
MARVEL SNAP




一份新手入门基础指南 总览 平衡型卡组:此卡组没有特定主题,而是选择了在游戏初期阶段通常较为强力的卡牌。通过在第6回合打出奥丁来完成卡组构建,奥丁会再次触发该位置所有卡牌的“揭示时”技能。如果你是纯免费玩家且未购买美国队长,可以用格鲁特或变形女替换他。 卡组卡牌: 蚁人 松鼠女孩 勇度 美杜莎 多米诺 钢铁之心 狼毒 美国队长 卡-扎尔 白虎 蜘蛛女 奥丁 “揭示时”玩法:该玩法主要围绕“揭示时”技能展开,这些技能是在你打出卡牌时立即触发的效果。再次强调,奥丁是这套卡组的核心,而卡魔拉和钢铁之心同样是重要的组成部分: 艾丽卡 高格 夜行者 勇度 天使 美杜莎 星爵 钢铁之心 狼毒 白虎 卡魔拉 奥丁 【持续型】卡组 这套【持续型】卡组专注于卡牌在场上时持续生效的效果。蓝惊奇队长和光谱是这套卡组的核心,如果能获得额外能量或在 LIMBO 区域获得第七回合,你甚至可以同时将两者都部署上场: 蚁人 夜行者 美杜莎 哨兵 蜥蜴教授 神奇先生 惩罚者 美国队长 卡-扎尔 钢铁侠 蓝惊奇队长 光谱 当你获得2号和3号卡池的卡牌(分别对应收藏等级222-450和460+)后,你的卡组选择将会极大丰富。更有趣且复杂的策略,如【Kazoo】和【Destroy】套牌是可行的,同时还有强大的卡牌,如【绿魔】、【尚气】和拥有20点力量值的【无限】。以下是具体内容。 【Kazoo】 完全专注于2号池的卡牌,但如果你已进入3号池,也可以选择替换卡牌。Kazoo构筑完全围绕1费卡牌,因为【卡扎尔】能为所有1费卡牌+1力量值。套牌中费用最高的卡牌是【钢铁侠】,但你也可以根据需要将其替换为【美国小姐】,同时【火箭浣熊】也可以替换为【地狱牛】。蚁人 艾丽卡 奥科耶 火箭浣熊 刀锋战士 安吉拉 蜂群 纳卡拉 毕肖普 卡扎尔 壮汉 钢铁侠 【破坏卡组】如果你喜欢通过消耗自己的卡牌来增强高费卡牌的实力,那就别再找了。这套破坏卡组专注于尽可能降低【死亡】的费用,同时像【毒液】和【死侍】这样的卡牌则能持续成长。 红兜帽 死侍 新星 巴基·巴恩斯 屠杀 装甲 金刚狼 毒液 杀手猴 浩克buster 死亡战士 死亡 【移动卡组】现在我们有一套专注于移动对手卡牌的移动卡组。没有什么比你放置好的卡牌被移走并降低效果更令人沮丧的了,而这正是移动套牌的核心机制,其中【Aero】和【Magneto】是费用较高的选择。 夜行者 靶眼 克雷文 斗篷 风暴 红坦克 金并 北极星 女巫 legion Aero Magneto 游戏开发者使用的套牌 以下是《漫威 Snap》开发者本·布罗德在游戏中使用的套牌。他最喜欢的卡牌是“神秘客”。野兽 头巾 艾丽卡 13号特工 冰人 高格 黑寡妇 收藏家 野兽 法尔科 钢铁之心 娜吉雅 黛布丽 欧米茄 蚁人 观察者乌阿图 乌木喉 隐形女侠 盔甲 神奇先生 惩罚者 纳摩 红坦克 钢铁侠 光谱 万磁王 笨蛋 头巾 高格 新星 黑寡妇 哈兹马特 屠杀 毒蛇 绿巨人 黛布丽 北极星 蜘蛛女 章鱼博士 -x-






Hey, it's been a while! We're glad to be back to the routine with an OTA this week, and aim to resume our regularly scheduled programming soon–we know everyone enjoys a consistent pace. However, we will be having a slight stutter in June as well, while our team works on some architectural updates under the hood. That means you can expect to see OTAs on June 5th and June 26th, and hopefully things will be back to normal for July. Metagame Refresh With a lengthy reprieve from OTAs, the metagame did settle into a more rigid structure than we'd like to see. To that end, we're making several nerfs to high-profile cards in our top decks, aiming to ensure some churn within the metagame. Strange Supreme [Old] 2/2 - Gains +2 Power from merging. End of Turn: Merge one of your created cards into this. [Change] 2/2 -> 2/1 Cap's Shield (Sam Wilson) [Old] 0/1 - Ongoing: This can't be destroyed. Give your Cap +2 Power when this moves to Cap's location. [Change] 0/1 -> 0/0 Time Stone [Old] 1/1 - On Reveal: Give Thanos -1 Cost. Draw a card. [New] 1/1 - On Reveal: Give Thanos -1 Cost. We're taking aim at the current metagame tyrant with a smattering of small changes that should weaken some of today's strongest cards, fostering additional competition in the midrange archetypes especially. An obvious candidate was Strange Supreme, who has proven to be a force alongside the Stones in Thanos. That's definitely a role we knew the card would play, but Supreme's strength has exceeded our expectations enough to merit a nerf. It may not seem that this Power update will have a big impact, but It's easy to remember the blowout games where Supreme got huge enough to force a retreat.There are plenty of close games that tend to be worth a lot more cubes! Our first swing at Sam Wilson was light, in part because we didn't want to make a huge shift. While very popular, Sam was a solid card in a lot of decks rather than being the best card in a very strong one, which is generally what we'd like to see. Since then, Sam's stock has continued to rise and fuel the metagame's strongest decks, so we're shifting our approach to better compensate for the consistency Sam affords by moving base Power to Sam. This weakens the Shield's impact on the early game, and specifically makes it worse fodder for Strange Supreme. Alongside these changes, we're taking more direct aim at Thanos by removing a draw from the Time Stone. A major strength of Thanos has become the deck's capacity to justify playing more "tech cards" with lower Power than other decks can sustain, because the Stones turn into Power without using slots via Strange Supreme while Thanos himself has become a very efficient play. We love to see that–we want Thanos in play! Time Stone has been the strongest Stone at enabling Thanos while adding access to all the tech cards, so this change should have a large impact. Hazmat [Old] 2/2 - On Reveal: Afflict all other cards with -1 Power. [Change] 2/2 -> 3/3 While Thanos has earned the majority of players' ire, the other candidate for "best deck" has quietly been an afflict-based deck leaning hard on Hazmat, by far the worst matchup for Thanos. Beyond supporting a very strong deck, Hazmat also constrains our design space by being arguably the best enabler for synergy designs–a similar challenge we've encountered with Luke Cage. We'd like to create more room for those cards to exist at a more diverse range of strength, so we're going to explore weakening Hazmat in this role and monitor how that impacts the performance of other designs. This will also make the one-two punch of Luke Cage and Hazmat more difficult to deploy. Sauron [Old] 2/2 - On Reveal: Remove the abilities from all Ongoing cards in your hand and deck. [New] 1/3 - On Reveal: Remove the abilities from all Ongoing cards in your deck. Backed by the relatively recent buff to 2/2, the Sauron deck has quietly positioned itself as one of the best decks in the metagame for a while. We've been fine to let it fly a little under the radar, but the changes above are aiming to create a lot of shifts at the top. We don't want to leave this heir apparent in the pole position, given all of its tough matchups are receiving nerfs and the deck itself is pushing out other midrange strategies that don't often deploy 20 power by turn 4. To that end, we're narrowing Sauron's effect to create more pressure on the drawbacks of cards like Ebony Maw and Starbrand, pushing players to navigate the downsides more often. Makkari [Old] 3/4 - End of Turn: Runs from your hand to a random location. (if possible) [Change] 3/4 -> 3/3 It's taken a while, but Makkari has begun carving out some significant space in decks, whether that's as a bonus 3-Cost in Silver Surfer or extra Power in decks that rarely fill locations or play their entire hand. However, she's also become one of the highest-performing cards in those decks, with a winrate on par with Silver Surfer himself! That's a bit too extreme for a card that's as random and "free" as Makkari, so we're taking away a little Power here. Tidying Up These aren't the spiciest changes, but we're making a couple minor quality of life updates. Text Update: Kahhori [Old] 4/6 - On Reveal: Each card in your hand gives one of your cards in play +1 Power. [New] 4/6 - On Reveal: Each card in your hand gives one of your other cards in play +1 Power. This is just a text update to clarify that Kahhori ignores herself for her buff effect. Location Enabled: Isle of Silence Ongoing effects are disabled here. We disabled Isle of Silence (oh, the irony) due to a VFX bug occurring with a few cards, especially Iron Patriot. We've addressed that issue and are simply adding this location back to the pool. Buffing Cards Beyond the updates targeting metagame balance specifically, we've got a variety of updates for aiming to push some underperforming cards into limier lights, and a few small changes for clarity. Storm [Old] 4/5 - On Reveal: Flood this location. Next turn is the last turn cards can be played here. [Change] 4/5 -> 3/2 Flooding This is the last turn cards can be played here. Functional Change: Flooding no longer "combos" with Legion Flooded Cards can't be played here. (No change) We previously changed Storm to 4/5 primarily to weaken her synergy with Legion, as a War Machine + Legion deck was proving popular and frustrating. That gave us the opportunity to explore different potential executions on the way Storm worked, but along the way we also decided to evaluate how Legion should work with similarly timed locations, as Flooding itself was inconsistent. We built it that way in part because so many playtesters expected Legion to flood the board in a single turn. In the end, rather than change the explicit functionality of Storm, we decided that copies of locations would not inherit the turn timing status of the original. This will weaken the interaction with Legion by delaying the copies of Flooding for another turn, meaning we can safely move Storm back to 3-Cost. Toxie Doxie [Old] 2/1 - On Reveal: Give 2 cards in your hand +2 Power. You can't play them next turn. [New] 2/3 - On Reveal: Give 2 characters in your hand +2 Power. You can't play them next turn. Toxie Doxie was aimed to be a novel addition to cards that benefit from "handbuff" effects, like Sebastian Shaw and Mister Sinister. However, the card released a touch on the weak side, and hasn't been able to earn its slot in those decks. We're taking the soft and simple approach here with a buff to Toxie's own Power, along with a text correction to make it clear that Toxie ignores skills. Hercules [Old] 3/5 - The first time another card moves here each turn, move it to another location. [New] 3/5 - The first time another one of your cards moves here each turn, move it to another location. This is a fairly minor change, but we've seen a surprising number of pleas to limit Hercules to your own cards. We're happy to try it out and see what happens, especially with more automated movers like Xorn, Batroc, and Topaz in the game now. Annihilus [Old] 5/7 - On Reveal: Your cards with Power below 0 switch sides. Destroy those that can't. [Change] 5/7 -> 5/8 The story is almost completely opposite for Annihilus, who immediately joined the metagame in a big way before sliding into obscurity. With players filling locations a bit more often and additional disruption like Strange Supreme weakening "Clog" strategies, Annihilus has room to receive some more strength. Electro [Old] 3/3 - On Reveal: +1 Max Energy. Ongoing: You can only play 1 card a turn. [Change] 3/3 -> 3/4 The Power will continue to increase until morale improves! Electro is a card that tells a great story and has a lot of interesting potential synergy options, such as War Machine and Blink. We don't want to disrupt the card's base function, as it's a pretty satisfying card–we just want it to win a bit more. To that end, we're once more increasing its Power. Cerebro [Old] 2/0 - Ongoing: Your highest-Power cards have +2 Power. [New] 3/0 - Ongoing: Your highest-Power cards have +3 Power. Cerebro saw a small surge when we shifted from 3/0 to 2/0, but has since then had a rough go of things. Some of that is the "splash damage" it takes from cards that are targeting Ongoing, but there's also a stronger metagame and more cards that threaten to impact Cerebro. So we're going to try something a little stronger for one of our favorite deckbuilding challenges. — That's all for this week. Until next time, happy snapping!


PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! FEATURES Deadpool’s Diner is back on September 18! Everyone’s favorite Merc with a Mouth has been cooking up something special this time, and the Diner will be opening back up with a store, a few updated game rules, and for the first time ever: game mode specific locations. Look for more updates (and Valley of the Baby Hand) in the near future. Snap Packs Card List Sorting Now when you tap on View Cards in Seasonal Spotlight, Collector’s Pack, or Featured Set Snap Packs, you’ll have sorting and filtering capabilities to help you find the card you’re looking for. Borders For Tokens instead of Gold Going forward, all borders available for purchase in the Cosmetics Shop and in a card’s Custom Card shop will be priced in Tokens instead of Gold. We have also added some existing borders that were previously unavailable for purchase in either shop to their rotations. Here is a list of all available borders, as well as their old and new prices: [table] [tr] [th]Border[/th] [th]Previous Price[/th] [th]New Price[/th] [/tr] [tr] [td]Black Cosmic[/td] [td]1000 Tokens[/td] [td]1000 Tokens[/td] [/tr] [tr] [td]Rainbow Cosmic[/td] [td]1000 Tokens[/td] [td]1000 Tokens[/td] [/tr] [tr] [td]Blue Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Red Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Green Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Pink Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Orange Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Gold Cosmic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Blue Neon[/td] [td]400 Gold[/td] [td]300 Tokens[/td] [/tr] [tr] [td]Red Neon[/td] [td]400 Gold[/td] [td]300 Tokens[/td] [/tr] [tr] [td]Green Neon[/td] [td]400 Gold[/td] [td]300 Tokens[/td] [/tr] [tr] [td]Purple Neon[/td] [td]400 Gold[/td] [td]300 Tokens[/td] [/tr] [tr] [td]Yellow Neon[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]White Neon[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Copper Metallic[/td] [td]400 Gold[/td] [td]300 Tokens[/td] [/tr] [tr] [td]Silver Metallic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td]Gold Metallic[/td] [td]750 Gold[/td] [td]550 Tokens[/td] [/tr] [tr] [td][New] Blue Distressed[/td] [td][/td] [td]300 Tokens[/td] [/tr] [tr] [td][New] Red Distressed[/td] [td][/td] [td]300 Tokens[/td] [/tr] [tr] [td][New] Black Matte[/td] [td][/td] [td]550 Tokens[/td] [/tr] [tr] [td][New] Red Matte[/td] [td][/td] [td]550 Tokens[/td] [/tr] [tr] [td][New] Red Web[/td] [td][/td] [td]300 Tokens[/td] [/tr] [tr] [td][New] Black Web[/td] [td][/td] [td]550 Tokens[/td] [/tr] [/table] Winback Experience We know that one of the biggest challenges for players returning to Snap is catching up on card acquisition. The following combination of features are meant to try and help returning players kickstart the acquisition of new cards. With this Patch release, we're releasing a new set of features for players returning to Snap after having been away for a while. Welcome Back Calendar We've built a new login calendar that features 28 days of rewards. In addition to Variants, cosmetics, and currencies, players will get new random Cards from varying Series on days 1, 7, 14, 21, and 28. The calendar will be live for 35 days from a player's first session back, so if they miss a couple of days, they still have the opportunity to earn everything on the calendar. Bonus Challenge Bonus Challenge is a, well, bonus set of challenges that live on top of the Weekly Challenge. Completing daily missions (e.g. Play 1-Cost Cards) will advance both the Weekly Challenge and Bonus Challenge reward milestones. Players will have 30 days to complete the Bonus Challenge, and does not reset weekly like the Weekly Challenge. The Bonus Challenge is completed when the player completes 50 missions. Bonus Challenge rewards include Variants, other cosmetics, currencies, and Snap Packs. Season Pass Discount Returning players will see a 25% discount on the purchase of either the Season Pass, the Season Pass Super Premium, and the upgrade from the Season Pass to the Season Pass Super Premium. If you come back to Snap too close to the end of the current season (<= 10 days), the discount will follow you into the next season. The discount is good for 1 purchase of either the Season Pass and the upgrade to the Season Pass Super Premium, or the Season Pass Super Premium. Exclusive Bundles 3 exclusive bundles for returning players will be available in the Shop. All feature great deals on Snap Packs which are making their debut in bundles. We hope players returning to Snap find these features helpful and fun, and please let us know your thoughts on how to make a return to Snap even better! CARD UPDATES Kang [Old] 5/0 - On Reveal: Look at what your opponent did, then restart the turn. (without this) [New] 3/4 - Game Start: Replace this with 4 Kangs with text from random cards that Cost 3 or more. Kang has been something of a sore spot for all of us for a while now. He's Series 5, a really unique card from the "Big Bad" era, and an exciting character in the canon. He also tests the limits of our game engine, creates ongoing bug stress, and wasn't as fun as we would've liked to trade for those issues. Plus, he turned out to be fairly weak overall, without great balance dials. Thus, we decided to take the rare "full rework" approach. We've tried a lot of Kangs over time–we wanted to take our time and find one that was resonant and fun, since we didn't have a metagame pressure requiring us to cook as quickly as possible. Eventually, we settled on this design that leans into a different aspect of Kang's narrative–his multiversal presence having many different manifestations across timelines. We hope you enjoy playing with this card as much as we have! ART, VFX, & AUDIO Kang’s VFX were updated to match his new ability. Captain Marvel’s VFX was updated. Bug Fixes Gameplay Fixes in 45.x Cards can be played properly after Kate Bishop’s Grapple Arrow has been played It was fixed with a Server Hotfix, but we made additional client changes to this as well. Issues with Miles Morales not creating a 1 cost copy after moving a card and playing him on the Cloning Vats location has been resolved Issues with H.E.R.B.I.E. being activated and then unable to open in focused view during gameplay have been resolved “Hand full!” whiff message from Moira X should no longer appear for her opponent when the player’s hand is full Card and Location Art Fixes in 45.x VFX issues with Invisible Woman First Steps played on Isle of Silence have been resolved Issues with Lockjaw’s VFX on both the player and opponent side have been resolved Giganto’s VFX no longer displays an artifact around the retreat button VFX and SFX for an opponent’s Nicholas Scratch will no longer activate when players drag a card VFX issues that could occur when copies of Air Walker from Bar Sinister are destroyed have been resolved VFX issues for Cosmic Ghost Rider that would occur when the opposing player has only played one card at the location have been resolved Terrax the Tamer’s VFX should no longer clip on the screen edge when played on the rightmost location Cosmic Ghost Rider’s VFX should no longer clip with the opponent’s avatar Khonshu’s VFX should no longer clip with location text and cards Issues with Khonshu’s Cost / Power clipping with its VFX after getting discarded in the Waxing phase have been resolved Cards Shop Fixes in 45.x The previous Season Pass card should now be available in the Seasonal Series 5 pack of the weekly spotlight on the 1st week of a new season Newly Released Card and other exclusive offer bundles can now appear in the shop without requiring the shop to refresh Title formatting issues on certain bundles have been resolved Glowing VFX issues on certain exclusive offer bundles have been resolved Other Fixes in 45.x Tapping on the Avatar button on the Main main, should now redirect you to edit your active deck cosmetics in the Collection screen Miles Morales should now appear in search results after using “Spider” or “Spider-Man” in filter search Visual issues with boosters on Season Pass screen have been resolved Certain bundle types should no longer disappear on the carousel after restarting the app on Android devices Certain bundles types should now be appearing correctly in the carousel on all iOS devices Issues with the current shop position not persisting after navigating away and returning to the shop tab have been resolved Visual issues with the Proving Grounds conquest tower occasionally appearing behind other conquest towers no longer occurs Silver Glimmer Flare visuals have been improved Token icon no longer overlaps with currency amount in Custom Card Shop Resolved an issue with "Make Me a Deck" where certain card names in other languages would exceed the character limit of the deck name and prevent the deck from being created Minor VFX issues overlapping the Shop UI no longer occur PC Fixes in 45.x “Go to Shop” button functionality issues have been resolved Localization Fixes in 45.x Bundle titles overlapping with ribbon UI issues have been resolved

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! Zabu [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. Bullseye [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. Negasonic Teenage Warhead [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. Mirage [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. The Thing [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. Marvel Boy [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. Jennifer Kale [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. Green Goblin [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. Doctor Doom 2099 [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!



Hey folks! We finally wrangled back control from the Robots, but as it turns out we liked some of their ideas. 🤖🧠 While most of the tech experiment we’ll be reverting today, we will be keeping some of the changes and making some slight tweaks. We’ll also be doing some more standard issue adjustments today alongside cleaning up after the Robots. Let’s get to it! We will be reverting to the previous versions of the following cards: Killmonger Cosmo Shadow King Alioth Red Guardian We will be retaining the modified versions of: Negasonic Teenage Warhead Enchantress For Negasonic Teenage Warhead and Enchantress we feel like these were meaningful adjustments that will improve their play patterns as well as help downgrade the total impact that tech cards have on the metagame. Broadly, we would like to live in a world where players are playing a smaller number of tech cards and ideally many of them meaningfully impact the game with their points as well as their effects. For Negasonic, keeping this change will reduce the likelihood that she will come down and quickly snowball a location, and simply lower the amount of time that she looms over the game. For Enchantress, this movement towards a larger Point value helps to give her far more proactive applications. Simultaneously it will also dramatically lower the number of games where she is played on the last turn of the game alongside other tech cards to flip the table on how the game was being played up until that point. We feel good about these changes for the long term outlook of the game. Now Shang Chi. We will be making a small adjustment to Shang Chi from the event: Shang Chi [Pre Robot] 4/3 - On Reveal: Destroy all enemy cards here that have 10 or more Power. [New] 4/3 - On Reveal: Destroy an enemy card here that has 10 or more Power. We felt like this limited time OTA didn’t quite give us or the community enough time to meaningfully gauge this subtle difference between Shangs. Our hope is that if Shang Chi is single targeting that he will remain a potent check on solitaire-esque huge point decks running wild, but will also warrant players the opportunity to make interesting strategic decisions on whether to stack a location or not with multiple high Power cards. Previously, you would simply never do this if it could be avoided due to how impactful Shang Chi was at countering this line of play. Our hunch is that this dynamic will simply make the game more fun, and we’d like to keep running the experiment. For now, our plan is to gather more information through the next Golden Gauntlet tournament, then make a more long term decision for Shang Chi. All things considered, we weren’t sure how the OTA experiment would play out, but generally we feel positive about it. We recognize that tech is a bit more prominent as a premier strategy than we’d like, but tackling the problem is tricky. We felt like this experiment generated a ton of useful information for how to position tech in the long term, and we’ll keep working on the issue. Please give us feedback on what you did and didn’t like about the pseudo-imbalance event! Ok, now that the tech section is primarily over, back to our more standard faire: Colleen Wing [Old] 2/4 - On Reveal: Discard the card that costs the least from your hand. [Change] 2/4 > 2/3 Various flavors of Discard decks have been strong for sometime now, and we felt that long term warranted a change. However, it is difficult to meaningfully adjust points away from the Discard heavy hitters - as when they are working they can generate very large numbers where small nerfs won’t often be meaningfully felt. As a result, we’re dinging an enabler, and given that Colleen Wing tends to be the strongest one, we’re taking a Power away from her so that the Power adjustment will be frequently felt, particularly in the more scrappy games where Discard’s synergies aren’t shining their brightest. Agatha Harkness [Old] 6/14 - Game Start: Draw Agatha. She controls your cards on even turns. [Change] 6/14 > 6/12 Agatha is a tricky card to adjust. Similarly, she’s been performing above expectations for a while now. We like that a lot of her idiosyncrasies help to create a unique deck all by herself, and that’s something we generally like to preserve. However, a lot of her strength is that simply she’s a “free” card, but we also feel it is likely she will be relegated to 0 play if we remove that component, which puts us in a tricky position. For now, we’re removing two Power to try to get her win rate down, but it is likely we revisit her again in the future. Stardust [Old] 4/7 - Ongoing: Cards can’t be added to locations except by playing or moving them. [Change] 4/7 > 4/6 Stardust has been one of the stand out tech cards since its release, with both considerable usage and win rate. This continued and even increased as we expected during The Robot Take Over, affirming our beliefs that although we like Stardust’s tech role in the metagame, that it could stand to lose some Power. We still believe that it will play its role well. Viv Vision [Old] 3/2 - At the start of each turn, give all cards in your hand +1 Power if you’re winning here. Otherwise, move this to another location. [Change] 3/2 > 3/3 Dormammu [Old] 7/10 - Game Start: Begin a Summoning Ritual. (Add step 1 to hand.) [Change] 7/10 > 7/12 Destroyer [Old] 6/16 - On Reveal: Destroy your cards at other locations. [Change] 6/16 > 6/18 Alright, onto some buffs! We’ve seen that Viv Vision’s win rate numbers have simply been poor since release. She was an exceptionally tricky card to land on in final balancing - we felt that 3/3 posed a potential risk of enabling her to snowball games too quickly, and as a result we decided to release her at 3/2 to hedge against this risk. The numbers have proved otherwise, and while it is possible that 3/3 may actually move the needle too far in the other direction of making her too strong, we want to gather more data and consider more dramatic adjustment to her design if necessary. Similarly Dormammu’s numbers have continued to be low, even after previous adjustments. We’re trying again by increasing his Power to 12. His play rate near his release was quite high and sustained for some time - and has plummeted with player realization that he just isn’t very strong. That implies to us that this is a card that folks find fun, so we’re committed to getting him into a spot where his fans won’t find their win rate embarrassing for enjoying playing with him. Destroyer has been weak for a very long time. Given his considerable drawback and niche applications, we’re giving him some more numbers to play with. Awesome Andy [Old] 2/1 - Activate: Give one of your cards at each other location +2 Power. [Change] 2/1 > 2/2 Lockjaw [Old] 2/2 - Activate: After you play your next card, swap it with one from your deck. [Change] 2/2 > 2/3 We’re buffing a couple of Activate cards ahead of Jocasta’s release. We hope that she will enable a variety of fun synergies, and we want to try to make those potential outputs as diverse as possible, so we’re giving some love to a few Activate underachievers. In particular, we hope that folks will be excited about Lockjaw, as our previous buff didn’t quite generate the positive reception that we were expecting. We’ll keep working on him if that’s what folks want and the numbers permit! Mystique [Old] 3/0 - On Reveal: If the last card you played has an Ongoing, copy its text. (if able) [Change] 3/0 > 3/1 Finally, a buff to a fan favorite, and a sneaky (small) nerf to Mr. Negative. Mystique has a variety of fun applications, but is most often played in Mr. Negative these days. That’s a deck that we have our eye on, and we think this is a nice happy medium change of improving Mystique’s performance in every non-Negative deck. Ok that’s all for today. Please give us feedback on the Robot Invasion event. Did you enjoy the lack of tech? What do you think about the roll backs we made? Until next time, happy Snapping!
PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! FEATURES Spotlight Variants and Series 3 cards added to the Cards Shop. Since the removal of the Spotlight Cache feature, we’ve been trying to find a home for Spotlight variants. Going forward, you will find Spotlight Variants in rotation in the Daily Cards section of Cards Shop alongside Ultimate Variants. Additionally, we’ve added individual Series 3 cards alongside Series 4 and Series 5 to the Daily Cards section. Two new Featured Sets in the Cards Shop are releasing later this season: X-Men cards Destroy cards New Conditional Bundles Season Infinite Bundle Only available for players once they hit Infinite in a season. Will include 3 Rainbow Fire Card Borders OR 3 Gold Fire Borders. (Random) Borders are launching exclusive to this bundle Price: $14.99 USD (will vary based on your region) Purchasable once per season Season Pass Complete Bundles Only available for players once they complete Level 50 of the Season Pass. Will include a Mystery Variant and Gold at a value price. Purchasable once per season & Pricing will vary. New Card Exclusive Variant A featured Variant for the newest Series 5 card of the week Only available for players who have acquired the new card within 7 days of its launch Price: $9.99 to $19.99 (Higher priced bundles will include an additional Boosters, and the $19.99 sku will also include 1 Premium Mystery Border) The exclusive Variant will become widely available in the future. That timeframe has not been determined yet. Top 5000 Only available for players who reach Top 5000 in post-infinite, ranked play during a season. Will include 4 White Fire Card Borders (Borders are launching exclusive to this bundle) Purchasable once per season Price: $19.99 USD (will vary based on your region) Snap Pack Bundles These bundles will be available for new or low Collection Level players. They’ll become available for players at the following CL levels: 214 (End of Series 1), 486 (End of Series 2), or Collection Level 1000. The bundles are not retroactive for players who are already beyond those milestones. Pricing will vary. Bug Fixes Gameplay Fixes in 44.x Select cards that aren’t "End of Turn" should no longer gain power from Fantasticar's ability Silver Surfer First Step's ability should no longer repeat twice when played after Wong Card and Location Art Fixes in 44.x When a Herald merges, the VFX should now be center aligned Border rarities should now appear correctly in Artist view (no longer just showing pink fallback borders) VFX should no longer appear under the retreat button after Frankie Raye is revealed Herald card VFX should no longer persist when destroyed by Arnim Zola Alex Maleev Khonshu variant reference tokens' artwork should now appear correctly Merlin's Polymorph skill card should no longer cause overlap issues when in hand Jim Hammond Human Torch VFX should no longer play at the start of each turn even when player has no bonus Energy Added card should no longer cut off momentarily when RedShift is played on Kamar-Taj Location art should no longer change to Ruins temporarily when 'The Seventh Cosmos' is triggered Sakaar Grand Prix VFX should no longer extend outside of the screen when triggered on location 1 or 3 The game should no longer crash when the end turn button is pressed before Jeff's VFX finishes Nightmare should now create ghost versions of the card whose ability is being copied on the in-hand cards Thanos VFX should now appear correctly after playing all infinity stones SFX should no longer play after VFX deactivates if Fantasticar is returned to hand quickly The Herald Reference card should now be added in the detailed card view Cards Shop Fixes in 44.x Daily Cards info popup has been updated to display more appropriate information Free Series 3 module should no longer appear after purchasing the final Series 3 card in your collection Free Card module should no longer appear for Series 3 Complete players Other Fixes in 44.x Bundle card art assets in the Offers shop should no longer disappear Ping ring VFX should no longer overlap with the navigation bar while in the shop Bundle and variant names should no longer overlap each other in the carousel Awkward visuals issues should no longer appear when tapping items in the Cosmetics Shop Issues when equipping newly unlocked reactions for the first time should be resolved Event Timers should now update appropriately when Game Mode Events end with extended Shop Time remaining Download progress bar should now clear appropriately on login screen for players in Japan Momentary visual issues should no longer occur after claiming season pass rewards PC Fixes in 44.x Main menu should no longer be intractable when the new season pop up is observed Loading Bar should no longer extend off screen Event badge buttons SFX should play appropriately Localization Fixes in 44.x Tooltips in the top left corner of the Cards Shop no longer cut off in various languages
PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! FEATURES Card Shop Updates 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 Grand Arena: Coming July 24th - Aug 7th 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
PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store! PATCH HIGHLIGHTS The next step in our self-publishing journey for Marvel Snap is coming… releasing our first entirely self-published build next week, June 10! This means everything will be handled by Second Dinner now, including in-game logins, customer support, web shop, and more. What does this mean for players next week? Get ready to download another new build next week. The old one will stop working shortly after. We're launching a brand new web shop - with lots of launch month goodies, rewards, and celebrations! With the start of the new season later today, June 3, the Web Shop Milestone track will be temporarily disabled on the current web shop. The Milestone track will return with the debut of the new web shop next week. This means that all purchases made on the webshop during this downtime will NOT contribute toward the Webshop Milestone track. Purchases made during this downtime will NOT be retroactively added to the new Webshop Milestone track when it returns. To offset the downtime, the Webshop Milestone track will be reduced by 10,000 Web Points when it returns. You'll be hearing more from us about other updates and expected changes as we continue through the transition. If you have a Guest Account (an account that is not attached to an email), PLEASE link your account to an email before June 9. Guest Accounts may have issues logging in once the June 10th build patch goes live which could last for up to 24 hours. If you have additional questions, please reach out to customer support for further assistance in linking your Guest Account. Your accounts and all progression will NOT be lost! FEATURES Card Acquisition Players will now receive the base card for free when obtaining a Variant for a card they don’t own! This change will be retroactively applied to all cards in players’ existing collections. So if you don’t currently own any base cards for which you have Variants, those base cards will be automatically rewarded with this patch. Cards Shop We’ve added a welcome pop-up for new players’ first visit to the cards shop! New players will now receive 4,000 tokens upon receiving this popup, up from 3,000 tokens You can now purchase 8,000 and 12,000 token packs from the card shop GAMEPLAY High Voltage: Overdrive! (Coming June 16th - 24th) This new game mode puts an epic twist on the High Voltage you already know and love. But don’t worry, we know you love High Voltage so we’re not getting rid of the original, this is just a super fun new way to play! Kid Omega and Cobra will be earnable through missions and winning SUPER fun games. This limited time game mode will be available from June 16th - 24th, and the shop will be open until June 25th to make sure you have time to redeem your rewards! Stay tuned for more details coming closer to launch. ART, VFX, AND AUDIO Deep Space now has VFX and SFX BALANCE UPDATES CARD UPDATES Now that players have gotten a chance to get used to looking at card text tooltips and the skill card frame with Agamotto’s Ancient Arcana, we’re removing the “(Banish this.)” text from the skills. This isn’t a functional change; they’ll work the same way they’ve been working. The wording was somewhat misleading since this is a property of the skill card type, not an effect on the card, and so confused players in combination with cards like Iron Lad. Cards that overwrite their own text like Prodigy will now display their original versions as reference cards on the zoomed-in view so that players can see how they ended up with their new text. LOCATION UPDATES We’ve updated some backend logic to reduce the number of games with multiple locations that make it hard to play cards (like Sanctum Sanctorum and Death’s Domain). Bug Fixes Card and Location Art Fixes in 41.x Resolved a number of issues that were caused by a particular element across a number of card and location related VFX Kate Bishop’s Akram variant should once again display her fingers Misery’s Envar Studio variant should have a more cleaned up parallax effect in 3D rarity Sanctum Infinitum should no longer throw an exception upon first reveal Several Skill cards should no longer show art elements extending beyond their frame Many of the cards that were previously missing reaction sets on their Mastery track should now have them Xorn’s VFX should no longer be cutoff along the edges of the screen when played on the outer locations Joaquin Torres' SFX should play correctly when hovered over 1-cost On Reveal cards Some cards that previously displayed unintentionally dark with an ink finish at certain rarities should now be consistently shaded across all rarities Cards Shop Fixes in 41.x Players should no longer see periodic issues around items being unavailable or otherwise being unable to purchase items from the Cards Shop The reward flow when opening Snap Packs should no longer be interruptible and all contents received by the player should be shown Pinned Cards in the Cards Shop should no longer become unpinned when otherwise interacting with other elements of the Shop Repeatedly pinning and unpinning cards should no longer occasionally result in an Aw Snap exception The Cards Shop info and details UI should no longer be cutoff in some languages Some elements of the Cards Shop that were not properly translated in all languages should now be properly localized Players with a negative gold balance should be able to fully interact with the Cards Shop Resolved an issue that would occur when opening Series Packs that were delivered to players' inboxes Cleaned up and removed some unnecessary red notification pips from elements of the Cards Shop Note: This is still a work in progress as the team wants to make more adjustments in future releases. Some UI spacing issues in the Cards Shop should be resolved Some font scaling issues in the Cards Shop should be resolved The displayed refresh timer for Daily Cards should no longer just show as 0h0m when the player unpins after having all slots previously pinned Other Fixes in 41.x The Shop should no longer scroll to the top upon claiming or purchasing items Players should no longer be able to get into a state where their inbox no longer shows delivered rewards Resolved a number of data migration errors that occurred or could occur for a small number of accounts since the release of our previous major release A rare issue that was preventing some players from collecting certain reward types should no longer occur The Ultron Calculating emote should no longer be mirrored when used by your opponent The text of some bundle contents should no longer be covered by other UI elements The scaling of some UI elements in the Missions tab and details should be more uniform The scaling of some UI elements with various Login Bonus rewards should be more uniform Cards should no longer be cut off in some instances on the Banned Cards list for future game modes that use the feature Season XP awarded through the inbox should once again display the XP icon appropriately PC Fixes in 41.x Surge’s VFX should no longer be misaligned on cards for PC players Players should be able to click in the negative space of a detailed view within the Cards Shop to close the UI Localization Fixes in 41.x The string for “Ultimate Variant” should be correctly scaled to fit the UI in Japanese The strings for “Card” and “Character Mastery” should be properly translated and scaled to fit the space within the Collection UI in Thai













