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!

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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!

MARVEL SNAP: What’s Next?

Hey, welcome to our first development roadmap update for 2023! We’ve been having a blast exploring the Savage Land, Quantum Realm, and time-traveling to the… Past? Future? We’re not sure. We’ve had some great seasons, launched a BUNCH of new Series 5 cards, balanced some metagames, and some of us even got to Infinite Rank. Whoa. But, we’re ready to talk about what’s next for MARVEL SNAP!

 

COMING SOON

Items listed here are in the final phase of development, and these features are almost ready to release to players! We’re cleaning up, polishing art, and squashing bugs. Our Quality Assurance teams scrape over all the little details to ensure we have as smooth an experience for players as possible. Once features are “Coming Soon,” we can start to plan release dates, timelines and share some insight with players.

The team is hard at work putting the finishing touches on a few much-anticipated features:

  • New Competitive Mode – Conquest
  • Card Acquisition Improvements
  • Token Shop Revamp
  • Ranked Mode Improvements
  • Infinite Rank Revamp

 

What is Conquest?

Conquest takes the Battle Mode format you know and love from Friendly Battles to the next level! In Conquest, players will queue up against other players to face-off in Battle Mode to earn rewards. Winning a series of battles without a loss unlocks tickets to higher leagues against tougher opponents… culminating with Infinity league at the end of each season. Players will battle their way to the top to claim ultimate victory – and the best rewards.

When you queue up for a Conquest match, you’ll start by choosing which league to compete: Proving Grounds, Bronze, Silver, Gold, Vibranium, or Infinite. Proving Grounds is always available to play, but players need the corresponding ticket to access higher tiers. Tickets are earned by winning a league series in the previous tier – for example: winning your Silver series will earn you a Gold Ticket. Players win a league series by defeating three consecutive opponents. 

In addition to Tickets for higher leagues, each victory grants Medals that can be used in the Conquest Shop to unlock exclusive rewards. There’s a brand new Conquest Shop every season with new cosmetics, including a seasonal exclusive variant that can only be unlocked in the Conquest Shop.

We think that Battle Mode is a super fun way to play MARVEL SNAP and Conquest lets you play Battle Mode whenever you want, against the best competition, for the best rewards! The team is actively developing Conquest and we ran our first company-wide playtest last week. We’re hoping to release Conquest in June!

 

Card Acquisition Improvements 

Every new card released in MARVEL SNAP should be exciting and impactful. We want players to wonder how that card could unlock new possibilities for fun or to win matches–and be able to actually play out those dreams. We’ve heard your feedback that we’re not meeting these expectations right now. It’s time to change that! We’re increasing the rate that all players earn Tokens, including a huge boost for Series 3 players that brings them in-line with Series 4/5 players. These changes will give all players equal opportunities to unlock brand new cards for themselves–whether you’re in Series 3 or beyond. 

  • More Tokens: We’re increasing the amount of Tokens earned on the Collection Level Track for all players who have not yet collected all Series 4 and Series 5 Cards. Starting at Collection Level 500 players will be able to earn between 200-600 tokens in Collector’s Caches and Collector’s Reserves regardless of whether they have completed Series 3 or not. This is an increase of 4X for players who have not yet completed Series 3! Once a Card Series is complete, caches that would have contained a card from that Series will now be replaced with 100 Tokens. All of these changes will result in more tokens for more people!
  • Choose Your Card: Series 3 cards now have their own section in the Shop! Once per season players who haven’t completed Series 3 will be able to claim one free Series 3 card to help them fill out their favorite deck and take a step closer to completing their collection. Now you can save your tokens for Series 4 and 5 cards! 

You don’t need to wait long for these updates, both of these changes will be in our next patch!

 

Token Shop Revamp

Token Shop is an awesome way to target the cards you want most, but we think we can do it even better. We’re dividing the Token Shop into a few different sections that will allow players to target  new and desirable cards faster. We’re also revamping the look and feel of the Token Shop so you can swipe through to see what’s new.

  • Weekly Spotlight: When a new Series 5 card is released, it will be immediately featured in its own section for its first week in MARVEL SNAP. Once you buy the Weekly Spotlight card, this section will be hidden until the next new card is released. If you want the newest cards at release, here’s what you’ve been waiting for!
  • Series 4 & Series 5: This section functions nearly the same as previously, but only features Series 4 and Series 5 cards. This section will feature a card you don’t own from all currently available Series 4/5 cards and rotates every 8 hours. Series 5 cards will be added to this section once they leave the Weekly Spotlight.
  • Ultimate Variants: Ultimate Variants are some of the most epic variants in the game. We felt they deserved their own section too!  We’re moving Ultimate Variants out of the way of seeing Series 4 and 5 cards and into their own rotation for those of you who want to make your decks that much cooler. 

We’re aiming for these changes to make our April patch!

 

Ranked Mode Improvements

We’ve been hearing your feedback about Ranked Mode and we agree it’s time to make some changes. Ranked Mode is a tough feature to get right and we want to find the right balance through some additional iteration. We’re making a few updates before our next season that will address issues with some players feeling unable to progress or players that feel they are not facing worthy opponents. 

  • Matchmaking Algorithm: We’re improving our matchmaking algorithm to create higher quality matches for all players–including an update that will prevent players from matching against an opponent more than 30 ranks away.
  • Infinite MMR Floor: When someone reaches Infinite Rank, we’ll take a snapshot of their MMR (Matchmaking Rating). For the rest of the season, their MMR cannot fall below that value. This change is to address players that could intentionally lose many games at the Infinite Rank floor to drop their MMR for the next season. You’ll still be able to increase your MMR while playing in Infinite Rank.
  • Infinite vs Infinite Matchmaking: Players that reach Infinite Rank will only match against other Infinite Rank players.

We know there’s more work to be done. We think the current journey to re-climb to a previous season’s rank is too difficult. To that end, we are exploring changes to how many cubes are required per rank, how many bonus cubes are granted when a player achieves a new Tier, and potentially how much of a reset is incurred each season. These numbers are actively being crunched right now, so we don’t have more details to share, but rest assured, our goal is to deliver a satisfying seasonal experience for players who wish to get better at the game, and see their rank increase as a result.

We’ve also seen a lot of feedback around matching by MMR and why we don’t simply match by Rank. The team has been weighing the positives and negatives of both these options. In a pure match-by-rank situation, it can lead to an awful start-of-season experience, as players are matching up against opponents who are far superior to them. However, we are exploring alternate ways of matchmaking to try to deliver a more satisfying overall experience, as there are some upsides to matching-by-rank. We have some ideas that we think can capture the best of both worlds, and will be trying out updates to the matchmaker in future seasons. We’ll absolutely be sharing more as we lock in details–you’ll hear more from us soon!

 

Infinite Rank Revamp

For most of us, the climb to Infinite Rank has been our peak achievement… and we have great news! We’re completely revamping Infinite Rank so your experience doesn’t end at Infinite – it’s just the beginning! We want to create an exciting and fair battleground for our most skilled players to compete on the Infinite Rank Leaderboard. Once players reach Infinite Rank, they are separated into their own ecosystem that will highlight two important numbers:

  • Skill Rating Score: This score is your personal skill rating score; it’s similar to your matchmaking rating. You’ll be able to see how your skill rating score changes after each match. If you’re more interested in increasing your personal skill from season to season, this is the number for you.
  • Leaderboard Rank: Your friend has always claimed that they’re the Best MARVEL SNAP Player – well, now we’ll find out. This is the leaderboard number based on the ranking order of each Infinite player’s skill rating score.

We’re fine-tuning the experience and visuals for the new Infinite Rank ecosystem and currently scoping out the work, but we’re hoping to release it as soon as possible! More details on timing soon!

 

IN DEVELOPMENT

Game features in this section are actively being developed, iterated, and improved upon. Our production team dedicates team resources, generates tasks/timelines, and ensures we’re moving forward. Features and systems in this bucket can change dramatically – we might find our initial idea wasn’t fun OR we might discover we can achieve our goals in an unexpected way!

Here’s some features that are currently in development:

  • PC Widescreen UI
  • Smart Decks
  • Avatars & Titles by Deck
  • Personalized Shop
  • Global Matchmaking

 

IN CONCEPT

We have BIG dreams about what we’d like to bring to the future of MARVEL SNAP! The first step towards these dreams is turning ideas into concepts through discussion, documentation, and planning. Features currently in the “In Concept” phase have been initially scoped out and given shape but have not yet had any engineering or development work done in the game itself. 

This is where we’d love your feedback the most! Concepts listed in this section may be elevated in priority, rescoped, or scrapped entirely… or we might hear something completely new from the community! 

Here are some of the future concepts we’re thinking about for MARVEL SNAP:

  • Guilds (Social Systems)
  • Collectible Emotes & Card Emojis
  • Mythic Variants
  • PC Controller Support
  • Seasonal Audio
  • Test Deck Mode

 

Test Deck Mode

Where’s Unranked Mode? What’s this Test Deck Mode?! We know that players want a quick-and-easy way to try out new decks or strategies. Since before Global Launch, we’ve been talking about the idea of Unranked Mode as a solution to this problem. But, as we explored this feature, we found that Unranked Mode comes with some not so great additional challenges. So, we set out to reimagine what this feature could be and Test Deck Mode evolved from there!  We’re considering adding a button to the deck editing screen that will let you instantly hop into a low-stakes game against the computer. We’re still in early stages of concepting here, but we’d love to hear your thoughts on this new path.

 

Hopefully that provides some extra insight on what the teams been working on and thinking about. Let us know what you think, and please continue to share your ideas for the future of MARVEL SNAP! 

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New Season: The Power Cosmic

THE POWER COSMIC IS OUR MOST CONTENT-PACKED SEASON YET! December welcomes MARVEL SNAP’s newest season, The Power Cosmic. There’s more new content than ever before… let’s jump into it.

 

THE POWER COSMIC SEASON PASS

Unlock tons of new rewards on the Season Pass, including Silver Surfer, starting RIGHT NOW! We can’t wait to see what heavenly decks you build with the Sentinel of the Spaceways – what 3-Cost cards will you add to your deck? (And don’t forget to rock your new card backs & variants too!)

 

NEW CHARACTER: SILVER SURFER

On Reveal: Give your other 3-Cost cards +3 Power.

 

POWERFUL SEASONAL REWARDS!

 

 

BRAND NEW SERIES 5 CARDS

MORE. NEW. CARDS. Get ready to meet some otherwordly characters from across the MARVEL multiverse! These new cards will be added to Series 5 and will be available to unlock on the Collection Level Track & Token Shop.

Ongoing: Has the combined Power of all cards destroyed this game.

Cannot be played at the right location. On Reveal: Add a -8 Power Void to the right location.

 

Ongoing: +2 Power for each card in your opponent’s deck.

 

So, when can you expect new cards?

Normally, you can expect new cards to be added on a nearly weekly cadence – but there will be variations every so often! We’ll be releasing TWO new cards before the holidays and skipping the last week of December. Here’s the expected schedule (Pacific Time):

  • December 5th: Silver Surfer – Season Pass Release
  • December 8th: Black Panther – Series 5 Release
  • December 13th: Knull – Series 5 Release
  • December 20th: Sentry & Darkhawk Series 5 Release

 

 

BRAND NEW LOCATIONS

It wouldn’t be a new month without new locations from the MARVEL multiverse. The Power Cosmic introduces some truly extraterrestrial locations that will be sure to shake up your matches.

  • Lamentis-1: Draw 3 cards. Destroy both decks.
  • Klyntar: After turn 4, merge your cards here into a Symbiote.
  • Vormir: The first card you play here is destroyed.
  • Morag: You can’t play your first card here each turn.

 

 

BRAND NEW VARIANTS

From Knullified, Winter-themed, to Cosmic-inspired — December brings 20+ new variants to the game! Choose your favorites and flex your style.

 

 

WHEW! That’s a lot of new content — and there’s even more! Keep an eye out on social media for more details about a special project and a Winter-themed celebration later this month!

Compensation Details – December 2, 2022

We recently resolved an ongoing issue with Collector’s Caches & Collector’s Reserves that resulted in some players receiving incorrect or missing rewards. Thank you for your patience while we worked through this problem!

 

To apologize for any inconvenience, we are sending the following compensation:

  • ALL players will receive 200 Gold via the Inbox. This is available to collect for the next two weeks.
  • Impacted players (those who didn’t receive rewards or received boosters in new Collector’s Caches and Collector’s Reserves earned since the patch) will be able to re-open caches/reserves which were incorrectly filled.

 

We know this was a frustrating issue on the heels of a new patch, and we’re thankful for your support and patience. Cheers, and best of luck with your games!

Patch Notes – November 29, 2022

 

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

 

Patch Highlights

  • NEW FEATURE: Collector’s Tokens are here! You can earn them starting at Collection Level 500, then use them in the Token Shop to target new cards or the card you’ve been waiting for most.
  • NEW CARDS: A bunch of new cards have been added to the game! We’ve introduced two brand new series: Series 4 including 10 cards; and Series 5 including 6 new cards. The new cards have a chance to drop from Collector’s Caches, Collector’s Reserves, and can also be found in the Token Shop.

 

General Updates

  • Card Boosters no longer appear as rewards from Collector’s Caches and Collector’s Reserves. (They have been replaced by Collector’s Tokens!)
  • Improved bad luck protection for Collector’s Caches and Collector’s Reserves. Going forward, players at the same Collection Level will have nearly the same number of cards.
  • When you “Favorite” a Card Variant (by pressing the Star button above the card), you now have the option to automatically swap that variant into all decks that contain that card.
  • During a game, players can now tap their opponent’s avatar or their own avatar to view player titles in the pop-up avatar menu.
  • The End Turn button is disabled for a few seconds when your opponent Snaps – this should make it harder to accidentally accept a Snap.
  • Performance improvements for app launch/loading times.
  • Added support for “Sign in with Apple” on PC.

 

Art & Visual Effects

  • Infinity Border visuals have been improved. Cards upgraded to Infinity look WAY COOLER!
  • Flare modifiers earned from Infinity Split now have a chance to roll one of seven different colors: red, green, blue, purple, black, white, and gold. Flare modifiers unlocked before this update will now rotate through multiple colors.
  • Card Emojis have received a bit of polish to make them a little easier to use and see.
  • Logos have been added to Cards & Location Power Modifiers in-game. (Tap on a card or location to see what’s modifying it!)

 

Audio

  • New Card Sounds for:
    • Magik
  • New Location Sounds for:
    • Ego
    • Central Park
    • Project Pegasus
    • The Raft 
    • Death’s Domain

 

Balance Updates

CARD UPDATES

  • Angela [2/1] -> [2/0]

Developer Comment: Angela is a card that sees a lot of prevalence across many decks, so we’re nerfing her a bit to make other options more appealing.

  • Destroyer [6/16] -> [6/15]

Developer Comment: Destroyer is making big waves. Lowering his power by 1 will give opponents more of a chance to win the Location he’s played to.

  • Mysterio [2/5] -> [2/4]

Developer Comment: Mysterio has more Power than other 2-Cost cards because of how many “slots” he takes up at other  Locations. However, in many cases, those extra 2/0 Illusions end up being quite beneficial, so we’re lowering his base Power by 1.

  • Sera [5/5] -> [5/4]

Developer Comment: Sera is slightly too good right now, so we’re shaving a bit of Power off.

  • Onslaught’s ability now stacks additively with effects like Mystique or Onslaught’s Citadel rather than exponentially. 

Developer Comment: When you start stacking Onslaught’s doubling effect, things get out of hand very quickly! We want to avoid situations where players are waiting for cards like Ironheart to play their animations for long stretches of time, so we’re changing the stacking to be additive instead of exponential.

  • Nick Fury has been added to Series 3.

 

Bug Fixes

  • Fixed French VO mix
  • Improved translation for many languages
  • Fixed art issues on many cards
  • Improved messaging when you try and log in to an older build on a different device
  • Fixed a soft lock that occurred if you had not previously set a name and then the season rolled.
  • Fixed an issue that caused some players to get stuck in the recruit season after the season rolled.
  • Fixed an issue where the client could crash after switching languages.
  • Cards drawn by White Queen no longer show out of place in your hand.
  • Updated Agatha Harkness’ dialog to reference Boosters instead of Card XP
  • Daredevil VFX no longer shows over the game results screen.
  • Danger Room VFX should now consistently play when destroying a card.
  • Kraven VFX no longer plays for you when you drag a card if Kraven is on your opponent’s side.
  • Omega Red on Bar Sinister no longer has over-repeated VFX.
  • Buying a variant from the Daily Offers section should no longer cause the button to be invisible on the next refresh.
  • Splash screen Key Art should load properly on game launch.
  • Updated purchase button UI for things like Mission Refresh to remove some text, as it was too small in most languages.
  • Collector Cache/Reserve icons display properly if you focus them after earning a new card from them.
  • Claimed UI now shows over Season Caches instead of underneath it.
  • Star-Lord boosters should now be the correct color at the end of the game.
  • Stakes will double correctly if Limbo is turned into another location on Turn 6 and ends the game.
  • Electro’s ability should be properly removed when he is hit by Enchantress.
  • iOS devices should no longer have a gap at the top of the Season Pass header image.
  • Improved Morph’s performance when he reveals (he takes less time to “Morph” than he did).
  • Improved power value icons/font on card/location detail view in-game to not be bold and blown out.
  • Playing cards in quick succession should no longer show VFX from the previous cards.
  • Added SFX for tapping the enemy avatar.
  • Adjusted button collision on the navigation bar so there’s less overlap.
  • Fixed the in-game Bug Reporter and Settings popup not showing up / handling touches properly
  • The Location, TVA, now doubles the Cube count properly on the final turn (i.e. Turn 4)
  • Better communication when you have all of the  Infinity Split combinations for a card.
  • [PC] Decks can be scrolled properly in full screen if you have more than 5 decks.
  • [PC] Fixed an issue where the game window would reset after opening Settings then switching scenes.

 

Known Issues List

  • Some players may experience a “Something Went Wrong” error when claiming from Collection Level. 
  • Losing network connecting and reconnecting during client launch can require a client restart to connect properly.
  • If you have more than 20 card backs, the card back window does not fully scroll.
  • It is possible to remove cards out of order during the Deck Edit FTUE and soft lock until you restart.
  • Undo Actions UI can open on top of the retreat pop-up and soft lock until you restart.
  • The text “Variant” clips into the Season Pass spotlight card.
  • Murderworld, Gamma Lab, and Warrior Falls have a delay when activating their abilities.
  • Bar Sinister VFX does not play correctly
  • Agatha Harkness’ post-game text box UI is not displayed correctly.
  • Some cards have extra textures when upgrading to Uncommon at the end of the game.
  • Sort and Filter buttons are too high on some iOS devices.
  • You often have to tap twice to purchase a variant from the shop.
  • After Daily Offers refresh, the variant card assets can take too long to load.
  • Sort and Filter UI elements can be opened at the same time.
  • When favoriting a card, you are prompted to swap that card into decks even if you have that variant in all of your decks.
  • If there are no bundles available, the bundle icon still appears at the top of the Shop UI and there is a little bit of empty space.
  • Closing the bundle preview window for individual items can take you back to the shop page instead of the bundle preview window.
  • If you are on the shop screen when countdowns for refreshes are ending, the countdown can go into negative values for a couple of seconds before refreshing.
  • The tappable area to preview a card in the token shop is too small.
  • The purchase and cancel buttons are too close together on the Token purchase screen.
  • The Token Shop help button can be difficult to tap.
  • Some of the Token/Bundle UI elements scroll up/down too far as you scroll the shop up/down.
  • You may see an incorrect warning for the Credit cap when you hit it.

New Cards and How to Get ‘Em

 

TL;DR – We’re adding a new way to unlock cards: Token Shop! Plus, a ton of new cards! 

 

Hey everyone! We’ve been working on a bunch of new things, and one of the most exciting things is the addition of Collector’s Tokens. Before we jump in to how they work, let’s review some of the things we’ve been hearing from y’all:

 

Players Want Specific Cards

While many players enjoy the variation in collections that comes from randomness, others can feel frustrated with their inability to target specific cards that they really want. Especially if you’re excited about a deck where you’re missing just 1 key card to bring it all together.

 

We Need More Collection Goals

Once players earn all of the currently available cards on the Collection Level Track, there are less goals for players to look forward to achieving. We love the feeling of having exciting collection goals, and we miss it once it’s gone.

 

To tackle these, we are doing two things: adding Collector’s Tokens to target cards you want most, and adding some new rare cards to collect.

 

 

Token Shop

First, let’s talk about targeting. Starting in the next patch, Collector’s Tokens can be found in Collector’s Caches or Reserves, which are the boxes on the Collection Level Track starting at Level 500. You can use Tokens in the Token Shop to acquire cards you don’t have yet. The Token Shop rotates every 8 hours, and because these cards rotate so often, you’re likely to see a card you’ve been waiting for relatively quickly. If you don’t have the Tokens on-hand, no problem – you can pin the card in the shop so it won’t rotate, and buy it when you have enough Tokens.

 

Finally, my Cerebro deck will have Cerebro in it!

 

With this system, you’ll be able to make constant progress towards unlocking the cards you want most!

Cards have always been split into separate Series (or what some players are calling “Pools”). You must earn every card in Series 1 before you can earn cards in Series 2, and every card in Series 2 before you can start earning cards in Series 3.

So, how can you get Collector’s Tokens?

Collector’s Tokens are replacing Boosters in Collector’s Caches and Reserves. Collector’s Caches and Reserves will have a 25% chance to drop 100 Tokens each, but once players have all of the Series 3 cards, they’ll have an additional ~22% chance to get 400 Tokens – a significant increase.

But what are all those Collector’s Tokens for???

 

 

Get Ready for More Cards

We’re adding 2 exciting new Series of rare cards: Series 4 and Series 5.  

 

Series 4 – Rare

We’re launching Series 4 with 10 new cards. Unlike earlier series, Series 4 cards can be found in Collector’s Reserve boxes whether you have all the Series 3 cards or not.  These cards are quite rare; they are 10 times more rare than Series 3 cards. If you’re looking for something specific, you can always target it in the Token Shop.

 

Series 5 – Ultra Rare

Series 5 launches with 6 new cards, including Thanos and Galactus.  These are the rarest cards in the game. They can also be found in Collector’s Reserves, but they’re 10 times rarer even than Series 4! When we release new cards, or when Season Pass cards are no longer available in their Season Pass, they’ll be temporarily added to Series 5. We don’t expect players to get every new Series 5 card immediately, since not every card is going to be good or useful for every player. You’ll have to decide which of these cards are worth saving Collector’s Tokens for.

 

How many Tokens are needed for cards in each Series?

  • Series 3 Card: 1000 Tokens
  • Series 4 Card: 3000 Tokens
  • Series 5 Card: 6000 Tokens

 

You’ll Get ‘Em All Eventually

Over time, some cards will be moved down from Series 5 to Series 4, and some cards will be moved from Series 4 to 3. This ensures that players starting later aren’t going to experience an enormous gap between a new player and one who’s been playing for years. And it means that if you aren’t sure you want to spend the full Token price on a new Series 5 card, you can wait until it gets cheaper. We’re still figuring out the exact details of cards moving between Series – it’s a whole new system and we are eager to see how players engage with it. But our goal is that cards generally take months, not years, to move down Series.

 

 

A Gift To Get You Started

We wanted to do something fun to celebrate these big new changes, and to get you started in the Token Shop. When you log into the new patch, we’ll start you off with a gift of a bunch of Tokens!

 

The amount of Tokens you’ll get depends on your Collection Level when you log in:

  • 500-999 CL: 3,000 Tokens
  • 1000-2999 CL: 6,000 Tokens
  • 3000+ CL: 12,000 Tokens

 

What if I’m not at Collection Level 500 yet?

For players currently under 500 Collection Level, they’ll be granted 3,000 Tokens when they unlock the Token Shop at Collection Level 500!

 

 

We’re excited about adding a bunch of brand-new cards to the game, and can’t wait for players to finally be able to pick and choose which cards they want to earn next with their Collector’s Tokens. 

This is a big change for MARVEL SNAP, but it’s just the beginning. Lots more awesome features, cards, and game modes to come.

 

Oh, almost forgot…

Did we mention NEW CARDS!?

 

SERIES 4

Costs 1 less for each unspent Energy last turn.

 

When ANY card is played at this location, this card switches sides.

 

Ongoing: Your cards can’t have their Power reduced.

 

On Reveal: If the last card you played has an On Reveal ability, this card copies it.

 

On Reveal: Add a random 1-Cost card to your hand.

 

On Reveal: Add a random 4-cost and 5-cost card to your hand.

 

When you discard this from your hand, replace it with 3 random cards.

 

If this is in your deck at the end of the game, it leaps to a random location.

 

If you have another card here at the end of your turn, destroy this.

 

Ongoing: +5 Power if this is your only card here.

 

SERIES 5

On Reveal: If this is your only card here, destroy all other locations.

 

On Reveal: Set ALL cards at this location to 3 Power.

 

Ongoing: Has the Ongoing effects of all enemy cards.

 

On Reveal: Double the Power of the next card you play.

 

On Reveal: Set the Power of all cards in your hand to 3.

 

At the start of the game, shuffle the six Infinity Stones into your deck.

 

On Reveal: Draw 2 Stones from your deck.

 

Ongoing: If you’ve played all 6 stones, Thanos has +10 Power. (wherever he is)

 

On Reveal: Transform this location into a new one. Draw a card.

 

On Reveal: Draw a card. Ongoing: Enemy cards here have -1 Power.

 

On Reveal: Next turn you can move 1 card at this location. Draw a card.

 

On Reveal: Gain +1 Energy next turn. Draw a card.

New Season: Warriors of Wakanda!

 

WELCOME TO WARRIORS OF WAKANDA! This newest season of MARVEL SNAP explores the powerful nation of Wakanda. Players can unlock a brand new character from the Season Pass: Black Panther. Learn more about iconic locations, Wakandan characters, and other rewards you’ll see during Warriors of Wakanda!

 

NEW CHARACTER: BLACK PANTHER

On Reveal: Double this card’s Power.

 

A BUNCH OF NEW REWARDS!

 

FOUR NEW LOCATIONS!

The Warriors of Wakanda wouldn’t be complete without iconic Wakandan locations, such as:

  • Shuri’s Lab
  • Warrior Falls
  • Vibranium Mines
  • Wakandan Throne Room

 

DEVELOPER UPDATE… WITH A PANTHER!?

Ben Brode walks through the newest season of MARVEL SNAP and introduces a ferociously cute present for the team! Art Director, Jomaro Kindred, explains the process of card creation from concept to game board.

Watch Now on MarvelSnap’s YouTube channel or Video Feed in-game!

 

See you in the game! Until next time!

Patch Notes – November 3, 2022

 

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

 

Features

  • NEW FEATURE: Titles! Titles have been added to the reward pool for Collector’s Reserves on the Collection Level Track. Titles are now visible in the Matchmaking screen when you load into a match – let your opponent know what’s up!

 

General Updates

  • Character logos have been added to Avatars within the Avatar Selection Menu to more easily understand who each avatar represents.
  • Boosters earned after a match will now favor cards with less than 20 owned Boosters.
  • [PC] Ability to resize gameplay window with default to 60FPS.

 

Art & Visual Effects

  • Foil and Prism Card Mods have been improved! The background art for cards with Foil and Prism Mods should now be more visible.
  • Card Upgrade sequence has been sped up and added the ability to “skip” mid-way through.
  • Lots of additional visual polish and updates to the game user interface, buttons, game board, and more!!
  • Updated card visual effect for Magik to reflect her recent ability adjustment.
  • [PC] Added click and hover states for many buttons that did not have them.

 

Audio

  • New Location Sounds for:
    • Attilan
    • Muir Island
    • Nidavellir
    • Sewer System 
    • The Nexus 
    • The Peak
    • Tinkerer’s Workshop

 

Balance Updates

CARD UPDATES

  • Updated functionality of Wolfsbane and Dagger to count unrevealed cards when determining their Power gains.
  • Daredevil is now available in Card Series 3 (the highest series currently available in Collector’s Reserve Boxes).
  • Nick Fury has been added to the Random Pool (it is now possible to get Nick Fury from “random” sources like X-Mansion and Agent 13).

 

Bug Fixes

  • [PC] Buttons on the Card Detail view no longer overlap in full-screen.
  • [PC] Fixed an issue that would cause location art to briefly show as the wrong location before it fully reveals.
  • [PC] Out of Time warning VFX now displays in the proper location.
  • Many updates to improve text for non-English languages
  • Multiple updates to text positioning/display in UI for non-English languages.
  • Switching languages with cards filtered out no longer causes all the cards to go missing.
  • Fixed an issue that would cause players to be unable to progress in the Upgrade tutorial when Hulk was picked as the first card to upgrade.
  • Fixed an issue that caused purchases to happen twice.
  • Jubilee no longer triggers “on play” effects for cards like Angela, Bishop, and Lockjaw when she pulls them from the deck.
  • Avatars are visible again in the second introductory mission.
  • Avatars should no longer need a restart or scene change to be visible in the Avatar select UI.
  • Attempting to matchmake without a full deck should now provide a warning message.
  • Mystery card icons in the Ranked reward UI no longer clip over their tooltip.
  • Fixed an issue that could cause card backs to disappear when scrolling through the deck selector.
  • The purchase buttons for variants in the shop no longer disappears when the shop refreshes.
  • Card labels no longer clip under the notch.
  • Tapping a variant you’ve already bought no longer has an overlapping ”Sold” message.
  • Made the Android “back” button functional on more screens.
  • Fixed an issue where some screens showed a small gap at the bottom on iOS.
  • Fixed an issue that could cause soft-locks in the tutorial if you rapidly switched scenes before the next tutorial step has loaded.
  • Creating multiple decks in rapid succession no longer causes the deck list to disappear.
  • Lowered the Carousel’s art so the Season Pass headers no longer clip under the Collection/Avatar UI elements.
  • Wong’s VFX should now move with the card if the card moves.
  • Mister Fantastic’s VFX now play properly when he, or the location he’s on, moves.
  • Fixed an issue with Deathlok’s VFX breaking.
  • The enemy’s active Warpath will no longer play its VFX when you drag a card out.
  • Uatu should no longer play VFX if he’s drawn after turn 3.
  • Fixed Strange Academy’s VFX when moving multiple cards on both sides of the board.
  • Tapping a Season Cache no longer displays a white square.
  • Fixed an issue where Asgard/Ronan combinations could cause Aw Snap errors.
  • Improved Sokovia’s text to be more readable on smaller devices.
  • Many many art fixes to cards and avatars.
  • Made some improvements to loading times for some device specs.
  • Fixed a rare case where players could get locked in the tutorial at the “Sentinel is waiting” part of the Deck Edit tutorial.

 

Known Issues List

  • The splash screen art will briefly appear off-screen before snapping into place when launching the game on iOS.
  • It is possible to earn variants from caches/reserves that are also present in your shop, but the shop does not update to reflect you own that variant.
  • A brief flicker of duplicate UI appears when going to the Mission screen on app launch.
  • Miles Morales doesn’t get his cost reduced if a card is moved to a location after a Destroy card is played that would destroy the moved card.
  • Some languages have font that’s too large in some UI and can clip out of it, such as the reward claim button, card upgrade button, season pass headers, or inbox messages.
  • French VO can be too quiet.
  • The Shop can occasionally be empty for some players.
  • Undo Actions UI can be opened over the top of the Retreat UI and soft lock until you restart the client.
  • If you do not claim the rank 5 reward, the season roll does not properly occur for you.
  • The scroll bar scrolls the wrong way on the Title UI.
  • After Attilan activates, the middle location’s focused view displays a card preview instead of the location preview.
  • The Sort/Filter UI buttons are misplaced on some iOS devices.
  • It is possible to remove the wrong cards during the deck edit tutorial.
  • Certain card combinations with Bar Sinister can cause turns to go on too long.
  • Cards can take a long time to load their art when the shop refreshes.
  • Season Caches have no descriptive text when focused.
  • Some avatar logos can be hard to read.
  • The navigation bar can show up on screens that it should not, overlapping with the X to close button.
  • Season Cache icons cover the “Claimed” UI banner.
  • Card description information can disappear if you click Fast Upgrade cards then any card in your collection
  • Avatars can be selected under the currently-active avatar UI element.
  • The card description can slightly obscure the upgrade button after the upgrade flow.
  • At the start of the match, the End Turn button shows as 1/6 then 0/6 briefly before the first turn.
  • [PC] If you have more than 5 decks, you cannot scroll them properly in the main screen’s deck selector while in full-screen.
  • [PC] The Filter UI doesn’t display properly in full-screen.
  • [PC] The card back UI doesn’t display properly in full-screen.
  • [PC] Canceling Google login can cause a soft lock.
  • [PC] The carousel can show mid-cycle when returning to the main screen.
  • [PC] Small cards are too low-resolution.
  • [PC] Opening Settings and changing the window size will cause the game window to move down.
  • [PC] Scrolling through the Season Cache rewards (51+ in Season Pass) does not animate properly.

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