October 10th – Balance Updates

Today we have some nerfs to a couple of top decks in the interest of diversifying more of the metagame, along with a handful of Power buffs. Oh, and the return of Zabu!

 

  • Zabu
    • [Old] 2/3 – On Reveal: Until the end of next turn, your 4-Cost cards cost 1 less.
    • [New] 1/2 – On Reveal: On Reveal: Give each 4-Cost card in your deck -1 Cost.

We know it’s been a long wait to see an update to Zabu, and we hope you find this one satisfying. For quite some time our intent was to use Activate to land on a new Zabu, but we couldn’t find a design that hit the right mark between too weak and too strong with that ability. This version fueled some novel strategies internally, and we like how a 1-Cost Zabu paired thematically with Shanna and Ka-Zar, so we’re looking forward to seeing it in the wild.

 

  • Hellcow
    • [Old] 4/6 – Activate: Discard 2 cards from your hand.
    • [New] 4/7 – Activate: Discard a card from your hand.

The change from On Reveal to Activate for Hellcow accomplished our goal of adding life to a card that had fallen out of use, but we overshot the mark with regard to its strength in Hela decks. Those decks have persisted at a play rate higher than we’d like, even though the winrates have been flat. To add further pressure in the interest of a diverse metagame, we’re tweaking Hellcow to be less effective in the deck.

 

  • Widow’s Kiss (White Widow)
    • [Old] 0/0 – Ongoing: This has -3 Power. Disable this ability if your side of this location is full.
    • [New] 0/-4 – Destroy this when your side of this location is full.

An archetype we’ve learned a lot about over the last year is the “clog” deck, a broad term describing decks that aim to win by filling up enemy locations before turn 6. These decks were weak for a long time, but as we explored the design space they’ve become a consistent mainstay. Clog decks do provide a meaningful metagame pressure that we want to retain, but our current suite of clog cards has proven too strong. The decks are overperforming, but we’re also challenged as designers because we want to make new cards for every archetype, but don’t want to have more clog cards on par with White Widow.

Moving forward, we’re going to aim for more of our clog cards to have “out” clauses that let the opponent adjust their play to free up a location. This will make them more fun to play against, and also allow us to create more cards in the space. This particular change is a solid knock to White Widow, and we’ll monitor her performance in its wake in case it merits more compensation. One thing we do like about it is that Red Guardian is now a combo with Yelena!

 

  • Viper
    • [Old] 3/5 – On Reveal: One of your other cards here with the lowest Power switches sides.
    • [Change] 3/5 -> 3/4

Similarly, our change to Viper has created a card that’s very effective at its job–so effective that we think it could stand to lose a point of Power. We could’ve reverted to the old effect that gave away a random card, but we think this design has ended up more fun for the Viper player by enough to justify solving with an adjustment to the Power instead.

 

  • Kingpin, Scream, and Fisk Tower
    • [Change] No longer affects unrevealed cards.

We generally don’t let things afflict unrevealed cards unless otherwise stated, but these cards and location weren’t consistent with that philosophy. While Juggernaut specifies that he can move unrevealed cards, these don’t in turn state that they can afflict unrevealed cards. It’s important that we keep interactions consistent and predictable. If Kingpin can afflict unrevealed cards, then it gets confusing if Hazmat can’t.

While we could have maintained these as exceptions or even added more exceptions, that’s a slippery slope that burdens players. We’ve been happy with holding a line on the game ignoring unrevealed cards unless necessary for a specific function, such as Juggernaut. One reason is that it’s much easier to visually track what happens to them and more consistent for implementing elements like VFX. We hope this will help keep interactions in the game intuitive and consistent.

 

  • Scream
    • [Old] 2/2 – When an enemy card moves, steal 2 Power from it. (once per turn)
    • [Change] 2/2 -> 2/3

We’re aware that losing the interaction with Juggernaut is a knock to Scream’s strength, and many players may even have been specifically excited to acquire Scream based on this combination of effects. To compensate, we’re giving Scream a small buff.

 

  • Grand Master
    • [Old] 2/2 – On Reveal: Move one of your other On Reveal cards here to the middle location. Its ability happens again.
    • [Change] 2/2 -> 2/3

Grand Master is a really fun card to brew decks with, and it’s been underperforming. This extra Power shouldn’t put it over the top, but removes some of the downside of leaning into a card that has some situational hurdles to climb already.

 

  • Emperor Hulkling
    • [Old] 6/11 – At the start of the game, copy the text of a random 6-Cost card.
    • [Change] 6/11 -> 6/12

Our internal testing yielded some very powerful Hulklings, but we overcorrected on those balance results and released this card weaker than we’d have preferred to target. We know 5-Cost is a popular request, but that version of the card was in particular too strong. We’re going to stick at 6-Cost and find more fun with more Power.

 

  • Okoye
    • [Old] 2/2 – On Reveal: Give every card in your deck +1 Power.
    • [Change] 2/2 -> 2/3

Last but not least, a classic card from early Series play. Okoye has been left behind by some stronger scaling 2-Cost cards lately, but Okoye also does some solid work alongside cards like Scarlet Spider. Like Grand Master, this is a fun card that’s seeing less play than we’d prefer, so we’re adding some Power.

 

 

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

Patch Notes – September 17, 2024

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

PATCH HIGHLIGHTS

Activate more Activate!

previously announced, we’re updating two older cards to now feature the new Activate mechanic: Black Swan and Hellcow. The Balance section below will cover this in more detail.

  • Black Swan
    • [Old]3/5 – On Reveal: Until the end of next turn, your 1-Cost cards cost 0.
    • [New]2/3 – Activate: Until the end of next turn, your 1-Cost cards cost 0.

 

  • Hellcow
    • [Old]4/8 – On Reveal: Discard 2 cards from your hand.
    • [New]4/6 – Activate: Discard 2 cards from your hand.

 

GENERAL UPDATES

Changes to Gold offers:

  • We’re evolving our Gold bundles to bring you more frequent, balanced, and exciting deals on the Webshop.
  • The current Bonus Double Gold offers will be phased out 30 days after this patch, so if you’ve been waiting to take advantage of these offers, now’s the time!
  • While we know these offers have been popular, they’ve also had unintended effects on the overall balance of the game’s economy. That’s why we’re making this change to ensure a healthier economy moving forward.
  • New players will no longer see these offers, but they’ll have access to the new offers.

 

BALANCE UPDATES

  • Black Swan
    • [Old]3/5 – On Reveal: Until the end of next turn, your 1-Cost cards cost 0.
    • [New]2/3 – Activate: Until the end of next turn, your 1-Cost cards cost 0.

We revealed earlier that Black Swan and Hellcow would be changing to Activate as a bit of an experiment in seeing how the mechanic could be used to freshen up some older cards where On Reveal wasn’t quite getting the job done. We didn’t reveal that doing so would also come with some stat updates. Making an effect an Activate can be riskier, because it requires playing the card earlier in the game to time it properly. For Black Swan that’s extra true, because playing Swan on turn 5 still won’t be fast enough to get the Cost reduction–remember, Activate resolves with your other plays, so you can’t activate for a same-turn Cost discount. So we’re dropping the Cost to ensure more opportunities to get Black Swan into play.

It’s possible this update won’t land Black Swan in a better position, and we’re open to a reversion in that case. However, the risk seemed appropriate given Black Swan has been languishing on multiple metrics.

 

  • Hellcow
    • [Old]4/8 – On Reveal: Discard 2 cards from your hand.
    • [New]4/6 – Activate: Discard 2 cards from your hand.

So if we moved Black Swan down to 2-Cost, why are we shrinking Hellcow? Well, not all effects are created equal! Being able to time the discard on Hellcow makes it substantially stronger than the On Reveal in a couple of key ways, not the least of which is you can now curve Hellcow into MODOK without risking losing your MODOK. To reflect that shift in strength, we weakened Hellcow a little bit while we see how strong it proves to be.

 

  • Sword Master
    • [Old] 3/7 – On Reveal: Discard a card from your hand.
    • [New] 3/7 – On Reveal: Discard an odd-costed card from your hand.

Similar to how we updated Moon Knight, we’ve decided to create an alternate option with Sword Master. We did debate changing the stats–and yes, it does look weird that Moon Knight is a 3/3 and Sword Master is bigger. However, in addition to discarding an enemy card, Moon Knight just has more and stronger synergies: Apocalypse, Proxima Midnight, Stature, and even Wolverine. Sword Master has X-23, Ghost Rider, and maybe a different kind of Hela deck? Given the gap and our Sword Master decks not feeling too scary, we decided to wait and see rather than preemptively adjust the Power down.

 

Bug Fixes

Card and Location Logic Fixes in 32.x

  • Restored the check order of cards like Mystique hidden behind effects such as Invisible Woman or Dark Dimension to its former behavior
  • Players now can properly retreat from a match on Turn 6 if Mount Vesuvius is destroyed
  • Players now can properly retreat from a match on Turn 6 if Mount Vesuvius is disabled by an effect like Snowguard Hawk
  • Resolved an issue with Forge that could cause an infinite looping Fast Forward to play under certain circumstances

Card and Location Art Fixes in 32.x

  • Fixed an issue where one of Cannonball’s variants didn’t display split backgrounds properly in-game
  • Cleaned up Namora’s VFX timeline to be a bit snappier
  • VFX for The Ice Box should no longer display differently between players
  • Hand Full VFX should display properly when Black Knight is in play but Ebony Blade can’t be added to hand upon discard (ex: Helicarrier discarded)
  • Nocturne’s VFX now plays properly when moved to another location by another card
  • Resolved an issue that could result in Professor X’s VFX being removed from a location if he was forcibly moved
  • Fisk Tower’s VFX no longer triggers inadvertently when cards move away from the location
  • Fixed an issue that was causing Mockingbird’s VFX to trigger at the start of a match before any other cards were in play
  • Silver Samurai’s base card art no longer loses its split background when upgraded to Frame Break quality
  • Copycat’s SFX should no longer trigger for the opposing player when drawn
  • Blue Stardust no longer has green particles
  • Sakaar’s art asset has its background returned
  • Fixed a rare issue that could result in Foil finishes displaying as Gold or Prism on occasion
  • Copycat’s VFX no longer displays an exclamation point

Other Fixes in 32.x

  • Fixed a number of asset related exceptions that were occurring and causing noticeable performance issues and Aw Snap errors
  • Resolved an issue that could result in a perpetual loading spinner when you restarted the app after a League had ended
  • League-related toast messages should no longer occasionally appear at the start of matches
  • Card Effects and Flares should no longer occasionally be over-sized when viewed in certain Card Detail and Reward Detail views
  • Displayed Card Backs no longer revert to the default in Conquest after the first round
  • Fixed an issue that was causing the “Hold to Confirm” text prompt to only display if the player was already holding on the button and not when they tapped
  • Upgrading a card in the post-match screen and then clicking on a card in play from post-match should no longer result in overlapping card detail views

Alliance Fixes in 32.x

  • Players should be able to properly search for Alliances even if they do not meet the requirements to join the Alliance
  • Fixed a timing-related issue with completing Alliance bounties that could result in a single bounty being claimed more than once
  • Cleaned up some clipping and z-fighting issues for Bounty icons
  • Alliance descriptions with multiple line breaks no longer causes the roster to be unable to scroll to the bottom
  • Member icons and avatars no longer clip into the surrounding UI when the roster is scrolled through

PC Fixes in 32.x

  • [PC] Fixed an issue that was preventing card backgrounds from displaying for cards shown in the carousel

Existing Known Issues Fixed

  • Fixed the volume of some VO lines in certain languages that were too low
  • Text descriptions for some custom borders no longer have overlapping text in Vietnamese
  • The infinity split button should now be properly disabled when all possible splits for a card have been unlocked
  • Emote assets should no longer blink into existence when viewing Album rewards

September 12th – Balance Updates

The metagame has largely been settling into a time of peace. Arishem’s play rate has steadily trended downward since our last change to Loki, and hasn’t appeared to hit bottom yet as of these notes. Symbiote Spider-Man has shaken things up, but no decks new or old are presenting as outliers on win rate and cube rate at this time. As such, we’re taking a light touch on the competitive changes and mostly pushing up a few older cards.

 

  • Sandman
    • [Old] 5/6 – On Reveal: Players can only play 1 card next turn.
    • [New] 5/7 – On Reveal: Next turn, cards cost 1 more. (maximum 6)

We’ve relied on Sandman to be a negative pressure against strong decks that can threaten several cards at the end of the game. However, we’ve seen over time that when the metagame provides Sandman with that kind of an opening, those decks tend to become a frustration unto themselves. In some ways it’s reminiscent of Leech, and we’re pursuing a similar adjustment. Softening the penalty on Sandman will make it less effective at locking down the game, while still meaningfully impacting enemy plans to play tons of cards.

 

  • Mockingbird
    • [Old] 6/10 – Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [Change] 6/10 -> 6/9

Mockingbird has been one of the strongest cards in a couple dominant decks lately, so we’re taking away a Power here. It’s not uncommon for some players to assume that a 6/9 may be stronger than a 6/10, due to the vulnerability to Shang-Chi, but this has never been the case in the past. If, by some chance, it proves true for Mockingbird, we’ll cross that bridge when we come to it.

 

  • Aero
    • [Old] 5/9 – On Reveal: Move the last enemy card played anywhere to this location.
    • [Change] 5/9 -> 5/10

We’re aware one of Mockingbird’s roles of late has been providing some amount of support for Skaar, so we looked for a few candidates near 10 Power that felt ripe to receive a buff. Aero was just such a card, and an ideal candidate among 5-Costs given the ability isn’t strictly beneficial.

 

  • Black Cat
    • [Old] 4/9 – If this is in your hand after the turn, discard it.
    • [Change] 4/9 -> 4/10

Likewise, Black Cat’s seen a big dip following adjustments to Hela and Black Knight, so we’re adding a Power here as well to see how it impacts the play rate.

 

  • Ghost Rider
    • [Old] 4/3 – On Reveal: Bring back one of your discarded cards to this location.
    • [Change] 4/3 -> 4/4

Ghost Rider’s an exciting card, and we’d like to find the right spot for it to feel like a fun miniature combo for decks to play. We know from the early days of the beta how strong 3-Cost Ghost Rider was, so we decided not to risk such a drastic change. We’ll see how some Power goes and evaluate from there.

 

  • Moon Girl
    • [Old] 4/4 – On Reveal: Duplicate your hand.
    • [Change] 4/4 -> 4/5

Another card capable of fueling some unique combos, Moon Girl’s time in the sun faded pretty fast once Loki hit the timeline. We’d like to explore pushing this card back toward some of that former glory, and in fact we started by trying a 3-Cost version internally… but it was totally cracked, so don’t expect to see that change anytime soon. We might have considered more Power here, but given how strong decks with Mockingbird have been lately we erred more cautiously.

 

  • War Machine
    • [Old] 4/7 – On Reveal: Until the end of next turn, nothing can stop you from playing cards anywhere.
    • [New] 4/7 – Ongoing: Nothing can stop you from playing cards anywhere.

Many players noted that the new activate keyword had the potential to benefit War Machine. We also thought that might be true, but it turned out that even at 3/5 War Machine wasn’t quite as effective as one would hope–a card that packs most of its punch leading into turn 6 just isn’t an ideal home for activate. So we’re going with the backup plan here, changing the On Reveal to an Ongoing.

 

  • Agatha Harkness
    • [Old] 6/14 – Agatha starts in your hand and plays your cards for you.
    • [New] 6/14 – Agatha starts in your hand. She plays your cards for you on even turns.

We’re as excited as everyone else to see Kathryn Hahn back for Agatha All Along, so we decided to celebrate by letting our own Agatha out to play a little bit. You’ll find Agatha more interested in an equal partnership these days, sharing turns with the player rather than keeping them all to herself. We haven’t adjusted any other functionality–you’ll still see her showing up in your hand as a bonus card, too!

 

 

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

New Season: The Amazing Spider-Season

Swing into action with The Amazing Spider-Season! See what we did there? This month, we’re introducing our first ALL-NEW ABILITY: Activate. And we’re unleashing the power of Symbiote Spider-Man, our friendly neighborhood hero in his iconic black suit. If you thought YOU looked good in black, wait until you see Peter! With newfound strength and agility, he’s ready to tackle the city’s toughest challenges. But beware—this suit comes with a dark side!

 

 

OUR FIRST EVER NEW ABILITY: ACTIVATE

Activate is Marvel SNAP’s FIRST BRAND NEW ABILITY. The best part about this new Ability is that YOU get to choose when the Ability triggers.

Cards with Activate must be played and resolved prior to using their Ability. On the following turn, press and hold the Card until the “Activated!” message appears. To deactivate the ability, simply press and hold the Card again until it’s deactivated, or click the Energy icon and select the “Undo All Actions” button.

This new mechanic opens up even more potential strategies, as YOU get to choose when their ability will trigger! Do you activate it as soon as possible? Or keep your opponent guessing and wait until turn 6? We’re super excited about all of the new possibilities, so let’s check out the new Activate cards coming this season!

 

 

SEASON PASS

Go web! Fly! Up up and away web! Hmmm… I know… ACTIVATE! Symbiote Spider-Man is swinging in with Marvel SNAP’s NEW CARD ABILITY, ACTIVATE!!! This is HUGE! When Symbiote Spider-Man’s ability is Activated, the Symbiote absorbs the lowest-Cost card at your location, and copies that card’s text. Any On Reveal abilities will happen again as if they were just revealed!

NEW CHARACTER: Symbiote Spider-Man

Activate: Merge your lowest-Cost card here with this. Copy its text like it just revealed.

SEASON REWARDS

 

 

NEW CHARACTERS!

With great new powers, comes great responsibility to learn new ways to play! Check out the super fun new ways to play this season with our new Characters.

 

SERIES 5

On Reveal: Steal 2 Power from the top card of your opponent’s deck.

SERIES 5

Ongoing: You can move one of your other cards away from here each turn.

SERIES 5

Activate: Give the next card you play +2 Power and move it to the right.

SERIES 5

Activate: Add an exact clone of this to another location.

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Kate Bishop, releasing as a Series 5 card on Sep 3rd.

  • Sep 3rd: Kate Bishop – Series 5 Release
  • Sep 3rd: Silver Sable – Series 5 Release
  • Sep 10th: Madame Web – Series 5 Release
  • Sep 17th: Arana – Series 5 Release
  • Sep 24th: Scarlet Spider – 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!

Sep 3rd:

  • Silver Sable
  • USAgent
  • Mockingbird

Sep 10th:

  • Madame Web
  • Alioth
  • Silk

Sep 17th:

  • Arana
  • Sage
  • MsMarvel

Sep 24th:

  • Scarlet Spider
  • White Widow
  • Skaar

 

 

BRAND NEW LOCATIONS

  • Brooklyn Bridge: You can’t play cards here 2 turns in a row.

  • Otto’s Lab: The next card you play here pulls a card to the enemy side from their hand.

 

 

BRAND NEW ALBUMS

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

Name two more SAVAGE than Alex Horley and The Hulk. I’ll wait. And while I wait check out this new album dropping September 5th!

  • Collect 3: Annihilus Avatar
  • Collect 6: Hulk Rage Emote
  • Collect 9: 1 Spotlight Cache Key
  • Collect 12: Annihilus Variant

Spider-Man is never short on Villains, and Green Goblin is always rolling deep. Squad up with this fresh ‘Me and the Boys’ emote on September 12th.

  • Collect 3: Green Goblin Avatar
  • Collect 6: 2000 Credits
  • Collect 9: Green Goblin Variant
  • Collect 12: Me and the Boys Emote

With great collections, comes great rewards, and great Spider-Man Reactions! Check out the Spider-Man themed Album on September 19th.

  • Collect 1: Spider-Man Avatar
  • Collect 3: 1000 Credits
  • Collect 5: Spider-Man Variant
  • Collect 7: Spider-Man Reactions

With all these webs flying around, you know Miles had to swing in! Check out the Miles Morales themed album launching September 26th for all new Unmasked Reactions!

  • Collect 1: Miles Morales Avatar
  • Collect 3: 1000 Credits
  • Collect 5: Miles Morales Variant
  • Collect 7: Miles Morales Unmasked Reactions

 

 

SHOP TAKEOVERS

Who’s excited to see more Blade? Check out the latest shop takeovers for your chance at awesome new Variants!

A savage Alex Horley album deserves a savage shop takeover. Check out the shop takeover happening from September 5-6th to see two brand new variants including Man-Thing and Blade!

Nikola Čižmešija will be taking over the shop from September 12-13th! Go check out some of our favorite variants like Electro, Sandman, and Rhino to help you fill up your new album!

 

 

TWITCH DROPS

Watch your favorite MARVEL SNAP Twitch streamers play with the new Activate ability and earn Boosters, Credits, and a Mystery Variant! Drops will be available from September 3rd-10th. Don’t miss out!

  • Watch 2 hours to earn: 65 Symbiote Spider-Man 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.

 

 

With all of these new web-slingers, variants, and a BRAND NEW ABILITY, this is sure to be the most fun season yet!!! Get out there and have some fun, and let us know what you think of Activate!

OUR FIRST BRAND NEW ABILITY: ACTIVATE!

Activate is Marvel SNAP’s FIRST BRAND NEW ABILITY, and the best part is that YOU get to choose when the Ability triggers.

 

What is Activate?

Activate is a new Ability that lets the player decide when the Card’s text will trigger.

Cards with Activate must be played and resolved prior to using their Ability. On the following turn, press and hold the Card until the “Activated!” message appears. To deactivate the ability, simply press and hold the Card again until it’s deactivated, or click the Energy icon and select the “Undo All Actions” button.

 

When is Activate Releasing?

SERIES 5

Activate: Merge your lowest-Cost card here with this. Copy its text like it just revealed.

Our first ever Activate card launches in just a few days! If your Spidey sense is still tingling, that’s because two more Activate Characters are coming during The Amazing Spider-Season!

 

Finding the Fun! Inside look at designing Activate

Our goal with a new Ability was to expand the kinds of cards we could make while staying true to our philosophies about accessibility and fast-paced play.

When you play a card with Activate, nothing happens–yet. On a future turn, you’ll be able to tap and hold the card to activate it, queuing its effect in the same way that you drag a card from your hand to a location. Just like the order in which you play your cards determines the order in which they’ll reveal, when you activate the ability determines when you’ll get the effect. So if you activate a card, then play one from your hand, the Activate ability happens before the other card reveals. If you play the card first, the Activate happens last instead.

In fact, the simplest way to think about an Activate ability is that it’s like an On Reveal ability you use at a later time, rather than immediately. I’m sure we’ve all played a 1-Cost, a 2-Cost, and then looked at the Ironheart in our hand, wishing there was some way to get a third target into play for that extra +2 Power. If Ironheart had Activate instead of On Reveal, it’d be no sweat–you just wait until turn 4, play a card, and activate away.

No, we’re not planning to change Ironheart to an Activate card; we enjoy all the existing points of synergy with Mister Negative, Wong, and Odin. This is just an example to illustrate the differences–though perhaps a future card could fill the gap?

 

Iterating on Activate

Before settling on this execution, we explored a handful of different ideas about how to build this mechanic. We tried multiple uses, extra rules, and even considered inventing new resource types. However, we mostly boiled down to a pair of options:

  • We could attach additional costs to the abilities, and let cards be activated the same turn they were played
  • We could make Activate free to use, but require cards to be in play for a turn to use it

As you can see above, we wound up going with the latter. The biggest reason was that the more often an Activate card was used immediately, the more like an On Reveal card it tended to feel and perform. That wasn’t ideal, since we already had that mechanic–it would make the cards less novel. Another was that playtesting with versions of the mechanic that had additional costs to use tended to confuse people and make the play experience considerably more complex. Last but not least, the actual range of reasonable costs was smaller than we expected. We tried some things like a 2-Cost card with an Activate that costs 3, but the designs just weren’t satisfying because they were so conditional–the majority of our costs wound up being 1 or 0 anyway.

We decided to keep it simple and go for the cleanest version of the mechanic on the first run. It does have a fairly meaningful drawback to navigate–playing a card with Activate on the last turn of the game isn’t very useful. However, that gives us the license to put a little more strength into Activate than we might on an On Reveal card at the same Cost, further differentiating both mechanics.

 

A Time To Activate

So that’s how Activate works, and why it works that way. But why are we adding it to SNAP, and why now? Funny enough, the Activate mechanic was an ability that was on the table in the early days of design. It wound up being cut from launch consideration, but it stayed on our wishlist for functional additions to the game. Why?

As a mechanic, Activate is a bit of a workhorse for us. Currently, there’s not a lot of gameplay space between executing similar effects like Gambit and Negasonic Teenage Warhead. We can adjust the conditions of the latter in a variety of ways, but most cards with singular effects either happen immediately or ask the players to do something specific later. That’s rather limiting when it comes to the variety of ways we can build cards.

For example, situational effects like Elektra or Polaris can be difficult to squeeze into decks sometimes because they’re inflexible–the effect fires immediately, and waiting to play the card later can prove costly. Activate is a tool that can be explored to make more flexible designs like these.

(No, we’re also not changing them.)

 

Araña Gonna Be My Girl

One of the decks most constrained by dynamics like these has often been Move. Many of the cards that enable movement have to be played either immediately before or immediately after the target. While there’s a decent amount of variety, the play patterns ask for more specific sequences.

There are some exceptions, such as Heimdall, but mostly that’s just how it works. It’s difficult to balance, because we can’t always make combos stronger based on the difficulty level. There’s a point where the improvement is just “win more” and not actually more fun on either side.

When we decided to set Activate live in a season dedicated to our favorite eight-legged legends, it was a no-brainer to aim one of the Activate cards at improving the Move archetype with another option.

SERIES 5 

Activate: Give the next card you play +2 Power and move it to the right.

Like Iron Fist, you use Araña to move another card. Unlike Iron Fist, you can play Araña much earlier in the game and bide your time, waiting to Activate at the perfect spot. Is Araña strictly better than Iron Fist? No–for one thing, they move in different directions. But Iron Fist can also resolve immediately, which means the effect works on turn 6 and also can’t be disrupted by a card like Killmonger earlier in the game. Araña requires more setup, but offers a potentially stronger reward. That’s the kind of thing that makes Activate interestingly different from On Reveal.

 

The Fate of Activate

SERIES 5

 Activate: Add an exact clone of this to another location.

You can expect to continue seeing new Activate designs pop up from time to time, just like any other mechanic. It’s just another tool in the box for design to use to make fun, interesting cards. As time goes on, we may identify a handful of existing cards that might be better off as Activate, and in those cases we’ll update them accordingly. In fact, we have a couple coming in a future patch! But by and large, Activate is going to be used to make new designs, not rehash old ones.

Is it possible that we’ll update Activate further, or consider adding some ideas like the aforementioned Energy costs or repeat uses into the mix later? Sure, that could happen. But for now, we’re content to explore the mechanic with you all and just make some fun cards. We hope you enjoy them!

 

Frequently Asked Questions

  • When is Activate coming to Marvel SNAP?
    • The first new card with Activate will arrive with The Amazing Spider-Season. Our newest Season Pass Card, Symbiote Spider-Man, will be swinging in on September 3rd!
  • Will more Activate cards be coming?
    • Three brand new Activate cards will be in The Amazing Spider-Season, and keep an eye out for a few existing cards that could be getting a rework in a future patch.Holy Cow! Did a Swan just fly by my window?
  • How does Activate work?
    • Activate abilities cannot be triggered until the turn after they are played. After that, Press & Hold to Activate the ability!
  • How many times can I use Activate?
    • Each ability can only be used once per game!
  • Does it cost anything to use Activate?
    • Nope! Just Press & Hold to Activate.
  • How does Activate work with other cards?
    •  The Activate ability will resolve prior to the next card revealing.
  • Can anything stop me from using Activate?
    • Destroying Araña will prevent her ability from happening.
  • But what about Cosmo?
    • Cosmo only prevents On-Reveal abilities!
  • How can I search for Activate in my collection?
    • There’s no dedicated button for Activate yet, but searching for the key word or specific characters will work.

 

August 29th – Balance Updates

 

We’re closing down Young Avengers season with another OTA! This week’s changes aim to tweak a handful of major metagame players and buff a couple others, while also reworking some older cards that could use their day in the sun. Let’s get to it!

  • Attuma
    • [Old] 4/10 – After each turn, destroy this if you have another card here.
    • [New] 4/10 – After each turn, destroy one of your cards here with less Power.

This would-be warlord of the seas saw some meaningful play early on, combining with Armor or Zero to be an efficient 4-Cost source of Power. However, the surge in strength of cards that can fill enemy slots at a location has made it very difficult for Attuma to justify play in any deck even with synergy cards like Skaar. Given we also want more cards that are good against these clog strategies, we decided to “UNO Reverse” with Attuma here and rework the design to focus on maximizing Attuma at the cost of the other cards. This simultaneously makes Attuma an enabler for things like X-23 while also a counter against cards like Green Goblin.

 

  • Loki
    • [Old] 3/5 – On Reveal: Replace your deck with your opponent’s starting deck. Give them -1 Cost and draw a card.
    • [New] 2/2 – On Reveal: Replace your deck with your opponent’s starting deck. Give those cards -1 Cost.

When we updated Loki earlier this month, we said we’d come back quickly if necessary. While some doubted its strength early on, we’ve since seen Loki’s performance prove that the updated card was one of the strongest in the game. That overshot our goal by a bit, though we were happy to see some of the resulting shifts. We’re going to try and tone Loki down by making the Power less efficient for the Cost as we remove the draw and move the card down the curve. If this doesn’t work, we may return to adjusting the effect.

Why not just take away the draw and leave it at 3/5, or maybe 3/4? Well, one element of Loki we heard loud and clear from our earliest playtests was that the number of “Loki cards” you can access was a big part of enjoying the card. Three often felt too low–that’s why we added the draw in the first place last time.

 

  • Copycat
    • [Old] 3/5 – When you draw this, steal the text from the bottom card of your opponent’s deck.
    • [New] 3/5 – When you draw this, copy the text from the bottom card of your opponent’s deck.

We’re making a light tweak to Copycat here, as the card has seen a more dramatic play rate than we expected and decks have also been shuffled more often than we guessed they would be. Stealing a card’s ability isn’t a huge part of the fun for the Copycat player–getting an exciting ability and the information is most of the play. The ability being stolen has mostly turned out to just be a frustrating part of the opponent having the card, so we’re replacing it with a simple copy.

 

  • Beast
    • [Old] 2/2 – On Reveal: Return your other cards here to your hand. They cost 1 less next turn.
    • [Change] 2/2 -> 3/5

While it’s true that Bounce decks have been very strong lately, that’s only part of why we’re making this update. We have some upcoming new cards and changes to existing ones that will impact Beast’s strength, and we determined the most appropriate solution was to return to “big Beast” and move it back up the curve to 3-Cost.

 

  • Taskmaster
    • [Old] 5/0 – On Reveal: Set this card’s Power equal to that of the last card you played. (if that card’s in play)
    • [Change] 5/0 -> 6/0

This change might seem a bit more out of left field, but it’s oddly similar. Players sometimes ask about cards like Silver Surfer and Killmonger being design constraints, and they can be–Taskmaster has quietly been another as well, offering a clean and consistent way to duplicate pure Power. While it’s been a while since Taskmaster was truly problematic, our most competitive playtesters identified some upcoming decks where 5-Cost Taskmaster was just going to be Way Too Much.

Normally, our default practice is to let the metagame sort itself out in these kinds of situations–discovering something busted is often pretty fun! However, in this case the concerns were so substantial, and the deck so strong, that we’ve decided to shortcut to the post-nerf state (which we still believe supports some great decks). Have fun looking for them! You shouldn’t expect to see this sort of preemptive action often going forward, either.

 

  • Cannonball
    • [Old] 5/7 – On Reveal: Move the highest-Power enemy card here away. If you can’t, destroy it with a Rock.
    • [Change] 5/7 -> 5/8

We adjusted Cannonball’s Power down in an abundance of caution earlier this year. The card’s play rate and win rate were very high, and we wanted to ensure (in concert with other changes) that the metagame would shift appropriately. It has, and we’re comfortable returning Cannonball to 5/8 now.

 

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

We’re sure many of you have a soft spot for Destroyer from those early Series days, using Zero, Armor, or Cosmo to dodge the downside–maybe with a side of Warpath to win the second location. However, this rad card has struggled to find its legs in later-stage play, so we’ve decided to change the effect to give it a better chance at supporting cards like Nimrod and Death. Given how well Destroyer can challenge to win its own location now, we’re also taking back a bit of Power as compensation.

 

 

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

Patch Notes – August 20th, 2024

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

 

PATCH HIGHLIGHTS

Feature improvements is the name of the game in this patch. From new rotating Cosmetics to Custom Card updates to Alliances, we’ve got some frequently requested changes coming.

 

On top of that, a few Card Balance and Location updates are included as well. Without further ado, let’s dive in.

FEATURES

  • Finishes Update
    • Prism Finishes now have a color blasted prismatic theme.
    • If there’s a specific card background you love, good news! You can now use any Flare you’ve unlocked with the Base Finish.

 

  • Rotating Cosmetic Shop (Custom Card/Shop)
    • In both the Shop and Custom Card screen, players will be able to purchase a rotating set of Cosmetics like borders. The available offerings will match in each location.
    • The Shop now has more Cosmetics offerings than it did previously.

 

  • Custom Card Improvements
    • The Custom Card interface has been improved to make it easier to edit the Custom Card slot for each card/character in the Collection screen. This includes UI updates to Finishes and Flares.

 

  • Alliances Improvements
    • Added a Deck Share button to Alliance Chat. This allows players to share their decks right into Chat. They can also use this button to paste a deck code.
    • Player variants are now shown on 8-cube wins in Chat. As well as for the new Deck Share feature.
    • Updated Bounties to limit the amount of same type bounties that appear. Now, only three of the same time of bounty can appear on the Bounty Board.
    • More Emblems! Check ‘em out!

 

AUDIO

  • Added voice lines for the following cards:
    • Killmonger
    • Ghost Rider
    • Doctor Strange

 

BALANCE UPDATES

CARD UPDATES

We’re focusing OTAs on making metagame balance updates as they can react more quickly, whereas patches like this will focus on longer term projects and quality of life improvements. Today’s focus is the latter; all of these card changes are text only while their function remains the same.

 

  • Shadow King
    • [Old] 2/2 – On Reveal: Set all cards here to their base Power.
    • [New] 2/2 – On Reveal: Reset all cards here to their original Power.

Last time we changed Shadow King’s function to remove Power modifiers rather than adding new ones. Despite that approach being more intuitive in isolation, a lot of people expressed confusion around Valkyrie behaving differently with such similar words, and existing cases like Quantum Realm being less clear. We agree, and are updating Shadow King’s words to better convey his unique effect.

 

  • Moon Knight
    • [Old] 3/3 – On Reveal: Discard a card with an even Cost from each player’s hand.
    • [New] 3/3 – On Reveal: Discard an even-costed card from each player’s hand.

As we mentioned in the last patch notes, the updated Moon Knight’s wording ended up mismatched with the update to how we write cards that care about costs. Now they match!

 

  • Baron Zemo
    • [Old] 3/5 – On Reveal: Recruit the lowest-Cost card from your opponent’s deck to your side of this location.
    • [New] 3/5 – On Reveal: Recruit a card that costs the least from your opponent’s deck to your side of this location.

We inadvertently left Baron Zemo out of that same round of templating updates, so are rewording him to help clarify that, like Jane Foster, he checks the card’s current cost in the deck (and always has).

 

LOCATION UPDATES

We’ve been taking a hard look at our location pool and expect to make more changes as we reevaluate location designs. We’re starting with some of the locations longtime players have found most frustrating to encounter.

 

  • Location Removal: Lamentis-1 and The Peak

Data indicated that many players deeply disliked the experiences these locations created, even at fairly low frequency. So we’ve decided to take them offline while we workshop changes.

 

  • Location Appearance Change: District X

District X was much more divisive. Many experienced players found it frustrating not to play with the decks they’d constructed, but many players who were still in the midst of discovering cards found it fun and exciting to have a window into playing with ones they don’t have. In order to support both groups, District X will no longer appear in games for the majority of players, but will still show up for those early in their MARVEL SNAP journeys.

 

  • Location Redesign: Weirdworld
    • [Old] Both players draw from their opponent’s decks.
    • [New] Draw 2 cards from your opponent’s deck.

Weirdworld faced a similar issue with keeping players from playing with their own decks. Many people enjoyed trying to use their opponent’s cards, but didn’t enjoy losing the chance to use their own strategies. So now you can use both!

 

  • Location Redesign: Sandbar
    • [Old] Cards with abilities can’t be played here.
    • [New] Cards that didn’t start in your deck cost 1 more. (max 6)

We removed Sandbar a while back because the set of cards it interacted with was too narrow, leaving it not all that fun or interesting to play with. Now we’ve found it a new niche. We like to have locations in the pool that throw a wrench in various decks’ game plans that they have to maneuver around. With the locations that stop you from using your deck going away, we wouldn’t have much to interact with Thanos and Arishem pumping a bunch of extra cards into decks or Kate Bishop adding them to hand.

 

Bug Fixes

Card and Location Logic Fixes in 31.x

  • Absorbing Man can now successfully copy Hawkeye’s ability text
  • Fogwell’s Gym now stacks with itself and provides many boosters if copied by an effect such as Legion
  • Leader now properly copies cards that were destroyed regardless of who has priority that turn

Card and Location Art Fixes in 31.x

  • Fixed an issue that was causing cards to occasionally display way too large in Artist Detail view
  • Moon Knight’s discarded card asset no longer displays underneath the End Turn button
  • Cancun’s location text no longer is partially highlighted when a card is dragged over its icon

Other Fixes in 31.x

  • Fixed a missing localization string for the Profile button
  • Clicking on the buttons within News items that redirect to other areas of the game no longer results in the bottom navigation bar disappearing
  • Clicking the area where the “Copy Code” button in Friendly Battle was no longer triggers the button press SFX after the button’s been removed
  • The Play button no longer stops functioning if a player quickly clicks it and another button on the navigation bar immediately after

Alliance Fixes in 31.x

  • Fixed an issue that was causing Alliance points earned by a member who recently left the Alliance from being taken into account for Alliance-wide rewards
  • Resolved several layering and layout issues with Alliance chat
  • Spaces should no longer display as squares in Alliance chat when using the Pinyin keyboard
  • Fixed an issue that was causing an Alliance’s current week progress bars to display incorrectly
  • Android users should no longer see a single character deleted when accessing text input fields for Alliance information
  • Adjusted the spacing and scaling of some of the headers on the Alliance UI to ensure they fit properly for all supported languages
  • Resolved a timing related UI issue that could occur when an Alliance applicant withdraws their application within the same window of time as the leader accepts their application
  • Cleaned up the animation of the celebratory VFX for when a player joins an Alliance
  • Fixed an issue that would cause the Alliance progress bar to no longer update until claiming the next bounty

PC Fixes in 31.x

  • [PC] The chat input field should not longer be occasionally pushed off screen
  • [PC] A red notification pip on the Main tab should no longer stubbornly persist

Existing Known Issues

  • The favorites icon may unintentionally be highlighted when equipping new cosmetics
  • The “Claimed” banner on the season pass may be misaligned for some levels

 

BREAKING NEWS: JEFF DECLARED BEST BOI!

 

We love Jeff, you love Jeff… EVERYONE LOVES JEFF. With his adorable, toothy grin and his knack for getting into the cutest trouble, Jeff has charmed his way into the hearts of Marvel SNAP fans everywhere. Whether he’s munching on villains or heroically sliding into inaccessible locations, Jeff brings a playful and lovable spirit that’s hard to resist. This is why we decided to carve out an ENTIRE WEEK to show our love and appreciate the awesomeness that is Jeff. In the realm of the best bois, Jeff the Baby Land Shark reigns supreme!

 

IT’S JEFF WEEK! JEFF EVERY DAY!

Jeff is a loyal and friendly shark that wants to see you every day of the week. That’s why he’s offering fun login bonuses from August 20th-28th!

 

TURNING THE TIDE!

Find this Wave bundle coming ashore from August 19th-26th!

  • Wave w/Jeff Variant
  • Wave w/Jeff Avatar
  • Title: #1 Jeff Fan
  • 4000 Credits
  • 155 Wave Boosters
  • 1 x Distressed Blue Card Border

Price: $24.99

 

JEFF THE BABY SPOTLIGHT STEALER!

Jeff also says he’s faster than Speed, which is why he sprinted into the Spotlight Rewards before we could lock them down! Find the Jeff – Max Grecke Variant and Iron Lad w/Jeff variant in the Spotlight Caches from August 20th-26th!

 

TWITCH DROPS

Watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a special Jeff Week bonus of a Storm Variant featuring Jeff the Baby Land Shark! Drops will be available from August 19th-27th. Don’t miss out!

  • Watch 2 hours to earn: 65 Storm Boosters
  • Watch 4 hours to earn: 350 Credits
  • Watch 6 hours to earn: Storm Variant featuring Jeff the Baby Land Shark!

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

 

JEFF X PEACH MOMOKO!!!

An all new Venomized Jeff Ultimate Variant will be released into the wild starting August 20th!

 

JEFF INFILTRATES LEAGUES!

Jeff wanted to make sure that you had all of the resources to split your favorite Jeff variants, so the new Jeff League will have you competing for up to 310 Jeff the Baby Land Shark boosters! All you have to do is login between August 22-24th and play!

 

JEFF FOREVER!

Keep the Jeff love going all week, tell all your friends, and make sure you have an epic week. And remember, Jeff is Always Watching to See if you’ve been a good snapper!

August 15th – Balance Updates

We have a bevy of balance changes in a diverse set of directions today. While the metagame has overall been fairly healthy, we’ve seen a little too much strength isolated in a small number of decks, so we’re shaking things up a bit to provide some opportunity for decks on the fringe to see more play.

 

  • Arishem
    • [Old] 7/7 – At the start of the game, +1 Max Energy. Shuffle 12 random cards into your deck.
    • [New] 7/7 – At the start of the game, +1 Max Energy. Shuffle 15 random cards into your deck.

“The Judge” to his peers, Arishem has certainly presided over SNAP for the last month. The play rate on release was unprecedented in the game’s history, and we’re happy to see a card we aimed to be fun and strong clearly hit for so many players. We gave Arishem some time to see how things would settle and whether Cassandra Nova would impact his performance, and things did even out a little bit. However, the play rate is still a bit higher than we’d like for any particular archetype, even given the inherent randomness of Arishem, so we’re taking a step to reduce how often the deck can access its strongest cards, like Loki and Blob, and better challenge players to improvise with the cards Arishem generates.

 

  • Cassandra Nova
    • [Old] 3/1 – On Reveal: Steal 1 Power from each card in your opponent’s deck.
    • [Change] 3/1 -> 3/0

Speaking of Cassandra Nova, we loved seeing how many of you enjoyed Deadpool’s Diner! It was a fun way to tie-in with an awesome movie, and we were excited to debut Cassandra in a totally new way. In fact, that debut led to Cassandra becoming the most-played card in the game for a week among multiple player groups we analyze for balance–that’s right, more than Shang-Chi. However, unlike Shang-Chi, Cassandra’s play rate accompanied one of the highest winrate and cube rates in the game as well, and that’s a combination of factors that would be inappropriate to let stand for too long. This was the latest we could make a change to impact Young Avengers season, so we’re tuning the card down a touch now to ensure a more robust metagame can develop.

 

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

Other than Arishem, Thanos was another archetype heavily impacted by Cassandra Nova. We’ve been happy with the new “Thanos-centric” design of the stones, and we’re ready to start returning strength to it in the wake of Mockingbird moving to 6-Cost. Welcome back to 1-Cost, Mind Stone.

 

  • Thena
    • [Old] 2/1 – After each turn, +3 Power if you played (exactly) 2 cards.
    • [Change] 2/1 -> 2/0

The existing and already powerful Angela shells quickly incorporated Thena, and have remained strong ever since. In fact, while Arishem was perceived to be the best deck for many weeks, Thena was often the best card in the actual best deck during this time. So we’re making a small tweak to bring the 2-Cost powerhouse more in line with an appropriate amount of Power for the Cost.

 

  • Sandman
    • [Old] 5/7 – On Reveal: Players can only play 1 card next turn.
    • [Change] 5/7 -> 5/6

As often happens, the rise in prominence of the Angela shell led to a surge in Sandman recently. While that’s generally expected and fine, this was the first time it had really happened with the new and improved Big Sandy. To our surprise, these multi-play Angela decks weren’t even among the best matchups for Sandman decks, and it has maintained a very robust presence in the metagame ever since, with few vulnerabilities. We’re never targeting Sandman to be a key player in the #1 deck, so this nerf is something of a slap on the wrist to make the deck’s strongest draws more beatable.

 

  • Lady Deathstrike
    • [Old] 5/6 – On Reveal: Destroy each card here with 3 or less Power.
    • [Change] 5/6 -> 5/7

Another way we’re grinding the edges off Sandman is by sharpening an analogous option. Lady Deathstrike can also be a reasonable way to attack swarm strategies without restricting their ability to actually play the game, so we’re returning some Power here to create more competition among the options for these 5-Cost “control” slots in decks.

 

  • Man-Thing
    • [Old] 4/5 – Ongoing: 1, 2, and 3-Cost cards here have -2 Power.
    • [Change] 4/5 -> 4/7

A similar case can be made for Man-Thing. This card has languished as a fringe option for most of its life, but we think now might be an ideal time to give ita shot at becoming a meaningful player within the metagame. It’s a reasonable counter to lean on against decks like Silver Surfer as well as Angela, and the 4-Cost slot is often hard to fill for decks wanting some strong but simple roleplayers.

 

  • Nocturne
    • [Old] 3/5 – You can move this once. When this moves, replace its location with a random new one.
    • [Change] 3/5 -> 3/4

We gave Nocturne a lot of rope, but in the end we needed to make a change to preserve healthy competition among the 3-Cost cards in the game. Nocturne was just becoming the default best card in too many decks, and warping the strength we started to position other cards at in future seasons. There’s also something to be said for preserving the way location variance impacts the game here, as Nocturne could throw some real curveballs.

 

  • Angel
    • [Old] 1/2 – When one of your cards is destroyed, this flies out of your hand or deck to replace it.
    • [Change] 1/2 -> 2/3

Last but not least, we’re trying a little tweak to Angel. We’re not sure how much this will move the needle–it might even be considered a nerf for a small number of decks aiming to use Killmonger to get an extra destroyed card for Death. But what’s become clear is that the 1/2 Angel isn’t cutting it for competitive decks, so we’re making this small adjustment to observe the impact and potentially inform a later change.

 

 

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

Deadpool League

 

Deadpool has put out a call-to-arms! The very first League event has arrived. Leagues are limited-time events where you compete with similarly skilled players and earn bonus rewards based upon your performance.

Much like guacamole on a chimichanga, Leagues are the perfect topping to pair with your usual SNAP gameplay. Ready to compete? Just login from August 8th to 10th and play!

 

 

WHAT ARE LEAGUES?

Leagues match you with 30 players of similar skill levels in a competitive leaderboard format. From August 8th to 10th, join our first-ever event, the Deadpool League, and show off your skills! Simply play your regular games, rack up League Points through victories, and watch your ranking climb.

 

  • Event Duration: August 8th-10th
  • Entry Fee: None
  • Top 3 Prize: Exclusive Deadpool emote

 

Joining is easy! The Deadpool League is open to all players, with no entry fee required for the Standard League. Just hop into your standard games, and your League Points will adjust based on your performance. The more cubes you win, the more points you earn.

If you’d like to join a Heroic League, you can pay to compete for increased rewards. For this first Deadpool League event we’re not including Heroic Leagues. However, we hope to bring this feature in future editions.

 

 

EARN REWARDS, BRAGGING RIGHTS

Everyone participating in the Deadpool League will earn rewards, but the top spots on the leaderboard will get the best loot. For our inaugural event, the top three players per League will win an exclusive Deadpool emote, alongside other great prizes like Mystery Variants, Borders, and Deadpool boosters.

 

  • 1st – Deadpool Emote, Premium Mystery Variant, 2x Matte Black Borders, 310 Boosters
  • 2nd – Deadpool Emote, Mystery Variant, Matte Black Border, 310 Boosters
  • 3rd – Deadpool Emote, Mystery Variant, Neon Blue Border, 310 Boosters
  • 4th-5th – Mystery Variant, Neon Blue Border, 310 Boosters
  • 6th-10th – Mystery Variant, Neon Blue Border, 155 Boosters
  • 11th-15th – Neon Blue Border, 105 Boosters
  • 16th-20th – 65 Boosters
  • 21st-25th – 35 Boosters
  • 26th-30th – 15 Boosters

 

GET READY TO COMPETE

Mark your calendars and get ready to climb the ranks in the Deadpool League. Play hard, win big, and compete to earn the coveted Deadpool emote. Let the games begin!

Good luck, and may the best bubs win!

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