Development Roadmap and blog post
  • OP
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    Oct 25, 2017
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    Yeah, unranked mode and a history were two of the more frequently requested additions to the game throughout beta. Speaking of additions to the game, prior to release, the devs had a detailed blog post about what was on their development roadmap. Everything in the "Coming Soon" column was a part of the release version of the game, so hopefully we get one or more of the features in the middle column with the next big patch.

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    MARVEL SNAP launches globally on October 18! For so many months, we've been focused on this moment—but right now, let's talk about the FUTURE! But first, we want to thank our incredible beta community who've provided such invaluable feedback. We're here to make a game that people will love for years to come, and you've helped us build that foundation. We can't wait to continue this journey together (it's just the beginning!).

    Starting today, you're going to get occasional updates from us on what's happening in our development roadmap. We can't promise everything you see will actually make it into the game; game development is a highly iterative process and things can change rapidly! But, we hope that sharing a bit more of the process will help with transparency along the way.

    What we CAN promise you is that your feedback (in places like our discord community) WILL have an impact on what we prioritize, as it has throughout beta.

    Let's jump in, shall we?


    Coming Soon
    Items listed here are in the final phase of development and these features are almost ready to release to players! We're cleaning up, polishing art, and squashing bugs. Our Quality Assurance teams scrape over all the little details to ensure we have as smooth an experience for players as possible. Once features are "Coming Soon," we can start to plan release dates, timelines, and share some insight with players.

    As you might imagine, the team is getting ready for everything related to the Global Launch of MARVEL SNAP! This includes:
    • Global Launch on Android and iOS
    • PC Early Access
    • Localizing the game in 13 languages
    • Welcome Bundle
    • Reward Delivery Inbox System
    • Variant Rarity System*

    What's the Variant Rarity System?

    We're going to have over 1000 card art variants available in MARVEL SNAP at global launch! Some of these variants are going to be more rare than others. 75% of existing variants will now be labeled as Rare Variants and will have their cost reduced in the Daily Offers Shop from 750G to 700G. You can also earn these variants in Collector's Reserves on the Collection Level track, Mystery Card Art Variants, and in the Season Cache at the end of each Season Pass. The remaining 25% of variants will become Super Rare and will only be available in the Daily Offers shop for 1200G. Each Season Pass will also include a number of limited time exclusive Super Rare variants.

    As a part of this update we're adding 75+ new Rare variants, and 25+ new Super Rare variants!


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    In Development

    Game features in this section are actively being developed, iterated, and improved upon. Our production team dedicates team resources, generates tasks/timelines, and ensures we're moving forward. Features and systems in this bucket can change dramatically – we might find our initial idea actually wasn't fun OR we might discover we can achieve our goals in a totally unexpected way!

    Here's a few features the team is actively working on right now:

    • Battle Mode vs Friends*
    • Unranked Mode*
    • Collector Tokens*
    • PC Widescreen UI
    • Titles System

    What's Battle Mode vs Friends?

    We know you've been asking how you can play against friends and this is how! Battle Mode is a totally new way to play MARVEL SNAP. In Battle Mode, each player starts with 10 health and the winning player deals damage to their opponent equal to the stakes of the game. If you doubled down and SNAPPED, you'll do 4 damage to your opponent instead of 2 – or retreat early and only lose 1 health! Players will play a series of games against each other with the same deck until one player has no health left.

    We think Battle Mode is the best way to play against friends, or run community tournaments, because it provides a clear winner while still incorporating the SNAP mechanic. We can't wait to see the community play in Battle Mode!


    What's Unranked Mode?

    In Unranked Mode, players face-off against other players without the risk of losing Ranks or Cosmic Cubes while still making progress on your Missions. This is the perfect place to test new decks and strategies.


    What are Collector Tokens?

    We love that everyone has a unique collection and gets to enjoy the fun of collecting over time. However, one of the most frequent requests we hear from the community is the ability to target specific cards for your collection. Maybe you're waiting on Death to complete your Destroy deck or Hela for your Discard deck? Collector Tokens are a new free currency earned on the Collection Level Road that can be used to unlock the cards you want most in the Shop. (With the addition of Collector Tokens, we will be significantly dropping the amount of Boosters from Collector's Caches and Reserves.)

    The Token Shop features a card you don't own every 8 hours! If you don't have enough Tokens yet, players can freeze the shop to lock-in their targeted card. This isn't meant to be the primary way to earn new cards, but being able to target the couple cards you want most should allow you to build the deck of your dreams!

    We're planning to share more information about Collector Tokens as we get closer to release - stay tuned!


    In Concept

    We have BIG dreams about what we'd like to bring to the future of MARVEL SNAP! The first step towards these dreams are turning ideas into concepts through discussion, documentation, and planning. Features that are currently in the "In Concept" phase have been initially scoped out and given shape, but not yet had any engineering or development work done in the game itself.

    This is where we'd love your feedback (everywhere else too, but especially here!)! Concepts listed in this section may be elevated in priority, rescoped, or scrapped entirely… or we might hear something completely new from the community! We're going to learn a ton during global launch and beyond.

    Here's some of the future concepts we're thinking about for MARVEL SNAP:

    • New Competitive Modes
    • Guilds (Social Systems)
    • In-Game Events
    • Infinity Rank Leaderboard
    • Collectible Emotes & Card Emojis
    • Mythic Variants

    We hope to continually update you about our future roadmap using this framework. Let us know what you think and please continue to share your ideas for the future of MARVEL SNAP! Thank you again for all the feedback during beta. GLOBAL LAUNCH HERE WE COME!

    www.marvelsnap.com

    MARVEL SNAP - Dominate the Marvel Multiverse in High-Speed Card Battling Action

    MARVEL SNAP is a fast-paced card battle game. In the game, you will be able to choose members from the Marvel multiverse to build your own super hero team.The game is simple and straightforward, with no numerical growth. Just download the game! And enjoy a 5-minute exciting PVP duel of...
     
    Patch notes - Nov 3, 2022 update
  • Apathy

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    Oct 25, 2017
    11,992
    1920x1080--.jpg

    :Cube:
    Features
    :Cube:

    NEW FEATURE: Titles! Titles have been added to the reward pool for Collector's Reserves on the Collection Level Track. Titles are now visible in the Matchmaking screen when you load into a match - let your opponent know what's up!

    :SnapLogo:
    General
    :SnapLogo:

    • Character logos have been added to Avatars within the Avatar Selection Menu to more easily understand who each avatar represents.
    • Boosters earned after a match will now favor cards with less than 20 owned Boosters.
    • [PC] Ability to resize gameplay window with default to 60FPS.

    🎨
    Art & Visual Effects
    🎨

    • Foil and Prism Card Mods have been improved! The background art for cards with Foil and Prism Mods should now be more visible.
    • Card Upgrade sequence has been sped up and added the ability to "skip" mid-way through.
    • Lots of additional visual polish and updates to the game user interface, buttons, game board, and more!!
    • Updated card visual effect for Magik to reflect her recent ability adjustment.
    • [PC] Added click and hover states for many buttons that did not have them.

    🔊
    Audio
    🔊

    New Location Sounds for:
    • Attilan
    • Muir Island
    • Nidavellir
    • Sewer System
    • The Nexus
    • The Peak
    • Tinkerer's Workshop

    ⚖️
    Balance Updates
    ⚖️


    ❗
    CARD UPDATES
    ❗

    • Updated functionality of Wolfsbane and Dagger to count unrevealed cards when determining their Power gains.
    • Daredevil is now available in Card Series 3 (the highest series currently available in Collector's Reserve Boxes).
    • Nick Fury has been added to the Random Pool (it is now possible to get Nick Fury from "random" sources like X-Mansion and Agent 13).

    🐛
    Bug Fixes
    🐛

    • [PC] Buttons on the Card Detail view no longer overlap in full-screen.
    • [PC] Fixed an issue that would cause location art to briefly show as the wrong location before it fully reveals.
    • [PC] Out of Time warning VFX now displays in the proper location.
    • Many updates to improve text for non-English languages
    • Multiple updates to text positioning/display in UI for non-English languages.
    • Switching languages with cards filtered out no longer causes all the cards to go missing.
    • Fixed an issue that would cause players to be unable to progress in the Upgrade tutorial when Hulk was picked as the first card to upgrade.
    • Fixed an issue that caused purchases to happen twice.
    • Jubilee no longer triggers "on play" effects for cards like Angela, Bishop, and Lockjaw when she pulls them from the deck.
    • Avatars are visible again in the second introductory mission.
    • Avatars should no longer need a restart or scene change to be visible in the Avatar select UI.
    • Attempting to matchmake without a full deck should now provide a warning message.
    • Mystery card icons in the Ranked reward UI no longer clip over their tooltip.
    • Fixed an issue that could cause card backs to disappear when scrolling through the deck selector.
    • The purchase buttons for variants in the shop no longer disappears when the shop refreshes.
    • Card labels no longer clip under the notch.
    • Tapping a variant you've already bought no longer has an overlapping "Sold" message.
    • Made the Android "back" button functional on more screens.
    • Fixed an issue where some screens showed a small gap at the bottom on iOS.
    • Fixed an issue that could cause soft-locks in the tutorial if you rapidly switched scenes before the next tutorial step has loaded.
    • Creating multiple decks in rapid succession no longer causes the deck list to disappear.
    • Lowered the Carousel's art so the Season Pass headers no longer clip under the Collection/Avatar UI elements.
    • Wong's VFX should now move with the card if the card moves.
    • Mister Fantastic's VFX now play properly when he, or the location he's on, moves.
    • Fixed an issue with Deathlok's VFX breaking.
    • The enemy's active Warpath will no longer play its VFX when you drag a card out.
    • Uatu should no longer play VFX if he's drawn after turn 3.
    • Fixed Strange Academy's VFX when moving multiple cards on both sides of the board.
    • Tapping a Season Cache no longer displays a white square.
    • Fixed an issue where Asgard/Ronan combinations could cause Aw Snap errors.
    • Improved Sokovia's text to be more readable on smaller devices.
    • Many many art fixes to cards and avatars.
    • Made some improvements to loading times for some device specs.
    • Fixed a rare case where players could get locked in the tutorial at the "Sentinel is waiting" part of the Deck Edit tutorial.


    These from the Snap discord
     
    Warriors of Wakanda season live - new card Black Panther
  • OP
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    Oct 25, 2017
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    The first full season of Marvel Snap since global release is now here! The theme is Warriors of Wakanda and brings with it a new card, Black Panther.

    Season Pass Overview
    Warriors-of-Wakanda-Rewards.png



    New Card: Black Panther
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    Developer Update

    View: https://www.youtube.com/watch?v=UMPbHWLjRn0&ab_channel=MarvelSnap

    Upcoming Locations
    screenshot2022-11-08aenifo.png


    And with the new season, ranks have been reset back 30 spots from your final rank last season, rounded down. So if you ended last season at rank 75, you will start this season at rank 40. You can claim all ranked rewards prior to and at your new starting rank once you have played 10 matches this season.

    Good luck and happy snapping!
     
    Guide to Snapping and climbing ranks
  • Hawkian

    Member
    Oct 26, 2017
    2,260
    Climbing Ranks in Marvel Snap

    Been trying to put this post together for a while now because I know a lot of people want to climb the ladder and are struggling and getting frustrated (I was one of them in the 30s and felt like that's where I would be forever). My only claim to know what I'm talking about here is having made it from 40 to 100 in under a week last season (hitting Infinite with under an hour to spare), and now I'm at 92 this season, having reached the end of pool 2 CL but using the same deck solely made up of pool 1 cards.

    Note that if you don't care about rank that's completely valid and you can play the game unlocking every card over time with your rank each season barely making a difference. There will be additional modes coming to the game in the near future that make this even more viable to explore.

    The Two Metas

    The first thing I want to point out when it comes to climbing rank is that there are two metagames at play, and being good at one doesn't necessarily make you good at the other.

    1. The first is the obvious metagame of the card game... the actual gameplay. This involves dozens of actions even pre-match, from building your deck, to choosing what deck to use, what cards to play (or end a turn without playing cards), interacting directly or indirectly with cards already on the board... countless choices, and your opponent has an equal number of totally different actions at their disposal.
    2. The second is the ongoing personal meta of acquiring cubes. This involves three total actions available to both players: Snap, Stay, and Retreat.
    Obviously the status of the game board impacts your decision making in the second meta, but realizing that these are two totally separate things is one of the key steps toward making consistent progress.

    While nothing that happens in one match should affect anything about your next match in the first meta, you can and should use information you have about your previous and upcoming matches in a given play session to influence the second.

    The key is to ensure the vast majority of your matches end in either wins or retreats.

    That might sound extremely obvious but consider that if you're getting 1/3 wins, 1/3 losses, and 1/3 retreats, that's a majority wins and retreats... but it's still FAR too few retreats and too many losses.

    By considering the stakes of the game and retreating conservatively, you can manipulate probability in your favor such that you aren't necessarily winning as many games as possible, but simply gaining cubes safely over time.

    I'll go through the relevance of each of the three actions and some overall strategy, and finally some tips on managing frustration.

    Snapping
    The mechanics of snapping are covered in an early tutorial, but as a player it likely comes waaay before you understand much of the psychology of the game, so it's worth revisiting.

    You can Snap at any time, as can your opponent. There are three states a match can be in: neither player has snapped, one player has snapped, or both players have snapped.

    I call games in which no player has snapped 2-cube games.
    One Snap makes it a 4-cube game.
    Both makes it an 8-cube game.

    The actual stakes on any given turn depend on when players snapped. When you Snap, the cubes double on the next turn, then automatically double at the conclusion of turn 6. So the stakes can be as high as 4 cubes on turn 2 if both players Snap on turn 1, or remain at 1 all the way until turn 6 and immediately swing to 8 once the game ends if both players snapped that last turn.

    As far as the question of when to Snap (and when not to), this is a good video.

    Some things to consider when deciding about snapping are: your starting hand, the locations on the board, and the kind of deck your opponent appears to running. Turn 3 is a good one to consider snapping, as you'll have a good sense of your hand and draw luck, you can see all three locations, and may have a decent sample of your opponent's deck type. If you Snap on turn 5 or 6 just as an obvious victory is assured, a smart opponent is likely to retreat. Do not Snap if you're starting the match with suboptimal conditions like a bad hand, one or more locations that screws you over, etc. You want the stakes to be as low as possible in the likely event of a retreat.

    Staying

    Staying refers to simply ending the 6th turn and seeing the game play out. Whether or not this is a good idea depends a lot on the cubes at risk. It is always worth looking at the stakes and looking at the whole board one last time before clicking that End Turn button.

    This is how I typically view it:
    • For a 2-cube game, you can stay under a lot of circumstances. Unless you have absolutely no chance of success, it's typically worth it. Always stay if it's a 50-50 shot on turn six, considering the outcomes if you retreat:
      • If you would have lost, it's a one cube loss vs a two cube loss, barely any difference. (-1 vs -2, a difference of 1)
      • If you would have won, it's a one cube loss vs. a two cube gain, totally worth it. (-1 vs +2, a difference of 3)
    • In a 4-cube game, this is where a lot of judgment calls come in. Do not stay if it's a 50-50, but if you think you still have a good route to victory you may not want to retreat. If you're "pretty sure" you can win, staying on 4 is a valid approach, minimizing your losses if you're wrong without risking the Snap back. If it's a 4-cube game because you snapped and your opponent Snaps back, well now it's an 8-cube game and you need to reevaluate.

    • in an 8-cube game, you only stay if you are extremely confident in the outcome. Typically this takes one of three forms:
      • Your intended strategy is being executed as desired and you believe that your opponent's intended strategy can't overcome it, and you ALSO believe their deck does not have any hard counters (or you know that you can avoid them, such as by lacking turn 6 priority).
      • You have found an alternate/sneaky strategy for victory that you do not believe your opponent can predict.
      • The locations are negatively impacting your opponent and neutral or positive for you, in a way that they are unlikely to overcome even if their strategy would ordinarily beat yours.

        In this way, if you lose an 8 cube game it should generally be because the opponent had an unexpectedly better strategy than you or a counter that you could not predict, not because of any of the potential outcomes you predicted (where you were hoping for one that would win it but knew that if they made some other specific play, you would lose). This can help take some of the sting out of these 8 cube losses, when you know that you couldn't have guessed their approach, and you may learn something as well. Taking risks like a 50-50 on 8 cube games is the fastest way to find yourself spiraling down in rank and frustrated.
    Retreating

    Retreating is very simple... you give up the current stakes to immediately leave the match. If neither player has snapped, this is always 1. it can be up to 4 if both players have snapped prior to turn 6.

    You can retreat at almost any time. The exception is that you cannot Snap and retreat in the same turn.

    Bluffing


    Wanted to make sure to include a little section about bluffing. Since there's another human being on the other side (most of the time), you don't actually have to have any winning strategy at all to achieve one type of victory: your opponent retreating. If your setup at the start of turn 6 looks like it would be an an easy win if you just had one card that would make it all come together (that you don't actually have), consider snapping and they may retreat under the impression that you know you can win.

    However I must note that I never bluffed during my climb at all. This is a personal preference of course, but when you bluff you are counting on the other player to understand enough about the state of the game board to perceive what you would be able to do with the right cards—where ordinarily you are hoping they understand as little as possible about your intentions. It is also particularly high risk, because if they Snap back because they really do have a good play to execute, you're out of luck (remember, no snapping and retreating same turn).

    Retreat to Advance

    "If you are someone that's struggling to climb the ladder, the problem is almost certainly that you are not retreating enough."​
    -Jeff Hooglin​

    This is definitely gonna be the most important section... you gotta retreat more. There was a big psychological breakthrough for my climb when I stopped thinking about retreating as a different type of losing. It really isn't. The developers wisely included three potential announcements for the outcome of a match:

    "VICTORY"
    "DEFEAT"
    "ESCAPED"

    This is very intentional, because when you retreat you do "escape" to fight another day with more of your cubes intact. At first I thought that a couple of negatives against my deck—bad initial hand, an unfavorable location—was a lame reason to retreat. Shouldn't you at least see if you can still win?? But the more I played the more I realized that it's usually the right call. You can come back and win under these circumstances, and if winning rather than climbing was the goal here, it would often be worthwhile for the learning experience. But retreating and hoping for more favorable conditions in the next match is almost always the better move.

    In this way you're capitalizing on randomness that favors you, and minimizing the damage of randomness that does not. Again, it's really a metagame of manipulating probability.

    It's extremely similar logic to playing multiple rounds of poker, rather than trying to win any individual round. In poker, you fold the majority of hands you are dealt. Then when you're certain you have a winning hand, you go all in.

    It's not a bad thing at all to say that you retreat more than 50% of your matches.

    Another analogy I like to consider comes from basketball. Basically, you only want to take high percentage shots for your particular deck. You know where your deck excels and struggles. If the conditions on the board let you take your preferred high percentage shots, or even give you more opportunities to take them, then go for it- capitalize on the advantage. If the conditions force you into taking low percentage shots turn after turn, it's time to retreat.

    Here are some other good qualities to bear in mind about retreating:
    • When you retreat the stakes are usually low (typically 1 or 2 cubes). While retreating over and over for multiple games in a row can be demoralizing, nothing matches the bummer of an 8-cube loss. Consider that you could retreat 7 games in a row for 1 cube, then win one game for 8 and still have actually made progress.
    • Retreating relieves you of the burden of trying to predict what your opponent is doing. In many cases, I retreat simply because I can't figure out what the hell they are up to. Of course, this may be because they don't actually know what they're doing, but a lot of the time (especially at high levels), they are setting something up and being unable to predict what it is puts you at an instant disadvantage. Tip them a cube for being sufficiently disorienting and move on.
    • The biggest one for me: more retreats means more matches. Your ability to climb is going to be limited by real time over the course of any play session and season. When you retreat, especially earlier in a match when you see bad luck compounding, you're in another match 5 seconds later. Counterintuitively, the more you retreat the more opportunities you have to actually win over a given span of time.
    Your Personal Rules

    Above when I talked about the cube meta being a personal, psychological one, here's what I was talking about. You can use the information you have about your current play session and your deck's ongoing performance to become more systematic in your snapping and retreating.

    Here's the easiest way to understand this that I could come up with. It is 100% within your control as a player to not have two 8-cube losses in a row. Seriously- if you lose 8 cubes one match, just don't Snap in the next match, and it will be impossible for you to lose 8 cubes again no matter the outcome. That's an example of a rule you can enact to curb your losses and frustration if you've noticed it happening and getting to you (and man does it suck).

    Your rules can also concern your deck's performance over a stretch of many games. If you've come to realize that you tend to win if you have a certain combination of cards in your hand by turn 4, consider making it a rule to Snap if you've got them, and retreat if you don't. Alternatively, if you notice your deck truly struggles against certain other deck archetypes, consider a rule to retreat as soon as you can discern your opponent is playing that archetype.

    Making rules like this and sticking to them can take some of the emotion out of any given match for sure, and I know how appealing it can be to pull off a wild comeback victory or shut down an opposing deck with a huge advantage with a last second gamble. But if you want to climb, consider limiting that stuff to 2-cube games, and let logic and probability carry you when the stakes are higher.


    A Note on Frustration
    This is a ranked PvP game, and there's currently no other way to play it—so frustration when losing is like its bread and butter. Snap doesn't put me as fully on tilt as Smash Ultimate's GSP system, but it can definitely still really get to me when I have multiple losses in a row.

    First thing to note is that absolutely nothing is worse for your rank than losing, getting frustrated, and then doubling down on bad Snaps and risky matches to try and "catch back up quicker." It's a trap and will put you further down, making the climb seem more and more insurmountable... when it really isn't. Think of it this way, one 8-cube win plus any other victory is a full rank, in two matches. Nothing's ever out of reach, it's just that frustrating losses go hand-in-hand with making it feel that way.

    Additionally, if you feel as though you have worked out all the possibilities for an 8-cube game and your opponent does something totally unexpected, legitimately outsmarting you, I've found this is a lot less frustrating than losing to RNG. You might have learned a new possibility and you kind of just have to give it up for the legit win. Use that fist bump emoji, it honestly helps. :)

    Retreating frequently, especially if you have terrible luck 5 matches in a row, can be a real bummer. But I promise it makes things way less frustrating overall than the equivalent losses would if you stayed every match. Same with the rules above. Sometimes you'll really want to just go for it and make a risky play and see what happens, or roll the dice on your opponent being less clever than you, even if it conflicts with your rules. But stick to your personal plan and you'll make more solid progress over time, match after match.

    Happy to clear anything up if anybody has any questions. I hope this was of some help to those looking to make the climb this season!
     
    Last edited:
    Blog post - Collector's Tokens details and new cards revealed
  • Apathy

    Member
    Oct 25, 2017
    11,992
    New update on their blog:

    www.marvelsnap.com

    MARVEL SNAP - Dominate the Marvel Multiverse in High-Speed Card Battling Action

    MARVEL SNAP is a fast-paced card battle game. In the game, you will be able to choose members from the Marvel multiverse to build your own super hero team.The game is simple and straightforward, with no numerical growth. Just download the game! And enjoy a 5-minute exciting PVP duel of...

    New Cards and How to Get 'Em



    11/18/2022



    TL;DR – We're adding a new way to unlock cards: Token Shop! Plus, a ton of new cards!



    Hey everyone! We've been working on a bunch of new things, and one of the most exciting things is the addition of Collector's Tokens. Before we jump in to how they work, let's review some of the things we've been hearing from y'all:



    Players Want Specific Cards

    While many players enjoy the variation in collections that comes from randomness, others can feel frustrated with their inability to target specific cards that they really want. Especially if you're excited about a deck where you're missing just 1 key card to bring it all together.



    We Need More Collection Goals

    Once players earn all of the currently available cards on the Collection Level Track, there are less goals for players to look forward to achieving. We love the feeling of having exciting collection goals, and we miss it once it's gone.



    To tackle these, we are doing two things: adding Collector's Tokens to target cards you want most, and adding some new rare cards to collect.



    Token Shop

    First, let's talk about targeting. Starting in the next patch, Collector's Tokens can be found in Collector's Caches or Reserves, which are the boxes on the Collection Level Track starting at Level 500. You can use Tokens in the Token Shop to acquire cards you don't have yet. The Token Shop rotates every 8 hours, and because these cards rotate so often, you're likely to see a card you've been waiting for relatively quickly. If you don't have the Tokens on-hand, no problem – you can pin the card in the shop so it won't rotate, and buy it when you have enough Tokens.



    token-shop.png


    Finally, my Cerebro deck will have Cerebro in it!



    With this system, you'll be able to make constant progress towards unlocking the cards you want most!

    Cards have always been split into separate Series (or what some players are calling "Pools"). You must earn every card in Series 1 before you can earn cards in Series 2, and every card in Series 2 before you can start earning cards in Series 3.



    So, how can you get Collector's Tokens?



    Collector's Tokens are replacing Boosters in Collector's Caches and Reserves. Collector's Caches and Reserves will have a 25% chance to drop 100 Tokens each, but once players have all of the Series 3 cards, they'll have an additional ~22% chance to get 400 Tokens – a significant increase.

    But what are all those Collector's Tokens for???



    Get Ready for More Cards

    We're adding 2 exciting new Series of rare cards: Series 4 and Series 5.



    Series 4 – Rare

    We're launching Series 4 with 10 new cards. Unlike earlier series, Series 4 cards can be found in Collector's Reserve boxes whether you have all the Series 3 cards or not. These cards are quite rare; they are 10 times more rare than Series 3 cards. If you're looking for something specific, you can always target it in the Token Shop.



    Series 5 – Ultra Rare

    Series 5 launches with 6 new cards, including Thanos and Galactus. These are the rarest cards in the game. They can also be found in Collector's Reserves, but they're 10 times rarer even than Series 4! When we release new cards, or when Season Pass cards are no longer available in their Season Pass, they'll be temporarily added to Series 5. We don't expect players to get every new Series 5 card immediately, since not every card is going to be good or useful for every player. You'll have to decide which of these cards are worth saving Collector's Tokens for.



    How many Tokens are needed for cards in each Series?

    • Series 3 Card: 1000 Tokens
    • Series 4 Card: 3000 Tokens
    • Series 5 Card: 6000 Tokens


    You'll Get 'Em All Eventually

    Over time, some cards will be moved down from Series 5 to Series 4, and some cards will be moved from Series 4 to 3. This ensures that players starting later aren't going to experience an enormous gap between a new player and one who's been playing for years. And it means that if you aren't sure you want to spend the full Token price on a new Series 5 card, you can wait until it gets cheaper. We're still figuring out the exact details of cards moving between Series – it's a whole new system and we are eager to see how players engage with it. But our goal is that cards generally take months, not years, to move down Series.



    A Gift To Get You Started

    We wanted to do something fun to celebrate these big new changes, and to get you started in the Token Shop. When you log into the new patch, we'll start you off with a gift of a bunch of Tokens!



    The amount of Tokens you'll get depends on your Collection Level when you log in:

    • 500-999 CL: 3,000 Tokens
    • 1000-2999 CL: 6,000 Tokens
    • 3000+ CL: 12,000 Tokens


    What if I'm not at Collection Level 500 yet?

    For players currently under 500 Collection Level, they'll be granted 3,000 Tokens when they unlock the Token Shop at Collection Level 500!



    We're excited about adding a bunch of brand-new cards to the game, and can't wait for players to finally be able to pick and choose which cards they want to earn next with their Collector's Tokens.

    This is a big change for MARVEL SNAP, but it's just the beginning. Lots more awesome features, cards, and game modes to come.



    Oh, almost forgot…

    Did we mention NEW CARDS!?



    SERIES 4

    Card_2022_11_17_15_37_44-e1668809536528.png


    Costs 1 less for each unspent Energy last turn.​



    Card_2022_11_17_15_37_54-e1668809573638.png


    When ANY card is played at this location, this card switches sides.​



    Card_2022_11_17_15_36_33-e1668809700943.png


    Ongoing: Your cards can't have their Power reduced.​



    Card_2022_11_17_15_36_52-e1668809673466.png


    On Reveal: If the last card you played has an On Reveal ability, this card copies it.​



    Card_2022_11_17_15_38_11-e1668810009152.png


    On Reveal: Add a random 1-Cost card to your hand.​



    Card_2022_11_17_15_38_21-e1668809985116.png


    On Reveal: Add a random 4-cost and 5-cost card to your hand.​



    Card_2022_11_17_15_38_31-e1668809962723.png


    When you discard this from your hand, replace it with 3 random cards.​



    Card_2022_11_17_15_38_42-e1668809938310.png


    If this is in your deck at the end of the game, it leaps to a random location.​



    Card_2022_11_17_15_38_53-e1668809914859.png


    If you have another card here at the end of your turn, destroy this.​



    Card_2022_11_21_13_46_56-e1669071576641.png


    Ongoing: +5 Power if this is your only card here.​



    SERIES 5

    Card_2022_11_17_15_39_42-e1668810663956.png


    On Reveal: If this is your only card here, destroy all other locations.​



    Card_2022_11_17_15_39_55-e1668809759637.png


    On Reveal: Set ALL cards at this location to 3 Power.​



    Card_2022_11_17_15_40_03-e1668809728209.png


    Ongoing: Has the Ongoing effects of all enemy cards.​



    Card_2022_11_17_15_39_23-e1668809833449.png


    On Reveal: Double the Power of the next card you play.​



    Card_2022_11_17_15_39_13-e1668809858167.png


    On Reveal: Set the Power of all cards in your hand to 3.​



    Card_2022_11_17_15_39_32-e1668811273680.png


    At the start of the game, shuffle the six Infinity Stones into your deck.​



    Card_2022_11_18_14_33_50-e1668811025508.png


    On Reveal: Draw 2 Stones from your deck.​



    Card_2022_11_18_14_35_06-e1668811089793.png


    Ongoing: If you've played all 6 stones, Thanos has +10 Power. (wherever he is)​



    Card_2022_11_18_14_34_11-e1668811125407.png


    On Reveal: Transform this location into a new one. Draw a card.​



    Card_2022_11_18_14_34_22-e1668811170649.png


    On Reveal: Draw a card. Ongoing: Enemy cards here have -1 Power.​



    Card_2022_11_18_14_34_35-e1668811209792.png


    On Reveal: Next turn you can move 1 card at this location. Draw a card.​



    Card_2022_11_18_14_34_50-e1668811242187.png


    On Reveal: Gain +1 Energy next turn. Draw a card​
     
    Patch notes - Nov 29, 2022 update
  • Kharnete

    Has Hecht’s Number
    Member
    Oct 25, 2017
    1,960
    Angela, Destroyer, Mysterio, Sera and Onslaught tweaked.

    Patch Highlights
    • NEW FEATURE: Collector's Tokens are here! You can earn them starting at Collection Level 500, then use them in the Token Shop to target new cards or the card you've been waiting for most.
    • NEW CARDS: A bunch of new cards have been added to the game! We've introduced two brand new series: Series 4 including 10 cards; and Series 5 including 6 new cards. The new cards have a chance to drop from Collector's Caches, Collector's Reserves, and can also be found in the Token Shop.

    General Updates
    • Card Boosters no longer appear as rewards from Collector's Caches and Collector's Reserves. (They have been replaced by Collector's Tokens!)
    • Improved bad luck protection for Collector's Caches and Collector's Reserves. Going forward, players at the same Collection Level will have nearly the same number of cards.
    • When you "Favorite" a Card Variant (by pressing the Star button above the card), you now have the option to automatically swap that variant into all decks that contain that card.
    • During a game, players can now tap their opponent's avatar or their own avatar to view player titles in the pop-up avatar menu.
    • The End Turn button is disabled for a few seconds when your opponent Snaps - this should make it harder to accidentally accept a Snap.
    • Performance improvements for app launch/loading times.
    • Added support for "Sign in with Apple" on PC.

    Art & Visual Effects
    • Infinity Border visuals have been improved. Cards upgraded to Infinity look WAY COOLER!
    • Flare modifiers earned from Infinity Split now have a chance to roll one of seven different colors: red, green, blue, purple, black, white, and gold. Flare modifiers unlocked before this update will now rotate through multiple colors.
    • Card Emojis have received a bit of polish to make them a little easier to use and see.
    • Logos have been added to Cards & Location Power Modifiers in-game. (Tap on a card or location to see what's modifying it!)

    Audio
    • New Card Sounds for:
      • Magik
    • New Location Sounds for:
      • Ego
      • Central Park
      • Project Pegasus
      • The Raft
      • Death's Domain

    Balance Updates
    CARD UPDATES
    • Angela [2/1] -> [2/0]
    Developer Comment:
    Angela is a card that sees a lot of prevalence across many decks, so we're nerfing her a bit to make other options more appealing.

    • Destroyer [6/16] -> [6/15]
    Developer Comment:
    Destroyer is making big waves. Lowering his power by 1 will give opponents more of a chance to win the Location he's played to.

    • Mysterio [2/5] -> [2/4]
    Developer Comment:
    Mysterio has more Power than other 2-Cost cards because of how many "slots" he takes up at other Locations. However, in many cases, those extra 2/0 Illusions end up being quite beneficial, so we're lowering his base Power by 1.

    • Sera [5/5] -> [5/4]
    Developer Comment:
    Sera is slightly too good right now, so we're shaving a bit of Power off.

    • Onslaught's ability now stacks additively with effects like Mystique or Onslaught's Citadel rather than exponentially.
    Developer Comment:
    When you start stacking Onslaught's doubling effect, things get out of hand very quickly! We want to avoid situations where players are waiting for cards like Ironheart to play their animations for long stretches of time, so we're changing the stacking to be additive instead of exponential.

    • Nick Fury has been added to Series 3.

    Bug Fixes
    • Fixed French VO mix
    • Improved translation for many languages
    • Fixed art issues on many cards
    • Improved messaging when you try and log in to an older build on a different device
    • Fixed a soft lock that occurred if you had not previously set a name and then the season rolled.
    • Fixed an issue that caused some players to get stuck in the recruit season after the season rolled.
    • Fixed an issue where the client could crash after switching languages.
    • Cards drawn by White Queen no longer show out of place in your hand.
    • Updated Agatha Harkness' dialog to reference Boosters instead of Card XP
    • Daredevil VFX no longer shows over the game results screen.
    • Danger Room VFX should now consistently play when destroying a card.
    • Kraven VFX no longer plays for you when you drag a card if Kraven is on your opponent's side.
    • Omega Red on Bar Sinister no longer has over-repeated VFX.
    • Buying a variant from the Daily Offers section should no longer cause the button to be invisible on the next refresh.
    • Splash screen Key Art should load properly on game launch.
    • Updated purchase button UI for things like Mission Refresh to remove some text, as it was too small in most languages.
    • Collector Cache/Reserve icons display properly if you focus them after earning a new card from them.
    • Claimed UI now shows over Season Caches instead of underneath it.
    • Star-Lord boosters should now be the correct color at the end of the game.
    • Stakes will double correctly if Limbo is turned into another location on Turn 6 and ends the game.
    • Electro's ability should be properly removed when he is hit by Enchantress.
    • iOS devices should no longer have a gap at the top of the Season Pass header image.
    • Improved Morph's performance when he reveals (he takes less time to "Morph" than he did).
    • Improved power value icons/font on card/location detail view in-game to not be bold and blown out.
    • Playing cards in quick succession should no longer show VFX from the previous cards.
    • Added SFX for tapping the enemy avatar.
    • Adjusted button collision on the navigation bar so there's less overlap.
    • Fixed the in-game Bug Reporter and Settings popup not showing up / handling touches properly
    • The Location, TVA, now doubles the Cube count properly on the final turn (i.e. Turn 4)
    • Better communication when you have all of the Infinity Split combinations for a card.
    • [PC] Decks can be scrolled properly in full screen if you have more than 5 decks.
    • [PC] Fixed an issue where the game window would reset after opening Settings then switching scenes.

    Known Issues List
    • Some players may experience a "Something Went Wrong" error when claiming from Collection Level.
    • Losing network connecting and reconnecting during client launch can require a client restart to connect properly.
    • If you have more than 20 card backs, the card back window does not fully scroll.
    • It is possible to remove cards out of order during the Deck Edit FTUE and soft lock until you restart.
    • Undo Actions UI can open on top of the retreat pop-up and soft lock until you restart.
    • The text "Variant" clips into the Season Pass spotlight card.
    • Murderworld, Gamma Lab, and Warrior Falls have a delay when activating their abilities.
    • Bar Sinister VFX does not play correctly
    • Agatha Harkness' post-game text box UI is not displayed correctly.
    • Some cards have extra textures when upgrading to Uncommon at the end of the game.
    • Sort and Filter buttons are too high on some iOS devices.
    • You often have to tap twice to purchase a variant from the shop.
    • After Daily Offers refresh, the variant card assets can take too long to load.
    • Sort and Filter UI elements can be opened at the same time.
    • When favoriting a card, you are prompted to swap that card into decks even if you have that variant in all of your decks.
    • If there are no bundles available, the bundle icon still appears at the top of the Shop UI and there is a little bit of empty space.
    • Closing the bundle preview window for individual items can take you back to the shop page instead of the bundle preview window.
    • If you are on the shop screen when countdowns for refreshes are ending, the countdown can go into negative values for a couple of seconds before refreshing.
    • The tappable area to preview a card in the token shop is too small.
    • The purchase and cancel buttons are too close together on the Token purchase screen.
    • The Token Shop help button can be difficult to tap.
    • Some of the Token/Bundle UI elements scroll up/down too far as you scroll the shop up/down.
    • You may see an incorrect warning for the Credit cap when you hit it.
     
    The Power Cosmic season live - Silver Surfer released, new Series 5 cards revealed
  • OP
    OP
    gutshot

    gutshot

    Member
    Oct 25, 2017
    4,457
    Toscana, Italy
    New Season: The Power Cosmic

    The new season of Marvel Snap is here and with it a new Season Pass rewards track. On the track you will get the new season pass exclusive card, Silver Surfer, as well as variants, avatars, titles, and currency.

    screenshot2022-12-06amqf1p.png



    Season Pass exclusive card - Silver Surfer

    screenshot2022-12-06ajbejv.png


    Brand new Series 5 cards coming this season
    For the first time, we can expect new cards released on a (mostly) weekly schedule this season. These cards will go into Series 5 and be available from the Token Shop and the Collection Level Track.

    screenshot2022-12-06ar8dxj.png


    screenshot2022-12-06ai9enl.png


    screenshot2022-12-06ar6fn0.png


    Card release schedule:
    December 5 - Silver Surfer (Season Pass)
    December 8 - Black Panther (Series 5)
    December 13 - Knull (Series 5)
    December 20 - Sentry & Darkhawk (Series 5)


    New Locations

    screenshot2022-12-06aiecpn.png


    Lamentis-1 - Draw 3 cards. Destroy both decks.
    Klyntar - After turn 4, merge your cards here into a Symbiote.
    Vormir - The first card you play here is destroyed.
    Morag - You can't play your first card here each turn.
     
    Savage Land season live
  • OP
    OP
    gutshot

    gutshot

    Member
    Oct 25, 2017
    4,457
    Toscana, Italy
    New season is live! Developer video and summary of the details are below.


    View: https://youtu.be/CSGqw48fj8k

    You can read the full season info here: https://www.marvelsnap.com/newsdetail?id=7181350141905918725

    NEW CHARACTER: ZABU


    16727169022864495.png

    Ongoing: Your 4-Cost cards cost 2 less. (minimum 1)​

    NEW SERIES 5 CARDS


    16727169192987330.png

    On Reveal: Remove the abilities from all Ongoing cards in your hand and deck.

    16727169437209674.png
    On Reveal:
    Add a random 1-Cost card to each location.

    16727169844375707.png
    Ongoing:
    If you have 4 cards at each location, +6 Power.

    16727170012033967.png
    On Reveal:
    Set all cards here to their original base Power.​

    CARD RELEASE SCHEDULE

    You can expect new cards to release on a weekly cadence – starting with Silver Surfer's release as a Series 5 card on January 4th.
    - January 4th: Silver Surfer – Series 5 Release
    - January 10th: Sauron – Series 5 Release
    - January 17th: Shanna – Series 5 Release
    - January 24th: Dazzler – Series 5 Release
    - January 31st: Shadow King – Series 5 Release

    Series 5 releases appear in the Token Shop and from Collector's Reserves.

    NEW LOCATIONS

    S8-Location.jpg

    - Rickety Bridge: After each turn, if there is more than one card here, destroy them.
    - Altar of Death: When you play a card here, destroy it to get +2 Energy next turn.
    - Eternity Range: After turn 3, add a Rock to the losing player's side.
    - Plunder Castle: Only cards that cost 6 can be played here.
    - Collapsed Mine: Fill this location with Rocks. Skip a turn to destroy your Rocks.


    NEW BUNDLES


    Primal Masterpiece Bundle
    - Sabretooth Horley Variant & Avatar
    - White Tiger Horley Variant & Avatar
    - Kraven Horley Variant & Avatar
    - 155 Sabretooth Boosters
    - 155 White Tiger Boosters
    - 155 Kraven Boosters
    - 1,500 Credits

    Dino Sized Bundle
    - Devil Dinosaur Horley Variant & Avatar
    - Title: Please Do Not Step on Me
    - 310 Devil Dinosaur Boosters
    - 5,000 Credits
     
    Patch Notes - January 10, 2023 update
  • Apathy

    Member
    Oct 25, 2017
    11,992
    PATCH IS OUT

    Patch Notes - January 10, 2023



    01/10/2023

    16717799369756273.jpg




    PLEASE NOTE: If you haven't updated your game yet, get the latest in the app store!



    Patch Highlights

    - NEW FEATURE: Artist Credits! You can now tap the Variant Label above the cards in your collection to see information about who the illustrators are!



    General Updates

    - The collection view automatically filters to your favorite variants when editing a deck.

    - When cards trigger each other in a loop that lasts too long, the game will now "fast forward" to the end of the loop. We're looking at you, Wong-Onslaught-Mystique-Ironheart!

    - Orka's issue has been fixed, and the card is now in Series 4.

    - Russian language support

    - For new players who want to jump right in, we're releasing a one-time purchase, 'Pro Bundle' with 12,500 Credits and enough boosters to upgrade 8 cards from Common to Infinity.

    - Reserves now reward different amounts of Collectors Tokens once you collect all Series 3 Cards. The individual amounts vary from 200-600 instead of only 400. However, the token earning rate remains the same.



    Audio

    - New Location Sounds:

    • Asgard
    • Daily Bugle
    - New Card Sounds:

    • Aero
    • Polaris


    Art & Visual Effects

    - New Visual Effects for Aero and Polaris



    Balance Updates

    CARD UPDATES

    - Aero 5/8 -> 5/7

    Developer Comment: Aero's effect can be a very powerful disruption and control tool. While previously, we buffed Aero up to her current statline, players have since learned to utilize her to great effect, so we think it's appropriate to reduce her Power a bit.

    - Galactus 6/3 -> 6/2

    Developer Comment: Even at the highest ranks of play, Galactus and decks using him are demonstrating concerningly high cube-gain and win rates. Not all of these decks overtly herald his approach, and the range of cards that can complement him has proven wide and difficult for some decks to counter. We're taking one Power away from Galactus now and evaluating whether or not we should make more meaningful changes to his design in the future.

    - Leader 6/4 -> 6/3

    Developer Comment: Leader's effect is proving to be very frustrating to many players and polarizing in its ability to lock down games and discourage playing some other 6-Cost cards. We are taking a bit of power away from him for now and exploring further changes to the card in the future.

    - Nova 1/2 -> 1/1

    Developer Comment: Nova's effect makes him much stronger than an average 1-Cost card, so we don't think it's appropriate that he has the stats of an average 1-Cost card.

    - Drax 4/4 On Reveal: If your opponent played a card here this turn, +4 Power. -> 4/5 On Reveal: If your opponent played a card here this turn, +3 Power.

    - Groot 3/3 On Reveal: If your opponent played a card here this turn, +3 Power. -> 3/4 On Reveal: If your opponent played a card here this turn, +2 Power.

    Developer Comment: We believe the Guardians' effects create fun moments, but they can feel too sink or swim. We're giving Drax and Groot a small buff to their baselines to make them less risky to play and hopefully open them up as more viable contenders in the 3 and 4-Cost slots.

    - Hazmat 2/1 -> 2/2

    Developer Comment: While we are aware of the Hazmat combo decks that may feel strong, Hazmat is actually doing fairly poorly overall. We're giving the decks she enables a small buff with this update.

    - Black Cat 3/6 -> 3/7

    Developer Comment: Black Cat sees virtually no play, so we're giving her an extra Power to make running her more worthwhile.

    - Nakia 3/1 -> 3/2

    Developer Comment: We think Nakia's effect is a fun mechanic to play with, but she's currently seeing very little success. We're hoping a small buff will make her a more appealing option.



    LOCATION UPDATES

    - Oscorp Tower will no longer swap card sides if Professor X is there

    - Raft and Vibranium Mines text-only updates

    - Warrior Falls will appear less often



    Bug Fixes

    - Localization improvements for some Titles.

    - Fixed an issue that would cause players to get kicked out of games when Black Panther activated many times in a turn.

    - Fixed an issue that caused some card buffs to not be added if there were multiple doubling effects active at the same time.

    - Attilan activating no longer causes games to get stuck.

    - Fixed an issue that causes shop timers to break if you change device time.

    - Power values larger than 2 digits no longer display stretched.

    - Fixed an issue with certain locations stalling the game, such as Warrior Falls and Gamma Lab.

    - Deadpool now displays Power correctly if he's destroyed while temporarily buffed.

    - Updated Carousel for Season Pass to say "Season Pass" instead of "Battle Pass."

    - Fixed an issue that caused certain cards to display with stretched textures if upgrading to Uncommon at the end of a match.

    - Updating Time Stone to grant Energy even if it's destroyed.

    - Isle of Silence Visual Effects are no longer split.

    - The Title page scroll now goes in the correct direction.

    - Fixed an issue in the Rewards Claim tutorial that could result in a player getting stuck.

    - Re-positioned the Sort/Filter buttons on iOS.

    - Tapping location 2 after Attilan activates no longer displays a random card instead of the location preview.

    - Removed the navigation bar from showing on certain screens where it should not.

    - The Fast Upgrade section should no longer disappear from the shop.

    - Buy buttons no longer disappear if you've purchased a variant in the shop, and the shop refreshes.

    - Season Pass spotlight card "Variant" text no longer overlaps with the card itself.

    - End Turn button should no longer show 1/6 then 0/6 then 1/6 again at the start of a match.

    - Fixed an issue that would cause players to sometimes get stuck ~25% into the loading bar.



    Known Issues List

    - Some devices show cards overlapping with artist info when in focus view.

    - The shop UI scrolls back up after purchasing an item (Variant, Fast Upgrade, Gold, Token Shop item).

    - There is a Fullscreen button in Settings on some devices that should not be present.

    - Boosters in the Season Pass UI can display the incorrect color

    - Some audio in FTUEs does not sync with the speech bubbles.

    - Medusa's card does not show parallaxing VFX during the FTUE upgrade flow.

    - Season Pass headers overlap with the notch on devices with notches

    - Switching back to the Collection page from other tabs doesn't focus the deck selector on the current deck.

    - Emote/Emoji windows are too far down from the player/opponent avatars on iOS.

    - Card backs can duplicate when scrolling through the list.

    - Season Cache rewards are missing text.

    - An extra ! can be displayed on incomplete decks.

    - Artist info can clip outside the plate UI

    - Flickering/white boxes can appear when changing language on Android.

    - Cards and locations that add cards to your hand or the opponent (eg: Black Widow, Lechuguilla) can show cards going to the wrong player.

    - Ebony Maw's VFX don't move if the card moves.

    - Kingpin's VFX may play in the incorrect location.

    - Isle of Silence VFX go red even for cards that don't have ongoing abilities.

    - Jessica Jones' VFX are hard to see.

    - Rockslide/Okoye can cause turn ends to take too long.

    - Iceman can cause cards to cost more than 6 if they are temporarily lower cost before Iceman changes their cost.

    - Cards can overlap when Lockjaw replaces them.

    - Lockjaw can bring back cards that were previously destroyed.

    - Lockjaw doesn't always interact with Leader properly.

    - Vault doesn't let Multiple Man back in if he moves from the location on turn 6.

    - Arnim Zola's copied cards can be added to locations locked by Professor X.

    - Switching into TVA on turn 4 or away from Limbo on turn 6 causes the wrong text for "Next Turn" cubes won/lost.

    - Widow's Bite doesn't prevent Attilan from drawing cards.

    - Some UI elements (eg: Ranked reward number, Deck name) can go missing temporarily when switching between languages.

    - Several text elements are too small in Thai.

    - PC - Pressing Escape while in the Token Shop UI can unpin cards.

    - PC - Adjusting window size can cause the carousel to be misaligned.
     
    Patch notes - January 31, 2023 update
  • Lashley

    <<Tag Here>>
    Member
    Oct 25, 2017
    60,505
    steamcommunity.com

    Steam Community :: MARVEL SNAP

    MARVEL SNAP - Assemble your MARVEL dream team from a super roster of your favorite heroes and villains—then make your move. MARVEL SNAP is fast-paced, adrenaline-pumping, strategic card battler that puts you in control of it all.SUPER FASTNo more waiting around! Every game lasts only around...

    PATCH HIGHLIGHTS
    • NEW FEATURE: Friendly Battles! You can now play against friends via an in-game code. Tap the new "Game Modes" icon on the navigation bar and then tap "Friendly Battle" to get started!

    GENERAL UPDATES
    • You can now change your name within the Avatar menu once every 30 days.
    • Zabu has been added to Series 5 in the Token Shop.
    • Updated Player Support conversations now have a red dot notification to let you know a response is waiting.

    AUDIO
    • A Voice Over Volume slider has been added to the settings menu.

    ART & VISUAL EFFECTS
    • Added new effects for Ghost Rider when there's no card to play.

    BALANCE UPDATES
    CARD UPDATES

    • Leader:
      [6/7]
      On Reveal
      : Copy all cards your opponent played to the location to the right, but on your side.
    • Dev Note:
      Leader is a prominent "finisher" in the current Snap meta, and we're not happy with some of the card choices and play patterns he encourages, especially his strength against other cool 6-cost cards. We're changing Leader to only copy cards played at the location to his right, with more base Power to compensate. We hope that this change will reward clever predictions and reduce the frustration of playing against him.
    • Wolverine:
      [2/2] When this is discarded or destroyed, regenerate it at a random location with +2 Power.
    • Dev Note:
      Wolverine sees virtually no play at the moment, which is a bummer given how iconic he is. We're giving him a substantial buff to reward players for activating his effect and create new deckbuilding options at both low and high collection levels.
    • Note:
      We have updated his text from "play" to "regenerate" to better reflect his gameplay functionality. This is purely a flavor and clarity choice.
    • Text-Only Updates
      :
    • In addition to Wolverine, a few cards use the word "play" in their text but don't actually play anything. This small update aims to avoid players misinterpreting how these cards interact with triggers that specify playing a card:
      • Hela
      • Jubilee
    • Sentry:
      Using more consistent language for similar effects.
    LOCATION UPDATES
    • Text-Only Updates to
      :
    • The Raft:
      Removing the word "draw" for accuracy.
    • Vibranium Mines:
      Removing "a card" for brevity.

    BUG FIXES
    • Killmonger no longer has the incorrect translation in non-English languages.
    • [Android] Pinning a Token card then tapping the device Back button or ESC on PC should no longer un-pin the card.
    • [iOS] UI elements no longer clip with the card ability info at the bottom of a card when a card is focused.
    • Fixed an issue that could freeze the game when interacting with the Season Pass Spotlight Card.
    • Fixed several avatars that were not centered.
    • Fixed an issue that would sometimes allow cards other than Shocker to be removed from the deck during the deck edit tutorial.
    • News items should now show in date order.
    • Fixed an issue that caused some artist credits to clip out of the UI frames.
    • The Ping Ring should no longer show in the incorrect places in the Card Upgrade tutorial.
    • End Turn button should no longer switch between Turn 1, Turn 0, Turn 1 at the start of a match.
    • Murderworld no longer causes a delay at end of turn 3.
    • Maria Hill should no longer have a chance to spawn unreleased cards.
    • Fixed an issue where Wakanda's VFX could show in the wrong location if Mirror Dimension turned into Wakanda.
    • Vormir's text should no longer grey out when the opponent plays a card there but you haven't yet.
    • Armor's VFX disappear correctly if Isle of Silence spawns at her location after she's already active there.
    • [iOS] Season Pass splash screen UI should no longer clip under notches.
    • Ebony Maw's VFX should now move when the card moves.
    • Fixed an issue with Odin/Absorbing Man that could cause turns to take too long.
    • Updated the Fast Forward VFX so it appears with correct VFX on Android.
    • Improved the UX of moving a card to Cloak's location for the first card you move when Cloak activates.
    • Updated a Venom and She-Hulk variant avatar that were not correctly aligned with the background.
    • [Windows] Mousing over variant or upgrade buttons on the card detail view no longer highlights both buttons together.
    • [Windows] The Filter menu no longer displays fullscreen instead of to the right side of the UI.
    • [Localization] Fixed multiple missing/incorrect translations.

    KNOWN ISSUES LIST
    • Enemy titles aren't fully centered on the matchmaking screen.
    • Notifications don't appear for claimable rewards in the Ranked UI.
    • Attilan can occasionally cause a match to stall when its VFX activates.
    • Pasting a deck full of the same card can crash the game.
    • Celebration VFX for unlocking/purchasing an item can be slow to appear.
    • Altar of Death doesn't give you bonus energy if Green Goblin and Hobgoblin are played on them and destroyed.
    • Death shows a cost update UI even when no cards have been destroyed.
    • If a player disconnects from a Friendly Battle, the game expiration timer is too long and the remaining player has to go through too many rounds to finish the game.
    • Taking no action at the end of a Friendly Battle and expiring the timer can cause the game to freeze.
    • Sometimes there's overlapping/duplicate text on the End Turn button in a Friendly Battle.
    • The prompt for inputting an incorrect code for Friendly Battle is not descriptive enough.
    • Disconnecting from a normal match and then trying to join a Friendly Battle match will tell you the code is invalid and you have to finish your normal match before you can create a new Friendly Battle room.
    • Two players snapping on the same turn in a Friendly Battle can cause the health bar colors to show incorrectly.
    • Chibi Spider-Man from the Line In the Sand bundle doesn't animate enough at higher rarities.
    • If Rogue steals an ability from a card on Gamma Lab before the location activates, she retains the ability text (but not the ability) and doesn't count as a card without an ability.
    • Time Stone's effect isn't applied properly if it's destroyed.
    • Token Shop doesn't display referenced cards.
    • If the store refreshes while you're on the Token Shop purchase confirmation, you buy the new card not the old card.
    • Playing more than one Absorbing Man in a row can cause a loop.
    • Angela doesn't get buffed by cards returned by Luke's Bar if she's already active on the location when new cards are played.
    • Disconnecting from a Friendly Battle and connecting to a new game with a new code puts you in the previous Battle.
     
    Patch notes - February 21, 2023 update
  • OP
    OP
    gutshot

    gutshot

    Member
    Oct 25, 2017
    4,457
    Toscana, Italy
    fQSi9i1.png


    Some cards have gone from Series 5 to Series 4 and from Series 4 to Series 3

    Series 5 🔻 4:
    • Silver Surfer
    • Knull
    • Darkhawk
    • Sentry

    Series 4 🔻 3:
    • Agent Coulson
    • Maria Hill
    • Helicarrier

    Series 5 and Series 4 now have shared rotation protection in the Token Shop
    Added a confirmation dialog when purchasing Season Pass levels
    Tapping the Credits or Gold icons at the top of the screen will navigate to the Shop.

    ------------------------------------

    ART & VISUAL EFFECTS
    Made Onslaught VFX faster (especially for Bar Sinister)
    Added additional VFX to the location affected by Klaw's ability
    Added a notification for when you try and discard while your hand is empty
    Added animation for Rickety Bridge location
    Mysterio's Illusions will now use your Mysterio's variant

    ----------------------------------

    CARD UPDATES
    Darkhawk: - 4/1 -> 4/0

    Dev Comment: Darkhawk is an especially powerful card. As we prepared this balance change before the Silver Surfer and Zabu nerfs went live, we didn't want to hit him too hard. However, we definitely felt that knocking off at least one Power from him is warranted, and we will continue to monitor his performance.
    Thanos: 6/8 -> 6/11
    Dev Comment: We think Thanos is one of the coolest cards, and we're a bit sad that he himself isn't played often. Most Thanos decks focus primarily on making good use of the stones, but we want to make sure the mad titan himself has enough Power to play.
    Sandman: 4/1 -> 5/5
    Dev Comment: Many of the strongest decks right now have strategies centered around playing multiple cards on turn 6. Sandman should be a good answer to these decks, but he didn't quite have the sand to stand up to them with his previous statline. We're giving him a bit more Power to make him a more competitive card, but also subsequently bumping up his Cost. (edited)


    Dev Comment: The cards below are rather weak at the moment, so we're giving them a small buff to help them perform a bit better.
    • Spider-Woman: 5/7 -> 5/8
    • Namor: 4/5 -> 4/6
    • Dagger: 2/1 -> 2/2


    Text-Only Update to Yondu: Destroy the top card of your opponent's deck
    Dev Comment: Yondu's text now accurately describes his effect. Please remember that most triggered and Ongoing effects are not active while a card is still in your deck, so despite the word "Destroy", Yondu can remove Colossus and Wolverine with impunity.

    Text-Only Update: As an ongoing effort to improve card and location text, we've adjusted everything that currently says "When you play a card" to say "After you play a card" instead. We hope this makes it clearer that these abilities trigger once a card has been fully played, including its On Reveal effects. None of these are functional changes.
    • Angela
    • Bishop
    • Iron Fist
    • Lockjaw
    • Titania

    ----------------------------------


    LOCATION UPDATES
    Sakaar: After this turn, put a card from each player's hand here.
    Sakaar has a lot of weird interactions with cards like Storm and Wave as a consequence of revealing a card mid-turn. While we're sad to lose the exciting moment of Sakaar revealing, we want to avoid these confusing interactions going forward. We think this design will also open up some interesting interaction points in the early game.
    As a note, Sakaar in the introductory missions will retain the old effect.

    Text-Only Update: As noted in Card Updates, the following locations are being revised to use "After" instead of "When" for triggers related to playing a card. None of these are functional changes.
    • Altar of Death
    • Bar Sinister
    • Cloning Vats
    • Danger Room
    • Death's Domain
    • Lechuguilla
    • Luke's Bar
    • Machineworld
    • Orchis Forge
    • Quantum Tunnel
    • Shuri's Lab
    • Sinister London
    • Vibranium Mines
    • Vormir

    Adjusted the cost of Klyntar's Symbiote from 1 to 4.

    ----------------------------------

    Bug Fixes

    • Absorbing Man's effect can now be doubled by effects like Wong, Kamar Taj, and Odin.
    • The carousel should no longer get stuck mid-rotation on PC.
    • Moved the position of the Pro Bundle to the bottom of the shop.
    • Fast-forward VFX should properly show when Onslaught is played on Bar Sinister
    • Altar of Death now gives energy if Green Goblin or Hobgoblin are played and destroyed on the opponent's side.
    • Losing internet connection on the Friendly Battle Matchmaking now gives a connection error message instead of remaining on the Matchmaking screen.
    • Fixed a soft lock if both players were constantly idle in Friendly Battles.
    • Reduced size of cards in focus view so they overlap less with the variant/artist nameplate.
    • Fixed an issue that could cause soft locks in the Fast Upgrade flow.
    • Focusing a card in CLTR and Season Pass no longer plays the "New Card Earned" stinger SFX.
    • Purchasing Credits, Fast Upgrades, Token Shop cards, and Gold no longer causes the shop to scroll up.
    • Fixed an issue that prevented some variants from displaying in the token shop properly.
    • Miles Morales cost is correctly reduced if a card is moved and destroyed before its move resolves.
    • Fixed a soft lock when the Undo Actions UI opened over the Retreat UI.
    • AI should no longer retreat in matches for new players under rank 10.
    • Ranked reward notification pips now appear again when you reach a new rank and have claimable rewards.
    • The prompt for inputting an incorrect Friendly Battle code has been updated.
    • Added correct variant name for a Sentry variant that was previously missing information.
    • If a card is played on Shuri's Lab and moves, the VFX now appear on the correct location.
    • Enemy emote font size is no longer too small.
    • Fixed an Aw Snap error that could occur when Strange Academy moved cards.
    • Goose's VFX now plays in the correct location when it moves.
    • Kingpin's VFX should now always show in the correct location.
    • Fixed an issue that would cause Jessica Jone's VFX to not display properly.
    • Punisher's drag VFX should now display correctly.
    • Iron Fist no longer remains on the board if it is destroyed after activating.
    • Fixed an issue that was causing Vormir sound effects to not play at times
    • Fixed a problem with Korean fonts that made text too big in some instances
    • Booster colors are now updating properly in the Battle Pass rewards list
    • Fix to Isle of Silence for cards that are not marked Ongoing in text
    • Fixed a layout problem that caused a gap between the in-game Player and Opponent Avatar and the Player and Opponent Info pop-up
    • Quickly tapping to get premium Season Pass multiple times will no longer cause the game to be stuck.
    • Many art fixes over a variety of cards and variants.
    • The Steam client should now use current language as the initial locale
    • Having 3 or 4 custom searches no longer causes the UI elements in the Filter menu to clip into each other.
    • Search & filter menus no longer clip under the notch at the top of iOS devices.
    • The Player Name change icon is no longer squished on certain devices.
    • Fixed the font size for some languages for the header text on the new season's Welcome splash screen.
    • Fixed an issue where you could purchase the wrong item from the token shop if you purchased just as the shop rolled over.
    • It is no longer possible to enter nothing but spaces as a profile name.
    • Added a 'no connection' warning to the main splash screen.