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.

A photo of a game of Marvel Snap, featuring the locations Oscorp Tower, The Nexus, and Dark Dimension, and various cards, on an iPhone.

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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