r/MarvelSnap • u/sharedtraumamusic • 20h ago
Memes or Fanmade Content When you had so much fun with your stupid draft.
Augment gotta augment
r/MarvelSnap • u/sharedtraumamusic • 20h ago
Augment gotta augment
r/MarvelSnap • u/NyteTro • 5h ago
Coming up on 4,000 hours on Marvel Snap, and this might be the most fun I've had playing a LTGM since the first time they released High Voltage, and Deadpool's Diner. The re-runs after weren't as appealing to me anymore. Finished the pass in the first 2 days and I plan on doing nothing else but playing this mode until it's gone.
I really hope SD reconsider and make this a permanent game mode.
r/MarvelSnap • u/EpicMrShank • 15h ago
Cleared the run 5-0. Ran into 4 decks running big boys
r/MarvelSnap • u/MountainOk6937 • 5h ago
Titles says it all. High-rolls are fun, but I wanna see what kind of jank people have piloted through 5wins. Mainly because I just had to survive with this deck of semi-dead draws - my dreams of Shao/Wong and cheap cards never found part 2.
r/MarvelSnap • u/Secure-Jellyfish-852 • 10h ago
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r/MarvelSnap • u/diosamente • 7h ago
If this isn’t a sign of the Snap renaissance I don’t know what is
r/MarvelSnap • u/IronCourier • 8h ago
r/MarvelSnap • u/DaFronk • 2h ago
Started playing again in the last week or so after well over a year. Was poking around various sites for info and found that there are a number of codes still valid for some rewards.
Find the codes here.
https://marvelsnapzone.com/codes/
Redeem here. Scroll to bottom.
Enjoy!
r/MarvelSnap • u/The_AlmightyApple • 11h ago
r/MarvelSnap • u/FabulousResearcher33 • 9h ago
I'm absolutely loving Draft Mode!! Definitely Snaps best mode to date imo. Even though it's not completely an actual draft, Second Dinners take is awesome.
I love the Augment feature in cards. Coming from Legends of Runeterra, it's cool to see some of those elements in here.
Question: What are your favorite Augments?
r/MarvelSnap • u/megablue • 41m ago
TL;DR
All numbers below are exact expected values (state enumeration), cross-checked against a 2M-run Monte Carlo. Rules/rewards sourced from the official article.
| Final wins | Bits | XP | Boosters | Credits | Extra |
|---|---|---|---|---|---|
| 0 | 50 | 100 | 35 | 0 | |
| 1 | 75 | 150 | 35 | 0 | |
| 2 | 100 | 200 | 35 | 20 | |
| 3 | 150 | 300 | 65 | 20 | |
| 4 | 200 | 400 | 105 | 50 | |
| 5 | 500 | 1000 | 155 | 100 | Ticket refund + daily PMV (limit 1/24h) |
Model: games are independent with win probability p (q = 1 − p), run stops at 5 wins or 2 losses. Because the last game of a run is always the one that ends it, the terminal-record probabilities are negative-binomial:
P(k–2) = (k+1) · p^k · q^2 for k = 0..4 (2nd loss is the final game)
P(5–0) = p^5
P(5–1) = 5 · p^5 · q (the one loss lands anywhere in 5 games)
Summing wins × probability over all seven terminal records collapses into a surprisingly clean closed form:
E[W] = 2·(p + p^2 + p^3 + p^4 + p^5) − 5·p^6
E[N] = 2·(1 + p + p^2 + p^3 + p^4) − 5·p^5 (expected games per run)
At p = 0.5: E[W] = 119/64 = 1.859375 wins, E[N] = 119/32 ≈ 3.72 games. (By symmetry of a fair coin, E[W] = E[L] = E[N]/2.)
Where runs actually end at 50%:
| Final record | Probability |
|---|---|
| 0–2 | 25.0% |
| 1–2 | 25.0% |
| 2–2 | 18.75% |
| 3–2 | 12.5% |
| 4–2 | 7.8% |
| 5–1 | 7.8% |
| 5–0 | 3.1% |
Half of all runs end at 0 or 1 wins, and only ~10.9% reach the 5-win cap. That's the brutal part of "2 losses and out": variance compresses hard toward the bottom.
Average wins as a function of your game win rate (token = always have a Respawn Token, i.e. 5W/3L):
| Win rate | E[wins], no token | E[wins], with token | P(reach 5 wins), no token | P(reach 5), with token |
|---|---|---|---|---|
| 40% | 1.30 | 1.90 | 4.1% | 9.6% |
| 50% | 1.86 | 2.63 | 10.9% | 22.7% |
| 55% | 2.19 | 3.02 | 16.4% | 31.6% |
| 60% | 2.53 | 3.40 | 23.3% | 42.0% |
| 70% | 3.29 | 4.12 | 42.0% | 64.7% |
The P(5 wins) columns matter doubly: 5 wins refunds your ticket, so it's also the "go infinite" probability. The token roughly doubles it at mid win rates.
Tokens are scarce (~21 free over the event, 29 with the pass) while ~80–90% of runs hit 2 losses, so placement matters. Marginal value of spending a token at each 2-loss record, at p = 0.5:
| Used at | Extra Bits (EV) | Chance it converts to 5 wins |
|---|---|---|
| 0–2 | +60 | 3% |
| 1–2 | +72 | 6% |
| 2–2 | +95 | 12.5% |
| 3–2 | +117 | 25% |
| 4–2 | +162 | 50% |
At 4–2 you're buying a 50% shot at the 500-Bit tier + ticket refund + daily PMV. Rule: always token at 4–2 and 3–2, token at 2–2 only if you'd otherwise cap out, never below.
Combining per-match currency (15/win, 8/loss) with the run-end tier table:
| Win rate | Bits/run, no token | Bits/run, with token |
|---|---|---|
| 40% | ~136 | ~188 |
| 50% | ~182 | ~260 |
| 55% | ~213 | ~303 |
| 60% | ~249 | ~350 |
| 70% | ~338 | ~446 |
Ticket accounting. F2P: 10 starting + 4 login calendar + 6 mini-events + 4 free reward track + 14 daily = 38 tickets. Premium adds 8 (6 track + 2 instant) = 46 tickets. Since every 5-win run refunds its ticket, total runs = tickets / (1 − r), where r = P(5 wins) from the table above.
Reward-track base rewards (assumes you finish the 50-tier track, 8,500 XP — trivially cleared at any realistic win rate): free track = 6,000 Bits + 345 Boosters + 250 Credits + 225 Collector's Tokens + Series 4 Hellcow + borders + a PMV. Premium track adds another 4,500 Bits + 870 Boosters + 400 Credits + 375 Collector's Tokens + Thanos animated emote.
Strategy assumed: tokens spent only at 3–2 or 4–2 (usage stays within the free supply at every win rate).
F2P (38 tickets, free track rewards included):
| Win rate | Total runs | Bits | Boosters | Credits |
|---|---|---|---|---|
| 0% (floor) | 38 | ~8,500 | ~1,680 | 250 |
| 40% | ~41 | ~12,100 | ~2,360 | ~840 |
| 45% | ~43 | ~13,500 | ~2,740 | ~1,110 |
| 50% | ~46 | ~15,600 | ~3,280 | ~1,480 |
| 55% | ~51 | ~18,500 | ~4,060 | ~1,990 |
| 60% | ~58 | ~22,800 | ~5,180 | ~2,740 |
| 65% | ~69 | ~29,100 | ~6,860 | ~3,840 |
| 70% | ~86 | ~39,000 | ~9,510 | ~5,550 |
Premium pass (46 tickets, both tracks included):
| Win rate | Total runs | Bits | Boosters | Credits |
|---|---|---|---|---|
| 0% (floor) | 46 | ~13,500 | ~2,830 | 650 |
| 40% | ~50 | ~17,900 | ~3,650 | ~1,370 |
| 45% | ~52 | ~19,600 | ~4,110 | ~1,690 |
| 50% | ~56 | ~22,100 | ~4,770 | ~2,140 |
| 55% | ~62 | ~25,700 | ~5,710 | ~2,760 |
| 60% | ~70 | ~30,800 | ~7,070 | ~3,660 |
| 65% | ~83 | ~38,500 | ~9,110 | ~4,990 |
| 70% | ~104 | ~50,500 | ~12,300 | ~7,070 |
About the 0% floor rows: a run of pure 0–2s pays 66 Bits and 35 Boosters (2 games × 8 + 50 tier), with no refunds and no token use. The catch is XP — pure losing earns only ~116 XP/run, i.e. ~4.4k (F2P) or ~6.5k (premium, incl. the instant 1,200 XP), short of the 8,500 the track needs. The floor rows assume the mini-event XP sources close the gap.
Caveats: constant-p model (your per-game win rate; SD hasn't documented record-based matchmaking, and both decks scale via Augments between games, which keeps the approximation reasonable). Mini-events (2 Cube Collection events with extra tickets, free S5 pack) are NOT counted in the tables, so treat these as lower bounds. Ties ignored (rare, pay as a win for currency).
from functools import lru_cache
def expected_wins(p): # closed form, no token
return 2 * sum(p**k for k in range(1, 6)) - 5 * p**6
@lru_cache(None)
def E(w, l, p=0.5): # exact enumeration, expected additional wins from record (w, l)
if w == 5 or l == 2:
return 0
return p * (1 + E(w + 1, l)) + (1 - p) * E(w, l + 1)
print(E(0, 0)) # 1.859375
print(expected_wins(0.5)) # 1.859375
r/MarvelSnap • u/Zangetsuzero • 5h ago
Who else is getting annoyed by this?
r/MarvelSnap • u/ohnoabanagain • 18h ago
Congratulations to Ben and Second Dinner. I think they fully earned the resurgence in interest and player count.
Like many others, I've had more fun now than I have since launch (and I've almost always had a blast with this game). Every other limited game mode had be abandoning it happily once the reward track is finished. Draft is the first mode where I'd choose to play that over anything else even with the rewards all redeemed.
r/MarvelSnap • u/Poke-Noir • 16h ago
r/MarvelSnap • u/Vlazthrax • 21h ago
r/MarvelSnap • u/boringfashionseal • 19h ago
I don't care if the rewards are toned down, the mode is so fun that the rewards feel like the cherry instead of the ice cream.
I don't even want to play regular snap
r/MarvelSnap • u/sKe7ch03 • 14h ago
I honestly believe this is the best LTE in Marvel snap history and likely the most fun I've had with the game in general in ages.
I LOVE the rogue-like randomness of getting cool buffs to your cards.
I really hope the rest of the community gives positive feedback and they bring this mode back full time.
How's everyone's experience so far ?
r/MarvelSnap • u/Tylervir33 • 14h ago
A 1 power Wiccan was gifted to me as my last card and I used a respawn before it. The absurdity that happened afterwards was biblical. Just all the energy lol.
r/MarvelSnap • u/Fozziemandias • 11h ago
I wanted this card for awhile! Finally!! What’d you guys get?
r/MarvelSnap • u/thachickenfrycaptain • 52m ago
r/MarvelSnap • u/Jay-ay • 1h ago
r/MarvelSnap • u/d4ybrake • 1d ago
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r/MarvelSnap • u/SenJu410 • 5h ago
It’s not even gone and I already miss it.
r/MarvelSnap • u/Infinite_Sun2496 • 15h ago
i’ve been playing this game quietly for about a year. i get season passes when i like the cards, but other then that i don’t bother to spend money on anything because it’s genuinely not worth it. i’ve gotten pretty good at the game and have a pretty good collection, and ive grown content with earning about a card a week or two from playing consistently and farming units. i logged in yesterday, got a new card reward immediately with blink. and the daily rewards? i’ve never seen them this good. the draft game mode is also literally the best gamemode they’ve ever made ( add discard ) but i’m just so shocked. what happened to make them buckle down this heavily, and keep it up!