New Limited Time Mode: Grand Arena

Welcome to the Grand Arena! The brand new game mode where we let YOU pick your Champion to go out and conquer your foes. For the first time ever, we’ve included prebuilt decks, so even if this is your first time playing MARVEL SNAP, you can jump straight in and play.

 

 

What is the Grand Arena?

Grand Arena is an exciting new way to approach deck building and game play. In this mode, you’ll be able to select one of the eight powerful champions to go to battle. Each champion has their own unique Skill card, and you start with them both in your hand at the beginning of the game.

 

You can either use one of the 8 prebuilt decks, or you can build your own decks around these new champions and surprise your opponents with super cool new strategies.

 

 

How do you play?

Before you jump straight into the Grand Arena, you’ll get to pick your Champion! Grand Arena is unique in that you can either use the prebuilt deck, or you can build a custom deck in the game mode for that Champion! These 8 new custom deck slots are tied to the individual Champion and won’t take any space away from your ranked decks.

 

Once you start, the game is played over your standard 6 turns, but you’ll start at 2 energy instead of 1, and increase up to 7 by the end of the game. The REALLY exciting part is that you start with your Champion and their Skill card in your hand, so it opens up a lot of different play patterns and strategies. When the game starts, you will get to see who your opponent’s Champion is, and can click on their banner to reveal both the Champion card and the associated skill card that starts in their hand.

 

The player controlling 2 of the 3 locations after 6 rounds wins the game. Winning will reward you with another ticket for entry as well as 10 XP to progress on the new reward track and 10 Glory to spend in the shop. If you lose, it’s not all bad – you still get 5 XP and 5 Glory.

 

 

Designing Grand Arena

Grand Arena came out of a desire to have a game mode that would let us put the focus squarely on some of the most famous faces of the Marvel Universe, and give our players the ability to really feel like they are playing a deck based around one of these personalities. The card starting in your hand, as well as not being able to be discarded or removed from there was important, but we found that alone wasn’t enough to make the decks feel that different from traditional Ranked mode. This is when we landed on creating a new skill card for each character, which could start in your hand and help push decks to really have a unique identity that felt different than the same collection of cards in Ranked mode.

 

One of the intended strengths of the mode was that we could keep the rules pretty close to regular Snap, which we know is fun, and use our lean on our experience designing new cards to create a new experience that both that we could also heavily update by changing which Champions were available, and what their cards skill did. Setting the mode in Sakaar’s Grand Arena let us have an in-universe location that would make sense to include characters from all over the Marvel universe, but it also gave the art team the ability to create a new Gladiatorial inspired art style that they truly knocked out of the park.

 

When we looked at the timeline for development, it became clear this would be the perfect mode to line up with Marvel Studios’ Fantastic Four: First Steps. After that, it was just a matter of deciding on which characters to include in the mode. The core Fantastic Four were obvious, but we also wanted to include some characters that were normally associated with them as villains like Doctor Doom, and we wanted to make sure to make one of the Champions a brand new card that players could earn within the mode, so we included Mole Man. When looking for a final character, we decided to play into the strengths of the mode, and highlight its strength of being flexible and expandable, and went with one of the most popular villainous characters in the game with Carnage.

 

Prebuilt decks came out of the desire to make sure that everyone had the ability not only to play the mode, but to really experience the fundamental flavor of how each character and their new skill card play together. We wanted to make these decks feel fun and aspirational to new and returning players, but also not limit existing players’ ability to brew their own decks for the format. I’m hoping you all enjoy playing this mode as much as we have when developing it.

 

 

How long will the Grand Arena be here?

Grand Arena will start at 12 PM PST (daily reset) on July 24th and will end on August 7th at the daily reset. The two new Cards that we’ve included in the Grand Arena will of course be available to earn during this time, but If you miss out, you’ll be able to find them in Snap Packs starting on August 21st.

 

 

Grand Arena Economy

Battling your Champions in Grand Arena always leads to Glory and Event XP! Climb the ranks of the Arena Pass and claim a variety of rewards. Bring all the Glory you’ve earned to the Arena Shop and choose from a selection of prizes, including new Cards and Fantastic Cosmetics.

 

Here are all the details:

Rewards Per Match

  • Win = 10 Glory + 10 XP + 1 Arena Ticket
  • Loss = 5 Glory + 5 XP
  • Tie = 5 Glory + 5 XP

 

Arena Tickets

Each match of Grand Arena requires one Ticket to enter. Every player will start with 8 tickets when the Grand Arena opens. Every 8 hours, 3 additional tickets will be added to your total up to the soft cap of 12. This means that if you have 12 Tickets, there will be no additional Tickets added every 8 hours. The timer for the 8 hour ticket reset starts on the first time you enter the Grand Arena. If for some reason you choose to test the limits of how many Tickets you can buy and hold at one time, you will be hard capped at 99.

  • One match: One Arena Ticket
  • Starting Tickets: 8
  • Tickets regeneration: 3 every 8 hours
  • Ticket soft cap: 12
  • Ticket hard cap: 99
  • Cost per ticket: 10 Gold

 

Introducing the Grand Arena Event Pass Reward Track!

Grand Arena features an Event Pass with two reward tracks: Free and Premium. Progress on both tracks occurs simultaneously, serving as the main way to earn Glory, which you can spend in the Grand Arena Shop. Purchasing the Premium Pass significantly increases your rewards and accelerates your progression along the track. In addition to Glory, claiming rewards grants Event Pass XP. The only exclusive item available through the Premium Pass is “The Thing Clobberin’ Time” Emote. The Premium Pass costs 1,200 Gold and can be purchased at any point during the active event.

 

Event Pass Rewards and Levels

Level XP Free Event Pass Rewards # Premium Event Pass Rewards #
1 5 Mr Fantastic Boosters 60 Glory + XP 500
2 25 Tickets 2 Tokens 25
3 50 Credits 25 Mr Fantastic Boosters 90
4 75 Glory + XP 100 Random Boosters 60
5 225 Random Boosters 30 Credits 25
6 250 Tokens 25 Tickets 2
7 275 Human Torch First Steps Boosters 60 Glory + XP 100
8 300 Glory + XP 100 Tokens 25
9 425 Credits 25 Human Torch First Steps Boosters 90
10 450 Tickets 2 Random Boosters 60
11 475 Random Boosters 30 Credits 25
12 525 Tokens 25 Tickets 2
13 600 The Thing First Steps Boosters 60 Glory + XP 100
14 650 Glory + XP 100 Tokens 25
15 775 Credits 25 The Thing First Steps Boosters 90
16 825 Tickets 2 Random Boosters 60
17 900 Random Boosters 30 Credits 25
18 975 Tokens 25 Tickets 2
19 1,050 Invisible Woman Boosters 60 Glory + XP 200
20 1,125 Glory + XP 200 Tokens 25
21 1,250 Credits 25 Invisible Woman Boosters 90
22 1,325 Tickets 2 Random Boosters 60
23 1,400 Random Boosters 30 Credits 25
24 1,475 Tokens 25 Tickets 2
25 1,550 Mole Man Boosters 60 Glory + XP 100
26 1,625 Glory + XP 100 Tokens 25
27 1,750 Credits 25 Mole Man Boosters 90
28 1,825 Tickets 2 Random Boosters 60
29 1,900 Random Boosters 30 Credits 25
30 1,975 Tokens 25 Tickets 2
31 2,050 Dr. Doom Boosters 60 Glory + XP 100
32 2,125 Glory + XP 100 Tokens 25
33 2,250 Credits 25 Dr. Doom Boosters 90
34 2,325 Tickets 2 Random Boosters 60
35 2,400 Random Boosters 30 Credits 25
36 2,475 Tokens 25 Tickets 2
37 2,550 H.E.R.B.I.E. Boosters 60 Glory + XP 100
38 2,625 Glory + XP 100 Tokens 25
39 2,750 Credits 25 H.E.R.B.I.E. Boosters 90
40 2,800 Tickets 2 Random Boosters 60
41 2,850 Random Boosters 30 Credits 25
42 2,925 Tokens 25 Tickets 2
43 3,000 The Mad Thinker Boosters 60 Glory + XP 100
44 3,125 Glory + XP 100 Tokens 25
45 3,200 Credits 25 The Mad Thinker Boosters 90
46 3,250 Tickets 2 Random Boosters 60
47 3,300 Random Boosters 30 Credits 25
48 3,350 Tokens 25 Tickets 2
49 3,425 The Thing – Greg & Tim Hildebrandt Masterpiece Variant 1 Glory + XP 500
50 3,500 Glory 500 Emote – The Thing First Steps 1

 

Based on previous LTGMs, we expect the average Free Event Pass player to earn enough Glory for one new Series 4 card. We also expect ~10% of Free Event Pass players to earn enough Glory for both new Series 4 cards while supplementing their progress with 930 Gold in extra Tickets OR having an elite win rate. This cost can be as low as 465 Gold if the Daily Offers Ticket bundles are utilized effectively.

 

If you’re a true Champion of the Grand Arena you can absolutely get both Mole Man and Mad Thinker for free – but you may have to be FANTASTIC!

 

As for Premium Event Pass players, ~75% can expect to earn enough Glory for one new Series 4 card while ~50% can earn both new Series 4 cards without needing any extra Tickets while maintaining an average win rate.

 

 

The Grand Arena Event Shop

New addition to the Event Shop: Daily Offers!

  • Check in daily to see a rotating set of Cosmetic items, including Variants, Avatars, Emotes, and Borders
  • A discounted bundle of 10 Arena Tickets for 50 Gold is available with every refresh

 

The Grand Arena Portal Pull

Three brand new Grand Arena Champion Variants are available in this event’s Portal Pull:

  • Invisible Woman Champion Variant
  • Mister Fantastic Champion Variant
  • Doctor Doom Champion Variant

Each Portal Pull is priced at 1,800 Glory or 1440 Gold.

 

All Offers Section

The All Offers section of the shop is loaded up with Champion sized Cards and Cosmetics. Here is a highlight of some of the new items:

Two Series 4 cards are featured in the Grand Arena Shop:

  • The Mad Thinker
  • Mole Man
    • Mole Man comes with a BONUS Champion Variant for no extra cost!
  • Each card is priced at 2,000 Glory or 3,800 Gold

Two new Fantastic variants:

  • Human Torch – Vincenzo Riccardi variant
    • Priced at 1,200 Glory or 1,176 Gold
  • Mister Fantastic – Greg & Tim Hildebrandt Masterpiece Variant
    • Priced at 1,000 Glory or 700 Gold

Two new Fantastic Emotes:

  • Human Torch Flame On! Emote is priced at 3,000 Glory or 2,130 Gold
  • Mister Fantastic Feeling Fantastic Emote is priced at 3,000 Glory 2,130 Gold

Four new Borders are entering the Arena:

  • Fire, Blue Fire, Rainbow Refraction, and Cosmic Purple make their Marvel Snap debut
  • Each border is priced at 800 Glory or 744 Gold

Additional items include Avatars, Credits, PMVs, and more!

 

Extended Shop Hours

We’ve had a lot of positive feedback from the extended shop duration in other modes, so we will continue leaving the shop open after the Grand Arena has ended. You’ll be able to spend your Glory in the shop until August 9th at the daily reset.

 

 

NEW CHARACTERS!

SERIES 4

On Reveal: Banish the top card of your deck. Add 2 Rocks to your hand. Set their Power to the banished card’s Cost.

 

SERIES 4

At the start of each turn (after drawing), +2 Power if your hand is full.

 

 

Frequently Asked Questions

When is Grand Arena coming to Marvel SNAP?

  • The Grand Arena opens up on July 24th at 11:00 AM PDT, and will run through August 7th at 11:59 am PDT.

How do I play?

  • Once you have selected Grand Arena under game modes, it’s just a matter of selecting which of the Champions you want to play, and entering the Arena. You will start with your Champion in your hand, along with a brand new skill card that is unique to them.

What should I play?

  • Each Champion comes with a default prebuilt deck you can start off with to get a feel of how they interact with their skill card, even if you don’t own all the cards. Once you have a feel, you can choose to keep playing it, or use cards from your own collection to construct a new deck to take advantage of the Champion and try out new and interesting strategies.

Are there any cards that are off limits?

  • The first cards that are off limits are playing any of the Champions in a deck other than their own – so no Human Torch First Steps in a H.E.R.B.I.E. deck. You can use other versions of the cards, however, so Mister Fantastic and Mister Fantastic First Steps will play together in the same deck.
  • Beyond that, we banned a few cards that either interacted poorly with the game’s mode’s mechanics or seemed to take a lot of the fun out of the extra energy. To that end, the following cards are also banned:
    • Gorgon
    • Spider Ham
    • Galactus
    • Mr. Negative
    • Black Bolt
    • Nimrod
    • Living Tribunal
    • Mobius M. Mobius
    • Professor X
    • Wiccan
    • Kang

Patch Notes: July 17, 2025

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

 

FEATURES

Card Shop Updates

Featured Sets

  • Featured Sets are a new offering in the Card Shop that feature limited-time combinations of individual Cards, Variants, and/or Featured Snap Packs. Want to crack open a Pack of Variants? Sure! A pack of Destroy cards, you got it! A pack of X-Men cards, sure thing bub! You can even purchase a featured single card or Variant directly for Tokens. Remember that you can always view the full contents of any Snap Pack by clicking on it.

Bonus Card Protection

  • This adds triggers to a Snap Pack’s “goodie” drop table so that after a certain number of goodie rolls, a bonus base card(s) is guaranteed.
  • Bonus Card Protection only exists for base cards granted by goodie rolls, and does not exist for any other reward types in a pack’s goodie drop table.
  • Each individual goodie roll counts towards triggering an eventual guaranteed bonus card.

Snap Pack Booster Matching

  • When players open a Snap Pack, if they earn Boosters from their “goodie rolls”, those Boosters will match the new card. This will help kickstart players’ Character Mastery journey.

Improved Red Pips

  • The red pips in the Card Shop should be clearable and working more as expected!

 

GAMEPLAY

Grand Arena: Coming July 24th – Aug 7th

This brand new limited time game mode lets players choose one of eight Champions to bring into the Grand Arena to battle for Glory. Players can either use the Champion’s preconstructed deck, whether they own the cards or not, or build their own. Mole Man and Mad Thinker will be available as rewards during the event!

Each Champion card starts in your hand, and brings with it a brand new skill card to synergize with its core strategy. Invoke the Council of Reeds with Mr Fantastic or show up for Clobberin’ Time with The Thing First Steps.

This game mode will be available between July 24th and August 7th, with the shop open until August 9th.

Stay tuned for more details as we get closer to the event.

 

Bug Fixes

Gameplay Fixes in 43.x

  • An issue that would occasionally cause drawn cards to overlap with and obscure the rightmost card of your hand should be resolved
  • An edge case where a face down card could be momentarily visible when the card was moved should be resolved

Card and Location Art Fixes in 43.x

  • Nicholas Scratch’s VFX should no longer throw an exception that could impact performance
  • Morph’s VFX should no longer cause a client crash and be re-enabled
  • Several Skill cards that were displaying too narrow should now appropriately fill the Skill card UI
  • Esme Cuckoo’s Pocket Variant should no longer display awkwardly with different splits and finishes
  • Khonshu’s VFX should no longer have a delay when played with Silver Samurai
  • Copycat’s VFX should be once again playing correctly
  • Punisher’s VFX should no longer have strange artifacts displaying under certain circumstances
  • The Ancient One’s Tao Mandala skill should no longer have a visual artifact around the outer edge of the skill card UI
  • Morgan Le Fay’s VFX should no longer have a delay when a card returning to hand triggers it
  • War Machine’s VFX should no longer display at destroyed locations
  • Arishem’s intro VFX should no longer clip slightly into the background
  • Nocturne should no longer go partially off screen on the opponent’s side of the board when moving

Cards Shop Fixes in 43.x

  • The red pip displayed on top of cards viewed in the card’s pack’s pool view should be removed once viewed in detail view
  • The token and gold currency widgets in the Cards Shop should navigate to the appropriate areas of the shop
  • A bug that was causing claimed free tokens in the Cards Shop to not update their state correctly should be resolved and an error should no longer be thrown
  • Cards should no longer rearrange themselves vertically before snapping back into place when viewed within a card pack’s pool view
  • The “Hold to Confirm” text should no longer slightly overlap the purchase button for card packs

Other Fixes in 43.x

  • Background music should properly play in-game now
  • A loading spinner should no longer display behind card assets during certain upgrade flows
  • The red pip for when a Gold Pass daily claim is available should be functional again

PC Fixes in 43.x

  • The hitboxes of various buttons and UI elements on the main screen and carousel should better align with the visuals
  • A duplicate of Nova’s VFX should no longer be briefly observed behind the retreat button
  • Strange Supreme’s VFX should no longer get partially cut off along the top of the screen

Mac Fixes in 43.x

  • A crash related to Gyro and Haptics support through the iPad OS emulation layer of MacOS should no longer occur

Localization Fixes in 43.x

  • A string related to Reward Claims in French should no longer have an errant space that was causing an exception that was negatively impacting performance
  • Seasonal Spotlight titles in the Cards Shop should no longer extend beyond the UI in Japanese
  • The Mastery label when viewing a card in the Collection should no longer extend beyond the bounds of the UI in Thai
  • The title of the New X-Men card back should be properly localized in all languages

Balance Updates: July 17, 2025

Hey folks! We’ve got Grand Arena right around the corner, releasing a week from today, and we’re very excited to see what everyone thinks.  For today though, we’ll be making some small downward adjustments to some top meta contenders, as well as making some tweaks to a variety of cards that have fallen out of favor, several of which will be featured in the preconstructed decks that will be available for everyone to play on Grand Arena.  Let’s jump right in!

  

Zabu

  • [Old] 1/2 – On Reveal: Give each 4-Cost card in your deck -1 Cost.
  • [Change] 1/2 > 1/1

Long time players might not be surprised to see Zabu warrant further adjustment.  He continues to be a tricky card to balance, and today we’ll be making a small nerf to his Power.  This is somewhat of a continuation of the discussion of last OTA – we’re keeping an eye on the presence of how many midrange decks are utilizing a boatload of tech cards, and the play rate of cards like Shang Chi, Enchantress, and others continues to be quite high.

We understand the importance of and want there to be ample counterplay in our game, but simultaneously we would prefer that the premier strategies of Marvel Snap be high synergy driven decks.  Zabu is a critical component of these midrange decks, and overloading your deck with the aforementioned tech cards as well as rate options like Galacta, Gwenpool, and so on gives you a lot of opportunities to play two 4 Cost cards on the final turn, usually at least one of which is a powerful answer to your opponent’s strategy.

These decks aren’t without weaknesses though, and despite their ability to play a large amount of rate cards, they still aren’t typically as strong at generating raw points as their synergistic counterparts if they can’t successfully interact with their opponent.  This might appear like a small nerf, but we believe that these midrange decks are especially sensitive to Power changes given their more limited ability to generate points.

Given that, we’re making this change to Zabu for now, with the expectation that we may need to make greater changes if these midrange and control decks aren’t as sensitive to the number tweaks as we would like.  Again, we want to stress that counterplay is important, but it is our goal to ensure that players have agency to execute their game plans relatively frequently.

 

Bullseye

  • [Old] 3/3 – Activate: Discard all cards that cost 1 or less from your hand. Afflict that many different enemy cards with -2 Power.
  • [Change] 3/3 > 3/2

The popularity and success of Discard has waxed and waned over the last few months, but one thing has remained consistent – the strongest versions of the decks feature Bullseye, and the frequency at which Bullseye shows up is something we’re sensitive to given his interaction with Swarm.

There are a few issues here – most notably that the Swarm/Bullseye interaction can be difficult to track given how much game actions it generates, frequently creating a fast-forward segment.  The tradeoffs here between making the game slow down considerably and not giving players a strong understanding of what took place during the turn.

While we could make an adjustment to Swarm, we haven’t found a satisfying rework that would keep that card’s identity intact, and ultimately there is a cool and unique element to comboing off with Bullseye, it’s just something that we don’t want to happen too frequently.

Finally, Bullseye is just really strong, so while there are a variety of other intangibles taking place, the best solution we have for now is simply to weaken him a little bit, to attack his win rate, make sure that the fast-forward action isn’t too prevalent, and give more room for other Discard cards to enter the meta-game.

We’ll continue to look for opportunities to improve the overall experience with these interactions while trying to retain as much of the fantasy and gameplay that draws players to these strategies.

Negasonic Teenage Warhead

  • [Old] 3/3 – After an enemy card is played here, destroy it. (once per game)
  • [New] After an enemy character is played here, destroy it. (once per game)

We’re doing a couple of adjustments to cards today based on the increased prevalence of skills in our game.  If skills had existed from the beginning, it would have likely influenced several designs that call out Cards, and we’re continuing to audit these interactions to make sure we have the most functional and fun game pieces possible.

Negasonic is extremely exploitable as skills continue to enter the game at a more rapid pace, and we want to make sure that her role remains in the game as a satisfying way to control a location.

 

Mirage

  • [Old] 2/2 – On Reveal: Copy the card that costs the least from your opponent’s hand into your hand. Give it +2 Power.
  • [New] 2/3 – On Reveal: Copy the character that costs the least from your opponent’s hand into your hand. Give it +2 Power

Similarly here, Mirage will no longer be able to target a Skill in your opponent’s hand, which naturally eliminates her ability to give it Power, creating a very unsatisfying experience.

Simultaneously, we’re buffing Mirage.  We believe that this is both a fun amount of variance to prop up in the game, and it gives more options for various synergies like Victoria Hand.

 

The Thing

  • [Old] 4/6
  • [Change] 4/6 > 4/7

Hey, it’s the F4 season, so why not give the original a little love?  This is an acknowledgement that our vanilla characters have long fallen behind, but more so is a buff to High Evolutionary.  The Thing has fallen behind as an option in those decks, and we’ll keep reevaluating starter cards over time as we’ve discussed.

 

Marvel Boy

  • [Old] 3/1 – End of turn: Give 3 of your 1-Cost cards +1 Power.
  • [Change] 3/1 > 3/2

It’s a semi-frequent topic that we want to make sure our classic strategies remain as viable as possible, so it’s time for another Zoo buff.  Marvel Boy is one of the most fun and unique cards in that deck, with the potential to prop up other strategies as well, so we’ll be improving it for now.  We’ve got our eye on some larger adjustments we can make in the future to help Zoo out as well.

 

Jennifer Kale

  • [Old] 2/2 – Activate: Next turn, you get +1 Energy.
  • [Change] 2/2 > 2/3

Jennifer Kale has simply been the weakest of the Energy generation options since she came out, by a sizable margin.  Hopefully this gets her into a more playable state by itself, but we are also monitoring what we can do to improve the strength of 5 Cost cards generally speaking, a movement that will directly affect her.  The Zabu change today starts to move the needle in that direction, but it will continue to be top of mind for us.

 

Green Goblin

  • [Old] 3/-3 – On Reveal: Switch sides.
  • [Change] 3/-3 > 3/-4

Green Goblin has fallen largely out of favor, given that “3 Power” is just not a particularly strong rate for 3 Energy anymore.  We’re always a little nervous about making a change that directly could buff Clog decks, but we suspect there’s very little risk of ruin here, and we always want to make sure that players with a variety of interests can successfully play the decks they enjoy if they’re willing to work for it.

 

Doctor Doom 2099

  • [Old] 4/3 End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.
  • [Change] 4/3 > 4/4

Speaking of changes we’re a little nervous about, we’ll be making a small buff to Doctor Doom 2099.  This is a card we’ve had to nerf multiple times in the past to dethrone it from being one of the strongest rate 4 Cost cards in the game, but as a result its play rate has heavily declined to the point of barely showing up.  It’s the Fantastic Four Season, and Doctor Doom is also featured in the Grand Arena, so we wanted to show his 2099 side a little love. That said, we’re being cautious, particularly with the release of First Steps Invisible Woman in a couple of weeks, who is an excellent synergy piece with Doom as well as the rest of the F4 team.

 

That’s all for today, we hope you enjoy the unveiling of the Grand Arena, and happy Snapping!

New Season: Fantastic 4

Prepare for lift-off! This season we’re venturing beyond the stars with Marvel’s first family, the Fantastic Four! Inspired by Marvel’s The Fantastic Four: First Steps, this season brings a fresh new look and some amazing new designs to some of our favorite characters.

SEASON PASS

Now introducing Reed Richards, the leader of the Fantastic 4, but you may know him better as Mr. Fantastic!

NEW CHARACTER: MISTER FANTASTIC FIRST STEPS

"End of Turn: Give a card in your hand -1 Cost or +2 Power.

 

SEASON REWARDS

For this season we are adding some value to the Super Premium Season Pass by introducing a Series 4 card as a direct reward. More info on Fantasticar below!

 

 

NEW CHARACTERS!

So here’s the Thing… The Baxter Building can’t be called a home if we don’t have the family, so let’s bring in the rest of the crew! You may notice that we’re not including any Series 4 cards directly into the Seasonal Series 4 SNAP Packs this season. We’ve released so many cards recently that we wanted to slow down a bit, both for the team and the pure amount of cards being released for players. This also gives us more flexibility to provide great rewards for this season’s brand new Limited Time Game Mode.

SUPER PREMIUM SERIES 4

Activate: Give your End of Turn cards +2 Power.

SERIES 5

Each turn this is in play, swap to a new Activate ability until one is used.

Activate: Next turn, you get +2 Energy.

Activate: Give 2 of your cards at each other location +1 Power.

Activate: Create a Rock here. Set its Power to 4.

Activate: Double this card’s Power.

 

SERIES 5

End of Turn: +1 Power. Once per game, if your side here is full, double this card’s Power instead.

 

SERIES 5

End of Turn: +2 Power. Once per game, if your side here is full, destroy an enemy card here with less Power.

 

SERIES 5

Activate: This turn, your End of Turn abilities happen twice.

 

LIMITED TIME EVENT / SERIES 4

On Reveal: Banish the top card of your deck. Add 2 Rocks to your hand. Set their Power to the banished card’s Cost.

 

LIMITED TIME EVENT / SERIES 4

At the start of each turn (after drawing), +2 Power if your hand is full.

 

 

New Card Release Schedule

  • Jul 8th: Mister Fantastic First Steps – Premium Season Pass
  • Jul 8th: Fantasticar – Super Premium Season Pass
  • Jul 8th: H.E.R.B.I.E. – Seasonal Series 5 Release
  • Jul 15th: Human Torch First Steps – Seasonal Series 5 Release
  • Jul 16th: Kid Omega – Seasonal Series 5 Release
  • Jul 16th: Cobra – Seasonal Series 4 Release
  • Jul 22nd: The Thing First Steps – Seasonal Series 5 Release
  • Jul 24th: Mole Man – Limited Time Event Release
  • Jul 24th: The Mad Thinker – Limited Time Event Release
  • Jul 29th: Invisible Woman First Steps – Seasonal Series 5 Release

 

 

Limited Time Game Modes

Welcome back to High Voltage! This time we’re trying something a little different. High Voltage will only be available from July 17-21st at the daily reset, but don’t worry there’s plenty of time to unlock some great new cosmetics!

 

Enter the Grand Arena, a brand-new limited time game mode that introduces even more ways to play. Choose your Champion from a roster of eight iconic characters, then battle using unique decks and powerful skill cards tailored to each hero. For the first time, we’re introducing prebuilt decks for the game mode that will allow anyone to jump in and start playing, even if you don’t have the cards! Grand Arena is your chance to master new cards and prove your power in an all-new battlefield. This mode will be available from July 24th to August 7th at the daily reset.

 

 

NEW LOCATIONS

  • Rocket Pad: After turn 4, give cards on the winning side here +1 Power.

  • Reed’s Lab: +1 Energy each turn if your side here is full.

 

 

BRAND NEW ALBUMS

Get all new Variants, Emotes and other Rewards by completing two new albums!

Like my new album? It has Pockets! And these Pockets have Stickers! Available July 15th.

  • Collect 3: 2 Mystery Borders
  • Collect 6: Black Cat Unbothered Emote
  • Collect 8: Blink – Pocket Variant
  • Collect 10: 2000 Collector’s Tokens

 

One small step for man, one First Steps for completing this album. Launching into orbit on Jul 29th.

  • Collect 3: Human Torch Fired Up Emote
  • Collect 6: 2 Premium Mystery Borders
  • Collect 9: 4000 Collector’s Tokens
  • Collect 12: Invisible Woman First Steps – Paul Mafayon Variant

 

 

SHOP TAKEOVERS

Take a look at these awesome new Pocket “Sticker” style variants on Jul 15-16th.

 

It’s not a stretch to say these new variants are Fantastic. Jul 29-30th.

 

 

TWITCH DROPS

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, a Premium Mystery Border, and a Premium Mystery Variant! Drops will be available from Jul 24th to August 1st at the daily reset. Don’t miss out!

  • Watch 2 hours to earn: 65 Boosters
  • Watch 4 hours to earn: Premium Mystery Border
  • Watch 6 hours to earn: Premium Mystery Variant

 

If you do one thing this summer, watch Marvel’s The Fantastic Four: First Steps. If you do two things, enjoy this awesome new season of SNAP! See you out there!

Balance Updates – June 26, 2025

This week we’ll be making large adjustments to Thanos, Galacta, and Lockjaw with a smattering of other smaller changes.

 

Overall, the SNAP metagame is quite healthy, but there has been a large presence of strong generic decks that incorporate a variety of tech cards that wax and wane for some time now.  This isn’t necessarily a bad thing, we want there to be counterplay for strategies when something rises up to be more dominant, but the ability for decks to not invest in synergistic pieces to execute their own cohesive gameplan goes against some of our core philosophy for making SNAP.  We want players, for the most part, to be able to regularly execute their gameplan unless their opponent is paying a reasonable cost to try to counter a specific metagame.

 

Thanos is the largest contributor by far to this, so we’ll be making adjustments for the long term health of the game, even if it creates some bumps in the road for the short term.  Let’s go ahead and look at all the changes for Thanos and the Infinity Stones.

 

Thanos

  • [Old] 6/12 – Game Start: Draw Thanos and shuffle the six Infinity Stones into your deck.
  • [New] 6/12 – Game Start: Shuffle the six Infinity Stones into your deck.

Space Stone

  • [Old] 1/2On Reveal: Draw a card. Ongoing: Nothing can stop you from playing or moving Thanos.
  • [New] 1/3 – On Reveal: Draw Thanos. Ongoing: Nothing can stop you from playing Thanos.

Time Stone

  • [Old] 1/1On Reveal: Give Thanos -1 Cost.
  • [New] 1/1 On Reveal: Draw a card. Give Thanos -1 Cost.

Reality Stone

  • [Old] 1/1 On Reveal: Replace this location with a new one.
  • [Changes] 1/1 > 1/2

Although we want to encourage Thanos getting into play, having him start in your opening hand is a high floor of strength that we don’t believe will be sustainable in the long term.  This gives control decks a guaranteed late-game character that is comparable to other strategies with plenty of real estate in their deck to incorporate those aforementioned tech cards.

 

So we’re taking some steps to rebalance Thanos around remaining in your deck at the start of the game.  It’s still a critical component of Thanos’s core fantasy that you can both find him and assemble all six of his stones, so to that end we’re changing Space Stone to find Thanos specifically, so that you can still properly work towards the amplified Power Stone in many of your games.

 

We are also reverting our Time Stone change, as it is no longer clearly the strongest stone when cost reducing Thanos isn’t guaranteed to generate value anymore.

 

Finally, we’re adding some additional Power to the stones to further compensate.  This is a large scale set of changes, and we’ll keep an eye on how this lands, but ultimately our goal is that Thanos’s core play pattern is more centered on playing out many or all of his Stones and investing cards into mitigating the potential downside of filling out so much of your location space. We want players to pay a larger cost for filling their deck full of tech cards to widely promote as much synergistic gameplay in SNAP as possible.

 

Galacta

  • [Old] 4/5Each turn, the first card you play at another location reveals with +3 Power.
  • [New] 4/6 – Each turn, the first card you play another location reveals with +2 Power.

Galacta has sustained high play and win numbers since her release, and we’ve tried to hold off on changing how impactful her ability is due to +3 Power breakpoint being one of the more unique aspects of the card in SNAP’s ecosystem, but we think it is finally time to adjust her to only grant +2 Power.

 

Some of the motivation here is that she has been an outlier for some time, but we’ve also found internally that she has been blocking to creating synergistic Power scaling cards, given that she has such a large impact on any card that engages with the game in that manner (like Brood or Sebastian Shaw).  We would rather live in a world where we can make a variety of exciting cards without fearing having to balance around Galacta specifically, and we suspect that this change will still keep her relevant, just at play rate that will give more synergistic 4 Energy cards room to shine.

 

Red Guardian

  • [Old] 3/3 – On Reveal: Afflict the lowest-Power enemy card here with -2 Power and remove its text.
  • [Changes] 3/3 > 3/2

Here’s a more direct response to the tech card “issue.”  Again, despite a lot of talk and nerfs through the lens of trying to reduce the power and presence of tech cards slightly, we still want to make it clear that we believe and acknowledge that these types of cards are important for allowing a healthy metagame that churns.  We just think their impact is a touch too high, and Red Guardian is exemplary of this.

 

Given that Red Guardian is a functional 3/5 at base that is effective against almost every strategy while often skewing much higher in effective Power production when he targets an opposing scaler, we’re finding that Red Guardian is simply too efficient given its flexibility.

 

We want the average 3 Energy card played to be more clearly stronger than Red Guardian except when he hits an important card in a matchup.

 

Next up, some more quick hits number changes.

 

Misery

  • [Old] 4/8 – On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.
  • [Changes] 4/8 > 4/9

Absorbing Man

  • [Old] 4/4 – On Reveal: If the last card you played has an On Reveal, copy its text. (if able)
  • [Changes] 4/4 > 4/5

With the competition easing up at 4 Energy, we wanted to give a leg up on some synergy cards that are well loved.  Misery and Absorbing Man can engage in a variety of fun shenanigans, but have had middling numbers recently and we’d like to prop them up some more given that they ask you to pursue novel interactions and make exciting decks.

 

Wolfsbane

  • [Old] 3/1 – On Reveal: +2 Power for each other card you have here.
  • [Changes] 3/1 > 3/2

Rhino

  • [Old] 3/6 – On Reveal: Add a Rock to your side of this location.
  • [Changes] 3/6 > 2/5

Wolfsbane and Rhino are early Series cards that have struggled for a long time.  We did rework Rhino recently, but it turned out that we were a little conservative.  We’re taking a bigger swing here, largely because we think the pattern he encourages – turning a drawback into a synergy through creative deckbuilding, is really fun and we’d like to give cards like that a chance to shine.  While it’s true that we don’t think the Wolfsbane buff here is going to be blowing the doors off at the top of Infinite, we always want to make the early collector level experience a little smoother whenever we can as long as it doesn’t come at the expense of the new player metagame becoming unstable, and this is just another opportunity to keep tweaking that.

 

The Ancient One

  • 3/5 – On Reveal: Add Tao Mandala to your hand.

Tao Mandala

  • [Old] 3On Reveal: Copy the text of one of your Ongoing cards here onto your other characters here..
  • [Changes] 3 > 2

This change isn’t purely fueled by win rate, although The Ancient One is underperforming, but similarly to our motivation for changing Captain Carter several OTA’s ago, playing with the Tao Mandala is just a little clunky.  Naturally, this will make the card stronger, but we also just hope that this will unlock interactions and increase the ease of play for sequencing your cards and executing on your synergies.  Ongoing decks have been considerable players recently, so we were hesitant to make a huge change before receiving more data, but we’ll keep making incremental changes as necessary.

 

Ironheart

  • [Old] 3/0 – On Reveal: Give 3 of your other cards +2 Power.
  • [New] 3/0 – On Reveal: Give 2 of your other cards +3 Power.

Speaking of early Series cards that we think are fun, we’re ever so slightly reworking Ironheart.  Savvy readers might gawk at saying that Galacta was blocking us building in more interesting Power synergies granting +3 Power while simultaneously pushing out this change, but the ask here in terms of both sequencing your cards and the potential for randomness means that we are more comfortable trying this swing vs Galacta’s guaranteed value.

 

Our hope here is that Ironheart can land in a more satisfying place given that you can more easily play her on curve and extract full value, which was previously very difficult to do without playing specific cards, as well as try to set up tricky combinations.

 

Professor X

  • [Old] 5/2- Ongoing: Moving is the only way to add or remove a card from here.
  • [New] 5/2 – Ongoing: Moving is the only way to add or remove a character from here.

This is a pretty small tweak, but the goal here is to give the game a little more flexibility with how to interact with this classic card and we’re going to continue to be on the lookout to tweak our cards to work with Skills as intuitively as possible.  For now, maybe Polymorph can provide some surprises in final turn scenarios, but as we introduce more Skill cards to the game, this subtle tweak might open up some more exciting possibilities for using Professor X!

 

Lockjaw

  • [Old] 4/5 – After you play a card here, swap it with a card in your deck.
  • [Changes] 2/2 – Activate: After you play your next card, swap it with a card in your deck.

Arguably our largest swing of the OTA, this is a pretty big change to Lockjaw.  Activate has given us the means to take more focused attempts at high synergy interactions that are naturally gated by their one time use.  Given Lockjaw’s current presence in the metagame, his textbox seemed like a great opportunity to try something new.

 

This might be a larger buff than we are expecting, but we also suspect that this will get the creative juices flowing and encourage some cool new decks, so we’re excited to see what players cook up.

 

That’s all for today, Happy Snapping!

Patch Notes – June 24, 2025

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

 

FEATURES

Collection Level Tracker

  • We’ve added a track at the top of Collection Level that will let players more easily see how much more CL they’ll need to earn their next batch of 3,000 Collector’s Tokens.

Event Badges

  • We’ve added new badges to the play screen when special events are happening to make sure players know when they’re happening

 Loading Improvements

  • We’ve improved the process of downloading and loading content data to help get players into the game faster.

 

CARD UPDATES

Spider-Ham

[Old] 1/1 – On Reveal: Transform the leftmost card in your opponent’s hand into a Pig, keeping its Power and Cost.

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

Spider-Ham has had a lot of weird interactions that we’ve been looking at resolving for a while. Most notably, the base Cost and Power of the Pig always had the same value, so behaved unintuitively for many players with cards like Shadow King and Mobius M. Mobius. It targeted the leftmost card in hand to avoid being too strong and frustrating to reuse with Beast and the like. That mostly worked well, but meant that build-around cards that start in hand like Thanos got disabled every time, which many found frustrating to play against. Finally, Spider-Ham was intended to partially disable cards, but with the introduction of skills it was suddenly making cards useless much more often.

A few of these factors came to a head with Dormammu’s release, so we prioritized the behind the scenes work to allow us to replace card art during gameplay without fully transforming the card and took the opportunity to iron out some other issues. We also hope the new shape will give Spider-Ham players a bit more ability to influence which plays they aim to stop.

Nonfunctional Changes

We’re rewording these cards to be more consistent with other card text, but their gameplay isn’t changing. Note: analogous rewordings may not show up immediately in non-English languages.

Silk

[Old] 2/5 – After ANY card is played here, this moves to another location.

[New] 2/5 – After ANY card is played here, move this to another location.


Moon Girl

[Old] 4/5 – On Reveal: Duplicate your hand.

[New] 4/5 – On Reveal: Copy your hand.

 

BUG FIXES

Card and Location Art Fixes in 42.x

  • Omega Red’s VFX should no longer reapply or replay awkwardly with certain card combinations
  • Copycat should now display appropriate spell VFX when copying Nico Minoru
  • Redwing’s VFX should no longer briefly display beneath the retreat button when staging the card
  • Khonshu should now display a “Location Full” whiff VFX when appropriate
  • Nico Minoru’s VFX should no longer display in the bottom right corner beneath the End Turn button when her spells target skill cards
  • Visual artifacts should no longer display when Thanos’ VFX trigger under certain circumstances
  • Great Portal’s VFX should no longer distort when played
  • Nicholas Scratch’s VFX should properly target and anchor to cards being staged
  • Nightmare’s VFX should no long briefly display when other cards are revealed on the same turn
  • Nightmare’s VFX and SFX should play more than once for opponents when appropriate
  • The VFX for Merlin’s Once and Future skill should no longer be awkwardly placed or cut off under certain circumstances
  • Dormammu’s VFX should no longer briefly display as a white tile
  • Dormammu’s token cards should no longer be low resolution at higher upgrade levels
  • Dormammu’s VFX should no longer persist on screen at various points during the summoning ritual
  • Dormammu’s Winking Studios variant should display correctly at certain upgrade levels
  • Merlin’s Polymorph should no longer be incorrectly positioned when targeting certain cards and returning to hand
  • Cull Obsidian’s Dan Hipp variant should no longer break at higher upgrade levels
  • Copycat’s VFX should no longer cause an Aw Snap and should be re-enabled
  • Death’s Domain VFX should no longer be distorted under certain circumstances
  • Skill cards should no longer display inconsistently upon reveal
  • Skill card UI should no longer display on unrevealed cards on the board
  • Skill cards should no longer overlap other UI elements on reveal

Cards Shop Fixes in 42.x

  • The seasonal Free Series 3 module in the Cards Shop should collapse appropriately upon claiming
  • A duplicate, non-functional claim flow should no longer display when opening a Series Pack that also triggers a Mastery level up
  • Particle effects from bundles should no longer persist on the Cards Shop
  • Series Packs should be properly available for Japanese players

Other Fixes in 42.x

  • Fixed a rare issue that could occur that would prevent the Daily Offer shop from displaying
  • Fixed an issue that could result in a softlock in between various tutorial and FTUE segments
  • Android back buttons should properly function on pop-up modals
  • Addressed some issues with UI scaling on certain carousel types
  • Placeholder reactions and emotes should no longer be the default under certain circumstances
  • Errant <Missing Entry> UI should no longer display on the Alliance member’s list
  • Super Premium Season Pass carousel button should now link appropriately to the right section of the shop
  • Fixed an issue that prevented multiple Series Packs from being awarded and opened at the same time

PC Fixes in 42.x

  • Overdrive Missions buttons should have appropriate Hover States

Localization Fixes in 42.x

  • Rhino’s ability text in Portuguese should no longer display in Korean…
  • Titles UI should no longer display as <Missing Entry>
  • Multiple unlocalized strings in Vietnamese should now be properly translated
  • Addressed some unlocalized strings that were displaying on several new player and tutorial screens

New Limited Time Game Mode: High Voltage: Overdrive!

The Reactor is unstable… and that’s exactly how we like it. Welcome to Overdrive, an electric remix of the mode that cranks up the energy and fun! Packed with unpredictable power surges and explosive game-altering effects, no two games of Overdrive will play the same. Get ready to embrace the chaos and build some wild new decks, because it’s time to overload some Arc Reactors.

What is High Voltage: Overdrive?

The original High Voltage mode condensed the traditional rules of SNAP into three action-packed turns. Each turn gives more energy so you could play more cards and line up massive combos in a short game.

For Overdrive we wanted to build on the fun of High Voltage so we made the Arc unstable… and now it’s causing all kinds of havoc. Decks in this mode will have eight randomly charged cards shuffled in, and when a total of five have been played by both players, the Reactor will explode with a GIANT effect such as destroying low power characters, giving charged cards +5 power, or even transforming them into brand new cards.

There are no cubes or points to lose in High Voltage: Overdrive, so you should always feel encouraged to try and win! There’s no downside to trying out new decks or fun new strategies, so you can build a deck, jump in, and play immediately. Win matches or complete missions to earn Volts, which can be used in the new High Voltage: Overdrive shop. Use them to perform a Portal Pull, buy the new Kid Omega card, get credits, or new cosmetics.

How do you play?

High Voltage: Overdrive is played over four turns instead of the regular three of High Voltage. At the start of the game, 8 charged cards are shuffled into your deck, each getting -1 cost and +1 power. In place of the Cube where you would normally Snap, you’ll have an Arc Reactor. Before the first three turns, the Arc Reactor will generate between 2-4 Max Energy to add to your total which can then be used to play out your master plan. Your opponent will always receive the same amount of Max Energy that you do, so there’s no guessing how much they have.

On turns 1 – 3, the Arc Reactor will randomly increase your Max Energy by 2-4 energy. There is a fourth turn, but no extra energy will be added to the Reactor, which means you’ll have at least 18 energy to spend over those turns.

Beneath the Reactor, you will see the Reactor effect. Each turn, that effect will increase in scale as long as the Reactor is active. Playing a charged card adds one charge to the Reactor. Once the Reactor has five charges, it will explode with the listed effect at the end of that turn. You can decide how much you want to synergize with the effect, so you can play your charged cards early or hold them as long as possible to maximize the effect.

A few of the Reactor effects, such as drawing cards, wouldn’t make sense at the end of the 4th turn, so if you happen to get one of those, a brand new Reactor effect will swap in for it.

At the end of turn 4, whoever controls 2 out of the 3 locations will win!

Designing High Voltage: Overdrive

For the last year, the team at Second Dinner has been hard at work on developing new game modes, and with each one, we are building out a toolset to be able to create new experiences more quickly and reliably build off our successes. To that end, we wanted to take some of technology developments and meta-systems and add them into an existing mode to create some additional gameplay.

The obvious choice was adding a new twist to High Voltage, and so we looked at some of the strengths and weaknesses of the mode to try and improve on both. We love the fast pace and big plays in High Voltage, but wanted to try out a version of the mode that prevents the mode from falling into the same few plays each game. Between the random cards added to your deck, and the powerful Reactor effects, each game will require thinking on your feet to maximize your odds of winning.

High Voltage: Overdrive isn’t replacing High Voltage as a game mode – we are looking at running it more in the future, and taking advantage of those learnings to continue to develop experiences to engage you – the player.

How long will High Voltage: Overdrive be here?

High Voltage: Overdrive is playable now, and will be here until 11:59 AM PST on the 24th of June And don’t forget, playing High Voltage: Overdrive and earning Volts is the only way to earn our newest cards: Cobra in Series 4 and Kid Omega in Series 5. If you miss out, you’ll be able to find all of them in the Snap Packs as of the 16th of July.

Extended Shop Hours

One big piece of feedback from the Sanctum Showdown shop was that many people were sad that they forgot to spend all their charms before the event’s end. For High Voltage: Overdrive, and any event with a shop moving forward, we will leave the shop open for a little while after the event to make sure nobody misses out on one of the newest cards or cosmetics. The shop will be open until 11:59 AM PST on the 25th of June.

NEW CHARACTERS!

SERIES 5

Activate: Destroy the next card you play this turn to gain its Power.

 

SERIES 4

Activate: Destroy an enemy created card here.

Frequently Asked Questions

  • When is High Voltage: Overdrive coming to Marvel SNAP? It is live now! Keep playing until 11:59 AM PST on June 24th.
  • How do I play? You’ll find High Voltage: Overdrive in the game modes along with Conquest and Friendly Battles. Winning High Voltage: Overdrive games and completing the mode-specific Missions will earn you Volts you can spend in the High Voltage: Overdrive store.
  • What if I lose? There’s no penalty for losing High Voltage: Overdrive games, and nothing to lose by staying in the game through the final turn. Hopefully that gives you ample opportunity to experiment with deck ideas and find what works for you!
  • What should I play? While you’re free to enter High Voltage: Overdrive with your regular decks, the mode’s rules enable you to spend more energy on a single turn unlocking lots of exciting combinations, or just the chance to play two or three of your favorite 6-Cost cards in the same game! Don’t forget that the random cards added to your deck and Reactor effects will create a much wider variety of plays than you are used to. Expect the unexpected!
  • Are there any cards that are off limits? The banned card list is a little different than regular High Voltage. While we no longer need to worry about some of the more consistently problematic interactions, forcing people to have additional cards in their deck does add a few challenges, so we adjusted the list to prevent issues with deck size, and a few cards that had technical challenges.
    • Alioth
    • Agatha Harkness
    • QuinJet
    • Black Widow
    • Mysterio
    • Galactus
    • Loki
    • Magik
    • High Evolutionary
    • Darkhawk
    • Cassandra Nova
    • Kang the Conquerer
    • Thanos
    • Agamotto
    • Arishem
    • Gorgon

Unowned Series 4/5 Mystery Card Drop Table Details

The Unowned Series 4/5 Mystery Card contains one of all eligible unowned Base cards from Series 4 and Series 5.

All eligible cards are equally weighted. For example if you have 5 eligible cards, each card has a 20% chance of appearing upon purchase.

Unowned Base Cards are eligible even if you own a Variant of that card. For example, if you have the Elsa Bloodstone Winter Vacation Variant and don’t have the Elsa Bloodstone Base Card, then the Elsa Bloodstone Base card is an eligible card to receive.

Uncle Ben, Laufey, and Gorgon are not eligible cards. The current Season Pass card is not an eligible card.

If you are already Series 4 and 5 complete, you will not be able to purchase this item and will receive an “Aw Snap” error if attempted.

Card Upgrades and Infinity Splits

 

Upgrading

Upgrade a base card or variant to enhance its appearance. Upgrading requires Credits and Boosters. Upgrading cards increases your Collection Level.

 

Rarity

Booster Cost

Credit Cost

Collection Level

Common

0

0

0

Uncommon

5 Boosters

25 Credits

+1

Rare

10 Boosters

100 Credits

+2

Epic

20 Boosters

200 Credits

+4

Legendary

30 Boosters

300 Credits

+6

Ultra

40 Boosters

400 Credits

+8

Inifinity

50 Boosters

500 Credits

+10

 

Finishes and Flares

Every time you upgrade a card to Infinity and split the card, you will earn a new Finish and Flare combo that can be equipped via Custom Card. Equip them in tandem with other cosmetics like Variants and Borders for a customized look!

As you Infinity Split a card multiple times, you will unlock the ability to earn new Finish and Flare content from splitting.

 

Splits

Finishes

Flares

1-3

  • Foil
    • Prism
    • Unlocked Character Mastery Finishes
  • Tone
    • Stardust
    • Glimmer
    • Unlocked Character Mastery Flares

4+

  • Foil
    • Prism
    • Gold
    • Ink
    • Unlocked Character Mastery Finishes
  • Tone
    • Stardust
    • Glimmer
    • Krackle
    • Unlocked Character Mastery Flares

 

Finish and Flare Rarity

All Finishes and Flares have a rarity assigned to them. Bolded Finishes and Flares come from Character Mastery.

 

Finishes

Flares

Rare

Super Rare

Ultimate

Rare

Super Rare

Ultimate

Foil

Bananas

Ink

Green Tone

Gold Tone

Red Krackle

Prism

Copper Metallic

Gold

Blue Tone

Black Tone

Blue Krackle

Pink Rays

Water

Frosted Glass

Red Tone

Rainbow Tone

Purple Krackle

Black and White Rays

Galactic Storm

Psychedelic

Purple Tone

Gold Stardust

White Krackle

Red Rays

Refraction

Glass Circuits

White Tone

Black Stardust

Green Krackle

Blue Rays

Gold Metallic

Cosmic

Green Stardust

Rainbow Stardust

Gold Krackle

Green Rays

Foil Metallic

Steel Metallic

Blue Stardust

Gold Glimmer

Rainbow Krackle

Orange Rays

Fire

Gilded Prism

Red Stardust

Black Glimmer

Black Krackle

Gold Prism

Purple Stardust

Rainbow Glimmer

Purple Wakandan Tech

Black Prism

White Stardust

Bananas

Gold Wakandan Tech

Wakandan Glass

Green Glimmer

Rainbow Confetti

Gold Diamond Flare

Blue Glimmer

Neon Trails

Fire Embers

Red Glimmer

Bubbles

Purple Glimmer

Snowflakes

White Glimmer

Galactic Storm

Green Embers

Blue Embers

Cosmic

 

Character Mastery Finish and Flare Tiers

Finishes and Flares that come from Mastery Caches belong to certain tiers. You will earn higher tier Finishes and Flares the higher your Mastery level is per character.

 

Tier 1

Tier 2

Tier 3

Mastery Levels 2-10

Mastery Levels 11-20

Mastery Levels 21-30

Pink Rays Finish

Bubbles Flare

Galactic Storm Finish

Black and White Rays Finish

Snowflakes Flare

Galactic Storm Flare

Red Rays Finish

Water Finish

Green Embers Flare

Blue Rays Finish

Glass Circuits Finish

Blue Embers Flare

Green Rays Finish

Foil Metallic Finish

Fire Embers Flare

Orange Rays Finish

Cosmic Finish

Gold Prism Finish

Bananas Finish

Steel Metallic Finish

Black Prism Finish

Bananas Flare

Gilded Prism Finish

Purple Wakandan Tech Flare

Rainbow Confetti Flare

Cosmic Flare

Wakandan Glass Finish

Neon Trails Flare

Gold Metallic Finish

Gold Wakandan Tech Flare

Copper Metallic Finish

Fire Finish

Frosted Glass Finish

Gold Diamond Flare

Psychedelic Finish

Refraction Finish

 

Finish and Flare Rarity Drop Table

Your ability to earn Finish and Flare content from Infinity Splitting is dependent on rarity, which informs its split weighting, and Mastery level per character.

 

Rarity

Mastery Level 1

Mastery Level 10

Mastery Level 20

Mastery Level 30

Rare Finish

54%

35%

21%

16%

Super Rare Finish

N/A

24%

32%

34%

Ultimate Finish

46%

41%

47%

50%

Rare Flare

49%

30%

21%

15%

Super Rare Flare

24%

49%

62%

53%

Ultimate Flare

27%

21%

17%

32%

*Banana Finishes and Flares have 50% reduced odds when splitting.

 

Gold, Ink, and Krackle Protection

Once you have Infinity Split a character 4+ times, you will unlock an additional way to earn Gold and Ink Finishes, and Krackle Flare from Infinity Splits. Starting with your fourth Infinity Spit per character, each additional Infinity Split for that character has a 10% chance to earn a Gold or Ink Finish + Krackle Flare combo. This 10% is fixed regardless of how many Character Mastery Finishes and Flares have been added to your Infinity Split drop table. You will also still be able to earn a combo of a Gold or Ink Finish plus a Krackle Flare from a split even if the 10% roll fails.

When you perform a split, the rolls will trigger in this order:

  • 10% chance to trigger a combo of Gold or Ink Finish + Krackle Flare combo
  • If the 10% roll fails, then the standard roll for a Finish + Flare combo will trigger with its outcome dependent on rarity weighting, and the amount of Finishes and Flares available per rarity that are unlocked for splitting

Character Mastery

About

Character Mastery allows you to invest in your favorite characters. Infinity Split or acquire variants for your cards to earn exclusive rewards.

Mastery Caches

Mastery Caches drop a variety of collectible Finishes and Flares for your cards. Each Finish or Flare is also added to that character’s Infinity Split table.

Mastery Rewards

Mastery Caches contain brand new Finishes and Flares earnable only in Character Mastery. Each time you increase a card’s Mastery level, you will earn either a Mastery Cache containing a randomly rolled Finish or Flare, or a pre-determined reward. You will earn every available reward for a character once you reach its max Character Mastery level.

  • Mastery Cache Tier 1 Levels 2-9:

Finishes

Flares

Rays (6)

Bananas

Bananas

Rainbow Confetti

Copper Metallic

Neon Trails

Frosted Glass

Psychedelic

 

  • Mastery Level 10 – Refraction Finish

 

  • Mastery Cache Tier 2 Levels 11-14, 16-19:

Finishes

Flares

Water

Bubbles

Glass Circuits

Snow

Foil Metallic

Cosmic

Steel Metallic

Gilded Prism

 

  • Mastery Level 15 – Cosmic Flare

 

  • Mastery Level 20 – Metallic Gold Finish

 

  • Mastery Cache Tier 3 Levels 21-24, 26-29:

Finishes

Flares

Galactic Storm

Galactic Storm

Gold Prism

Embers (3)

Black Prism

Purple Wakandan Tech

Wakandan Glass

Gold Wakandan Tech

 

  • Mastery Level 25 – Fire Finish

 

  • Mastery Level 30 – Character Reaction Set & Gold Diamond Flare

 

Equipping and Splitting Finishes and Flares

Finishes and Flares earned from Character Mastery can be immediately equipped on a per-character basis in Custom Card, and are also added to that card’s Infinity Split table for continued chances to combine them with other Finishes and Flares when Infinity Splitting.

Mastery XP

You will gain Mastery XP for each variant you own and each Infinity Split you make per character.

Source

XP

Splits

15

Rare Variants

25

Super Rare Variants

75

Spotlight Variants

125

Season Pass Variants

125

Bundle Variants

125

Album Variants

125

Conquest Variants

125

Event Variants

125

Ultimate Variants

250

You will need to accumulate a certain amount of total Mastery XP to increase your Mastery level.

  • Mastery Level 1 – 0 XP
  • Mastery Level 2 – 5 XP
  • Mastery Level 3 – 10 XP
  • Mastery Level 4 – 20 XP
  • Mastery Level 5 – 35 XP
  • Mastery Level 6 – 50 XP
  • Mastery Level 7 – 70 XP
  • Mastery Level 8 – 95 XP
  • Mastery Level 9 – 120 XP
  • Mastery Level 10 – 150 XP
  • Mastery Level 11 – 185 XP
  • Mastery Level 12 – 220 XP
  • Mastery Level 13 – 260 XP
  • Mastery Level 14 – 305 XP
  • Mastery Level 15 – 355 XP
  • Mastery Level 16 – 405 XP
  • Mastery Level 17 – 460 XP
  • Mastery Level 18 – 520 XP
  • Mastery Level 19 – 585 XP
  • Mastery Level 20 – 650 XP
  • Mastery Level 21 – 715 XP
  • Mastery Level 22 – 780 XP
  • Mastery Level 23 – 845 XP
  • Mastery Level 24 – 910 XP
  • Mastery Level 25 – 975 XP
  • Mastery Level 26 – 1040 XP
  • Mastery Level 27 – 1105 XP
  • Mastery Level 28 – 1170 XP
  • Mastery Level 29 – 1235 XP
  • Mastery Level 30 – 1300 XP

Download MARVEL SNAP