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MARVEL SNAP News

Patch Notes - 1 April, 2025

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

Let’s get this out of the way. These are real. No April Fool’s jokes in the sacred grounds of patch notes.

PATCH HIGHLIGHTS


[h2]New Reward Type, Mystery Borders & Premium Mystery Borders[/h2]
These will be a new reward type you will find throughout the game, including in: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!

Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders, while Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border.

[h2]Ladder Rank Decay[/h2]
We’ve made some changes to how your ladder rank decays between seasons. You will now lose fewer ranks than before after each season, and you’ll lose fewer ranks the farther you are from Infinite. We want the goal of climbing ranks by making season-over-season progress to be more achievable and we want the experience of skipping a season to be less punishing. Check out the chart below to see how the new rank decay formula works.
  • If you are Infinite rank you’ll go to rank 75
  • If you are between rank 90 and 99 you’ll go to rank 73
  • 80-89 -> 65
  • 70-79 -> 63
  • 60-69 -> 55
  • 53-59 -> 53
  • 1-52 -> No decay


FEATURES


[h2]Unlock Custom Card Improvements[/h2]
  • Players will be able to unlock the Custom Card feature with only one Infinity Split or acquisition of a Collectible Finish or Flare from Character Mastery..


[h2]Mystery & Premium Mystery Borders[/h2]
  • Over time, you’ll find these new reward types throughout the game: Season Pass, Login Bonuses, Alliance Rewards, Conquest Shop, and more!
  • Mystery Borders give you a chance to pull your favorite Rare and Super Rare Neon, Cosmic, and Metallic Borders
  • Premium Mystery Borders will guarantee at least a Super Rare Neon, Cosmic or Metallic, plus the chance to pull an UItimate Cosmic Black or Rainbow border


ART, VISUAL EFFECTS, & AUDIO
  • Laufey now has VFX and SFX


BALANCE UPDATES

The skill card type introduced with Agamotto’s Ancient Arcana uncovered some bugs and inconsistencies in how cards and locations handle their targets leaving play before taking effect. They also added a bunch of points of confusion when cards didn’t indicate that their effects had taken place without a target. So today we’ve added messages to more cards when they can’t take effect, and we’re lining up some functionality to help everyone understand how these things will interact:
  • Cards that are no longer at locations can no longer be destroyed.
  • Effects acting on the next card played, like Negasonic Teenage Warhead or at Castle Zemo, will always be “used up” by a card resolving there (even if it leaves the location before they can affect it).


[h2]CARD UPDATES[/h2]
  • Araña is getting a text-only update to line up her wording with other cards that work the same way.
  • [OLD] 1/2 - Activate: Give the next card you play +1 Power and move it to the right.
  • [NEW] 1/2 - Activate: After you play your next card, give it +1 Power and move it to the right.


[h2]LOCATION UPDATES[/h2]
  • Our Lady of Saints will now merge cards if the last one revealed left the location first (e.g. because it was a skill).


Bug Fixes

[h2]Card & Location Fixes in 39.x[/h2]
  • Playing Moonstone on a location with Thanos' Power Stone should no longer result in an Aw Snap
  • Galacta’s ability should now fire appropriately if she’s forcibly moved on the turn that she's revealed


[h2]Card and Location Art Fixes in 39.x[/h2]
  • Disabled the VFX for Images of Ikonn in order to resolve some associated performance issues
    Once we’ve fixed the underlying performance issue, we’ll re-enable the VFX in a future update
  • Corrected the logo for Bolts of Balthakk
  • Hotel Inferno’s VFX should play appropriately now
  • Yondu’s VFX should play appropriately now
  • Cosmetic flare effects should display as expected when opening and closing the card detail views of multiple cards
  • Khonshu’s VFX should no longer display when the card is facedown
  • The Lemon Art variants should now all have the SNAP magazine print visible on top of the background finishes when split
  • Viper’s He Tianyou variant should now display its finish in the small card view in-game and in the collection
  • Starbrand’s VFX should no longer play on locations when other cards are being staged while Starbrand remains in hand
  • Several cards should no longer see elements along the edges cut off when rotating the card at 3D rarity or higher
  • The First Ghost Rider should now correctly have an empty hand “whiff” VFX
  • Doctor Strange’s VFX should no longer briefly play when there are no valid targets available to move
  • Gyroscope functionality for viewing the parallax effect of cards should be fixed for Android devices
    Note that iOS is only partially fixed as the tilt degree is still restricted more than intended


[h2]Other Fixes in 39.x[/h2]
  • Cards displayed in the Graveyard should once again be accurate to what’s been discarded, destroyed, or banished
  • Addressed an issue that could expose Skill Cards in an opponent’s hand to third party applications
  • Addressed an issue that resulted in some exploitable behavior and weirdness around Gold Pass reward claims for a small number of players
    This was addressed in a server hotfix on the previous version as well.
  • The Custom Card tooltip should display appropriately when clicking on locked custom cards
  • Made a number of small fixes to UI alignment and screen sizing that should ensure that assets extend the full length and width of screens where appropriate
  • Completing an album should no longer occasionally cause an exception to occur
  • Fixed an issue that was causing the player’s currently equipped card back to display as their opponents as well
  • In instances where the seasonal background splash isn’t available, the client should now fall back to a preset background rather than show a black screen
  • Corrected some UI behaviors around the close button for Alliance chat


[h2]PC Fixes in 39.x[/h2]
  • The First Ghost Rider’s VFX should no longer clip along the top of the screen when played on the opponent’s side
  • Iron Lad copying Joaquin Torres' ability should no longer cause residual VFX to display on the far left side of the screen
  • Snap Points icon should no longer be partially transparent on the post match results screen
  • Fixed the clickable area of a handful of buttons on the main menu to better represent the size of the asset


[h2]Localization Fixes in 39.x[/h2]
  • Addressed an issue that was preventing the text for Premium Mystery Variants from displaying in different locations
  • Mastery’s Max Level text should no longer clip into the progression meter while playing in Italian or Russian



Known Issues


[h2]UPCOMING CONTENT[/h2]
  • Sakaar Grand Prix’s effect is not restored after being disabled by Snow Guard Hawk
  • Topaz does not move to the middle location after merging with Hulk Buster


[h2]HIGH[/h2]
  • Suggested Alliances are not being shown when accessing the Alliance UI
  • Avatars are not showing appropriately for other players within the Alliance UI
  • The Infinity Avatar claim animation for winning an Infinity Conquest shows a blank Avatar icon instead of the upgraded one
  • When Ranking up to a new Rank tier, the animation doesn’t take the +3 bonus ranks into consideration and will incorrectly show the player losing ranks (this is visual only)
  • The deck behind the blur element during the Custom Card FTUE can be inadvertently clicked and cause a softlock
  • The Envar Studio Dagger variant has some visual layering issues when upgraded on iOS


[h2]MEDIUM[/h2]
  • Khonshu’s VFX often clip through location and card assets
  • Khonshu’s VFX will overlap awkwardly with the power and energy cost icons of the card if triggered during the Waxing Phase
  • Claim VFX for Mission Rewards are slow to resolve and the floating particle effects may not animate fully
  • The animation of claimed medals after a Conquest battle don’t fully animate
  • The Gold Pass icon is oversized and partially off-screen when viewed in the purchase details view
  • The clickable area of items on the Ranked reward track doesn’t fully extend to the right side of the icons
  • Certain Ongoing VFX associated with particular triggers, such as Captain America, will not turn off when the ability has been disabled
  • Kang’s VFX present an empty black bar along the screen when rewinding the turn
  • The “Back” button of previous UI elements is often visible and interactable in the background of other UI elements
  • [PC] Can tap on elements of the navigation bar through the Missions UI
  • The Envar Studio Elsa Bloodstone variant can have an element extend into and overlap with adjacent cards


[h2]LOW[/h2]
  • The highlighted navigation buttons stop updating appropriately if you manually scroll through the shop
  • A persistent Season XP icon can be seen on the Main Menu after purchasing the Super Premium Season Pass
  • Some inbox reward icons are oversized
  • Premium Mystery Variant icon’s particle effects persist on screen along the header when scrolling through some shops
  • Token icons may display incorrectly in some Shop and Bundle UI
  • The scrim overlaid on the claimed Conquest variant is misaligned
  • The bottom of the Mastery track can scroll and separate from the displayed level icon at the bottom
  • Collection “Sort” and “Filter” buttons can be seen as blurry assets on the Mastery track
  • Mission Refill’s tooltip clips with some of the surrounding UI elements
  • Spotlight token icon for the S4/S5 fallback overlaps other items on the Spotlight Cache
  • “Ping” notifications VFX occasionally clip into other assets on the Collection Track
  • Checkmarks for claimed items on Collection Track occasionally overlap awkwardly with the other icons
  • Some UI elements on the Season Pass scroll unevenly as you scroll through rewards
  • Token icons clip weirdly through the reveal VFX when unlocked
  • The expiration timer of some bundles can extend into other elements of certain bundles in several different languages
  • [PC] Some reward icons overlap awkwardly with other assets on various carousels
  • [PC] Mission text is occasionally scaled incorrectly for the mission banner UI
  • [PC] “Ping” notification rings on the Mystery Border icons are misaligned
  • [PC] Make Me a Deck icon clips awkwardly into the button when hovered over
  • [PC] The background element of some bundles are overly bright on PC
  • [PC] Some UI element hover states can be disabled by clicking and scrolling while hovered over them

March 27th - Balance Updates

In this week’s balance update, we’ll be lowering the ceiling of Iron Patriot as well as adjusting Galacta to get them closer in relative strength to other cards at their Energy cost.

As far as buffs, we’ll be improving Pixie, Sauron, and Ghost Rider.

This is a relatively tame update compared to the last few, and for the most part the metagame is in a great place. Surtur and Hela strategies are back on planet Earth and folks have clearly been enjoying both the Loki buff and the release of Agamotto.

Agamotto and his Skills are showing up in a variety of strategies and paired with an uptick of Loki have created some exciting metagame churn. “Anti Big Deck” tech decks have even started to rise in popularity in response, with cards like Cassandra Nova and Darkhawk seeing large increases in win rate from week-to-week.

With that said, there’s one deck that is starting to become the exception among Agamotto strategies, largely eschewing any kind of theme for all what we would call rate cards, or cards that are individually strong without asking much of you to synergize with them. That isn’t necessarily a problem, but as in the case with Doom 2099 last OTA, we do want to seriously monitor when individually strong cards threaten to be consistently more powerful than synergistic interactions. Two of the cards in that deck have been prominent since their release with no signs of slowing down as they too often out-compete other cards at their Energy cost.

That can segue us into the individual card discussion:

[h2]Iron Patriot[/h2]
  • [Old] 2/3 - On Reveal: Add a random 4, 5, or 6-Cost card to your hand. If you’re winning here after next turn, give it -4 Cost.
  • [New] 2/3 - On Reveal: Add a random 4, 5, or 6-Cost card to your hand. If you’re winning here after next turn, give it -3 Cost.

There’s a lot we really love about Iron Patriot. Encouraging players to care about the outcome of a location before the end of the game is a great incentive to make Marvel Snap feel more interactive, and he can often create exciting moments due to the game-to-game variety he provides and encourages. It’s the type of card we like being strong, but his play and win rate is very high, and there are times when his level of impact on the outcome of a game can be frustrating. We’ll be reducing the ceiling of his strength by lowering his cost reduction by one.

Our hope is that this helps to address one of his most frustrating and unpredictable outcomes - when he allows you to play a four Energy card for free. Naturally, this lowering of cost reduction is a nerf to every scenario, but rolling a four-cost specifically sticks out as a pain point for the card and a clear area where Iron Patriot has power level to give and still remain exciting to play with.

[h2]Galacta[/h2]
  • [Old] 4/6 - Each turn, the first card you play at another location reveals with +3 Power.
  • [Change] 4/6 > 4/5

While Doom 2099 was more pressing last OTA, Galacta wasn’t too far behind when we made that decision. As alluded to previously and discussed last week, it is important to us that it isn’t so blatant for cards at a point on the Energy curve to be outcompeting each other.

To be clear, our desire isn’t to create a drawn out game of whack-a-mole, by nerfing every rate card that tops the chart, but the signs have been here for a while and Galacta was next in line after the dust settled and we got Doom 2099 to the right place.

We still expect Galacta to be a strong card and worthy consideration in a variety of strategies, but hopefully decks will feel more obligation to explore other options rather than simply defaulting to her.

[h2]Pixie[/h2]
  • [Old] 2/1 - On Reveal: Shuffle the base Costs of all cards in your deck that started there.
  • [Change] 2/1 > 2/2

Pixie has remained relatively quiet since her release. With the increase in competition of strong two Energy cards you’d like to play on curve, we think it’s time to give her a buff, especially given her unique deck building incentives as well as her inherent high degree of variance. We're increasing her floor by giving her two Power and seeing how she fares.

[h2]Sauron[/h2]
  • [Old] 3/4 - On Reveal: Remove the abilities from all Ongoing cards in your hand and deck.
  • [Change] 3/4 > 2/2

The release of Starbrand has done some good work to increase the popularity of Sauron/Zero strategies. That said, their win rate hasn’t improved dramatically. Further, while Starbrand is an exciting inclusion to the strategy, it does increase the awkwardness of the deck’s curve, and is often relegated to being played on turn 6 when you do draw Sauron.

Playing cards with inherent drawbacks and the hopes to mitigate them is an enjoyable fantasy and we think the deck has some room to try to get it to play more smoothly, so we’ll be trying this experiment with Sauron and continue to monitor it. Although 2/2 is a relatively low stat-line, our hope is that this will enable the deck to more frequently execute its game plan, and when it does we suspect that it won’t miss the Power on Sauron himself.

[h2]Ghost Rider[/h2]
  • [Old] 4/4 - On Reveal: Bring back one of your discarded cards to this location.
  • [Change] 4/4 > 4/5

Despite our efforts to get Hela wrangled back in line, it is still important to us for Discard to be a part of the Snap metagame, being one of the game’s premier strategies. Ghost Rider has long underperformed and we’d like to try to give some opportunities to Discard and reanimation strategies that don’t feel quite so all-in. Hopefully this improvement to Ghost Rider can help to provide exactly that.

That’s all for today, happy Snapping!

March 13th – Balance Updates

In this week’s balance update, we’ll be re-tuning the Hela archetype after its incorporation of Skaar, adjusting Dr. Doom 2099 to be more in line with other four cost options, and fixing an outlier interaction with Sam Wilson.

Additionally, we’ll be buffing some iconic favorites that have fallen out of favor, as well as trying to get Bruce Banner into a more acceptable long term power range.

Let’s start with Hela:

[h2]Hela[/h2]
  • [Old] 6/9 - On Reveal: For each different Cost among them, resurrect a card you discarded to a random location.
  • [Change] 6/9 > 6/6

[h2]Swordmaster[/h2]
  • [Old] 3/7 - On Reveal: Discard an odd-costed card from your hand.
  • [Change] 3/7 > 3/6

[h2]Hellcow[/h2]
  • [Old] 4/7 - Activate: Discard a card from your hand.
  • [Change] 4/7 > 4/6

[h2]Black Cat [/h2]
  • [Old] 4/10 - End of Turn: Discard this from your hand.
  • [Change] 4/10 > 2/6

Last OTA, we took some large steps to wrangle the Surtur strategy into a spot that will allow it to exist as a part of a healthy metagame for the long term. Now the Surtur deck is still enjoying success, but at a much more manageable play rate on the ladder.

A consequence of that, and the movement from 6 to 7 cost with Skaar, is that Hela got a large strength injection, by giving it another unique-cost-high-power card.

Before the Skaar change, Hela was a balanced, sometimes slightly under performing strategy, but giving it the means to generate an additional 12 points with its best draw has taken it to strongest-deck levels.

Sometimes the consequences of changes to solve problems cascade into other problems. It was possible to predict that Hela would be an issue with the Skaar changes, but given where it was on the ladder, we would rather let things play out naturally than try to map out all the implications of a large scale change, especially one on the magnitude of shaking up Surtur’s stranglehold on the metagame.

So where does that leave us? For now, we’re comfortable accepting that Skaar and to some extent Thaddeus Ross are buffing the Hela strategy. If anything, it’s good that Skaar has another home after we nerfed it, but Hela’s point generation is just too large relative to the effort asked of you. As a result, we’re downward adjusting it in other ways.

From Hela, Sword Master, and Hellcow we’ve naturally cut 5 total points of power, just from the set up and payoff cards in the deck you want to play. We suspect that this is likely to leave the deck still in a stronger position than pre-Skaar to 7, but does trim some of the incidental power the strategy generates just from naturally playing enablers and its namesake, which should bring the win rate down.

Those are pretty straightforward changes, Black Cat is the trickier one.

Before this OTA, Black Cat didn’t have much of a role anywhere except being a “free” stat stick for Hela. She was just too unreliable to play in most normal decks as an above-rate card.

We’ve tried her at 3/8 in the past, but that didn’t do enough to move the needle on her “normal” playability, so rather than just adjust her again to that stat line with the goal of just simply nerfing Hela, we’re trying a sideways experiment here.

2/6 is pretty impressive and we’re interested to monitor her appeal in other decks as a risk/reward card.

We’ll both be monitoring how she performs as well as how large an impact on Hela this set of changes makes and adjust accordingly in the future.

[h2]Doom 2099[/h2]

4/3 - End of Turn: Add a DoomBot 2099 to a random location if you played (exactly) 1 card.

We’re adjusting Doom 2099’s DoomBots.

DoomBot 2099
  • [Old] 4/1 - Ongoing: Your other DoomBots and Doom have +1 Power.
  • [Change] 4/1 > 4/0

The package of Zabu, Psylocke, and Doom 2099 have been incorporated into a variety of winning strategies for some time now. We’ve made some adjustments to Doom99, but none have been substantial enough to decrown him as the de facto strongest four cost card in Marvel Snap.

Much of Doom’s potency being tied to the strength of ramping him out has made him tricky to manage relative to other 4’s. We debated knocking his power again, but he only has one real adjustment left, as moving to 4/1 would arguably make him stronger by allowing Ravonne Renslayer to interact with him.

Ultimately we decided that wasn’t a large enough change, and we’ve settled on removing a power from his Doom Bots. This should be an average adjustment per game of about 3 total power and our hope is that will get him closer to the correct spot.

We still want Doom99 to be a strong card, but hopefully now he won’t be so clearly out competing other 4 cost options, particularly when he asks little of you in deckbuilding.

[h2]Sam Wilson Captain America[/h2]

2/3 - Game Start: Add Cap's Shield to a random location. Ongoing: You can move Cap's Shield.

We’re adjusting Sam Wilson’s Shield.

Cap’s Shield
  • [Old] 1/1 - Ongoing: This can’t be destroyed. Give your Cap +2 Power when this moves to Cap’s location.
  • [Change] 1/1 > 0/1

Sam has shown up successfully in a variety of strategies and had a generally positive play pattern that folks have enjoyed. As a result, we’re happy to mostly keep him in his current state, which is quite strong.

However, there’s one little problem.

His interaction with Cull Obsidian is really more of a bug than a feature. Cull’s inclusion in decks that don’t even play 1 cost cards is very much against the spirit of Cull’s design and draw-back. Being able to sport an undercosted 10 power card is a huge boon to any deck that is at all interested in playing Sam, further improving his win rate in a way that we aren’t happy with as well as contributing to a homogeneity in Sam decks despite his representation across a variety of archetypes.

We’re changing the cost on Cap’s shield to cut out this interaction, and will see how Sam’s win rate evolves as a result.

[h2]Loki[/h2]
  • [Old] 2/2 - On Reveal: Replace your deck with your opponent’s starting deck. Give those cards -1 Cost.
  • [Change] 2/2 > 1/2

As a massive fan favorite, we haven’t been quite satisfied with Loki’s position in Marvel Snap in recent times. This is an attempt at a half step between his current version and his previous iteration where he drew a card, now enabling you another turn of drawing your opponent’s cost reduced cards, but at a weaker overall rate than before. We’re open to further iteration if this isn’t a large enough adjustment.

[h2]Thanos[/h2]

6/10 - Game Start: Draw Thanos and shuffle the six Infinity Stones into your deck.

We’re adjusting Thanos as well as his Space Stone.
  • [Change] 6/10 > 6/12
Space Stone
  • [Old] 1/1 - On Reveal: Draw a card. Ongoing: Nothing can stop you from playing or moving Thanos.
  • [Change] 1/1 > 1/2

In a similar vein to Loki, Thanos has been in a slump for a while. We believe there’s an opportunity to improve him without a full reversion to the metagame menace that he has been in the past.

Thanos has two primary weaknesses, one being that he himself is much less appealing to play than using his Stones, and that his Stones can quickly take up a considerable amount of real estate. We’ve aimed to help both of those issues, by both increasing Thanos’s base power as well as increasing the power of the Space Stone - one of the Infinity Stones that you often feel the worst about leaving on the board if you can’t blow it up yourself.

[h2]Wolverine[/h2]
  • [Old] 2/2 - When this is discarded or destroyed, regenerate it with +2 Power at a random location.
  • [Change] 2/2 > 2/3

We’ve been monitoring the traditional destroy deck and found it lacking for some time. As an iconic Marvel Snap strategy, we want to make sure that Destroy can remain a healthy part of the metagame, particularly given how accessible it is.

The latter point is always something we do want to be careful of, as a change like this does have the potential to dramatically skew the new player experience. That said, we think it is worth it to give some help to the strategy, and we’ve chosen Wolverine given how the strength of other two energy characters has steadily increased since the release of the game.

[h2]Bruce Banner[/h2]
  • [Old] 2/1 - End of Turn: If you have unspent Energy, 25% chance to HULK OUT!
  • [New] 2/1 - End of Turn: If you have unspent Energy, 33% chance to HULK OUT!
Additional change not reflected in text: Bruce will keep his power modifiers after HULKING OUT.

Players have been disappointed in the state of Bruce Banner since his release, and his play rate reflects that, so we’re taking a dramatic swing here. In addition to going from a 1/4th chance to 1/3rd chance to HULK OUT, we’re also allowing the Hulk to keep any bonuses he might receive in Banner form. These pair of changes will not only give him a substantial increase in expected point generation, but we hope will make him a lot more fun to play with as well.
[h2]
Temporary Location Removal
[/h2]

Deep Space

Deep Space is bugged with Iron Patriot and will be temporarily removed from the location pool until fixed.

New Season: Prehistoric Avengers

 Before Doctor Strange, before Iron Man, before the Avengers or the X-Men–Who protected Earth from cosmic threats? The Prehistoric Avengers, the first band of super heroes! Who doesn’t love a prequel?[h2]SEASON PASS[/h2]You may be familiar with the Eye of Agamotto used by Doctor Strange, but now you can see what the REAL Agamotto is all about. As the first Sorcerer Supreme, Agamotto is bringing an all-new set of Arcana to the game! [h2]NEW CARD TYPE - SKILLS[/h2]Agamotto’s Ancient Arcana are the first peek at a new type of card called skills. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times.You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP! [h2]NEW KEYWORD - BANISH[/h2]This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. For more information on skills and Banish, be sure to check out the new patch notes! [h2]NEW CHARACTER: Agamotto[/h2]


Game Start: Shuffle 4 Ancient Arcana into your deck.
 


On Reveal: Give Agamotto +3 Power. Put him into your hand if he’s not in play. (Banish this.)
 


On Reveal: Afflict an enemy card here with -5 Power and move it right. (Banish this.)
 


On Reveal: Next turn, you get +4 Energy. (Banish this.)
 


On Reveal: Transform your other cards here into copies of the highest-Power one. (Banish this.)
 [h2]SEASON REWARDS[/h2]
[h2][/h2][h2]NEW CHARACTERS![/h2]
The Celestial Eson has come to Earth to reshape life–or wipe it out entirely. Agamotto will need to assemble a little help from his friends in the next great battle, so let’s bring them in!
[h3]SERIES 5[/h3]


End of Turn: Put a created card from your hand here.
 [h3]SERIES 5[/h3]


Ongoing: Your opponent has +3 Power at each other location.
 [h3]SERIES 5[/h3]


When one of your cards is destroyed, this uses that card’s On Reveal.
 [h3]SERIES 5[/h3]


When discarded, returns in its next phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 5.
 


When discarded, returns in its final phase. On Reveal: Resurrect a card you discarded to another location with its Power set to 8.
 


On Reveal: Resurrect a card you discarded to another location with its Power set to 12.

Our next character is available exclusively through High Voltage! The First Ghost Rider can be earned FOR FREE by completing missions and winning SUPER fun games. High Voltage will be available starting on March 21st!
 [h3]SERIES 4[/h3]


On Reveal: Discard the lowest-Power card from your hand. Remove that card's Power from this.
 

So, when can you expect new cards in the Token Shop?You can expect new cards to be released weekly - the previous month’s Season Pass Card, Sam Wilson, Captain America, will be released as a Series 5 card on March 4th.
  • Mar 4th: Eson - Series 5 Release
  • Mar 11th: Sam Wilson - Series 5 Release
  • Mar 11th: Starbrand - Series 5 Release
  • Mar 13th: Gorgon, Laufey, Uncle Ben - Series 4 Release
  • Mar 18th: Firehair - Series 5 Release
  • Mar 25th: Khonshu - Series 5 Release
  • Mar 28th: The First Ghost Rider - Series 4 Release

New Series 4 and Series 5 cards appear in the Token Shop and the Spotlight Cache. As you level up your Collection Level, Spotlight Caches become available for you to unlock a Series 4, Series 5 card, Spotlight Variants, and more.
[h2][/h2][h2]SPOTLIGHT CACHES![/h2][h3]Mar 4th:[/h3]
  • Eson
  • Beta Ray Bill
  • Wiccan
 [h3]Mar 11th:[/h3]
  • Starbrand
  • Skaar
  • Phastos
 [h3]Mar 18th:[/h3]
  • Firehair
  • Cassandra Nova
  • Nico Minoru
 [h3]Mar 25th:[/h3]
  • Khonshu
  • Scorn
  • Corvus Glaive
[h2]NEW LOCATIONS[/h2][h2][/h2]
  • Star Brand Crater: If you have 10 or more Power here, +1 Energy each turn.
  • Celestial Burial Ground: Discard a card. Replace it with one that costs the same.
[h2][/h2][h2]The Return of High Voltage[/h2]
[h3]March 21st - March 28th![/h3]


The game mode is so electrifying, it demands MORE encores.

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, The First Ghost Rider, for FREE! The event ends on March 28th at 10:59am PST so don’t miss out or you’ll have to find The First Ghost Rider in the token shop as a Series 4 card, available on March 28th.
[h2]BRAND NEW ALBUMS[/h2]
Get all new Avatars, Variants, and Emotes by completing two new albums!



The Variants may vary, but Envariably, the desire to fill this Album will intensify. New Envar album coming to you on March 11th.

Collect 2: Ultron - Envar Studio Avatar

Collect 5: 1000 Collector’s Tokens

Collect 7: 2 Cosmic Red Borders

Collect 10: Ultron - Envar Studio Variant
 


Two negatives don’t equal a positive… unless it’s multiplication… or the first reward in this album… The brand new Negative Space album is releasing on March 27th.

Collect 2: Black Panther - Negative Space Avatar

Collect 4: Black Panther - Super Hot Emote

Collect 6: Black Panther - Negative Space Variant

Collect 8: 1500 Collector’s Tokens
[h2]SHOP TAKEOVERS[/h2]
TEN new Envar Variants will be featured in the shop for one day, on March 11th.
 


For one day only, you’ll find the newest JTC Negative Space variants in the shop on March 27th!
[h2][/h2][h2]TWITCH DROPS[/h2]

Make sure you watch your favorite MARVEL SNAP Twitch streamers to earn Boosters, Credits, and a Premium Mystery Variant! Drops will be available from March 21st-27th. Don’t miss out!
  • Watch 2 hours to earn: 65 Random Boosters
  • Watch 4 hours to earn: 250 Credits
  • Watch 6 hours to earn: Premium Mystery Variant

Earth’s legacy of heroes began a looooooong time before these current Avengers, but will their power be enough to climb to Infinite? Share your best decks and new moves on Discord and our social channels!

Patch Notes - 4 March, 2025

[h2]PATCH HIGHLIGHTS[/h2]

[h2]Series Drops have arrived![/h2]
  • While these Series Drops will help many players along their journey, it’s not intended to fix the core issues we’re all feeling around Card acquisition. The team remains focused on a larger, long-term solution. We look forward to sharing more on that in the future.
  • To Series 3:
    • Knull
    • Zabu
    • MODOK
    • Nimrod
    • Ghost Spider
    • Nebula
    • Silk
    • Spider Ham
    • Lady Deathstrike
    • Mobius M Mobius
    • Havok
    • Selene
    • Hercules
  • To Series 4:
    • Loki
    • Blob
    • Sebastian Shaw
    • Elsa Bloodstone
    • Ms Marvel
    • Werewolf By Night
    • Skaar
    • Black Knight
    • Corvus Glaive
    • Cull Obsidian
    • Cannonball
    • Annihilus
  [h3]GAMEPLAY[/h3][h3]SKILL CARD TYPE[/h3]
Since Marvel SNAP’s release two and a half years ago, all cards have fundamentally worked the same way, but not anymore! Agamotto’s Ancient Arcana are the first peek at a new type of card. Skills don’t have Power, and are banished (gone forever) after taking effect. That allows them to cost less Energy than analogous character cards, as well as leaving extra card slots at locations to enable plays like triggering Hope Summers additional times. For more details, see the FAQ at the end.

You can expect to see more skills in the future representing all sorts of concepts that demonstrate an action or ability, opening up the possibilities to bring all the coolest parts of Marvel into SNAP!
 [h3]BANISH[/h3]
This is a new term and zone for cards that are gone for good: unlike destroyed and discarded cards, they won’t be hopping back into the match after they’re gone. To start: all skill cards are banished after they resolve their effects, and we’re making a couple of updates to old cards and locations to banish cards, but expect more new effects to come!
 [h3]DISCARDED, DESTROYED, & BANISHED PILES[/h3]
Because skills don’t stay at a location very long to read, we prioritized some upgrades to the three piles you can view in-match from the player profiles: cards here will now display their current stats and you can select them to zoom in, just like a card in play. This is a great way to remind yourself what a particular skill does or see what an opposing Hela might bring back.
 [h3]CARD TOOLTIPS AND CLARITY[/h3]
And while you’re zooming in on cards you’ll notice a new [Question Mark Icon] by many of their descriptions. Tapping anywhere in such a card’s description will pop up tooltips explaining some details of their text. We try to make cards’ functions clear on first read, but there isn’t room to clarify every point of potential confusion. We saw some players struggling with the details of Activate back when we introduced that ability, and so took pains to find a better place for more information to live as we introduce new concepts like skills and banish.

Tooltips also let us unify and shorten some wording that would otherwise have been just a smidge too hard to understand. Cards and locations that used to trigger “After each turn” will now read “End of Turn:” (no functional difference).

Abilities that used to care about “cards that didn’t start in your deck” will now care about “created cards.” This is a small functional difference: they’ll only impact cards that weren’t in EITHER player’s starting deck. That means they’ll no longer count a Green Goblin that switched sides, but will still count cards created at the start of the game like Thanos’ Infinity Stones. More on that below!
[h2][/h2][h3]ART & VISUAL EFFECTS[/h3]
  • Sped up the VFX resolution of Sebastian Shaw and Doom 2099
  [h3]BALANCE UPDATES[/h3]
  • Yondu
    • [Old] 1/2 - On Reveal: Destroy the card that costs the least in your opponent’s deck.
    • [New] 1/2 - On Reveal: Banish the card that costs the least in your opponent’s deck.

We found “destroy” spanning multiple zones but being distinct from discard led to unintuitive interactions like Yondu destroying Deadpool, but leaving him dead. While this change does remove Yondu’s synergistic interaction with cards like Death, it also allows him to get rid of problematic cards for good and opens the door for new synergies down the line as more cards banish.
 
  • Gorgon
    • [Old] 2/3 - Ongoing: Your opponent’s cards that didn’t start in their deck cost 1 more. (maximum 6)
    • [New] 2/3 - Ongoing: Your opponent’s created cards cost 1 more. (maximum 6)
 
  • King Eitri
    • [Old] 1/2 - Activate: Draw a card from your deck that didn’t start there.
    • [New] 1/2 - Activate: Draw a created card from your deck.
 
  • Quinjet
    • [Old] 1/2 - Ongoing: Cards that didn’t start in your deck cost 1 less. (minimum 1)
    • [New] 1/2 - Ongoing: Your created cards cost 1 less. (minimum 1)
 
  • Mockingbird
    • [Old] 6/9 - Costs 1 less for each of your cards in play that didn’t start in your deck.
    • [New] 6/9 - Costs 1 less for each of your created cards in play.

We found this old category to be a lot harder to parse in text, leaving our early attempts at wording cards like Mockingbird difficult to comprehend. We also found the narrow distinction between these cards and Victoria Hand confused even more players. Cards that were created during the game form a clearer conceptual unit, and now we can clear up the questions they raise with tooltips! So while this change will remove the affected cards’ synergistic interaction with ones like Cable, it’s also opened up opportunities for upcoming cards to play into created card synergies in new and interesting ways!
 
  • Non-functional Wording Changes to use “End of Turn:”
    • Sunspot
    • Hydra Bob
    • Adam Warlock
    • Havok
    • Thena
    • Bruce Banner
    • Thaddeus Thunderbolt Ross
    • Marvel Boy
    • Makkari
    • Doom 2099
    • Attuma
    • Black Cat
    • Red Hulk
    • Evolved Misty Knight
    • Evolved Cyclops
    • Evolved Hulk

Tooltips also gave us an opportunity to unify the growing number of cards that take effect after everything else in a turn. We’d worded most of these effects with “After each turn” to help clarify that they didn’t happen right when you hit the “End Turn” button, but with tooltips to clarify that point, we can avoid ambiguity about which turn these effects occur during and make them easier to parse at a glance.
 [h3]LOCATION UPDATES[/h3]
  • Hotel Inferno
    • [Old] After you play a card here this turn, destroy the top card of your opponent’s deck.
    • [New] After you play a card here this turn, banish the top card of your opponent’s deck.
 
  • The Sandbar
    • [Old] Cards that didn’t start in your deck cost 1 more. (max 6)
    • [New] Created cards cost 1 more. (max 6)
 
  • Panoptichron
    • [Old] Cards that didn't start in your deck get +2 Power here.
    • [New] Created cards here have +2 Power.
 
  • Non-functional Wording Changes to use “End of Turn:”
    • Great Web
    • Jotunheim
    • Madripoor
    • Muir Island
    • Rickety Bridge
    • Warrior Falls
    • Yggdrasil
  [h3]Bug Fixes[/h3]
  • Card & Location Fixes in 38.x
    • Addressed an issue with Madame Web causing Aw Snaps when trying to move multiple cards
 
  • Card and Location Art Fixes in 38.x
    • Fixed a systemic issue that caused a large number of variants to have asset layering and placement issues with the new Mastery finishes
    • DIVE Eight Studio’s Brood variant should use its associated Broodling token
    • Fixed an asset layering issue that could occur for cards with multiple reference tokens after being upgraded
    • Lasher should now have appropriate Booster and Mastery color UI
    • Fixed an issue that could occur with Lasher’s base card art at different upgrade levels
    • Thaddeus Ross should show appropriate “Whiff” VFX when no viable target card is available
    • Tweaked the end timing of Attuma’s VFX to reduce a delay
    • Tweaked the end timing of America Chavez’s VFX to address a delay
    • Addressed some art issues that could be seen on the Junggeun Yoon variant for Miles Morales at certain upgrade levels
    • Addressed some artifacting that could be occasionally seen on the Junggeun Yoon variant for Mystique
    • Cleaned up some noticeable issues with Moonstone’s VFX
 
  • Mastery Fixes in 38.x
    • Adjusted the position of Mastery reward claims to no longer be right on the outer edges of the UI
    • Cleaned up an asset layering issue that could if immediately clicking on the Mastery Claim UI after splitting a card
    • Cleaned up some UI layering issues that could occur between the Mastery Claim UI and other UI elements
    • Players should no longer be able to accidentally click through the background of the variant select screen and into the Mastery UI
    • Players should no longer find themselves accidentally clicking into the Mastery UI from within the Collection screen
    • Addressed an issue that could occur on seasonal or event rollover and obscure Mastery Claim UI
    • Fixed some layering issues with some of the new Mastery-associated flare effects
    • Fixed some UI issues that could occur on occasions where multiple variants for a single character are granted
 
  • Other Fixes in 38.x
    • Cleaned up an asset cleanup related issue that could result in a crash over time after switching between assets in the Custom Card menu
    • Addressed some issues that were causing card assets to temporarily not display in various UI elements after using the Custom Card feature
    • Cleaned up some issues that were causing flare effects to persist across screens as they were loaded in and out of memory
    • Resolved some issues that were at times causing assets to not immediately display in-game when cards and locations were revealed
    • Fixed an issue that prevented the middle location from being tapped on and viewed after hiding the post-game results
    • Collection sorting choices should persist after closing and reopening the game
 
  • Alliance Fixes in 38.x
    • Repositioned some UI elements for better consistency between Alliance screens
 
  • PC Fixes in 38.x
    • Should no longer be able to inadvertently scroll between different cards' Mastery UI while the reward claim UI is open
    • There should now be a proper ESC button for the Super Premium details page
 
  • Localization Fixes in 38.x
    • The Banish section of the Graveyard should now be properly localized for all languages
 [h2]Skills and Banish FAQ[/h2]
  • Will banished cards count for Death?
    • Banished is its own separate state; nothing that cares about discarded or destroyed cards will look at banished ones, and vice versa.
  • When exactly are skills banished?
    • After their own On Reveal effects, but before any cards or locations that take effect after a card is played. Basically other cards will see them as played cards, but they won’t remain in play to be affected by other things. For example, playing a Skill at Angela’s location will first banish it, then give Angela Power. So playing one by Lockjaw, the skill won’t be around anymore to swap.
  • What is a skill’s Power?
    • It doesn’t have one! Anything that tries to affect its Power…won’t. So Cassandra Nova won’t be able to steal anything from it, Ravonna Renslayer won’t discount it, and Phastos will always reduce its cost.
  • Do skills have the lowest-Power?
    • Since skills have no Power stat at all, it’s neither highest nor lowest. Cards sorting Power that way (like Silver Samurai) will only pick a skill if all of the options are skills.