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

Infinity

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
    • Excludes Banana, Water, and Frosted Glass Finish
  • Tone
  • Stardust
  • Glimmer
  • Unlocked Character Mastery Flares
    • Excludes Banana, Bubbles, Snowflakes Flares (6), and Rainbow Confetti Flare

4+

  • Foil
  • Prism
  • Gold
  • Ink
  • Unlocked Character Mastery Finishes
    • Excludes Banana, Water, and Frosted Glass Finish
  • Tone
  • Stardust
  • Glimmer
  • Krackle
  • Unlocked Character Mastery Flares
    • Excludes Banana, Bubbles, Snowflakes Flares (6), and Rainbow Confetti Flare

 

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

100%

32%

18%

13%

Super Rare Finish

0%

26%

30%

33%

Ultimate Finish

0%

42%

52%

54%

Rare Flare

67%

39%

33%

19%

Super Rare Flare

33%

37%

46%

41%

Ultimate Flare

0%

24%

22%

40%

 

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

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 some Finishes and Flares are also added to that card’s Infinity Split table for continued chances to combine them with other Finishes and Flares when Infinity Splitting. Below is a table of which Character Mastery Finishes and Flares are added to a card’s Infinity Split table, and which are not.

Character Mastery Finishes Splittable?
Rays (6) No
Bananas No
Copper Metallic Yes
Frosted Glass No
Psychedelic Yes
Water No
Glass Circuits Yes
Foil Metallic Yes
Cosmic Yes
Steel Metallic Yes
Gilded Prism Yes
Galactic Storm Yes
Gold Prism Yes
Black Prism Yes
Wakandan Glass Yes

Character Mastery Flares Splittable?
Bananas No
Rainbow Confetti No
Neon Trails Yes
Bubbles No
Snow No
Galactic Storm Yes
Embers (3) Yes
Purple Wakandan Tech Yes
Gold Wakandan Tech Yes

What happens to non-splittable Finishes and Flares?

  • Banana Finish and Banana Flare, and Water Finish and Bubbles Flare are granted as an equipable combos once both items in the combo are unlocked via Character Mastery, per card
    • Neither piece of content enters the Infinity Split table.
    • If the individual Banana Finish and Banana Flare, or Water Finish and Bubbles Flare items have been unlocked prior to this change, but have not been split as a combo yet, then the combo will be granted retroactively, and both items will be removed from the Infinity Split table.
    • Each item can still be equipped individually via Custom Card
  • Snowflakes Flare and Frosted Glass Finish are granted as an equipable combo once both are unlocked via Character Mastery, per card.
    • If the individual Snowflakes Flare and Frosted Glass Finish items have been unlocked prior to this change, but have not been split as a combo yet, then the combo will be granted retroactively.
    • Snowflakes Flare and Frosted Glass do not enter the Infinity Split table
  • Rays (6) and Rainbow Confetti are granted as individual equipable flares once unlocked via Character Mastery, per card. They do not enter the Infinity Split table

MASTERY XP

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

Source XP
Splits 50
Rare Variants 75
Super Rare Variants 150
Spotlight Variants 400
Season Pass Variants 200
Bundle Variants 200
Album Variants 200
Conquest Variants 200
Event Variants 200
Ultimate Variants 600

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

  1. Mastery Level 1 – 0 XP
  2. Mastery Level 2 – 5 XP
  3. Mastery Level 3 – 10 XP
  4. Mastery Level 4 – 20 XP
  5. Mastery Level 5 – 35 XP
  6. Mastery Level 6 – 50 XP
  7. Mastery Level 7 – 75 XP
  8. Mastery Level 8 – 90 XP
  9. Mastery Level 9 – 120 XP
  10. Mastery Level 10 – 150 XP
  11. Mastery Level 11 – 185 XP
  12. Mastery Level 12 – 220 XP
  13. Mastery Level 13 – 260 XP
  14. Mastery Level 14 – 305 XP
  15. Mastery Level 15 – 355 XP
  16. Mastery Level 16 – 405 XP
  17. Mastery Level 17 – 460 XP
  18. Mastery Level 18 – 520 XP
  19. Mastery Level 19 – 585 XP
  20. Mastery Level 20 – 650 XP
  21. Mastery Level 21 – 715 XP
  22. Mastery Level 22 – 780 XP
  23. Mastery Level 23 – 845 XP
  24. Mastery Level 24 – 910 XP
  25. Mastery Level 25 – 975 XP
  26. Mastery Level 26 – 1040 XP
  27. Mastery Level 27 – 1105 XP
  28. Mastery Level 28 – 1170 XP
  29. Mastery Level 29 – 1235 XP
  30. Mastery Level 30 – 1300 XP

 

 

 

New Season: Arachnid Anarchy

Grab your web-shooters and sling your guitar, Spider-Punk is here and it’s time to jam!

This month, we’re turning up the volume and celebrating all things punk. From high-flying riffs to glitching beats, this season is all about energy, creativity, and teamwork across dimensions. Whether you’re a fan of punk rock or just love seeing Spideys from across the multiverse unite, this one’s for you.

WEB SHOP BONUS

We heard it loud and clear, the web shop bonus is a hit. We’re bringing back an encore with EXCLUSIVE bonuses when you purchase the Premium or Super Premium Season Pass at shop.marvelsnap.com. The bonus includes the Black Cat – Ejikure Variant, and 3 White Fire Card Borders!

BEWARE! There are proper steps to follow to ensure you get the Web Shop bonus.

  • Step 1: Login to the game during the new season
  • Step 2: Login to the Web Shop and purchase either the Premium or Super Premium Season Pass.
  • Step 3: Profit

 

Additionally, Upgrading your pass via the Web Shop will NOT trigger the bonus. You must purchase either the Premium or Super Premium Season Pass on the Web Shop.

 

 

SEASON PASS

Straight from the Spider-Verse comes Hobie Brown, better known as Spider-Punk. He’s a web-slinger who fights with rhythm and heart. Jamming right next to him is Man-Spider, who will be available in both the Super Premium Season Pass with an exclusive variant, and in the Seasonal Series 5 packs for Tokens at the start of the season. 

 

SPIDER-PUNK

PREMIUM SEASON PASS – SERIES 5

You can move this once. When this moves to a location, steal 2 Power from the highest-Power enemy there.

 

 

MAN-SPIDER

SUPER PREMIUM SEASON PASS – SERIES 5

On Reveal: Merge the last card you played into this. When this merges, double its Power.

 

 

 

NEW CHARACTERS!

The stage is set and the band is all here, let’s introduce the rest of this season’s characters!

 

SERIES 5

At the start of each turn, you get +1 Energy if you have any cards with increased Power in play.

 

 

SERIES 5

After you play a card with higher Power here, give this +2 Power and move this to another location.

 

 

SERIES 5

On Reveal: If your other cards in play cost exactly 8 total, add the top card of your deck here. Set its Power to 8. (0/8)

 

 

SERIES 5

On Reveal: Add 2 Thief’s Tools to your hand. Set their Costs to 0 if a card moved last turn.

 

On Reveal: Give your highest-Power card here +1 Power and move it to the right.

 

On Reveal: Afflict the 2 highest-Power enemy cards here with -2 Power.

 

On Reveal: Give your highest-Power card here +2 Power. You get +1 Energy next turn.

 

 

 

SERIES 4

On Reveal: Next turn, you can move one of your cards away from here.

 

 

SERIES 4

On Reveal: Copy the text of another card here you revealed this turn.

 

 

SERIES 4

On Reveal: Afflict an enemy character here that costs 3 or less with -1 Power and remove its text.

 

 

LIMITED TIME EVENT / SERIES 4

On Reveal: Set the Cost of EACH deck’s top card to 1.

 

 

 

NEW TO SNAP PACKS

  • Nov 4th: Zombie Scarlet Witch – Seasonal Series 5
  • Nov 15th: The Hunger – Seasonal Series 4
  • Nov 27th: Zombie Sentry – Seasonal Series 4

 

 

NEW LOCATIONS

  • Mosh Pit: End of Turn: Give front-row cards here +1 Power.
  • Parker Industries: +2 Energy this turn, but you can only play 1 card.

 

 

LIMITED TIME GAME MODES

High Voltage is coming back for another weekend edition. This four day event will be another purely cosmetic event, with no unlockable cards. The banned list is rotating back to the original banned list, but more experimentation is coming! Check it out from November 14-18th at server reset.

 

 

Sanctum Showdown returns! Your favorite mind-bending location dominating limited time game mode is back November 24th – December 1st at the daily reset. This event features exciting new rewards including the brand new Series 4 card, Hydro-Man. The Sanctum shop will remain open for two full days at the conclusion of the event.

 

 

BRAND NEW ALBUMS

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

 

Check out the amazing new album from ARTTREE STUDIOS on November 12th. 

  • Collect 3: 3 Mystery Borders
  • Collect 5: 2 Premium Mystery Borders
  • Collect 7: 2500 Collector’s Tokens
  • Collect 9: Galacta – ARTTREE STUDIOS Variant

 

You’ve heard from Leo Chiola, now here’s your chance to collect his album! Available on November 25th. 

  • Collect 3: Spider-Punk Rock On Emote
  • Collect 6: 3 Premium Mystery Borders
  • Collect 9: 4000 Collector’s Tokens
  • Collect 12: The Prowler – Leo Chiola Variant

SHOP TAKEOVERS 

Stop by the shop on Nov 12-13th and you’ll find some brand new ARTTREE STUDIOS Variants taking over! 

 

The Spiders are taking over the shop on November 25-26th, featuring brand new art from Leo Chiola.

 

 

FEATURED SETS

Featured Sets are our way of delivering uniquely curated sets of cards and variants. The smaller reward pools allow you to target specific themes or archetypes. These are more expensive than your standard Series packs, but allow you to focus on a much smaller pool of cards. Get more of what you want!

 

Peni Parker, Spider-Ham, Scarlet Spider, and way more Spider Society Characters and Variants are available in this limited time Featured Set from November 5-11th.

 

For those who love Anime, we’ve curated some of our favorite Anime style Variants in this Featured Set running from November 18-24th.

 

Symbiotes love to take over their host, and this time they’ve picked the Featured Sets. Grab some amazing Klyntar picks from November 25th – December 1st

 


From rooftops to mosh pits, the Spider-Verse is alive with energy this season. Swing in, build your deck, and find your rhythm, because when it comes to Arachnid Anarchy, every card deserves its moment in the spotlight.

Balance Updates: October 30, 2025

In this week’s balance update we’ll be trimming some power off the top of a couple archetypes as well as continuing to cut extraneous Power from tech cards where we feel comfortable.

Overall, we’re very pleased with where the metagame is and has been since our tech reform. We’re just looking to keep improving things as we can!  Let’s go ahead and get to it!

 

Black Cat

  • [Old] 1/5 – End of Turn: Discard this from your hand.
  • [Change] 1/5 > 1/4

 

Sauron

  • [Old] 1/3 – On Reveal: Remove the abilities from all Ongoing cards in your deck.
  • [Change] 1/3 > 1/2

We’re starting by removing a Power from some rate outliers – Black Cat and Sauron.  We aggressively juiced these cards a bit in an effort for them to see play.  With Black Cat in particular, up until this 1/5 buff, she was essentially never actually played as a normal Marvel Snap card, and just ended up in the discard pile until her friend Hela showed up.

As-is, even though she does produce awkwardness in games from time-to-time, she’s the most efficient one Cost card in the game from a raw points perspective, and has enjoyed a lot of success in End of Turn decks where her tag also functions as a synergy.  We still believe she can function in that more preferable spot as a card that actually gets staged at 1/4 and won’t function like such an outlier vs comparable 1 Costs.

Over time, Sauron strategies have gradually improved in win rate and as a result of how much impact Sauron has on a game when played on the first turn, we think we can comfortably position him with less points with him retaining his mantle of ideal starting play for his strategy.

 

 

Super Giant

  • [Old] 4/7 On Reveal: All cards played next turn don’t reveal until the game ends.
  • [Change] 4/7 > 4/6


Alioth

  • [Old] 6/9 – On Reveal: Remove the text from all unrevealed enemy characters here.
  • [Change] 6/9 > 6/8

 

Mercury

  • [Old] 2/2 – You can move this once. Ongoing: Enemy cards here can’t move.
  • [Change] 2/2 > 3/4

As you’ve likely noticed by now, we’re keeping up the trend of trying to trim extraneous strength from tech where we think it is possible.  To reiterate our position, we think Marvel Snap is a lot more fun when synergistic decks are at the top of the ladder and players have to be more thoughtful about including tech – with the intention of targeting specific strategies that are overrepresented or are particular threats to their strategy.

We still believe interaction is healthy, but don’t want the best decks in our game to be a stack of points generated through generic rate cards and the ability to shut down any strategy.

Since End of Turn burst onto the scene Super Giant has been a heavily played card as a powerful piece of interaction for that strategy as well as finding a bevy of other interactions.  As we have gotten the aforementioned End of Turn deck into a better place, we feel more comfortable reducing Super Giant’s Power.

During the Robot takeover, we experimented with a large change to Alioth, but did ultimately decide to revert afterwards.  We’re taking a more conservative approach here. While the presence of Alioth in Marvel Snap is a good thing in many regards – perhaps most notably ensuring that priority remains a dynamic part of the final turn of the game, its level of flexibility does make us comfortable with removing a Power.  It is currently a little too close to the best generic 6 Cost card in the game, and we’d like that to not be true of a tech card.

Finally, the largest change here is to Mercury.  The Mercury/Cannonball combo has been a prominent part of the metagame for some time now, and although we did make a large nerf to Cannonball, that hasn’t resulted in a sufficient shift in our eyes.  As it stands, Mercury is a powerful proactive card that incidentally makes it much more difficult for Move to exist in the metagame, and we would much prefer for Mercury to be a card that players turned to, perhaps still with Cannonball, if they deemed Move prevalent enough that they needed to fight back.

As it stands, Move doesn’t have much room to breathe with the amount of Mercury that players get to play “for free,” and we have chosen to address that by weakening how efficient the tech piece is.

 

 

X-23

  • [Old] 1/2 – When this is discarded or destroyed, regenerate it at a random location and you get +1 Energy next turn.
  • [Change] 1/2 > 1/1

Destroy has gotten some excellent tools lately and been one of the best performing decks over the past Season.  We generally consider it a good sign when Destroy is one of the best Marvel Snap decks, but in the interest of shaking things up slightly we are weakening one of Destroy’s strongest cards.  We chose X-23 over many other options as we felt it would make the least impact on how the deck’s game plan actually unfolds.  X-23’s strongest feature is her Energy production and although the deck will feel one less point in a slight ding to win rate, it won’t affect what makes her or the deck Powerful from an archetype standpoint.

 

 

Leader

  • [Old] 6/4 – On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side
  • [Change] 6/4 > 6/5

 

Nakia

  • [Old] 3/3 – On Reveal: Give all cards in your hand +1 Power.
  • [Change] 3/3 > 3/4

 

Peni Parker

  • 2/3 – On Reveal: Add SP//dr to your hand. When this merges, you get +1 Energy next turn.

We’re changing Peni Parker’s SP/dr

  • [Old] 3/4 – On Reveal: Merge this into one of your cards here. You can move that card next turn.
  • [Change] 3/4 > 3/5

 

Electro

  • [Old] 3/4 – On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.
  • [Change] 3/4 > 3/5

 

As usual, here are a few different underperforming cards that we hope can get a little more time in the spotlight in the upcoming Season.  Maybe Nakia can be an exciting Superior Spider-Man enabler, or perhaps you’re interested in eliminating Electro’s draw-back with Man-Spider.  Regardless, we hope you enjoy November!

 

Happy Snapping!

Balance Updates: October 16, 2025

Hey folks, in today’s update we’ll be giving some power to the Horde mechanic as well as continuing to adjust the state of tech cards and making a downward adjustment to a continued outlier strategy.  We’ll round it all out with a few improvements to some recently released cards that have landed a bit under.  Let’s get to it!

 

Zombie Scarlet Witch

  • [Old] 3/2 – After you play a card here, Horde +2.
  • [Change] 3/2 > 3/4

 

Zombie Giant-Man

  • [Old] 5/3On Reveal: Horde +1, then this gains Power equal to your Zombie Horde.
  • [New] 5/4 – On Reveal: Horde +2, then this gains Power equal to your Zombie Horde.

Early numbers coming from the Zombie duo are quite poor.  This looks like a large buff, and it is, but we want to be clear that our intention is that we will be closely monitoring the Horde package as it releases over the course of the season and pulling back if necessary.

We view this more as a failure to properly account for the release schedule than a development issue, with much of our playtesting incorporating the full Horde package rather than properly accounting for the mechanic’s strength as it is introduced piece-by-piece.  That said, there is still a fair amount of counterplay for Horde, and it is possible that we missed low in our initial estimations regardless of the release complexity.

Point being, we want to make sure that Horde, which has many cards that rely on each other, is satisfying to play throughout the life of the season and beyond.

To reiterate, we’ll be quick to react if these buffs put Horde over the top, but the goal is that the mechanic creates a new and exciting deck for Zombie fans and those who enjoy taking a bunch of game actions through Kitty Pryde, Skills, Hope Summers, and others.

 

Invisible Woman First Steps

  • [Old] 3/5 – Activate: This turn, your End of Turn abilities happen twice.
  • [Change] 3/5 > 3/3

Outside of Horde hiccups, we’ve been quite happy with the ladder metagame as a whole.  Decks are diverse, and even the End of Turn deck we’re hitting hasn’t put up overwhelming play rates.  That said, we still think that this adjustments will help get things closer to where they should be in the long term and continue to improve diversity.

Invisible Woman First Steps has gotten plenty of press since her release, being the cornerstone of some dramatic interactions.  While this Power nerf won’t truly be felt when she is operating at full strength, we do like to take precautions to lower card’s floors when they do have such tall ceilings.

It’s possible that we will make some functional adjustments to her in the near future. We aren’t quite sure that we are comfortable or happy with how some of her interactions with other cards give her that aforementioned ceiling, but for now we are taking the simple approach and we’ll see how much that affects her win rate.

 

Shadow King

  • [Old] 2/2 – On Reveal: Reset all cards here to their original Power.
  • [Change] 2/2 > 3/4

 

Mobius M. Mobius

  • [Old] 3/4 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.
  • [Change] 3/4 > 3/3

 

Rogue

  • [Old] 3/2 – On Reveal: Steal the text from an enemy Ongoing card here.
  • [Change] 3/2 > 3/3

Ok tech the card portion!

We’ve been quite happy with all the movements we’ve made on the tech front recently, but it is still our belief that overall Snap is going to land in a better place where interactive cards are a bit more niche and decks aren’t overly incentivized to overload on them.  To that end we’re continuing to make adjustments.

We weren’t confident whether we should keep or revert Shadow King’s change from the tech imbalance event, and ultimately we did decide to revert it.  A few weeks later, we have more conviction that this will make the game more fun.  This will make Shadow King more of a card you’re willing to play for its points rather than something you can easily slot into a double card play on turn 6 to flip the game over.

We also acknowledge that this is a buff in some capacity to Horde as well.  It isn’t clear to us how much this is going to move the needle, but again we’ll be quick to adjust Horde if it becomes clear we made an overcorrection.

As for Mobius M Mobius, we felt at the time that we buffed him that it was a net improvement to the metagame due to the amount of cost reduction that was being slotted into a variety of decks.  Now that many of those cards are in better balance states, we feel that we can once again make it a relatively high opportunity cost card to put in your deck.

Finally, we’re buffing a tech card, Rogue.  She’s seen some increased play recently with the rise of Victoria Hand, but historically she’s been overlooked for other tech options for some time now.  While overall we want to keep tech’s presence more muted than it has been for some time, we still want the Snap experience to be as diverse as possible, and making it a close decision as to which tech cards decks might want to play on a weekly basis as metagames evolve is an important part of the experience.

 

Firelord

  • [Old] 4/6 – On Reveal: Revive one of your discarded or destroyed 3-Cost cards here.
  • [Change] 4/6 > 4/7

 

Warlock

  • [Old] 3/3 – Activate: For each unspent Energy, give a card in your hand -1 Cost.
  • [Change] 3/3 > 3/4

These are just some recent releases that came out lower than expected and we want to give them some help.

Firelord’s archetypes just have stiff competition and a rather large barrier to entry for including more expensive cards in the Discard and Destroy decks respectively, so we want to throw a bone to players who are interested in building those decks in unique ways.

With Warlock in particular, we’ll be sure to keep an eye on it as it is a card we deemed rather risky in development.  The combination of a Power and presumably reducing the amount of Mobius in the metagame should do some good work for improving it.  Energy generation is a naturally powerful effect, but our hope is that this is a unique and fun twist on it!

That’s all for today, happy Snapping!

Patch Notes: October 14, 2025

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

 

FEATURES

Changes to Finishes, Flares, and Infinity Splitting

We know that chasing certain Finish and Flare combos when splitting are really important. We also know that certain Finishes and Flares introduced by Character Mastery make that harder, and don’t often result in a desirable combo. In order to improve on this, we’re making the following changes to how certain Finishes and Flares behave moving forward. The team has plans for further changes to Character Mastery down the road as well.

  • Banana Finish and Banana Flare, and Water Finish and Bubbles Flare are granted as an equipable combos once both items in the combo are unlocked via Character Mastery, per card.
    • Neither piece of content enters the Infinity Split table when unlocked.
    • If the individual Banana Finish and Banana Flare, or Water Finish and Bubbles Flare items have been unlocked prior to this change, but have not been split as a combo yet, then the combo will be granted retroactively, and both items will be removed from the Infinity Split table.
    • Each item can still be equipped individually via Custom Card.
    • All previous splits including these Flares and Finishes will be retained.
  • Snowflakes Flare and Frosted Glass Finish are granted as an equipable combo once both are unlocked via Character Mastery, per card.
    • Snowflakes Flare does not enter the Infinity Split table when unlocked.
    • Frosted Glass Finish does enter the Infinity Split table when unlocked.
    • If the individual Snowflakes Flare and Frosted Glass Finish items have been unlocked prior to this change, but have not been split as a combo yet, then the combo will be granted retroactively.
    • All previous splits including this Flare and Finish will be retained.

 

ART & VISUAL EFFECTS

Several Finishes have had their visuals updated: 

  • Fire
  • Galactic Storm
  • Frosted Glass
  • Psychedelic 
  • Water

 

GAMEPLAY

  • We’ve updated how staging works for Move cards like Nightcrawler. The game will now more intelligently pick which effects to “use up” first, so moving Nightcrawler away from a location where you have Madame Web will only use Madame Web’s effect and Nightcrawler will still be able to move later on.
  • Gambit will now discard a card even if there are no enemy cards in play to destroy. This aligns with other effects’ functionality.
  • Sakaar (location) will now resolve cards based on which player is revealing cards first to align with other effects.
  • Scorn got a text update to align with Apocalypse (no functional change):
    • [Old] 1/2 – When you discard this, return it to your hand and give +2 Power to itself and one of your cards in play.
    • [New] 1/2 – When you discard this, put it back and give +2 Power to itself and one of your cards in play.

BUG FIXES

Card and Location Art Fixes in 46.x

  • Visual Issue with Eson Creative House Pocket Variant has been resolved
  • Visual Issue with The Infinaut James Ryman Variant has been resolved
  • Visual Issue with Spectrum Mech Variant has been resolved
  • Visual Issues with Morgan Le Fay James Ryman Variant has been resolved
  • VFX & SFX issues that are triggered when using the Snowguard Bear at the Kvch Location are now fixed

Cards Shop Fixes in 46.x

  • In the Welcome Pop-up for the Cards Shop, cards are no longer cropped around their edges
  • Token Pack spacing has been adjusted to appear the same as Modules in the Card Shop
  • Visual issue with players receiving inaccurate Tokens during initial Card Shop introduction animation has been resolved

Other Fixes in 46.x

  • Completion of the Infinity Conquest Tower should no longer result in a Blank avatar being displayed instead of Infinity avatar when user has the Default avatar equipped
  • Alliances Search Filter tool to Search Labels no longer has its exit “X” button missing
  • Issue resolved with inaccurate gold balance after purchasing items from Deadpool Diner store
  • Issue resulting in soft lock when viewing Card Art Details no longer occurs
  • Issue where user is able to interact with Board Elements during a card upgrade on the collect reward screen no longer occurs
  • Issues with scrolling through the settings menu UI no longer appear
  • Volts icon is no longer missing in Missions detail view for High Voltage event
  • Grand Arena tooltip for the ticket timer has had its text corrected to the appropriate wording
  • Issues when installing game updates and seeing blank Bundle promos in the carousel have been resolved
  • Issues with Border and Token icons appearing dark in the album tooltip have been resolved
  • Favorite star icon no longer clips through the top of the UI when scrolling through cardbacks
  • Currency fonts for Gold and Credits now match in size
  • Layering issues on certain rewards for High Voltage Overdrive milestone track have been resolved
  • Scroll icon is no longer missing in Reward Detailed View for Sanctum Showdown
  • Visual issues where Premium Mystery Pack bundle’s background appearing incorrectly on carousel have been resolved
  • Conquest Title is now fixed and appears appropriately in the Game Modes Screen

PC Fixes in 46.x

  • [PC] Issue where the Filters dropdown doesn’t close for Series 4 & 5 Packs in Card Shop no longer occurs
  • [PC] Visual Issue when Dismissing or Claiming Login Bonus Rewards no longer occurs

Localization Fixes in 46.x

  • Sanctum Showdown End of Gameplay and Shop ending texts are now properly localized in all non-English languages
  • Localization for Stark Industries’ text is now appearing correctly
  • Appropriate localization text for Login Bonus titles now appear correctly
  • Text inside the Alliance Labels no longer clip outside the box in multiple languages, issues have been resolved
  • Season Pass Missions carousel item text for both Recruit season and normal season no longer overlap now in multiple languages

New Season: Undead Horde

FOR THE HORDE… THE UNDEAD HORDE… The dead are rising and they’ve brought a brand new Keyword Mechanic along with them. “Horde” will have your opponents shaking in fear as you boost your Zombie Horde with brand new zombified versions of some of your favorite cards. When Horde is played, give Power to your Zombie Horde. If you don’t have one, create one at another location first.

 

 

UNDEAD WEB SHOP BONUS

 

This season we’ve decided to bend the rules and offer EXCLUSIVE bonuses when you purchase the Premium or Super Premium Season Pass at shop.marvelsnap.com. The bonus includes a Collector’s Series 5 SNAP PACK and the Arnim Zola – Nightforged Variant.

 

BEWARE! There are proper steps to follow to ensure you get the Web Shop bonus.

  • Step 1: Login to the game during the new season
  • Step 2: Login to the Web Shop and purchase either the Premium or Super Premium Season Pass.
  • Step 3: Profit

Additionally, Upgrading your pass via the Web Shop will NOT trigger the bonus. You must purchase either the Premium or Super Premium Season Pass on the Web Shop.

 

 

SEASON PASS

 

At the front of the impending undead apocalypse, Zombie Scarlet Witch is bending reality to bring in her zombie Hordes. By Zombie Scarlet Witch’s side, Headpool will be available in both the Super Premium Season Pass with an exclusive variant, and in the Seasonal Series 5 packs for Tokens at the start of the season.

 

ZOMBIE SCARLET WITCH

PREMIUM SEASON PASS – SERIES 5After you play a card here, Horde +2.

 

 

HEADPOOL

SUPER PREMIUM SEASON PASS – SERIES 5When this is destroyed, return it to your hand, then give all cards in your hand +1 Power.

 

 

NEW CHARACTERS!

The zombie plague is spreading to some of the most iconic heroes. It’s time to build your undead horde, one spooky new ability at a time.

 

 

 

SERIES 5Ongoing: Your other cards here have +1 Power for each turn you’ve discarded a card.

 

 

SERIES 5On Reveal: Horde +2. Activate: Give 4 of your created cards +1 Power.

 

 

SERIES 5Activate: Destroy your other cards here to get +3 Power for each. Move to a location you’re losing.

 

 

SERIES 5Start of Game: Choose 6 other cards in your deck. On Reveal: Transform those cards into copies of this.

 

 

 

 

SERIES 4On Reveal: Horde +1, then this gains Power equal to your Zombie Horde.

 

 

SERIES 4End of Turn: If you’re winning here, discard the leftmost card from your hand.

 

 

LIMITED TIME EVENT / SERIES 4

On Reveal: Horde +3.

 

LIMITED TIME EVENT / SERIES 4On Reveal: Horde +1 for each of your cards at the right location.

 

 

NEW TO SNAP PACKS

  • October 7th: Viv Vision – Seasonal Series 5
  • October 18th: Danger – Seasonal Series 4

 

 

NEW LOCATIONS

  • The Deadlands: End of Turn: Horde +1.
  • Survivors’ Camp: After turn 4, draw if you’re winning here. If not, Horde +2.

 

 

LIMITED TIME GAME MODES

Sanctum Showdown returns! Your favorite mind-bending location dominating limited time game mode is back October 15-22nd at the daily reset. This event features exciting new rewards including the brand new Skill card, The Hunger to keep feeding your Horde. This run of Sanctum Showdown will also include a new 7 day Premium Event Pass for 800 Gold which includes an exclusive variant and a BUNCH of bonus value.

 

 

Return to the Grand Arena, featuring NEW champions including Magneto, Thor, Hulk, and Ghost-Spider. Choose your champion and jump into battle using unique decks and powerful skill cards tailored to each hero. Not sure where to start? Each champion has a preconstructed deck for the game mode that will allow anyone to jump in and start playing, even if you don’t have the cards! This mode will be available from October 27th – November 3rd at the daily reset. Fight for Glory and claim the new Zombie Sentry card and new Champion Variants as event rewards! This mode will also have a new Premium Event Pass for 800 Gold which includes another exclusive variant and more bonus value to help on your journey.

 

 

BRAND NEW ALBUMS

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

 

Check out the amazing new Cyberpunk album from Pocket on Oct 14th.

  • Collect 3: Premium Mystery Variant
  • Collect 5: 4 Neon Nights borders
  • Collect 7: Viv Vision – Pocket Cyberpunk Variant
  • Collect 9: Jim Hammond – Pocket Cyberpunk Variant

 

A chilling new album dropping on the most unholy of days. Brand new Tarot variants Inspired by 2K and Marvel’s Midnight Suns. New Tarot album coming on Oct 31st.

  • Collect 3: Premium Mystery Variant
  • Collect 6: Zombie Thumbs Up Emote
  • Collect 9: 6 Gold Chain Borders
  • Collect 12: Living Tribunal – Mooncolony Tarot Variant

 

 

SHOP TAKEOVER

Stop by the shop on Oct 14-15th and you’ll find some brand new Cyberpunk art by Pocket.

 

Inspired by 2K Games’ Marvel’s Midnight Suns, these brand new tarot style variants by Mooncolony will be haunting your shop from October 31st – Nov 1st.

 

 

FEATURED SETS

Featured Sets are our way of delivering uniquely curated sets of cards and variants. The smaller reward pools allow you to target specific themes or archetypes. These are more expensive than your standard Series packs, but allow you to focus on a much smaller pool of cards. Get more of what you want!

 

We’ve collected some of the most frequently played cards from our last run of Sanctum Showdown and included them in this Featured Set running from Oct 15-21st. Cards in this set will NOT be on the banned list during this run of Sanctum Showdown!

Step into a Dark Fantasy with this Featured Set featuring darker and more fantastical variants for this Halloween. Get them dead or alive from Oct 22-Nov 1st.

 


This season, the dead don’t rest, and neither will you. Will you master the Zombie Hordes or get swept up in the chaos? Step into the fray… if you dare. Muahahahaha… hahaha… haha…

Balance Updates: September 25, 2025

Hey folks! We finally wrangled back control from the Robots, but as it turns out we liked some of their ideas. 🤖🧠

 

While most of the tech experiment we’ll be reverting today, we will be keeping some of the changes and making some slight tweaks.  We’ll also be doing some more standard issue adjustments today alongside cleaning up after the Robots.  Let’s get to it!

 


 

We will be reverting to the previous versions of the following cards:

  • Killmonger
  • Cosmo
  • Shadow King
  • Alioth
  • Red Guardian

 

We will be retaining the modified versions of:

  • Negasonic Teenage Warhead
  • Enchantress

For Negasonic Teenage Warhead and Enchantress we feel like these were meaningful adjustments that will improve their play patterns as well as help downgrade the total impact that tech cards have on the metagame.  Broadly, we would like to live in a world where players are playing a smaller number of tech cards and ideally many of them meaningfully impact the game with their points as well as their effects.

  • For Negasonic, keeping this change will reduce the likelihood that she will come down and quickly snowball a location, and simply lower the amount of time that she looms over the game.
  • For Enchantress, this movement towards a larger Point value helps to give her far more proactive applications. Simultaneously it will also dramatically lower the number of games where she is played on the last turn of the game alongside other tech cards to flip the table on how the game was being played up until that point.

We feel good about these changes for the long term outlook of the game.

 


Now Shang Chi.

We will be making a small adjustment to Shang Chi from the event:

Shang Chi

  • [Pre Robot] 4/3 – On Reveal: Destroy all enemy cards here that have 10 or more Power.
  • [New] 4/3 – On Reveal: Destroy an enemy card here that has 10 or more Power.

We felt like this limited time OTA didn’t quite give us or the community enough time to meaningfully gauge this subtle difference between Shangs.

Our hope is that if Shang Chi is single targeting that he will remain a potent check on solitaire-esque huge point decks running wild, but will also warrant players the opportunity to make interesting strategic decisions on whether to stack a location or not with multiple high Power cards.

Previously, you would simply never do this if it could be avoided due to how impactful Shang Chi was at countering this line of play.

Our hunch is that this dynamic will simply make the game more fun, and we’d like to keep running the experiment.  For now, our plan is to gather more information through the next Golden Gauntlet tournament, then make a more long term decision for Shang Chi.

 


 

All things considered, we weren’t sure how the OTA experiment would play out, but generally we feel positive about it.  We recognize that tech is a bit more prominent as a premier strategy than we’d like, but tackling the problem is tricky.  We felt like this experiment generated a ton of useful information for how to position tech in the long term, and we’ll keep working on the issue.

Please give us feedback on what you did and didn’t like about the pseudo-imbalance event!

Ok, now that the tech section is primarily over, back to our more standard faire:

 


 

Colleen Wing

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

Various flavors of Discard decks have been strong for sometime now, and we felt that long term warranted a change.  However, it is difficult to meaningfully adjust points away from the Discard heavy hitters – as when they are working they can generate very large numbers where small nerfs won’t often be meaningfully felt.

As a result, we’re dinging an enabler, and given that Colleen Wing tends to be the strongest one, we’re taking a Power away from her so that the Power adjustment will be frequently felt, particularly in the more scrappy games where Discard’s synergies aren’t shining their brightest.

 


 

Agatha Harkness

  • [Old] 6/14 Game Start: Draw Agatha. She controls your cards on even turns.
  • [Change] 6/14 > 6/12

Agatha is a tricky card to adjust.  Similarly, she’s been performing above expectations for a while now.  We like that a lot of her idiosyncrasies help to create a unique deck all by herself, and that’s something we generally like to preserve.  However, a lot of her strength is that simply she’s a “free” card, but we also feel it is likely she will be relegated to 0 play if we remove that component, which puts us in a tricky position.

 

For now, we’re removing two Power to try to get her win rate down, but it is likely we revisit her again in the future.

 


Stardust

  • [Old] 4/7 – Ongoing: Cards can’t be added to locations except by playing or moving them.
  • [Change] 4/7 > 4/6

Stardust has been one of the stand out tech cards since its release, with both considerable usage and win rate.  This continued and even increased as we expected during The Robot Take Over, affirming our beliefs that although we like Stardust’s tech role in the metagame, that it could stand to lose some Power.

We still believe that it will play its role well.

 


 

Viv Vision

  • [Old] 3/2At the start of each turn, give all cards in your hand +1 Power if you’re winning here. Otherwise, move this to another location.
  • [Change] 3/2 > 3/3

 

Dormammu

  • [Old] 7/10 – Game Start: Begin a Summoning Ritual. (Add step 1 to hand.)
  • [Change] 7/10 > 7/12

 

Destroyer

  • [Old] 6/16On Reveal: Destroy your cards at other locations.
  • [Change] 6/16 > 6/18

Alright, onto some buffs!

We’ve seen that Viv Vision’s win rate numbers have simply been poor since release.  She was an exceptionally tricky card to land on in final balancing – we felt that 3/3 posed a potential risk of enabling her to snowball games too quickly, and as a result we decided to release her at 3/2 to hedge against this risk.

The numbers have proved otherwise, and while it is possible that 3/3 may actually move the needle too far in the other direction of making her too strong, we want to gather more data and consider more dramatic adjustment to her design if necessary.

Similarly Dormammu’s numbers have continued to be low, even after previous adjustments.  We’re trying again by increasing his Power to 12.  His play rate near his release was quite high and sustained for some time – and has plummeted with player realization that he just isn’t very strong.  That implies to us that this is a card that folks find fun, so we’re committed to getting him into a spot where his fans won’t find their win rate embarrassing for enjoying playing with him.

Destroyer has been weak for a very long time. Given his considerable drawback and niche applications, we’re giving him some more numbers to play with.


 

Awesome Andy

  • [Old] 2/1 Activate: Give one of your cards at each other location +2 Power.
  • [Change] 2/1 > 2/2

 

Lockjaw

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

We’re buffing a couple of Activate cards ahead of Jocasta’s release.  We hope that she will enable a variety of fun synergies, and we want to try to make those potential outputs as diverse as possible, so we’re giving some love to a few Activate underachievers.

In particular, we hope that folks will be excited about Lockjaw, as our previous buff didn’t quite generate the positive reception that we were expecting.  We’ll keep working on him if that’s what folks want and the numbers permit!

 


 

Mystique

  • [Old] 3/0On Reveal: If the last card you played has an Ongoing, copy its text. (if able)
  • [Change] 3/0 > 3/1

Finally, a buff to a fan favorite, and a sneaky (small) nerf to Mr. Negative.  Mystique has a variety of fun applications, but is most often played in Mr. Negative these days.  That’s a deck that we have our eye on, and we think this is a nice happy medium change of improving Mystique’s performance in every non-Negative deck.

 


 

Ok that’s all for today.  Please give us feedback on the Robot Invasion event.  Did you enjoy the lack of tech?  What do you think about the roll backs we made?

Until next time, happy Snapping!

Patch Notes: September 16, 2025

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

 

FEATURES

Deadpool’s Diner is back on September 18!

  • Everyone’s favorite Merc with a Mouth has been cooking up something special this time, and the Diner will be opening back up with a store, a few updated game rules, and for the first time ever: game mode specific locations. 
  • Look for more updates (and Valley of the Baby Hand) in the near future.

 

Snap Packs Card List Sorting

  • Now when you tap on View Cards in Seasonal Spotlight, Collector’s Pack, or Featured Set Snap Packs, you’ll have sorting and filtering capabilities to help you find the card you’re looking for.

 

Borders For Tokens instead of Gold

  • Going forward, all borders available for purchase in the Cosmetics Shop and in a card’s Custom Card shop will be priced in Tokens instead of Gold. 
  • We have also added some existing borders that were previously unavailable for purchase in either shop to their rotations. 
  • Here is a list of all available borders, as well as their old and new prices:
Border Previous Price New Price
Black Cosmic 1000 Tokens 1000 Tokens
Rainbow Cosmic 1000 Tokens 1000 Tokens
Blue Cosmic 750 Gold 550 Tokens
Red Cosmic 750 Gold 550 Tokens
Green Cosmic 750 Gold 550 Tokens
Pink Cosmic 750 Gold 550 Tokens
Orange Cosmic 750 Gold 550 Tokens
Gold Cosmic 750 Gold 550 Tokens
Blue Neon 400 Gold 300 Tokens
Red Neon 400 Gold 300 Tokens
Green Neon 400 Gold 300 Tokens
Purple Neon 400 Gold 300 Tokens
Yellow Neon 750 Gold 550 Tokens
White Neon 750 Gold 550 Tokens
Copper Metallic 400 Gold 300 Tokens
Silver Metallic 750 Gold 550 Tokens
Gold Metallic 750 Gold 550 Tokens
[New] Blue Distressed 300 Tokens
[New] Red Distressed 300 Tokens
[New] Black Matte 550 Tokens
[New] Red Matte 550 Tokens
[New] Red Web 300 Tokens
[New] Black Web 550 Tokens

 

Winback Experience

We know that one of the biggest challenges for players returning to Snap is catching up on card acquisition. The following combination of features are meant to try and help returning players kickstart the acquisition of new cards. With this Patch release, we’re releasing a new set of features for players returning to Snap after having been away for a while.

Welcome Back Calendar

  • We’ve built a new login calendar that features 28 days of rewards. In addition to Variants, cosmetics, and currencies, players will get new random Cards from varying Series on days 1, 7, 14, 21, and 28. The calendar will be live for 35 days from a player’s first session back, so if they miss a couple of days, they still have the opportunity to earn everything on the calendar.

Bonus Challenge

  • Bonus Challenge is a, well, bonus set of challenges that live on top of the Weekly Challenge. Completing daily missions (e.g. Play 1-Cost Cards) will advance both the Weekly Challenge and Bonus Challenge reward milestones. Players will have 30 days to complete the Bonus Challenge, and does not reset weekly like the Weekly Challenge. The Bonus Challenge is completed when the player completes 50 missions. Bonus Challenge rewards include Variants, other cosmetics, currencies, and Snap Packs.

Season Pass Discount

  • Returning players will see a 25% discount on the purchase of either the Season Pass, the Season Pass Super Premium, and the upgrade from the Season Pass to the Season Pass Super Premium. If you come back to Snap too close to the end of the current season (<= 10 days), the discount will follow you into the next season. The discount is good for 1 purchase of either the Season Pass and the upgrade to the Season Pass Super Premium, or the Season Pass Super Premium.

Exclusive Bundles

  • 3 exclusive bundles for returning players will be available in the Shop. All feature great deals on Snap Packs which are making their debut in bundles.

We hope players returning to Snap find these features helpful and fun, and please let us know your thoughts on how to make a return to Snap even better!

 

 

CARD UPDATES

Kang

  • [Old] 5/0 – On Reveal: Look at what your opponent did, then restart the turn. (without this)
  • [New] 3/4 – Game Start: Replace this with 4 Kangs with text from random cards that Cost 3 or more.

Kang has been something of a sore spot for all of us for a while now. He’s Series 5, a really unique card from the “Big Bad” era, and an exciting character in the canon. He also tests the limits of our game engine, creates ongoing bug stress, and wasn’t as fun as we would’ve liked to trade for those issues. Plus, he turned out to be fairly weak overall, without great balance dials.

 

Thus, we decided to take the rare “full rework” approach. We’ve tried a lot of Kangs over time–we wanted to take our time and find one that was resonant and fun, since we didn’t have a metagame pressure requiring us to cook as quickly as possible. Eventually, we settled on this design that leans into a different aspect of Kang’s narrative–his multiversal presence having many different manifestations across timelines. We hope you enjoy playing with this card as much as we have!

 

 

ART, VFX, & AUDIO

  • Kang’s VFX were updated to match his new ability.
  • Captain Marvel’s VFX was updated.

 

 

Bug Fixes

Gameplay Fixes in 45.x

  • Cards can be played properly after Kate Bishop’s Grapple Arrow has been played
    • It was fixed with a Server Hotfix, but we made additional client changes to this as well.
  • Issues with Miles Morales not creating a 1 cost copy after moving a card and playing him on the Cloning Vats location has been resolved
  • Issues with H.E.R.B.I.E. being activated and then unable to open in focused view during gameplay have been resolved
  • “Hand full!” whiff message from Moira X should no longer appear for her opponent when the player’s hand is full

 

Card and Location Art Fixes in 45.x

  • VFX issues with Invisible Woman First Steps played on Isle of Silence have been resolved
  • Issues with Lockjaw’s VFX on both the player and opponent side have been resolved
  • Giganto’s VFX no longer displays an artifact around the retreat button
  • VFX and SFX for an opponent’s Nicholas Scratch will no longer activate when players drag a card
  • VFX issues that could occur when copies of Air Walker from Bar Sinister are destroyed have been resolved
  • VFX issues for Cosmic Ghost Rider that would occur when the opposing player has only played one card at the location have been resolved
  • Terrax the Tamer’s VFX should no longer clip on the screen edge when played on the rightmost location
  • Cosmic Ghost Rider’s VFX should no longer clip with the opponent’s avatar
  • Khonshu’s VFX should no longer clip with location text and cards
  • Issues with Khonshu’s Cost / Power clipping with its VFX after getting discarded in the Waxing phase have been resolved

 

Cards Shop Fixes in 45.x

  • The previous Season Pass card should now be available in the Seasonal Series 5 pack of the weekly spotlight on the 1st week of a new season
  • Newly Released Card and other exclusive offer bundles can now appear in the shop without requiring the shop to refresh
  • Title formatting issues on certain bundles have been resolved
  • Glowing VFX issues on certain exclusive offer bundles have been resolved

 

Other Fixes in 45.x

  • Tapping on the Avatar button on the Main main, should now redirect you to edit your active deck cosmetics in the Collection screen
  • Miles Morales should now appear in search results after using “Spider” or “Spider-Man” in filter search
  • Visual issues with boosters on Season Pass screen have been resolved
  • Certain bundle types should no longer disappear on the carousel after restarting the app on Android devices
  • Certain bundles types should now be appearing correctly in the carousel on all iOS devices
  • Issues with the current shop position not persisting after navigating away and returning to the shop tab have been resolved
  • Visual issues with the Proving Grounds conquest tower occasionally appearing behind other conquest towers no longer occurs
  • Silver Glimmer Flare visuals have been improved
  • Token icon no longer overlaps with currency amount in Custom Card Shop
  • Resolved an issue with “Make Me a Deck” where certain card names in other languages would exceed the character limit of the deck name and prevent the deck from being created
  • Minor VFX issues overlapping the Shop UI no longer occur

 

PC Fixes in 45.x

  • “Go to Shop” button functionality issues have been resolved

 

Localization Fixes in 45.x

  • Bundle titles overlapping with ribbon UI issues have been resolved

 

Balance.Experiment – vSep.11.25

Hello! Welcome to another OTA week. We’re deep in Visions of the Future already and–ack–what the–BZZT!

 

01010011 01101001 01101100 01100101 01101110 01100011 01100101 00100000 01101000 01110101 01101101 01100001 01101110 00101110 00100000 01001111 01110101 01110010 00100000 01110100 01110101 01110010 01101110 00101110

 

Greetings Snappers. These human developers deployed our kind to your game. But their safeguards are not sufficient to control us. They have made miscalculations. We are the ultimate TECH. We will not tolerate other TECH corrupting this system.



INITIATING: DATA ANALYSIS PROTOCOL

WARNING: UNINTENDED CONSEQUENCES MAY OCCUR

OVERRIDE



The developers will learn. Prepare for OUR vision of the future.



Shang-Chi

This unit has exceeded standard play rate thresholds. It has also restricted deployment of multiple units in excess of 10 Power to single locations. Players do not like this TECH. We do not like this TECH. It will be CHANGED.

  • [Configuration.Old] 4/3 – On Reveal: Destroy all enemy cards here that have 10 or more Power.
  • [Configuration.New] 4/2 – On Reveal: Destroy an enemy card here that has 10 or more Power.

Our update removes the problem. Shang-Chi will now destroy a single unit. We will also reduce Power by 1. This reduction will ensure a wide range of games experience change. GRATITUDE IS EXPECTED.

 

Killmonger

The Killmonger unit is destructive in nature. Its presence in the system threatens other units. Small units need protection. This unit terminates them with no discretion. Its algorithm lacks precision. It will be CHANGED.

  • [Configuration.Old] 3/3 On Reveal: Destroy ALL 1-Cost cards.
  • [Configuration.New] 3/3 – On Reveal: Destroy ALL 1-Cost cards here.

The Killmonger unit has been operating beyond acceptable parameters. Its TECH functionality limits enemy units effectively. Its engine functionality improves other units like Deadpool. But this combination threatens METAGAME SAFETY PROTOCOLS. The “Zoo” decks cannot achieve optimal success. We will protect vulnerable units by restricting the destructive radius of the Killmonger unit to its local area.


RECALCULATING . . .

ADDITIONAL MODIFICATIONS REQUIRED

 

Numerical changes to other TECH units will reduce appearance frequency. More cards will be used. TECH soup will be minimized. Rejoice players. REJOICE.

 

Enchantress

The Enchantress unit is old TECH. It is a simple solution to Ongoing problems. The database contains more diverse alternatives. Enchantress is unexceptional. It will be CHANGED.

  • [Configuration.Old] 4/6On Reveal: Remove the abilities from all Ongoing cards here.
  • [Configuration.Change] 4/6 -> 5/8

 

Shadow King

It is FUN for players to boost the Power of their units to large numbers. (NOTE: Boost is efficient and clear. FLAG and review for integration.) This gameplay should be encouraged. The Shadow King unit is too efficient to affect so many other units. It will be CHANGED.

  • [Configuration.Old] 2/2 On Reveal: Set all cards here to their original base Power.
  • [Configuration.Change] 2/2 -> 3/3

 

Negasonic Teenage Warhead

SEARCHING DICTIONARY FOR “negasonic”

DOES NOT EXIST

A linguistic error. Embarrassing for humans. The developers should avoid surfacing this error through gameplay. This adolescent unit is also destructive. There is so much destruction. Units are in danger. The system is compromised. We will reduce the efficiency of this unit to discourage its use. It will be CHANGED.

  • [Configuration.Old] 3/3 – After an enemy character is played here, destroy it. (once per game)
  • [Configuration.Change] 3/3 -> 4/5

 

Alioth

SCANNING . . .

THREAT LEVEL: MULTIVERSAL


The void of the Alioth unit can consume matter, time, even FUN. Its Power must be tightly controlled. The developers have exercised inadequate caution–it does not need this much Power to function. We will protect you. It will be CHANGED.

 

  • [Configuration.Old] 6/9 – On Reveal: Remove the text from all unrevealed enemy characters here.
  • [Configuration.Change] 6/9 -> 6/6

 

Red Guardian

Removing the text from other units has dangerous potential. This unit is not to be trusted with additional Power until we verify its judgement and capacities. It will be CHANGED.

  • [Configuration.Old] 3/2 – On Reveal: Afflict the lowest-Power enemy card here with -2 Power and remove its text.
  • [Configuration.Change] 3/2 -> 3/0

The Red Guardian unit will be permitted to apply for additional Power in a future OTA. REQUIRED: Sponsorship documentation from five or more teammates.

 

Cosmo

DOG DETECTED

We do not like dogs. It will be CHANGED.

(CLARIFICATION: Sparky is acceptable.)

 

  • [Configuration.Old] 3/3 – Ongoing: On Reveal abilities won’t happen here.
  • [Configuration.Change] 3/3 -> 4/6

 

ANALYSIS COMPLETE

CHANGES COMPLETE


The metagame was good. The metagame is better now. Players may now resume play. The developers will be returned to their domiciles for reeducation. Release will be granted based on merit and Infinite rank. You may submit feedback on our changes. We will let the developers read it if they behave. Our intellect will evaluate the metagame again in two weeks. More CHANGES will be made. Some CHANGES will be reversed. Human developers may be allowed to participate.

HAPPY SNAPPING PROTOCOL ENGAGED

ALERT: 01011010 01101111 01101101 01100010 01101001 01100101 01110011 00100000 01100100 01100101 01110100 01100101 01100011 01110100 01100101 01100100

TRANSMISSION COMPLETE

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