New Season: Hellfire Gala

This month, the stars of Marvel descend on Krakoa to walk the red carpet and shine. Get ready for our most stylish season yet!

SEASON PASS

This month’s season pass brings us a man of humble origins and extremely powerful influence. Welcome to the Gala, Sebastian Shaw!

NEW CHARACTER: SEBASTIAN SHAW

When this card permanently gains Power, gain +2 more Power. (wherever this is)

 

SEASON REWARDS

 

 

NEW CHARACTERS & MORE!

Next on the guest list and dressed to impress, brand new cards are releasing throughout the month!

SERIES 5

On Reveal: Merge your deck into this. (and gain its total Power)

Ongoing: Can’t be moved.

SERIES 4

 

After each turn, you lose 1 Max Energy and this gains +4 Power.

SERIES 5

On Reveal: Afflict the lowest-Power card in each player’s hand with -3 Power. 

 

So, when can you expect new cards?

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

  • December 5th: Ms. Marvel – Series 5 Release
  • December 12th: Blob – Series 5 Release
  • December 19th: Havok – Series 4 Release
  • December 26th: Selene – Series 5 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!

December 5th:

  • Man-Thing
  • Stegron
  • Jeff the Baby Landshark

 

 

December 12th:

  • Blob
  • Living Tribunal
  • Ravonna Renslayer

 

 

 

December 19th:

  • Havok
  • Nico Minoru
  • Legion

 

 

December 26th:

  • Selene
  • Iron Lad
  • Black Knight

 

 

BRAND NEW LOCATIONS

  • White Palace: Copy the highest-Cost card in your opponent’s hand.

  • Castle Blackstone: The player winning here gets +1 Energy each turn.

 

 

BRAND NEW VARIANTS

There are 50+ New Art Variants coming to the game this season – including 10 brand-new Hellfire variants in this month’s shop takeover!

Shop Takeover: Hellfire Gala – December 11th

  • Bishop
  • Black Panther
  • Captain America
  • Doctor Doom
  • Jean Grey
  • Magik
  • Moon Knight
  • Rogue
  • Scarlet Witch
  • She-Hulk

 

 

TWITCH DROPS

Watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a sweet Mystery Variant! Drops will be available from December 20th through January 2nd – don’t miss out!

  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: 350 Credits
  • Watch 6 hours to earn: Mystery Variant

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

 

 

DECK BUILDER, ALBUMS, AND MORE!

New Feature: Deck Builder

Building new decks is about to get much easier! Whenever you earn a new card or variant, you’ll be able to build a new deck with the tap of just one button. The feature analyzes vast amounts of data and will build a deck with your collection in mind. Every time you earn a new card you’ll see a button that says “Make me a Deck.” Just tap that button and you’ll have a new deck. You can also access this feature when building a new deck in the Collection. Deck Builder works with any number of cards already in the deck, from 0 to 11.

New Feature: Albums

Ever wish you could show off a complete set of variants? Now you can! And that’s not all, as you collect the variants you’ll unlock rewards along the way. You’ll earn rewards when you collect 3, 6, 9, and 12 variants in an album. Four albums will be available this month, with more coming in the future.

New Feature: New Emotes

You can now collect and equip new emotes. Four new emotes will be added this month as an Album Reward and we’ll have more emotes available in the future. Can’t wait to show you all the ways you’ll be able to express yourself during games.

… And we’re not done yet. Later this month we’ll have 14 consecutive days of daily login rewards that we’re calling WINTERVERSE! We’ll have more details ready for you the closer we get to December 20th.

We hope you enjoy this jam-packed month and we can’t wait to see all the new decks you experiment with!

 

 

Patch Notes – Dec 05, 2023

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

PATCH HIGHLIGHTS

New Features

  • Deck Builder – Building new decks just got easier.
  • Albums – Collect Variant Sets for exclusive rewards.
  • New Emotes – Collect emotes via Albums.

 

Due to the upcoming holiday and new year shenenigans, we’ll be making some timing adjustments to what you might expect for upcoming MARVEL SNAP patch updates. For everyone’s awareness and visibility, the next TWO patch updates are tentatively scheduled for 12/5/2023 and 1/9/2024. We hope everyone understands, takes this time to enjoy the season however they’d like, and has fun snapping. Cheers!

 

GENERAL UPDATES

FEATURES

Deck Builder

  • Acquired a sweet new card or variant, but not sure what Deck to make with it? Use our new Deck Builder to have a deck built for you!
  • Deck Builder analyzes vast amounts of Data and Statistics from Live Games, taking your collection into account, to build an incredible deck for you to use.
  • Deck Builder can be used in the following ways:
    • Upon acquiring a card or variant -> it will build a deck that uses that card
    • While building a new deck in the Collection, it can finish your deck for you.
      • This works with any number of cards already in the deck (from 0 to 11!)
  • The data that Deck Builder uses is updated regularly, so you can always count on it giving you a quality deck based on your collection.

Albums

  • Ever wanted to show off a complete variant set? Well now you can with Albums!
  • Albums are sets of variants that offer up unique exclusive rewards for collecting them.
  • Earn rewards upon obtaining 3, 6, 9, or 12 variants in an Album.
  • Variants in an Album have an indicator in the Shop.
  • Four Albums will be available at the launch of this feature, including:
    • Venomized Villains
    • Dan Hipp
    • Jim Lee X-Men
    • Hellfire Gala (will launch shortly after!)
  • More albums will be released in the future!

Featured Mystery Variants

  • When a new album launches or an album is featured, the Premium Mystery Variant in the Daily Offer section of the shop will change to a Featured Mystery Variant
  • Featured Mystery Variants provide a Premium Mystery Variant, with an increased chance to provide a Variant for a given album.
    • E.g. the Venomized Villain Featured Mystery Variant offers an increased chance to provide a Venomized Villain Variant.
  • You can purchase these to help get variants for a specific album.
  • Featured Mystery Variants are only available for limited times and may change to feature different albums or content each time it shows up in the Daily Offer Shop

Emotes: Players can now collect and equip new emotes.

  • New Emotes have been added to the game!
  • Three new emotes have been added to the game (each of these Emotes is an Album reward).
  • The Emote selector in-game now scrolls between pages to allow players to see all their available Emotes.
  • Players can assign Favorite Emotes.
  • Players can set, per-deck, which 3 Emotes are always listed first.
  • More emotes will be available in the future!

Spotlight Avatar Frame

  • Spotlight Avatars have a new, unique Avatar Frame.
  • This also applies to previously-earned Spotlight Avatars.

Auto-Pick Favorites for New Decks

  • When you make a new deck, its Cosmetics (Avatar, Card-back, and Title) are automatically chosen from among your Favorites.

 

AUDIO

  • New Voice Over Dialogue for:
    • Hela
    • Ultron
    • Apocalypse
    • Infinaut
    • Onslaught
    • Arnim Zola
  • Swarm has new Sound Effects.
  • Updated America Chavez’s Sound Effects.

ART & VISUAL EFFECTS

  • Swarm has new Visual Effects.
  • Improved and sped up the Visual Effects for Mjolnir.
    • No more waiting around forever when one Mjolnir affects multiple Thors!
  • Updated America Chavez Visual Effects.

 

BALANCE UPDATES

This is a “big patch” for design, as we’re integrating work across a few months and trying to set everyone up for an exciting holiday SNAP season. Let’s jump right in!

 

  • America Chavez
    • [Old] 6/9 – Starts on the bottom of your deck. Draw this on turn 6.
    • [New] 2/3 – On Reveal: The top card of your deck gets +2 Power.

 

Developer Note: We know that America Chavez has been a beloved card to many, dating back to beta, and this rework is a major change. However, the previous functionality for America Chavez was troubling and we’re changing it in the interests of better aligning with our philosophy for the game and the kinds of things we want to be strong, interesting, and healthy for deckbuilding.

Philosophically, America Chavez doesn’t behave the way we want cards to. She most often isn’t played or even used for fun synergies, just for percentage increase on drawing other cards, making “an 11-card deck.” That’s not to say no use met our standard–the Dracula decks were cool. We respect that many players enjoy the concept of deck-thinning or “fixing” draws, but it’s dangerous to metagame health that America Chavez does this too freely for too many decks. In fact, she’s often the most popular card in the game on a given week. But most of the time, that means she’s pushing the 12th-most interesting card for a deck out of it.

We’re sure some players worry that their deck won’t work without America Chavez. Put simply, this is very unlikely–deck-thinning, while strong, is often overestimated. Plus, she made a lot of your opponents’ decks more consistent too. However, if a deck is meaningfully weakened, this change also frees us up to buff them or aim more designs at specific archetypes.

So why this design? Well, we wanted something simple and clean, because America Chavez is still a Series 1 card. Something we value in those cards is creating moments of discovery by offering players a wide variety of small “combos,” and this fits the bill. The new card is a competitively rated card as a “technical 2/5” and we’re curious to see which of the many cards that love a +2 buff she ultimately sees play alongside.

 

  • Alioth
    • [Old] 6/3 – On Reveal: Destroy ALL enemy cards played here this turn. (including unrevealed cards)
    • [New] 6/2 – On Reveal: Destroy all unrevealed enemy cards here.

 

Developer Note: Alioth has enjoyed an interesting position in SNAP as a card with acceptable winrate and cube rate, but a bad reputation. We’ve monitored the latter alongside performance, as we expected time and experience would help. However, he’s become more commonplace and remained frustrating, so we’re taking action. This changes Alioth from a catch-all endgame threat that’s especially good when revealing first to absolutely requiring it.

 

  • Luke Cage
    • [Old] 2/2 – Ongoing: Your cards can’t have their Power reduced.
    • [New] 2/3 – Ongoing: Your cards here can’t have their Power reduced.

 

Developer Note: When Luke Cage debuted, cards that reduced Power weren’t popular–Scorpion was played more than any of the other options! We’ve since added more and made balance adjustments, thus Luke’s effect is much stronger. We’ve also seen him in good decks combining multiple low-Cost “tech” cards to turn off a variety of enemy routes to victory. We’ve reevaluated the kind of impact low-Cost cards should have, and ultimately don’t feel it’s healthy for them to shut off multiple higher-Cost investments regardless of their location. In the future, we’ll more often “localize” abilities like this one.

We’re also aware that Luke’s prominence affected other balancing, and that some Power-reducing cards may become too strong without Luke to rein them in. We’ll be monitoring them closely.

 

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

 

Developer Note: One of the cards benefiting most from Luke’s change will be Shadow King. When we last buffed him from 3/3 to 2/3, we thought that might be too aggressive but wanted to be sure he became a meaningful card against powerful decks like Shuri. We’re glad we took that chance–it seemed strong, but the metagame also had a lot of Power buffs flying around. However, just facing a lot less Luke and avoiding Luke’s location is probably worth a Power, so we’re deducting it.

 

  • Elsa Bloodstone
    • [Old] 2/2 – If you play another card to fill a location, give it +2 Power.
    • [New] 2/3 – After you play a card that fills this location, give it +2 Power.

 

Developer Note: There are two major changes here: one to how Elsa is triggered, and another to where. We previously placed Elsa’s effect in the same timing window as Shuri because we thought it would pair better with some lesser-played cards. However, we saw early after her release that players mostly found this confusing when a location was filled via On Reveal or an “After” trigger. So, we’re changing her timing to use the “After” window like Angela and line up with expectations.

Similar to the philosophical decision for Luke Cage, we’ve also decided Elsa’s multi-location buff was an element of her strength as a 2-Cost we didn’t want. The new timing is a buff and her strength was mostly focused on a single location, but we didn’t want to accidentally over-nerf her, so we’re adding a Power for compensation.

 

  • Kitty Pryde
    • [Old] 1/0 – When this returns to your hand, +1 Power. Returns at the start of each turn.
    • [Change] 1/0 -> 1/1

 

Developer Note: We’re also returning Kitty Pryde to 1 Power. Kitty and Elsa often feel inseparable, given how synergistic their abilities are. Plus, we prefer cards to have base Power when they can. The combination of Elsa’s changes, Kitty’s buff, and Luke Cage’s adjustment muddies the water a little bit on exactly how strong Elsa will be after this patch. However, we’re confident that we can use OTA to adjust this package further if necessary.

 

  • Ebony Blade (Black Knight)
    • [Old] 4/0
    • [New] 4/0 – Ongoing: Can’t be destroyed and its Power can’t be reduced.

 

Developer Note: Black Knight released a little weaker than we aimed, though the card seemed pretty fun. We played around with a lot of “proactive” abilities for the Ebony Blade in playtesting because we liked the idea of making the sword itself feel mighty, but nothing clicked. However, we also didn’t have 2/3 Shadow King while testing it, because that was an OTA balance change made after we finalized the season. Shadow King being a lot more popular was bad for the Ebony Blade, so we’re hitting both goals with one change by bolstering the Ebony Blade against its primary predators.

 

  • Ravonna Renslayer
    • [Old] 2/1 – Your cards with 1 or less Power cost 1 less. (minimum 1)
    • [Change] 2/1 -> 2/3

 

Developer Note: Our internal playtesting evaluations for Ravonna clearly missed low, as she’s failed to find a secure home in the metagame. We likely underestimated the amount of splash damage she’d take from Ms. Marvel creating more incentive to counter Ongoing effects. We’d like to push her strength to the limits and see what she can really do. In addition to just being a lot more efficient, moving her to 3 Power also opens up the possibility for her to supercharge one of the better Cerebro decks, and that’s an archetype we generally enjoy helping out.

 

  • Mind Stone
    • [Old] 1/1 – On Reveal: Draw 2 Stones from your deck.
    • [New] 1/1 – On Reveal: Draw 2 1-Cost cards.

 

Developer Note: Bet no one claims “called it” on this one! Some design ideas we’ve played around in for future effects involved granting a player a random Infinity Stone, which was really fun–unless you got Mind Stone. While we like a bit of high variance every now and then, this frustration was worth solving. We’re making this change ahead of the effect in order to see if/how it affects Thanos decks.

 

  • Move Update: Unrevealed Cards (Mostly) Can’t Be Moved

 

One of the “default” rules is that unrevealed cards are generally immune to being destroyed, bounced, or referenced for effects–they’re not considered to have been played. That wasn’t true for movement effects, however. Initially we decided to go that way on newer content because the two most prominent “mover” cards at the time, Aero and Juggernaut, both necessitated moving unrevealed cards for their effect. We’ve since seen this inconsistency causing more confusion than we feel it’s worth. So, we’re standardizing move to only affect revealed cards by default, with anything that moves unrevealed cards explicitly saying so.

Some cards have been functionally affected by this update, but their text won’t change:

 

  • Spider-Man
    • 3/5 – On Reveal: Move to another location and pull an enemy card from here to there.

 

  • Stegron
    • [Old] 4/5 – On Reveal: Move an enemy card from here to another location.
    • [Change] 4/5 -> 4/6

 

Developer Note: Stegron’s been out for a while now, and he’s had the occasional week of performance now and then. Overall however, he’s remained fairly stagnant on both winrate and play rate. One of the things we believe we underestimated with Stegron was the frequency with which the effect could be negative, randomly tossing enemy cards into hard-to-reach locations or risking freeing up an extra slot at a location you’re contesting late in the game. Given that, we’re trying out a Power buff to this card to see how that changes his role in the metagame.

What about Juggernaut and Aero? Well, they’re going to change a bit more.

 

  • Juggernaut
    • [Old] 3/3 – On Reveal: If your opponent played cards here this turn, move them randomly.
    • [New] 3/3 – On Reveal: Move away all enemy cards played here this turn. (including unrevealed cards)

 

Developer Note: For the most part, Juggernaut is exactly the same card. We’ve updated his text to clearly indicate that he can affect unrevealed cards, and rephrased it a little for fit. However, we’ve also made one small functional change, which is that Juggernaut only moves cards that are still under your opponent’s control. That means something like a Green Goblin won’t move if it’s already revealed and changed sides. It’s minor, but it’s part of an effort on our end to make that also a default when affecting enemy cards.

 

  • Aero
    • [Old] 5/8 – On Reveal: Move the last enemy card played this turn to this location.
    • [New] 5/9 – On Reveal: Move the last enemy card played anywhere to this location.

 

Developer Note: Not so for Aero–she’s been reworked more substantially. Aero is joining most other move cards and will no longer affect anything unrevealed. However, to accommodate that change we’ve lifted Aero’s restriction to target the last card your opponent played regardless of what turn it was played on. This effect is fairly different, and it played out like a bit of a nerf for us, so we’re compensating Aero with an additional point of Power that still keeps her under Shang-Chi’s new radar. Keep in mind that the same way Taskmaster won’t copy the Power of a missing card, Aero won’t move one.

 

  • Bugfix: Phoenix Force Copies Can Move
  • Phoenix Force
    • 4/5 – On Reveal: Revive one of your destroyed cards and merge with it. That card can move each turn.

 

We usually call out our bugfixes at the bottom of the patch notes, but we’re doubling up on this one because it’s fairly impactful to gameplay. When you make a copy of a card merged with Phoenix Force now, such as when you play Phoenix Force to Sinister London and revive a Multiple Man, you’ll be able to move the original and the copy.

 

Non-Functional Text Updates

 

Alongside all of these balance changes, we’ve made a number of minor text updates to cards in the pursuit of further clarity, consistency, and brevity. These changes include:

 

  1. Reducing the frequency of the word “random.” Most of our card-affecting abilities have some potential randomness built into them, and using the word “random” inconsistently leads to confusing assumptions. We’re restricting it to instances where we felt it addressed specific potential for confusion.
  2. Shifting to using the word “to” on dependent effects. Cards like Gambit will now read a little more clearly with regard to which effect depends on which.
  3. Reducing word count on “discard effects” like Helicarrier. We need “from your hand” on cards like Blade so that players learning the discard mechanic know cards are always discarded from the hand. But for cards that reward discarding, that’s redundant since the card doing the discarding already says it.
  4. Shortening “this location” to “here.” We’ve made the opposite shift for cards like Hawkeye and Shuri to help players understand their VFX will follow the location, not their card, so this change shortens other card text and helps create that distinction.
  5. Standardizing the use of the word “enemy.” This was just a small number of cards with variations in their text.
  6. Some other stuff, just because we liked it better.

 

None of these changes affected the functionality of any cards. The following cards have changed text:

 

  • Apocalypse
  • Armor
  • Arnim Zola
  • Beast
  • Brood
  • Cable
  • Captain America
  • Cosmo
  • Dagger
  • Deathlok
  • Doctor Octopus
  • Elektra
  • Enchantress
  • “Evolved” Wasp
  • “Evolved” Misty Knight
  • “Evolved” Cyclops
  • “Evolved” The Thing
  • Goose
  • Hela
  • Helicarrier
  • Hulkbuster
  • Iceman
  • Iron Man
  • Ironheart
  • M’Baku
  • Magneto
  • Mister Sinister
  • Morph
  • Nico Minoru
  • Odin
  • Onslaught
  • Polaris
  • Punisher
  • Red Skull
  • Rogue
  • Scarlet Witch
  • Shang-Chi
  • Snowguard Hawk
  • Stature
  • Swarm
  • Ultron
  • Valkyrie
  • Venom
  • Werewolf By Night
  • Wong
  • Yellowjacket

Bug Fixes

Card Logic Fixes in 22.x

  • Cleaned up an interaction that prevented Phoenix Force’s power from being merged with a card that was already merged with Hulkbuster
  • Fixed an issue that prevented a card copied from a merged Phoenix Force from moving.
  • Fixed an issue that was preventing players from viewing unrevealed cards with Daredevil in play.

VFX & SFX Fixes in 22.x

  • Resolved an issue that prevented Kingpin and Kraven’s VFX from playing under certain circumstances
  • Fixed an issue where Shadowland flipping while Invisible Woman is active could cause an endless VFX loop.
  • Resolved an issue that prevented SFX from playing properly when retreating from a friendly battle
  • Fixed an issue that saw Nico Minoru’s VFX move on the card and obscure information
  • Fixed Shuri’s VFX to no longer display for all cards hovered over the location, just the first
  • Fixed an issue with Mysterio’s VFX not displaying correctly on some Android devices
  • Intro animations should no longer overlap between Thanos and High Evolutionary
  • Fixed an issue with Ongoing abilities delaying the merge VFX for Klyntar.

Other Fixes in 22.x

  • Player Names should no longer be occasionally missing from Friendly Battle and Conquest UI elements
  • “Hold to Open” and “Hold to Confirm” text should no longer overlap card and reward descriptions and assets
  • Fixed some text strings related to Mission Completion that weren’t properly localized in all languages
  • Card upgrade UI should now be properly scaled to fit the screen when upgrading post-match
  • Resolved and issue with Card Upgrade preview not showing for Infinite rarity
  • Resolved some minor UI elements that were clipping behind the spotlight cache carousel banner
  • Cleaned up some elements of the splash screen that were visible across adjacent screens
  • Tapping on the empty space on either side of the Avatar and Title select screen should no longer open those objects into their detail view
  • Fixed Weirdworld’s background
  • Resolved some overlap issues with card touch region sizes in the collection screen
  • Fixed an issue that was causing Titles and Avatar assets claimed from Collector’s Caches to be duplicated and overlapping
  • Fixed an issue that could cause the Hotel Inferno location to appear during the tutorial.
  • Addressed a typo in the Artist information for one of Ghost Rider’s variants
  • Cleaned up some of the background shader work for one of Taskmaster’s variants
  • Resolved an issue with one of Scarlet Witch’s variants that caused some visible distortion at 3D and higher rarities
  • Mission timers should be once again refreshing appropriately in the client
  • Adjusted some FTUE and informational popups to display correctly for devices with a notch

PC Fixed Issues in 22.x

  • [PC] Signing out and then back into the same Google account on PC during the same session should no longer result in various UI issues
  • [PC] When going to the Shop from the Collection Screen, the reward previews for bundles should no longer show duplicate assets
  • [PC] Scrolling between decks should now function correctly when changing between Landscape and Portrait in the session
  • [PC] The booster logos should no longer be blurry at the post-match results screen
  • [PC] Card series labels should no longer be missing from the Collection view

 

Known Issues List

New Feature Known Issues in 22.x

  • VFX are missing for album progression
  • The transition is abrupt and the screen flickers when opting to go view a deck created by the Smart Deck builder from the Collection Track
  • The “Nevermind” button will return you to the collection screen rather than the card detail view when opting to not make a deck with smart deck builder
  • Reward assets may be visible behind the banner images for Albums
  • The “Make a Deck” VFX won’t play properly if used on an Album reward
  • There’s a superfluous tab indicator on the new emotes panel that isn’t accessible
  • Emote assets blink into existence when viewing Album rewards
  • Clicking on the “Go To Deck” button after using the Smart Deck builder can briefly display the main menu before transitioning properly to deck edit
  • The edit deck button collider when selecting a deck isn’t large enough making the right side not responsive
  • Spotlight caches will not become available after claiming a spotlight key as an album reward while under CL 500

New Known Issues for Existing Features and Content in 22.x

  • The arrow for previewing a spotlight cache’s associated avatar can be obscured if the card has associated token cards (ex: Thanos)
  • Previewing the Infinity border of a variant in the shop and then tapping the purchase button without completing the purchase will prevent previewing other rarities until closing and reopening the card detail view
  • The arrows for scrolling between rarity previews don’t grey out when there are no more options in either direction
  • An On Reveal card played before Wong will see an icon in the card detail view that implies it’s affected by Wong when it hasn’t been
  • Card ability text overlaps the upgrade text when upgrading during post-match
  • Symbiote VFX for cards being merged by Klyntar flicker briefly as each card is merged
  • The asset for some boosters on the Season Pass aren’t rendering in the proper color
  • Nico Minoru’s VFX aren’t displaying properly when she’s initially drawn to hand
  • Occasionally cards drawn from the Mind Stone will flicker briefly in hand
  • Spotlight Cache preview assets are occasionally failing to load on the main menu carousel
  • The favorites button on the collection screen is sometimes improperly highlighted
  • On very rare occasions the Shop button on the navigation bar may become unresponsive (restarting the app should correct this)
  • If you earn enough tokens to purchase something from the token shop, the purchase buttons do not become clickable until you’ve restarted the game

Localization New Known Issues in 22.x

  • The string for “Nowhere to Play” extends outside of the UI panel in Japanese
  • Some VO lines in certain languages are playing at too low of a volume or in the wrong language
  • The string for “Starter Deck” isn’t properly localized in most languages
  • In Russian and French, 4+ digit quantities for credits and gold are missing their notation

PC New Known Issues in 22.x

  • [PC] Deck names in the collection screen can occasionally overlap
  • [PC] The loading splash screen briefly displays on screen when completing a purchase from the shop
  • [PC] Assets may layer or display oddly at the top of the Collection Track for players who have not unlocked Spotlight Caches
  • [PC] The red notification pip may be missing from the Collection Level tab when there are rewards to claim
  • [PC] Some cards viewed from the Albums UI are missing their series label

Existing Known Issues

  • If you have the S3 claim reward confirmation up at the time that the card timer rolls over, the UI is no longer closable
  • Attempting to claim multiple rewards from the Collection Level track simultaneously can result in an error occurring
  • The missiong reward animation fails to play when you tap to complete missions from the main menu carousel
  • Sometimes newly upgraded infinity variants will have some z-fighting and other visual artifacts occur on the upgrade screen
  • The flare icon for some infinity split cards is occasionally missing its asset and displaying as a white block
  • The SOLD text after purchasing a bundle is too large in some languages
  • Occasional Z-fighting can be seen when card reveals and VFX occur while the player information panels are open
  • Lady Deathstrike’s thumb is partially obscured at the base and framebreak rarity levels
  • Distorted SFX can occur when scrolling through the CLTR after upgrading a card
  • Living Tribunal’s VFX can repeat if played with certain other cards
  • Card flare effects aren’t playing to full effect
  • Hulks generated by Gamma Lab show VFX for High Evolutionary but do not receive the updated ability.
  • VFX associated with High Evolutionary’s evolved cards can occasionally persist after the card or location has been destroyed
  • The infinity split prompt extends out of frame in Japanese
  • The pin button persists on the token shop after you’ve claimed that card but does not function
  • Evolved Shocker’s VFX initially target nothing
  • [Conquest] Occasionally the exclusive card progress bar doesn’t update appropriately until you’ve switched screens
  • Missions may not visually update properly when on the missions screen as the timer rolls over
  • [Conquest] Some oddities with asset layering
  • Hard restarting your app in the middle of a Fast Upgrade can cause an error to occur after you’ve restarted necessitating another restart to fix
  • The order of certain new user tutorials can change unexpectedly if that user immediately jumps into friendly battles
  • SFX do not play when retreating on turn 1
  • It can be hard to add or delete letters in the deck name on Android.
  • Mysterio’s token doesn’t update appropriately in all views when a using a variant.
  • Spectrum’s VFX for indicating which cards will be impacted by her ability aren’t always displaying
  • Cards in the Fast Upgrade section occasionally show the incorrect art.
  • Quantum Realm doesn’t reduce the power of cards that have their cost and power swapped.
  • Some item names in bundles have too-small fonts or can be cut off in some languages.
  • Series 3 Token shop may show duplicate items before it’s rolled through each card..
  • If you own all Series 4 and 5 cards as well as all Ultimate variants then the token shop will become inaccessible for Series 3 cards as well
  • Logging out and attempting to sign in via a different method can result in a hang on the Assembling splash
  • When Scarlet Witch or Reality Stone changes a location to Project Pegasus or Tinkerer’s Workshop, this location can trigger two turns.
  • Corners of cards can appear cut off when tilted during the card detail view
  • A long delay can occur an indestructible card such as colossus is played on Murderworld
  • Infinity Stone card descriptions overlap the art assets in Korean
  • Upgrade button not greyed out when the player doesn’t have enough credits
  • [Conquest] Repeatedly tapping on screen as you exit Conquest may cause the UI to break and require a restart to fix
  • If a player immediately restarts the app after fast upgrading a card they may see the upgrade rollback
  • Mission packs don’t refresh if you’re looking at them (need to change screens to see them update)
  • Luke Cage’s VFX play briefly every time that player plays a card
  • The favorites icon may unintentionally be highlighted when equipping new cosmetics
  • The “Set as Favorite” UI can become misaligned when swapping between languages
  • The 20th deck can occasionally be partially obscured by the UI when scrolling through
  • Tapping on the empty space on either side of the Avatar and Title select screen can open those objects into their detail view
  • Occasionally the word “Free” on the daily 50 credits icon can change to a “0”
  • The currently selected deck may not always be the deck in focus when opening Deck Selection
  • The “Claimed” banner on the season pass may be misaligned for some levels
  • The carousel banners for Weekend Missions occasionally show incorrectly as “Season Missions”
  • The dropdown menu doesn’t move with the deck list as the player scrolls
  • The losing player’s avatar in Conquest and Friendly battle will occasionally display incorrectly at match end
  • The title UI asset can overlap the cardback asset in the cosmetics loadout UI
  • The glowing border asset for adding/removing a card from your deck is occasionally layered improperly and shows behind other cards
  • The card asset can obscure various UI elements when being claimed off of the CLTR
  • Occasionally a miniaturized snapshot of the prior game can be seen when transitioning back to the main menu after a match

PC Specific Known Issues

  • [PC] Multiple tabs can be highlighted at once if using a touchscreen device
  • [PC] The “Never Seen Before” UI can overlap the Retreat UI in Friendly Battles
  • [PC] The background assets of the Conquest UI can briefly disappear when transitioning between UI
  • [PC] Some UI artifacting can occur at different PC resolutions
  • [PC] After toggling between portrait and landscape mode the player is occassionally brought to the Collection screen instead of the Main Menu
  • [PC] The season missions tab isn’t properly highlighted when accessing the missions UI from the Main Menu
  • [PC] Some UI elements on the main menu are missing their hoverstate SFX
  • [PC] Hovering over the emojis in card detail view while in a match highlights the base emoji as well
  • [PC] The main menu may flicker briefly when returning to it from other screens
  • [PC] The “Swap this Variant into All Decks” UI modal doesn’t always close appropriately
  • [PC] The weekly missions reward UI is missing its blur effect
  • [PC] Using Fast Upgrade from the Shop can cause some minor but strange UI layering issues with the collection screen
  • [PC] Mousewheel scrolling doesn’t work in the gaps between avatars in the Avatar selection screen

 

Character Spotlight: Annihilus

Today MARVEL SNAP initiates a special kind of malevolence… First-born son of the Oblivion… The Living Death That Walks… Annihilus.

On Reveal: Your cards with 0 or less Power switch sides. Destroy those that can’t.

 

“I am Annihilus… Lord of the Negative Zone! Annihilus the Living Death That Walks!

 

Annihilius’ Origin

Untold millennia ago, a technologically-advanced semi-humanoid species known as Tyannans, from the anti-matter universe known as the Negative Zone, ran a mission of seeding barren worlds with life spores.

One Tyannan ship was struck by a meteor and crash landed on the volcanic planet Arthros, where the crew released their life spores before starving to death.

Many generations later, one of those spores evolved into a weak insectoid creature with significantly heightened intelligence due to a mutation. It discovered the Tyannan starship wreckage and used a knowledge transference helmet to master the advanced Tyannan technology.

The creature enhanced its own intelligence and strength, and created body armaments and a “Cosmic Control Rod.” Obsessed with survival, the paranoid creature set out to destroy any other living being he viewed as a potential threat to his existence.

This creature became known as Annihilius, and used his power to dominate other lifeforms that had arisen from the spores of Arthros. Annihilus plotted to either conquer or destroy the neighboring worlds in the Negative Zone.

 

 

Powers & Abilities

Due to prolonged exposure to the Cosmic Control Rod, Annihilus possesses an array of superhuman abilities including incredible strength, speed, stamina, durability, agility, and reflexes. His physiology and musculature extend well beyond even the finest human athletes.

Annihilus’ wings paired with the Cosmic Control Rod allow him to fly at speeds up to 150 miles per hour in Earth-like atmospheres, and significantly faster in outer space.

One of Annihilus’ newest tricks enables him to induce fear into the minds of others.

And as if all that wasn’t enough, Annihilus is practically immortal — his unique physiology ensures that he will be continually reborn for the rest of eternity — in his own words, he is constantly resurrected and cannot stop living no matter how many times he dies.

 

The Lord of the Negative Zone’s positively negative MARVEL SNAP effect is:

On Reveal: Your cards with 0 or less Power switch sides. Destroy those that can’t.

 

Embrace the power of the Negative Zone — Send your Rocks and other low-Power stuff your opponent’s way!

Annihilus combines perfectly well with cards that fill up the board like The Hood, Debrii, Sentry, and Viper!

 

Let us welcome this master of manifest misery with open arms — Congratulations Annihilus, your domain is now extended into the world of MARVEL SNAP!

Character Spotlight: Gladiator

Superguardian of the Shi’ar Imperium, preserver of stellar harmony, destroyer of mutants…

Today, we welcome the confident loyalist to the Shi’ar empire — Gladiator!

On Reveal: Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.

 

Who is Gladiator?

The fiercely proud Gladiator is the leader, or praetor, of the Imperial Guard, a multi-ethnic group of super-powered alien beings who act as enforcers of the laws of the Shi’ar Empire.

Gladiator was amongst the first of the Imperial Guard encountered by the team of superhuman mutant adventurers known as the X-Men who sought to rescue the Princess-Majestrix Lilandra from her insane brother, then-Majestor D’Ken.

Following the orders of their emperor, the Guard clashed with the X-Men and were on the verge of winning when the band of interstellar freebooters known as the Starjammers arrived to turn the tide of battle in the X-Men’s favor.

 

The Guard and the X-Men subsequently clashed once more when the Shi’ar sought to end the threat to the universe posed by the cosmic entity known as the Phoenix, which had assumed the form of X-Men member Jean Grey.

As praetor of the Guard, Gladiator was an obvious choice to be one of eight Guardsmen chosen to battle the X-Men.

Under Gladiator’s leadership, the Guard defeated the X-Men, then allowed the mutants to return to Earth.

 

 

Powers & Abilities

Kallark is a Strontian who went through the Gladiator enhancement process, enabling him to survive in the vacuum of space and increasing his natural power levels.

As a result, Gladiator possesses superhuman strength that grows relative to his confidence — said to be comparable to the Hulk in physical might, powerful enough even to shift planets from their orbit, collapse stars, and tear apart black holes!

Additionally, Gladiator’s Strontian physiology grants him incredible superhuman speed, agility, reflexes, and stamina — dwarfing the physical capabilities of the finest human athletes.

His extraordinary durability renders him virtually impervious to all physical damage and capable of withstanding high caliber bullets, powerful concussive blasts, falls from tremendous heights and blows from powerful super-humans such as Hulk and Hyperion.

 

As if that wasn’t already enough, Gladiator also possesses the powers of flight, super breath, microscopic vision, heat beams, psionic resistance, and accelerated healing factor.

He is an incredibly trained and experienced fighter, capable of planning for and meticulously executing upon any situation.

 

Gladiator’s physical prowess, immense confidence and ability to one-up just about anyone who comes his way, is illustrated by his MARVEL SNAP effect:

On Reveal: Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.

 

As a powerful Strontian warrior, it goes without saying that Gladiator should have incredible stats for his cost.

He possesses 7 base Power for just 3 energy, plus a potential upside of destroying a card from your opponent’s deck. (Death and Knull lovers eating good!)

However, as is the case with any duelist combat, there comes a risk which accompanies the potential reward — the opponent winning.

 

Of course, we all know that your Gladiator will win 100% of the time, every time, right?

 

Pride, loyalty, confidence, and a bit of superhuman physiology goes a long way when looking to destroy mutants and preserve stellar harmony!

Let’s welcome Majestor Kallark — AKA Gladiator — to MARVEL SNAP!!

November 9th – Balance Updates

Today is a lengthier update than usual, as we’d like to explain more about our recent balance changes and how they’ve impacted our process moving forward.

Balancing Act

We’ve received a lot of questions around the unusually high number of balance revisions to new cards over the last couple months. It’s not our intent to change new cards this often; unfortunately a variety of related issues combined to impact multiple cards. Some of these challenges included:

  • Unusually and unexpectedly shortened development cycles
  • Multiple complex cards requiring additional time
  • Playtesting concurrent seasons in isolation for too long
  • Our internal metagame diverging from live

 

These aren’t excuses, we just want you to know we’re investigating our process and taking steps to improve. Some of the changes we’ve made:

  • Season design starts 4 weeks earlier
  • Season Pass cards receive ~double their previous playtesting
  • Playtesting methodology keeping Seasons more mixed
  • Additional investment in personnel and resources for balance work

 

We’re going to miss high and low; we’re going to have bad ideas that look good for the first thousand hours. But our balance goals remain keeping the game fun, the metagame fresh, and the cards you acquire enjoyable additions to your collection.

 

Patches vs. OTAs

We’ve talked about this in other venues, but because it’s important to this topic let’s review our live balance methodology. The design team updates the game in two ways: through scheduled patch changes, which happen approximately every 4 weeks on a Tuesday, and through OTA (“over the air”) changes, which happen every two weeks on Thursdays. For many of you, they probably look and feel fairly similar. For us, they’re totally different work.

 

The most obvious difference is in their content. Our OTA adjustments are restricted to changing numbers on the cards: Cost, Power, and the scale of the ability (if the card has one with a number). If we want to change a card more dramatically, that requires a patch, and patches are a different kind of update.

 

Take the patch we released on 10/31. Because a patch involves several changes and feature additions, it needs more time between locking changes and releasing them. That means Design locked our patch adjustments in around 10/2, with notes written the following week. However, OTA updates only require about a week to build. So the 10/31 patch was final before the 10/12 and 10/26 OTAs were even identified. Patch changes are in a difficult position–when we feel a big change may be warranted, we know the game could look very different by the time it’s actually live. For that reason, we’re often careful making big nerfs with patches.

 

Let’s Talk About Mobius

The 10/31 patch did include a big nerf–it radically changed the functionality of Mobius M. Mobius, a relatively new card. If we knew patches risk being obsolete, why make such a huge change? Well, the data on our side was scary. We expected Mobius to have an impact on the metagame and to change card choices for players and top decks. We also knew we couldn’t predict exactly what would happen, as he’s a generally playable card.

 

What we didn’t expect was exactly how Series 4 Mobius would affect players completing Series 2 or moving through Series 3. Many exciting strategies players gain access to there basically disappeared overnight. We hadn’t accurately evaluated how commonplace Mobius might become, and there was still a bundle on its way.

 

If you’re tracking dates, we only had a few days to react to this discovery, as Mobius launched on 9/26. We had to make a call–wait and change his numbers via OTA, or book a patch change. At the time, we worried we had grossly misunderstood his long-term impact and didn’t want to risk waiting for the next patch if an OTA was insufficient. We made a reactionary nerf proportionate to the concern.

 

In hindsight, that was the wrong call. Mobius’s metrics calmed down, the metagame stabilized, and the play rates of many affected cards and decks improved. While Mobius was still overperforming, it became clear an OTA would’ve likely worked–but the ship had sailed. We also inadvertently generated more concern with this passage from the patch notes:

 

“While we were eager to see the world Mobius would create, we expected to make an adjustment down the road in order to welcome Cost reduction strategies back into the sunlight . . . We’re also interested to hear your feedback on our approach here, using a new card as a tool to create a new play environment temporarily.”

This was carelessly written and fails to convey our intent, which was that we knew we needed to protect viable Cost reduction strategies in SNAP if it turned out Mobius was too much. On that count, we’ll just apologize and expressly say that 1) we don’t launch cards with a nerf planned after a period of time passes, and 2) we don’t nerf cards based on upcoming bundles.

 

To be clear: we will launch cards we think we might need to nerf, because game balance is imprecise. We’d rather do that than launch cards we believe will need a buff, because the risk is worth ensuring the new cards are meaningful additions to the game. But in those cases we’ve always made an earnest and responsible effort to hit a mark we hope can land and stick, and we’re going to work harder on that.

 

So, with all of that said, here’s today’s change to Mobius.

 

  • Mobius M. Mobius
    • [Old] 2/3 – On Reveal: Until the end of next turn, your Costs can’t be increased and your opponent’s Costs can’t be reduced.
    • [New (sort of)] 3/3 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.

First off, yes–this is new functionality for the OTA! We recently developed the ability to change card text, and this will be our first live test with it. Hopefully, you’re reading this and it worked perfectly. This does potentially change the kind of OTAs we can make in the future, but we’ll move slowly on that count. Expect OTAs to continue as usual for now.

As for Mobius himself, because we believe an OTA might’ve been the right call, we’re just doing that. This change returns Mobius to his previous functionality at a higher Cost, because the card we most want Mobius to emulate is basically Cosmo. Cosmo isn’t a staple, but Cosmo is playable enough to serve as a release valve for strong On Reveals. Mobius is better against Cost reduction than Cosmo is against On Reveal because his location placement doesn’t matter, so we went with 3/3 rather than 3/4. Plus, he’s a Cerebro-3 kind of card.

We’ll continue to keep an eye on Mobius and spend playtest cycles looking at other versions of his effect that hew closer to the original than the On Reveal did, just in case it turns out we do need one. In the spirit of additional transparency, that effort is starting with “2/3 – On turn 6, your Costs can’t be increased and your opponent’s Costs can’t be reduced.” But again, we hope to not need it.

Let’s dive into the remaining changes!

 

  • Doctor Strange
    • [Old] 3/3 – On Reveal: Move your highest-Power card(s) to this location.
    • [Change] 3/3 -> 2/3

Many of us fondly remember our first Move decks, with Doctor Strange calling over a Vulture and a Multiple Man. As collections matured, this enjoyable card and popular character often fell to the wayside. In an effort to augment his long-term potential while keeping a fun early-stage card, we’re trying this simple change on for size.

 

  • Shang-Chi
    • [Old] 4/3 – On Reveal: Destroy all enemy cards at this location that have 9 or more Power.
    • [New] 4/3 – On Reveal: Destroy all enemy cards at this location that have 10 or more Power.

We’ve been waiting for the right time to deploy this change–in fact, since we began considering and vetting it, the conversation around Shang-Chi and his ubiquity in decks have both changed dramatically! We first began considering this adjustment because he was simply so popular–a play rate that would’ve merited a nerf on most cards, even though his other performance metrics were average.

However, two other good reasons emerged as we thought it over. First, 10 is just a “better number” than 9, in game design speak. It’s easier to remember, an intuitive benchmark for “big” Power, and has special significance to Shang-Chi thanks to the Ten Rings. We’ll be using this threshold for more cards in the future, too. Second, this change adds “space” for us to design with a larger mix of Powers and abilities, especially among 5 and 6-Cost cards, without letting Shang-Chi catch them all.

We’re also making related changes to other cards, so that Shang-Chi still destroys some existing cards that could also use a buff, while others he wasn’t destroying have room to gain Power now. Notable cards we aren’t changing that Shang-Chi will no longer destroy include Black Cat, Rescue, Abomination, Living Tribunal, and the occasional Ronan or Devil Dinosaurs. We’ll monitor all of these cards closely to make sure their performance remains appropriate–looking at you, Living Tribunal–but we’re optimistic.

 

  • Monster
    • [Old] 6/9
    • [Change] 6/9 -> 6/10

Nothing much to see here, just keeping the generic “token” from Monster Island in Shang-Chi’s range.

 

  • She-Hulk
    • [Old] 6/9 – Costs 1 less for each unspent Energy last turn.
    • [Change] 6/9 -> 6/10

She-Hulk’s a fun card that merited a nerf earlier in the year off her 6/10 stat line. As decks have evolved, we think She-Hulk deserves to return to form. However, given that one of the popular things to do with She-Hulk is make copies of her, it’s also important she stay in Shang-Chi’s range so that he functions as a counter to that strategy. Plus, something about a Hulk sitting at less than 10 Power just doesn’t sit right, you know?

 

  • Warpath
    • [Old] 4/5 – Ongoing: If any of your locations are empty, +4 Power.
    • [New] 4/5 – Ongoing: If any of your locations are empty, +5 Power.

Warpath is a pretty efficient Powerhouse in early metagames, and that makes him the kind of card we like Shang-Chi being able to handle. However, given he’s not as popular in competitive play, he’s also a fine candidate for a buff. Warpath offers a few cool moments of discovery to new players, with one of our favorites being “dodging” Shang-Chi by moving cards into or out of your third location, a dynamic we’re happy to preserve.

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

Jessica Jones is kind of just the converse of Warpath, as an early game 4-Cost card offering bonus Power for a fairly small drawback, but while avoiding Shang-Chi’s effect. That will remain true, and maybe this buff will also help her find the occasional home in a larger metagame.

 

  • Strong Guy
    • [Old] 4/4 – Ongoing: If your hand is empty, +6 Power.
    • [Change] 4/4 -> 3/3

This is a double adjustment as we’re moving Strong Guy out of Shang-Chi’s range and buffing him to better complement his supporting cast, given how many strong 4-Cost cards Discard decks have available. Now you can play him the turn before Hellcow and threaten a lot of Power very quickly! Strong Guy’s also unique as a discard reward that doesn’t want you to play Apocalypse, which means we can push a little extra strength here and see if an extra Discard deck might emerge.

Last but not least, we’ll be making some changes to the OTA schedule for the end of the year. As many of us are taking the opportunity to eat first and second dinner with our families during the holidays, there will be no OTAs on 11/23 or 1/4. We are tentatively planning to keep the 12/7 and 12/21 OTAs on the schedule, but if that changes we’ll let you know.

 

That was quite a read–thanks for sticking with us. Until next time, happy snapping!

Character Spotlight: Ms. Marvel

Today we welcome the extraooooordinary extender — Ms. Marvel stretches her way into MARVEL SNAP!!

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

Pakistani-American Super Hero Kamala Khan protects the streets of Jersey City with her one-of-a-kind embiggening power.

 

Kamala Khan grew up idolizing Super Heroes like Carol Danvers — AKA Captain Marvel — never dreaming she’d have the opportunity to join her role models in safeguarding society from the forces of evil!

With an extraordinary ability to alter shape and size, Ms. Marvel employs an idealistic attitude as much as any power to make the world a better place!

 

Ms. Marvel’s primary super human ability is the power to shape shift. She can transform her body, or parts of it, to aid her exploits. Kamala usually uses this power to elongate her limbs or enlarge her fists!

Kamala’s marvelous flexibility (pun definitely intended) is seen in her MARVEL SNAP effect:

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

Ms. Marvel’s effect rewards playing an array of differently costed cards at Locations — If possible, it’s best to play Ms. Marvel at the center Location so she can stretch over and buff up both the left and right Locations with +5 Power each!

To ensure the adjacent Locations receive +5 Power, make sure you play uniquely costed cards — one way of enabling this strategy is populating the adjacent Locations with the likes of Squirrel Girl, Mysterio, or Doctor Doom!

She also works particularly well in conjunction with other buffing and Ongoing cards such as Mr. Fantastic or Klaw! Then, double up on your big Ongoing effects with Mystique and Onslaught!

 

MARVEL SNAP welcomes the incredible shapeshifter, lover of Super Heroes, and deft defender of New Jersey — Ms. Marvel!!

New Season: Higher, Further, Faster

There’s two things we especially love about New Jersey in the United States. One, it’s home to the most diners per capita in the world. Who doesn’t love delicious diner pancakes? Two, it’s home to one of our all-time favorite characters: Kamala Khan. Let’s meet her shall we?

SEASON PASS

This month’s season pass brings us MARVEL’s biggest fan – Ms. Marvel herself! A season featuring Ms. Marvel wouldn’t be complete without her inspiration and new BFFs, Captain Marvel and Spectrum.

NEW CHARACTER: MS. MARVEL

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

SEASON REWARDS!!

NEW CHARACTERS & MORE!

Get ready to shake up the meta, build new decks, and unleash unique strategies with these brand new cards releasing throughout the month!

SERIES 5

On Reveal: Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.

SERIES 5

On Reveal: Your cards with 0 or less Power switch sides. Destroy those that can’t.

SERIES 4

At the end of the game, move to a location that LOSES you the game. (if possible)

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Elsa Bloodstone, releasing as a Series 5 card on November 7th.

  • November 7th: Elsa Bloodstone – Series 5 Release
  • November 14th: Gladiator – Series 5 Release
  • November 21st: Annihilus – Series 5 Release
  • November 28th: Martyr – 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!

November 7th:

  • Alioth
  • Knull
  • Negasonic Teenage Warhead

 

 

November 14th:

  • Gladiator
  • Mirage
  • Loki

 

 

November 21st:

  • Annihilus
  • Daken
  • X-23

 

 

November 28th:

  • Martyr
  • Jean Grey
  • Spider-Man 2099

 

 

BRAND NEW LOCATIONS

  • Noor Dimension: After you play a card here, add a Djinn to your hand.

  • Tarnax IV: After you play a card here, transform it into another card of the same Cost.

BRAND NEW VARIANTS

There’s 70+ New Art Variants coming to the game this season – including 22 brand new Peach Momoko variants! And… what’s better than a Peach Momoko Shop Takeover? TWO Peach Takeovers!

Shop Takeover: Peach Momoko – November 8th

  • Elektra
  • Ghost-Spider
  • Lady Sif
  • Magik
  • Storm
  • Valkyrie
  • White Queen

Shop Takeover: Peach Momoko – November 15th

  • Knull
  • Shang-Chi
  • Doctor Strange
  • Daredevil
  • Silver Surfer
  • Captain America
  • Iron Man
  • Namor

 

 

TWITCH DROPS

If you haven’t had enough Peach yet, then GREAT… neither have we! Watch your favorite MARVEL SNAP Twitch streamers to earn a brand new Peach Momoko Punisher Variant Card, Punisher Variant Avatar, Boosters and Credits. Drops will be available from November 15th through November 22nd – don’t miss out!

  • Watch 2 hours to earn: Peach Momoko Punisher Avatar
  • Watch 4 hours to earn: 155 random Boosters, 300 Credits
  • Watch 6 hours to earn: Peach Momoko Punisher Variant Card

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

Watch out for cute cuddly flerkens kittens! See you in the game!

opens in theaters on Wednesday, November 8!!!

The Year 2023! Captain Marvel is back. <The Marvels> opens in theaters on Wednesday, November 8!!!

The Marvels come together to stop “Dar-Benn” from destroying all of the countless planets Captain Marvel calls home!

Higher! Farther! Faster! We can’t wait for the next installment of The Marvels with Park Seo Joon. 🙂 To celebrate the release, we’re organizing a special community event for MARVEL SNAP players! Check out the details of the event below, and be sure to participate to win tickets to see <The Marvels!>

📢 Movie Ticket Giveaway Event to Celebrate The Release of “The Marvels” 💌

🚨 Event Period To be scheduled after being reviewed (planned to be held ASAP and will last for 2 weeks)

🚨 Event Target

All players who joined the Official Lounge of MARVEL SNAP

🚨 Event Details – Build a deck that includes “Spectrum” and win the game, then post your expectations for The Marvels with a screenshot verification on the relevant event board.

🚨 How to participate 1. Build a deck that includes “Spectrum” 2. Take a screenshot of your win with that deck and post it to the event board! 3. Leave your expectations of The Marvels movie with your verification!

🚨 Event Prizes – <The Marvels> movie tickets will be rewarded through lottery (25 Winners, 50 Tickets) Movie tickets were provided by Disney Korea.^^

🚨 Announcement of Winners and Prize Distribution – Winners will be announced through a separate announcement after the event ends and movie tickets will be distributed via secret comment.

Note

– Please understand that the prize distribution date may change slightly depending on some circumstances.

– If you delete your post before the winner announcement, you will be excluded from winning.

– Posts registered before or after the event period will be excluded from the list.

– Profanity posts, abusive behavior, and inappropriate nicknames will be excluded from the list.

– If you participate twice, only the first participation in the event will be recognized.

– This event is held by Nuverse and has nothing to do with Marvel and Walt Disney.

– This event is for Korean players only, and non-Korean players will be excluded from the event.

We hope you’ll join us in celebrating the release of <The Marvels>, and don’t forget to leave your expectations with your winning deck! 🙂 Thank you.

Event Support Program Page

We, the MARVEL SNAP team, are grateful to the many volunteer players who have been putting on fun and exciting events.

Therefore, we have decided to further support your efforts with an official program!

Eligibility for application

Individuals or MARVEL SNAP community members

Minors must have parental consent. Parental consent will be deemed to have been obtained upon application.

Details of support

The operation team will determine based on the content of support based on the scale, performance, and content of the event.

We may not be able to provide support depending on the content of the application.

What can we provide:

  • Provision of prizes for the event (in-game rewards or Amazon gift card, etc.)
  • Promotion on the official SNAP community, Twitter and Discord.

Application conditions

  • The event must be open to all MARVEL SNAP players (regardless of whether it is an online or offline event).
  • The event must be able to be promoted online (regardless of whether it is an online or offline event).
  • The event must be held at a venue in Japan (for offline events).
  • The event must be held under laws and local ordinances.
  • The event must not be held for profit.
  • If a participation fee is collected from participants, it must be used to defray the costs of running the event (venue expenses, personnel costs, etc.).

 

How to apply

Please apply by filling out the entry form below.

https://survey.isnssdk.com/q/59240/Y1c80U1f/69bf/#/

The operation team will reply to you by e-mail or Discord.

It takes about 7 business days after application.

Please apply well in advance.

After the event

After the event, you need to submit a report on the number of participants and other results.

T&C

  • Please abide by the MARVEL SNAP Terms of Use.
  • Please note that Marvel is not responsible for any problems, losses, or damages incurred in connection with the event.
  • Personal Information

 

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Patch Notes – Oct 31, 2023

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

 

GENERAL UPDATES

FEATURES

Spotlight Cache Improvements

  • Spotlight Keys replace Spotlight Caches in the Collection Level Track
    • Spotlight Keys can be used to open a Spotlight Cache!
    • Feel free to collect them, you will not automatically open Caches
  • Press-and-hold the Spotlight Cache at the top when you have a Spotlight Key to open it
  • Getting a Spotlight Variant now also rewards the corresponding Avatar

Updates to your Deck’s Cosmetic loadout

  • When editing a deck, there’s a new tab for managing that deck’s avatar, cardback, and title.
  • This includes new screens for more easily viewing your cardbacks, avatars, and titles.

Bonus Gold for first purchases

  • Your first purchase of any Gold amount from the Shop now grants double the Gold!
  • Note: The feature will only take effect if you update to the latest version. This one-time bonus for each Gold amount will apply to all players, even if they’ve already purchased Gold before this patch.

 

AUDIO

  • VO has been added for the following cards:
    • Kang
    • High Evolutionary
    • Living Tribunal
    • Odin
    • Heimdall
    • Dr. Doom

Collection Screen

  • Sorting by Upgradable now sub-sorts by Booster count to help find cards with lots of boosters.

 

BALANCE UPDATES

CARD UPDATES

  • Mobius M. Mobius
    • [Old] 2/3 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.
    • [New] 2/3 – On Reveal: Until the end of next turn, your Costs can’t be increased and your opponent’s Costs can’t be reduced.

Developer Note: Mobius M. Mobius has had a massive impact on the metagame, forcing a changing of the guard among top decks that saw perennial powerhouses like Zabu, Sera, and Death fall from grace in favor of decks that could push Power by just playing cards for their normal Energy Costs. While we were eager to see the world Mobius would create, we expected to make an adjustment down the road in order to welcome Cost reduction strategies back into the sunlight. Today is that day, as we’re shifting Mobius to provide a temporary counter that requires good timing to maximize the effect. This makes him trickier to set aside Energy for, kind of like Shadow King, and also opens up counters like Magik for decks that are hyper-vulnerable to Mobius being played on turn 5. We’re also interested to hear your feedback on our approach here, using a new card as a tool to create a new play environment temporarily.

 

  • Ravonna Renslayer
    • [Old] 3/3 – Ongoing: Your cards with 1 or less Power cost 1 less. (minimum 1)
    • [Change] 3/3 -> 2/1

Developer Note: Ravonna released on the weak side, and Mobius’s release immediately afterward put additional pressure on her decks. This is the sort of adjustment we’d normally be happy to make via an OTA, but we’ve waited until this patch because of Mobius. While Mobius was Ongoing, Ravonna buffs wouldn’t be as impactful as we’d like, so we’re hoping this change and its timing gives her an opportunity to succeed. We did decide to keep her stats just under Cost reduction hall of famer Zabu, because while Ravonna is more restrictive she can also affect a wider range of powerful cards. Enabling turn 5 Arnim Zola is a little scarier than turn 3 White Queen.

 

  • Wave
    • [Old] 3/3 – On Reveal: All cards cost 4 until the end of next turn.
    • [New] 3/5 – On Reveal: All cards cost a maximum of 4 until the end of next turn.

Developer Note: This is a change we’ve been sitting on for a while, but we didn’t want to introduce such a shake-up to the metagame during a time when Wave was an important balance tool for managing specific matchups. However, the combination of Loki, Mobius, and Alioth have all led to Wave seeing play in more decks than just ones looking to slow the game down and play big cards–we’re seeing a lot more decks get ahead, then use Wave to slam the door. Since that’s explicitly not what we want for Wave, the timing seemed right for this adjustment. Wave will no longer increase card Costs at all, just reduce cards that cost 5 or more to a maximum of 4. Because this effect is beneficial to both players, we’re improving her from 3/3 to 3/5. This change is certainly a nerf to Wave in some strategies, and we’ll look at their performance to evaluate future buffs.

 

  • Sandman
    • [Old] 5/3 – Ongoing: Players can only play 1 card a turn.
    • [Change] 5/3 -> 5/4

Developer Note: With Wave no longer functioning as a Cost restriction and Mobius getting weaker, we’d like to give Sandman a buff in order to ensure he remains a relevant tool for countering decks that play a ton of cards in the final turns of the game. We’ll keep an eye on his performance going forward, because while we don’t want a world where Sandman is as common as Wave was, we do want him to have a meaningful presence. Like Ravonna and Mobius, this is the type of change we’d usually make in an OTA but prefer it to accompany Wave’s change.

 

  • Negasonic Teenage Warhead
    • [Old] 3/5 – After ANY card is played here, destroy this card AND that card.
    • [New] 3/2 – After an enemy card is played here, destroy it. (once per game)

Developer Note: Negasonic has languished for a while now. We’ve seen glimmers of experimentation every now and then, but ultimately Negasonic has just not cut it in competitive decks. More concerning, she’s also turned out to be a bit complicated even for more casual play, requiring a fair amount of insight into matchups and priority to manage effectively. The biggest hurdles there are that the card both restricts your own play and blows herself up. So… now it doesn’t do either of those things! To compensate for this newfound strength when it comes to fighting over cramped locations on turn 6, we’ve reduced her Power a fair bit.

 

  • Ant-Man
    • [Old] 1/1 – Ongoing: If you have 3 other cards here, +3 Power.
    • [New] 1/1 – Ongoing: If your side of this location is full, +3 Power.

Developer Note: Continuing from last patch, we’re making a minor adjustment to Ant-Man for consistency with Mojo and Dazzler. These cards now all check for the location being full rather than having a certain number of cards. While it’s sensible for Ant-Man to require teammates to get Power, he could easily grow to sit on the Space Throne himself.

 

  • Alioth
    • [Old] 6/3 – On Reveal: Destroy ALL enemy cards played here this turn. (including unrevealed cards)
    • [Change] Now only destroys enemy cards that are still on the opponent’s side.

Developer Note: This change is a functional adjustment to Alioth to get his text in line with how he interacts with control-changing effects like Hobgoblin. Before, if the opponent revealed Hobgoblin before your Alioth, Alioth would destroy the Hobgoblin even though it’s now on your side. But Alioth’s text suggests he should only destroy enemy cards, and in the above scenario Hobgoblin has become friendly (well, friendly in that he’s one of your cards, at least). Alioth will now only destroy cards if they’re still on the enemy’s side when Alioth reveals.

BUG FIXES

New Bug Fixes in 21.x

  • Yondu’s VFX should pull from the correct deck now
  • Resolved an issue with Spider-Ham’s VFX that caused cards to blink off and on
  • Fixed an issue that caused the card backs of cards drawn by White Queen to be missing their asset
  • Resolved an issue with matchmaking UI scaling on some devices
  • Straighted out some UI alignment issues in the Shop
  • Fixed some issues with how the Collection Level Track would scroll
  • The Anime Storm variant’s frame break should no longer obscure cost and energy
  • FTUE popups should now be properly localized in all supported languages
  • Booster rewards should no longer display briefly as a white rectangle
  • Booster logos should display correctly now in the Conquest rewards screens
  • Card and location emotes are no longer missing their assets or displaying as white blocks
  • Swiping while looking at a card back from the card details view should no longer cause the card’s ability text to display mirrored
  • Evolved cards should no longer have High Evolutionary’s VFX visible before they’re revealed
  • Fixed an issue that caused Friendly battle’s victory/defeat screen to be missing it’s banners
  • The UI for the Conquest menu should be properly centered
  • Cleaned up the clickable areas and made emotes in-game more easily interacted with on most devices
  • The screen should no longer be blank for a moment when you have the Series 3 card focused when the shop rolls over
  • Kang’s banner and associated VFX should display the correct turn timer
  • Kang’s Rewind button should once again completely cover the End Turn button
  • Notification pips should no longer be visible beneath the card detail view
  • Fixed an issue that caused Collection Level Trophy Road assets to occasionally be slow to load
  • Player and Opponent text emotes should no longer overlap on some devices
  • Friendly Battle Mode results screen should no longer be empty
  • The CLTR should no longer show behind the deck edit view after upgrading a card
  • Alioth should no longer destroy your own cards in cases where your opponent staged them
  • Colleen Wing’s VFX should no longer play more than once when discarding a card
  • Cards returned to hand and replayed at a location where they’d be hidden should no longer reveal themselves when tapped while hidden

New Bug Fixes not caught in 20.x Patch Notes

  • Dazzler should now view an occupied Space Throne as a full location
  • The new player flow can be bypassed in some situations and cause the client to break until restarting.

PC Specific Bug Fixes in 21.x

  • [PC] Fixed an issue that was causing some players to crash upon startup
  • [PC] Resolved some issues with missing localization strings in some languages for Mission UI
  • [PC] Switching between languages after also swapping between Windowed and Fullscreen should no longer result in text to disappear from the UI

 

Known Issues List

New Known Issues in 21.x

  • The favorites icon may unintentionally be highlighted when equipping new cosmetics
  • The “Set as Favorite” UI can become misaligned when swapping between languages
  • The 20th deck can occasionally be partially obscured by the UI when scrolling through
  • Tapping on the empty space on either side of the Avatar and Title select screen can open those objects into their detail view
  • Occasionally the word “Free” on the daily 50 credits icon can change to a “0”
  • The currently selected deck may not always be the deck in focus when opening Deck Selection
  • The “Claimed” banner on the season pass may be misaligned for some levels
  • The carousel banners for Weekend Missions occasionally show incorrectly as “Season Missions”
  • Mission timers aren’t always refreshing appropriately in the client (requires a restart to see the new timer)
  • The dropdown menu doesn’t move with the deck list as the player scrolls
  • The losing player’s avatar in Conquest and Friendly battle will occasionally display incorrectly at match end
  • The title UI asset can overlap the cardback asset in the cosmetics loadout UI
  • “Hold to Open” and “Hold to Confirm” text can overlap card and reward descriptions and assets
  • The glowing border asset for adding/removing a card from your deck is occasionally layered improperly and shows behind other cards
  • The card asset can obscure various UI elements when being claimed off of the CLTR
  • Card upgrade UI isn’t always properly scaled to fit the screen when upgrading post-match
  • Some minor UI elements clip behind the spotlight cache carousel banner
  • Occasionally a miniaturized snapshot of the prior game can be seen when transitioning back to the main menu after a match

PC New Known Issues in 21.x

  • [PC] The main menu may flicker briefly when returning to it from other screens
  • [PC] The “Swap this Variant into All Decks” UI modal doesn’t always close appropriately
  • [PC] The weekly missions reward UI is missing its blur effect
  • [PC] Signing out and then back into the same Google account on PC during the same session can result in various UI issues
  • [PC] Using Fast Upgrade from the Shop can cause some minor but strange UI layering issues with the collection screen
  • [PC] When going to the Shop from the Collection Screen, the reward previews for bundles show duplicate assets
  • [PC] Mousewheel scrolling doesn’t work in the gaps between avatars in the Avatar selection screen
  • [PC] Scrolling between decks doesn’t function correctly when changing between Landscape and Portrait in the session
  • [PC] The booster logos are blurry at the post-match results screen

Existing Known Issues

  • If you have the S3 claim reward confirmation up at the time that the card timer rolls over, the UI is no longer closable
  • Some FTUE and informational popups are displaying incorrectly for some devices with a notch
  • Attempting to claim multiple rewards from the Collection Level track simultaneously can result in an error occurring
  • The mission reward animation fails to play when you tap to complete missions from the main menu carousel
  • Sometimes newly upgraded infinity variants will have some z-fighting and other visual artifacts occur on the upgrade screen
  • The flare icon for some infinity split cards is occasionally missing its asset and displaying as a white block
  • The SOLD text after purchasing a bundle is too large in some languages
  • Occasional Z-fighting can be seen when card reveals and VFX occur while the player information panels are open
  • Lady Deathstrike’s thumb is partially obscured at the base and framebreak rarity levels
  • Mysterio’s VFX are not displaying correctly on some Android devices
  • Distorted SFX can occur when scrolling through the CLTR after upgrading a card
  • Living Tribunal’s VFX can repeat if played with certain other cards
  • Card flare effects aren’t playing to full effect
  • Hulks generated by Gamma Lab show VFX for High Evolutionary but do not receive the updated ability.
  • VFX associated with High Evolutionary’s evolved cards can occasionally persist after the card or location has been destroyed
  • The infinity split prompt extends out of frame in Japanese
  • The pin button persists on the token shop after you’ve claimed that card but does not function
  • Evolved Shocker’s VFX initially target nothing
  • [Conquest] Occasionally the exclusive card progress bar doesn’t update appropriately until you’ve switched screens
  • Intro animations can overlap between Thanos and High Evolutionary
  • Missions may not visually update properly when on the missions screen as the timer rolls over
  • [Conquest] Some oddities with asset layering
  • Hard restarting your app in the middle of a Fast Upgrade can cause an error to occur after you’ve restarted necessitating another restart to fix
  • The order of certain new user tutorials can change unexpectedly if that user immediately jumps into friendly battles
  • SFX do not play when retreating on turn 1
  • It can be hard to add or delete letters in the deck name on Android.
  • Ongoing abilities delay the merge VFX for Klyntar.
  • Mysterio’s token doesn’t update appropriately in all views when a using a variant.
  • Spectrum’s VFX for indicating which cards will be impacted by her ability aren’t always displaying
  • Cards in the Fast Upgrade section occasionally show the incorrect art.
  • Quantum Realm doesn’t reduce the power of cards that have their cost and power swapped.
  • Some item names in bundles have too-small fonts or can be cut off in some languages.
  • Series 3 Token shop may show duplicate items before it’s rolled through each card..
  • Some elements of the splash screen may be visible across adjacent screens
  • If you own all Series 4 and 5 cards as well as all Ultimate variants then the token shop will become inaccessible for Series 3 cards as well
  • Logging out and attempting to sign in via a different method can result in a hang on the Assembling splash
  • When Scarlet Witch or Reality Stone changes a location to Project Pegasus or Tinkerer’s Workshop, this location can trigger two turns.
  • Corners of cards can appear cut off when tilted during the card detail view
  • A long delay can occur an indestructible card such as colossus is played on Murderworld
  • Infinity Stone card descriptions overlap the art assets in Korean
  • Upgrade button not greyed out when the player doesn’t have enough credits
  • [Conquest] Repeatedly tapping on screen as you exit Conquest may cause the UI to break and require a restart to fix
  • If a player immediately restarts the app after fast upgrading a card they may see the upgrade rollback
  • Mission packs don’t refresh if you’re looking at them (need to change screens to see them update)
  • Luke Cage’s VFX play briefly every time that player plays a card
  • A card copied from a merged Phoenix Force cannot be moved.

PC Specific Existing Known Issues

  • [PC] Multiple tabs can be highlighted at once if using a touchscreen device
  • [PC] The “Never Seen Before” UI can overlap the Retreat UI in Friendly Battles
  • [PC] The background assets of the Conquest UI can briefly disappear when transitioning between UI
  • [PC] Some UI artifacting can occur at different PC resolutions
  • [PC] After toggling between portrait and landscape mode the player is occassionally brought to the Collection screen instead of the Main Menu
  • [PC] The season missions tab isn’t properly highlighted when accessing the missions UI from the Main Menu
  • [PC] Some UI elements on the main menu are missing their hoverstate SFX
  • [PC] Hovering over the emojis in card detail view while in a match highlights the base emoji as well

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