Patch Notes: April 7, 2026

Patch Notes – April 7, 2026

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

 

FEATURES

  • Featured Set Album Tags
    • We’ve added album tags to Featured Sets to make it clearer when a pinned Variant or a Variant in a pack contributes to an album.

 

ART, VFX, AND AUDIO

  • Crystal now has VFX and Audio
  • Iron Man and Kazar VFX have been adjusted

BUG FIXES

Card and Location Art Fixes in 52.x

  • Creating card copies with Bar Sinister no longer results in issues
  • Previous issues with being unable to play when Mercury and Moonstone change lanes have been resolved
  • Skill cards no longer deform in the unrevealed state after Zero triggers its ability on them
  • An incorrect Green Glow VFX no longer appears on Hawkeye when a previously played Move ability card hovers over his location
  • Spider-Ham’s VFX no longer replaces card art for targeted cards after activation
  • Spider-Ham’s Activate VFX now displays correctly
  • During a reveal animation, a player’s card power value no longer clips with opponent’s cards on the board
  • Sandstorm’s card art has been fixed to no longer overlap the card’s Power value
  • Zombie Galactus’ logo no longer overlaps the ability text

Shop Fixes in 52.x

  • Background assets for Token Tuesday bundles are now appearing correctly
  • Issues with the Highlight VFX when hovering over items in the shop have been resolved

Game Mode Fixes in 52.x

  • The Purchase button now properly displays the Gold Icon for Custom Game Mode Premium Event Passes
  • Invalid deck popup no longer appears at match start when the High Voltage event is triggered
  • Correct amount of XP now displays after purchasing the premium pass in Team Up
  • XP & Volts animations in Overdrive now properly animate to the Event Pass bar and no longer have a delay
  • Minor lag in the Mastery animation when initiating a portal pull in Overdrive and Sanctum Showdown has been resolved
  • The “Purchase a ticket” prompt in Team Clash now displays the correct game mode name
  • Progress animation in High Voltage now displays correctly
  • The End of Event screen no longer appears for players who have not participated in the event modes
  • The Turn banner asset in High Voltage now properly displays the electricity VFX
  • In Team Up mode, The Thunderbolts’ Red Hulk card logo no longer overlaps the ability text

Localization Fixes in 52.x

  • In Japanese, reward numbers in Albums are no longer obscured and now display correctly
  • Viv Vision’s card description translation has been corrected
  • In Sanctum Showdown Surge the second page of the tutorial is now properly localized in all non-English languages
  • The Main UI tab no longer shifts to the right of the navigation bar when switching from Portrait to Landscape after a Fast Upgrade

PC Specific Fixes in 52.x

  • In Landscape mode, “Make Me A Deck” now properly appears in CardView on the Collection Level when navigating from Albums
  • Issue has been fixed on Windows – players can now properly exit the rewards preview in the Sanctum Shop using the Esc button (on-screen or keyboard)

Other Fixes in 52.x

  • Issues with the selection area for the settings button on the player info UI have been corrected
  • Background UI now properly covers the entire screen in different sections
  • The loading bar no longer overlaps with the “Additional Data Required” description text on Android
  • On Android, the “Additional Data Required” modal no longer appears twice during loading
  • A layering issue that effected emote inputs on the end of game results screen no longer occurs

 

 

 

Balance Update: March 26, 2026

Hey folks! Today we’re going to be adjusting Star-Lord into a shape that we think we’ll be comfortable with for the long term as well as toning down some of the copying interactions of Gambit, Horseman of Death. After that we’ve got some buffs in store that we hope will shift the metagame slightly towards a more midrange state to help alleviate some of the over-the-top pressures of the past few months.  Let’s go ahead and jump in!

 

Star-Lord, Master of the Sun

  • [Old] 4/3 – On Reveal: Next turn, you get +1 Energy for each turn you’ve ended with unspent Energy. This gains that much Power.
  • [Change] 4/3 > 5/8

This is a large shift for Star-Lord.  While his play rate has gone down considerably following his nerf and the release of new content, Star-Lord is still at a metagame share we just feel uncomfortable with in the long term.  It has been several months of decks having difficulty competing with large over the top strategies and Star-Lord’s presence has necessitated fairly heavy and specific tech to keep him in check.  

We feel like this nerf is a better shift for the long term health of the game while still allowing Star-Lord enough Power to allow larger combo decks if you are willing to commit to him while increasing the window for counterplay to be effective.  

 

Cannonball

  • [Old] 5/6 – On Reveal: Move the highest-Power enemy card here away. If you can’t, destroy it with a Rock.
  • [Change] 5/6 > 5/5

With the Star-Lord nerf as well as a sneaky nerf to Mr. Negative coming up, we think it is a good time to make another small nerf to Cannonball.  While we do want to prop up more midrange centric gameplay, Cannonball and Mercury have been strong with relatively high ubiquity for some time.  As with Star-Lord, we think this is an adjustment that will improve the health of the game for the long term.

 

Frigga

  • [Old] 3/4 – On Reveal: Add a copy of the last card you played to your hand. (if able)
  • [Change] 3/4 > 3/3

 

Gambit Horseman of Death

  • [Old] 3/3 – Objective: Play 5 total Cost of created cards Randomly destroy up to 4 total Cost of enemy cards. (0/5)
  • [New] 3/3 – Objective: Play 6 total Cost of created cards Randomly destroy up to 4 total Cost of enemy cards. (0/6)

Much of Gambit’s strength has been in how well his Objective component scales with creating additional copies of himself – with the ability to destroy large swaths of an opponent’s deck when the Copy strategy is firing on all cylinders.  While this has created a new and unique deck, we do worry about how fun the deck is to play against too frequently given its apparent strength.

We want to generally tone down that gameplay by increasing the opportunity cost of requiring more Created cards necessary to trigger Gambit, as well as slightly lowering the points output of the deck when it is having its best draws.  While Frigga draws will still produce a powerful output, decks that play more expensive characters will have a greater chance of generating enough points to be competitive regardless.

 

Gorr The God Butcher

  • [Old] 6/-1 – Ongoing: +2 Power for EACH On Reveal card in play.
  • [Change] 6/-1 > 6/1

 

Thor’s Mjolnir

  • [Old] 0/0 – On Reveal: Give Thor +6 Power.
  • [New] 0/0On Reveal: Give Thor +7 Power.

 

Beta Ray Bill’s Stormbreaker

  • [Old] 0/3 – On Reveal: Double Beta Ray Bill’s Power.
  • [Change] 0/3 > 0/4

We’re buffing Gorr, which we hope will have the secondary effect of nerfing Mr. Negative.  Negative and Star-Lord are two of the largest offenders to the aforementioned “over the top” meta.  

While we have seen metagames in the past where Gorr in fair applications was able to be a dominant force, it has been a very long time, and we wouldn’t mind seeing some uptick in him seeing play normally.  

The Hammer buffs are a part of this section as we do think there is some risk here in Jane Foster losing a role in the metagame.  We’ve made some incremental adjustments over time to the Hammer bros strategy, so ideally even if Jane becomes weaker in the context of enabling more unfair Negative lines, she can be propped up by the more classic applications of finding various Norse weaponry.

 

Strange Supreme

  • [Old] 2/1 – Gains +2 Power from merging. End of Turn: Merge one of your created cards into this
  • [Change] 2/1 > 2/2

 

Caiera

  • [Old] 3/4 – Ongoing: Your 1 and 6-Cost cards can’t be destroyed.
  • [Change] 3/4 > 3/5

 

Weapon X Wolverine

  • [Old] 2/2 – After one of your other cards is destroyed, +1 Power. After every 3rd time, improve this effect by 1. (0/3)
  • [Change] 2/2 > 2/3

 

Viv Vision

  • [Old] 3/3 – At the start of each turn, give all cards in your hand +1 Power if you’re winning here. Otherwise, move this to another location.
  • [Change] 3/3 > 3/4

Rounding things out for today, we have some pretty standard number adjustments.  Worth calling out are Caiera, who now that she is up to a closer-to-rate Power we hope may also be able to alleviate some of the pressure Gambit is putting on low to the ground decks, as well as Viv Vision.  Viv is a card we’ve always been careful about buffing as she is very sensitive to each additional Power she receives in the same manner as cards like Iron Patriot.  That said, her numbers have been suppressed for some time, and we’ve seen large dips in some classic archetypes that she has the ability to prop up, like Silver Surfer.  We’re hopeful that she’ll encourage some additional diversity in the metagame.

 

We’re optimistic that these are some large and positive shake ups for the ladder heading into part two of our X-Men seasons.  Happy Snapping!

Balance Update: March 12, 2026

Hey folks, we have a bit of a different OTA this week.  Today we’re going to have no nerfs, just a handful of buffs!

For the most part, the metagame looks stable after nerfs to Star-Lord and some other outliers from a few weeks ago.

The popularity of Star-Lord has been steadily declining, no doubt in part because of its nerf but also the desire from the community to engage more with the new seasonal content.

While we aren’t taking further action against Star-Lord today, we do want to impart that we are closely monitoring it as well as community sentiment.  We are aware that it has led to some frustration over the previous month.

That said, for today, we are just going to be buffing as previously mentioned.  So let’s go ahead and get started.

 

En Sabah Nur

  • [Old] 4/5 – Objective: Have a full front row at each location Transform into Apocalypse, Celestials’ Chosen. (0/6)
  • [Change] 4/5 > 4/6

 

Apocalypse, Celestials’ Chosen

  • [Old] 4/8 – On Reveal: Swap the lowest-Power card in your front row at any location with a card from your deck.
  • [Change] 4/8 > 4/9

En Sabah Nur has arrived a little short this season.  Some of this is likely related to folks settling into the complexities that Objective offers, but even considering those growing pains we think it is worthwhile to quickly give En Sabah Nur and his upgraded form an extra point of Power to help settle him into the metagame.

 

Debrii

  • [Old] 3/7 – On Reveal: Add a Rock to each other location.
  • [Change] 3/7 > 3/8

 

White Tiger

  • [Old] 5/1 – On Reveal: Add a 9-Power Tiger to another location.
  • [Change] 5/1 – On Reveal: Add a 10-Power Tiger to another location.

We’re giving Debrii and White Tiger an additional Power to support some other new arrivals from the Origins of Apocalypse season.  We are hopeful that the Rocks from Debrii will be given some new context with the addition of Ozymandias but given her low numbers for quite some time now we feel comfortable giving her a point to start.  

White Tiger on the other hand is an early series all-star that rarely gets too much love elsewhere.  With the addition of Caliban and Selene Horsemen we’re hoping that gives her a little more context for folks to experiment with.  Her Tiger getting a point is a nod towards her synergies with those cards.

 

 

Ghost

  • [Old] 3/4 – On Reveal: Remove the abilities from all End of Turn cards here.
  • [Change] 3/4 > 3/5

The other recent overperformer recently has been End of Turn.  Maybe we’re cheating a little bit by calling it a no nerf patch with this buff, but Ghost does feel considerably under rate unless sniping a high value EOT card.  Hopefully this buff makes Ghost more enticing to play if folks are looking to target that deck more specifically.

 

 

Hydro-Man

  • [Old] 5/8 – On Reveal: Set the Cost of EACH deck’s top card to 1.
  • [Change] 5/8 > 5/9

 

Pixie

  • [Old] 2/2 – On Reveal: Shuffle the base Costs of all cards in your deck that started there.
  • [Change] 2/2 > 2/3

Rounding things out, here are a few more blue sky cards that people enjoy that could use a point.

Pixie in particular is a fan-favorite that’s base number has fallen out of favor with the general point output of the game, so we’re happy to give her a little love.

 

That was a quick one, but we’re excited to see how the Objective mechanic shakes out as things calm down from the past few season’s metagames.  Enjoy the rest of Origins of Apocalypse, and happy Snapping!

Patch Notes: March 10, 2026

Patch Notes – March 10, 2026

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

After updating the game to the new patch, players will experience a longer-than-normal “downloading” phase the first time you open the game.

 

General

  • Increasing Credit Cap
    • It’s happening. The maximum Credit cap is increasing from 10,000 Credits to 30,000 Credits.
  • Custom Rarity for Displayed Shop Variants
    • Variants in the Shop will now display with a custom rarity which will showcase the Variants animated and in 3D.
    • Note: Players will still receive the variants at the ‘Common’ rarity when purchased.

Features

  • Alliance Rewards Update
    • After making changes late last year to Alliance rewards, we’ve heard player feedback loud and clear. We’ll be adding more value back to the weekly Alliance rewards. 
    • These changes will go into effect on March 17, which will be “Week 3” as shown below.
      • Week 1
        • Personal: 1 Common Mystery Border
        • Alliance: 1 Common Mystery Border
      • Week 2
        • Personal: 1 Common Mystery Border
        • Alliance: 1 Premium Mystery Variant
      • Week 3
        • Personal: 1 Common Mystery Border
        • Alliance: 1 Common Mystery Border
      • Week 4
        • Personal: 1 Common Mystery Border
        • Alliance: 1 Premium Mystery Variant
      • Week 5 (if 5 Week Season)
        • Personal: 1 Common Mystery Border
        • Alliance: 1 Common Mystery Border
    • These changes are purely additive and the value isn’t being moved from elsewhere.
    • We still believe that the Alliances feature is not where we want it to be and it deserves a larger update in the future.

VFX AND AUDIO

  • Sauron now has VFX and SFX
  • Vulture now has VFX and SFX

 

CARD AND LOCATION UPDATES

Cards and Locations that give out or steal Power multiple times at once now count as one single buff or afflict:

  • Cassandra Nova
  • Dragon of the Moon
  • Laufey
  • Kahhori
  • Marrow
  • Dormammu’s Summoning Ritual 2
  • Lord of the Negative Zone (Annihilus’ Champion Skill)
  • Stark Industries

Kahhori

  • [Old] 4/6 – On Reveal: Each card in your hand gives one of your other cards in play +1 Power.
  • [New] 4/6 -> 4/7

As we consider more future designs like Kahhori that give out a large number of small boosts at once, or cards that interact with stealing Power, we’ve found that each instance of these boosts counting as their own event limits the design space we have without making them over the line with cards like Sebastian Shaw. For now, the primary effect this will have in practice is Kahhori and Stark Industries will only trigger Sebastian Shaw and Clea one time for their entire effect. We’re preemptively giving Kahhori a point of base Power here too to account for making one of her most common interactions weaker.

Mysterio

  • [Old] 2/4 – As you play this, play Illusions to other locations. Disguise this as an Illusion until the game ends.
  • [New] 2/5 – On Reveal: Add an Illusion to another location. Activate: Swap Power with it.

Similarly, Mysterio’s ability to both triple the output of buffs he receives in hand, and count for 3 plays for cards like Sasquatch and Bishop made him a bottleneck for future design space. More importantly though, we wanted to simplify his design to avoid a number of bugs caused by the original due to the complexity that his replacement effect created. Over the years we’ve seen a number of unexpected interactions and even crashes result from this, so we ultimately decided to rework the card to avoid any further Mysterio incidents.

In looking for a rework, we primarily wanted to preserve Mysterio’s unique minigame of hiding where his Power will end up from your opponent. This design will keep your opponent guessing whether you’ll swap Mysterio’s Power or not. The Illusion is a 2/0 card with no ability, so it’ll also synergize with Patriot and the upcoming Selene, Horseman of Famine! Note: You may hear incorrect SFX when activating Mysterio. This will be fixed in a future update (sorry Black Panther!).

 

Sasquatch

  • [Old] 6/10 – Costs 1 less for each card you played last turn.
  • [Change] 6/10 -> 6/11

As old Mysterio was one of the best enablers for Sasquatch, we’re giving Sasquatch a small bump to compensate.

 

Lockjaw

  • [Old] 2/3 – Activate: After you play your next card, swap it with one from your deck.
  • [New] 2/3 – Activate: After you play your next character, swap it with one from your deck.

Shanna

  • [Old] 3/4 – On Reveal: Add a random 1-Cost card to each location
  • [New] 3/4 – On Reveal: Add a random 1-Cost character to each location

These are relatively low impact changes, but should improve these respective cards’ play patterns with skills both in the context of putting them in your deck with Lockjaw, as well as improving the play experience of not “low rolling” with Shanna.

 

BUG FIXES

Performance and Compatibility Fixes in 51.x

  • Addressed multiple Object Pooling issues and associated exceptions to improve asset handling and reduce asset display issues, crashes, and related ‘Aw Snaps’.
    • This should reduce errors received when inspecting a card in play.
  • Morph copying opponent’s Professor X no longer results in the game crashing

Card and Location Art Fixes in 51.x

  • Ongoing card abilities affecting VFX for Mystique and Iron Man is now fixed and no longer results in game crash
  • Issue affecting Sam Wilson & Cap’s Shield’s ability to Move when on the same location as Madame Web has now been fixed
  • Addressed an issue that prevented some merged cards from being transformed into Zombie Galacti
  • Fixed an issue that was causing Activate UI assets to not display properly when other cards were previously Activated
  • Spider-Ham’s VFX should display properly and replace art appropriately when targeting cards with variants.
    • NOTE:  That greased up Spider-Ham bug continues to elude us. While his VFX now play, it replaces its target with a “Pig” card again which is not intended. The VFX is an important piece of game information so the team wants it active. The goal remains to JUST change the text of the target to “Oink” and include the ‘text removed’ warning icon which will be added in a future update.

Shop Fixes in 51.x

  • Season Titles in Series Packs have been properly implemented to reflect the accurate Season Name
  • The ability to purchase Season Pass rewards should no longer disappear after previewing card rarities
  • Fixed an issue that was causing some sold bundles to display above other available shop items in the list

Game Mode Fixes in 51.x

  • Team Clash end event text – “The shop and battle pass will remain available for” has been updated to enhance readability
  • “XP” Icon is no longer missing from the Team Clash Battle Pass UI
  • User is now able to immediately redeem the 2 Scrolls granted by the Premium Event Pass in Sanctum Showdown
  • Adjusted the some Game Mode asset alignment to be better centered to the buttons
  • Starter Deck is no longer observed as the equipped deck in Grand Arena mode upon first launch
  • Series 3 & 4 Packs now remain interactive even after being sold in Grand Arena
  • Visual Issue with ping rings on Collection Track for High Voltage Overdrive has been fixed
  • XP/Currency animation is now displaying properly after a match ends in Team Clash game mode
  • Rewards are now being displayed accurately in the Event UI progress bar once the Premium Pass is unlocked for Team Clash game mode
  • Correct currency is now being displayed next to Relic Shop text for Sanctum Showdown Game Mode
  • Team Clash filter in the Collection Tab is no longer obscured by notches on certain devices
  • Mission’s sidebar notification is no longer covering the Event Pass and Mission’s button in Team Clash game mode
  • Mission Refill button no longer clips the Progress bar in High Voltage Overdrive
  • Visual issue affecting newly added Missions in High Voltage Overdrive has been fixed
  • The Collection section bar is now hidden in the Team Clash’s Deck Edit UI for all teams for both landscape and portrait
  • Start Turn banners have been fixed and are now appearing properly for all Game Modes
  • Issues affecting charged cards’ VFX in Overdrive no longer occurring
  • Collection filter that is part of Team Clash no longer affects the collection filtering in the regular Collection
  • First launch after a version upgrade no longer results in users seeing End of Event Screen for Limited Time Game Mode Events
  • Issue with Maximus resulting in crash during High Voltage event has been fixed
  • Mission “Win a Location with 20 or more Power” in High Voltage event has been fixed and now progresses as expected
  • Visual and Functional Issues are no longer occurring for Missions in High Voltage Overdrive

Localization Fixes in 51.x

  • Visual artifact issue appearing when language is set to Thai for Premium Mystery Packs and One-time bundles is now fixed
  • Updated some text strings in the Privacy Policy and Terms of Service in Korean

PC Specific Fixes in 51.x

  • [Windows/Android] Bug causing navigation bar to appear within the Custom Deck Screen has been fixed
  • [PC Widescreen] Report button asset is now unobscured and appearing properly in Alliances

Other Fixes in 51.x

  • Signing out & deleting account no longer results in softlock on the loading screen
  • Mission tile sizes are no longer experiencing visual inconsistencies
  • Clipping issue with Avatar for Zombie Galacti from Fireball Studio has been fixed
  • User can no longer interact with the space where the energy orb was when it is no longer on screen
  • Addressed an edge case that could result in some players receiving a duplicate base card under certain conditions

 

 

 

MARVEL SNAP’s Foundational Focus

It’s 2026 and we want to share where we’re headed this year. It starts with strengthening the game’s foundation—like the Future Foundation. MARVEL SNAP’s core systems are overdue for some work under the hood, and this is the year we do it. Our goal is simple: build a more stable, more responsive, and more efficient game with fewer crashes, fewer bugs, and more room to build a bright future full of bigger and better stuff for you to enjoy.

2025’s Big Pivot

If you were around last January, you probably remember the U.S. downtime, aka The Snappening. That was a turning point for us. We realized that if we wanted the great power of supporting Snap and the community for years to come, we had to take on the great responsibility of publishing the game ourselves.

We got a lot of “Okay but what does a publisher actually do?” questions. In short, the studio builds the game. The publisher helps the game succeed through marketing, distribution, customer support, and the web shop. When we stepped into this role, we had to build all of that for ourselves.

Taking that on was huge. We had to create brand-new teams across support, marketing, and built our own web shop, and more. Even with a team full of experienced people, every one of those new “publisher” pieces came with its own challenges, and we had to figure out what made sense for Snap.

Last year was one of transition and we didn’t deliver in the ways we wished we had. We fell short of both your and our own expectations in certain areas last year. From the Kid Omega pricing and communication, Web Shop complications, and overall technical performance, to list a few. But by the end of 2025, it finally felt like we had our feet under us again, and we were ready to sprint into 2026. Moving forward, we want to be sure Snap remains your forever game.

 

It Wasn’t Only Publishing Work

The cards are the whole game. They’re the heart of MARVEL SNAP.

Last year we added around 100 new cards, and the goal wasn’t just “more cards.” We wanted each one to feel like it had its own job, not just float around as filler.

We learned a few big things:

  • Players want new gameplay. Whether it’s weird rules in limited-time modes or brand-new mechanics, players are hungry for things that feel fresh, not just slightly different numbers.
  • Making a totally new archetype is harder now. The card pool is bigger, decks are more refined, and players optimize fast. So if a new card is supposed to create a whole new deck type, the bar is higher than it used to be.
  • Returning characters hit best when they hit different. They land when there’s a clear hook or gameplay twist that makes you go, “Ohhh, that’s cool.”

On the game mode side, we made a big jump in 2025, going from two to six limited-time game modes (LTGMs). The variety feels strong, and the cadence is in a solid place.

One bigger win than we expected was pre-built decks. They’ve been great for the modes, and an easy on-ramp for new and returning players who can just jump in and play without spending an hour figuring out what they “should” run.

We also added event premium passes so LTGMs can continue to grow and be supported long-term. We’re already seeing the benefits, and we’ll keep polishing the experience so it consistently feels like a great value.

 

Card Acquisition: Better With Room to Grow

Okay, quick check-in on card acquisition because this is where a lot of the “how does Snap feel day to day?” lives.

We’ve been working to improve this system so it feels better for players, including providing them with real choices in which packs to go after and which cards to prioritize.

Adding Featured Sets and Spotlight Variants to the Card Shop has been a clear win. They give you more ways to spend tokens that feel cool and useful, instead of “guess I’ll just sit on these.”

That said, the biggest complaint we still hear is pretty consistent: catching up to the meta is tough if you’re new, or coming back from a break. Even if you’re doing everything “right,” it can feel like you’re always a step behind.

We agree that’s not where we want things to stay. We’re working on ways to improve that in 2026, so new and returning players can get to the fun part faster, without feeling like they’re climbing a mountain first.

 


New Year, New Focus

 

2026 is About the Foundation

Snap has a strong content rhythm right now: monthly seasons, new cards, and six rotating limited-time modes.

But for 2026, our main focus is making the core foundation of the game even stronger. We’re upgrading our systems and tools so future updates are easier to build and smoother to play.

Think of Snap like a house.

All the features you see (cards, modes, rewards, events) are the rooms. But the foundation, wiring, and plumbing? That’s the code and internal systems.

When that underlying infrastructure is modern and well-organized, it makes updates and remodels easier and of higher quality.

We moved fast to get Snap into your hands and then kept that pace after launch to keep delivering. Now we’re taking time to refine and reinforce the underlying systems and investing in the “under the hood” work that makes everything feel more seamless, more stable, and easier to expand going forward.

That’s tech debt, and it’s time to clean it up.

 

“Cool, but how does that affect me?”

Even though you won’t see “tech debt cleanup” as a flashy feature, you’ll feel it when you play.

Here’s what we expect this work to improve:

While a lot of the team is focused on this work, the Snap you know with fast matches, new cards, and new seasons is still rolling all year. Below, we’ll dig into some new content and features on our workbench right now. 

 

Something Objectively New

This month, in the X-Men: Origins of Apocalypse season, we’ve introduced a new keyword: Objective.

With Objective, we’re adding more moments in a match where you’re working toward something. And on the deckbuilding side, it opens up new directions, not just another card for the same old lists.

Objective cards create a timing choice: play them early to spend Energy efficiently, or hold them to spring the payoff and catch your opponent off guard. That choice invites different tech answers (like Cosmic Ghost Rider and Red Guardian vs Negasonic and Alioth) and sometimes you can even play an Objective card before you complete it, just to bluff.

More Variety, More New Stuff to Play With

Like with Objective, we want to keep stretching Snap into new gameplay territory.

And we don’t just mean “here’s a shiny new keyword.” That’s only part of it. We also want to give some overlooked strategies their moment and let decks that have been on the sidelines get a real chance to shine.

We also want to have more fun with character takes. Instead of always going with the most obvious “Marvel’s greatest hits” interpretation, can we do something a little unexpected? A little more “Oh, that’s clever” or “Wait, that actually fits.”

We’re excited about what’s coming this year.

 

 

Seasons: Same Rhythm, Fresh Twists, New Game Modes?

We’ve got a fun year lined up. While we’re not spoiling everything yet, here are the season names we can share right now:

The basic seasonal setup isn’t changing. Each season still comes with:

  • Season Pass
  • New Cards
  • Limited-Time Game Modes
  • Variants

That cadence is one of Snap’s biggest strengths, so we’re not messing with it.

That said, we don’t want limited time modes to feel repetitive. Every now and then, we’ll tweak the rules on existing modes with small changes that’ll keep them fresh without reinventing the wheel.

It’s too early to get specific, but we are working on new game modes. Including one that people have been very loud about wanting: Draft Mode.

The big difference with these is they’re built around new deckbuilding rules that haven’t been possible in Snap before.

We’re also working on both revamps of existing features as well as brand new ones that we’ll share more about when they’re closer to being ready.

As a preview of Tuesday’s patch notes we’ll be adding value back to weekly Alliance Rewards. After making changes late last year to Alliance rewards, we’ve heard player feedback loud and clear. PMVs will be added back to the Alliance Reward rotation.

That’s all we’re teasing for now, but we’ll share more later this year.

 

Also, Thank You

We want to shout out the MARVEL SNAP Creators and the Snap communities on Discord, Reddit, and everywhere players discuss the game. Your feedback, dedication, takes, and ideas, even when they’re blunt, genuinely help the game get better.

To everyone playing and reading this, none of this works without you. The feedback you share, the things you love, and the things you don’t all shape the future. We’re building it together.

Balance Update: February 26, 2026

Hey everyone!  Today will be a fairly quick one but we expect some large shake ups.  We’ll be trimming some excess strength from our ramp package cards including Star-Lord, Master of the Sun.

We’ll be propping up a few underperformers, including Move cards, a popular Surfer addition, and Magus who has proven to be a little too difficult to use for most folks. Let’s get to it!

 

Star-Lord, Master of the Sun

  • [Old] 4/5 – On Reveal: Next turn, you get +1 Energy for each turn you’ve ended with unspent Energy. This gains that much Power.
  • [Change] 4/5 > 4/3

We’re taking away two Power from Star-Lord.  He has performed above our expectations – while we tested it extensively with a fair amount of copying, Absorbing Man, Grandmaster and so forth, we didn’t quite go all the way with Arnim Zola.  It’s been exciting to see some of the more dramatic outputs and screenshots people have shared resulting from Star-Lord and he has certainly encouraged some big dream gameplay, but he is clearly having a warping effect on the metagame despite having a tolerable win rate given his metagame share.

This should have a large effect on his multiple copy scaling that should tone down his win rate and metagame share, especially combined with the following changes.

 

Alioth

  • [Old] 6/8 – On Reveal: Remove the text from all unrevealed enemy characters here.
  • [Change] 6/8 > 6/7

 

Fin Fang Foom

  • [Old] 7/12 – On Reveal: Gain the Power of front-row enemy cards here.
  • [Change] 7/12 > 7/10

We’re taking some Power away from some of our strongest ramp cards. Alioth is an effect that we would prefer to not be one of the strongest generic top end Energy cards and we suspect that 6/7 Alioth will be plenty strong enough when players want to target specific final turn combos.  

Fin Fang Foom on the other hand has proven itself to be the de facto best high-cost character in the game.  Some of this is by design – a 7 Cost card that requires ramping instead of some other deck specific Energy cheat to play it necessitates a powerful output on the game to make the opportunity cost worthwhile.

That said, even with the removal of two Power, we suspect that Fin Fang Foom will be able to win the majority of locations he is played. This is just extraneous strength we can remove and we’ll continue to keep an eye on him.

 

Rocket And Groot

  • [Old] 3/2 – You can move this once. After your opponent plays a card here, steal 1 Power from it.
  • [Change] 3/2 > 3/3

 

Jeff the Baby Land Shark

  • [Old] 2/3 – You can move this once. Nothing can stop you from moving or playing this to any location.
  • [Change] 2/3 > 2/4

We’re buffing a couple of underperforming Move cards. Rocket And Groot has really felt the impact of its nerf from last year and given that, post tech-pocalypse, Marvel Snap has been less dominated by midrange cards we think that the Guardians duo can go back to their former strength.

Jeff’s buff is a bit late.  We should have buffed it at the same time as Nightcrawler, that’s our mistake and now he should have a role again.  Hope you enjoyed your two weeks off Jeff,  whoops!

 

Magus

  • [Old] 3/5 – Activate: Copy the text of a character in your deck with Cost equal to your unspent Energy. (without using its On Reveal)
  • [Change] 3/5 > 2/3

Continuing our trend of buffing cards that prove themselves very difficult to play with, we are moving Magus to 2-Cost.  This should make it substantially easier to find a combo to pair it with, and easily opens it to targeting a 3-Cost card if that gets players’ creative juices flowing.  

We know that folks have had a fair amount of disappointment that Magus is not able to target On Reveal cards.  While we stand by that decision, as Marvel Snap is already a game with relatively low variance given its small deck sizes and short games, we certainly hear and are taking into consideration that it has been a bummer for many that we are preemptively “taking away people’s toys” when designing these kinds of effects.

 

Sebastian Shaw

  • [Old] 3/4 – When this permanently gains Power, gain +2 more Power. (wherever this is)
  • [Change] 3/4 > 3/5

Shaw, and Silver Surfer as an archetype, have been a step behind many other decks for a few months now.  As a beloved classic Snap archetype, we’re always happy to give some power back to those decks when we feel like they’re relatively low cost, so we’re doing that today with Shaw.

 

Ok folks that’s it for today. We hope you have a good final week of February!

Balance Update: February 12, 2026

Hello everyone!  Today’s OTA is going to be light on the nerfs, with mostly a handful of buffs aimed at bringing up the floor of a fair number of cards.  We’re early in the Guardians season and thus we’re still collecting data on how those cards are performing.  We’ll be keeping an eye on those cards’ total impact as well as Shou Lou after his previous nerf.  For now things will be getting a fairly light touch, so let’s go ahead and jump in!

 

Chamber

  • [Old] 2/3 – Activate: +2 Power for each 5-Cost or higher card you have here and in hand.
  • [Change] 2/3 > 2/2

Our sole nerf today is to Chamber. Overall we’ve been pleased with the increase in more expensive Energy cost cards seeing more play given that they’ve gotten large boons from cards like Chamber as well as access to powerful ramp targets like Fin Fang Foom. That said, Chamber’s sustained impact has been a touch high for too long, so we’ll be reducing his floor.

If you really commit to the ramp strategy he’s still more than capable of putting out numbers that are higher than the average Two-Cost card, but you’ll have to keep working hard for those numbers.

 

Shang-Chi, Master of the Rings

  • 3/5 – Game Start: The Ten Rings starts in your hand. On Reveal: Unlock their potential.

We’re adjusting The Ten Rings and its Unlocked form.

 

The Ten Rings

  • [Old] 2/1 – On Reveal: Give one of your other cards here +1 Power.
  • [Change] 2/1 > 2/2

The Ten Rings (Unlocked)

  • [Old] 2/2 – End of Turn: Give your other cards here +1 Power.
  • [Change] 2/2 > 2/3

We’re raising the floor on Shang-Chi’s rings.  Naturally the most impact here is that the Original Ten Rings, which you draw every game, now has Power that is closer to a normal Two-Cost card that decks will play.  

We do want to exercise caution with improving the floor of a card you draw every single game, but for now we feel like Shang Chi’s numbers justify this change and we’re happy to give more love to buffing decks given the current state of the metagame.

 

Infinity Ultron

  • 5/6  – On Reveal: Add 2 of Ultron’s Stones to your hand.

We’re adjusting three of Infinity Ultron’s Stones.

 

Ultron Soul Stone

  • [Old] 2/3 – On Reveal: For each of your full locations, give one of your cards there +2 Power.
  • [New] 2/3 – On Reveal: For each of your full locations, give one of your cards there +3 Power.

Ultron Time Stone

  • [Old] 2/3 – On Reveal: Put a card from your hand here.
  • [Change] 2/3 > 2/4

Ultron Space Stone

  • [Old] 2/5 – On Reveal: Move the lowest-Power enemy card here to the location of Infinity Ultron.
  • [Change] 2/5 > 2/6

While there have been some excellent additions to ramp strategies lately, we do want to try to maximize diversity and give players as many options as possible. Infinity Ultron has underperformed for some time now, with his Soul Stone and Space Stone being especially weak. We’re adjusting three of his Stones to try to get his random selection into a more balanced state.  

 

King Eitri

  • [Old] 1/2 – Activate: Draw a created card from your deck..
  • [Change] 1/2 > 1/3

 

Thor

  • [Old] 3/4 – On Reveal: Shuffle Mjolnir into your deck.
  • [Change] 3/4 > 3/5

The Hammers deck is a beloved Marvel Snap strategy that has likely been long due for some buffs. Given our increase to the Power floor of many cards lately, it’s finally time to give King Eitri a third Power as well as improve the Power of Thor to make sure he doesn’t fall too far behind when your deck doesn’t fully capitalize on its Hammer triggers.

 

Groot

  • [Old] 3/3 – On Reveal: If your opponent played a card here this turn, +4 Power.
  • [Change] 3/3 > 3/4

 

Mantis

  • [Old] 1/2 – On Reveal: If your opponent played any cards here this turn, copy one of them into your hand..
  • [Change] 1/2 > 1/3

Groot and Mantis are members of the Guardians crew that are both weak and likely to get a little more time in the spotlight with the upcoming card Major Victory.  

The Guardians are all old school cards that likely need points to get closer to modern power level sensibilities. We do want to be sensitive to both the beginner’s metagame as well as their often outsized influence in Sanctum Showdown.  We’re starting here and are likely to give out additional Power to the more expensive members eventually.

 

Kingpin

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

 

Nightcrawler

  • [Old] 1/2 – You can move this once.
  • [Change] 1/2 > 1/3

Similar to King Eitri and several other One-Cost cards over the last few OTA’s, these felt like good candidates to bring up their Power floor. In particular we’ll call out that Nightcrawler might be too similar to Jeff the Baby Land Shark at this Power, and we will be certain to keep an eye out to make sure that they both have roles in the game.

 

That’s all for today, we hope you are enjoying Guardians’ Greatest Hits Vol.2 season.  Happy Snapping!

Patch Notes: February 10, 2026

Patch Notes – February 10, 2026

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

 

GENERAL UPDATES

Currency Collection

  • We’re always looking for ways to speed up commonly occurring interactions in Snap. A good example of this is when you collect Gold, Credits, and Tokens from various places throughout the game. Going forward, instead of having to dismiss a pop-up telling you that you’ve earned Gold, Credits, or Tokens, you’ll see them fly directly up to your in-game wallet. 
  • We’ve also added different VFX tiers to help make it easier to visually understand when you’ve collected a little or a lot of a particular currency. 

 

ART, VFX, and AUDIO

  • Luke Cage now has VFX and Audio
  • Quinjet now has VFX and Audio
  • Typhoid Mary now has VFX and Audio

 

BUG FIXES

Card and Location Art Fixes in 50.x

  • VFX issues with Location Full whiff not displaying when Dragon Lord ability triggers with no open slot have been resolved

Shop Fixes in 50.x

  • Visual issues with text shadows on bundles have been resolved
  • Premium Mystery Variant art assets no longer overlap with bundle titles

Other Fixes in 50.x

  • In High Voltage Overdrive, visual issues with the charged border on Charged cards have been resolved
  • During active game modes, the Mark Banned Cards filter functions correctly in Collection menu
  • In the High Voltage Overdrive Shop, the Gold wallet button no longer has functionality issues
  • Issues with not being redirected to Alliances after tapping bounty progress notifications have been resolved
  • Visual popup issues with the Alliance member settings have been resolved
  • In Edit Deck mode, issues with tapping the ‘hamburger’ button have been resolved and will no longer offset the dropdown list
  • Issues with ‘hamburger’ button placement for empty or incomplete decks have been resolved
  • In Alliances, “Missing entry” bounties no longer appear
  • The Previewing card text no longer overlaps with the Purchase button in Collector’s Vault
  • Visual issues with the Team Clash mission notifications no longer occur
  • Album progress notifications are now functioning correctly after claiming album variants from login bonus events
  • Visual issue with holding anywhere and tapping on the hamburger button on the deck edit page at the same time has been resolved
  • Functionality issues with ‘Equip to All’ button have been resolved

Localization Fixes in 50.x

  • [Windows] Several card names no longer overlap with cards’ description text in the Collection section on multiple languages
  • Issue with the un-mute text appearing too small in German has been fixed

PC Fixes in 50.x

  • Visual issues with Mission progress notifications no longer occur
  • Errors when navigating away during a game match have been resolved
  • Visual issue with two Close buttons displaying in Login Bonus no longer occurs
  • When deleting a deck, interacting issues with cards in the background no longer occurs
  • Visual issues with favorite star icons appearing behind favorited avatars no longer occur

Balance Update: January 29, 2026

Hey folks. Today we’re going to be nerfing Shou Lao, which came in a touch too hot, as well as shave some additional outliers. After that we’ll be handing out some buffs including a recent underperforming card and making our regularly scheduled small adjustment to the Move deck.  Let’s get to it!

 

Shou Lao

  • [Old] 5/8 – On Reveal: Give the last character you played +3 Power for each turn you played 2 or more cards. (+0)
  • [Change] 5/8 > 5/6

Shou Lao has been consistently one of the highest played and most winning cards since its release. Overall we’ve been happy with the card, given that it asks a medium-sized question of players with an exciting reward of a bunch of numbers and additional agency of where to produce it. That said, it is granting a lot of power, and the ability to allocate it in two different locations gives Shou Lao a distinct advantage over many other large-number options.  

We like that Shou Lao requires deck building distinctions, but not too much, which has been a misstep we’ve had on some other conditional cards in recent seasons. We’re choosing to take two base Power away from Shou Lao rather than reducing his Power grant to +2 per two cards played. We want to keep the payoff strong, and this should reduce the strength of the two location pressure that Shou Lao provides.  

This might seem like a fairly modest nerf of Shou Lao to some, but we’ve got some other changes coming up shortly that we think will make some smaller impact on Shou Lao’s performance. We’re going to start here and see if Shou Lao’s win rate gets into a more reasonable range for the long term.

 

Maverick

  • [Old] 3/3 – Activate: Give the next card you play Power equal to this card’s Power.
  • [Change] 3/3 > 3/2

Maverick’s ability to multiply buffs alongside the level of agency he gives players to scale has overperformed relative to our expectations. We don’t love this nerf, but we’d like to avoid adjusting Maverick’s cost if possible given how sensitive Activate cards have been to having higher Energy costs in the past.

Our hope is that this makes Maverick more of a card that you need to dedicate to buffing to realize his full potential rather than being a 3/6 (that often performs closer to a 3/10 or higher) at base.  

 

Merlin’s Omniversal Presence

  • [Old] On Reveal: Replace this location with a new one and give Merlin +2 Power.
  • [Change] +2 Power > +1 Power

Our last Merlin adjustment was modest, and as expected so was his change in win rate. We don’t want to make any drastic changes that make Merlin too clunky or unfun to play with, so we’re continuing to make some small adjustments. Omniversal Presence is Merlin’s strongest spell, and as a result we’ll be removing a Power from it.

 

Deafening Chord

  • [Old] On Reveal: Afflict an enemy character here that costs 3 or less with -1 Power and remove its text
  • [New] On Reveal: Remove the text of an enemy 3-Cost or lower character here.

Before release, we suspected Deafening Chord could be sufficiently strong without its -1 Power affliction, but we decided to keep it due to the strength of many cards that it targets at the time. Given Chord’s win rate, we’re happy to remove the affliction now that we’ve taken action against various outliers including Merlin, Victoria Hand, Human Torch, and Maverick.

 

Spider Ham

  • [Old] 1/2 – Activate: Replace the text of a random character in your opponent’s hand with “oink!”
  • [Change] 1/2 > 1/1

Frankly, we don’t view Spider Ham as the most fun card to be strong. We’re quite sensitive to when effects like this begin to creep up in win rate, and now that it has we’ll be removing a Power from it. It bears repeating that we don’t want to remove players’ ability for counterplay, but we do believe Marvel Snap is the most fun when players generally get to enact their synergies.

 

Colonel America

  • [Old] 3/3 – Ongoing: Your other cards here have +1 Power for each turn you’ve discarded a card.
  • [Change] 3/3 > 3/4

This is a small change, but Colonel America has been underperforming for a while now even after the release of Weapon H. We like his incentives to encourage slightly different play patterns than many of the traditional Discard decks, so we’ll be giving him a point of Power.

 

Doom 2099

  • [Old] 4/5 – End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.
  • [Change] 4/5 > 4/6

Doom 2099’s last buff didn’t do very much to nudge him up, so ahead of Moondragon’s release, we’re giving him an additional Power to hopefully give him some new life alongside an additional new tool. 

 

Lin Lie Iron Fist

  • [Old] 2/2 On Reveal: Add the Sword of Fu Xi to another location.
  • [Change] 2/2 > 2/3

 

Sword of Fu Xi

  • [Old] Ongoing: If Lin Lie Iron Fist is here, he has +7 Power.
  • [New] Ongoing: If Lin Lie Iron Fist is here, he has +8 Power.

We think Lin Lie has the potential to be very fun, but he has a very specific ask necessitating a Move or Bounce variant. Both decks we’d view as becoming more fun if they were interested in including Lin Lie so we’re trying to give a little more juice for the squeeze, allocating two total additional points when you complete his quest of getting him to his Sword’s location.

 

Topaz

  • [Old] 3/5 – After you play a card here, move it to the middle location.
  • [Change] 3/5 > 2/3

Your regularly scheduled small Move adjustment is here with Topaz. Topaz is a unique Move enabler that has proven to be just a little too clunky for most Move decks. Hopefully this mitigates that and gives the Move another multi-moving tool that can help the deck leverage some of the payoffs that require more movement in the wake of Human Torch’s nerf.

 

That’s all for today, enjoy the upcoming Guardians of the Galaxy season and happy Snapping!

Balance Update: January 15, 2026

Welcome back! We hope everyone had a safe and happy holiday season.  Today we’ll be shaving off an extra power from a consistent overperformer, then mostly handing out a lot of buffs!  Let’s get right to it!

 

Merlin

  • [Old] 2/3 – At the start of each turn, add an Incantation to your hand.
  • [Change] 2/3 > 2/2

Our lone nerf today.  Merlin has been a consistent rate card since its release, often pairing with Werewolf By Night for large point outputs in a compact package.  

That, alongside Merlin’s flexibility including being  a low opportunity cost form of location control has built a robust and versatile two-Cost card that has overperformed just a touch too much for too long.  

We’ll be shaving a Power from Merlin to make him slightly more high opportunity cost to utilize compared to other two-Cost cards.  

 

Fantomex

  • [Old] 4/6 – Activate: If you’ve had cards discarded and destroyed, afflict front-row enemy cards at each location with -2 Power.
  • [Change] 4/6 > 4/7

Fantomex was a pretty large swing in the deckbuilding cost department – uniquely requiring a hybrid discard/destroy strategy that is not a major incentive that we’ve provided before.  We’ve noted multiple times in the past that we’re still properly gauging the cost to reward ratio on these outside-the-box deckbuilding quests.  Given that Fantomex can hypothetically be a 4/18 we felt that it was a sufficient reward for the ask, but our data still says that Fantomex is falling short for most players.

Given that tuning his deckbuilding cost would in most cases destroy his hybrid identity, we’re choosing to increase his Power to try to nudge folks over the finish line in paying that substantial cost, but we’re continuing to learn about this class of cards and how realistic their expectations are on players.

 

Vulture

  • [Old] 1/2 – When this card moves, +3 Power.
  • [Change] 1/2 > 1/3

 

Multiple Man

  • [Old] 2/3 – When this moves, add a copy to the old location.
  • [Change] 2/3 > 2/4

 

Fan Fei

  • [Old] 4/4 – Activate: Give your other cards here +1 Power and move them to the right.
  • [Change] 4/4 > 4/5

We’re continuing to tweak the Move package given the large vacuum that was created by nerfing Human Torch out of his strength outlier status.

While Vulture is a traditional payoff that we just think needs some love, our buff to Multiple Man is representative that we would like Move to take more forms than just manipulating the largest Power character and otherwise copying it or leveraging its Power in other ways to win multiple locations.  

That’s not to say that we’re extremely confident that 2/4 Multiple Man is sufficient to open up an entire new Move archetype, but we want to keep taking shots slowly to give Move players more tools to express themselves in a variety of ways.

Fan Fei was a card we changed recently and it still hasn’t quite hit the mark, so to continue in that spirit of opening up new cards that people could play and experiment with we’re giving her an additional Power.

 

Clea

  • [Old] 1/2 – When this permanently gains Power, add Flames of the Faltine to your hand. (if in hand or in play)
  • [Change] 1/2 > 1/3

 

Iron Lad

  • [Old] 4/6 – On Reveal: Copy the text of your deck’s top card.
  • [Change] 4/6 > 4/7

Clea is another tricky to build around card that requires building a specific deck as well as concise sequencing.  Given that we are slowly increasing the floor of many cards that have fallen by the way side, we’re comfortable giving her an extra power, particularly to help out the release of Shang Chi, Master of the Rings.

Iron Lad is just a card we think is super fun, providing excitement and what we believe to be some healthy variance in the game.  Over time, given the increase in competition at the four-Cost slot we think that Iron Lad can comfortably get an extra Power to remain more competitive with other options available. 

 

Dragon of the Moon

  • [Old] 3/2 – On Reveal: Steal 1 Power from even-costed cards in ALL hands.
  • [Change] 3/2 > 3/4

Dragon of the Moon is a new release that we also weren’t quite sure how it would land given its unique characteristics.  We missed the mark here a bit, given that you have to put a fair amount of work to break the symmetry on the dragon’s ability and a lack of reliability of how much impact its ability will make on your opponent’s hand.  As a result, we’ll be giving it two additional base Power.

 

Zombie Galacti

  • [Old] 7/5 – Game Start: Choose 6 other cards in your deck. On Reveal: Transform those cards into copies of this.
  • [New] 7/5 – Game Start: Choose 6 other characters in your deck. On Reveal: Transform those cards into copies of this.

We’ve updated Zombie Galacti to be more friendly with the inclusion of skills in your deck, allowing him to no longer waste a transformation target if you choose to include some skills to play with!

 

That’s it for today, we hope that you’ve a great start to your 2026 so far.  Happy snapping!

 

Download MARVEL SNAP