November 9th – Balance Updates

Today is a lengthier update than usual, as we’d like to explain more about our recent balance changes and how they’ve impacted our process moving forward.

Balancing Act

We’ve received a lot of questions around the unusually high number of balance revisions to new cards over the last couple months. It’s not our intent to change new cards this often; unfortunately a variety of related issues combined to impact multiple cards. Some of these challenges included:

  • Unusually and unexpectedly shortened development cycles
  • Multiple complex cards requiring additional time
  • Playtesting concurrent seasons in isolation for too long
  • Our internal metagame diverging from live

 

These aren’t excuses, we just want you to know we’re investigating our process and taking steps to improve. Some of the changes we’ve made:

  • Season design starts 4 weeks earlier
  • Season Pass cards receive ~double their previous playtesting
  • Playtesting methodology keeping Seasons more mixed
  • Additional investment in personnel and resources for balance work

 

We’re going to miss high and low; we’re going to have bad ideas that look good for the first thousand hours. But our balance goals remain keeping the game fun, the metagame fresh, and the cards you acquire enjoyable additions to your collection.

 

Patches vs. OTAs

We’ve talked about this in other venues, but because it’s important to this topic let’s review our live balance methodology. The design team updates the game in two ways: through scheduled patch changes, which happen approximately every 4 weeks on a Tuesday, and through OTA (“over the air”) changes, which happen every two weeks on Thursdays. For many of you, they probably look and feel fairly similar. For us, they’re totally different work.

 

The most obvious difference is in their content. Our OTA adjustments are restricted to changing numbers on the cards: Cost, Power, and the scale of the ability (if the card has one with a number). If we want to change a card more dramatically, that requires a patch, and patches are a different kind of update.

 

Take the patch we released on 10/31. Because a patch involves several changes and feature additions, it needs more time between locking changes and releasing them. That means Design locked our patch adjustments in around 10/2, with notes written the following week. However, OTA updates only require about a week to build. So the 10/31 patch was final before the 10/12 and 10/26 OTAs were even identified. Patch changes are in a difficult position–when we feel a big change may be warranted, we know the game could look very different by the time it’s actually live. For that reason, we’re often careful making big nerfs with patches.

 

Let’s Talk About Mobius

The 10/31 patch did include a big nerf–it radically changed the functionality of Mobius M. Mobius, a relatively new card. If we knew patches risk being obsolete, why make such a huge change? Well, the data on our side was scary. We expected Mobius to have an impact on the metagame and to change card choices for players and top decks. We also knew we couldn’t predict exactly what would happen, as he’s a generally playable card.

 

What we didn’t expect was exactly how Series 4 Mobius would affect players completing Series 2 or moving through Series 3. Many exciting strategies players gain access to there basically disappeared overnight. We hadn’t accurately evaluated how commonplace Mobius might become, and there was still a bundle on its way.

 

If you’re tracking dates, we only had a few days to react to this discovery, as Mobius launched on 9/26. We had to make a call–wait and change his numbers via OTA, or book a patch change. At the time, we worried we had grossly misunderstood his long-term impact and didn’t want to risk waiting for the next patch if an OTA was insufficient. We made a reactionary nerf proportionate to the concern.

 

In hindsight, that was the wrong call. Mobius’s metrics calmed down, the metagame stabilized, and the play rates of many affected cards and decks improved. While Mobius was still overperforming, it became clear an OTA would’ve likely worked–but the ship had sailed. We also inadvertently generated more concern with this passage from the patch notes:

 

“While we were eager to see the world Mobius would create, we expected to make an adjustment down the road in order to welcome Cost reduction strategies back into the sunlight . . . We’re also interested to hear your feedback on our approach here, using a new card as a tool to create a new play environment temporarily.”

This was carelessly written and fails to convey our intent, which was that we knew we needed to protect viable Cost reduction strategies in SNAP if it turned out Mobius was too much. On that count, we’ll just apologize and expressly say that 1) we don’t launch cards with a nerf planned after a period of time passes, and 2) we don’t nerf cards based on upcoming bundles.

 

To be clear: we will launch cards we think we might need to nerf, because game balance is imprecise. We’d rather do that than launch cards we believe will need a buff, because the risk is worth ensuring the new cards are meaningful additions to the game. But in those cases we’ve always made an earnest and responsible effort to hit a mark we hope can land and stick, and we’re going to work harder on that.

 

So, with all of that said, here’s today’s change to Mobius.

 

  • Mobius M. Mobius
    • [Old] 2/3 – On Reveal: Until the end of next turn, your Costs can’t be increased and your opponent’s Costs can’t be reduced.
    • [New (sort of)] 3/3 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.

First off, yes–this is new functionality for the OTA! We recently developed the ability to change card text, and this will be our first live test with it. Hopefully, you’re reading this and it worked perfectly. This does potentially change the kind of OTAs we can make in the future, but we’ll move slowly on that count. Expect OTAs to continue as usual for now.

As for Mobius himself, because we believe an OTA might’ve been the right call, we’re just doing that. This change returns Mobius to his previous functionality at a higher Cost, because the card we most want Mobius to emulate is basically Cosmo. Cosmo isn’t a staple, but Cosmo is playable enough to serve as a release valve for strong On Reveals. Mobius is better against Cost reduction than Cosmo is against On Reveal because his location placement doesn’t matter, so we went with 3/3 rather than 3/4. Plus, he’s a Cerebro-3 kind of card.

We’ll continue to keep an eye on Mobius and spend playtest cycles looking at other versions of his effect that hew closer to the original than the On Reveal did, just in case it turns out we do need one. In the spirit of additional transparency, that effort is starting with “2/3 – On turn 6, your Costs can’t be increased and your opponent’s Costs can’t be reduced.” But again, we hope to not need it.

Let’s dive into the remaining changes!

 

  • Doctor Strange
    • [Old] 3/3 – On Reveal: Move your highest-Power card(s) to this location.
    • [Change] 3/3 -> 2/3

Many of us fondly remember our first Move decks, with Doctor Strange calling over a Vulture and a Multiple Man. As collections matured, this enjoyable card and popular character often fell to the wayside. In an effort to augment his long-term potential while keeping a fun early-stage card, we’re trying this simple change on for size.

 

  • Shang-Chi
    • [Old] 4/3 – On Reveal: Destroy all enemy cards at this location that have 9 or more Power.
    • [New] 4/3 – On Reveal: Destroy all enemy cards at this location that have 10 or more Power.

We’ve been waiting for the right time to deploy this change–in fact, since we began considering and vetting it, the conversation around Shang-Chi and his ubiquity in decks have both changed dramatically! We first began considering this adjustment because he was simply so popular–a play rate that would’ve merited a nerf on most cards, even though his other performance metrics were average.

However, two other good reasons emerged as we thought it over. First, 10 is just a “better number” than 9, in game design speak. It’s easier to remember, an intuitive benchmark for “big” Power, and has special significance to Shang-Chi thanks to the Ten Rings. We’ll be using this threshold for more cards in the future, too. Second, this change adds “space” for us to design with a larger mix of Powers and abilities, especially among 5 and 6-Cost cards, without letting Shang-Chi catch them all.

We’re also making related changes to other cards, so that Shang-Chi still destroys some existing cards that could also use a buff, while others he wasn’t destroying have room to gain Power now. Notable cards we aren’t changing that Shang-Chi will no longer destroy include Black Cat, Rescue, Abomination, Living Tribunal, and the occasional Ronan or Devil Dinosaurs. We’ll monitor all of these cards closely to make sure their performance remains appropriate–looking at you, Living Tribunal–but we’re optimistic.

 

  • Monster
    • [Old] 6/9
    • [Change] 6/9 -> 6/10

Nothing much to see here, just keeping the generic “token” from Monster Island in Shang-Chi’s range.

 

  • She-Hulk
    • [Old] 6/9 – Costs 1 less for each unspent Energy last turn.
    • [Change] 6/9 -> 6/10

She-Hulk’s a fun card that merited a nerf earlier in the year off her 6/10 stat line. As decks have evolved, we think She-Hulk deserves to return to form. However, given that one of the popular things to do with She-Hulk is make copies of her, it’s also important she stay in Shang-Chi’s range so that he functions as a counter to that strategy. Plus, something about a Hulk sitting at less than 10 Power just doesn’t sit right, you know?

 

  • Warpath
    • [Old] 4/5 – Ongoing: If any of your locations are empty, +4 Power.
    • [New] 4/5 – Ongoing: If any of your locations are empty, +5 Power.

Warpath is a pretty efficient Powerhouse in early metagames, and that makes him the kind of card we like Shang-Chi being able to handle. However, given he’s not as popular in competitive play, he’s also a fine candidate for a buff. Warpath offers a few cool moments of discovery to new players, with one of our favorites being “dodging” Shang-Chi by moving cards into or out of your third location, a dynamic we’re happy to preserve.

  • Jessica Jones
    • [Old] 4/4 – On Reveal: If you don’t play a card at this location next turn, +4 Power.
    • [Change] 4/4 -> 4/5

Jessica Jones is kind of just the converse of Warpath, as an early game 4-Cost card offering bonus Power for a fairly small drawback, but while avoiding Shang-Chi’s effect. That will remain true, and maybe this buff will also help her find the occasional home in a larger metagame.

 

  • Strong Guy
    • [Old] 4/4 – Ongoing: If your hand is empty, +6 Power.
    • [Change] 4/4 -> 3/3

This is a double adjustment as we’re moving Strong Guy out of Shang-Chi’s range and buffing him to better complement his supporting cast, given how many strong 4-Cost cards Discard decks have available. Now you can play him the turn before Hellcow and threaten a lot of Power very quickly! Strong Guy’s also unique as a discard reward that doesn’t want you to play Apocalypse, which means we can push a little extra strength here and see if an extra Discard deck might emerge.

Last but not least, we’ll be making some changes to the OTA schedule for the end of the year. As many of us are taking the opportunity to eat first and second dinner with our families during the holidays, there will be no OTAs on 11/23 or 1/4. We are tentatively planning to keep the 12/7 and 12/21 OTAs on the schedule, but if that changes we’ll let you know.

 

That was quite a read–thanks for sticking with us. Until next time, happy snapping!

Character Spotlight: Ms. Marvel

Today we welcome the extraooooordinary extender — Ms. Marvel stretches her way into MARVEL SNAP!!

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

Pakistani-American Super Hero Kamala Khan protects the streets of Jersey City with her one-of-a-kind embiggening power.

 

Kamala Khan grew up idolizing Super Heroes like Carol Danvers — AKA Captain Marvel — never dreaming she’d have the opportunity to join her role models in safeguarding society from the forces of evil!

With an extraordinary ability to alter shape and size, Ms. Marvel employs an idealistic attitude as much as any power to make the world a better place!

 

Ms. Marvel’s primary super human ability is the power to shape shift. She can transform her body, or parts of it, to aid her exploits. Kamala usually uses this power to elongate her limbs or enlarge her fists!

Kamala’s marvelous flexibility (pun definitely intended) is seen in her MARVEL SNAP effect:

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

Ms. Marvel’s effect rewards playing an array of differently costed cards at Locations — If possible, it’s best to play Ms. Marvel at the center Location so she can stretch over and buff up both the left and right Locations with +5 Power each!

To ensure the adjacent Locations receive +5 Power, make sure you play uniquely costed cards — one way of enabling this strategy is populating the adjacent Locations with the likes of Squirrel Girl, Mysterio, or Doctor Doom!

She also works particularly well in conjunction with other buffing and Ongoing cards such as Mr. Fantastic or Klaw! Then, double up on your big Ongoing effects with Mystique and Onslaught!

 

MARVEL SNAP welcomes the incredible shapeshifter, lover of Super Heroes, and deft defender of New Jersey — Ms. Marvel!!

New Season: Higher, Further, Faster

There’s two things we especially love about New Jersey in the United States. One, it’s home to the most diners per capita in the world. Who doesn’t love delicious diner pancakes? Two, it’s home to one of our all-time favorite characters: Kamala Khan. Let’s meet her shall we?

SEASON PASS

This month’s season pass brings us MARVEL’s biggest fan – Ms. Marvel herself! A season featuring Ms. Marvel wouldn’t be complete without her inspiration and new BFFs, Captain Marvel and Spectrum.

NEW CHARACTER: MS. MARVEL

Ongoing: Adjacent locations where your cards have unique Costs have +5 Power.

 

SEASON REWARDS!!

NEW CHARACTERS & MORE!

Get ready to shake up the meta, build new decks, and unleash unique strategies with these brand new cards releasing throughout the month!

SERIES 5

On Reveal: Add a card from your opponent’s deck to their side of this location. If it has less Power, destroy it.

SERIES 5

On Reveal: Your cards with 0 or less Power switch sides. Destroy those that can’t.

SERIES 4

At the end of the game, move to a location that LOSES you the game. (if possible)

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Elsa Bloodstone, releasing as a Series 5 card on November 7th.

  • November 7th: Elsa Bloodstone – Series 5 Release
  • November 14th: Gladiator – Series 5 Release
  • November 21st: Annihilus – Series 5 Release
  • November 28th: Martyr – Series 4 Release

New Series 4 and Series 5 cards appear in the Spotlight Cache and the Token Shop. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, or more.

 

SPOTLIGHT CACHES!

November 7th:

  • Alioth
  • Knull
  • Negasonic Teenage Warhead

 

 

November 14th:

  • Gladiator
  • Mirage
  • Loki

 

 

November 21st:

  • Annihilus
  • Daken
  • X-23

 

 

November 28th:

  • Martyr
  • Jean Grey
  • Spider-Man 2099

 

 

BRAND NEW LOCATIONS

  • Noor Dimension: After you play a card here, add a Djinn to your hand.

  • Tarnax IV: After you play a card here, transform it into another card of the same Cost.

BRAND NEW VARIANTS

There’s 70+ New Art Variants coming to the game this season – including 22 brand new Peach Momoko variants! And… what’s better than a Peach Momoko Shop Takeover? TWO Peach Takeovers!

Shop Takeover: Peach Momoko – November 8th

  • Elektra
  • Ghost-Spider
  • Lady Sif
  • Magik
  • Storm
  • Valkyrie
  • White Queen

Shop Takeover: Peach Momoko – November 15th

  • Knull
  • Shang-Chi
  • Doctor Strange
  • Daredevil
  • Silver Surfer
  • Captain America
  • Iron Man
  • Namor

 

 

TWITCH DROPS

If you haven’t had enough Peach yet, then GREAT… neither have we! Watch your favorite MARVEL SNAP Twitch streamers to earn a brand new Peach Momoko Punisher Variant Card, Punisher Variant Avatar, Boosters and Credits. Drops will be available from November 15th through November 22nd – don’t miss out!

  • Watch 2 hours to earn: Peach Momoko Punisher Avatar
  • Watch 4 hours to earn: 155 random Boosters, 300 Credits
  • Watch 6 hours to earn: Peach Momoko Punisher Variant Card

Head over to marvelsnap.com/twitchdrops to link your accounts today.

Watch out for cute cuddly flerkens kittens! See you in the game!

opens in theaters on Wednesday, November 8!!!

The Year 2023! Captain Marvel is back. <The Marvels> opens in theaters on Wednesday, November 8!!!

The Marvels come together to stop “Dar-Benn” from destroying all of the countless planets Captain Marvel calls home!

Higher! Farther! Faster! We can’t wait for the next installment of The Marvels with Park Seo Joon. 🙂 To celebrate the release, we’re organizing a special community event for MARVEL SNAP players! Check out the details of the event below, and be sure to participate to win tickets to see <The Marvels!>

📢 Movie Ticket Giveaway Event to Celebrate The Release of “The Marvels” 💌

🚨 Event Period To be scheduled after being reviewed (planned to be held ASAP and will last for 2 weeks)

🚨 Event Target

All players who joined the Official Lounge of MARVEL SNAP

🚨 Event Details – Build a deck that includes “Spectrum” and win the game, then post your expectations for The Marvels with a screenshot verification on the relevant event board.

🚨 How to participate 1. Build a deck that includes “Spectrum” 2. Take a screenshot of your win with that deck and post it to the event board! 3. Leave your expectations of The Marvels movie with your verification!

🚨 Event Prizes – <The Marvels> movie tickets will be rewarded through lottery (25 Winners, 50 Tickets) Movie tickets were provided by Disney Korea.^^

🚨 Announcement of Winners and Prize Distribution – Winners will be announced through a separate announcement after the event ends and movie tickets will be distributed via secret comment.

Note

– Please understand that the prize distribution date may change slightly depending on some circumstances.

– If you delete your post before the winner announcement, you will be excluded from winning.

– Posts registered before or after the event period will be excluded from the list.

– Profanity posts, abusive behavior, and inappropriate nicknames will be excluded from the list.

– If you participate twice, only the first participation in the event will be recognized.

– This event is held by Nuverse and has nothing to do with Marvel and Walt Disney.

– This event is for Korean players only, and non-Korean players will be excluded from the event.

We hope you’ll join us in celebrating the release of <The Marvels>, and don’t forget to leave your expectations with your winning deck! 🙂 Thank you.

Event Support Program Page

We, the MARVEL SNAP team, are grateful to the many volunteer players who have been putting on fun and exciting events.

Therefore, we have decided to further support your efforts with an official program!

Eligibility for application

Individuals or MARVEL SNAP community members

Minors must have parental consent. Parental consent will be deemed to have been obtained upon application.

Details of support

The operation team will determine based on the content of support based on the scale, performance, and content of the event.

We may not be able to provide support depending on the content of the application.

What can we provide:

  • Provision of prizes for the event (in-game rewards or Amazon gift card, etc.)
  • Promotion on the official SNAP community, Twitter and Discord.

Application conditions

  • The event must be open to all MARVEL SNAP players (regardless of whether it is an online or offline event).
  • The event must be able to be promoted online (regardless of whether it is an online or offline event).
  • The event must be held at a venue in Japan (for offline events).
  • The event must be held under laws and local ordinances.
  • The event must not be held for profit.
  • If a participation fee is collected from participants, it must be used to defray the costs of running the event (venue expenses, personnel costs, etc.).

 

How to apply

Please apply by filling out the entry form below.

https://survey.isnssdk.com/q/59240/Y1c80U1f/69bf/#/

The operation team will reply to you by e-mail or Discord.

It takes about 7 business days after application.

Please apply well in advance.

After the event

After the event, you need to submit a report on the number of participants and other results.

T&C

  • Please abide by the MARVEL SNAP Terms of Use.
  • Please note that Marvel is not responsible for any problems, losses, or damages incurred in connection with the event.
  • Personal Information

 

Personal information obtained by the Company through this event will be used only for the purpose of contacting and sending information regarding support for the event. We will not provide the personal information to any third party without the prior consent of the person concerned.

 

  • Reproduction or publication of the text of the e-mail from the management in connection with the application on social networking services, websites, etc. is prohibited.
  • Please be careful not to include false information in applications or event reports, not to provide prizes to participants correctly, or to manage the event in a manner that violates morals and manners. If any of these actions are taken, we will not be able to provide support for the next and subsequent events.
  • If the number of participants is significantly lower than expected, we may refuse to provide support in the future.

Patch Notes – Oct 31, 2023

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

 

GENERAL UPDATES

FEATURES

Spotlight Cache Improvements

  • Spotlight Keys replace Spotlight Caches in the Collection Level Track
    • Spotlight Keys can be used to open a Spotlight Cache!
    • Feel free to collect them, you will not automatically open Caches
  • Press-and-hold the Spotlight Cache at the top when you have a Spotlight Key to open it
  • Getting a Spotlight Variant now also rewards the corresponding Avatar

Updates to your Deck’s Cosmetic loadout

  • When editing a deck, there’s a new tab for managing that deck’s avatar, cardback, and title.
  • This includes new screens for more easily viewing your cardbacks, avatars, and titles.

Bonus Gold for first purchases

  • Your first purchase of any Gold amount from the Shop now grants double the Gold!
  • Note: The feature will only take effect if you update to the latest version. This one-time bonus for each Gold amount will apply to all players, even if they’ve already purchased Gold before this patch.

 

AUDIO

  • VO has been added for the following cards:
    • Kang
    • High Evolutionary
    • Living Tribunal
    • Odin
    • Heimdall
    • Dr. Doom

Collection Screen

  • Sorting by Upgradable now sub-sorts by Booster count to help find cards with lots of boosters.

 

BALANCE UPDATES

CARD UPDATES

  • Mobius M. Mobius
    • [Old] 2/3 – Ongoing: Your Costs can’t be increased. Your opponent’s Costs can’t be reduced.
    • [New] 2/3 – On Reveal: Until the end of next turn, your Costs can’t be increased and your opponent’s Costs can’t be reduced.

Developer Note: Mobius M. Mobius has had a massive impact on the metagame, forcing a changing of the guard among top decks that saw perennial powerhouses like Zabu, Sera, and Death fall from grace in favor of decks that could push Power by just playing cards for their normal Energy Costs. While we were eager to see the world Mobius would create, we expected to make an adjustment down the road in order to welcome Cost reduction strategies back into the sunlight. Today is that day, as we’re shifting Mobius to provide a temporary counter that requires good timing to maximize the effect. This makes him trickier to set aside Energy for, kind of like Shadow King, and also opens up counters like Magik for decks that are hyper-vulnerable to Mobius being played on turn 5. We’re also interested to hear your feedback on our approach here, using a new card as a tool to create a new play environment temporarily.

 

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

Developer Note: Ravonna released on the weak side, and Mobius’s release immediately afterward put additional pressure on her decks. This is the sort of adjustment we’d normally be happy to make via an OTA, but we’ve waited until this patch because of Mobius. While Mobius was Ongoing, Ravonna buffs wouldn’t be as impactful as we’d like, so we’re hoping this change and its timing gives her an opportunity to succeed. We did decide to keep her stats just under Cost reduction hall of famer Zabu, because while Ravonna is more restrictive she can also affect a wider range of powerful cards. Enabling turn 5 Arnim Zola is a little scarier than turn 3 White Queen.

 

  • Wave
    • [Old] 3/3 – On Reveal: All cards cost 4 until the end of next turn.
    • [New] 3/5 – On Reveal: All cards cost a maximum of 4 until the end of next turn.

Developer Note: This is a change we’ve been sitting on for a while, but we didn’t want to introduce such a shake-up to the metagame during a time when Wave was an important balance tool for managing specific matchups. However, the combination of Loki, Mobius, and Alioth have all led to Wave seeing play in more decks than just ones looking to slow the game down and play big cards–we’re seeing a lot more decks get ahead, then use Wave to slam the door. Since that’s explicitly not what we want for Wave, the timing seemed right for this adjustment. Wave will no longer increase card Costs at all, just reduce cards that cost 5 or more to a maximum of 4. Because this effect is beneficial to both players, we’re improving her from 3/3 to 3/5. This change is certainly a nerf to Wave in some strategies, and we’ll look at their performance to evaluate future buffs.

 

  • Sandman
    • [Old] 5/3 – Ongoing: Players can only play 1 card a turn.
    • [Change] 5/3 -> 5/4

Developer Note: With Wave no longer functioning as a Cost restriction and Mobius getting weaker, we’d like to give Sandman a buff in order to ensure he remains a relevant tool for countering decks that play a ton of cards in the final turns of the game. We’ll keep an eye on his performance going forward, because while we don’t want a world where Sandman is as common as Wave was, we do want him to have a meaningful presence. Like Ravonna and Mobius, this is the type of change we’d usually make in an OTA but prefer it to accompany Wave’s change.

 

  • Negasonic Teenage Warhead
    • [Old] 3/5 – After ANY card is played here, destroy this card AND that card.
    • [New] 3/2 – After an enemy card is played here, destroy it. (once per game)

Developer Note: Negasonic has languished for a while now. We’ve seen glimmers of experimentation every now and then, but ultimately Negasonic has just not cut it in competitive decks. More concerning, she’s also turned out to be a bit complicated even for more casual play, requiring a fair amount of insight into matchups and priority to manage effectively. The biggest hurdles there are that the card both restricts your own play and blows herself up. So… now it doesn’t do either of those things! To compensate for this newfound strength when it comes to fighting over cramped locations on turn 6, we’ve reduced her Power a fair bit.

 

  • Ant-Man
    • [Old] 1/1 – Ongoing: If you have 3 other cards here, +3 Power.
    • [New] 1/1 – Ongoing: If your side of this location is full, +3 Power.

Developer Note: Continuing from last patch, we’re making a minor adjustment to Ant-Man for consistency with Mojo and Dazzler. These cards now all check for the location being full rather than having a certain number of cards. While it’s sensible for Ant-Man to require teammates to get Power, he could easily grow to sit on the Space Throne himself.

 

  • Alioth
    • [Old] 6/3 – On Reveal: Destroy ALL enemy cards played here this turn. (including unrevealed cards)
    • [Change] Now only destroys enemy cards that are still on the opponent’s side.

Developer Note: This change is a functional adjustment to Alioth to get his text in line with how he interacts with control-changing effects like Hobgoblin. Before, if the opponent revealed Hobgoblin before your Alioth, Alioth would destroy the Hobgoblin even though it’s now on your side. But Alioth’s text suggests he should only destroy enemy cards, and in the above scenario Hobgoblin has become friendly (well, friendly in that he’s one of your cards, at least). Alioth will now only destroy cards if they’re still on the enemy’s side when Alioth reveals.

BUG FIXES

New Bug Fixes in 21.x

  • Yondu’s VFX should pull from the correct deck now
  • Resolved an issue with Spider-Ham’s VFX that caused cards to blink off and on
  • Fixed an issue that caused the card backs of cards drawn by White Queen to be missing their asset
  • Resolved an issue with matchmaking UI scaling on some devices
  • Straighted out some UI alignment issues in the Shop
  • Fixed some issues with how the Collection Level Track would scroll
  • The Anime Storm variant’s frame break should no longer obscure cost and energy
  • FTUE popups should now be properly localized in all supported languages
  • Booster rewards should no longer display briefly as a white rectangle
  • Booster logos should display correctly now in the Conquest rewards screens
  • Card and location emotes are no longer missing their assets or displaying as white blocks
  • Swiping while looking at a card back from the card details view should no longer cause the card’s ability text to display mirrored
  • Evolved cards should no longer have High Evolutionary’s VFX visible before they’re revealed
  • Fixed an issue that caused Friendly battle’s victory/defeat screen to be missing it’s banners
  • The UI for the Conquest menu should be properly centered
  • Cleaned up the clickable areas and made emotes in-game more easily interacted with on most devices
  • The screen should no longer be blank for a moment when you have the Series 3 card focused when the shop rolls over
  • Kang’s banner and associated VFX should display the correct turn timer
  • Kang’s Rewind button should once again completely cover the End Turn button
  • Notification pips should no longer be visible beneath the card detail view
  • Fixed an issue that caused Collection Level Trophy Road assets to occasionally be slow to load
  • Player and Opponent text emotes should no longer overlap on some devices
  • Friendly Battle Mode results screen should no longer be empty
  • The CLTR should no longer show behind the deck edit view after upgrading a card
  • Alioth should no longer destroy your own cards in cases where your opponent staged them
  • Colleen Wing’s VFX should no longer play more than once when discarding a card
  • Cards returned to hand and replayed at a location where they’d be hidden should no longer reveal themselves when tapped while hidden

New Bug Fixes not caught in 20.x Patch Notes

  • Dazzler should now view an occupied Space Throne as a full location
  • The new player flow can be bypassed in some situations and cause the client to break until restarting.

PC Specific Bug Fixes in 21.x

  • [PC] Fixed an issue that was causing some players to crash upon startup
  • [PC] Resolved some issues with missing localization strings in some languages for Mission UI
  • [PC] Switching between languages after also swapping between Windowed and Fullscreen should no longer result in text to disappear from the UI

 

Known Issues List

New Known Issues in 21.x

  • The favorites icon may unintentionally be highlighted when equipping new cosmetics
  • The “Set as Favorite” UI can become misaligned when swapping between languages
  • The 20th deck can occasionally be partially obscured by the UI when scrolling through
  • Tapping on the empty space on either side of the Avatar and Title select screen can open those objects into their detail view
  • Occasionally the word “Free” on the daily 50 credits icon can change to a “0”
  • The currently selected deck may not always be the deck in focus when opening Deck Selection
  • The “Claimed” banner on the season pass may be misaligned for some levels
  • The carousel banners for Weekend Missions occasionally show incorrectly as “Season Missions”
  • Mission timers aren’t always refreshing appropriately in the client (requires a restart to see the new timer)
  • The dropdown menu doesn’t move with the deck list as the player scrolls
  • The losing player’s avatar in Conquest and Friendly battle will occasionally display incorrectly at match end
  • The title UI asset can overlap the cardback asset in the cosmetics loadout UI
  • “Hold to Open” and “Hold to Confirm” text can overlap card and reward descriptions and assets
  • The glowing border asset for adding/removing a card from your deck is occasionally layered improperly and shows behind other cards
  • The card asset can obscure various UI elements when being claimed off of the CLTR
  • Card upgrade UI isn’t always properly scaled to fit the screen when upgrading post-match
  • Some minor UI elements clip behind the spotlight cache carousel banner
  • Occasionally a miniaturized snapshot of the prior game can be seen when transitioning back to the main menu after a match

PC New Known Issues in 21.x

  • [PC] The main menu may flicker briefly when returning to it from other screens
  • [PC] The “Swap this Variant into All Decks” UI modal doesn’t always close appropriately
  • [PC] The weekly missions reward UI is missing its blur effect
  • [PC] Signing out and then back into the same Google account on PC during the same session can result in various UI issues
  • [PC] Using Fast Upgrade from the Shop can cause some minor but strange UI layering issues with the collection screen
  • [PC] When going to the Shop from the Collection Screen, the reward previews for bundles show duplicate assets
  • [PC] Mousewheel scrolling doesn’t work in the gaps between avatars in the Avatar selection screen
  • [PC] Scrolling between decks doesn’t function correctly when changing between Landscape and Portrait in the session
  • [PC] The booster logos are blurry at the post-match results screen

Existing Known Issues

  • If you have the S3 claim reward confirmation up at the time that the card timer rolls over, the UI is no longer closable
  • Some FTUE and informational popups are displaying incorrectly for some devices with a notch
  • Attempting to claim multiple rewards from the Collection Level track simultaneously can result in an error occurring
  • The mission reward animation fails to play when you tap to complete missions from the main menu carousel
  • Sometimes newly upgraded infinity variants will have some z-fighting and other visual artifacts occur on the upgrade screen
  • The flare icon for some infinity split cards is occasionally missing its asset and displaying as a white block
  • The SOLD text after purchasing a bundle is too large in some languages
  • Occasional Z-fighting can be seen when card reveals and VFX occur while the player information panels are open
  • Lady Deathstrike’s thumb is partially obscured at the base and framebreak rarity levels
  • Mysterio’s VFX are not displaying correctly on some Android devices
  • Distorted SFX can occur when scrolling through the CLTR after upgrading a card
  • Living Tribunal’s VFX can repeat if played with certain other cards
  • Card flare effects aren’t playing to full effect
  • Hulks generated by Gamma Lab show VFX for High Evolutionary but do not receive the updated ability.
  • VFX associated with High Evolutionary’s evolved cards can occasionally persist after the card or location has been destroyed
  • The infinity split prompt extends out of frame in Japanese
  • The pin button persists on the token shop after you’ve claimed that card but does not function
  • Evolved Shocker’s VFX initially target nothing
  • [Conquest] Occasionally the exclusive card progress bar doesn’t update appropriately until you’ve switched screens
  • Intro animations can overlap between Thanos and High Evolutionary
  • Missions may not visually update properly when on the missions screen as the timer rolls over
  • [Conquest] Some oddities with asset layering
  • Hard restarting your app in the middle of a Fast Upgrade can cause an error to occur after you’ve restarted necessitating another restart to fix
  • The order of certain new user tutorials can change unexpectedly if that user immediately jumps into friendly battles
  • SFX do not play when retreating on turn 1
  • It can be hard to add or delete letters in the deck name on Android.
  • Ongoing abilities delay the merge VFX for Klyntar.
  • Mysterio’s token doesn’t update appropriately in all views when a using a variant.
  • Spectrum’s VFX for indicating which cards will be impacted by her ability aren’t always displaying
  • Cards in the Fast Upgrade section occasionally show the incorrect art.
  • Quantum Realm doesn’t reduce the power of cards that have their cost and power swapped.
  • Some item names in bundles have too-small fonts or can be cut off in some languages.
  • Series 3 Token shop may show duplicate items before it’s rolled through each card..
  • Some elements of the splash screen may be visible across adjacent screens
  • If you own all Series 4 and 5 cards as well as all Ultimate variants then the token shop will become inaccessible for Series 3 cards as well
  • Logging out and attempting to sign in via a different method can result in a hang on the Assembling splash
  • When Scarlet Witch or Reality Stone changes a location to Project Pegasus or Tinkerer’s Workshop, this location can trigger two turns.
  • Corners of cards can appear cut off when tilted during the card detail view
  • A long delay can occur an indestructible card such as colossus is played on Murderworld
  • Infinity Stone card descriptions overlap the art assets in Korean
  • Upgrade button not greyed out when the player doesn’t have enough credits
  • [Conquest] Repeatedly tapping on screen as you exit Conquest may cause the UI to break and require a restart to fix
  • If a player immediately restarts the app after fast upgrading a card they may see the upgrade rollback
  • Mission packs don’t refresh if you’re looking at them (need to change screens to see them update)
  • Luke Cage’s VFX play briefly every time that player plays a card
  • A card copied from a merged Phoenix Force cannot be moved.

PC Specific Existing Known Issues

  • [PC] Multiple tabs can be highlighted at once if using a touchscreen device
  • [PC] The “Never Seen Before” UI can overlap the Retreat UI in Friendly Battles
  • [PC] The background assets of the Conquest UI can briefly disappear when transitioning between UI
  • [PC] Some UI artifacting can occur at different PC resolutions
  • [PC] After toggling between portrait and landscape mode the player is occassionally brought to the Collection screen instead of the Main Menu
  • [PC] The season missions tab isn’t properly highlighted when accessing the missions UI from the Main Menu
  • [PC] Some UI elements on the main menu are missing their hoverstate SFX
  • [PC] Hovering over the emojis in card detail view while in a match highlights the base emoji as well

Character Spotlight: Werewolf By Night

In this final act of MARVEL SNAP Bloodstone Season, we present to you the ferocious, fang-bearing Werewolf By Night!

 

During the day, he appears as a man, but when the sun sets and the moon rises, he becomes Ben Bro- I mean, Werewolf By Night!

After you play an On Reveal card at another location, move there and gain +2 Power.

Under moonlight, Jack Russell transforms into a werewolf — A large, powerful man-wolf hybrid possessing enhanced human physical abilities — Including strength, speed, stamina, agility, reflexes, etc. He also has sharp claws and fangs that can rend even cinderblock or soft metals to shreds! He has enhanced senses, especially his vision which extends into ultraviolet and infrared ranges, allowing him to judge an individual’s physical and mental state.

The werewolf is resistant to many forms of conventional injury and virtually impossible to kill. Although he can be wounded, he recovers from non-fatal wounds 10 times faster than humans. He is vulnerable to magical attacks, particularly to assaults involving silver due to its mystical “purity.” Those bitten or scratched by werewolves generally become werewolves as well.

Russell’s control of his werewolf form varies with phases of the moon along with other factors. Initially, he only turned into a werewolf under the full moon’s light, and in werewolf form he was bestial and savage, possessing the barest hint of his human form’s emotions and desires. At other times, still transforming under moonlight, he can control his werewolf form; however, under the full moon’s light, he loses control of his nature and his mind is overtaken by the savage werewolf persona.

Eventually, Jack Russel merges with his werewolf form, gaining the best qualities of both his aspects; as such, he can transform at will, fully or an isolated portion he choses. Sunlight still causes him minor irritation, and he feels an increased urge to transform during full moons. Nonetheless, Russell’s control continues to wax and wane, the Werewolf remaining most savage under the full moon. In some instances, Russell’s allies have doused themselves in wolf pheromones to allow the savage Werewolf to recognize them as friends. At one point, Jack has a vision of Hell when transforming into the Werewolf.

Werewolf By Night’s howling, feral nature is demonstrated in MARVEL SNAP through his unique ability:

After you play an On Reveal card at another location, move there and gain +2 Power.

This raging canine loves to jump all over the place — Pair him with lots of On Reveal cards and move-lovers!

The Werewolf is a natural fit into archetypes that want to play a lot of On Reveal effects, and synergizes wonderfully with the likes of Ghost-Spider, Iron Fist, Cloak, Spider-Man, and Silver Surfer!

Surfers do be surfin’, Kravens do be huntin’, and Werewolves do be howlin’!

Awoooooooooo! Werewolves of MARVEL SNAP!!

Possible Unclaimed Rewards?

 

Bought something in October? You might have rewards waiting on the shop.
Check at: https://marvelsnap.com/shop

From October 3rd, 2023, 3:00 AM (UTC+0) to November 7th, 2023, 6:59 PM (UTC+0), you earn points for making in-game purchases.

The more points you earn, the better the rewards!

 

  • 100 points → 310 Iron Man Boosters & Magik Avatar
  • 1,000 points → 200 Gold
  • 2,500 points → 400 Credits
  • 5,000 points → 500 Gold
  • 10,000 points → Nakayama Magik Variant
  • 15,000 points → 1000 Tokens
  • 20,000 points → Kim Jacinto Enchantress Variant & Avatar

Copy and paste the event page link into your browser to visit: https://marvelsnap.com/shop

October 26th – Balance Updates

Today’s changes are a meaningful set of shifts aimed at reducing the ceiling of our metagame’s top decks, but we have a couple of buffs we’re hoping make things more interesting as we leave the spooky season.

 

  • Elsa Bloodstone
    • [Old] 2/2 – If you play another card to fill a location, give it +3 Power.
    • [Change] +3 Power -> +2 Power

Elsa landed and took the metagame by storm almost immediately. We certainly intended to make a strong card, but a few factors led us to risk too much with Elsa, and we’re aiming to learn from those in the future. One of them was that Elsa and Loki were developed more separately than many of our season pass cards, owing to some unusual scheduling conflicts on other work. We underestimated how resilient each card would prove, and how much they would warp the meta as a pair. Our current set of 2-Cost cards can too easily lock specific enemy strategies and counterplay away, with Elsa making up for any Power inefficiencies they might have. That package has appeared in multiple top-performing decks! We’re only shaving a little Power here–it’s still Elsa’s season, and we want her to shine–but it should contribute to a more balanced field of play.

 

  • Loki
    • [Old] 3/5 – On Reveal: Replace your hand with cards from your opponent’s starting deck. Give them -1 cost.
    • [Change] 3/5 -> 4/5

Loki’s been a tricky card for us. Our internal Loki decks weren’t as boldly aggressive as a lot of the top ones proved to be, and there were so many different versions after release that we wanted to better understand his core strengths out in the wild before making any adjustments. And yes, having Loki be a top card for Loki season was also a goal for gameplay, the same way we wanted Move to matter during Spider-Versus and Destroy for Big In Japan. Loki’s strength seemed best realized at the top of the ladder–he’s a card that really lets players leverage their skill, with more average performance at lower ranks. When all was said and done, we determined that Loki was offering a lot of freedom and adaptability as a 3-Cost card with high Power, as that let him compete for priority especially well. We’re hoping this change leads to Loki decks that care a lot more about which cards they get and how to play them, as opposed to slamming raw Power at an efficient Cost.

 

  • The Collector
    • [Old] 2/0 – When a card enters your hand from anywhere (except your deck), +1 Power.
    • [Change] 2/0 -> 2/2

We made the previous Collector nerf with the express goal of weakening Loki-based decks while we determined the best course of action for the once and future king of Asgard. Given the above, it’s appropriate we return Collector to his former stats.

 

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

We’ve actually been avoiding this change for a while, with many other adjustments trying to rein in the Angela package and provide more diverse ways to build early Power while retaining this lynchpin card for some decks. However, those efforts have only dragged other cards down as Angela continued to soar, culminating in a week with Angela in four of our Top 5 decks. It’s time to see how SNAP looks without Angela as a massive Power source. We’re sure this change will reverberate through the metagame in ways we can’t yet predict, so we’re avoiding any nerfs or buffs trying to compensate for it and just going to wait and see what the future holds.

 

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

This change might seem surprising, but Sauron has quietly been one of the strongest cards in the game for quite a while. Sauron decks are almost never outside the Top 10 and often in the Top 5, while Sauron himself is often our highest winrate card. There are other elements at play here, as Sauron doesn’t see play in other decks which does inflate his metrics, but the deck has finally crossed a line for us. Don’t worry though, Sauron fans–we have some potential new tools planned for him in the future.

  • Uatu
    • [Old] 1/1 – At the start of the game, shows the right location to you.
    • [Change] 1/1 -> 1/2

When we made the Uatu rework on our last patch, we promised we were shooting low on Power to make sure we’d correctly gauged the effect. Now that we know we have, we’re restoring him to 1/2. We’re also pleasantly surprised to see a few archetypes trying him out in decks that are very particular about which cards sit at which locations, like Armor and Galactus.

 

  • Hellcow
    • [Old] 4/6 – On Reveal: Discard 2 cards from your hand.
    • [Change] 4/6 -> 4/8

Our adjustments to a variety of discard effects have worked well, with at least three distinct archetypes performing well enough to be interesting. One of the weaker discard cards has been Hellcow, who combined inefficient stats with randomized discarding in a way that made it hard for her to compete with the likes of Silver Samurai and even Swordmaster. This buff gives Hellcow a more distinct identity as a high-Power card for decks doing less targeted discarding, and hopefully it leads to a continued widening of the discard space for different rewards.

  • Spectrum
    • [Old] 6/5 – On Reveal: Give your Ongoing cards +2 Power.
    • [Change] 6/5 -> 6/7

Spectrum has languished for a while. Among new players, she tends to get abandoned relatively quickly for Odin and Heimdall, who work with a more potent set of cards. Among competitive players, she can often feel like a conditional Doctor Doom. This is just a straightforward bump for her–higher, further, faster!

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

Character Spotlight: Nico Minoru

Today, we welcome the dark sorcerer, wielder of the Staff of One — Nico Minoru casts her way into MARVEL SNAP!!

 

After discovering the dark truth about her parents, Nico Minoru uses the powerful Staff of One to fight alongside her friends.

On Reveal: After you play your next card, cast a spell. (The spell changes each turn.)

Nico Minoru lived in a seemingly normal L.A. upbringing, until she discovered that her parents are secretly evil wizards!

Tina and Robert Minoru hosted yearly charity events with five other couples, a party which was normally of little interest to young Nico. However, one year Nico and the kids of the other attendees decided to spy on their parents. They discovered a shocking truth — Their parents were members of The Pride, a clan of covert rulers of the Los Angeles underworld — and they were performing a ritual sacrifice on an innocent girl! In light of the discovery of their parents’ evil ways, Nico and her friends banded together to form the Runaways, with the aim of stopping their parents and The Pride.

While on the run, Nico re-encountered her parents, where Nico’s mother revealed their true identities as dark wizards. She then attempted to jam the magical Staff of One into Nico’s chest! Curiously, the Staff was absorbed into Nico’s body, and later re-emerged from her chest when she was sliced by a battle-axe! Nico learned that she, too, is a wizard, and that the Staff of One would only emerge when she bled. Nico decided to embrace her newfound powers and adopted the title “Sister Grimm” to escape the name her parents gave her.

 

After merging with the mysterious Staff of One, Nico Minoru discovered she has incredible potential in her mystical powers. Her Blood Magic enables flight, magical shielding, telekineses, and teleportation. However, she must bleed in order to summon the Staff of One and cannot repeat spells with the Staff. If she attempts to cast the same spell twice, it results in random effects and unforeseen consequences.

Nico later expanded upon her powers with the Witchbreaker, who helped her develop the ability to cast spells without the Staff and upgraded her abilities. Then upon the wake of her resurrection in Murderworld, Nico jumped up to another power level and even received a magical arm replacement that can channel supernatural energies more powerful than the Staff of One.

 

In MARVEL SNAP, Nico’s mystifying magic is represented by her ability to cast seven unique spells:

On Reveal: After you play your next card, cast a spell. (The spell changes each turn.)

Nico Minoru is a versatile spellcaster with the potential to be a huge playmaker in many decks, especially if you time your spells wisely. Remember, Nico must cycle through her spells in order to avoid repeat-casting, so her effect changes to a random spell each turn she remains in your hand! The versatility of her spells can go a long way when combined with the right card and location effects.

Nico’s location-changing and movement spells can help overcome tricky locations, while her other spells create buffs and transformative effects. The spell which transforms your next played card into a Demon can be great value, especially when paired with a strong On Reveal card such as Black Widow or Ironheart. Drawing or copying cards and increasing Power can all be effective spells to cast in the right situations!

 

What’s a little blood in the name of wielding powerful magic, protecting your friends, and taking down the bad guys?

Welcome, Nico Minoru, to MARVEL SNAP!!

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