Patch Notes – October 15th, 2024

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

PATCH HIGHLIGHTS

Starting tomorrow, check out High Voltage: a new limited-time game mode that’s a new way to play SNAP with faster games full of splashy plays! The games are just three turns, but with each one you’ll draw two cards and randomly get 2-5 Max Energy. It’ll only be here until October 24th, so jump in on this electrifying experience to pull off awesome combos and get awesome rewards, including a brand new card: Agony! Check out the High Voltage blog post for more information.

 

GENERAL UPDATES

Boosted Infinity Split Rates (Limited Time):

  • As you may have seen in other announcements, the chances to get Ink, Gold, and Krackle are currently boosted up to 35% on eligible splits.
  • This change will be active until our mid-December patch!
  • Check out the full Infinity Split rate table here: LINK

The Collector’s Vault:

  • Starting on October 24th, we’re introducing a new shop feature that will give you the chance to acquire rare or exclusive bundle Variants that you may have previously missed.
  • Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically.
  • Variants must have been bundle exclusives and released at least one year before the Vault’s opening.

Spotlight banners are now added to Spotlight Variants on sale in the Daily Offer Shop!

 

ART, VISUAL EFFECTS, & AUDIO

  • Great Web now has VFX and SFX
  • O.D.O.K and Aero received VO lines.

 

Bug Fixes

Issues Resolved in 33.x AND 32.x via Server Update

  • Fixed duplicated character split+finish combos
  • Shop and Mission refreshes are no longer delayed when viewed by players
  • Ghost-Spider functions correctly now after being returned to hand and then played again

Card and Location Logic Fixes in 33.x

  • Resolved an exception that was occurring when Silver Sable was played that could impact performance or cause a momentary hitch

Card and Location Art Fixes in 33.x

  • Cards generated by Arishem should now properly inherit Arishem’s finishes and flares
  • Resolved an exception related to card effects that was responsible for frequent Aw Snaps and crashes when viewing cards in the detail view
  • Fixed an issue with one of X-23’s recent variants inadvertently showing a black and white background in the rarity preview
  • Fixed an issue with one of Madame Web’s variants inadvertently showing a black and white background when upgraded to certain rarities
  • Cleaned up an edge case that would see Brooklyn Bridge’s VFX still play even if the location had been changed to something else
  • Brooklyn Bridge’s VFX should no longer display after the location has been destroyed by an effect such as Galactus
  • Attuma’s VFX should no longer play for the opposing player when they stage a card at the same location
  • The VFX for White Palace should now play at the appropriate timings
  • Kate Bishop’s Grapple Arrow should no longer play incorrect SFX when hovering other cards over the same location
  • Card Flare effects should no longer persist on-screen across various UI
  • Effects and animations that show cards pulled from your opponent’s deck should now show the correct card back
  • Fixed a visual issue that could occur when Hulkbuster merges with a card but is then moved by an effect like Juggernaut

Other Fixes in 33.x

  • Resolved an issue that was preventing the latest season loading splash from displaying properly
  • Fixed an issue that would cause the shop UI to break for players who purchased all available bundles
  • Fixed an issue that would prevent Vibranium Offers to load for players who purchased all other available bundles

Alliance Fixes in 33.x

  • Reduced the memory impact of scrolling through highly active Alliance chats which previously could cause crashes
  • Icons showing the previous week’s top-3 players in an Alliance should now display correctly
  • Recentered the assets for the Ironman theme
  • Fixed an issue that was preventing Alliance search from handling special characters correctly
  • UI elements should no longer overlap incorrectly when scrolling to the bottom of an Alliance search

PC Fixes in 33.x

  • [PC] Clicking Report a Bug from settings should no longer open two instances of the report window

Existing Known Issues Fixed

  • Zabu’s VFX should no longer continue to display after being played on Isle of Silence
  • [PC] The “Swap this Variant into All Decks” UI modal should always close appropriately now
  • Fixed an issue where tapping on the Effects tab of the Custom Card UI would cause many of the UI elements to briefly flicker

MARVEL SNAP: Development Roadmap – Oct 2024

HEYYY! We’re back again to share what’s in store for the future of MARVEL SNAP. The development team has been busy working on new features, game modes, and awesome new rewards to improve the game.

As you might have noticed, we’ve reimagined the Development Roadmap to focus on Coming Soon and In Development to more accurately showcase what MARVEL SNAP players want to know. Originally, we included In Concept because we wanted a way to gather player feedback on ideas we’re thinking about–but, we have better ways to do this now via Discord & In-Game Surveys. If you see our in-game surveys and wonder if your voice matters, it does! Importantly, we also think this change will more accurately deliver on our players’ expectations of the roadmap. For this blog, we’ll still share some insights into what’s In Concept – so stay tuned & keep reading!

Whether you’re excited about new ways to play MARVEL SNAP, mastering your favorite characters, or celebrate our two-year journey, there’s something here for everyone. Let’s dive in!

 

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:

  • High Voltage
  • Collector’s Vault
  • Second Anniversary Celebration
  • Deadpool’s Diner 2.0

 

High Voltage

Last roadmap, we talked a bit about how the team has set a goal this year to ensure that MARVEL SNAP is filled with exciting new content and special events every time you log into the game. We’re continuing our commitment to this goal with High Voltage, our newest Limited Time Mode coming to MARVEL SNAP on October 16th.

High Voltage is FAST! Likewedontevenhavetimeforspacesfast! In this mode there’s no snapping, only three electrifying turns, and MORE energy for combos never possible before in MARVEL SNAP. In High Voltage, you’ll start with 2 cards and draw 2 more each round. Each turn, both players get the same amount of randomized energy, encouraging quick thinking and massive plays. To keep the pace intense, some characters and locations are restricted (so, no Magik to drag things out!).

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31th.

 

Collector’s Vault

We’ve had some incredible art pieces released during the last two years of MARVEL SNAP! We’re excited to introduce a new shop feature that will give you the chance to acquire Variants that you may have previously missed. To be eligible for the Vault, Variants must have been bundle exclusives and released at least one year before the Vault’s opening. The Collector’s Vault is a middle ground where the Variants remain exclusive for an entire year, but also give new or returning players the ability to get them eventually. Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically. Don’t miss it!!

 

Second Anniversary Celebration!

Second Dinner takes Second Anniversaries seriously. We love this adventure we’ve been on with our incredible community… October 18th marks TWO YEARS since MARVEL SNAP launched globally, and we’re ready to celebrate with you. Join us for a virtual party with Login Rewards, a Free Community Voted Variant, Twitch Drops, and a Special Bundle. Plus, you’ll be able to play the brand-new High Voltage mode while celebrating.

 

Deadpool’s Diner 2.0

Hope you saved room for dessert… Deadpool’s Diner is coming back, better than ever! New meals, updated rewards, and more. It’s going to be a Happy Bubs-giving this November!

 

In Development

Game features in this section are currently being developed, iterated, and improved upon. Our production team has already dedicated team resources, generated tasks/timelines, and currently ensuring we’re moving forward. Features and systems in this bucket can still change – 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:

  • Character Mastery
  • Super Premium Season Pass
  • Album Preview & Wishlist
  • New Limited-Time Mode

 

Character Mastery

It’s back!  After quick break from the roadmap and some incredible community feedback… Character Mastery is back on the menu! We’re even aiming for Character Mastery to go live before the end of this year! If not…very soon thereafter.

Do you love Iron Man? Or maybe have a soft-spot for She-Hulk? The Character Mastery system rewards you for growing your unique collection and favorite characters! Anything you’ve previously done… counts! If you have a favorite card you’ve invested into, you’ve already progressed that character’s Mastery track and have rewards waiting!

Or maybe you’re the Electro Extraordinaire? All of your Electro variants and splits count for XP towards progressing Electro’s Character Mastery Track. As you unlock CM levels, you will earn brand new Finishes, Flares, and Reaction Sets for that character. OH YEA, did we mention… We’re releasing 25+ BRAND NEW Flares and Finishes with Character Mastery!

We prioritized Character Mastery based on YOUR feedback and we love the idea of being able to customize your collection even further. We hope to expand the Character Mastery system in the future, please let us know what you’d like to see.

 

Super Premium Season Pass

We’ve heard you! We’re completely reimagining what our Season Pass Super Premium looks like…and replacing it with the ALL-NEW SUPER PREMIUM SEASON PASS! More variants, more rewards, and even a few surprises down the pipeline that will make the biggest deckbuilders smile!

 

Album Preview & Wishlist

We’re gonna let the image do the talking here…

 

New Limited-Time Mode

When we said we’re committed to new MARVEL SNAP Limited Time Modes… WE MEAN IT. We’re aiming to bring another brand new Limited Time Mode to MARVEL SNAP early next year.  The team has been hosting team-wide playtests and we’re making great progress. Can’t wait to share more!

 

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.

 

Draft Mode

As we talked about in the last roadmap, we’re exploring what Draft Mode might look like in MARVEL SNAP. We know there is a passionate audience excited for Draft Mode and curious about our timeline for developing it. So, here’s an inside scoop. We believe SNAP Draft should rely on a trio of pillars:

  • Clear and exciting deckbuilding goals
  • Fun gameplay that feels unique from constructed
  • Highly replayable

SNAP Draft is a tougher nut to crack than it may seem. In its conception, SNAP wasn’t originally designed with drafting in mind. For example, if drafting a Discard deck feels like playing a weaker version of the ‘normal’ Discard deck, that’s not going to be a special experience for our players. To be clear, we’re excited about SNAP Draft. We’re evaluating a wide range of potential solutions–but it will take time to find the best path for translating the core joys of SNAP into a draftable experience worthy of your time, so we appreciate your patience and can’t wait to share more with you when we’re farther along.

 

New Cosmetic Types

We have a few ideas.

Let us know what you think, and please continue to share your ideas for the future of MARVEL SNAP!

New Limited Time Mode: High Voltage!

The fastest card battler in the multiverse just got faster! Welcome to High Voltage, a brand new way to play Snap! With more cards, more energy, and faster matches you’ll be making plays you’ve never seen before. Let’s take a look!

 

What is High Voltage?

High Voltage takes the core rules of Snap and condenses them into three action-packed turns. Each turn gives you more Max Energy, more cards, and huge combos that you previously only dreamt about.

There are no cubes or points to lose in High Voltage, so you should always feel encouraged to try and win! There’s no downside to trying out new decks or fun new strategies, so you can build a deck, jump in, and play immediately. Win matches and complete missions to earn Volts, then redeem those Volts for a TOTALLY FREE card. How great is that?!?!?

 

How do you play?

You start the game with two cards in hand, and draw an additional 2 cards at the beginning of each turn.

In place of the Cube where you would normally Snap, you’ll have an Arc Reactor. Before each turn, the Arc Reactor will generate between 2-5 Max Energy to add to your total which can then be used to play out your master plan. Your opponent will always receive the same amount of Max Energy that you do, so there’s no guessing how much they have.

On turn 1, the Arc Reactor will randomly give you and your opponent between 2-5 Max Energy to use on your first turn.

On turn 2, you get the 2-5 Energy from the first turn PLUS an extra 2-5 Max Energy from the Reactor, which means you’ll have 4-10 total Energy to use this turn.

On turn 3, you get the 4-10 Energy from the 2nd turn PLUS an extra 2-5 Max Energy from the Reactor, which means you’ll have 6-15 total Energy to use this turn. Shuri + Infinaut + Arnim Zola? It’s possible!

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

“Wait, you’re saying I can play Galactus on turn two?” Ok, you got me there. Not all of your dastardly plans will be available. To keep the game fun and competitive, we have three cards that will not be allowed inside of High Voltage: Galactus, Black Widow, and Magik. We’ve also updated the location pool a bit, so don’t be surprised if you never see certain locations like Asgard.

 

How long will High Voltage be here?

This limited time mode is playable now, and will be here until October 24th at 12:00 PM PST. And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31st.

 

Turning it up to 11. Inside look at designing High Voltage!

We’ve been working on ideas for alternate game modes for a long time now, but only a couple have seen the light of day. We always want to make sure that anything we are going to release is going to add to the fun of Snap while staying true to the core of the game, so we started by mostly changing the systems surrounding the gameplay. Now we’re entering a new phase where we’ll be bending the core rules further. You all play SNAP for a multitude of reasons, and we want to shine the spotlight on different parts of the game to serve different players.

In that spirit, where Battle Mode explored longer matches with lots of information about your opponent’s plays, and Deadpool’s Diner explored making snapping and retreating even more central to the gameplay, High Voltage explores the other ends of each spectrum. You’ll be playing fast-paced games with lots of hidden information, and the focus will be on surprising combinations of cards. And where the first two modes made you reevaluate what it meant to win and lose with the cards playing out the same way, we wanted this game mode to be about different card interactions from normal.

 

Danger! Danger!

In High Voltage you can make plays you’ve never seen in Marvel SNAP before: Double Giganto’s Power with Shuri and then Taskmaster him! Nerf practically every enemy card by dropping both Scorpion and Cassandra Nova on turn 1! Make a giant Blob, hit it with Arnim Zola, and use Grandmaster to copy it again all on the last turn!

Mind you, we didn’t want every play to be completely absurd. That’s awesome the first time, but if your opponents kept dropping the same wild combo it’d get old fast. That’s why the amount of Maximum Energy that both players gain varies unpredictably.

When we first started experimenting with this game mode, we tried a 4 turn game, drawing two cards and getting +2 Max Energy per turn. It was immediately obvious there was something fun here, but it wasn’t as high-octane as we’d hoped it would be. We soon condensed down to 3 turns, trying lots of different schemes for gaining predictable amounts of Energy each turn. But no matter the numbers, strong decks ended up with really weird Cost distributions trying to perfect curves as often as they could. The exhilarating feeling we were chasing needed unpredictability.

With that switch flipped, combo-y cards like Shuri and Odin needed to pair with different cards game-to-game and the big plays were much more fun to battle against. We can’t wait to see all the awesome plays you find!

 

No Missed Stakes

So why no Cube and no snapping? For one thing, this is players’ first opportunity to build decks under a pretty different set of rules. That’s going to involve a lot of trial and error and we didn’t want to penalize that; it’s okay to lose while you figure out how to make your decks shine in this mode. It would be a shame to have your opponent Snap and feel the need to retreat instead of playing all the way through to try and maximize your combos. While some love nothing more than weighing the odds and making smart decisions about when to call it quits, others are more excited about making swingy plays and seeing what happens. No one thing can be everyone’s ideal at once, so instead we want to shift the spotlight from time to time to emphasize some players’ favorite parts and deemphasize others.

 

Frequently Asked Questions

  • When is High Voltage coming to Marvel SNAP?
    • High Voltage is live now! Keep playing until 12:00 PM PST on October 24th.
  • How does High Voltage work?
    • Both players will start with 2 cards in hand, and each turn they’ll draw 2 more and gain the same amount of randomized Max Energy (2-5) instead of the usual 1. There’s no Cube or snapping, just try to win and to complete your Missions. After turn 3, the game ends and whoever controls 2/3 locations is the winner.
  • How do I play?
    • You’ll find High Voltage in the game modes along with Conquest and Friendly Battles. Winning High Voltage games and completing the mode-specific Missions will earn you Volts to unlock all sorts of cool rewards, including a brand new card: Agony.
  • What if I lose?
    • There’s no penalty for losing High Voltage games, and nothing to lose by staying in the game through the final turn. Hopefully that gives you ample opportunity to experiment with deck ideas and find what works for you!
  • What should I play?
    • While you’re free to enter High Voltage with your regular decks, the mode’s rules enable you to spend more energy on a single turn unlocking lots of exciting combinations, or just the chance to play two or three of your favorite 6-Cost cards in the same game! Don’t push your Costs up too high though; you’ll still want plays to make when the Arc Reactor gives out smaller amounts of Energy.
  • Are there any cards that are off limits?
    • Galactus, Black Widow, and Magik will not be allowed inside of High Voltage.

Infinity Split Rates

We currently have boosted Ink, Gold, and Krackle rates. These will be accurate until our mid-December patch, at which time we will update this information: (note that these exact rates fluctuate slightly based on the state of your existing Splits for a character, since you can not receive duplicate Splits.)

  • 1st Split
    • Finish
      • 50% chance for Foil
      • 50% chance for Prism
    • Flare
      • No Flare
  • 2nd & 3rd Split
    • Finish
      • 50% chance for Foil
      • 50% chance for Prism
    • Flare
      • 50% chance for Glimmer
      • 50% chance for Tone
  • 4th Split
    • Finish
      • 32.5% chance for Foil
      • 32.5% chance for Prism
      • 35% chance for Ink
    • Flare
      • 33.3% chance for Glimmer
      • 33.3% chance for Tone
      • 33.3% chance for Stardust
  • 5th Split
    • Finish
      • 15% chance for Foil
      • 15% chance for Prism
      • 35% chance for Ink
      • 35% chance for Gold
    • Flare
      • 33.3% chance for Glimmer
      • 33.3% chance for Tone
      • 33.3% chance for Stardust
  • 6th Split and beyond
    • Finish
      • 15% chance for Foil
      • 15% chance for Prism
      • 35% chance for Ink
      • 35% chance for Gold
    • Flare
      • 21.6% chance for Glimmer
      • 21.6% chance for Tone
      • 21.6% chance for Stardust
      • 35% chance for Krackle

October 10th – Balance Updates

Today we have some nerfs to a couple of top decks in the interest of diversifying more of the metagame, along with a handful of Power buffs. Oh, and the return of Zabu!

 

  • Zabu
    • [Old] 2/3 – On Reveal: Until the end of next turn, your 4-Cost cards cost 1 less.
    • [New] 1/2 – On Reveal: On Reveal: Give each 4-Cost card in your deck -1 Cost.

We know it’s been a long wait to see an update to Zabu, and we hope you find this one satisfying. For quite some time our intent was to use Activate to land on a new Zabu, but we couldn’t find a design that hit the right mark between too weak and too strong with that ability. This version fueled some novel strategies internally, and we like how a 1-Cost Zabu paired thematically with Shanna and Ka-Zar, so we’re looking forward to seeing it in the wild.

 

  • Hellcow
    • [Old] 4/6 – Activate: Discard 2 cards from your hand.
    • [New] 4/7 – Activate: Discard a card from your hand.

The change from On Reveal to Activate for Hellcow accomplished our goal of adding life to a card that had fallen out of use, but we overshot the mark with regard to its strength in Hela decks. Those decks have persisted at a play rate higher than we’d like, even though the winrates have been flat. To add further pressure in the interest of a diverse metagame, we’re tweaking Hellcow to be less effective in the deck.

 

  • Widow’s Kiss (White Widow)
    • [Old] 0/0 – Ongoing: This has -3 Power. Disable this ability if your side of this location is full.
    • [New] 0/-4 – Destroy this when your side of this location is full.

An archetype we’ve learned a lot about over the last year is the “clog” deck, a broad term describing decks that aim to win by filling up enemy locations before turn 6. These decks were weak for a long time, but as we explored the design space they’ve become a consistent mainstay. Clog decks do provide a meaningful metagame pressure that we want to retain, but our current suite of clog cards has proven too strong. The decks are overperforming, but we’re also challenged as designers because we want to make new cards for every archetype, but don’t want to have more clog cards on par with White Widow.

Moving forward, we’re going to aim for more of our clog cards to have “out” clauses that let the opponent adjust their play to free up a location. This will make them more fun to play against, and also allow us to create more cards in the space. This particular change is a solid knock to White Widow, and we’ll monitor her performance in its wake in case it merits more compensation. One thing we do like about it is that Red Guardian is now a combo with Yelena!

 

  • Viper
    • [Old] 3/5 – On Reveal: One of your other cards here with the lowest Power switches sides.
    • [Change] 3/5 -> 3/4

Similarly, our change to Viper has created a card that’s very effective at its job–so effective that we think it could stand to lose a point of Power. We could’ve reverted to the old effect that gave away a random card, but we think this design has ended up more fun for the Viper player by enough to justify solving with an adjustment to the Power instead.

 

  • Kingpin, Scream, and Fisk Tower
    • [Change] No longer affects unrevealed cards.

We generally don’t let things afflict unrevealed cards unless otherwise stated, but these cards and location weren’t consistent with that philosophy. While Juggernaut specifies that he can move unrevealed cards, these don’t in turn state that they can afflict unrevealed cards. It’s important that we keep interactions consistent and predictable. If Kingpin can afflict unrevealed cards, then it gets confusing if Hazmat can’t.

While we could have maintained these as exceptions or even added more exceptions, that’s a slippery slope that burdens players. We’ve been happy with holding a line on the game ignoring unrevealed cards unless necessary for a specific function, such as Juggernaut. One reason is that it’s much easier to visually track what happens to them and more consistent for implementing elements like VFX. We hope this will help keep interactions in the game intuitive and consistent.

 

  • Scream
    • [Old] 2/2 – When an enemy card moves, steal 2 Power from it. (once per turn)
    • [Change] 2/2 -> 2/3

We’re aware that losing the interaction with Juggernaut is a knock to Scream’s strength, and many players may even have been specifically excited to acquire Scream based on this combination of effects. To compensate, we’re giving Scream a small buff.

 

  • Grand Master
    • [Old] 2/2 – On Reveal: Move one of your other On Reveal cards here to the middle location. Its ability happens again.
    • [Change] 2/2 -> 2/3

Grand Master is a really fun card to brew decks with, and it’s been underperforming. This extra Power shouldn’t put it over the top, but removes some of the downside of leaning into a card that has some situational hurdles to climb already.

 

  • Emperor Hulkling
    • [Old] 6/11 – At the start of the game, copy the text of a random 6-Cost card.
    • [Change] 6/11 -> 6/12

Our internal testing yielded some very powerful Hulklings, but we overcorrected on those balance results and released this card weaker than we’d have preferred to target. We know 5-Cost is a popular request, but that version of the card was in particular too strong. We’re going to stick at 6-Cost and find more fun with more Power.

 

  • Okoye
    • [Old] 2/2 – On Reveal: Give every card in your deck +1 Power.
    • [Change] 2/2 -> 2/3

Last but not least, a classic card from early Series play. Okoye has been left behind by some stronger scaling 2-Cost cards lately, but Okoye also does some solid work alongside cards like Scarlet Spider. Like Grand Master, this is a fun card that’s seeing less play than we’d prefer, so we’re adding some Power.

 

 

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

LIMITED TIME LOGIN REWARDS & MORE!

It’s our Anniversary month! To kick it off, we’re partnering with Apple to send you some some buffed up rewards. If you’re logging in on an iOS device, you’re going to notice a sweet new Card Back in your inbox!

To be eligible for the Card Back, simply login on an iOS device between October 7-13th to redeem your exclusive Wolverine ‘Celebr8bit’ Card Back! (The ‘Celebr8bit’ Card Back will be available for other platforms at a later date!)

 

Anniversary League Event!

As part of our month-long anniversary party, we’ll be launching a special League event with super awesome rewards on October 11th! Joining Leagues is automatic and free, simply play a ranked match during the event to enter. All participants will receive a free Deadpool ‘Celebr8bitpool’ Card Back and the top 3 players in each League will win two new exclusive ‘Games!’ variants featuring Moon Girl and Devil Dinosaur!

 

Anniversary Bundles!

A Bit Tongue-Tied Bundle 

  • Venom Nicola Saviori Variant
  • Venom Nicola Saviori Avatar
  • 155 Venom Boosters
  • 1 Black Web Border
  • 2000 Credits

Price – 2000 Gold

 

Caught Red-Handed Bundle 

  • Carnage Nicola Saviori Variant
  • Carnage Nicola Saviori Avatar
  • 155 Carnage Boosters
  • 1 Red Web Border
  • 1500 Gold

Price = $14.99

New Season: We Are Venom

Welcome to the chaos! It’s time for our Venom’s newest season to be unleashed into Marvel Snap. This symbiote is hungry. Good thing we have a month full of Second Anniversary celebrations, a BRAND NEW limited-time game mode, and amazing art to keep it satiated all month. Join us, or be consumed. We… are… Venom!

 

 

SEASON PASS

After losing his legs in the line of duty, Flash Thompson teamed up with the government to bond with the Symbiote to continue his fight for justice. This high-octane, Symbiote-powered government agent uses his abilities to power up those around him. It’s time to bring out your low-powered cards like Iron Man and Wasp to make some high-powered combos.

NEW CHARACTER: Agent Venom

On Reveal: Set the Power of all cards in your deck to 4.

SEASON REWARDS

 

 

NEW CHARACTERS!

It appears as though the Symbiote and its influence is spreading! A whole month full of Symbiote powered characters are headed your way. Let’s check it out!

 

SERIES 5

When an enemy card moves, steal 2 Power from it. (once per turn)

SERIES 5

On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.

SERIES 5

When you discard this, return it to your hand and give +2 Power to itself and one of your cards in play.

SERIES 5

On Reveal: Return your other cards here to your hand. +2 Power for each returned.

SERIES 5

On Reveal: Set the Cost and Power of your deck’s top card to 0.

All of these loose Symbiotes must have triggered something. Sound the alarms, the electricity is off the charts! Starting on October 16th, Agony is available exclusively in High Voltage, a brand new limited time event that will have you spending TONS of energy and playing lightning fast games. Miss out and you’ll have to find Agony in the Token Shop as a Series 4 release starting October 31th.

Want more info on High Voltage? Keep reading below!

SERIES 4

After you play a card here, merge this with it.

 

So, when can you expect new cards?

You can expect new cards to be released weekly – starting with last month’s Season Pass Card, Symbiote Spider-Man, releasing as a Series 5 card on October 1st.

  • Oct 1st: Symbiote Spider-Man – Series 5 Release
  • Oct 1st: Scream – Series 5 Release
  • Oct 8th: Misery – Series 5 Release
  • Oct 15th: Scorn – Series 5 Release
  • Oct 22nd: Toxin – Series 5 Release
  • Oct 29th: Anti-Venom – Series 5 Release
  • Oct 31th: Agony – Series 4 Release

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

SPOTLIGHT CACHES!

Oct 1st:

  • Scream
  • Man-Thing
  • Mobius M Mobius

Oct 8th:

  • Misery
  • Namora
  • War Machine

Oct 15th:

  • Scorn
  • Jean Grey
  • Sebastian Shaw

Oct 22nd:

  • Toxin
  • Elsa Bloodstone
  • Zabu

Oct 29th:

  • Anti-Venom
  • Supergiant
  • Ghost Spider

BRAND NEW LOCATIONS

  • E.A.S.T.: After you play a card here, ALL players get +1 Energy next turn.

  • Our Lady of Saints: When your revealed cards fill this, merge them into a Symbiote.

 

 

HIGH VOLTAGE

October 16th-24th!

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

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

And don’t forget, playing High Voltage during the event is the ONLY way to unlock our newest card, Agony, for FREE! Miss out and you’ll need to find Agony in the token shop as a Series 4 card, available on October 31st.

 

 

SECOND ANNIVERSARY

Two years! We could not have made it this far without YOU! In an effort to thank our amazing community, we wanted to throw a party for our Second Anniversary. Boosters, Credits, Variants, Borders and more are all up for grabs just by logging in daily starting on our anniversary, October 18th. Check it out!

Login Rewards (October 18-26th)

Login for seven days between October 18-26th to make sure you get these great free rewards. Play and get free stuff, it’s that easy!

  • Day 1: 65 Random Boosters
  • Day 2: 250 Credits
  • Day 3: Title: Live, Love Snap
  • Day 4: 2 Neon White Card Borders
  • Day 5: Premium Mystery Variant
  • Day 6: 155 Random Boosters
  • Day 7: 1 Cosmic Orange Card Border

Community Vote for FREE Variant

To give back to the community, we’re letting YOU pick a free Variant. Head to the website at marvelsnap.com to cast your vote for your favorite Variant. The Variant with the most votes will be delivered to EVERYONE for FREE in their inbox, so make sure you tell your friends to vote!

Toonpool Deadpool Bundle

Everyone’s favorite Merc is back and feeling loose! You’ll be able to catch this special bundle from October 22-27th.

  • Toonpool Deadpool Variant
  • 1 Matte Red Border
  • 1200 Gold
  • 500 Credits

Price = $9.99

 

 

BRAND NEW: COLLECTOR’S VAULT


New Shop Feature: Collector’s Vault

Starting on October 24th, we’re introducing a new shop feature that will give you the chance to acquire rare or exclusive bundle Variants that you may have previously missed.

Once the Collector’s Vault appears in your shop, you’ll see six random, unowned, and unique Variants for base cards that you already possess. The Vault opens for the first time from October 24-29th and will come back periodically.

To be eligible for the Vault, Variants must have been bundle exclusives and released at least one year before the Vault’s opening.

 

 

BRAND NEW ALBUMS

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

So many Venomized Variants in one spot, what could go wrong? Check out the new album now!

  • Collect 3: Wolverine Avatar
  • Collect 6: 1000 Collector’s Tokens
  • Collect 9: Wolverine Variant
  • Collect 12: Venom Emote

Instill fear in your enemies with the new and fearsome Peach Momoko Nightmare Variants! Coming to you October 9th.

  • Collect 3: Ghost Spider Avatar
  • Collect 6: Ghost Spider Variant
  • Collect 9: 1 Spotlight Cache Key
  • Collect 12: Carnage Emote

Become one with Carnage in this awesome new album! Check out the Carnage themed Album on October 15th.

  • Collect 3: Carnage Avatar
  • Collect 6: 1x Matte Red Border
  • Collect 8: Carnage Variant
  • Collect 9: Cletus Kasady Reaction Set

Hungry for a snack… or two… or a dozen? Complete the Venom Album launching October 21st, and become one with everybody’s favorite symbiote!

  • Collect 3: Venom Avatar
  • Collect 5: 1x Matte Black Border
  • Collect 7: Venom Variant
  • Collect 8: Eddie Brock Reaction Set

 

 

SHOP TAKEOVERS

Get your fill of terrifying Variants with this seasons’ latest Shop Takeovers. All of your favorite Venomized Variants, plus 12 new Peach Momoko Nightmare Variants are debuting to fill your spooky season needs!

Finally, A chance to grab all of your favorite Venomized Variants, including a brand new X-23 Venomized Variant! October 1st will be a full shop takeover and you will continue to see multiple Venomized Variants in the shop until October 9th.

Give your opponents a fright with 12 BRAND NEW Peach Momoko Nightmare Variants. Look for them in the shop on October 9th! This is your best chance to fill up the brand new Peach Momoko Nightmare Album!

 

 

TWITCH DROPS

Spider-Man 2099 thought he would swing by and drop off this super cool new Variant just for you! Watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and the all-new Spider-Man 2099! Drops will be available from October 3rd-10th. Don’t miss out!

  • Watch 2 hours to earn: 65 Spider-Man 2099 Boosters
  • Watch 4 hours to earn:250 Credits
  • Watch 6 hours to earn:Spider-Man 2099 Variant

We take Seconds very seriously around here, so we’re going big with a Second Twitch Drop for the Marvel SNAP Second Anniversary. Drops will be available from October 18th-24th. Don’t miss out!

  • Watch 2 hours to earn: 155 Random Boosters
  • Watch 4 hours to earn:350 Credits
  • Watch 6 hours to earn:Premium Mystery Variant

Head over to marvelsnap.com/twitchdrops to link your accounts today.

 

With all of these great events, a new limited-time game mode, new cards, and new art happening this month we can only hope that the Symbiotes will be too busy to turn their attention to us. Get out there and play while we have them distracted, and make sure you share your favorite moments with us on Discord and social channels!

Exciting Rewards & Free Credits!

 

From October 1st, 2024, at 7:00 PM to November 5th, 2024, at 6:59 PM (UTC+0), you can earn points with every purchase on the MARVEL SNAP Webshop. Collect points now to unlock new rewards, including the newly introduced Cosmic Black Border in the Milestones, along with other exciting prizes!

Reward Highlights:

  • Free 100 credits for everyone!
  • Any purchase → Mystery Variant
  • 1,000 points → 150 Gold
  • 2,500 points → 350 Credits
  • 5,000 points → Premium Mystery Variant
  • 10,000 points → 600 Credits
  • 15,000 points → 500 Tokens
  • 20,000 points → 2 Gold Metallic Borders
  • 25,000 points → 1,000 Credits
  • 30,000 points → Premium Mystery Variant
  • 35,000 points → 1,000 Tokens
  • 40,000 points → 1 Cosmic Black Border

Visit the MARVEL SNAP Webshop on our Official Website to start earning your points now!

September 26th – Balance Updates

While today’s update is “all numbers,” we expect it to give the metagame a little shake-up as we wind down the latest Spidey season. I’m sure the symbiote suit will work out just fine for Pete this time around! Things really seem to have settled down as we head into a nice, mellow October–just another easy Halloween for the webhead.

 

  • Hela
    • [Old]6/6 – On Reveal: Resurrect all cards you discarded to random locations with -2 Power.
    • [New]6/7 – On Reveal: Resurrect all cards you discarded to random locations with -3 Power.

Hela’s seen a resurgence in popularity with Hellcow’s change to Activate and Black Cat’s buff to 10 Power. While her win and cube rates haven’t been out of line, this change has strengthened the deck by making it easier to resurrect more Power with less risk than before, which can feel frustratingly difficult to contest for many decks. We’re taking some additional Power away from the resurrected cards as a bit of compensation for this added strength, but balancing it a touch with more Power for Hela.

 

  • Marvel Boy
    • [Old]3/2 – After each turn, give 3 of your 1-Cost cards +1 Power.
    • [Change]3/2 -> 3/1

Ever since Marvel Boy’s release, Zoo decks with tons of 1-Cost cost cards have been riding high. We’re glad to see this deck back in contention at the top of the metagame, but the games with an early Marvel Boy tend to put up some particularly strong numbers. We’re making a slight ding here to make it a little bit easier to challenge the Zoo deck for multiple locations, given how often Gilgamesh can win them one..

 

  • War Machine
    • [Old]4/7 – Ongoing: Nothing can stop you from playing cards anywhere.
    • [Change]4/7 -> 4/6

With the recent change from an On Reveal ability to an Ongoing one, War Machine has really taken off. We’re excited to see the decks with Ebony Maw and The Infinaut that players have been perfecting for a long time finally get their day in the sun. However, War Machine’s win rate has been among the highest in the game, and a lot of that has been in decks focusing on using Storm and Legion to deny the opponent any turn 6 plays. Those decks have a place, but because they can be frustrating to play against repeatedly, we don’t want them headlining the metagame. We’re taking War Machine down a peg by removing Power, since that recent buff turned out a bit stronger than expected.

 

  • Symbiote Spider-Man
    • [Old]4/6 – Activate: Merge your lowest-Cost card here with this. Copy its text like it just revealed.
    • [Change]4/6 -> 4/7

You’ve all found a ton of awesome things to do with Symbiote Spider-Man, from retriggering Doctor Doom to safeguarding the Power of Human Torch. But a lot of those strategies have been a bit inconsistent, and when they don’t pan out, Symbiote Spider-Man has been underdelivering on board presence. To ensure those cool things are less risky, we want to raise the floor so that Symbiote Spider-Man contributes a meaningful amount of Power the rest of the time.

 

  • Galactus
    • [Old]6/5 – On Reveal: If you’re winning this location and this is your only card here, destroy all other locations.
    • [Change]6/5 -> 6/6

Galactus’s stats have been lagging as we’ve added more 3/5s to the game, and we’ve been looking at buffing him for a while. One reason we waited was that we were wary of his interaction with Symbiote Spider-Man–our internal testing didn’t reveal this to be problematic, but we can’t ever know we’ve “solved” a deck for sure. Now that we’ve seen the potential to create a higher-Powered Galactus hasn’t proven too frequent and frustrating in the real world, we’re comfortable boosting Galactus up as we’d hoped to.

 

  • Negasonic Teenage Warhead
    • [Old]3/2 – After an enemy card is played here, destroy it. (once per game)
    • [Change]3/2 -> 3/3

Negasonic Teenage Warhead has been in a similar boat, to a smaller degree. Resetting her ability with Symbiote Spider-Man has the potential to blow up a lot of Power, but it’s proved easy enough to adapt to Symbiote Spider-Man’s looming combos. So we’re giving Negasonic the Power she needs to perform better on her own.

 

  • Black Panther
    • [Old]5/4 – On Reveal: Double this card’s Power.
    • [Change]5/4 -> 5/5

Black Panther has long been one of the most exciting “combo cards” in Marvel SNAP. The combo is awesome and has the potential to take over games with the likes of Wong and Arnim Zola. We think that’s a cool deck as long as there’s enough counterplay to it, so buffing Black Panther should help the deck compete when it doesn’t draw enough of the full combo, albeit making the combo easier to stop preemptively with Shang-Chi. That’s good, on the off chance this buff makes such a deck too prevalent.

 

  • Kraven
    • [Old]2/2 – When a card moves here, this gains +2 Power.
    • [Change]2/2 -> 2/3

We’ve been glad to see all the experimentation around new move decklists with Madame Web and Araña, but the rising tide hasn’t lifted all boats. Kraven has struggled to compete with Madame Web asking to be played on the same turn, so we wanted to give him a little extra Power to keep the decision interesting and hopefully prompt even more diversity among move builds.

 

  • Hercules
    • [Old]3/4 – The first time another card moves here each turn, move it to another location.
    • [Change]3/4 -> 3/5

Hercules has similarly been struggling to make a major contribution to move decks. When the setup is just right he does amazing things, knocking cards like Human Torch and Vulture back and forth between his location and Madame Web’s. But when that doesn’t pan out, he’s not contributing enough. Given we’ve just introduced some fun new movement cards to the mix that have room for more strength, we’re happy to give Herc some extra Power.

 

 

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

Patch Notes – September 17, 2024

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

PATCH HIGHLIGHTS

Activate more Activate!

previously announced, we’re updating two older cards to now feature the new Activate mechanic: Black Swan and Hellcow. The Balance section below will cover this in more detail.

  • Black Swan
    • [Old]3/5 – On Reveal: Until the end of next turn, your 1-Cost cards cost 0.
    • [New]2/3 – Activate: Until the end of next turn, your 1-Cost cards cost 0.

 

  • Hellcow
    • [Old]4/8 – On Reveal: Discard 2 cards from your hand.
    • [New]4/6 – Activate: Discard 2 cards from your hand.

 

GENERAL UPDATES

Changes to Gold offers:

  • We’re evolving our Gold bundles to bring you more frequent, balanced, and exciting deals on the Webshop.
  • The current Bonus Double Gold offers will be phased out 30 days after this patch, so if you’ve been waiting to take advantage of these offers, now’s the time!
  • While we know these offers have been popular, they’ve also had unintended effects on the overall balance of the game’s economy. That’s why we’re making this change to ensure a healthier economy moving forward.
  • New players will no longer see these offers, but they’ll have access to the new offers.

 

BALANCE UPDATES

  • Black Swan
    • [Old]3/5 – On Reveal: Until the end of next turn, your 1-Cost cards cost 0.
    • [New]2/3 – Activate: Until the end of next turn, your 1-Cost cards cost 0.

We revealed earlier that Black Swan and Hellcow would be changing to Activate as a bit of an experiment in seeing how the mechanic could be used to freshen up some older cards where On Reveal wasn’t quite getting the job done. We didn’t reveal that doing so would also come with some stat updates. Making an effect an Activate can be riskier, because it requires playing the card earlier in the game to time it properly. For Black Swan that’s extra true, because playing Swan on turn 5 still won’t be fast enough to get the Cost reduction–remember, Activate resolves with your other plays, so you can’t activate for a same-turn Cost discount. So we’re dropping the Cost to ensure more opportunities to get Black Swan into play.

It’s possible this update won’t land Black Swan in a better position, and we’re open to a reversion in that case. However, the risk seemed appropriate given Black Swan has been languishing on multiple metrics.

 

  • Hellcow
    • [Old]4/8 – On Reveal: Discard 2 cards from your hand.
    • [New]4/6 – Activate: Discard 2 cards from your hand.

So if we moved Black Swan down to 2-Cost, why are we shrinking Hellcow? Well, not all effects are created equal! Being able to time the discard on Hellcow makes it substantially stronger than the On Reveal in a couple of key ways, not the least of which is you can now curve Hellcow into MODOK without risking losing your MODOK. To reflect that shift in strength, we weakened Hellcow a little bit while we see how strong it proves to be.

 

  • Sword Master
    • [Old] 3/7 – On Reveal: Discard a card from your hand.
    • [New] 3/7 – On Reveal: Discard an odd-costed card from your hand.

Similar to how we updated Moon Knight, we’ve decided to create an alternate option with Sword Master. We did debate changing the stats–and yes, it does look weird that Moon Knight is a 3/3 and Sword Master is bigger. However, in addition to discarding an enemy card, Moon Knight just has more and stronger synergies: Apocalypse, Proxima Midnight, Stature, and even Wolverine. Sword Master has X-23, Ghost Rider, and maybe a different kind of Hela deck? Given the gap and our Sword Master decks not feeling too scary, we decided to wait and see rather than preemptively adjust the Power down.

 

Bug Fixes

Card and Location Logic Fixes in 32.x

  • Restored the check order of cards like Mystique hidden behind effects such as Invisible Woman or Dark Dimension to its former behavior
  • Players now can properly retreat from a match on Turn 6 if Mount Vesuvius is destroyed
  • Players now can properly retreat from a match on Turn 6 if Mount Vesuvius is disabled by an effect like Snowguard Hawk
  • Resolved an issue with Forge that could cause an infinite looping Fast Forward to play under certain circumstances

Card and Location Art Fixes in 32.x

  • Fixed an issue where one of Cannonball’s variants didn’t display split backgrounds properly in-game
  • Cleaned up Namora’s VFX timeline to be a bit snappier
  • VFX for The Ice Box should no longer display differently between players
  • Hand Full VFX should display properly when Black Knight is in play but Ebony Blade can’t be added to hand upon discard (ex: Helicarrier discarded)
  • Nocturne’s VFX now plays properly when moved to another location by another card
  • Resolved an issue that could result in Professor X’s VFX being removed from a location if he was forcibly moved
  • Fisk Tower’s VFX no longer triggers inadvertently when cards move away from the location
  • Fixed an issue that was causing Mockingbird’s VFX to trigger at the start of a match before any other cards were in play
  • Silver Samurai’s base card art no longer loses its split background when upgraded to Frame Break quality
  • Copycat’s SFX should no longer trigger for the opposing player when drawn
  • Blue Stardust no longer has green particles
  • Sakaar’s art asset has its background returned
  • Fixed a rare issue that could result in Foil finishes displaying as Gold or Prism on occasion
  • Copycat’s VFX no longer displays an exclamation point

Other Fixes in 32.x

  • Fixed a number of asset related exceptions that were occurring and causing noticeable performance issues and Aw Snap errors
  • Resolved an issue that could result in a perpetual loading spinner when you restarted the app after a League had ended
  • League-related toast messages should no longer occasionally appear at the start of matches
  • Card Effects and Flares should no longer occasionally be over-sized when viewed in certain Card Detail and Reward Detail views
  • Displayed Card Backs no longer revert to the default in Conquest after the first round
  • Fixed an issue that was causing the “Hold to Confirm” text prompt to only display if the player was already holding on the button and not when they tapped
  • Upgrading a card in the post-match screen and then clicking on a card in play from post-match should no longer result in overlapping card detail views

Alliance Fixes in 32.x

  • Players should be able to properly search for Alliances even if they do not meet the requirements to join the Alliance
  • Fixed a timing-related issue with completing Alliance bounties that could result in a single bounty being claimed more than once
  • Cleaned up some clipping and z-fighting issues for Bounty icons
  • Alliance descriptions with multiple line breaks no longer causes the roster to be unable to scroll to the bottom
  • Member icons and avatars no longer clip into the surrounding UI when the roster is scrolled through

PC Fixes in 32.x

  • [PC] Fixed an issue that was preventing card backgrounds from displaying for cards shown in the carousel

Existing Known Issues Fixed

  • Fixed the volume of some VO lines in certain languages that were too low
  • Text descriptions for some custom borders no longer have overlapping text in Vietnamese
  • The infinity split button should now be properly disabled when all possible splits for a card have been unlocked
  • Emote assets should no longer blink into existence when viewing Album rewards

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