A new update has hit Marvel Snap and there are a huge number of bug fixes in addition to some fresh Art, VFX, and Audio additions to existing cards. We also get to see the new Deck Bundles feature which is ready-to-play 12 card decks sold together in the shop. This is an easy way to jump straight into the game.
It should be noted though that Deck Bundles will also be able to appear as 3-card and 6-card versions as well, and depending on your "account state" you will see base cards and/or variants within the bundles. Read on for all the details of today's update.
Quote From Marvel Snap Patch Notes – 20th October 2026
PLEASE NOTE: If you haven’t updated your game yet, get the latest in the App Store!
GENERAL UPDATES
DECK BUNDLES
Deck Bundles are ready-to-play 12-card decks, typically built around a single strategy and sold as one package. Once you buy a bundle, you can equip the deck immediately and start playing. Deck Bundles may also appear as 3-card and 6-card packages, and contents can vary between base cards and variants depending on your account state.
A Deck Bundle’s price automatically drops based on the cards you already have, and your current discounted price is shown on the bundle. Deck Bundles are usually tailored to your collection, so different players will see different bundles, and the lineup rotates in limited-time windows. If you already own the whole deck, you won’t see it in your Shop!
Deck Bundles with variants will provide you with the base card if you don’t own it yet. If you own the base card but not the variant, you won’t receive a discount for that card, as the variant is part of the value of the bundle. If you own the variant, that discount will be reflected in the bundle price.
Deck Bundles start appearing in the Web Shop and in-game Shop in late October and early November with the first rotation of decks, with more waves to follow. We’ll be watching how these land as we shape what Deck Bundles become to better meet demand.
Mastery Rank
The planned changes to Mastery in 58.x are being moved to a future update.
ART, VFX, AND AUDIO
The following cards have had VFX and SFX added:
Ravonna Renslayer
Shadow King
Dracula
Hellcow
Ronan the Accuser
CARD AND LOCATION UPDATES
Kid Omega and Dracula now both gain the Power the target card had at the moment it was destroyed/discarded. Venom already had this behavior, so this is a change to add consistency. Before, this meant unintuitive moments like Kid Omega gaining 0 Power if he destroyed a large Knull, or 16 Power after destroying an 8 Power Deadpool.
This does mean that Dracula will no longer gain the additional 4 Power that Apocalypse gained if Dracula discards Apocalypse. To help account for this, we’ve given Dracula an extra point of Power, bringing him from 4/1 to 4/2.
Fixed Nico Minoru’s Spell that doubled her Power not working if Firehair used it, or if Nico was transformed by another source such as a Sersi played right after.
Fastball Special is no longer an X-Men card, and Web Sling is no longer a Spider-Verse card. As of now, Skill cards don’t work particularly well with most of the Team Clash team effects, so we’re choosing to remove Teams from Skills for the time being. This shouldn’t affect gameplay currently, as neither of these two cards could interact with their team effects.
Bug Fixes
Card and Location Behavior Fixes in 58.x
Superior Ironman should now be properly movable if given the ability from cards such as Madame Web
A rare issue where Venom could throw an exception due to failing to find an appropriate target due to being triggered repeatedly and/or bounced to hand and then immediately pulled back into play should no longer occur
Card and Location Art Fixes in 58.x
Peni Parker’s bonus energy should be visible to opposing players now, rather than displaying simply as XX
Zombie Venom’s SFX and VO should no longer throw an error in the client log
Infinity Ultron’s stones should no longer display incorrectly on the game board when played with other various cards
Vampire Killmonger’s hand-full VFX should no longer trigger twice
Vampire Enchantress’s staging VFX should no longer display at a location if there is no available space at that location for her to be staged
Zombie Blade’s whiff VFX should display when targeting an opponent’s empty hand
Superior Ironman’s VFX should no longer play elements that aren’t relevant to the step in question (ex: Staging VFX were playing on card reveal)
A VFX exception related to Lockheed should be resolved and Lockheed’s VFX should be re-enabled
Certain combinations of Flares and Borders should no longer cause an unexpected black box or border to display on the card
Shop Fixes in 58.x
Certain offer prefabs that previously had misaligned and poorly sized assets should just generally look nicer
Bundle prefab backgrounds should no longer display as empty or white when navigating between UI elements
Game Mode Fixes in 58.x
The Banned Card icon should once again display properly on decks during deck selection in LTGMs
The “Closed” button after an LTGM ends but the Shop remains open should no longer eventually change to a non-functional “Play” if remaining idle on the screen
Deadpool’s Diner – It should no longer be possible to have both Clown City and Baxter Building in the same game
Deadpool’s Diner – Some locations that were missing SFX hookups should play their SFX correctly now
Portal Pull SFX should no longer be significantly louder than other in-game SFX
Mini-Events Fixes in 58.x
Players on the Main Menu at the time of a Mini-Event’s start should be notified of it starting with the appropriate UI displaying
Reward icons should display appropriately on the Mini-Events event badge
Cube Icons should no longer obscure text on the Mini-Event badges
Hyper Cube Rush – Event Completion UI should now display properly for players who only made partial progress
Event Completion pop-ups should no longer display over top LTGM UI upon satisfying their conditions in things like the Shop (ex: getting LTGM experience from the Premium Pass)
Localization Fixes in 58.x
Certain reward flows should no longer show “Missing Entry” strings when claiming
XP Collected strings for Mini-Events should no longer extend outside the UI in Vietnamese
LTGM Shop strings should no longer extend outside the UI in Vietnamese
“Equip” and “Equip to All” strings during Avatar selection should be properly localized in all languages
“Draft Stats” should no longer display very small in Thai
Other Fixes in 58.x:
A rare issue related to GameState size that could prevent some post-game data from being recorded properly should be resolved
The End Turn button should no longer become stuck under rare timing circumstances after Undoing End Turn
Alliance top contributors badges should display properly again
The display order of Custom Cards within the Collection should be consistent now
Receiving or purchasing Wild Boosters or Split Reroll Coins from various sources should properly update the displayed wallet quantity without needing to change UI to force a refresh
The Galactus emote should no longer be inappropriately mirrored when shown by your opponent – OK!
The claim checkmark should now be layered appropriately above the 3000 Tokens reward on the CLTR
Returning to the Main Menu after a match should no longer result in strings on the carousel being briefly displayed as pink fallbacks
The UI for Split Rerolls should no longer be hanging out at the bottom of the screen during the animation
Split Reroll VFX should now be better aligned with the animation on-screen
Being granted multiple sets of Cubes through non-traditional methods, such as the inbox, should no longer show progression out of order
Character Mastery VFX should play properly in more UI elements where variants were earned or purchased
Reward assets and text in Login Calendars should no longer be improperly scaled
PC players should no longer briefly see the default background rather than the seasonal background art when returning from a game
Leave a Comment