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submitted 1 year ago by SamPond to c/marvelsnap@lemmy.ml

Next week its going to be a new season for Marvel Snap and they've announced which new additions will take place in the game. First of all, it seems the focus will be heavily into Destroy and Discard decks. The new cards not only have intense synergy with each other but also with fan favorites like Killmonger, Colleen Wing, Carnage, and others. While neither of those two types were exactly forgotten, this is the biggest overall addition to both of their particular metas in a long while.

They have also announced new locations and surprise: Neither of them are about stopping you from playing cards!

Once more, the focus is all on destruction, both with the return of cards (an interesting parallel to Hela) and a last minute death.

On a more aesthetic side, new Card Backs have also been revealed:

This is also your occasional reminder that wow, the X-men writing teams would get weirdly japanophile once a while.

Anyway! Thoughts? While I still feel that a well placed MODOK is king in a Discard deck, these are still some interesting flavoring, and the general Destroy cards have been in need of fresh new faces for a while.

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submitted 1 year ago by starlord@lemm.ee to c/marvelsnap@lemmy.ml

I've noticed that, when switching between the Steam and Android versions of the game, my ladder score (or amount of Cubes) does not stay consistent. How do I get in touch with SD to alert them to this?

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August 3rd - Balance Updates (www.marvelsnap.com)
submitted 1 year ago by iwidji@lemmy.world to c/marvelsnap@lemmy.ml

Interesting that they're bumping up the medals you win in Conquest mode for the 'smaller' conquest missions. What do you think?

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submitted 1 year ago* (last edited 1 year ago) by SamPond to c/marvelsnap@lemmy.ml

The official source has their detailed explanations

Hawkeye

[Old] 1/1 - On Reveal: If you play a card here next turn, +2 Power

[Change] …next turn, +2 Power. ->...next turn, +3 Power.

Hulkbuster

[Old] 3/4 - On Reveal: Merge this card with a random friendly card at this location.

[Change] 3/4 -> 3/5

Vision

[Old] 5/7 - You can move this each turn.

[Change] 5/7 -> 5/8

Captain Marvel

[Old] 5/6 - At the end of the game, move to a location that wins you the game. (If possible)

[Change] 5/6 -> 4/5

Absorbing Man

[Old] 4/3 - On Reveal: If the last card you played has an On Reveal, copy its text. (if it's in play)

[Change] 4/3 -> 4/5

Personal thoughts:

That's a lot of cards that don't get a lot of use, huh? I'm curious about the Vision and Captain Marvel changes. In theory, they're reflections of the current Lockdown meta which got even stronger with Legion. In practice, however, there's still the constant danger of Professor X, which neither of them can help with, and Jeff is still the one counter to that (aside from a lucky play)

Frankly, I think Vision would benefit much more from a Cost drop than a Power buff. A round 5 card that can move is just too much of a late gamble.

Hulkbuster definitely got shafted after Phoenix Force came out, but I'm curious about its re-emergence as a Deadpool or Multiple Man combo. Personally I've felt that one was always a bit too tight, but its a solid play whenever it happened.

Now Absorbing Man and Hawkeye are both interesting changes. Can't say I ever see those, aside from a desperate ditch in a Hazmat deck from AM, while Hawkeye is basically a fodder card for starters until people get literally any other 1-cost. The possibility of being a Bounce addition is there, now let's see if it happens in practice.

This is also a personal curiosity as none of those cards were ever in my rotations, aside from trying Captain Marvel a few times. At least the possibility of the whole thing shaking up the location breakers is interesting.

Thoughts?

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My first Infinite~ (cdn.imgchest.com)
submitted 1 year ago by SamPond to c/marvelsnap@lemmy.ml

I've been growing slightly more with each Season (last one I reached 90) and after a lot of tryhard-ing this time I finally got to max level~

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submitted 1 year ago by SamPond to c/marvelsnap@lemmy.ml

First, the official text, and this is a big one

Bounce Nerfs Let's begin by addressing the Beast/Falcon in the room. It's no secret that Bounce has been one of the top decks in the metagame for the last few weeks. We actually feel Bounce is the undisputed best deck, because its matchup spread has a startlingly high number of ~60% matchups and many of its cards top win percentage charts when not drawn, indicating the deck is winning with a variety of card combinations. The skill edge the deck offers, possibly the largest in the game, also means that edge can increase for the most practiced Bounce players. So, we're going to hit the deck firmly. Furthermore, the strongest shell in the deck is relatively transferable–you don't need to be playing the Beast/Falcon game to have a very strong deck. That means we're going to target cards that get shared across other versions of the archetype.

Kitty Pryde [Old] 1/0 - When this returns to your hand, +2 Power. Returns at the start of each turn. [Change] 1/0, +2 on return -> 1/2, +1 on return Kitty is the best-performing card in all Bounce decks, so she's an ideal candidate to target. Her strength has even warped how other decks approach the matchup, pushing combinations like Invisible Woman and Killmonger into the metagame. This adjustment will lower her ceiling substantially–we see Kitty pretty commonly making it to 8 Power, and in that scenario she'd now have only 6. That's definitely a nerf, but the change does raise her floor, adding Power or saving you Energy when drawn on turn 5 or 6.

Hit-Monkey [Old] 2/0 - On Reveal: Gain +2 Power for each other card you played this turn. [Change] 2/0 -> 3/2 The next strongest card in Bounce has been Hit-Monkey, so we're tagging a nerf onto him as well. We're adding an Energy to Hit-Monkey for a few reasons. The first is just to weaken him–very often, you'd spend that Energy to play a 1-Cost on the last turn, which would itself have 2 or more Power in addition to the buff it gave Hit-Monkey, so this is just taking that away. It also makes him much less efficient to play early in the game, mostly eliminating the early Hit-Monkey you Beast back for more value later on. We chose this execution rather than something weirder like -2 Power or buffing +1 Power but adding some base Power because it's more elegant.

Spider-Ham [Old] 1/1 - On Reveal: Transform the highest-cost card in your opponent's hand into a Pig, keeping its Power and Cost. [Change] 1/1 -> 2/2 Spider-Ham's been a generically strong card in a few decks, so it might surprise you to see it lumped in with Bounce here. However, that's the deck where it's seen the most play, and it's also been the third strongest card in that deck. It has a number of reasonable replacements, so this is our smallest change to Bounce, but we have other motivations for changing the card. We're unhappy with the extent of the damage Spider-Ham has done to a few archetypes revolving around cool high-Cost cards, like She-Hulk, Death, and especially Apocalypse. We'll have a future adjustment down the road to Spider-Ham's behavior that directly addresses that, but for now we're just going to make him a little less efficient and see how much that reduces his play rate.

All right, now that Bounce is out of the way, let's move into more exciting territory–buffs!

Phoenix Force [Old] 5/6 - On Reveal: Revive one of your destroyed cards and merge with it. That card can move each turn. [Change] 5/6 -> 4/5. It's relatively unusual for us to make a change to a Season Pass card so soon, but Phoenix decks have been a lot weaker than we wanted overall. That may be due to the complexity of its deckbuilding in part, but another reason is that we made a relatively late buff to Phoenix, moving it from 5/5 to 5/6. Unfortunately, that ultimately introduced more weakness than strength to the Multiple Man plan by making him vulnerable to Shang-Chi, which has been seeing plenty of play as a primary answer to Lockjaw locations and Evolved Hulk specifically. This change should heat Phoenix up for players in a big way and return Multiple Man to that sweet spot at 8 Power. If it's a little too much gas, we'll look at cooling her down but keeping the Cost at 4.

Ghost-Spider [Old] 2/3 - On Reveal: The last card you played moves here. [Change] 2/3 -> 1/2 We were a little gun-shy on the strength of some of our recent Move cards, as the deck can be really potent in addition to occasionally melting brains over the sheer number of possible moves you can make. Ghost-Spider was one of those cards, and having seen the dust settle we've decided to push her efficiency a bit. Other than Human Torch, Move isn't a deck historically vulnerable to Killmonger, so this change should ultimately net Power for Move players. It also makes her a more interesting potential companion for Phoenix, letting players curve Shuri into Phoenix + Ghost-Spider efficiently.

Living Tribunal [Old] 6/6 - Ongoing: Split your total Power evenly among all locations. [Change] 6/6 -> 6/9 Living Tribunal has successfully spun up a fringe deck that pushes loads of Power, but that deck could use a little lift. That 3 Power would be a huge buff to most cards, but for Living Tribunal it plays a lot more like 1 Power. This change does open Living Tribunal up to Shang-Chi, but his effect being active from any location helps him stay nimble against that threat. If this buff doesn't get him where he wants to go, we'll be back.

Magik [Old] 5/3 - You can't play this on turn 6. On Reveal: Change this location to 'Limbo'. [Change] 5/3 -> 3/2 Ever since the nerf that knocked Magik from her perch defining the metagame into its deepest recesses, we've been looking for a safe time to reintroduce her at a more aggressive rate, since her fantasy and impact on the game are both interesting. This Season seemed ideal to do that, with a hot new variant hitting the streets via the Season Pass. We're actually going to make a small behavior change to Magik in our next patch, restoring her to being playable on turn 6, but disabling just her On Reveal in that case. We're debuting this stat change a little early to celebrate her time as a member of the Phoenix Five in the appropriate season.

The Great Web After each turn, move one card to the Web for a random player. [Change] We're making this location appear less frequently. Much like Miles Morales himself, players have been getting roped into a larger conflict than they may have bargained for with The Great Web. We think the location is pretty interesting and especially enjoy how it factors different cards and archetypes in unique ways, but we're sensitive to the frustration being a little higher than we expected. We have a variety of location rarities, and Great Web was one of our most common. We're changing it up to be one of our more rare locations, using the tier second only to the likes of Ego and Worldship.

Personal thoughts: I was expecting some kind of rebalance in regards to Collector/Kiity Pride/Hit-monkey combos, but I can't say I saw something this wide coming. Though they're small changes, rather than something crucial and substantial as it happened before with Wolverine and Crystal, altogether they're a fairly interesting shakeup to a solid deck.

The Spider-Ham, Phoenix Force and Living Tribunal changes all stood up for me. First because I never got the idea that Phoenix was that underplayed - just very niche - and a change like that will remain to be seen in how it works against pre-established decks. Spider-Ham on the other side, is definitely a major player - I myself got it on the Token shop in its first week, a rare instant buy - and the increased cost makes it less of an easy choice, as well as not a target for Killmonger. Living Tribunal, however, just...feels off. IMO that's one of the weakest cards released so far, and that doesn't seem like it'll change its use so much. I feel that eventually it might get a full rework, as some cards have gotten in the past, to make its representation more appropriate.

Personal Favorite: Magik getting a major cost cut feels good. Though it'll leave me open much more often to Storm and Scarlet Witch wipe, I feel like I'll get a lot more mileage of extra turns for now.

Thoughts on it?

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submitted 1 year ago by eximo@lemmy.ml to c/marvelsnap@lemmy.ml

Opened 3 this week after hoarding credits. Got Knull Variant, a Deadpool variant as picking up a dupe Spider-Ham and Living Tribunal.

I only wanted Jean ffs!

What's everyone's thoughts on the new cache type?

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submitted 1 year ago by Poggers@lemmy.world to c/marvelsnap@lemmy.ml

Card text:

Jean Grey [3/3] Ongoing: Players must play their first card here each turn (if possible).

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Feeling accomplished... Never hit legend in Hearthstone and have been working towards this since launch. Using a deck Bynx made https://youtu.be/1U8UBOopKK4 and I highly recommend.

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submitted 1 year ago by eximo@lemmy.ml to c/marvelsnap@lemmy.ml

Noticed that my spiderham hitting High Evo Hulk makes him 0 cost. Same with red skull.

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Spotlight Cache: More Cards for More Players!

We’re excited to announce one of the biggest changes to MARVEL SNAP since its launch – the Spotlight Cache. Spotlight Cache means more cards, including brand new cards, for more players than ever before! We think this will make every card release more exciting, impactful, and accessible to everyone. Get ready to grow your collection FASTER THAN EVER!

What is the Spotlight Cache?

Spotlight Cache is a brand new way to acquire newly released cards, Series 4 cards, and Series 5 cards. Spotlight Cache system will appear after you’ve passed Collection Level (CL) 500. A Spotlight Cache will replace Collector’s Caches and Collector’s Reserves every 120CL. This means that one in every 10 Collector’s Reserves are becoming Spotlight Caches.

Why are Spotlight Caches so exciting? The answer is the CARDS! Each week, three different Series 4 and 5 cards will be featured – including the new card released that week! When you open a Spotlight Cache, you’re guaranteed to open one of those three cards, or a random S4/S5 card. If you already own one of the featured cards, the Spotlight Cache will instead feature a time-exclusive variant for the featured card.

The Spotlight Cache reward pool changes each week and features 1 brand new card, 2 existing Series 4/5 cards, and a Random Series 4/5 card.

More Cards for More Players

You might be asking, “Why are you making this change?’. We want to bring more cards to more players – and this system helps make that possible for all players, no matter where they’re at in their journey. Whether you’re still working through Series 3 or you have nearly all Series 4/5 cards, you’ll see an increase in cards earned with the change to Spotlight Cache. If you’re a free-to-play player that completes your Daily Missions, you can expect to get a Series 4/5 card from your Spotlight Cache almost EVERY WEEK – this is a huge increase from having to grind 6000 Tokens to get a single Series 5 card all month in the old system!

Every Card Release is Impactful and Accessible

One of the main feedback topics we’ve seen is that players didn’t feel they were able to enjoy or engage with new card releases each week. We definitely want to address this! Previously, we saw a very small portion of players able to get the new card each week. But, with Spotlight Cache, ~25% of players who finish their Daily Missions can get the new card each week – for free! This is going to bring more diversity to the decks you’re playing and seeing each week. Get ready to experiment in the Proving Grounds, build brand new decks, and face off against new cards while ranking up!

Your Collection, Your Way

We know you like to target which cards you’ll add to your collection – this isn’t being removed. Featured Series 4 or Series 5 cards in Spotlight Cache give you the perfect opportunity to add cards you’ve been looking for to your collection. Have you been hoping to get the mighty Thanos to lead your growing army of heroes and villains? When Thanos is being featured in the Spotlight Cache, opening one that week gives you 1 in 4 chance to earn Thanos! Opening another one will give you 1 in 3 chance, and if you open 4, you are guaranteed to get all the featured Series 4/5 cards that week – including Thanos!

While the Collection Level Track and Spotlight Cache system will be your primary source for new cards to add to your collection; Collector’s Tokens and Token Shop will still exist as a back-up support system for unlocking targeted cards. As part of this change, we’re increasing the overall availability of cards, decreasing the emphasis on Token Shop, and decreasing the Collector’s Tokens that players receive in other ways. If a card has been eluding you in the Spotlight Cache, spending Collector’s Tokens in the Token Shop is another path to target the exact card you want. But, these won’t be your primary card acquisition tools, so spend them carefully and wisely!

Upgrade Cards to Get More Cards

We want to continue the excitement of progressing your Collection Score through the early Collection Level Track. For many established players, they missed the excitement of earning new cards in the Collection Level Track. So, we’re going back to our roots: upgrade cards to get more cards. We think this will be a much more enjoyable experience, provide clear goals, and again… bring more cards to more people!

We think the Spotlight Cache system will be a huge improvement to card acquisition for all MARVEL SNAP players. We’ve been talking about card acquisition changes for a while now and you’ve probably noticed a few changes while we’ve been exploring how to make this a better experience for all players. As always, this is an iterative process… and we plan on continuing to change things up and improve the system! Please keep sharing your thoughts and feedback so we can deliver on the forever game we believe MARVEL SNAP can be!

  • What happens to saved Collector’s Caches and Collector’s Reserves when the change happens?
  • Any saved Collector's Caches or Collector's Reserves will be turned into Spotlight Caches at the appropriate rate once the new system is live.
  • How are Collector’s Caches and Collector’s Reserves changing?
  • Every 4 Collector’s Cache now contain:
    • 2 x Series 3 or below cards
    • 1 x 100 Tokens
    • 1 x Credits Box that can contain 150 or 200 Credits
  • Every 9 Collector’s Reserve now contain:
    • 2 x Series 3 or below cards
    • 1 x 100 Tokens
    • 3 x Credits Box that can contain 150 or 200 Credits (more chance of 200 compared to Cache)
    • 3 x Cosmetic
  • Will Series 4 and Series 5 cards still appear in Collector’s Reserves?
  • All Series 4 and 5 cards are moving into the Spotlight Cache. Spotlight Cache replaces the current system and results in more cards for more players.
  • Are there fixed odds of finding a Series 4, Series 5, or Spotlight Variant in Spotlight Caches?
  • Think of the Spotlight Cache like a bag of four items. You pull out one at a time at random, each item having equal chance to be picked. You’ll have a 25% chance to get one of those, then a 33% chance to get one of the remaining options, then a 50% chance to get one of the remaining options, and finally a 100% chance to get the last item. Once the bag is empty, we fill it back up with four items. With Spotlight Cache release, whether something is S4, S5 or is a variant does not impact their drop chance. We want to see how this system plays out and continue to improve the system!
  • Will I know about Spotlight Cache rewards ahead of time?
  • We plan to announce the weekly Spotlight Cache reward pools at the start of each season. We hope that this will allow you to plan ahead and get excited for what’s coming in each season of MARVEL SNAP.
  • How does this interact with Flexible Series Drops?
  • This feature requires a healthy supply of Series 4 and 5 cards to function—more than our previous system could maintain over time. The recent reduction in Series Drop frequency for cards from Series 4 to Series 3 ensures that we can continue giving away this many cards through Spotlight Caches at this pace. We will announce any Series drop at least two weeks in advance of it happening. Since each of these announcements will precede a patch by two weeks, that’s a 6-week “safe” window to spend tokens on a card without it dropping.
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submitted 1 year ago by poof@lemmy.world to c/marvelsnap@lemmy.ml

https://lemmy.world/c/snap is slowly growing but I have a busy life, can't always check in daily so I'm looking for some help over there!

Hit me with a DM if you're interested.

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submitted 1 year ago by eximo@lemmy.ml to c/marvelsnap@lemmy.ml

Series 4 Drop so 3000 tokens.

I’m tempted but haven’t seen it much today, be interesting to see people’s thoughts on this new card.

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submitted 1 year ago by Dalek@lemmy.world to c/marvelsnap@lemmy.ml

Ego being a location is dumb. Me not playing cards isn’t why I downloaded a card game

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I usually have enough restraint to not spend ridiculous amounts of money on digital cards that I’ll never physically own but goddamn this Darkhawk variant looks so good. Ugh…

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I've been playing since last October and I finally clicked with a deck.

Been running my modified sera surfer against this high Evo meta and cleaning up. Lots of 8 cube wins (shadow king is MVP).

I just wanted to share since my friends don't play this game haha.

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Simpler times (lemmy.world)
submitted 1 year ago by XanXic@lemmy.world to c/marvelsnap@lemmy.ml
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So far random number Jesus just seems out to get me, can see this mode as extra tilting.

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submitted 1 year ago* (last edited 1 year ago) by Yoru_Sulfur@lemmy.davidbuckley.ca to c/marvelsnap@lemmy.ml

I wanted to get an idea of what combinations of wins at what tiers of conquest were needed to get the 1550 medals required to get the exclusive variant from the conquest shop (assuming you get the 9 cheapest purchases).

In the process, I ended up computing all combinations of matches that get you there. I figured there may be others that were interested in that info, so here it is!

There are a couple assumptions baked in to the computation:

  1. It assumes you stop playing games once you get passed 1550 medals
  2. It assumes that if you earn a ticket, you always use that ticket. Since you get a medal reward from just entering Silver+ this is a significant source of medals even if you never win any games in that tier.
  3. The tickets that you will buy from the shop on your way to 9 purchases was not taken into account.

Interesting snippets:

  • A straight shot from Proving Grounds to winning Infinity will give you enough medals
  • It takes 45 Proving Ground wins to get enough medals (assuming you never win a silver game, but do use all your tickets)
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Login issues? (lemmy.world)
submitted 1 year ago by Dalek@lemmy.world to c/marvelsnap@lemmy.ml

Anyone having login issues since the update? I figure it’s temporary but I’m curious

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Patch Notes - 6/13 (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by unguided_rehire@lemmy.world to c/marvelsnap@lemmy.ml

Patch Notes - June 13, 2023

PATCH HIGHLIGHT

New Game Mode: Conquest

  • With this patch, we are excited to release a new game mode: Conquest. Found in the “Game Modes” section of the bottom Navigation Bar, players can enter Conquests of varying difficulty, earn Medals by playing games, and get exclusive rewards in the Medal Shop.
  • Conquest is unlocked after completing the Recruit Season Pass.
  • Check out the Conquest blog post for more information!

GENERAL UPDATES

New to the Token Shop - Mystery Series 3!

  • Open Mystery Series 3 cards for 1,000 Tokens to gain an unowned Series 3 card for your collection

Weekend Missions

  • Weekend Missions offer more goals and rewards for players, beyond their current Daily Missions and Weekly Missions. With the initial release of this feature, each weekend will have three Weekend Missions:
  • Win Games to Earn Credits
  • Win Games with Season Pass Card to Earn Gold
  • Win Games with Newly Released Card to Earn Tokens
  • Each of these reward amounts will vary depending on the difficulty of the mission. There will be Weekly Missions available for each new card release. Weekly Missions for a Newly Released Card are a great way to earn back Tokens with your new cards – essentially reducing the overall Token cost!

Series Drop Updates: Some cards have dropped to a lower series.

  • Cards dropping from Series 5 to Series 4:
    • Snowguard
    • Stegron
  • Cards dropping from Series 4 to Series 3:
    • Shanna

BALANCE UPDATES

We’ve got one major change this week, and two smaller adjustments we anticipate will make some of our lesser-played cards a lot more fun. We know this patch is coming a couple weeks after High Evolutionary’s release, but bear in mind we implemented these changes well in advance of his release, so we’ll be using OTAs and our next patch to address changes that may be related to that card’s impact on the metagame.

CARD UPDATES

Galactus:

  • [Old] 6/2 - On Reveal: If this is your only card here, destroy all other locations.

  • [New] 6/7 - On Reveal: If you’re winning this location and this is your only card here, destroy all other locations.

    Galactus is a card we’ve kept a close eye on since release. His ability warps the game, changing the goal for both players from claiming two locations to waging war around cards that “counter” him/his finishers and priority. We don’t mind mixing things up a bit from time to time in that regard, but Galactus’s play rate was moving past the thresholds we set to determine both competitive diversity and also how frequently the game gets reduced to that state. Because Galactus is inherently counterable, we waited to see if the metagame could sort itself out, but it hasn’t. Galactus’s popularity has increased, his winrate has only grown, and many players don’t even enjoy beating him–these are problems worth solving.

    The original design for Galactus is difficult to rebalance, because it has essentially one value we can adjust: Power. However, lower Power can mean that Galactus always loses priority, making post-Galactus counters like Shang-Chi or Enchantress difficult to play. Meanwhile, increases may let you beat these cards more naturally, especially Professor X. Either way, it’s still all about the counters. We considered making him the first true 7-Cost card, but that was just less fun and weaker with the same issues. We also considered full redesigns for Galactus but didn’t find anything that cleared our bar, which is very high.

    Ultimately, we decided to make Power a functional way for us to tune Galactus, which led us to this additional “winning” restriction. Caring about winning this way lets players contest Galactus within the core fun of SNAP–using Power to challenge for locations. Relying exclusively on counters is frustrating because neither player has much control over their appearance, but every deck should have the ability to muster 7 Power. We expect he’ll be stronger in decks that play him on turn 6 after Hobgoblin or Nimrod, but worse in the stronger, more popular Galactus archetypes. If this change proves too much or too little, it’s also given us the ability to tune him further via OTA and find the healthiest spot.

Maria Hill:

  • [Old] 2/3 - On Reveal: Add a random 1-Cost card to your hand.

  • [New] 2/3 - On Reveal: Add a random 1 or 2-Cost card to your hand.

    We’re giving Maria Hill the ability to roll a 2-Cost card primarily to make her a better thematic parallel to Agent Coulson. We expect this to be a slight buff as you’ll occasionally get a better card from her, and half the time your Quinjet will provide a discount in those scenarios too. Not a huge mover, but a more enjoyable card.

Dazzler:

  • [Old] 4/4 - Ongoing: If you have 4 cards at each location, +6 Power.

  • [New] 3/2 - Ongoing: +2 Power for each location that’s full on your side.

    Dazzler’s old ability didn’t give enough of a boost to reflect the level of investment that filling your board demands, and never really found a home competing against many of our strongest 4-Cost cards. We decided to give her more incremental boosts as you fill locations, which also lets her benefit from Space Throne, and shifted her rate to 3-Cost. In addition to changing up the competition, she may have a home alongside Brood with Silver Surfer, in Patriot with Ultron, or other shells.

BUG FIXES

  • Fixed an issue that caused the Choose Your Card section to appear to be claimable after it’s already been claimed.
  • Fixed an issue with Moon Girl and Miles Morales that caused incorrect costs being displayed.
  • Fixed an issue with Jessica Jones’ VFX that caused it to appear in the wrong location.
  • Added Snowguard’s artist information to each card version.
  • Adjusted how Klyntar’s symbiote handles ongoing cards with modified power to be more intuitive and retain the adjusted values
  • Sliding off a purchase button without releasing should now cancel the purchase confirmation
  • Iron Lad boosters should no longer be missing their art asset.
  • Fixed an issue where Crystal’s ink mod could display incorrectly in some views.
  • Fixed an issue that would occasionally softlock players when swapping avatars.
  • Fixed an issue where your selected deck would unexpectedly change away from your last selected one.
  • Variant rarity labels should now be properly localized.
  • Players are no longer prompted to swap in variants if all of their decks with that card already use that variant.
  • Fixed an issue that occasionally prevented SFX from playing when claiming a new card.
  • Upgrade particles should no longer remain visible when you’ve filtered those cards out of the collection view.
  • Fixed issues with some text and assets appearing incorrectly.
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Marvel Snap

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A community for all things related to the Mobile and Steam CCG Marvel Snap

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