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GINX TV > Game Updates > Marvel Snap

Marvel Snap Patch Notes (January 2025): All Updates, Buffs, Nerfs Listed

Here are the latest patch notes and game update changes for Marvel Snap!
Marvel Snap Patch Notes (January 2025): All Updates, Buffs, Nerfs Listed
(Picture: Second Dinner)

Marvel Snap is an incredibly balanced game with a ton of variety regarding competitive decks. While certain cards and decklists will inevitably rise to the top, there is enough variety to keep Discard, Destroy, On Reveal, and even Move enthusiasts satisfied.

Developer Second Dinner consistently releases patch and OTA updates to ensure gameplay stability, provide much-needed adjustments to cards and locations, address player concerns, and address identified bugs. We've compiled this guide to detail the latest patch and Over-The-Air (OTA) updates and explain their release schedule for Marvel Snap.

17th January 2025 Update: This guide reflects the latest balance patch update for Marvel Snap, which was released on 16th January 2025 for mobile devices and PCs via Steam. The original reporting continues below.

Latest Marvel Snap Update News, Schedule & Details

Marvel Snap developer Second Dinner released their latest balance update on 16th January 2025, serving as the year's first OTA update following the Holiday break. This OTA update is one of two arriving this month, the next scheduled for 30th January 2025 based on the adjusted update schedule, which aims to address a few additional fixes outside of the patch/balance update and assist in getting the development team "back on track" following the Holiday season.

According to the OTA patch notes, this update is intended "aimed at shaking up the metagame" Snappers have been "enjoying over the last month." Therefore, a few notable nerfs, buffs, and "a rework for one of SNAP's most dangerous divas."

Marvel Snap Maintenance & Update Schedule Explained

In addition to adding new features, the developers at Second Dinner are never afraid to make significant changes, whether it be buffs and nerfs, to keep the overall meta balanced – that's usually where the monthly patch comes in. Unless something is problematic or causing gameplay or technical issues, in which case it will be fixed in an OTA or a balance update is rolled out, Second Dinner will release monthly major patches to the game at the start of the month, alongside the beginning of a new season.

The developer adjusted its update schedule, releasing significant updates with the new season once a month with balance and OTAs weekly on Thursdays. This helps the developer address gameplay stability and make necessary card adjustments in the balance or OTAs while releasing major content with the patches.

Marvel Snap Patch Notes (January 2025): All New Content, Adjustments & Bug Fixes

Below, players will find the most recent patch notes for the game as of 17th January 2025, in which Snappers are instructed to update the game through their dedicated app store or via Steam on PC. However, if Snappers are desperate to read previously released patch notes from months prior, we suggest heading over to Marvel Snap's Newslist and filtering by "Game Updates."

17th January 2025 OTA Update Patch Notes: All Card Balance Changes

Scream:

  • [Old] 2/3 - When an enemy card moves, steal 2 Power from it. (once per turn)
  • [Change] 2/3 -> 2/2
    • [Bugfix] Scream will no longer gain Power if it can't be taken, such as due to Luke Cage.

Let's hit the bugfix first: our intent for the "steal" game action is that if Power isn't taken, it also isn't gained. That's a clean line to draw and brings Scream in line with cards like Rocket & Groot.

The sonic symbiote here has quietly dominated our internal winrate metrics for a few months now. That might be surprising to hear as the deck isn't perceived as being dominant, but that's because Scream is kind of like Mister Negative – drawing Scream gives you a massive advantage, while games without Scream are a struggle.

Given the deck's position we decided to let Scream run wild for a little bit, but now we'd like to try and distribute a little of that strength more uniformly among the deck's other cards to create a more balanced play experience. To that end…

Spider-Man:

  • [Old] 3/5 - On Reveal:Move to another location and pull an enemy card from here to there.
  • [Change] 3/5 -> 2/4

This is a simple buff for the Scream decks to counterbalance some lost Power, but it also makes Spidey a stronger potential option for some other decks that could use the buff, like more traditional Move decks. As one of our most popular characters, we also want to keep Spidey positioned at an exciting rate for gameplay.

Luke Cage:

  • [Old] 3/3 - Ongoing:Your cards can’t have their Power reduced.
  • [Change] 3/3 -> 3/2

Luke is in an interesting spot, serving as a release valve against cards like Hazmat, a precaution for decks like Cerebro, and a combo piece for cards like Anti-Venom. That's a lot of hats, and Luke's frankly very good at wearing all of them.

This has the added side-effect of making decks that want to play with afflict or Power-stealing abilities weaker because Luke Cage just happens to be in some decks using the effect for their own reasons. We're going to work toward finding a better division of labor for some of these roles in the future, but until then, we'd like to weaken Luke Cage a little bit and see how the metagame shifts in the wake of that change.

U.S. Agent:

  • [Old] 2/3 - Ongoing: 4, 5, and 6-Cost cards here have -4 Power.
  • [New] 2/3 - Ongoing: 4, 5, and 6-Cost cards here have -3 Power.

With Luke Cage losing a point of Power, we perused some of the stronger cards doing Power reduction to see if any stood out as potentially needing a nerf in a world with less Lukes. U.S. Agent has been one of the strongest cards in that category, and it's also contributed to a general reduction in the play rate of higher-Cost cards.

Beyond that, we've had plenty of great decks that could easily play U.S. Agent without directly aiming to leverage the effect, just as a free card, and we're expecting more to start showing up. Given all of the above, weakening the effect is appropriate.

Ka-Zar:

  • [Old] 4/4 - Ongoing: Your 1-Cost cards have +1 Power.
  • [Change] 4/4 -> 4/5

Classic strategies like the "Zoo" deck that floods the board are strategies we always want to support. In addition to being fun, many of these decks give players aspirational goals to pursue for new gameplay, helping players grow their collections and transition towards higher-Series play.

However, we've seen the win rates of these decks wane over the last few months. As a lynchpin of these decks that's available early on, Ka-Zar's a good option for a buff.

Hydra Bob:

  • [Old] 1/5 - After each turn, this moves if a player Snapped.
  • [Change] 1/5 -> 1/4

Speaking of 1-Cost cards, we've decided to try reverting Hydration Robert back to 1/4. This statline landed lukewarm on release, but we believe part of that may have been players taking some time to see how strong Bob could be, whether a deck was leveraging the snap effect or not.

Bob hasn't been as problematic as Silver Sable was, but still did also represent a "default strong" 1-Cost for a lot of decks, so this change will also create a little more diversity within the metagame among 1-Cost cards. Generally, we're most happy when different decks want different cards at each Cost.

Sentry:

  • [Old] 4/8 - You can't play this at the right location. On Reveal: Add a -8 Power Void to the right location.
  • [New] 4/9 - You can't play this at the right location. On Reveal: Add a -9 Power Void to the right location.

The Void (Sentry's Token card):

  • [Old] 4/-8
  • [Change] 4/-8 -> 4/-9

Speaking of Roberts, we're also buffing Sentry. The days of Annihilus terrorizing your rightmost location have long passed, and Sentry has a few solid applications outside of that combo as well.

We're not particularly keen on increasing the options for Surtur, so trying Sentry at 4/9 will create a large card that's immune to Shang-Chi while also having some different hooks for synergy, thanks to the Void.

Onslaught:

  • [Old] 6/7 - Ongoing: Double your other Ongoing effects here.
  • [Change] 6/7 -> 6/8

Nothing much to see here – Onslaught is just a fun, exciting card that's fallen on some hard times. An extra point of Power is often welcome under such circumstances, and given Onslaught's express use in the Living Tribunal deck, it's even more important.

Mister Fantastic:

  • [Old] 3/2 - Ongoing: Adjacent locations have +2 Power.
  • [New] 3/1 - Ongoing: Adjacent locations have +3 Power.

Mister Fantastic is a classic card in early collections, one of the few that can threaten multiple locations. However, as players' collections grew and the game's diversity of effects widened, Reed has simply been outclassed.

This is a small buff overall – just 1 Power net – but it has enough small gains that we didn't want to push much more. That 3 Power is good at beating Nightcrawler in early Series play, gets doubled by Onslaught, and we're still talking about a 3-Cost that has some synergy with Silver Surfer's swarming strategy.

Hela (the dangerous diva):

  • [Old] 6/7 - On Reveal: Resurrect all cards you discarded to random locations with -3 Power.
  • [New] 6/9 - On Reveal: For each different Cost among them, resurrect a card you discarded to a random location.

Last, but certainly not least, this might turn a few heads. While Hela had found an appropriate balance point with the previous design, as a team we weren't thrilled with it.

The -3 debuff wasn't an elegant solution to the one-sided gameplay, and as we continue to create strong cards it would likely inevitably merit change again. We decided to approach the Hela from the angle of making an "interesting" reanimator deck, where the challenge wasn't necessarily how to best discard the biggest cards but rather which cards you were trying to discard.

This quest has proven fairly difficult in playtesting, so we're starting from a generous position. We expect Hela's own Power has likely become a meaningful dial with this effect, which is the ideal outcome.

15th January 2025 Balance Update Patch Notes: All Card Balance Changes

Agatha Harkness:

  • [Old] 6/14 - At the start of the game, draw Agatha. She controls your cards on even turns.
  • [New] 6/14 - Game Start: Draw Agatha. She controls your cards on even turns.

Emperor Hulkling:

  • [Old] 6/12 - At the start of the game, copy the text of a random 6-Cost card.
  • [New] 6/12 - Game Start: Copy the text of a random 6-Cost card.

High Evolutionary:

  • [Old] 4/6 - At the start of the game, unlock the potential of your cards with no abilities.
  • [New] 4/6 - Game Start: Unlock the potential of your cards with no abilities.

Thanos:

  • [Old] 6/10 - At the start of the game, draw Thanos and shuffle the six Infinity Stones into your deck.
  • [New] 6/10 - Game Start: Draw Thanos and shuffle the six Infinity Stones into your deck.

Uatu the Watcher:

  • [Old] 1/2 - At the start of the game, shows unrevealed locations to you.
  • [New] 1/2 - Game Start: You can see the unrevealed locations.
15th January 2025 Balance Update Patch Notes: All Gameplay & Bug Fixes

Card Acquisition Changes:

  • Doubling the drop rate of Series 3 cards in Collector's Reserves from two out of every nine caches to four out of every nine caches.
    • This will substantially reduce the time newer players need to acquire all S3 cards.
    • NOTE: You must update your game BEFORE opening Collector’s Reserves, or else you will not receive the increased Series 3 rate.
  • Increasing the Collector's Token payout from Spotlight Cache duplicates from 1,000 Tokens to 2,000 Tokens.
    • We know there are multiple issues with the Spotlight Cache system, but one of the biggest complaints is pulling a duplicate from the fourth slot with a hard-earned Spotlight Key.
    • NOTE: You must update your game BEFORE opening Spotlight Caches or else you will not receive the increased Tokens for a duplicate.

Bug Fixes:

  • Card & Location Fixes in 36.x:
    • Symbiote Spider-Man merging with a card revived by Phoenix Force should no longer remove that card’s ability to Move
    • Addressed an issue that was allowing some players to see the facedown card an opposing Malekith added to a location
    • Playing Kate Bishop on certain locations (ex: Shuri’s Lab) should no longer cause a long hang to occur
    • Playing Kate Bishop with 6+ cards in your hand should no longer cause a long hang to occur
  • Card and Location Art Fixes in 36.x:
    • Lasher should have associated VFX hooked up
    • Fixed an issue that caused Sp//dr’s VFX to be mispositioned when played on your opponent’s side
    • Fixed an issue that caused Peni Parker and Sp//dr’s VFX to occasionally not play at all on your opponent’s side
    • Venom’s Skan Variant should now display split finishes properly
    • Black Flare particle effects should no longer display as oversized ovals
  • Other Fixes in 36.x:
    • Fixed an issue with copyright marks on a couple of season loading splashes
  • Localization Fixes in 36.x:
    • Cleaned up some instances where localization strings related to the Super Premium season pass weren’t implemented properly
  • Backend/Server Fixes in 36.x:
    • Deployed a fix that should address a rare occurrence of duplicate variants being awarded in cases where multiple Mystery Variants are claimed at the same time.

For more Marvel Snap news, be sure to check out our dedicated section or take a look at some of our Guides & Tutorials just below:

All Major News & Updates
Future Updates
Marvel Snap Card Pools
Marvel Snap's Best Decks & Big Bad Decks
Marvel Snap Game Guides
Marvel Snap Buying Guides
Marvel Snap Tech Guides