Marvel Snap Developer Talks Limited Time High Voltage Mode

Marvel Snap Developer Talks Limited Time High Voltage Mode

As a seasoned Marvel Snap player with countless hours under my belt, I can confidently say that High Voltage mode is a game-changer! The freedom to stack powerful cards without worrying about energy curves or support cards is truly exhilarating.


The popular card game “Marvel Snap” is renowned for its swift and enjoyable gameplay, where players strive for dominance over various locations using characters from Marvel Comics’ illustrious roster of heroes and villains. In the new High Voltage mode, matches are condensed to a brisk three-round game instead of the regular six, with more energy available and the option to draw two cards. The designers aimed to make High Voltage mode distinct from standard “Marvel Snap” games by altering numerous aspects of its fundamental mechanics.

Game Rant recently had a chat with design director Ben Hayes about the upcoming limited-time mode, set to run between October 16th and October 24th. Hayes, who’s been testing this mode extensively, shared his personal deck building tactics and offered valuable tips for players of Snap. He also clarified which cards are off-limits in the High Voltage mode, detailed how the team behind Marvel Snap opted to reduce turns from three to six, among other insights. This transcript has been shortened and simplified for better understanding.

Three Cards And Many Locations Cannot Be Used In This Mode

Marvel Snap Developer Talks Limited Time High Voltage Mode

Q: Are there any cards or locations that have been removed for High Voltage mode?

HAYES: The pool of locations for this specific game mode is noticeably smaller compared to other modes. Many places are unsuitable as they offer no actions – such as those labeled “On Turn 4 or later” or “On Turn 5 or later”. Additionally, we don’t include Limbo in this game because it would extend the game length from three turns to seven turns, which we aim to avoid.

In addition, there are certain cards prohibited in this mode. Specifically, you’ll find that Magik, Galactus, and Black Widow cannot be included in your deck. The reasons behind banning Magik and Galactus might seem obvious – Magik has the ability to create Limbo, while Galactus can destroy locations. However, it was found that Black Widow’s inclusion was particularly problematic due to her ability to skip a turn of drawing cards when playing two cards per turn. This turned out to be quite punishing and disruptive to your overall strategy, so we made the decision to include Black Widow on our ban list for this event.

Is there a difference in how Agatha Harkness plays cards with you on every other turn when the game is in High Voltage mode?

HAYES: That’s a great question – I don’t think I ever put Agatha in a High Voltage deck. But I’m sure people will. I think she’d work fine, given that there are still odd and even turns in the game. I think she’ll try to spend as much of your increased energy as she can. She might not always make great plays, but she’ll make plays. That sounds great. I hadn’t even thought of that.

Why High Voltage Is A Three-Turn Game

Marvel Snap Developer Talks Limited Time High Voltage Mode

As a gamer, I chose to limit my coil turns to exactly three in the High Voltage mode. It wasn’t always set at three; instead, I tinkered with various numbers of turns during the development process to find the optimal number that would balance performance and safety.

As a devoted fan, I found myself in the unique position of shaping the essence of our beloved game, Marvel Snap. Initially, we had four players, but we desired a more distinctive experience, something far removed from previous versions. Four felt too familiar, like the Marvel Snap we knew all too well. So, we scaled it down to three, aiming for an entirely fresh and uncharted gaming journey.

In our efforts to advance the game’s energy system, we experimented with numerous approaches. One method involved assigning fixed amounts of energy for each turn, such as “3 on Turn 1, 5 on Turn 2, 8 on Turn 3,” or simply “3-5-8.” We also played around with various combinations. Additionally, the concept of variable energy, where players receive 2-5 energy points per turn, was an idea introduced by the lead designer, Jules Robins. He further refined and expanded this concept, giving it shape, development, and ultimately bringing it to fruition. It was under his guidance that the energy range was established, adding a significant level of intrigue to deck building.

As a game enthusiast, I can tell you that the rigid number system in the game was quite limiting when it came to deck-building creativity. It felt like being confined, for instance, with a set of numbers like 3-6-9, you’d only play threes and sixes, making each turn predictable and less exciting. The same issue arose with every set of numbers, and the fun of experimentation significantly dwindled.

How To Build A High Voltage Deck

Marvel Snap Developer Talks Limited Time High Voltage Mode

Q: What advice would you give to Marvel Snap players regarding building High Voltage decks?

As a devoted fan, I’ve taken a strategic approach when constructing my High Voltage decks for Marvel Snap. Instead of focusing on single powerful combos, I’ve attempted to maximize their potential by exploring possibilities where I could incorporate two or even three of these game-changers in a single deck. Cards like Wong, Mystique, and Absorbing Man are exceptional in amplifying your gameplay output, offering versatility with a wide range of other cards. Additionally, using a move card in tandem with Professor X can effectively secure a location, making it an unassailable stronghold in the game.

“Instead of gradually assembling a strategy or combo with increasing energy and support cards, and meticulously crafting my deck, could I simply combine the strongest components of that strategy directly into the deck? Perhaps I can add yet another element to enhance it further?

However, combinations aren’t strictly necessary since you can opt for one approach on the first turn and potentially switch to another on the second. By then having 11, 12, or even 13 energy on the third turn, you can implement a nearly entirely different strategy unexpectedly, and it tends to perform quite effectively.

“I design High Voltage decks by considering what actions I enjoy and find powerful, then eliminating unnecessary elements. I don’t require specific energy counts on my turns; instead, I prefer to focus on deploying as much energy as possible onto the game board at once.

You might want to give Hydra Bob a try, as it doesn’t have any disadvantages in this particular mode. I don’t believe Hydra Bob will be a staple in every deck, but it’s an exceptionally strong card. It performs better than it does in standard Snap.

Playing High Voltage Matches Can Earn Players Valuable Rewards

Marvel Snap Developer Talks Limited Time High Voltage Mode

Is the Agony card exclusive to the High Voltage game mode, or does it also perform effectively in standard Marvel Snap matches?

HAYES: I believe it will blend seamlessly into the standard game. What’s appealing about it in High Voltage is that it doesn’t occupy a specific slot since you can play it and then move on to another card, which combines with the previous one. In scenarios where you have more cards and energy, the limitation on location slots might become an issue. Therefore, it’s beneficial in such situations.

In my opinion, this card is quite versatile and powerful after you unveil it in High Voltage, yet it still performs well in more conventional Marvel Snap decks. It synergizes exceptionally well with Human Torch in a move-oriented deck. Similarly, it works great with Deadpool or any other character that multiplies or duplicates effects. In essence, I believe it has numerous potential uses.

Q: Can you talk briefly about other rewards players can earn via High Voltage?

HAYES:Agony and an Iron Man version stand out, both are quite impressive. I believe the remaining rewards are either money or cosmetic items. The structure is similar to what you might have encountered in Deadpool’s Diner [mode]. Here, you get currency rewards, cosmetic rewards, a new card, and a variant. Notably, this variant isn’t for the new card, it’s specifically designed for Iron Man. And let me tell you, it’s fantastic!

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2024-10-20 15:24