How it Works
There isn't any snapping, games only last three turns, and you will draw two cards each turn. So, on the first turn you'll have four cards (two from the start of the game and two from your first draw). Each turn you'll get between 2-5 energy. Here is the turn by turn energy breakdown:
- Turn One: 2-5 energy
- Turn Two: 4-10 energy
- Turn Three: 6-15 energy
High Voltage Staples
Here are the cards you can expect to see often, the crème de la crème of the format. Be prepared to face multiple of these in every match.
The newcomer here is Iron Patriot. He will leave a major mark on this third iteration of High Voltage. As you can see from the list above, 4-Cost cards are especially powerful. Running Wiccan and hitting four energy on the first turn can start you off with a major adventure. Combo oriented cards like Wong and Arnim Zola are especially attractive to a lot of players in this mode, so be prepared for them. Juggernaut might just end up being the most important card in this version of High Voltage.
Tech Cards
High Voltage is a format of explosive combos, so being able to interact in order to prevent your opponent's combos is essential. Here are the tech cards you're likely to see often in High Voltage:
There will be a constant jockeying of position between Cosmo, Shang Chi and Juggernaut. Managing priority will be crucial in this mode and there are several ways to prey on opponents who aren't as adept at it with these tech cards and cards like Juggernaut and Negasonic Teenage Warhead from the category above. I tried to talk myself into adding Elektra to this list, but couldn't quite do it!
Banned Cards
Banned Locations
Missions
Missions refresh every eight hours. The total amount you get for three missions is 875, equal to 43.75 wins. Missions spawn in order 125, 250, 500 regardless of which missions you have on your mission board.
- 875 for 3 missions
- Missions values of 125, 250, 500
- 20 points per win
- 44 wins to get as many points as one set of missions
Intriguing High Voltage Options:
Here are some additional cards that are either extremely powerful or fun in this mode.
High Voltage Decks
Here are some proven-concept High Voltage decks that will give you an edge over the competition.
Sco’s High Voltage Deck
HV v.3 Ongo
HV v3 Zany
HV v3 FunMoto
HV v3 Flict
HV v3 AgaPilot
Budget HV v3 Animalés
High Voltage History
High Voltage v. 1
October 16-24 2024
8 days
- 750 Volts: Agony Avatar
- 2,000 Volts: Credits
- 3,500 Volts: Neon Red Border
- 5,000 Volts: Credits
- 8,000 Volts: Agony
- 11,000 Volts: Iron Man Iban Coello Variant
Bans: Black Widow, Galactus, Magik
High Voltage v. 2
December 28-Jan 4th 2025
7 days
- 200 Volts: Credits
- 2,000 Volts: Lasher Avatar
- 3,500 Volts: Icey Blue Border
- 5,000 Volts: Credits
- 10,000 Volts: Spider-Man 2099 Ken Lashley Variant
- 12,000 Volts: Lasher
Bans: Alioth, Black Widow, Galactus, Magik
High Voltage v. 3
March 21-28 2025
7 days
- 200 Volts: 500 Credits
- 2,000 Volts: First Ghost Rider Avatar
- 3,500 Volts: Neon Nights Border
- 5,000 Volts: 1000 Credits
- 10,000 Volts: Ironheart Marco Failla Variant
- 12,000 Volts: First Ghost Rider
Bans: Alioth, Black Widow, Galactus, Gambit, Magik
High Voltage v. 4
April 17-24 2025
7 days
- 200 Volts: 500 Credits
- 2,000 Volts: Toxie Doxie Avatar
- 3,500 Volts: Neon Nights Border
- 5,000 Volts: 1000 Credits
- 10,000 Volts: Grafit Studio Black Bolt Variant
- 12,000 Volts: Toxie Doxie
Bans: Alioth, Black Widow, Galactus, Gambit, Magik
High Voltage v. 5
High Voltage: Overdrive
June 16-24 2025
7 days
- 500 XP: 100 Credits
- 1500 XP: 30 Boosters
- 2500 XP: 100 Tokens
- 3500 XP: Neon Nights Border
- 4500 XP: 1000 Volts
- 5500 XP: 100 Credits
- 6500 XP: 30 Boosters
- 7500 XP: 100 Tokens
- 8000 XP: Mystery Border
- 8500 XP: 1500 Volts
- 10,000 XP: 100 Credits
- 11,000 XP: 30 Boosters
- 12,000 XP: 100 Tokens
- 13,000 XP: Heavy Metal Border
- 15,000 XP: 2000 Volts
- 16,000 XP: 100 Credits
- 17,000 XP: 30 Boosters
- 19,000 XP: 100 Tokens
- 21,000 XP: Premium Mystery Border
- 25,000 XP: 5000 Volts
Overdrive Shop Rewards
Neon Nights and Heavy Metal Borders, Premium Mystery Variants, Premium and Mystery Borders, Avatars, and Credits
Portal Pulls
Bans: Alioth, Agatha Harkness, Black Widow, Mysterio, Galactus, Magik, Darkhawk, Cassandra Nova, Kang, Thanos, Agamotto, Arishem
High Voltage v. 6
July 17-21
4 days
- 500 Volts: Heavy Metal Border
- 2,000 Volts: Neon Nights Border
- 4,000 Volts: Mystery Border
- 6,000 Volts: Premium Mystery Border
- 10,000 Volts: Premium Mystery Variant
- 15,000 Volts: 2 Premium Mystery Borders
Bans: Alioth, Black Widow, Galactus, Gambit, Magik
Final Thoughts
Winning is de-emphasized in High Voltage, so feel free to experiment, have fun, and chase missions. The key to getting the series 4 card is to make sure you're completing most of your missions each reset, though you can afford to let a few hang between resets so don't stress too much about completing each and every one as fast as you can. Last time High Voltage was around, I made the conscious decision to really try to win as much as I could and try to conquer the format.
While I knew winning a little more wouldn't affect my rewards, it really helped me get into the mode and enjoy it more the second time around. Different approaches will work for different people. Find what works for you, whether that's taking it “seriously,” aiming for bizarre combos, or maximizing mission efficiency, it's important to frame the mode in the way that works best for you personally to get the most enjoyment out of it.