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Balance Updates - July 17th, 2025

Hey folks! We’ve got Grand Arena right around the corner, releasing a week from today, and we’re very excited to see what everyone thinks.  For today though, we’ll be making some small downward adjustments to some top meta contenders, as well as making some tweaks to a variety of cards that have fallen out of favor, several of which will be featured in the preconstructed decks that will be available for everyone to play on Grand Arena.  Let’s jump right in!

  
[h2]Zabu[/h2]

  • [Old] 1/2 - On Reveal: Give each 4-Cost card in your deck -1 Cost.
  • [Change] 1/2 > 1/1

Long time players might not be surprised to see Zabu warrant further adjustment.  He continues to be a tricky card to balance, and today we’ll be making a small nerf to his Power.  This is somewhat of a continuation of the discussion of last OTA - we’re keeping an eye on the presence of how many midrange decks are utilizing a boatload of tech cards, and the play rate of cards like Shang Chi, Enchantress, and others continues to be quite high.

We understand the importance of and want there to be ample counterplay in our game, but simultaneously we would prefer that the premier strategies of Marvel Snap be high synergy driven decks.  Zabu is a critical component of these midrange decks, and overloading your deck with the aforementioned tech cards as well as rate options like Galacta, Gwenpool, and so on gives you a lot of opportunities to play two 4 Cost cards on the final turn, usually at least one of which is a powerful answer to your opponent’s strategy.

These decks aren’t without weaknesses though, and despite their ability to play a large amount of rate cards, they still aren’t typically as strong at generating raw points as their synergistic counterparts if they can’t successfully interact with their opponent.  This might appear like a small nerf, but we believe that these midrange decks are especially sensitive to Power changes given their more limited ability to generate points.

Given that, we’re making this change to Zabu for now, with the expectation that we may need to make greater changes if these midrange and control decks aren’t as sensitive to the number tweaks as we would like.  Again, we want to stress that counterplay is important, but it is our goal to ensure that players have agency to execute their game plans relatively frequently.

 
[h2]Bullseye[/h2]

  • [Old] 3/3 - Activate: Discard all cards that cost 1 or less from your hand. Afflict that many different enemy cards with -2 Power.
  • [Change] 3/3 > 3/2

The popularity and success of Discard has waxed and waned over the last few months, but one thing has remained consistent - the strongest versions of the decks feature Bullseye, and the frequency at which Bullseye shows up is something we’re sensitive to given his interaction with Swarm.

There are a few issues here - most notably that the Swarm/Bullseye interaction can be difficult to track given how much game actions it generates, frequently creating a fast-forward segment.  The tradeoffs here between making the game slow down considerably and not giving players a strong understanding of what took place during the turn.

While we could make an adjustment to Swarm, we haven’t found a satisfying rework that would keep that card’s identity intact, and ultimately there is a cool and unique element to comboing off with Bullseye, it’s just something that we don’t want to happen too frequently.

Finally, Bullseye is just really strong, so while there are a variety of other intangibles taking place, the best solution we have for now is simply to weaken him a little bit, to attack his win rate, make sure that the fast-forward action isn’t too prevalent, and give more room for other Discard cards to enter the meta-game.

We’ll continue to look for opportunities to improve the overall experience with these interactions while trying to retain as much of the fantasy and gameplay that draws players to these strategies.

 
[h2]Negasonic Teenage Warhead[/h2]

  • [Old] 3/3 - After an enemy card is played here, destroy it. (once per game)
  • [New] After an enemy character is played here, destroy it. (once per game)

We’re doing a couple of adjustments to cards today based on the increased prevalence of skills in our game.  If skills had existed from the beginning, it would have likely influenced several designs that call out Cards, and we’re continuing to audit these interactions to make sure we have the most functional and fun game pieces possible.

Negasonic is extremely exploitable as skills continue to enter the game at a more rapid pace, and we want to make sure that her role remains in the game as a satisfying way to control a location.

 
[h2]Mirage[/h2]

  • [Old] 2/2 - On Reveal: Copy the card that costs the least from your opponent’s hand into your hand. Give it +2 Power.
  • [New] 2/3 - On Reveal: Copy the character that costs the least from your opponent’s hand into your hand. Give it +2 Power

Similarly here, Mirage will no longer be able to target a Skill in your opponent’s hand, which naturally eliminates her ability to give it Power, creating a very unsatisfying experience.

Simultaneously, we’re buffing Mirage.  We believe that this is both a fun amount of variance to prop up in the game, and it gives more options for various synergies like Victoria Hand.

 
[h2]The Thing[/h2]

  • [Old] 4/6
  • [Change] 4/6 > 4/7

Hey, it’s the F4 season, so why not give the original a little love?  This is an acknowledgement that our vanilla characters have long fallen behind, but more so is a buff to High Evolutionary.  The Thing has fallen behind as an option in those decks, and we’ll keep reevaluating starter cards over time as we’ve discussed.

 
[h2]Marvel Boy[/h2]

  • [Old] 3/1 - End of turn: Give 3 of your 1-Cost cards +1 Power.
  • [Change] 3/1 > 3/2

It’s a semi-frequent topic that we want to make sure our classic strategies remain as viable as possible, so it’s time for another Zoo buff.  Marvel Boy is one of the most fun and unique cards in that deck, with the potential to prop up other strategies as well, so we’ll be improving it for now.  We’ve got our eye on some larger adjustments we can make in the future to help Zoo out as well.

 
[h2]Jennifer Kale[/h2]

  • [Old] 2/2 - Activate: Next turn, you get +1 Energy.
  • [Change] 2/2 > 2/3

Jennifer Kale has simply been the weakest of the Energy generation options since she came out, by a sizable margin.  Hopefully this gets her into a more playable state by itself, but we are also monitoring what we can do to improve the strength of 5 Cost cards generally speaking, a movement that will directly affect her.  The Zabu change today starts to move the needle in that direction, but it will continue to be top of mind for us.

 
[h2]Green Goblin[/h2]

  • [Old] 3/-3 - On Reveal: Switch sides.
  • [Change] 3/-3 > 3/-4

Green Goblin has fallen largely out of favor, given that “3 Power” is just not a particularly strong rate for 3 Energy anymore.  We’re always a little nervous about making a change that directly could buff Clog decks, but we suspect there’s very little risk of ruin here, and we always want to make sure that players with a variety of interests can successfully play the decks they enjoy if they’re willing to work for it.

 
[h2]Doctor Doom 2099[/h2]

  • [Old] 4/3 End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.
  • [Change] 4/3 > 4/4

Speaking of changes we’re a little nervous about, we’ll be making a small buff to Doctor Doom 2099.  This is a card we’ve had to nerf multiple times in the past to dethrone it from being one of the strongest rate 4 Cost cards in the game, but as a result its play rate has heavily declined to the point of barely showing up.  It’s the Fantastic Four Season, and Doctor Doom is also featured in the Grand Arena, so we wanted to show his 2099 side a little love. That said, we’re being cautious, particularly with the release of First Steps Invisible Woman in a couple of weeks, who is an excellent synergy piece with Doom as well as the rest of the F4 team.

 

That’s all for today, we hope you enjoy the unveiling of the Grand Arena, and happy Snapping!

Patch Notes - July 17th, 2025

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

 
FEATURES

[h2]Card Shop Updates[/h2]
Featured Sets

  • Featured Sets are a new offering in the Card Shop that feature limited-time combinations of individual Cards, Variants, and/or Featured Snap Packs. Want to crack open a Pack of Variants? Sure! A pack of Destroy cards, you got it! A pack of X-Men cards, sure thing bub! You can even purchase a featured single card or Variant directly for Tokens. Remember that you can always view the full contents of any Snap Pack by clicking on it.
Bonus Card Protection

  • This adds triggers to a Snap Pack’s “goodie” drop table so that after a certain number of goodie rolls, a bonus base card(s) is guaranteed.
  • Bonus Card Protection only exists for base cards granted by goodie rolls, and does not exist for any other reward types in a pack’s goodie drop table.
  • Each individual goodie roll counts towards triggering an eventual guaranteed bonus card.
Snap Pack Booster Matching

  • When players open a Snap Pack, if they earn Boosters from their “goodie rolls”, those Boosters will match the new card. This will help kickstart players’ Character Mastery journey.
Improved Red Pips

  • The red pips in the Card Shop should be clearable and working more as expected!

 
GAMEPLAY

[h2]Grand Arena: Coming July 24th - Aug 7th[/h2]
This brand new limited time game mode lets players choose one of eight Champions to bring into the Grand Arena to battle for Glory. Players can either use the Champion’s preconstructed deck, whether they own the cards or not, or build their own. Mole Man and Mad Thinker will be available as rewards during the event!

Each Champion card starts in your hand, and brings with it a brand new skill card to synergize with its core strategy. Invoke the Council of Reeds with Mr Fantastic or show up for Clobberin’ Time with The Thing First Steps.

This game mode will be available between July 24th and August 7th, with the shop open until August 9th.

Stay tuned for more details as we get closer to the event.

 
Bug Fixes

Gameplay Fixes in 43.x

  • An issue that would occasionally cause drawn cards to overlap with and obscure the rightmost card of your hand should be resolved
  • An edge case where a face down card could be momentarily visible when the card was moved should be resolved

Card and Location Art Fixes in 43.x

  • Nicholas Scratch’s VFX should no longer throw an exception that could impact performance
  • Morph’s VFX should no longer cause a client crash and be re-enabled
  • Several Skill cards that were displaying too narrow should now appropriately fill the Skill card UI
  • Esme Cuckoo’s Pocket Variant should no longer display awkwardly with different splits and finishes
  • Khonshu’s VFX should no longer have a delay when played with Silver Samurai
  • Copycat’s VFX should be once again playing correctly
  • Punisher’s VFX should no longer have strange artifacts displaying under certain circumstances
  • The Ancient One’s Tao Mandala skill should no longer have a visual artifact around the outer edge of the skill card UI
  • Morgan Le Fay’s VFX should no longer have a delay when a card returning to hand triggers it
  • War Machine’s VFX should no longer display at destroyed locations
  • Arishem’s intro VFX should no longer clip slightly into the background
  • Nocturne should no longer go partially off screen on the opponent’s side of the board when moving

Cards Shop Fixes in 43.x

  • The red pip displayed on top of cards viewed in the card’s pack’s pool view should be removed once viewed in detail view
  • The token and gold currency widgets in the Cards Shop should navigate to the appropriate areas of the shop
  • A bug that was causing claimed free tokens in the Cards Shop to not update their state correctly should be resolved and an error should no longer be thrown
  • Cards should no longer rearrange themselves vertically before snapping back into place when viewed within a card pack’s pool view
  • The “Hold to Confirm” text should no longer slightly overlap the purchase button for card packs

Other Fixes in 43.x

  • Background music should properly play in-game now
  • A loading spinner should no longer display behind card assets during certain upgrade flows
  • The red pip for when a Gold Pass daily claim is available should be functional again

PC Fixes in 43.x

  • The hitboxes of various buttons and UI elements on the main screen and carousel should better align with the visuals
  • A duplicate of Nova’s VFX should no longer be briefly observed behind the retreat button
  • Strange Supreme’s VFX should no longer get partially cut off along the top of the screen

Mac Fixes in 43.x

  • A crash related to Gyro and Haptics support through the iPad OS emulation layer of MacOS should no longer occur

Localization Fixes in 43.x

  • A string related to Reward Claims in French should no longer have an errant space that was causing an exception that was negatively impacting performance
  • Seasonal Spotlight titles in the Cards Shop should no longer extend beyond the UI in Japanese
  • The Mastery label when viewing a card in the Collection should no longer extend beyond the bounds of the UI in Thai
  • The title of the New X-Men card back should be properly localized in all languages

New Season: Fantastic 4

Prepare for lift-off! This season we're venturing beyond the stars with Marvel's first family, the Fantastic Four! Inspired by Marvel's The Fantastic Four: First Steps, this season brings a fresh new look and some amazing new designs to some of our favorite characters.

SEASON PASS

Now introducing Reed Richards, the leader of the Fantastic 4, but you may know him better as Mr. Fantastic!
[h2]NEW CHARACTER: MISTER FANTASTIC FIRST STEPS[/h2]

End of Turn: Give a card in your hand -1 Cost or +2 Power.

 
[h2]SEASON REWARDS[/h2]


For this season we are adding some value to the Super Premium Season Pass by introducing a Series 4 card as a direct reward. More info on Fantasticar below!

 



 
NEW CHARACTERS!

So here's the Thing… The Baxter Building can't be called a home if we don't have the family, so let's bring in the rest of the crew! You may notice that we're not including any Series 4 cards directly into the Seasonal Series 4 SNAP Packs this season. We've released so many cards recently that we wanted to slow down a bit, both for the team and the pure amount of cards being released for players. This also gives us more flexibility to provide great rewards for this season's brand new Limited Time Game Mode.
[h2]SUPER PREMIUM SERIES 4[/h2]

Activate: Give your End of Turn cards +2 Power.


[h2]SERIES 5[/h2]

Each turn this is in play, swap to a new Activate ability until one is used.


Activate: Next turn, you get +2 Energy.


Activate: Give 2 of your cards at each other location +1 Power.


Activate: Create a Rock here. Set its Power to 4.


Activate: Double this card's Power.

 
[h2]SERIES 5[/h2]

End of Turn: +1 Power. Once per game, if your side here is full, double this card's Power instead.

 
[h2]SERIES 5[/h2]

End of Turn: +2 Power. Once per game, if your side here is full, destroy an enemy card here with less Power.

 
[h2]SERIES 5[/h2]

Activate: This turn, your End of Turn abilities happen twice.

 
[h2]LIMITED TIME EVENT / SERIES 4[/h2]

On Reveal: Banish the top card of your deck. Add 2 Rocks to your hand. Set their Power to the banished card's Cost.

 
[h2]LIMITED TIME EVENT / SERIES 4[/h2]

At the start of each turn (after drawing), +2 Power if your hand is full.

 



 
New Card Release Schedule

  • Jul 8th: Mister Fantastic First Steps - Premium Season Pass
  • Jul 8th: Fantasticar - Super Premium Season Pass
  • Jul 8th: H.E.R.B.I.E. - Seasonal Series 5 Release
  • Jul 15th: Human Torch First Steps - Seasonal Series 5 Release
  • Jul 16th: Kid Omega - Seasonal Series 5 Release
  • Jul 16th: Cobra - Seasonal Series 4 Release
  • Jul 22nd: The Thing First Steps - Seasonal Series 5 Release
  • Jul 24th: Mole Man - Limited Time Event Release
  • Jul 24th: The Mad Thinker - Limited Time Event Release
  • Jul 29th: Invisible Woman First Steps - Seasonal Series 5 Release

 



 
Limited Time Game Modes


Welcome back to High Voltage! This time we're trying something a little different. High Voltage will only be available from July 17-21st at the daily reset, but don't worry there's plenty of time to unlock some great new cosmetics!

 



Enter the Grand Arena, a brand-new limited time game mode that introduces even more ways to play. Choose your Champion from a roster of eight iconic characters, then battle using unique decks and powerful skill cards tailored to each hero. For the first time, we're introducing prebuilt decks for the game mode that will allow anyone to jump in and start playing, even if you don't have the cards! Grand Arena is your chance to master new cards and prove your power in an all-new battlefield. This mode will be available from July 24th to August 7th at the daily reset.

 



 
NEW LOCATIONS

  • Rocket Pad: After turn 4, give cards on the winning side here +1 Power.

  • Reed's Lab: +1 Energy each turn if your side here is full.

 



 
BRAND NEW ALBUMS
Get all new Variants, Emotes and other Rewards by completing two new albums!



Like my new album? It has Pockets! And these Pockets have Stickers! Available July 15th.

  • Collect 3: 2 Mystery Borders
  • Collect 6: Black Cat Unbothered Emote
  • Collect 8: Blink - Pocket Variant
  • Collect 10: 2000 Collector's Tokens

 



One small step for man, one First Steps for completing this album. Launching into orbit on Jul 29th.

  • Collect 3: Human Torch Fired Up Emote
  • Collect 6: 2 Premium Mystery Borders
  • Collect 9: 4000 Collector's Tokens
  • Collect 12: Invisible Woman First Steps - Paul Mafayon Variant

 



 
SHOP TAKEOVERS


Take a look at these awesome new Pocket "Sticker" style variants on Jul 15-16th.

 



It's not a stretch to say these new variants are Fantastic. Jul 29-30th.

 



 
TWITCH DROPS


Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, a Premium Mystery Border, and a Premium Mystery Variant! Drops will be available from Jul 24th to August 1st at the daily reset. Don't miss out!

  • Watch 2 hours to earn: 65 Boosters
  • Watch 4 hours to earn: Premium Mystery Border
  • Watch 6 hours to earn: Premium Mystery Variant

 



If you do one thing this summer, watch Marvel's The Fantastic Four: First Steps. If you do two things, enjoy this awesome new season of SNAP! See you out there!

Patch Notes - June 24th, 2025



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

 
FEATURES

[h3]Collection Level Tracker[/h3]

  • We’ve added a track at the top of Collection Level that will let players more easily see how much more CL they’ll need to earn their next batch of 3,000 Collector’s Tokens.

[h3]Event Badges[/h3]

  • We’ve added new badges to the play screen when special events are happening to make sure players know when they’re happening

[h3] Loading Improvements[/h3]

  • We’ve improved the process of downloading and loading content data to help get players into the game faster.

 
CARD UPDATES

[h3]Spider-Ham[/h3]
[Old] 1/1 - On Reveal: Transform the leftmost card in your opponent’s hand into a Pig, keeping its Power and Cost.

[New] 1/2 - Activate: Replace the text of a random character in your opponent's hand with "oink!"

Spider-Ham has had a lot of weird interactions that we’ve been looking at resolving for a while. Most notably, the base Cost and Power of the Pig always had the same value, so behaved unintuitively for many players with cards like Shadow King and Mobius M. Mobius. It targeted the leftmost card in hand to avoid being too strong and frustrating to reuse with Beast and the like. That mostly worked well, but meant that build-around cards that start in hand like Thanos got disabled every time, which many found frustrating to play against. Finally, Spider-Ham was intended to partially disable cards, but with the introduction of skills it was suddenly making cards useless much more often.

A few of these factors came to a head with Dormammu’s release, so we prioritized the behind the scenes work to allow us to replace card art during gameplay without fully transforming the card and took the opportunity to iron out some other issues. We also hope the new shape will give Spider-Ham players a bit more ability to influence which plays they aim to stop.
[h3]Nonfunctional Changes[/h3]
We’re rewording these cards to be more consistent with other card text, but their gameplay isn’t changing. Note: analogous rewordings may not show up immediately in non-English languages.
[h3]Silk[/h3]
[Old] 2/5 - After ANY card is played here, this moves to another location.

[New] 2/5 - After ANY card is played here, move this to another location.
[h3]
Moon Girl
[/h3]
[Old] 4/5 - On Reveal: Duplicate your hand.

[New] 4/5 - On Reveal: Copy your hand.

 
BUG FIXES

Card and Location Art Fixes in 42.x

  • Omega Red’s VFX should no longer reapply or replay awkwardly with certain card combinations
  • Copycat should now display appropriate spell VFX when copying Nico Minoru
  • Redwing’s VFX should no longer briefly display beneath the retreat button when staging the card
  • Khonshu should now display a “Location Full” whiff VFX when appropriate
  • Nico Minoru’s VFX should no longer display in the bottom right corner beneath the End Turn button when her spells target skill cards
  • Visual artifacts should no longer display when Thanos' VFX trigger under certain circumstances
  • Great Portal’s VFX should no longer distort when played
  • Nicholas Scratch’s VFX should properly target and anchor to cards being staged
  • Nightmare’s VFX should no long briefly display when other cards are revealed on the same turn
  • Nightmare’s VFX and SFX should play more than once for opponents when appropriate
  • The VFX for Merlin’s Once and Future skill should no longer be awkwardly placed or cut off under certain circumstances
  • Dormammu’s VFX should no longer briefly display as a white tile
  • Dormammu’s token cards should no longer be low resolution at higher upgrade levels
  • Dormammu’s VFX should no longer persist on screen at various points during the summoning ritual
  • Dormammu’s Winking Studios variant should display correctly at certain upgrade levels
  • Merlin’s Polymorph should no longer be incorrectly positioned when targeting certain cards and returning to hand
  • Cull Obsidian’s Dan Hipp variant should no longer break at higher upgrade levels
  • Copycat’s VFX should no longer cause an Aw Snap and should be re-enabled
  • Death’s Domain VFX should no longer be distorted under certain circumstances
  • Skill cards should no longer display inconsistently upon reveal
  • Skill card UI should no longer display on unrevealed cards on the board
  • Skill cards should no longer overlap other UI elements on reveal

Cards Shop Fixes in 42.x

  • The seasonal Free Series 3 module in the Cards Shop should collapse appropriately upon claiming
  • A duplicate, non-functional claim flow should no longer display when opening a Series Pack that also triggers a Mastery level up
  • Particle effects from bundles should no longer persist on the Cards Shop
  • Series Packs should be properly available for Japanese players

Other Fixes in 42.x

  • Fixed a rare issue that could occur that would prevent the Daily Offer shop from displaying
  • Fixed an issue that could result in a softlock in between various tutorial and FTUE segments
  • Android back buttons should properly function on pop-up modals
  • Addressed some issues with UI scaling on certain carousel types
  • Placeholder reactions and emotes should no longer be the default under certain circumstances
  • Errant UI should no longer display on the Alliance member’s list
  • Super Premium Season Pass carousel button should now link appropriately to the right section of the shop
  • Fixed an issue that prevented multiple Series Packs from being awarded and opened at the same time

PC Fixes in 42.x

  • Overdrive Missions buttons should have appropriate Hover States

Localization Fixes in 42.x

  • Rhino’s ability text in Portuguese should no longer display in Korean…
  • Titles UI should no longer display as
  • Multiple unlocalized strings in Vietnamese should now be properly translated
  • Addressed some unlocalized strings that were displaying on several new player and tutorial screens

New Limited Time Game Mode: High Voltage: Overdrive

[p]The Reactor is unstable… and that’s exactly how we like it. Welcome to Overdrive, an electric remix of the mode that cranks up the energy and fun! Packed with unpredictable power surges and explosive game-altering effects, no two games of Overdrive will play the same. Get ready to embrace the chaos and build some wild new decks, because it’s time to overload some Arc Reactors.[/p][p]
[/p][p][/p][h2]What is High Voltage: Overdrive? [/h2][p]The original High Voltage mode condensed the traditional rules of SNAP into three action-packed turns. Each turn gives more energy so you could play more cards and line up massive combos in a short game.

For Overdrive we wanted to build on the fun of High Voltage so we made the Arc unstable… and now it's causing all kinds of havoc. Decks in this mode will have eight randomly charged cards shuffled in, and when a total of five have been played by both players, the Reactor will explode with a GIANT effect such as destroying low power characters, giving charged cards +5 power, or even transforming them into brand new cards.

There are no cubes or points to lose in High Voltage: Overdrive, 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 or complete missions to earn Volts, which can be used in the new High Voltage: Overdrive shop. Use them to perform a Portal Pull, buy the new Kid Omega card, get credits, or new cosmetics. How do you play? [/p][p]High Voltage: Overdrive is played over four turns instead of the regular three of High Voltage. At the start of the game, 8 charged cards are shuffled into your deck, each getting -1 cost and +1 power. In place of the Cube where you would normally Snap, you'll have an Arc Reactor. Before the first three turns, the Arc Reactor will generate between 2-4 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. [/p][p][/p][p]On turns 1 - 3, the Arc Reactor will randomly increase your Max Energy by 2-4 energy. There is a fourth turn, but no extra energy will be added to the Reactor, which means you’ll have at least 18 energy to spend over those turns.[/p][p]
Beneath the Reactor, you will see the Reactor effect. Each turn, that effect will increase in scale as long as the Reactor is active. Playing a charged card adds one charge to the Reactor. Once the Reactor has five charges, it will explode with the listed effect at the end of that turn. You can decide how much you want to synergize with the effect, so you can play your charged cards early or hold them as long as possible to maximize the effect.

A few of the Reactor effects, such as drawing cards, wouldn’t make sense at the end of the 4th turn, so if you happen to get one of those, a brand new Reactor effect will swap in for it.

At the end of turn 4, whoever controls 2 out of the 3 locations will win! [/p][p]Designing High Voltage: Overdrive[/p][p] For the last year, the team at Second Dinner has been hard at work on developing new game modes, and with each one, we are building out a toolset to be able to create new experiences more quickly and reliably build off our successes. To that end, we wanted to take some of technology developments and meta-systems and add them into an existing mode to create some additional gameplay.[/p][p] [/p][p]The obvious choice was adding a new twist to High Voltage, and so we looked at some of the strengths and weaknesses of the mode to try and improve on both. We love the fast pace and big plays in High Voltage, but wanted to try out a version of the mode that prevents the mode from falling into the same few plays each game. Between the random cards added to your deck, and the powerful Reactor effects, each game will require thinking on your feet to maximize your odds of winning.[/p][p]
High Voltage: Overdrive isn’t replacing High Voltage as a game mode - we are looking at running it more in the future, and taking advantage of those learnings to continue to develop experiences to engage you - the player.[/p][p]How long will High Voltage: Overdrive be here?[/p][p]High Voltage: Overdrive is playable now, and will be here until 10:59 AM PST on the 25th of June And don’t forget, playing High Voltage: Overdrive and earning Volts is the only way to earn our newest cards: Cobra in Series 4 and Kid Omega in Series 5. If you miss out, you'll be able to find all of them in the Snap Packs as of the 16th of July. [/p][p][/p][h2]Extended Shop Hours[/h2][p][/p][p]One big piece of feedback from the Sanctum Showdown shop was that many people were sad that they forgot to spend all their charms before the event’s end. For High Voltage: Overdrive, and any event with a shop moving forward, we will leave the shop open for a little while after the event to make sure nobody misses out on one of the newest cards or cosmetics. The shop will be open until 10:59 AM PST on the 26th of June.[/p][p]

NEW CHARACTERS!
[/p][p]SERIES 5 Activate: Destroy the next card you play this turn to gain its Power.[/p][p][/p][p]SERIES 4[/p][p]Activate: Destroy an enemy created card here. [/p][h2]Frequently Asked Questions[/h2]
  • [p]When is High Voltage: Overdrive coming to Marvel SNAP? It is live now! Keep playing until 10:59 AM PST on June 25th.[/p]
  • [p]How do I play? You’ll find High Voltage: Overdrive in the game modes along with Conquest and Friendly Battles. Winning High Voltage: Overdrive games and completing the mode-specific Missions will earn you Volts you can spend in the High Voltage: Overdrive store.[/p]
  • [p]What if I lose? There’s no penalty for losing High Voltage:Overdrive 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![/p]
  • [p]What should I play? While you’re free to enter High Voltage:Overdrive 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 forget that the random cards added to your deck and Reactor effects will create a much wider variety of plays than you are used to. Expect the unexpected! [/p]
  • [p]Are there any cards that are off limits?[/p][p]The banned card list is a little different than regular High Voltage. While we no longer need to worry about some of the more consistently problematic interactions, forcing people to have additional cards in their deck does add a few challenges, so we adjusted the list to prevent issues with deck size, and a few cards that had technical challenges.[/p]
    • [p]Alioth[/p]
    • [p]Agatha Harkness[/p]
    • [p]QuinJet[/p]
    • [p]Black Widow[/p]
    • [p]Mysterio[/p]
    • [p]Galactus[/p]
    • [p]Loki[/p]
    • [p]Magik[/p]
    • [p]High Evolutionary[/p]
    • [p]Darkhawk[/p]
    • [p]Cassandra Nova[/p]
    • [p]Kang the Conquerer[/p]
    • [p]Thanos[/p]
    • [p]Agamotto[/p]
    • [p]Arishem[/p]
    • [p]Gorgon[/p]
[p] 

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