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

 

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!

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.

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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.

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

 

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