New Limited Time Game Mode: High Voltage: Overdrive!

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

What is High Voltage: Overdrive?

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

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

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

How do you play?

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

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

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

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

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

Designing High Voltage: Overdrive

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

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

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

How long will High Voltage: Overdrive be here?

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

Extended Shop Hours

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

NEW CHARACTERS!

SERIES 5

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

 

SERIES 4

Activate: Destroy an enemy created card here.

Frequently Asked Questions

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

Patch Notes – April 1, 2025

 

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

 

Let’s get this out of the way. These are real. No April Fool’s jokes in the sacred grounds of patch notes.

 

PATCH HIGHLIGHTS

New Reward Type, Mystery Borders & Premium Mystery Borders

These will be a new reward type you will find throughout the game, including in: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!

Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders, while Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border.

 

Ladder Rank Decay

We’ve made some changes to how your ladder rank decays between seasons. You will now lose fewer ranks than before after each season, and you’ll lose fewer ranks the farther you are from Infinite. We want the goal of climbing ranks by making season-over-season progress to be more achievable and we want the experience of skipping a season to be less punishing. Check out the chart below to see how the new rank decay formula works.

  • If you are Infinite rank you’ll go to rank 75
  • If you are between rank 90 and 99 you’ll go to rank 73
  • 80-89 -> 65
  • 70-79 -> 63
  • 60-69 -> 55
  • 53-59 -> 53
  • 1-52 -> No decay

 

FEATURES

Unlock Custom Card Improvements

  • Players will be able to unlock the Custom Card feature with only one Infinity Split or acquisition of a Collectible Finish or Flare from Character Mastery..

Mystery & Premium Mystery Borders

  • Over time, you’ll find these new reward types throughout the game: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!
  • Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders
  • Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border

 

ART, VISUAL EFFECTS, & AUDIO
  • Laufey now has VFX and SFX

 

 BALANCE UPDATES

The skill card type introduced with Agamotto’s Ancient Arcana uncovered some bugs and inconsistencies in how cards and locations handle their targets leaving play before taking effect. They also added a bunch of points of confusion when cards didn’t indicate that their effects had taken place without a target. So today we’ve added messages to more cards when they can’t take effect, and we’re lining up some functionality to help everyone understand how these things will interact:

  • Cards that are no longer at locations can no longer be destroyed.
  • Effects acting on the next card played, like Negasonic Teenage Warhead or at Castle Zemo, will always be “used up” by a card resolving there (even if it leaves the location before they can affect it).

 

CARD UPDATES

  • Araña is getting a text-only update to line up her wording with other cards that work the same way.

[OLD] 1/2 – Activate: Give the next card you play +1 Power and move it to the right.

[NEW] 1/2 – Activate: After you play your next card, give it +1 Power and move it to the right.

 

LOCATION UPDATES

  • Our Lady of Saints will now merge cards if the last one revealed left the location first (e.g. because it was a skill).

 

Bug Fixes

Card & Location Fixes in 39.x

  • Playing Moonstone on a location with Thanos’ Power Stone should no longer result in an Aw Snap
  • Galacta’s ability should now fire appropriately if she’s forcibly moved on the turn that she’s revealed

 

Card and Location Art Fixes in 39.x

  • Disabled the VFX for Images of Ikonn in order to resolve some associated performance issues
    • Once we’ve fixed the underlying performance issue, we’ll re-enable the VFX in a future update
  • Corrected the logo for Bolts of Balthakk
  • Hotel Inferno’s VFX should play appropriately now
  • Yondu’s VFX should play appropriately now
  • Cosmetic flare effects should display as expected when opening and closing the card detail views of multiple cards
  • Khonshu’s VFX should no longer display when the card is facedown
  • The Lemon Art variants should now all have the SNAP magazine print visible on top of the background finishes when split
  • Viper’s He Tianyou variant should now display its finish in the small card view in-game and in the collection
  • Starbrand’s VFX should no longer play on locations when other cards are being staged while Starbrand remains in hand
  • Several cards should no longer see elements along the edges cut off when rotating the card at 3D rarity or higher
  • The First Ghost Rider should now correctly have an empty hand “whiff” VFX
  • Doctor Strange’s VFX should no longer briefly play when there are no valid targets available to move
  • Gyroscope functionality for viewing the parallax effect of cards should be fixed for Android devices
    • Note that iOS is only partially fixed as the tilt degree is still restricted more than intended

 

Other Fixes in 39.x

  • Cards displayed in the Graveyard should once again be accurate to what’s been discarded, destroyed, or banished
  • Addressed an issue that could expose Skill Cards in an opponent’s hand to third party applications
  • Addressed an issue that resulted in some exploitable behavior and weirdness around Gold Pass reward claims for a small number of players
    • This was addressed in a server hotfix on the previous version as well.
  • The Custom Card tooltip should display appropriately when clicking on locked custom cards
  • Made a number of small fixes to UI alignment and screen sizing that should ensure that assets extend the full length and width of screens where appropriate
  • Completing an album should no longer occasionally cause an exception to occur
  • Fixed an issue that was causing the player’s currently equipped card back to display as their opponents as well
  • In instances where the seasonal background splash isn’t available, the client should now fall back to a preset background rather than show a black screen
  • Corrected some UI behaviors around the close button for Alliance chat

 

PC Fixes in 39.x

  • The First Ghost Rider’s VFX should no longer clip along the top of the screen when played on the opponent’s side
  • Iron Lad copying Joaquin Torres’ ability should no longer cause residual VFX to display on the far left side of the screen
  • Snap Points icon should no longer be partially transparent on the post match results screen
  • Fixed the clickable area of a handful of buttons on the main menu to better represent the size of the asset

Localization Fixes in 39.x

  • Addressed an issue that was preventing the text for Premium Mystery Variants from displaying in different locations
  • Mastery’s Max Level text should no longer clip into the progression meter while playing in Italian or Russian

 

 

Known Issues

UPCOMING CONTENT

  • Sakaar Grand Prix’s effect is not restored after being disabled by Snow Guard Hawk
  • Topaz does not move to the middle location after merging with Hulk Buster

 

HIGH

  • Suggested Alliances are not being shown when accessing the Alliance UI
  • Avatars are not showing appropriately for other players within the Alliance UI
  • The Infinity Avatar claim animation for winning an Infinity Conquest shows a blank Avatar icon instead of the upgraded one
  • When Ranking up to a new Rank tier, the animation doesn’t take the +3 bonus ranks into consideration and will incorrectly show the player losing ranks (this is visual only)
  • The deck behind the blur element during the Custom Card FTUE can be inadvertently clicked and cause a softlock
  • The Envar Studio Dagger variant has some visual layering issues when upgraded on iOS

 

MEDIUM

  • Khonshu’s VFX often clip through location and card assets
  • Khonshu’s VFX will overlap awkwardly with the power and energy cost icons of the card if triggered during the Waxing Phase
  • Claim VFX for Mission Rewards are slow to resolve and the floating particle effects may not animate fully
  • The animation of claimed medals after a Conquest battle don’t fully animate
  • The Gold Pass icon is oversized and partially off-screen when viewed in the purchase details view
  • The clickable area of items on the Ranked reward track doesn’t fully extend to the right side of the icons
  • Certain Ongoing VFX associated with particular triggers, such as Captain America, will not turn off when the ability has been disabled
  • Kang’s VFX present an empty black bar along the screen when rewinding the turn
  • The “Back” button of previous UI elements is often visible and interactable in the background of other UI elements
  • [PC] Can tap on elements of the navigation bar through the Missions UI
  • The Envar Studio Elsa Bloodstone variant can have an element extend into and overlap with adjacent cards

 

LOW

  • The highlighted navigation buttons stop updating appropriately if you manually scroll through the shop
  • A persistent Season XP icon can be seen on the Main Menu after purchasing the Super Premium Season Pass
  • Some inbox reward icons are oversized
  • Premium Mystery Variant icon’s particle effects persist on screen along the header when scrolling through some shops
  • Token icons may display incorrectly in some Shop and Bundle UI
  • The scrim overlaid on the claimed Conquest variant is misaligned
  • The bottom of the Mastery track can scroll and separate from the displayed level icon at the bottom
  • Collection “Sort” and “Filter” buttons can be seen as blurry assets on the Mastery track
  • Mission Refill’s tooltip clips with some of the surrounding UI elements
  • Spotlight token icon for the S4/S5 fallback overlaps other items on the Spotlight Cache
  • “Ping” notifications VFX occasionally clip into other assets on the Collection Track
  • Checkmarks for claimed items on Collection Track occasionally overlap awkwardly with the other icons
  • Some UI elements on the Season Pass scroll unevenly as you scroll through rewards
  • Token icons clip weirdly through the reveal VFX when unlocked
  • The expiration timer of some bundles can extend into other elements of certain bundles in several different languages
  • [PC] Some reward icons overlap awkwardly with other assets on various carousels
  • [PC] Mission text is occasionally scaled incorrectly for the mission banner UI
  • [PC] “Ping” notification rings on the Mystery Border icons are misaligned
  • [PC] Make Me a Deck icon clips awkwardly into the button when hovered over
  • [PC] The background element of some bundles are overly bright on PC
  • [PC] Some UI element hover states can be disabled by clicking and scrolling while hovered over them

 

 

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

 

Let’s get this out of the way. These are real. No April Fool’s jokes in the sacred grounds of patch notes.

 

PATCH HIGHLIGHTS

New Reward Type, Mystery Borders & Premium Mystery Borders

These will be a new reward type you will find throughout the game, including in: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!

Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders, while Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border.

 

Ladder Rank Decay

We’ve made some changes to how your ladder rank decays between seasons. You will now lose fewer ranks than before after each season, and you’ll lose fewer ranks the farther you are from Infinite. We want the goal of climbing ranks by making season-over-season progress to be more achievable and we want the experience of skipping a season to be less punishing. Check out the chart below to see how the new rank decay formula works.

  • If you are Infinite rank you’ll go to rank 75
  • If you are between rank 90 and 99 you’ll go to rank 73
  • 80-89 -> 65
  • 70-79 -> 63
  • 60-69 -> 55
  • 53-59 -> 53
  • 1-52 -> No decay

 

FEATURES

Unlock Custom Card Improvements

  • Players will be able to unlock the Custom Card feature with only one Infinity Split or acquisition of a Collectible Finish or Flare from Character Mastery..

Mystery & Premium Mystery Borders

  • Over time, you’ll find these new reward types throughout the game: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!
  • Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders
  • Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border

 

ART, VISUAL EFFECTS, & AUDIO
  • Laufey now has VFX and SFX

 

 BALANCE UPDATES

The skill card type introduced with Agamotto’s Ancient Arcana uncovered some bugs and inconsistencies in how cards and locations handle their targets leaving play before taking effect. They also added a bunch of points of confusion when cards didn’t indicate that their effects had taken place without a target. So today we’ve added messages to more cards when they can’t take effect, and we’re lining up some functionality to help everyone understand how these things will interact:

  • Cards that are no longer at locations can no longer be destroyed.
  • Effects acting on the next card played, like Negasonic Teenage Warhead or at Castle Zemo, will always be “used up” by a card resolving there (even if it leaves the location before they can affect it).

 

CARD UPDATES

  • Araña is getting a text-only update to line up her wording with other cards that work the same way.

[OLD] 1/2 – Activate: Give the next card you play +1 Power and move it to the right.

[NEW] 1/2 – Activate: After you play your next card, give it +1 Power and move it to the right.

 

LOCATION UPDATES

  • Our Lady of Saints will now merge cards if the last one revealed left the location first (e.g. because it was a skill).

 

Bug Fixes

Card & Location Fixes in 39.x

  • Playing Moonstone on a location with Thanos’ Power Stone should no longer result in an Aw Snap
  • Galacta’s ability should now fire appropriately if she’s forcibly moved on the turn that she’s revealed

 

Card and Location Art Fixes in 39.x

  • Disabled the VFX for Images of Ikonn in order to resolve some associated performance issues
    • Once we’ve fixed the underlying performance issue, we’ll re-enable the VFX in a future update
  • Corrected the logo for Bolts of Balthakk
  • Hotel Inferno’s VFX should play appropriately now
  • Yondu’s VFX should play appropriately now
  • Cosmetic flare effects should display as expected when opening and closing the card detail views of multiple cards
  • Khonshu’s VFX should no longer display when the card is facedown
  • The Lemon Art variants should now all have the SNAP magazine print visible on top of the background finishes when split
  • Viper’s He Tianyou variant should now display its finish in the small card view in-game and in the collection
  • Starbrand’s VFX should no longer play on locations when other cards are being staged while Starbrand remains in hand
  • Several cards should no longer see elements along the edges cut off when rotating the card at 3D rarity or higher
  • The First Ghost Rider should now correctly have an empty hand “whiff” VFX
  • Doctor Strange’s VFX should no longer briefly play when there are no valid targets available to move
  • Gyroscope functionality for viewing the parallax effect of cards should be fixed for Android devices
    • Note that iOS is only partially fixed as the tilt degree is still restricted more than intended

 

Other Fixes in 39.x

  • Cards displayed in the Graveyard should once again be accurate to what’s been discarded, destroyed, or banished
  • Addressed an issue that could expose Skill Cards in an opponent’s hand to third party applications
  • Addressed an issue that resulted in some exploitable behavior and weirdness around Gold Pass reward claims for a small number of players
    • This was addressed in a server hotfix on the previous version as well.
  • The Custom Card tooltip should display appropriately when clicking on locked custom cards
  • Made a number of small fixes to UI alignment and screen sizing that should ensure that assets extend the full length and width of screens where appropriate
  • Completing an album should no longer occasionally cause an exception to occur
  • Fixed an issue that was causing the player’s currently equipped card back to display as their opponents as well
  • In instances where the seasonal background splash isn’t available, the client should now fall back to a preset background rather than show a black screen
  • Corrected some UI behaviors around the close button for Alliance chat

 

PC Fixes in 39.x

  • The First Ghost Rider’s VFX should no longer clip along the top of the screen when played on the opponent’s side
  • Iron Lad copying Joaquin Torres’ ability should no longer cause residual VFX to display on the far left side of the screen
  • Snap Points icon should no longer be partially transparent on the post match results screen
  • Fixed the clickable area of a handful of buttons on the main menu to better represent the size of the asset

Localization Fixes in 39.x

  • Addressed an issue that was preventing the text for Premium Mystery Variants from displaying in different locations
  • Mastery’s Max Level text should no longer clip into the progression meter while playing in Italian or Russian

 

 

Known Issues

UPCOMING CONTENT

  • Sakaar Grand Prix’s effect is not restored after being disabled by Snow Guard Hawk
  • Topaz does not move to the middle location after merging with Hulk Buster

 

HIGH

  • Suggested Alliances are not being shown when accessing the Alliance UI
  • Avatars are not showing appropriately for other players within the Alliance UI
  • The Infinity Avatar claim animation for winning an Infinity Conquest shows a blank Avatar icon instead of the upgraded one
  • When Ranking up to a new Rank tier, the animation doesn’t take the +3 bonus ranks into consideration and will incorrectly show the player losing ranks (this is visual only)
  • The deck behind the blur element during the Custom Card FTUE can be inadvertently clicked and cause a softlock
  • The Envar Studio Dagger variant has some visual layering issues when upgraded on iOS

 

MEDIUM

  • Khonshu’s VFX often clip through location and card assets
  • Khonshu’s VFX will overlap awkwardly with the power and energy cost icons of the card if triggered during the Waxing Phase
  • Claim VFX for Mission Rewards are slow to resolve and the floating particle effects may not animate fully
  • The animation of claimed medals after a Conquest battle don’t fully animate
  • The Gold Pass icon is oversized and partially off-screen when viewed in the purchase details view
  • The clickable area of items on the Ranked reward track doesn’t fully extend to the right side of the icons
  • Certain Ongoing VFX associated with particular triggers, such as Captain America, will not turn off when the ability has been disabled
  • Kang’s VFX present an empty black bar along the screen when rewinding the turn
  • The “Back” button of previous UI elements is often visible and interactable in the background of other UI elements
  • [PC] Can tap on elements of the navigation bar through the Missions UI
  • The Envar Studio Elsa Bloodstone variant can have an element extend into and overlap with adjacent cards

 

LOW

  • The highlighted navigation buttons stop updating appropriately if you manually scroll through the shop
  • A persistent Season XP icon can be seen on the Main Menu after purchasing the Super Premium Season Pass
  • Some inbox reward icons are oversized
  • Premium Mystery Variant icon’s particle effects persist on screen along the header when scrolling through some shops
  • Token icons may display incorrectly in some Shop and Bundle UI
  • The scrim overlaid on the claimed Conquest variant is misaligned
  • The bottom of the Mastery track can scroll and separate from the displayed level icon at the bottom
  • Collection “Sort” and “Filter” buttons can be seen as blurry assets on the Mastery track
  • Mission Refill’s tooltip clips with some of the surrounding UI elements
  • Spotlight token icon for the S4/S5 fallback overlaps other items on the Spotlight Cache
  • “Ping” notifications VFX occasionally clip into other assets on the Collection Track
  • Checkmarks for claimed items on Collection Track occasionally overlap awkwardly with the other icons
  • Some UI elements on the Season Pass scroll unevenly as you scroll through rewards
  • Token icons clip weirdly through the reveal VFX when unlocked
  • The expiration timer of some bundles can extend into other elements of certain bundles in several different languages
  • [PC] Some reward icons overlap awkwardly with other assets on various carousels
  • [PC] Mission text is occasionally scaled incorrectly for the mission banner UI
  • [PC] “Ping” notification rings on the Mystery Border icons are misaligned
  • [PC] Make Me a Deck icon clips awkwardly into the button when hovered over
  • [PC] The background element of some bundles are overly bright on PC
  • [PC] Some UI element hover states can be disabled by clicking and scrolling while hovered over them

 

Unlocking the Future of Your Collection: Snap Packs

We’re excited to introduce Snap Packs — a major upgrade to how you unlock new cards and build your collection. Whether you’re a new player trying to catch up, a returning player who missed a few Seasons, or a dedicated veteran chasing every new release, this system is designed with you in mind.

We’re aiming to launch Snap Packs in the April 29th patch. This date may move depending on testing or other variables but we wanted to let everyone know ahead of time.

 

Snap Packs: Quick Overview

The Token Shop is getting a massive upgrade — becoming a dedicated Card Shop where you’ll find:

Snap Packs — Each guarantee 1 unowned card (no dupes!) and 2 bonus rewards*
Spotlight Cards & Rotating Pinnable Cards — Just like today
Free Daily Tokens — Login and redeem every day!
Token Packs — Purchase Tokens right from the Card Shop with Gold

*These can be additional cards, variants, cosmetics, or currencies like Tokens, Boosters, and Credits (odds will vary).

 

Problems with the Current System

Right now, getting the cards you want in Marvel SNAP can feel frustrating — and slow.

  • Returning players who missed multiple seasons find themselves way behind.
  • New players struggle to catch up and play popular decks.
  • Veteran players often have to rely on luck with Spotlight Caches, which can lead to duplicate cards and wasted rewards.

 

Snap Packs to the Rescue!

Snap Packs are designed to address these problems by giving players:

  1. Greater control over the cards you earn
  2. Catch up faster and cheaper
  3. A smoother collection journey

 

Let’s dive into each of these areas below:

1. Greater Control Over Cards You Earn

Snap Packs will help you chase the cards you want by offering different packs that each contain separate pools of cards. Below are the five different Snap Packs coming at launch.

  • New Series 5 Packs
    • Includes all Series 5 cards from the current and ONE previous Season.
    • The card pool updates each WEEK with each Spotlight Card
  • New Series 4 Packs
    • Includes all Series 4 cards from the current and TWO previous Seasons
    • The card pool updates each SEASON
  • Collector’s Packs for Series 3, 4 and 5
    • Separate packs for each of Series 3, 4, and 5.
    • Perfect for catching up
    • Contains ALL cards not included in the New Series Card Packs above.

 

2. Catch Up Faster and Cheaper

Not only can you target older or lower Series cards but they’ll be cheaper than buying individual cards.

Gone are the days of just missing out on a Spotlight Card from the previous week and being filled with regret. New Series Packs contain all the cards from the current and previous season allowing you to wait until the moment is right to try and grab the one you’re looking for.

New Series Packs will also be cheaper than just buying a featured Spotlight Card directly. If you have all the cards from the current and previous Seasons, the newest Spotlight Card will always be an automatic pull and at a discount!

Collector’s Packs, available for Series 3, 4, and 5 cards, will be priced at a significant discount compared to waiting for them to pop up in your Token Shop individually. This allows new or returning players to catch up faster and for less.

 

Token Packs are also being introduced allowing players, if they so choose, to purchase Tokens for Gold directly from the Card Shop. Players can then catch up as fast as they want without having to wait for daily rotations or Spotlight Caches.

 

3. A Smoother Collection Journey

Bye-Bye Spotlight Cache — Hello Tokens!

The Spotlight Cache system is being retired with this update, and all your existing Spotlight Keys will automatically be converted into Tokens at a rate of 3000 Tokens per Key. That means you can dive right into the new system with a solid Token stash ready to spend.

Where you used to receive Spotlight Keys on your Collection Level track, you will now earn 3000 Tokens instead, keeping your card acquisition flow steady.

Previously, Spotlight Keys and Tokens were only able to be used on predetermined Cards that were available in the Spotlight Caches or random ones rotating in Spotlights. While those Spotlights will still exist, you can now use your hard-earned Tokens to buy new and old cards from any Series you want at any time.

The changes that Snap Packs are bringing are entirely additive. A new player’s journey of earning cards as you play isn’t going away. You’ll continue to earn Series 3 cards as you progress through the Collection Level track.

 

But Wait, There’s More!

More Cards, More Fun Every Season

To top it off, Marvel SNAP is planning to release more cards every season. Alongside the improved Snap Packs system, you’ll be able to grab new cards faster and experiment with more decks right away.

Custom Packs Coming Soon

Snap Packs not only provide the ability to target cards based on age or series, they also create endless opportunities for bespoke “Custom Packs” in the future. Think packs like “X-Men”, “Discard”, or “Creator’s Deck of the Week”. We’re just scratching the surface of how Snap Packs can evolve over time!

 

Ready to SNAP Into the Future?

With Snap Packs, we’re making it easier, faster, and more fun to build your ultimate Marvel SNAP collection. We’ll be sharing more as we get closer to launch so stay tuned for more details — and get ready to open packs, collect cards, and build your new favorite deck.

Marvel SNAP’s future is in your hands. See you in the Card Shop!

 

Premium Mystery Border Details

Premium Mystery Borders contain eligible super rare and ultimate border types. Here are the following eligible and ineligible border categories:

 

Eligible: 

  • Super Rare Neon
    • NeonWhite
    • NeonYellow
  • Super Rare Cosmic
    • CosmicGold
    • CosmicGreen
    • CosmicOrange
    • CosmicPink
    • CosmicBlue
    • CosmicRed
  • Super Rare Metallic
    • Metallic Silver
    • Metallic Gold
  • Ultimate Cosmic
    • CosmicBlack
    • CosmicRainbow

 

Ineligible:

  • Rare Neon
    • NeonBlue
    • NeonGreen
    • NeonPurple
    • NeonRed
  • Rare Metallic
    • MetallicCopper
  • All Holiday-related borders
    • SnowflakesRed
    • SnowflakesBlue
    • WrappingPaper
    • CandyCane
    • IceBlue
  • All Web
    • WebBlack
    • WebRed
  • All Promo
    • MatteRed
    • MatteBlack
    • DistressedRed
    • DistressedBlue

 

Odds of pulling each rarity type are as follows:

Rarity % Chance per Pull
Super Rare 75%
Ultimate 25%

 

March 13th – Balance Updates

In this week’s balance update, we’ll be re-tuning the Hela archetype after its incorporation of Skaar, adjusting Dr. Doom 2099 to be more in line with other four cost options, and fixing an outlier interaction with Sam Wilson.

Additionally, we’ll be buffing some iconic favorites that have fallen out of favor, as well as trying to get Bruce Banner into a more acceptable long term power range.

Let’s start with Hela:

 

Hela
  • [Old] 6/9 – On Reveal: For each different Cost among them, resurrect a card you discarded to a random location.
  • [Change] 6/9 > 6/6

 

Swordmaster
  • [Old] 3/7 – On Reveal: Discard an odd-costed card from your hand.
  • [Change] 3/7 > 3/6

 

Hellcow
  • [Old] 4/7Activate: Discard a card from your hand.
  • [Change] 4/7 > 4/6

 

Black Cat
  • [Old] 4/10 – End of Turn: Discard this from your hand.
  • [Change] 4/10 > 2/6

 

Last OTA, we took some large steps to wrangle the Surtur strategy into a spot that will allow it to exist as a part of a healthy metagame for the long term.  Now the Surtur deck is still enjoying success, but at a much more manageable play rate on the ladder.

A consequence of that, and the movement from 6 to 7 cost with Skaar, is that Hela got a large strength injection, by giving it another unique-cost-high-power card.

Before the Skaar change, Hela was a balanced, sometimes slightly under performing strategy, but giving it the means to generate an additional 12 points with its best draw has taken it to strongest-deck levels.

Sometimes the consequences of changes to solve problems cascade into other problems.  It was possible to predict that Hela would be an issue with the Skaar changes, but given where it was on the ladder, we would rather let things play out naturally than try to map out all the implications of a large scale change, especially one on the magnitude of shaking up Surtur’s stranglehold on the metagame.

So where does that leave us?  For now, we’re comfortable accepting that Skaar and to some extent Thaddeus Ross are buffing the Hela strategy.  If anything, it’s good that Skaar has another home after we nerfed it, but Hela’s point generation is just too large relative to the effort asked of you. As a result, we’re downward adjusting it in other ways.

From Hela, Sword Master, and Hellcow we’ve naturally cut 5 total points of power, just from the set up and payoff cards in the deck you want to play. We suspect that this is likely to leave the deck still in a stronger position than pre-Skaar to 7, but does trim some of the incidental power the strategy generates just from naturally playing enablers and its namesake, which should bring the win rate down.

Those are pretty straightforward changes, Black Cat is the trickier one.

Before this OTA, Black Cat didn’t have much of a role anywhere except being a “free” stat stick for Hela.  She was just too unreliable to play in most normal decks as an above-rate card.

We’ve tried her at 3/8 in the past, but that didn’t do enough to move the needle on her “normal” playability, so rather than just adjust her again to that stat line with the goal of just simply nerfing Hela, we’re trying a sideways experiment here.

2/6 is pretty impressive and we’re interested to monitor her appeal in other decks as a risk/reward card.

We’ll both be monitoring how she performs as well as how large an impact on Hela this set of changes makes and adjust accordingly in the future.

 

Doom 2099

4/3 – End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.

 

We’re adjusting Doom 2099’s DoomBots.

 

DoomBot 2099
  • [Old] 4/1 – Ongoing: Your other DoomBots and Doom have +1 Power.
  • [Change] 4/1 > 4/0

 

The package of Zabu, Psylocke, and Doom 2099 have been incorporated into a variety of winning strategies for some time now.  We’ve made some adjustments to Doom99, but none have been substantial enough to decrown him as the de facto strongest four cost card in Marvel Snap.

Much of Doom’s potency being tied to the strength of ramping him out has made him tricky to manage relative to other 4’s.  We debated knocking his power again, but he only has one real adjustment left, as moving to 4/1 would arguably make him stronger by allowing Ravonne Renslayer to interact with him.

Ultimately we decided that wasn’t a large enough change, and we’ve settled on removing a power from his Doom Bots.  This should be an average adjustment per game of about 3 total power and our hope is that will get him closer to the correct spot.

We still want Doom99 to be a strong card, but hopefully now he won’t be so clearly out competing other 4 cost options, particularly when he asks little of you in deckbuilding.

 

Sam Wilson Captain America

2/3 – Game Start: Add Cap’s Shield to a random location. Ongoing: You can move Cap’s Shield.

 

We’re adjusting Sam Wilson’s Shield.

 

Cap’s Shield
  • [Old] 1/1 – Ongoing: This can’t be destroyed. Give your Cap +2 Power when this moves to Cap’s location.
  • [Change] 1/1 > 0/1

Sam has shown up successfully in a variety of strategies and had a generally positive play pattern that folks have enjoyed. As a result, we’re happy to mostly keep him in his current state, which is quite strong.

However, there’s one little problem.

His interaction with Cull Obsidian is really more of a bug than a feature.  Cull’s inclusion in decks that don’t even play 1 cost cards is very much against the spirit of Cull’s design and draw-back.  Being able to sport an undercosted 10 power card is a huge boon to any deck that is at all interested in playing Sam, further improving his win rate in a way that we aren’t happy with as well as contributing to a homogeneity in Sam decks despite his representation across a variety of archetypes.

We’re changing the cost on Cap’s shield to cut out this interaction, and will see how Sam’s win rate evolves as a result.

 

Loki
  • [Old] 2/2 – On Reveal: Replace your deck with your opponent’s starting deck. Give those cards -1 Cost.
  • [Change] 2/2 > 1/2

As a massive fan favorite, we haven’t been quite satisfied with Loki’s position in Marvel Snap in recent times.  This is an attempt at a half step between his current version and his previous iteration where he drew a card, now enabling you another turn of drawing your opponent’s cost reduced cards, but at a weaker overall rate than before.  We’re open to further iteration if this isn’t a large enough adjustment.

 

Thanos

6/10 – Game Start: Draw Thanos and shuffle the six Infinity Stones into your deck.

 

We’re adjusting Thanos as well as his Space Stone.

  • [Change] 6/10 > 6/12

 

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

In a similar vein to Loki, Thanos has been in a slump for a while.  We believe there’s an opportunity to improve him without a full reversion to the metagame menace that he has been in the past.

Thanos has two primary weaknesses, one being that he himself is much less appealing to play than using his Stones, and that his Stones can quickly take up a considerable amount of real estate.  We’ve aimed to help both of those issues, by both increasing Thanos’s base power as well as increasing the power of the Space Stone – one of the Infinity Stones that you often feel the worst about leaving on the board if you can’t blow it up yourself.

 

Wolverine
  • [Old] 2/2 – When this is discarded or destroyed, regenerate it with +2 Power at a random location.
  • [Change] 2/2 > 2/3

We’ve been monitoring the traditional destroy deck and found it lacking for some time.  As an iconic Marvel Snap strategy, we want to make sure that Destroy can remain a healthy part of the metagame, particularly given how accessible it is.

The latter point is always something we do want to be careful of, as a change like this does have the potential to dramatically skew the new player experience. That said, we think it is worth it to give some help to the strategy, and we’ve chosen Wolverine given how the strength of other two energy characters has steadily increased since the release of the game.

 

Bruce Banner
  • [Old] 2/1End of Turn: If you have unspent Energy, 25% chance to HULK OUT!
  • [New] 2/1 – End of Turn: If you have unspent Energy, 33% chance to HULK OUT!

 

 Additional change not reflected in text: Bruce will keep his power modifiers after HULKING OUT.

 

Players have been disappointed in the state of Bruce Banner since his release, and his play rate reflects that, so we’re taking a dramatic swing here.  In addition to going from a 1/4th chance to 1/3rd chance to HULK OUT, we’re also allowing the Hulk to keep any bonuses he might receive in Banner form.  These pair of changes will not only give him a substantial increase in expected point generation, but we hope will make him a lot more fun to play with as well.

 

Temporary Location Removal

Deep Space

Deep Space is bugged with Iron Patriot and will be temporarily removed from the location pool until fixed.

 

 

 

MARVEL SNAP Ngừng Hoạt Động Tại Việt Nam.

MARVEL SNAP Discontinued in Vietnam.
Due to local regulatory matters, we have unfortunately made the difficult decision to discontinue offering MARVEL SNAP in Vietnam. This means that MARVEL SNAP will be removed from the Vietnamese Google Play, Apple App Store, and PC via Steam. As a result, players in Vietnam will no longer be able to access the game in 2 days.
We hope this is not a permanent goodbye for Vietnam, and we will continue exploring solutions to bring MARVEL SNAP back in the future.
To ensure you don’t lose your game progress, we strongly encourage you to link your account to your email address before losing access to the game. This will allow you to continue your progress if we are able to relaunch in Vietnam.
We sincerely apologize for the inconvenience and appreciate your understanding.

Q: What is happening with MARVEL SNAP in the Vietnamese app stores?
Due to local regulatory matters, we have to discontinue offering MARVEL SNAP on the Vietnamese Google Play and Apple App Store. As a result, players in Vietnam will no longer be able to access the game in 2 days.

Q: How can I make sure I don’t lose my progress?
To ensure your account is saved, make sure your MARVEL SNAP account is linked to your email address before you lose access. In game, go to ‘Settings’ and then ‘Link Account’ and follow the instructions. This must be done from your current game account while you still have access to the game.

Q: What will happen to in-app purchases?
As with most digital products, existing in-game purchases in MARVEL SNAP are generally non-refundable. Refund requests are handled via customer support of your respective platform:
For purchases made on an iOS device: Refund requests must be handled directly through Apple. Please visit Apple Support to find the option that best applies to you.
For purchases made on an Android device: Refund requests must be handled directly through Google. Please visit Google Support to find the option that best applies to you.

Q: Will MARVEL SNAP return to Vietnam in the future?
We have hopes that one day we can bring MARVEL SNAP back to Vietnam. However, at this time, we do not have a timeline for when or if we will be able to relaunch the game in the region.

New Season: Prehistoric Avengers

 

Before Doctor Strange, before Iron Man, before the Avengers or the X-Men–Who protected Earth from cosmic threats? The Prehistoric Avengers, the first band of super heroes! Who doesn’t love a prequel?

SEASON PASS

You may be familiar with the Eye of Agamotto used by Doctor Strange, but now you can see what the REAL Agamotto is all about. As the first Sorcerer Supreme, Agamotto is bringing an all-new set of Arcana to the game!

 

NEW CARD TYPE – SKILLS

Agamotto’s Ancient Arcana are the first peek at a new type of card called skills. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times.
You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP!

 

NEW KEYWORD – BANISH

This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. For more information on skills and Banish, be sure to check out the new patch notes!

 

NEW CHARACTER: Agamotto

Game Start: Shuffle 4 Ancient Arcana into your deck.

 

On Reveal: Give Agamotto +3 Power. Put him into your hand if he’s not in play. (Banish this.)

 

On Reveal: Afflict an enemy card here with -5 Power and move it right. (Banish this.)

 

On Reveal: Next turn, you get +4 Energy. (Banish this.)

 

On Reveal: Transform your other cards here into copies of the highest-Power one. (Banish this.)

 

SEASON REWARDS

NEW CHARACTERS!

The Celestial Eson has come to Earth to reshape life–or wipe it out entirely. Agamotto will need to assemble a little help from his friends in the next great battle, so let’s bring them in!

SERIES 5

End of Turn: Put a created card from your hand here.

 

SERIES 5

Ongoing: Your opponent has +3 Power at each other location.

 

SERIES 5

When one of your cards is destroyed, this uses that card’s On Reveal.

 

SERIES 5

When discarded, returns in its next phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 5.

 

When discarded, returns in its final phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 8.

 

On Reveal: Resurrect a card you discarded to another location with its Power set to 12.

Our next character is available exclusively through High Voltage! The First Ghost Rider can be earned FOR FREE by completing missions and winning SUPER fun games. High Voltage will be available starting on March 21st!

 

SERIES 4

On Reveal: Discard the lowest-Power card from your hand. Remove that card’s Power from this.

 

So, when can you expect new cards in the Token Shop?

You can expect new cards to be released weekly – the previous month’s Season Pass Card, Sam Wilson, Captain America, will be released as a Series 5 card on March 4th.

  • Mar 4th: Eson – Series 5 Release
  • Mar 11th: Sam Wilson – Series 5 Release
  • Mar 11th: Starbrand – Series 5 Release
  • Mar 13th: Gorgon, Laufey, Uncle Ben – Series 4 Release
  • Mar 18th: Firehair – Series 5 Release
  • Mar 25th: Khonshu – Series 5 Release
  • Mar 28th: The First Ghost Rider – Series 4 Release

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

SPOTLIGHT CACHES!

Mar 4th:

  • Eson
  • Beta Ray Bill
  • Wiccan

 

Mar 11th:

  • Starbrand
  • Skaar
  • Phastos

 

Mar 18th:

  • Firehair
  • Cassandra Nova
  • Nico Minoru

 

Mar 25th:

  • Khonshu
  • Scorn
  • Corvus Glaive

NEW LOCATIONS

  • Star Brand Crater: If you have 10 or more Power here, +1 Energy each turn.

  • Celestial Burial Ground: Discard a card. Replace it with one that costs the same.

The Return of High Voltage

March 21st – March 28th!

The game mode is so electrifying, it demands MORE encores.

High Voltage is a limited-time mode that makes the world’s fastest collectible card game even faster! In this mode, there’s no snapping, just 3 turns with more energy and more cards to make even BIGGER power swings.

In High Voltage, you will start the game with 2 cards, and draw 2 new cards each round. On each of the 3 turns, you and your opponent will gain the same amount of randomized energy to try and play out your best strategies. And to make sure it stays fast, certain locations and characters will be restricted, so no playing Magik to slow things down!

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, The First Ghost Rider, for FREE! The event ends on March 28th at 10:59am PST so don’t miss out or you’ll have to find The First Ghost Rider in the token shop as a Series 4 card, available on March 28th.

BRAND NEW ALBUMS

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

The Variants may vary, but Envariably, the desire to fill this Album will intensify. New Envar album coming to you on March 11th.

Collect 2: Ultron – Envar Studio Avatar

Collect 5: 1000 Collector’s Tokens

Collect 7: 2 Cosmic Red Borders

Collect 10: Ultron – Envar Studio Variant

 

Two negatives don’t equal a positive… unless it’s multiplication… or the first reward in this album… The brand new Negative Space album is releasing on March 27th.

Collect 2: Black Panther – Negative Space Avatar

Collect 4: Black Panther – Super Hot Emote

Collect 6: Black Panther – Negative Space Variant

Collect 8: 1500 Collector’s Tokens

SHOP TAKEOVERS

TEN new Envar Variants will be featured in the shop for one day, on March 11th.

 

For one day only, you’ll find the newest JTC Negative Space variants in the shop on March 27th!

TWITCH DROPS

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Premium Mystery Variant! Drops will be available from March 21st-27th. Don’t miss out!

  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: 250 Credits
  • Watch 6 hours to earn: Premium Mystery Variant

Earth’s legacy of heroes began a looooooong time before these current Avengers, but will their power be enough to climb to Infinite? Share your best decks and new moves on Discord and our social channels!

Patch Notes – March 4, 2025

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

PATCH HIGHLIGHTS

Series Drops have arrived!

  • While these Series Drops will help many players along their journey, it’s not intended to fix the core issues we’re all feeling around Card acquisition. The team remains focused on a larger, long-term solution. We look forward to sharing more on that in the future.
  • To Series 3:
    • Knull
    • Zabu
    • MODOK
    • Nimrod
    • Ghost Spider
    • Nebula
    • Silk
    • Spider Ham
    • Lady Deathstrike
    • Mobius M Mobius
    • Havok
    • Selene
    • Hercules
  • To Series 4:
    • Loki
    • Blob
    • Sebastian Shaw
    • Elsa Bloodstone
    • Ms Marvel
    • Werewolf By Night
    • Skaar
    • Black Knight
    • Corvus Glaive
    • Cull Obsidian
    • Cannonball
    • Annihilus

 

 

GAMEPLAY

SKILL CARD TYPE

Since Marvel SNAP’s release two and a half years ago, all cards have fundamentally worked the same way, but not anymore! Agamotto’s Ancient Arcana are the first peek at a new type of card. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times. For more details, see the FAQ at the end.

You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP!

 

BANISH

This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. To start: all skill cards are banished after they resolve their effects, and we’re making a couple of updates to old cards and locations to banish cards, but expect more new effects to come!

 

DISCARDED, DESTROYED, & BANISHED PILES

Because skills don’t stay at a location very long to read, we prioritized some upgrades to the three piles you can view in-match from the player profiles: cards here will now display their current stats and you can select them to zoom in, just like a card in play. This is a great way to remind yourself what a particular skill does or see what an opposing Hela might bring back.

 

CARD TOOLTIPS AND CLARITY

And while you’re zooming in on cards you’ll notice a new [Question Mark Icon] by many of their descriptions. Tapping anywhere in such a card’s description will pop up tooltips explaining some details of their text. We try to make cards’ functions clear on first read, but there isn’t room to clarify every point of potential confusion. We saw some players struggling with the details of Activate back when we introduced that ability, and so took pains to find a better place for more information to live as we introduce new concepts like skills and banish.

Tooltips also let us unify and shorten some wording that would otherwise have been just a smidge too hard to understand. Cards and locations that used to trigger “After each turn” will now read “End of Turn:” (no functional difference).

Abilities that used to care about “cards that didn’t start in your deck” will now care about “created cards.” This is a small functional difference: they’ll only impact cards that weren’t in EITHER player’s starting deck. That means they’ll no longer count a Green Goblin that switched sides, but will still count cards created at the start of the game like Thanos’ Infinity Stones. More on that below!

ART & VISUAL EFFECTS
  • Sped up the VFX resolution of Sebastian Shaw and Doom 2099

 

 

BALANCE UPDATES

CARD UPDATES
  • Yondu
    • [Old] 1/2 – On Reveal: Destroy the card that costs the least in your opponent’s deck.
    • [New] 1/2 – On Reveal: Banish the card that costs the least in your opponent’s deck.

We found “destroy” spanning multiple zones but being distinct from discard led to unintuitive interactions like Yondu destroying Deadpool, but leaving him dead. While this change does remove Yondu’s synergistic interaction with cards like Death, it also allows him to get rid of problematic cards for good and opens the door for new synergies down the line as more cards banish.

 

  • Gorgon
    • [Old] 2/3 – Ongoing: Your opponent’s cards that didn’t start in their deck cost 1 more. (maximum 6)
    • [New] 2/3 – Ongoing: Your opponent’s created cards cost 1 more. (maximum 6)

 

  • King Eitri
    • [Old] 1/2 – Activate: Draw a card from your deck that didn’t start there.
    • [New] 1/2 – Activate: Draw a created card from your deck.

 

  • Quinjet
    • [Old] 1/2 – Ongoing: Cards that didn’t start in your deck cost 1 less. (minimum 1)
    • [New] 1/2 – Ongoing: Your created cards cost 1 less. (minimum 1)

 

  • Mockingbird
    • [Old] 6/9 – Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [New] 6/9 – Costs 1 less for each of your created cards in play.

We found this old category to be a lot harder to parse in text, leaving our early attempts at wording cards like Mockingbird difficult to comprehend. We also found the narrow distinction between these cards and Victoria Hand confused even more players. Cards that were created during the game form a clearer conceptual unit, and now we can clear up the questions they raise with tooltips! So while this change will remove the affected cards’ synergistic interaction with ones like Cable, it’s also opened up opportunities for upcoming cards to play into created card synergies in new and interesting ways!

 

  • Non-functional Wording Changes to use “End of Turn:”
    • Sunspot
    • Hydra Bob
    • Adam Warlock
    • Havok
    • Thena
    • Bruce Banner
    • Thaddeus Thunderbolt Ross
    • Marvel Boy
    • Makkari
    • Doom 2099
    • Attuma
    • Black Cat
    • Red Hulk
    • Evolved Misty Knight
    • Evolved Cyclops
    • Evolved Hulk

Tooltips also gave us an opportunity to unify the growing number of cards that take effect after everything else in a turn. We’d worded most of these effects with “After each turn” to help clarify that they didn’t happen right when you hit the “End Turn” button, but with tooltips to clarify that point, we can avoid ambiguity about which turn these effects occur during and make them easier to parse at a glance.

 

LOCATION UPDATES
  • Hotel Inferno
    • [Old] After you play a card here this turn, destroy the top card of your opponent’s deck.
    • [New] After you play a card here this turn, banish the top card of your opponent’s deck.

 

  • The Sandbar
    • [Old] Cards that didn’t start in your deck cost 1 more. (max 6)
    • [New] Created cards cost 1 more. (max 6)

 

  • Panoptichron
    • [Old] Cards that didn’t start in your deck get +2 Power here.
    • [New] Created cards here have +2 Power.

 

  • Non-functional Wording Changes to use “End of Turn:”
    • Great Web
    • Jotunheim
    • Madripoor
    • Muir Island
    • Rickety Bridge
    • Warrior Falls
    • Yggdrasil

 

 

Bug Fixes
  • Card & Location Fixes in 38.x
    • Addressed an issue with Madame Web causing Aw Snaps when trying to move multiple cards

 

  • Card and Location Art Fixes in 38.x
    • Fixed a systemic issue that caused a large number of variants to have asset layering and placement issues with the new Mastery finishes
    • DIVE Eight Studio’s Brood variant should use its associated Broodling token
    • Fixed an asset layering issue that could occur for cards with multiple reference tokens after being upgraded
    • Lasher should now have appropriate Booster and Mastery color UI
    • Fixed an issue that could occur with Lasher’s base card art at different upgrade levels
    • Thaddeus Ross should show appropriate “Whiff” VFX when no viable target card is available
    • Tweaked the end timing of Attuma’s VFX to reduce a delay
    • Tweaked the end timing of America Chavez’s VFX to address a delay
    • Addressed some art issues that could be seen on the Junggeun Yoon variant for Miles Morales at certain upgrade levels
    • Addressed some artifacting that could be occasionally seen on the Junggeun Yoon variant for Mystique
    • Cleaned up some noticeable issues with Moonstone’s VFX

 

  • Mastery Fixes in 38.x
    • Adjusted the position of Mastery reward claims to no longer be right on the outer edges of the UI
    • Cleaned up an asset layering issue that could if immediately clicking on the Mastery Claim UI after splitting a card
    • Cleaned up some UI layering issues that could occur between the Mastery Claim UI and other UI elements
    • Players should no longer be able to accidentally click through the background of the variant select screen and into the Mastery UI
    • Players should no longer find themselves accidentally clicking into the Mastery UI from within the Collection screen
    • Addressed an issue that could occur on seasonal or event rollover and obscure Mastery Claim UI
    • Fixed some layering issues with some of the new Mastery-associated flare effects
    • Fixed some UI issues that could occur on occasions where multiple variants for a single character are granted

 

  • Other Fixes in 38.x
    • Cleaned up an asset cleanup related issue that could result in a crash over time after switching between assets in the Custom Card menu
    • Addressed some issues that were causing card assets to temporarily not display in various UI elements after using the Custom Card feature
    • Cleaned up some issues that were causing flare effects to persist across screens as they were loaded in and out of memory
    • Resolved some issues that were at times causing assets to not immediately display in-game when cards and locations were revealed
    • Fixed an issue that prevented the middle location from being tapped on and viewed after hiding the post-game results
    • Collection sorting choices should persist after closing and reopening the game

 

  • Alliance Fixes in 38.x
    • Repositioned some UI elements for better consistency between Alliance screens

 

  • PC Fixes in 38.x
    • Should no longer be able to inadvertently scroll between different cards’ Mastery UI while the reward claim UI is open
    • There should now be a proper ESC button for the Super Premium details page

 

  • Localization Fixes in 38.x
    • The Banish section of the Graveyard should now be properly localized for all languages

 

Skills and Banish FAQ

  • Will banished cards count for Death?
    • Banished is its own separate state; nothing that cares about discarded or destroyed cards will look at banished ones, and vice versa.
  • When exactly are skills banished?
    • After their own On Reveal effects, but before any cards or locations that take effect after a card is played. Basically other cards will see them as played cards, but they won’t remain in play to be affected by other things. For example, playing a Skill at Angela’s location will first banish it, then give Angela Power. So playing one by Lockjaw, the skill won’t be around anymore to swap.
  • What is a skill’s Power?
    • It doesn’t have one! Anything that tries to affect its Power…won’t. So Cassandra Nova won’t be able to steal anything from it, Ravonna Renslayer won’t discount it, and Phastos will always reduce its cost.

February 27th – Balance Updates

In this week’s balance update, we’ll be continuing to adjust metagame imbalances, particularly among cards in Surtur strategies that continue to be problematic over time.

Additionally, we have a swath of cards that we’ve been looking to buff and improve the pattern of, some of those are at the perfect time with the series drop, others are old starter deck favorites that we’re looking to give some love with Prehistoric Heroes, and finally we have a recent release that’s simply performing worse than we would like.

Let’s go ahead and discuss the Surtur deck and some of its supporting pieces!

 

  • Surtur
    • [Old] 3/5 – After you play a card with 10 or more Power, this gains +3 Power. (twice per game)
    • [New] 3/5 – After you play a card with 10 or more Power, this gains +2 Power.
  • Skaar
    • [Old] 6/10 – Costs 2 less for each of your cards that has 10 or more Power.
    • [Change] 6/10 > 7/12
  • Aero
    • [Old] 5/10 – On Reveal: Move the last enemy card played anywhere to this location
    • [Change] 5/10 > 5/9

Surtur:

Surtur has simply been too efficient for his cost as well as enabling a synergy with Skaar too powerful for most decks to compete with even after adjustments. Our last attempt at nerfing Surtur intended to keep his core play pattern with Skaar – allowing you to maintain explosive turn 6’s playing multiple 10 Power cards in a turn with your strongest draws but capping the raw point output that Surtur is capable of.

Unfortunately, this just wasn’t a substantial enough nerf to the deck and the card. Surtur has still been enjoying the highest win rate amongst strategies over the last few weeks, and his win and cube gain rate has topped the charts in a deck that doesn’t even play Skaar. We’ll get back to that shortly.

This change aims to still make him a potent piece for point generation in the 10-power strategy but make it substantially more difficult to have those explosive turn 6’s by not allowing Surtur itself to contribute to Skaar’s cost reduction without three triggers. His ceiling is potentially higher than his previous iteration, but it requires much more effort to achieve.

Skaar:

We know that this change might be disappointing with Skaar’s presence in the Series drop, but it is our responsibility to be committed to the health of the gameplay experience at large. The obvious question here given the paragraphs I just wrote about hurting Surtur’s synergy with Skaar is “why did you need to nerf both then?” The reality is that the numbers of various Surtur/Skaar decks have been too high for quite a while now and it has become apparent that incremental change isn’t doing enough to right the imbalance in a reasonable time frame to maximize the enjoyment for our players. Regardless of Surtur being drawn, it is still quite achievable to deploy 20 Power on turn 6 with Skaar in his current form. We’re hoping that ultimately this will release some pressure on the metagame and encourage more diversity. We’ll continue to consider other options for these packages of cards as the metagame becomes less “Surtur centric.”

Finally, Aero:

As I alluded to previously, one of the most successful decks by far of the last few weeks was a Scream/Surtur hybrid strategy eschewing Skaar altogether. While a fun component of Snap deckbuilding is hybridizing strategies to come up with solutions to problems, this was a pretty dramatic outlier, sporting absolutely no bad matchups and a low deckbuilding constraint.

This is another example of not wanting to take a risk on an incremental change leading to a massive metagame imbalance that makes our gameplay experience dramatically worse.

While naturally any card losing a power is a nerf, we felt that removing a power from Aero was relatively modest on a high power card in the context of traditional Scream. This will make it more difficult to include Surtur at such a low opportunity cost in the deck and mitigates the risk of a homogenous metagame.

 

Series Drop Buffs
  • Werewolf By Night
    • [Old] 3/2 – After you play a card, move there to gain +2 Power if it has an On Reveal.
    • [Change] 3/2 > 3/3
  • Annihilus
    • [Old] 5/6 – On Reveal: Your cards with Power below 0 switch sides. Destroy those that can’t.
    • [Change] 5/6 > 5/7

These are all cards we’ve had our eye on and this is the perfect time to prop them up!

Werewolf by Night used to be a mainstay alongside Bounce and Loki, and despite it being buffed the last time we talked about, it still hasn’t picked up much in popularity. We are hoping this will do some good work to give it a home again.

Annihilus is a unique card that has been largely overshadowed by Viper in recent times, and this is a nod towards bringing him further back up to playability. While we’re always careful about increasing the play rate of Clog strategies, we recognize that it’s a strategy people enjoy and we’re willing to make efforts to walk that tight-rope.

 

Some Old Favorites
  • White Queen
    • [Old] 4/6 – On Reveal: Copy the card that costs the most from your opponent’s hand into your hand.
    • [Change] 4/6 > ¾
  • Lizard
    • [Old] 2/5 – Ongoing: -4 Power if your opponent has 4 cards here.
    • [Change] 2/5 > 2/6

With the upcoming release of Eson and Starbrand in Prehistoric Heroes, we thought this was a good opportunity to give some love to some old fan favorites White Queen has been weak for some time, but we always have an eye on how early series changes can impact the new player experience. Regardless, we think this is a good time to introduce a buff and hope that this will delight fans of hers as well as produce another exciting hook for Eson.

Similarly, Lizard’s downside and the deckbuilding cost that he asks of you to mitigate it is substantial given the opportunities for comparable power generation present in the game. There have also been a number of cards introduced into SNAP that generate more cards, naturally making Lizard weaker. We think this is a good time to give him a buff and hope that this will give players an exciting opportunity to build with Zero, Sauron, and comparable decks again.

 

Adjusting some Incentives
  • High Evolutionary
    • [Old] 4/6 – Game Start: Unlock the potential of your cards with no abilities.
    • [Change] 4/6 > 4/7

While High Evolutionary does see plenty of play, he also tends to be the card in your deck that you want to draw the least when you include him!

That’s somewhat the reality of the design, but we felt the strategy would be more fun overall if you’re interested in playing him sometimes, not just purely out of total lack of other things to do. This is a push in that direction, but managing the Evo package is always tricky and we’ll keep continuing to look for adjustments.

 

Missed the Mark a Bit
  • Joaquin Torres Falcon
    • [Old] ¾ – Ongoing: The On Reveal abilities of your 1-Cost cards here happen twice.
    • [Change] ¾ > 2/2

Joaquin has been underperforming, and we want to give him some help. This is an instance where we didn’t think just giving him another power would be sufficient – we underestimated the ask of needing to play Joaquin on turn 3 all the while having held 1 cost cards for an explosive turn 4. This is also a very scripted and signaled line to your opponent when it comes to one of his most powerful payoffs – Rocket Raccoon. We hope that moving Joaquin to 2 cost will make him easier to play with and sufficiently powerful now that you don’t need to take turn 4 off, on which there is ample competition, to start reaping the benefits of playing with this card.

 

New Limited Time Mode: Sanctum Showdown

New Limited Time Game Mode: Sanctum Showdown!

The Multiverse is once more in conflict, and only a true master of the mystic arts can save it. Do you have what it takes to become the next Sorcerer Supreme? Test your skills in Sanctum Showdown, featuring a brand-new win condition, and an ALL-NEW GAME BOARD!

What is Sanctum Showdown?

Sanctum Showdown is a mind-bending, limited-time game mode where the first player to reach 16 points wins—no need to wait until turn 6! Unlike regular SNAP, points are earned every turn, with a special Sanctum location awarding the most points. Plus, snapping works differently. Starting on turn 3, you can snap once per turn to increase the Sanctum’s value by 1 point, adding strategy to each turn!

Each time you enter the Sanctum Showdown, it will cost you one Scroll. This is where winning pays off! The winner of each game gets rewarded with another Scroll to keep playing. You’ll start off with 12 Scrolls, and receive 2 more free Scrolls every 8 hours, but entrance can also be obtained for 40 Gold if you run out.

Whether you win or lose, the points you earn in each game are yours to keep. Those points can be spent in the Sanctum Shop as Charms which can be used on new cosmetics, up to four random Series 4/5 cards, or one of the three new cards in the Portal Pull!

We can’t wait to see you strive to ascend to Sorcerer Supreme!

 

How do you play?

A lot of Sanctum Showdown matches the SNAP you already know. You start with three cards in your hand and one Max Energy. Each turn, you draw a card and get another Max Energy. Easy, right?

On both turn 1 and turn 2, one of the locations will randomly become the Sanctum for that turn, and it’ll be worth just 1 point to whoever is winning it as the turn ends. Tread lightly–the Sanctum could be an unrevealed location. You also won’t be able to snap–not yet.

Starting on turn 3, the Sanctum will be worth 4 points per turn, while the other locations are worth 1 point each. You’ll also now be able to snap by pressing the green spell symbol where the cube used to be. But snaps in Sanctum Showdown don’t work like the ladder–the snap adds 1 point to the Sanctum location for the turn. Why only 1 point? Well, that’s another way that Sanctum Showdown is different: you can snap once on every turn, not just once per game. You also don’t need to worry about retreating–remember, you’ll get your points win or lose, so each one counts toward your Charms and Sorcerer Rank!

After each turn, if a player has 16 or more points, they win the game! If two players have 16 or more points, the player with the highest point total wins. But if the score is tied above 16, it’s a tie–and no one gets their Scroll, just their points.

“But wait, if the game’s end is determined by its winner, how would Captain Marvel work? What about Dracula?” Well, neither of these cards would work at all! That’s why we’ve banned these cards, as well as some other cards and locations like them.

“Ok, I got it, I’m going to Debrii my opponent into oblivion and claim my rightful title!” Well, we didn’t think that sounded like much fun either, so we’ve expanded the banned list to include some cards and locations we felt were making the gameplay a little too one-sided.

 

How long will Sanctum Showdown be here?

Sanctum Showdown is playable now, and will be here until 10:59 AM PST on the 11th of March. And don’t forget, playing Sanctum Showdown and earning Portal Pulls is the only way to earn our three newest cards: Laufey, Gorgon, and Uncle Ben–for FREE! If you miss out, you’ll be able to find all of them in the Token Shop as Series 4 cards on the 13th of March.

Designing Sanctum Showdown

Sanctum Showdown is another game mode exploring how we can twist and bend the traditional gameplay of SNAP in new directions. High Voltage asked if we could “turbocharge” SNAP’s gameplay, Deadpool’s Diner asked if we could snap into the stratosphere, but Sanctum Showdown is all about seeing what happens if we let players take the speed of the game into their own hands. Will you use fast strategies to seize points early, or lean on powerful endgames that threaten to win the Sanctum turn after turn?

In addition to testing the limits of our game rules, we wanted to explore the kinds of experiences and rewards we could offer. We’ve heard feedback around competition in Deadpool’s Diner and the rising stakes making gameplay tense, as well as the love for casual fun in High Voltage without the pressure of big bets. Sanctum Showdown is aiming for a happy medium by ensuring each player walks away with the points they’ve earned and making the snap more of a tool than the primary focus. Every turn counts, so we’re rewarding players based on how they played every turn!

Another key difference is the Sanctum Shop. Both Diner and High Voltage used tracks with defined endpoints for all of their rewards–Sanctum Showdown doesn’t do that. Instead, we’re experimenting with a larger set of rewards that offers players many different options to choose from as they play and earn Charms. We’re not expecting players to win everything in the Shop–though by all means go for it, that would be really impressive. It’s so big because we want to maximize its appeal to everyone! For those of you who do love a good climb, the Sorcerer Rank track also awaits.

As you can see, we’re trying a lot of new things in Sanctum Showdown and we can’t wait to hear your feedback. Enjoy!

 

TWITCH DROPS

Watch your favorite MARVEL SNAP players as they battle for control in Sanctum Showdown! Twitch Drops will be live from Feb 25th – Mar 4th. Make sure you tune in to earn Scrolls and Charms to help you earn great new rewards!

  • Watch 2 hours to earn: 2 Scrolls
  • Watch 4 hours to earn: 4 Scrolls + 400 Charms
  • Watch 6 hours to earn: 6 Scrolls + 600 Charms

 

Frequently Asked Questions

  1. When is Sanctum Showdown coming to Marvel SNAP? It’s live now! Keep playing until 10:59 AM PST on the 11th of March.
  • How does Sanctum Showdown work? Most of the rules are the same–3 cards, draw a card and get 1 Max Energy each turn. The big change is that the game won’t just end on turn 6–it’ll end as soon as a player has 16 or more points, which could be as early as turn 4. You’ll earn points each turn based on which locations you’re winning, with a random location always worth more than the others. Starting on turn 3, you can also snap once each turn–but your snap will only add +1 point to the Sanctum location, and only on the turn that you snap.
  • How do I play? You’ll find Sanctum Showdown in the game modes along with Conquest and Friendly Battles. Each game costs a Scroll to play, similar to Conquest tickets.
  • What do I get for playing? Both players earn Charms and add to their Sorcerer Rank based on the points they earn, regardless of who wins or loses! However, the winner will get an extra prize: a Scroll they can use to play another game of Showdown.
  • What do I use Charms for? The Sanctum Shop has exclusive variants, avatars, emotes, and lots of borders. It also offers up to SEVEN cards–three new ones from the Portal Pull, and four random Series 4/5 Base cards you don’t yet own.
  • How do I get more Scrolls? Well, if you keep winning, you’ll never run out! But in addition to the free Scrolls you receive on the first day and from Sorcerer Ranks, you’ll get two more Scrolls every 8 hours. There are also a few discounted Scrolls in the Sanctum Shop or you can also spend 40 gold to buy a Scroll, if you don’t want to wait.
  • What is an Unowned Series 4/5 Mystery Card?
    • The Unowned Series 4/5 Mystery Card contains one of all eligible unowned Base cards from Series 4 and Series 5.
    • All eligible cards are equally weighted. For example if you have 5 eligible cards, each card has a 20% chance of appearing upon purchase.
    • Unowned Base Cards are eligible even if you own a Variant of that card. For example, if you have the Elsa Bloodstone Winter Vacation Variant and don’t have the Elsa Bloodstone Base Card, then the Elsa Bloodstone Base card is an eligible card to receive.
    • Uncle Ben, Laufey, and Gorgon are not eligible cards. The current Season Pass card is not an eligible card.
  • What if I own all Series 4/5 cards? If you are Series 4 and 5 complete, you will not be able to purchase this item and will receive an “Aw Snap” error if attempted.
  • How many rewards should I expect to earn? Players that use all of their available free Scrolls and maintain a ~50% win rate should be able to acquire enough Charms to purchase 2 Portal Pulls, or other items of equal value.
  • Can I use Gold to purchase more items? Yes, you can buy all the Sanctum Shop items for Gold, Charms, or a mix of the two. We made this choice to ensure you’d have the option to exchange any unspent Charms as the game mode ends, even if you’re shy of that next great reward.
  • Are any of the items in the Sanctum Shop exclusive to the event? The new cards will be available in the Token Shop starting on March 13. The new Emotes will be added to the Cosmetic Shop in the July Season. The new Variants will be available in future runs of Sanctum Showdown and available in the Vault February 2026.
  • What should I play? Other than the banned cards below, you can play many of your existing decks in Sanctum Showdown. However, you may want to experiment with a few more lower-cost cards, cards that move, or cards that add Power to multiple locations.
  • Are there any cards that are off limits?
    • Annihilus
    • Captain Marvel
    • Debrii
    • Dracula
    • Galactus
    • Green Goblin
    • Hobgoblin
    • Juggernaut
    • Invisible Woman
    • Kang
    • M’Baku
    • Magik
    • Malekith
    • Martyr
    • Mysterio
    • Quake
    • Storm
    • Supergiant
    • Viper

 

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