All Marvel Snap locations and abilities
Unless there’s a Scarlet Witch in play, Marvel SnapThe locations presented during the first three rounds are the most important. These themed areas can take upend tried-and-tested decks, making your most powerful cards look like children’s playthings. This guide will run through what locations are, detail the effects of every location we’ve found so far, and offer some handy tips and tricks for dealing with some particularly tricky locations.
Marvel Snap location work
Every game of Marvel SnapThree random locations are revealed across the middle of the board, one at a. You can find a modifier at each location that will affect the particular lane. Some are pretty simple to deal with — take Central ParkThis adds a Squirrel Card to every location. LemuriaThe preventing cards from being revealed in turn is the.
Others, however, may present more difficulty. You can find more information on Crimson Cosmos, for example, you can’t play cards that cost 1, 2, or 3 energy. It’s not a good idea to stack lower-cost cards in your deck. The NexusThe lane becomes a battleground because the score is applied to all locations.
Image: Marvel Second Dinner.
Every location has its own rarity. Some will be more common than others. These rates can be extremely difficult to predict. Plus, Marvel Snap regularly cycles in a “featured location,” which spawns with higher frequency. As a result, it’s best to prepare a dynamic deck than plan for zones with complex effects. It’s also worth noting that, on some occasions, the same location can show up twice in a match, making for some interesting challenges. Here’s the full list of every location we’ve found so far in Marvel Snap.
Marvel Snap location list
Marvel Snap locations list
| Localization | Effect |
|---|---|
| Localization | It works |
| Asgard | After turning 4, the winner draws 2 cards |
| Atlantis | You can have only one card in this area, and it will give you +5 Power |
| Attilan | Once you have turned 3, place your hands in your deck. Draw 3 cards. |
| Avengers Compound | To turn 5, you must play all the cards here |
| Bar Sinister | This is where you can play your card. Fill it with duplicates. |
| Baxter Building | The winner of this spot gets +3 power at all the other participants |
| Bifrost | Move all your cards to the right after turning 4. |
| Central Park | Each location can have a squirrel |
| Cloning Vats | You can add one copy to your hand when you play this particular card. |
| Crimson Cosmos | Cards that cost 1, 2 or 3 can’t be placed here |
| Daily Bugle | Get a copy of a card in your opponent’s hand |
| Danger Room | There is a 25% chance that cards played here will be destroyed |
| Dark Dimension | The cards here will not be revealed until the game is over |
| District X | Both decks can be replaced with random 10-card cards |
| Your Dream Dimension | On turn 5, cards cost 1 more |
| Ego | Ego will take over your life and play for you |
| Elysium | Cards cost 1 less |
| Fisk Tower | Discard a card that moves to this location. |
| Flooding | Here is your last chance to play cards |
| Flushed | Cards can’t be played here |
| Gamma Lab | All cards can be transformed into The Hulk after turn 3. |
| Grand Central | After turn 5, put a card from each player’s hand here |
| Hala | Take out all the cards that are controlled by this player after turn 4. |
| Hellfire Club | Cards that cost 1 can’t be played here |
| Hell’s Kitchen | Your deck contains a 1-Cost Card. |
| Isle of Silence | These effects continue to be in effect. |
| K’un-Lun | Give +2 Power to a card that moves in this area. |
| Kamar-Taj | At this site, On Reveal Effects occur twice |
| Kyln | You can’t play cards here after turn 4 |
| Knowhere | At this address, On Reveal Effects do not occur |
| Lemuria | In this round, there are no cards revealed |
| Lechuguilla | If you are playing a card, place 3 rocks in your deck. |
| Limbo | The game features a turn 7, |
| Los Diablos Base | Turn 3: Delete a random place |
| Luke’s Bar | Return a card you have played here to your hands |
| Machineworld | When you play a card here, add a copy to the opponent’s hand |
| Mindscape | Turn 6: Switch hands |
| Miniaturized Lab | Turns 3, 4 and 5 are the last times cards can be added. |
| Mirror Dimension | Turn 4 and you will be able to transform in one of the other places |
| Mojoworld | Get +100 Power for anyone who has more than one card. |
| Monster Island | Each player can get a 9-Power monster here |
| Monster Metropolis | Card(s) that have the most power get +3 Power |
| Muir Island | Each turn you can give your cards here with +1 Power |
| Murderworld | Turn 3: Delete all of your cards |
| Necrosha | Here, cards have -2 power |
| Nidavellir | These cards are +5 in Power |
| Negative Zone | These cards have -3 power |
| New York | Turn 6: You can transfer cards to this address |
| Nova Roma | Draw a Card |
| Olympia | Draw 2 cards |
| Onslaught’s Citadel | These ongoing effects are twice as strong |
| Oscorp Tower | Turn 3: All the cards in this deck swap |
| Project Pegasus | You can get +5 energy for this turn |
| Ruins | No effect |
| Sakaar | Put a card from each player’s hand here |
| Sanctum Sanctorum | Cards can’t be played here |
| Savage Land | Two Raptors should be added to each side. |
| Shadowland | Each side will get a Ninja with -2 power |
| Sewer System | Here, cards have -1 power |
| Shuri’s Lab | You can double the power of any card that you place here by playing it. |
| London: Sinister | You can add another copy of a card to this location when you are playing a particular card. |
| Sokovia | Take one card out of each player’s hands and discard it |
| Stark Tower | Turn 5: All cards +2 Power |
| Strange Academy | Move all your cards to this location after you turn 5. |
| Subterranea | In each deck, shuffle five rocks |
| The Bar Without a Name | The winner is the one with the lowest Power |
| The Big House | Cards that cost 4, 5 or 6 can’t be played here |
| The Hub | Add a random card to each player’s hand |
| Ice Box | Give a card in each player’s hand +1 cost |
| The Peak | Every card you hold in your hand can be swapped for its Cost and Power. |
| The Raft | Fill it in first to win a 6-cost Card. The cost is 0. |
| Space Throne | Each player can only have one card. |
| Superflow | You can get +1 energy every turn if you don’t have any cards. |
| Triskelion | Fill each player’s hand with random cards |
| The Vault | On turn 6, cards can’t be played here |
| Tinkerer’s Workshop | This turn, get +1 energy |
| Titan | 6-Cost cards cost 1 less |
| TVA | Turn 4 is the end of the game |
| Wakanda | Cards here can’t be destroyed |
| Wakandan Embassy | Give +2 Power to cards in players’ hands |
| Warrior Falls | Cards here fight after each turn! The weakest card(s) must be destroyed |
| Washington D.C. | These cards with no capabilities have +3 Power |
| Weirdworld | Both players draw from their opponent’s decks |
| Westview | On turn 4, the new place is transformed |
| The Worldship | Other locations must be destroyed |
| X-Mansion | For each player, add one random card after turning 3. |
| Xandar | Here, cards have +1 power |
How to find key Marvel Snap locations
New York
This is a great location. New YorkOn turn 6, you can move your cards into this zone. You should not play your cards too quickly in order to determine if this is something you want to fight over. Once turn six rolls around, it’s worth checking whether moving cards is still a viable option. Keep in mind that some cards benefit from moving as well; when tallying up opposing cards, it’s worth checking for any boosts from moves that they may gain.
Ego
It EgoLocation lets the AI drive the car, and it will play your cards. The chances of coming toe-to-toe with this celestial being aren’t likely, but it’s still a good test of your deck’s versatility. While there isn’t a specific trick to dealing with this zone, it’s a reminder that building a deck with a cohesive theme can, more often than not, be your saving grace.
Sanctum Sanctorum
Sanctum Sanctorum doesn’t allow players to place cards, but don’t worry, that doesn’t lock you out completely, as cards like Nightcrawler can still be moved here. Optional cards such as White Tiger and Squirrel Girl that provide extra power can be useful here. Mr Fantastic can also be a good play as it adds +2 to nearby locations.
Gamma Lab
You’d think turning everything into the Hulk would be a blessing, but it can also be a curse. It can also be a curse. Gamma LabAfter turn three, any cards at the zone will turn into the Hulk.
You might feel the urge to sell all your lower-cost cards with low power to make room for more. This will give you some extra power, and seal that spot as a win. There are many possible outcomes to this puzzle.
If both players fill the space, it could end in a draw for the location, meaning you’ll need to have more power on the other two. Alternately, your opponent may boost the score of the card with Iron Man and Ironheart. Gamma Lab is safe because you can commit to the spot, but still allow for tactical flexibility. Marvel Snap is all about forward planning, whether it’s leaving a card spot for your own Iron Man vengeance or having some buffing cards in your hand that can add extra power.
TVA
Do I have to mention the importance of planning ahead? The following are some examples: TVAYou must show up or you will lose the game. The TVA ends the game at turn four, meaning you have to adapt — fast. If you get caught by the TVA, and your deck has no low-cost cards, you’ll be in a bit of trouble. Reminds you of the dynamic nature and power of TVA Marvel SnapMore than anything. It is best to use other places to your advantage to get the most power possible. If accessible, Elektra would be a great option here, as her ability allows you to put a card out while taking away one of your opponent’s.
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