Unowned Series 4/5 Mystery Card Drop Table Details

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.

If you are already Series 4 and 5 complete, you will not be able to purchase this item and will receive an “Aw Snap” error if attempted.

Mystery Border Details

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

 

Eligible: 

  • Rare and Super Rare Neon
    • NeonWhite
    • NeonYellow
    • NeonBlue
    • NeonGreen
    • NeonPurple
    • NeonRed
  • Super Rare Cosmic
    • CosmicGold
    • CosmicGreen
    • CosmicOrange
    • CosmicPink
    • CosmicBlue
    • CosmicRed
  • Rare and Super Rare Metallic
    • Metallic Copper
    • Metallic Silver
    • Metallic Gold

 

Ineligible:

  • All Holiday related borders
    • SnowflakesRed
    • SnowflakesBlue
    • WrappingPaper
    • CandyCane
    • IceBlue
  • Ultimate Cosmic
    • CosmicBlack
    • CosmicRainbow
  • All Web
    • WebBlack
    • WebRed
  • All Promo
    • MatteRed
    • MatteBlack
    • DistressedRed
    • DistressedBlue

Odds of pulling each rarity type are as follows:

Rarity % Chance per Pull
Rare 60%
Super Rare 40%

 

February 13th – Balance Updates

This week’s OTA will focus directly on some tyrants of the metagame, shaking things up as we hit the midpoint of the Brave New World season. In addition to a few big nerfs, we’ve also got a few buff candidates from the strongest cards of SNAPs gone by. Let’s jump in!

 

  • Doom 2099
    • [Old] 4/2 – After each turn, add a DoomBot 2099 to a random location if you played (exactly) 1 card.
    • [Change] 4/2 -> 4/3
  • DoomBot 2099
    • [Old] 4/2 – Ongoing: Your other DoomBots and Doom have +1 Power.
    • [Change] 4/2 -> 4/1

Doom has been a top-performing card since release, often among our strongest cards on individual winrate. What has convinced us to make this change has been Doom’s strength as a single-card addition to a number of otherwise unrelated decks. For example, Doom 2099 was the best card in the best Scream deck last week! That’s a clear indicator the card is too impactful. Doom’s own Power wasn’t a strong dial for weakening the card, as 4/1 or 4/0 would both add ramp synergy with Ravonna, so we decided to centralize more of the Power and weaken the DoomBots instead.

 

  • Wiccan
    • [Old] 4/7 – On Reveal: If you’ve spent all your Energy on previous turns, +2 Max Energy.
    • [Change] 4/7 -> 4/6

Turns out Quicksilver’s not so bad! Wiccan has been the flagship card in unique ramp builds since release. While the card overperformed our expectations, it largely remained in-bounds of our performance metrics for quite a while. However, in addition to just remaining a strong top-tier deck the whole time, we’ve started to see the deck diversifying into multiple different builds, leading to an inflated play rate for Wiccan. We don’t want to do a lot of damage to those decks, but we do want to create more space and Wiccan seems to simply have more Power than required.

 

  • Surtur
    • [Old] 3/4 – After you play a card with 10 or more Power, this gains +3 Power.
    • [New] 3/5 – After you play a card with 10 or more Power, this gains +3 Power. (twice per game)

By far the strongest deck over the last week, Surtur-based decks have enjoyed the best winrate, best cuberate, and one of the highest play rates in the game, with the latter still growing. It’s only been a little out of line, but the continued growth is scarier when we dive deeper into the data and see that the deck actually has essentially no bad matchups. That meant we needed to make a change, so we’re starting with a firm one here. Removing base Power from Surtur would really damage the “flow” of the deck for enabling Skaar, as it’s difficult to get more than two triggers by turn 6. We instead decided to retain the ability to get 10 Power on turn 5, in exchange for a cap on Surtur’s gains.

 

  • Scorpion
    • [Old] 2/2 – On Reveal: Afflict cards in your opponent’s hand with -1 Power.
    • [Change] 2/2 -> 2/3

One of the particular strengths of the Surtur deck has been how effectively it can integrate Armor and Cosmo into its playlines, shutting down all of the interaction players typically lean on to combat decks like this one. Given that was the case, and that Surtur decks seemed to wholly lack negative matchups, we felt it was appropriate to position a tech card to combat it more effectively. Scorpion made a lot of sense, as an option that can preemptively damage some of the stronger Skaar draws, in addition to being a solid card that has fallen out of competitive favor lately.

 

  • Sunspot
    • [Old] 1/0 – After each turn, gain +1 Power for each unspent Energy.
    • [Change] 1/0 -> 1/1

Another old favorite, Sunspot’s a classic design that’s fun to play with. Lately the function of 1-Cost cards has tended to exceed the benefits of their Power–Hydra Bob notwithstanding–so it’s a fine time to give Sunspot another chance to shine. At a minimum, we hope High Evolutionary and She-Hulk decks might be happy with the improvement.

 

  • Sera
    • [Old] 5/4 – Ongoing: Cards in your hand cost 1 less. (minimum 1)
    • [Change] 5/4 -> 5/5

Retro week continues! One of the scariest cards in SNAP during the early days, Sera now has a great deal of healthy competition for cards that discount Energy. On top of that, there are many more cards that take advantage of the tempo lost by spending turn 5 on Sera. Given these factors, it makes sense to return the Power we took away back in the day.

 

  • Adam Warlock
    • [Old] 5/5 – After each turn, draw a card if you’re winning here.
    • [New] 2/0 – After each turn, draw a card if you’re winning here. Otherwise, +1 Power.

We’ve written about Adam Warlock in other forums, and we’re comfortable describing the card as a “learning experience.” At 2/0 with the current ability, Adam Warlock was among the worst cards in the game, on some weeks the actual worst. We thought that made it a good candidate to experiment with stat changes, and while we did see improvements in the card’s performance–small ones–that trade wasn’t worth the frustration it caused people who were enjoying the previous card. So we knew we wanted to do something different, but what?

We did consider reworking the card. Our caution around a full rework was a) we would rerun the risk of further alienating “original Adam” enjoyers, and b) it’s hard to make new cards–we prefer to focus on seasonal content, leading Adam to often get triaged in playtesting, or even pickpocketed! We decided to return to the well and look at how we could make something closer to the existing card, but improve the gameplay. We actually started with a version of the card that just always gained Power, rewarding a draw once per game, but as fate would have it we came back around to almost exactly where we started, just with a Power in the fail cases. As said above, lessons learned.

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

Card Upgrades and Infinity Splits

 

Upgrading

Upgrade a base card or variant to enhance its appearance. Upgrading requires Credits and Boosters. Upgrading cards increases your Collection Level.

 

Rarity

Booster Cost

Credit Cost

Collection Level

Common

0

0

0

Uncommon

5 Boosters

25 Credits

+1

Rare

10 Boosters

100 Credits

+2

Epic

20 Boosters

200 Credits

+4

Legendary

30 Boosters

300 Credits

+6

Ultra

40 Boosters

400 Credits

+8

Inifinity

50 Boosters

500 Credits

+10

 

Finishes and Flares

Every time you upgrade a card to Infinity and split the card, you will earn a new Finish and Flare combo that can be equipped via Custom Card. Equip them in tandem with other cosmetics like Variants and Borders for a customized look!

As you Infinity Split a card multiple times, you will unlock the ability to earn new Finish and Flare content from splitting.

 

Splits

Finishes

Flares

1-3

  • Foil
    • Prism
    • Unlocked Character Mastery Finishes
  • Tone
    • Stardust
    • Glimmer
    • Unlocked Character Mastery Flares

4+

  • Foil
    • Prism
    • Gold
    • Ink
    • Unlocked Character Mastery Finishes
  • Tone
    • Stardust
    • Glimmer
    • Krackle
    • Unlocked Character Mastery Flares

 

Finish and Flare Rarity

All Finishes and Flares have a rarity assigned to them. Bolded Finishes and Flares come from Character Mastery.

 

Finishes

Flares

Rare

Super Rare

Ultimate

Rare

Super Rare

Ultimate

Foil

Bananas

Ink

Green Tone

Gold Tone

Red Krackle

Prism

Copper Metallic

Gold

Blue Tone

Black Tone

Blue Krackle

Pink Rays

Water

Frosted Glass

Red Tone

Rainbow Tone

Purple Krackle

Black and White Rays

Galactic Storm

Psychedelic

Purple Tone

Gold Stardust

White Krackle

Red Rays

Refraction

Glass Circuits

White Tone

Black Stardust

Green Krackle

Blue Rays

Gold Metallic

Cosmic

Green Stardust

Rainbow Stardust

Gold Krackle

Green Rays

Foil Metallic

Steel Metallic

Blue Stardust

Gold Glimmer

Rainbow Krackle

Orange Rays

Fire

Gilded Prism

Red Stardust

Black Glimmer

Black Krackle

Gold Prism

Purple Stardust

Rainbow Glimmer

Purple Wakandan Tech

Black Prism

White Stardust

Bananas

Gold Wakandan Tech

Wakandan Glass

Green Glimmer

Rainbow Confetti

Gold Diamond Flare

Blue Glimmer

Neon Trails

Fire Embers

Red Glimmer

Bubbles

Purple Glimmer

Snowflakes

White Glimmer

Galactic Storm

Green Embers

Blue Embers

Cosmic

 

Character Mastery Finish and Flare Tiers

Finishes and Flares that come from Mastery Caches belong to certain tiers. You will earn higher tier Finishes and Flares the higher your Mastery level is per character.

 

Tier 1

Tier 2

Tier 3

Mastery Levels 2-10

Mastery Levels 11-20

Mastery Levels 21-30

Pink Rays Finish

Bubbles Flare

Galactic Storm Finish

Black and White Rays Finish

Snowflakes Flare

Galactic Storm Flare

Red Rays Finish

Water Finish

Green Embers Flare

Blue Rays Finish

Glass Circuits Finish

Blue Embers Flare

Green Rays Finish

Foil Metallic Finish

Fire Embers Flare

Orange Rays Finish

Cosmic Finish

Gold Prism Finish

Bananas Finish

Steel Metallic Finish

Black Prism Finish

Bananas Flare

Gilded Prism Finish

Purple Wakandan Tech Flare

Rainbow Confetti Flare

Cosmic Flare

Wakandan Glass Finish

Neon Trails Flare

Gold Metallic Finish

Gold Wakandan Tech Flare

Copper Metallic Finish

Fire Finish

Frosted Glass Finish

Gold Diamond Flare

Psychedelic Finish

Refraction Finish

 

Finish and Flare Rarity Drop Table

Your ability to earn Finish and Flare content from Infinity Splitting is dependent on rarity, which informs its split weighting, and Mastery level per character.

 

Rarity

Mastery Level 1

Mastery Level 10

Mastery Level 20

Mastery Level 30

Rare Finish

54%

35%

21%

16%

Super Rare Finish

N/A

24%

32%

34%

Ultimate Finish

46%

41%

47%

50%

Rare Flare

49%

30%

21%

15%

Super Rare Flare

24%

49%

62%

53%

Ultimate Flare

27%

21%

17%

32%

*Banana Finishes and Flares have 50% reduced odds when splitting.

 

Gold, Ink, and Krackle Protection

Once you have Infinity Split a character 4+ times, you will unlock an additional way to earn Gold and Ink Finishes, and Krackle Flare from Infinity Splits. Starting with your fourth Infinity Spit per character, each additional Infinity Split for that character has a 10% chance to earn a Gold or Ink Finish + Krackle Flare combo. This 10% is fixed regardless of how many Character Mastery Finishes and Flares have been added to your Infinity Split drop table. You will also still be able to earn a combo of a Gold or Ink Finish plus a Krackle Flare from a split even if the 10% roll fails.

When you perform a split, the rolls will trigger in this order:

  • 10% chance to trigger a combo of Gold or Ink Finish + Krackle Flare combo
  • If the 10% roll fails, then the standard roll for a Finish + Flare combo will trigger with its outcome dependent on rarity weighting, and the amount of Finishes and Flares available per rarity that are unlocked for splitting

Character Mastery

About

Character Mastery allows you to invest in your favorite characters. Infinity Split or acquire variants for your cards to earn exclusive rewards.

Mastery Caches

Mastery Caches drop a variety of collectible Finishes and Flares for your cards. Each Finish or Flare is also added to that character’s Infinity Split table.

Mastery Rewards

Mastery Caches contain brand new Finishes and Flares earnable only in Character Mastery. Each time you increase a card’s Mastery level, you will earn either a Mastery Cache containing a randomly rolled Finish or Flare, or a pre-determined reward. You will earn every available reward for a character once you reach its max Character Mastery level.

  • Mastery Cache Tier 1 Levels 2-9:

Finishes

Flares

Rays (6)

Bananas

Bananas

Rainbow Confetti

Copper Metallic

Neon Trails

Frosted Glass

Psychedelic

 

  • Mastery Level 10 – Refraction Finish

 

  • Mastery Cache Tier 2 Levels 11-14, 16-19:

Finishes

Flares

Water

Bubbles

Glass Circuits

Snow

Foil Metallic

Cosmic

Steel Metallic

Gilded Prism

 

  • Mastery Level 15 – Cosmic Flare

 

  • Mastery Level 20 – Metallic Gold Finish

 

  • Mastery Cache Tier 3 Levels 21-24, 26-29:

Finishes

Flares

Galactic Storm

Galactic Storm

Gold Prism

Embers (3)

Black Prism

Purple Wakandan Tech

Wakandan Glass

Gold Wakandan Tech

 

  • Mastery Level 25 – Fire Finish

 

  • Mastery Level 30 – Character Reaction Set & Gold Diamond Flare

 

Equipping and Splitting Finishes and Flares

Finishes and Flares earned from Character Mastery can be immediately equipped on a per-character basis in Custom Card, and are also added to that card’s Infinity Split table for continued chances to combine them with other Finishes and Flares when Infinity Splitting.

Mastery XP

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

Source

XP

Splits

15

Rare Variants

25

Super Rare Variants

75

Spotlight Variants

125

Season Pass Variants

125

Bundle Variants

125

Album Variants

125

Conquest Variants

125

Event Variants

125

Ultimate Variants

250

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

  • Mastery Level 1 – 0 XP
  • Mastery Level 2 – 5 XP
  • Mastery Level 3 – 10 XP
  • Mastery Level 4 – 20 XP
  • Mastery Level 5 – 35 XP
  • Mastery Level 6 – 50 XP
  • Mastery Level 7 – 70 XP
  • Mastery Level 8 – 95 XP
  • Mastery Level 9 – 120 XP
  • Mastery Level 10 – 150 XP
  • Mastery Level 11 – 185 XP
  • Mastery Level 12 – 220 XP
  • Mastery Level 13 – 260 XP
  • Mastery Level 14 – 305 XP
  • Mastery Level 15 – 355 XP
  • Mastery Level 16 – 405 XP
  • Mastery Level 17 – 460 XP
  • Mastery Level 18 – 520 XP
  • Mastery Level 19 – 585 XP
  • Mastery Level 20 – 650 XP
  • Mastery Level 21 – 715 XP
  • Mastery Level 22 – 780 XP
  • Mastery Level 23 – 845 XP
  • Mastery Level 24 – 910 XP
  • Mastery Level 25 – 975 XP
  • Mastery Level 26 – 1040 XP
  • Mastery Level 27 – 1105 XP
  • Mastery Level 28 – 1170 XP
  • Mastery Level 29 – 1235 XP
  • Mastery Level 30 – 1300 XP

NEW FEATURE: CHARACTER MASTERY

Maximum Customization!

Introducing Character Mastery, a brand new way to show your friends and adversaries just how much you REALLY love your favorite characters. Each time you collect a new Variant or Infinity Split your cards, you will earn Mastery XP and unlock fantastic new rewards along the way. Don’t worry – Everything you’ve already invested into your MARVEL SNAP collection will count toward your progress and be rewarded!

Mastery Rewards

Every character will have their own progression track with their own rewards. As you progress, you’ll unlock Mastery Caches, Finishes, and Flares. Each Mastery Cache contains a randomly selected Finish or Flare that can only be obtained through the Character Mastery track. When you reach Character Mastery level 30, you’ll unlock a unique Character Reaction Set and the Gold Diamond Flare!

For more detailed information, like how much Mastery XP do I get for a split, or what rewards are available in the Mastery Caches, check out the detailed charts below!

 

Equipping and Splitting Finishes and Flares

Finishes and Flares earned from Character Mastery can be equipped in the Custom Card menu for the corresponding Character. They will be also added to that card’s Infinity Split table allowing you to combine them with other Finishes and Flares during future Infinity Splits.

Show it off!

From February 18-24th, you’ll be rewarded when you share your Character Mastery Progress! Simply visit https://www.marvelsnap.com/CMhighlights or click the in-game link when it appears to share and earn 100 Credits!

 

FAQ

How do I get started?

Once you’ve unlocked the Custom Card feature, click the Collection tab, click on your Character, and click on Character Mastery to track your progress.

 

How do I unlock the Custom Card feature?

Three (3) total Infinity Splits on any three or one single Character, plus an additional Infinity Split on each new Character that you want to customize.

 

Can I use these rewards on all of my Characters?

No, rewards from the Character Mastery track are character-specific.

 

Do all my previous splits and variants count towards Mastery level?

Yes, all previous splits and variants collected for each character will count towards their Mastery level.

 

Once I’ve unlocked Character Mastery Finishes and Flares, will they be seen in Infinity Splits?

Yes, all unlocked rewards from Character Mastery will be eligible to be split with other existing Finishes and Flares.

 

What rewards are available in Character Mastery?

The order of Finishes and Flares in Mystery Caches are random, but each tier will be completed as you progress. All Finishes and Flares will be unlocked by the time you reach level 30. See below for more details:

  • Mastery Cache Tier 1 Levels 2-9:

Finishes

Flares

Rays (Set of 6)

Bananas

Bananas

Rainbow Confetti

Copper Metallic

Neon Trails

Frosted Glass

Psychedelic

 

  • Mastery Level 10 – Refraction Finish

 

  • Mastery Cache Tier 2 Levels 11-14, 16-19:

Finishes

Flares

Water

Bubbles

Glass Circuits

Snow

Foil Metallic

Cosmic

Steel Metallic

Gilded Prism

 

  • Mastery Level 15 – Cosmic Flare

 

  • Mastery Level 20 – Metallic Gold Finish

 

  • Mastery Cache Tier 3 Levels 21-24, 26-29:

Finishes

Flares

Galactic Storm

Galactic Storm

Gold Prism

Embers (Set of 3)

Black Prism

Purple Wakandan Tech

Wakandan Glass

Gold Wakandan Tech

 

  • Mastery Level 25 – Fire Finish

 

  • Mastery Level 30 – Character Reaction Set & Gold Diamond Flare

 

Mastery XP Sources

Source

Mastery XP

Splits

15

Rare Variants

25

Super Rare Variants

75

Spotlight Variants

125

Season Pass Variants

125

Bundle Variants

125

Event Variants

125

Ultimate Variants

250

January 30th – Balance Updates

No lengthy preamble this week! We’ve got a handful of buffs and nerfs to freshen up the metagame as the season comes to a close, so let’s dive in.

Dagger

  • [Old] 2/0 – When this moves to a location, +3 Power for each enemy card there.
  • [New] 2/2 – When this moves to a location, +2 Power for each enemy card there.

The “Move Bounce” deck has been a top contender at high Infinite for a while now, but that strength wasn’t really proliferating down into the wider metagame for the most part. Given that, we decided to “let them fight” and see if the top players could crack their own metagame. However, over the last few weeks we’ve seen the deck solidify its position and even start to surge across other audiences, so we’ve decided to take some balance action instead. This change will reduce the ceiling on Dagger, one of the deck’s strongest options for scaling Power.

 

Araña

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

In addition to the Dagger change, this softer nerf specifically aims to weaken Araña’s synergy with Human Torch. Tucking an extra point of Power into Araña won’t damage the card in other use cases very much, so it’s just a soft hedge on top of the Dagger change.

 

Spectrum

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

One of the things we love to do with OTAs is push up underperforming archetypes. The Ongoing deck had quite the heyday in 2024, but since then we’ve seen it slide back into the shadows. Moonstone was a unique and helpful boost this season, and we’ll see a few more additions release in February that we think an improved Spectrum could better support.

 

Namora

  • [Old] 5/6 – On Reveal: Give +5 Power to each of your cards alone at another location.
  • [Change] 5/6 -> 5/7

Similarly, the “Namora deck” is a fun and unique archetype in SNAP that we want to keep positioned as an option. Peni Parker aimed to give that deck slightly more support as another way to develop single-card Power as well as some mobility on the board, but we didn’t see quite as much lift as we’d hoped for. An extra point of Power should help.

 

Leader

  • [Old] 6/3 – On Reveal: Copy the enemy card(s) with the highest Power played this turn, but on your side.
  • [Change] 6/3 -> 6/4

Once a metagame terror, Leader has languished of late as one of our least popular 6-Cost cards. While Leader is among the best at countering an enemy 6-Cost, the metagame has been hostile enough to them that this capacity wasn’t very useful. An extra Power won’t suddenly shift Leader to the top of the metagame, but it will help account for the softer impact the card has been having.

 

Sandman

  • [Old] 5/7 – On Reveal: Next turn, cards cost 1 more. (maximum 6)
  • [Change] 5/7 -> 5/8

Sandman’s new form hasn’t provided enough metagame pressure against decks flooding the board on turn 6, so we’re pouring on more sand. We don’t want to push Sandman so far that the card becomes the default disruptive option–cards like Legion, Aero, and Vision are a little more fun–but we do want to have the card performing the job of sheriff on some of these strategies a little better.

Ms. Marvel

  • [Old] Ongoing: Your adjacent locations with 2+ cards and no repeated Costs have +5 Power.
  • [Change] 4/4 -> 4/5

Nothing too crazy here. Kamala Khan has been around for a while, but in recent times hasn’t found many strong homes at the top of the metagame. A bit of extra Power will help compete with the robust complement of 4-Cost cards we’re seeing today. Perhaps even in some particularly sophisticated Namora decks?

Luna Snow

  • [Old] 3/5 – On Reveal: Add an Ice Cube to each side of this location.
  • [Change] 3/5 -> 3/6

Luna Snow released a little weaker than we’d aimed for, so we’re trying a bit of extra Power. A 3/6 with an ability that’s often an upside is unusual, but the performance of the 3/5 implies rather strongly that the effect is either a lot weaker than we thought, or less useful to existing strategies. So we’re going to see how this Power bump changes things because that will add more context to what’s going on and help us see through the snowstorm, so to speak.

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

 

Patch Notes – February 11, 2025

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

PATCH HIGHLIGHTS

Character Mastery has arrived! It’s a brand new way to show your friends and adversaries just how much you REALLY love your favorite characters. Each time you collect a new Variant or Infinity Split your cards, you will earn Mastery XP and unlock fantastic new rewards along the way. Don’t worry – Everything you’ve already invested into your MARVEL SNAP collection will count toward your progress and be rewarded!

Later this month, an all-new game made is coming to Marvel SNAP: Sanctum Showdown! We won’t reveal all of the magic right now but read below for a bit of a preview.

 

FEATURES

  • Character Mastery
    • Players will now see a Mastery tab for every character in their collection
    • Mastery Level takes into account the number of times a player has Infinity Split that character and how many variants they own. Players with many variants and Infinity Split cards can expect to collect quite a few rewards with the rollout of Character Mastery!
    • On a per-character basis, players can unlock a multitude of new cosmetics by gaining mastery. Some examples: Frosted Glass and Psychedelic finishes, Rainbow Confetti and Bananas flare.
    • Every character in a player’s collection that has Mastery rewards will have a golden ? gem icon on the bottom right of the card. Clicking on the card and going to the Mastery tab will auto-claim rewards.
    • Initially, the max Mastery Level is set to 30. That is the level that unlocks a character-specific Reaction Set.
    • Check out the full blog on Character Mastery [here].

 

  • Sanctum Showdown
    • Starting February 25th, we’ll debut an all-new game mode: Sanctum Showdown!
    • Instead of ending the game on turn 6, you’ll score points each turn in Sanctum Showdown based on which locations you’re winning. First to score 16 points wins!
    • Each game costs a Scroll to play, similar to a Conquest ticket, and you’ll earn 2 more Scrolls every 8 hours (and more in other ways). You’ll also get your ticket back whenever you win a game!
    • Win or lose, you’ll walk away from every game with points to spend on new cards and cosmetics from the Sanctum Shop. That’s right–new cards plural! The shop will have unowned Series 4 and Series 5 rewards along with our new Portal Pull featuring Gorgon, Laufey, and Uncle Ben!
    • Check out our blog and in-game tutorial for more information and rules.

 

  • Album Favoriting
    • Wishing you could favorite Albums? Well, now you can! Favorite Albums will have their own section when viewing all Albums
    • Variants in your favorite Album(s) will display a different album icon
    • Albums will be sorted based on distance to next reward

 

GAMEPLAY

You may notice a new “Banished” section of the in-match player profile next to “Discarded” and “Destroyed”. What’s that all about? You’ll have to stay tuned…

 

Bug Fixes

Card & Location Fixes in 37.x

  • Bruce Banner’s reference token should show the correct Hulk
  • An edge case where Sandman played on Aunt May’s and moved to Deep Space would result in a player being unable to play cards should no longer occur

Card and Location Art Fixes in 37.x

  • White Widow’s Rose Besch variant should no longer have a broken leg
  • Lasher’s SFX should be hooked up appropriately
  • Fixed an issue with one of Madame Web’s variants that was preventing Infinity split finishes from displaying
  • Temporarily disabled Sage’s drag VFX due to an issue with how they displayed in instances where location position was changed.
    • This should be properly fixed and the VFX restored in a future release
  • Cleaned up a wide range of smaller artifacts and other visual issues with various Avatars

Other Fixes in 37.x

  • Fixed an issue that was causing event reward progress to carry over and cause rewards to appear claimed in a new run of the same event
  • Adjusted some asset layering for the Super Premium splash pages
  • Repositioned the closing X on the Collector’s Vault screen so it’s not as high and obtrusive

Alliance Fixes in 37.x

  • Addressed some visual issues with how Chat would function and scroll when the on-screen keyboard was still up
  • Players should no longer encounter a softlock when trying to edit Alliance details that contain particular special characters

PC Fixes in 37.x

  • The Series/Rarity tag on a card should now show up when using the Custom Card editor
  • Artist Details should now show when viewing a card in the Custom Card editor

Localization Fixes in 37.x

  • The text associated with Mission Refills should be once again be properly translated across languages

 

Welcome Back Overview

We. Are. Back! We can’t thank you all enough for being so patient with us through this downtime ordeal. Your outpouring of support to all of us at Second Dinner was heard and greatly appreciated. MARVEL SNAP isn’t just our job but it’s our passion. It’s a passion that we share with many of you all around the world. It’s not something we take for granted, so thank you again for your dedication, patience, and support.

 

Now on to the fun stuff! As we said earlier, we realize that many of you missed out on time-based content, rewards, and Missions during this outage. This disruption of service is more than just an unfortunate blip in our eyes. As such, we are not only committed to making up for this disruption but we want to welcome back players, new and old, with some extra goodies to celebrate. Additionally, to make sure this never happens again, we’re working to bring more services in-house and partner with a new publisher. This is the beginning of a new era in MARVEL SNAP.

 

The team has prioritized getting the game back online first and foremost. Thanks again for your patience. As for US players, we wanted to make sure we covered all rewards for the missed time. For global players, we recognize this impacted you as well so we included extras like Alliance rewards. To all players, we included an additional bonus on top as a thank you for your loyalty.

 

Below we fully outline the packages being delivered to players’ inboxes:

 

Package Overviews

For US-based players– US Downtime Package:

Over Collection Level 500:

  • 2 Spotlight Keys
  • 5000 Season Pass XP
  • 4150 Credits
  • 6200 Collector’s Tokens
  • 1000 Gold
  • 5 Gold Conquest Ticket
  • 3 Infinite Conquest Ticket
  • 4000 Conquest Medals
  • 1 Mystery Variant
  • 6 Premium Mystery Variant
  • 1 Cosmic Red Border (Super Rare)
  • 3 Cosmic Gold Border (Super Rare)
  • 155 x5 Random Boosters

Under Collection Level 500:

  • 6 Mystery Series 3 Cards
  • 5000 Season Pass XP
  • 7150 Credits
  • 1000 Gold
  • 1 Mystery Variant
  • 6 Premium Mystery Variant
  • 1 Cosmic Red Border (Super Rare)
  • 3 Cosmic Gold Border (Super Rare)
  • 155 x5 Random Boosters

 

For non-US-based players– Global Gratitude Package:  

Over Collection Level 500:

  • 2 Spotlight Key
  • 3000 Collector’s Tokens
  • 1500 Credits
  • 1 Mystery Variant
  • 1 Premium Mystery Variant
  • 1 Cosmic Gold Border (Super Rare)
  • 1 Cosmic Red Border (Super Rare)
  • 155 x3 Random Boosters

Under Collection Level 500:

  • 6 Mystery Series 3 Cards
  • 3000 Credits
  • 1 Mystery Variant
  • 1 Premium Mystery Variant
  • 1 Cosmic Gold Border (Super Rare)
  • 1 Cosmic Red Border (Super Rare)
  • 155 x3 Random Boosters

 

FAQ

Who’s eligible for what? 

All existing US-based players will receive the “US Downtime Package”. 

  • Existing US-based players are defined as accounts that were created before Jan 20, 2025 and either “A” or “B” below:
    • A) Players whose account was created in the United States
    • B) Player who has any activity in the United States in the last 30 days prior to outage
  • Check your personal Collection Level number to see for which section you qualify.

All existing non-US players will receive the “Global Gratitude Package”. 

  • Non-US players are defined by all players whose accounts were created before Jan 20, 2025 and NOT covered by US-based players (A) or (B) definition above.
  • Check your personal Collection Level number to see for which section you qualify.

 

What if I used a VPN to play during the downtime in the US?

A players’ usage of a VPN will not affect their eligibility. This includes players from outside the US VPN-ing into the US to try and receive the “US Downtime Package”.

January 16th – Balance Updates

We’re back! Welcome to the first OTA of 2025. Since we know it’s been a minute, we have a solid set of changes today aimed at shaking up the metagame you’ve all been enjoying over the last month. We’ve got a few nerfs, a few buffs, and a rework for one of SNAP’s most dangerous divas. Check it out!

 

  • Scream
    • [Old] 2/3 – When an enemy card moves, steal 2 Power from it. (once per turn)
    • [Change] 2/3 -> 2/2
    • [Bugfix] Scream will no longer gain Power if it can’t be taken, such as due to Luke Cage.

Let’s hit the bugfix first: our intent for the “steal” game action is that if Power isn’t taken, it also isn’t gained. That’s a clean line to draw, and brings Scream in line with cards like Rocket & Groot.The sonic symbiote here has quietly dominated our internal winrate metrics for a few months now. That might be surprising to hear as the deck isn’t perceived as being dominant, but that’s because Scream is kind of like Mister Negative–drawing Scream gives you a massive advantage, while games without Scream are a struggle. Given the deck’s position we decided to let Scream run wild for a little bit, but now we’d like to try and distribute a little of that strength more uniformly among the deck’s other cards to create a more balanced play experience. To that end…

 

  • Spider-Man
    • [Old] 3/5 – On Reveal: Move to another location and pull an enemy card from here to there.
    • [Change] 3/5 -> 2/4

This is a simple buff for the Scream decks to counterbalance some lost Power, but it also makes Spidey a stronger potential option for some other decks that could use the buff, like more traditional Move decks. As one of our most popular characters, we also want to keep Spidey positioned at an exciting rate for gameplay.

 

  • Luke Cage
    • [Old] 3/3 – Ongoing: Your cards can’t have their Power reduced.
    • [Change] 3/3 -> 3/2

Luke is in an interesting spot, serving as a release valve against cards like Hazmat, a precaution for decks like Cerebro, and a combo piece for cards like Anti-Venom. That’s a lot of hats, and Luke’s frankly very good at wearing all of them. This has the added side-effect of making decks that want to play with afflict or Power-stealing abilities weaker, because Luke Cage just happens to be in some decks using the effect for their own reasons. We’re going to work toward finding a better division of labor for some of these roles in the future, but until then we’d like to weaken Luke Cage a little bit and see how the metagame shifts in the wake of that change.

 

  • U.S. Agent
    • [Old] 2/3 – Ongoing: 4, 5, and 6-Cost cards here have -4 Power.
    • [New] 2/3 – Ongoing: 4, 5, and 6-Cost cards here have -3 Power.

With Luke Cage losing a point of Power, we perused some of the stronger cards doing Power reduction to see if any stood out as potentially needing a nerf in a world with less Lukes. U.S. Agent has been one of the strongest cards in that category, and it’s also contributed to a general reduction in the play rate of higher-Cost cards. Beyond that, we’ve had plenty of great decks that could easily play U.S. Agent without directly aiming to leverage the effect, just as a free card, and we’re expecting more to start showing up. Given all of the above, weakening the effect is appropriate.

 

  • Ka-Zar
    • [Old] 4/4 – Ongoing: Your 1-Cost cards have +1 Power.
    • [Change] 4/4 -> 4/5

Classic strategies like the “Zoo” deck that floods the board are strategies we always want to support. In addition to being fun, many of these decks give players aspirational goals to pursue for new gameplay, helping players grow their collections and transition towards higher-Series play. However, we’ve seen the winrates of these decks wane over the last few months. As a lynchpin of these decks that’s available early on, Ka-Zar’s a good option for a buff.

 

  • Hydra Bob
    • [Old] 1/5 – After each turn, this moves if a player Snapped.
    • [Change] 1/5 -> 1/4

Speaking of 1-Cost cards, we’ve decided to try reverting Hydration Robert back to 1/4. This statline landed lukewarm on release, but we believe part of that may have been players taking some time to see how strong Bob could be, whether a deck was leveraging the snap effect or not. Bob hasn’t been as problematic as Silver Sable was, but still did also represent a “default strong” 1-Cost for a lot of decks, so this change will also create a little more diversity within the metagame among 1-Cost cards. Generally, we’re most happy when different decks want different cards at each Cost.

 

  • Sentry
    • [Old] 4/8 – You can’t play this at the right location. On Reveal: Add a -8 Power Void to the right location.
    • [New] 4/9 – You can’t play this at the right location. On Reveal: Add a -9 Power Void to the right location
  • The Void
    • [Old] 4/-8
    • [Change] 4/-8 -> 4/-9

Speaking of Roberts, we’re also buffing Sentry. The days of Annihilus terrorizing your rightmost location have long passed, and Sentry has a few solid applications outside of that combo as well. We’re not particularly keen on increasing the options for Surtur, so trying Sentry at 4/9 will create a large card that’s immune to Shang-Chi while also having some different hooks for synergy thanks to the Void.

 

  • Onslaught
    • [Old] 6/7 – Ongoing: Double your other Ongoing effects here.
    • [Change] 6/7 -> 6/8

Nothing much to see here–Onslaught is just a fun, exciting card that’s fallen on some hard times. An extra point of Power is often welcome under such circumstances, and given Onslaught’s express use in the Living Tribunal deck it’s even more important.

 

  • Mister Fantastic
    • [Old]3/2 – Ongoing: Adjacent locations have +2 Power.
    • [New] 3/1 – Ongoing: Adjacent locations have +3 Power.

Mister Fantastic is a classic card in early collections, one of the few that can threaten multiple locations. However, as players’ collections grew and the game’s diversity of effects widened, Reed has simply been outclassed. This is a small buff overall–just 1 Power net–but it has enough small gains that we didn’t want to push much more. That 3 Power is good at beating Nightcrawler in early Series play, gets doubled by Onslaught, and we’re still talking about a 3-Cost that has some synergy with Silver Surfer’s swarming strategy.

 

  • Hela
    • [Old] 6/7 – On Reveal: Resurrect all cards you discarded to random locations with -3 Power.
    • [New] 6/9 – On Reveal: For each different Cost among them, resurrect a card you discarded to a random location.

Last, but certainly not least, this might turn a few heads. While Hela had found an appropriate balance point with the previous design, as a team we weren’t thrilled with it. The -3 debuff wasn’t an elegant solution to the one-sided gameplay, and as we continue to create strong cards it would likely inevitably merit change again. We decided to approach the Hela from the angle of making an “interesting” reanimator deck, where the challenge wasn’t necessarily how to best discard the biggest cards but rather which cards you were trying to discard. This quest has proven fairly difficult in playtesting, so we’re starting from a generous position. We expect Hela’s own Power has likely become a meaningful dial with this effect, which is the ideal outcome.

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

 

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