Every Marvel Snap location and effect
Marvel Snap throws plenty of different Location cards at players, all with different effects that force them to change up their playstyle on the fly. If you have any confusion regarding Locations, here’s a list of every Marvel Snap location and its effect.
Locations are a special aspect of Marvel Snap, helping it stand out among a ton of mobile card games. Although every card has unique abilities and Power, its effectiveness is directly linked to the Location where it’s placed.
You win a game in Marvel Snap by capturing two out of three revealed Locations. Naturally, understanding all Locations and their effects is a huge advantage. At higher levels, your decks should have cards to tackle every Location.
With this in mind, here’s a list of every Marvel Snap location and its effect to help you make the most balanced decks.
- What are Locations in Marvel Snap and how do they work?
- What are Featured Locations in Marvel Snap?
- Marvel Snap cards that can affect Locations
- List of all Marvel Snap Locations and their effects
What are Locations in Marvel Snap and how do they work?
Each game in Marvel Snap features three randomly selected Locations with unique characteristics that affect the movement and power of the cards that are placed in them.
Locations are revealed on the first, second, and third turns in Marvel Snap. You win a game by accumulating the most power in more Locations than your opponent. Typically, winners have control over two out of three Locations but in case of multiple ties, the player with the most Power across the board wins.
The randomness of Locations is what makes Marvel Snap so enjoyable for players. Each game brings in a new set of challenges and you must have a deck that is flexible enough.
What are Featured Locations in Marvel Snap?
Featured Locations in Marvel Snap have a higher chance of appearing in your games during a fixed duration, such as an entire weekend. They are different from standard Locations as the latter have an equal chance of appearing in your matches.
Featured Locations constantly change in Marvel Snap. This certainly helps in keeping the meta fresh and compels players to rebuild their decks.
Marvel Snap cards that can affect Locations
A few cards in Marvel Snap have abilities that can alter Locations. These include:
- Uatu The Watcher – You can watch unrevealed Locations if used early.
- Scarlet Witch – Changes the Location randomly.
- Rhino – Change the Location he’s played on to into Ruins.
- Storm – Removes the abilities of the Location she’s played to and after the next turn, no cards can be played into that Location.
- Quake – If played to the middle Location, this card shuffles the Locations across the board.
- Galactus – If he’s your first/only card on the board, he destroys every Location except his own.
List of all Marvel Snap Locations and their effects
As of January 2023, these are the Locations available in Marvel Snap and the effects they have on the cards:
Marvel Snap Location | Effect |
---|---|
Altar of Death | When you play a card here, destroy it to get +2 Energy next turn. |
Asgard | After turn 4, whoever is winning here draws 2 cards. |
Asteroid M | Whenever a card is played that costs three energy or four energy, it is moved to Asteroid M. |
Atlantis | If you only have one card here, it has +5 Power |
Attilan | After turn 3, shuffle your hand into your deck. Draw 3 cards. |
Avengers Compound | On turn 5, all cards must be played here. |
Bar Sinister | Whenever a card is played to Bar SInister, copies of the card are added to Bar Sinister until it is full. |
Bitfrost | At the end of turn four, every card on the board moves one Location to the right, if possible. |
Big House | Cards with a cost of four or higher cannot be played to the Big House. |
Baxter Building | Whoever is winning this location gets +3 Power at the others. |
Central Park | Add a Squirrel to each location. |
Counter- Earth | Whenever a card is played to Counter-Earth, a copy of that card is created at the same Location. |
Cloning Vats | When you play a card here, add a copy to your hand. |
Crimson Cosmos | Cards that cost 1, 2, or 3 can’t be played here. |
Crystal Towers | When Crystal Towers is revealed, both players shuffle their hands into their decks and draw three cards. |
Collapsed Mine | Fill this location with Rocks. Skip a turn to destroy your Rocks. |
Daily Bugle | Get a copy of a card in your opponent’s hand. |
Danger Room | Cards played here have a 25% chance to be destroyed. |
Dark Dimension | Cards here are not revealed until the game ends. |
District X | Replace both decks with 10 random cards. |
Deep Space | Cards played to Deep Space do not resolve their On Reveal effects. |
Death’s Domain | Cards played to Death’s Domain are destroyed after they are revealed. |
Dream Dimension | On turn 5, cards cost 1 more. |
Ego | Ego takes over and plays your cards for you. |
Elysium | Cards cost 1 less. |
Eternity Range | After turn 3, add a Rock to the losing player’s side. |
Fisk Tower | When a card moves here, destroy it. |
Fogwell’s Gym | At the end of the game, both players receive twice the number of Boosters they would normally get. |
Gamma Lab | After turn 3, transform all cards here into the Hulk. |
Genosha | Cards can be freely moved from other locations to Genosha. |
Grand Central | After turn 5, put a card from each player’s hand here. |
Hala | After turn 4, destroy all cards controlled by the player losing here. |
Hell’s Kitchen | Draw a 1-Cost card from your deck |
Hellfire Club | Cards that cost 1 can’t be played here. |
Ice Box | One card in each player’s hand, chosen at random, has its cost permanently increased by one. |
Isle of Silence | Ongoing effects on cards at the Isle Of Silence are nullified. |
Jotunheim | Every card at Jotunheim permanently loses one power at the end of each turn. |
K’un-Lun | When a card moves here, give it +2 Power. |
Kamar-Taj | On Reveal effects happen twice at this location. |
Kylntar | Cards at Klyntar have two less power. |
Knowhere | On Reveal effects do not happen at this location. |
Kyln | You can’t play cards here after turn 4. |
Lamentis | Draw 3 cards. Destroy both decks. |
Lechuguilla | When you play a card here, shuffle 3 rocks into your deck. |
Lemuria | No cards are revealed this turn. |
Limbo | There is a turn 7 this game. |
Los Diablos Base | At the end of turn 3, ruin a random location. |
Luke’s Bar | When you play a card here, return it to your hand. |
Machine World | When you play a card here, add a copy to the opponent’s hand. |
Madripoor | Cards can be moved freely from Madripoor to other Locations |
Mindscape | At the start of turn 6, swap hands. |
Miniaturized Lab | On turns 3, 4, and 5, no cards can be added here. |
Mirror Dimension | On turn 4, transform into one of the other locations. |
Mojoworld | Whoever has more cards here gets +100 Power. |
Monster Island | Add a 9-Power Monster here for each player. |
Monster Metropolis | The cards with the highest power here get +3 Power. |
Morag | The first card played by each player on each turn cannot be played to Morag. |
Muir Island | After each turn, give cards here +1 Power. |
Murderworld | After turn 3, destroy all cards here. |
Necrosha | Cards here have -2 Power. |
Nidavelir | Cards have five additional power while they’re at Nidavelir. |
Nova Roma | Both players draw a card from their deck when Nova Roma is revealed. |
Negative Zone | Cards here have -3 Power. |
New York | On turn 6, you can move cards to this location. |
Nova Roma | Draw a card. |
Olympia | Draw 2 cards. |
Onslaught’s Citadel | Ongoing effects here are doubled. |
Oscorp Tower | After turn 3, all cards here swap sides |
Project Pegasus | +5 Energy this turn. |
Pleasant Hill | Whenever a card is played to Pleasant Hill, its player draws a card. |
Plunder Castle | Only cards that cost 6 can be |
Quantum Realm | Whenever a card is played to Quantum Realm, its power becomes two. |
Ruins | A wasteland of destruction. |
Rickety Bridge | After each turn, if there is more than one card here, destroy them. |
Sakaar | Put a card from each player’s hand here. |
Sanctum Sanctorum | Cards can’t be played here. |
Sewer System | Cards at the Sewer System have one less power. |
Savage Land | Add two Raptors on each side of this location. |
Shadowland | Add a Ninja to each side with -2 Power. |
Shuri’s Lab | When you play a card here, double its Power. |
Space Throne | Each player can only have one card at the Space Throne. Also, If a player has multiple cards at the Space Throne when it’s revealed, they remain there, but more cannot be added until the Location’s single slot is empty. |
Sinister London | When you play a card here, add a copy to another location. |
Starlight Citadel | At the end of turn four, all three Locations change positions. |
Sokovia | Discard a card from each player’s hand. |
Stark Tower | After turn 5, give all cards here +2 Power. |
Strange Academy | At the end of turn 5, move all cards here to other random locations. |
Subterranea | Shuffle 5 rocks into each deck. |
T.A.H.I.T.I. | Whenever a card is destroyed or discarded, a copy is created at T.A.H.I.T.I. |
The Bar With No Name | Whoever has the least Power here wins. |
The Big House | Cards that cost 4, 5 or 6 can’t be played here. |
The Hub | Add a random card to each player’s hand. |
The Ice Box | Give a card in each player’s hand +1 Cost. |
The Peak | Each card in your hand swaps its Power and Cost. |
The Nexus | Each player’s power at The Nexus is added to their power at the other two locations as well. |
The Raft | First to fill this draws a 6-cost card. It costs o. |
The Space Throne | Only one card can be here for each player. |
The Superflow | If you have no cards here, +1 energy each turn. |
The Triskelion | Fill each player’s hand with random cards |
The Vault | On turn 6, cards can’t be played here. |
Tinkerer’s Workshop | +1 Energy this turn. |
Titan | 6-Cost cards cost 1 less |
Transia | Swap the positions of each location. |
TVA (Time Variance Authority) | The match ends after four turns instead of six. |
Utopia | During turn four, cards at Utopia can move to other locations. |
Vormir | Players with no cards at Vormir can only play cards to Vormir. |
Vibranium Mines | When you play a card here, shuffle 3 Vibranium into your deck. |
Wakanda | Cards here can’t be destroyed. |
Wakandan Embassy | Give +2 Power to cards in players’ hands. |
Warrior Falls | After each turn, cards here FIGHT! Destroy the weakest one(s). |
Washington D.C. | Cards here with no abilities have +3 Power. |
Weirdworld | Both players draw from their opponent’s decks. |
Westview | Turns into a new location on turn 4. |
Worldship | Destroy the other locations. |
X-Mansion | After turn 3, add a random card here for each player. |
Xander | Cards here have +1 Power. |
The abundance of Locations is enough to explain why players have been tirelessly playing Marvel Snap since its launch. For similar content, you can check out our guides on the best Pool 1 deck for Marvel Snap beginners, the best Kingpin decks, and the best Patriot decks.
Image Credits: Nuverse