Character Spotlight: Jeff

Today we welcome Jeffrey — the Baby Land Shark with an indomitable appetite — to MARVEL SNAP!

Welcome to the fray, little fella!

You can move this once. Nothing can stop you from moving or playing this to any location.

After the West Coast Avengers defeated a team of super-villains, Gwenpool discovered M.O.D.O.K.’s creation — a strangely cute shark with legs and a love of biting. Concerned about the little dude’s well-being, she decided to adopt him and name him Jeff (after a kitten Gwen had previously adopted and needed to give up).
Jeff has since become a close friend and loyal companion of Gwenpool, Deadpool, and Elsa Bloodstone.
From that point on, Jeff teamed up with the West Coast Avengers as both a pet and honorary hero!

Jeff is armed to the teeth with sharp chompers! His ability to breathe air and move on land makes Jeff a fearsome foe for those who don’t enjoy being bit to shreds.
This adorable land shark’s capable and ferocious nature is exemplified in SNAP through his ability:

You can move this once. Nothing can stop you from moving or playing this to any location.

This uncanny ability makes Jeff a great little espionage agent — sneaking into Locations like Sanctum Sanctorum, Morag, or those that were Flooded by Storm. He pairs up perfectly with Professor X and Ebony Maw, because he can enter “locked down” Locations without hindrance and he’s even playable as a second card when Sandman or Electro’s effect is active!

Talk about an unstoppable force! Wherever his opponents flee to, they aren’t safe from Jeffrey’s gnashing teeth.
Pick this silly, sweet shark for your deck and get to work on your foes!

Character Spotlight: Snowguard

Today we welcome Amka Aliyak, known as Snowguard, to the world of MARVEL SNAP!

While in your hand, this transforms each turn into a Hawk or a Bear.

Amka Aliyak was born on a remote island in freezing Nunavut, Canada, just 45 km South of the Arctic Circle. As a young girl, she discovered an Inua spirit known as Sila, trapped in a containment facility. Amka managed to free Sila, but was fatally injured in the resulting explosion. Fortunately Sila’s healing powers restored her in a flash of light and blessed the young girl with newfound divine empowerment.
Amka’s act of bravery in saving Sila earned her the Soul of the North’s blessing, joining their essences together. As a result, Amka gained the ability to harness spiritual energies of the Aurora Borealis and Arctic.

This incredible divine power is represented in MARVEL SNAP by Snowguard’s animal shapeshifting ability, which transforms her between a Hawk and Bear form in subsequent turns after being drawn.
Snowguard’s effect reads:

While in your hand, this transforms each turn into a Hawk or a Bear.

Amka’s Hawk form gives her the unique ability to completely disregard Location abilities, which is great for disabling restrictive Locations.
Its effect reads:

On Reveal: Ignore all Location abilities next turn.

Amka’s Bear form can re-trigger the effect of the location she’s played at, which is a major boon in some instances, such as generating a Monster at Monster Island or gaining +5 Energy at Project Pegasus.
Its effect reads:

On Reveal: Trigger the effect of this location.

Snowguard’s Aurora-Manipulating powers make her a flexible force to be reckoned with and a master of location-manipulation. Welcome, Amka Aliyak — and all your Animal Shapeshifting powers — to MARVEL SNAP!

April 6th – OTA Balance Updates

For those unaware, “OTA” stands for “over the air” and refers to a hotfix change we’re making to content outside of our usual semi-monthly patch schedule. This week, we’re making four changes in an ongoing effort to encourage a more diverse spread of decks and individual cards being played. To set expectations, this patch won’t cure all the metagame’s ills, but it should represent an improvement until our next, action-packed patch.

 

Balance Updates

  • Red Skull

5/13 -> 5/12

Ongoing: Enemy cards at this location have +1 Power.

As our previous patch notes discussed, we last adjusted Red Skull to weaken specifically his interactions with Shuri and Taskmaster. Our goal was to keep his strength otherwise flat or even slightly improved and see how things settled once we’d softened Thanos’s grip on the metagame. We know many players disagreed with that approach, and we’re weighing that feedback as we continue to debate internally how “aggressive” our balance updates should be.

In this case, things settled into an improved metagame, but with decks based around Shuri and Taskmaster still too strong for our liking. We recognize Shuri is clearly the true offender here, and we have a balance change for Shuri ready. However, that change to Shuri needs a patch to be implemented–we can’t make it via OTA. So this is an interim adjustment to weaken the Shuri deck just a bit more. We do expect Shuri to remain viable after this Red Skull tweak, but we don’t want to drastically nerf multiple “innocent” cards when we have an incoming nerf to Shuri herself.

Once that change to Shuri is live, will we revert this or previous Red Skull changes? Maybe, but we’re going to give that some time because we’d rather ensure a larger shift in the metagame.

 

  • Sunspot

1/1 -> 1/0

At the end of each turn, gain +1 Power for each unspent Energy.

Sunspot is one of the most heavily-played cards in the game. The why is obvious: he’s strong, he’s in Series 2, and he has powerful synergies with other cards like She-Hulk and Infinaut. The opportunity cost for having him in your deck is also very low, since you only have to have 1 spare Energy on any turn to unlock his strength floor, and the ceiling can be very high.

All of this adds up to a solid criteria for a minor nerf, creating space for less-played cards to compete more often for slots in decks. We were curious if nerfing She-Hulk would have any impact on Sunspot, but truthfully we didn’t expect any change and assumed we’d be making this adjustment sooner rather than later. We did evaluate some other changes to Sunspot, but for Series 2 cards we want to retain the elegance of the original design, just a touch weaker. As a default card in both Shuri and Thanos, this change does impact those decks a bit more than others, too.

 

  • Shadow King

4/3 -> 3/3

On Reveal: Set all cards here to their original base Power.

Shadow King’s whole purpose is to fight back against exactly the kind of thing that Shuri’s doing, but this card simply released too weak to be a consideration for most decks. We recognize his status as a Series 4 card that’s used to answer powerful decks, rather than fuel them, might limit his potential to impact the metagame. However, we’re happy to just give him this boost and see where things land from there.

 

  • Sentry

BEFORE:

4/8 – You can’t play this at the right location. On Reveal: Add a -8 Power Void to the right location.

NOW:

4/10 – You can’t play this at the right location. On Reveal: Add a -10 Power Void to the right location.

Sentry’s a card that just hasn’t found a great home yet. While these number changes aren’t an obviously impactful buff, it does increase the potential reward for running Sentry and the potential damage donating your Void with Viper can do. This is just a change we’ve been interested to try out, so we’re making it here.

 

Our Balance Future

Speaking of changes we’re interested in trying out, we have an exciting announcement about the future of card balance for MARVEL SNAP! Starting with our upcoming April patch–currently scheduled for 4/18–we’ll be making weekly changes to cards in the game. Our patch every four weeks will continue to release on Tuesdays and include card updates as well, but the intervening weeks will each feature changes going live on Thursdays via OTA.

We know this is just the sort of balance attention and prioritization that many of you have clamored for, so thanks for your passionate feedback! It’s been a multi-team effort to get this process buttoned up over the last month, and we all hope you’re as excited as we are.

Let’s go ahead and address some of the questions that should be popular:

 

Why Thursdays?

Why not? Actually, Thursdays are just a good day to slide into the rest of our schedule and ensure our QA team has enough time to verify these updates. It also avoids stepping on new card releases or hot/featured locations.

 

What kind of changes will we make?

Our OTA tool gives us the ability to make changes within about a week or two, but it is limited in what we can change. We’re continuing to develop the tool and expand its limitations, but for now you can expect weekly Thursday changes to be numbers-only like the above, with our larger patches still addressing most major changes to card functionality and VFX.

 

Will we be nerfing or buffing cards?

Ah! Well, as you can see with Sentry and Shadow King, we do intend to buff cards through OTA. In fact, we’re going to guarantee at least one buff in each of these updates. We will also use this method to balance the metagame with nerfs, but only when it’s deemed necessary.

 

How many cards will change each week?

Our target is 2 to 4 cards each week. On patch weeks it’s possible we’ll change more, as that’s a unique access point for us.



How will we pick which cards to change?

We have a list of buffs (and a very small list of nerfs) that we’re making to existing content. We’re prioritizing them based on how we expect the individual changes to affect the metagame or even combine with new cards and locations, but we’ll shift them around based on the live metagame.

 

Why not just make all those changes now?

One of the things we’re wary of with balance patches is “how much change is too much?” We’ve avoided changing more than a handful of cards at a time for a while now, and we think that’s a good thing because they’re easier to digest. Plus, pacing out these changes lets us lightly freshen the metagame periodically, rather than shake it all up at once and then watch things settle into a new state of stasis.

 

How long will we do this?

We’ve planned a trial period for May, and depending on how it goes we may continue onward. We’re optimistic about that at the moment.

 

 

That’s all we’ve got for now!

We hope you’re stoked for the future of weekly balance updates, and we’ll see you in a couple weeks as we turn the page on a new SNAPter in the book of digital balance!

Like chapter?

Yeah, you get it.

New Season: Animals Assemble

A new season of MARVEL SNAP is fast approaching. Maybe you’re a dog person. Or a cat person? Or a shark person? This season has you covered.

 

ANIMALS ASSEMBLE SEASON PASS

Animals Assemble explores the intersection of two of our favorite things – the Multiverse AND Animals! This season adds everyone’s favorite hitman of the macaque variety, Hit-Monkey. Hit-Monkey pairs well with Beast, Hood, Sera, Mysterio, or Falcon. We can’t wait to see what you do with him.

 

NEW CHARACTER: HIT-MONKEY

On Reveal: Gain +2 Power for each other card you played this turn.

 

 

THERE ARE MORE SEASONAL REWARDS!

 

BRAND NEW SERIES 5 CARDS

These new cards will be added to Series 5 and available to unlock on the Collection Level Track & Token Shop.

You can move this once. Nothing can stop you from moving or playing this to any location.

While in your hand, this transforms each turn into a Hawk or a Bear.
● Snowguard Hawk: On Reveal: Ignore all Location abilities next turn.
● Snowguard Bear: On Reveal: Trigger the effect of this location.

        

On Reveal: Move an enemy card from here to another location.

 

So, when can you expect new cards?

You can expect new cards to release weekly – starting with last month’s Season Pass Card, Nimrod, released as a Series 5 card on April 4th.

  • April 4th: Nimrod – Series 5 Release
  • April 11th: Snowguard – Series 5 Release
  • April 18th: Jeff the Baby Land Shark – Series 5 Release
  • April 25th: Stegron – Series 5 Release

Series 5 releases appear in the Token Shop and from Collector’s Reserves.

 

BRAND NEW LOCATIONS

Animals Assemble brings two new locations we can’t wait for you to strategize around. Make sure to bring snacks… No leashes are required.

  • PET MANSION: This turn, all cards must be played here.
  • THE SANDBAR: Cards with abilities can’t be played here.

 

BRAND NEW VARIANTS

Every new season brings incredible new art; this month is no exception. We’re releasing cute, cuddly, and sometimes deadly animal variants for some of your favorite characters:

  • Uatu
  • Captain America
  • Thor
  • Ant-Man
  • DeathLok
  • Mister Fantastic
  • Nick Fury
  • Black Cat

It brings a new meaning to having a zoo deck, right?

 

BUNDLES THAT ARE HYPOALLERGENIC!

These Exclusive Bundles are available for a limited time! And don’t forget that you can use any new variant even if you don’t yet own the base card. Here are the upcoming bundles:

Throg, Frog of Thunder Bundle

  • Thor Throg Variant
  • Thor Throg Avatar
  • Title: Cold Blooded
  • 3000 Tokens
  • 7000 Credits
  • 155 Thor Boosters

Price: 7,000 Gold

Aww-vengers Bundle

  • Captain Americat Variant & Avatar
  • Mooster Fantastic Variant & Avatar
  • Ant-Ant Variant & Avatar
  • 35 Captain America Boosters
  • 35 Mister Fantastic Boosters
  • 35 Ant-Man Boosters

Price: $4.99

Artist Showcase: Dan Hipp

  • Devil Dinosaur Dan Hipp Variant & Avatar
  • Moon Girl Dan Hipp Variant & Avatar
  • 2000 Credits
  • 155 Devil Dinosaur Boosters
  • 155 Moon Girl Boosters

Price: 2,900 Gold

Earth-616 Day

  • Groot on a Swing Variant & Avatar
  • Hela Gardening Variant & Avatar
  • 600 Gold
  • 600 Credits
  • 35 Hela Boosters
  • 35 Groot Boosters

Price: $9.99

The Tokens Bundle

  • Squirrel Girl Rian Gonzales Variant
  • Squirrel Girl Rian Gonzales Avatar
  • 4500 Tokens
  • 155 Squirrel Girl Boosters

Price: 5000 Gold

 

 

… And a very special surprise for those who’d like to demonstrate their loyalty.

Team Cat Bundle

  • Title: Cats Rule
  • 1250 Credits
  • 105 Random Boosters

Price: 700 Gold

 

OR

 

Team Dog Bundle

  • Title: Dogs Rule
  • 1250 Credits
  • 105 Random Boosters

Price: 700 Gold

Cats or Dogs? Choose wisely… your friends and family will judge you.

 

The studio had way too much fun working on Animals Assemble. Here’s a collage of some of our inspiration for the season. Introducing some of the pets best friends of Second Dinner:

Character Spotlight: Hit-Monkey

Ever think to yourself… “Man, I wish I had a pet monkey, but those pesky neighbors would never tolerate its shrieking and dung-slinging…” Well, Animals Assemble has the perfect macaque companion for you!

Introducing the monkey, the myth, the legendary hit-man — Hit-Monkey!!

On Reveal: Gain +2 Power for each other card you played this turn.

Not only is he a cool dude to bring on your adventures, but Hit-Monkey also loves to party!
And by party, we mean assassinate people. And by assassinate, we mean he’ll slay both your enemies and with the ladies. This simian is absolutely dripping in magnetism, and no one can get enough of him — talk about the perfect wing-man!

Almost as importantly, Hit-Monkey has honed his unparalleled fighting skills by studying the martial arts practices of a straggling hit-man in the mountains of northern Japan. Hit-Monkey was wary of the human capacity for violence, and felt that this injured stranger did not deserve the herbal healing of his macaque clan. However, when he saw the man practicing martial arts on snowmen test-dummies, Hit-Monkey decided to emulate his moves and quickly became a world-class hit-man due to his monkey agility, dexterity, and human-level intellect.

As a skilled snow monkey, Hit-Monkey’s specialization lies in his ability to wield guns with both his hands and feet while freeing up his other limbs for movement and hand-to-hand combat. He is both a powerful and mysterious foe, whose targets are rarely shown mercy.
Hit-Monkey sweeps in on his mark, gains an advantage and never lets up, a fighting style displayed in MARVEL SNAP by his ability:

On Reveal: Gain +2 Power for each other card you played this turn.

Hit-Monkey’s assassinating powers really shine when combined with low-cost cards like Quinjet, Kitty Pryde, Agent 13, and Beast!

Paired with cards like Sera, Zabu, and Quinjet — You can slam down many cards in one turn for maximum monkey!

Kitty Pryde Temporarily Disabled – March 30, 2023

We’ve temporarily disabled Kitty Pryde while we resolve an issue that sometimes results in a game crash when playing against Kitty Pryde. Players cannot queue into matches with Kitty Pryde in their deck, and we’ve removed her from random card generation abilities. Kitty Pryde will also not show in future card rotations in the Token Shop & players who currently have her in their shop will receive an error when trying to purchase the card.

We’re sorry for this inconvenience and will compensate all players at a future date. We’re working hard to resolve this issue and will provide updates as we learn more information. Thank you for being so patient with us as we troubleshoot this issue!

Character Spotlight: Kitty Pryde

Katherine Anne “Kitty” Pryde — The girl who walks through walls.

You can return this to your hand to gain +2 Power.

At just 13 years of age in Deerfield, Illinois — the young Jewish-American Katherine began having headaches which signalled the emergence of her mutant powers. Kitty’s phasing ability enables her to pass through solid matter by passing her atomic particles through the spaces between the atoms of an object through which she is moving, and can also render herself almost completely intangible to physical touch.

Kitty Pryde soon became the youngest member of the X-Men, and developed bonds with her fellow mutants. Her invaluable skillset led her to work with a wide range of teams — including Excalibur, Guardians of the Galaxy, S.H.I.E.L.D. and multiple stints with the X-Men.

Kitty’s mutant ability not only makes her extremely mobile and difficult to intercept — she can even extend this ability to those she maintains contact with, helping them phase through objects alongside her. Additionally, control of her atomic particles enables her to levitate and disrupt electrical fields she passes through. Kitty’s potent phasing powers are displayed in MARVEL SNAP by her effect:

You can return this to your hand to gain +2 Power.

Pair Kitty Pryde with characters that love playing low-cost cards multiple times, such as Bishop, Angela, and The Collector — Then show those Sentinels who’s boss!

Patch Notes – March 21, 2023

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

 

PATCH HIGHLIGHTS

  • MORE TOKENS: Players who have not yet finished Series 3 will now earn 4x more tokens than before.
  • SHOP UPDATE: Cards can now be acquired from the Shop in two different sections:
    • CHOOSE YOUR CARD: Series 3 cards have been separated into their own shop section. Instead of purchasing one Series 3 card a month with tokens, players can now choose one Series 3 card to unlock each month for free! So, save those tokens for Series 4 and Series 5!
    • THE TOKEN SHOP: The Token Shop now contains only Series 4, Series 5, and Ultimate Variants.

 

GENERAL UPDATES

  • Seasonal Series Drop: Some cards have dropped down to a lower series!
    • Cards dropping from Series 5 to Series 4:
      • Zabu
      • Sauron
      • Shanna
      • Dazzler
      • Shadow King
    • Series 4 to 3:
      • M’baku
      • Orka
      • Attuma
  • When you tap on a card for more details during a match, the big card detail screen now features Artist Credits and Card Mods.

 

AUDIO

  • New Card Sounds for:
    • Thanos
    • Nimrod
    • Master Mold
    • Negasonic Teenage Warhead
  • New Location Sounds for:
    • Morag
    • Bar Sinister

 

ART & VISUAL EFFECTS

  • The almighty Thanos now has VFX along with all of the Infinity Stones.

 

BALANCE UPDATES

The unscheduled changes to Zabu and Silver Surfer made the metagame shifts for the last month more difficult for us to predict, and we weren’t able to make timely adjustments for technical reasons. In that time, Thanos became one of our most dominant decks yet–his weak matchups vs. Zabu and Surfer had really been holding the Mad Titan back. Shuri-based decks were another big winner here, and both of these archetypes have exceeded our tolerances for game balance. This patch’s adjustments are aimed at restoring order and weakening each of them.

We’re continuing to explore updates and improvements to both our balance technology and our philosophy around scheduling changes, and we look forward to sharing that with you soon.

 

CARD UPDATES

  • Thanos: 6/11 -> 6/10

Developer Comments: We increased Thanos’s Power in a previous patch that was built during a time when Zabu and Silver Surfer were suppressing the success of Thanos-based decks. We’re happy to keep him at 9+ Power for Shang-Chi’s sake, but given his recent success we thought it appropriate to pull back on that buff just a touch. This change won’t dramatically impact the success of Thanos decks, as most of the strength is in the Stone interactions.

  • Space Stone: On Reveal: Next turn you can move 1 card at this location. Draw a card. -> On Reveal: Next turn, you can move one card to this location. Draw a card.

Developer Comments: This is among the strongest Stones in Thanos decks due to its ability to create bonus Lockjaw triggers and disguise where strong cards might move. This change reduces its efficacy with Lockjaw by removing the incentive to play Space Stone itself for a Lockjaw trigger, flattening the number of bonus trigger opportunities for Lockjaw, and restricting the strategic options for late-game movement. We expect this to reduce the tactical flexibility of Thanos decks and make them more fun to play against.

  • Quinjet: Now reduces costs to a minimum of 1.

Developer Comments: Cost reduction is powerful, and Quinjet was one of very few cards capable of reducing multiple cards’ Energy cost to 0. While we’ve enjoyed this interaction in some cases, such as The Hood’s Demon, ultimately it creates both an ongoing risk for future design space as well as fueling the dominant Thanos decks of today. This change should be a meaningful net reduction in strength to Thanos decks across the board.

  • Red Skull: 5/15 – Ongoing: Enemy cards at this location have +2 Power -> 5/13 – Ongoing: Enemy cards at this location have +1 Power.

Developer Comments: This change is singularly aimed at reducing the strength of combining Red Skull with Shuri and Taskmaster. Outside of those interactions, this change is mostly a buff to the base case usage for Red Skull, giving you 9 or 10 Power at crowded locations rather than 7 or 9.

  • She-Hulk: 6/10 -> 6/9

Developer Comments: She-Hulk is a key component in the strongest Shuri decks, but it sees widespread play in various decks thanks to its strength alongside Sunspot, Wave, and Moon Girl. We mostly think that’s cool, but that she’s more powerful than she needs to be for those combos. In addition, we want to encourage playing actively to locations, rather than holding cards for explosive turn 6s, so we’re continuing to weaken a few of the best cards for the latter.

  • Aero: 5/7 – On Reveal: Move all enemy cards played this turn to this location. -> 5/8 – On Reveal: Move the last enemy card played this turn to this location.

Developer Comments: Aero is a tricky card for us. The actual game balance for Aero has been healthy, and she fulfills a vital role in our game by providing interaction, especially against dangerously polarizing cards like Galactus. It’s important for Aero to be versatile and strong in order to be a widely playable “tech card,” but we don’t want her pushing the majority of other 5-Cost cards out of decks. Unfortunately, that’s the behavior we’re seeing. Aero can also be frustrating to see, denying players the option to play their own endgames. This change seeks to keep Aero strong where she’s needed, foster more competition among 5-Cost cards, and add counterplay to make her more fun to play against.

  • Mystique, Absorbing Man, and Taskmaster – These cards now require the previously played card to be in play in order to copy its attributes. Here are their updated templates:
    • Mystique: On Reveal: If the last card you played has an Ongoing, copy its text. (if it’s in play)
    • Absorbing Man: If the last card you played has an On Reveal, copy its text. (if it’s in play)
    • Taskmaster: On Reveal: Set this card’s Power equal to that of the last card you played. (if that card’s in play)

Developer Comments: This adjustment is part balance, part matching expectations. A meaningful chunk of Taskmaster’s strength in Shuri decks is his ability to copy a card’s Power even if it’s been destroyed by Shang-Chi or similar, an interaction that somewhat often gets reported as a bug. Hopefully this change weakens Shuri decks slightly and more cleanly matches players’ intuition when they see these cards for the first time.

  • Morbius: Morbius’s Power no longer updates in-hand or in-deck, only at a location.

Developer Comments: We previously adjusted Morbius’s Power to update when he wasn’t in play to simplify calculating his future Power. However, this has proven a bit confusing in comparison to similar cards, and also unnecessary given Morbius is often played very early in the game and isn’t very hard to calculate. We’re reverting this change, but we expect to add future functionality to Morbius and all cards with Ongoing buffs to their own Power that communicates their Power, in order to make these cards simpler to play with.

  • Knull: Knull’s Power still updates in-hand, but no longer updates in-deck.

Developer Comments: The future improvements discussed above will also apply to Knull, but until we make them he will continue to function differently relative to Devil Dinosaur and others. The reason for this is that it’s very important for Knull players to be able to quickly and precisely calculate his Power while making endgame decisions about their 6-Cost card. As a placeholder adjustment, Knull will no longer update his Power in your deck, so his functionality with Mister Negative will be the same as his fellow Ongoing cards. Notably, he will use his potential Power for effects like The Peak location until we’re able to make our desired improvements–that’s a trade we’ve decided to accept for improving the general use cases of Knull.

  • Widow’s Bite (text-only): While this is in your hand, cards in your deck cannot be drawn.->While this is in your hand, you can’t draw cards.

Developer Comments: Widow’s Bite inaccurately described its in-game effect. While we considered updating the effect of Widow’s Bite to only prevent drawing your own cards and effects like Cable from drawing your cards, we ultimately decided it was a better experience to just simplify the text and keep the current effect rather than create these edge cases.

 

BUG FIXES

  • Cards created by Sacred Timeline no longer retain power/energy alterations when copied to the player’s hand.
  • Fixed an issue that would cause some players, who had not played for several months before updating to the latest build, to see Battle Mode as locked.
  • You can no longer see un-owned cards’ abilities when toggling the artist view in the Collection.
  • You can no longer click objects behind the Retreat UI.
  • When inbox messages are long, characters no longer disappear.
  • Fixed another instance of Attilan VFX getting stuck on screen when it activates.
  • The end of round UI/VFX now plays in the correct order when an opponent retreats.
  • SFX now appear when collecting a card from a Collector’s Reserve.
  • Clicking Gold/Credits from within the card detail view now take you properly to the shop.
  • X-Mansion and Nova Roma now have text when they’re featured on the Carousel.
  • Jessica Jones’ VFX should move with her now when she moves to another location.
  • The Raft’s card VFX no longer goes towards the player who did not receive the card.
  • Fixed an issue that would cause card descriptions to disappear when focusing a card in Fast Upgrade then one in the Collection screen.
  • Cards that lose their ability due to Leech no longer get that ability back if they’re pulled back in play by another card.
  • Daredevil VFX no longer gets stuck on screen if a player retreats during turn 5.
  • Claimed text UI banners no longer overlap with Season Caches.
  • Increased the size of some fonts in Thai that were too small in certain UI elements.
  • [PC] Collection Sort/Filter options no longer disappear when resizing the client.
  • [PC] Improved the scroll on the Collection Level Track

 

KNOWN ISSUES LIST

  • The game can crash on some Android devices when switching languages.
  • If Morph spawns randomly (eg: via X-Mansion) and copies Kang, there is an infinite loop.
  • It can be difficult to interact with the emotes in-match on some devices.
  • The Season Pass spotlight card text is too large in some languages.
  • Set as Favorite icon overlaps with the text icon in some languages.
  • The Series 3 Token Shop does not display properly when you have collected all Series 3 cards.
  • If you have the Series 3 card focused when the shop rolls, the screen will be blank for a moment.
  • Tapping duplicate Kang’s in play while the turn is rewinding will cause that card to disappear.
  • Banner VFX displays the wrong turn timer when Kang rewinds time.
  • It can be hard to add or delete letters in the deck name on Android.
  • Spotlight cards in the Season Pass UI can only be focused by tapping on the lower-left of the card.
  • Reconnecting text doesn’t show all the time when Reconnecting to a Friendly battle.
  • Credit/Gold deep linking does not navigate to the shop from the Reward/Mission detail view.
  • Two players snapping on the same turn can cause the displayed energy pips to be incorrect.
  • Several UI elements display with empty info for a brief moment when switching to the shop screen.
  • Sandman and Electro may not visually show the power on a location if the location is locked down.
  • Some text is hard to read/missing in Russian language.
  • [PC] The Carousel can be hard to scroll.
  • [PC] Switching languages after switching between Windowed and Windowed Fullscreen can cause text elements to disappear in the UI.

 

Character Spotlight: Negasonic Teenage Warhead

Today we welcome the telepathic teen from Genosha…

After ANY card is played here, destroy this card AND that card.

During her formative years, Ellie Phimister discovered her mutant abilities extended beyond her exceptional physical aptitude to the mental realm of mind-reading and thought-projection. Ellie’s extraordinary mind, both a blessing and a curse, caused her to experience a host of nightmarish omens. She decided to coin the name “Negasonic Teenage Warhead” and donned gothic attire to match her pale skin, dark hair, and even darker demeanor.

Due to her precognitive abilities, Negasonic Teenage Warhead witnessed premonitions of the massacre of millions of Genoshan mutants, and soon after fell victim to Cassandra Nova’s Wild Sentinels invasion. Her telepathy teacher, Emma Frost, was devastated when she was unable to save young Ellie’s life.

Ellie was later resurrected in Necrosha, and subsequently dropped her gothic style in favor of a quiet suburban life, where she would use her telepathic and precognitive abilities under-the-radar in Albuquerque. However, it didn’t take long before her powers were learned of and she was captured by the mutant mercenary Deadpool. She ultimately joined forces with the mercenary and found new uses for her incredible telepathic abilities.

Negasonic Teenage Warhead possesses superhuman strength, speed, durability, reflexes, and an array of mental abilities stemming from the manipulation of energy at the quantum level. She is able to rearrange matter and energy into various shapes and forms at will, which enables her to read thoughts and project her own telepathic abilities onto others. Negasonic’s energy-harnessing capabilities are exhibited in MARVEL SNAP with her explosive ability:

After ANY card is played here, destroy this card AND that card.

Negasonic Teenage Warhead is a great card to proactively enable destroy decks, or disrupt your opponent’s plays at a location. Play her with cards like Bucky Barnes and Nimrod, or position her to destroy your opponent’s plays in a location!

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