Balance Update: August 27, 2026

Hey folks, we know you’re busy enjoying Draft, but we’ve still got an OTA this week!

It’s a short list with some heavy hitters: one nerf, three buffs, and two bigger reworks. The metagame remains in a good spot and many of you are enjoying the Fractured Frontier cards, so we’re keeping changes light. Let’s jump in.

 

Sam Wilson Captain America

  • [Old] 2/3 – On Reveal: Add Cap’s Shield to another location. Ongoing: Cap’s Shield is Moveable.
  • [Change] 2/3 > 2/2

 

Our lone nerf today is to Sam Wilson Captain America, who has been an outlier among 2-Costs for quite some time in many decks. These days he is most often played in Batroc and Aurora (with Thanos) decks, which have both been excellent all season and in previous seasons as well.

We believe this change flattens 2-Cost strength and encourages more experimentation. Aurora has been the best-performing Thanos deck in Fractured Frontier. Thanos is popular in a healthy way: players keep exploring different shapes of strategies with him instead of settling into one list, which is where other build-around cards at similar play rates have gone wrong. This change should keep that experimentation going.

 

Mister Fantastic First Steps

  • [Old] 3/4 – End of Turn: Give a card in your hand -1 Cost or +2 Power.
  • [Change] 3/4 > 3/5

Strong Guy

  • [Old] 3/3 – Ongoing: +6 Power if your hand has 1 or fewer cards.
  • [Change] 3/3 > 3/4

Death Fractured Frontier

  • [Old] 5/8 – On Reveal: Resurrect all your destroyed characters to random locations.
  • [Change] 5/8 > 5/9

 

We’re handing out a couple of points to underperformers. Mister Fantastic First Steps was one of the strongest cards in MARVEL SNAP before his nerf to 3-Cost, but he hasn’t kept up with many other options at that Energy value,so we’re giving him a point to encourage more play.

Strong Guy might be an excellent fringe option with the upcoming Inversion Magneto, so this felt like a good opportunity to hand out a buff.

Death Fractured Frontier has been a tricky puzzle piece to figure out, as expected. We shipped her at a modest rate because her ability can swing games dramatically. In practice her win rate is low and the over-the-top outcomes aren’t happening often, so she can handle another point of Power.

 

Spider-Sense

  • [Old] 5 – On Reveal: Give your characters here +2 Power. Costs 1 less for each Moveable card you’ve played.
  • [New] 6On Reveal: Give your characters here +3 Costs 1 less for each Moveable card you’ve played.

Klaw

  • [Old] 5/4 – Ongoing: The location to the right has +7 Power.
  • [New] 4/2Ongoing: The location to the right has +6

 

Here are some larger adjustments. In practice, Spider-Sense has been harder to fully reduce than we expected, and it often plays as a reasonably statted card rather than a real payoff for building around Moveable. We’re raising its Cost, but as an effective 2- or 3-Cost 9-Power card it should be a meaningful strength increase for Moveable decks.

 

Klaw is an early Series card that we’re giving a sizable buff as an experiment. Hopefully the lower Cost widens his range of play beyond the new player crowd.  Stay tuned, it may have more potential to be paired with new cards in the not so distant future!

 

That’s all for today. We hope you enjoy the debut of Draft and we’ll see you again soon for The Inversion!

Patch Notes: August 18, 2026

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

FEATURES

  • Legacy Variants – The shop is expanding! Players will now have three additional Daily Offer Shop slots below the eight existing slots, bringing the total to eleven (plus one PMV). These slots will be dedicated to variants which were released during the first two years of Marvel Snap’s life (2022, 2023). This also means these variants will no longer appear in the eight original slots. All variant purchases will still count towards the Daily Offer Shop punchcard. The variant shop may even see additional changes in the coming months…

 

  • New Animated Emotes – Animated Emotes – They’re Emotes, but now even Snappier! Animated Emotes are a fun new cosmetic reward making their way to your Collections. The first few will be available in the next upcoming limited-time game mode as well as in Shop Bundles. We’re looking to introduce new Animated Emotes in the future! So, keep an eye out for more of these exciting, and Snappy, new cosmetics!

 

  • Mini-Events – We’re happy to see how much players have been enjoying Hyper Cube Rush, so we’re adding more smaller scale events like it! These new mini-events will be in two different groups – Rush events and Sprint Rush events work like Hyper Cube Rush where players can earn cubes, limited-time game mode XP, or limited-time game mode tickets from a bonus pool by winning matches. The rewards for completing a Rush event are the bonus cubes, XP, or tickets you get as you progress through the event. Sprint events are about collecting a set amount of cubes, limited-time game mode XP, or Character Mastery XP. The reward for completing a Sprint event is a set reward for collecting the required amount of cubes or XP.

 

 

BUG FIXES

Performance and Compatibility Fixes in 56.x

  • Crash rate for Android users should be reduced as a memory allocation issue related to the timeline controller should be resolved.

Card Behavior Fixes in 56.x

  • Astral Projection – Copying Sandman should now properly result in the cost increase persisting after Astral Projection is removed from play.
  • Patriot – Cards previously granted power by Patriot that then receive an ability through various effects should now properly update and no longer benefit from Patriot’s Ongoing ability.
  • Patriot – Cards that had previously stolen abilities and then transformed into Hulk by Gamma Lab should be properly buffed by Patriot.
  • Shuri – Addressed an Aw Snap that could occur when Shuri’s VFX interacted with some Destroy cards’ VFX
  • Smithsonian Museum – Cleaned up an interaction between the location and unrevealed cards
  • Survivor’s Camp – Addressed an Aw Snap that could occasionaly occur when VFX triggered on End of Turn

Card and Location Art Fixes in 56.x

  • Araña – Cleaned up some slight visual issues on the Dan Hipp variant
  • Astral Projection – Cleaned up some slight visual issues with the base card
  • Island Prison – Reduced the intensity of SFX
  • Island Prison – Reduced the intensity of VFX
  • Mister Negative – Card back colors should no longer briefly revert when Mister Negative is triggered multiple times in a single turn.
  • Zombie Power Man – There should no longer be a prolonged delay when discarding Skaar or Lady Sif

Shop Fixes in 56.x

  • Purchasing the Premium Season Pass should no longer prevent scrolling on the Season Pass UI until you leave and re-enter.
  • Hold to Confirm VFX should play properly once again in the Cards Shop and Event Shops
  • Web purchases made while in a match should display properly once the player returns to the Main Menu UI post-match.

Game Mode Fixes in 56.x

  • Deadpool’s Diner – Souper Flow should no longer occasionally fail to apply on Turn 2
  • Grand Arena – Addressed a rare issue that could occur that prevented decks from loading properly in the UI and result in a softlock
  • Grand Arena – Upon disconnect, the “Reconnect to Game” text should no longer wrap awkwardly and overlap elements of the button
  • Grand Arena – The Max Purchase quantity should no longer overlap key info
  • Grand Arena – Rarity toggles should be restored when previewing rewards in the Event Pass or Shop
  • Grand Arena – Players should no longer briefly see “Nice!” on some of the buttons on the Event Pass UI.
  • Grand Arena – The “Incomplete Deck” icon should display correctly on the UI
  • High Voltage – The “Refill” text on the corresponding Missions button should no longer overlap UI elements
  • High Voltage – The carousel should have its text restored
  • High Voltage – Doober VFX should animate correctly when claiming missions.
  • High Voltage: Overdrive – Post-Event UI should properly show Volts earned rather than total XP
  • High Voltage: Overdrive – Mystery Variant icons on the pass should no longer be oversized.
  • Sanctum Showdown – A white fallback asset should no longer be briefly visible when entering the events pass.
  • Sanctum Showdown – Purchased checkmark should no longer be inappropriately layered over other assets in the Event Shop.
  • Sanctum Showdown – The “Set as Favorite” UI should no longer display behind the Claim UI for Portal Pulls
  • Sanctum Showdown – Next available claim on the event pass track should properly have ping ring VFX.

Localization Fixes in 56.x

  • High Voltage – “Event Has Ended” text should no longer overlap assets in some languages.

PC Specific Fixes in 56.x

    • Grand Arena – PC player should no longer see a full-screen blue overlay upon event completion
    • Grand Arena – Invalid Deck icon should no longer inadvertently display over the card backs of valid decks.
    • High Voltage – The carousel on PC should display properly without missing assets
  • High Voltage – The banned filter button should display properly on PC.
  • High credit balances should no longer extend off-screen in some landscape UI

Other Fixes in 56.x

  • Wild Booster counts should update more consistently and in real time during the post-match results
  • Season Pass scroll animation should no longer play every time you enter the Season Pass UI
  • Custom borders that previously didn’t apply correctly to reference token cards should now be resolved
  • Albums should no longer occasionally show the wrong icon.

Balance Update: August 13, 2026

Howdy, Snappers! We’re keeping today’s OTA short and sweet. The Fractured Frontier is bustling, y’all seem to be enjoying this season, and with a solid metagame and the Golden Gauntlet ridin’ over the horizon, we’re not looking to kick up too much dust. This week, Wilson Fisk is paying a one-Power toll and a few underplayed favorites are getting buffs. Saddle up and let’s get to it!

 

Wilson Fisk

  • [Old] 5/9 – Costs 3 if you have the highest Power among cards in play.
  • [Change] 5/9 > 5/8

 

Wilson Fisk and big-character decks have been strong ever since he muscled onto the scene in Crimson Twilight. He’s never posted numbers extreme enough to demand action, but his knack for priority-bullying opponents into tech setups has kept him near the top of the charts for months. That is a play pattern we’re always wary of letting get too strong. Shaving a point makes Fisk a little less obviously the strongest card in a strong deck, and gives opponents a real shot at wrestling priority back with some commitment and multiple cards.

 

Mad Thinker

  • [Old] 1/2 – At the start of each turn (after drawing), +2 Power if your hand is full.
  • [Change] 1/2 > 1/3

Hydro-Man

  • [Old] 5/9 – On Reveal: Set the Cost of EACH deck’s top card to 1.
  • [Change] 5/9 > 5/10

 

And just like that, we’re onto buffs. Mad Thinker hasn’t seen much table time, and since we’ve generally raised the floor for 1-Cost cards to 3 Power, this one’s easy. Hydro-Man promotes exactly the kind of fun play pattern we love to see, and because his effect hits both decks equally, there’s plenty of room to give him some extra muscle.

 

Drax

  • [Old] 4/5 – On Reveal: If your opponent played a card here this turn, +4 Power.
  • [Change] 4/5 > 4/6

Groot

  • [Old] 3/4 – On Reveal: If your opponent played a card here this turn, +4 Power.
  • [Change] 3/4 > 3/5

Hawkeye

  • [Old] 1/1 – On Reveal: If you play a card at this location next turn, +3 Power. 
  • [New] 1/1 –  On Reveal: If you play a card at this location next turn, +4 Power. 

 

Next up is a swath of changes aimed at the new player experience. We keep a close eye on how buffs like these ripple through the low-CL metagame, but this group has stayed niche even there, so we’re comfortable handing each of them a point. We think this will make them more satisfying to play with and that may have an impact beyond the new player experience soon.  

Hawkeye is the exception. He already sees some niche competitive play in Bounce, so this buff doubles as a boost for that archetype. Proccing him turn after turn takes real setup, but now the payoff might just be worth the aim.

 

Firehair

  • [Old] 2/3 – When one of your cards is destroyed, this uses that card’s On Reveal.
  • [Change] 2/3 > 2/4

 

Our largest swing this week, Firehair has a ton of potential and a large ceiling, but is tricky to play with and also has quite a low floor.  We’re bringing up the aforementioned with a 4th point of Power to make her a little enticing for folks to experiment with given the release of Death Fractured Frontier.

That’ll do it for today’s round-up! Good luck to everyone throwing down in the Golden Gauntlet and enjoy the rest of your ride through the Fractured Frontier. Happy Snapping! 

 

Balance Update: July 30, 2026

Howdy everyone!  We’re wrapping up Spider-Man Brand New Day and heading to the uncharted territory of the Fractured Frontier shortly!  In today’s balance update we’ll just be making some soft touches.  The Snap metagame remains diverse and healthy.  For the most part we’ll be making small adjustments to cards that have emerged as rate outliers and buffing some archetypes that have remained on the fringe for the past few months, so lets go ahead and get to it!

 

Drax, Avatar of Life

  • [Old] 3/4 – End of Turn: +3 Power if your opponent played a card with greater Power this turn. Move to that card if you’d be winning its location.
  • [Change] 3/4 > 3/3

 

Galactus First Steps

  • [Old] 6/12 – My Herald is the next character I see you play. End of Turn: +2 Power if you’re winning my Herald’s location. (if in hand or in play)
  • [Change] 6/12 > 6/11

 

Drax has remained a touch too close to being the de facto three-cost card since it was released.  Ideally Drax’s design goal was to occupy a role of being a card that you could comfortably play as a curve filler that would be excellent in the event of “big stuff” decks showing up.  Although that remained true in Shadowlands season with the release of Wilson Fisk, Drax has continued to be the strongest 3-Cost Card even has Wilson Fisk and his decks have waned in metagame share.  Ideally this change will keep Drax as an excellent choice when you want some help against large-character priority decks, but won’t always be a lot of strategies default choice to fill their curve.

Somewhat similarly, Galactus First Steps has largely emerged as the strongest default expensive character to play.  We’re shaving off a point to make that choice a little less obvious, and similarly we are buffing another card to compensate for additional choices for Ramp that we’ll get into next:

 

Fin Fang Foom

  • [Old] 7/12 – On Reveal: Gain the Power of a front-row enemy card here.
  • [Change] 7/12 > 7/14

 

Karen Page

  • [Old] 4/5 – On Reveal: Give one of your 1, 2, and 3-Cost characters +2 Power each.
  • [Change] 4/5 > 4/6

 

While we’re comfortable with the strength and variance on Fing Fang Foom’s ability, his default Power has been a little lacking given the additional effort required to reach 7 Energy and play him fairly.  We acknowledge that this is a touch risky given FFF’s history but our hope is that players would get more excited about this change than a simple 7/13.  We’re trying it with the goal that this will actually increase Ramp Top-End diversity.

Karen Page hasn’t seen a ton of play since her release, but it is our belief that she is one of the more fun default 4-Cost options available in our game.  Given the upcoming release of Thanos Fractured Frontier and the natural incentive for players to want to curve out with the Quickdraw mechanic, we’re going to try to give her a little push to get into more decks.

 

Tombstone

  • [Old] 2/3 – On Reveal: Destroy your lowest-Power card at each other location.
  • [Change] 2/3 > 2/4

Apocalypse

  • [Old] 6/8 – When Discarded: Put this back with +4 Power.
  • [Change] 6/8 > 6/9

Colleen Wing

  • [Old] 2/3 – On Reveal: Discard the card that costs the least from your hand.
  • [Change] 2/3 > 2/4

Discard and Destroy have continued to be a little weak for some time, so we’re aiming a few more points at those strategies.  In particular, Discard has struggled so we are reverting a change we made some time ago to give Colleen Wing her 4th point of Power back.  This felt like one of the more impactful changes we could make at the time when Discard was putting up very strong numbers, but given the current suite of successful strategies we think she can handle the improvement to her floor again.  Apocalypse is a card we haven’t changed in some time, but given that Discard strategies like Khonshu put up reasonable numbers, despite being very fringe, we felt this is one of the more impactful changes we can make to improve traditional Discard strategies.

Alright, that’s it for today.  Be careful as you traverse the Fractured Frontier, and we’ll see you in a few weeks.  Happy Snapping!

Patch Notes: July 21, 2026

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

FEATURES

  • MARVEL SNAP now supports Google Play Achievements! As you reach key milestones and complete challenges in-game, you’ll automatically unlock achievements that are tracked to your Google account. You can view and track all of your achievements, unlocked and in-progress, anytime in the Google Play Games app or through the Play Games overlay on your device. Achievements are retroactive, so your existing progress carries over. For example, cards you discarded before this update already count toward the discard achievements, so you won’t start from scratch when the feature goes live. Please note that this feature will not be live immediately but is coming soon.

BUG FIXES

Performance and Compatibility Fixes in 55.x

  • Addressed an issue related to the handling of the Korean Font package that was significantly impacting client performance

Card Behavior Fixes in 55.x

  • Gambit: Horseman of Death’s objective should now properly update visually as you play cards during your turn

Card and Location Art Fixes in 55.x

  • Addressed some asset layering issues for Luna Snow’s Artgerm variant
  • Addressing some asset layering issues for Sam Wilson’s Envar Studio variant
  • Fixed some systemic asset layering issues that could cause some cards to extend over and overlap with other cards when viewed in the Collection UI
  • Mysterio’s tokens should no longer lose their Logo when bounced back to hand by an effect like Beast
  • The borders and effects of cards targeted by Techno-Organic Virus should now properly move with the card if moved to a different location rather than snapping into place
  • Scorpion’s VFX should no longer display twice over the opponent’s avatar
  • Morbius’ SFX should no longer play repeatedly under different circumstances

Shop Fixes in 55.x

  • The Shop UI should no longer fail to load on occasion when players sign out and then sign back into the same account within a single session
  • The Shop UI should no longer throw a rare exception related to Buttons that could impact performance

Game Mode Fixes in 55.x

  • [Team Clash] Addressed an exception related to Event Missions and Currency Progression that could impact mobile performance
  • [Team Clash] The currency tab at the top of the UI should appropriately show the event currency rather than the Credits icon
  • [Team Clash] Custom Deck should no longer be selected if entering Deck Edit and leaving without confirming the changes
  • [Team Clash] Should no longer be able to load the Missions Detail UI for multiple missions at the same time
  • [Grand Arena] The Banned icon should no longer remain displayed for decks that had banned cards in previous runs or prior to updates to the ban list
  • [Grand Arena] The Event Pass UI should no longer be able to be opened multiple times on top of itself
  • [High Voltage: Overdrive] Currency counts for Volts should display and update consistently as changes to the amount occur
  • [High Voltage: Overdrive] Addressed an issue that was preventing some Reactor effects not triggering properly
  • [High Voltage: Overdrive] The progress pip should no longer occasionally disappear when returning from Post-Match
  • [High Voltage: Overdrive] Adjusted some UI placement in the Shop to prevent asset overlap
  • [Sanctum Showdown] Fixed an issue that was causing some assets to display as fallback ones
  • [Sanctum Showdown] Addressed an issue that was preventing post-match reward assets from displaying consistently
  • [Conquest] The Exclusive Card reward in the Conquest medals shop should no longer be misaligned with its shadow
  • Made some changes to fix consistency issues in how the Filter options work in Collection for Limited Time Game Modes
  • Disconnecting and reconnecting to a match should retain the custom game board that corresponds to the game mode and not revert to the default Ranked board
  • Players should be able to open the Card Detail view for cards shown in the Ban Filter UI

Localization Fixes in 55.x

  • Fixed an incorrect Italian translation for Dragon of the Moon
  • The “Get Premium” string should be localized properly for all languages
  • Many text strings associated with Limited Time Game Modes should no longer spillover or awkwardly overlap with UI elements
  • Fixed various overlapping issues with different buttons on the Main Menu carousel in a variety of languages

PC Specific Fixes in 55.x

  • The Main UI and game mode UI should no longer flash on screen when transitioning through the Post-Match of Ranked matches
  • Deck Names on the collection UI should no longer overlap
  • Background blur scrim should no longer be missing for PC players upon completion of Conquest or Friendly Battles
  • Card Upgrade button should no longer overlap other UI for 16:10 aspect ratios
  • Season Pass reward text should no longer overlap in various languages for PC players
  • The “Unclaimed Rewards” text string within the Collection filter should no longer be SUPER tiny for German players

Other Fixes in 55.x

  • The Card Split screen should no longer show a duplicated asset in the background after splitting
  • The Hold-to-Confirm progress bar should now be properly sized to the buttons for Split reroll
  • The Wild Boosters icon should no longer display on top of the Settings layer
  • The tooltip for Wild Boosters should no longer overlap with elements of the Conquest UI
  • Red pips should no longer be assigned to Community Tab items
  • Bundles on the Main Menu UI carousel should no longer show duplicated assets when scrolling
  • Card quality from the most recently upgraded card should no longer immediately reflect on the Custom Card asset before the Custom Card has actually been adjusted
  • Assets should no longer fail to load on occasion when changing between the Collection and Albums UI
  • The UI should no longer remain active in the background while creating a new Alliance
  • Pasting a deck code in Alliance chat to share decks should be functional again
  • The mystery border reward asset should display properly again in the Alliance rewards UI
  • The Gold button asset should no longer scroll in the background as you scroll through and navigate the Alliance UI
  • Card Filters should no longer retain across sessions in a way that could cause a softlock to occur when triggering various tutorial sequences
  • The background should be properly blurred when the confirmation UI appears for Custom Card

Balance Update: July 16, 2026

Hey folks! It’s your friendly neighborhood SNAP team! It’s time to swing into our first OTA of the season, and the metagame overall is looking Amazing, Spectacular, and Sensational out there. WIth that said, most of today’s changes are future-facing adjustments and quality-of-life upgrades. We do have one notable nerf swinging in to bring Mother Askani’s play rate under control. With a few changes caught in our web, suit up and let’s get into it!

 

Mother Askani

  • [Old] 4/3 – On Reveal: Give the leftmost card in your hand +2 Power and -1 Cost, then copy it.
    [New] 4/4On Reveal: Copy the leftmost card in your hand. Give the copy -1 Cost and +2 Power.

As mentioned last time we addressed Mother Askani, we were making a concerted effort to get her Play rate under control rather than aggressively attacking her win rate.  We didn’t quite hit the mark with our modest nerf.

We would like copying at a high rate to not be the ubiquitous way to scale Snap synergy pieces as it reduces gameplay diversity.  This is something we’re going to be keeping an eye on in the near and distant future, and today we’re nerfing Mother Askani’s functionality by only letting her buff affect one of the two cards when she creates a copy.  In particular, this should not only dramatically reduce her efficiency, but the number of turns that result in playing both copies of a card.  Our hope is that this will make playing against her far more healthy as her output range is more predictable on a turn-to-turn basis.

 

Supergiant

  • [Old] 4/6 – On Reveal: All cards played next turn don’t reveal until the game ends.
  • [Change] 4/6 > 4/5

 

Our only other strict nerf today.  Supergiant is one of the more unique tech cards that exists in Snap, and we want to shave extraneous strength from Tech, particularly ones that have truly unique effects that often make them outlier choices when players are picking which tech cards to include.

Supergiant is also especially effective in priority decks leveraging cards with especially high Power that have seen more support over the past few seasons and we want to reduce some of that dominance as the premier tech piece in the game.

Luke Cage

  • [Old] 3/2 – Ongoing: Your cards can’t have their Power reduced.
  • [New] 2/2 – Ongoing: Your front-row cards can’t have their Power reduced.

We’ll include this in the nerfs bucket even though in reality it is somewhere between a nerf and a re-work as a future facing change.

Luke Cage has long been a dominant force in his specific role, and we’re taking a step today to reduce his coverage and make him a more strategic card.  We’ve found it more and more difficult to prop up Afflict strategies as well as create any Afflict strategy that can compete with the Luke Cage + Hazmat combo.  We also know that he is very popular amongst the Cerebro crowd and wanted to make sure he still had applications for fans of that deck.

Now Luke is more efficient but is not nearly as effective as protecting all of your cards or enabling a huge last turn swing with the aforementioned combo.  We’ll be keeping an eye on him to see if he needs adjustment and to make sure he reaches his goals.

 

Spider-Man 2099

  • [Old] 5/9 – The first time this moves to any location, destroy an enemy card there.
  • [New] 4/5 – Moveable Once. When this moves to a location, afflict an enemy card there with -3 Power.

Aunt May

  • [Old] 2/3 – End of Turn: If you used a Moveable ability, give a Moveable card in your hand -1 Cost and +2 Power.
  • [Change] 2/3 > 2/4

We’re buffing the Moveable package by giving a point to Aunt May as well as reworking Spider-Man 2099 to increase the number of Moveable options available in Snap.  In particular, we wanted to create a more costly Moveable card that was a satisfying target for Aunt May’s ability turn-over-turn.  Hopefully this breathes some new life into Spider-Man 2099 as well as propping up another Move strategy.

 

Agent 13

  • [Old] 1/2 – On Reveal: Add a random card to your hand.
  • [Change] 1/2 > 1/3

Lady Bullseye

  • [Old] 2/2 – On Reveal: Afflict an enemy card with -2 Power. Repeat on a different enemy for each of your unspent Energy.
  • [Change] 2/2 > 2/3

Triton

  • [Old] 3/4 – On Reveal: Give the last character EACH player played last turn +3 Power.
  • [Change] 3/4 > 3/6

 

Wrapping up the buffs today, here are a few additional points being handed out.  Notably Triton missed the mark widely.  We had some concerns with Maverick scaling before the release of Beach Bash and chose to ship Triton a bit more conservatively, but the data has panned out that he can handle a fairly large buff.

 

Finally, some template and small functionality updates:

For the following cards, the instance of card has been turned into character, to make these cards more satisfying to play in the presence of Skills:

  • Khonshu
  • Silver Samurai
  • The First Ghost Rider
  • Tarantula
  • Boomerang
  • Spider-Man Noir
  • Apocalypse, Celestial’s Chosen
  • Doctor Octopus
  • Silver Sable

 

That’s all for today! Swing into a Brand New Day, and happy snapping!

Balance Update: June 25, 2026

Hello everyone, we hope you’ve been having an amazing summer.  The Snap metagame has been in excellent shape for several weeks so we don’t have any intentions on major shake-ups.  That said we’re still making some small adjustments to a few outliers, buffing a recent underperformer, and getting a couple of weak Move cards more in line with other options before the release of Spider-Man.  Let’s get to it!

 

Debrii

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

Debrii has been generating a touch too many numbers.  Clearly it is excellent when paired with Ozymandias but also having so much synergy and ability to generate priority with Wilson Fisk has put Debrii a bit further on top than we’d like.  Ideally this will keep Debrii still an excellent card when you draw Ozymandias but have a little less cascading synergy with the rest of the big character package.

 

Negasonic Teenage Warhead

  • [Old] 4/5 – After an enemy character is played here, destroy it. (once per game)
  • [Change] 4/5 > 4/4

Negasonic has been on our radar for some time for when we felt like we could trim some additional rate.  She is a powerful card with a lot of risk of becoming frustrating to play against repeatedly, so we’re always sensitive to her win rate and play rate.  We think it’s finally time to trim a Power.  We expect she’ll still be an excellent card with a very high skill expression, but giving her a lower floor helps make it so that she doesn’t ever become a consideration for the default rate 4 drop.

 

Aurora

  • [Old] 6/6 – On Reveal: Give one of your other On Reveal cards at each location +2 Power. Repeat for Ongoing, Activate, and End of Turn.
  • [Change] 6/6 > 6/5

We’ve seen a lot of cool Venus scaling strategies, but Aurora has seemingly emerged as the most dangerous.  Admittedly losing a Power won’t stop the two from having a strong interaction, but as usual we’re interested in just toning down the total numbers to make sure that the strategy doesn’t become a clear outlier.

 

Jubilee Silver Surfer

  • [Old] 4/2 – When you draw a card, add this card’s Power to it.
  • [Change] 4/2 > 4/3

Jubilee has underperformed from our expectations.  We’ve always had belief that Jubilee has a fun and exciting text box, but naturally she is very sensitive to rate, with each point of Power representing at least 3, with the potential to be many more.  We debated considerably about whether to release her with three Power and ultimately took the conservative route.  Now with the data, we’re happy to try her out at 3 base Power and see what happens with players more excited to build around her.

 

Web Sling

  • [Old] 1 – On Reveal: Next turn, one of your cards here is Moveable. (your choice)
  • [New] 1On Reveal: Next turn, one of your cards here is Moveable and gets +1 Power when it moves. (your choice)

 

Nocturne

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

 

Topaz

  • [Old] 2/3 – After you play a card here, move it to the middle location.
  • [Change] 2/3 > 2/4

We are adjusting a few massively underperforming Move cards ahead of Spider-Man season.  Most notably, Web Sling’s buff is quite larger, maybe larger than we’d ultimately like with its ability to multi-proc in a turn.  Guess we’ll find out!

 

Alright folks, enjoy the rest of June and Beach Bash Season, we’ll see you soon enough for Spider-Man.  Happy Snapping!

Patch Notes: June 16, 2026

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

FEATURES

Character Mastery Updates

  • Wild Boosters – Wild Boosters are, well, wild boosters that you can use to fill the gap when you don’t have enough character boosters to upgrade a card. Need some Venom boosters? Wild Boosters. How about X-23? Wild Boosters! You get the idea! After every Ranked, Conquest, or limited time game mode match, you have a 10% chance to earn Wild Boosters. How many you earn is based on the turn the match ended on. So if you win a match on turn 6, and roll Wild Boosters, you’ll get 6 Wild Boosters! If your opponent retreats on turn 4 (coward!), and you roll Wild Boosters, you’ll get 4 Wild Boosters!
  • Split Re-Rolls – From now on, every time you split a card, you’ll have the option to re-roll either the Finish or Flare outcome for free. After you use your free re-roll, you’ll also have the option to spend gold to re-roll both the Finish and Flare outcomes once each. Re-rolling is always optional, so if you’re happy with the initial split outcome, then go ahead and keep it! Re-rolling is gated, per card, to Character Mastery level 10, but with the recent increases to Character Mastery XP from splits and variants, getting to level 10 is that much easier. 

More improvements to Character Mastery are in development and are coming soon!

 

Hyper Cube Rush Event – We’re releasing a new event type called Hyper Cube Rush this July! When active, you can earn double cubes at the end of ranked matches from a pool of available bonus cubes. For example, if the bonus cube pool is set to 20 cubes, and you win 4 cubes at the end of a ranked match, you’ll earn an additional 4 cubes, for a total of 8! Your bonus cube pool will then go from 20 cubes down to 16. You will not lose double cubes for a ranked loss. If you earn more bonus cubes in a match than remain in your bonus pool, you will still earn your full match bonus. Hyper Cube Rush is only available for pre-Infinite ranked matches for players who’ve completed the Recruit Pass. Hyper Cube Rush events end when you earn all available bonus cubes, reach Infinite, or the event timer expires.

 

BUG FIXES

Today’s update contains 40 fixes, many of which are part of our initiative to improve performance and reduce tech debt we mentioned back in March. This brings us to a running total of over 130 fixes and counting. 

Performance and Compatibility Fixes in 54.x

  • Fixed an issue that would often result in a crash related to CopyTexture and how we use it to render our blurred backgrounds in certain views that was unique to A11 to A13 iOS devices
  • Fixed an issue that was causing assets to display as grey untextured assets over the course of gameplay
    • We pulled this fix in and hotfixed it in 53.x, but thought it was still high profile enough to call out in the 54.x patch notes
  • A compatibility issue with Vulkan that could lead to significant rendering issues on various claim screens on a small subset of Android devices should now be resolved
  • Fixed a rare issue after claiming Missions that could cause an error to spam repeatedly in the background and result in poor framerate and an eventual client crash

Card Behavior Fixes in 54.x

  • Updated and refactored the backend handling of some Ability types to better harden and prevent conflicts with said abilities by other cards that could result in crashes

Card and Location Art Fixes in 54.x

  • Fixed an issue that was causing some flares to display in a broken manner in the detailed card view
  • Sakaar Grand Prix should no longer have rendering issues on its location art
  • Made some adjustments to how the Series label displays and is layered in relation to card assets to reduce awkward asset overlap and create better consistency throughout
  • Stick’s VFX and SFX should no longer activate twice when pulled into play by an effect such as Lockjaw
  • Daredevil’s VFX should display consistently across both iOS and Android clients
  • Evolved Shocker’s VFX should no longer briefly trigger off-screen before snapping to the intended target
  • Captain Carter’s SFX should no longer occasionally trigger an error to spam in the client log

Shop Fixes in 54.x

  • Gold purchases should no longer briefly display double the purchased value or cause an Aw Snap if attempting to purchase something with that gold immediately after
  • Fixed a rare issue that resulted in some duplicate Gold SKUs being shown in the Shop

Game Mode Fixes in 54.x

  • Fixed an issue that could cause the game board unique to each mode to not load correctly for some clients
  • The Stakes button in Deadpool’s Diner should no longer occasionally trigger a VFX-related exception could negatively impact performance
  • Players that no didn’t interact with a LTGM should no longer see a post-event summary screen
  • When refilling LTGM missions, the text should no longer get stuck at “Refreshing…Please wait…”
  • The ban filter’s icon during deck edit should now properly render
  • The Set as Favorite button should no longer be behind the Claim button for Portal Pulls
  • Fixed a minor issue related to the Grand Arena’s art assets that prevented certain drop shadows from displaying on relevant text
  • The displayed cost of items in the LTGM shop should no longer display underneath the Sold asset upon purchasing the item
  • An issue preventing the “Shop” button for some LTGMs from displaying correctly after the event had ended but the shop remained open should be resolved
  • An issue that prevented some of the banner art assets from displaying correctly in-game for Grand Arena should be resolved
  • Completing missions in High Voltage should show progression animations correctly again

Localization Fixes in 54.x

  • Adjusted the localization for the NUE’s description of Hawkeye’s ability in Japanese
  • Updated Onslaught’s Citadel to better reflect its effect in Italian
  • Corrected The Big House’s Italian translation to no longer be the opposite of its intended effect
  • The Premium Pass button for LTGMs should no longer overlap with the Back button in Thai
  • Fixed Karen Page’s ability description in Russian and Portuguese to more accurately describer the card’s ability

PC Specific Fixes in 54.x

  • The Banned Card filter for LTGMs should no longer be partially obscured or fully off-screen for PC landscape players
  • Issues where the background blur scrim no longer appeared on claim screens for PC players should be resolved

Other Fixes in 54.x

  • Credit values from claiming Missions and card upgrades immediately after should no longer throw a client/server mismatch Aw Snap exception
  • Mystery Border rewards in the inbox should now be properly handled by the client
  • Fixed some issues in the tutorial related to background blurring
  • Cleaned up some issues around VFX, red pips, and progression assets related to the tutorial flow
  • Fixed an issue that would prevent the Token assets from displaying correctly on the Collection Track
  • The rarity toggle buttons should no longer be missing on the first attempt to preview a card
  • Booster icons and associated text should no longer overlap on the post-match results screen
  • Tiny text strings should no longer display towards the bottom of the screen when viewing rewards from various UI elements such as Login Calendar and FTUE

Balance Update: June 11, 2026

Hey everyone, the Beach Bash is heating up, and the meta is right there with it. Things have been in a fun shape overall, but a few spots on the boardwalk are running a little warm while others sit quietly in the shade. Today we’re cooling off some of the hot streaks and tossing extra sunscreen to a handful of cards that haven’t gotten enough beach time, so grab a surfboard and let’s dive in.

 

Mother Askani

  • [Old] 4/4 – On Reveal: Give the leftmost card in your hand +2 Power and -1 Cost, then copy it 
  • [Change] 4/4 > 4/3

Mother Askani has one of the highest play rates of our recently released cards.  While it doesn’t have an overly alarming win rate, the fact that it is making Snap substantially more homogeneous than the average card has urged us to act.  Although the dream of copying your powerful cards and doing unfair-feeling multiplicative scaling is fun, it is not something we want to be overly represented in the game.  We considered lowering Askani’s hand buff, but given that she does have a relatively in-bounds win rate, we have opted for the lighter-touch nerf in an attempt to ding her play rate.  

 

Techno-Organic Virus  

  • [Old] 1-Cost – On Reveal: Copy this to your hand with +1 Cost. Infect your other cards here. (replace their text) | Infected cards have “Ongoing: +1 Power for each Techno-Organic Virus you’ve played.” 
  • [New] 2-Cost – On Reveal: Infect your other cards here (replace their text). Copy this to your hand. | Infected cards have “Ongoing: +1 Power for each Techno-Organic Virus you’ve played.” 

TOV has been a cool, unique card that has helped spawn new archetypes. That said, it is also approaching that outlier level of play rate and has generally proven to be strong in decks even when played in fairly small packages.  We are making an adjustment to make TOV harder to weave into your curve at a very low opportunity cost, but we are making it stronger in the scenarios that you really want to invest in playing a deck that cares about playing the Virus repeatedly.  While this is a weaker card overall, we think it is a better long-term landing spot and should let players go deeper on building around the Virus if they so choose.

 

Martyr

  • [Old] 1/6 – At the end of the game, move to a location that LOSES you the game. (if possible) 
  • [Change] 1/6 > 1/5

Martyr to 1/6 overshot our expectations.  It was intentional that she would be a strong, cheap play for Shadowlands Daredevil, but between the Daredevil synergy, TOV, and just generally being an above-rate card, Martyr quickly picked up a scary win rate that it has held since we last adjusted her.  We still think that the experiment was worthwhile, but this nerf back down to 1/5 alongside the TOV change should raise the level of opportunity cost necessary to accommodate this big point package into a variety of decks.  

 

Zombie Sentry 

  • [Old] 3/4 – On Reveal: Horde +1 for each of your cards at the right location. 
  • [Change] 3/4 > 2/1

 

Kraglin 

  • [Old] 3/4 – On Reveal: Banish the top card of your deck. If it was 4-Cost or more, +2 Energy next turn, otherwise give this +4 Power.
  • [Change] 3/4 > 3/5

 

Magus

  • [Old] 2/3 – Activate: Copy the text of a character in your deck with Cost equal to your unspent Energy. (without using its On Reveal) 
  • [Change] 2/3 > 2/4

 

Lockheed 

  • [Old] 2/1 – End of Turn: If you played a 1-Cost card this turn, afflict an enemy card here with -2 Power. 
  • [Change] 2/1 > 2/2

 

Crystal  

  • [Old] 3/4 – On Reveal: Each player draws a card. 
  • [Change] 3/4 > 3/6

 

Nothing too dramatic here to report.  These are a variety of cards with very low play and win rates that could accommodate some extra points.  It’s worth calling out the larger Zombie Sentry change.  Sentry has been the weakest portion of the Zombie package for quite a while, and given that deck’s lapse from the popular metagame, we thought we could give them some time in the sun, particularly when Venus might be able to offer the deck a new angle.  

 

Additionally, we’re giving two points to Crystal.  This is more in line with the average rate of a 3-Energy card given her lack of play, so we went ahead and skipped the smallest buff.

 

Other Text Change:


Adamantium Infusion

  • [Old] On Reveal: Revive your highest-Power destroyed card here with its Power doubled.
  • [Change] On Reveal: Banish this to revive your highest-Power destroyed card here with its Power doubled.

 

That’s all for today, folks. We hope the rest of your summer is a blast and that these changes shake things up in fun ways. Catch you in a few weeks, happy Snapping! 

 

Balance Update: May 21st, 2026

Hey folks! Today we’ll be addressing Gambit Horseman of Death as well as handing out some buffs to cards to support archetypes that have fallen to the wayside recently. Let’s get to it!

Gambit Horseman of Death

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

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

Our largest change today. We’ll be addressing how much total Energy value that Gambit can target and give him back some Power to compensate. It is clear that over time as more cards are able to copy Gambit or otherwise scale his Objective output, his destruction ability happening repeatedly at this level of effectiveness is something we don’t want to entertain for the long term. While we have tried to address Gambit by increasing the difficulty to achieve his Objective, that hasn’t been enough to mitigate his effectiveness given how well his copies are able to satisfy his created card condition.
While there would be ways to address this specific interaction, we’ve decided to instead nerf his total destruction output and ensure that 4-Cost cards are safe against him. We believe that this is the most fun path forward to give Gambit clearer counterplay as well as less total strength, while still retaining this multi-copy play pattern if that’s what players want to invest into pulling off, given that it has proven to be the most viable application for building around Gambit..

Angel

●[Old] 2/3 – When one of your cards is destroyed, this flies out of your hand or deck to replace it.

●[Change] 2/3 > 2/4

Deathlok

●[Old] 3/5 – On Reveal: Destroy your other cards here.

●[Change] 3/5 > 3/6
We thought that Discard and Destroy’s win rates would improve more considerably without as many natural predators to outscale them after our large set of changes a few OTA’s ago. While the standing of these decks in the metagame has improved, it isn’t quite at the rate that we would like. We are giving a few points to a variety of Discard and Destroy cards. Here in particular, Angel hasn’t seen much play in some time, while Deathlok’s capacity to be a more high rate enabler should help increase the deck’s floor when Destroy isn’t scaling at a high level.

Hellcow

●[Old] 4/6 – Activate: Discard a card from your hand.

●[Change] 4/6 > 4/7

Lady Sif

●[Old] 3/5 – On Reveal: Discard the card that costs the most from your hand.

●[Change] 3/5 > 3/6
As noted previously, here are two discard buffs. Discard has had an even more difficult time than Destroy, and as a result we’re targeting two enablers to better improve its standing.

Awesome Andy

●[Old] 2/2 – Activate: Give one of your cards at each other location +2 Power.

●[Change] 2/2 > 2/3

Ms. Marvel

●[Old] 4/5 – Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +5 Power.

●[New] 4/5 – Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +6 Power.
Here we’re just giving out a few more points. Ms. Marvel in particular is notably getting two points when you complete her quest. This should get her closer to being in line with more recent 4-Cost payoffs that have large asks of players.

Ok, that’s a fairly straight forward update, but overall things in the Snap metagame are in a good spot as the dust continues to settle from the OTA several weeks ago.

Enjoy the rest of the Daredevil season, and happy Snapping!

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