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New Season: New X-Men

High school is hard enough without Sentinels trying to vaporize your chemistry lab.

This season, we’re heading back to Xavier’s Institute with the New X-Men! But just because they’re new doesn’t mean they’re not powerful. Whether they’re navigating teenage drama or defending the school from the latest mutant-hating Sentinel, the next generation of X-Men is ready for anything.

So put down your pencils and put up your fists. Class is now in session.



SEASON PASS

Our newest character is one of the five telepathic Stepford Cuckoos, clones of Emma Frost. Esme is ambitious, rebellious, always seeking power, and not afraid to use those around her to win.

 [h3]NEW CHARACTER: ESME CUCKOO[/h3]



On Reveal: Copy a card from your deck into your hand. Set its Cost to 3 and Power to 4.

[h3]SEASON REWARDS[/h3]

 

[h3]NEW CHARACTERS![/h3]

There’s nothing “junior varsity” about these new characters. Each week we’ll be adding one of these new superpowered X-Men to the starting lineup.

[h3]SERIES 5[/h3]
On Reveal: Give the top card of your deck -1 Cost and +1 Power. After you play it, repeat this ability.

[h3]SERIES 5[/h3]
On Reveal: If this is in the back row, copy the text of the card in front of it.

[h3]SERIES 5[/h3]
On Reveal: One of your cards destroyed last turn gets revived here.

[h3]SERIES 5[/h3]

After ANY 3 or 4-Cost card is played here, move it to another location.

 

[h3]New Card Release Schedule[/h3]

New Series 5 cards will launch weekly as the spotlight card in the Card Shop and will also be available in the Seasonal Series 5 SNAP Packs. All new Series 4 and 5 cards will remain in their respective Seasonal SNAP Packs for both the current and following season. Additionally, the previous month’s Season Pass card will be added to the Seasonal Series 5 SNAP Packs on the first day of the new season.
  • May 6th: Surge - Seasonal Series 5 Release
  • May 6th: Captain Carter - Seasonal Series 5 Release
  • May 13th: Prodigy - Seasonal Series 5 Release
  • May 20th: Elixir - Seasonal Series 5 Release
  • May 27th: Xorn - Seasonal Series 5 Release
 

[h3]NEW LOCATIONS[/h3]

  • Pit of Exile: Cards with 10 or more Power can't be played here.


  • Genosha: After turn 5, all but your highest-Cost here are destroyed.
 

[h3]BRAND NEW ALBUMS[/h3] Get all new Avatars, Variants, and Emotes by completing two new albums!


You may know him as Gabe, but this time Mike Krahulik is suiting up as a SNAP artist. Maybe this album will earn us some more mentions in a certain web comic… The new album with super cool new variants will be here on May 8th!

Collect 2: 1000 Credits

Collect 4: Devil Dinosaur - “Cool” Emote

Collect 6: Devil Dinosaur - Penny Arcade Variant

Collect 7: 8 Penny Arcade Borders
 

Rian Gonzalez is on a mission to turn your whole deck into Chibis with the latest Chibi Supremacy album. Check it out on May 15th.

Collect 3: Redwing - “Shocked” Emote

Collect 6: 3 Cosmic Rainbow Borders

Collect 9: Cassandra Nova - Rian Gonzales Variant

Collect 12: 6000 Collector’s Tokens
 

Do you like to dance? How about an entire album of Marvel’s finest. The Disco ball drops on May 30th.

Collect 3: 2 Cosmic Red Borders

Collect 6: Dazzler - “Vibin” Emote

Collect 9: Deadpool - Disco Variant

Collect 12: Spider-Man - Disco Variant

 

[h3]SHOP TAKEOVERS[/h3]
Heads up… must be good luck. This Penny Arcade takeover features FIVE new variants taking over the shop on May 8th.
 

Rian Gonzales variants are taking over the shop on May 15th. Grab those Chibi!
 

Prepare for your next dance battle, Disco variants are taking over the shop on May 30th.

 

[h3]TWITCH DROPS[/h3]
Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Penny Arcade Border, and the Welcome Home Card Back from Penny Arcade! Drops will be available from May 6-13th. Don’t miss out!

  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: Penny Arcade Border
  • Watch 6 hours to earn: Welcome Home Card Back


These new heroes may still be figuring themselves out, but if they can handle midterms from White Queen, you should be able to handle a few New X-Men. And don’t forget your homework… Go share your big brain plays on Discord and socials or we’ll be seeing you in the Danger Room!

Patch Notes - April 29, 2025

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

[h2]PATCH HIGHLIGHTS[/h2]

MARVEL SNAP is evolving! We’re thrilled to introduce Snap Packs, a major upgrade to how you unlock new cards and expand your collection. Whether you’re a newcomer looking to catch up, a returning player filling in the gaps, or a dedicated fan eager for the latest releases, Snap Packs offer an easier, more streamlined way to build your collection.

To celebrate the launch of Snap Packs, all players will receive a FREE Series 5 Collector’s Pack in the inbox after they update to the new patch!

What Are Snap Packs?

The Token Shop is transforming into a full-fledged Card Shop, bringing a host of exciting changes:

  • Snap Packs – Each pack guarantees 1 unowned card (no duplicates!) and includes 2 bonus rewards.*
  • Spotlight & Rotating Pinnable Cards – These will remain available, at the same Token prices.
  • Free Daily Tokens – Log in every day to claim them!
  • Token Packs – Purchase Tokens directly using Gold from the Card Shop.


Learn more about Snap Packs in our launch blog.

[h2]FEATURES[/h2]

We've improved the way we store your Collection in the cloud to speed up common Collection operations. You'll notice it most claiming new rewards such as Collection Track Rewards, Infinity Splits, and Shop purchases, but many operations are faster now.

When first logging in after this patch, you may notice a longer-than-normal load time. It’ll be barely noticeable for most players, but players with the very large collections might have a one-time longer wait than normal. The larger your collection, the more improvement you'll see.

[h2]ART, VFX, & AUDIO[/h2]

  • The following cards now have VFX and SFX:
  • Giganto
  • Red Skull
  • Uncle Ben
  • Updated logos for Ares, Galacta, and Sam Wilson Captain America


BALANCE UPDATES


[h2]CARD UPDATES[/h2]

  • Lasher no longer adds Power to cards if its own Power is negative. This aligns with how The First Ghost Rider works (this change went live via OTA a few weeks ago).
  • Sebastian Shaw received a slight tweak to its text for brevity (no functional change)
    [OLD] - When this card permanently gains Power, gain +2 more Power. (wherever this is) [NEW] - When this permanently gains Power, gain +2 more Power. (wherever this is)


[h2]LOCATION UPDATES[/h2]

  • Deep Space is back in the game now that its bug with Iron Patriot has been fixed.


BUG FIXES


Card & Location Fixes in 40.x

  • Fixed an edge case that could see Banished versions of Agamotto be buffed by Temporal Manipulation under some circumstances
  • Spells played on locations such as Death’s Domain and Altar of Death should now be properly displayed in the Banished section of the Graveyard
  • Celestial Burial Ground should no longer be able to generate the same card that it discarded
  • Cap’s Shield should no longer throw a VFX related exception that was potentially causing performance issues


Card and Location Art Fixes in 40.x

  • Dagger’s Envar Studio variant should no longer visibly break at 3D or higher rarity levels for iOS devices
  • Iron Patriot’s VFX should no longer play repeatedly on Deep Space
  • Captain Carter’s VFX should no longer continue to play when the ability has been disabled
  • Images of Ikonn’s VFX should no longer reduce performance or introduce significant stutter when played with effects such as Wong and Odin
  • Gorgon’s VFX and SFX should no longer inadvertently indicate to the player how many created cards their opponent has drawn
  • Gorgon’s SFX should no longer loop indefinitely when played on Onslaught’s Citadel
  • Khonshu’s logo should be properly aligned between the card itself and the reference tokens when viewed in the Card Details view
  • Titania’s VFX should no longer incorrectly display while staging a card to move to her location
  • Ka-Zar’s VFX should now play properly in instances where a 1-cost card is already in play
  • The First Ghost Rider should have its appropriate Booster and Mastery icons and colors
  • Cleaned up a visual artifact that displayed on the ARTTREE Studio variant for Wave when at Framebreak


Other Fixes in 40.x

  • Attempting to claim credits that would exceed the 10k credit cap should now appropriately display a UI modal informing the player that they’re at the cap
  • Long-Press and Right-Click should once again open the Deck Management UI appropriately
  • The Sanctum Showdown carousel should no longer inadvertently display while other non-Sanctum events are running
  • Closing the Card Back detail view should no longer throw an exception and run the risk of softlocking the game
  • Players should once again be able to swipe (or us arrow keys on PC) to navigate between cards while in the focused detail view of the Collection
  • Cleaned up some asset layering issues between the Mission Refill tooltip popup and the Weekly Missions progress bar
  • Fixed a minor visual issue where the avatar icon would briefly persist when transitioning between Game Modes and other elements of the UI
  • The “Next” button on the Conquest results screen should no longer disappear after upgrading a card
  • Gold Pass icon in its detailed view should no longer be oversized
  • Custom Card UI elements should no longer display when viewing a card’s detail view in a match
  • The assets on several of the Premium Mystery Variant bundles should no longer be weirdly small


Alliance Fixes in 40.x

  • Suggested Alliances should be visible again on the initial Join page


PC Fixes in 40.x

  • [PC] The Album and Cards tab button in the Collection should once again be functional
  • [PC] Small residual VFX should no longer be visible by the retreat button when Goliath is resurrected by effects like Phoenix Force


Localization Fixes in 40.x

  • Fixed the ToS link found in Japanese transactions


—------------------------------------------------

KNOWN ISSUES


UPCOMING CONTENT

  • Hydra Stomper’s power may visibly flicker between the base value and the increased value when new buffs are applied
  • [PC] The VFX for Surge may not be be properly centered on affected cards


HIGH

  • Due to an issue causing games to crash, the location Great Portal has been disabled until this can be resolved
  • Iron Patriot’s cost reduction is not properly disabled on locations such as Deep Space
  • Symbiote Spider-man benefits from Nebula’s ability twice after activating
  • Cards Shop - Pinning and then unpinning cards suddenly may result in an Aw Snap occurring
  • Cards Shop - Under some circumstances, client requests to pin a card may not be respected by the server and may immediately unpin
  • Note: If this happens, it should be seen pretty immediately and be fairly obvious, but we’ll be keeping an eye on the scope and impact and will respond
  • Cards Shop - The shop’s information and details UI elements are occasionally cut off in some languages
  • Location reference tokens can not be cycled through and viewed properly as the input clicks through and closes the location detail view
  • [PC] Navigating between the Alliance UI and the Main Menu and then back again may result in the chat UI becoming quite narrow


MEDIUM

  • Jean Grey’s VFX and UI may occasionally indicate that the player can play a card on a location that they are not able to when initially staging
  • Cards Shop - New Card notification pips may not be displaying properly on Snap Packs when a card is added to a new pack
  • Cards Shop - New Card notification pips may persist when viewing the contents of a pack and examining a card in its detail view
  • Cards Shop - The Daily Cards section of the shop doesn’t properly show “Complete” over the Series 5 slot when you are Series 5 complete
  • Cards Shop - When observing the possible content pools of a given Snap Pack, the card assets may visibly adjust vertically when initially loaded
  • Cards Shop - The refresh timer of the Daily Cards section of the shop isn’t properly displayed if the player pins and then unpins all 3 cards
  • Cards Shop - Some Snap Pack content pools show the available cards not in alphabetical order
  • Cards Shop - The Free Series 3 seasonal claim timer doesn’t properly display after claiming a card until the next daily refresh occurs
  • Cards Shop - Some text elements associated with Snap Packs don’t display properly in Russian
  • The player’s position within the shop is reset back to the top upon making a purchase
  • The currently selected deck of the player does not persist when upgrading their client
  • Note: Check your selected before playing your first match of the new patch!
  • Current total token quantity is not visible from the Collection Track UI or after claiming tokens off of the track
  • The arrow for sorting by Card Quality got flipped
  • Note: Up is down, down is up!
  • Xorn’s VFX may be partially cut off along the edges of the screen
  • The red notification pip indicating that the player has a pending Gold Pass claim may not display along the top shop category tabs
  • Note: The notification should still be visible on the Gold Pass UI itself when scrolling through the shop
  • Some of the elements of various Skill Cards may exceed beyond the borders of the new Skill Card UI
  • Some of the elements of various Skill Cards may not fully fill the new Skill Card UI frame
  • Card Back assets may display as pink fallback assets within the Collection when equipping a new back to one or all decks
  • Elements of the background can be interacted with while the Report a Bug UI is active
  • Joaquin Torres' hover SFX are missing whenever a 1-cost On Reveal is staged on his location
  • [Android] Some devices may see elements of the Login Bonus UI cut off along the top
  • Note: Rewards should still be claimable, this is a visual issue only
  • [PC] The blur scrim may remain active when exiting the Card Back focused view using the ESC button
  • Note: This can be cleared by pressing ESC again
  • [PC] The Collection can still be scrolled in the background while viewing a card in it’s focused detail view
  • [PC] Cards and Locations can still be tapped through the blur scrim of the post-match results screen
  • [PC] The ESC UI button can be clicked through the blur scrim from several focused reward views
  • [PC] The UI can become distorted upon toggling between Portrait and Landscape repeatedly


LOW

  • Cards Shop - UI elements of the section tab tooltips can be cut off along the edges of the screen on some devices
  • Cards Shop - Credits value text and icon may overlap when viewed in the shop
  • Cards Shop - Newly released cards will be shown as “Complete” rather than “Purchased” when acquired through Snap Packs rather than purchased directly
  • Some bundles with Premium Mystery Variants have the text for the PMV obscured by the purchase button
  • The Daily Offer punchcard may show the Tokens and Premium Mystery Variant assets overlapping or layered incorrectly
  • [Android] Using the Android back button to exit from the Card Back focused view may result in the text remaining on screen until pressing back again

April 24th - Balance Updates

We’ve got a big update this week! Next Tuesday, Card Acquisition 2.0 is officially here, and with it we finally have the means to give players reliable access to high series Seasonal cards after their release.

Also note that we’ll be skipping our OTA update on May 15th, but will be resuming our normal schedule on May 29th.

With that, we’re going to be rolling out some changes to high series cards that we’ve had our eye on, but were shy about adjusting when players were going to have difficulty acquiring them.

Before that though, on the more business as usual side of things, we’re going to be making some downward adjustments to Sam Wilson and Scream, which have enjoyed continued success over a timeline which we aren’t quite comfortable with, and we’ll be addressing some cards that have come in lower than we would like from our current “What If?” Season.

Finally, we’ll be capping things off with a rework of one of the game’s original cards that doesn’t have much of a home anymore - something that we’ll be striving to do more often.

[h2]Sam Wilson Captain America[/h2]
  • [Old] 2/3 - Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield.
  • [Change] 2/3 > 2/2

Sam is a fun and strong card that we’ve avoided nerfing precisely because of how many people enjoy it and the high number of synergies it encourages. That said, the latter component of Sam has contributed to a high degree of ubiquity, with Sam showing up in a wide, wide, variety of decks and has frequently been in the list of top cards played on the ladder.

This combination of factors has resulted in Sam being closer to the “best in slot” 2 Energy card for most decks than would be acceptable over the long term, and as a result we’ll be removing a Power.

We considered cutting a Power from his Shield, but ultimately decided to go with the lighter nerf. A lot of Sam’s impact will still be present from putting him in your deck with his Shield retaining its power, but Sam’s ceiling will now be lower when you draw him and thus are engaging in his movement buffing shenanigans.

[h2]Scream[/h2]
  • [Old] 2/2 - When an enemy card moves, steal 2 Power from it. (once per turn).
  • [Change] 2/2 > 2/1

Like Sam, Scream has been topping our charts for some time now, putting up large and consistent win rates, although with a relatively low play rate. In the interest of more metagame diversity, we’re dinging Scream lightly here to encourage a bit of a mix-up given how long it has been at or near the top.

Some of how light this Scream nerf is related to Sam’s nerf as it is likely that Scream has been keeping in check some of Sam’s total power level. If Sam’s play rate decreases, we suspect that Scream’s win rate will drop some, but the latter has been strong enough for a sustained enough period that we want to take action now. However, we’ll reevaluate if this set of changes don’t land in a spot we’re satisfied with.

[h2]Captain Carter[/h2]
  • [Old] 4/3 - Ongoing: Add this card’s Power to your back-row cards here. (can’t add to itself)
  • [Change] 4/3 > 3/2

Captain Carter has been more difficult to make work than we’d like. A lot of this is related to how forced her play pattern is, given that she needs to be in the front row on turn 4 when played.

This allows players only two turns to develop her location and leverage her synergy as well as provide any necessary points to another location.

In other words, she has a higher opportunity cost than we expected and doesn’t give players enough flexibility on how they get to play the game, which can lead to a disappointing experience.

We’re taking this approach of adjusting her Cost to loosen up her requirements on how you play the game, now affording you a whole additional turn to play your cards in a variety of different ways as well as giving more opportunities to buff her and combine her with cards that might have been too difficult to weave into your curve before.

To get out ahead of the elephant in the room, it is possible that her synergy with Moonstone is too strong for locking down a location, but we thought this was a more fun way to approach the problem by giving players more flexibility rather than adjusting Carter’s Power. We’re excited to see how this goes.

[h2]Infinity Ultron[/h2]
  • [Old] 5/6 - On Reveal: Add 2 of Ultron’s Stones to your hand.
  • [Change] 5/6 > 5/8

Transparently, we missed quite low on Infinity Ultron. Early numbers indicate a buff this large is warranted, and in actuality this is an even larger net points buff (every Power counts for more with Infinity Power Stone and Infinity Reality Stone).

A couple things worth mentioning: We’ve had a large disparity between the strength of 5 Energy cards and other cards near the top of the curve - 4’s and 6’s, that we’re trying to rectify.

Ultron also represents both your turn 5 and 6 plays, which means that his impact needs to be properly calibrated to his level of investment. On the other hand, we don’t want him to be so strong that he can be a one card tool that invalidates other expensive cards and end game packages.

That’s a pretty tough balancing act, and for now we’re starting here with some more power. However, we’re experimenting with more substantial changes to the package internally. This is another advantage of Card Acquisition 2.0 and Snap Packs; players will now have greater access to recently released cards, and we want to ensure more than ever that our cards land in appropriate and fun power bands.

Speaking of CA 2.0, here are some cards we’re buffing with the roll out:

[h2]Toxin[/h2]
  • [Old] 2/1 - On Reveal: Return your other cards here to your hand. +2 Power for each returned.
  • [Change] 2/1 > 2/2


[h2]Peni Parker[/h2]
  • 3/3 - On Reveal: Add SP//dr to your hand. When this merges, you get +1 Energy next turn..
We’re adjusting SP//dr.

SP//dr
  • [Old] 3/3 - On Reveal: Merge with one of your cards here. You can move that card next turn.
  • [Change] 3/3 > 3/4


[h2]Phastos[/h2]
  • [Old] 3/3 - On Reveal: Give each card in your deck -1 Cost or +2 Power.
  • [Change] 3/3 > 3/4

There isn’t too much to call out here specifically. These are all cards that we think are fun and have been underperforming for some time. We’ll continue to be on the lookout for opportunities to raise weaker cards to try to encourage as diverse a metagame as possible as well as making opening packs as exciting as possible.

The one card that folks might be surprised by is Toxin. He has often been a prominent card in various bounce decks, but frankly it's just been a while since those decks have shown up in considerable numbers or strength. We’ve said it before, but it bears repeating, it is important to us that the core archetypes of Marvel Snap remain relevant over time for folks that enjoy them, and we’ll give them gentle nudges when necessary to make those decks interesting and justifiable choices.

[h2]Rhino - We are reworking Rhino[/h2]
  • [Old] 3/3 - On Reveal: Ruin this location.
  • [New] 3/6 - On Reveal: Add a Rock to your side of this location.

Rhino’s original function was largely usurped by cards like Scarlet Witch and Nocturne, meaning he didn’t have a home anymore.

We hope that this design gives new life to the card and offers an interesting game piece - a slightly overstatted card with a drawback that also gives players the opportunity to leverage the Rock in a variety of different ways.

Our goal is to roll out these reworks of cards more frequently than we have in the past.

Finally,

[h2]Unintended Interaction:[/h2]

Toxie Doxie – Will no longer be able to hit skills in your hand.

That’s all for today, we hope you enjoy Card Acquisition 2.0 and happy Snapping!


MARVEL SNAP just got faster. Try High Voltage for a limited time!

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! [h2]What is High Voltage? [/h2]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?!?!? 

April 10th - Balance Updates

In this week's balance update, we'll be weakening Rocket & Groot, redistributing some of the power in the Discard deck by nerfing M.O.D.O.K. while buffing The First Ghost Rider, and making some improvements to Bishop, Devil Dinosaur, Patriot, and Redwing

Let's go ahead and get started.

[h2]Rocket&Groot[/h2]
  • [Old] 3/3 - You can move this once. After your opponent plays a card here, steal 1 Power from it.
  • [Change] 3/3 > 3/2

Ever since their display of prowess at the beginning of Sanctum Showdown, Rocket & Groot have been picking up steam, becoming more ubiquitous as the best curve filler on 3 Energy across a vast array of archetypes.

This is another example of a fun card with incentives that we really like, but it's just a touch too high in total impact on average. The amount of agency that R&G affords can frequently allow skillful play to generate 3 or more triggers, and while that is something we still want to encourage, we don’t want the card to also outshine the average 3 Energy card when you can only manage to pull off 1-2 triggers. As is, even the latter scenarios are translating to too many total functional points, so we’ll be moving them to 3/2.

[h2]M.O.D.O.K.[/h2]
  • [Old] 5/8 - On Reveal: Discard your hand.
  • [Change] 5/8 > 5/7

[h2]The First Ghost Rider[/h2]
  • [Old] 2/5 - On Reveal: Discard the lowest-Power card from your hand. Remove that card’s Power from this..
  • [Change] 2/5 > 2/6

These sets of changes represent a slight tweak in power across the Discard strategies and are somewhat emblematic of a desire continued from last OTA to encourage more diverse discard strategies.

As with our buff to OG Ghost Rider, the hope is that propping up The First Ghost Rider can help to target some more specific Reanimation strategies involving the aforementioned Ghost Rider and Khonshu.

The ding to M.O.D.O.K itself is tricky. He is a powerful enabler that subsidizes many of the Discard payoffs in the game, and he continues to scale in power as the cardpool grows, but we want to make sure he remains a strong component of the strategy given his accessibility. At this time we feel like 8 Power is just a touch too high given the amount of synergy he has with the entirety of the Discard package, basically no matter which portion of it you choose to play.

We’ll keep an eye on M.O.D.O.K,, but for now we like shaking up the distribution of Power in discard but keeping the net points across the Discard deck the same if you’re engaging with a wide swath of cards and incentives.

[h2]Devil Dinosaur[/h2]
  • [Old] 5/3 - Ongoing: +2 Power for each card in your hand.
  • [Change] 5/3 > 5/4

[h2]Bishop[/h2]
  • [Old] 3/1 - After you play a card, this gains +1 Power.
  • [Change] 3/1 > 3/2

Speaking of accessible cards, these are some Series 1 cards that could use a little love. As we often note when buffing starter cards, we both want to make sure they can remain interesting options as Snap’s cardpool grows while also not having too much of an outsized impact on the low collection level metagame. Perhaps this duo can show up in the newer created card decks, or with the just released Kahhori.

[h2]Patriot[/h2]
  • [Old] 3/1 - Ongoing: Your cards with no abilities have +2 Power.
  • [Change] 3/1 > 3/2

Zoo and other token strategies that have leveraged Patriot in the past are either on the decline, or have slowly cut Patriot from their decks. We always want to do our best to make sure that classic beloved Snap strategies can stay justifiable as options for their fans, so we’ll be giving Patriot a Power today in hopes that we can move the needle towards that end.

[h2]Redwing[/h2]
  • [Old] 3/4 - The first time this moves, add a card from your hand to the old location.
  • [Change] 3/4 > 3/5

We’re always on the hunt for giving unique build-arounds to our premier mechanical archetypes, allowing players interesting new options to build decks and hybridize existing strategies. Simultaneously, a card like Redwing does carry inherent risk - naturally, the ability to cheat out a card from your hand is powerful. While Redwing did show up and produce some fun decks in February, it hasn’t been very sticky in the competitive Snap metagame. We feel comfortable giving Redwing an additional power and seeing if that lowers the opportunity cost of putting it in your deck enough to encourage some less all-in strategies leveraging the card than the ones we’ve seen so far.

That’s all for today, happy Snapping!