Marvel SNAP in Quantumania

Introduction

We last covered Marvel SNAP as our mobile game of the year at the end of last year. I think they either just released the new “season” at that point, so we went a couple of months without any real news about the game. Marvel Studios obviously considers the new Ant-Man and Wasp movie to be the launching point for Phase 4?5?6? and worked a deal with the game to promote it. As a result, when I opened it today, the game greeted me with Marvel SNAP in Quantumania.

I struggle with a way to properly preview a game like Marvel SNAP. I see people online sometimes denigrate it for the simple game play as too easy. While I admit that sometimes it puts me off that they took any “difficulty” even from a game like Hearthstone, I appreciate the quick games. But, without an actual set “release” and no way to craft cards yet, the game gives no guarantee that you will play with any of the new cards. Nevertheless, I already bought the season pass plus (14.99, the additional 5 bucks gets you 10 levels on the track) so let’s just dive in.

New Locations

Image from Marvel.com

Love them or hate them, Marvel SNAP remains committed to the concept of locations. Granted, they need something to add another level of strategery and I like most locations, but some are just gamebreaking and, as always, I feel like those ones always favor my opponent’s deck. Enough whining, what do we have?

Camp Lehigh: Gives each player a 3 drop in hand. As someone who already draws 3 drops at an alarmingly high rate, this one is a pass for me, dog.

Quantum Tunnel: Playing a card here swaps it out with one in your deck. This seems hella fun and prime for shenanigans.

Quantum Realm: When you play a card here, set it’s power to 2. Either they have a combo in mind that I haven’t considered, this is troll, or you can steal a win from big decks because they won’t want to play here.

The Sacred Timeline: First to fill this one gets a copy of their opening hand. When played with MODOK (more below), this opens the game for all sorts of ridiculous combos.

Featured Card (MODOK)

Image from Marvel.com

On Reveal: Discard your hand.

Oh great, more disco decks to deal with on the ladder. I now have a dumb trigger every time I see Apocalypse discarded from a hand. I don’t have a reliable way to play around that stupid card. Oh well, time to research control options. I already have Cosmo and Armor in my deck. Might as well go full lock down and find a card that prevents discards.

Other Cards

If your opponent discarded a card, this costs 1.

Image 3 of 3

I doubt I will ever play Ghost, but who knows? At least in my most played deck, my Ongoing, I need to flip first especially with Cosmo and Armor. Armor made more than one destro deck retreat by himself. Kang seems like an autoinclude in almost every deck. Who doesn’t want a late game do over? Speaking of disco tech, I like Stature. 1 cost, 7 power? Quite versatile, for sure.

The Verdict

In addition, Marvel SNAP in Quantumania give us variants (no more pixels, please, most of those are just bad), bundles (I saw some one person saying the price points in this game are off and based on the first bundle, it seems way overcosted), and some ideas of how to utilize the “Battle Mode” against your friends with weird rules. I love this game and I love what I see from this update. See you out there, SNAPers.

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