October 24th - Balance Updates
As we come to the final week of We Are Venom season and turn our attention from High Voltage back to 6-turn games, we’re looking to dial back a few pieces of the metagame that can remove the opponent’s ability to play their cards and open up more room to experiment with a crop of new decks.
- Storm
- [Old]3/2 - On Reveal: Flood this location. Next turn is the last turn cards can be played here.
- [Change]3/2 -> 4/5
- Misery
- [Old]4/7 - On Reveal: Repeat the On Reveal abilities of your other cards here, then destroy them.
- [Change]4/7 -> 4/8
- Electro
- [Old]3/2 - On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn.
- [Change]3/2 -> 3/3
- Rockslide
- [Old]3/3 - On Reveal: Shuffle 2 Rocks into your opponent’s deck.
- [Change]3/3 -> 4/5
- Shadow King
- [Old]2/2 - On Reveal: Reset all cards here to their original Power.
- [Change]2/2 -> 2/3
- Klaw
- [Old]5/4 - Ongoing: The location to the right has +8 Power.
- [New]5/4 - Ongoing: The location to the right has +7 Power.
- Daredevil
- [Old]2/2 - On turn 5, you get to see your opponent’s plays before you make your own.
- [Change]2/2 -> 2/3
- Miek
- [Old]1/0 - When you discard a card, this gains +1 Power and can move next turn.
- [Change]1/0 -> 1/1
- Typhoid Mary
- [Old]4/10 - Ongoing: Your other cards have -1 Power.
- [New]4/10 - Ongoing: Your other cards here have -1 Power.
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?!?!? [h2]How do you play?[/h2]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. [h2]How long will High Voltage be here? [/h2]
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. [h2]Turning it up to 11. Inside look at designing High Voltage![/h2]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. [h2]Danger! Danger![/h2]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! [h2]No Missed Stakes[/h2]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. [h2]Frequently Asked Questions[/h2]
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. [h2]Collector’s Vault[/h2]
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!! [h2]Second Anniversary Celebration![/h2]
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. [h2]Deadpool’s Diner 2.0[/h2]
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!
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. [h2]Super Premium Season Pass[/h2]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! [h2]Album Preview & Wishlist[/h2]We’re gonna let the image do the talking here…
[h2]New Limited-Time Mode[/h2]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!
Let us know what you think, and please continue to share your ideas for the future of MARVEL SNAP!