A hot new card game from the former lead designer of Hearthstone has been making waves in the short time since it debuted worldwide a few weeks ago. Beyond that, it also brings the full weight of the Marvel universe to the table.
But is it any good? Well, let’s find out as we play Marvel Snap!
As far as card games go, Marvel Snap does a lot to distinguish itself from its competition, even down to many fundamental game structures. Because decks are only twelve cards deep, and we draw nine of those cards over the course of the six-round structure, we actually have a 75% chance of drawing the key card that the deck revolves around if it is built around a specific synergy or combo. And those odds only climb higher if the player can find other cards that have similar effects.
Additionally, it rips one of the few good pages out of Artifact’s book by creating a system of three lanes, only instead the winner is the player that controls two of those lanes after the end of the sixth round. And since each of these lanes is represented by a location, which it’s own special ability attached, there is often a ton of small decision-making that needs to be made in the moment on how to both maximize the value of our cards and position them so we come out on top.
Then we get to the Snapping concept, which adds a meta layer on top of the game. In essence, either player can Snap to double the stakes of a given match, the winner earning double the advancement in rank and the loser falling twice as far. This creates a tactical meta layer where players have to decide if a match is even worth continuing, or if they should just cut their losses and run away before they take a big loss.
I’ve been enamored with it since I started playing, and I find myself jamming quick rounds even when I have no more daily quests left. If there’s a stronger sign that I’m enjoying the game, I don’t know what it would be.
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