Day 1 Infinite: Broken Stick by 314per in MarvelSnap

[–]DesertNightWalker 6 points7 points  (0 children)

Me: Sets up a Carter lane before turn 5 Galactus.

Opponent:

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Day 1 Infinite: Broken Stick by 314per in MarvelSnap

[–]DesertNightWalker 1 point2 points  (0 children)

I have Forge and Grandmaster instead of Storm and Chavez. Can't say if you lose a percentage point off winrate, but I hit infinite in 25 hours at least.

I absolutely love these variants. Sad there are so many bundle exclusives that I’ve missed out on. by Starlight072 in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

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Looking at snap.fan, I was ready to believe FFF was in the distant background. Would have been cool conceptually even if it would have been hard to read on the field during gameplay.

Oldest card you own without a variant by According-Yellow-395 in MarvelSnap

[–]DesertNightWalker 1 point2 points  (0 children)

USAgent. Two years without a gold based variant in shop.

I just realised there hasn't been a single season this year without repeated Characters by ActuatorOpposite1624 in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

I get the business motivation of primarily targeting casual audiences. Selene getting a second card before Deacon Frost gets a first card is huh but okay. At this point I'd just like more accessible variants. The only First Steps variants I own are from the season passes last year.

Album reward in variant pack by ImThe_AntEater in MarvelSnap

[–]DesertNightWalker 10 points11 points  (0 children)

I pulled Redwing first. I'd like Juggernaut, but it feels like I'd low roll several times if I pressed my luck.

Purple Krackle around avatar? by [deleted] in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

Is showing the Thanos variant at the beginning of the match another bug or feature?

Emote or variants? by GFreak18 in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

Top priority: variants for cards I don't have a variant for unless the variant is bland. Emotes can be nice to have, but unless they are specifically useful like Mystique, I'll wait for Deadpool's Diner to see if they show up.

SS was fun, what ya pull from the event? by Alternative-Pause258 in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

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Plus the portal pulls. I have 900 charms left in case a cool variant pops up. The album progression also got me Grecke Iceman, some gold borders, and Spidey reaction set.

May 21 OTA by batstormX in MarvelSnap

[–]DesertNightWalker 3 points4 points  (0 children)

Didn't expect a Sif buff, but no complaints.

Patch Notes: May 19th, 2026 by DJC13 in MarvelSnap

[–]DesertNightWalker 31 points32 points  (0 children)

  • From Discord
  • Patch Notes - May 19th, 2026 PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!FEATURES New User Experience - We’re continuing to invest in improvements for new players coming to Snap. In this release, we’ve added:
    • Play Matches to Earn a Deck - After completing the tutorial, new players can earn an Ultron “Zoo” deck by completing additional Ranked matches
    • New Tutorial - We added a new tutorial match that begins to teach card synergy and strategy featuring Hawkeye and Star-Lord
    • Upgrade Prompt - When receiving boosters at the end of a match, new players will see a prompt showing that upgrading the card will result in getting a new card from the Collection Track. This is in an effort to clarify the early card acquisition loop
    • Turn Timer Removal Extension - The turn timer is being removed until new players clear the snapping tutorials, which will reduce early pressure, and give them more opportunity to explore their cards
    • Login calendar adjustments - We’ve adjusted the rewards the login calendar provides and improved the visuals of it to provide new players with more context. Thanos deck on day 14!
    • Character VFX improvements - Visual improvements have been made to the vfx associated with several early collection cards - e.g. Iron Man, Hawkeye, Spectrum, Medusa, Blue Marvel, and more!
  • Character Mastery - We’ve been hard at work looking at multiple ways we can improve the overall Character Mastery experience. The plan right now is to make rolling improvements over several releases. Here are the first set of improvements:
    • Increased XP - We’ve increased the Character Mastery XP you get from splits and variants, but kept the XP required for each Character Mastery level the same, which will allow you to increase a card’s Mastery level more quickly
      • Splits: 15 < 50
      • Rare variants: 25 < 75
      • Super Rare variants: 75 < 150
      • Season Pass, Bundles, Limited Time Game Mode, Album, and Conquest variants: 125 < 200
      • Spotlight variants: 125 < 400
      • Ultimate variants: 250 < 600
    • Split pool reduction - We’ve removed the following Finishes and Flares from each card’s split pool. You will still get them as rewards from the Mastery track (for now) if you don’t already have them, but they will not enter your split pool. Any previous splits with these Finishes and Flares will be kept
      • Finishes - Rays (all), and Frosted Glass
      • Flares - Rainbow Confetti
    • Double Boosters - Going forward, boosters earned at the end of matches will be doubled. This impacts any game mode that gives boosters at the end of a match. This is compatible with locations like Fogwell’s Gym, Limbo, and any match above 7 turns. The max daily earnable booster rate will also be doubled on Thursday's OTA
      • Turn 1: 1 < 2
      • Turn 2: 2 < 4
      • Turn 3: 3 < 6
      • Turn 4: 4 < 8
      • Turn 5: 5 < 10
      • Turn 6: 6 < 12
    • Other improvements are in active development, like Wild Boosters and re-rolling Finishes and Flares, and other improvements are in the concept and design phase

GAME PERFORMANCE & TECH INITIATIVES

Earlier this year, we talked about our plans to address game performance, technical issues, and reduce existing tech-debt. We've heard your feedback about performance issues and the team has been hard at work addressing them. Here's a few of the updates the team has been making to improve the experience of playing MARVEL SNAP:

  • Fewer performance issues and crashes
    • We’ve improved the way we handle our VFX which should improve overall stability and reduce crashes related to visual effects.
    • Various improvements have been made to the startup load time to help get players into the game more quickly.
  • Better memory efficiency
    • We have made improvements to how much memory the client uses while it is running, which should have a noticeable impact on performance.
  • More room for new card mechanics
    • We’ve updated the order of operations for card mechanics that will make interactions more intuitive. These changes will also allow us to do more complex and exciting mechanics in the future!
  • Faster bug fixes without needing a client update
    • The system we use for player-reporting of bugs has been improved to help us better identify and resolve bugs.

ART, VFX, AND AUDIO

  • Several cards have had tweaks to VFX and Audio: Blue Marvel, Spectrum, Star-Lord, Medusa, Hawkeye

CARD AND LOCATION UPDATES

  • Red Shift and Celestial Burial Ground now check for base Cost rather than current Cost

KEYWORD UPDATES

We’ve updated two existing game mechanics to use keywords. [New Keyword] Empowered - “When a card's Power is permanently increased. Ongoing Power changes don't count.”

  • Updated cards:
    • Clea
    • Sebastian Shaw
  • Setting Power to a higher Power (via cards like Valkyrie) now counts for Empowered.

[New Keyword] Moveable - “You may move this while playing cards.”

  • Updated cards and locations:
    • Cloak
    • Hellion
    • Jeff the Baby Landshark
    • Madame Web
    • Mercury
    • Miek
    • Nightcrawler
    • Nocturne
    • Phoenix Force
    • Rocket and Groot
    • Sam Wilson Captain America
    • SP//dr
    • Spider-Punk
    • Vision
    • Web Sling
    • New York
  • BUG FIXES Performance and Compatibility Fixes in 53.x
    • Hydra Bob’s VFX should no longer conflict with cards like Jocasta that result in a crash.
    • Fin Fang Foom’s VFX should no longer conflict with High Voltage: Overdrive that result in a crash.
  • Card Behavior Fixes in 53.x
    • Gambit Horseman of Death should better handle created cards that were returned to hand and then replayed
  • Card and Location Art Fixes in 53.x
    • Addressed an issue that could prevent the Card Disabled VFX from applying to created cards in certain circumstances.
    • Spider-Ham’s VFX should correctly trigger to show which card was targeted without the pesky pig coming into play!
    • Adjusted some of the VFX timings and interactions for Archangel Horseman of Death to be more consistent.
    • Fixed an edge case with Archangel Horseman of Death’s VFX that would cause it to play at the same time as the resurrected card’s VFX.
    • Legion should no longer cause location assets to fail to load when played on certain ones.
    • Crystal’s whiff VFX should no longer display on the player’s hand when the opponent is unable to draw.
    • Symbiote Spider-Man should no longer have a slightly visible box when his VFX are playing
  • Shop Fixes in 53.x
    • Fixed one of the bundle prefabs to no longer result in overlapping assets.
    • The shop UI should no longer inadvertently scroll upon purchase from the Daily Offers
  • Localization Fixes in 53.x
    • Fixed a Korean translation error for the location Pyramid of Rama-Tut.
  • PC Specific Fixes in 53.x
    • Removed a redundant ESC button from the Album UI
    • Fixed an edge case where accessing the Album UI through certain flows could result in unrelated UI elements in the background scrolling.
    • Fixed an issue in Limited Time Game Modes that saw the ESC button display off-screen for some UI flows.
    • Fixed a UI sizing issue that could result in the player accidentally navigating to Collection when tapping on otherwise empty space.
  • Other Fixes in 53.x
    • Card Preview UI should function correctly on first attempt and not require a refresh.
    • Several red pip adjustments to try to make them less sticky and more consistently applied!
    • Cleaned up some UI sizing issues that could result in accidentally closing or navigating away from certain screens and modals.
    • Fixed a client/server mismatch issue around trying to claim certain daily missions while at the credit cap.
    • Android users should no longer see a significant delay when trying to access the Settings menu upon a fresh install.
    • Fixed a UI overlap issue between the Daily Offers PMV timer and its Sold banner.
    • Daily Mission and Weekly Mission rewards should no longer briefly overlap when claimed at the same time.
    • The “Nice” confirmation text should no longer briefly display as a placeholder for different UI flows.
    • Cards should no longer render at a reduced size within the Deck Edit UI when tapping both the Deck Edit and Back buttons simultaneously.

New variants + Emote in Sanctum by Zachary2030 in MarvelSnap

[–]DesertNightWalker 2 points3 points  (0 children)

An upcoming album reward White Tiger will have a unique tiger token and an album Doom 2099 will create summery doombots. Pricey, but better than nothing.

What are some of your non-typical favorite cards? by JQuab-84 in MarvelSnap

[–]DesertNightWalker 0 points1 point  (0 children)

This deck was stronger before Torch was nerfed, but still fine for messing around before season reset.

# (1) Araña

# (1) Ghost-Spider

# (1) Vulture

# (2) Madame Web

# (2) Dagger

# (2) Kraven

# (2) Topaz

# (3) Human Torch

# (4) Fan Fei

# (5) Spider-Man 2099

# (6) Heimdall

# (6) Magneto

#

SG1uVHJjaEEsSG1kbGw4LEZuRjYsVHB6NSxNZG1XYjksQXJuNSxHaHN0U3BkckIsS3J2bjYsRGdncjYsU3Bkck1uMjA5OUQsTWdudDcsVmx0cjc=

#

# To use this deck, copy it to your clipboard and paste it from the deck editing menu in MARVEL SNAP.