Series 4 Release

New Series 4 and Series 5 cards appear in the Spotlight Cache and the Token Shop. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, or more.

 

 

SPOTLIGHT CACHES!

Nov 5th:

  • Frigga
  • Red Guardian
  • Copycat

Nov 12th:

  • Malekith
  • Valentina
  • Thena

Nov 19th:

  • Fenris Wolf
  • Werewolf By Night
  • Annihilus

Nov 26th:

  • Gorr the God Butcher
  • Havok
  • Legion

 

 

BRAND NEW LOCATIONS

  • Valhalla: After turn 4, cards here repeat their On Reveal abilities.

  • Yggdrasil: After each turn, give ALL cards at another location +1 Power.

 

 

DEADPOOL’S DINER IS BACK IN BUSINESS!

November 21st – December 3rd!

It’s time to dust off your bubs, because Deadpool’s Diner is back with more high “steaks” action!

If you’re new to Diner don’t worry, there’s always an open seat at the table and everyone will get  the same amount of Bubs to start playing immediately. Here at Deadpool’s Diner, each table requires a set amount of Bubs to bet before you play. Win at each table, and you’ll keep moving up to bigger plates with more risk and bigger rewards. Make your way all the way up to the (biggest plate) and you’ll unlock the newest Card, King Eitri, and an exclusive Jane Foster – Andrea Guardino Variant!

The games inside Deadpool’s Diner will be outside of the typical ladder games, so there’s no risk to your ranking, just to your stack of Bubs, and maybe the risk of your pie exploding… maybe don’t eat the pie.

This mode is all about taking big risks, so play it cool and go get your FREE REWARDS!

 

 

BRAND NEW ALBUMS

Get all new Avatars, Variants, and Emotes by completing four new albums!

Grab all of your favorite Thor Variants to fill this thunderous Album and secure a Ragnarok’ing Reaction Set! Album releases on November 5th.

  • Collect 2: Alex Ross Thor Avatar
  • Collect 5: 1x Metallic Gold Border
  • Collect 7: Alex Ross Thor Variant
  • Collect 9: Thor Ragnarok Reaction Set

Get ready to make a statement, the trippy new Vincenzo Riccardi Album is dropping November 12th.

  • Collect 3: Vincenzo Riccardi Silver Surfer Avatar
  • Collect 6: 2000 Collector’s Tokens
  • Collect 9: Silver Surfer Emote
  • Collect 12: Vincenzo Riccardi Silver Surfer Variant

Even Heroes get hungry! Keep them well fed with these amazing new food variants from Wild Blue launching on November 26th.

  • Collect 3: Wild Blue Death Avatar
  • Collect 6: 2000 Credits
  • Collect 9: Wild Blue Death Variant
  • Collect 12: Doom Emote

 

 

SHOP TAKEOVERS

This season we’re bringing two takeovers with ALL NEW variants! 24 amazing new pieces of art to fill up your new albums.

What better way to capture Vincenzo Riccardi’s epic art style than filling the shop with all of their art at once? Don’t get all tripped up racing to get these, you’ll have two days from Nov 12-13th to find the right Variants for you.

What better time to fill your plate than the end of November? Show your friends and family the foods you’re thankful for with a Wild Blue Food Variant takeover from November 26-27th.

 

 

TWITCH DROPS

There’s a lot of great content coming this month with all new cards and Deadpool’s Diner making a return, so make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Mystery Variant! Drops will be available from November 19-25th. Don’t miss out!

  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn:250 Credits
  • Watch 6 hours to earn:Mystery Variant

 


This season is going to be bigger than Ragnarok, so tune in and get ready for some magic. Make sure you check out our Discord and socials, and keep giving us great feedback! We want to see who can rack up the most Bubs!

October 24th – Balance Updates

As we come to the final week of We Are Venom season and turn our attention from High Voltage back to 6-turn games, we’re looking to dial back a few pieces of the metagame that can remove the opponent’s ability to play their cards and open up more room to experiment with a crop of new decks.

 

  • Storm
    • [Old]3/2 – On Reveal: Flood this location. Next turn is the last turn cards can be played here.
    • [Change]3/2 -> 4/5

Decks using Storm with War Machine and Legion to cut off all opposing plays on the final turn have remained strong, and while this sort of lockout combo can be novel it can get frustrating to play against repeatedly. We’re happy with lots of other stuff that War Machine is enabling, so just want to make this particular combo come up less frequently and require more setup. This change aims to do that while giving Storm some more Power to contest her own location.

 

  • Misery
    • [Old]4/7 – On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.
    • [Change]4/7 -> 4/8

While Misery has enabled a lot of cool stuff, she’s fallen a little short of our hopes, in large part because she often removes so much Power from her location. With a little boost to her own Power, the other player should be forced to spend some effort to win Misery’s location, giving the Misery player more room to capitalize on the other advantages she’s generating.

 

  • Electro
    • [Old]3/2 – On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.
    • [Change]3/2 -> 3/3

Players have been trying out Electro in combination with War Machine and Misery, but overall the card’s had trouble standing up to other Energy generating options. While an Electro deck’s plan is often to weasel its way out of his restriction, that doesn’t always pan out and we’d like playing one card a turn to be a more feasible option.

 

  • Rockslide
    • [Old]3/3 – On Reveal: Shuffle 2 Rocks into your opponent’s deck.
    • [Change]3/3 -> 4/5

Darkhawk decks have consistently been among the highest win-rate decks for a long time, even when their play rates don’t catch up. However, drawing rocks can be a frustrating thing to play against, and that’s been happening a lot more recently with new versions of this deck built around Misery or Agent Venom. This change aims to make players actually draw the Rocks less frequently (with fewer turns to draw them), and to make the Darkhawk package require a little more building around rather than slotting seamlessly into tons of shells.

 

  • Shadow King
    • [Old]2/2 – On Reveal: Reset all cards here to their original Power.
    • [Change]2/2 -> 2/3

Speaking of Agent Venom, the card has spawned a lot of strong decks! While none of them look so powerful that they require a nerf at the moment, we’ve been concerned by the low degree of counterplay to this suite of strategies. Whenever possible, we want players to have some way to improve their matchups if they’re losing to the same strategy a lot. Since Shadow King is the most direct way to negate Agent Venom’s boost, we want to make him easier to include in a wide range of decks.

 

  • Klaw
    • [Old]5/4 – Ongoing: The location to the right has +8 Power.
    • [New]5/4 – Ongoing: The location to the right has +7 Power.

While Klaw hasn’t been dominating the top of the metagame, he has consistently been very strong since this buff, and is having an outsized impact at lower collection levels. As a Series 1 card, this has an outsized impact on newer players, so in the interest of diversifying their metagame, we’re taking Klaw down a notch since we still expect him to remain a reasonable option with wider collections.

 

  • Daredevil
    • [Old]2/2 – On turn 5, you get to see your opponent’s plays before you make your own.
    • [Change]2/2 -> 2/3

Daredevil is a beloved character and offers a unique way to play SNAP. We’ve been wary of making this card too strong, especially in lower collection score play, because it can slow games down a lot. But we think Daredevil has room to improve for his fans without being played so often that it makes a big difference to overall game length.

 

  • Miek
    • [Old]1/0 – When you discard a card, this gains +1 Power and can move next turn.
    • [Change]1/0 -> 1/1

We’ve been excited to see traditional discard strategies make a resurgence with Scorn’s release! They’ve generally been performing well and using a wide variety of the usual suspects, but Miek’s performance has been lagging. We’ve considered buffing this card for a while, but didn’t want to overshoot on the new discard packages. We feel confident now that Miek has room to get a little stronger and serve as another option in building these decks.

 

  • Typhoid Mary
    • [Old]4/10 – Ongoing: Your other cards have -1 Power.
    • [New]4/10 – Ongoing: Your other cards here have -1 Power.

Typhoid Mary has stayed the same for a long while now, but as Sauron decks have fallen out of favor, she hasn’t had many applications. She can look appealing for Skaar lists, but hasn’t really been an option because she brings your other high-Power cards below Skaar’s threshold. We’re making a change to help these cards combine the way many players want them to, and to make Typhoid Mary a more feasible option in decks that play more cards to the board too.

 

 

That’s all for this week. Until next time, happy snapping!

Patch Notes – October 15th, 2024

PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!

PATCH HIGHLIGHTS

Starting tomorrow, check out High Voltage: a new limited-time game mode that’s a new way to play SNAP with faster games full of splashy plays! The games are just three turns, but with each one you’ll draw two cards and randomly get 2-5 Max Energy. It’ll only be here until October 24th, so jump in on this electrifying experience to pull off awesome combos and get awesome rewards, including a brand new card: Agony! Check out the High Voltage blog post for more information.

 

GENERAL UPDATES

Boosted Infinity Split Rates (Limited Time):

  • As you may have seen in other announcements, the chances to get Ink, Gold, and Krackle are currently boosted up to 35% on eligible splits.
  • This change will be active until our mid-December patch!
  • Check out the full Infinity Split rate table here: LINK

The Collector’s Vault:

  • Starting on October 24th, we’re introducing a new shop feature that will give you the chance to acquire rare or exclusive bundle Variants that you may have previously missed.
  • Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically.
  • Variants must have been bundle exclusives and released at least one year before the Vault’s opening.

Spotlight banners are now added to Spotlight Variants on sale in the Daily Offer Shop!

 

ART, VISUAL EFFECTS, & AUDIO

  • Great Web now has VFX and SFX
  • O.D.O.K and Aero received VO lines.

 

Bug Fixes

Issues Resolved in 33.x AND 32.x via Server Update

  • Fixed duplicated character split+finish combos
  • Shop and Mission refreshes are no longer delayed when viewed by players
  • Ghost-Spider functions correctly now after being returned to hand and then played again

Card and Location Logic Fixes in 33.x

  • Resolved an exception that was occurring when Silver Sable was played that could impact performance or cause a momentary hitch

Card and Location Art Fixes in 33.x

  • Cards generated by Arishem should now properly inherit Arishem’s finishes and flares
  • Resolved an exception related to card effects that was responsible for frequent Aw Snaps and crashes when viewing cards in the detail view
  • Fixed an issue with one of X-23’s recent variants inadvertently showing a black and white background in the rarity preview
  • Fixed an issue with one of Madame Web’s variants inadvertently showing a black and white background when upgraded to certain rarities
  • Cleaned up an edge case that would see Brooklyn Bridge’s VFX still play even if the location had been changed to something else
  • Brooklyn Bridge’s VFX should no longer display after the location has been destroyed by an effect such as Galactus
  • Attuma’s VFX should no longer play for the opposing player when they stage a card at the same location
  • The VFX for White Palace should now play at the appropriate timings
  • Kate Bishop’s Grapple Arrow should no longer play incorrect SFX when hovering other cards over the same location
  • Card Flare effects should no longer persist on-screen across various UI
  • Effects and animations that show cards pulled from your opponent’s deck should now show the correct card back
  • Fixed a visual issue that could occur when Hulkbuster merges with a card but is then moved by an effect like Juggernaut

Other Fixes in 33.x

  • Resolved an issue that was preventing the latest season loading splash from displaying properly
  • Fixed an issue that would cause the shop UI to break for players who purchased all available bundles
  • Fixed an issue that would prevent Vibranium Offers to load for players who purchased all other available bundles

Alliance Fixes in 33.x

  • Reduced the memory impact of scrolling through highly active Alliance chats which previously could cause crashes
  • Icons showing the previous week’s top-3 players in an Alliance should now display correctly
  • Recentered the assets for the Ironman theme
  • Fixed an issue that was preventing Alliance search from handling special characters correctly
  • UI elements should no longer overlap incorrectly when scrolling to the bottom of an Alliance search

PC Fixes in 33.x

  • [PC] Clicking Report a Bug from settings should no longer open two instances of the report window

Existing Known Issues Fixed

  • Zabu’s VFX should no longer continue to display after being played on Isle of Silence
  • [PC] The “Swap this Variant into All Decks” UI modal should always close appropriately now
  • Fixed an issue where tapping on the Effects tab of the Custom Card UI would cause many of the UI elements to briefly flicker

MARVEL SNAP: Development Roadmap – Oct 2024

HEYYY! We’re back again to share what’s in store for the future of MARVEL SNAP. The development team has been busy working on new features, game modes, and awesome new rewards to improve the game.

As you might have noticed, we’ve reimagined the Development Roadmap to focus on Coming Soon and In Development to more accurately showcase what MARVEL SNAP players want to know. Originally, we included In Concept because we wanted a way to gather player feedback on ideas we’re thinking about–but, we have better ways to do this now via Discord & In-Game Surveys. If you see our in-game surveys and wonder if your voice matters, it does! Importantly, we also think this change will more accurately deliver on our players’ expectations of the roadmap. For this blog, we’ll still share some insights into what’s In Concept – so stay tuned & keep reading!

Whether you’re excited about new ways to play MARVEL SNAP, mastering your favorite characters, or celebrate our two-year journey, there’s something here for everyone. Let’s dive in!

 

Coming Soon

Items listed here are in the final phase of development, and these features are almost ready to release to players! We’re cleaning up, polishing art, and squashing bugs. Our Quality Assurance teams scrape over all the little details to ensure we have as smooth an experience for players as possible. Once features are “Coming Soon,” we can start to plan release dates, timelines and share some insight with players.

The team is hard at work putting the finishing touches on a few much-anticipated features:

  • High Voltage
  • Collector’s Vault
  • Second Anniversary Celebration
  • Deadpool’s Diner 2.0

 

High Voltage

Last roadmap, we talked a bit about how the team has set a goal this year to ensure that MARVEL SNAP is filled with exciting new content and special events every time you log into the game. We’re continuing our commitment to this goal with High Voltage, our newest Limited Time Mode coming to MARVEL SNAP on October 16th.

High Voltage is FAST! Likewedontevenhavetimeforspacesfast! In this mode there’s no snapping, only three electrifying turns, and MORE energy for combos never possible before in MARVEL SNAP. In High Voltage, you’ll start with 2 cards and draw 2 more each round. Each turn, both players get the same amount of randomized energy, encouraging quick thinking and massive plays. To keep the pace intense, some characters and locations are restricted (so, no Magik to drag things out!).

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31th.

 

Collector’s Vault

We’ve had some incredible art pieces released during the last two years of MARVEL SNAP! We’re excited to introduce a new shop feature that will give you the chance to acquire Variants that you may have previously missed. To be eligible for the Vault, Variants must have been bundle exclusives and released at least one year before the Vault’s opening. The Collector’s Vault is a middle ground where the Variants remain exclusive for an entire year, but also give new or returning players the ability to get them eventually. Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically. Don’t miss it!!

 

Second Anniversary Celebration!

Second Dinner takes Second Anniversaries seriously. We love this adventure we’ve been on with our incredible community… October 18th marks TWO YEARS since MARVEL SNAP launched globally, and we’re ready to celebrate with you. Join us for a virtual party with Login Rewards, a Free Community Voted Variant, Twitch Drops, and a Special Bundle. Plus, you’ll be able to play the brand-new High Voltage mode while celebrating.

 

Deadpool’s Diner 2.0

Hope you saved room for dessert… Deadpool’s Diner is coming back, better than ever! New meals, updated rewards, and more. It’s going to be a Happy Bubs-giving this November!

 

In Development

Game features in this section are currently being developed, iterated, and improved upon. Our production team has already dedicated team resources, generated tasks/timelines, and currently ensuring we’re moving forward. Features and systems in this bucket can still change – we might find our initial idea wasn’t fun OR we might discover we can achieve our goals in an unexpected way!

Here’s some features that are currently in development:

  • Character Mastery
  • Super Premium Season Pass
  • Album Preview & Wishlist
  • New Limited-Time Mode

 

Character Mastery

It’s back!  After quick break from the roadmap and some incredible community feedback… Character Mastery is back on the menu! We’re even aiming for Character Mastery to go live before the end of this year! If not…very soon thereafter.

Do you love Iron Man? Or maybe have a soft-spot for She-Hulk? The Character Mastery system rewards you for growing your unique collection and favorite characters! Anything you’ve previously done… counts! If you have a favorite card you’ve invested into, you’ve already progressed that character’s Mastery track and have rewards waiting!

Or maybe you’re the Electro Extraordinaire? All of your Electro variants and splits count for XP towards progressing Electro’s Character Mastery Track. As you unlock CM levels, you will earn brand new Finishes, Flares, and Reaction Sets for that character. OH YEA, did we mention… We’re releasing 25+ BRAND NEW Flares and Finishes with Character Mastery!

We prioritized Character Mastery based on YOUR feedback and we love the idea of being able to customize your collection even further. We hope to expand the Character Mastery system in the future, please let us know what you’d like to see.

 

Super Premium Season Pass

We’ve heard you! We’re completely reimagining what our Season Pass Super Premium looks like…and replacing it with the ALL-NEW SUPER PREMIUM SEASON PASS! More variants, more rewards, and even a few surprises down the pipeline that will make the biggest deckbuilders smile!

 

Album Preview & Wishlist

We’re gonna let the image do the talking here…

 

New Limited-Time Mode

When we said we’re committed to new MARVEL SNAP Limited Time Modes… WE MEAN IT. We’re aiming to bring another brand new Limited Time Mode to MARVEL SNAP early next year.  The team has been hosting team-wide playtests and we’re making great progress. Can’t wait to share more!

 

In Concept

We have BIG dreams about what we’d like to bring to the future of MARVEL SNAP! The first step towards these dreams is turning ideas into concepts through discussion, documentation, and planning. Features currently in the “In Concept” phase have been initially scoped out and given shape but have not yet had any engineering or development work done in the game itself.

This is where we’d love your feedback the most! Concepts listed in this section may be elevated in priority, rescoped, or scrapped entirely… or we might hear something completely new from the community.

 

Draft Mode

As we talked about in the last roadmap, we’re exploring what Draft Mode might look like in MARVEL SNAP. We know there is a passionate audience excited for Draft Mode and curious about our timeline for developing it. So, here’s an inside scoop. We believe SNAP Draft should rely on a trio of pillars:

  • Clear and exciting deckbuilding goals
  • Fun gameplay that feels unique from constructed
  • Highly replayable

SNAP Draft is a tougher nut to crack than it may seem. In its conception, SNAP wasn’t originally designed with drafting in mind. For example, if drafting a Discard deck feels like playing a weaker version of the ‘normal’ Discard deck, that’s not going to be a special experience for our players. To be clear, we’re excited about SNAP Draft. We’re evaluating a wide range of potential solutions–but it will take time to find the best path for translating the core joys of SNAP into a draftable experience worthy of your time, so we appreciate your patience and can’t wait to share more with you when we’re farther along.

 

New Cosmetic Types

We have a few ideas.

Let us know what you think, and please continue to share your ideas for the future of MARVEL SNAP!

New Limited Time Mode: High Voltage!

The fastest card battler in the multiverse just got faster! Welcome to High Voltage, a brand new way to play Snap! With more cards, more energy, and faster matches you’ll be making plays you’ve never seen before. Let’s take a look!

 

What is High Voltage?

High Voltage takes the core rules of Snap and condenses them into three action-packed turns. Each turn gives you more Max Energy, more cards, and huge combos that you previously only dreamt about.

There are no cubes or points to lose in High Voltage, so you should always feel encouraged to try and win! There’s no downside to trying out new decks or fun new strategies, so you can build a deck, jump in, and play immediately. Win matches and complete missions to earn Volts, then redeem those Volts for a TOTALLY FREE card. How great is that?!?!?

 

How do you play?

You start the game with two cards in hand, and draw an additional 2 cards at the beginning of each turn.

In place of the Cube where you would normally Snap, you’ll have an Arc Reactor. Before each turn, the Arc Reactor will generate between 2-5 Max Energy to add to your total which can then be used to play out your master plan. Your opponent will always receive the same amount of Max Energy that you do, so there’s no guessing how much they have.

On turn 1, the Arc Reactor will randomly give you and your opponent between 2-5 Max Energy to use on your first turn.

On turn 2, you get the 2-5 Energy from the first turn PLUS an extra 2-5 Max Energy from the Reactor, which means you’ll have 4-10 total Energy to use this turn.

On turn 3, you get the 4-10 Energy from the 2nd turn PLUS an extra 2-5 Max Energy from the Reactor, which means you’ll have 6-15 total Energy to use this turn. Shuri + Infinaut + Arnim Zola? It’s possible!

At the end of turn 3, whoever controls 2 out of the 3 locations will win!

“Wait, you’re saying I can play Galactus on turn two?” Ok, you got me there. Not all of your dastardly plans will be available. To keep the game fun and competitive, we have three cards that will not be allowed inside of High Voltage: Galactus, Black Widow, and Magik. We’ve also updated the location pool a bit, so don’t be surprised if you never see certain locations like Asgard.

 

How long will High Voltage be here?

This limited time mode is playable now, and will be here until October 24th at 12:00 PM PST. And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31st.

 

Turning it up to 11. Inside look at designing High Voltage!

We’ve been working on ideas for alternate game modes for a long time now, but only a couple have seen the light of day. We always want to make sure that anything we are going to release is going to add to the fun of Snap while staying true to the core of the game, so we started by mostly changing the systems surrounding the gameplay. Now we’re entering a new phase where we’ll be bending the core rules further. You all play SNAP for a multitude of reasons, and we want to shine the spotlight on different parts of the game to serve different players.

In that spirit, where Battle Mode explored longer matches with lots of information about your opponent’s plays, and Deadpool’s Diner explored making snapping and retreating even more central to the gameplay, High Voltage explores the other ends of each spectrum. You’ll be playing fast-paced games with lots of hidden information, and the focus will be on surprising combinations of cards. And where the first two modes made you reevaluate what it meant to win and lose with the cards playing out the same way, we wanted this game mode to be about different card interactions from normal.

 

Danger! Danger!

In High Voltage you can make plays you’ve never seen in Marvel SNAP before: Double Giganto’s Power with Shuri and then Taskmaster him! Nerf practically every enemy card by dropping both Scorpion and Cassandra Nova on turn 1! Make a giant Blob, hit it with Arnim Zola, and use Grandmaster to copy it again all on the last turn!

Mind you, we didn’t want every play to be completely absurd. That’s awesome the first time, but if your opponents kept dropping the same wild combo it’d get old fast. That’s why the amount of Maximum Energy that both players gain varies unpredictably.

When we first started experimenting with this game mode, we tried a 4 turn game, drawing two cards and getting +2 Max Energy per turn. It was immediately obvious there was something fun here, but it wasn’t as high-octane as we’d hoped it would be. We soon condensed down to 3 turns, trying lots of different schemes for gaining predictable amounts of Energy each turn. But no matter the numbers, strong decks ended up with really weird Cost distributions trying to perfect curves as often as they could. The exhilarating feeling we were chasing needed unpredictability.

With that switch flipped, combo-y cards like Shuri and Odin needed to pair with different cards game-to-game and the big plays were much more fun to battle against. We can’t wait to see all the awesome plays you find!

 

No Missed Stakes

So why no Cube and no snapping? For one thing, this is players’ first opportunity to build decks under a pretty different set of rules. That’s going to involve a lot of trial and error and we didn’t want to penalize that; it’s okay to lose while you figure out how to make your decks shine in this mode. It would be a shame to have your opponent Snap and feel the need to retreat instead of playing all the way through to try and maximize your combos. While some love nothing more than weighing the odds and making smart decisions about when to call it quits, others are more excited about making swingy plays and seeing what happens. No one thing can be everyone’s ideal at once, so instead we want to shift the spotlight from time to time to emphasize some players’ favorite parts and deemphasize others.

 

Frequently Asked Questions

  • When is High Voltage coming to Marvel SNAP?
    • High Voltage is live now! Keep playing until 12:00 PM PST on October 24th.
  • How does High Voltage work?
    • Both players will start with 2 cards in hand, and each turn they’ll draw 2 more and gain the same amount of randomized Max Energy (2-5) instead of the usual 1. There’s no Cube or snapping, just try to win and to complete your Missions. After turn 3, the game ends and whoever controls 2/3 locations is the winner.
  • How do I play?
    • You’ll find High Voltage in the game modes along with Conquest and Friendly Battles. Winning High Voltage games and completing the mode-specific Missions will earn you Volts to unlock all sorts of cool rewards, including a brand new card: Agony.
  • What if I lose?
    • There’s no penalty for losing High Voltage games, and nothing to lose by staying in the game through the final turn. Hopefully that gives you ample opportunity to experiment with deck ideas and find what works for you!
  • What should I play?
    • While you’re free to enter High Voltage with your regular decks, the mode’s rules enable you to spend more energy on a single turn unlocking lots of exciting combinations, or just the chance to play two or three of your favorite 6-Cost cards in the same game! Don’t push your Costs up too high though; you’ll still want plays to make when the Arc Reactor gives out smaller amounts of Energy.
  • Are there any cards that are off limits?
    • Galactus, Black Widow, and Magik will not be allowed inside of High Voltage.

Infinity Split Rates

We currently have boosted Ink, Gold, and Krackle rates. These will be accurate until our mid-December patch, at which time we will update this information: (note that these exact rates fluctuate slightly based on the state of your existing Splits for a character, since you can not receive duplicate Splits.)

  • 1st Split
    • Finish
      • 50% chance for Foil
      • 50% chance for Prism
    • Flare
      • No Flare
  • 2nd & 3rd Split
    • Finish
      • 50% chance for Foil
      • 50% chance for Prism
    • Flare
      • 50% chance for Glimmer
      • 50% chance for Tone
  • 4th Split
    • Finish
      • 32.5% chance for Foil
      • 32.5% chance for Prism
      • 35% chance for Ink
    • Flare
      • 33.3% chance for Glimmer
      • 33.3% chance for Tone
      • 33.3% chance for Stardust
  • 5th Split
    • Finish
      • 15% chance for Foil
      • 15% chance for Prism
      • 35% chance for Ink
      • 35% chance for Gold
    • Flare
      • 33.3% chance for Glimmer
      • 33.3% chance for Tone
      • 33.3% chance for Stardust
  • 6th Split and beyond
    • Finish
      • 15% chance for Foil
      • 15% chance for Prism
      • 35% chance for Ink
      • 35% chance for Gold
    • Flare
      • 21.6% chance for Glimmer
      • 21.6% chance for Tone
      • 21.6% chance for Stardust
      • 35% chance for Krackle

New Season: We Are Venom

Welcome to the chaos! It’s time for our Venom’s newest season to be unleashed into Marvel Snap. This symbiote is hungry. Good thing we have a month full of Second Anniversary celebrations, a BRAND NEW limited-time game mode, and amazing art to keep it satiated all month. Join us, or be consumed. We… are… Venom!

 

 

SEASON PASS

After losing his legs in the line of duty, Flash Thompson teamed up with the government to bond with the Symbiote to continue his fight for justice. This high-octane, Symbiote-powered government agent uses his abilities to power up those around him. It’s time to bring out your low-powered cards like Iron Man and Wasp to make some high-powered combos.

NEW CHARACTER: Agent Venom

On Reveal: Set the Power of all cards in your deck to 4.

SEASON REWARDS

 

 

NEW CHARACTERS!

It appears as though the Symbiote and its influence is spreading! A whole month full of Symbiote powered characters are headed your way. Let’s check it out!

 

SERIES 5

When an enemy card moves, steal 2 Power from it. (once per turn)

SERIES 5

On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.

SERIES 5

When you discard this, return it to your hand and give +2 Power to itself and one of your cards in play.

SERIES 5

On Reveal: Return your other cards here to your hand. +2 Power for each returned.

SERIES 5

On Reveal: Set the Cost and Power of your deck’s top card to 0.

All of these loose Symbiotes must have triggered something. Sound the alarms, the electricity is off the charts! Starting on October 16th, Agony is available exclusively in High Voltage, a brand new limited time event that will have you spending TONS of energy and playing lightning fast games. Miss out and you’ll have to find Agony in the Token Shop as a Series 4 release starting October 31th.

Want more info on High Voltage? Keep reading below!

SERIES 4

After you play a card here, merge this with it.

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Symbiote Spider-Man, releasing as a Series 5 card on October 1st.

  • Oct 1st: Symbiote Spider-Man – Series 5 Release
  • Oct 1st: Scream – Series 5 Release
  • Oct 8th: Misery – Series 5 Release
  • Oct 15th: Scorn – Series 5 Release
  • Oct 22nd: Toxin – Series 5 Release
  • Oct 29th: Anti-Venom – Series 5 Release
  • Oct 31th: Agony – Series 4 Release

New Series 4 and Series 5 cards appear in the Spotlight Cache and the Token Shop. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, or more.

SPOTLIGHT CACHES!

Oct 1st:

  • Scream
  • Man-Thing
  • Mobius M Mobius

Oct 8th:

  • Misery
  • Namora
  • War Machine

Oct 15th:

  • Scorn
  • Jean Grey
  • Sebastian Shaw

Oct 22nd:

  • Toxin
  • Elsa Bloodstone
  • Zabu

Oct 29th:

  • Anti-Venom
  • Supergiant
  • Ghost Spider

BRAND NEW LOCATIONS

  • E.A.S.T.: After you play a card here, ALL players get +1 Energy next turn.

  • Our Lady of Saints: When your revealed cards fill this, merge them into a Symbiote.

 

 

HIGH VOLTAGE

October 16th-24th!

High Voltage is a limited time mode that makes the world’s fastest collectible card game even faster! In this mode there’s no snapping, just 3 turns with more energy and more cards to make even BIGGER power swings.

In High Voltage, you will start the game with 2 cards, and draw 2 new cards each round. On each of the 3 turns, you and your opponent will gain the same amount of randomized energy to try and play out your best strategies. And to make sure it stays fast, certain locations and characters will be restricted, so no playing Magik to slow things down!

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31st.

 

 

SECOND ANNIVERSARY

Two years! We could not have made it this far without YOU! In an effort to thank our amazing community, we wanted to throw a party for our Second Anniversary. Boosters, Credits, Variants, Borders and more are all up for grabs just by logging in daily starting on our anniversary, October 18th. Check it out!

Login Rewards (October 18-26th)

Login for seven days between October 18-26th to make sure you get these great free rewards. Play and get free stuff, it’s that easy!

  • Day 1: 65 Random Boosters
  • Day 2: 250 Credits
  • Day 3: Title: Live, Love Snap
  • Day 4: 2 Neon White Card Borders
  • Day 5: Premium Mystery Variant
  • Day 6: 155 Random Boosters
  • Day 7: 1 Cosmic Orange Card Border

Community Vote for FREE Variant

To give back to the community, we’re letting YOU pick a free Variant. Head to the website at marvelsnap.com to cast your vote for your favorite Variant. The Variant with the most votes will be delivered to EVERYONE for FREE in their inbox, so make sure you tell your friends to vote!

Toonpool Deadpool Bundle

Everyone’s favorite Merc is back and feeling loose! You’ll be able to catch this special bundle from October 22-27th.

  • Toonpool Deadpool Variant
  • 1 Matte Red Border
  • 1200 Gold
  • 500 Credits

Price = $9.99

 

 

BRAND NEW: COLLECTOR’S VAULT


New Shop Feature: Collector’s Vault

Starting on October 24th, we’re introducing a new shop feature that will give you the chance to acquire rare or exclusive bundle Variants that you may have previously missed.

Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically.

To be eligible for the Vault, Variants must have been bundle exclusives and released at least one year before the Vault’s opening.

 

 

BRAND NEW ALBUMS

Get all new Avatars, Variants, and Emotes by completing four new albums!

So many Venomized Variants in one spot, what could go wrong? Check out the new album now!

  • Collect 3: Wolverine Avatar
  • Collect 6: 1000 Collector’s Tokens
  • Collect 9: Wolverine Variant
  • Collect 12: Venom Emote

Instill fear in your enemies with the new and fearsome Peach Momoko Nightmare Variants! Coming to you October 9th.

  • Collect 3: Ghost Spider Avatar
  • Collect 6: Ghost Spider Variant
  • Collect 9: 1 Spotlight Cache Key
  • Collect 12: Carnage Emote

Become one with Carnage in this awesome new album! Check out the Carnage themed Album on October 15th.

  • Collect 3: Carnage Avatar
  • Collect 6: 1x Matte Red Border
  • Collect 8: Carnage Variant
  • Collect 9: Cletus Kasady Reaction Set

Hungry for a snack… or two… or a dozen? Complete the Venom Album launching October 21st, and become one with everybody’s favorite symbiote!

  • Collect 3: Venom Avatar
  • Collect 5: 1x Matte Black Border
  • Collect 7: Venom Variant
  • Collect 8: Eddie Brock Reaction Set

 

 

SHOP TAKEOVERS

Get your fill of terrifying Variants with this seasons’ latest Shop Takeovers. All of your favorite Venomized Variants, plus 12 new Peach Momoko Nightmare Variants are debuting to fill your spooky season needs!

Finally, A chance to grab all of your favorite Venomized Variants, including a brand new X-23 Venomized Variant! October 1st will be a full shop takeover and you will continue to see multiple Venomized Variants in the shop until October 9th.

Give your opponents a fright with 12 BRAND NEW Peach Momoko Nightmare Variants. Look for them in the shop on October 9th! This is your best chance to fill up the brand new Peach Momoko Nightmare Album!

 

 

TWITCH DROPS

Spider-Man 2099 thought he would swing by and drop off this super cool new Variant just for you! Watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and the all-new Spider-Man 2099! Drops will be available from October 3rd-10th. Don’t miss out!

  • Watch 2 hours to earn: 65 Spider-Man 2099 Boosters
  • Watch 4 hours to earn:250 Credits
  • Watch 6 hours to earn:Spider-Man 2099 Variant

We take Seconds very seriously around here, so we’re going big with a Second Twitch Drop for the Marvel SNAP Second Anniversary. Drops will be available from October 18th-24th. Don’t miss out!

  • Watch 2 hours to earn: 155 Random Boosters
  • Watch 4 hours to earn:350 Credits
  • Watch 6 hours to earn:Premium Mystery Variant

Head over to marvelsnap.com/twitchdrops to link your accounts today.

 

With all of these great events, a new limited-time game mode, new cards, and new art happening this month we can only hope that the Symbiotes will be too busy to turn their attention to us. Get out there and play while we have them distracted, and make sure you share your favorite moments with us on Discord and social channels!

September 26th – Balance Updates

While today’s update is “all numbers,” we expect it to give the metagame a little shake-up as we wind down the latest Spidey season. I’m sure the symbiote suit will work out just fine for Pete this time around! Things really seem to have settled down as we head into a nice, mellow October–just another easy Halloween for the webhead.

 

  • Hela
    • [Old]6/6 – On Reveal: Resurrect all cards you discarded to random locations with -2 Power.
    • [New]6/7 – On Reveal: Resurrect all cards you discarded to random locations with -3 Power.

Hela’s seen a resurgence in popularity with Hellcow’s change to Activate and Black Cat’s buff to 10 Power. While her win and cube rates haven’t been out of line, this change has strengthened the deck by making it easier to resurrect more Power with less risk than before, which can feel frustratingly difficult to contest for many decks. We’re taking some additional Power away from the resurrected cards as a bit of compensation for this added strength, but balancing it a touch with more Power for Hela.

 

  • Marvel Boy
    • [Old]3/2 – After each turn, give 3 of your 1-Cost cards +1 Power.
    • [Change]3/2 -> 3/1

Ever since Marvel Boy’s release, Zoo decks with tons of 1-Cost cost cards have been riding high. We’re glad to see this deck back in contention at the top of the metagame, but the games with an early Marvel Boy tend to put up some particularly strong numbers. We’re making a slight ding here to make it a little bit easier to challenge the Zoo deck for multiple locations, given how often Gilgamesh can win them one..

 

  • War Machine
    • [Old]4/7 – Ongoing: Nothing can stop you from playing cards anywhere.
    • [Change]4/7 -> 4/6

With the recent change from an On Reveal ability to an Ongoing one, War Machine has really taken off. We’re excited to see the decks with Ebony Maw and The Infinaut that players have been perfecting for a long time finally get their day in the sun. However, War Machine’s win rate has been among the highest in the game, and a lot of that has been in decks focusing on using Storm and Legion to deny the opponent any turn 6 plays. Those decks have a place, but because they can be frustrating to play against repeatedly, we don’t want them headlining the metagame. We’re taking War Machine down a peg by removing Power, since that recent buff turned out a bit stronger than expected.

 

  • Symbiote Spider-Man
    • [Old]4/6 – Activate: Merge your lowest-Cost card here with this. Copy its text like it just revealed.
    • [Change]4/6 -> 4/7

You’ve all found a ton of awesome things to do with Symbiote Spider-Man, from retriggering Doctor Doom to safeguarding the Power of Human Torch. But a lot of those strategies have been a bit inconsistent, and when they don’t pan out, Symbiote Spider-Man has been underdelivering on board presence. To ensure those cool things are less risky, we want to raise the floor so that Symbiote Spider-Man contributes a meaningful amount of Power the rest of the time.

 

  • Galactus
    • [Old]6/5 – On Reveal: If you’re winning this location and this is your only card here, destroy all other locations.
    • [Change]6/5 -> 6/6

Galactus’s stats have been lagging as we’ve added more 3/5s to the game, and we’ve been looking at buffing him for a while. One reason we waited was that we were wary of his interaction with Symbiote Spider-Man–our internal testing didn’t reveal this to be problematic, but we can’t ever know we’ve “solved” a deck for sure. Now that we’ve seen the potential to create a higher-Powered Galactus hasn’t proven too frequent and frustrating in the real world, we’re comfortable boosting Galactus up as we’d hoped to.

 

  • Negasonic Teenage Warhead
    • [Old]3/2 – After an enemy card is played here, destroy it. (once per game)
    • [Change]3/2 -> 3/3

Negasonic Teenage Warhead has been in a similar boat, to a smaller degree. Resetting her ability with Symbiote Spider-Man has the potential to blow up a lot of Power, but it’s proved easy enough to adapt to Symbiote Spider-Man’s looming combos. So we’re giving Negasonic the Power she needs to perform better on her own.

 

  • Black Panther
    • [Old]5/4 – On Reveal: Double this card’s Power.
    • [Change]5/4 -> 5/5

Black Panther has long been one of the most exciting “combo cards” in Marvel SNAP. The combo is awesome and has the potential to take over games with the likes of Wong and Arnim Zola. We think that’s a cool deck as long as there’s enough counterplay to it, so buffing Black Panther should help the deck compete when it doesn’t draw enough of the full combo, albeit making the combo easier to stop preemptively with Shang-Chi. That’s good, on the off chance this buff makes such a deck too prevalent.

 

  • Kraven
    • [Old]2/2 – When a card moves here, this gains +2 Power.
    • [Change]2/2 -> 2/3

We’ve been glad to see all the experimentation around new move decklists with Madame Web and Araña, but the rising tide hasn’t lifted all boats. Kraven has struggled to compete with Madame Web asking to be played on the same turn, so we wanted to give him a little extra Power to keep the decision interesting and hopefully prompt even more diversity among move builds.

 

  • Hercules
    • [Old]3/4 – The first time another card moves here each turn, move it to another location.
    • [Change]3/4 -> 3/5

Hercules has similarly been struggling to make a major contribution to move decks. When the setup is just right he does amazing things, knocking cards like Human Torch and Vulture back and forth between his location and Madame Web’s. But when that doesn’t pan out, he’s not contributing enough. Given we’ve just introduced some fun new movement cards to the mix that have room for more strength, we’re happy to give Herc some extra Power.

 

 

That’s all for this week. Until next time, happy snapping!

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