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  • Home
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  • Snowguard : A Snapper's Guide

Snowguard : A Snapper's Guide

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Cards/Decks
BEWD
Sep 19, 23

From Hawk-ward to Bear-able

A Guide to Snowguard

Snowguard recently received a rework patch on September 5, 2023. The Snowguard rework changed the card’s purpose from being utilized for Hot and Featured locations to a card that has a deck-building identity. The current rendition of Snowguard adds the hawk and bear to your hand. The bear card remained the same, but the Hawk’s text changed from “On Reveal: Ignore all location abilities next turn” to “On Reveal: Ignore all location abilities until the end of next turn (or the game)”.

Snowguard
On Reveal: Add the Hawk and Bear auroras to your hand.

Although this rework and text changes were supposed to alleviate confusion, it does take a lot of understanding to effectively use the Hawk and Bear. The Bear is more straightforward but has fewer locations to interact with, while the Hawk has more impact on how turns and the end of the game are affected. To understand both of these cards a little more fluidly, I will break down the locations into five different sections: passive, effect, on reveal, ongoing, and turn-based. In these sections, I will explain how the hawk and bear interact with the locations within each section. Afterwards, I will provide some deck lists that have implemented Snowguard, as the card has had a positive impact on the current meta in Marvel Snap.

Passive

Passive locations are calculated at the end of the game. These locations will always reactivate even if the Hawk has been played on the final turn of the game to factor into the final score of the game. Playing the hawk outside of the final turn of the game will allow you to access these locations to play on them. The bear has no effect on any of these locations outside of providing its power towards that location’s lane.

If you only have one card here, it has +5 Power.
Whoever has the least Power here wins.
Whoever is winning this location gets +4 Power at the others.
Card text is disabled here.
Ongoing effects are disabled here.
1-Cost cards here have +2 Power.
Whoever has more cards here gets +100 Power.
The card(s) with the highest Power here get +3 Power.
Cards here have -2 Power.
Cards here have -3 Power.
Cards here have +5 Power.
Ongoing effects here apply an additional time.
Cards here have -1 Power.
Your Power here is granted to other locations as well.
The highest-Power card(s) here have their Power doubled.
Cards here with no abilities have +3 Power.
Cards here have +1 Power.

Atlantis: If you play the Hawk on turn 6, the calculations will still factor in if the opponent has one card at the location for the final scoring.

If you only have one card here, it has +5 Power.

Deep Space: This location will trigger a card's ongoing effect when played after the Hawk has been played but will return the location's state during calculations. On reveal cards with a lingering effect will be active after the next turn. For example, if you play Iron-Man after the Hawk was played the previous turn or on the same turn the Hawk was played, you will receive the double location power. The ongoing effect will trigger until the calculations phase, during which it will revert to the location’s passive ability and the ironman’s ongoing ability will not be affected. Another example is if you play Hawk on turn 3 and then Rescue on turn 4, you will have the chance to complete Rescue’s on reveal.

Card text is disabled here.
Rescue
On Reveal: If you play a card at this location next turn, +5 Power.

Necrosha: The negative power will be disabled during the turn and reflect throughout the next turn after the Hawk has been played, but will revert back to the negative power state during the calculations phase.

Cards here have -2 Power.


Effect

These locations have repercussions for interacting on this lane. The Hawk can remove the repercussions of this location for the turn it was played and for the next turn (if not already prompted by an interaction). The Bear cannot retrigger the repercussion if the interaction on this lane has already been prompted. These locations are a mixture of ongoing and turn based locations that manipulate the locations repercussions without reverting or affecting the end of the game or calculations phase.

The next card you play here gains +3 Power and moves.
End of Turn: Cards here lose 1 Power.
End of Turn: Give cards here +1 Power.
After you play a card here, set its base Power to 2.
After you play a card here, swap it with a card in your deck.
End of Turn: If there is more than one card here, destroy them.
First to fill this gets a copy of their opening hand.
First to fill this breaks out a 6-Cost card. It costs 0.
The next card you play here is destroyed.
End of Turn: Cards here FIGHT! Destroy the weakest one(s).
First to fill this gets +3 Max Energy.

Aunt May’s: If you play Hawk into Aunt May, it will stop all cards played after the Hawk, including the Hawk itself, on the same turn from triggering on Aunt May's, as well as all cards played next turn if the repercussion hasn’t been met prior to the Hawk being revealed. Once the repercussions have been met, the bear will not allow your next card to be played at this location to be moved and receive the buff again.

{{location _image_desc|AuntMays}}

Jotunheim: Cards at this location will not receive the afflicted -1 power during the turn the Hawk was played or the following turn. The Bear can’t double up on the affliction. If the Hawk is played at this location on turn 6, the location's repercussions will not retrigger at the end of the game or during calculations.

End of Turn: Cards here lose 1 Power.

Rickety Bridge: Hawk will stop the repercussions of this location on turn 6 at the end of the game and calculations phase.

End of Turn: If there is more than one card here, destroy them.


On Reveal

When these locations are revealed, action is prompted. This action can be retriggered by the Bear. The Hawk’s only interaction with these locations is that they are ignored for that turn and the next turn. If you come across an instance where you have to use the Hawk to interact with the other locations that aren’t on reveal and a on reveal location is revealed the next turn, you can still prompt the action when you play the bear. For example, if on turn 2 you play Hawk and an on reveal location is revealed on turn 3 but is disabled, you can prompt the action with the bear being played at that location if desired.

Add a random 3-Cost card to each player's hand.
Add a Squirrel to each location.
Fill this location with Rocks. Skip a turn to destroy your Rocks.
Get a copy of a card in your opponent's hand.
Replace both decks with 10 random cards.
Draw a 1-Cost card from your deck.
Draw 3 cards. Banish both decks.
Add a 10-Power Monster here for each player.
Draw a card.
Draw 2 cards.
+5 Energy this turn.
Add two Raptors on each side of this location.
Add a Ninja to each side with -2 Power.
Discard a card from each player's hand.
Shuffle 4 rocks into each deck.
Add a random card to each player's hand.
Give a card in each player’s hand +1 Cost.
Steal the leftmost card from your opponent's hand.
Fill each player's hand with random cards.
+1 Energy this turn.
Give +2 Power to cards in players' hands.
Destroy the other locations.

Collapsed Mine: When playing the Bear on this location after the Rocks have been destroyed, the rocks will retrigger in both lanes with the same conditions to destroy the rocks.

Fill this location with Rocks. Skip a turn to destroy your Rocks.

Project Pegasus: The Bear will retrigger the energy gain for the next turn.

+5 Energy this turn.

The Peak: Retrigger the effect for this location with the Bear. For cards that were already affected the first time by this location, the retriggering will swap the power and cost to the most current power and cost levels. An example of this is if Infinaut is hit by the peak before the Bear is played, the card won’t be reverted to a 6 cost and 20 power when the Bear is played and The Peak is triggered for the second time on Infinaut. Infinaut’s cost will become 6, and its power will be 6, as that would reflect the current stats of Infinaut prior to the second peak trigger.

Steal the leftmost card from your opponent's hand.

The Infinaut
If you played a card last turn, you can't play this.


Ongoing

These locations have continual repercussions throughout the game. The Hawk is able to cancel the ongoing effect for these locations for a turn, and it won’t have any factor on the end of the game or calculation phases. The main purpose of canceling these locations is to prevent the opponent from benefiting from the positive effects that ongoing locations provide. Another factor in playing the Hawk at these locations is to avoid the negative effects that may be provided by specific ongoing locations. The Bear does not have any effect on ongoing locations. Do note that conditions are felt by your opponent as well as yourself.

After you play a card here, destroy it to get +2 Energy next turn.
After you play a 3 or 4-Cost card, move it here.
After you play a card here, fill this location with copies of it.
After you play a card here, add a copy to your hand.
Cards that cost 3 or less can't be played here.
Cards played here have a 25% chance to be destroyed.
After you play a card here, destroy it.
Ego takes over and plays your cards for you.
Cards cost 1 less.
When a card moves here, afflict it with -4 Power.
Cards can't be played here.
Cards that cost 1 can't be played here.
When a card moves here, give it +2 Power.
On Reveal effects at this location repeat.
On Reveal effects do not happen at this location.
After you play a card here, shuffle 3 rocks into your deck.
There is a turn 7 this game.
After you play a card here, return it to your hand.
After you play a card here, add a copy to the opponent's hand.
You can't play your first card here each turn.
After you play a card here, add a Sentinel to your hand.
Cards can't be played here.
After you play a card here, double its Power.
After you play a card here, add a copy to another location.
Cards that cost 4 or more can't be played here.
Only one card can be here for each player.
If you have no cards here, +1 energy each turn.
Copy the last card you drew instead of drawing your next card.
6-Cost cards cost 1 less.
After you play here, shuffle 3 Vibranium into your deck.
Cards here can't be destroyed.
Draw 2 cards from your opponent's deck.

Asteroid M: Playing the Hawk will allow you to freely play 3 and 4 cost cards at any location while this location is inactive.

After you play a 3 or 4-Cost card, move it here.

Limbo: The Hawk will prevent turn 6 from happening. To gain this effect, the Hawk must be played and triggered on turn 5 or 6.

There is a turn 7 this game.

Morag: Disable the condition of playing at another lane prior to playing here for the next turn (technically, for the same turn, Hawk was played, but ideally, you can meet the location’s repercussions by playing Hawk first + another card).

You can't play your first card here each turn.

Shuri’s Lab: If you are ahead at this location, shut the location down to prevent your opponent from catching up, factoring in the doubling of a card’s power for the turn the Hawk was played and the next turn.

After you play a card here, double its Power.

The Superflow: Accidentally have a card on Superflow? Prevent your opponent from gaining extra energy the next turn by using the Hawk to cancel this location.

Weirdworld: Do you want to reprise the glory of your deck for one turn? Play the Hawk and top deck that card that will change the tide of battle in your favor (hopefully)

Draw 2 cards from your opponent's deck.


Turn-based

These locations are not retriggered by the Bear but can provide excellent opportunities with the Hawk’s abilities. Turn based locations take some planning, as the hawk can allow you to ignore that location's effect if played on the appropriate turn for the Hawk’s turn and the coming turn.

After turn 4, whoever is winning here draws 2 cards.
After turn 3, shuffle your hand into your deck. Draw 3 cards.
On turn 5, all cards must be played here.
Cards here are not revealed until the game ends.
On turn 5, cards cost 1 more.
After turn 3, add a Rock to the losing player's side.
This is the last turn cards can be played here.
After turn 3, transform all cards here into the Hulk.
After turn 5, put a card from each player's hand here.
End of Turn: Move one card to the Web for a random player.
After turn 4, destroy all cards controlled by the player losing here.
After turn 4, merge your cards here into a Symbiote.
You can't play cards here after turn 4.
After turn 3, ruin a random location.
No cards are revealed this turn.
At the start of turn 6, swap hands.
On turns 3, 4, and 5, no cards can be added here.
On turn 4, transform into one of the other locations.
Players can't retreat after turn 5.
After turn 3, destroy all cards here.
On turn 6, cards are Moveable to here.
After turn 3, all cards here switch sides.
This turn, all cards must be played here.
After this turn, put a card from each player's hand here.
After turn 5, give all cards here +2 Power.
After turn 4, swap the position of each location.
After turn 5, move all cards here to other random locations.
After turn 4, move all cards one location to the right.
On turn 6, cards can't be played here.
After turn 4, end the game.
After turn 5, your destroyed cards revive here.
Turns into a new location on turn 4.
After turn 3, add a random card here for each player.
At the end of the game, destroy the last card to get here.

Asgard: Can’t catch up at this location? Play the Hawk on turn 3 or 4 to disable this location and prevent your opponent from receiving the benefit.

After turn 4, whoever is winning here draws 2 cards.

Dark Dimension: When the Hawk is played, all unrevealed cards that were previously played are revealed and will continue to be revealed until the end of the game. For example, Rocket Raccoon is placed in the Dark Dimension on turn 1. Snowguard is played on turn 2 to play Hawk on turn 3. Once Hawk is revealed on turn 3, Rocket Raccoon is revealed in the Dark Dimension. Turn 5 would return the Dark Dimension passive to reveal any other cards played in this lane on the remaining turns to be revealed at the end of the game phase.

Cards here are not revealed until the game ends.
Rocket Raccoon
On Reveal: If your opponent played a card here this turn, +4 Power.

Klyn: Do you want to sneak something into this location? Play the Hawk to do so on your next turn.

You can't play cards here after turn 4.

Los Diablos Base: Do you have locations that benefit you? Protect them with the Hawk being played on turn 2 or 3. Call the card Hawk Armor after you complete this feat.

After turn 3, ruin a random location.

Mount Vesuvius: Do you want to retreat on turn 6? Play the Hawk on turn 5 to have that choice if you don’t find a winning line.

Players can't retreat after turn 5.

TVA: Do you want to spend more time with your opponent? Stop the game from ending by playing the Hawk on turn 3.

After turn 4, end the game.


Final Thoughts

The rework of Snowguard has provided versatility and identity for the card. Locations play a huge role in the gameplay of Marvel Snap. The ability to manipulate locations in a positive or negative way is crucial. The important aspect to get used to is using your Hawk and Bear effectively to have a more positive outcome for your gameplay in comparison to your opponent. I hope that this guide helped you understand how the Hawk and Bear interact with the locations in the game. I do want to caution that all three cards (Snowguard, Hawk, and Bear) are on reveal. You must play these cards in lanes with the ability to trigger the card's effect. Playing these cards in the lane with cards like Cosmo or locations like Deep Space or Knowhere will not trigger the on reveal effects. Below, you will find some deck lists that include Snowguard. Have a BEWDiful Day!

Loki Snowguard

Silky Smooth Snowguard

Bounce Snowguard

Zabu Darkhawk Snowguard

Galactus Snowguard

Control Snowguard


Who is BEWD?

BEWD is the Chief Content Editor for Snap.fan and a big Marvel fan. He has been playing Snap since two months after its global launch. BEWD enjoys casually playing the game and theorycrafting fun brews.

You can find him at https://twitter.com/BEWD_Live

You can also join him live in the Dragons Lair at https://www.twitch.tv/bewd_live

Have a BEWDiful Day!

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