Marvel Snap’s Hated Leader Card To Be Less Powerful After Nerf

Marvel Snap’s latest round of balance changes hasn’t officially been released yet, but following a last-minute delay and leak, the info is out there. And players have begun debating one nerf in particular involving the controversial Leader card. For many, the leaked nerf details aren’t enough. There was so much chatter around this change that Marvel Snap boss Ben Brode had to address it and the card’s future on Twitter.

Released last year, Marvel Snap is a fast-paced digital card game available on Steam and mobile devices that stars superheroes and villains. Matches are fast, decks are small, and each time you play the game feels a little different as randomized zones can completely shake up a match. We here at Kotaku thought it was one of the best games of 2022.

But even a great game has its problems. And one issue in Marvel Snap as of late has been the controversially powerful Leader card that—thanks to its ability to copy all cards your opponent played this turn—-can basically steamroll over most decks in the final moment of a match.

People have been waiting for a balance change for a few weeks now, with many hopeful that The Leader would get tweaked to be less powerful. We were supposed to get a patch with balance changes on January 4, but at the last minute, an issue delayed it. However, likely as a result of the last-second delay, the details of the patch leaked via Marvel Snap’s Korean community team and quickly spread across the web. While the patch notes contained a few different nerfs and card buffs, The Leader’s minor balance change—-only removing one point of power from the card—-was considered not enough by players.

In response, Marvel Snap boss Ben Brode discussed The Leader nerf on Twitter, providing more context for the small nerf and clarifying that the team has more plans to tweak the card in the future, it’s just still trying to figure out what to change. But those changes are coming, eventually, and this first, smaller nerf is just step one towards balancing Leader.

Meanwhile, if you are someone who likes running Marvel Snap decks with the various Guardians of the Galaxy characters, good news: Groot and Drax are getting small buffs to their base stats to make them more viable and less of a gamble. It also appears, via the leaked patch notes, that artist credits are finally being added to the game in the next update, too. Of course, these leaked patch notes aren’t official yet, even if Brode is responding to one part of them, so keep that in mind. As for when to expect this delayed patch, Brode explained on Twitter that the wait shouldn’t be longer than a week, so it could go live around January 10 or 11.

Update – 1/10/23, 11:42 a.m. ET: After its patch notes leaked last week, the latest Marvel Snap update is now live following a small delay. 

Marvel Snap Cards That Win & Lose The Most Are Hard To Believe

When it comes to building any style of Marvel Snap deck, there’s always that nagging feeling that you might be including one or two cards out of habit, rather than necessity. But when Kotaku spoke to the game’s creator, Second Dinner’s Ben Brode, we learned that the cards we ought to be leaving out, and the ones we should be swapping in, were incredibly surprising.

Since Marvel Snap’s release almost three months ago, Second Dinner has been accruing an enormous volume of player data. Every game, every deck played in those games, and the cards that are winning and losing them, it turns out is logged in their systems. So when we asked Ben Brode, the former frontman of Blizzard’s Hearthstone and project lead on Marvel Snap, which cards he thought most over and underrated, it was to this database that he turned to give the most accurate answer.

I was motivated to ask by my concern that the big-name cards I’d chased so long might not be the victories I’d hoped. I’d been beaten by Wong so many times before I unlocked the card, for instance, that I feel compelled to include it. But what if its undeniably useful abilities don’t click into place often enough for it to be a worthwhile space in a 12-card deck? Was I falling into traps, assuming the most alluring cards to be the most effective? It seems I needn’t have worried…about that, at least. Because it turns out the most overrated card is less overt.

Brode’s method to find the answers was to pull up what must be the most extraordinary treasure-trove of data, and search for the card that appears most frequently in the decks that lose the most often. With a sample size of what must be hundreds of millions of games, the result would be pretty convincingly a poor choice. And it worked out, that card was Shang-Chi!

A collection of Shang-Chi cards.

Image: Second Dinner / Kotaku

Shang-Chi is, or at least I assumed was, a superb griefing card. Its ability is to destroy any opponent cards at the same location with a power of 9 or higher. Which means, played in rounds 5 or 6, you can absolutely devastate an opponent’s high-scoring location. That Devil Dinosaur pulling in points for all the cards in their hand, or pesky Magneto with its 12 power, is obliterated. Great, right? Well, seemingly not so much, given that Shang-Chi is found in the most losing decks, according to Second Dinner’s database.

So what about at the other end? Which is the most underrated card? By the same method, this time looking for the card that appears the most infrequently, but wins most often when it does, Brode revealed that Snap’s most undervalued card is Human Torch!

A collection of Human Torch variants.

Image: Second Dinner / Kotaku

Human Torch?! But…it seems like one of the most bland cards out there! The 1-cost, 2-power card doubles its power every time it moves, and sure, it’s in my “moving” deck, but I’ve yet to figure out how to make its power-doubling particularly effective. Yet, the data doesn’t lie.

There’s no question the card is underrated. On top fan site,, Human Torch doesn’t appear anywhere in its list of the top 100 most played cards in all the most commonly played decks.

Second most underrated? Multiple Man, the 2-cost, 3-power card that leaves behind a copy of itself each time it moves. Oh my goodness, should we all be switching to move decks as our primary? In fact, added Brode, Multiple Man (who appears in 96th position on’s list) gets used a tenth as often as Cosmo, and yet has “a significantly higher win-rate.” Then again, who doesn’t hate playing against a Move deck? 

Which all throws everything high into the air. Up is down, cats are sleeping with dogs, and Human Torch is vastly better than Shang-Chi. We’re all probably playing this game entirely wrong.

Marvel Snap Creator Says Snapping On Round 1 Is Smart, Actually

You know the moment. You start a game of Marvel Snap, you get ready to play your first card in the first round, and then “OOOOH SNAP!” the game blurts out: your lunatic opponent just snapped first round before the game even started. Awful behavior, right? Well, when Kotaku spoke to the game’s creator, Hearthstone’s Ben Brode, we learned it might actually be one of the smartest ways to play.

One of Marvel Snap’s genius little details is the ritual “snap” mechanic. In every game, players are playing to win or lose cubes, essentially “gambling” for non-monetary XP points that gain or lose you levels. If neither player snaps, and both play through to the end, then just two cubes are won or lost between them. However, should either player snap—click the button on screen to imply you’re confident of winning—that number goes up to four, and should both players snap, it’s eight. This allows all sorts of excellent tactics, from intimidatory snaps when you’re dominating a couple of locations, to bluffing when you’re far behind, but want to suggest you’re about to whomp home. But snapping first round? What’s the possible value of that?

But when Kotaku spoke to former Blizzard developer, and head of newer developer Second Dinner, Ben Brode, he told us there were some damned good reasons to hit that button right away.

“If you’re not good at determining whether to snap, you should probably be snapping round one,” Brode told us, “because it’s better than never snapping!”

Read More: The Marvel Snap Cards That Win And Lose The Most Are Hard To Believe

It turns out, a lot of players are prone to just never hitting the button, always playing it far too safe. And the problem with that is, it tends to put people in a reverse trajectory. Your wins count for less, and your opponents, who are likely more confident and snap-oriented, will tend to beat you for more. So snap first round, and you’re putting yourself in a position where your wins are going to count much higher, and you can always retreat for just a loss of two cubes if things aren’t going your way. Doing it right away, says Brode, removes the need to be worrying too much to ever do it as you play.

The nuances of a well-timed snap, when mastered, can really aid a person’s game, but that’s a lot harder to get right than many think. “Somebody with a negative win-rate,” explains Brode, “but who wins eight cubes when they win, and loses one cube when they lose, is going to skyrocket up the ladder.” However, he adds, “somebody who wins 70 percent of their games, but loses eight cubes when they lose and one cube when they win, is moving in the wrong direction.”

It’s counter-intuitive, but it makes sense. So if you feel like you too often find yourself winning games over and over with just two cubes as your prize, maybe you’re exactly the sort of person who should be snapping first round!

Marvel Snap’s Rickety Bridge Might Be The Worst Zone Yet

Another week, another new Marvel Snap location. And sadly, it’s becoming a trend that a lot of these new locations are just really annoying and bad. The latest awful Snap location is Rickety Bridge, a frustrating spot that destroys cards faster than an angry kid who didn’t pull anything good from a dozen packs of Pokémon cards.

Marvel Snap, released last year, is a free-to-play mobile card game built around fast matches, small decks, and lots of chaos created by rotating locations that randomly spawn each time you play. Every match is a little bit different because of these random zones and while some of them are basic and boring, others are fun or stressful, adding cards or powering up or down heroes and villains alike. And then there are the Marvel Snap zones that just suck. Case in point, the newest location: Rickety Bridge. Oh, how I hate Rickety Bridge.

Added to the game yesterday, this new zone is simple and a bastard. When more than one card is played on the bridge, all cards on both sides of that zone are destroyed. Thematically, I love it. One too many people trying to fight on an old rope bridge that can’t support all the weight and falls apart, dropping everyone to their doom is a funny visual. But it’s a pain in the ass to deal with in most matches.

Now sure, there are some clever folks out there who are building decks around this new zone, as it will appear more often until tomorrow as part of its debut, and that’s fine. In fact, I’ve seen people using Deadpool, Nova, and Wolverine at the Rickety Bridge to good effect, as these are all cards that synergize nicely with being destroyed. Deadpool will go back into your deck powered-up, Wolverine will respawn elsewhere, and Nova will soup-up your entire playing field. You can also skip the Rickety Bridge headache altogether with cards like Armor, which prevents card destruction, Rhino, which destroys the location before it can delete you, Scarlet Witch, which can alter the location, or Storm, which will briefly, but safely, let you play cards.

The main problem I’m running into is that this location bundled with some of Snap’s other annoying spots can turn matches into shit shows that nobody wants to deal with. I’ve gotten the Rickety Bridge, Space Throne (which only lets you play one card), and Sanctorum zones (which prevents you from playing anything there) in a match and at that point, the game crawls to a halt. Conceptually having difficult boards can switch things up a bit and make you flex your skills, but the challenges themselves aren’t fun. More often than not both you and the other player end up with a dead card. Worse, some players have found ways to troll on the zone:

Most people seem to hate it, though, judging from the responses on social media. And I don’t blame them. We already have so many bad zones at this point, locations are just the worst and can make matches miserable or ruin popular decks, that I really would like a break from any more being added to the game.

I already deal with stuff like District X’s funky deck-swapping shit and Danger Room’s annoying card destruction roulette. Don’t add more things that make me and other players grumble and slam our heads against our phone screens. Instead, maybe new zones could be more relaxed or chill. Like a napping zone where cards just unwind and nothing bad happens for two turns. Or a boring store zone where you have to pay one power to play anything there but that’s it. Not everything needs to be so damn annoying and mean, Marvel Snap. Geeze!

It makes me wonder if Snap needs more neutral zones or boring zones to help offset all the annoying nonsense, like the Warrior Falls (which destroys the weakest cards each turn, but can break easily) and Vormir (which destroys the first card you play), added to the game in recent months.

Looking ahead at the next new zone, Collapsed Mine, which fills the board with rocks that can only be cleared by skipping your turn, I’m actually kind of excited about it. Sure, it can be annoying, but at least it shakes up a match without just destroying everything, nor does it block you from having fun.

Starting Tomorrow, Marvel Snap Will Let You Battle Your Friends

Marvel Snap is very good. We’ve said that before. Heck, we even called it one of the best games of 2022. But it did lack one big feature at launch: the ability to challenge your friends. Tomorrow’s Marvel Snap update will finally add the much-requested feature to the popular card game.

Following a beta period, Marvel Snap came out on phones and PC back in October. It quickly became popular due to its focus on small decks, fast matches, and random chaos. Since then it’s received multiple updates, adding good stuff like artist credits, and bad stuff like expensive in-game bundles. But what people really wanted was a way to directly face off against their friends. Shortly after release, the devs promised a battle mode for buddies was coming later in 2022. Then that quietly got delayed to 2023. But it’s finally arriving tomorrow, and I’m very excited.

Battle mode in Marvel Snap will work a bit differently than how current matches play out. Instead of one fast match, you’ll play multiple rounds against your friend using the same decks. Developer Second Dinner says matches will likely last around 20 minutes, which sounds a bit long for my taste, but we shall see.

How Battle Mode will work in Marvel Snap

Here’s how the developer explains this new mode in a blog from earlier this month:

Battle Mode pits two opponents against each other through multiple rounds. Each player starts with 10 health. Instead of Cubes, what’s at stake is the amount of damage the winner will deal to the loser. If you can deplete your opponent’s health to zero, you win!

In Battle Mode, the stakes become front and center. Every SNAP and Retreat takes extra meaning, as every point of health is critical to remaining alive.

Barring any last-minute delays or issues, starting tomorrow, January 31, you’ll be able to challenge your friends to a duel in Marvel Snap. On top of that, a bunch of rare and powerful cards are dropping in Series, like Shuri and Black Panther, letting you farm them easier from the collection path. And they’ll cost less in the Token Shop. All around good news!

While some might not care about this upcoming battle mode, I’m very excited. Being able to duel your friends is an important part of a good card game. I also need to beat my coworkers with my awesome Zabu deck. It will make the game even better and make me feel like a smart, powerful gamer. That, or I’ll get my ass kicked so bad that I delete my decks and never return to Slack.


Marvel Snap’s Most Hated Card Just Became Less Annoying

Today’s big Marvel Snap update added the much-requested (and much-delayed) battle mode for friends. But it also made some changes to a few cards, including a surprise buff for Wolverine and a much-needed nerf to The Leader, a card many claimed was too OP and unfair in its previous state.

Released earlier today, the free-to-play card battler’s latest update finally adds the ability to challenge friends and specific players in non-ranked matches. And while the feature is a bit barebones at the moment, in my early testing it works a treat; it’s been a blast playing friends and testing decks against them. But this new Marvel Snap update also brought with it some other tweaks, including new balance changes.

The big news: The Leader finally got a decent nerf to his powerful ability that let you copy all the cards your opponent played in the round. While he still copies some cards, he’s been limited to just the opponent’s zone to the right of him. This small tweak means you’ll have to be more strategic when using Leader. Early reports seem to indicate he’s still useful and powerful, but not as overly dominant as before because now you have to correctly predict where your opponent is likely to play powerful cards. To help offset this new change, dev Second Dinner also gave Leader a small power boost from six to seven. Funnily enough, this reverses the last minor nerf The Leader got.

While there were counters to The Leader and his strong endgame ability, it was still a really annoying and unfun way to lose a match. And as it became a popular way to win, you’d sometimes lose against this combo multiple times in a row. Hopefully with this change that won’t be the case anymore.

Read More: Marvel Snap’s First Three Explosive Months: The Ben Brode Creator Interview

There’s more good news for players who love Wolverine: The card is getting a very good buff. The grumpy mutant’s ability to return to the field after being destroyed or discarded was solid, but his stats never felt amazing, even with a slick ability like that. And according to Second Dinner and its data, nobody was really playing Wolverine in Snap. So to fix that, he’s been given a new ability. Now, when he gets destroyed and returns he comes back with +2 power. And it reads like that can happen multiple times, meaning this card could become a useful part of destroy-focused decks.

I’ve seen some players upset that other cards, like Zabu and Silver Surfer, haven’t been nerfed yet, and while I agree these cards likely need some tweaks, I do appreciate how careful Second Dinner is being with its nerfs. I’d rather it not do enough and try again, than make huge sweeping changes that utterly destroy cards and decks that people love overnight.

Marvel Snap Players Think An Objectively Nice Emote Is Toxic

Fans of Marvel Snap, the hugely popular, free-to-play card game, have come to a conclusion: the Ms. Marvel emote, the one where she’s grinning cheerfully, winking a bit and throwing up a thumbs up, is actually toxic as hell. Ms. Marvel might as well be giving you the finger and stomping on your entrails after she stole your wallet.

Most of the time, when I see gamers calling something “toxic,” I turn into Inigo Montoya from The Princess Diaries—“You keep using that word. I do not think it means what you think it means.” “Toxic,” I usually think, is a word for awful on-again, off-again college relationships, or for U.S. tap water. I wouldn’t normally use it in reference to a giddy superhero, wind flowing through her cartoon blowout, as she gives a supportive thumbs up, but most respondents to streamer SanchoWest’s Twitter inquiry about the toxic status of the emote would tell me I’m dead wrong.

“Do you see [Ms. Marvel] as a toxic emote?” SanchoWest asks.

“Put simply……… yes,” says one popular reply.

“I hope so, because if you see me use it just know I’m trying to be toxic,” another respondent admits.

In Snap, you can use a few different emotes, which, other than Ms. Marvel, include Deadpool with arrows in his head and snapping Thanos , or pre-written phrases like “Snap?” and the Patrick Bateman-esque “I am confident,” to communicate with other players as soon as you join a match with them. Ms. Marvel is a popular after-match spam, though, so I can understand how her thumb in that context becomes a defiant hate speech symbol.

One Redditor said in a thread, “When people use the Ms. Marvel thumbs up emote after I lose…I want to dive through my monitor and punch my opponent’s face until it’s nothing but a pile of bone and brains.” Oh, OK. But Ms. Marvel is the toxic one? Yeah, OK. That makes sense.

Have you guys heard of the word “rude”?

Everything You Should Know About Marvel Snap’s Quantum Season

Another four weeks has ticked by already, and Marvel Snap has entered its fifth season pass: Into The Quantum Realm. Timed to match this month’s release of the third Ant-Man movie, Quantumania, things are getting super-teeny, with the ironically enormous-headed M.O.D.O.K. taking center stage. Are you ready to fork over another ten bucks? Let’s take a look and see what’s on offer.

Into The Quantum Realm’s New Cards

Right, so despite the topic suggesting this season should be focused on Ant-Man, this really is MODOK’s moment. His is the new card introduced, and it’s already messing up the meta. Its ability is an On Reveal, and it discards your entire hand, which at first glance might sound like madness, but now think what the 5-cost, 8-power card can do if you’re playing it in a discard deck, not least when paired with Morbius. Use MODOK to discard, say, six cards from your hand, and that sees Morbius gain 12 points, on top of MODOK’s 8. Ouch.

That’s even ouchier if you also discarded, say, Swarm and Apocalypse, the former putting in two 0-cost versions of itself into your hand, the latter replacing itself with +4 power. Pull Hela on turn six and, good grief, every slot will be filled with your whole discarded hand. What I’m trying to say here is that MODOK is ridiculously OP, and I’ll bet my trousers it’s nerfed to at least 6-power by the next patch.

MODOK is one of four new cards being added over the next four weeks. The others are last month’s pay-for season pass inclusion, Zabu, then brand new cards Ghost, Stature, and Kang the Conqueror. Ghost will flip tables even further, a 1-cost card that’ll make you second to reveal every turn for the rest of the game. Stature is a 5-cost, 7-power card that looks like it might help the onslaught of MODOKs, reducing to 1-cost as soon as your opponent discards a card. Finally Kang is a 5-cost, 0-power card that will apparently allow you to look at what your opponent did that turn, then restart it like it never happened, but with Kang disappeared. Bonkers. All four are Series 5 cards.


Into The Quantum Realm’s New Locations

Four new locations will be featured over the season, and three of them are doozies. At the time of writing, the most frequently appearing location is The Sacred Timeline, for which the first to fill it with four cards will receive a copy of their opening hand!

Alongside it we’re getting Quantum Tunnel, which acts like the Lockjaw card, swapping out any card you play here for another in your deck.

Camp Lehigh will add a random 3-cost card to players’ hands, while Quantum Realm has any card played there have its base power set to 2.

Three new variants for Marvel Snap: Invisible Woman, Spectrum and Hulk.

Three of the new variants being added this season.
Image: Second Dinner

Into The Quantum Realm’s Season Pass

No interesting changes here, sadly, making that $10 ever-harder to part with. The free version still comes with plenty of Credits, Boosters, and Gold, and a new card back.

Pay out, and you’ll get more of the same, a bunch of cosmetic variants, and most crucially, that MODOK card a month ahead of everyone else being able to pull it. And neither, still, rewards players with Tokens. Dammit. It just doesn’t strike me as good value, and yet like a big idiot I’ve paid for it for the fifth season in a row.

At the same time, the game’s store has added a Mister Negative bundle, which for a ridiculous 8,000 Gold (approximately $100!!!) will give you 3,000 Tokens, 6,000 Credits, 155 Mister Negative Boosters, a variant and avatar of the same, and the wildly incongruous title, “Be My Valentine.” What a world.

There we are. Marvel Snap continues to provide us with that batshit combination of a stellar game with brilliant new cards and locations that mix up how everyone’s playing, and absolutely unfathomable prices for scant, entirely unnecessary extras. That’s something we spoke to creator Ben Brode about last month, alongside everything else we could think of regarding one of Kotaku’s favorite games.

Marvel Snap’s Most Popular Cards Are Now Less Powerful

The Marvel Snap meta is shaking up a lot right now. First, the addition of M.O.D.O.K. likely means you’re seeing a ton more discard decks that take advantage of the card’s ability to destroy your entire hand. Before that, Marvel Snap’s intensely-hated Leader card, which copies your opponent’s entire play, became less useful. And now, a small hotfix to Marvel Snap has brought down two of the most common cards down a peg.

Zabu, the star of the card battler’s previous season, will now reduce the cost of 4-energy cards by one rather than by two. And Silver Surfer will now beef up 3-energy cards by two instead of upping them by three, as he used to. According to Marvel Snap Zone, the two most popular decks in the meta right now are Zabu-focused, with Silver Surfer making a couple of appearances in the top ten. And sure enough, Second Dinner confirmed in its patch notes that three different Zabu decks were prominent in rankings when it came to win rate, cube gain, and population.

“Weakening these two Season Pass cards wasn’t a light decision,” a blog post announcing the changes reads.

“These changes aren’t meant to ‘delete’ Zabu or Silver Surfer–just give other cards more room,” it continues.

Why did Marvel Snap nerf Silver Surfer And Zabu?

Here’s Second Dinner on the Zabu changes:

Moving Zabu’s cost reduction from 2 to 1 reduces the potential Energy reduction of the cat, making it harder to hide game-winning amounts of Power until turn 6 or empty your hand for Dracula. It also breaks up the Spider-Man/Absorbing Man combo, which was stronger than we’d like. Sliding him down to 2-Cost hopefully refunds enough tempo to retain the fun of building around various 4-Cost cards. We expect Zabu decks to look a bit different, but still have competitive builds.

Read More: Everything You Should Know About Marvel Snap’s Game-Changing New Season

Silver Surfer, Second Dinner notes, has been a top five card since its inception. More than that, “Sera Surfer,” which Marvel Snap Zone gives over a 55% win rate, was literally the best overall deck! The developers feared that the card might become “too dominant.”

The blog post says:

This change aims to keep mostly the same Surfer decks viable, just weaker. We’re specifically happy to carry Power on Surfer himself, because it makes figuring out where he’ll be played more interesting for both players and lets us fine-tune his strength. Those gains unfortunately come at the expense of some cool Mister Negative decks we enjoyed seeing.

I doubt this will kill either card; they’re still useful. But my gut says that Sera Surfer decks are about to be replaced with Hela Discard decks, which can bring back the hand that M.O.D.O.K. destroys.

Marvel Snap Is Going Full Furry With Its New Variant Cards

A collage of furry Snap variant cards placed over Marvel Snap's key art.

The longer I look at Black Cat(fish) the more questions I have.
Image: Marvel / Second Dinner / Kotaku

Marvel Snap, the immensely popular online card game and winner of Best Mobile Game at The 2022 Game Awards, is going full furry with its latest update.

Read More: Marvel Snap Is Probably The Best Digital Card Game Out There Right Now

Before you double-check to see if you clicked on an Onion article by mistake or misread furry for “Fury” (like Nick Fury), you didn’t on both counts. According to a data mine from Marvel Snap Zone, a fan-run news site, Marvel Snap is getting a bunch of cute anthropomorphic reimaginings of iconic Marvel characters.

Read More: Everything You Should Know About Marvel Snap’s Game-Changing New Season 

Chief among the data mine’s barnyard of furry variant characters is a Moose Mr. Fantastic, a robot-rooster Deathlok, a cat version of Captain America, a fish (?) version of Black Cat, a bear version of Nick Fury 😏, and an ant…Ant-Man.

While developer Second Dinner’s furry card variants, which I assume must be a part of Spider-Ham’s wacky universe, are a far cry from its lackluster pixel art variants, I can’t help but scratch my head at Captain America and Black Cat’s fursona variant cards. Black Cat as a black cat seems like a layup of a design choice but for whatever reason, her variant is a catfish version of Angelina Jolie from Shark Tale that’s somehow sporting heels. Call it Black Catfish. Also, while I’m on my soapbox, why isn’t Cap a golden retriever instead of a cat boy? His Hollywood actor, Chris Evans, fookin’ loves doggos (as he should), so why is his Snap fursona a feline?

Kotaku reached out to Second Dinner for comment, mostly about that last thing.

Aside from furry Snap variant cards coming to your area code, Marvel Snap’s latest patch update also introduced a bunch of new cards, updated art and visual effects, and bug fixes. You can read the rest of Marvel Snap’s February patch notes in full here.

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