Marvel Snap Is Doing Almost Everything Right, But I’m Worried About Its Endgame
Since its official launch on Oct. 18, Marvel Snap has quickly become something of a minor phenomenon, climbing the mobile charts while drawing in card game neophytes and genre oldheads alike. There are many reasons for its success. On top of leveraging the ascendant fervor around comic culture, its gameplay is simple enough to onboard newbies, while its growing card pool and interesting novelties allow for a variety of strategies at higher levels. Perhaps most impressive of all, it largely bucks some of the more exploitative elements synonymous with trading card games (TCGs) by ditching the “pay-to-win” model of requiring players to dump money into booster packs for better cards. While its core mechanics are great, it feels like much of the goodwill comes from how it seemingly breaks with the more extortionary tendencies found in many free-to-play mobile titles.
However, while the experience is reasonable up front, those playing since the beta offer a glimpse at what awaits the rest of us in the coming months, and the results are concerning. According to these folks, as well as the disclosed progression rates, the pace of unlocking new cards drops precipitously the further you progress, culminating in a glacial endgame. While this trajectory is the norm for free-to-play mobile games, considering how well everything else works, I can’t help but be disappointed.
For those unfamiliar, Snap is a trading card game set in the world of Marvel superhero comics. The goal of a match is to win two out of three locations by playing cards with higher Power than your opponent. You can place four cards per location, and whoever leads after six turns takes the game.
Of its many strengths, one of the most impressive is its appeal to those traditionally uninterested in card games. A crucial element of its approachability is that the deck size is only 12 cards, making it far easier for beginners to put something together. For comparison, TCG giant Magic: The Gathering has a minimum deck size of 60 cards, while others like Yu-Gi-Oh! and Pokémon require between 40 and 60 respectively. Another important element for first-timers is that it gradually introduces new mechanics. When I first got into Magic, I remember feeling intimidated by its thousands of cards and myriad systems, but Snap’s more deliberate introduction avoids that kind of information overload. Still, even as a veteran of the genre, the pace of unlocking new cards has been quick enough that plenty of interesting mechanics and synergies have already become apparent.
As far as playing it goes, the different deck archetypes and unique card abilities bounce off each other in satisfying ways, allowing for impressive combos if played correctly. While the small deck size implies that matches would feel overly similar, it circumvents this problem by introducing unique rules associated with each location. These local effects vary greatly, from mild Power increases to insane boons that, when paired with the correct ability, lead to numbers so large it nearly breaks the game’s math. Sometimes a card’s unique qualities can even circumvent the negative aspects of a spot, meaning crafty play is crucial. These randomized location-based rules are intrinsic to the flow of each match because they ensure players can’t mindlessly carry out their deck’s prescribed combos but must react to the unique criteria of each bout. Using the board to maximize the strengths of my hand has led to some of the most satisfying and wacky moments I’ve experienced in a card game, and is one of the major reasons I’ve been so hooked. Although some locations can be overly intrusive, such as the hilariously annoying Ego who takes over your deck and plays for you, the short match time ensures that even these occasional irritations are short-lived.
The ranking system is also fairly ingenious. To climb the ladder, you must collect Cubes from opponents. A single Cube is on the table at the start of a match, but each player can perform a Snap once a game to double the amount. The wager also doubles naturally on turn six, meaning a total of eight Cubes can be won or lost from a single showdown. You can retreat at any point, forfeiting the current wager but potentially avoiding a more significant loss. It takes ten Cubes to move up a rank, with those at rank 100 or over earning the highest rating of Infinity. The inclusion of this system means ascending is less about pure wins and losses and more about calculating the likelihood of a match’s outcome based on the current board state to maximize the impact of your victories and mitigate your defeats. Or, you know, you can just Snap turn one because it is funny. While other games’ competitive modes can feel frustrating because the amount of points you lose or win for your online ranking can come across as arbitrary, here there is an empowering sense of control over how much is wagered. This system also rewards those skilled at prediction and creates an incentive to become knowledgeable about common deck archetypes so you can plan ahead.
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