New Season: Young Avengers

The next generation of Avengers is here! This month, we welcome the Young Avengers into the fold. They bring their unique vibes and powers, ready to tackle anything that comes their way. Kind of makes you question what YOU were doing with your awkward teenage years, huh?

 

 

SEASON PASS

Who needs superpowers when you have a quiver full of trick arrows? Kate Bishop, our newest Young Avenger, proves that determination and skill can outshine any superpower. Get ready for a whole new level of sharpshooting!

NEW CHARACTER: Kate Bishop

On Reveal: Add 2 Arrows to your hand.

 

On Reveal: Switch sides.

On Reveal: If you play a card at this location next turn, +3 Power.

On Reveal: After you play your next card, move it to this location.

Ongoing: If your side of this location is full, +3 Power.

 

SEASON REWARDS

 

 

NEW CHARACTERS!

The Young Avengers bring a BIG pop of energy to the scene. Check out these amazing new abilities!

 

SERIES 5

After each turn, give 3 of your 1-Cost cards +1 Power.

SERIES 5

On Reveal: If you’ve spent all your Energy on previous turns, +2 Max Energy.

SERIES 5

Ongoing: +1 Power for each turn in which you spent all your Energy.

SERIES 5

At the start of the game, copy the text of a random 6-Cost card.

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Gwenpool, releasing as a Series 5 card on Aug 6th.

  • Aug 6th: Gwenpool – Series 5 Release
  • Aug 6th: Marvel Boy – Series 5 Release
  • Aug 13th: Wiccan – Series 5 Release
  • Aug 20th: Speed – Series 5 Release
  • Aug 27th: Hulkling – 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!

Aug 6th:

  • Marvel Boy
  • Blob
  • Red Hulk

Aug 13th:

  • Wiccan
  • Pixie
  • Loki

Aug 20th:

  • Speed
  • Jeff The Baby Land Shark
  • Iron Lad

Aug 27th:

  • Hulkling
  • Cannonball
  • Nimrod

 

 

BRAND NEW LOCATIONS

  • Destroyed Mansion: Add a Rock here and a Vibranium to your hand.

 

  • Clubhouse: Fill this to give your cards at other locations +1 Power.

 

 

BRAND NEW ALBUMS

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

Make sure everyone knows it’s all going to be OK, with your very own Galactus Emote. You can collect your favorite Flaviano pieces and earn an exclusive Galactus emote starting August 8th!

  • Collect 3: Negasonic Teenage Warhead Avatar
  • Collect 6: 2000 Collector’s Tokens
  • Collect 9: Negasonic Teenage Warhead Variant
  • Collect 12: Galactus OK Emote

The best star-spangled variants can be found in the new Miss America album. Dropping August 15th!

  • Collect 1: America Chavez Avatar
  • Collect 3: Cosmic Pink Border
  • Collect 5: America Chavez Variant
  • Collect 7: America Chavez Reactions

No problem is so big that you can’t blow it up with some fireworks! Luca this new Jubilee Variant that you can grab on August 21st!

  • Collect 3: Jubilee Avatar
  • Collect 6: 2000 Credits
  • Collect 9: Jubilee Variant
  • Collect 12: Jubilee Pogchamp Emote

 

 

SHOP TAKEOVERS

A brand new Flaviano album deserves a brand new shop takeover!

Flaviano produces some of the most ICONIC pieces, and for two straight days, those variants will be taking over the shop! From August 8-9th, you will see Flaviano all over the shop, including FOUR brand new variants! We’ll be introducing a new Patriot, Storm, Negasonic Teenage Warhead, and Havok!

 

 

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.

 

 

Kate Bishop’s new trick arrows and the rest of the Young Avengers are going to create a lot of fun new ways to play, and we can’t wait to see all the new clips and creative ways you use them to defeat your opponents. See you out there!

August 1st – Balance Updates

No preamble today, let’s dive right into the updates!

  • Loki
    • [Old] 4/5 – On Reveal: Transform your hand into cards from your opponent’s starting deck and give them -1 Cost.
    • [New] 3/5 – On Reveal: Replace your deck with your opponent’s starting deck. Give those cards -1 Cost and draw a card.

It took a few shots to land Loki in the right spot, but the goal had been accomplished. However, as time has passed, our preference for using Loki as a buildaround for decks that generate extra cards has shifted. It’s proven too stifling to cards like Snowguard and Agent Coulson, who can’t really stand on their own anywhere, as well as future designs we’ve worked on internally.

Given Loki’s recent resurgence alongside Arishem, it felt like the right time to try capturing that fantasy without diminishing those other cards. We don’t want to “banish Loki from Asgard” with this change, so we’re erring stronger to avoid that. If we need to come back for a buff or nerf, or if this rework doesn’t succeed for other reasons, we’ll consider something else.

 

  • Leech
    • [Old] 5/5 – On Reveal: Remove the text from cards with On Reveal abilities in your opponent’s hand.
    • [New] 4/4 – On Reveal: Remove the text from 6-Cost cards in your opponent’s hand.

This has been a tricky card for us to land where we want it. The last change proved we had enough overlap from other effects to avoid leaning on Leech as an all-purpose answer. However, the function has primarily been a tool for letting decks brute force their strongest stuff through defenses, rather than answering otherwise overpowering strategies.

We’re going to try narrowing it further and targeting a more specific scope of threats. We’re also going to aim weak, in case we’re underestimating the effect, to give most honest folk a break from getting Leeched.

 

  • Doctor Octopus
    • [Old] 5/10 – On Reveal: Pull 4 cards from your opponent’s hand to their side of this location.
    • [New] 4/8 – On Reveal: Pull the lowest-Power card from your opponent’s hand to their side of this location.

The good Doctor had settled into a career as a niche player in the SNAP metagame for quite a while, until Arishem showed up. While Arishem is enabling more aggressive Ock plays, the true lesson has been that when Ock is seeing a lot of play . . . that can get fairly frustrating. Given we find ourselves in a spot where we have a card we kind of don’t want people playing in volume, that makes it a solid candidate for a rework. Our goal here isn’t specifically a nerf, but rather to continue capturing the fantasy of the card with an implementation that’s more fun and will be a healthier addition to the metagame.

Plus, 4/8 is a pretty great statline for creative reasons.

 

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

Enough time has passed for White Widow to see the breadth of the card’s impact, and it’s showing up more often than we aimed for, and in a wider variety of decks. The strength doesn’t feel especially far off, so this small tweak down on the effect should help balance things out.

 

  • Blob
    • [Old] 6/0 – On Reveal: Merge cards from your deck into this until it gains 15 or more Power.
    • [New] 6/0 – On Reveal: Merge cards from your deck into this until it gains 13 or more Power.

One of the winningest cards in Arishem decks has continued to be Blob. The specifics of that gameplay aren’t very satisfying, because Blob tends to wind up fairly close to a 6/17 or better without a drawback in these decks. Our goal with Blob is to encourage some meaningful deckbuilding differences or charge a steeper price for the strength, so that’s not working out. Turning the knob down will weaken Blob in Arishem while leaving some strength to build around in 12-card decks.

 

  • War Machine
    • [Old] 4/6 – On Reveal: Until the end of next turn, nothing can stop you from playing cards anywhere.
    • [Change] 4/6 -> 4/7

War Machine hasn’t found a consistent home, indicating there’s room to add extra Power. A larger contributor to the low play rate may be our revision to Professor X leaving players without enough incentive to find a slot for War Machine, but either way this buff carries fairly little risk.

 

  • Apocalypse
    • [Old] 6/6 – When you discard this, put it back with +4 Power.
    • [Change] 6/6 -> 6/8

We took some Power away from Apocalypse a while ago, when Discard had reached perhaps the peak of its all-time strength. Since then the metagame has continued to evolve, and Discard has slid backwards. This won’t fully reverse the trend, but it’s a solid step and we’d like to monitor the results before making additional updates.

 

 

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

 

Patch Notes – July 30, 2024

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

PATCH HIGHLIGHTS

Alliances, assemble! Alliances will enhance the social experience, allowing players to create or join communities within the game while working together to complete Bounties and earn rewards.

 

FEATURES

  • Alliances have arrived!
    • Create or join an Alliance of up to 30 players and work together to complete Bounties and earn more rewards!
    • Work on up to three Bounties at once to complete while playing.
    • Earn points for your Alliance by winning Cubes and completing Bounties!
    • At the end of the week, earn both individual and Alliance-wide rewards.
    • Check out our Alliances blog to learn more

 

  • Deadpool League
    • August 8th-10th is the global launch of our first Leagues event!
    • Leagues are limited-time events where you’ll be matched into groups of 30 similar players to compete on a short-term leaderboard for prizes.
    • Players will join a Standard League with no cost of entry. There will be no Premium League for this iteration of Deadpool League.
    • During the event, just play games as normal and your League Points will adjust based on your game outcomes.
    • More cubes means more Points! At the end of the League, everyone gets rewards… but, the top spots on the leaderboard will receive the best rewards!

 

GAMEPLAY

  • The FREE Credits offering in the Shop is increasing to 75 Credits per day in 25 Credit increments refreshing every 8 hours.

 

ART, VISUAL EFFECTS, AND AUDIO

  • Moon Knight has VFX and SFX to complement his updated ability. Spoiler alert.

 

BALANCE UPDATES

  • Uatu
    • [Old] 1/2 – At the start of the game, shows the right location to you.
    • [New] 1/2 – At the start of the game, shows unrevealed locations to you.

We were reluctant to limit Uatu’s vision when we first changed the effect to work from the deck, but it felt needlessly risky to remove a lot of the tension and mystery from locations for players earning Uatu early on. However, we’ve grown comfortable with the idea and hope fans enjoy Watching the whole field on turn 1 in the future.

 

  • Shadow King
    • No text change; setting no longer considered raising or lowering Power.

The interaction of Luke Cage “stopping” Shadow King and various other corner cases which result in Shadow King adding negative or positive modifiers have proven confusing for players. We’ve decided to adjust Shadow King because this effect specifically feels like it should be “cleansing” modifiers, not adding more to counterbalance what’s already there.

We’re keeping this distinct from Valkyrie because that effect does specifically add a modifier to other cards, and feels like fair game for Luke Cage to prevent it.

 

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

Moon Knight’s a great character, but has struggled to find a good home even when discard is popular. We’ve kept “improve Moon Knight” on the whiteboard for a while, and today we’re crossing that off. We did debate redesigning the card, but we’ve also heard your feedback when we do that in a way that fundamentally changes the card for fans it already has, as we did with Adam Warlock. This tweak aims to make the card a more suitable pairing with Stature, one of the most popular ways to play Moon Knight already, as well as Swarm and Apocalypse. It may also make Moon Knight a useful threat against decks that rely on single 6-Cost threats, like Red Hulk.

 

  • Blink
    • [Old] 5/7 – On Reveal: Swap the last card you played with a higher-Cost card from your deck.
    • [New] 5/7 – On Reveal: Swap the last card you played with a card that costs more from your deck.

We’ve made two changes to Blink. The first is functional: we’ve adjusted the ability to check the cards in your deck based on what they currently cost, not their original Cost. This means that she’ll see cards the same way that Jane Foster sees them. It’s not an inconsistency that came up much in gameplay, but it didn’t make sense that Jane and Blink could both grab a Negative Iron Man that’s a 0/5. However, like all cards already do, Blink will still care about the original Cost of the card in play to determine the one from the deck.

 

The second change is just how we’re handling the card text, and is detailed more generally below:

Text Change: cost vs. Cost

We currently use “Cost” as a shorthand within the game to identify the “printed Energy Cost” of a card, as opposed to whatever it might currently cost. For example, Silver Surfer buffs 3-Cost cards, but won’t buff Mockingbird while there are three Squirrels out and will buff an Ironheart that’s been flipped by Mister Negative.

However, some of our text was using “Cost” in places where the card’s mechanical function actually was paying attention to the modified cost. It didn’t come up much, but it’s the sort of thing we like to correct as we run into it. Perhaps the most prominent place this occurred was Jane Foster, where she was often used to grab cards that cost 0 thanks to a modifier even though her text said “Cost.”

 

Below, you’ll find a list of the cards and locations impacted by this text adjustment. Again, this is not a functional change to any of these–they all work today the same way they worked yesterday, they just line up a little better to communicate how they see a card’s Cost.

 

  • Yondu
    • [Old] 1/2 – On Reveal: Destroy the lowest-Cost card in your opponent’s deck.
    • [New] 1/2 – On Reveal: Destroy the card that costs the least in your opponent’s deck.

 

  • Colleen Wing
    • [Old] 2/4 – On Reveal: Discard the lowest-cost card from your hand.
    • [New] 2/4 – On Reveal: Discard the card that costs the least from your hand.

 

  • Black Bolt
    • [Old] 5/7 – On Reveal: Discard the lowest-cost card from your opponent’s hand.
    • [New] 5/7 – On Reveal: Discard the card that costs the least from your opponent’s hand.

 

  • Lady Sif
    • [Old] 3/5 – On Reveal: Discard the highest-cost card from your hand.
    • [New] 3/5 – On Reveal: Discard the card that costs the most from your hand.

 

  • White Queen
    • [Old] 4/6 – On Reveal: Copy the highest-Cost card in your opponent’s hand into your hand.
    • [New] 4/6 – On Reveal: Copy the card that costs the most from your opponent’s hand into your hand.

 

  • Jane Foster
    • [Old] 5/9 – On Reveal: Draw all cards that Cost 0 from your deck.
    • [New] 5/9 – On Reveal: Draw all cards that cost 0 from your deck.

 

  • Mirage
    • [Old] 2/2 – On Reveal: Copy the lowest-Cost card in your opponent’s hand into your hand. Give it +2 Power.
    • [New] 2/2 – On Reveal: Copy the card that costs the least from your opponent’s hand into your hand. Give it +2 Power.

Note: We are aware that our Moon Knight change uses the capitalized “Cost” in a way that’s not consistent with the above–Moon Knight will be able to discard cards with a modified Cost, like copies of Swarm. This inconsistency was a result of the changes flying separately through localization, and we’ll correct it in a future update.

 

  • Text Change: Throne Room
    • [Old] Card(s) here with the highest Power have their Power doubled.
    • [New] The highest-Power card(s) here have their Power doubled.

One of our excellent interns for the summer pointed out that the grammar on Throne Room was odd, so we fixed it. This is just a minor change for readability and has no functional impact.

 

Bug Fixes

Card and Location Logic Fixes in 30.x

  • Fixed an issue that was occasionally causing copies of Jean Grey to have their ability text disabled
  • Cleaned up an interaction between Asteroid M and Quantum Tunnel that could result in moved cards snapping back to Quantum Tunnel after being swapped
  • Castle Zemo
    • Playing Spider-Man on Castle Zemo no longer causes the location’s current power to display incorrectly
    • Cleaned up an interaction between Multiple Man, Iron Fist, Castle Zemo, and the displayed power of the location
    • Cleaned up an interaction between Deadpool, Nico Minoru, and Castle Zemo
    • Cleaned up an interaction between Doctor Octopus, Shang-Chi, and Castle Zemo
  • Fixed an issue that would prevent a location’s winning power from being highlighted if it was swapped from Cancun
  • Evolved Abomination’s cost is now restored upon Shadow King reverting reduced power cards back to their base
  • Titania now properly swaps sides on Altar of Death when X-23 is played at the location
  • Cleaned up an interaction between Juggernaut moving cards merged with Hulkbuster

Card Art Fixes in 30.x

  • Fixed an issue with some cards that was causing them to appear blurry at higher rarity levels

Other Fixes in 30.x

  • Blue Cosmic Border re-added to the shop
  • Fixed an edge case that could result in two of the same avatars becoming available in the Cosmetic Shop
  • Resolved an issue that could cause claimed inbox rewards to appear as if they’re unclaimed
  • Adjusted the timer of Vibranium Offers to no longer be pushed off-screen on some devices
  • Clicking on a different album right as an Album Completion animation plays no longer plays the wrong animation
  • Fixed an issue with Main Menu UI elements appearing during the transition sequence post-match
  • English characters displayed while the client is set to Japanese should no longer display in an incorrect, weird font style
  • Fixed an issue where Conquest and Friendly Battle health bars were visible in a Ranked match
  • In cases where a player disconnects or is disconnected from a match, it no longer appears as if they can change their deck prior to reconnecting to the match

July 18th – Balance Updates

Welcome back to another OTA! Arishem’s release was a huge shake-up to the meta, and we’ve been excited to see all the hype around the card! While his play rate has been unprecedented, his overall win rate hasn’t been out of line. Moreover, playing against Arishem decks creates much more varied experiences game-to-game due to the inherent randomness he injects into decks. Cassandra Nova releasing soon should also give players another great tool against Arishem decks, so for now we’re instead pulling back on some of his most impactful synergy pieces in an attempt to broaden the diversity of Arishem strategies.

 

  • Blob
    • [Old] 6/0 – On Reveal: Merge cards from your deck into this until it gains 15 or more Power. Ongoing: Can’t be moved.
    • [New] 6/0 – On Reveal: Merge cards from your deck into this until it gains 15 or more Power.


While Blob not moving hasn’t been a large part of his strength, having an Ongoing ability has been. Unlike other decks, Arishem lists have enough cards to fuel two Blobs, and we’ve seen Mystique take full advantage of this by copying Blob’s text as an Ongoing card.. We’ve been looking to simplify this card since its last change, so this seemed like the perfect time to do so.

 

  • Mockingbird
    • [Old] 5/9 – Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [Change] 5/9 -> 6/10

 

Mockingbird has been hovering around the top of the meta ever since her release, and the combination of Arishem both providing cards that didn’t start in your deck and encouraging the use of Agent Coulson and friends has pushed her over the line. We still expect Mockingbird to play a big role with these new numbers, but to require a more substantial investment to use.

 

  • Hydra Bob
    • [Old] 1/4 – After each turn, this moves if a player Snapped.
    • [Change] 1/4 -> 1/5

 

Hydra Bob, on the other hand, hasn’t made much of a splash. He’s been doing alright in games where he’s played, but his risky play style hasn’t been very popular. We think he has room to be a bit more decisive in the high stakes games he encourages, so we’re adding a Power here to help his final location matter more and ensure he’s a solid addition to players’ collections.

 

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

 

Time and again Ravonna has been a strong piece of decks that incidentally want some low-base Power cards. Her ubiquity has also made it difficult to balance cards as she can turn reducing their Power into a buff. We’re dinging her in an attempt to make building around Ravonna a little bit more of a commitment.

 

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

 

Viper demands a more specific game state to do her thing than other cards that junk up the opponent’s board, so we’re making this quality-of-life change to help her more consistently hit her intended target later in the game and against opposing junk strategies.

 

  • Sauron
    • [Old] 3/3 – On Reveal: Remove the abilities from all Ongoing cards in your hand and deck.
    • [Change] 3/3 -> 3/4


While Sauron decks utilizing Shuri and Red Skull have continued to have some success since their dominance in the game’s early days, they haven’t gained many new options while other decks have diversified their game plans. In order to keep this deck an accessible and viable option for players who are still building up to larger collections, we figured this (not so) friendly green dinosaur could use a small boost.

 

  • Werewolf By Night
    • [Old] 3/1 – After you play a card, move there to gain +2 Power if it has an On Reveal.
    • [Change] 3/1 -> 3/2

 

After his former dominance, we played it safe when we reduced Werewolf By Night’s Cost from 4 to 3 because it provides more opportunities to scale up his Power. He hasn’t performed very well since that change though, so we’re giving him a bit more Power to help him out.

 

  • Hit-Monkey
    • [Old] 3/2 – On Reveal: Gain +2 Power for each other card you played this turn.
    • [Change] 3/2 -> 3/3

 

Hit-Monkey has been struggling for a bit now. We’ve been conservative with this card because his playstyle is difficult to interact with, but we’re taking another shot at hitting the sweet spot.

 

  • Lockjaw
    • [Old] 4/5 – After you play a card here, swap it with a card in your deck. (once per turn)
    • [New] 4/4 – After you play a card here, swap it with a card in your deck.

 

Lastly, Lockjaw has had trouble keeping a spot in decks since his move to 4-Cost, and his previous home in Jane Foster decks full of hammers hasn’t seen much play as of late. Given all that, we’re excited to try bringing back Lockjaw’s ability to swap out a flurry of cards at the same time, and see whether we can return the classic combo in a good spot.

 

 

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

June 27th – Balance Updates

June 27th – Balance Updates

 

Our last OTA provided a huge shake-up to the metagame, and since then we’ve been thrilled to see a diverse range of decks contesting the top of the metagame. One card in particular has been too successful, however, so we’re taking it down a notch and improving a handful of others in the hopes they find firmer footing.

 

  • Angela
    • [Old] 2/0 – After you play a card here, +2 Power.
    • [New] 2/3 – After you play a card here, +1 Power.

 

Once more, we’ve seen Angela decks rise to claim a huge share of the metagame. On some weeks, Angela decks managed to exceed 20% of all games played while being the best deck, which is well above our threshold for health. If the decks were dissimilar that would be one thing, but over time these decks have largely homogenized to use the same core of cards with a handful of differences and the occasional small combo, like Annihilus/Sentry or Darkhawk and the rest. We’re trying a more generous nerf than last time, since we do like these decks existing but not at this level, and Angela is the biggest culprit in pushing them to share similar cards like Kitty, Jeff, and Nocturne.

 

  • Hercules
    • [Old] 4/7 – The first time another card moves here each turn, move it to another location.
    • [Change] 4/7 -> 3/4

 

The change we made to how move resolves a few weeks ago didn’t have as dramatic an effect on Move decks as we expected–even Phoenix Force had some very good performances. However, a handful of cards did get meaningfully worse as a result of the change, and we’re going to improve some of them this week. Hercules was the biggest negative change, so we’ve decided to go ahead and give the 3-Cost version a chance to compensate. Players seemed enthusiastic about this idea when Hercules first released, so we hope you enjoy trying it out.

 

  • Kingpin
    • [Old] 2/3 – When an enemy card moves here, afflict it with -2 Power.
    • [Change] 2/3 -> 1/2

 

Kingpin also took a big hit with the change to move, so we’re going to see if a more efficient Cost will improve this card’s performance. Landing earlier should make it easier to slide Kingpin into curves for decks trying to play a lot of 3 and 5-Cost cards that move enemy cards.

 

  • Miles Morales
    • [Old] 4/5 – If a card moved last turn, this costs 1.
    • [Change] 4/5 -> 4/6

 

The last of our move buffs goes to Miles Morales. Nothing too fancy here–it just seems like there’s room to add a Power to the card. This does disrupt a movement-based Cerebro-5 deck we’ve seen from time to time, but that deck hasn’t been very popular and we’d like to see if Miles could find more homes than that.

 

  • High Evolutionary
    • [Old] 4/4 – At the start of the game, unlock the potential of your cards with no abilities.
    • [Change] 4/4 -> 4/6

 

High Evolutionary decks have slid from their once-prominent peak. We don’t expect this buff to fix that, but it’s a place we’re happy to add some Power given there’s room to do so and the deck could use a little help. We’re also looking at other changes that will positively impact this archetype, so stay tuned.

 

  • Nick Fury
    • [Old] 4/5 – On Reveal: Add 3 random 6-Cost cards to your hand.
    • [Change] 4/5 -> 4/6

 

Nick has been an underplayed card for a while, and has room to gain Power without being disruptive. Plus, 6 Power for 6-Costs is elegant. Long-term, we’re optimistic about finding a few more reasons to consider Nick over the current default options for filling one’s hands with cards.

 

  • Alioth
    • [Old] 6/8 – On Reveal: Remove the text from all unrevealed enemy cards here.
    • [Change] 6/8 -> 6/10

 

Last but not least, Alioth is getting a Power buff to improve its performance. We were conservative with the last adjustment to this card because we knew players would rather see no Alioth than too much at the time, but we liked 6/10 as the healthier number long-term. With some Odin-based strategies showing up again, the time feels ripe to help Alioth be a versatile 6-Cost answer to endgame threats.

 

 

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

Patch Notes – June 25, 2024

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

PATCH HIGHLIGHTS

We’re getting MARVEL SNAP ready for a summer unlike any other!

This patch is setting the table for Deadpool’s Diner, Alliances, and more. Stay tuned as we’ll be sharing more about these in the coming weeks.

 

FEATURES

  • Character Albums are arriving in July, beginning with Deadpool and Wolverine. They are albums full of one character’s variants that provide rewards for players who love to collect. Bonus progress will be given for any Bundle, Season Pass, Conquest, or limited time variants at the time of initial album release.
  • Collectible Borders are now available to appear in the Season Pass, the Conquest Medal Shop, and in Login Bonuses.

 

ART & VISUAL EFFECTS

  • The following cards and locations received new or adjusted VFX:
    • Ice Box
    • Death
    • Knull
    • Black Cat

 

AUDIO

  • The following cards and locations received new or adjusted SFX:
    • Ice Box
    • Death
    • Knull
    • Black Cat

 

CARD AND LOCATION UPDATES

This patch doesn’t include any functional changes to cards or locations. We’ve been taking slightly heavier swings with OTAs on that front, in an effort to lean harder on them for our balance needs.

We do have a handful of small text updates to improve some of the wording within the game.

  • Odin
    • [Old] 6/8 – On Reveal: Activate the On Reveal abilities of your other cards here.
    • [New] 6/8 – On Reveal: Repeat the On Reveal abilities of your other cards here.

The word “activate” doesn’t clearly communicate Odin’s exact function, and it’s the only instance of the word that appears in the game. It’s been intuitive enough to avoid much confusion, but is an easy enough piece to improve.

 

  • Sersi
    • [Old] 5/7 – On Reveal: Transform your other cards here into random cards that cost 1 more. (if able)
    • [New] 5/7 – On Reveal: Transform your other cards here into random cards that cost 1 more. (if possible)

Sersi was slightly off our default wording here for the parenthetical check on whether her ability can resolve, so we’ve updated her to match other cards.

 

The locations below were all using the word “first” to indicate “the first card played here once this location has been revealed,” but given players often will play cards to blind locations we’ve found potential for confusion when the “second” card (or third, or fourth) at one of these locations triggers these effects. To that end, we’ve simply updated them all to say “next” instead.

  • Krakoa
    • [Old] Your first play here adds its Power to the top of your deck.
    • [New] Your next play here adds its Power to the top of your deck.

 

  • Vormir
    • [Old] The first card you play here is destroyed.
    • [New] The next card you play here is destroyed.

 

  • Aunt May’s
    • [Old] The first card you play here gets +3 Power and moves.
    • [New] The next card you play here gains +3 Power and moves.

This location was also slightly off the default for our “Power” verbs, and we corrected it accordingly.

 

  • Black Vortex
    • [Old] The first card you play here becomes a random 6-Cost card.
    • [New] The next card you play here becomes a random 6-Cost card.

 

  • Castle Zemo
    • [Old] The first card you play here switches sides.
    • [New] The next card you play here switches sides.

 

Bug Fixes

VFX & SFX Fixes in 29.x

  • Fixed an issue that was resulting in Soul Stone’s VFX displaying incorrectly
  • Fixed sync issues of cards with preview VFX enabled
  • Increased the volume of some VO lines in Indonesian and French

Other Fixes in 29.x

  • Opening up the Collection Track no longer starts you at the bottom
  • Signing out and back in to an account no longer rarely causes a bug to UI and matchmaking
  • Fixed an issue that was causing some Album reward types to trigger the Credits Full pop-up if at the Credits cap
  • Reduced the glow effect of the Cosmetics Shop text
  • Adjusted the framing of one of Killmonger’s avatars
  • Fixed an issue that was resulting in some rewards not displaying correctly on the Season Pass reward track
  • Toggling between the Discard and Destroy pages of the Graveyard no longer results in the assets overlapping
  • Reopening the Avatar UI immediately after closing it no longer results in the Avatar page being empty
  • Fixed an issue where the borders of Albums would often flicker upon entering the collection
  • Text in the Shop that were broken in some languages should now be properly localized
  • Adjusted the “Hold to Confirm” text in a handful of languages in order to prevent the text from clipping with other assets
  • Resolved a bug that could occur when using the Make Me a Deck function and then immediately clicking the Equip button afterwards
  • Fixed an issue that could see the “New” tag inadvertently applied to some variants that were not in fact new
  • Resolved a number of smaller UI issues that could occur on the Login Bonus screen
  • Fixed a rare issue when attempting to claim unearned rewards from the Season Pass

PC Fixes in 29.x

  • [PC] Fixed an issue when using the search and filter toolbar on the Avatar selection screen that would inadvertently preview an Avatar
  • [PC] Resolved an issue where repeatedly favoriting cards and variants could result in false duplicates displaying in the Collection screen
  • [PC] The “Hide Results” button should properly unblur the screen now

Existing Known Issues Fixed in 29.x

  • The “Matte Black” option in the Collectible Borders UI should no longer be difficult to see
  • When upgrading a card from its base directly to Infinity players should no longer see the “Make me a Deck” occasionally trigger
  • Fixed an issue when repeatedly Infinity splitting cards and then using “Make me a Deck” resulting in an error
  • While events are running, the Login Bonus UI should no longer be clickable through the Collection Level Track
  • Seasonal Music should no longer stop playing when changing languages through Settings
  • A Pig created by Spider-Ham targeting an evolved High Evolutionary card should now be properly considered as having no ability text by things such as Washington D.C.
  • Hard restarting your app in the middle of a Fast Upgrade should no longer cause an error to occur
  • The Set As Favorite UI should no longer become misaligned when swapping between languages

June 13th – Balance Updates

The following changes aim to relieve metagame pressure created from a variety of directions, especially the Professor X lockdown decks that have recently ascended to the top of the standings in public competitions, as well as our internal metrics. We’re aiming to create a pretty big shake-up, so read on!

 

  • Professor X
    • [Old]5/1 – Ongoing: Lock down this location. (Cards can’t be added, removed, etc.)
    • [New]5/2 – Ongoing: Moving is the only way to add or remove a card from here.

 

We’ve seen glimpses of the danger Professor X could pose over the last year or so, but rarely realized that potential. In many decks where Professor X was popular, such as Thanos, Professor X wasn’t often one of the better cards. However, some things have changed and over the last month Professor X has reached new heights. And that’s not just because it solves other threats–Xavier is doing significant work against a sea of matchups.

Given the gameplay of Professor X isn’t something we want becoming a dominant element of the metagame, we decided to make a change once the existing card pool failed to effectively counter Professor X. This change removes two ways Professor X shut down locations: switching sides and movement. The latter is the most meaningful, as cards that can move will now be able to challenge Professor X, while Cannonball–a dominant card in its own right–will no longer create a combo. We may arrive at a better solution in the future, as we know this weakens the “story” of the card considerably.

 

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

 

Speaking of Cannonball, that card has spent weeks as one of the top cards in the game, and seen a ton of play to boot. While we’re optimistic that removing Professor X will blunt that strength enough, Cannonball’s dominance has been thorough and in enough different decks that we’re taking away one Power. This should help ensure the metagame does shift and that a few other 5-Costs can return to the fray. If this hits Cannonball too hard, we can always revert it.

 

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

 

We’ve spoken at length on Hela in various forums. The deck has passionate fans and detractors alike, and has largely stayed within the tolerances we established for it. However, something else that’s important to our definition of a balanced metagame is that players have options where they find problems. That’s the foundational idea behind creating “release valves” within the card pool that can address various pressures. Whether Death and Sera are strong or not, Mobius is there for players who feel such threats merit special attention.

Moving Leech to 4-Cost was one of the ways we’ve tried to address this, but in that case the cure proved worse than the disease. We’ve tried subtler things, but have yet to see the kind of success we’d hoped for. We’ve also debated a variety of cards we could add to the game to serve this role, but new cards take time to get into players’ hands. So today we’re taking action very similar to what we did with Galactus, and adding functionality that will create a better balance dial on the card itself.

 

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

 

This change is technically impactful to Hela, but that’s not why we’re making it. We’ve been happy to see Black Knight find plenty of homes after a soft start, but have decided that giving the Ebony Blade complete protection from interference is unnecessarily strong. Having a large card that’s immune to Shang-Chi is novel and powerful enough to see play, and it wasn’t trivial to let the Blade freely dodge locations like Negative Zone, either.

 

  • Red Hulk
    • [Old]6/9 – When your opponent ends a turn with unspent Energy, +4 Power. (if in hand or in play)
    • [New]6/10 – When your opponent ends a turn with unspent Energy, +3 Power. (if in hand or in play)

 

It is with a heavy, fiery heart that we’re sanding a touch more strength off Red Hulk. The goal for this card was to position it as a simple “big monster” with ranging strength, but that range hasn’t been wide enough to ensure sufficient healthy competition with other 6-Cost cards. This is a fairly small tweak, but the card doesn’t look like it’s super far ahead in the data. There are plenty of novel decks playing 6-Cost cards that aren’t Red Hulk, it’s just been the default for a few too many decks aiming to make Power without leaning on heavy synergies.

 

  • Gilgamesh
    • [Old]5/7 – On Reveal: +1 Power for each of your other cards in play with increased Power.
    • [Change]5/7 -> 5/9

 

After seeing a few of our big cards go “too big,” we were more careful with Gilgamesh. The occasional Blob or Red Hulk will happen, but positioning such a card as the Season Pass would be a little more worrisome. However, after the first week of play, it looks like we were too careful.

 

This is a fairly fast turnaround to make on a new card, but the low cube rate of the card was in particular a large concern for us. We always want to ensure that the Season Pass card feels like a great addition to players’ collection, but its performance thus far hasn’t met that bar. While Gilgamesh and Blue Marvel get Very Large, the backup combos are weaker than expected and there are fewer other decks to slot into, so this change should ensure Gilgamesh’s card communicates his canonical strength in-game.

 

  • Captain America
    • [Old]3/2 – Ongoing: Your other Ongoing cards here have +2 Power.
    • [Change]3/2 -> 3/3

 

Just a small tweak to Captain America here. We hit the Spectrum Ongoing deck slightly harder than we wanted to during the last OTA, and we’d like to ensure Cap is an appealing card for early and endgame Ongoing decks alike.

 

  • Shanna
    • [Old]3/2 – On Reveal: Add a random 1-Cost card to each location.
    • [Change]3/2 -> 3/4

 

Yeah, we’re doing this again. Shanna is a tricky card to evaluate, as the card winds up taking four slots and has so much variance in Power. We don’t like to change the same card a ton of times, but it’s been a while since the last try. We’d held off for so long in part because we expected that Mockingbird and Gilgamesh Zoo decks might provide the lift we needed, but that hasn’t been the case.

 

  • Stegron
    • [Old]4/6 – On Reveal: Move an enemy card from here to another location.
    • [New]4/7 – On Reveal: Move an enemy card here one location to the right.

 

Stegron is one of those “fine” cards that’s never really been good or bad. It’s just failed to find a steady home, and we think that’s in part due to the original effect’s randomness hurting its appeal and its strength. Giving Stregron a more specific effect will create more space from existing cards, and perhaps lead to Stegron claiming a space all its own.

 

 

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

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