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  • High Voltage Overdrive + Future Game Modes

High Voltage Overdrive + Future Game Modes

News
Scosco23
Jun 16, 25

We have brand new game modes hitting Marvel Snap, starting today! Also, we will look ahead to game modes coming later this month and what we expect for July.


HIGH VOLTAGE OVERDRIVE

Overdrive_Logo

JUNE 16 - JUNE 25

High Voltage Overdrive is an alternative new version to the fan favorite mode, High Voltage. It keeps the style of gameplay you remember with a few twists. Let’s take a look at all the changes and additions to High Voltage in this new Overdrive mode!

GAMEPLAY

Charged cards are just like cards that have been hit by Surge. They have -1 cost and +1 energy. You and your opponent will each get 8 of these cards randomly shuffled into your deck at the beginning of the game. Additionally, when a total of 5 charged cards have been played (counting both you and your opponent) a massive effect will go off. Here are the different effects that can happen at the end of the turn after the requisite 5 charged cards have been played:

Scaling Effects:

  • Give each charged card +1/+2/+3/+4 power (no matter where they are)
  • Add 1/2/3 Chimichangas to each player's side of each location.
  • Move 2/4/6 (total) cards one location to the left
  • Transform charged cards in play into ones that cost 0/1/2/3 more
  • Destroy the 1/2/3/4 lowest powered cards for each player(on ties, choose one at random)
  • Repeat 1/2/3/4 random 'On Reveals' for each player
  • Each player draws 2/3/4 cards. Their costs all become 3.

These will scale up each turn. For example, if the reactor shows the “Give each charged card +X power” effect and 5 charged cards are played on the first turn, each charged card will get +1 power. If 5 have been played by the end of the second turn, they'll get +2 power. There are 4 turns, so these scaling effects have 4 levels. However, some wouldn't have an impact on the final turn, so those ones only have 3 levels and will be replaced by a random non-scaling effect on the final turn.

Non-Scaling (only on turn 4):

  • Destroy the two locations with the lowest powers. (if there is a tie, leave one at random)
  • The winner of this game gets twice as many volts.
  • Each player adds a Blob to a random location. (if able)

Overdrive starts things off by adding an additional turn. Instead of 3 turns for High Voltage, Overdrive has 4. The extra turn necessitates a change to the Max Energy we get, so instead of the 2-5 you are used to, it’s now 2-4. There also isn’t any extra Energy given on the last turn.

Screenshot_20250614-210848

CHARGED CARDS AND THE REACTOR

In Overdrive, you’ll have 8 “Charged cards” created into your deck after Deck Building, increasing your deck size to 20.

These created cards will each have -1 Cost and +1 Power.

Playing a Charged card does nothing on its own, but when 5 Charged cards total have been played, that’s when the Reactor will “Overload” and produce a new effect for the remainder of the game.

The effect is different for each game, and you’ll know ahead of time what the game changing ability will be.

BAN LIST

Thanks to datamines we were able to find out the brand new Banlist for Overdrive. It looks like the list was catered to keep away things that both benefit from your opponent having a large deck size, and increasing your own.

Alioth
On Reveal: Remove the text from all unrevealed enemy characters here.
Agatha Harkness
Game Start: Draw Agatha. She controls your cards on even turns.
Black Widow
Activate: Add a Widow's Bite to your opponent's hand.
Mysterio
On Reveal: Add an Illusion to another location. Activate: Swap Power with it.
Galactus
On Reveal: If you're winning this location and this is your only card here, destroy all other locations.
Magik
On Reveal: Replace this location with 'Limbo'. Doesn't work after turn 5.
Darkhawk
Ongoing: +2 Power for each card in your opponent's deck.
Cassandra Nova
On Reveal: Steal 1 Power from each card in your opponent's deck.
Kang
Game Start: Replace this with 4 Kangs with text from random cards that Cost 3 or more.
Thanos
Game Start: Shuffle the six Infinity Stones into your deck.
Agamotto
Game Start: Shuffle 4 Ancient Arcana into your deck.
Arishem
Game Start: Shuffle 12 new cards into your deck. On turn 3, get +1 Max Energy.
Quinjet
Ongoing: Your created cards cost 1 less. (minimum 1)
Mobius M. Mobius
Ongoing: Your Costs can't be increased. Your opponent's Costs can't be reduced.
Loki
On Reveal: Replace your deck with your opponent's starting deck. Give those cards -1 Cost.
High Evolutionary
Game Start: Unlock the potential of your cards with no abilities.
Gorgon
Ongoing: Your opponent's created cards cost 1 more. (maximum 6)

OVERDRIVE SHOP

High Voltage Overdrive will be receiving a shop in a similar style that Sanctum Showdown had, instead of the usual reward track. There will also be a Portal Pull just like Sanctum had, but this time instead of three new cards to pull from it’ll be one new card, Cobra, and two variants. In addition to that, the high-end reward for the mode is Kid Omega, the series 5 card that is top of the list of many player’s highly anticipated cards this season.

Cobra
Activate: Destroy an enemy created card here.
Kid Omega
Activate: Destroy the next card you play this turn to gain its Power.

Strategies

Don't Fill

Careful management of board space will be critical in this mode. If your opponent gets a bunch of +2s from Chimichangas and you miss out on some because your board is full, you'll be at a disadvantage. If you have no space for a Blob to be added, you'll be missing out on power.

Points Matter

Playing high-powered cards will help with stacking enough power into lanes without filling them, avoid getting destroyed, win single lane showdowns, and fuel a potential Blob. High-powered cards with solid On Reveals are even better, but Shang Chi will be lurking in a lot of decks, so you'll have to be careful about when to deploy them.

Low Power is a Liability

Low-powered cards without On Reveals will be worse in this mode than in other modes. There are a lot of cards in Marvel Snap that are played for their effects and not their body. This mode throws those calculations out of balance to a degree.

Cards to Consider

Here is a list of some of the most important cards in this mode. If you don't see your favorite card here, check if it's among the banned cards at the bottom of this page.

Format Staples

These are the cards you can expect to see a lot of in HV: Overdrive. In addition to the classic High Voltage powerhouses, Shadow King is going to be a force to be reckoned with, Mockingbird will be easy to discount, and Knull and Death take on added utility. Oh, and Gambit’s back!

Shadow King
On Reveal: Reset all cards here to their original Power.
Mockingbird
Costs 1 less for each of your created cards in play.
Juggernaut
On Reveal: Move away all enemy cards played here this turn. (including unrevealed cards)
Gambit
On Reveal: Discard a card from your hand to destroy a random enemy card.
Armor
Ongoing: Cards here can't be destroyed.
Cosmo
Ongoing: On Reveal abilities won't happen here.
Shang-Chi
On Reveal: Destroy an enemy card here that has 10 or more Power.
Negasonic Teenage Warhead
After an enemy character is played here, destroy it. (once per game)
Gwenpool
On Reveal: Pick a random character in your hand 3 times. Give +2 Power each time.
Galacta
Each turn, the first card you play at another location reveals with +2 Power.
Wiccan
On Reveal: If you've spent all your Energy on previous turns, +2 Max Energy.
Black Panther
On Reveal: Double this card's Power.
Gorr the God Butcher
Ongoing: +2 Power for EACH On Reveal card in play.
Death
Costs 1 less for each card destroyed this game.
Knull
Ongoing: Has the combined Power of all cards destroyed this game.

Cards that are better in this mode than High Voltage or ladder

Movement generally seems much better here than in classic High Voltage. I am curious if Kraven might be worth playing even without any synergistic partners. Invisible Woman gets a chance to exist in a world without Alioth!

Kraven
When a card moves here, this gains +2 Power.
Hydra Stomper
Ongoing: +1 Power for each time one of your cards moved this game.
Sebastian Shaw
When this is Empowered, gain an additional +2 Power. (if in hand, in deck, or in play)
X-23
When Discarded or Destroyed: Regenerate this at a random location and you get +1 Energy next turn.
Wolverine
When Discarded or Destroyed: Regenerate this with +2 Power at a random location.
Hellion
On Reveal: Next turn, your cards are Moveable to this location.
Vision
Moveable
Jeff the Baby Land Shark
Moveable once. Nothing can stop you from moving or playing this to any location.
Elsa Bloodstone
Each card you play to fill your side of a location gains +2 Power.
Invisible Woman
Ongoing: Cards you play here are not revealed until the game ends.
Jubilee
On Reveal: Add the top card of your deck to this location.
Odin
On Reveal: Repeat the On Reveal abilities of your other cards here.
Red Hulk
End of Turn: If your opponent has unspent Energy, +3 Power. (if in hand or in play)
Sera
Ongoing: Cards in your hand cost 1 less. (minimum 1)

Cards that are worse in this mode than High Voltage or Ladder

Iron Man is still a powerful card, but he'll be weaker here than he's ever been. He, and other low-power Ongoings, risk destruction. Affliction feels unreliable, and, even though board management will be incredibly important, clogging cards could end up backfiring.

Iron Man
Ongoing: Your total Power is doubled here.
Hazmat
On Reveal: Afflict all other cards with -1 Power.
Ajax
Ongoing: +1 Power for each card in play afflicted with negative Power.
Ebony Maw
You can't play this after turn 3. Ongoing: You can't play cards here.
Green Goblin
On Reveal: Switch sides.
Acid Arrow
On Reveal: Switch sides.
Cerebro
Ongoing: Your highest-Power cards have +3 Power.

High Voltage Decks

Overdrive Move


Sco Overdrive

Overdrive WWBN


Overdrive Deathbird

Overdrive Shuri


Overdrive Firehair


SANCTUM SHOWDOWN

JUNE 26 - JULY 3

As of right now, we don’t know all the rewards for the return of Sanctum Showdown, but we do have a couple datamined that show some of the emotes and other currencies that we can get this time around.

The banlist for Sanctum Showdown remains unchanged, including all the cards that were banned mid week last time it was around.

It’s currently unknown if there are any changes to the mode this time around, but with 12 new cards already planned for this season I would imagine the Portal Pull might not feature 3 new cards this time around. We’ll have to wait and see!

Head over to our guide on Sanctum Showdown here!

Confirmed Rewards

I have no idea what I am doing
I have no idea what I am doing
*sluuurp!*
*sluuurp!*
How Dare You!
How Dare You!


CHAMPION’S ARENA

JULY 2025?

In the near future, we’ll be seeing a brand new game mode, Champion’s Arena!

While we don’t know too much about the specifics of how it works right now, we do have a few datamines that can give us an idea of what to expect from the mode.

It appears to be themed around the Fantastic Four First Steps Season that we’re getting in July, as it features a bunch of the new First Steps cards.

In Champion’s Arena you will have a specific “Champion” selected out of a set of 8 possible characters, some new, and some that you already have in your collection. It seems as though these Champions will not be something that you can add to your deck, but they will give you a specific new skill that you can use in the game. These skills are quite powerful since they only work in this mode.

  • Mister Fantastic
  • Invisible Woman
  • Human Torch First Steps
  • The Thing First Steps
  • Herbie
  • Doctor Doom
  • Mole Man
  • Carnage

Council of Reeds
On Reveal: Give an Ongoing card in your hand -1 Cost and +1 Power. After you play it, repeat this.
Force Field
On Reveal: Give your Champion +1 Power for each unrevealed card at its location. You get that much Energy next turn.
Flame On
On Reveal: Add your Champion's Power to the top card of your deck.
Clobberin' Time
Costs 1 less for each different Cost among your cards in play. On Reveal: Give your Champion +8 Power.
Helpful Assistance
On Reveal: Execute all 4 of H.E.R.B.I.E.'s abilities here.
Master Plan
On Reveal: Your 6-Cost cards cost 3 next turn.
Subterranean Summons
On Reveal: Give each created card in your hand -1 Cost or +3 Power.
Maximum Carnage
On Reveal: Banish this to move your Champion here. Repeat its On Reveal ability.


What game mode are you most excited for? What deck are you bringing into High Voltage Overdrive? Be sure to let us know what you think of these new game modes down below!


Who is Scosco23?

You can find more from Scott @FourthLocation on YouTube and fourthlocation.com. He is on social media on Twitter @scodenim and Bluesky @scosco.

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